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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8361
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Posted - 2014.03.18 20:45:00 -
[1] - Quote
Dauth Jenkins wrote:2 and 3 are easily doable, but 1 May have a bit of a problem. Right now, the game limits each side to 5-6 vehicles. In order to do what you want, they will have to separate the tanks from other vehicles. Can probably still be done though. We will see. Hopefully ccp has a plan
Yes 2 and 3 are doable. But should they be done?
IMO no and not because and am and HAV pilot but because AV affects more than just my vehicle type.
If any balancing needs to occur it needs to be on our end.
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8366
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Posted - 2014.03.18 21:32:00 -
[2] - Quote
Sequal Rise wrote:True Adamance wrote:
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
As I edited I dont know precisely about every durations and % of each modules. Lower resistances for tanks or upper damages for AVs aren't the same thing in the end? Increasing the fitting requirements or reducing the amount of PG/CPU isn't also the same thing?
Armour Hardeners
40% resistance
Cycle time 36 Seconds
Cooldown: between 50-70 seconds depending on tier
Shield Hardeners
60% resist
Cycle Time 24 seconds
Cool Down: Between 50 and 90 seconds depending on tier
I would suggest Shield reduced to 50% for 20 seconds
Armour to 35% for 30 seconds.
Same cooldown values, with high fitting requirements to reduce desirability of stacking hardeners.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8368
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Posted - 2014.03.18 21:59:00 -
[3] - Quote
CLONE117 wrote:then we may receive a new problem with stacked damage mods... though shield hardeners r a bit too effective.
could modify them. to slightly reduce the damage output of them maybe 25% idk...
as for that nerf for pg/cpu...no just an absolute no. it just makes it 100x harder for lower leveled players to fit their vehicles.
higher sp players who have put tons of sp into tanks and want to be invincible in their proto fit. would then get their wish from that. that already HUGE gap between tiers is difficult enough to overcome as is currently when not fully specced out in core skills. just makes the stomping worse for the new guy. something that needs to be toned down..
Ah fair comment. I am one for removing damage mods all together. If possible a reduction from 30% down to 10% could be in order.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8377
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Posted - 2014.03.18 23:55:00 -
[4] - Quote
lAssassinl Zer0 wrote:Sequal Rise wrote:Hi everybody!
I've been playing DUST 514 for 1 year now so I think I know what I'm talking about.
Tanks used to be a bit squishy I have to say but since Uprising 1.7, they are absolutely dominating every battle. Here is a couple of ideas that I think would make the game a way better:
- There should be a limit on how much tank there can be in a battle at the same moment. Let me explain that.. There are too many games that are getting completely screwed up because a team suddently drops 5 tanks at the same time. So what I think could be a solution to this spam is to reduce the number of tank in the battle to 1 or 2 tanks per team. If there are 2 tanks in a team, it would be impossible for any guy to call a 3rd one until one of the 2 gets destroyed. I know some people will think this is unfair for tankers but don't tell me that a tank as a same impact on the battlefield than an assault merc.
- Improve the power of the SWARM and the AV grenades so the infantry could fight against tank.
- Nerf the PG/CPU amount of Militia tanks so there will be a difference between a MLT and a STD tank.
These are 3 simple but I think efficient ideas to balance the game. Ho, and a MLT tank cost only 80k so dont tell me "But man, these are tanks! It's normal that they dominate the battlefield!" NOPE, it's not.
(Sorry for my bad english, I'm french so I tried my best to be as clear as I could)
Edit: Here I'm not talking about the hardners issue or that kind of things, because I'm not a tanker so I think someone specialized would do it better than me ^^ And also, there should'nt be vehicles in standard ambush mode (let's laugh at duna's face without its tanker team) . Solution to vehicule : Full rework of active modules. (hardeners never was supposed to be double fitted.) Faster swarm rockets. Bigger AV damage (All the vehicules are STD !!!!!)
Not so really....you have to consider MLT as STD and STD as ADV...... otherwise where the hell are my proto HAV?
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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