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Tailss Prower
501ST JFW StrikerZ Unit
143
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Posted - 2014.01.30 13:45:00 -
[1] - Quote
Tebu Gan wrote:So a maxed tanker can essentially negate any amount of downtime needed. While still a bit of downtime, this isn't until after at least a minute and a half. While with 2 hardeners there will be about 15 seconds of downtime, this is after a full minute of uptime. In the gunnlogis case, downtime should be a huge issue as a trade off for such high resistances. What I think is needed though, is lower the resistance slightly, reduce duration to account for skills. And add in a speed bump, to compensate for the lower resistances. Place more emphasis on actually using hit and run tactics, while placing less emphasis on the absolute need for hardeners. It seems forgotten, that damage mitigation means so much more than simply taking damage. What I would suggest for hardeners though, is to add a stacking penalty in. Where any mod after the first, increases cooldown time. So stacking 3 will not mean you can cycle them non stop. Maddies on the other hand, are more focused on receiving damage, but rather than having high resistances, they have lower resist that last longer, but a constant rep to their armor. The reps helps to mitigate the loss of a higher overall resistance. Man are these things tough too. In all honesty, I don't have too experience to go too far into details on armor tanks.
What I can say though, is with 2 hardeners up and active, these things are beastly. Still, I would still rather go up against a maddie than a gunnlogi. At least these things are killable with hardeners active. I feel that armor hardeners are in a pretty solid place coupled with armor repairers. They do the job they were designed to do, Stand and Deliver. But I think to complete that idea, speed is going to need to take a hit. You can't be a strong heavy hitter without trading something off for it. If damage mitigation is focused on taking damage, reduce speed to compensate. I always imagined the maddie being the slow lumbering giant, and gunnlogi the small and nimble fox. While the Giant can easily crush the Fox, he's got to actually hit the thing first. And the Fox has to work down his opponent, little pieces at a time. Turrets and Damage Mods Namely rail turrets. When you think about killing another tank, Rails are always the first thought. It is the BEST weapon for the job. Using just one damage mod and a proto rail, you can drop anything in just a few shots. Often times before they can drop hardeners on. But some would argue, "well that's what they are intended for". I say for the sake of balance, that train of thought is wrong. Rails I mentioned earlier that in order to gain an advantage, you must lose an advantage somewhere for the sake of balance. You can't have it all. A railgun currently has it all. Highest Alpha damage in the gameLongest rangeSo of all the turrets, not only can it pump out more Alpha dps, it can do so from 600M away. You could say that because of the slower turning turret it doesn't do well in CQC, because it can't track as quickly. While this is true, it only holds true if the other tank maintains a tight position on the rail turret, but at this point it is fighting it's own tracking as well. Outside of this extremely close range though, a rail turret struggles far less with tracking. I use rails in all engagements, whether it be in your face or at a distance, the reason I always use them is because they work at range and up close. Much unlike blasters and missiles that require you to always maintain a close distance. With a rail, I can easily outdistance my opponents or simply stay out of effective range and pummel my enemy to death. Rails need a trade off, and tracking isn't it. If you want High Alpha, you have less effective range. Or you can have lower Alpha damage, and more effective range. All and all, a rail tank should not be the one turret that murders all other types. That is not balance. Each turret should be nearly effective as the next turret, the differences being in how they are used in comparison to the others.Let's take for example a rail, with High Alpha but say a range of 300 meters max. It forces a rail tank to engage the other turret types very close to their max effective ranges. No more bombarding from a high area half way across the map. It would push them into an area, in which they can easily be engaged, but they still have a high alpha to. ok I'm gonna start here I agree that maddie's should be slow but they are only fast when they pick up speed they have high top speed but slow accel while gunnlogi has high accel but low top speed and your right for the most part on the maddies fittings however I feel you don't need 2 hardners hell I have trouble fitting my tank when it's like that instead do this
1x complex hardner 1x complex heavy armor rep 1x cpu upgrade 1x enhanced scanner 1x fuel injector and your proto railgun
this is my current maddie which is built to take on vehicles while also able to get a quick accel which is basicly what the fuel injector does is incease accel speed and the scanner to help infantry find and kill nearby infantry now onto the rails yes they are powerful which is why I think they shouldn't have dmg mods but ya know thats how I feel and having differen't types does sound intresting I would also agree that range can be a bit much if you took out the damage mods for railguns it would make red line tanking with a railgun less desired and lowering the range to around 400m-450m would be more reasonable this would make it more balanced since as it stands the railgun isn't overpowering when it doesn't have a dmg mod I think the dmg mods normally over powers it and honestly I say just limit hardners to 1 per tank makes it a little more tactical for tanks and gives infantry alot more breathing room |
Tailss Prower
501ST JFW StrikerZ Unit
143
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Posted - 2014.01.30 13:49:00 -
[2] - Quote
Knight Soiaire wrote:Rail turrets can kill in 3-4, and sometimes even two shots, so it should overheat in 3-4 Shots, and it needs a nerf to magazine capacity. only if it hits a tank that has no hardner if that tank was a madd with a hardner on and I mean only 1 hardner it would take around 5-7 shots with a proto railgun to kill him unless you had a damage mod or 2 on your tank |
Tailss Prower
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Posted - 2014.01.30 13:57:00 -
[3] - Quote
Tebu Gan wrote:TheAmazing FlyingPig wrote:Wanna "fix" tanks?
