CharCharOdell wrote:Okay, I am the King of QQ and a tanker, so if anyone should be complaining, it is me, but I'm not AND I spent over 14 hours on excel theory crafting 10 gunlogi and 10 maddy fits.
The fits that will be available to you in 1.7, for maddies and gunlogis, are awesome. There will be more combinations because SHIELD BOOSTERS, SHIELD EXTENDERS, PG/CPU UPGRADES, and ARMOR PLATES are no longer necessary to make what most of us would call, at least on paper, a good tank.
The armor/shield imbalance is being restored because of the damage mod changes. Those of you who complain about this (likely Gunlogi pilots) probably never actually crunched the numbers because you will find that it is IMPOSSIBLE for a Madrugar to fit a damage mod and be useful. This is because madrugars have very low CPU and damage mods take up an enormous amount of CPU and PG. Now, if you're piloting a gunlogi and you find the need to put damage mods on it, you're probably the kind of person who doesn't want to get too close to the action (probably between 300 and 600m out), so you don't need shield boosters or extenders. You MAY want a hardener if you have to duke it out with a madrugar on its last legs, but that's about it. With this 300% buff to damage mods, stacking a couple on a particle cannon, let alone a missile launcher, will destroy a madrugar without its hardeners on in seconds- SECONDS...but not a second like in Chrome, which is honestly a good thing IMO.
Also, armor tanks will not be able to rep through your insane DPS anymore, even without d-mods, so be happy. The only weakness a gunlogi has, is that if it is caught without its hardeners on, even at full health, a railgun or forge gun, at proto level, will take out its shield in 1 shot with a few damage mods, and 2 without. That means an un-hardened gunlogi dies in 3 shots of large railguns type weapons. (Yay for forge gunners!) I like this weakness.
Madrugars on the other hand, are designed to take much more damage. Their hardeners last longer, and can rep through light damage. They also have a much larger EHP than shield tanks, which means they can still duke it out with them and win every time. The madrugar's main weakness is that once its health is depleted, it is depleted. There is no super fast armor regen and their shield HP ceiling is way too long for it to matter. They will need to back out of the fight rather early, when compared to what they do now, to survive. They may inflict more damage during their engagements, but they will have to engage less often than shield tanks.
So for those of ya'll wondering how many kills tankers will be getting in 1.7, here is what you can expect of the infantry stomper tank builds:
Madrugars:
:) - Lots of kills during a long period of time and will be hard to push off
:( - Spends a lot of time in the red line recharging
Solution: kill it with bugbites and have an ambush or hunter-killer AV squad ready to chase down a weakened madrugar
Gunlogis:
:) - Not a lot of kills/engagement because its engagement periods are limited by its hardeners. If it stacks two hardeners, it'll be one of the most solid tanks you will ever encounter, so don't even try pushing it off; the pilot will just giggle and make you explode
:( - Once the hardeners turn off, you could kill it with just about anything. Smart shield tankers will show up, kill 5 guys in 5 seconds, and then bug out.
Solution: You want to catch them when they think they're safe BECAUSE they pulled out. Let them think that one route is safe, and then ambush them. Dumb shield tankers will just spontaneously combust, so don't worry about those ones.
Hope this settles everyone. Tanks will be OP and UP at the same time.