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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2273
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Posted - 2013.09.24 23:01:00 -
[1] - Quote
I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2275
|
Posted - 2013.09.25 00:13:00 -
[2] - Quote
jerrmy12 kahoalii wrote:True Adamance wrote:I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. well atm shield tanks gdt destroyed by one guy running forge gun on a tower, make it so i you're on a tower for 5 seconds you get pushed off. That's not good at all.
What they need to do is make all towers infantry accessible, so that you don't have to suicide a dropship up there to take them down, but at the same time give them less of a reason to be up there, verticality is cool yes, but why have access to a building top without solid rails, or fall guards.
Put those up there, the occasional place for a FGer to shoot from, but make it so that infantry can climb up there to take them down, and that the firing points and few and far betweem. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2275
|
Posted - 2013.09.25 00:15:00 -
[3] - Quote
Monkey MAC wrote:Ok here we go, I think Im gonna **** off a lot of tankers here but oh well.
First off a few important points or assumptions I am making.
Ammo Cache will take low slot Damage Amplfiers in high slots, ALL armour active modules are low slots ALL Sheild active modules are high slots All weapon based improvements (except damage amplifiers) are low slots engine modules are low slots Ewar modules are high slots countermeasures are high slots WP awarded for vehicle damage
* Passive and active health is extreme of each case assuming full health modules of that type.
Armour Tanks
Passive Health: Collasal (25 -30 k) Equivalent Active Health: Low (3-4k) Main Turret Power: Medium Speed: Snail Ammo reserves: Moderate ** Railgun: 40 **Blaster: 300 ** Missile 30 salvos
The armour tank is all about passive aggresive module use. An armour tank can reach as much as 20K and still maintain a decent rep speed. Active modules provide better bonuses than passive but only for a 2-3mins at a time and still require a decent passive health to be of use!
The fact that ammo cache modules are in low slots mean an armour tank must sacrifice a lot of health for a few extra salvos. The low speed of a tank means that it is incredibly reliant on infantry to suppress av attempts if the tank needs to escape. But scanners allows an armour tank to easily point out enemy infantry, in addition to the active countermeasures.
The use of the damage amplifiers allows an armour tank to become an impressive artillery platform for a short period, but the lack of heat cooling modules means an armour tank can't keep up a dedicated stream of rounds.
Why are weapon modules low slots, that diverges from this games normal archetype, Armour needs to be slow moving brawlers, shields fast moving light skirmishers. |
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