Harpyja
DUST University Ivy League
1035
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Posted - 2014.01.07 20:51:00 -
[1] - Quote
CCP needs to bring back tiers for the modules if/when militia tanks are nerfed. Make SP investment increase the effectiveness of one's vehicle instead of just on and off time.
A scrub with 0 invested SP shouldn't be able to withstand a couple proto AV while a dedicated pilot should.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
1036
|
Posted - 2014.01.07 21:44:00 -
[2] - Quote
Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. No. Just limit to one shield/armor hardener and keep current cooldown/active times. Then also change effectiveness.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
1037
|
Posted - 2014.01.08 02:05:00 -
[3] - Quote
KEROSIINI-TERO wrote:Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob. Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer. It IS the way to go. Either tiers or have a skill for everything. Skills that increase base HP, acceleration, top speed, damage, etc. there needs to be some gap between invested pilots and FOTM scrubs with 0 SP. And this gap will only form under tiers or having skills for everything.
What difference does it make if you have to wait 45 seconds or 100 seconds for your shield hardener to cool down? I mean, calling in that Sica was probably for taking out another vehicle, right? If you succeeded, all you do is retreat and recall, regardless of how long your cooldown time is. And please tell me, what tank battle lasts more than 24s? I commonly deactivate my hardener before it has ran its full 30 seconds. Cooldown and active times don't change the course of battle at all when the modules give the same attributes. They only dictate when the battle happens.
There needs to be a reason why there should be dedicated pilots. Right now someone with 0 SP and a railgun Sica with a militia shield hardener and damage amplifier can take out vehicles just as well as I can with my 13 million invested SP.
You're saying that it shouldn't be where only specced pilots can be effective. It's the same for snipers. You want to be a good sniper? Well you need to invest SP! Good luck killing anything with the sniper starter fit and with 0 SP in sniping. I see no reason why vehicles shouldn't be the same. You want to be an effective pilot? Then you'd better damn well invest some SP!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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