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calisk galern
BurgezzE.T.F General Tso's Alliance
2188
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Posted - 2014.03.21 14:14:00 -
[1] - Quote
infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same. |
Kasote Denzara
A Vulture
1992
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Posted - 2014.03.21 14:15:00 -
[2] - Quote
Infantry updates usually don't include vehicles.
(1.7 was vehicle, 1.8 is infantry. We can suspect 1.9 will be a mix.)
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
I'm waiting for my G-I suit. It's what I want.
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Rynoceros
Rise Of Old Dudes
3216
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Posted - 2014.03.21 14:15:00 -
[3] - Quote
Because those crutch driving scrubs need all the help they can get.
I GÖú Kittens.
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Monkey MAC
Rough Riders..
2219
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Posted - 2014.03.21 14:16:00 -
[4] - Quote
calisk galern wrote: infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same.
Because a tank killing tank is a good thing, but infantry butchering infantry like it's going out of fashion is bad thing when there is a limited clone count.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Reav Hannari
Red Rock Outriders
3371
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Posted - 2014.03.21 14:17:00 -
[5] - Quote
Because the high percentage base vehicle modules don't run 100% of the time. I've suggested the same for infantry modules. They should introduce Complex Active Damage Modules that give 10-15% damage boost but only for a short time. They should provide the same thing for armor repairers and shield boosters.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Marc Rime
313
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Posted - 2014.03.21 14:18:00 -
[6] - Quote
calisk galern wrote: infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same.
Have you any idea of the level of QQ we'd have to put up with if tankers got their crutch taken away? I might go so far as to say the tank stops are preferable - you know, the lesser of two evils ;). |
Louis Domi
Pradox One Proficiency V.
52
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Posted - 2014.03.21 14:20:00 -
[7] - Quote
Monkey MAC wrote:calisk galern wrote: infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same.
Because a tank killing tank is a good thing, but infantry butchering infantry like it's going out of fashion is bad thing when there is a limited clone count.
Tanks butcher infantry... |
Lorhak Gannarsein
Science For Death
2237
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Posted - 2014.03.21 14:23:00 -
[8] - Quote
Yes, this makes sense.
Last time they changed the way vehicles worked they changed the way infantry worked as well, didn't they?
Wait, you mean they didn't?
You mean to tell me that infantry and vehicles use different modules with different intentions?
And that vehicle damage mods are irrelevant to AI play as far as competent tankers are concerned?
No, that's crazy talk!
ak.0 4 LYFE
Large Missile Turrets: the real unicorns of DUST.
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Jack Boost
Zarena Family
335
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Posted - 2014.03.21 14:26:00 -
[9] - Quote
I sugest heavy dmg mod renamed for "panzer' dmg mod
Now you get: - heavy dmg mod - with can stay 3-5-10% vs vehicles (or maybe more that AV are weak now) - light dmg mod - with 2-3-5% vs infantry - sidearms dmg mod - with 2-3-5% vs infantry (or maybe remove this because light dmg mod + sidearms dmg mod dont stack ;))
Nice and easy way to scale things diferently and also give more crazy builds |
Monkey MAC
Rough Riders..
2220
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Posted - 2014.03.21 14:35:00 -
[10] - Quote
Louis Domi wrote:Monkey MAC wrote:calisk galern wrote: infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same.
Because a tank killing tank is a good thing, but infantry butchering infantry like it's going out of fashion is bad thing when there is a limited clone count. Tanks butcher infantry...
Not for much longer
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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calisk galern
BurgezzE.T.F General Tso's Alliance
2190
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Posted - 2014.03.21 14:39:00 -
[11] - Quote
Lorhak Gannarsein wrote:Yes, this makes sense.
Last time they changed the way vehicles worked they changed the way infantry worked as well, didn't they?
Wait, you mean they didn't?
You mean to tell me that infantry and vehicles use different modules with different intentions?
And that vehicle damage mods are irrelevant to AI play as far as competent tankers are concerned?
No, that's crazy talk!
yep it's not like they could possibly use said modules to assist in killing infantry, psh that could never happen and of course it's not like vehicles vs infantry ttk is far to high, hell I don't think i've even heard anyone say red line rail ttk is to short either.
nah vehicles are at the perfect spot now, I don't believe anyone would argue that tanks should be left exactly as they are now. |
Kigurosaka Laaksonen
DUST University Ivy League
696
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Posted - 2014.03.21 14:45:00 -
[12] - Quote
calisk galern wrote: infantry mods go from 5-10% to 3-5% meanwhile in happy tank land weapon mods go from 40%-40% and remain the same.
Vehicle damage mods give a 30% damage bonus, not 40%.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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