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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:13:00 -
[1] - Quote
someone on the CPM please answer me
Where does the minmatar tank and ammar tank fit into this new balance plan?
Why aren't we getting "type 2" tanks as placeholders?
Also I hope ammar laser tank turrets don't need ammo, just have them only overheat. The lower the heat the more damage they do. Lasers use lens that can break, not ammo. |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:14:00 -
[2] - Quote
milo cordelli wrote:Needless Sacermendor wrote:SteelDark Knight wrote:CCP Wolfman wrote:
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Perhaps the best way to handle this is to allow all Turrets to have a passive regeneration for ammunition. Additional items such as modules, Supply Depots, nanohives, etc. can instantly refill or increase that regeneration but by having a passive regeneration on all turrets it will mean that vehicles will not be in a position were they can no longer be of use within a match which I think is the greatest fear being expressed. Passive ammo regen would defeat the purpose of limiting ammo, it's ment to put vehicles into the same situation as dropsuits where they can run out of ammo and be "in a position were they can no longer be of use within a match" until they find resupply from a logistics or hive or that supply depot that survived being HAV raped in the first 30 seconds of a battle. Edit ... maybe you could have an active module as I think someone else suggested ... that resupplies ammo but at some expense, likely inactive turrets or other modules or putting all other modules into cooldown or some or all of the above. But this would obviously be at a fitting cost and reduce your resistance options ... just like hives do on a dropsuit. How do hives reduce your resistance or survivability? They are equipment slots not you high or low slots they only stand to improve your survivability why should it harm a tanks? You don't have a cool down in your nano hive nor does placing one stop you from firing one placed.
They could just make a low solt module that slowly produces ammo over time.... so you can have some ammo regeneration, but at a cost... |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:19:00 -
[3] - Quote
I hope the devs consider more weakpoints... Look at world of tanks. Every different tank has different weak spots. Turrets have different armor level from each side.
In dust if a tank is parked in a way he can be hit by another tank on it's belly it should take 300% more damage. Same with REs, they should be more effective when they are set off under a wheel compared to the body.
stuff like that would help justify buffing tanks, since they are so big if you can get close...
also I'd love it if we could finally stick our REs to a tank.... for less damage obviously since the under belly should be a weakpoint but require more luck /sill to pull off.
but maybe I'm just an idiot with bad ideas |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:20:00 -
[4] - Quote
Keri Starlight wrote:I might have missed something, but... where's the buff?
Dropships and HAV's are currently terribad and you talk about "make base vehicles weak" (aren't they? lol), increase shield delay and make ammo depletable? What? Seriously?
The only positive thing is that small turrets will be removed by the 95% of HAV pilots.
The plan isn't even clear, passive and active modules are exactly as you describe them. Are you giving more power to the active modules? And not to the passive ones? I don't understand.
HP are staying the same?
Shield and Armor %resistance are staying the same?
The number of module slots is staying the same?
PG/CPU are staying the same?
So we've been waiting all this time... for nothing?
They can't change hp/solt layouts/ or pgu/cpu while only having 2 of the 4 tanks released. 2 of the 4 LAVs released. 2 of the 4 Dropships released.
There can be no true balance pass until we have the rest of the content dust is suppose to have but doesn't for some reason. |
crazy space 1
Unkn0wn Killers
1585
|
Posted - 2013.08.28 04:30:00 -
[5] - Quote
THE TRAINSPOTTER wrote:ammo depletion makes perfect sense
i agree with it
It also allowed for laser based weapons in the future to use NO AMMO, since that is the advantage they hold. Right now it's like every weapon is an energy battery based weapon it makes no sense |
crazy space 1
Unkn0wn Killers
1586
|
Posted - 2013.08.28 16:54:00 -
[6] - Quote
shooting a tank should interrupt it's recall ... |
crazy space 1
Unkn0wn Killers
1587
|
Posted - 2013.08.28 20:51:00 -
[7] - Quote
Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall
what game lets you teleport and not get interrupted. if you are smart can never lose a tank by recalling them under heavy fire. Once people catch on no one will lose a tank ever. |
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