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Thread Statistics | Show CCP posts - 3 post(s) |
Jason Pearson
3300
|
Posted - 2013.12.13 00:43:00 -
[1] - Quote
Hello.
So as usual with most of my longer posts, CCP I must state this is a general discussion not feedback nor any other board you feel necessary to place it in, while I would like you to read and take interest in the following ideas, I would like to start a discussion with the community, most of which spend their time in GD rather than feedback.
So onto the topic of my post, the balancing of AV and Vehicles. There's a problem and a rather large problem that presents itself currently, now before anyone QQs about me being an AV scrub crying about tanks, I am an experienced Tanker and many times I have been biased in the vehicle favour and despite loving this build (am loving it) there is a line in which must admit we're strong for what we are.
In this post I suggested we look at removing the speed of the Tanks, not just their nitrous injectors, but their overall movement speed, because it's unfair to those who wait around for their hardeners to drop, timing it correctly only to have the enemy speed away.
But I don't think this will be the end of balance, and I also don't think balance can be achieved with the current items in play. You see, if AVers and Tankers continue to ***** at one another and demand nerfs and buffs to their play styles, we're going to be in a never ending tug of war, personally it's not one I'm going to enjoy if we continue this, as many of you feel throughout these nerfs and buffs. Over time we've had godly tanks, then godly AV, then other random things and now we're here, Tanks are strong, AV isn't as strong but can still kill things though not very easily. Which while Tankers will claim it's only fair because teamwork makes tanks easy kills, so? Tanks using teamwork make for easy games full stop.
So what we actually need is more content, rather than fight over the same things as of old, we need new ways to kill each other. We've got a great platform right now, you cannot deny these things are a lot more challenging and fun to fight, especially if you're smart, but still (most of the time) offer a way to kill them through vulnerabilities in their actives.
So in list format, we need things like these:
- Speed Nerfs - Tanks run away too easily, it's ridiculous
- One Hardener on a fit - imo, though I do not speak the views of everyone, two-three hardener setups are ridiculous, and if we ever get advanced/proto tanks with these it's just going to be sad
- Webifiers - EVE Desc. These things would slow tanks down to a crawl, perhaps Grenade and Mine format, allow Infantry to trigger mines (or both, I'm not your mother)
- Webifier Counters - The ability to counter a webifier mine/grenade, by activating a module that sends out a wave removing the one that hit you, long cooldowns of course.
- EMP Weaponry - Weaponry that increases cooldowns, or removes the active on at the time, or just decreases the duration left on the vehicle
- EMP shielding - more sacrifices allowing you to be immune/less affected by EMP weapons
Honestly there's a lot more we can think of if we put our heads together offering viable attacks and counters to make it fair for both parties, it increases diversity and makes the game a lot more enjoyable for all.
And before people say "CCP needs to add all these graphics and effects for this to work", you don't. For webifiers, you need a funky sound effect, and maybe something showing the vehicle slowing down, but EMPs just need flux like animations.
Again, this platform is wonderful, it's more interesting and more of a laugh, numbers don't mean **** in tank battles any more either, just timing and tactics. If anything else should be added for tanks, it should be more viability to assist one another through the use of modules that buff/debuff other vehicles.
Thank you for reading, if you read this far, for the TL;DR just read the list and then say something about it, I'll answer you back asap, that is if anyone actually interested in reading this -¼_-¼
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Cosgar
ParagonX
8586
|
Posted - 2013.12.13 00:45:00 -
[2] - Quote
I think the tank speed is an indication that we'll be getting webs in 1.8.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Jason Pearson
3300
|
Posted - 2013.12.13 00:47:00 -
[3] - Quote
Cosgar wrote:I think the tank speed is an indication that we'll be getting webs in 1.8.
Even if we do, tank speed still seems a little to fast. *shrugs* I say that because am running away a lot.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Surt gods end
Demon Ronin
1294
|
Posted - 2013.12.13 00:55:00 -
[4] - Quote
The problem starts when you have 2 or 3 tanks protecting each other. The sheer task of this is from what I see, have caused a lot of the rage here. plus the Speed boost.
But I agree with some of those ideas, including the limit to hardeners.
