Crimson Judgment wrote:i don't mean to sound snobby or anything
just saying IWS can i direct you to the last post on page 5 i put a lot of work time and thought in making that post and feel it was completely ignored because it was the last post on a page that nobody noticed
thank you for your time and if you didn't read it because it was to long then i am sincerely sorry for the long post
i don't like it when i put hard work into something and feel like it got ignored so once again
i don't mean to sound snobby just saying
Don't worry picking it apart now in a nice manner just give me a moment or to play it out real quick.
Okay done read it a bit and here is my responses to each section.
As for the increasing base fitting skill this is similar to the idea I had for dropsuit and now wanted to see done to vehicles as well. That training up the skills involving with vehicle command would increase the vehicle in question's fitting. This reduces the need to fit fitting modules over time and eventually start shifting upwards to far more powerful modules. Thing is you don't need to add tires to get the same effect though, distribute the gains over the modules and let the modules speak for themselves.
I am somewhat on the fence about giving away free HP outside the tanking skills because that can lead to buffer tanks being the orderly of the day instead of damage, speed, and other creative means of defenses instead, maybe this would be the thing that frees up the ability to pursue other types of tanks instead but it is not easy to see how a min maxer would break this on the field.
I agree the turrets need to come down a bit. I do not agree about vehicle hulls however, maybe the other modules but the hulls are almost fine as they are if dropships could return their former glory.
Acceleration is a big iffy one, its something I rather see stay on modules and not on the vehicles themselves because lets take LAVs for example. Driving 90 is fine for some people, but when you crank up the speed to 150 mph they hate it. There is certainly no need to punish people who train a skill to lvl 5 which results in something more useless than it was when it was lvl 2.
I do like the idea of far more dynamic damage zones but so far there seems to be only two. for the HAV I would like to see the front to be 'resilient' to damage instead making taking a tank head on a stupid proposition and encourage going around. To further build on this I would like to see modules that screw with this. Like armored radiator reduceses radiator weakness by half ect ect.
Resists that small I am generally okay with but you have to be careful on how often its given out. Once you cross over the 50% resistance eHP EXPLODES upwards.
As for pilot suits... there can be quite a bit done with them and you're right the cooldowns can be a problem if the new guesstimates on active modules are in the same ballfield but hopefully the new cooldown modules are built with the pilot suit in mind already, it could be better served secondary bonus as racial weapon bonus instead. Like less heat with blasters on the gallente, faster ROF with minmatar, faster cooldown on the amarr, less spool up time with the caldari.
and no you're not pushy at all thank you for your time.