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Tailss Prower
501ST JFW StrikerZ Unit
185
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Posted - 2014.02.19 11:45:00 -
[1] - Quote
Eskimorris wrote:Its so simple I can't believe its never been proposed.
Shooting your large cannon causes any active hardeners to go into immediate cool down.
tank v tank is still equal , neither tanker has the benefit of a hardener while dealing damage
tank vs infantry is still viable until AV (existing damage even) appears. A tank can still choose fight or flight at this point.
scenario 1 both tank and av are viable in this scenario
a tank is wrecking a group of infantry, an AV infantry appears to answer to this tank the tank can still easily gun down solo AV, but would fall prey to a team of coordinated AV (a real risk not like the current model)
if the tank chooses to run and use a hardener there is incentive to move to a safer location, as dithering between fight and flight would waste a hardener, AV still get to deter tanks without killing them constantly. a more balanced battlefield.
the tanker if successful at killing or detering the AV group or solo AV wielder would still be able to dominate the infantry battling on foot.
scenario 2 tank v tank is still viable and actually becomes a richer experience in this scenario
a tank meets another tank on the battlefield.
neither tank benefits from a hardener while dealing damage the playing field is still even. this would open up more imaginative load outs of tank modules. a clever tanker could activate their hardener and bait the the other tank until they must reload then turn the tide. This adds relevency to having a finite clip of ammo.
scenario 3 in this scenario passengers are an advantage again as intended
an enemy tank or team of av appear to fight your tank off
you activate your hardener and your passengers go on the assault with small turrets.
the AV crew would be in serious trouble. but you sacrifice a lot of dominance by fitting these turrets. The enemy tank not having the benefit of a hardener whilst dealing large cannon damage could still be in big trouble with the right load of small turrets.
discuss.
the issue i see with this is the amount of dmg AV and tanks do now when they hit another tank without a hardner it would be a almost 100% lost to isk every battle think of it this way a gunnlogi with a particle cannon hits another gunlogi same fit but without a hardner he could basicly 3 shot the guy no problem and this is where the issue would kick in same thing with av without a hardner a proto swarms can take off 20% of my shields EASY and thats only a guess it's most likely more and also even though dmg mods are being nerfed or so I hear this extremely encourages dmg mods stacking which is one of the main issues of the tanks in 1.7 the other issue is stacking hardners if they fixed these 2 issues it actually would balance out alot because about 95% of the tanks you see now is a mlt tank or a std tank with either stacked dmg mods or stacks hardners or both in some cases
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Tailss Prower
501ST JFW StrikerZ Unit
185
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Posted - 2014.02.19 11:49:00 -
[2] - Quote
Thrillhouse Van Houten wrote:@Dunce Masterson A logi can't self repair at all AND they can't repair other people while firing their weapon. A tanker can do both with the most eHP of anything in the game WHILE doing the most damage in the game. Hardeners and reppers make them UNKILLABLE by anything but another tank OR 4 or 5 FGers (because of FG reload times). All while being able to quickly reach 110km/hr and boot out of a sticky situation. You can't even whine that tanks are expensive because they are about 1/6th the price they used to be and twice as powerful (a major cause of tank spam).
I have never thought it was fair in the past that a single member of infantry could take out a single tank. In 1.7, though, even an expensive tank costs 300k or 350k ISK. This isn't the old days where PRO fit tanks are 2mil ISK and MLT fit tanks are 400k. My PRO Logi fit costs more than your average tank nowadays and I die MUCH easier.
I think this idea is completely fair. You want to dish out absurd amounts of damage and kill infantry in 3 hits (or 1 hit with a good missile or rail shot), then you have to leave your hardeners turned off.
Either this idea or:
Add capacitors to Dust like they have in Eve. Using blasters and rails, or using active modules costs Cap. When your cap is dry...you can't fire or use hardeners or a speed booster. Using missiles doesn't cost Cap but make fitting a blaster/rail add a large amount of Cap. Either that or make a missile specific chassis that has lower Cap.
Frankly, Eskimorris' idea is something the devs could implement without hardly a breath whereas the Capacitor idea would take a good deal of time to develop.
Before you tow the tired old "you aren't even a tanker" crap...I have an alt account with 7mil SP. I used to run blasters on armor in 1.5 and now I run shields with missiles. Tanks are hard to drive, I will admit, but dish out stupid amounts of damage, can absorb more damage than anything in the game, can become nearly invulnerable to harm with two hardeners running and are faster than everything except DSs (including LAVs at top speed?!) AND barely cost more than PRO infantry fits.
You'd like my other idea for balancing tanks even less...haha. the dmg they do now is nothing compared to the older builds the only thing I see thats gained power is the large missles but only when it is attacking an armor tank before you used to see railgun tanks 2 shotting a 7k armor hardend tank armor tank and 1 shotting just about everything else so no they are actually weaker than they used to be
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Tailss Prower
501ST JFW StrikerZ Unit
190
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Posted - 2014.02.25 04:36:00 -
[3] - Quote
Thrillhouse Van Houten wrote:I like the idea of hardeners significantly slowing down tanks as a compromise.
People act like their tanks can't move. Well, they bloody well can! If you're going to get taken out in 3 hits...STOP SHOOTING, put on a hardener and boot it out of there. The OPs idea still works.
