Slag Emberforge wrote:
I run forge myself, of course usually tier 4 is as high as info in pubs, proto gear should not be required for militia tanks, you have to know that.
I run the proto heavy frame for extra armor. I fight tanks in the danger zone, so I need every available HP I can get. Also, if you want to run proto grenades and a not STD sidearm, you need to go proto.
Slag Emberforge wrote:
You said yourself that tank eHp went "sideways" with this update, what that brings us to:
HAVs
Same eHP
Stronger god-mode modules
Faster base speed
Improved accuracy
Cheaper
Less SP for a decent tank
Tank eHP went sideways because I can no longer run plates and reppers and a hardener, so I have to make choices. Also, since the 180 plates got taken away, I can't even stack up as high.
That reduction in HP is compensated for by the increased resistances on shield tanks. Armor tanks have actually lost resists as well as HP. Running dual carapace hardeners would put you close to 50% resist if your skills were up. Now a single hardeners gives you 40% for 1/3 the time.
Accuracy getting better is debatable. The turret may be more accurate, but the hit detection is still spotty, especially on rails.
The speed will be the first thing changed.
Slag Emberforge wrote:
AV
33% damage nerf across the board
Engagement distance change for swarms
Still same price
FG did not get a 33% nerf.
I don't care about swarms, they should be removed from the game. That is how little I care for swarms and their users.
Slag Emberforge wrote:
Which leads us to our current development:
Tanks on cool down are easily Harder to kill than in the previous patch
Tanks off cool down are lolgodmode
Tanks are far harder to destroy and less rewarding to do so.
Proposal; roll back damage/charge time nerf, increase lock on range to 250m just to give them a change at being useful against dropships.
Or
Make tanks actually vulnerable by giving them increased damage taken when hardeners are on cool down, 20-30%
Or being back 1.6 tank speed and just a 10% debuff while on cool down.
Tanks off cooldown go pop very fast. Much faster than a cooldown 1.6 tank. They just carry so much less HP.
Tanks on actives are very difficult to destroy, this is by design.
Tanks are more difficult to destroy, if you don't find it rewarding to go after the hard targets, playing AV is not for you.
Proposal one is basically a return to 1.6, but with softer tanks. Not fair or reasonable at all.
Tanks on cooldown are already butter soft, there is no need to give them an additional penalty. The speed nerf is coming, but probably not until the next patch.