Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Maken Tosch
DUST University Ivy League
4367
|
Posted - 2013.10.03 05:04:00 -
[31] - Quote
You guys are forgetting one thing here...
CCP LogiBro posted the detail ahead of time so that we can give some feedback on it. That's the whole point of why we're talking about this. Also don't forget that these are "not set in stone" as CCP Logibro mentioned which means you and I still have a chance to help improve the stats by helping CCP on which areas to address when it comes to vehicles.
The very fact that we are given this information this early in the development before we even receive 1.5 on vehicle stats that are probably not going to be finalized until 1.7 is a big deal here. If CCP say that balancing vehicles is a complicated matter, then they will need our help. They're not going to get any help if we keep treating this data as if it was final (which is not the case).
So let's stop complaining and start helping here. Get your thinking caps on (no, not the one with the propeller) and start brainstorming. Maybe we can finally figure out how to address the vehicle imbalance once and for all. |
Exmaple Core
Ancient Exiles
1480
|
Posted - 2013.10.03 05:11:00 -
[32] - Quote
Maken Tosch wrote:You guys are forgetting one thing here...
CCP LogiBro posted the detail ahead of time so that we can give some feedback on it. That's the whole point of why we're talking about this. Also don't forget that these are "not set in stone" as CCP Logibro mentioned which means you and I still have a chance to help improve the stats by helping CCP on which areas to address when it comes to vehicles.
The very fact that we are given this information this early in the development before we even receive 1.5 on vehicle stats that are probably not going to be finalized until 1.7 is a big deal here. If CCP say that balancing vehicles is a complicated matter, then they will need our help. They're not going to get any help if we keep treating this data as if it was final (which is not the case).
So let's stop complaining and start helping here. Get your thinking caps on (no, not the one with the propeller) and start brainstorming. Maybe we can finally figure out how to address the vehicle imbalance once and for all.
wel put the thinking cap on so CCP can take off the dunce hat, they jized themselfs when they found the oppertunity to release the game on 5/14. how clever. This is a fully released game now, its not beta anymore! We dont HAVE to help them with anything, weve been trying, ive been trying and your obviously trying. Ive made dozens of threads these last 4 months and so has everyone else, and they compelty ignored us they are taking our ideas so they can figuire out what NOT to do. So this is what they get. A pile of angry text as tall as the sh!t they gave us. Oh btw that pile is being pushed back.
So all their getting is that they need to throw everything away AGAIN and redo it another time cuz they are not on the right track. Im actually about to make another thread on a very important nerf theyre trying to unleash, so they can figuire out not to do it. Srly, F*ck CCP |
Foundation Seldon
Gespenster Kompanie Villore Accords
111
|
Posted - 2013.10.03 05:35:00 -
[33] - Quote
I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? |
Exmaple Core
Ancient Exiles
1481
|
Posted - 2013.10.03 05:41:00 -
[34] - Quote
Foundation Seldon wrote:I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? ill have one active resist because well, a tank without resist is just silly. No extenders because the complex shield extender, the most powerful extender available, only gives 1325 (the current best gives up over 2100 shields, huge nerf!) and the booster provides an instant 1950. So if i can fit 2 boosters, i will. Thats how you maximize your fittings |
Foundation Seldon
Gespenster Kompanie Villore Accords
111
|
Posted - 2013.10.03 06:03:00 -
[35] - Quote
Exmaple Core wrote:Foundation Seldon wrote:I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? ill have one active resist because well, a tank without resist is just silly. No extenders because the complex shield extender, the most powerful extender available, only gives 1325 (the current best gives up over 2100 shields, huge nerf!) and the booster provides an instant 1950. So if i can fit 2 boosters, i will. Thats how you maximize your fittings
This is definitely worth emphasizing. The shield boosters provide an INSTANT 1950 injection of shields to your Gunnlogi in a single pulse during any engagement and all the better if you're running 2 of them. Granted you'll end up having to rely on your shield resist active mod vs. having a passive 40% at any time but the injection of HP alone means you can ultimately tank far more damage in 1.7 than you can in the current state of the game. It's the 2650 Base + 1900 on the first booster + 1900 on the second booster. That's going to net you 6400 in tankable shield damage without even factoring for the resists. Compare that to 4900 shields and a super slow heavy converse shield booster (actually the worst heavy shield booster in terms of how much shields its healing per pulse) and I cant imagine why you'd be prefer the current incarnation of shield tanks over the new one.
