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MarasdF Loron
Fatal Absolution General Tso's Alliance
216
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Posted - 2014.03.19 05:21:00 -
[31] - Quote
The only thing I agree with here is that active modules need to be more effective throughout the tiers, but omg, 80%?!?! I only read the numbers beyond that point and they made me wanna kill myself. Just no.
R.I.P. Pre-1.7 tanks, you will be missed.
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SPESHULz
The Southern Legion
41
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Posted - 2014.03.19 05:50:00 -
[32] - Quote
Much simpler remove anything militia from vehicles and raise tank hull price. 15min work.
Change large blaster damage minus 20% infantry plus 20% to vehicles so infantry have a better chance to get away or av and so blaster tanks have a better chance against rail and missile tanks.
Blood flows. Death comes. War rages.
Maths is OP. It is all those numbers that kills you.
Forum Warrior lvl 0.02
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jerrmy12 kahoalii
550
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Posted - 2014.03.19 05:52:00 -
[33] - Quote
I stopped reading after Shueld hardener 120s cooldown
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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ONE-I-BANDIT
The Generals General Tso's Alliance
71
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Posted - 2014.03.19 06:29:00 -
[34] - Quote
Good read sounds like a plan may even get an Dev who works on tanks to say some thing and maby ask an question to the public if he see some thing. I was just thinking this what about an timer bar that ppl can see when the hardners on of course we are watching our harder but if the enemy knew it would be like an shame on you. if you stayed to long and they are ready to pop ya.
Proto Logi/Big Bad Tanker/Beginner Heavy
Wait till they get an Load of Me
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Jimmy McNaulty
NECROM0NGERS Caps and Mercs
41
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Posted - 2014.03.19 07:51:00 -
[35] - Quote
Scout Registry wrote:Alena Ventrallis wrote:I think proto swarms are actually right where they need to be.
Haven't touched my Proto Swarms in 3 months. They're utterly useless at Proficiency III. Would you like to borrow them for a week or two? Maybe give 'em a try so you can speak from an informed position? Let me know.
Well you should get back on them.. I spec'd into proto prof 3 and, depending on whether or not the tanker is paying attention to my flank, if I get the drop I can usually pop the tank.
They aren't nearly as bad as you remember them. Happy hunting!
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Alena Ventrallis
The Neutral Zone
884
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Posted - 2014.03.19 08:25:00 -
[36] - Quote
For the record, All numbers can be changed. The ones in the OP are to give you the idea of what changes I would make.
Best PVE idea I've seen.
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Leonid Tybalt
0uter.Heaven
319
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Posted - 2014.03.19 08:39:00 -
[37] - Quote
"rivals" is such a strong word though. Sure, you MIGHT kill my 10 million sp-tank in an MLT tank fitted with dual railgun damage mods while abusing the redline or waiting in ambush for when I've already sustained heavy damage due to some other source, or if you and a bunch of scrubs decides to gang up on me 3 to 1 (I don't get mad when that happens though, I just take it as a compliment/asskissing on your part seeing as how i'm evidently so dangerous that it takes three of you to kill me ).
But that hardly means you are my "rivals". Toe to toe, your MLT tank would be scrap metal, and my tank would barely get it's paintwork scratched. |
Takahiro Kashuken
Red Star. EoN.
3036
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Posted - 2014.03.19 10:16:00 -
[38] - Quote
Generally no tbh
We had skills which gave us damage to turrets - they got removed
We had mods which were better than the latter - So proto was always the best in every stat except in fitting requirements and cost, you want them to basically be the same as basic and your changes change nothing, why would i use a complex over a basic? that extra resistance is meh when its off, there is a reason why i skilled into the active/cooldown skills
Intelligence is OP
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Sam Booty
Valor Coalition Red Whines.
44
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Posted - 2014.03.19 10:48:00 -
[39] - Quote
This is a BS thread from a tanker who wants to be invincible to militia rail tanks and continue with tankbush. HAVs will ruin this promising game to the ground and if CCP continues to go in this path soon nobody will be playing this game. I vote that each game mode has a Vehicle/No vehicle option. |
Fire of Prometheus
Alpha Response Command
3989
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Posted - 2014.03.19 11:04:00 -
[40] - Quote
I just skimmed over it, but it doesn't seem to bad, the idea is there and that's what ccp needs to look at.
