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Psychotic Shooter
Ancient Exiles. Renegade Alliance
142
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Posted - 2014.02.08 22:41:00 -
[1] - Quote
Ok before I start let me make it clear I'm a tanker and have been since closed beta
Ok to start tank a far to fast ATM and the passive rep on armour tank is to much it can rep through most to any av, while the shield tank hardeners are by far make the shield tank the best in the game the only downside is that the shield tank can't aim down as much as the armour tank
LAV: due to passive armour reps the armour lav can take 3 proto rail shots and have close to 200 rep a second while the shield lav have such a low base hp that it get blown up so quick but can still take 2 proto rail shots
Dropships: armour dropships with high rep can out do av and still fly away with a afterburner the shield dropships is great ATM I don't see a problem with it unless it have 2-3 shield hardeners on it making it able to fly away underfire.
Assault Dropships: the armour assault dropship is great atm due to high bace hp and high rep and a hardener it can tank 3 shots from a rail unhardened while the python is really weak atm it can barely survive 1 shot from a rail I think the python could do with about 1000 more shield.
Large rail guns: by far the most powerful weapon in the game for tank v tank I personally think that either of the damage or the rate of fire needs to go down a peg to make tank battles longer and in Need of more tactics this should balance them with blaster turret
Large missile: there clip should go up roughly to about 32 but go back to the 4-6 round bursts with 1 second interval between bursts this will stop missile taring tank a new one in less than a second
Large blaster: they need a more dispersion to make them less effective vs infantry but it will still be possible to kill infantry with it
Small rail guns: very effective vs infantry with good splash could do with a smaller clip
Small missiles: VERY deadly splash damage should go down by about 50 on all variant to give infantry a chance but the clip should go up to 10
Small Blasters: useless and hard to fit there range is awful for a mounted weapon and cant hit ****
Swarms: 1 of 2 things needs to happen to them 1 they need there range back or 2 they need there damage back
Forge Guns: they need a damage reduction as they can 1 shot assault dropships and have such a long range that need to be shortened to a more acceptable range
Plasma Cannon: they good and fun there ammo should be increased and the projectile speed should be increases
AV nades: brilliant they do ok damage and are no longer used as a main weapon that is great
Thanks for reading Psycho please leave a comment
Dust 514 Vet
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Benjamin Ciscko
Fatal Absolution
1631
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Posted - 2014.02.08 22:57:00 -
[2] - Quote
400 meter range on the SL was ridiculous but 175 is too short so a range increase to about 250 would be acceptable with a 5% damage increase.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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bogeyman m
Learning Coalition College
68
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Posted - 2014.02.08 23:56:00 -
[3] - Quote
Agreed.
Also: - Swarm Launchers also need faster lock times for shorter distances and slightly faster missile speed. - Proximity Explosives should not give a warning signal to vehicle pilots. (They already got a damage nerf.) |
Bat Shard0
D3LTA FORC3
36
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Posted - 2014.02.09 00:58:00 -
[4] - Quote
assault dropships(both armor and ship) barely survive 2 Rails without resist. You wrong about it.
They need at least +1 High and low slots or more base HP. The agillity is fine.
The missile turets are ok with the damage, dont forget the gunners shoot from moving dropship, so not basicly by my opinion 1 of 3 shots hit target, If hover it increase to 3 of 3, but dropship is sitting duck than |
KenKaniff69
Fatal Absolution
2070
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Posted - 2014.02.09 01:19:00 -
[5] - Quote
I would be in favor of a built in 30% resist to all dropship hulls. Rails are fine with prices how they are. If rails get nerfed we will have guys running triple hardened fits everywhere with fights that re determined by who hits their mods first. That's just silly.
So about those vehicle locks...
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D3LTA Blitzkrieg II
0uter.Heaven
72
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Posted - 2014.02.09 01:30:00 -
[6] - Quote
KenKaniff69 wrote:I would be in favor of a built in 30% resist to all dropship hulls. Rails are fine with prices how they are. If rails get nerfed we will have guys running triple hardened fits everywhere with fights that re determined by who hits their mods first. That's just silly.
u know simply reducing elevation angle of rail guns would make it much harder to hit a ads. Also reduce the range from 800m to around 500m or 475m for the rails. |
Bat Shard0
D3LTA FORC3
36
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Posted - 2014.02.09 01:42:00 -
[7] - Quote
In fact the only problem of rails is its range, not the damage. Take for example the map with a bridge in the middle. If the tank is in the safe are(for an enemy it is the red zone) it can shoot the tanks or turrets on the other side of the map in enemy red zone. For me it is wrong. I think the range must be no more to the bridge, even less. It shall make tanks to get closer and give the opposite team some chance aginst it.
Also check this idea - BOMB for dropships |
KenKaniff69
Fatal Absolution General Tso's Alliance
2074
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Posted - 2014.02.09 03:00:00 -
[8] - Quote
D3LTA Blitzkrieg II wrote:KenKaniff69 wrote:I would be in favor of a built in 30% resist to all dropship hulls. Rails are fine with prices how they are. If rails get nerfed we will have guys running triple hardened fits everywhere with fights that re determined by who hits their mods first. That's just silly. u know simply reducing elevation angle of rail guns would make it much harder to hit a ads. Also reduce the range from 800m to around 500m or 475m for the rails. It's 600m, but yeah I agree that there needs to be some adjustment. I would actually like to see missiles get a range buff aswell.
So about those vehicle locks...
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Psychotic Shooter
Ancient Exiles. Renegade Alliance
144
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Posted - 2014.02.09 11:08:00 -
[9] - Quote
Bump
Dust 514 Vet
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Harpyja
Molon Labe. General Tso's Alliance
1151
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Posted - 2014.02.09 15:41:00 -
[10] - Quote
Large missiles are fine and perfectly balanced. They'd become useless like before if they became 4 round bursts. Only reason I'm able to barely survive against rail armor tanks at CQC is because I can destroy them in the 2 seconds it takes to fire the whole clip.
Nerf the missiles and railguns will roam unchallenged except by other railguns, which is stupid.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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