With respect to AV that's going to end up being changed along with the vehicle overhaul so I don't see much point in comparing to current AV to future vehicles. |
Exmaple Core
Ancient Exiles
1481
|
Posted - 2013.10.03 06:13:00 -
[36] - Quote
Foundation Seldon wrote:Exmaple Core wrote:Foundation Seldon wrote:I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? ill have one active resist because well, a tank without resist is just silly. No extenders because the complex shield extender, the most powerful extender available, only gives 1325 (the current best gives up over 2100 shields, huge nerf!) and the booster provides an instant 1950. So if i can fit 2 boosters, i will. Thats how you maximize your fittings This is definitely worth emphasizing. The shield boosters provide an INSTANT 1950 injection of shields to your Gunnlogi in a single pulse during any engagement and all the better if you're running 2 of them. Granted you'll end up having to rely on your shield resist active mod vs. having a passive 40% at any time but the injection of HP alone means you can ultimately tank far more damage in 1.7 than you can in the current state of the game. It's the 2650 Base + 1900 on the first booster + 1900 on the second booster. That's going to net you 6400 in tankable shield damage without even factoring for the resists. Compare that to 4900 shields and a super slow heavy converse shield booster (actually the worst heavy shield booster in terms of how much shields its healing per pulse) and I cant imagine why you'd be prefer the current incarnation of shield tanks over the new one. With respect to AV that's going to end up being changed along with the vehicle overhaul so I don't see much point in comparing to current AV to future vehicles. Because i wont be able to survive a proto breach forge round when my hardener is down, and i doubt i will be able to run 2 complex boosters. I cant run a single "complex" booster on my best fitting right now, nevermind running 2 after ANOTHER PG nerf. I compare them as is, actually. Proto AV will ALWAYS sweep the floor with standard tanks so its a safe bet the AV is staying the same or simply getting buffed or something stupid. Its ccp, they are not removing the proto or advanced AV even though they removed more than half of the vehicals out of dust. again. |
daishi mk03
Brutor Vanguard Minmatar Republic
245
|
Posted - 2013.10.03 06:14:00 -
[37] - Quote
I guess we should accept defeat and beg CCP to not FIX tanks. Just let everything how it is now and add pilot suits. |
Exmaple Core
Ancient Exiles
1481
|
Posted - 2013.10.03 06:15:00 -
[38] - Quote
daishi mk03 wrote:I guess we should accept defeat and beg CCP to not FIX tanks. Just let everything how it is now and add pilot suits. beg? lol no stop playing before that |
Rei Shepard
Spectre II
647
|
Posted - 2013.10.03 06:29:00 -
[39] - Quote
Exmaple Core wrote:I have 16.5 mill SP invested into my gunlogi. Currently its stats are: 5 high slots, 2 low slots. 4976 shields 40% passive resist. 23 passive regen heavy converse shield booster (2ed best heavy rep) proto scattered ion cannon (blaster) Fit i will have after the vehicle "patch" 3 high slots, 2 low slots. 2650 shields (the base amount of shields) 0 passive resist, but a 40% active resist 168 passive regen Proto ion cannon (downgrade because the scattered blasters were removed) Reasoning of why this sucksCCP Logibro wrote: Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small.
