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Leonid Tybalt
Dark Knightz Corp.
221
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Posted - 2014.01.30 07:59:00 -
[1] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all.
This (excluding the insults)
Nerfing the mlt tanks will only go back to a previous situation (where they completely sucked in comparison to standard tanks).
The way militia tanks are now is good. It keeps me on my toes. If you reduce their firing speed and increase their heat build-up im gonna have too easy a time. |
Leonid Tybalt
Dark Knightz Corp.
222
|
Posted - 2014.01.30 11:50:00 -
[2] - Quote
Alena Ventrallis wrote:Vehicles should be limited to one hardener per type (allowing one shield and one armor, for those who dare dual tank) There should be a window where vehicles can shrug off AV. But there should also be a window for AV to retaliate, once the hardener is down.
Tanks should be slower, by at least 25% if not more, because they are tanks. They are meant to sit there and deal out damage. So make them sit.
Tiers shouldn't decrease cooldowns, but increase resistance given. Proto tier hardeners should shrug off anything and everything. When that hardener is off, AV should have plenty of time to get their kill, assuming the HAV hasn't killed them all.
Tank militia gear needs their pg/cpu requirements increased dramatically. You should be able to fit one extra militia mod on your tank without needing to fit upgrade mods. After that, you better pony up some slots for cpu and pg upgrades, unless you are willing to invest in the skills to lower fitting requirements.
I can get behind this.
Only noob tankers use dual hardeners anyway, because stacked dual hardeners are only really effective protection against infantry AV.
I've lost count of all the times I've shot dual hardener users to pieces with my tank, because they just don't have enough of an hp buffer to stand up to all that damage that my missile launcher or railgun dishes out. |
Leonid Tybalt
Dark Knightz Corp.
222
|
Posted - 2014.01.30 12:31:00 -
[3] - Quote
Atiim wrote:Alena Ventrallis wrote:Vehicles should be limited to one hardener per type (allowing one shield and one armor, for those who dare dual tank) There should be a window where vehicles can shrug off AV. But there should also be a window for AV to retaliate, once the hardener is down.
Tanks should be slower, by at least 25% if not more, because they are tanks. They are meant to sit there and deal out damage. So make them sit.
Tiers shouldn't decrease cooldowns, but increase resistance given. Proto tier hardeners should shrug off anything and everything. When that hardener is off, AV should have plenty of time to get their kill, assuming the HAV hasn't killed them all.
Tank militia gear needs their pg/cpu requirements increased dramatically. You should be able to fit one extra militia mod on your tank without needing to fit upgrade mods. After that, you better pony up some slots for cpu and pg upgrades, unless you are willing to invest in the skills to lower fitting requirements. I like this idea, but increasing hardener resistance anymore would completely break Tank vs Tank battles, because it would just involve two tanks just standing there looking at each-other until the hardeners die. Tank vs. Tank battles should be a "duel" of sorts. Not a waiting game.
Oh, the irony that you of all people talk about how tank battles "should" be....
We know for a fact that you reject every real-life aspects of tanks. So what exactly do you base your views on aside from personal preference?
I.e the very same personal preference that thinks it's completely okay that a 200.000 isk forge gun fit should be able to one-hit kill an 800.000 isk tank?
How about you actually invest a few million skillpoints in vehicle skills and run with tanks or a month or so before "educating" the rest of us how tank battles "should" be? It would at least give some sort of credibility to your views, because we who have seen your previous butthurt-infantry tirages aren't very convinced... |
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