Cost of tank v efficacy of tank
There is no way in hell that a MLT tank can only be killed by another tank, or a full group of proto SL and FG
Commando sees scout
loses his mind
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Judge Rhadamanthus
Amarr Templar One
1685
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Posted - 2014.03.19 11:13:00 -
[41] - Quote
I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way.
Everything Dropship youtube channel
my Community Spotlight
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Sam Booty
Valor Coalition Red Whines.
47
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Posted - 2014.03.19 14:16:00 -
[42] - Quote
In a game of Rock-Paper-Scissors tanks are like all in one. Why? Because they are invulnerable to everything except other tanks.
When I choose a AV dropsuit I am vulnerable to the opposing infantry and now with broken 1.7/1.8 series to all tanks and dropships. Now you want high class invincible tanks? 80% hardeners? Why not a nerf like damage mods had? Like 50% nerf? Hardeners would be like 30% only.
The thing is most people don't want to play with tankers. Of course you want to decimate infantry without worrying with pesky rail tanks but please give us the choice to play decent non-tank Ambush and everyone will be happy.
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Tailss Prower
501ST JFW StrikerZ Unit
197
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Posted - 2014.03.19 14:35:00 -
[43] - Quote
Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way. did you see my thread in the features and idears section about balancing tanks |
Lanius Pulvis
Bullet Cluster Legacy Rising
197
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Posted - 2014.03.19 15:46:00 -
[44] - Quote
Harpyja wrote:Well done.
Also, inb4 "tiericide," because that's not the way to go while dropsuits and weapons are still tiered (nor does CCP even hint at tiericide for them)
Oh before I forget, I think 60% shield resistance should be at proto level while 40% is militia/standard. 60% is too much resistance for no SP while 80% at proto is game-breaking. And keep the current cooldowns. 45 seconds of cooldown is long enough at max skills for proto. I'm kind of torn on the resistance, because on ADS at least, the HP is much lower for shields so a lower resistance would create even greater disparity between EHP for shields versus armor. However, I agree there should be more of a differenc than cooldown between modules.
Not new, just new to you.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 17:21:00 -
[45] - Quote
Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way. No offense taken. I look forward to seeing your thoughts on this. And again, I said that numbers are changeable, They are there to give the idea of how I would have things work.
Best PVE idea I've seen.
Fixed link.
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Nothing Certain
Villore Sec Ops Gallente Federation
323
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Posted - 2014.03.19 19:21:00 -
[46] - Quote
You seem to have given some thought to this but from my point of view all you are suggesting is to make tankers who have invested in tanks be nearly unbeatable. 8.1 forge hits to kill a tank is reasonable? Have you ever tried to get 9 forge hits in a tank?
Because, that's why.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 19:24:00 -
[47] - Quote
Nothing Certain wrote:You seem to have given some thought to this but from my point of view all you are suggesting is to make tankers who have invested in tanks be nearly unbeatable. 8.1 forge hits to kill a tank is reasonable? Have you ever tried to get 9 forge hits in a tank? absolutely, if the tank is hardened. That's the point of the hardener, to resist people trying to kill it. If people could quickly kill it even with the hardener, what would be the point of running a tank in the first place? They need to be able to resist AV, but they also need a period of time where they are vulnerable. Hardener stacking bypasses this mechanic, which is one of the reasons they are being spammed.
Best PVE idea I've seen.
Fixed link.
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Nothing Certain
Villore Sec Ops Gallente Federation
323
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Posted - 2014.03.19 19:55:00 -
[48] - Quote
I disagree. Hardenes should not make tanks almost invincible against AV. Why should tanks get hardeners at all? Drop suits don't get magical hardeners? Your answer will probably be some variation if "because it is a TANK" . That is not an answer but merely a reiteration of the question. To objectively look at AV/tank balance we first have to get rid of any preconceived notions of what a tank should be and do. First, it is like a suit that goes over another suit, you can run precisely the same suit I am using in your tank so any disadvantage the tank may have is completely negated by the fact that you can jump out of it. Therefore besides cost a tank confers only advantages. What are the advantages? Invulnerability to most weapons, and a 400 or 500 percent increase in HP, plus a regeneration ability, a 700-1000 percent increase in speed. A 400-500 increase in DPS. What is the argument for why this should be? ISK expenditure. A MLT tank cost 70-100K, less than a proto suit. A fully fitted tank costs 10 times that but look at the perfirmance/cost ratio on any other gear or suit and you will see that tanks are not commiserate with cost. A proto suit costs 10 times as much as a STD suit yet the performance is probably less than 50 percent better; STD to Proto weapons the ratio is even less. MLT tanks confer a 2000 percent cumulative bonus, with no disadvantages, for the cost of a second STD suit. A really good tank may cost 6 times as much as a proto suit but it confers a 3000 percent cumulative performance increase. This is not balanced with any aspect of the game. The only reason it is accepted at all is because everyone come with preconceived notions of what a tank is.
