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Beyobi
Soldiers Of One Network Orion Empire
117
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Posted - 2013.09.03 00:16:00 -
[1] - Quote
I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? |
ladwar
Dead Six Initiative Lokun Listamenn
1428
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Posted - 2013.09.03 01:02:00 -
[2] - Quote
Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? installation are = to militia versions of said turret. |
Godin Thekiller
Hellstorm Inc League of Infamy
450
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Posted - 2013.09.03 01:03:00 -
[3] - Quote
No, it's the same. They just get no skill bonus, to damage falloff is higher. |
Godin Thekiller
Hellstorm Inc League of Infamy
450
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Posted - 2013.09.03 01:04:00 -
[4] - Quote
ladwar wrote:Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? installation are = to militia versions of said turret.
It's STD turrets |
ladwar
Dead Six Initiative Lokun Listamenn
1428
|
Posted - 2013.09.03 01:17:00 -
[5] - Quote
Godin Thekiller wrote:ladwar wrote:Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? installation are = to militia versions of said turret. It's STD turrets meh.. close enough, still pretty sure skills don't factor in thou. |
Meeko Fent
Seituoda Taskforce Command Caldari State
783
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Posted - 2013.09.03 04:46:00 -
[6] - Quote
Godin Thekiller wrote:ladwar wrote:Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? installation are = to militia versions of said turret. It's STD turrets Perhaps that the turret mount?
Perhaps. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1514
|
Posted - 2013.09.03 06:45:00 -
[7] - Quote
Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? well if you put 12 Million SP into your turret skills then maybe you could have this implemented.... until then hell no. |
Beyobi
Soldiers Of One Network Orion Empire
117
|
Posted - 2013.09.03 17:52:00 -
[8] - Quote
True Adamance wrote:Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? well if you put 12 Million SP into your turret skills then maybe you could have this implemented.... until then hell no.
Do turret skills apply to installations? I don't think they do. Am I mistaken? |
Valto Nyntus
SVER True Blood Public Disorder.
25
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Posted - 2013.09.03 19:39:00 -
[9] - Quote
If they let us drop turrets from the mcc, it would make sense if there is a proto version and that the pilot of the mcc having to have the necessary skills to drop them. for example here is possible skills for mcc pilots: *Turret Deployment lvl 1-5(can drop 1 additional turret per level) When maxed you will be able to drop a maximum of 6 turrets.
*"Turret" installation lvl 1-5(3% to "Turret" pg/cpu) This skill will allow you to further customize a turret with better mods and grant you access to adv and proto variations.The turrets will be fitted just like vehicles, but only a mcc pilot can call them out by using the same menu for calling out vehicles.
*Installation Deployment(2 additional max installations dropped per level) This skill will allow you to call out more installations and when maxed out you will be able to call out a max of 11.
*Supply Depot Installation(20% more ammo capacity per level) This skill will further boost how much ammo a supply depot can carry and if left infinite it would be unrealistic.You would also have access to adv and proto supply depots when leveled up.
*Supply Depot Deployment(1 more additional supply depot dropped per level) This skill will increase the total amount of supply depots you can drop and when maxed you can drop a max of 6.
*CRU Installation(-3% to max spawn time) This skill will reduce spawn time and allow you to deploy adv and proto CRUs when leveled up.
*CRU Deployment(1 more additional CRU dropped per level) This skill will increase the total amount of CRUs you can drop and when maxed you can drop a max of 6.
*MCC Deployment Range(2% to max range per level) This skill will increase the max range to 10% when maxed, this way you can call out installations farther away.
All of there skill will be far in the future and will have to wait a long time before they are implemented.There is also a lot of changes that need to happen first before they can add this, and when they finally add this it would be awesome.When they do release this, i'll max this area out as fast as i can, it's just that awesome. =) |
Beyobi
Soldiers Of One Network Orion Empire
117
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Posted - 2013.09.03 20:09:00 -
[10] - Quote
Your speculation and conjured skills are terrible. This isn't what I am looking for. |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1530
|
Posted - 2013.09.03 20:19:00 -
[11] - Quote
Beyobi wrote:True Adamance wrote:Beyobi wrote:I thought these ranges would be identical, but they are not. Blaster Tanks have a clear range advantage vs. Stationary blaster turrets. Is this intended? IMO the stationary turret should gain the range advantage as the tank has mobility. Tanks can also equip damage/cool down mods to gain an even larger advantage vs. Turrets. Has any of this been looked over during the A.V./vehicle rebalancing? well if you put 12 Million SP into your turret skills then maybe you could have this implemented.... until then hell no. Do turret skills apply to installations? I don't think they do. Am I mistaken? I do not believe they do since there is no risk for using a turret. You do not lose iSK on its loss. |
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