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Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 12:42:00 -
[1] - Quote
To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya Edit: a kicking mechanism so people get kicked out of our tank and a locking mechanism
Feel free to add to this... |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 12:44:00 -
[2] - Quote
Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this...
I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! |
The Attorney General
MoIden Heath PoIice Department EoN.
1268
|
Posted - 2013.10.20 12:47:00 -
[3] - Quote
Better tankers have made better threads. Go post in them, instead of making yet another list for the AV scrubs to troll on.
|
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 12:49:00 -
[4] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?!
I have no numbers but CCP said shield tanks are going to be faster...
|
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 12:50:00 -
[5] - Quote
The Attorney General wrote:Better tankers have made better threads. Go post in them, instead of making yet another list for the AV scrubs to troll on.
what makes you a better tanker than me? People know you but they don't know me? |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 12:55:00 -
[6] - Quote
Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! I have no numbers but CCP said shield tanks are going to be faster...
Logic tells me it should be like that, internal shielding is, by mi side of view, lighter that heavy plating. |
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 12:56:00 -
[7] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! I have no numbers but CCP said shield tanks are going to be faster... Logic tells me it should be like that, internal shielding is, by mi side of view, lighter that heavy plating.
yup- one thing 1.7 got right but did you know that tanks in Chromosome are much faster than the tanks we have today. |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 12:59:00 -
[8] - Quote
Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! I have no numbers but CCP said shield tanks are going to be faster... Logic tells me it should be like that, internal shielding is, by mi side of view, lighter that heavy plating. yup- one thing 1.7 got right but did you know that tanks in Chromosome are much faster than the tanks we have today.
I wasnt driver sorry, but if they balance Swarmies against Armors it will be great (i never saw Armor faster than 0.6MACH fast projectile), but honestly i dont trust CCP anymore. |
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 13:01:00 -
[9] - Quote
I just dislike how CCP does stuff without telling us the reason. |
Sgt Buttscratch
R 0 N 1 N
915
|
Posted - 2013.10.20 13:02:00 -
[10] - Quote
Enforcer doesn't need HP buff, it's not a HP tank. They need the 34% speed penalty removed, other than that only their price is an issue. PGU/CPU/HP are fine considering the range and dmg bonus' that they get.
SO Vayu/Falchion speed penalty removed due to the fact they do NOT gain more HP Vayu/Falchion price reduction because 1.2million isk for just the carcass is just ******* pathetic. |
|
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:03:00 -
[11] - Quote
Vegetation Monster wrote:I just dislike how CCP does stuff without telling us the reason.
I dont like that too, i agree with "the great visions". Thats great thing, but from other side, dreams are not reality and they development sucks in this side like hell, no proper info, no dates about, no reason. Just boom here you are and eat that. What is really sad for us like playerbase. |
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.10.20 13:04:00 -
[12] - Quote
Sgt Buttscratch wrote:Enforcer doesn't need HP buff, it's not a HP tank. They need the 34% speed penalty removed, other than that only their price is an issue. PGU/CPU/HP are fine considering the range and dmg bonus' that they get.
SO Vayu/Falchion speed penalty removed due to the fact they do NOT gain more HP Vayu/Falchion price reduction because 1.2million isk for just the carcass is just ******* pathetic.
Why is the 34% their, I thought it was just a visual bug... |
Sgt Buttscratch
R 0 N 1 N
915
|
Posted - 2013.10.20 13:11:00 -
[13] - Quote
Vegetation Monster wrote:Sgt Buttscratch wrote:Enforcer doesn't need HP buff, it's not a HP tank. They need the 34% speed penalty removed, other than that only their price is an issue. PGU/CPU/HP are fine considering the range and dmg bonus' that they get.
SO Vayu/Falchion speed penalty removed due to the fact they do NOT gain more HP Vayu/Falchion price reduction because 1.2million isk for just the carcass is just ******* pathetic. Why is the 34% their, I thought it was just a visual bug... You know what would make me the happiest tanker in the game is if they would give back my sagaris with the HP buff and our 5%pg per level back....
