Tebu Gan
Dem Durrty Boyz Renegade Alliance
631
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Posted - 2014.02.26 22:01:00 -
[1] - Quote
Yes, I've made this suggestion in some of my really long postings.
That is, adding a new stacking penalty to hardeners.
My thought was to apply it to your downtime, so that the more you have stacked, the longer your cooldown timer is per module.
Example: 1 hardener = 60 seconds
2 hardeners = 80 seconds per mod
3 hardeners = 120 seconds per mod (currently 60 seconds)
Your uptime is ever static, but multiplying hardeners multiplies down time.
(Really think that's a scrub set up myself (triple hardeners), though I can understand it being very effective against AV. PRO mods are required to get the constantly Hardened effect, so anything less and it's not PERMA HARDENED.
Additionally, know that you only target one tank type in particular with changes like this, the gunnlogi. I've found, though I'm not confident as I've not driven my madrudger enough yet, that a double rep set up with a single hardener is the way to go with them. NOT STACKING HARDENERS. Anyways, this is just a little side note of mine, ignore it if ya know it! )
Kinda of neat if you could be hardened for a full minute, but I'm not so sure on combing runtime totals. Active modules work from the time you turn them on to 24 seconds. Don't like the idea of stacking the timers to achieve invulnerability for a minute, as it is easy to cycle the downtime by recalling or moving to the redline. Even keeping up with a retreating tank is impossible for infantry, so waiting out the cooldown isn't much of an issue.
Here is something else to consider "The main source of tanker hate, isn't the fact that they can't kill them. It's the blaster tank that makes such an impact on said infantry, that is the source of hate. Cost is also an issue, as "Tank SPAM" is very easy to do when tanks cost as much as suits."
IF tanks affected infantry directly less than they do now, or hardly at all, would hardeners even be a concern for infantry? Tack on a WP for tank damage, and how would infantry feel about tanks? And removing "tank spam" by dramatically increasing tank costs across the board.
A few things to note about your idea here.
- A gunnlogi is truly the only tank type affected heavily.
- Tanks as a whole, lack a lot of variety in fitting. Plates and Extenders PALE in comparison to hardeners, in the madrudgers case, reppers.
- Madrudgers already typically use only ONE hardener. CPU restraints can be very restricting on a maddie.
- Madrudger's gun depression makes them BEAST at killing infantry in CQC, so are gunnlogi's and their hardeners the issue?
- Much lower HP totals on the gunnlogi, so resistances are key to survival. Also, it's VERY important that a gunnlogi activate hardeners BEFORE it perceives a threat. Unlike the madrudger, it has no shield buffer to pad incoming damage, not to mention losing any shields means a HUGE lose, as that portion was unhardened. A forge gun or rail gun can EASILY 2 shot one.
Just a couple things off the top of my head. And remember, tanks are EXTREMELY limited when it comes to fitting. Not many options or variety.
Tanks - Balancing Turrets
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