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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:26:00 -
[1] - Quote
i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:30:00 -
[2] - Quote
LUGMOS wrote:CCP says:
Waves of oppurtunity. an opportunity with LOW hp, would be 20, 25, or 30 seconds, plenty of time for 2 people to destroy it, while armor will have shorter cooldowns AND constant reps |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:32:00 -
[3] - Quote
Eurydice Itzhak wrote:jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these. I can see the complaints about almost doubling the cd. btw on a alt with a maddie, 15 seconds is enough for 1 guy to destroy, thats why i use 2 hardeners |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:34:00 -
[4] - Quote
Eurydice Itzhak wrote:jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these. I can see the complaints about almost doubling the cd. ps std hardeners have 80 second cooldown. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:35:00 -
[5] - Quote
LUGMOS wrote:I dont personally run shield tanks, just run them on dropships. But i was just saying what CCP said. Hiw much damage % is reduced? 60%, 0.4 dmg modifier, still no excuse to make a hit, run and redline module |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:40:00 -
[6] - Quote
Lorhak Gannarsein wrote:ps
they have a 30s active duration.
If you can't escape from AV inside 30s, you are bad and should never set foot inside a tank again.
QQ MOAR i can, it's just i have to hide for 40 seconds, which is stupid, QQ MOAR AV |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:50:00 -
[7] - Quote
LUGMOS wrote:Welll...
Try putting two shield resistance, a heavy booster and shield regen. Build your tank around the modules.
Then again, i dont run shiled tanks. Just speculating. 2 hardeners and a booster is bad, 2600 shields LOL, no booster means bye bye by because no passive resistance=half shields gone bye first attack |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:52:00 -
[8] - Quote
Lynn Beck wrote:Personally i'll just run dmg mod, passive resist and either booster or extender. Though i may be thrown to sharks as i'm not a math wizard. (Well i am, but only when i want to be) there are no more passive resists |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 06:58:00 -
[9] - Quote
LUGMOS wrote:Alright i'm tired of all this dam negative attitude. If you know how to fit your tank, dont come and QQ here. its not about that, its about a module that forces you to run to the redline |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:04:00 -
[10] - Quote
Vulpes Dolosus wrote:I don't know what you're talking about. You get -40% damage for 30sec with a 45sec cool down. Fit two on and stagger them, or use them both at the same time if you want, I don't care. If you get killed in 15sec, maybe you should consider not tanking. ummm.....read the OP 40 second cooldown with skills, or 35, after module in on cooldown, you'll be killed instantly due to no passives. go fit a gunlogi with 3900 shields, 2 surge hardeners and a booster, you'll always die as short duration and long cooldown suck, 1 clip of av will destroy a tank with hardeners on cooldown in 1.7, or almost |
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:11:00 -
[11] - Quote
Pokey Dravon wrote:I think the issue here is they wanted to avoid shield tankers cycling hardeners to give themselves nearly 100% up time on resists. So either the cooldown needed to be long or the duration short. Armor on the other hand is intended to have less repping capacity but more uptime on their damage resistance. In the end I think it all comes down to playstyle on how you want to run your HAV. "Armor on the other hand is intended to have less repping capacity" they have 181 armor hp/s constantly, shield have both short duration and long cooldown, IDC if they nerf shield hardener to 50% DR i want to not hide..... |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:14:00 -
[12] - Quote
LUGMOS wrote:Exactly. Did the OP read the part where CCP said a tank will be powerful with the active modules on, but vulnerable on cooldown?
Hence the waves of oppurtunities. 25-30 seconds is plenty downtime to get destroyed, 40-45 is bad yes i want tanks to be vulnerable, but not helpless unless running to redline, i want hit and run, not hit and hide. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:16:00 -
[13] - Quote
LUGMOS wrote:Like it or not, you will have to hide at some point. the problem is every 30 seconds you must hide for 40 or get destroyed IF there is av or dead infrantry aware of tank, cuz 3900 shields with no passive resists is uh, bad dont forget derpships firing at you or tanks |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:27:00 -
[14] - Quote
Pokey Dravon wrote:jerrmy12 kahoalii wrote:Pokey Dravon wrote:I think the issue here is they wanted to avoid shield tankers cycling hardeners to give themselves nearly 100% up time on resists. So either the cooldown needed to be long or the duration short. Armor on the other hand is intended to have less repping capacity but more uptime on their damage resistance. In the end I think it all comes down to playstyle on how you want to run your HAV. "Armor on the other hand is intended to have less repping capacity" they have 181 armor hp/s constantly, shield have both short duration and long cooldown, IDC if they nerf shield hardener to 50% DR i want to not hide..... You're also forgetting the massive nerf to the range of swarm launchers, from 400m to 150m. Sincea i know, but tanks are for killing, and goodluck killing at 300m, HIT AND RUN, get close, kill, get out. btw its 175m not 150, and 10% dr not 20 i just want slightly less cooldown on hardeners |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:29:00 -
[15] - Quote
Monkey MAC wrote:Well lets say for those 45 secs, especially since you are a shield tank, we will say 20 secs to the redline, 10 secs to restock and 10 secs to go back to whatever combat theatre you were in.
Doesn't seem to unreasonable, its all about the measured risk, do you leave 30secs into your hardners or little closer and hope not to be ambushed, once forge guns are nerfed so long as you try and barrel through an enemy squad you'll be fine!
Also consider jf you are tanking properly you will be with an Infantry squad who will be able to cover retreat! infrantry can respawn near you, av will only focus on you 30-35 seconds seems reasonable |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:36:00 -
[16] - Quote
Pokey Dravon wrote:....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that. Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do. Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ armor is stand and deliver, shield is hit and run. and i meant killing infrantry, not vehicles..... |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 07:40:00 -
[17] - Quote
Monkey Mac wrote:nfantry will only spawn in their own lines, if you as a tanker have done your job, they should be forced backed to the uplinks where infantry will finish them of.
Yes AV will focus only on vehicles, but if you leave the theatre your engaged in before the hardners power down you will rarely encounter other infantry based AV.
Of course you may encounter tanks set up as artillery but that is a different matter and all part of the fun! +1's for being reasonable, and range weapons cant be too powerful or else it wont be fun maybe 10 shots idk |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 07:48:00 -
[18] - Quote
pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:01:00 -
[19] - Quote
pegasis prime wrote:jerrmy12 kahoalii wrote:pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long hahahah did you call me an AV douch bag hahahah iv been tanking since ohh say at leats since 2 weeks after chrome was released , so I 1. i run 2 hardeners on my maddie 2. you kinda sounded like a douchebag, "dude learn to fit your tank and run the numbers rather than just looking at stats and crying." 3. didn't know you tank, no tears here 4. usually av bash like that 5. sorry |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:10:00 -
[20] - Quote
pegasis prime wrote:im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down. im not a new tanker, i tanked when hav's were a starter fit, and it looked bad thats why i brought it up. |
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:13:00 -
[21] - Quote
Vulpes Dolosus wrote:jerrmy12 kahoalii wrote:Vulpes Dolosus wrote:I don't know what you're talking about. You get -40% damage for 30sec with a 45sec cool down. Fit two on and stagger them, or use them both at the same time if you want, I don't care. If you get killed in 15sec, maybe you should consider not tanking. ummm.....read the OP 40 second cooldown with skills, or 35, after module in on cooldown, you'll be killed instantly due to no passives. go fit a gunlogi with 3900 shields, 2 surge hardeners and a booster, you'll always die as short duration and long cooldown suck, 1 clip of av will destroy a tank with hardeners on cooldown in 1.7, or almost edit i mean in seconds not always if you arent around a big corner to block av UmmGǪ listen to what CCP said they're doing with tanks. Vehicle, especially shield vehicles, are not meant to be abl the problem is when they sneak up on you or hiding, you run, they pop you, etc, it will be a problem |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:15:00 -
[22] - Quote
pegasis prime wrote:jerrmy12 kahoalii wrote:pegasis prime wrote:im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down. im not a new tanker, i tanked when hav's were a starter fit, and it looked bad thats why i brought it up. as I said tankers will have their day in 1.7, but lets all wait and actually see how it pans out.. oh and I wasn't specifically calling you a new tanker its just most of the QQ about havs in 1.7 has came from new tankers who have just looked at the stats and not crunched the numbers. oh ok. but to ME, the cooldown seemed slightly too long, the booster seems fine. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:25:00 -
[23] - Quote
not when i lose 1+ mil |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
98
|
Posted - 2013.11.19 04:23:00 -
[24] - Quote
Tank Missile wrote:jerrmy12 kahoalii wrote:LUGMOS wrote:Welll...
Try putting two shield resistance, a heavy booster and shield regen. Build your tank around the modules.
Then again, i dont run shiled tanks. Just speculating. 2 hardeners and a booster is bad, 2600 shields LOL, no booster means bye bye by because no passive resistance=half shields gone bye first attack There won't be any passive resistance at all once 1.7 deploys...they are removing resistance amplifier modules to re-balance them..... yea i know that
recuruit link
5 to 11 mil isk per 100k recuruit
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
98
|
Posted - 2013.11.19 04:40:00 -
[25] - Quote
Tank Missile wrote:The biggest problem that I have seen with the new update is lack of variety. Everybody using the 1.7 fitting tool has already figured out that 2 hardeners and a booster will give you ~35K eHP, and I doubt very many people will be looking at alternative fits seeing as how good that one is. I mean, my Sica currently has more ability to diversify than this upcoming Gunnlogi will.
It's all very cookie cutter at a first glance, but I suppose we can only wait and see. what bout booster hardener extender?
recuruit link
5 to 11 mil isk per 100k recuruit
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
98
|
Posted - 2013.11.19 04:48:00 -
[26] - Quote
Tank Missile wrote:CharCharOdell wrote:jerrmy12 kahoalii wrote:Tank Missile wrote:The biggest problem that I have seen with the new update is lack of variety. Everybody using the 1.7 fitting tool has already figured out that 2 hardeners and a booster will give you ~35K eHP, and I doubt very many people will be looking at alternative fits seeing as how good that one is. I mean, my Sica currently has more ability to diversify than this upcoming Gunnlogi will.
It's all very cookie cutter at a first glance, but I suppose we can only wait and see. what bout booster hardener extender? what about: damage mod damage mod damage mod lol. yay chrome tanking! The diversity is astounding, right? booster booster hardener
recuruit link
5 to 11 mil isk per 100k recuruit
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
98
|
Posted - 2013.11.19 04:56:00 -
[27] - Quote
Tank Missile wrote:jerrmy12 kahoalii wrote:Tank Missile wrote:[quote=Tank Missile]The biggest problem that I have seen with the new update is lack of variety. Everybody using the 1.7 fitting tool has already figured out that 2 hardeners and a booster will give you ~35K eHP, and I doubt very many people will be looking at alternative fits seeing as how good that one is. I mean, my Sica currently has more ability to diversify than this upcoming Gunnlogi will.
It's all very cookie cutter at a first glance, but I suppose we can only wait and see. what bout booster hardener extender? what about: damage mod damage mod damage mod lol. yay chrome tanking. Dust fitting tool s get hit with hardener off turn hardener on booster at half hp kill hardener on cooldown lose 75% hp booster use hardener when hit again <50% hp? booster repeat til VICTORY
recuruit link
5 to 11 mil isk per 100k recuruit
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
99
|
Posted - 2013.11.19 07:09:00 -
[28] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Eurydice Itzhak wrote:jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these. I can see the complaints about almost doubling the cd. You kidding me right ???? I use hardeners on ALL my tank fits . See ya'll on the battle field because I'm opting out and will be a vehicle drivers worst nightmare . no you won', i'll kill you over and over again for trying to solo me, like some kid solo'd my incubus in 1 clip with 2485 armor, avtive hardener on and a light efficient armor rep...........................
recuruit link
5 to 11 mil isk per 100k recuruit
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