|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:24:00 -
[1] - Quote
2 minor thing i'd like to see implemented, give me your opinion on it:
1- make HAV and LAV easier to scan on the tacnet, we should see them on our tacnet from a good distance since they are not profile dampened scout, sound is ok but i shouldn't have to worry about a hav sneaking on my 6 if i keep an eye on my tacnet
2- diminish movement speed or damage dealt when a tank activate it's hardeners, and make it a stack penalty, if a tank activate 3 hardeners make him almost like a sitting duck, or make it a power sink, so it cannot resist and still deal a lot of damage
just an idea to balance vehicule and infantry, don't hate and keep it civil
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:27:00 -
[2] - Quote
i also think that the damage reduction when activating hardeners would add more strategy on tank versus tank battle, what you think tankers?
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:45:00 -
[3] - Quote
boba's fetta wrote:damage reduction when using hardners defeats the point of hardners. hardners are there to allow you to take some punishment while dishing it out.
and really you dont want to be aleart when playing a fps? i dont think this is the game for you.
triple hardned tanks have no reps. yes they are a problem. but the issue is not the mods its how they are being used. limiting the number of hardners on a tank would be a better idea. i'm alert enough, thanks for caring wich game i should play, thanks for the input though
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:46:00 -
[4] - Quote
Tailss Prower wrote:Omareth Nasadra wrote:2 minor thing i'd like to see implemented, give me your opinion on it: 1- make HAV and LAV easier to scan on the tacnet, we should see them on our tacnet from a good distance since they are not profile dampened scout, sound is ok but i shouldn't have to worry about a hav sneaking on my 6 if i keep an eye on my tacnet 2- diminish movement speed or damage dealt when a tank activate it's hardeners, and make it a stack penalty, if a tank activate 3 hardeners make him almost like a sitting duck, or make it a power sink, so it cannot resist and still deal a lot of damage just an idea to balance vehicule and infantry, don't hate and keep it civil The first idear sounds fair enough and I do agree with that but for 2 I would say instead limit it to only 1 hardner per tank or vehicle for that matter and take away damage mods for at least the railgun because we all know the railgun is powerful enough without a damage mod and thus doens't need them and limiting it to 1 hardner would be more than enough than you wouldn't need to reduce their dmg when they have 1 on fair point +1 good sir
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:51:00 -
[5] - Quote
Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:59:00 -
[6] - Quote
Tailss Prower wrote:Omareth Nasadra wrote:Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle Its not a bad idear however that creates something entirely new and we know how CCP is if they added that and I'm not saying they shouldn't it's gonna be ****** up completely and unblanced rather in a good way or a bad way and it would also be pointless and here is why our guns have been limited by ammo so they shouldn't be affecting the cap to much if drive the tank effected it there woule be no point so take that out too and basicly on even passive didn't count only active modules which sorry guys we only have 4 things that are active modules our hardners,shield boosters,scanners,and speed boosters so really there wouldn't be much point to having a cap i agree, keep the fix simple
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
|
|
|