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KEROSIINI-TERO
The Rainbow Effect
950
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Posted - 2014.01.04 20:22:00 -
[1] - Quote
This is 1.7 thread, January 2014. (Disclaimer: For sake of simplicity, I'm writing the whole text as if I knew DEVs' intentions as a fact while that information is collected from various sources and derived from module functionality itself.)
We see a lot of tanks and number of militia tanks have multiplied. The reason is that militia tanks are all isk-cheap, SP-cheap and viable by performance.
They are powerful because CCP design philosophy changed at this vehicle reboot:
- Active modules are new foundation of vehicle operation, they are supposed to be powerful and have long cooldowns.
- The active modules of all tiers have identical power effect (eg hardener -60% and damamod +30%)
- Module tier difference is the cooldown time - and fitting cost.
Therefore CCP vision on differences between tanks and different level players (vehicle juniors vs veterans) is that
Minimal SP tank has quite comparable performance with modules active - this means militia tanks have use and they are not automatically trumped by slightly better tanks. Smart MLT HAV operator can truly wreack havoc - while modules are active. This all functions as planned and is good.
Standard tier tanks have slight improvements fitting-wise. One extra slot and extra PG+CPU, even though amounts are conservative, are a big advantage. This enables STD tanks utilise higher tier modules better. This seems to be okay - tiericide is good and MLT tanks are acceptable exception.
The big supposed difference between tanks is that cooldowns are way higher on MLT tanks because of lower tier modules fitted there. This is supposed to defince MLT tank roles as having limited usablitity as they have to spend half or more of match recovering, meaning MLT tanks cannot be a tool for total battlefield control. They are supposed to be extra help, temporary and even disposable. This is NOT the case, militia tanks are practically as usable as general use tanks on field as specced tanks. This is what's wrong.
What is wrong is that lower tier (MLT) module cooldowns are too short. Maybe for all tanks and modules enabling them to keep on rolling and dominating, but MLT tanks with zero investment are able to come back killing way too soon.
Note: Currently MLT and STD modules' only difference is their fitting cost. On many cases the experienced tanker happily uses MLT module if he has extra room. And, with zero SP can MLT module user get standard performance.
[SUGGESTION:] Increase cooldowns of all active modules, especially MLT. a) increase all active module cooldowns by amount comparable to +50% or +30s. b) Differentiate MLT and STD modules more than just fitting costs: add more cooldown. c) unrelated possible nerf need: 10% efficacy amount reduction to active hardeners and damamods. Not necessarily needed, first the above should be implemented.
SUMMARY:It is great that militia tanks are not automatical losers and they can not be popped by looking at with AV/tank. All tanks have too little need to hide in cover vulnerable. This is most blatant on MLT tanks. Increase cooldowns to fix this.
Tank spam getting onto your nerves?
An improvement:
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ARC34
The Game of Clones
10
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Posted - 2014.01.04 20:28:00 -
[2] - Quote
Now that fixes a couple of problems +1
World of Tanks <.<
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KEROSIINI-TERO
The Rainbow Effect
953
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Posted - 2014.01.04 20:40:00 -
[3] - Quote
CCP, sorry wrong section. Was supposed to be the feedback.... Move, please...
Tank spam getting onto your nerves?
An improvement:
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7790
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Posted - 2014.01.05 14:51:00 -
[4] - Quote
Good idea, not too heavy-handed.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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daishi mk03
BLACK-GUARD Die Fremdenlegion
546
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Posted - 2014.01.05 14:53:00 -
[5] - Quote
Yeah, good idea and underlines CCPs design.
To know the true path, but yet, to never follow it. That is possibly the gravest sin.
The Scriptures,Book of Missions
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Takahiro Kashuken
Red Star. EoN.
2130
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Posted - 2014.01.05 15:03:00 -
[6] - Quote
MLT cooldown = 90sec
With max skills its 67.5sec
Most MLT tank users do not even have this skill at all
90secs to kill it, thats a pretty big ******* window
Intelligence is OP
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KEROSIINI-TERO
The Rainbow Effect
964
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Posted - 2014.01.05 16:56:00 -
[7] - Quote
Takahiro Kashuken wrote:MLT cooldown = 90sec
With max skills its 67.5sec
Most MLT tank users do not even have this skill at all
90secs to kill it, thats a pretty big ******* window
Yes it is big but chances are it's not big enough. I would like to see longer cooldowns tested.
Btw MLT/STD shield hardeners have 60s base which is far less.
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
964
|
Posted - 2014.01.05 17:01:00 -
[8] - Quote
The point is there's a chance that the upcoming MLT tank tunedown will hit their performance creating 'tiered-by-power' modules and taking steps backwards in progress. Or all focus will solely remain on PG/CPU balancing as CCP Logibro mentioned here.
Tank spam getting onto your nerves?
An improvement:
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jerrmy12 kahoalii
The Phoenix Federation
224
|
Posted - 2014.01.05 17:07:00 -
[9] - Quote
KEROSIINI-TERO wrote:This is 1.7 thread, January 2014. (Disclaimer: For sake of simplicity, I'm writing the whole text as if I knew DEVs' intentions as a fact while that information is collected from various sources and derived from module functionality itself.) We see a lot of tanks and number of militia tanks have multiplied. The reason is that militia tanks are all isk-cheap, SP-cheap and viable by performance. They are powerful because CCP design philosophy changed at this vehicle reboot:
- Active modules are new foundation of vehicle operation, they are supposed to be powerful and have long cooldowns.
- The active modules of all tiers have identical power effect (eg hardener -60% and damamod +30%)
- Module tier difference is the cooldown time - and fitting cost.
Therefore CCP vision on differences between tanks and different level players (vehicle juniors vs veterans) is that Minimal SP tank has quite comparable performance with modules active - this means militia tanks have use and they are not automatically trumped by slightly better tanks. Smart MLT HAV operator can truly wreack havoc - while modules are active. This all functions as planned and is good.Standard tier tanks have slight improvements fitting-wise. One extra slot and extra PG+CPU, even though amounts are conservative, are a big advantage. This enables STD tanks utilise higher tier modules better. This seems to be okay - tiericide is good and MLT tanks are acceptable exception.The big supposed difference between tanks is that cooldowns are way higher on MLT tanks because of lower tier modules fitted there. This is supposed to defince MLT tank roles as having limited usablitity as they have to spend half or more of match recovering, meaning MLT tanks cannot be a tool for total battlefield control. They are supposed to be extra help, temporary and even disposable. This is NOT the case, militia tanks are practically as usable as general use tanks on field as specced tanks. This is what's wrong.What is wrong is that lower tier (MLT) module cooldowns are too short. Maybe for all tanks and modules enabling them to keep on rolling and dominating, but MLT tanks with zero investment are able to come back killing way too soon. Note: Currently MLT and STD modules' only difference is their fitting cost. On many cases the experienced tanker happily uses MLT module if he has extra room. And, with zero SP can MLT module user get standard performance. [SUGGESTION:] Increase cooldowns of all active modules, especially MLT.a) increase all active module cooldowns by amount comparable to +50% or +30s. b) Differentiate MLT and STD modules more than just fitting costs: add more cooldown. c) unrelated possible nerf need: 10% efficacy amount reduction to active hardeners and damamods. Not necessarily needed, first the above should be implemented. SUMMARY:It is great that militia tanks are not automatical losers and they can not be popped by looking at with AV/tank. All tanks have too little need to hide in cover vulnerable. This is most blatant on MLT tanks. Increase cooldowns to fix this. If the already long cooldowns id be in my redline or recall and call another one in because of it
recuruit link
25 to 30 mil isk per 100k recuruit
I use a tablet so beware of typo
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Vrain Matari
ZionTCD Public Disorder.
1432
|
Posted - 2014.01.05 17:52:00 -
[10] - Quote
KEROSIINI-TERO wrote:This is 1.7 thread, January 2014. (Disclaimer: For sake of simplicity, I'm writing the whole text as if I knew DEVs' intentions as a fact while that information is collected from various sources and derived from module functionality itself.) We see a lot of tanks and number of militia tanks have multiplied. The reason is that militia tanks are all isk-cheap, SP-cheap and viable by performance. They are powerful because CCP design philosophy changed at this vehicle reboot:
- Active modules are new foundation of vehicle operation, they are supposed to be powerful and have long cooldowns.
- The active modules of all tiers have identical power effect (eg hardener -60% and damamod +30%)
- Module tier difference is the cooldown time - and fitting cost.
Therefore CCP vision on differences between tanks and different level players (vehicle juniors vs veterans) is that Minimal SP tank has quite comparable performance with modules active - this means militia tanks have use and they are not automatically trumped by slightly better tanks. Smart MLT HAV operator can truly wreack havoc - while modules are active. This all functions as planned and is good.Standard tier tanks have slight improvements fitting-wise. One extra slot and extra PG+CPU, even though amounts are conservative, are a big advantage. This enables STD tanks utilise higher tier modules better. This seems to be okay - tiericide is good and MLT tanks are acceptable exception.The big supposed difference between tanks is that cooldowns are way higher on MLT tanks because of lower tier modules fitted there. This is supposed to defince MLT tank roles as having limited usablitity as they have to spend half or more of match recovering, meaning MLT tanks cannot be a tool for total battlefield control. They are supposed to be extra help, temporary and even disposable. This is NOT the case, militia tanks are practically as usable as general use tanks on field as specced tanks. This is what's wrong.What is wrong is that lower tier (MLT) module cooldowns are too short. Maybe for all tanks and modules enabling them to keep on rolling and dominating, but MLT tanks with zero investment are able to come back killing way too soon. Note: Currently MLT and STD modules' only difference is their fitting cost. On many cases the experienced tanker happily uses MLT module if he has extra room. And, with zero SP can MLT module user get standard performance. [SUGGESTION:] Increase cooldowns of all active modules, especially MLT.a) increase all active module cooldowns by amount comparable to +50% or +30s. b) Differentiate MLT and STD modules more than just fitting costs: add more cooldown. c) unrelated possible nerf need: 10% efficacy amount reduction to active hardeners and damamods. Not necessarily needed, first the above should be implemented. SUMMARY:It is great that militia tanks are not automatical losers and they can not be popped by looking at with AV/tank. All tanks have too little need to hide in cover vulnerable. This is most blatant on MLT tanks. Increase cooldowns to fix this. +1 Good analysis, KEROSIINI-TERO.
I like what you're proposing because it fits in and works with CCP's approach an tank design. I remember being surprised when Wolfman posted the new vehicle stats that the MLT module duty cycle(time active)/((time active)+(time cooldown)) was as robust as it was.
But the duty cycle is not the whole story here - it's really the interaction of duty cycle, tank acceleration and tank maximum velocity. The fact that tanks can bug out quickly makes all the difference in this analysis. Part of what determines how long a duty cycle should be is how fast/far the tank can get from trouble when they need to bug out.
If we include infantry in the mix then we have to include infantry velocity, weapon lock-on range(if applicable) and weapon ranges in the balancing process.
This is why i believe something like web grenades are game-changers and balancing around cooldowns and velocities is going to be a very tricky process. Anything that modifies those velocity/cooldown relationships in the future(i.e. speeders , webs, etc.) is going to affect any balancing we do now.
I support SP rollover.
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
296
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Posted - 2014.01.05 17:58:00 -
[11] - Quote
I have to disagree with longer cool downs and also with CCP designs with fashioning tank production around mods .
First of all like J said , they would just call in another tank and me for one , wouldn't blame them . The skill set gives you 5% which is great but the fact that you have to drive around with longer cool down times as a sitting duck , makes the mods and the skill set increases worthless and also the amount of skill points placed into the portion to acquire the " best " mods .
