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Thread Statistics | Show CCP posts - 0 post(s) |
Sgt Buttscratch
R 0 N 1 N
915
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Posted - 2013.10.20 13:02:00 -
[1] - 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. |
Sgt Buttscratch
R 0 N 1 N
915
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Posted - 2013.10.20 13:11:00 -
[2] - 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. |
Sgt Buttscratch
R 0 N 1 N
915
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Posted - 2013.10.20 13:33:00 -
[3] - 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. |
Sgt Buttscratch
R 0 N 1 N
915
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Posted - 2013.10.20 15:35:00 -
[4] - Quote
But there is going to be an AV balance. This meaning (hopefully) matching std tank to std AV, adv to adv and pro to pro. right now a STD tanks can laugh at MLT/STD AV(for the most), live through adv av, given it can be sketchy, for the most good tankers survive adv av attacks, and get absolutely supressd or lolswarmed by pro av.
The current balance isn't as easy as just adding pg here, hp there, its a ******* mess. An overhaul is needed, CCP seem to believe that trying to slightly adjust numbers here and there won't cut it, we should let them have a try at a full overhaul, they will either kill the vehicle population off or fix it. This is to be seen. |
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