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Text Grant
Death Firm. Canis Eliminatus Operatives
342
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Posted - 2014.02.20 13:51:00 -
[1] - Quote
As you all know, at the current state, you can activate a hardener and fire at will. My suggestion is to subtract from active duration for damage expended from large turrets. Numbers at a glance, every 1000 damage subtracts 5 active duration seconds. This would help increase diversity in modules, as well as reward players more for skilling into modules and using modules more wisely. This would not apply to small turrets. In its own way rewarding tankers to use a crew.
If AV fires at a tank you can activate hardeners and go let your crew kill the AV, or you can activate and run away if you have no crew.
If you harden your vehicle to go into a fight you loose active duration time and create a more risky escape after the battle. |
N1ck Comeau
Ahrendee Mercenaries EoN.
2157
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Posted - 2014.02.20 14:13:00 -
[2] - Quote
i like
would also add diversity to tank battles
No idea on my guns right now. Getting majority to level 3 at least, then deciding.
Proud member of RND
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Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.20 19:12:00 -
[3] - Quote
N1ck Comeau wrote:i like
would also add diversity to tank battles I would like a reason to fit a plate on my maddy, or a booster, or extender on my gunny |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
685
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Posted - 2014.02.20 19:26:00 -
[4] - Quote
remove the cycling ability of hardener in this way. activate an armor hardener and all other armor hardener activate at the same time. and add a side effect for them. by slowing the tank down when active..
gives larger windows of opportunity for av.
and gets rid of perma hardened vehicles.
i dont really use any active modules on my tanks but even so i dont think this is going to do anything but make it an annoyance as it kinda defeats the purpose of an active hardener which is to reduce massive amounts of damage when under heavy fire. |
Alena Ventrallis
The Neutral Zone
731
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Posted - 2014.02.20 19:30:00 -
[5] - Quote
I am against it. Hardeners are supposed to allow vehicles to perform their jobs without worrying about AV killing them. The problem is that the ratio of uptime to downtime is way off kilter. We need all hardeners to have ~30 seconds of uptime and ~2-2.5 minutes of downtime, and only one hardener per vehicle. The "wave of opportunity" concept means vehicles get a period of time where AV cannot feasibly kill them, and AV get a period of time where they can drive off/kill a vehicle. As AV are far more vulnerable than an AV player, AV should get a much longer window of opportunity.
1. Limit one hardener per vehicle
2. Make all hardeners have the same uptime and cooldown
3. Increase resistance as you go up the tiers.
Best PVE idea I've seen.
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Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.20 19:50:00 -
[6] - Quote
CLONE117 wrote:remove the cycling ability of hardener in this way. activate an armor hardener and all other armor hardener activate at the same time. and add a side effect for them. by slowing the tank down when active..
gives larger windows of opportunity for av.
and gets rid of perma hardened vehicles.
i dont really use any active modules on my tanks but even so i dont think this is going to do anything but make it an annoyance as it kinda defeats the purpose of an active hardener which is to reduce massive amounts of damage when under heavy fire. for short term durations. making them less suitable for several small encounters. Not many tankers are ok with being less mobile. |
Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.20 20:16:00 -
[7] - Quote
Alena Ventrallis wrote:I am against it. Hardeners are supposed to allow vehicles to perform their jobs without worrying about AV killing them. The problem is that the ratio of uptime to downtime is way off kilter. We need all hardeners to have ~30 seconds of uptime and ~2-2.5 minutes of downtime, and only one hardener per vehicle. The "wave of opportunity" concept means vehicles get a period of time where AV cannot feasibly kill them, and AV get a period of time where they can drive off/kill a vehicle. As AV are far more vulnerable than an AV player, AV should get a much longer window of opportunity.
1. Limit one hardener per vehicle
2. Make all hardeners have the same uptime and cooldown
3. Increase resistance as you go up the tiers. I disagree because AV's role is to detour or destroy vehicles. |
deepfried salad gilliam
Sanguine Knights
433
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Posted - 2014.02.20 21:15:00 -
[8] - Quote
i would prefer eve capacitors
Proud Christian
add p2p already!
