Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KING CHECKMATE
Ametat Security Amarr Empire
4148
|
Posted - 2014.01.28 03:20:00 -
[1] - Quote
Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active.
GIVE ME A RESPEC CCP.
|
Sgt Buttscratch
1415
|
Posted - 2014.01.28 03:22:00 -
[2] - Quote
I just play GT6, more fun
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
|
NK Scout
Storm Wind Strikeforce Caldari State
123
|
Posted - 2014.01.28 03:22:00 -
[3] - Quote
KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active. Lolz
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
|
hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.28 03:25:00 -
[4] - Quote
I actually like this idea hardeners kind or out shine EVERYTHING else you can put on a tank short of a proto weapon and damage mods |
True Adamance
Kameira Lodge Amarr Empire
6247
|
Posted - 2014.01.28 03:39:00 -
[5] - Quote
KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active.
Not a bad suggestion....however not the best. That would only be a temporary fix to current HAV....why not consider that HAV need to be changed so that they reflect a more specialised role on the battlefield....one that shies away from anti infantry.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
|
KING CHECKMATE
Ametat Security Amarr Empire
4150
|
Posted - 2014.01.28 03:41:00 -
[6] - Quote
True Adamance wrote:KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active. Not a bad suggestion....however not the best. That would only be a temporary fix to current HAV....why not consider that HAV need to be changed so that they reflect a more specialised role on the battlefield....one that shies away from anti infantry.
Well im not saying this SHOULD be implied right away.there is a reason i posted this in General Discussions and not in REQUESTS/FEEDBACK.
Its just an idea....
The problem and what makes a tank seem OP is that i can activate 2 Shield hardeners on a tank and while the shield is regenerating, NOTHING will drop me.
Same goes to Armor tanks , which have very good armor Reppers....
GIVE ME A RESPEC CCP.
|
Sgt Buttscratch
1416
|
Posted - 2014.01.28 03:44:00 -
[7] - Quote
I would say return fire to damaged tanks, tanks at 75% Armor suffer -25% movement speed, 50% armor/ -50% movement speed, 25% armor/-25% movement, suffering mechanical damage...
Or give hardeners a maximum amount of damage recieved, say 4x time tanks HP before they fail. So if you drop 20k damage on a tank with hardeners they will stop working.
Just Ideas, but I'm still not convinced tanks are OP, I think the infantry allows them to be TBO
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
|
wripple
WarRavens League of Infamy
118
|
Posted - 2014.01.28 03:46:00 -
[8] - Quote
Dual harden a 70,000 isk Sica and not even a 200,000 ISK forge can kill you, plus missiles and blasters won't impede your insane regen rate. At the very least don't allow hardeners to effect the regen threshold that keeps caldari tanks in check. |
KING CHECKMATE
Ametat Security Amarr Empire
4151
|
Posted - 2014.01.28 03:49:00 -
[9] - Quote
Sgt Buttscratch wrote:I would say return fire to damaged tanks, tanks at 75% Armor suffer -25% movement speed, 50% armor/ -50% movement speed, 25% armor/-25% movement, suffering mechanical damage...
Or give hardeners a maximum amount of damage recieved, say 4x time tanks HP before they fail. So if you drop 20k damage on a tank with hardeners they will stop working.
Just Ideas, but I'm still not convinced tanks are OP, I think the infantry allows them to be TBO
MLT tanks are OP since they are WAY too effective for the price charged. (my 70k Sica is at least 5 times effective than a 200k Proto AV dropsuit,while having 4000+EHP,More range,more speed,and for some stupid *** reason, better dampening LOL)
Regular tanks would be ok,if AV weaponry was never nerfed, But Tank buff + AV nerf = In-balance.
