Anoko Destrolock
Crimson Saints
33
|
Posted - 2014.01.25 10:08:00 -
[1] - Quote
As we have all clearly seen,
Rails are overpowered Damage Mods are EXTREMELY overpowered MLT tanks are too strong for something sooo cheap. I can afford to lose 3-4 fully fitted mlts and still make a profit Tanking skills are not very beneficial
My suggestions: Nerf rail dmg by 10% and increase fire interval from 1.3 to 1.5 and decrease range to 350m Limit tanks to ONE damage mod. Change damage mods and hardeners to give larger increases at higher tiers - THIS IS A MUST Armor hardener: Complex 40% Enh 35% Std 30% MLT 25% Dmg mods Complex 20% Enh 18% Std 15%
Add more tanking skills: Blaster heat reduction Increased blast radius for missiles CPU Reduction on armor mods PG reduction on shield mods Change turret proficiency to give 7% tracking speed and 2% dmg instead of 10% tracking speed
Some of these changes are needed to separate the unskilled, wanna-be tankers from the real tankers. Others are needed for balance. Everyone would benefit from these changes, both tanks AND infantry.
Players who spend millions of SP in tanking should be able to get vital bonuses which would give them an advantage over a brand new character. The current passive bonuses do not help the way they should in a short term fight. |
The Black Jackal
The Southern Legion The Umbra Combine
984
|
Posted - 2014.01.25 10:15:00 -
[2] - Quote
Anoko Destrolock wrote:As we have all clearly seen,
Rails are overpowered Damage Mods are EXTREMELY overpowered MLT tanks are too strong for something sooo cheap. I can afford to lose 3-4 fully fitted mlts and still make a profit Tanking skills are not very beneficial
My suggestions: Nerf rail dmg by 10% and increase fire interval from 1.3 to 1.5 and decrease range to 350m Limit tanks to ONE damage mod. Change damage mods and hardeners to give larger increases at higher tiers - THIS IS A MUST Armor hardener: Complex 40% Enh 35% Std 30% MLT 25% Dmg mods Complex 20% Enh 18% Std 15%
Add more tanking skills: Blaster heat reduction Increased blast radius for missiles CPU Reduction on armor mods PG reduction on shield mods Change turret proficiency to give 7% tracking speed and 2% dmg instead of 10% tracking speed
Some of these changes are needed to separate the unskilled, wanna-be tankers from the real tankers. Others are needed for balance. Everyone would benefit from these changes, both tanks AND infantry.
Players who spend millions of SP in tanking should be able to get vital bonuses which would give them an advantage over a brand new character. The current passive bonuses do not help the way they should in a short term fight.
I agree that Militia Tanks and Modules are far to easily acquired, and the tiering of Modules should be implemented. However, Rails are not as overpowered as it may seem. In fact, the Large MIssile turrets have a much higher DPS Output. Able to put out approximately 6k Damage in under 2 seconds.
The advantage Railguns have is their range. In close, they don't generally have the turn rate to track faster moving targets. And Rails should always be much longer range. 350m would put them only 50m longer range than Missiles.
And limiting fitting options is also a bad move. Tanks that fit more than 1 Damage Mod already give up a fair bit to do so. Downgrading the levels of each module doesn't affect their effect, but affects their down time and up times. So while Standard Modules allow for a similar tanking ability, the tank cannot stay on the field as long while under fire, and must move away for a longer period of time before returning to the fight.
Separating the Skilled and Unskilled I DO however support, as militia tanks should be either removed, or reduced in overall effectiveness.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
133
|
Posted - 2014.01.25 10:25:00 -
[3] - Quote
Anoko Destrolock wrote:As we have all clearly seen,
Rails are overpowered Damage Mods are EXTREMELY overpowered MLT tanks are too strong for something sooo cheap. I can afford to lose 3-4 fully fitted mlts and still make a profit Tanking skills are not very beneficial
My suggestions: Nerf rail dmg by 10% and increase fire interval from 1.3 to 1.5 and decrease range to 350m Limit tanks to ONE damage mod. Change damage mods and hardeners to give larger increases at higher tiers - THIS IS A MUST Armor hardener: Complex 40% Enh 35% Std 30% MLT 25% Dmg mods Complex 20% Enh 18% Std 15%
Add more tanking skills: Blaster heat reduction Increased blast radius for missiles CPU Reduction on armor mods PG reduction on shield mods Change turret proficiency to give 7% tracking speed and 2% dmg instead of 10% tracking speed
Some of these changes are needed to separate the unskilled, wanna-be tankers from the real tankers. Others are needed for balance. Everyone would benefit from these changes, both tanks AND infantry.
Players who spend millions of SP in tanking should be able to get vital bonuses which would give them an advantage over a brand new character. The current passive bonuses do not help the way they should in a short term fight.
As a long time and vetern tanker i agree compeltley. |