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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
10
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Posted - 2014.03.19 22:19:00 -
[1] - Quote
]Quote:Everyone is bitching about tanks, and rightfully so. Tanks as it stands are slaughtering everything left and right. This is as it should be, TO A POINT. A tank should be powerful and deadly, otherwise they have no use. They should not be so cheap as to lose 4 and be able to turn a profit. I should also not be able to get the same effectiveness from militia to proto modules. This is part of why tanks are hard to kill except by other tanks. For no SP investment, and not even 10% the ISK investment, I can run a tank that rivals a 10 million SP invested 500k tank. This is what cause them to be imbalanced. Because everyone and their mother can run them so easily and so cheaply, with almost no difference in performance from militia to proto. Thus the tank spam we have currently.
Imagine, for instance, that the militia RR did the same damage as the proto RR, and the only difference was in the charge up time of the rifle. Why would anyone run the proto rifle when the militia one does the same damage for a tenth the price and a third the fitting cost? So I've come up with some ideas to make a proto tank as powerful as all tanks are now, while making militia tanks weaker, and giving AV some way to counter a tank either militia or proto.
EDIT: All numbers can be changed. The numbers given are to illustrate the concept, not provide exact details. Also, my previous edit was kind of dickish sounding, so I apologize for that.
Changing Active Modules
Currently, the only improvement in modules as you ascend the tiers is the cooldown time. As a tanker, this means that a militia hardener is just as effective as my proto hardener, so I gain no advantage beyond less downtime running my proto hardener. This should not be. I should have an advantage running my proto gear against militia gear. So let's redo modules to improve in efficiency, while retaining the same uptime and cooldown as you go through the tiers.
So currently, shield hardeners have these stats:
Basic Shield Hardener: 60% resistance, 24s uptime, 100s cooldown Enhanced Shield Hardener: 60% resistance, 24s uptime, 80s cooldown Complex Shield Hardener: 60% resistance, 24s uptime, 60s cooldown
I would have them changed to this:
Basic Shield Hardener: 60% resistance, 24s uptime, 120s cooldown Enhanced Shield Hardener: 70% resistance, 24s uptime, 120s cooldown Complex Shield Hardener: 80% resistance, 24s uptime, 120s cooldown
This gives my proto hardener a distinct advantage over a militia one (I can take more damage) while emphasizing the "wave of opportunity" concept CCP has for vehicles. It also means that even if I run 3 hardeners at max skills, there will still be a period of time where hardeners are down. If need be, perhaps even a cap on the number of modules of one type that can be fitted.
Woooooo, a Tanker asking for even more powerful Tanks Yay! You REALLY think it's NORMAL that to destroy a single player, that actually cost less ISK than an soldier gear. We need at least 4 titans, 10 crusader 5 logis 10 AV player, 5 jihad lAV / 7 Rail turret a 3 ******* hours ???? and finally he can escape anytime ? You want 1000000 million iSK with it ? You ask a buff for Active modules ??? WTF ?????
YES modules need a better scaling throught STD/enhanced/complex BUT it needs a HUGE nerf, not a buff. Hardeners is terribly OP, they were NEVER supposed to be double/triple fitted making the vehicules 95% of the time hardened. (Invicible.) as you say "sometime there's a little moment you're not hardened" BUT HEY ?-º?-º That's exactly the problem !!!! The window to destroy a tank is a 5 sec in a whole game !!!!!!! While Tank TTk is about 5 damn minutes of continous fire IF HE DON'T MOVE.
Hardener is NOT supposed to be multiple fitted. Hardener should be restricted to ONE. Hardener was never meant to be "I'm invicible, even more than before, problem ?"
So TWO solution : -Keep actualy activem odules BUT limited to One per type. -Makes the modules WAYYYY less powerful (HUUUGE NERF) but makes them able to "stack". Like activating 2 hardeners (20%) would make a 40% resistance.
Here we are dealing with STD TANKS !!!!!! The weaker tank, and even a full-16 can't destroy it.......
And finally there's TWO SOLUTION : Old Tank price (Over 1.000.000 ISK) but strong (way less than now throught.) OR Actual price, but Paper, making tanks a way to battle, tanks spam would be fun FOR the tanker (he knwo it's like he was dyins as a footsoldier) AND the opposite team (they can...kill the tank.)
Actually it's invicible tanks, Low price , low risk , high rewards...... |