You know **** is **** up when people start to commit suicide in order to destroy tanks...(jihad jeeps)
GIVE ME A RESPEC CCP.
|
abarkrishna
WarRavens
282
|
Posted - 2014.01.28 03:50:00 -
[10] - Quote
How about remove passive repair on vehicles and return to activated modules. Passive repping is stupid.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
|
|
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5526
|
Posted - 2014.01.28 03:53:00 -
[11] - Quote
I'd vouch for a system that only allows for one copy of a module to be placed on a vehicle, but people whine about "muh sandbawkz" (which still has four walls).
Never forget
May 14, 2013: Beta 2.0
|
KING CHECKMATE
Ametat Security Amarr Empire
4151
|
Posted - 2014.01.28 03:55:00 -
[12] - Quote
TheAmazing FlyingPig wrote:I'd vouch for a system that only allows for one copy of a module to be placed on a vehicle, but people whine about "muh sandbawkz" (which still has four walls).
I actually approve of this idea too. I was just proposing ANOTHER one since i havnt seen this one around. No harm done.....
GIVE ME A RESPEC CCP.
|
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
531
|
Posted - 2014.01.28 04:00:00 -
[13] - Quote
You guys do realize that if they implemented any of these things now, by the time the Snare and Weakining AV systems are out (thats speed and hardener reducers) they'd have to reverse everything right back up again.
Tankers wouldn't mind it really because tanks would be even stronger in the finalized version due to having to be rescaled upwards a bit from prior AV support systems because we've all seen CCP doesn't do small incremental changes to find a balancing point.
So basically, you take the bullets now to get mediocre tanks later, or You weaken tanks now, to get strong tanks later.
If you can read this, it means you are reading.
Unless you are skimming
|
KING CHECKMATE
Ametat Security Amarr Empire
4152
|
Posted - 2014.01.28 04:03:00 -
[14] - Quote
Dovallis Martan JenusKoll wrote:You guys do realize that if they implemented any of these things now, by the time the Snare and Weakining AV systems are out (thats speed and hardener reducers) they'd have to reverse everything right back up again.
Two words: PILOT SUITS.
GIVE ME A RESPEC CCP.
|
Sgt Buttscratch
1417
|
Posted - 2014.01.28 04:05:00 -
[15] - Quote
My personal issue with the whole vehicle redo, was that it was ovr thought, too much was done.
What was actaully needed. -Logi LAV removed and rebalanced --done and in progress-- -Logi Dropships needed help, but I'd hate to try shoot one of them down right now -- They are removed for the current time-- -PRO AV needed to be removed- replacing its stats with the pre 1.7 ADV stats, creating a mid between the 1.7 STD and ADV for the new adv. -Armor Tanks -- left AS IS - Shield tanks - needed a fix, poor shield regen compared to armors beasty reps, terrain damage, poor movement, no real bonus for their weapon sets. -Price brought down, costing 1.5m for a VAYU/FALCHION, 750k for a proto STD tank..
What 1.7 did was remove good tank fights, remove the skill of keeping your investment alive, half these scrub tankers here in 1.7 probably have never see the overhead map, probably don't check to see what was just called in, or where a dropship just went. They dont have a squad to help spot and eliminate threats to the tank. It's all very cheap, very much a walmart toy with made in china in hige ******* letters.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
|
KING CHECKMATE
Ametat Security Amarr Empire
4152
|
Posted - 2014.01.28 04:10:00 -
[16] - Quote
Sgt Buttscratch wrote:My personal issue with the whole vehicle redo, was that it was ovr thought, too much was done.
What was actaully needed. -Logi LAV removed and rebalanced --done and in progress-- -Logi Dropships needed help, but I'd hate to try shoot one of them down right now -- They are removed for the current time-- -PRO AV needed to be removed- replacing its stats with the pre 1.7 ADV stats, creating a mid between the 1.7 STD and ADV for the new adv. -Armor Tanks -- left AS IS - Shield tanks - needed a fix, poor shield regen compared to armors beasty reps, terrain damage, poor movement, no real bonus for their weapon sets. -Price brought down, costing 1.5m for a VAYU/FALCHION, 750k for a proto STD tank..
