Operative 1171 Aajli
Bragian Order Amarr Empire
1107
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Posted - 2014.01.29 16:05:00 -
[1] - Quote
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?
There is a mil missile mod but no mil large turret.
The mil version though for missiles should be slower reload. That is the biggest catch that does me inis the damn reload time.
I'd like to see the small missiles fire the same as a large mis turret also.
Rommel, you magnificent bastard, I read your book!
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Operative 1171 Aajli
Bragian Order Amarr Empire
1107
|
Posted - 2014.01.29 16:15:00 -
[2] - Quote
Vitharr Foebane wrote:
Therein lies the problem if only MLT tanks get changed then it doesn't solve the issue it will only A) make it impossible to get into tanking and B)maintains skilled into tanks as invincible. The only option is to nerf ALL TANKS or buff AV so that it is capable of taking on post 1.7 Tanks
I don't recall it being impossible to get into tanks before and it is no more impossible now. Militia anything should be there as a test run item. If you want a char to be a tanker then it is quite easy to get up and running.
Do ppl realize that you can create multiple accounts on the Platstation? Cook a tank char off on a second account.
Rommel, you magnificent bastard, I read your book!
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Operative 1171 Aajli
Bragian Order Amarr Empire
1108
|
Posted - 2014.01.29 16:20:00 -
[3] - Quote
Thumb Green wrote:Another wonderfully asinine idea from spkr. Militia tanks with a militia fit isn't that much of a problem because a militia fit isn't that good and is greatly restricted (sure it's harder to take down than it should be). Your idea only addresses noobs for the first week or two of being in a tank. The only modules that take time to get into are the damage mods and the only thing that benefits is a tanks performance against.... tanks.
I see people saying nerf the rail turret when it's the only real hard counter to tanks and I see people complaining about the redline when it's the most effective place to kill a tank when the enemy spams them with a rail turret. I see people complaining about being 2-shotted by double modded rail tanks when their hardeners obviously were down.
I see pansies in panzers complaining about their tanks being destroyed and demanding that the things that can destroy them to be nerfed.
I see Somophobes (tm). And Sicaphants (tm).
Rommel, you magnificent bastard, I read your book!
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