Takahiro Kashuken
Red Star. EoN.
2635
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Posted - 2014.02.19 15:22:00 -
[1] - Quote
Armor tank at 2k health activates its reps? armor reps are passive
Hardeners are supposed to cut down the damage dealt to the tank
2. 250, they at 220 already now, small changes to find the balance
2.b Dunno, see how it goes when you change the damage 1st, if you change too many variables then you can screw it all up
2 c. lolno 300-350? So how can i defend my tank from tower campers who can cover the entire map again and knowing CCP the missiles wont bloody render, so that means i cant use blaster because it cant shoot to 300-350m, i cant use missile because they stop at 250m and i can only use railgun but need a direct hit against a bunny hopper who wont lose lock on at all. If you say small turrets then get out because they cannot reach to 300-350m either and it means i need a sniper for every match - Thats asking for 1.0 all over again
2 d. Give it a bonus to LAV damage then, but it is not a primary AV weapon it is a secondary AV support weapon, infantry complained the nades are being used as primary and are able OHK infantry suits why should it be the same for vehicles?
2 e. PLC needs buff more than fire and forget weapon imho
3. We lost passive resistance modules, we only have active left, that said the difference between basic/adv/complex is cooldown time and fitting requirements not resistance given which i feel should be also tiered so its an incentive to skill up and maybe use them. Also i have the cooldown and active time skills maxed to level 5, if i have earned the right to put 3 on it and have a constant perma tank going then its my choice i do this in EVE and frankly i wanted vehicles to be copy & pasted from EVE with the mods to DUST
4. I agree - Infantry and tierciders complain about this but how can we balance proto AV against basic hulls, i may have a proto turret and mods but the hull is basic, you have proto suits where is my proto tank if you make proto AV instapop basic hulls again then be are back to pre 1.7 again
5.Proto should be able to rip through all vehicles right now but since we cannot improve our hulls we would be left with pre 1.7 situation and be useless in all modes yet again making it infantry514
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2643
|
Posted - 2014.02.20 12:47:00 -
[2] - Quote
Berserker007 wrote:
@ Takahiro
I understand that in skilling into your cooldown reductions to be of use; but for a balance aspect of the game, having an ~ oo loop of hardeners w/ passive reps; and faster speed then any infantry, MILITIA turrets that 3 shot dropsuit, it all just piles onto the imbalance's. If currently proto AV has difficultly in killing militia/basic hull tanks with these setups; how would their fair against adv/proto ... simple, they wouldn't. You'd be looking at requiring maybe 1/2 a team to take out one proto tank which isn't feasible.
Tanks need to have some weakness/counter; and another tank cant be the only one; as then that still leaves AV unbalanced. The biggest problem w/ tanks are the hardeners duration and cooldowns mostly; the resistence isn't the worst part (though ill need to look into the modules for a better answer on that). With the current setups you look at roughly a 5 second window of weakness which isn't feasible, as it take longer for an AV to register a hit at that point.
If and when adv/proto vehicles are actually added then you can up AV but also have to becareful of not completely killing off dropships
As for the 3 hardeners with a proto tank having 5 slots in its main tank expect 3 on it still with maybe a lolextender and booster on it but frankly the other mods are not good enough to use generally
They should have just copy and pasted from EVE
Intelligence is OP
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