Operative 1171 Aajli wrote:Madrugar is a Gallente tank. Gallente are supposed to zoom in quick and fight close. Therefore, the speed mods need to be reduced in duration but provide a faster spurt of power to overcome initial torque. Right now they have longer duration with less speed.
Rail is Caldari therefore it is supposed to be long range. It is BS right now that the rail is the best close range weapon too. Solution is to return the spool up time with the recharge time and quicker overheat along with a repeating feature like before that meant reduced damage for each subsquent shot. I shouldn't have to play dances with tanks so much at CQ with a rail and a rail user shouldn't feel comfortable in CQ.
Right now no SP non-tankers are finding it way to easy to call in mil fit, one off rail dmg mod tanks and that is effectively closing out any other type of play. Why use anything else when the rail does it all? Also, this is giving tankers a bad name because non-tankers are complaining about tanks when the problem is non-tankers are taking advantage of mil tanks to gain a cheap advantage. If only skilled tankers could apply that power you wouldn't see the tank spam.
Likewise, a mil or basic rail shouldn't have that long of a range. I'd like to see range added as a skill or module that increases therail range to the present range. Even better would be to have different ranges to the turret tiers. Standard would fire about one third the length of a map like iron Delta and the proto could reach to about three fourths.
Make infantry happy and bring back a need to have a small turret gunner for effective anti infantry by reducing the large blaster RoF to more an anti vehicle, particularly LAV, role.
I'd like to see only one small turret on the tanks and that would be on the top instead of defaulting to the front.
There was a post on the overall goal CCP was trying to achieve with tanks. I can't seem to find it, was back in 1.5 or so. If anyone can find it, please link.
They stated their views of how the tanks should work. The gallente were to be the stand and deliver, an in your face tank, that focused more on taking damage. Able to engage the enemy for an extended time.
Caldari are to be the Hit and Run type, get in fast, do damage, and get back out. Engagements are to be limited.
That was CCP's official statement on the matter, once they started working on fixing tanks.
As far as rails go, agreed, they can't be the best at everything. Some would disagree, but if we want balance this kind of thinking needs to stop. Want to do high alpha, then you have to give something up.
A lot of people like to compare a rail tank to a sniper. While there are similarities, the infantry sniper is at a disadvantage when not at range. That's the point people miss, said sniper doesn't generally kill in CQC or mid range combat. They MUST use the range, because they are far to vulnerable when close. See, that is the trade off, You may gain range and high alpha, but you lose out in defenses(trade off for damage) and range is limited by the scope(long range, not effective in mid or cqc).
A rail tank is nothing like that. They can kill at range, maintain a damage mod for dps, effective in CQC and mid range combat, can still fit for heavy tanking, immune to anything but other tanks and AV. Where are the downsides to using a rail??
Rails are the go to weapon for busting tanks, because they excel in all areas, and have virtually no weakness. Broken.
Milita tanks are another story, and I'm getting to them in my OP.