What 1.7 did was remove good tank fights, remove the skill of keeping your investment alive, half these scrub tankers here in 1.7 probably have never see the overhead map, probably don't check to see what was just called in, or where a dropship just went. They dont have a squad to help spot and eliminate threats to the tank. It's all very cheap, very much a walmart toy with made in china in hige ******* letters.
Well said my boi, HERE you earned it.
GIVE ME A RESPEC CCP.
|
Mac Dac
Wraith Shadow Guards D.E.F.I.A.N.C.E
460
|
Posted - 2014.01.28 04:20:00 -
[17] - Quote
KING CHECKMATE wrote:Sgt Buttscratch wrote:I would say return fire to damaged tanks, tanks at 75% Armor suffer -25% movement speed, 50% armor/ -50% movement speed, 25% armor/-25% movement, suffering mechanical damage...
Or give hardeners a maximum amount of damage recieved, say 4x time tanks HP before they fail. So if you drop 20k damage on a tank with hardeners they will stop working.
Just Ideas, but I'm still not convinced tanks are OP, I think the infantry allows them to be TBO MLT tanks are OP since they are WAY too effective for the price charged. ( my 70k Sica is at least 5 times effective than a 200k Proto AV dropsuit,while having 4000+EHP,More range,more speed,and for some stupid *** reason, better dampening LOL) Regular tanks would be ok,if AV weaponry was never nerfed, But Tank buff + AV nerf = In-balance. You know **** is **** up when people start to commit suicide in order to destroy tanks...(jihad jeeps) Thank you so much for bringing up this point!
LOL and some people want to nerf the jihad jeeps
"We should take care not to make intellect our god; it has, of course, strong muscles, but no personality" Albert Einste
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1166
|
Posted - 2014.01.28 07:46:00 -
[18] - Quote
KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active.
(EDIT:Or at least SEVERELY cut off, say 75% less Passive regen while Hardeners are up) No.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
NK Scout
Storm Wind Strikeforce Caldari State
125
|
Posted - 2014.01.28 07:57:00 -
[19] - Quote
Ulysses Knapse wrote:KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active.
(EDIT:Or at least SEVERELY cut off, say 75% less Passive regen while Hardeners are up) No. It would make vehicles super weak again
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
|
Alena Ventrallis
The Neutral Zone
531
|
Posted - 2014.01.28 09:25:00 -
[20] - Quote
TheAmazing FlyingPig wrote:I'd vouch for a system that only allows for one copy of a module to be placed on a vehicle, but people whine about "muh sandbawkz" (which still has four walls). As a vehicle pilot, I'm for this. Force that window of opportunity to close. Permahardened vehicles are gamebreaking, and we have Eve side modules that are limit one per ship (bastion modules, siege modules, triage modules, and cloaks to name a few) so there's no reason not to limit them.
As for OP's idea, that breaks the idea of waves of opportunity. A tank should be extremely hard to kill while their hardeners are up. The limiting factor is there shouldn't be a way to have them up 100% of the time. |
|
hgghyujh
Expert Intervention Caldari State
261
|
Posted - 2014.02.02 11:00:00 -
[21] - Quote
True Adamance wrote:KING CHECKMATE wrote:Thats it. When Vehicles activate Hardeners all types of regen (shields and Armor) should be halted for the amount of time they are active. Not a bad suggestion....however not the best. That would only be a temporary fix to current HAV....why not consider that HAV need to be changed so that they reflect a more specialised role on the battlefield....one that shies away from anti infantry.
valid point, but that means we need a battle field commander and deployable structures. Convince CCP to fast track that and that would fix a lot of problems this game has. |
Takahiro Kashuken
Red Star. EoN.
2366
|
Posted - 2014.02.02 16:01:00 -
[22] - Quote
Such a bad idea from an infantry player
Intelligence is OP
|
Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
79
|
Posted - 2014.02.02 18:07:00 -
[23] - Quote
KING CHECKMATE wrote:Sgt Buttscratch wrote:I would say return fire to damaged tanks, tanks at 75% Armor suffer -25% movement speed, 50% armor/ -50% movement speed, 25% armor/-25% movement, suffering mechanical damage...
