KalOfTheRathi
Nec Tributis
973
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Posted - 2014.02.23 03:43:00 -
[1] - Quote
This is not a well balanced solution, possibly because the OP is not a tanker. Many would switch to armor plating thus negating all the fancy math and the effects of his magical thinking.
Note the recent history of CCP/Shanghai themselves hacking up a better solution for tanks. First they informed us that we tankers were playing them incorrectly, dominating the battlefield where they wanted us to come in - change the flow of the battle - and then have to retreat to let modules cool down. The result was 1.7 and is what we are playing when the OP made this thread.
Before 1.7 I could play all day and only run into tanks on specific maps consistently. They were expensive and could be popped quickly. So some maps didn't work well and indeed most wouldn't drop a tank unless there was a reason. With 1.7 it is common to see multiple tanks, indeed I have seen tank squads fairly often.
So, imagine that CCP/Shanghai put their heads together to come up with this situation by their own magical thinking that players will only play the game they way that they envisioned it being played. That is so hilariously off target as to be ... well pretty stinking funny as well as flat out wrong.
Gamers will play the game to win, to have fun or to make the win expensive for the other side. They never play a game so they can only push the one button that CCP/Shanghai (or the OP) wants them to push. They will push, pull, twist and turn every single button, switch, option and method.
Get used to it. I believe it is time for CCP/Shanghai to HTFU and learn about gamers and most importantly FPS gamers.
And so it goes.
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KalOfTheRathi
Nec Tributis
974
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Posted - 2014.02.23 11:19:00 -
[2] - Quote
MRBH1997 wrote:Only changes I feel towards vehicles should be is the reduction of pg/CPU available on militia tanks. Getting actual efficiency differations between modules like militia hardeners have reduction of 40% damage and proto 60%, not just recharge times and active duration. I wonder if the Militia variant has an equal in EVE? That might explain the disparity. I also don't see why the effects of all the modules are identical, except to simplify the tanking skills? But to allow the Proto to become nearly invincible once again would be a concern me.
However, having said that I disagree with reducing PG/CPU for Militia vehicles. Militia tanks should be able to fit all the modules in a Militia tank. So I guess what I am saying is I would take your idea but in the other direction. Specifically Militia tanks/vehicles should be the starting point and the others should scale up from there.
Just my viewpoint on your idea.
And so it goes.
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