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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
wripple
WarRavens League of Infamy
140
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Posted - 2014.03.27 07:56:00 -
[61] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix. Longer spool time, longer RoF, and tank rails don't fire from within the redline (the AI lady does say I'm obligated to deploy to the burn zone, thus I shouldn't be aloud to cower back there in a tank) I also believe rails should half a vehicle's speed due to their energy cunsumption and mass, helping solve the CQC rail spam.
Also, it would be nice to have vehicles automatically dual hardened while attached to the Bolas, tired of tanks two shotting my redline RDVs while the glitchy AI plays yo-yo with my 500,000 ISK pythons. Feel like swarms need some love as well, like faster missile speed (they're missiles, they should be crazy fast) and the ability to disrupt inactivated modules into 4 second cool down would prevent allot of nitro Maddies from escaping and ADSs from hardening to invincibility. Or perhaps the missiles disrupt those crazy armor repairs for a couple seconds (nanites don't like working around explosions)
Hardeners also should decrease regeneration and repair proportional to the damage reduction (shields should not regen while taking blaster damage) |
Regis Blackbird
DUST University Ivy League
130
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Posted - 2014.03.27 08:12:00 -
[62] - Quote
Coming from an absolute noob tanker: - Vehicle vs vehicle seems balanced right now (apart from red line rails), so I am sceptical to nerf any vehicle modules without causing unexpected effects.
AV needs a buff: - fix the problem with swarms (see judge's video). If this is not hoxfixable, temporally increase the damage until permanent fix is introduced. - increase the number of av grenades back to 3 (or even 4?) - forge guns are ok I think.
Redline rail problem: - plenty of options, but if it is possible to increase the redline timeout I think this will help. Remember, the rail fits are not the problem, it is that you can't get to them.
Overall, there are plenty of ideas out there, but the problem is that WE don't know what is hotfixable. If you really want the community feedback, make a short list of things that are purely server side and let's have a discussion.
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Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1668
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Posted - 2014.03.27 08:16:00 -
[63] - Quote
If I could make a suggestion, FG charge time could be restored. As a tanker I feel no threat from 1-2FGs. I can easily kill one and tank the other. As a FG the RoF increase would help Scare tankers off, or destroy them. In infantry combat it would help keep rifles off while I do my damndest to kill ADS and tanks. You will also need to return AV and Flux back to 3grenades.
Ihave no opinion on swarms, I do not use them.
Who wants some?
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Buzzwords
Deadly Blue Dots
506
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Posted - 2014.03.27 08:16:00 -
[64] - Quote
it's tough. nerfing HAV defenses too hard returns tank combat to a battle of "who saw who first" almost requiring that HAV weapons ALSO be nerfed, but if you nerf tank weapons too hard they become giant rolling liabilities. then buffing infantry AV might leave LAVs and dropships out to dry (but really, how many people use LAVs and dropships compared to how many people use HAVs?)
i vote for the restoration of infantry AV. give us back the third AV grenade, let the swarms have range and let the forge guns charge fast, and let them all hit hard. once AV vs HAV is solved, that opens the way to rework LAVs and dropships so they fit in. it will suck for LAVs and dropships for a while, but lets be perfectly honest, 99% of those are just used to camp rooftops and run people over anyway. |
Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1668
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Posted - 2014.03.27 08:18:00 -
[65] - Quote
Also the default for abandoned vehicles needs to be recall them. It is silly that they are programmed to explode.
Who wants some?
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
764
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Posted - 2014.03.27 08:23:00 -
[66] - Quote
Bar Be wrote:CCP Saberwing wrote: Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team):
- How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix.
I don't understand. After many constructive threads, videos etc on this in the months since 1.7 dropped you ask moments before the change is made... Eh? I would suggest someone puts a bit of effort into digging through the forums and YouTube for the nuggets of gold amongst the BS. What are the odds of a good hotfix idea being fairly presented and debated in this single thread..? As an infantry player my main counter to tanks is not to play Ambush...
This - there have been pages and pages and entire threads that are full of structured, well presented and well argued information based on facts, videos and analysis... coming here a day or two before a change that has been crying out for about 4 months looks sloppy and unprofessional.
