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pegasis prime
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Posted - 2013.10.02 13:40:00 -
[1] - Quote
The stats on a whole are looking good . But I personally would change the slot load outs by increasing the high slots on gunlogis to 4 and tge low slots on the maddy to 4 as well. |
pegasis prime
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Posted - 2013.10.03 13:13:00 -
[2] - Quote
Harpyja wrote:Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill."
Two verry good questions worthy of their own discussion thread. |
pegasis prime
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Posted - 2013.10.03 18:00:00 -
[3] - Quote
There is a distinctive lac of low power modules and im wondering why the dammage mods were moved to high slots . By the loosof the modukes thus far shield tankers are going to be extreemly limited in what we can fit to oir havs. |
pegasis prime
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Posted - 2013.10.04 10:47:00 -
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CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. What are caldari supposed to do with 2 low slots and no PG!? Put armor plates on? We can't use them.for nitrous. We can't use scanners. All we can do is use it for extra ammo, expansions, and armor modules- none of which we need. Seriously rethink this. Gallente are once again able to to everything. Having 3 damage loss doesn't mean a thing if aadruvar can have 2 AND reppers, hardeners, and plates. Lol. Change that please it would be perfectly fine if they were low slots so caldari tanks get better DPS but no- we don't. I guess I'll just stack 3 damage amps, a plate, and a passive rep BC I'm not allowed to do anything else now. I can't believe I missed that! Stop hating on caldari tanks! If we don't get d mpds in the low slots Gwe will never leave the redline BC we don't have the tank to be able to survive out there. It'll just be 3000 DMG particle cannons camping from mountains through 1.6 and onward just like we have now....except worse. Everything else looked great, honestly, but without that, we wil still be screwed. I only specced maddies BC they were obvi better like a.lot of other chrome shield tankers. Just make damage mods low and we will be fine and armor and shields will be balanced again.
I think your right there char and iv underlined.tge 2 most pressing points.you have.mentiond.
Firstly im really dissapointed and hope ccp.have made a mistake with the slot position for dammage mods as they really were tge only thing that puts shields on par with armour we need the dammage to be able to punch through their high ehp.
Now on the ammo point I do like it that ammo storage is a low slott but would have made more sense as a high slot as armour tanks are ment to stand and deliver for longer periods of time and thusly needing more ammo. Shuelds being hit and run shiukd be focusing on damage and soeed but if we want both we have to give up 2 defensive slotts.
The lack of low power modules gives us incredably low fitting options as char has mentiond and armour mods are useless to shueld tanks as when we have lost our shields we are as good as dead even with an armour rep or plate we can still be destroied in seconds of looseing shields.
So in short it woukd make more sense to swap the slot position of the ammo cash with the dammage mod enabeling both schools of tanking to fulfill their intended purpose. |
pegasis prime
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Posted - 2013.10.06 09:46:00 -
[5] - Quote
ladwar wrote:Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
Yes this is true but only if you engage the aour tank whilst its on hardner cycle. You will find more that a more tactical approach will be needed to bring down any hav after the changes.
Yes it will take more than 2 clips to break a well fit armour hav but only when its on cycle . The trick will be to attack whilst its on cooldown Shields will be abke to recover up to 2/3 of their shield with a new complex booster and if its fitted with 2 hardners and a booster itl be a tough cokie to break but will have to retreat on cooldown but thats the point of hit run hide.
I foresee armour fittings either being a plate a repper and a hardner or a rep and 2 hardners with a light shield booster to buffer the first few vollys. Thusly enabeling them to stand and deliver, shiekds will finally be able to passive tank or burst tank but will be verry fragile on cool downs as will armour.
Also hybbrid tanking might become a thing after the changes.
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pegasis prime
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Posted - 2013.10.06 10:09:00 -
[6] - Quote
Heres a thought folks are we going to get a reload button like hand held wepons or will we have to empty our clips befor automatic reload. |
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