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8213
0uter.Heaven Ishuk-Raata Enforcement Directive
1341
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Posted - 2014.01.16 10:35:00 -
[1] - Quote
Here's my pitch for tank/vehicle balance.
1. Hardener modules shouldn't be able to overlap unless 3 are equipped. Example: Active- 25 seconds / Cooldown- 51 seconds per hardener.
2. Militia tanks need one less slot in respective counter. (Example: Sica- 2 highs / 1 low)
3. Militia tanks need 15% less available CPU/PG
4. Militia tanks need 10% reduction to shield and armor
5. Recall needs to be by RDV. Meaning a RDV accessible location must be present for recall.
6. 60 seconds between tanks per player. You have to wait 60 seconds after you've recalled, been destroyed, or called in an existing tank before you can call in another.
7. 3 tanks per team. Hacked tanks still count for team they were hacked away from.
8. FG charge time return to 1.6 standards
9. Swarm and AV nades left to 1.7 standards
10. Plasma Cannon... a whole new thread could discussed about what to do with that.
11. 15% added to railgun heat build-up per shot
12. 50% range decrease to blaster turret
13. Add back heat sink module(active high-slot, passive low-slot)(5%, 10%, 17% reduction for active. 3%, 5%, 10% for passive)
Simple as that. Tanks would be effective and balanced. I did this from my phone, so I'll tweak it more later.
Fish in a bucket!
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8213
0uter.Heaven Ishuk-Raata Enforcement Directive
1342
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Posted - 2014.01.16 10:47:00 -
[2] - Quote
Yeah, I'll offer up more details once I get on my computer. I just read this.
Fish in a bucket!
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True Adamance
Kameira Lodge Amarr Empire
5786
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Posted - 2014.01.16 10:50:00 -
[3] - Quote
8213 wrote: 12. 50% range decrease to blaster turret
For the most part good suggestions save this......what logic is there behind this even small plasma based blaster tech turrets fire up to 3-5km EVE side.
These turrets are likely smaller variats but why would you make the blasters effective range less than the RR which is a tenth of the size and significantly lacking in projectile pay load?
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Jacques Cayton II
Fatal Absolution Covert Intervention
540
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Posted - 2014.01.16 10:54:00 -
[4] - Quote
8213 wrote:Here's my pitch for tank/vehicle balance.
1. Hardener modules shouldn't be able to overlap unless 3 are equipped. Example: Active- 25 seconds / Cooldown- 51 seconds per hardener.
2. Militia tanks need one less slot in respective counter. (Example: Sica- 2 highs / 1 low)
3. Militia tanks need 15% less available CPU/PG
4. Militia tanks need 10% reduction to shield and armor
5. Recall needs to be by RDV. Meaning a RDV accessible location must be present for recall.
6. 60 seconds between tanks per player. You have to wait 60 seconds after you've recalled, been destroyed, or called in an existing tank before you can call in another.
7. 3 tanks per team. Hacked tanks still count for team they were hacked away from.
8. FG charge time return to 1.6 standards
9. Swarm and AV nades left to 1.7 standards
10. Plasma Cannon... a whole new thread could discussed about what to do with that.
11. 15% added to railgun heat build-up per shot
12. 50% range decrease to blaster turret
13. Add back heat sink module(active high-slot, passive low-slot)(5%, 10%, 17% reduction for active. 3%, 5%, 10% for passive)
Simple as that. Tanks would be effective and balanced. I did this from my phone, so I'll tweak it more later. I like it but keep in mind the Caldari heavy will have alot of high slots so forge guns may be used more in the future
We fight for the future of the State not our
personal goals
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NAV HIV
The Generals General Tso's Alliance
792
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Posted - 2014.01.16 15:30:00 -
[5] - Quote
8213 wrote:Here's my pitch for tank/vehicle balance.
1. Hardener modules shouldn't be able to overlap unless 3 are equipped. Example: Active- 25 seconds / Cooldown- 51 seconds per hardener.
2. Militia tanks need one less slot in respective counter. (Example: Sica- 2 highs / 1 low)
3. Militia tanks need 15% less available CPU/PG
4. Militia tanks need 10% reduction to shield and armor
5. Recall needs to be by RDV. Meaning a RDV accessible location must be present for recall.
6. 60 seconds between tanks per player. You have to wait 60 seconds after you've recalled, been destroyed, or called in an existing tank before you can call in another.