If you dug through the threads in the feedback and general discussion section, there are reams of data on how to fix things, ranging from (but not limited to): webifiers, having hardeners prevent speed boosters or have them slow you down while they are active, removing the recall functionality while out of the redline, increasing ammo levels on AV weapons to match the levels on tanks/infantry, increase their damage/range, removing third person view from ground based vehicles, increasing blaster dispersion, depressing the red line around a burn zone to prevent long range rail sniping, increasing rail gun heat and firing time, increasing AV weapons, introducing more AV weapons, increasing the effectiveness of AV grenades, increasing visibility of HAV's on minimap, reducing ammo levels of blaster magazines, etc, etc.
There are all suggestions, some good, some bad, but you have the data sets and analytics to be able to make the informed choices. I feel tanks vs tanks are almost in the right place, but AV vs HAV's is completely skewed (and with bugged forge guns, nigh on useless right now). |
Buzzwords
Deadly Blue Dots
506
|
Posted - 2014.03.27 08:28:00 -
[67] - Quote
Darken-Soul wrote:Also the default for abandoned vehicles needs to be recall them. It is silly that they are programmed to explode.
maybe, explode by default definitely reinforces the expendable LAV mentality. in their current iteration they're only good for running people over, and getting from point A to point B as quickly as possible.
the problem with that is that if you're worried about getting to point B really fast, you're not gonna stop and recall your LAV when you get there. so you need to keep it as cheap as possible because you're likely to abandon it, potentially under fire.
parsonally i'd like to see them DO something when they get there, give them a "triage" mode where they can't move but they get a huge damage reduction and can provide some passive benefit even when the driver isn't on board. make it run it's scanner constantly, repair nearby friendlies at some slow rate, or even function as a mobile resupply. BUT that is anything BUT a quick fix i would imagine.
at least an auto recall would allow you to justify fitting the damn things. |
ChromeBreaker
SVER True Blood General Tso's Alliance
1671
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Posted - 2014.03.27 08:34:00 -
[68] - Quote
Increase Hardener cooldown.
Decrease railgun turret turn speed.
Remove railgun scoped fire (major reduction to zoom).
Reduce ADS price.
Increase Militia HAV price.
The answer is "ForgeGun"... doesnt matter what the question is...
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Django Quik
Dust2Dust.
2537
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Posted - 2014.03.27 09:01:00 -
[69] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix. Give hardeners a penalty of some sort that stacks for more than 1 hardener. Stop all regen (or at least reduce it) whilst hardened and having a hardener even fitted reduces your active and passive regen in the hardened area by some percentage. You'll still be able to survive but you're going to have to be well out of the dangerzone by the time your hardener is down.
Stacking penalty could be to shorten time hardened and lengthen cooldown time massively.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
4936
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Posted - 2014.03.27 11:49:00 -
[70] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix. As annoying as Railguns may be, without massive alpha damage they wouldn't be any good, and they're built to be used at long range.
If you're going to reduce the range, it should only be enough that it hinders their ability to strike out of Redlines, and their dps could use a reduction. You can't have both massive damage AND great rate-of-fire. That's what made the Rail Rifle so overpowered.
Also, a Swarm fix is a must. As an Assault Dropship pilot, having six people all firing Swarms at me and not even doing enough damage to stop my shield regen just makes me feel dirty.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Terra Thesis
HDYLTA Defiant Legacy
443
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Posted - 2014.03.27 12:06:00 -
[71] - Quote
i liked 1.6 HAVs because they were vulnerable and expensive if played solo, but could dominate a battlefield as the keystone of a mixed force. 1.6 HAVs were extremely vulnerable to AV, but this could be countered with a dedicated infantry squad that protected the HAV from AV threats. together, this mixed force was extremely powerful and fun and required close teamwork between the squad members.
fighting against this kind of ubersquad was also fun. the only answer to such an intricate network of teamplay would be team strategies of our own. we would have to pick apart the defensive infantry screen so that our AV could get shots in. it was extremely difficult to take down the best HAV squads, but when we succeeded it felt like a real achievement.
a 1.6 HAV wandering around unsupported would quickly fall to AV. (AV, in turn, got shredded by assault troops, which in turn lose to HAVs).
today, HAVs squads do exist - as in, a squad of all HAVs. HAVs are strictly better than all infantry now. the best response to a HAV is just another HAV. there's no need for any intricate teamplay anymore to either field, or respond to a HAV. sure, tank v tank right now is pretty fun, but it's not as good as having the whole package.