It's not a crime for something that's militia to be able to compete on the battlefield but for this community it is and it shows that most do not want " true " competition in this game . They would like their skill points to dictate and regain an insurmountable edge over any and every one who isn't anywhere near their level . That might be good for those who have been here for a while but for newer players and even more so those who are trying this game for the first time it would be hard fetched to retain newer player numbers and that's something that we all can agree upon as CCP is having a hard time doing and I'm sure as a business , they care about that . Look people , those who want this game ported to the PS4 which will happen in the next two to three years , need to understand that this is a business first and foremost and to hit the ground running is something that needs to be done and that can only happen with numbers .
Talk all you want about the fact ( and it's not true ) that CCP is missing out on the PS4 community but it isn't even that large first of all and second , this game has major problems that are being worked on as we speak , hell the basic's of this game isn't even solid and those who are starting need more instructions and the way it's going is not enough . Porting would only embarrass this company even more than it is already and lead even more people to question their intentions and dedication also they would need to increase their work force and most complain about CCP Shanghai , now do you really think that's a good ideal ??? Get the little things right first and build off of that .
Increasing cool downs would make many a greater sitting duck and I can hear the spam attack of the community right now about that and would dwindle the tank interest and wouldn't justify the massive amount of skill points needed to compete or to even gain access to items like turrets , hulls and mods . This is just a bad ideal and would do more harm than good . Think about it , the damage resistance is not in the hulls ( like it should be ) it's in and from the mods and with needed changes to AV you might bring an even worst situation than pre 1.7 .
Stop bashing militia tanks , it's the ONLY thing militia that's worth something and this is needed . The level of competition must be increased so this game can have a better battlefield experience and players won't leave . They need to find things in this game that make since , that doesn't question someone's intelligence , that brings a since of believe ability and that they can't find in any other game . Right now that's not being done .
Making this game easier is not the answer , increasing the level of competition is the right way to increase numbers and keep them solid .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
296
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Posted - 2014.01.05 18:12:00 -
[12] - Quote
If the damage resistance was in the Hulls , like it should be you could justify the prices for one and two , the mods would actually help and the tank would not be so depended on them the way they are now and with the decrease in slots tanks are even more hard pressed in finding balance in fits . There isn't that much of a difference between militia and standard ( no nerf is needed in the militia but a boost to the standard should help ) in the terms of computer and programming , now that should be addressed but I hear NO ONE speaking about that .These tanks are far more limited than the previous patch but the fact that there are more on the battlefield and the level of competition being raised people haven't even really noticed that aspect of the tank game yet .
Their just noticing the price and the fact that something that's militia can FINALLY compete .
You would really notice a much better tank game and play if the damage resistance was in the hulls with the mods being used for support .
That is the way that it should be but this isn't my game and I have no say .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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KEROSIINI-TERO
The Rainbow Effect
966
|
Posted - 2014.01.05 22:51:00 -
[13] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I have to disagree with longer cool downs and also with CCP designs with fashioning tank production around mods .
First of all like J said , they would just call in another tank and me for one , wouldn't blame them . The skill set gives you 5% which is great but the fact that you have to drive around with longer cool down times as a sitting duck , makes the mods and the skill set increases worthless and also the amount of skill points placed into the portion to acquire the " best " mods .
It's not a crime for something that's militia to be able to compete on the battlefield but for this community it is and it shows that most do not want " true " competition in this game . They would like their skill points to dictate and regain an insurmountable edge over any and every one who isn't anywhere near their level . That might be good for those who have been here for a while but for newer players and even more so those who are trying this game for the first time it would be hard fetched to retain newer player numbers and that's something that we all can agree upon as CCP is having a hard time doing and I'm sure as a business , they care about that . Look people , those who want this game ported to the PS4 which will happen in the next two to three years , need to understand that this is a business first and foremost and to hit the ground running is something that needs to be done and that can only happen with numbers .
