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poison Diego
NECROM0NGERS Covert Intervention
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Posted - 2013.12.25 02:52:00 -
[1] - Quote
I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because they have 7 militia tanks harrassing the enemy infantry. Also players wouldn't be so eager and careless to call in their second tank.
Dropship cap, tank cap and LAV cap should be separate.
The tank cap should be reduced to 3 per match so its not about which team is the quickest to call in 7 tanks. If there would only be three tanks on each side it would count for skill and maybe for better fitted tanks who wins the tank war, not numbers only.
The dropship cap should be the same, at 3 and should stay at this price. We would probably see more dropships in the air. (because of tank cap redused, there for less of B*TCHY, OP, BROKEN, REDLINING, militia rail tanks) Dropships could now work together to take out tanks and could be more fun taking out infantry with less tanks on the field focusing on them.
LAV cap should be about 4-5 because that should be enough to transport almost the whole team.
RAILGUN NERF: (what everyone is waiting for)
You could keep the railguns as they are but reduce range and (take out railgun damage modifiers or slow down rate of fire)
REASONS: reduce range because that would stop redline railing and give dropship pilots some chance of survivability. get rid of railgun damage modifiers because the are way to overpowered! I stock 2 damage mods and I take out every tank in 2-3shots=(3-5 seconds) because rate of fire is way to quick, this should never be possible .
R.I.P
In memory of a "not total piece of sh*t" -------------->flaylock pistols
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poison Diego
NECROM0NGERS Covert Intervention
4
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Posted - 2013.12.25 03:18:00 -
[2] - Quote
Ulysses Knapse wrote:No.
Changing the number of vehicles a team can call in doesn't solve the real problems with vehicle balance, it just makes them less noticeable. As for the railguns, no to range reduction. They're railguns, for Christ's sake. They're supposed to be the long-range turrets. Their maximum range is the highest range you will ever see on a turret.
Sorry but I have to say that this is complete bullshit...
Reduced tank cap would certainly make a huge difference. Lets say if one team has seven tanks on the field there is no chance for the other team to counter it. if there are three tanks it is possible for the other team to call in 2 or 3 tanks without them noticing and take them one by one. if there would be 7 tanks you could not call in enough tanks to counter
About the range of the rail, Im not saying it should be nerfed to blaster range, just by 10-20% so dropships will suffer less
R.I.P
In memory of a "not total piece of sh*t" -------------->flaylock pistols
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poison Diego
NECROM0NGERS Covert Intervention
182
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Posted - 2013.12.25 06:19:00 -
[3] - Quote
Ulysses Knapse wrote:poison Diego wrote:Reduced tank cap would certainly make a huge difference. Congratulations, you fail at reading, because I never said it wouldn't. Quote:About the range of the rail, Im not saying it should be nerfed to blaster range, just by 10-20% so dropships will suffer less No. Range doesn't need a nerf at all. If it needs to be nerfed at all, it should be nerfed in other ways.
all right yes I agree with that but these are my suggestions nothing else. all I have to say that dropships should not suffer so greatly from rails and they should not pack such big punch to tanks either....
TANKER SINCE BEFORE 1.7
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)MONGERS!!!
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poison Diego
NECROM0NGERS Covert Intervention
229
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Posted - 2013.12.25 14:37:00 -
[4] - Quote
BL4CKST4R wrote:poison Diego wrote:I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because they have 7 militia tanks harrassing the enemy infantry. Also players wouldn't be so eager and careless to call in their second tank.
Dropship cap, tank cap and LAV cap should be separate.
The tank cap should be reduced to 3 per match so its not about which team is the quickest to call in 7 tanks. If there would only be three tanks on each side it would count for skill and maybe for better fitted tanks who wins the tank war, not numbers only.
The dropship cap should be the same, at 3 and should stay at this price. We would probably see more dropships in the air. (because of tank cap redused, there for less of B*TCHY, OP, BROKEN, REDLINING, militia rail tanks) Dropships could now work together to take out tanks and could be more fun taking out infantry with less tanks on the field focusing on them.
LAV cap should be about 4-5 because that should be enough to transport almost the whole team.
RAILGUN NERF: (what everyone is waiting for)
You could keep the railguns as they are but reduce range and (take out railgun damage modifiers or slow down rate of fire)
REASONS: reduce range because that would stop redline railing and give dropship pilots some chance of survivability. get rid of railgun damage modifiers because the are way to overpowered! I stock 2 damage mods and I take out every tank in 2-3shots=(3-5 seconds) because rate of fire is way to quick, this should never be possible . I like your post but one thing to keep in mind tanks don't win matches, drop up links do.
They do win matches if you use them right and use some tactics, not just rush and get the most kills, If the are used to engage, flank and create chaos it can be the key act to win an objective match.
About the ambush it is the most dominant thing on the battlefield. I usually get about 20-30 kills in one match if I'm tanking and have no tank resistance. That is 40-60% of kills. usually less in OMS because of more tank resistance and more turrets to get rid of.
If there would be less tanks dominating from one side there would be more chance for the other side to call in tanks to resist
trying not to be cocky but Im seeing this from the "dominators" perspective and I am saying that this is not fair at all
TANKER SINCE BEFORE 1.7
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)MONGERS!!!
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poison Diego
NECROM0NGERS Covert Intervention
283
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Posted - 2014.01.06 13:19:00 -
[5] - Quote
Alena Ventrallis wrote:Railguns should have a damage buff, but a ROF nerf to compensate. IT should hurt when it hits you, but you should have time to get away before the next sheads your way.
Eve has a precedent. Railguns in Eve have the longest optimal, but smallest ROF of all the turrets.
Yes, I agree that they should pack a hell of a punch but players with no skills into tanks should not be able to take out every tank so easily.
Im just saying that it is easier to survive an Ion cannon than a militia railgun. I dont think that it is logical. And the 24 second godmode of the sica doesn' helpt
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)!
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