HDYLTA - Freedom Delivered
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Terra Thesis
HDYLTA Defiant Legacy
443
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Posted - 2014.03.27 12:16:00 -
[72] - Quote
as for quick fixes for rails, bring in the range. compensate with something else if necessary. abandon sniping mechanics, they are a dead end for fun gameplay.
HDYLTA - Freedom Delivered
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kayn TARON
KILL-EM-QUICK RISE of LEGION
55
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Posted - 2014.03.27 12:25:00 -
[73] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix.
Two well thought out suggestions by a Dedicated Tanker, and Programmer.
Things Covered in this post are potential solutions to the following:
- Tank Spam, and a cost change
Rail Tanks and balance Making AV viable again
To Reduce Tank Spam:
1) Increase cost of hull of tanks by a factor of X where X = (anywhere from 1.5-3X based on numbers I see) This would still allow them to bring them out while at the same time reduce the spam. Tankers don't fear -- At the same time HAV has no purpose to take beyond 1, so add in an additional skill that requires say HAV 5 that will reduce the cost of tanks and dropships by a factor of Y, where Y = X. This way it wouldn't hurt the dedicated tankers while being a slight nerf to the 0 sp non tankers without stopping their effectiveness.
Continued Balance of Milita VS Proto Tank Effectiveness
2) Just a few points before the balance suggestion: Blasters close combat against Infantry. Missiles High Alpha and king of CQC, while Rail sits back and fires from a distance. 2a) Reduce firing time between shots for rail tanks 2b) Reduce Shots in clip of a rail tank, and possibly a "small" increase to reload time to keep them from being the king of ranged and CQC. 2c) Recalculate Damage Mods on Tanks. This would solve if done properly the issue with 2X dmg mod Sica's 2 or 3 shotting proto tanks while still keeping them effective. It also would solve some of the rail tank CQC vs other tanks issues as without damage mods on I believe Rail tanks to be perfectly balanced currently. (Or just remove them but that would hurt missile tankers when attacking a shield tank. If this option is done be very cautious as to how it will affect the blaster and missile tankers.
Let me reiterate the importance of 2c again as that is the most likely long term fix when combined with 2a and 2b that could be included from a server side fix.
Making AV Viable Against Tanks
1) Increase AV nades back to 3, and increase damage by 1/2 of the nerf that hit them in I believe it was 1.6. You nearly halfed the damage so try a 20% increase to damage and go from there. (based on effectiveness of AV nades prior to 1.7 1a) On a side note for the most part unless they are on a hive just chucking AV nades at me I usually just ignore people who have AV nades unless it's 3 or more people. This screams that a fix is needed. 2) Put swarms back to old 1.6 damage levels while leaving the lock range where it is currently. 3) FG's well they are already very effective against tanks and needed a small nerf as a decked out FG could domolish a tanker without much effort. (Think proto with Prof 5) They still do by the way. With the decrease to damage mods it helped in this area making them about where they should be given current balance vs vehicles.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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sebastian the huds
Legions of Infinite Dominion Zero-Day
61
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Posted - 2014.03.27 12:35:00 -
[74] - Quote
Buzzwords wrote:Darken-Soul wrote:Also the default for abandoned vehicles needs to be recall them. It is silly that they are programmed to explode. maybe, explode by default definitely reinforces the expendable LAV mentality. in their current iteration they're only good for running people over, and getting from point A to point B as quickly as possible. the problem with that is that if you're worried about getting to point B really fast, you're not gonna stop and recall your LAV when you get there. so you need to keep it as cheap as possible because you're likely to abandon it, potentially under fire. parsonally i'd like to see them DO something when they get there, give them a "triage" mode where they can't move but they get a huge damage reduction and can provide some passive benefit even when the driver isn't on board. make it run its scanner constantly, repair nearby friendlies at some slow rate, or even function as a mobile resupply. although i would imagine that is anything BUT a quick fix. at least an auto recall would allow you to justify fitting the damn things. I'm pretty sure we had those before, OH YEAH they were called logi lavs and were broken and abused. all they had to do was make them slower but NOOOOOOO, let's just remove them and the good lav mechanics.
