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Thread Statistics | Show CCP posts - 0 post(s) |
Horizen Kenpachi
Kenpachi's Castle
38
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Posted - 2013.12.13 01:14:00 -
[1] - Quote
Just an idea emp cancels modules and slows/stops tanks leaving a amount of time to destroy it. However skills and modules would be implicated to counter them i.e reduce shut down time x percent. Please discuss im a jack of all trades master of afk lol ps dont give a poorahh just bored do rage though it gives me a boner
Hit me with your nerf bat.
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Patrick57
Fatal Absolution
2026
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Posted - 2013.12.13 01:15:00 -
[2] - Quote
No, then tanks would once again be useless. When they can be destroyed in 4 seconds by 2 people, there's a problem.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Patrick57
Fatal Absolution
2026
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Posted - 2013.12.13 01:15:00 -
[3] - Quote
double post o.O
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Gelan Corbaine
Gladiators Vanguard
248
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Posted - 2013.12.13 01:16:00 -
[4] - Quote
SLow sure though I rather there be another device for that . The other stuff nahh.... op... and I say that as a dedicated AV
No job is worth doing if you don't get paid in the end .
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Cosgar
ParagonX
8591
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Posted - 2013.12.13 01:17:00 -
[5] - Quote
Make it equipment that screws with resistances or module duration. We need EWAR, but it has to be properly balanced.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Xender17
Ahrendee Mercenaries EoN.
960
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Posted - 2013.12.13 01:17:00 -
[6] - Quote
Would have to reduce the effect. Such a weapon that could cancel a tanks active hardeners, that require time to recharge, would defeat the purpose of ARAs. Also making them worse than pre-1.7 tanks.
Prt SL, SCR, SR . ADV FGs, MDs, LaZor, KNs.
Gunnlogi, Falchion, Python, Caldari LDS. (+require)
Prt L. Am, Adv HVY, LGS
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Horizen Kenpachi
Kenpachi's Castle
38
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Posted - 2013.12.13 01:18:00 -
[7] - Quote
Patrick57 wrote:No, then tanks would once again be useless. When they can be destroyed in 4 seconds by 2 people, there's a problem. u would have to get foolishly close and they would replace av grenade
Hit me with your nerf bat.
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Patrick57
Fatal Absolution
2026
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Posted - 2013.12.13 01:19:00 -
[8] - Quote
Horizen Kenpachi wrote:Patrick57 wrote:No, then tanks would once again be useless. When they can be destroyed in 4 seconds by 2 people, there's a problem. u would have to get foolishly close and they would replace av grenade I don't think you read what I said.
Tanks are always getting close to infantry. Every match I've played in that had a tank, a tank drove right by me.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Horizen Kenpachi
Kenpachi's Castle
39
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Posted - 2013.12.13 01:20:00 -
[9] - Quote
Please continue i like the sound of ewar please elaborate i have an open mind
Hit me with your nerf bat.
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KING CHECKMATE
Scions of Athra
3064
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Posted - 2013.12.13 01:20:00 -
[10] - Quote
Horizen Kenpachi wrote:Just an idea emp cancels modules and slows/stops tanks leaving a amount of time to destroy it. However skills and modules would be implicated to counter them i.e reduce shut down time x percent. Please discuss im a jack of all trades master of afk lol ps dont give a poorahh just bored do rage though it gives me a boner
I like this
Checkmate approved.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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Benjamin Ciscko
The Generals General Tso's Alliance
326
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Posted - 2013.12.13 01:47:00 -
[11] - Quote
NO that would be OP as hell, however a grenade that decreased a modules active time by a few seconds or decreased it's effectiveness would be acceptable that little bit can make all the difference, can only carry 2 non replenish able.
Tanker/Logi
Tanks almost fixed.
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thesupertman
Better Hide R Die
54
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Posted - 2013.12.13 01:51:00 -
[12] - Quote
How bout we just nerf DAT tank speed by a smmmalllll amount and make it 10% slower, so all dem boonies are happy! |
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