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Purona
The Vanguardians
32
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Posted - 2013.08.17 17:17:00 -
[1] - Quote
in my opinion the best Tanks in game shouldn't be easily taken out with hardeners on in my opinion CCP should
Increase the Cool down on all modules increase the power of all moduless Increase the Duration of all modules |
Purona
The Vanguardians
35
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Posted - 2013.08.18 10:50:00 -
[2] - Quote
[quote=Sylwester Dziewiecki ..and then recall it to bring on battlefield fresh one without cooldown on modules. [/quote]
of course you wouldnt be able to recall the tank during this time i just didnt think of a way to write it down as a mechanic in the game but now i have an idea
in my opinion the best Tanks in game shouldn't be easily taken out with hardeners on in my opinion CCP should
Increase the Cool down on all modules increase the power of all moduless Increase the Duration of all modules
increasing the cooldown creates a vulnerable time when all modules are disabled that allows Av players to take out the tank
militia and standard Av weapons would take 6-7 shots to take the tank out advanced 4-5 and prototype 2-3
this also increases the viability to passive modules since it would allow the tank to endure more than if its main active modules are down
increasing the Power and Duration of the modules allows tanks to attack a position for a period of time
where they either succeed or fail succeess gives a temporary safe zone failure allows the enemy team a time to not have to deal with a tank for a while
the cooldown period could be like an overheat system draining the vehicle of any ability to use modules or recall until all module cooldowns have finished |
Purona
The Vanguardians
35
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Posted - 2013.08.18 12:09:00 -
[3] - Quote
Sylwester Dziewiecki wrote:That will make vehicle extremely-powerful or extremely-weak. Your idea push out low meta items and make proto-stuff more useful.
it would be the same now all vehicle modules would be getting an increase in capability, It wouldn't push out low level stuff anymore than low meta modules are now.
Sylwester Dziewiecki wrote: On my HAV I constantly have some module on cooldown. Infantry can shoot, run, fix each other armor in theory nearly as fast as HAV if several Logibro will lock them on RT, and they don't have any kind of cooldown, even if they re-supply they can constantly jump, shot everyone if face etc.
cant compare infantry and vehicles like that they are two completely different things that play and interact with gameplay mechanics differently |
Purona
The Vanguardians
35
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Posted - 2013.08.19 11:08:00 -
[4] - Quote
Rizlax Yazzax wrote:So many topics like this so I'm just going to copy/paste my response from another thread .
T More and more I am coming up against HAVs that take an incredible amount of damage and keep on rolling. Several of them have taken 7 or more volleys of my proto swarm (3xComplex, Prof 3) and 3 or more Lai Dai and just kept on going as if I was a mosquito buzzing around their ears. Tanks may be paper thin as standard, but as with anything, put enough time/SP into them and they can be a beast.
I do not expect to be able to solo a tank by any means, and if I can, I enjoy it when it is a challenge as opposed to a 10 second fire and forget battle. Once we have proto tanks (god help the cries for AV buff/tank nerf when that happens) then the battlefield will be a lot more even, but people still need to realise that the tank isn't meant to be insta-win. You need a fair SP sink and good fitting to be an intimidating presence on the battlefield.
I have seen several people suggest removing proto AV until we have proto vehicles. I for one would be fine with this and feel it is unfair that one side of the equation has more advanced gear than the other.
But despite all this, we have two major updates on the way, so essenstially all arguments on AV balance are moot until after they arrive.
obviously the tim between each volley and each grenade was to far apart to actually kill the tank |
Purona
The Vanguardians
35
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Posted - 2013.08.19 11:45:00 -
[5] - Quote
Jack McReady wrote: this is only assuming the target stands still and does not use proper tanks mods. if this is the case the deserves to die to a single guy tossing proto AV at him.
if the driver is not braindead, has his tank skills maxed and proper fit then the driver will activate his stuff and reposition himself and you will never get him. between repairs, resistance mods and the fact that swarms like to crash into the ground against moving targets means that even an armor tank can survive all those hits from a single player quite easily. you will require a second person or a forge gunner to take the tank down.
and if it is a shield tanker than the lolswarms and AV grenades only tickle.
no this is assuming that the tank took all those attacks
directly and used all modules at there most efficient times
an armor tank can not take any damage that exceeds 23k thats the threshold to immediate destruction regardless of what you do
6753 base health+ 6210 from repairs = 12963 total health from armor and repairs
.62 maxresist you can get from armor
12963*.62= an additional 8037 hp which brings your effective hp to 21k +1190 from shields
equals 22k damage before tank goes boom |
Purona
The Vanguardians
36
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Posted - 2013.08.19 17:08:00 -
[6] - Quote
why are people so obsessed with proto tanks
we dont particularly need proto tanks
what we need are better modules to put on a better tank just incorporating proto tanks would barely change anything |
Purona
The Vanguardians
36
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Posted - 2013.08.19 17:10:00 -
[7] - Quote
pegasis prime wrote:Hahaha not quite if you get a maddy and pummel hard enoigh whilst its reps are o it goes down. If I get 5 shots on a maddy in my glass cannon build it will die reps or not . And 5 shots is aprox 12k dammge.
because there is tottlay not a difference between amount of damage that can be repaired vs the amount of damage being done in a certain amount of time |
Purona
The Vanguardians
36
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Posted - 2013.08.19 17:49:00 -
[8] - Quote
Sylwester Dziewiecki wrote:PRO HAV have PRO stats. This means that they have more PG/CPU and base HP - it's all about that - PRO tanks allow players to fit better modules without suffering from low PG that MLT, STR have ;). We need ADV and PRO vehicles, maybe even RAR someday but power grid is not a problem currently
additoinal power grid could do two things for me
1.allow me to do is put a bigger gun on my tank without losing defense and that doesnt help me against infantry 2 put another .25 hardener but with stacking penalites it would only give an additional .14
Sylwester DziewieckiI wrote: can not fit best armor repair module and armor plate on my Madrugar, it's impossible without sacrifice 3 low slots for PG modules.. not mentioning about Turret(I may talking BS right now, but as far I remember it is very difficult to fit that what we was able to fit in previous build).
and i guess you need to put more points into skills since i can fit the best 180 plate armor and repair modules as well as dual hardeners while only losing 1 low slot to a powergrid module
the only thing i cant put on my tank is a proto turret without lowering my armor extenders but even then i believe that's an intentional choice by CCP so you dont have tanks going around with both the best offense and defense |
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