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Tebu Gan
CrimeWave Syndicate
50
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Posted - 2013.08.27 23:54:00 -
[1] - Quote
I like a lot of the things mentioned here. 1.5 sneak peak If you haven't read it please take the time to look it through. Finally this overhaul is on the way. I do though have a few concerns on certain points discussed. But I have some good things to say as well.
Removing the Noise is one such concern. By my understanding, a lot of modules are going to disappear, not to come back til next patch. If I'm wrong def let me know! But here is what is mentioned will be the only modules available for 1.5.
Armor/Shield Hardeners
Armor Plates / Shield Extenders
Shield Boosters
Armor Repairers
Damage Amplifiers
Ammo Cache
All of these things are your core mitigation modules aside from dmg Amps and the new Ammo cache.
Damage amps are defiantly a part of my heavy rail tank, along with... passive resistance mods, which I notice now are not on you list and a heatsink. I know your plan is stripping the tank down to "bare necessities" but man, this has me a little worried. I know you want to make tanks "Fun" again but to me you are striping that out. The fun for me is in fitting the tank, and playing with my possibilities.
Now tanks will become linear, You put your extender on, shield booster, shield hardeners x3( depending of course on how much PG you make them draw), then in your lows you drop an ammo cache or 2/ damage amps.
There will be no variety in your fits. This will be what every single tanker will run (I'm also curious seeing this list, it would seem to me you are moving slot placement for armor to the high slot side or vice versa with shields, or making the amps and cache work both ways? Would make more sense to me). To me this is incredibly boring, sure I will def play the Sh*t out of this when it comes out, but as for staying power I'll have to wait till next patch to want to play again.
Sure I can deal with this (not like I have a choice eh) but heatsinks and my fav the speed boost (hey bump up my gunnlogi speed please!) will be missed. Though I might say heatsinks should be on this list, but I know you are doing turret balance but I don't see why a heatsink shouldn't be around considering you are giving out a finite amount of ammo to the turrets. Still a lot could change between now and then.
So my biggest concern is really just losing a lot of my favorite mods, and making tanks less fun then they are currently and asking me to wait for better stuff! Psh! But one day tanks will be there. I know you guys are starting more or less from the ground up as well with them but is that really necessary? Standard tanks in my opinion are more or less in a decent place considering they are STANDARD. I was hoping for advanced and proto tanks, but I do see a bit of reasoning in your actions. Modules are a good starting point.
Also I have a bit of a tif with you removing shield recharge for testing! Although in it's current state it's mostly useless, the way you have made it seem is that it will play a heavy role in how shield tanks will operate. Hit and run, burst RES and Healing(Speed is key here too, don't forget it!).
I just find it odd, to me the shield regen and the shield mods need to go hand in hand. Shield mods need to be balance with regen in mind. I can see you doing one of 2 things here
Balancing the 2 tanks stripped to their bare essentials then trying to figure out how to work shield regen in there, or
Balancing shield mods to incorporate shield regen, making shield tanks inferior to armor tanks(Actually this is nothing new, don't know why I'm complaining lol) then adding in the shield regen and working on balancing it out in 1.6.
I understand the need for doing this stuff in such a way, but it seems very very drastic. Typically moving to such extremes isn't always the best course of action though given it sometimes proves to turn out for the better. For me, you are completely pulling the fun out tanks. I like figuring out new fits for new situations, most of my actual game time is spent in the fitting menu! With upcoming changes, that joy is being stripped away for a few months. I'm I supposed to be happy about that? This is not what I had expected!
But anyways, I like the general direction with the mods that were mentioned. Maybe it will be worth it to finally active tank with my shields!! I'll post my 2 isk on that at a later date. Not to mention the changes to turrets! Finite ammo opens up a lot of doors for tanks. This might be my favorite part. Oh and no freakin rider turrets(optional). O m g, no more annoy blueberries allowed, i like! +1 million |
BL4CKST4R
WarRavens League of Infamy
1269
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Posted - 2013.08.28 00:40:00 -
[2] - Quote
Hope CCP hits the nail in the head when balancing shields and armor with tanks then apply those fixes to infantry. |
Void Echo
Echo Galactic Industries
1084
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Posted - 2013.08.28 00:54:00 -
[3] - Quote
they wont listen because you dont use the AR |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
202
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Posted - 2013.08.28 01:29:00 -
[4] - Quote
If there doing this at least give us laser, atuocannons, and artillery turrets with both the ammar and caldari tank I would say if you gave use these. A lot of people won't care about the mods being removed. |
Tebu Gan
CrimeWave Syndicate
50
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Posted - 2013.08.28 12:40:00 -
[5] - Quote
Yes very interested in seeing what happens, but no doubt it will just be the same 2 tanks, got enough on their plate with those 2. It will be a while before we see any new tanks. Turrets I could hope for, but they already have both the Caldari and Gallente turrets, Missiles and Hybrid turrets available now.
And given they are giving finite ammo to turrets, I highly doubt we will see any new turrets. The damage on turrets will no doubt change/ need balancing. So CCP is going to have a lot on their plate.
Still, it seems very drastic, I do expect a vehicle respec in the future for this. With such drastic changes, it is absolutely necessary.
What I fear is they may make tanks weaker then they already are for a month, til 1.6. Only the future can tell eh.
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