One module group allowed per fitting. No triple hardened Gunnlogi's, no triple rep Madrugars. It would still keep tanks powerful, but also bring them closer to the "waves of opportunity" model CCP wanted, rather than perma-bricks.
Of course, this would have to be coupled with the introduction of new modules, because right now we have a very limited selection and everyone would be running the same fits with very little variance. I think, hardeners are not the BIGGEST problem. Right now you are absolutely right, selection is limited, and there is no variance in the fits. That is because, CCP isn't finished with tanks. They stripped that variety with intent to add things back in later. It's not that a gunnlogi shouldn't use triple hardeners, it's the fact you can run them non stop. I'm wondering, how could you go about allowing a ultra high resistance, for an extended time. What negatives are associated with that. Maybe they could add in a penalty for stacking hardeners, that every mod after the first increases your cooldown time on all modules. So stacking 3 hardeners means you won't be cycling them nonstop.Whata ya think of that? The hardners do have a stacking penalty but the issue is the penalty isn't high enough and if you think about it shield hardners are 60% resistance I really don't think they should be allowed 2 hardners on at the same time regaurdless of the penalty simply because thats high enough for them and same thing to the 40% that the maddie has since as a maddie you always have a passive rep going non stop |
Tailss Prower
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143
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Posted - 2014.01.30 14:07:00 -
[4] - Quote
Takahiro Kashuken wrote:Tebu Gan wrote:Takahiro Kashuken wrote:Tebu Gan wrote:Taka I can't begin to describe to you how uneducated your responses are. I know your stance, I've seen a lot of posts you have made, and they are ALWAYS the same. Use some damn sense man. For example.
I ask, why is speed fine? You respond because it has an engine. REALLY! I did not know that, so all engines make things go fast. I feel SOOO enlightened. I can forget about generators, or tug boat engines, or any other engine that is meant for anything other than propulsion. Jesus, really???
Hardeners, your response : They are fine, i cant fit boosters/extenders/speed mods/dmg mods, its means i cant speed away as fast, it means if 2 FG work together to **** me i cant boost back shield etc etc etc. DO YOU TANK. Hardeners are the ONLY thing you want to use on your tank, with a damage mod OR a booster. Extenders are broken and useless in comparison to hardeners. The reason hardeners are used over the other types, because they are currently part of what makes tanks OP.
I asked about rails and you respond: Its long range high dmg like a sniper and generally useless in cqc and short range. Again I ask, do you even tank. Any good tanker knows, that rails work well at long range AND cqc to mid range. Add in a gunnlogi to the mix, and you can speed up turret tracking, turning your tank in the same direction you turn your turret. It works so well with a gunnlogi, because they are AGILE.
About missile turrets, you respond, all turrets are situational. Yeah, good job you are right. None though are as situational as missile turrets. Lol.
