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chase rowland
The Enclave Syndicate Dark Taboo
112
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Posted - 2013.12.12 19:31:00 -
[1] - Quote
Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? |
chase rowland
The Enclave Syndicate Dark Taboo
112
|
Posted - 2013.12.12 19:41:00 -
[2] - Quote
Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit. now before we go calling eachother names, have you thought about what itd be like without the module? hardeners last 30 seconds. then they cool down 30 seconds. that means, for 30 seconds, you have a big paper bag. how are the tankers going to get away if they dont have their speed? honestly, the proto nitro module is kinda a joke with this bug going around.
(also, i see you dropped out of dust university so people will take you seriously. ive played since beta, i think i know more then a newberry) |
chase rowland
The Enclave Syndicate Dark Taboo
112
|
Posted - 2013.12.12 19:48:00 -
[3] - Quote
Jason Pearson wrote:Darken-Sol wrote:Make flux deactivate mods Interesting idea, needs to have reduction to carried grenades though, so 1 instead of 3, and either a nerf in terms of radius or perhaps only removes 50% of its remaining time? I don't know, seems a little strong, make a thread with drawbacks, will support :D all you would need to do is spam flux nades.... really? we need web nades. then we could get sht done. |
chase rowland
The Enclave Syndicate Dark Taboo
113
|
Posted - 2013.12.12 20:09:00 -
[4] - Quote
i seem to have mistaken jason for someone else. still, the name calling, really? |
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