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JARREL THOMAS
Dead Man's Game
137
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Posted - 2014.03.02 20:21:00 -
[1] - Quote
All vehicles modules should shutdown when you have to many active you will have a cool down time and a module cool down time after that which will give you a weakness.
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
137
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Posted - 2014.03.02 20:53:00 -
[2] - Quote
MINA Longstrike wrote:You've stated what you want but you've failed to state why you want it, from this I can only infer that you want tanks to be free kills. Most tanks run around with less than three active modules and when they need them they probably need all of them, your idea is pretty much a deterrent to fitting flexibility or the idea of module use for crisis situations.
I have to say this seems to be a(n intentionally?) poorly thought out idea. So that tanks aren't running away in nitros hardeners damage mods at the same time and no I'm not trying to make them easy kills I'm trying to make them require more skill to use so there aren't scrubs running around in them.
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
137
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Posted - 2014.03.02 21:01:00 -
[3] - Quote
MINA Longstrike wrote:
This would also have a serious negative effect on all dropships.
Okay then let me say tanks and thanks about not being an all around dooche bag about it.
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
137
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Posted - 2014.03.02 21:54:00 -
[4] - Quote
MINA Longstrike wrote:JARREL THOMAS wrote:MINA Longstrike wrote:You've stated what you want but you've failed to state why you want it, from this I can only infer that you want tanks to be free kills. Most tanks run around with less than three active modules and when they need them they probably need all of them, your idea is pretty much a deterrent to fitting flexibility or the idea of module use for crisis situations.
I have to say this seems to be a(n intentionally?) poorly thought out idea. So that tanks aren't running away in nitros hardeners damage mods at the same time and no I'm not trying to make them easy kills I'm trying to make them require more skill to use so there aren't scrubs running around in them. "Tanks get to run away" sadly isn't a good reason for modules turning themselves off. Only if T-T
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
139
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Posted - 2014.03.03 01:20:00 -
[5] - Quote
Lorhak Gannarsein wrote:JARREL THOMAS wrote:MINA Longstrike wrote:You've stated what you want but you've failed to state why you want it, from this I can only infer that you want tanks to be free kills. Most tanks run around with less than three active modules and when they need them they probably need all of them, your idea is pretty much a deterrent to fitting flexibility or the idea of module use for crisis situations.
I have to say this seems to be a(n intentionally?) poorly thought out idea. So that tanks aren't running away in nitros hardeners damage mods at the same time and no I'm not trying to make them easy kills I'm trying to make them require more skill to use so there aren't scrubs running around in them. sooo... You know, of course, how pathetically squishy an unhardened tank is, yes? What you're asking for is free kills. Which is why you should pull out not sit there.
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
139
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Posted - 2014.03.03 01:22:00 -
[6] - Quote
Godin Thekiller wrote:lolno. Give a reason why not
Caldari Loyalist
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JARREL THOMAS
Dead Man's Game
139
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Posted - 2014.03.03 01:34:00 -
[7] - Quote
Dovallis Martan JenusKoll wrote:JARREL THOMAS wrote:Godin Thekiller wrote:lolno. Give a reason why not Tanks without hardeners are only able to fire for 2-3 seconds before they have to turn back in typical combat or else get blown up. You've never driven a tank without hardeners into a fight before, have you? I haven't because I wait for my hardeners to recharge which you should do stay out of the open were the fg can get you or swarms.
Caldari Loyalist
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