Tanks are not on equal ground in any situation, thus it's flawed before you can begin, you say. I ask AGAIN do you tank? I can't begin to count the number of times I have squared off on equal ground. You can't pretend that it doesn't happen. Those situations I described, those events actually happened. I don't make **** up fella, I speak from experience. Speed is fine tho, i dont have a problem with it when im tanking or using AV, how is it a problem? i can see it being a problem for those AV players who stay in 1 spot all game and expect to get the tank on the 1st shot, if anything chances are webs maybe added in some form to counter the speed - long term things not just speed is OP gibberish like you spout out Hardeners are fine, i can use 3 if i want to but i dont have a booster to rep back shield, i dont get extra shield because no extender, i cant get a speed boost because no speed mod. Hardeners are not OP, stop shooting at a shiny tank unless you have a rail or a FG Rails are fine, so what if the pilot uses a gunlogi to solve the slow turring problem thats smart thing to do but for more agility you give up gun depression Missiles are fine If you square off on equal ground with an enemy tanker then you must be pretty ******* bad, rule 1 engage on your terms Tbh i dont even think you tank since your that ******* bad Umm, I know I shouldn't but... Do you tank? It is IMPOSSIBLE to ALWAYS engage on your terms. But that wasn't the point, the point is, a tanker should know that a direct engagement can go either way, so tactics are something they use to gain an advantage over the opponent. But if the 2 should be face to face, and they start firing at the same time, balance demands they would drop at the same time. That is balance Tanks are OP, and they will be dramatically changing them Taka. All the good tankers have accepted that fact already, and understand that changes to their tanks are needed to keep this game going as a whole. Enjoy you OP tank (which to you is just fine, imagine that) while it lasts. Impossible for you because you are a bad pilot lolface to face, what is this pistols at dawn 50m away from each other? lolno Dramatically changing them i doubt it, they already did a massive overhaul OP for bad players, i dont have problems with tanks as infantry you seem to be forgetting that these are the basic form of tanks right now and we are trying to help CCP find the path thats best |
Tailss Prower
501ST JFW StrikerZ Unit
143
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Posted - 2014.01.30 14:57:00 -
[5] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:TheAmazing FlyingPig wrote:Wanna "fix" tanks?
One module group allowed per fitting. No triple hardened Gunnlogi's, no triple rep Madrugars. It would still keep tanks powerful, but also bring them closer to the "waves of opportunity" model CCP wanted, rather than perma-bricks.
Of course, this would have to be coupled with the introduction of new modules, because right now we have a very limited selection and everyone would be running the same fits with very little variance. I think, hardeners are not the BIGGEST problem. Right now you are absolutely right, selection is limited, and there is no variance in the fits. That is because, CCP isn't finished with tanks. They stripped that variety with intent to add things back in later. It's not that a gunnlogi shouldn't use triple hardeners, it's the fact you can run them non stop. I'm wondering, how could you go about allowing a ultra high resistance, for an extended time. What negatives are associated with that. Maybe they could add in a penalty for stacking hardeners, that every mod after the first increases your cooldown time on all modules. So stacking 3 hardeners means you won't be cycling them nonstop.Whata ya think of that? The hardners do have a stacking penalty but the issue is the penalty isn't high enough and if you think about it shield hardners are 60% resistance I really don't think they should be allowed 2 hardners on at the same time regaurdless of the penalty simply because thats high enough for them and same thing to the 40% that the maddie has since as a maddie you always have a passive rep going non stop Well, if you think about it, with 2 hardeners on at the same time, they only have 30 seconds before they go into CD(gunnlogi). With a stacking penalty that increases CD time, they trade the extra defense for extra downtime. yeah but I was jsut pointing it out and sometimes that extra defence is all they need |
Tailss Prower
501ST JFW StrikerZ Unit
143
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Posted - 2014.01.30 16:32:00 -
[6] - Quote
trollface dot jpg wrote:The 4 steps to tank balance:
Step 1. Stop hardner stacking. Simple enough, and a popular choice around here.
Step 2. Make hardners have drawback effects. Armor hardners, when activated, should slow your movement speed by 80%. Shield hardners should cancel all shield regeneration until the hardner goes off.