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Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.20 22:40:00 -
[9] - Quote
deepfried salad gilliam wrote:i would prefer eve capacitors They would do about the same thing. Idk if CCP will ever add those though |
Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.21 03:20:00 -
[10] - Quote
More feedback? |
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Kitt 514
True North.
113
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Posted - 2014.02.21 03:41:00 -
[11] - Quote
When CCP added capitals to EVE, they made they made them effective when they sieged.
The problem with tanks isn't that they are super hard to kill. I don't mind a challenge, and requiring a little teamwork to get the kill.
What is terrible, is that if a tanker recognizes the need to bail, he can just activate hardeners and leave. Tanks are so fast that they just zip out of range of AV, and come back ~30 seconds later at full health again.
Its not an issue with how much damage they soak up. Its a mobility issue.
Put a movement penalty on hardeners. Whether it is in the form of a severe penalty for their activation, or even a stationary "Seige Mode"
The problem is that tanks just do everything. They put out tons of damage, they're very fast, they tank a ton of damage.
Stasis webs are also another proposed solution, but a speed penalty for active hardeners would do it. |
Lynn Beck
Granite Mercenary Division Top Men.
803
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Posted - 2014.02.21 09:01:00 -
[12] - Quote
Alena Ventrallis wrote:I am against it. Hardeners are supposed to allow vehicles to perform their jobs without worrying about AV killing them. The problem is that the ratio of uptime to downtime is way off kilter. We need all hardeners to have ~30 seconds of uptime and ~2-2.5 minutes of downtime, and only one hardener per vehicle. The "wave of opportunity" concept means vehicles get a period of time where AV cannot feasibly kill them, and AV get a period of time where they can drive off/kill a vehicle. As AV are far more vulnerable than an AV player, AV should get a much longer window of opportunity.
1. Limit one hardener per vehicle
2. Make all hardeners have the same uptime and cooldown
3. Increase resistance as you go up the tiers. Do that, but remove 1. Just make downtime 3-4x the uptime, so stacking is still technically viable, but you're still missing out on many other things.
No SP refund=academy stomping FOR DAYYZ
Proud owner of 69 'Fleshriver' Nk's.
No i don't buy AUR
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Lynn Beck
Granite Mercenary Division Top Men.
803
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Posted - 2014.02.21 09:08:00 -
[13] - Quote
deepfried salad gilliam wrote:i would prefer eve capacitors With capacitors, we could hve sommuch more flexibility. Instead of 'cycling' hardeners, we could equip 2, run 1(albeit plz at lower %, like 40 for shield) constantly, activating the other when we need it, and a damage mod. Or, we could run shield booster, dmg mod, and hardener. If we ran minmatar weapons on caldari tanks, we could permarun shield boosts.(imagine600HP a boost, at a boost every 5 seconds with a skill to decrease time between pulses.(5% a level, bringing it to 3.75 seconds) Give armor reps a damage threshold- like 3K damage. Having 2 reps means you can tank 6k damage at a time, but past that they're dropped to 50% efficacy for 30 seconds. We also could use low slot shield upgrades, such as flux relays and such.
No SP refund=academy stomping FOR DAYYZ
Proud owner of 69 'Fleshriver' Nk's.
No i don't buy AUR
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
596
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Posted - 2014.02.21 13:01:00 -
[14] - Quote
Does anyone here actually understand anything about tanks?
What tank are you talking about when you say they are too strong. What is too strong, are railguns and missiles causing you unlimited distress?
Do you understand the "FOTM" fits of tanking atm. Did you know that they are different for the 2 kinds of tanks. (It is clear a lot of you DO NOT!)
Your suggestions targets one tank in particular, and basically ignores the other.
The tank you will cripple is the Gunnlogi. Why. Because they are they are the ones that stack hardeners. Why would they do that, well because they are shield focused of course. This means hardeners must either be activated pre-emptively, as shields are the first thing to take damage, not to mention 2650 total shields isn't much to hold on to.
So a gunnlogi uses 2 hardeners, the madrudger on the other hand focuses on reps.
2 reps, and one hardener. Their hardener is at 40% in comparison to the shield that is at 60%. So to a maddie, resists isn't as important as having reps.