Talk all you want about the fact ( and it's not true ) that CCP is missing out on the PS4 community but it isn't even that large first of all and second , this game has major problems that are being worked on as we speak , hell the basic's of this game isn't even solid and those who are starting need more instructions and the way it's going is not enough . Porting would only embarrass this company even more than it is already and lead even more people to question their intentions and dedication also they would need to increase their work force and most complain about CCP Shanghai , now do you really think that's a good ideal ??? Get the little things right first and build off of that .
Increasing cool downs would make many a greater sitting duck and I can hear the spam attack of the community right now about that and would dwindle the tank interest and wouldn't justify the massive amount of skill points needed to compete or to even gain access to items like turrets , hulls and mods . This is just a bad ideal and would do more harm than good . Think about it , the damage resistance is not in the hulls ( like it should be ) it's in and from the mods and with needed changes to AV you might bring an even worst situation than pre 1.7 .
Stop bashing militia tanks , it's the ONLY thing militia that's worth something and this is needed . The level of competition must be increased so this game can have a better battlefield experience and players won't leave . They need to find things in this game that make since , that doesn't question someone's intelligence , that brings a since of believe ability and that they can't find in any other game . Right now that's not being done .
Making this game easier is not the answer , increasing the level of competition is the right way to increase numbers and keep them solid .
Please read the OP post again.
I'm actually defending militia tanks and modules from being nerfed in a harder way, by the effectiveness nerf (which would mean that once veteran tank and junior tank go heads up, the winner is almost always veteran.) The 'full power, long cooldown' philosophy is opposite to that.
I'm advocating for CCP to stay on course and and MLT tanks to be almost as powerful, but deny the continous field dominance.
Also, having resistances in module activation and weakness at other times is a great design. Permanent hull resistances would be a step back.
Tank spam getting onto your nerves?
An improvement:
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
298
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Posted - 2014.01.06 00:11:00 -
[14] - Quote
KEROSIINI-TERO wrote:
Please read the OP post again.
I'm actually defending militia tanks and modules from being nerfed in a harder way, by the effectiveness nerf (which would mean that once veteran tank and junior tank go heads up, the winner is almost always veteran.) The 'full power, long cooldown' philosophy is opposite to that.
I'm advocating for CCP to stay on course and and MLT tanks to be almost as powerful, but deny the continous field dominance.
Also, having resistances in module activation and weakness at other times is a great design. Permanent hull resistances would be a step back.
Wasn't aware I was calling anyone out , I thought I was speaking in general but anyway , How would longer cool downs be in favor of " junior " tankers who have less skill points invested so they are already at a disadvantage and also with longer cool downs , the advantage would favor the one with the greatest investment , which I can't get mad at but handcuffing those who already have their short comings exposed by and from the lack there of would increase their disadvantage disproportionately .
I would hope in the future that armies ( which they are always working on ) would find a way to have greater resistance in place of their hulls , not only to protect the crew but the equipment that the hulls are built around . It's a shame to think otherwise and that's common since . This is a game about war and militaries . God rest his soul but look at what happened with Paul Walker and that expensive car that he was in when he died and how it just exploded because of the fancy frame . Military items need strength to handle the cold and other elements also the pressure of being under constant fire and being surrounded by explosions . Is that hard to understand ..??.. guess it is and it's prob why CCP got it wrong as well .
As far a militia tanks having dominance , I see that as only being when that is the only tank in the match . Bring up a Maddy or a Gunner with advanced or prototype equipment and you will soon see the militia tanks disappear and this is a known fact .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Atiim
Living Like Larry Schwag
3052
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Posted - 2014.01.06 00:17:00 -
[15] - Quote
I think the real problem with the cooldown time lies in the fact that everyone and their dogs decides to re-call the tank before the hardners leave their cooldown state, which effective destroys the whole "waves of opportunity" ideal.
I think that having modules stay in the state even when recalled is an order. This way, your mods are still on cooldown even if you recall and call another one in.
Most hated person since Lueko and Checkmate
AV is easy huh? Talk is cheap.