So, i would not be getting anything efficient out of 3 high slots and reduced efficiency of passive modules, i would not have the same passive resist i have now after this patch. So, to maintain all my resist, i have to use the active resist. Unfortionetly, this active resist only last for 26 seconds and with max skills the cool down is 30 seconds. My current 40% passive resist is all the time, not for 26 second bursts then zero resist. I dont have to worry about surprise attacks before my active is on or retreating when i should be staying because of a hardner. Now that i will have no resist ability, i will not have many shields ethire. My current fit is 5k shields, it will be almost halfed. So no effective way to resist damage, and having half the shields as normally. Fortionetly, the Reps are nice now. Instead of taking 15 seconds to recover 1300 HP with a cooldown of 30 seconds, i can recover 1950 HP instantly with a cool down of 40 seconds after skills. I will be running two of these. I would love to fit a speed mod because all tanks are suffering a speed reduction now, but i am a shield tank and cant spare one of my 3 slots for the extra speed. So i will be weaker, and slower than armor tanks still. At least getting my ass kicked by armor tanks 100% of the time dident change So to sum it up, my resists will no longer be perminate, ill have half my current shields, my damage output will be reduced, i will have limmited ammo, and ill be able to passively regen my Shields to full pretty quick when no enemys can see my tank, even if their across the map. PS: Shield tank PG is being nerfed again so my fit may be slightly worse than this So there you have it, my tank will be one shotted by current proto breach forge guns if they surprise hit me from across the map with my hardners down. I dont know hes there, so im pretty dead in one hit. Their also probally going to buff AV again cuz its what CCP does. Nerf tanks and buff AV, been doing that for 8 months now? Cool that i can passively recover so much HP but a an AR will stop my recovery for 6 seconds per bullet. Cant wait to be in that snipers crosshairs the entire game so i never recover HP LOL. Im so boned, its ethire armor tanks or go home again. Their just as screwed when it comes to fighting infaintry though, give us a respec so we go infantry, this is what 17 mill SP gets me
It could be worse, you could have end up with a real Militia Fit suit tank slot of 1 high & 1 low slot, you do realise that if nothing is shooting you, after a cool 15 seconds your shields are back to full.
Maybe shield tanks arent meant to be on the frontline and should be kept in a peek-a-boo style of gungame.
|
Exmaple Core
Ancient Exiles
1482
|
Posted - 2013.10.03 06:33:00 -
[40] - Quote
Rei Shepard wrote:Exmaple Core wrote:I have 16.5 mill SP invested into my gunlogi. Currently its stats are: 5 high slots, 2 low slots. 4976 shields 40% passive resist. 23 passive regen heavy converse shield booster (2ed best heavy rep) proto scattered ion cannon (blaster) Fit i will have after the vehicle "patch" 3 high slots, 2 low slots. 2650 shields (the base amount of shields) 0 passive resist, but a 40% active resist 168 passive regen Proto ion cannon (downgrade because the scattered blasters were removed) Reasoning of why this sucksCCP Logibro wrote: Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small.
So, i would not be getting anything efficient out of 3 high slots and reduced efficiency of passive modules, i would not have the same passive resist i have now after this patch. So, to maintain all my resist, i have to use the active resist. Unfortionetly, this active resist only last for 26 seconds and with max skills the cool down is 30 seconds. My current 40% passive resist is all the time, not for 26 second bursts then zero resist. I dont have to worry about surprise attacks before my active is on or retreating when i should be staying because of a hardner. Now that i will have no resist ability, i will not have many shields ethire. My current fit is 5k shields, it will be almost halfed. So no effective way to resist damage, and having half the shields as normally. Fortionetly, the Reps are nice now. Instead of taking 15 seconds to recover 1300 HP with a cooldown of 30 seconds, i can recover 1950 HP instantly with a cool down of 40 seconds after skills. I will be running two of these. I would love to fit a speed mod because all tanks are suffering a speed reduction now, but i am a shield tank and cant spare one of my 3 slots for the extra speed. So i will be weaker, and slower than armor tanks still. At least getting my ass kicked by armor tanks 100% of the time dident change So to sum it up, my resists will no longer be perminate, ill have half my current shields, my damage output will be reduced, i will have limmited ammo, and ill be able to passively regen my Shields to full pretty quick when no enemys can see my tank, even if their across the map. PS: Shield tank PG is being nerfed again so my fit may be slightly worse than this So there you have it, my tank will be one shotted by current proto breach forge guns if they surprise hit me from across the map with my hardners down. I dont know hes there, so im pretty dead in one hit. Their also probally going to buff AV again cuz its what CCP does. Nerf tanks and buff AV, been doing that for 8 months now? Cool that i can passively recover so much HP but a an AR will stop my recovery for 6 seconds per bullet. Cant wait to be in that snipers crosshairs the entire game so i never recover HP LOL. Im so boned, its ethire armor tanks or go home again. Their just as screwed when it comes to fighting infaintry though, give us a respec so we go infantry, this is what 17 mill SP gets me It could be worse, you could have end up with a real Militia Fit suit tank slot of 1 high & 1 low slot, you do realise that if nothing is shooting you, after a cool 15 seconds your shields are back to full. Maybe shield tanks arent meant to be on the frontline and should be kept in a peek-a-boo style of gungame. you do realize, tanks are only useful when up in the front line, supporting infantry? If a stray built hits the tank, starts getting AVed or ppl shoot it intentionally then it doe-sent work. In pc snipers will shoot shield tanks as part of tactica to keep it out of the fight, a sniper rifle WILL be a ligit AV weapon now! And how in f*cks name is a tank supposed to be hit and run when their speed is getting nerfed and all the tanks are the same speed? Duh? it doesent work, tanks are bad now but they will soon be worthless |
|
Foundation Seldon
Gespenster Kompanie Villore Accords
111
|
Posted - 2013.10.03 06:48:00 -
[41] - Quote
Exmaple Core wrote:Foundation Seldon wrote:Exmaple Core wrote:Foundation Seldon wrote:I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? ill have one active resist because well, a tank without resist is just silly. No extenders because the complex shield extender, the most powerful extender available, only gives 1325 (the current best gives up over 2100 shields, huge nerf!) and the booster provides an instant 1950. So if i can fit 2 boosters, i will. Thats how you maximize your fittings This is definitely worth emphasizing. The shield boosters provide an INSTANT 1950 injection of shields to your Gunnlogi in a single pulse during any engagement and all the better if you're running 2 of them. Granted you'll end up having to rely on your shield resist active mod vs. having a passive 40% at any time but the injection of HP alone means you can ultimately tank far more damage in 1.7 than you can in the current state of the game. It's the 2650 Base + 1900 on the first booster + 1900 on the second booster. That's going to net you 6400 in tankable shield damage without even factoring for the resists. Compare that to 4900 shields and a super slow heavy converse shield booster (actually the worst heavy shield booster in terms of how much shields its healing per pulse) and I cant imagine why you'd be prefer the current incarnation of shield tanks over the new one. With respect to AV that's going to end up being changed along with the vehicle overhaul so I don't see much point in comparing to current AV to future vehicles. Because i wont be able to survive a proto breach forge round when my hardener is down, and i doubt i will be able to run 2 complex boosters. I cant run a single "complex" booster on my best fitting right now, nevermind running 2 after ANOTHER PG nerf. I compare them as is, actually. Proto AV will ALWAYS sweep the floor with standard tanks so its a safe bet the AV is simply getting buffed or something ********. Its ccp
There's no point in comparing current AV to future vehicles in an overhaul that addresses both, we're only looking at one side of the story here so throw out notions of what proto forge / forge / swarms do per hit / volley because those values are probably changing.
With regards to fitting here's what I got :
Gunnlogi - 2120PG / 845CPU
High - 2x Enhanced Heavy Shield Boosters (880PG+204CPU each) The only difference between multiple tiers is there cooldown, going Enhanced saves a lot of PG while only sacrificing about 10 seconds between module use.
Low - +20% PG x2 (50 CPU each) First PG upgrade brings us up to 2544 PG, second PG upgrade is less accurate because I dont know how the game calculates the diminishing returns of using the same type of module, should be 2800ish. Yeah, PG upgrades were buffed.
Weapon - Heavy Ion Blaster (910PG + 107CPU) [Fitting Optimization 5]
PG Used - 2670 CPU Used - 615
So that's 200ish PG to spare for either 2x Turrets or a Hardener. If you downgraded to ADV Large Turrets then you can pobably get better tank without having to sacrifice turret slots. |
Exmaple Core
Ancient Exiles
1486
|
Posted - 2013.10.03 06:58:00 -
[42] - Quote
Foundation Seldon wrote:Exmaple Core wrote:Foundation Seldon wrote:Exmaple Core wrote:Foundation Seldon wrote:I'm confused about your proposed Gunnlogi fitting, why are you not running any Shield Extenders? What's your second and third high slots being used for? ill have one active resist because well, a tank without resist is just silly. No extenders because the complex shield extender, the most powerful extender available, only gives 1325 (the current best gives up over 2100 shields, huge nerf!) and the booster provides an instant 1950. So if i can fit 2 boosters, i will. Thats how you maximize your fittings This is definitely worth emphasizing. The shield boosters provide an INSTANT 1950 injection of shields to your Gunnlogi in a single pulse during any engagement and all the better if you're running 2 of them. Granted you'll end up having to rely on your shield resist active mod vs. having a passive 40% at any time but the injection of HP alone means you can ultimately tank far more damage in 1.7 than you can in the current state of the game. It's the 2650 Base + 1900 on the first booster + 1900 on the second booster. That's going to net you 6400 in tankable shield damage without even factoring for the resists. Compare that to 4900 shields and a super slow heavy converse shield booster (actually the worst heavy shield booster in terms of how much shields its healing per pulse) and I cant imagine why you'd be prefer the current incarnation of shield tanks over the new one. With respect to AV that's going to end up being changed along with the vehicle overhaul so I don't see much point in comparing to current AV to future vehicles. Because i wont be able to survive a proto breach forge round when my hardener is down, and i doubt i will be able to run 2 complex boosters. I cant run a single "complex" booster on my best fitting right now, nevermind running 2 after ANOTHER PG nerf. I compare them as is, actually. Proto AV will ALWAYS sweep the floor with standard tanks so its a safe bet the AV is simply getting buffed or something ********. Its ccp There's no point in comparing current AV to future vehicles in an overhaul that addresses both, we're only looking at one side of the story here so throw out notions of what proto forge / forge / swarms do per hit / volley because those values are probably changing. With regards to fitting here's what I got : Gunnlogi - 2120PG / 845CPU High - 2x Enhanced Heavy Shield Boosters (880PG+204CPU each) The only difference between multiple tiers is there cooldown, going Enhanced saves a lot of PG while only sacrificing about 10 seconds between module use. Low - +20% PG x2 (50 CPU each) First PG upgrade brings us up to 2544 PG, second PG upgrade is less accurate because I dont know how the game calculates the diminishing returns of using the same type of module, should be 2800ish. Yeah, PG upgrades were buffed. Weapon - Heavy Ion Blaster (910PG + 107CPU) [Fitting Optimization 5] PG Used - 2670 CPU Used - 615 So that's 200ish PG to spare for either 2x Turrets or a Hardener. If you downgraded to ADV Large Turrets then you can pobably get better tank without having to sacrifice turret slots. your right, they are going to change but its proto AV vs standard tanks, its not going to change by much. Like i said, proto AV should always solo standard vehicals, as they have been doing. Pretty nice fit you turned out, with the amount of SP i have i can get this to work. But its still worse than my tank as it is now, its still a nerf. Thats the whole point of this thread |
DJINN Marauder
Ancient Exiles
1578
|
Posted - 2013.10.03 07:02:00 -
[43] - Quote