34% penalty is physical, if my vayu comes to a hault it can get bad fast, my maddy can get out of an orbi fast, the vayu...not so much. yes 5% pg would be nice. |
Mortedeamor
Internal Rebellion
496
|
Posted - 2013.10.20 13:17:00 -
[14] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?!
faster in fact if you take a charybdis with no speed modules and leave it at base hp and then make another fit with no speed modules but hp tanked the tanked one moves slower and heavier...shield tanks suffer currently from more speed penalties by fitting shield extenders than armor does...the base gunlogi is slower than the base madrugar the base charybdis is slower than the base limbus
|
Godin Thekiller
Hellstorm Inc League of Infamy
1235
|
Posted - 2013.10.20 13:18:00 -
[15] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?!
Faster, which makes sense. It's Gallente after all. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
233
|
Posted - 2013.10.20 13:22:00 -
[16] - Quote
This post should should have been named. "Why this post is going to suck...." |
Godin Thekiller
Hellstorm Inc League of Infamy
1235
|
Posted - 2013.10.20 13:22:00 -
[17] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! I have no numbers but CCP said shield tanks are going to be faster... Logic tells me it should be like that, internal shielding is, by mi side of view, lighter that heavy plating.
You understand that Caldari puts on weaker engines, as they fight at mid-long range, right? |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:22:00 -
[18] - Quote
Mortedeamor wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! faster in fact if you take a charybdis with no speed modules and leave it at base hp and then make another fit with no speed modules but hp tanked the tanked one moves slower and heavier...shield tanks suffer currently from more speed penalties by fitting shield extenders than armor does...the base gunlogi is slower than the base madrugar the base charybdis is slower than the base limbus
thx for info boyo :) its not logical to be honest.
|
Kallas Hallytyr
Skullbreakers
10
|
Posted - 2013.10.20 13:23:00 -
[19] - Quote
- Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about).
Yep, as a footslogger, I absolutely love that I never have to pull back from a fight because I'm running low on ammo
As CCP've said, this change allows them to make tank weaponry more powerful but limited ammunition stops them from just rolling over all things-all the time: you need to be more considerate of your supplies, rather than being able to charge about willy-nilly.
- Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs.
Madrugar/Gunnlogi are Standard level (ie, the most basic after Militia) tank hulls: higher level hulls, when they get introduced, will have improved slot layout. This is no different to how the dropsuits work currently.
- Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
As CCP have said, Shield Tanks are intended to be more "hit-and-run" by having short, very tough phases, whereas Armour Tanks will be more "stand-and-fight" by having a deeper pool of EHP, but a longer time to replenish said pool once depleted.
- 1.3 swarm launchers back... - Assault FG dmg nerf.
AV balance is coming alongside the vehicle rebalance.
- Shield tank swap speed with armor tank
Caldari (Shield Tanks) are the second slowest (after Amarr) and the longest ranged in EVE: I don't see any reason why that design philosophy (slow, but most effective at range) should not carry over to DUST vehicles/weapons.
- A hp buff to the enforcers so their worth getting.
Since Enforcers will be getting rereleased later, this is a non-starter for 1.7 complaints.
- 5% pg per level skill back for tanks
Vehicles and modules are getting CPU/PG changes. I suggest you have a browse through the information CCP has stickied and offer actual feedback, rather than crying over spilt milk.
- A passive recharge buff to shield tanks (50-60 shield per seconds with no delay)
*sigh* Again, this is addressed in the stats that CCP have already put up about the upcoming changes. Go read them, then reconsider.
- Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) - Removing of the delay of the boosters and reps
Boosters and Repairers will be changed significantly. Go read them.
- Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down...
Umm, no...again, go read through the posted changes.
- Sagaris and surya
Again, they will be coming later.
Go read this thread: https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unread
Then be quiet... |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:26:00 -
[20] - Quote
Godin Thekiller wrote:Sam Tektzby wrote:Vegetation Monster wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! I have no numbers but CCP said shield tanks are going to be faster... Logic tells me it should be like that, internal shielding is, by mi side of view, lighter that heavy plating. You understand that Caldari puts on weaker engines, as they fight at mid-long range, right?
Nope, thats not logic reason. Armor should have stable speed how its fighting is not a reason to put less powerfull engine. Thats reason why i dont like CCPs B*shates ingame. Too many nonsences against real world basics. But oki, its just a game.