Step 3. Increase the strength AND duration of STD hardners by 3%, ADV hardners by 5% & PRO hardners by 10%
Step 4. Slight damage buff to light AV and 'nades (around 10% for light AV, around 5% for AV grenades) to compensate for repair stacking fits (to ensure AV weapons are capable of keeping up with the rep cycle)
Results: Tanks actually have waves of opportunity, militia hardners are trash compared to good hardners, hardners used intelligently are great but used poorly are worthless, and there are finally huge differences between shield and armor tanking besides just the fittings. Armor becomes "stand and deliver", shields become "hit and run" just like they were always meant to be. I would agree with all but teh movement speed simply because even now if I am hit when my hardner is off I might not survive and limiting my movement speed by 80% is both stupid and gamebreaking in it's own sense and buffing avv any with a 80% reduced speed is worse plus if I was moving 80% slower I wouldn't see AV I would see nothing but RE's because then it would be easy to stack those on a tank who can barely move but I mean av buff by only 10% without the hardner downside you mention would be fine same with everything else you said |
Tailss Prower
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Posted - 2014.01.30 21:25:00 -
[7] - Quote
I agree but there are people who use 2 shield hardners at one time or even 3 and I've seen my proto railgun do nothing to which alone would say to much resisitance if the strongest av gun in the game is doing so little to them it causes a problem since everything else can't even touch it
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Tailss Prower
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Posted - 2014.01.30 22:13:00 -
[8] - Quote
Tebu Gan wrote:Tailss Prower wrote:I agree but there are people who use 2 shield hardners at one time or even 3 and I've seen my proto railgun do nothing to which alone would say to much resisitance if the strongest av gun in the game is doing so little to them it causes a problem since everything else can't even touch it
I can tell you for a fact, a proto railgun with a single damage mod, will very much hurt a double hardener setup. Without the hardener, I can 2 shot a gunnlogi, with 2 activated, it takes roughly 4 -7 shots to drop. It is NOT TOO much resistance. I myself run this setup Gunnlogi2x Hardeners 1x Damage mod or Speed boost 1x Armor hardener or armor repair Proto rails Do you want to just 2 shot tanks with a rail? I want long, engaging combat. Not a system where everything dies in just a few seconds. I've had forge gunners, severely **** me up with a single hardener active. I know for a fact, from my experience, that a double hardener setup is NOT immune to a proto rail. And did you read my post in its entirety? There are many things that can be done to hardeners, that suggestion was just my favorite. My theme is balance, in order to gain in one area, you must lose in another So to have 60% resistance we need to lose something in the process. Sure you can have that resistance, but let's say you lose overall damage in the process. So the mod would look something like this. 60% resistance at the cost of 15% overall damage. Want defense, then you trade offensive capabilities. ok for one I was agreeing with you and two I was talking about without a dmg mod we all know the dmg mods make the railgun way mroe powerful I actually wish they would take them out for railguns I had said if he had 2-3 see 2-3 hardners on with out a damage mod doens't hurt him much I don't know how many times I've seen a gunnlogi I hit him 1 time and for whatever reason did no damage for a direct hit now this could be the hardners or maybe a glitch however way it is I'm speaking from experiance nothing more and I am in no way disagreeing with you
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Tailss Prower
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Posted - 2014.01.30 22:59:00 -
[9] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:I agree but there are people who use 2 shield hardners at one time or even 3 and I've seen my proto railgun do nothing to which alone would say to much resisitance if the strongest av gun in the game is doing so little to them it causes a problem since everything else can't even touch it
I can tell you for a fact, a proto railgun with a single damage mod, will very much hurt a double hardener setup. Without the hardener, I can 2 shot a gunnlogi, with 2 activated, it takes roughly 4 -7 shots to drop. It is NOT TOO much resistance. I myself run this setup Gunnlogi2x Hardeners 1x Damage mod or Speed boost 1x Armor hardener or armor repair Proto rails Do you want to just 2 shot tanks with a rail? I want long, engaging combat. Not a system where everything dies in just a few seconds. I've had forge gunners, severely **** me up with a single hardener active. I know for a fact, from my experience, that a double hardener setup is NOT immune to a proto rail. And did you read my post in its entirety? There are many things that can be done to hardeners, that suggestion was just my favorite. My theme is balance, in order to gain in one area, you must lose in another So to have 60% resistance we need to lose something in the process. Sure you can have that resistance, but let's say you lose overall damage in the process. So the mod would look something like this. 60% resistance at the cost of 15% overall damage. Want defense, then you trade offensive capabilities. ok for one I was agreeing with you and two I was talking about without a dmg mod we all know the dmg mods make the railgun way mroe powerful I actually wish they would take them out for railguns I had said if he had 2-3 see 2-3 hardners on with out a damage mod doens't hurt him much I don't know how many times I've seen a gunnlogi I hit him 1 time and for whatever reason did no damage for a direct hit now this could be the hardners or maybe a glitch however way it is I'm speaking from experiance nothing more and I am in no way disagreeing with you Ah, well yes, without a damage mod, you don't do