As I have posted myself before.. The rope is now yours. (tankers) will you hang yourselves with it? or slow down from getting a fast nerf. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
224
|
Posted - 2013.12.13 00:55:00 -
[5] - Quote
Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
3:Agreed on the webs. Anyways, I would love an interdiction device for vehicles. Would demand teamwork to be used.
4: Not sure on the EMP stuff. Sounds pretty OP to me, even with the shielding modules. EWAR is needed more of though. We need tracking disruptors, jammers, and more.
5: webs would probably need a graphic, as people would be complaining about bugs. Plus, they look so cool in EVE, so it would be a shame to not carry it over. |
Long Evity
729
|
Posted - 2013.12.13 00:56:00 -
[6] - Quote
Sounds like what Dust needs to balance tanks... is less roads! Make the entire map hills and tanks will be GG'd.
... then again, it'll pwn the rest of us, Hills STILL try to eat me. :(
I am not who you think I am, only but just a dream.
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Commander Tzu
L.O.T.I.S. Public Disorder.
67
|
Posted - 2013.12.13 01:05:00 -
[7] - Quote
I propose we remove fuel injectors and give a 75% buff to the intelligence of AVers. Maybe have an air raid siren going off continuously while HAVs have their hardeners down? I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment.
P.S. I honestly mean the thing about fuel injectors, I never use the damn things anyway my tank is fast enough without it and it's bugged so its kinda a douche move right now. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
224
|
Posted - 2013.12.13 01:10:00 -
[8] - Quote
Commander Tzu wrote:I propose we remove fuel injectors and give a 75% buff to the intelligence of AVers. Maybe have an air raid siren going off continuously while HAVs have their hardeners down? I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment.
P.S. I honestly mean the thing about fuel injectors, I never use the damn things anyway my tank is fast enough without it and it's bugged so its kinda a douche move right now.
Message from Godin: Just because you use them, doesn't mean other people doesn't. And it's only the MLT one. Be a man and use a enhanced/complex one. |
SponkSponkSponk
The Southern Legion The Umbra Combine
582
|
Posted - 2013.12.13 01:18:00 -
[9] - Quote
Commander Tzu wrote: I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment.
This would be a decent argument if said hardener effect actually rendered at any useful range.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
224
|
Posted - 2013.12.13 01:20:00 -
[10] - Quote
SponkSponkSponk wrote:Commander Tzu wrote: I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment. This would be a decent argument if said hardener effect actually rendered at any useful range.
message from Godin: It doesn't render? That's bullshit! |
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
503
|
Posted - 2013.12.13 01:22:00 -
[11] - Quote
Jason Pearson wrote:Hello. So as usual with most of my longer posts, CCP I must state this is a general discussion not feedback nor any other board you feel necessary to place it in, while I would like you to read and take interest in the following ideas, I would like to start a discussion with the community, most of which spend their time in GD rather than feedback. So onto the topic of my post, the balancing of AV and Vehicles. There's a problem and a rather large problem that presents itself currently, now before anyone QQs about me being an AV scrub crying about tanks, I am an experienced Tanker and many times I have been biased in the vehicle favour and despite loving this build (am loving it) there is a line in which must admit we're strong for what we are. In this post I suggested we look at removing the speed of the Tanks, not just their nitrous injectors, but their overall movement speed, because it's unfair to those who wait around for their hardeners to drop, timing it correctly only to have the enemy speed away. But I don't think this will be the end of balance, and I also don't think balance can be achieved with the current items in play. You see, if AVers and Tankers continue to ***** at one another and demand nerfs and buffs to their play styles, we're going to be in a never ending tug of war, personally it's not one I'm going to enjoy if we continue this, as many of you feel throughout these nerfs and buffs. Over time we've had godly tanks, then godly AV, then other random things and now we're here, Tanks are strong, AV isn't as strong but can still kill things though not very easily. Which while Tankers will claim it's only fair because teamwork makes tanks easy kills, so? Tanks using teamwork make for easy games full stop. So what we actually need is more content, rather than fight over the same things as of old, we need new ways to kill each other. We've got a great platform right now, you cannot deny these things are a lot more challenging and fun to fight, especially if you're smart, but still (most of the time) offer a way to kill them through vulnerabilities in their actives. So in list format, we need things like these:
- Speed Nerfs - Tanks run away too easily, it's ridiculous
- One Hardener on a fit - imo, though I do not speak the views of everyone, two-three hardener setups are ridiculous, and if we ever get advanced/proto tanks with these it's just going to be sad
- Webifiers - EVE Desc. These things would slow tanks down to a crawl, perhaps Grenade and Mine format, allow Infantry to trigger mines (or both, I'm not your mother)
- Webifier Counters - The ability to counter a webifier mine/grenade, by activating a module that sends out a wave removing the one that hit you, long cooldowns of course.
