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Benjamin Ciscko
S.e.V.e.N.
69
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Posted - 2013.09.30 20:53:00 -
[1] - Quote
+1 a temporary solution that could come out even in time for the next update would be to give the engineering skill the 5% PG bonus it used to have. that 25% extra PG goes a long way I'd still max out the upgrade even if they doubled or tripled the sp cost. |
Benjamin Ciscko
S.e.V.e.N.
70
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Posted - 2013.09.30 21:00:00 -
[2] - Quote
They should create a logistics tank with the ability to support tanks better than a logistics LAV it would have built in resist the same PG but one or two less slots, that or one or two slots that could only be fitted with a heavy Transporter/Remote repper to prevent people from abusing it like the logistics LAV's. |
Benjamin Ciscko
S.e.V.e.N.
70
|
Posted - 2013.09.30 21:08:00 -
[3] - Quote
Exmaple Core wrote:Jake Bloodworth wrote:I agree that different variations of tanks should have role specific bonuses. I like the increased range idea (won't happen because CCP rendering fiasco). However, as usual, this thread comes down to making tanks no different then dropsuits with more health and active modules. I have never understood why players believe tanks should function like giant, rolling dropsuits. The tanks of 1.6 should be given choices and role bonuses. They should complement what mercs/squads are doing. They should REQUIRE squad support to perform to the max of their abilities.
Tanks are support vehicles that should function as a force multiplier when paired with a squad. They should not be squads in and of themselves. A concentrated effort of Proto AV should always be theoretically capable of downing a tank. Skill should then determine if the tanker loses his toy or not.
Tanks should not function as squads. They should not be worth 2,3,4,5,6 "boots on the ground" mercs. They should be costly force multipliers that carry a large amount of risk in fielding (One thing I think CCP has right with tanks atm).
There is a reason the US army's primary heavy armored platform is the Bradley fighting vehicle. Hand held AV equipment allows a poorly trained soldier to destroy millions of dollars worth of Abrams tank. This is the way it works in real life, and one of the few real life examples that should hold true in Dust.
You can't fart around in a Titan in Eve online. You are vulnerable to smaller ships. You shouldn't be able to fart around in a Tank in Dust. You will, and should, be vulnerable to smaller ships...er...mercs. You want to solo in tanks? Fine, there is the redline... or, develop the skill necessary to MAKE it work in the thick of things.
TLDR: Tanks are not super heavy dropsuits.
PS. Nothing I am saying is meant as an insult to the OP's skill. I can only assume, based on his pedigree, that he is an excellent player. Ty sir :) i agree that they should be support, tanks shouldent run battlefeilds only contribute to the team in a way that infaintry can not: surpress and destroy infaintry. I dont think the listed ideas are made to superpower the tanks, thats what increased slots do. But at the same time i dont think there is a way to make a tank better at supporting infantry than making the tank over all better. Is there? What skill could a tank have that exclusively helps infaintry? I dont think there is one. So make the tank better so it can help the squads its with, but not to the point to were it can roll over teams by itself Maybe the tank can give a small resistance to dropsuits (5% maybe) and the skill would increase the distance so that your team doesn't have to hug your tank to benefit from it. |
Benjamin Ciscko
S.e.V.e.N.
70
|
Posted - 2013.10.01 01:05:00 -
[4] - Quote
Godin Thekiller wrote:Meeko Fent wrote:Give back the PG and CPU so decent tanking mods can actually be fit, balance from there.
I can tell you, that's one of the main issues with tanking. Can't fit ****. I have to put 120mm plates on my HAV so I can fit most of the stuff. Like really........ Me too I need it to fit a heavy rep and because the tool wheel is broken I'll wind up turning it off just lost a tank due to its failure to work. |
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