|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Quil Evrything
Triple Terrors
668
|
Posted - 2014.01.07 18:55:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1681633#post1681633
"Tanks still feel too strong in 1.7 and AV is not strong enough to stop them. WeGÇÖll need to do something about MLT tanks."
Err... now I'm concerned. What does "something" mean?
Some people have taken this to mean "make militia tanks weaker". But that would be insane.
If "(non-militia tanks) are too strong in 1.7", and also "AV is not strong enough to stop them", that to me says two things:
1. the only counter to a tank, is another tank 2. militia tanks need to stay the same, or get STRONGER (at least on the anti-tank level), to be able to successfully counter non-militia tanks.
So, can we get a clearer statement of direction from the devs, please?
(As for me, I think tanks are actually pretty good as-is. I've found some militia fittings that, with some amount of SP investment, can be an excellent counter to higher level tanks. But pure militia fittings are weak comparatively speaking to other tanks)
|
Quil Evrything
Triple Terrors
668
|
Posted - 2014.01.07 19:51:00 -
[2] - Quote
Tebu Gan wrote:
But on the issue of milita tanks, there just isn't a strong enough divide between a SP invested tanker, and a non SP invested tanker.
What is the point to skill points, when a milita is nearly as effective as my gunnlogi!!
And I can answer that question with important specifics.
A militia tank, can fit certian militia modules. however, the CCP balance dudes, did their sneaky number tweaking, so that unless you invest SP points, you can ALMOST.. but not QUITE.. do things like add both a heavy shield, AND 120mm armor, to a militia tank. (plus a repper and other things, I mean)
Invest the SP points, and you can fit them. Just barely.
The point to gunlogis, are the extra slot(s). You invest the SP (and extra ISK) to get a little more power, and extra slots, JUST LIKE YOU DO FOR PROTO SUITS.
Just like for higher suits, you pay x4 the ISK (and gobs of SP investment) for something that simply has an extra slot or two.
It actually makes sense, from the standard DUST perspective, as-is. It's just unfortunate there's so much QQ about it becuase ( I would guess) not enough people have figured this out yet.
Maybe, like the suits, there needs to be true 'militia' versions of soma and sica (with further reduced slot count), and then the current sica/soma become the "standard" models. hopefully with a much lower cost to entry for HAVs.
I would be really annoyed if the current level of sica and soma just went away. i think they're similar to the ADV level of dropsuits, really.
|
Quil Evrything
Triple Terrors
668
|
Posted - 2014.01.07 19:52:00 -
[3] - Quote
Maken Tosch wrote:Quil Evrything wrote:1. the only counter to a tank, is another tank
/looks at his LAV strapped with REs.
well yeah that too. But most people consider that sort of thing to just be for crazy people
|
Quil Evrything
Triple Terrors
669
|
Posted - 2014.01.07 22:58:00 -
[4] - Quote
Harpyja wrote:Quil Evrything wrote:Maybe, like the suits, there needs to be true 'militia' versions of soma and sica (with further reduced slot count), and then the current sica/soma become the "standard" models. hopefully with a much lower cost to entry for HAVs If anything, the cost to entry should be increased. Tanks should not be cheap throwaways. Increase their price and increase their cost to entry.
weelll.. maybe.
Only problem is, a pure, non-fitted militia tank, is a cheap throwaway. it's fairly easily destroyed. Contrariwise, fitting it out NICELY, drives the cost up to 100K and above.
maybe the cost of miltia 'heavy' modules needs to be drastically increased. Keep the "light" vehicle module cost low, but make tank-level modules more expensive? Maybe for all heavy modules, not just militia?
|
|
|
|