So the proposed idea in the OP, and numerous other replies fail to take into account what a tank actually is or even identify the root of the problem.
Tanks - Balancing Turrets
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Garth Mandra
The Southern Legion The Umbra Combine
337
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Posted - 2014.02.21 13:32:00 -
[15] - Quote
Just nerf hardeners a bit. They're simply too good. People keep trying to come up with convoluted solutions to stacking hardeners when they just need the % reduced.
Currently one hardener makes you really really tough, two makes you invincible.
Change it so one hardener makes you tough, two really tough and three invincible. If you want to be invincible it should cost you. |
Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.21 22:18:00 -
[16] - Quote
Lynn Beck wrote:deepfried salad gilliam wrote:i would prefer eve capacitors With capacitors, we could hve sommuch more flexibility. Instead of 'cycling' hardeners, we could equip 2, run 1(albeit plz at lower %, like 40 for shield) constantly, activating the other when we need it, and a damage mod. Or, we could run shield booster, dmg mod, and hardener. If we ran minmatar weapons on caldari tanks, we could permarun shield boosts.(imagine600HP a boost, at a boost every 5 seconds with a skill to decrease time between pulses.(5% a level, bringing it to 3.75 seconds) Give armor reps a damage threshold- like 3K damage. Having 2 reps means you can tank 6k damage at a time, but past that they're dropped to 50% efficacy for 30 seconds. We also could use low slot shield upgrades, such as flux relays and such. We won't get eve capacitors soon enough in dust to wait |
Text Grant
Death Firm. Canis Eliminatus Operatives
344
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Posted - 2014.02.22 03:47:00 -
[17] - Quote
Garth Mandra wrote:Just nerf hardeners a bit. They're simply too good. People keep trying to come up with convoluted solutions to stacking hardeners when they just need the % reduced.
Currently one hardener makes you really really tough, two makes you invincible.
Change it so one hardener makes you tough, two really tough and three invincible. If you want to be invincible it should cost you. Nerfing hardeners will just weaken tanks. I'm proposing a player choice to nerf their own hardener or to keep it strong and use their gunners more. My proposal should buff tankers that keep gunners while Nerfing other tankers. |
Garth Mandra
The Southern Legion
339
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Posted - 2014.02.23 21:20:00 -
[18] - Quote
Text Grant wrote:Garth Mandra wrote:Just nerf hardeners a bit. They're simply too good. People keep trying to come up with convoluted solutions to stacking hardeners when they just need the % reduced.
Currently one hardener makes you really really tough, two makes you invincible.
Change it so one hardener makes you tough, two really tough and three invincible. If you want to be invincible it should cost you. Nerfing hardeners will just weaken tanks. I'm proposing a player choice to nerf their own hardener or to keep it strong and use their gunners more. My proposal should buff tankers that keep gunners while Nerfing other tankers.
Making tanks weaker was one of the things I had in mind.... |
Text Grant
Death Firm. Canis Eliminatus Operatives
345
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Posted - 2014.02.24 03:22:00 -
[19] - Quote
Garth Mandra wrote:Text Grant wrote:Garth Mandra wrote:Just nerf hardeners a bit. They're simply too good. People keep trying to come up with convoluted solutions to stacking hardeners when they just need the % reduced.
Currently one hardener makes you really really tough, two makes you invincible.