The shield booster is gunna be an insta health gain right? I can see that being useful in a armor shield blaster fight. Tho shield tanks will probly still lose... :/
However with your low shields.. Not much hp to gain lol. |
Exmaple Core
Ancient Exiles
1486
|
Posted - 2013.10.03 07:05:00 -
[44] - Quote
DJINN Marauder wrote:The shield booster is gunna be an insta health gain right? I can see that being useful in a armor shield blaster fight. Tho shield tanks will probly still lose... :/
However with your low shields.. Not much hp to gain lol. Yeah itd have to be used perfectly just before sheild depletion. Hard to do cuz it takes 1.25 seconds to activate, so you have to "lead" its activation. The promblem with this is if 2 ppl hit you with high alpha. If they can do like 3300 damage when my hardners off like a breach forge can, then they insta pop me weither i have boosters on standby or not. so |
Foundation Seldon
Gespenster Kompanie Villore Accords
111
|
Posted - 2013.10.03 07:09:00 -
[45] - Quote
If we both agree that Proto AV is powerful regardless then I don't see how being able to tank significantly more damage in 1.7 leaves you with a straight nerf to your vehicle. The change to shield boosters represents a huge buff to shield tanks as is and the fitting provided should be a viable way of juggling 2 Boosters while running Proto turrets. The only way the fitting doesnt work is if, as you said, something is able to destroy the tank in 1 hit and, though they get a bad rep, I do believe CCP has learned enough from the interactions with Rails/Forges against Dropships to know that that simply will not work.
I'm just saying think positive until we get more information to fill in the gaps. :P |
Exmaple Core
Ancient Exiles
1490
|
Posted - 2013.10.03 07:15:00 -
[46] - Quote
Foundation Seldon wrote:If we both agree that Proto AV is powerful regardless then I don't see how being able to tank significantly more damage in 1.7 leaves you with a straight nerf to your vehicle. The change to shield boosters represents a huge buff to shield tanks as is and the fitting provided should be a viable way of juggling 2 Boosters while running Proto turrets. The only way the fitting doesnt work is if, as you said, something is able to destroy the tank in 1 hit and, though they get a bad rep, I do believe CCP has learned enough from the interactions with Rails/Forges against Dropships to know that that simply will not work.
I'm just saying think positive until we get more information to fill in the gaps. :P Because there will be many, many instances were a surprise forge gunner, swarmer, rail tank/instilation or even AV grenader will get the first Alpha hit before i could have known to throw my hardner on. Like forgers/swarmers and railers on top buildings who overwatch the entire map and get the first shot in before i even know they exsisted and then i turn everything on. And even then theyl be hitting me when i run away, tanks are slower now did you see my post about that? its front page general discussion. I also have to worry about running away and clearing LOS to all AV before my hardner runs out, so i dont actually get 26 seconds to fight.
Currenetly i am faster, immune to surprise alpha damage, do more damage, have double the HP, can "hit and run" freely with no time frames involved and still have a rep. Its an all around nerf buddy |
Rei Shepard
Spectre II
647
|
Posted - 2013.10.03 07:22:00 -
[47] - Quote
Quote:you do realize, tanks are only useful when up in the front line, supporting infantry? If a stray built hits the tank, starts getting AVed or ppl shoot it intentionally then it doe-sent work. In pc snipers will shoot shield tanks as part of tactica to keep it out of the fight, a sniper rifle WILL be a ligit AV weapon now! And how in f*cks name is a tank supposed to be hit and run when their speed is getting nerfed and all the tanks are the same speed? Duh? it doesent work, tanks are bad now but they will soon be worthless
Somehow i think CCP did not mean for tanks to survive entire games without being destroyed, i think in their vision they are as vulnerable as a suit is to weaponsfire as the tank is to AV and are only usefull if protected by a squad and only to be called in to defend positions or are required that the infantry team does their job for keeping the board cleared of AV infantry.
