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jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
12
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Posted - 2013.09.24 22:49:00 -
[1] - Quote
i think shield tanks need a big speed buff, 500 hp buff, then a forge gun nerf a little, passive resistance modules, go like this MLT 11% STD 13% or 14% ADV 16% pro 18%. then buff boosters, by 100 hp MINIMUM, passive shield regen rate of 300 p/s MINIMUM, so they can recover shields without 2 boosters, then 10% resistance to blasters. then a pg buff so stuff can be fit. lastly, 20-25 sec. hardener time, maybe hardener resistance buff, but need more time.
ps. default 4 second delay before recharging or less, for hit and run tactics, 7 second max delay if shields depleted, max as in max delay can get up to with shield extenders.
anyones thoughts? |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
13
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Posted - 2013.09.24 23:12:00 -
[2] - Quote
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. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
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Posted - 2013.09.25 00:47:00 -
[3] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp. the point of a shield tank is alot of shields, high speed but low armor, 4k passives or 3.6 would be right. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
|
Posted - 2013.09.25 00:50:00 -
[4] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modules last 1.30 tops but require 3-4min cooldowns.
Meanwhile the available ammo ps 3-4 min cooldown is just stupid and the opposite of hit and run. more like hit run and hide for 1/5 of game. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
|
Posted - 2013.09.25 00:56:00 -
[5] - Quote
True Adamance wrote: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. camp/ladder trapping towers are too big on issue |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
19
|
Posted - 2013.09.25 02:16:00 -
[6] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. AV is different, it take no skill, it's a lock on weapon, i destroyed 3 tanks in 1 game with MLT swarms while they had active modules on. so pathetic really |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
21
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Posted - 2013.09.25 02:39:00 -
[7] - Quote
Godin Thekiller wrote:jerrmy12 kahoalii wrote:[quote=Monkey MAC]Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp still 1 shot is gay |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
25
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Posted - 2013.09.25 07:45:00 -
[8] - Quote
CharCharOdell wrote:I read through this, wanting to troll you, really bad, but I actually agree with everything except the madrugar speed nerf. I'm more in favor of either a passive caldari damage buff, because a speed buff is out of character for caldari, and is the place for the minmitar.
All in all, not bad ideas, but buffing the base HP won't do anything good, because it's so low. Buffing the modules is what would help. either that or a massive (35% pg buff).
I want to see tanks become battering rams OR seige weapons, where they are nearly invulnerable for 60 seconds OR they can take out anything that moves in a couple shots for 30 seconds. Then they should go right back to being paper thin. This way, the smart tankers will be nigh unkillable, but a good 85% wont last 2 minutes- as it should be. caldari suits are fastest. less HEAVY armor means more speed and is balanced, currently armor is faster than shield. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
25
|
Posted - 2013.09.25 07:53:00 -
[9] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (1K- 3K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2
The large acti modules last 45secs tops but require 2-3min *sigh* its called hit and run, not hit and hide, 30 sec cooldown max, as it's already too much, 2 shot forge gun, you serious? make it more op whydontcha, no noob solo'ing tanks please. modules have delay before activation so it'd be impossible to survive in a shield tank+armor would be more OP. max 5800 hp shields, maybe slightly less, but max hp buff is NEEDED to counter forge guns/flux nades, 45 sec for modules is too long for hit and run, maybe 20-25 sec. hardeners get buff to max 35% dr proto and 20 sec long duration. |
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