Change it so one hardener makes you tough, two really tough and three invincible. If you want to be invincible it should cost you. Nerfing hardeners will just weaken tanks. I'm proposing a player choice to nerf their own hardener or to keep it strong and use their gunners more. My proposal should buff tankers that keep gunners while Nerfing other tankers. Making tanks weaker was one of the things I had in mind.... There is no need to nerf all tankers. Just tank spam and militia scrubs. |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
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Posted - 2014.02.25 03:24:00 -
[20] - Quote
Let's See it happen |
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Obodiah Garro
Tech Guard RISE of LEGION
678
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Posted - 2014.02.25 03:35:00 -
[21] - Quote
Gunnlogis are quite slow compared to maddys, your idea once again only goes to buff the already OP armour tanks |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
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Posted - 2014.02.25 03:38:00 -
[22] - Quote
Obodiah Garro wrote:Gunnlogis are quite slow compared to maddys, your idea once again only goes to buff the already OP armour tanks Gunnies are hit and run tanks. I've seen a gunnie destroy a maddy in 2 shots and keep rolling. I think this would actually nerf blasters the most. Not a particular tank |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
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Posted - 2014.02.25 22:09:00 -
[23] - Quote
Reply |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
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Posted - 2014.02.27 17:38:00 -
[24] - Quote
Bump |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
|
Posted - 2014.02.28 03:10:00 -
[25] - Quote
Tank spam should be changed |
Text Grant
Death Firm. Canis Eliminatus Operatives
346
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Posted - 2014.02.28 15:06:00 -
[26] - Quote
Changed posts name |
Text Grant
Death Firm. Canis Eliminatus Operatives
350
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Posted - 2014.03.06 03:49:00 -
[27] - Quote
This needs to happen |
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
187
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Posted - 2014.03.06 03:53:00 -
[28] - Quote
Text Grant wrote:As you all know, at the current state, you can activate a hardener and fire at will. My suggestion is to subtract from active duration for damage expended from large turrets. Numbers at a glance, every 1000 damage subtracts 5 active duration seconds. This would help increase diversity in modules, as well as reward players more for skilling into modules and using modules more wisely. This would not apply to small turrets. In its own way rewarding tankers to use a crew.
If AV fires at a tank you can activate hardeners and go let your crew kill the AV, or you can activate and run away if you have no crew.
If you harden your vehicle to go into a fight you loose active duration time and create a more risky escape after the battle.
so the railgun will be lol. your runnign a hardner.''thunk'' not any more. |
Text Grant
Death Firm. Canis Eliminatus Operatives
350
|
Posted - 2014.03.07 05:18:00 -
[29] - Quote
Racro 01 Arifistan wrote:Text Grant wrote:As you all know, at the current state, you can activate a hardener and fire at will. My suggestion is to subtract from active duration for damage expended from large turrets. Numbers at a glance, every 1000 damage subtracts 5 active duration seconds. This would help increase diversity in modules, as well as reward players more for skilling into modules and using modules more wisely. This would not apply to small turrets. In its own way rewarding tankers to use a crew.
If AV fires at a tank you can activate hardeners and go let your crew kill the AV, or you can activate and run away if you have no crew.
If you harden your vehicle to go into a fight you loose active duration time and create a more risky escape after the battle. so the railgun will be lol. your runnign a hardner.''thunk'' not any more. No, you could get off 3 to 4 shots before it popped.maybe more with skills |
jaksol returns
highland marines IMMORTAL REGIME
11
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Posted - 2014.03.07 08:21:00 -
[30] - Quote
Text Grant wrote:As you all know, at the current state, you can activate a hardener and fire at will. My suggestion is to subtract from active duration for damage expended from large turrets. Numbers at a glance, every 1000 damage subtracts 5 active duration seconds. This would help increase diversity in modules, as well as reward players more for skilling into modules and using modules more wisely. This would not apply to small turrets. In its own way rewarding tankers to use a crew.
If AV fires at a tank you can activate hardeners and go let your crew kill the AV, or you can activate and run away if you have no crew.
If you harden your vehicle to go into a fight you loose active duration time and create a more risky escape after the battle.
your saying to pretty much end it after 4 milita hits or one to two proto hits? im not a tanker anymore and even I know that's a bad idea I have hard time with proto AVs at the min as is, when I call in my tanks
Sacrifice is a choice you make, Loss is a choice made for you .
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Alena Ventrallis
The Neutral Zone
812
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Posted - 2014.03.07 10:14:00 -
[31] - Quote
No. The problem is that hardeners cool down way too fast. Make them all have the same uptime and cooldown. They should increase in resistance as you go through the tiers. Shields should be 60/70/80%, armor should be 40/50/60%. That way, even running 3 hardeners, there is at a minimum a 30 second window where a tank cannot be hardened.
Best PVE idea I've seen.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1837
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Posted - 2014.03.07 11:47:00 -
[32] - Quote
Sp you want to nerf active tankers? No. Again, that's not the problem with hardeners.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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