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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  shaman oga
 Nexus Balusa Horizon
 
 1562
 
 
      | Posted - 2014.02.07 12:58:00 -
          [1] - Quote 
 I don't like this thing of window of opportunity, i don't like poor slot count, i don't like to have less modules/turrets patch after patch.
 
 Before 1.7 many things were possible with vehicles, in chromo even more.
 
 The solution was not a complete revolution like the one in 1.7, but in a series of little changes to make playing in a vehicle better than it was.
 
 There should have been a nerf on AV, what we have now against 1.6 vehicles is acceptable.
 A buff on shield tanks to bring them in par with armor tanks (better active shield hardeners, better shield recharge rate, better shield recharge modules) and a passive armor rep module.
 Remote rep and shield were not so comfortable to use, but at least they were in the game (shield transport was very good)
 
 All of this put toghether could have allowed to passive/active tanking with both vehicles types.
 
 Not all 1.7 is bad but it's a little bit exagerated.
 Vehicle manouverability and speed for example, both tanks are too fast, shield tanks turn too fast and armor tanks turn too slow.
 Limited ammo is not bad, but blaster should have more and depots should be more vehicle friendly.
 Rendering range has increased but this leave open space to rail turrets.
 
 So, if you ask me, i will not spec again into vehicles, at least till ADS will not be 1/2 shotted from a rail.
 
 1.8 it's so secret that nobody know what will be in it, even after patch notes... | 
      
      
        |  Jackof All-Trades
 The Black Renaissance
 
 440
 
 
      | Posted - 2014.02.07 13:13:00 -
          [2] - Quote 
 Along with cheap tanks and LAV's... yeah, I'm not sure many do.
 
 But it's progress all right, so I'm not complaining (except for rails, my Incubus is traumatised from those things)
 
 "Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace \
Omni-Specialist / Focus: Gallente | 
      
      
        |  Chunky Munkey
 Amarr Templars
 Amarr Empire
 
 3047
 
 
      | Posted - 2014.02.07 13:48:00 -
          [3] - Quote 
 The sky is blue.
 
 No. | 
      
      
        |  Vulpes Dolosus
 SVER True Blood
 Public Disorder.
 
 897
 
 
      | Posted - 2014.02.07 14:25:00 -
          [4] - Quote 
 The module count was lowered because of this "back of basics" revamp of vehicles. CCP stated that they're looking into how these basic changes are working out and will make changes as data comes in, as well as being back other modules and vehicle variants.
 
 Personally, I want passive tanking to come back and active tanking to take a nerf, it's just too powerful imo.
 
 Dropship Specialist Kills- Incubus: 4; Pythons: 3 Gêå1; Other DS: 31 Gêå2; Tanks: 33 Gêå2 2/2 | 
      
      
        |  thomas mak
 STRONG-ARMED BANDITS
 
 31
 
 
      | Posted - 2014.02.07 15:17:00 -
          [5] - Quote 
 return CCP return
 
 Real tanker dies with their tanks! | 
      
      
        |  Tebu Gan
 Dem Durrty Boyz
 Renegade Alliance
 
 543
 
 
      | Posted - 2014.02.07 15:25:00 -
          [6] - Quote 
 
 shaman oga wrote:I don't like this thing of window of opportunity, i don't like poor slot count, i don't like to have less modules/turrets patch after patch.
 Before 1.7 many things were possible with vehicles, in chromo even more.
 
 The solution was not a complete revolution like the one in 1.7, but in a series of little changes to make playing in a vehicle better than it was.
 
 There should have been a nerf on AV, what we have now against 1.6 vehicles is acceptable.
 A buff on shield tanks to bring them in par with armor tanks (better active shield hardeners, better shield recharge rate, better shield recharge modules) and a passive armor rep module.
 Remote rep and shield were not so comfortable to use, but at least they were in the game (shield transport was very good)
 
 All of this put toghether could have allowed to passive/active tanking with both vehicles types.
 
 Not all 1.7 is bad but it's a little bit exagerated.
 Vehicle manouverability and speed for example, both tanks are too fast, shield tanks turn too fast and armor tanks turn too slow.
 Limited ammo is not bad, but blaster should have more and depots should be more vehicle friendly.
 Rendering range has increased but this leave open space to rail turrets.
 
 So, if you ask me, i will not spec again into vehicles, at least till ADS will not be 1/2 shotted from a rail.
 
 Yeah, tanks are incomplete atm, and CCP said as much when they announced the changes. Down to our "bare essentials" atm with no variety. I haven't heard any word about the continued future of tanks, and would very much like to know what they are figuring on doing with them.
 
 But agreed, I thought a few little changes like the few you mentioned, were all tanks needed. Tanks weren't in that bad of a spot, not enough to constitute a full overhaul. I miss passive tanking.
 
 Nuff Said | 
      
      
        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 2415
 
 
      | Posted - 2014.02.07 15:32:00 -
          [7] - Quote 
 Tanks are now at least viable now and competitive instead of being a armored coffin
 
 Intelligence is OP | 
      
      
        |  CLONE117
 planetary retaliation organisation
 ACME Holding Conglomerate
 
 645
 
 
      | Posted - 2014.02.07 16:11:00 -
          [8] - Quote 
 tanks r decent..just ended up spotting one of those youtube tanks r op videos..
 
 it was just an ambush with a few tanks roaming about.
 
 and a squad of proto bears..
 
 all i really saw from the video is that even though quite a few were shooting swarms focusing fire on some of the vehicles. they were all shooting from bad positions. and the tanks were a ways a way. in the end it looked like the tanks were doing hit and run tactics..maybe if they thought a little more on position them selves in good positings they could have been devastating. instead they ran into the middle of the road with a swarm running up and getting killed by the tank.
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