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The-Errorist
518
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Posted - 2014.02.26 18:37:00 -
[1] - Quote
There aren't enough skills out there for vehicle users that actually do anything.
Some examples of skills that could be added are: skills that affect scan precision, profile, and radius; a skill that increases the top speed by 1% per level; a skill that increases acceleration by 1% per level. |
CLONE117
True Pros Forever
696
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Posted - 2014.02.26 19:13:00 -
[2] - Quote
id like a skill that makes my armor tank turn faster by 1% per level. |
Heathen Bastard
The Bastard Brigade
1024
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Posted - 2014.02.26 19:31:00 -
[3] - Quote
I'd like a shield skill that doesn't suck for shield tanks(the shield skill is: 5% to depleted recharge speed. if you're in armor on a gunni, you're basically dead already as a stiff breeze could punch through that armor)
disparity between shield and armor tanks: armor tanks can become basically impossible to kill because of sheer repping ability(400/s without any type of interrupt mechanic + a hardener. good luck killing that with anything short of an act of god,two back to back strikes, or all the remotes in the world being shoved in his tailpipe) Shields can become basically impossible to kill because of stacked, brokenly powerful hardeners(don't nerf the hardeners, just restrict putting on more than one.)
When I armor tank, I can basically laugh off anything short of 3-4 av guys at once, or a dmg modded sica(GG CCP, you made mlt tanks pretty much as good as millions-of-SP-in-tanks tanks. Thanks. Maybe you can do that with suits? no wait, your CoD crybabies would ***** this game out of existence. Guess tankers can just go suck a fat one, though, right?)
I really miss the old tree right now. the tanks were ****ing paper, but at least the skills did something other than unlock new crap.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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The-Errorist
518
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Posted - 2014.03.01 22:00:00 -
[4] - Quote
CLONE117 wrote:id like a skill that makes my armor tank turn faster by 1% per level. Having a skill that would increase turning speed or torque of all vehicle by 1% like the old powerplant modules would be great too.
Heathen Bastard wrote:I'd like a shield skill that doesn't suck for shield tanks(the shield skill is: 5% to depleted recharge speed. if you're in armor on a gunni, you're basically dead already as a stiff breeze could punch through that armor)
disparity between shield and armor tanks: armor tanks can become basically impossible to kill because of sheer repping ability(400/s without any type of interrupt mechanic + a hardener. good luck killing that with anything short of an act of god,two back to back strikes, or all the remotes in the world being shoved in his tailpipe) Shields can become basically impossible to kill because of stacked, brokenly powerful hardeners(don't nerf the hardeners, just restrict putting on more than one.)
When I armor tank, I can basically laugh off anything short of 3-4 av guys at once, or a dmg modded sica(GG CCP, you made mlt tanks pretty much as good as millions-of-SP-in-tanks tanks. Thanks. Maybe you can do that with suits? no wait, your CoD crybabies would ***** this game out of existence. Guess tankers can just go suck a fat one, though, right?)
I really miss the old tree right now. the tanks were ****ing paper, but at least the skills did something other than unlock new crap. (A little off topic, but whatever) The combination of buffing hardeners and buffing the large turrets, really made the tanking situation pretty crappy; CCP's attempt at making tanking more fast paced, fun, and have short waves of opportunity, failed.
Also the bonus for shields does suck too; one way of fixing that skill is to make it decrease the shield regen delay when the shields aren't depleted in addition to when they are, just like how shield regulator work for infantry; the way it is right now, it only gives a bonus when one basically dead.
Armor hardeners base duration is currently 36 and it's 45s with Engine Core Calibration maxed out; while for shields it's a 24s base with 30s with Engine Core Calibration maxed out. Shield recharge rate for a Caldari tank is 168.00HP/s Complex heavy armor repairer: 140.00HP/s. With Vehicle Armor repair systems Lv5, its 175.00HP/s. Thats only with 1 heavy repair module; armor tanks can easily fit two and still have a hardener which gives them a permanent 350s repair rate.
I don't think limiting vehicles to 1 hardener is not the solution though; I think reducing rep rates of armor repairers and increasing their CPU cost; decreasing resistance of hardeners by 5%, reducing the duration for armor hardeners by 4s; increase the recharge time of hardeners 5s; and reduce the damage per minute of the large turrets to pre1.8 levels would help. Another idea thats been through around on the forums was to stop all passive reps when a vehicle is hardened. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3691
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Posted - 2014.03.01 22:51:00 -
[5] - Quote
I keep wishing for more fitting skills. There's so little there, and then the shield/armor ones are expensive for only reducing one fitting stat.
But yeah... generally speaking I wouldn't mind more passives.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3712
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Posted - 2014.03.04 12:57:00 -
[6] - Quote
I thought I might add that there are more "planned" skills:
from vehicle rebalance dev blog...
You'll notice we don't have most of those (the racial ones for more obvious reasons, though I wouldn't have minded having the placeholders inserted...).
Dren and Templar equipment stats, wrong since release.
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The-Errorist
530
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Posted - 2014.03.04 17:30:00 -
[7] - Quote
Zeylon Rho wrote:I thought I might add that there are more "planned" skills: from vehicle rebalance dev blog...You'll notice we don't have most of those (the racial ones for more obvious reasons, though I wouldn't have minded having the placeholders inserted...). OMG yes, lots of these should have already been here. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3716
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Posted - 2014.03.04 17:42:00 -
[8] - Quote
The-Errorist wrote:Zeylon Rho wrote:I thought I might add that there are more "planned" skills: from vehicle rebalance dev blog...You'll notice we don't have most of those (the racial ones for more obvious reasons, though I wouldn't have minded having the placeholders inserted...). OMG yes, lots of these should have already been here.
It's one thing to throw a name on a chart of course. I assume things are "more basic" because they said they were going to start basic with the vehicle rebalance before adding back in the more complex elements of vehicles. That doesn't tell us what the planned passives or impacts of these named skills are, only that they were on a drawing board. That's still pretty vague, all things considered.
Dren and Templar equipment stats, wrong since release.
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Harpyja
Molon Labe. General Tso's Alliance
1226
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Posted - 2014.03.04 19:02:00 -
[9] - Quote
If anything we need more 5% per level skills. Nerf everything such that max skills will bring the attributes to current levels; then we have distinguishable 0 SP scrub tanks and dedicated tanker tanks.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Anoko Destrolock
Dem Durrty Boyz Renegade Alliance
40
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Posted - 2014.03.04 19:31:00 -
[10] - Quote
Agreed. More passives. Make me feel like I'm getting something usefull |
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