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ADAM-OF-EVE
Dead Man's Game
668
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Posted - 2013.12.24 19:38:00 -
[1] - Quote
reduction to vehicle speed while active and persists for 10sec into the cooldown and make it cumilative.
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Flix Keptick
Red Star. EoN.
1804
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Posted - 2013.12.24 19:43:00 -
[2] - Quote
Logical? I think not.
Instead of trying to get tanks nerfed, go pester CCP about those webifiers.
Lack of content makes stuff broken...
G˙åTank driverG˙å
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ADAM-OF-EVE
Dead Man's Game
668
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Posted - 2013.12.24 20:24:00 -
[3] - Quote
Flix Keptick wrote:Logical? I think not.
Instead of trying to get tanks nerfed, go pester CCP about those webifiers.
webifiers which would likely slow vehicles down a hell of alot more than i'm suggesting and you say my idea is the nerf. considering most if not all tankers have maybe 2 active modules active at a time and sit still for most of their effect. i dont think its unreasonable.
also how is it not logical. these vehicle don't use fuel. they have some sort of power core. what happens when you turn on too many things at once, power drains faster. as this power core supplies the moving potential of the tank its not entirely unfeasible that speed would be reduced as substantial amounts of power is diverted to the modules. more active modules = more power drain = slower speed.
i use 2 active modules on my lav, some fits even have 3. all vehicles in this game are too fast to start with and their godlike tanking abilities from active modules makes them pretty damn hard to kill.
also you said tank not me.get your facts right
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Kallas Hallytyr
Skullbreakers
194
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Posted - 2013.12.24 20:30:00 -
[4] - Quote
I don't think that's a solution to the issues present with vehicles currently.
Issue #1: Module use is aimed at 'waves of opportunity' but can be circumvented by stacking multiple to negate or at least severely reduce the 'downtime'. Issue #2: Vehicle recall can be abused to circumnavigate the module cooldowns. Issue #3: Vehicles can distance themselves from an engagement incredibly quickly while AV requires a substantial time investment unless overwhelming force (aka, numbers) is applied
The most obvious solution would be to increase cooldowns somewhat and increase some mechanic to prevent recalling a vehicle after calling a new one in (which would prevent people from exposing their 'old' vehicle and force them to wait out the actual timer...or, y'know, wait out the cooldowns.) |
Subject 36
Pradox XVI
45
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Posted - 2013.12.24 20:32:00 -
[5] - Quote
Is this because you can't destroy a tank?
Amarr Templars
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ADAM-OF-EVE
Dead Man's Game
668
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Posted - 2013.12.24 20:35:00 -
[6] - Quote
Kallas Hallytyr wrote:I don't think that's a solution to the issues present with vehicles currently.
Issue #1: Module use is aimed at 'waves of opportunity' but can be circumvented by stacking multiple to negate or at least severely reduce the 'downtime'. Issue #2: Vehicle recall can be abused to circumnavigate the module cooldowns. Issue #3: Vehicles can distance themselves from an engagement incredibly quickly while AV requires a substantial time investment unless overwhelming force (aka, numbers) is applied
The most obvious solution would be to increase cooldowns somewhat and increase some mechanic to prevent recalling a vehicle after calling a new one in (which would prevent people from exposing their 'old' vehicle and force them to wait out the actual timer...or, y'know, wait out the cooldowns.)
turn on 2 hardners stacked with a turret mod and active scanner......40% speed reduction for the active duration persisting into the cooldown for 10 secs. vehicle moves in to fight. turns everything on. av finally amasses to take him on. he tries to flee but his speed is reduced by 40% buying av a little more av time.
all vehicles now have to balance fits for run and gun tactics or sustained fire. higher tank = slower escape. lower tank = higher speed and quicker escape. fast vehicle can hit and run but must avoid sustained fire. slower vehicle can take a beating but must consider his escape plan should things get hairy
Subject 36 wrote:Is this because you can't destroy a tank?
have not mentioned tanks
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Vrain Matari
ZionTCD Public Disorder.
1398
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Posted - 2013.12.24 21:29:00 -
[7] - Quote
It's good to see peeps identifying the big gap between vehicle mobility and AV infantry mobility as central to our current problems.
My wild guess is that balancing efforts will happen around this velocity gap but it's going to be a delicate process. The cheapest, easiest and safest modification to the game would be a trial run with webifier grenades.
I support SP rollover.
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Aizen Intiki
Hell's Gate Inc
595
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Posted - 2013.12.24 21:46:00 -
[8] - Quote
Kallas Hallytyr wrote:I don't think that's a solution to the issues present with vehicles currently.
Issue #1: Module use is aimed at 'waves of opportunity' but can be circumvented by stacking multiple to negate or at least severely reduce the 'downtime'. Issue #2: Vehicle recall can be abused to circumnavigate the module cooldowns. Issue #3: Vehicles can distance themselves from an engagement incredibly quickly while AV requires a substantial time investment unless overwhelming force (aka, numbers) is applied
The most obvious solution would be to increase cooldowns somewhat and increase some mechanic to prevent recalling a vehicle after calling a new one in (which would prevent people from exposing their 'old' vehicle and force them to wait out the actual timer...or, y'know, wait out the cooldowns.)
I've been saying this for so long now. I would post where I said so, but I'm nowhere my computer atm (on vacation). To simplify what would happen, the RDV would pick it up, and that exact hull would be on lokdown with no repps.
Also, this is clearly about HAV's. I don't hear people bitchin about LAV's.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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