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Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
76
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Posted - 2013.08.27 22:48:00 -
[1] - Quote
Please just take out all vehicles and redo them with capacitors and it will solve your problems ccp.
With capacitors in vehicles and having everything draw off caps even turrets.
you would get a better balance from offensive and defensive abilities of tanks if they have to worry about having cap to survive.
plus it would let you get in a basic form of e-war in with energy nuets.
with the current way your going your taking out a-lot of Potential game depth in further iterations down the line.
just take vehicles off the table till you can do them correctly.
thank's GL with whatever your choice is. |
Badly Owned
xOne Man Armyx
51
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Posted - 2013.08.27 23:02:00 -
[2] - Quote
your doing it wrong!! you have to tell them this is a bad idea. plus if we had cap why not just make massive buffer tanks with no offensive abilities (don't use the cap needed for turret) to just drive around attracting AV. na no reason to have a tatic just to make you change out of your infantry vs infantry mode to make infantry easier to kill.
where's my dislike button.
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Dale Templar
Subsonic Synthesis Alpha Wolf Pack
359
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Posted - 2013.08.27 23:11:00 -
[3] - Quote
Badly Owned wrote:your doing it wrong!! you have to tell them this is a bad idea. plus if we had cap why not just make massive buffer tanks with no offensive abilities (don't use the cap needed for turret) to just drive around attracting AV. na no reason to have a tatic just to make you change out of your infantry vs infantry mode to make infantry easier to kill.
where's my dislike button.
What's wrong with having a mega armored troop transport? |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
79
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Posted - 2013.08.27 23:52:00 -
[4] - Quote
Currently the way tank modules activate and have there own cool down timers means that giving higher end tanks more slots just makes the matter worse. so the "current environment" is the problem. Raising the base stats seems to be a problem as well. to fix this All modules and turrets would have to pull off a Capacitor. If you do not know how to manage the Cap then you are dead no matter what av is on the field.
For balancing all you would have to change is Cap recharge rates and how much cap a module or turret uses per second during use.(this is key!!)
once that balance is achieved then your higher end tank's would just end up with More total cap to stay in the battle longer while lower level tanks have less total cap so they can do the same thing just for less time. then you can add more slots to the higher level tanks so they can eat through there cap faster thus shorting there time as a force multiplier before having to retreat.
Once that is achieved you can add more depth to the game by adding in E-war that gives a method to drain cap and the the hard counter of energy transfers.
the current path vehicles are taking is just sad and taking out depth. |
KalOfTheRathi
Black Phoenix Mercenaries
599
|
Posted - 2013.08.27 23:55:00 -
[5] - Quote
Daalzebul Del'Armgo wrote:Please just take out all vehicles and redo them with capacitors and it will solve your problems ccp.
With capacitors in vehicles and having everything draw off caps even turrets.
you would get a better balance from offensive and defensive abilities of tanks if they have to worry about having cap to survive.
plus it would let you get in a basic form of e-war in with energy nuets.
with the current way your going your taking out a-lot of Potential game depth in further iterations down the line.
just take vehicles off the table till you can do them correctly.
thank's GL with whatever your choice is. That is so gonna happen!
Not!
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Spkr4theDead
International-Fleet
503
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Posted - 2013.08.28 00:00:00 -
[6] - Quote
Daalzebul Del'Armgo wrote:Please just take out all vehicles and redo them with capacitors and it will solve your problems ccp.
With capacitors in vehicles and having everything draw off caps even turrets.
you would get a better balance from offensive and defensive abilities of tanks if they have to worry about having cap to survive.
plus it would let you get in a basic form of e-war in with energy nuets.
with the current way your going your taking out a-lot of Potential game depth in further iterations down the line.
just take vehicles off the table till you can do them correctly.
thank's GL with whatever your choice is. Finally one of you admits it.
Now that that's out, let's start on removing PRO AV. THAT would fix a lot of problems. |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
80
|
Posted - 2013.08.28 00:13:00 -
[7] - Quote
removing pro av and leaving things the way they are would only make Logi Lavs worse. |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
81
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Posted - 2013.08.28 05:37:00 -
[8] - Quote
Pfft |
Jeremiah ambromot
Pro Hic Immortalis
38
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Posted - 2013.08.28 05:42:00 -
[9] - Quote
No cap= no motion. That would be funny for a tank to finish off another one and still having max shield or armor and being unable to move for a minute. |
dustwaffle
Gravity Prone EoN.
381
|
Posted - 2013.08.28 05:45:00 -
[10] - Quote
Jeremiah ambromot wrote:No cap= no motion. That would be funny for a tank to finish off another one and still having max shield or armor and being unable to move for a minute. No cap required for movement, cap required for certain weapons (hybrids/lasers) and tank (active boosters and hardeners), as well as other future active modules (ewar/remote repairs etc.) |
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Bright Cloud
Namtar Elite Gallente Federation
57
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Posted - 2013.08.28 05:49:00 -
[11] - Quote
There could be tanks that have cap stable loadouts with armor repairs running forever which would mean they could be used as mobile spawnpoints. |
meri jin
Goonfeet Top Men.
254
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Posted - 2013.08.28 05:51:00 -
[12] - Quote
Daalzebul Del'Armgo wrote:Please just take out all vehicles and redo them with capacitors and it will solve your problems ccp.
With capacitors in vehicles and having everything draw off caps even turrets.
you would get a better balance from offensive and defensive abilities of tanks if they have to worry about having cap to survive.
plus it would let you get in a basic form of e-war in with energy nuets.
with the current way your going your taking out a-lot of Potential game depth in further iterations down the line.
just take vehicles off the table till you can do them correctly.
thank's GL with whatever your choice is.
I would like to support this. Capacitors are one of the many good things in New Eden. Everyone should see the capacitor as a resource and potential, like the good old mana from classic RPGs. If you run out of it, you should be in a GÇ£save positionGÇ¥, if you are not, you are very deeply in trouble. And I personally think that capacitors and ammo for the turrets can work hand in hand very very well. Think of different ammunition types, like EVE.
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3352
|
Posted - 2013.08.28 06:53:00 -
[13] - Quote
Daalzebul Del'Armgo wrote:Please just take out all vehicles and redo them with capacitors and it will solve your problems ccp.
With capacitors in vehicles and having everything draw off caps even turrets.
you would get a better balance from offensive and defensive abilities of tanks if they have to worry about having cap to survive.
plus it would let you get in a basic form of e-war in with energy nuets.
with the current way your going your taking out a-lot of Potential game depth in further iterations down the line.
just take vehicles off the table till you can do them correctly.
thank's GL with whatever your choice is. I'd kind of like to see them bring back capacitors as well, but it can always be implemented later.
If what Wolfman said is what we've got for now, I can tolerate it. It's better than what we have right now. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
357
|
Posted - 2013.08.28 06:55:00 -
[14] - Quote
Flux Capacitors |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
83
|
Posted - 2013.08.28 06:59:00 -
[15] - Quote
Xero The Mishima wrote:Flux Capacitors
Long as I get a rewind button to travel back I'm time :P |
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