too much damage to a double hardened gunnlogi. But I know I still apply a healthy amount of damage. But I do think that is a healthy thing. I think a bigger part of the problem is the fact that a double hardened gunnlogi does not have enough downtime. And I did mention tweaking the numbers on hardeners a bit. 60 + 60 = 120%. But CCP has stacking penalties I would think apply to the hardeners, you are right, now I know what you were saying with penalties lol. And now that I sit here trying to figure out the strength of the second hardeners, I'm a little dumbfounded. I know the second mod, is above 50% strength when you calculate. But in this case, anything above 55% strength equal 100%. So, how do they calculate stacking penalties I wonder with hardeners. Even if the second is at 50% strength, that's still 90% resistance on the second. I'm not against having this high a number for resistance(It does seem a little extreme), the duration and cd's need to be looked at more than anything. Right now, 30 seconds is plenty time to drop multiple tanks, and mitigate most all damage. Like I said, I think hardeners are a problem, but I think some of these issues can be fixed with a longer CD period, and changes to turrets. Tanks - Balancing turrets Check my other thread out. I hate focusing on just a single thing like hardeners and saying those are the problem. They are part of the problem, but there are a lot of issues with tanks. And I think when you consider one (ie hardeners) you need to consider the other factors involved. Is it that hardeners are too strong, or are turrets not strong enough, or are damage mods too strong. No offense meant earlier fella, I just think we need to work with the idea that hardeners provide some serious resistance, and balance things more or less around them. Btw, What's your fit. Double hardeners and a booster, you can nearly outlast a whole railgun clip, or at least for an overheat. OH I know it isn't just hardners but what I was meaning was that hardners are the main reason AV players not including tank players have so much trouble when trying to kill tanks when it comes down to turrets the blaster sucks overall right now and is only good vs infantry the missle is right now only useful against an armor tank and the rail owns them all right now for the most part but I think taking dmg mods away from the railgun but not teh missle and blaster would work out just fine for tanks
Now about my fit thats easy and I think I always told someone on the forums about it I use
a maddy with 1x complex hardner 1x complex cpu upgrade 1x complex heavy armor rep 1x enhanced scanner 1x fuel injector and finally I have the AUR partical cannon
which all in all costs me 204k isk and 150 aur per tank if it was the isk partical cannon it would be around 450-500k isk which is why I use the AUR gun
I never needed 2 hardners to take on dmg mod tanks nor to do the job I have intended for this tank and I've learned how to deal with the duel hardner tanks but that doens't mean I agree with it
I mainly hunt vehicles since thats what the railgun is for and I have my fuel injector to give me a quick accel boost which is all it does it don't make you go any faster and I have scanner to help my team spot targets when I'm around a null cannon and on the games where there are little to no vehicles or a game where I scared them all half to death I will support infantry with my scanner and me killing infantry with my railgun since I can snipe pretty well I am able to target them with a railgun pretty well |
Tailss Prower
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Posted - 2014.01.30 23:47:00 -
[10] - Quote
Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
I've posted on the forums yesterday about that and to be honest drop railgun range to around 400-450m and remove dmg mods for them and the railgun wouldn't be so big a threat like it is and maybe make it over heat faster possibly a reduction to clip size but this is how I feel it would balance it out with the dmg it has but the idear you said is good too |
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Tailss Prower
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Posted - 2014.01.30 23:52:00 -
[11] - Quote
Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Also if you were to look at it lore wise besides missles railguns had the 2nd best range if not the best range with high power so taking its range would change how the gun was designed for the world of eve and dust so like I said up top lower it's clip size and make it over heat faster and it would solve the issue with it's high power |
Tailss Prower
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Posted - 2014.01.30 23:54:00 -
[12] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
I've posted on the forums yesterday about that and to be honest drop railgun range to around 400-450m and remove dmg mods for them and the railgun wouldn't be so big a threat like it is and maybe make it over heat faster possibly a reduction to clip size but this is how I feel it would balance it out with the dmg it has but the idear you said is good too Remember that at one time, tanks had variety in turrets and their fit. We are stipped bare atm, and no doubt we won't always just have the ONE turret type. Turret types, or some form of it will be incoming. The current railgun is more or less filling in for the moment so CCP can get some good data to balance around. oh I know it's coming just saying more rnage but less power and more power for low range is not the way I would go with it but thats me now say more power but very high over heat chance and weaker power but less over heat kinda like what we used to have would work out great |
Tailss Prower
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Posted - 2014.01.30 23:55:00 -
[13] - Quote
also ammo size could be effective to those 2 types I posted |
Tailss Prower
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Posted - 2014.01.30 23:57:00 -
[14] - Quote
Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
