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Sgt Kirk
SyNergy Gaming EoN.
2806
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Posted - 2013.11.15 12:51:00 -
[1] - Quote
This is probably the 12th time I have made a thread about the issue of armor tanking having no support modules in the opposite tank besides damage mods since I started this game Eons ago.
Now however, we actually have more than just 2 modules to support tanking with.
My propositions:
1. Move bio modules to highslots (Red caps and Green Caps) adjusting stats if/as necessary of course.
2. Move reactive plates over to highslots as well (improve plates to 1 hp at Basic 2 at Enhanced and 3 at Complex)
There are many more things I'd wish for this game and armour that aren't here yet like Resistance plates, mainly for Amarrian usage so their EVE fighting style matches up with DUST instead of this stupid Dual tanking they have now.
The Gallente Active Armour tank (module dependent ) The Amarr Passive Armour tank (loads of hp and resistance) and only active tanking is rewarded in this game.
but I digress, thoughts? Opinions? |
Jackof All-Trades
The Southern Legion The Umbra Combine
242
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Posted - 2013.11.15 12:53:00 -
[2] - Quote
Shield tanking is to infantry as armour tanking is to vehicles - they get all the utility slots in positions that don't damage their tank (low slots on infantry for codebreakers, bio mods; high slots on vehicles for Mobile CRU, Scanner, afterburner)
And it sucks
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Atiim
Living Like Larry Schwag
982
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Posted - 2013.11.15 12:55:00 -
[3] - Quote
Agreed.
We do need support modules in the high slots. I mean they gave shield tankers regulators right?
Check out my corp's new website here :D
-HAND
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Sgt Kirk
SyNergy Gaming EoN.
2806
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Posted - 2013.11.15 12:58:00 -
[4] - Quote
Atiim wrote:Agreed.
We do need support modules in the high slots. I mean they gave shield tankers regulators right?
and CPU enhancers that take Zero CPU and PG to equip while PG enhancers (that are on the slot armor tankers tank with) take a ton of CPU. |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
136
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Posted - 2013.11.15 13:04:00 -
[5] - Quote
*Throws grenade* |
Sylwester Dziewiecki
197
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Posted - 2013.11.15 13:06:00 -
[6] - Quote
Sgt Kirk wrote: My propositions:
1. Move bio modules to highslots (Red caps and Green Caps) adjusting stats if/as necessary of course.
It's like moving passive EVE speed modules to med-slots. I'd like rather to see new modules in high slots. But idea is generally good, we need something new in h-slots, modules that extend caring ammo maybe? |
Kasote Denzara
A Vulture
775
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Posted - 2013.11.15 13:06:00 -
[7] - Quote
HOSTILE HAV SPOTTED!
Arrg, wrong game. I'll just put the RPG down now...
If you think Plasma Rifles take skill to use and are fine as they are, you are the problem.
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Atiim
Living Like Larry Schwag
982
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Posted - 2013.11.15 13:11:00 -
[8] - Quote
Sgt Kirk wrote:Atiim wrote:Agreed.
We do need support modules in the high slots. I mean they gave shield tankers regulators right? and CPU enhancers that take Zero CPU and PG to equip while PG enhancers (that are on the slot armor tankers tank with) take a ton of CPU. IKR
And CCP seems to really hate PG, because all the skills for Pg give only 1%. ONLY ONE PERCENT!
Yet the CPU skills all give you 5% per level. That's not right.
Check out my corp's new website here :D
-HAND
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Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
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Posted - 2013.11.15 13:23:00 -
[9] - Quote
Atiim wrote:Sgt Kirk wrote:Atiim wrote:Agreed.
We do need support modules in the high slots. I mean they gave shield tankers regulators right? and CPU enhancers that take Zero CPU and PG to equip while PG enhancers (that are on the slot armor tankers tank with) take a ton of CPU. IKR And CCP seems to really hate PG, because all the skills for Pg give only 1%. ONLY ONE PERCENT! Yet the CPU skills all give you 5% per level. That's not right. Dropsuit engineering gives you 5% more PG per level |
calvin b
Molon Labe. RISE of LEGION
950
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Posted - 2013.11.15 13:25:00 -
[10] - Quote
I agree Armor needs some high slot love. Also make the Gallente Assault bonus 5% Armor Efficiency for each level instead of a shield bonus.
Do not eat the yellow snow
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Atiim
Living Like Larry Schwag
982
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Posted - 2013.11.15 13:29:00 -
[11] - Quote
Dexter307 wrote:Atiim wrote:Sgt Kirk wrote:Atiim wrote:Agreed.
We do need support modules in the high slots. I mean they gave shield tankers regulators right? and CPU enhancers that take Zero CPU and PG to equip while PG enhancers (that are on the slot armor tankers tank with) take a ton of CPU. IKR And CCP seems to really hate PG, because all the skills for Pg give only 1%. ONLY ONE PERCENT! Yet the CPU skills all give you 5% per level. That's not right. Dropsuit engineering gives you 5% more PG per level *Facepalms*
I forgot about that skill.
Check out my corp's new website here :D
-HAND
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Protocake JR
Royal Uhlans Amarr Empire
957
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Posted - 2013.11.15 13:45:00 -
[12] - Quote
Sgt Kirk wrote:This is probably the 12th time I have made a thread about the issue of armor tanking having no support modules in the opposite tank besides damage mods since I started this game Eons ago.
Now however, we actually have more than just 2 modules to support tanking with.
My propositions:
1. Move bio modules to highslots (Red caps and Green Caps) adjusting stats if/as necessary of course.
2. Move reactive plates over to highslots as well (improve plates to 1 hp at Basic 2 at Enhanced and 3 at Complex)
There are many more things I'd wish for this game and armour that aren't here yet like Resistance plates, mainly for Amarrian usage so their EVE fighting style matches up with DUST instead of this stupid Dual tanking they have now.
The Gallente Active Armour tank (module dependent ) The Amarr Passive Armour tank (loads of hp and resistance) and only active tanking is rewarded in this game.
but I digress, thoughts? Opinions?
I disagree with moving reactive plates to highslots.
What I would prefer, is moving Armor repairers to the high slots. Increase armor repairer so that a complex gives 10hp/s base. Get rid of the logi +5 hp/s bonus, because you guys have enough slots as it is, and give that bonus to the light suits. Light suits, should be the epitome of health regeneration. Medium suits, should be half tank, half regen. Heavy suits would be all tank. Anyway, each light suit should have their own, corresponding "health regeneration" bonus. So caldari/minmatar light suits would get a LARGE bonus for shield regeneration (hp/s and/or delay) and a small bonus for armor. Gallente and Amarr light suits would get a LARGE bonus towards armor regeneration and a small bonus to shields.
Light, medium, and large suits need to be perfectly balanced. The only difference between them, should be that they offer different play styles. Currently, it feels like we have Light-medium suits, True-medium suits, and heavy-medium suits. However, in order to earn a "light" or "heavy" tag, you must for some reason, heavily sacrifice one of the two MOST IMPORTANT stats for very small gains in other areas/stats.
BAD CCP, BAD! |
shaman oga
Nexus Balusa Horizon
947
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Posted - 2013.11.15 14:07:00 -
[13] - Quote
I would move all profile and passive scanning related modules on high slots.
"Just another piece of duct tape"
Some love for gunners
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The dark cloud
The Rainbow Effect
1866
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Posted - 2013.11.15 14:12:00 -
[14] - Quote
move profile dampaners to high slots.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Galvan Nized
Deep Space Republic Top Men.
283
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Posted - 2013.11.15 15:18:00 -
[15] - Quote
To me you have to aim for balance....anything put into highs that gives greater tanking ability or rep for armor is too OP. Even reactives would break the little balance we have.
To me PG enhancers are a perfect high slot as armor is more PG intensive. Then hacking mods fit well into highs (just go along well with biotics.)
You can then argue for dampeners or precision enhancers or cardiac regulators (personally I like dampeners). Only 1 though.
KinCats should stay a low, they are a nice coin flip to damage mods.
But this cannot come without a cost. Shield extenders need more tanking ability than they currently have and their tier progression needs more equalized.
This doesn't come up much because dmg mods+armor is currently one of the best all around builds. |
Aisha Ctarl
0uter.Heaven Proficiency V.
1779
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Posted - 2013.11.15 15:22:00 -
[16] - Quote
I'd kill for resistance plates.
Go forth, conquer in my Name, and reclaim that which I have given."
- The Scriptures, Book of Reclaiming
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Cody Sietz
Bullet Cluster Legacy Rising
1417
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Posted - 2013.11.15 15:31:00 -
[17] - Quote
I suggested something similar with the reactive plates. It was not well received.
I support the plates, but disagree with the cardio/kincat mods. |
Mortedeamor
WASTELAND JUNK REMOVAL
727
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Posted - 2013.11.15 15:42:00 -
[18] - Quote
agreed |
Mortedeamor
WASTELAND JUNK REMOVAL
727
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Posted - 2013.11.15 15:44:00 -
[19] - Quote
Aisha Ctarl wrote:I'd kill for resistance plates. we'de kill more after we got em all hail fixing the armor tanking for amarians |
Knight Soiaire
R 0 N 1 N
3280
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Posted - 2013.11.15 16:55:00 -
[20] - Quote
Move Biotics over to high slots, and you **** over Minmatar Scouts even more.
So, no.
Just make new biotics for the high slots.
Save General John Ripper!
Catz Addict
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