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Sgt Buttscratch
R 0 N 1 N
915
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Posted - 2013.10.20 13:33:00 -
[21] - Quote
Mortedeamor wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! faster in fact if you take a charybdis with no speed modules and leave it at base hp and then make another fit with no speed modules but hp tanked the tanked one moves slower and heavier...shield tanks suffer currently from more speed penalties by fitting shield extenders than armor does...the base gunlogi is slower than the base madrugar the base charybdis is slower than the base limbus A well armor maddy only moves fast with nitrous, shield tanks are designed around missiles and rails, they have the ability to equip damage easily, armor can add nos easier. The reason shield tanks resist doesn't last very long as it is designed to give the tank time to retreat to a correct distance, armor tank resist is designed to be in the spot light longer. Gallente tanks designed for CQC using nos to get in close and retreat fast, shield tanks designed for mid to long range, with the ability to hit harder at ranges and better resists in short periods, which is thier retreat method.
Half the issue here is that Madrugars can easily equip both Missiles and Rail turrets, which removes the point in the shield tank, when a shield tank adds a blaster he does not get anywhere near the benefis an armor tank gets. IMO Rail and Missile should have higher CPU requirements, and CPU amounts adjusted on shield and armor tanks to force an armor tank into nerfing itself in order to equip the rails and missiles. |
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
19
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Posted - 2013.10.20 13:40:00 -
[22] - Quote
Kallas Hallytyr wrote: - Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about).Yep, as a footslogger, I absolutely love that I never have to pull back from a fight because I'm running low on ammo As CCP've said, this change allows them to make tank weaponry more powerful but limited ammunition stops them from just rolling over all things-all the time: you need to be more considerate of your supplies, rather than being able to charge about willy-nilly. - Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs.Madrugar/Gunnlogi are Standard level (ie, the most basic after Militia) tank hulls: higher level hulls, when they get introduced, will have improved slot layout. This is no different to how the dropsuits work currently. - Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.As CCP have said, Shield Tanks are intended to be more "hit-and-run" by having short, very tough phases, whereas Armour Tanks will be more "stand-and-fight" by having a deeper pool of EHP, but a longer time to replenish said pool once depleted. - 1.3 swarm launchers back... - Assault FG dmg nerf.AV balance is coming alongside the vehicle rebalance. - Shield tank swap speed with armor tankCaldari (Shield Tanks) are the second slowest (after Amarr) and the longest ranged in EVE: I don't see any reason why that design philosophy (slow, but most effective at range) should not carry over to DUST vehicles/weapons. - A hp buff to the enforcers so their worth getting.Since Enforcers will be getting rereleased later, this is a non-starter for 1.7 complaints. - 5% pg per level skill back for tanksVehicles and modules are getting CPU/PG changes. I suggest you have a browse through the information CCP has stickied and offer actual feedback, rather than crying over spilt milk. - A passive recharge buff to shield tanks (50-60 shield per seconds with no delay)*sigh* Again, this is addressed in the stats that CCP have already put up about the upcoming changes. Go read them, then reconsider. - Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) - Removing of the delay of the boosters and repsBoosters and Repairers will be changed significantly. Go read them. - Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down...Umm, no...again, go read through the posted changes. - Sagaris and suryaAgain, they will be coming later. Go read this thread: https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unreadThen be quiet...
Nobody asked for this SHTT! thats the problem.... |
Racro 01 Arifistan
The Surrogates Of War
59
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Posted - 2013.10.20 13:48:00 -
[23] - Quote
Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?!
the madrugar is actually faster than the gunnlogi it just seems slower because you stack on plateing that reduces its actual acceleration not its speed. onc e amadrugar picks up its speed it can outrun/catch gunnlogis. |
CharCharOdell
Shining Flame Amarr Empire
1188
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Posted - 2013.10.20 13:55:00 -
[24] - Quote
I agree. |
Godin Thekiller
Hellstorm Inc League of Infamy
1236
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Posted - 2013.10.20 14:03:00 -
[25] - Quote
Sgt Buttscratch wrote:Mortedeamor wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! faster in fact if you take a charybdis with no speed modules and leave it at base hp and then make another fit with no speed modules but hp tanked the tanked one moves slower and heavier...shield tanks suffer currently from more speed penalties by fitting shield extenders than armor does...the base gunlogi is slower than the base madrugar the base charybdis is slower than the base limbus A well armor maddy only moves fast with nitrous, shield tanks are designed around missiles and rails, they have the ability to equip damage easily, armor can add nos easier. The reason shield tanks resist doesn't last very long as it is designed to give the tank time to retreat to a correct distance, armor tank resist is designed to be in the spot light longer. Gallente tanks designed for CQC using nos to get in close and retreat fast, shield tanks designed for mid to long range, with the ability to hit harder at ranges and better resists in short periods, which is thier retreat method. Half the issue here is that Madrugars can easily equip both Missiles and Rail turrets, which removes the point in the shield tank, when a shield tank adds a blaster he does not get anywhere near the benefis an armor tank gets. IMO Rail and Missile should have higher CPU requirements, and CPU amounts adjusted on shield and armor tanks to force an armor tank into nerfing itself in order to equip the rails and missiles.