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Atiim
Living Like Larry Schwag
3053
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Posted - 2014.01.06 00:21:00 -
[16] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: As far a militia tanks having dominance , I see that as only being when that is the only tank in the match . Bring up a Maddy or a Gunner with advanced or prototype equipment and you will soon see the militia tanks disappear and this is a known fact .
Now that's the problem.
Not everyone is, nor should anyone be forced to use a tank to destroy a tank.
Most hated person since Lueko and Checkmate
AV is easy huh? Talk is cheap.
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Vrain Matari
ZionTCD Public Disorder.
1434
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Posted - 2014.01.06 00:55:00 -
[17] - Quote
Atiim wrote:I think the real problem with the cooldown time lies in the fact that everyone and their dogs decides to re-call the tank before the hardners leave their cooldown state, which effective destroys the whole "waves of opportunity" ideal.
I think that having modules stay in the state even when recalled is an order. This way, your mods are still on cooldown even if you recall and call another one in. maybe allow recall when modules are not in 'active' or 'cooldown' state.
I support SP rollover.
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KEROSIINI-TERO
The Rainbow Effect
969
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Posted - 2014.01.06 04:11:00 -
[18] - Quote
Atiim wrote:
I think that having modules stay in the state even when recalled is an order. This way, your mods are still on cooldown even if you recall and call another one in.
That's undoable as long as people are free to create their own fits.
I could, for example, use up a armor tank and call a shield tank next. No armor cooldown could be in effect.
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
969
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Posted - 2014.01.06 04:42:00 -
[19] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:
As far a militia tanks having dominance , I see that as only being when that is the only tank in the match . Bring up a Maddy or a Gunner with advanced or prototype equipment and you will soon see the militia tanks disappear and this is a known fact .
actually in 1.7, for the first time ever in Dust, fresh tankers have a real fighting chance vs veterans. The new 'full power' modules have made it possible.
What you say about the end result, that is to be expected and all right. At least if the MLT tankers don't know their limitations and have patience. But, if a MLT tanker is experienced and skilled they can be used to fight even superior numbers of STD tier tanks (I've seen some ppl pull awesome stunts)
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
969
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Posted - 2014.01.06 04:43:00 -
[20] - Quote
Vrain Matari wrote:Atiim wrote:I think the real problem with the cooldown time lies in the fact that everyone and their dogs decides to re-call the tank before the hardners leave their cooldown state, which effective destroys the whole "waves of opportunity" ideal.
I think that having modules stay in the state even when recalled is an order. This way, your mods are still on cooldown even if you recall and call another one in. maybe allow recall when modules are not in 'active' or 'cooldown' state.
Now this is a good and reasonable suggestion. +1.
Tank spam getting onto your nerves?
An improvement:
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bogeyman m
Learning Coalition College
9
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Posted - 2014.01.15 07:02:00 -
[21] - Quote
Adjusting/correcting the cool down period is fine, but it doesn't matter much if the tank can simply out run a swarm missile anyway. How about dealing down those speeds some?
Also, someone had the idea of restricting vehicle spawning to only designated areas as well as increasing time delays for new drop requests. These are two great ideas to encourage more strategy into vehicle play.
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Korvin Lomont
United Pwnage Service RISE of LEGION
459
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Posted - 2014.01.15 09:27:00 -
[22] - Quote
Atiim wrote:I think the real problem with the cooldown time lies in the fact that everyone and their dogs decides to re-call the tank before the hardners leave their cooldown state, which effective destroys the whole "waves of opportunity" ideal.
I think that having modules stay in the state even when recalled is an order. This way, your mods are still on cooldown even if you recall and call another one in.
This and the ability to stack multiple hardeners to overcome the cooldown period (on std. HAV's). An option could be to not allow vehicle recall when they have modules in cooldown...This would at least solve the recall issue to some degree |
Auris Lionesse
SVER True Blood Public Disorder.
55
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Posted - 2014.01.15 11:21:00 -
[23] - Quote
When are vehicles and suits getting caps? |
Harpyja
Molon Labe. Public Disorder.
