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Charlotte O'Dell
Fatal Absolution Negative-Feedback
2240
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Posted - 2014.03.24 17:11:00 -
[1] - Quote
Gunlogi: Regent too damnfast. Should require SP to get that quick regent rate.
S.Hardeners: 60% for 30 seconds with 30 second cool down? Absolutely not. MYbe 15 seconds with 60 second cooldown
A.Hard: change to 25% for 2 min with 60s cooldown
Dmods: change them back to passive 10% bonus
Boosters: switch fitting costs with s.hards.
Extenders: give 2000hp bonus.
Plates: increase to 3000bonus
Reppers: rep way too fast. Nerf a lot
Nitrous: move to low slots. Allow multiple to be fit, but increase fitting cost to match kinkats pproportionally so fitting 3 barely allows a std turret
Blasters: decrease range to 50m max, increase DMG 25%, decrease ROF 25%
Rails: give every shot a spool up time of 0.33s. Reduce DMG 5%.
Missiles: decrease reload time to 7 seconds
Charlotte O'Dell is the highest level unicorn!
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Atiim
Living Like Larry Schwag
6087
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Posted - 2014.03.24 17:12:00 -
[2] - Quote
I always figured that Missiles should reload like the current Shotgun, especially when you consider the fact that each missile is fired individually.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Supernus Gigas
sNk Syndicate
592
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Posted - 2014.03.24 17:15:00 -
[3] - Quote
-Get rid of Missile drop off damage.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1103
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Posted - 2014.03.24 17:32:00 -
[4] - Quote
Shield hardeners are 30s on, 45 off at proto w/ max skills (which is about a 3.5m SP investment).
Me in my ADS: 1,2
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Takahiro Kashuken
Red Star. EoN.
3084
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Posted - 2014.03.24 18:00:00 -
[5] - Quote
Charlotte O'Dell wrote:Gunlogi: Regent too damnfast. Should require SP to get that quick regent rate.
S.Hardeners: 60% for 30 seconds with 30 second cool down? Absolutely not. MYbe 15 seconds with 60 second cooldown
A.Hard: change to 25% for 2 min with 60s cooldown
Dmods: change them back to passive 10% bonus
Boosters: switch fitting costs with s.hards.
Extenders: give 2000hp bonus.
Plates: increase to 3000bonus
Reppers: rep way too fast. Nerf a lot
Nitrous: move to low slots. Allow multiple to be fit, but increase fitting cost to match kinkats pproportionally so fitting 3 barely allows a std turret
Blasters: decrease range to 50m max, increase DMG 25%, decrease ROF 25%
Rails: give every shot a spool up time of 0.33s. Reduce DMG 5%.
Missiles: decrease reload time to 7 seconds
1. I got 20+mil SP does that count?
2. Pre 1.7 S Hardener - 10sec on 30sec cooldown - Your idea is even worse than that
3. Pre 1.7 A Hardener - 60sec on 15sec off 25%- 2min on 60sec off for 40%
4. Active should still be allowed - More mods not less - Active should have higher fitting req and also a longer cooldown for a decent improvement - Also move to low slots
5.So boosters have higher fitting req than with hardeners?
6. Extenders used to i think pre 1.7
7. Plates used to pre 1.7
8. Reppers - lolnerfalot - Create passive and active hardeners
9. No - Keep on mid slots - Reintrodue Hull mods such as Nanofibre which reduce armor for more speed
10. Blasters - So i have less range than a duvolle yet at 10times the size/price/fitting costs and cannot defend myself while small turrets are just as useless - lolno
11. Meh
12. Meh
Intelligence is OP
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thomas mak
THE-TITANS
46
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Posted - 2014.03.24 18:31:00 -
[6] - Quote
Everything go back to beta, everyone happy Keep reload system but missile's reload can be like beta but limited ammo
Nice?
Why tank rule the sky
Why tanks are so cheap
Why all the vehicle module are GONE!!!!!!!!
