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Noc Tempre
Imperfects Negative-Feedback
2570
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Posted - 2013.10.02 21:55:00 -
[1] - Quote
Seems like the blasters are typo'd. Remember the missiles were like that for months on the live server, a typo in a chart is acceptable.
Honestly though, it is exactly the time to panic because they are changing almost nothing except reducing the HP further. No ewar, no state-changing modules like siege or triage, no webbifiers, no new objectives that require vehicles to overcome or outmaneuver. No ammo stores to make the introduction of ammo interesting instead of just another chore. Even the shields are being changed so they function exactly like big infantry, reducing the variety even further.
Just some changes to HP and DPS, along with the a second wave of uprising treatment to the SP tree (i.e. longer, pointless, more prereqs, less interesting). |
Noc Tempre
Imperfects Negative-Feedback
2570
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Posted - 2013.10.02 21:58:00 -
[2] - Quote
KING CHECKMATE wrote:At las shield tanks will be somewhat useful. That high shield regen per sec: me likey.
+1
You didn't read carefully then. Armor tanks will have higher regen, more HP, and more DPS. Shield tanks lose their anti-infantry role since any yahoo with an SMG can stop that regen from ever kicking in. Armor has no such concerns. |
Noc Tempre
Imperfects Negative-Feedback
2572
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Posted - 2013.10.02 22:22:00 -
[3] - Quote
KING CHECKMATE wrote:Noc Tempre wrote:KING CHECKMATE wrote:At las shield tanks will be somewhat useful. That high shield regen per sec: me likey.
+1 You didn't read carefully then. Armor tanks will have higher regen, more HP, and more DPS. Shield tanks lose their anti-infantry role since any yahoo with an SMG can stop that regen from ever kicking in. Armor has no such concerns. Yeah but its hit and Run. You come in, Attack, leave , activate Shield Boosters , have Full Hp in matter of seconds >:3 And attack again. I read everything, even all the grids. Infantry shields also stop regenerating if they are hit.I guess here is were they are taking it from. Still 150+ HP per sec is by default 1500 Shields in 10 seconds AFTER the shield booster kicks in. (If not under fire) That my friend, is something shield tankers didnt have before....Then again i get your point, 150+ reger per sec EVEN while under fire would be fair. At least vs Small arms fire.....
Here's a thought experiment. New madruger with two of those fancy 60% resists and the 150 hp/s from the heavy rep, even under fire. And the madruger has a damage mod. Hell I think a shield booster would actually be pretty pro in that final high slot. So the gunnlogi just looks like a toy in comparison. Of course both likely will explode if an infantry looks at them, but at least versus each other there is a clearly superior choice. |
Noc Tempre
Imperfects Negative-Feedback
2572
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Posted - 2013.10.02 22:41:00 -
[4] - Quote
BobThe 844-1 CakeMan wrote:Alldin Kan wrote:Noc Tempre wrote:Here's a thought experiment. New madruger with two of those fancy 60% resists and the 150 hp/s from the heavy rep, even under fire. And the madruger has a damage mod. Hell I think a shield booster would actually be pretty pro in that final high slot. So the gunnlogi just looks like a toy in comparison. Of course both likely will explode if an infantry looks at them, but at least versus each other there is a clearly superior choice. I "may" have to disagree with this value: Looking at the Complex Ammo expansion, I see a value of 1.6 (as in 60%). Meanwhile, the 0.6 for resist (which is more of a reduction, not bonus) means that of the 100% damage taken (or 1.0) from 1500, I would actually receive 900 damage (0.6 being a 40% damage resist). Am I wrong? Correct me if that's the case :P this would make since shield ones have .4 assuming tht would be 60% but is shorter for hit and run. either way armor wins in a 1v1 unless missile turrets really are full auto then we have to deal with 550 damage missiles. hopefully they don't shoot to fast. XD
Looks to shoot as fast as the blaster, but those stats seem wrong in general. |
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