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Sam Tektzby
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Posted - 2013.10.20 12:44:00 -
[1] - 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?! |
Sam Tektzby
Better Hide R Die
13
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Posted - 2013.10.20 12:55:00 -
[2] - 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. |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 12:59:00 -
[3] - 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. |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:03:00 -
[4] - 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. |
Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:22:00 -
[5] - 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.
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Sam Tektzby
Better Hide R Die
13
|
Posted - 2013.10.20 13:26:00 -
[6] - 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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