Well, I think the stabilized turrets should get their requirements lowered, as those seems like the blasters Caldari would use, yet they have the highest requirements. |
Godin Thekiller
Hellstorm Inc League of Infamy
1236
|
Posted - 2013.10.20 14:04:00 -
[26] - Quote
Racro 01 Arifistan wrote:Sam Tektzby wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya
Feel free to add to this... I have question, is armored tank in the basis (withou any internals) slower or faster than shield one?! the madrugar is actually faster than the gunnlogi it just seems slower because you stack on plateing that reduces its actual acceleration not its speed. onc e amadrugar picks up its speed it can outrun/catch gunnlogis.
If you put anything higher than a 120mm (with it's the same), you'll go slower. Plates lower both acceleration and speed. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
132
|
Posted - 2013.10.20 14:23:00 -
[27] - Quote
Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya Edit: a kicking mechanism so people get kicked out of our tank and a locking mechanism
Feel free to add to this...
Anmol, understand that this will be a path for the the introduction of ADV and PRO tanks. |
Godin Thekiller
Hellstorm Inc League of Infamy
1238
|
Posted - 2013.10.20 14:24:00 -
[28] - Quote
Evolution-7 wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya Edit: a kicking mechanism so people get kicked out of our tank and a locking mechanism
Feel free to add to this... Anmol, understand that this will be a path for the the introduction of ADV and PRO tanks.
Which is stupid imo. We should be going towards tiercide, not adding more tiers......
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Lorhak Gannarsein
Molon Labe. RISE of LEGION
470
|
Posted - 2013.10.20 14:27:00 -
[29] - Quote
The Attorney General wrote:Better tankers have made better threads. Go post in them, instead of making yet another list for the AV scrubs to troll on.
+1
Posted on my fair share of these threads, but they never say anything new.
Heartily sick of them. |
Vegetation Monster
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
|
Posted - 2013.10.20 14:36:00 -
[30] - Quote
Evolution-7 wrote:Vegetation Monster wrote:To start off with, we never asked CCP to do all this Sh*t to tanks. Now, that being said, I want to explain to you the current tank problems and how 1.7 has barley fix anything. 1.7 got one thing right- making shield tanks faster but it got a 100 things wrong. Tanks came into uprising prenerfed badly (mostly because their is no engineering skill). Engineering skill was the most important skill to a tanker. Nowadays its impossible to run a shield tank without PG mods and its impossible to run a "good" armor tank without mods. Second CCP are not implementing ammo for tanks (nobody asked fer dis sht... Just one more thing us tankers have to worry about). Also CCP are removing high and low slots from our tanks. Madrugar has 3 lows and 2 highs, and a gunnlogi has 2 lows and 3 highs. This makes our fitting have no real differential. We all will probably be running the same fits and most likely my shield tank wont be able to put on coolant. Another thin about 1.7 is that the shield boosters are going to rep back a lot of shield and then have ultra long cooling times which makes our tanks very active tanks and burst tanks.
What we actually needed: 1.3 swarm launchers back... Assault FG dmg nerf. Shield tank swap speed with armor tank A hp buff to the enforcers so their worth getting. 5% pg per level skill back for tanks A passive recharge buff to shield tanks (50-60 shield per seconds with no delay) price nerf to possibly enforcer tanks but mostly to turrets back to chromosome levels Shield tank buff to boosters (make them like armor tank reps but only repping back 250 for the heavy clarity ward shield booster) Removing of the delay of the boosters and reps Shield tank active hardeners need to last at least 30 seconds with a 30 second cool down... Sagaris and surya Edit: a kicking mechanism so people get kicked out of our tank and a locking mechanism
Feel free to add to this... Anmol, understand that this will be a path for the the introduction of ADV and PRO tanks.
I dont want the ADV and proto tanks to be the same as the STD tanks we have today... Its like nerfing the STD tank so they can add a new one and call it proto tank that was the same tank as the prenerfed STD tank... |
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