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Charlotte O'Dell
Fatal Absolution Negative-Feedback
2242
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Posted - 2014.03.25 04:43:00 -
[7] - Quote
Takahiro Kashuken wrote:Charlotte O'Dell wrote:Gunlogi: Regent too damnfast. Should require SP to get that quick regent rate.
S.Hardeners: 60% for 30 seconds with 30 second cool down? Absolutely not. MYbe 15 seconds with 60 second cooldown
A.Hard: change to 25% for 2 min with 60s cooldown
Dmods: change them back to passive 10% bonus
Boosters: switch fitting costs with s.hards.
Extenders: give 2000hp bonus.
Plates: increase to 3000bonus
Reppers: rep way too fast. Nerf a lot
Nitrous: move to low slots. Allow multiple to be fit, but increase fitting cost to match kinkats pproportionally so fitting 3 barely allows a std turret
Blasters: decrease range to 50m max, increase DMG 25%, decrease ROF 25%
Rails: give every shot a spool up time of 0.33s. Reduce DMG 5%.
Missiles: decrease reload time to 7 seconds
1. I got 20+mil SP does that count? 2. Pre 1.7 S Hardener - 10sec on 30sec cooldown - Your idea is even worse than that 3. Pre 1.7 A Hardener - 60sec on 15sec off 25%- 2min on 60sec off for 40% 4. Active should still be allowed - More mods not less - Active should have higher fitting req and also a longer cooldown for a decent improvement - Also move to low slots 5.So boosters have higher fitting req than with hardeners? 6. Extenders used to i think pre 1.7 7. Plates used to pre 1.7 8. Reppers - lolnerfalot - Create passive and active hardeners 9. No - Keep on mid slots - Reintrodue Hull mods such as Nanofibre which reduce armor for more speed 10. Blasters - So i have less range than a duvolle yet at 10times the size/price/fitting costs and cannot defend myself while small turrets are just as useless - lolno 11. Meh 12. Meh
you need to stop defending these broke ass tanks.
i will not stop the forum war until balance is achieved.
1.6 sucked for us. 1.7 sucks for everyone else.
endstate: running a tank and running infantry are equally profitable. not one is more risky than the other. not one has a huge advantage over the other. av is effective, but tankers do not go broke after losing 1 tank and being in debt for 6 consecutive games- 1 game. that is it. a tank should be no more powerful than a dropsuit in its intended role-which it is.
AV hated me in 1.6 Tankers hate me now. Good, idc. We may not be perfectly balanced all over, but tanks ARE balanced in PC and i'd like to take a little credit for that.
Charlotte O'Dell is the highest level unicorn!
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Harpyja
Molon Labe. General Tso's Alliance
1393
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Posted - 2014.03.25 04:57:00 -
[8] - Quote
I agree with Takahiro here
(My .02 ISK) The real broken thing here which causes all the imbalance is that railguns are way too OP. Which requires me to fit a 60% hardener to even give me a chance. But now I just laugh off any infantry AV.
First, nerf railguns. Then you can decrease hardener resistance and boom, railguns take skill to use (meaning they are no longer the go-to weapon of choice for AV) and infantry stop crying that they can't kill tanks.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Asha Starwind
DUST University Ivy League
599
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Posted - 2014.03.25 06:31:00 -
[9] - Quote
Charlotte O'Dell wrote:
S.Hardeners: 60% for 30 seconds with 30 second cool down? Absolutely not. MYbe 15 seconds with 60 second cooldown
A.Hard: change to 25% for 2 min with 60s cooldown
Can you explain the logic between these two being the way they are in relation to each other? Not a tanker, but when I eventually decide to hop in one. From the above 2x s.hardeners will grant you 30s of hardening w/ a 1m15s cooldown, 2x a.hardeners grants 43% hardening every other minute and at least 25% perma when a module is on a 60s cooldown. I wouldn't be able to help think 'fck, shield tanking.'
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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