- EMP Weaponry - Weaponry that increases cooldowns, or removes the active on at the time, or just decreases the duration left on the vehicle
- EMP shielding - more sacrifices allowing you to be immune/less affected by EMP weapons
Honestly there's a lot more we can think of if we put our heads together offering viable attacks and counters to make it fair for both parties, it increases diversity and makes the game a lot more enjoyable for all. And before people say "CCP needs to add all these graphics and effects for this to work", you don't. For webifiers, you need a funky sound effect, and maybe something showing the vehicle slowing down, but EMPs just need flux like animations. Again, this platform is wonderful, it's more interesting and more of a laugh, numbers don't mean **** in tank battles any more either, just timing and tactics. If anything else should be added for tanks, it should be more viability to assist one another through the use of modules that buff/debuff other vehicles. Thank you for reading, if you read this far, for the TL;DR just read the list and then say something about it, I'll answer you back asap, that is if anyone actually interested in reading this -¼_-¼
LOL, no bro, i need 2 hardners!
Sagaris lover!!!
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Commander Tzu
L.O.T.I.S. Public Disorder.
67
|
Posted - 2013.12.13 01:27:00 -
[12] - Quote
SponkSponkSponk wrote:Commander Tzu wrote: I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment. This would be a decent argument if said hardener effect actually rendered at any useful range.
I can see them when I am in my suit from ranges where enemy suits don't even render so I doubt this is true. |
Commander Tzu
L.O.T.I.S. Public Disorder.
67
|
Posted - 2013.12.13 01:32:00 -
[13] - Quote
Roger Cordill wrote:Commander Tzu wrote:I propose we remove fuel injectors and give a 75% buff to the intelligence of AVers. Maybe have an air raid siren going off continuously while HAVs have their hardeners down? I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment.
P.S. I honestly mean the thing about fuel injectors, I never use the damn things anyway my tank is fast enough without it and it's bugged so its kinda a douche move right now. Message from Godin: Just because you don't use them, doesn't mean other people doesn't. And it's only the MLT one. Be a man and use a enhanced/complex one.
Oh, and where am I supposed to fit my frakkin' beef jerky machine?! |
Gelan Corbaine
Gladiators Vanguard
248
|
Posted - 2013.12.13 01:33:00 -
[14] - Quote
Commander Tzu wrote:SponkSponkSponk wrote:Commander Tzu wrote: I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment. This would be a decent argument if said hardener effect actually rendered at any useful range. I can see them when I am in my suit from ranges where enemy suits don't even render so I doubt this is true.
It happens from time to time with the armor hardener ....... shield renders fine though.
No job is worth doing if you don't get paid in the end .
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BobThe 844-1 CakeMan
Murder Cakes Of Doom
1249
|
Posted - 2013.12.13 01:33:00 -
[15] - Quote
i only use 1 hardener now. why use more? Lol. my 330 rep a sec tank is much more effective than 180 reps a sec with 2 hards. want to know why. because my tanks reps r insane. Bro. O_o
Tank driver. 10 mil SP in tanks 8 mil into infantry.
Msg my main BobThe843CakeMan
I ring for everyone. :D
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Jason Pearson
3306
|
Posted - 2013.12.13 01:35:00 -
[16] - Quote
BobThe 844-1 CakeMan wrote:i only use 1 hardener now. why use more? Lol. my 330 rep a sec tank is much more effective than 180 reps a sec with 2 hards. want to know why. because my tanks reps r insane. Bro. O_o
Because Shield Tankers are dirty little fucks. Talk to a tanker "Why you using only 1 hardener bro? you can use two" because it's a dirty tactic and isn't playing fair, at all, you're just kidding yourself if you think you're good because of it.
ambitter2daysin
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
BobThe 844-1 CakeMan
Murder Cakes Of Doom
1249
|
Posted - 2013.12.13 01:38:00 -
[17] - Quote
Jason Pearson wrote:BobThe 844-1 CakeMan wrote:i only use 1 hardener now. why use more? Lol. my 330 rep a sec tank is much more effective than 180 reps a sec with 2 hards. want to know why. because my tanks reps r insane. Bro. O_o Because Shield Tankers are dirty little fucks. Talk to a tanker "Why you using only 1 hardener bro? you can use two" because it's a dirty tactic and isn't playing fair, at all, you're just kidding yourself if you think you're good because of it. ambitter2daysin well i'm an armor tank so i wouldn't know. but i would imagine 2 hardened shield tanks would be hard to kill. but then again in a 1 v 2 tank fight i killed one tank went for the other one and he ran away because his hards were down and didn't have ze reps like me. O_o. this was a PC match. and they were both shooting me at the same time. O_o.
also i 1 v 1 a missile damage modded gunnlogi with my rail maddy in close quarters and he had the jump on me.
Tank driver. 10 mil SP in tanks 8 mil into infantry.
Msg my main BobThe843CakeMan
I ring for everyone. :D
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Flix Keptick
Red Star. EoN.
1562
|
Posted - 2013.12.13 01:41:00 -
[18] - Quote
Cosgar wrote:I think the tank speed is an indication that we'll be getting webs in 1.8. I hope so, that would be awesome. Way more exiting than right now
Making AV an actual role
GÿåTank DriverGÿå
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Flix Keptick
Red Star. EoN.
1562
|
Posted - 2013.12.13 01:46:00 -
[19] - Quote
SponkSponkSponk wrote:Commander Tzu wrote: I don't think the glowing-hotter-than-the-sun hardener effect we have right now is really getting through to AVers that the tank has it's hardener on and has high resistance at the moment. This would be a decent argument if said hardener effect actually rendered at any useful range. That's a problem with rendering, not balance
Making AV an actual role
GÿåTank DriverGÿå
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Michael Hyperthraz
Vherokior Combat Logistics Minmatar Republic
15
|
Posted - 2013.12.13 01:48:00 -
[20] - Quote
Cheap unkillable militia tanks everywhere! Nothing that cost 70-80k should be so overpowered. |
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
225
|
Posted - 2013.12.13 01:55:00 -
[21] - Quote
Michael Hyperthraz wrote:Cheap unkillable militia tanks everywhere! Nothing that cost 70-80k should be so overpowered.
Those things are paper. This is Rog talking. |
ratamaq doc
Edge Regiment
236
|
Posted - 2013.12.13 01:55:00 -
[22] - Quote
Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window.
I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also.
I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit.
I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o.
Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done.
What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there?
Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it.
YouTube
30D Recruiting
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
226
|
Posted - 2013.12.13 02:02:00 -
[23] - Quote
message from Godin: That's for shields. Can't believe I'm saying this, but nerf shield hardeners. |
Jason Pearson
3307
|
Posted - 2013.12.13 02:05:00 -
[24] - Quote
ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it.
Thanks for going through and replying :) also 2 hardeners on shields with the skills done on cooldown reduction and increased duration gives a 10 second window of attack time, some shield tankers run 3 hardeners just to show how terribad they are.
I think a way to do it would be to have warpoints for damage, 25 for say every 1000, a bit more? I usually throw ideas out there and hope someone else could come up with numbers, those AVers that do suppress should be rewarded for the effort.
Pricing, it's around 500k for me to run my fit, which I feel is a little cheap, perhaps upping the Hull price on vehicles would be a good course of action, I mean look at the Sica/Soma's, they're at 59,565 and come with weapons, so it's peanuts to keep chucking them at things. same with Gunnlogi/Madrugars, they're 97,500, I was always fine with the standards costing around 200k.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Jason Pearson
3309
|
Posted - 2013.12.13 02:13:00 -
[25] - Quote
Roger Cordill wrote:message from Godin: That's for shields. Can't believe I'm saying this, but nerf shield hardeners.
Erm, Complex with no skills CD: 50s - AD: 36
Complex with 25% reduction CD: 37.5 - AD: 45
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Thor Odinson42
Molon Labe. Public Disorder.
2261
|
Posted - 2013.12.13 02:16:00 -
[26] - Quote
Thanks for the sensibility. It's honestly refreshing.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Atiim
Living Like Larry Schwag
1932
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Posted - 2013.12.13 02:20:00 -
[27] - Quote
Long Evity wrote:Sounds like what Dust needs to balance tanks... is less roads! Make the entire map hills and tanks will be GG'd.
... then again, it'll pwn the rest of us, Hills STILL try to eat me. :( I could picture my heavy trying to go up those hills.
It wouldn't end well
DUST 514 just went full COD.
Never go full COD.
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gbghg
L.O.T.I.S. Public Disorder.
4153
|
Posted - 2013.12.13 02:41:00 -
[28] - Quote
this is the kind of discussion i'm talking about. civil, full of interesting ideas, and useful. anyway i find myself liking pretty much all of your suggestions jason, except for the hardener one, i dislike arbitrary fitting restrictions, gives us less room to play around with (not like that's much right now with like 6-7 module types top). besides i don't really see the benefit to running more than 1 hardener on a fit, given stacking penalties and the way resists work i just don't think they're worth more than 1 slot. anyway getting a tad off topic there.
personally i'm finding the LP store to be a great way to save isk, by switching over to State XT-1's i've reduced my python fit's cost from 503K to 416K, i'm eager to see what other areas i can save isk in.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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Jason Pearson
3313
|
Posted - 2013.12.13 02:46:00 -
[29] - Quote
gbghg wrote:this is the kind of discussion i'm talking about. civil, full of interesting ideas, and useful. anyway i find myself liking pretty much all of your suggestions jason, except for the hardener one, i dislike arbitrary fitting restrictions, gives us less room to play around with (not like that's much right now with like 6-7 module types top). besides i don't really see the benefit to running more than 1 hardener on a fit, given stacking penalties and the way resists work i just don't think they're worth more than 1 slot. anyway getting a tad off topic there.
personally i'm finding the LP store to be a great way to save isk, by switching over to State XT-1's i've reduced my python fit's cost from 503K to 416K, i'm eager to see what other areas i can save isk in.
Thing is, it's not about running them at the same time, but when you can run them constantly without becoming vunerable, with two hardeners I'm pretty much unstoppable, with three you just have the extra one just in case, I mean I was running two with my rail (cos rail fights and rails being ridiculous) and activate them at the same time, there's a massive difference, before I'd be two shotted from a proto, now its taken 6 shots to lose my shields. by then I'm back in cover and regening.
It's just rather silly.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
gbghg
L.O.T.I.S. Public Disorder.
4155
|
Posted - 2013.12.13 03:13:00 -
[30] - Quote
Jason Pearson wrote:gbghg wrote:this is the kind of discussion i'm talking about. civil, full of interesting ideas, and useful. anyway i find myself liking pretty much all of your suggestions jason, except for the hardener one, i dislike arbitrary fitting restrictions, gives us less room to play around with (not like that's much right now with like 6-7 module types top). besides i don't really see the benefit to running more than 1 hardener on a fit, given stacking penalties and the way resists work i just don't think they're worth more than 1 slot. anyway getting a tad off topic there.
personally i'm finding the LP store to be a great way to save isk, by switching over to State XT-1's i've reduced my python fit's cost from 503K to 416K, i'm eager to see what other areas i can save isk in. Thing is, it's not about running them at the same time, but when you can run them constantly without becoming vunerable, with two hardeners I'm pretty much unstoppable, with three you just have the extra one just in case, I mean I was running two with my rail (cos rail fights and rails being ridiculous) and activate them at the same time, there's a massive difference, before I'd be two shotted from a proto, now its taken 6 shots to lose my shields. by then I'm back in cover and regening. It's just rather silly. yeah i know judge is rather found of his 3 hardener fit, i sadly lack the optimization skills to run 3 complex hardeners and have taken a liking to being able to rep 900 hp in a second thanks to my booster. i just think that there's a better way to balance this than limiting what modules can be fitted.
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