If you only see from your point of view, you are doing it wrong.
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
678
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Posted - 2014.03.27 12:42:00 -
[75] - Quote
CCP Saberwing wrote:Yes. I don't know the exact hotfix that's planned yet (they're working on it at the moment) but we'll post an update when we know.
Just hardeners??? Are you kidding me?
GREAT, so now my gunnlogi is going back to being the underdog and the maddie the go to tank. The only way for a shield tank to often survive is through those resistances.
The problem isn't the strength of those hardeners but the length of which they last. A shield tank is already rather weak. Is adding a stacking penalty actually that bad an idea for hardeners? Given I don't know what this hotfix entails so I may be jumping the gun, but need I point to past experiences with your famed "fixes".
And is this AV imbalance really as serious as you think?? Just yesterday I destroyed quite a few tanks with my proto forgegun (whenever the ******* thing decided to fire that is!). My prox mines still wreck tanks, enough re's do the trick, ect.
But what about swarmers, the most popular AV weapon of choice, as it is the easiest to get into. Those are the underdogs that need addressed.
A swarmer does no damage to a shield tank with hardeners (won't change with a nerf to hardener resistance). I'm not cool with this, at the very least they should stop shield regen to make them more viable on the field, forcing a shield tanker to reconsider it's course.
A swarmer does do damage to armor tanks, but those god reps can rep right through them. And if a maddie is really hurting, they just need to pull out for but a few seconds and charge back in FULL STRENGTH.
Where are these waves of opportunity you spoke of, and how does addressing "hardeners" address both types of tanks? Cripple one, while hardly touching the other.
Tanks - Balancing Turrets
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Ld Collins
Molon Labe. General Tso's Alliance
124
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Posted - 2014.03.27 13:02:00 -
[76] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix. How about you lower the clip size of large railguns to 6 and decrease the firerate. Then only allow 1 type of hardener and 1 type of damage mod. No more triple hardeners no more triple damage mods. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1889
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Posted - 2014.03.27 13:56:00 -
[77] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix. Hi Saberwing, interesting question indeed. To address your specific questions:
- How would you suggest going improving the tank situation? Increasing the viability of AV?
Judge taught us the issues involved with changing the damage model and the complications that arise when comparing across various vehicle systems. Imo the best thing to do at this point is trust your(CCP's) WOO(waves-of-opportunity) model. The two primary variables in that model are vehicle mobility and the hardener active/cooldown ratio. These are the variables to adjust. Adjusting other factors would actully be working against your model and most likely have complicated ramifications.
Mobility variable: Hotfixable would prolly be tank turn rate, acceleration, top speed. I would temporarily nerf these for tanks until you can get a web grenade or equivalent into the game.
Hardener active/cooldown variable: Here the ideal adjustment is hopefully a hotfixable one: For stacked hardeners, keep the active time the same but increase the cooldown time. Works for dropships, tanks and LAVs. Allows tanks to still play an important role but gives AV infantry a chance to do their jobs and push back tanks.
- How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix
I wouldn't fix them because i don't think they're broken. It's the redline and the warpoint/passive skillpoint model that i'd look at as the ultimate 'cause' of redline rails. For a hotfix i would remove warpoints/skillpoints from the redline completely for 1.8. For everybody, infantry and vehicles. In and of itself it's a worthwhile experiment, but it will have a big enough effect on redline rails to make tham not an issue anymore.
Imo it is well worth running the experiment to see the overall effect on gameplay. With Gallente scouts and cloaks there's really no reason for a team to be redlined anymore.
Here's an agrument from another thread about 'soft' changes to vehicles that would have a positive impact on the vehicle/AV question. Some or all of this is not hotfixable but this is definitely the way i would prefer to proced before touching vehicles or infantry.
Copypasta follows:
Since CCP is looking at a hotfix for the Tank/AV situation, it's time for all of us to be very careful about what we're proposing.
I want to see things happen before any kind of AV buff(the one exception to this is CCP needs to think about what Judge demonstrated re: swarms, damage threshold and shield recharge).
