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Lorhak Gannarsein
513
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Posted - 2013.11.01 08:09:00 -
[1] - Quote
CharCharOdell wrote:Well, here is something you should consider:
Vehicles are being redone to match the way dropsuits work. The Gunlogi is a meta 1 piece of gear. The modules you are using are complex (meta 5 and up). This would never work on a dropsuit (stacking complex mods on standard suits), so it shouldn't work on a vehicle, either. in fact, even the caldari logi couldn't fit all complex modules when in 1.0, so don't be surprised by this.
If you swap the complex for enhanced, or even basic, you don't actually give up any tankiness, just the frequency that you can engage the enemy (i do love this feature).
So don't fret. It doesn't mean that you have less EHP! You will probably only get less kills because you have to wait for your modules to recharge longer.
(I did 20 vehicle fittings, gunlogi and maddy, the day the tank stats came out. I am the King of QQ and am every bit as whiny as any tanker ever, and I really like the way vehicles look on paper. If I'm not upset, nobody else should be, either.)
Yeah, sorry Harpy, I know we've done our fair share of bitching about tanks together, but I have to agree with O'Dell here - it's pretty clear that the tanks are going to be super-dropsuits that can't hack now, rather than mini-spaceships (at least in the way their modules and hulls are designed) - I'm hoping that we don't have to wait too long until we get PRO vehicles (it's finally going to happen! *squee*)
Also, I would like to shank those people that ***** about how tanks are being 'nerfed'.
___
EDIT
daishi mk03 wrote:The armor repairer is not as effective on basic level, than it is on complex.
Great. Make that your proto module, then. And that counts - expect a shanking.
Too busy clicking cookies to play DUST...
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Lorhak Gannarsein
516
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Posted - 2013.11.01 12:26:00 -
[2] - Quote
Spkr4theDead wrote:But it's fair when infantry can fit complex and PRO everything, right?
Please fit a STD dropsuit with fully PRO mods. I'll need pics.
I'll wait.
Spkr4theDead wrote:now they're going to nerf the CPU skill
Gunnlogi now, with max skills = ~430 CPU
Gunnlogi in 1.7 (no skill mods available) = 845 CPU
Please read the coming changes.
Spkr4theDead wrote:So you don't consider the reduction of modules to be a nerf?
No. I don't, contextually. I consider it to be the first step to a full balancing of vehicles. I'd have thought you'd be over the moon, the way you complain about wanting your PRO or Marauder hulls so badly.
We're finally going to get them (well, eventually. There's room for them, now). It seems pretty obvious to me that they're redesigning vehicles to match infantry more closely. Unless you know so very little about infantry that you aren't even aware that their mods are classed in the same way as ours will be?
They're buffing our resistances through the roof. It's not even going to be necessary to fit plates for buffer, thanks to our even more OP hardeners.
EDIT: fixed bad quote
Too busy clicking cookies to play DUST...
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Lorhak Gannarsein
516
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Posted - 2013.11.01 12:27:00 -
[3] - Quote
KalOfTheRathi wrote:But the underlined section is a kick in the gut. There is no reason to run tanks. CCP/Shanghai has decided that the described method it the Only method that a tank will be allowed to run.
Well, I've fit a Madrugar with all complex mods (admittedly, it'll take something like 14M SP to complete) and it should be a pretty decent brawler. I don't think anyone will have enough SP to run both right now, not really.
Gunnlogi is built for dealing damage - it'll be able to blitz basically anything with a damage-modded railgun, and O'Dell mentioned on another thread that with PRO missiles, it'll be able to hit for something like 6k DPS against Madrugars (not for long, but still). Furthermore, we'll be basically invulnerable while our countermeasures are online - 60% damage resists (for Maddy) is pretty obscene; it's not something I can get right now, in fact. If I run a complex repper with skills maxed, that's 160 HP/s, compared to my 440 now, but the hardener will expand that pretty hugely, and I'd not be surprised if I could get a buddy hand-repping me for the Guardian points.
And don't forget, they're buffing repair tools
Once you run the numbers, this comes out as a pretty nice buff, especially considering that AV is getting a nerf across the board. I'm pretty excited about the changes.
(sorry about double-post; too many quotes for one )
EDIT: Fixed another bad quote -.- apparently I need to improve my forum skills.
Too busy clicking cookies to play DUST...
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Lorhak Gannarsein
516
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Posted - 2013.11.01 13:25:00 -
[4] - Quote
Takahiro Kashuken wrote:We need proto vehicles
Looks like we'll be getting them.
Too busy clicking cookies to play DUST...
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Lorhak Gannarsein
517
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Posted - 2013.11.01 13:32:00 -
[5] - Quote
Harpyja wrote:Lorhak Gannarsein wrote:KalOfTheRathi wrote:But the underlined section is a kick in the gut. There is no reason to run tanks. CCP/Shanghai has decided that the described method it the Only method that a tank will be allowed to run. Well, I've fit a Madrugar with all complex mods (admittedly, it'll take something like 14M SP to complete) and it should be a pretty decent brawler. I don't think anyone will have enough SP to run both right now, not really. Gunnlogi is built for dealing damage - it'll be able to blitz basically anything with a damage-modded railgun, and O'Dell mentioned on another thread that with PRO missiles, it'll be able to hit for something like 6k DPS against Madrugars (not for long, but still). Furthermore, we'll be basically invulnerable while our countermeasures are online - 60% damage resists (for Maddy) is pretty obscene; it's not something I can get right now, in fact. If I run a complex repper with skills maxed, that's 160 HP/s, compared to my 440 now, but the hardener will expand that pretty hugely, and I'd not be surprised if I could get a buddy hand-repping me for the Guardian points. And don't forget, they're buffing repair tools Once you run the numbers, this comes out as a pretty nice buff, especially considering that AV is getting a nerf across the board. I'm pretty excited about the changes. (sorry about double-post; too many quotes for one ) EDIT: Fixed another bad quote -.- apparently I need to improve my forum skills. I'm very certain the armor hardener is a 40% resistance while the shield hardener is a 60% resistance. The numbers given to us are multipliers, and the only thing they could multiply with .6 and .4, respectively, is incoming damage. But it looks like though I'll be running all complex mods with no small turrets. I'll just need to be extra careful about sticking with infantry. But my numbers tell me I'll be able to absorb 18 seconds of a blaster Madrugar before blowing up. More than enough time to blow it up and retreat. Because I'm sure that it will come down to who will be able to come back into action the quickest, and complex mods will do just that.
eh, I dunno. I'm gonna have quite a bit of downtime; gotta do a lot of waiting as it is, can't see that changing. Just had a look at the numbers, though, and you're probably right.
It's not like small turrets are useful anyway; I'll only be fitting one so my helpful rep-buddy can ride with me :)
Too busy clicking cookies to play DUST...
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