7. 3 tanks per team. Hacked tanks still count for team they were hacked away from.
8. FG charge time return to 1.6 standards
9. Swarm and AV nades left to 1.7 standards
10. Plasma Cannon... a whole new thread could discussed about what to do with that.
11. 15% added to railgun heat build-up per shot
12. 50% range decrease to blaster turret
13. Add back heat sink module(active high-slot, passive low-slot)(5%, 10%, 17% reduction for active. 3%, 5%, 10% for passive)
Simple as that. Tanks would be effective and balanced. I did this from my phone, so I'll tweak it more later.
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NAV HIV
The Generals General Tso's Alliance
792
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Posted - 2014.01.16 15:30:00 -
[6] - Quote
Everything makes sense in that one, except for :
9. Swarm and AV nades left to 1.7 standards ?!!!
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Takahiro Kashuken
Red Star. EoN.
2229
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Posted - 2014.01.16 15:40:00 -
[7] - Quote
8213 wrote:Here's my pitch for tank/vehicle balance.
1. Hardener modules shouldn't be able to overlap unless 3 are equipped. Example: Active- 25 seconds / Cooldown- 51 seconds per hardener.
2. Militia tanks need one less slot in respective counter. (Example: Sica- 2 highs / 1 low)
3. Militia tanks need 15% less available CPU/PG
4. Militia tanks need 10% reduction to shield and armor
5. Recall needs to be by RDV. Meaning a RDV accessible location must be present for recall.
6. 60 seconds between tanks per player. You have to wait 60 seconds after you've recalled, been destroyed, or called in an existing tank before you can call in another.
7. 3 tanks per team. Hacked tanks still count for team they were hacked away from.
8. FG charge time return to 1.6 standards
9. Swarm and AV nades left to 1.7 standards
10. Plasma Cannon... a whole new thread could discussed about what to do with that.
11. 15% added to railgun heat build-up per shot
12. 50% range decrease to blaster turret
13. Add back heat sink module(active high-slot, passive low-slot)(5%, 10%, 17% reduction for active. 3%, 5%, 10% for passive)
Simple as that. Tanks would be effective and balanced. I did this from my phone, so I'll tweak it more later.
1. They dont unless you have max skills and 3 complex for shields
2. Fine
3. Fine
4. Fine
5. No, im happy with my disappearing tank like im happy with my instant swap at a depot unless infantry have to change suits like spend a minute getting in and out of a suit lol
6. It feels like its 30 now anyways
7. No, unless only 1 proto suit on each side, 2 assaults/2 logis/2 heavys and then 5 commandos and scouts
8. Why? FG is working fine as it is
9. Fine
10. Needs a buff
11. Give me Thermodynamics skill so i can reduce heat build up by 3% per level
12. Its CQC anyways i rarely kill past 200m, 100m is my optimal at best
13. We need alot more mods to be put back in and more skills too like PG/CPU skills and shield/armor HP skills etc
Intelligence is OP
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HYENAKILLER X
AGGRESSIVE TYPE
478
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Posted - 2014.01.16 15:44:00 -
[8] - Quote
8213 wrote:Here's my pitch for tank/vehicle balance.
1. Hardener modules shouldn't be able to overlap unless 3 are equipped. Example: Active- 25 seconds / Cooldown- 51 seconds per hardener.
2. Militia tanks need one less slot in respective counter. (Example: Sica- 2 highs / 1 low)
3. Militia tanks need 15% less available CPU/PG
4. Militia tanks need 10% reduction to shield and armor
5. Recall needs to be by RDV. Meaning a RDV accessible location must be present for recall.
6. 60 seconds between tanks per player. You have to wait 60 seconds after you've recalled, been destroyed, or called in an existing tank before you can call in another.
7. 3 tanks per team. Hacked tanks still count for team they were hacked away from.
8. FG charge time return to 1.6 standards
9. Swarm and AV nades left to 1.7 standards
10. Plasma Cannon... a whole new thread could discussed about what to do with that.
11. 15% added to railgun heat build-up per shot
12. 50% range decrease to blaster turret
13. Add back heat sink module(active high-slot, passive low-slot)(5%, 10%, 17% reduction for active. 3%, 5%, 10% for passive)
Simple as that. Tanks would be effective and balanced. I did this from my phone, so I'll tweak it more later. I think you wanted av back to 1.6.
+1
You are welcome for my leadership
*Proven Aggressive Type
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