This idea like you can't defend yourself is half-baked. You can either 1)fire back with less hull integrity (no hardeners) or 2) activate hardeners and get the hell out of there. How is than any different from an infantryman having to duck behind cover in order to not get popped? It isn't. I can't fire through walls at my enemies and I can't stand toe to toe with 4 guys firing my rifle without expecting to either die or take severe damage.
Why should a HAV be able to just fire away and absorb sick amounts of damage at the same time? "Cause its a tank!" isn't a defense. They cost less than my proto Logi fits do. Make them 2Mil ISK again and leave everything where it is or reduce how awesome they are...that is the only way to make them even close to fair. Oh like your jlavs are fair and tanks didn't used to be 2 mil only the enforcer tanks were and hardly anyone used them right now my tanks costjust as much as it used to so im sorry that you can't wait for mlt tank nerf |
Tailss Prower
501ST JFW StrikerZ Unit
190
|
Posted - 2014.02.25 05:04:00 -
[4] - Quote
Maniak Madness wrote:Tebu Gan wrote:Maniak Madness wrote:Godin Thekiller wrote:Let me explain what you just said into words you can probably better understand, as I don't think you even got what you're asking for: once you start firing your rifle, any plate or extender you have equipped will be void. Let that sink in for a bit....... Now that you're back to reality, Thiswould do much better than that horrible idea. If you're still in lala land, then let me bring you out. That was completely stupid. You're seriously asking to completely nerf a entire class of tanking (active tanking, and yes, that's a thing), leaving exposed to enemy fire, and you will most likely just die. If you're still lost, read this, and have a nice day. Thats not it at all as the plates and extenders for tanks are still there. Its just u cant run a hardener while dealing damage. who knows it'll probably curb the use of 2+ hardeners on a tank and it will give AV a use... now all we need to do is fix rail turrets... I really hate, when know nothing non tankers give feedback like this. Rail turrets, what the hell is wrong with rail turrets, do they blow your MLT tank up to fast?! There are much more viable ways to fix hardeners, the way proposed here cripples them to the point of uselessness. So you want to take a tanks ability to fight back? Do you have any idea how quickly a tank goes down WITHOUT HARDENERS ON. No you don't understand any of it, as you DON'T TANK! The idea isn't even feasible or useful. All it does is further the imbalance issue, except this time tipping it heavily into the AV's favor and one particular tank, the madrudger(less so than AV). LMAO the rail turret is currently the rail rifle of the tanking world. Please go back and enjoy your redline rails. btw I do tank and I do know that it takes roughly 4-5 protoswarms to take down my maddy and roughly 3-4 proto forges without hardeners. I remember when tanking actualy took skill to use, I remember when it took extreme planning and map awareness to beable to survive. Im not disagreeing that pre 1.7 was retardedly sided towards AV but i do believe that the burden must be slightly on the tanker to get good. But when you finaly do get good, your an unstoppable killing machine... now anyone can call in a sica/rail with dmg mod, hide in the redline and claim to be a tanker xD those idiots can hit me in the back and I can still turn around and kill them even with their dmg modsI've been hit in the back and been able to kill them most of the time and i'm only using 1 hardner and no dmg mods well unless I got like 4 dmg mod stacked tanks over there but even on my dmg mod tank it's only 1 so they still lose either way
whats making the railgun op isn't the railgun's rate of fire or anything like that it's simply the dmg mods the reason you see all these who can hit who in the back first type of tank battles is because everyone is either using stacked dmg mods stacked hardners or a gunny with 2 hardners and a dmg mod make a tank that isn't like that and find my tank character and you would have an actual tank battle at least it wouldn't be as quick as these mlt noobs |
Tailss Prower
501ST JFW StrikerZ Unit
190
|
Posted - 2014.02.25 19:45:00 -
[5] - Quote
Thrillhouse Van Houten wrote:I like the idea of hardeners significantly slowing down tanks as a compromise.
People act like their tanks can't move. Well, they bloody well can! If you're going to get taken out in 3 hits...STOP SHOOTING, put on a hardener and boot it out of there. The OPs idea still works.
This idea like you can't defend yourself is half-baked. You can either 1)fire back with less hull integrity (no hardeners) or 2) activate hardeners and get the hell out of there. How is than any different from an infantryman having to duck behind cover in order to not get popped? It isn't. I can't fire through walls at my enemies and I can't stand toe to toe with 4 guys firing my rifle without expecting to either die or take severe damage.
Why should a HAV be able to just fire away and absorb sick amounts of damage at the same time? "Cause its a tank!" isn't a defense. They cost less than my proto Logi fits do. Make them 2Mil ISK again and leave everything where it is or reduce how awesome they are...that is the only way to make them even close to fair. the idear of hardners slowing you down is interesting however if it was to slow you down so much to the point you can't move it defeats the purpose of the entire tank setup without a hardner your tank will take 3 maybe 4 shots regaurdless and thats both railguns and AV for those who don't pay attention when they hit a tank with no hardner and say for example you got hit in the back ok turn on hardner but now I can't engage him and he can just do circles around me the idear is nice but only if it is was 1v1 in a head on fight otherwise it makes defending yourself useless |
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