1087
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Posted - 2014.01.15 14:47:00 -
[24] - Quote
Increasing cooldowns won't solve the problem. Instead, people will just call in a fresh new tank ready to stomp again with the effectiveness of a proto fit tank.
We need to bring tiered modules back, and/or increase the SP gap by adding bonuses to skills. A MLT tank should NOT be as effective as a proto fit tank. Someone with 0 SP should NOT receive 60% resists or 30% damage bonus. Closing the gap between fresh and experienced tankers was a bad idea because it brought along with it noobs that don't want to invest SP but still own the field.
If a fresh pilot really wanted to learn how to tank, they'd put up with their ineffectiveness until they got better. I was running a Sica mostly back in Chromosome when the Sagaris and Surya would eat me up for a snack. But I was able to learn how to avoid them and how to even make them run. All of these new tankers in 1.7 are receiving a massive crutch that we experienced tankers never had.
Gaps help to improve players. Removing the gap and there's little reason to improve.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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KEROSIINI-TERO
The Rainbow Effect
989
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Posted - 2014.01.15 22:16:00 -
[25] - Quote
Harpyja wrote:Increasing cooldowns won't solve the problem. Instead, people will just call in a fresh new tank ready to stomp again with the effectiveness of a proto fit tank.
We need to bring tiered modules back, and/or increase the SP gap by adding bonuses to skills. A MLT tank should NOT be as effective as a proto fit tank. Someone with 0 SP should NOT receive 60% resists or 30% damage bonus. Closing the gap between fresh and experienced tankers was a bad idea because it brought along with it noobs that don't want to invest SP but still own the field.
If a fresh pilot really wanted to learn how to tank, they'd put up with their ineffectiveness until they got better. I was running a Sica mostly back in Chromosome when the Sagaris and Surya would eat me up for a snack. But I was able to learn how to avoid them and how to even make them run. All of these new tankers in 1.7 are receiving a massive crutch that we experienced tankers never had.
Gaps help to improve players. Removing the gap and there's little reason to improve.
You are partially right but also partially wrong.
People are cheap. People are unlikely to leave even MLT tanks to be self destructed. There's been a minimal amount of abandoned tanks for any reason.
My tank character is far better than a tanker with <5M SP in tanks but it still can be threatened by those. The point is there's plenty of difference even now (skills about active duration, cooldown and the horde of fitting skills) but the difference isn't titanic.
Looks like we agree on that zero-SP tankers have it too easy. Perhaps there should be other solution in addition to cooldowns.
FEEDBACK: Analysis on 1.7 tank functionality
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Goric Rumis
Dead Six Initiative Lokun Listamenn
329
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Posted - 2014.01.18 19:43:00 -
[26] - Quote
This is a good thread. I don't think your solution fixes the whole picture, but it's a great discussion and I'd love to make sure it gets bumped.
The concept of the militia version giving you a taste of what the fully-skilled version is like, but with greater limitations, is solid. I'd like to see militia tanks with only a main turret (no small turrets), to allow for lower base PG/CPU, to more accurately limit fittings--especially since most people tanking these days are going at it solo anyway.
The Tank Balancing Factor No One Is Discussing
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
165
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Posted - 2014.01.18 20:15:00 -
[27] - Quote
Possible fixes for MLT 0 sp tanking: 1. Increase cpu/pg of mlt modules and turrets 2. Add passive gains for investing into some tanking skills that give an edge to investing sp into them. 3. Make mlt tanks like the state versions. Force them to have all 3 turrets. |
KEROSIINI-TERO
The Rainbow Effect
993
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Posted - 2014.01.19 02:22:00 -
[28] - Quote
Goric Rumis wrote:This is a good thread. I don't think your solution fixes the whole picture, but it's a great discussion and I'd love to make sure it gets bumped.
Thanks. You're right it's not supposed to be the final answer.
FEEDBACK: Analysis on 1.7 tank functionality
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