Because, that's why.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8403
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Posted - 2014.03.19 20:09:00 -
[49] - Quote
Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way.
Possibly what you has said is why I am so hesitant to try and make a manifesto like this.
I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
891
|
Posted - 2014.03.19 20:33:00 -
[50] - Quote
Nothing Certain wrote:I disagree. Hardenes should not make tanks almost invincible against AV. Why should tanks get hardeners at all? Drop suits don't get magical hardeners? Your answer will probably be some variation if "because it is a TANK" . That is not an answer but merely a reiteration of the question.
To objectively look at AV/tank balance we first have to get rid of any preconceived notions of what a tank should be and do. First, it is like a suit that goes over another suit, you can run precisely the same suit I am using in your tank so any disadvantage the tank may have is completely negated by the fact that you can jump out of it. Therefore besides cost a tank confers only advantages. What are the advantages? Invulnerability to most weapons, and a 400 or 500 percent increase in HP, plus a regeneration ability, a 700-1000 percent increase in speed. A 400-500 increase in DPS.
What is the argument for why this should be? ISK expenditure. A MLT tank cost 70-100K, less than a proto suit. A fully fitted tank costs 10 times that but look at the perfirmance/cost ratio on any other gear or suit and you will see that tanks are not commiserate with cost. A proto suit costs 10 times as much as a STD suit yet the performance is probably less than 50 percent better; STD to Proto weapons the ratio is even less. MLT tanks confer a 2000 percent cumulative bonus, with no disadvantages, for the cost of a second STD suit. A really good tank may cost 6 times as much as a proto suit but it confers a 3000 percent cumulative performance increase.
This is not balanced with any aspect of the game. The only reason it is accepted at all is because everyone come with preconceived notions of what a tank is. Now that I can read that block of text.
A tank should be hard to kill with hardeners up. That is the wave of opportunity concept. If hardeners don't help it survive, then tanks are useless. If tanks can bypass the concept by running permahardened tanks, then they are OP. The solution is to find a balance between these two. AV needs to be strong enough to drive away or kill a tank, but hardeners need to be strong enough in order to counter AV's power.
In order to find balance, we must absolutely define what a tank is and should do. To treat it like a dropsuit makes it's rle on the battlefield just a supped up killing machine, which it should not be. A tank needs to have a defined role, just as logistics has a defined role of battlefield medic and resupply, scout has a defined role of intel gathering and stealth kills, assaults have a defined role of frontline fighters. Everyone has a job to perform, and so it should be with the vehicles.
I want a tank to be able to stick around a battle while it's hardener is up, and be easy pickings once that hardener goes down. A hardener limit can be implemented, as well as having all hardeners have the same uptime and cooldown, as I mentioned in the OP. Numbers, for the 5th time now, can be reworked, the concepts are what I'm trying to convey.
Best PVE idea I've seen.
Fixed link.
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Judge Rhadamanthus
Amarr Templar One
1688
|
Posted - 2014.03.19 20:46:00 -
[51] - Quote
True Adamance wrote:Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way. Possibly what you has said is why I am so hesitant to try and make a manifesto like this. I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner.
THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and you have a beer to hand.
Everything Dropship youtube channel
my Community Spotlight
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8405
|
Posted - 2014.03.19 20:51:00 -
[52] - Quote
Judge Rhadamanthus wrote:True Adamance wrote:Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way. Possibly what you has said is why I am so hesitant to try and make a manifesto like this. I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner. THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance. The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand.
I did recently start watching your videos so I could better understand how dropships work and see the battlefield...still thats no substitute for flying one......which I'm terrible at.....
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
892
|
Posted - 2014.03.19 21:04:00 -
[53] - Quote
Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module.
Best PVE idea I've seen.
Fixed link.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8409
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Posted - 2014.03.19 21:29:00 -
[54] - Quote
Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module.