The problem in the past has been that there were 6 tanks on the field on one side raping the otherone. |
DeathwindRising
ROGUE SPADES EoN.
70
|
Posted - 2013.10.03 07:34:00 -
[48] - Quote
KenKaniff69 wrote:Exmaple Core wrote:anyone else have a tank fit theyd like to show how it got nerfed? Current madrugar has 6073 armor and roughly 47% resist. Reps are the IGL so 273 times 3 or whatever bug. I also run an active heat sync and fusion accel. This tank would be absolutely gutted by the restructuring. new fit might be like 120 complex, heavy complex reps, 60% active hardener. Combine that with two damage mods in the highs or whatever may be useful high slots like nitrous since it looks like tanks are getting a huge speed nerf and i don't see active heat syncs any more. So new tank will have active 60% resist ~5300 armor and the worst reps ever(145). This when combined with skills is absolutely pathetic because you will only be able to fight for 30-40 seconds before having to retreat when everything goes into cool down. Just look at the times. It is absolutely pathetic how long active modules take to cycle, even with skills.
pilot suit |
Exmaple Core
Ancient Exiles
1498
|
Posted - 2013.10.03 07:37:00 -
[49] - Quote
DeathwindRising wrote:KenKaniff69 wrote:Exmaple Core wrote:anyone else have a tank fit theyd like to show how it got nerfed? Current madrugar has 6073 armor and roughly 47% resist. Reps are the IGL so 273 times 3 or whatever bug. I also run an active heat sync and fusion accel. This tank would be absolutely gutted by the restructuring. new fit might be like 120 complex, heavy complex reps, 60% active hardener. Combine that with two damage mods in the highs or whatever may be useful high slots like nitrous since it looks like tanks are getting a huge speed nerf and i don't see active heat syncs any more. So new tank will have active 60% resist ~5300 armor and the worst reps ever(145). This when combined with skills is absolutely pathetic because you will only be able to fight for 30-40 seconds before having to retreat when everything goes into cool down. Just look at the times. It is absolutely pathetic how long active modules take to cycle, even with skills. pilot suit November |
Needless Sacermendor
Red Fox Brigade
497
|
Posted - 2013.10.03 08:27:00 -
[50] - Quote
A standard vehicle or dropsuit shouldn't be fitting proto anything without seriously impeding it's abilities in another area.
For example a proto AR on a standard suit won't leave you much room for damage mods or hp improvements. Conversely fitting proto shield or armour won't leave you resources for proto weapons.
The same goes for these new vehicles ... you can fit a proto turret but you won't have much survivability, or you can fit proto modules at the expense of speed mods n high tier turrets etc.
Proto vehicles will come with the slots and resources to stack them up with proto turrets n mods.
Maybe they plan to get all tiers of vehicle hulls fleshed out before releasing this patch, but they've given us the numbers for what they have right now and what they're inhouse testing, likely pitting it against standard AV for their test to see how it fairs at lower sp investments to what people currently have invested.
What CCP really needs is more of these fitting ideas of yours so they can try them out how you would be doing it in game rather than just testing them how they've envisaged them being fitted. |
|
ladwar
Dead Six Initiative Lokun Listamenn
1818
|
Posted - 2013.10.03 09:27:00 -
[51] - Quote
Exmaple Core wrote:DeathwindRising wrote:KenKaniff69 wrote:Exmaple Core wrote:anyone else have a tank fit theyd like to show how it got nerfed? Current madrugar has 6073 armor and roughly 47% resist. Reps are the IGL so 273 times 3 or whatever bug. I also run an active heat sync and fusion accel. This tank would be absolutely gutted by the restructuring. new fit might be like 120 complex, heavy complex reps, 60% active hardener. Combine that with two damage mods in the highs or whatever may be useful high slots like nitrous since it looks like tanks are getting a huge speed nerf and i don't see active heat syncs any more. So new tank will have active 60% resist ~5300 armor and the worst reps ever(145). This when combined with skills is absolutely pathetic because you will only be able to fight for 30-40 seconds before having to retreat when everything goes into cool down. Just look at the times. It is absolutely pathetic how long active modules take to cycle, even with skills. pilot suit November 2014 |
ChromeBreaker
SVER True Blood Public Disorder.
