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pegasis prime
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1487
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Posted - 2013.12.23 02:46:00 -
[1] - Quote
I originally posted this in feedback and requests for the devs to read , but i thought id leave this here for the rest of the community.
There has been allot of crying and complaining regarding unkillable tanks, this I believe is mostly down to the use of active hardeners. It is not the hardeners themselves i think is the problem as I believe them to be working as intended, the problem I think stems from the use of 2 or 3 active hardeners not any 1 hardener its self.
Now let me explain if i say fit 1 complex shield hardener I get 60% resistance for 30 seconds , then once those 30 seconds are up my hav is extremely vulnerable for 42 seconds this would fall in line with CCP's waves of opportunity that they are trying to create, giving me 30 seconds to turn up dish out some hurt and then either retreat to safety or move on to the next target but once that hardener has ran its 30 second cycle the av on field has 42 seconds to kill me 12 seconds longer than i have to kill them not only that but if i use 1 hardener and don't factor my escape into those 30 seconds then im cut short of safety and leave myself very open to attack. This as mentioned above gives the av more time to kill me than I have to kill them ... This system give a rough combat time of 5mis out of 12 with the shield hardeners up and 7 out of 12 with the hardeners down playing to the waves of opportunity.
Now the problem duel hardeners so you know the timers on hardeners work and how much time in and out of battle you get with 1 hardener but if you run 2 shield hardeners at complex level you end out with 60% resists for 60 seconds and a cooldown between cycles of 12 seconds... this is the major problem a shield tank is really hard to kill while its hardeners are active and the 12 second window is not really a fair amount of time for av to get into place to kill me , this falls against the waves of opportunity that ccp tried to create, as this way you get 10mins out of 12 with your hardners up and 2 mins out of 12 with no resistance.
This is the biggest problem regarding HAV's at the moment as running duel hardners negates the wave like gamplay and negates the AV's wave of opportunity to counter attack......The only way i can see to fix this problem is to either buff AV back to ridiculous levels or put fitting restrictions on active hardners i.e. only one of each kind can be fitted at a time.
thoughts ?
Its gone from suck .....to blow
level 1 forum warrior
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pegasis prime
BIG BAD W0LVES
1489
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Posted - 2013.12.23 02:54:00 -
[2] - Quote
Quil Evrything wrote:"the real problem"... is when people post meaningless subject lines in an attempt to get more attention than their topic deserves.
and you are ??? oh that's right no one worth paying any attention to. if you have nothing constructive to say then just go back to eating past or feeding your toaster mayo or what ever it is you get up to when not dribbling on the keyboard little boy.
Its gone from suck .....to blow
level 1 forum warrior
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pegasis prime
BIG BAD W0LVES
1490
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Posted - 2013.12.23 03:11:00 -
[3] - Quote
KenKaniff69 wrote:The assault forge gun rips right through a shield tank with only one hardener. By running two hardeners, you can survive a decent number of shots from an assault forge gun and then return after the 45 second cooldown time. Choosing to stagger them in the face of a properly placed forge will wear down your tank until it runs out of ehp.
dude as a tanker i know the damage a good forge guner can do to your tank even through your hardners , im just trying to find some middle ground so we dont get nerfed back to the stoneage again and see our entire class become usless ,
iv found running with a complex heavy extender, heavy booster and hardener has worked wonders by giving you that hp bank that lets you take full advantage of the hardner.
Its gone from suck .....to blow
level 1 forum warrior
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