by the way I don't think a gunnlogi should need to be double hardned I think they have 60% resistance because they have the chance of getting hit before turning hardner on and because they have nothing to help mitigrate dmg |
Tailss Prower
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Posted - 2014.01.30 23:59:00 -
[15] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Also if you were to look at it lore wise besides missles railguns had the 2nd best range if not the best range with high power so taking its range would change how the gun was designed for the world of eve and dust so like I said up top lower it's clip size and make it over heat faster and it would solve the issue with it's high power UGh, lore. No, I'm not a fan of EVE lore when it comes to balancing. What works in space WILL NOT work on the ground. These are 2 completely different games with opposite goals and gameplay. And beside, Dust 514 need's it's own lore. What works in the vacuum of space doesn't work on the ground. Planets are a whole different ballgame. but the guns have nothing to do with space for one and it isn't about lore it's about the gun itself it's like saying a blaster in eve has the lowest range out of all guns and then in dust it has the highest range which defiys the entire understanding and logic behind both games being in the same world thats what I mean't when I said lore |
Tailss Prower
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Posted - 2014.01.31 00:01:00 -
[16] - Quote
I'm simply applying logic to every change someone suggests nothing more just logic based off experiance and how it could possibly effect the outcome |
Tailss Prower
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Posted - 2014.01.31 00:06:00 -
[17] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
by the way I don't think a gunnlogi should need to be double hardned I think they have 60% resistance because they have the chance of getting hit before turning hardner on and because they have nothing to help mitigrate dmg Ever get hit with a rail, without your hardeners up? For a shield tank, it means death. I almost HAVE to run 2 hardeners to ensure I don't get 2 shot everywhere I go. With armor tanks, you get a nice rep. On a shield tank, often times it seems like FOREVER waiting on shield recharge. Add me in game and I'll let you drive my proto gunnlogis sometime to get a feel for them. Those armor reps make the use of a second hardener less attractive, not to mention the CPU limitations, I know. But if you think about this too, a gunnlogi has NOTHING useful to put in their low slots (free slots) where as a maddie can fit 2 types of equipment. thats because CCP was scared and worried about giving the shield tnaks to much shield HP because in teh passed that made them op as hell the issue is shields lack the shield hp and also it's style is mroe for players who are aware of their surroundings |
Tailss Prower
501ST JFW StrikerZ Unit
160
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Posted - 2014.01.31 00:08:00 -
[18] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Also if you were to look at it lore wise besides missles railguns had the 2nd best range if not the best range with high power so taking its range would change how the gun was designed for the world of eve and dust so like I said up top lower it's clip size and make it over heat faster and it would solve the issue with it's high power UGh, lore. No, I'm not a fan of EVE lore when it comes to balancing. What works in space WILL NOT work on the ground. These are 2 completely different games with opposite goals and gameplay. And beside, Dust 514 need's it's own lore. What works in the vacuum of space doesn't work on the ground. Planets are a whole different ballgame. but the guns have nothing to do with space for one and it isn't about lore it's about the gun itself it's like saying a blaster in eve has the lowest range out of all guns and then in dust it has the highest range which defiys the entire understanding and logic behind both games being in the same world thats what I mean't when I said lore I'm pretty sure that in eve, that while rail turrets do have the LONGEST range, they have varietys of said turrets, with one being the shortest range, a mid range, and then the longest range turret. And in EVE tracking plays a HUGE part, where on dust, it is very minimal. in eve the only thing that touched range really was the teirs of each weapon the varietys of eve was ammo type which worked based off the type of enemy you fought and what resistances they had which is alot more complex than what we got right now on dust |
Tailss Prower
501ST JFW StrikerZ Unit
161
|
Posted - 2014.01.31 01:16:00 -
[19] - Quote
Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
by the way I don't think a gunnlogi should need to be double hardned I think they have 60% resistance because they have the chance of getting hit before turning hardner on and because they have nothing to help mitigrate dmg Ever get hit with a rail, without your hardeners up? For a shield tank, it means death. I almost HAVE to run 2 hardeners to ensure I don't get 2 shot everywhere I go. With armor tanks, you get a nice rep. On a shield tank, often times it seems like FOREVER waiting on shield recharge. Add me in game and I'll let you drive my proto gunnlogis sometime to get a feel for them. Those armor reps make the use of a second hardener less attractive, not to mention the CPU limitations, I know. But if you think about this too, a gunnlogi has NOTHING useful to put in their low slots (free slots) where as a maddie can fit 2 types of equipment. thats because CCP was scared and worried about giving the shield tnaks to much shield HP because in teh passed that made them op as hell the issue is shields lack the shield hp and also it's style is mroe for players who are aware of their surroundings Don't get caught with your pants down, very true with shield tanks. Hard to get the jump on a good armor tank. That shield buffer makes a big difference as well. but I am right if shield had more hp and they were more aware they would be stronger |
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