1) Recall mechanic(proposed: no recall if modules active or in cooldown, or if taking fire)
2) Warpoint/skillpoint mechanic(proposed: bulk of your team close to redline, redliners get points, otherwise no)
3) Entry/Exit animation(proposed: small window of vulnerability. This is devhour hungry, so do later)
4) Give infantry a mechanism to slow down tanks temporarily(proposed: web grenade)
5a) Introduce a hardener stacking penaly that increases subsequent cooldown -and/or- 5b) Give infantry a mechanism to partially debuff hardeners.
We've gone past the point of being able to balance on damage. The list above introduces mechanics that balance tanks/AV, introduce layers of gameplay, and decouple tank/AV balancing from the existing damage model, allowing our developers freedom to tweak in the future without unbalancing other systems(e.g. tank/dropship/LAV balance).
I support SP rollover.
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Zirzo Valcyn
Kameira Lodge Amarr Empire
324
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Posted - 2014.03.27 15:47:00 -
[78] - Quote
Tectonic Fusion wrote:SPESHULz wrote:nerf hardeners ok remove damage mods then No. Nerf damage mods the same way MY DAMAGE MODS WERE NERFED!!! the shield extenders need a nerf. nerf the shield extenders.
u can ban the troll out of the forums but u can't ban the forums out of the troll.
forum warrior .189
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Skihids
Bullet Cluster
3171
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Posted - 2014.03.27 16:55:00 -
[79] - Quote
There's the quick fix, and then there is the long term balance problem. Yes quick fix, neuter redline rails with range reduction, spool time, etc. but that's very short term.
For real balance you need to step way back and consider the mission of each asset first. You balance around the mission. What is it, and what is it for? Does it even have a purpose in the game as it exists?
For example:
Tank What is it: This is a hardened asset immune to light infantry weapons. Operated by one player, it has significantly greater defense, damage, and mobility than a dropsuit. What it's for: To break through heavy defenses. It can take a short term beating that infantry cannot. Strengths to support the mission: Hardeners, high eHP, powerful main guns Disadvantages: Requires infantry support to suppress AV which will take it own in any concentration. Places that mission exists: Nowhere. There is no scenerio in the game that can't be handled by a squad of infantry. There are no choke points to break through, there are no walls to breach, there are no towers to topple.
The result is we have a solution looking for a problem. Tanks wander the field taking pot shots at individual infantry because there is no need for them in their mission. Their default mission becomes indiscriminate slaughter. Rolling around they no longer have the disadvantage of needing infantry support because they don't have to hunker down and attack a hardened defense for a significant period of time.
If you lose track of the original mission you start balancing around the default mission, and that is impossible without altering what the asset is in the first place. Change the mission and you are forced to change the asset.
If you balance tanks around the mission of infantry combat you need to give them the same strengths and disadvantages as dropsuits. You need to make them just as vulnerable as dropsuits. That means a 1v1 balance. They must be soloable. The tank ceases being a tank as we know it.
The overarching problem is that you are adding assets with no mission to match. Dropships are another clear example. What are they for? Troop transport. Does that need exist? No. The maps are too small for them to be of any use. So their default mission becomes infantry slaughter. Now you start balancing around that mission and they change. When they might have been high eHP low damage to survive a hot drop zone, they are now weak enough to be easily driven off. So they are no longer able to perform their original mission should that ever come to be needed.
You are just tossing in more stuff without thought. Before CCP Blam left he was creating a dropship bomber. Did he have any notion what it was for in the larger aspect of the game, or was he simply thinking it would be a great way to slaughter infantry?
TL/DR Start with the real mission, then balance around that. Don't get distracted by the default mission and balance for that. |
I-Shayz-I
I-----I
2742
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Posted - 2014.03.27 17:41:00 -
[80] - Quote
Plain and simple.
Hardeners should make you invincible, but only for a limited time. Armor reps should be viable OUTSIDE of battle, not inside. This means used as a slow regen to recover, not to make yourself MORE invincible while hardened.
The whole point is that if you're fighting an armor tank, every hit should slowly chip away at their health. It's silly that I constantly find armor tanks able to just regen faster than I can deal damage with my forge.
Also, fix swarms so that they delay shields from recharging, because right now shields can still regenerate after every swarm hit instead of having to wait for the recharge delay.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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