You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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CLONE117
True Pros Forever
723
|
Posted - 2014.03.19 21:37:00 -
[55] - Quote
id say the active reps of 1.6 worked better than the passive reps we have currently.
i invested some 1-2 mil sp into the armor section getting armor optimization to 4 and repair level too 5.
could only fit 2 complex and 1 enhanced heavy armor repper. cpu is basically maxed out at this point. only turret i can fit is a std-mlt blaster. rep rate is 512.5 hps. with 3 complex its 543.75 hps most likely impossible to fit 3 however.
the many times ive used my rep maddy in game i have lost it a few times. not just to other tanks but too av as well.
a solo aver can out dps the reps easy. but can they sustain that dps?.. no. and so as they reload the armor is back to full. im sure if they had some one else pitch in for a little extra supplemental damage my tank would die. as av can manage to get it down too 500 armor and less pretty fast.
what your suggesting for balance just breaks the already fragile mlt-proto balance with a proto scrub hammer. |
Alena Ventrallis
The Neutral Zone
893
|
Posted - 2014.03.19 21:54:00 -
[56] - Quote
True Adamance wrote:Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module. You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out. No, they do not. This is why I don't understand why people are upset that swarms don't stop the regen. Armor can get higher regen with a single module, armor can stack those modules to gain even higher regen while shield has no way to improve its regen capabilities, armor can regen through anything, while all AV weapons save swarms can stop shield regen, and armor has a skill that can improve their regen even further, while shields skill merely decreases the depleted recharge delay. This is clearly imbalanced in armor's favor. Yet people are upset over swarms unable to stop shield regen?
Best PVE idea I've seen.
Fixed link.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8412
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Posted - 2014.03.19 22:03:00 -
[57] - Quote
Alena Ventrallis wrote:True Adamance wrote:Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module. You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out. No, they do not. This is why I don't understand why people are upset that swarms don't stop the regen. Armor can get higher regen with a single module, armor can stack those modules to gain even higher regen while shield has no way to improve its regen capabilities, armor can regen through anything, while all AV weapons save swarms can stop shield regen, and armor has a skill that can improve their regen even further, while shields skill merely decreases the depleted recharge delay. This is clearly imbalanced in armor's favor. Yet people are upset over swarms unable to stop shield regen?
Nothing stops shield regen...to my knowledge....but I am sure that is wrong.
My only point is Shield get a regen without a module to compensate for their lower HP values, and make use of instant regen modules. Arguably very useful.
Armour is not supposed to have lesser reps, armour reppers in EVE cycle pulses whilethe module is active. Its not as useful as a 1 off boost, or natually regen, but its designed to be in between and reliable.
I personally would love to see shield modules for the low slots like armour to boost rates to move away from dual tanking.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
893
|
Posted - 2014.03.19 22:10:00 -
[58] - Quote
True Adamance wrote:Alena Ventrallis wrote:True Adamance wrote:Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module. You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out. No, they do not. This is why I don't understand why people are upset that swarms don't stop the regen. Armor can get higher regen with a single module, armor can stack those modules to gain even higher regen while shield has no way to improve its regen capabilities, armor can regen through anything, while all AV weapons save swarms can stop shield regen, and armor has a skill that can improve their regen even further, while shields skill merely decreases the depleted recharge delay. This is clearly imbalanced in armor's favor. Yet people are upset over swarms unable to stop shield regen? Nothing stops shield regen...to my knowledge....but I am sure that is wrong. My only point is Shield get a regen without a module to compensate for their lower HP values, and make use of instant regen modules. Arguably very useful. Armour is not supposed to have lesser reps, armour reppers in EVE cycle pulses whilethe module is active. Its not as useful as a 1 off boost, or natually regen, but its designed to be in between and reliable. I personally would love to see shield modules for the low slots like armour to boost rates to move away from dual tanking. As far as I have observed, the only thing that does not stop shield regen is swarms, and only then if a hardener is activated. Thus, I don't understand the complaints, since armor regens faster, has more base health, and can improve their regen through skills. There's no tradeoff.
Best PVE idea I've seen.
Fixed link.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8412
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Posted - 2014.03.19 22:13:00 -
[59] - Quote
Alena Ventrallis wrote: As far as I have observed, the only thing that does not stop shield regen is swarms, and only then if a hardener is activated. Thus, I don't understand the complaints, since armor regens faster, has more base health, and can improve their regen through skills. There's no tradeoff.
Not in terms of repping but mobility takes a hit on armour tanks, will be worse with the Amarr HAV, and resistance module being 20% less effective.
Fitting option on Shield tanks also seem to be better.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
10
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Posted - 2014.03.19 22:19:00 -
[60] - 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...... |
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