1350
|
Posted - 2013.10.03 09:38:00 -
[52] - Quote
The only thing that i can see that could make this look like sense, is that these are the basic Lv1 tanks. Im expecting advanced and proto tanks on top of these... not including the specialist versions like enforcers, Marauders and Black ops |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
54
|
Posted - 2013.10.03 10:02:00 -
[53] - Quote
Exmaple Core wrote:DJINN Marauder wrote:The shield booster is gunna be an insta health gain right? I can see that being useful in a armor shield blaster fight. Tho shield tanks will probly still lose... :/
However with your low shields.. Not much hp to gain lol. Yeah itd have to be used perfectly just before sheild depletion. Hard to do cuz it takes 1.25 seconds to activate, so you have to "lead" its activation. The promblem with this is if 2 ppl hit you with high alpha. If they can do like 3300 damage when my hardners off like a breach forge can, then they insta pop me weither i have boosters on standby or not. so hah, me, i'll use complex shield extender, or adv, complex shield booster if not 41+seconds cooldown, complex hardener, run away for healing, booster for retreat and such |
Medic 1879
Forsaken Immortals Top Men.
1071
|
Posted - 2013.10.03 10:30:00 -
[54] - Quote
Could be worse according to the blaster stats with full skills you get 600 rounds so an ammo cache would be a huge help whilst on the move and they are low slots so no go for armour tanks. I think we could spend many an hour debating who got shafted worse. |
Cosgar
ParagonX
5610
|
Posted - 2013.10.03 10:39:00 -
[55] - Quote
KING CHECKMATE wrote:demonkiller 12 wrote:wait 3 high 2 low? this better not be happening, i expect a partial respec for all vehicle skills or im going al qaeda on their asses Im thinking the reasoning behind this is these are STD tanks. I think they are planning on introducing higher tier tanks...
Its the only thing i can think of.In any case, no 'partial respecs'' , Full respecs or nothing. So what's going to stop infantry from using advanced and proto AV? Wishful thinking? |
Rogatien Merc
Red Star. EoN.
1366
|
Posted - 2013.10.03 12:50:00 -
[56] - Quote
Shield partial damage recharge delay: 0 Shield depleted recharge delay: 10
^---- now that would be something quite interesting... |
Jack McReady
DUST University Ivy League
608
|
Posted - 2013.10.03 12:53:00 -
[57] - Quote
Exmaple Core wrote:DeathwindRising wrote:KenKaniff69 wrote:Exmaple Core wrote:anyone else have a tank fit theyd like to show how it got nerfed? Current madrugar has 6073 armor and roughly 47% resist. Reps are the IGL so 273 times 3 or whatever bug. I also run an active heat sync and fusion accel. This tank would be absolutely gutted by the restructuring. new fit might be like 120 complex, heavy complex reps, 60% active hardener. Combine that with two damage mods in the highs or whatever may be useful high slots like nitrous since it looks like tanks are getting a huge speed nerf and i don't see active heat syncs any more. So new tank will have active 60% resist ~5300 armor and the worst reps ever(145). This when combined with skills is absolutely pathetic because you will only be able to fight for 30-40 seconds before having to retreat when everything goes into cool down. Just look at the times. It is absolutely pathetic how long active modules take to cycle, even with skills. pilot suit November pushed back |
Drapedup Drippedout
G.U.T.Z
10
|
Posted - 2013.10.03 13:02:00 -
[58] - Quote
CCP keep it up! Great ideas, now I can run AV with flux and AR!
Here shield tank, come out and plaaaaayyyy |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |