Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Karl Marx II
Holdfast Syndicate Amarr Empire
317
|
Posted - 2013.12.06 02:42:00 -
[1] - Quote
1.Move damage mods to low slots
Why ?
Armour tankers are supposed to be high HP soldiers who can fight for prolonged periods of time, with them having damage mods as the only viable High slot means that not only can they stay in battle for long periods of time whilst being healed by hives/logi's they also do alot of damage
Shield Tankers are supposed to be high damage short battle duration soldiers who pop into combat deal high damage for a short period of time then pop back into cover and right now they have to sacrifice alot of hp to be able to do this and v the armour tankers playing the way they are above they can't survive long enough to do that and is why the balance is broken
2.Move Armour repair modules to High Slots
Why?
This would allow Armour tankers to fit more armour and have a higher repair rate which would give them more survivability against the new and improved hit and run tactics of shield tankers
The real problems with the balance at the moment is having high eHP suits with High damage against lower eHP suits with lower damage .. it makes no sense
3.Add Armour resistance plates as high slot modules and shield resistance plates as low slot modules
Why?
Armour tanks need more viable High slot modules .. do they go for increased rep rate or stronger armour ? Do shield tankers go for more speed/damage or stronger shields to increase their durability ?
This would allow more diversity within the 2 tank types
Doing these changes would help all Minmatar suits Caldari Suits and AMARR suits compete with the armour tanked high damage Gallente builds we have right now
Minmatar would be able to shield tank properley and the lack of low slots on the min assault wouldn't be such an issue if they could fit a regulator + damage mod or cpu and damage or cpu and regulator depending what they wanted and the scout suit would be able to become more of a glass cannon .. like it should be
Caldari would be able to shield tank properley and would maybe start using dampeners/speed/stamina mods to make them better at hit and run or to go more down damage route to make their short attacks more potent
The Amarr would be able to mix and match between the 2 types of tanking .. they could go armour tank high rep rate or shield tank hit and run
Heavy suits would be able to use their high slots to increase their repair rate without sacrificing HP
Let me know your thoughts although I already know armour tankers don't like the idea of losing damage mods even though it makes no sense for high hp to also have high damage
My Theme
|
Reav Hannari
Red Rock Outriders
2088
|
Posted - 2013.12.06 02:47:00 -
[2] - Quote
The rage over 3% penalty for depleted shield recharge would pale to the rage storm over moving damage modules to a different slot.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
384
|
Posted - 2013.12.06 02:47:00 -
[3] - Quote
Karl Marx II wrote:1.Move damage mods to low slots
Why ?
Armour tankers are supposed to be high HP soldiers who can fight for prolonged periods of time, with them having damage mods as the only viable High slot means that not only can they stay in battle for long periods of time whilst being healed by hives/logi's they also do alot of damage
Shield Tankers are supposed to be high damage short battle duration soldiers who pop into combat deal high damage for a short period of time then pop back into cover and right now they have to sacrifice alot of hp to be able to do this and v the armour tankers playing the way they are above they can't survive long enough to do that and is why the balance is broken
2.Move Armour repair modules to High Slots
Why?
This would allow Armour tankers to fit more armour and have a higher repair rate which would give them more survivability against the new and improved hit and run tactics of shield tankers
The real problems with the balance at the moment is having high eHP suits with High damage against lower eHP suits with lower damage .. it makes no sense
3.Add Armour resistance plates as high slot modules and shield resistance plates as low slot modules
Why?
Armour tanks need more viable High slot modules .. do they go for increased rep rate or stronger armour ? Do shield tankers go for more speed/damage or stronger shields to increase their durability ?
This would allow more diversity within the 2 tank types
Doing these changes would help all Minmatar suits Caldari Suits and AMARR suits compete with the armour tanked high damage Gallente builds we have right now
Minmatar would be able to shield tank properley and the lack of low slots on the min assault wouldn't be such an issue if they could fit a regulator + damage mod or cpu and damage or cpu and regulator depending what they wanted and the scout suit would be able to become more of a glass cannon .. like it should be
Caldari would be able to shield tank properley and would maybe start using dampeners/speed/stamina mods to make them better at hit and run or to go more down damage route to make their short attacks more potent
The Amarr would be able to mix and match between the 2 types of tanking .. they could go armour tank high rep rate or shield tank hit and run
Heavy suits would be able to use their high slots to increase their repair rate without sacrificing HP
Let me know your thoughts although I already know armour tankers don't like the idea of losing damage mods even though it makes no sense for high hp to also have high damage
repping 35 armor on my armor logi suit and having 800 armor, im all for it!!! terribad idea bro...
Sagaris lover!!!
|
Karl Marx II
Holdfast Syndicate Amarr Empire
317
|
Posted - 2013.12.06 02:48:00 -
[4] - Quote
Reav Hannari wrote:The rage over 3% penalty for depleted shield recharge would pale to the rage storm over moving damage modules to a different slot.
It has to be done though, it is the reason for the imbalance ..you cant have high hp high damage v low hp low damage it should always be high hp low damage v low hp high damage
My Theme
|
Karl Marx II
Holdfast Syndicate Amarr Empire
317
|
Posted - 2013.12.06 02:49:00 -
[5] - Quote
Anmol Singh wrote:Karl Marx II wrote:1.Move damage mods to low slots
Why ?
Armour tankers are supposed to be high HP soldiers who can fight for prolonged periods of time, with them having damage mods as the only viable High slot means that not only can they stay in battle for long periods of time whilst being healed by hives/logi's they also do alot of damage
Shield Tankers are supposed to be high damage short battle duration soldiers who pop into combat deal high damage for a short period of time then pop back into cover and right now they have to sacrifice alot of hp to be able to do this and v the armour tankers playing the way they are above they can't survive long enough to do that and is why the balance is broken
2.Move Armour repair modules to High Slots
Why?
This would allow Armour tankers to fit more armour and have a higher repair rate which would give them more survivability against the new and improved hit and run tactics of shield tankers
The real problems with the balance at the moment is having high eHP suits with High damage against lower eHP suits with lower damage .. it makes no sense
3.Add Armour resistance plates as high slot modules and shield resistance plates as low slot modules
Why?
Armour tanks need more viable High slot modules .. do they go for increased rep rate or stronger armour ? Do shield tankers go for more speed/damage or stronger shields to increase their durability ?
This would allow more diversity within the 2 tank types
Doing these changes would help all Minmatar suits Caldari Suits and AMARR suits compete with the armour tanked high damage Gallente builds we have right now
Minmatar would be able to shield tank properley and the lack of low slots on the min assault wouldn't be such an issue if they could fit a regulator + damage mod or cpu and damage or cpu and regulator depending what they wanted and the scout suit would be able to become more of a glass cannon .. like it should be
Caldari would be able to shield tank properley and would maybe start using dampeners/speed/stamina mods to make them better at hit and run or to go more down damage route to make their short attacks more potent
The Amarr would be able to mix and match between the 2 types of tanking .. they could go armour tank high rep rate or shield tank hit and run
Heavy suits would be able to use their high slots to increase their repair rate without sacrificing HP
Let me know your thoughts although I already know armour tankers don't like the idea of losing damage mods even though it makes no sense for high hp to also have high damage repping 35 armor on my armor logi suit and having 800 armor, im all for it!!! terribad idea bro...
You'll do less damage and shield tankers will do more damage .. that is the point .. high hp low damage v low hp high damage .. right now you have nearly as much armour and a lower rep rate but with more damage than a shield tanker with lower hp and lower damage
My Theme
|
Reav Hannari
Red Rock Outriders
2089
|
Posted - 2013.12.06 02:59:00 -
[6] - Quote
Karl Marx II wrote:Reav Hannari wrote:The rage over 3% penalty for depleted shield recharge would pale to the rage storm over moving damage modules to a different slot. It has to be done though, it is the reason for the imbalance ..you cant have high hp high damage v low hp low damage it should always be high hp low damage v low hp high damage
Balance has been whacked for multiple reasons and they can either tweak what they have or do a full restart like with vehicles. I'm not sure the game would survive a full rewrite for infantry. I do remember when shields were king and the current reign of armor taking may fall when the new rifles hit the field with their high armor damage.
I'd still like to see damage modules made into active with cool down so you have to tactically decide when to use them and then deal with reduced damage output for a time.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
384
|
Posted - 2013.12.06 03:05:00 -
[7] - Quote
Karl Marx II wrote:Anmol Singh wrote:Karl Marx II wrote:1.Move damage mods to low slots
Why ?
Armour tankers are supposed to be high HP soldiers who can fight for prolonged periods of time, with them having damage mods as the only viable High slot means that not only can they stay in battle for long periods of time whilst being healed by hives/logi's they also do alot of damage
Shield Tankers are supposed to be high damage short battle duration soldiers who pop into combat deal high damage for a short period of time then pop back into cover and right now they have to sacrifice alot of hp to be able to do this and v the armour tankers playing the way they are above they can't survive long enough to do that and is why the balance is broken
2.Move Armour repair modules to High Slots
Why?
This would allow Armour tankers to fit more armour and have a higher repair rate which would give them more survivability against the new and improved hit and run tactics of shield tankers
The real problems with the balance at the moment is having high eHP suits with High damage against lower eHP suits with lower damage .. it makes no sense
3.Add Armour resistance plates as high slot modules and shield resistance plates as low slot modules
Why?
Armour tanks need more viable High slot modules .. do they go for increased rep rate or stronger armour ? Do shield tankers go for more speed/damage or stronger shields to increase their durability ?
This would allow more diversity within the 2 tank types
Doing these changes would help all Minmatar suits Caldari Suits and AMARR suits compete with the armour tanked high damage Gallente builds we have right now
Minmatar would be able to shield tank properley and the lack of low slots on the min assault wouldn't be such an issue if they could fit a regulator + damage mod or cpu and damage or cpu and regulator depending what they wanted and the scout suit would be able to become more of a glass cannon .. like it should be
Caldari would be able to shield tank properley and would maybe start using dampeners/speed/stamina mods to make them better at hit and run or to go more down damage route to make their short attacks more potent
The Amarr would be able to mix and match between the 2 types of tanking .. they could go armour tank high rep rate or shield tank hit and run
Heavy suits would be able to use their high slots to increase their repair rate without sacrificing HP
Let me know your thoughts although I already know armour tankers don't like the idea of losing damage mods even though it makes no sense for high hp to also have high damage repping 35 armor on my armor logi suit and having 800 armor, im all for it!!! terribad idea bro... You'll do less damage and shield tankers will do more damage .. that is the point .. high hp low damage v low hp high damage .. right now you have nearly as much armour and a lower rep rate but with more damage than a shield tanker with lower hp and lower damage doesn't matter, ill have more Hp and if i have triage hives ( i do) i will literally be unkillabe repping 35 passive and on top of that 70.... so 105 armor each second.
Sagaris lover!!!
|
Reav Hannari
Red Rock Outriders
2089
|
Posted - 2013.12.06 03:17:00 -
[8] - Quote
Shield tanking is also missing shield triage hives and remote shield transporters. Again, imbalance due to missing content.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Karl Marx II
Holdfast Syndicate Amarr Empire
318
|
Posted - 2013.12.06 03:42:00 -
[9] - Quote
Anmol Singh wrote:Karl Marx II wrote:Anmol Singh wrote:Karl Marx II wrote:1.Move damage mods to low slots
Why ?
Armour tankers are supposed to be high HP soldiers who can fight for prolonged periods of time, with them having damage mods as the only viable High slot means that not only can they stay in battle for long periods of time whilst being healed by hives/logi's they also do alot of damage
Shield Tankers are supposed to be high damage short battle duration soldiers who pop into combat deal high damage for a short period of time then pop back into cover and right now they have to sacrifice alot of hp to be able to do this and v the armour tankers playing the way they are above they can't survive long enough to do that and is why the balance is broken
2.Move Armour repair modules to High Slots
Why?
This would allow Armour tankers to fit more armour and have a higher repair rate which would give them more survivability against the new and improved hit and run tactics of shield tankers
The real problems with the balance at the moment is having high eHP suits with High damage against lower eHP suits with lower damage .. it makes no sense
3.Add Armour resistance plates as high slot modules and shield resistance plates as low slot modules
Why?
Armour tanks need more viable High slot modules .. do they go for increased rep rate or stronger armour ? Do shield tankers go for more speed/damage or stronger shields to increase their durability ?
This would allow more diversity within the 2 tank types
Doing these changes would help all Minmatar suits Caldari Suits and AMARR suits compete with the armour tanked high damage Gallente builds we have right now
Minmatar would be able to shield tank properley and the lack of low slots on the min assault wouldn't be such an issue if they could fit a regulator + damage mod or cpu and damage or cpu and regulator depending what they wanted and the scout suit would be able to become more of a glass cannon .. like it should be
Caldari would be able to shield tank properley and would maybe start using dampeners/speed/stamina mods to make them better at hit and run or to go more down damage route to make their short attacks more potent
The Amarr would be able to mix and match between the 2 types of tanking .. they could go armour tank high rep rate or shield tank hit and run
Heavy suits would be able to use their high slots to increase their repair rate without sacrificing HP
Let me know your thoughts although I already know armour tankers don't like the idea of losing damage mods even though it makes no sense for high hp to also have high damage repping 35 armor on my armor logi suit and having 800 armor, im all for it!!! terribad idea bro... You'll do less damage and shield tankers will do more damage .. that is the point .. high hp low damage v low hp high damage .. right now you have nearly as much armour and a lower rep rate but with more damage than a shield tanker with lower hp and lower damage doesn't matter, ill have more Hp and if i have triage hives ( i do) i will literally be unkillabe repping 35 passive and on top of that 70.... so 105 armor each second.
no different to now tbh
My Theme
|
|
|
|
Pages: 1 :: [one page] |