Or give hardeners a maximum amount of damage recieved, say 4x time tanks HP before they fail. So if you drop 20k damage on a tank with hardeners they will stop working.
Just Ideas, but I'm still not convinced tanks are OP, I think the infantry allows them to be TBO MLT tanks are OP since they are WAY too effective for the price charged. ( my 70k Sica is at least 5 times effective than a 200k Proto AV dropsuit,while having 4000+EHP,More range,more speed,and for some stupid *** reason, better dampening LOL) Regular tanks would be ok,if AV weaponry was never nerfed, But Tank buff + AV nerf = In-balance. You know **** is **** up when people start to commit suicide in order to destroy tanks...(jihad jeeps)
lol! Hell I've committed suicide in the jihad jeep just to spawn with the swarms to drop the tank lol! I can be in assault suit doing work at charlie, but straight up commit suicide to switch suits for the tank at bravo. Supply depots are to far away if their still there, but a tank can be recalled if there out of ammo?! I call bs CCP.
"Anybody order chaos?"
|
DeadlyAztec11
Ostrakon Agency Gallente Federation
3844
|
Posted - 2014.02.02 18:15:00 -
[24] - Quote
I like this. Feels wrong that a militia HAV can just shrug off Proto Swarms and then repair the minute amount of damage they suffered.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
|
Spkr4theDead
Red Star. EoN.
1719
|
Posted - 2014.02.02 19:35:00 -
[25] - Quote
Takahiro Kashuken wrote:Such a bad idea from an infantry player Of course a bad idea from an infantry player.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
shadow drake35
The Unholy Legion Of DarkStar DARKSTAR ARMY
48
|
Posted - 2014.02.02 21:03:00 -
[26] - Quote
Sgt Buttscratch wrote:I just play GT6, more fun i love gt 6 to but dust is more fun i think but gt 6 is really good
The Mercenary Way
Who careswhat i use as long as the job is done and i get paid.
|
Garth Mandra
The Southern Legion The Umbra Combine
305
|
Posted - 2014.02.02 21:14:00 -
[27] - Quote
If hardeners are a problem surely a more elegant solution would be just to reduce the hardenyness. So instead of 60% have 50% or whatever.
I like that it is possible to active tank your tank at the moment. I wonder if they should buff (relative to the rest of the mods) the extenders and plates. |
Alena Ventrallis
The Neutral Zone
598
|
Posted - 2014.02.02 22:51:00 -
[28] - Quote
AV damage is just fine. Really it is. Do the math on paper. Swarms need a bit of a boost, but forges are right where they need to be.
The issue is the application of that damage. Honestly, my tank can easily escape AV before they need to reload. Thats the problem. Not raw damage, but damage application.
Slow down tanks by 25%, and very possibly more. Tanks are about standing and delivering. So make them stand.
Limit one hardener per type (1 shield, 1 armor) per vehicle. Permahardened gunnlogis are game breaking. Force that window of opportunity to close.
Standardize uptime and cool down among the tiers of hardeners. Have amount of resistance go up as you go from militia to proto. A proto hardened tank should be high invulnerable to all comers. But he should hope to kill all that AV before it turns off, or hell have a tough time escaping, with the reduced speed of tanks.
Make sure people, in your attempts to stop tank spam, you don't break LAVs and drop ships as collateral damage. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4326
|
Posted - 2014.02.03 00:36:00 -
[29] - Quote
Spkr4theDead wrote:Takahiro Kashuken wrote:Such a bad idea from an infantry player Of course a bad idea from an infantry player.
Yeah because, according to vehicle drivers, all good ideas come from them.
And thats why we have the Tank mess we have now... Thanks to CCP listening to people like you.
Way to go scrubs....
AceOfJokers666 [ + ] AimBot / VALOR / MAG | YOU EITHER LOVE BACON OR YOU ARE WRONG
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |