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Alena Ventrallis
The Neutral Zone
1025
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Posted - 2014.03.27 10:28:00 -
[1] - Quote
Some math.
Militia large railgun does 1450 damage. Let's assume they don't fit a damage mod. with a 9% damage bonus to shield (is this ever going to be fixed CCP?) we arrive at 1580.5 damage. Two 40% hardeners reduce this to 568.98 damage (1580.5*0.6*0.6)
The base 2650 shield will go down in 4.1 hits. So a double hardened shield tank will go down in 6 shots from a militia railgun. Adding a proto shield extender brings this to 6.9 hits.
So basically, a militia tank that anyone can use can now kill a double hardened Gunnlogi within a single magazine. Dropships are now even more squishy, because they have to sacrifice most everything to get their health even close to the base health of a sica.
You need to seriously rethink this hardener nerf. The resists were fine, it was the cooldowns that were the problem. Now militia tanks will be even more prevalent, because it is no longer worth the money to run anything stronger.
Also, bravo on cutting railgun range, but giving it the same range as the forge gun? Really? Way too much overkill.
Best PVE idea I've seen.
Fixed link.
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BL4CKST4R
WarRavens League of Infamy
2212
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Posted - 2014.03.27 10:31:00 -
[2] - Quote
Alena Ventrallis wrote:Some math.
Militia large railgun does 1450 damage. Let's assume they don't fit a damage mod. with a 9% damage bonus to shield (is this ever going to be fixed CCP?) we arrive at 1580.5 damage. Two 40% hardeners reduce this to 568.98 damage (1580.5*0.6*0.6)
The base 2650 shield will go down in 4.1 hits. So a double hardened shield tank will go down in 6 shots from a militia railgun. Adding a proto shield extender brings this to 6.9 hits.
So basically, a militia tank that anyone can use can now kill a double hardened Gunnlogi within a single magazine. Dropships are now even more squishy, because they have to sacrifice most everything to get their health even close to the base health of a sica.
You need to seriously rethink this hardener nerf. The resists were fine, it was the cooldowns that were the problem. Now militia tanks will be even more prevalent, because it is no longer worth the money to run anything stronger.
Also, bravo on cutting railgun range, but giving it the same range as the forge gun? Really? Way too much overkill.
Hard to say how my dropship feels about this. At least they can't kill me in the flight ceiling
For the Federation!
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Alena Ventrallis
The Neutral Zone
1025
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Posted - 2014.03.27 10:36:00 -
[3] - Quote
They could have kept the range, and reduced the elevation of the turret. Simple fix. Dropships escape by getting above the turret. 300m means that a proto tank now has no range advantage over a forge gun, meaning militia tanks will be even more prevalent still.
But the main point of this thread is to reconsider the hardener problem. Have hardeners go up in resistance through the tiers, and have them all have the same uptime and cooldowns. The issue was never that hardeners made vehicles able to resist AV. It was that they could resist AV all the time by fitting 3, and that the militia hardeners were just as good as the proto ones, with the only difference being the cooldown.
Best PVE idea I've seen.
Fixed link.
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Takahiro Kashuken
Red Star. EoN.
3095
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Posted - 2014.03.27 11:30:00 -
[4] - Quote
With the way FG are DS will survive fine, add in the rail nerf and its even better to fly the skies, swarms wont do ****
Intelligence is OP
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SPESHULz
The Southern Legion
72
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Posted - 2014.03.27 11:32:00 -
[5] - Quote
Basically this means everyone will be using triple dam mod rails instead of the occasional double/triple hardened rail and even worse red line camping so they dont lose every tank. changing hardeners with out changing dam mods is ********. As for blasters giving them significantly worse hardeners means nobody will use those either so basicaly hardeners NERFED into the ground ccp style. Yes this is about balancing av ok but tanks still going to be better for killing tanks.
BL4CKST4R wrote:Hard to say how my dropship feels about this. At least they can't kill me in the flight ceiling
oh so you are annoyed by the 2 people who found a suitable hill to fire at that angle and kill you.
Blood flows. Death comes. War rages
Maths is OP. Those numbers kill you
RedLineLove
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jerrmy12 kahoalii
724
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Posted - 2014.03.27 11:35:00 -
[6] - Quote
Takahiro Kashuken wrote:With the way FG are DS will survive fine, add in the rail nerf and its even better to fly the skies, swarms wont do **** Yea um forges already wreck dropships with hardeners on, I predict the incubus getting 3 shotted by forges with hardener on..l
Closed beta vet
Tears, sweet delicious tears
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Takahiro Kashuken
Red Star. EoN.
3095
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Posted - 2014.03.27 11:41:00 -
[7] - Quote
jerrmy12 kahoalii wrote:Takahiro Kashuken wrote:With the way FG are DS will survive fine, add in the rail nerf and its even better to fly the skies, swarms wont do **** Yea um forges already wreck dropships with hardeners on, I predict the incubus getting 3 shotted by forges with hardener on..l
FG require aim and have a 300m limit
I can generally fly around unchecked and it takes 2 FG or a rdline rail to put the hurt to my fit
Either way its a massive buff to my DS
Intelligence is OP
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jerrmy12 kahoalii
724
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Posted - 2014.03.27 11:42:00 -
[8] - Quote
Takahiro Kashuken wrote:jerrmy12 kahoalii wrote:Takahiro Kashuken wrote:With the way FG are DS will survive fine, add in the rail nerf and its even better to fly the skies, swarms wont do **** Yea um forges already wreck dropships with hardeners on, I predict the incubus getting 3 shotted by forges with hardener on..l FG require aim and have a 300m limit I can generally fly around unchecked and it takes 2 FG or a rdline rail to put the hurt to my fit Either way its a massive buff to my DS Not really Python gets wrecked by forgea, now they wont be abke to attack the forger
Closed beta vet
Tears, sweet delicious tears
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Joseph Ridgeson
WarRavens League of Infamy
803
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Posted - 2014.03.27 11:49:00 -
[9] - Quote
Here's what scares me: glass cannons. Tanks that were built defensive with high EHP were reduced heavily while tanks that were all offense now have squishier targets. If you make the elephant's hide less think but don't change the the sharpness of the asthmatic kid's spear, you create balance issues.
We will have to see.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Billi Gene
520
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Posted - 2014.03.27 11:50:00 -
[10] - Quote
direct nerf to armor vehicles vs damage modded rails when all is said and done.
once again.. i sincerely hope this is in preparation for advanced and proto hulls with more slots, cpu/pg. In which case it may actually work out for the community as a whole.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Takahiro Kashuken
Red Star. EoN.
3095
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Posted - 2014.03.27 11:58:00 -
[11] - Quote
jerrmy12 kahoalii wrote:Takahiro Kashuken wrote:jerrmy12 kahoalii wrote:Takahiro Kashuken wrote:With the way FG are DS will survive fine, add in the rail nerf and its even better to fly the skies, swarms wont do **** Yea um forges already wreck dropships with hardeners on, I predict the incubus getting 3 shotted by forges with hardener on..l FG require aim and have a 300m limit I can generally fly around unchecked and it takes 2 FG or a rdline rail to put the hurt to my fit Either way its a massive buff to my DS Not really Python gets wrecked by forgea, now they wont be abke to attack the forger
Only if they hit
I could just easily ignore and let infantry deal with it
Intelligence is OP
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Spkr4theDead
Red Star. EoN.
1954
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Posted - 2014.03.27 17:43:00 -
[12] - Quote
Alena Ventrallis wrote:Some math.
Militia large railgun does 1450 damage. Let's assume they don't fit a damage mod. with a 9% damage bonus to shield (is this ever going to be fixed CCP?) we arrive at 1580.5 damage. Two 40% hardeners reduce this to 568.98 damage (1580.5*0.6*0.6)
The base 2650 shield will go down in 4.1 hits. So a double hardened shield tank will go down in 6 shots from a militia railgun. Adding a proto shield extender brings this to 6.9 hits.
So basically, a militia tank that anyone can use can now kill a double hardened Gunnlogi within a single magazine. Dropships are now even more squishy, because they have to sacrifice most everything to get their health even close to the base health of a sica.
You need to seriously rethink this hardener nerf. The resists were fine, it was the cooldowns that were the problem. Now militia tanks will be even more prevalent, because it is no longer worth the money to run anything stronger.
Also, bravo on cutting railgun range, but giving it the same range as the forge gun? Really? Way too much overkill.
All this means nothing, because we don't have PRO tanks.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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The dark cloud
The Rainbow Effect Negative-Feedback
2585
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Posted - 2014.03.27 17:48:00 -
[13] - Quote
dont care you guys have now become mortal. And ive put a swarm launcher and flux grenades on my scout with a cloak. Guess who became now the hunted?
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Nocturnal Soul
Tal-Romon Legion Amarr Empire
2531
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Posted - 2014.03.27 17:53:00 -
[14] - Quote
Wow dude really it sucks to be weak now does it? My opinion doesn't matter but with dealing with 1.7 tank death squads I'm pretty sure the community will give you something similar to my post.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Supernus Gigas
sNk Syndicate
640
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Posted - 2014.03.27 18:00:00 -
[15] - Quote
I think changing their effectiveness based on tiers would have been much better.
Shield: Militia/Basic: 40% Enhanced: 50% Complex: 60%
Armor: Militia/Basic: 20% Enhanced: 30% Complex: 40%
Or Something along those lines.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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Joseph Ridgeson
WarRavens League of Infamy
813
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Posted - 2014.03.27 18:03:00 -
[16] - Quote
Supernus Gigas wrote:I think changing their effectiveness based on tiers would have been much better.
Shield: Militia/Basic: 40% Enhanced: 50% Complex: 60%
Armor: Militia/Basic: 20% Enhanced: 30% Complex: 40%
Or Something along those lines. 1.7 was specifically about moving away from that though. I doubt CCP will want to go back to it.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Alena Ventrallis
The Neutral Zone
1028
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Posted - 2014.03.27 18:04:00 -
[17] - Quote
Supernus Gigas wrote:I think changing their effectiveness based on tiers would have been much better.
Shield: Militia/Basic: 40% Enhanced: 50% Complex: 60%
Armor: Militia/Basic: 20% Enhanced: 30% Complex: 40%
Or Something along those lines. I think 50%/60%/70% would be better. 60% isn't enough to resist railguns effectively, especially if they fit damage mods.
Best PVE idea I've seen.
Fixed link.
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