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Atiim
Living Like Larry Schwag
6244
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Posted - 2014.03.29 00:39:00 -
[61] - Quote
Lorhak Gannarsein wrote: I guess you don't know anything about tanks?
You know what happens when you pop that booster?
If you get hit by a weapon that breaks regen inside 1s of activating, you get no HP.
So it's a worthless mod.
It's not worthless.
It just means you can't have an I-Win button against AV by instantly boosting your health once your shields die. Perhaps you should learn to use cover?
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Type 2910 MK-II
The United Peoples' Tactical Force
43
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Posted - 2014.03.29 00:40:00 -
[62] - Quote
Lorhak Gannarsein wrote:
I guess you don't know anything about tanks?
You know what happens when you pop that booster?
If you get hit by a weapon that breaks regen inside 1s of activating, you get no HP.
So it's a worthless mod.
I use tanks and those modules aren't useless you're just over reacting they work amazingly |
WarMachine88
Ahrendee Mercenaries Dirt Nap Squad.
5
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Posted - 2014.03.29 00:54:00 -
[63] - Quote
Gotta love shield tankers... they get to fit anything on a Gunnlogi while Maddy users have to struggle fitting any turret that's not a blaster. Pretty sure he was a Gunnlogi with a blaster... : p |
Testing Turbo
Bragian Order Amarr Empire
45
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Posted - 2014.03.29 01:04:00 -
[64] - Quote
Takahiro Kashuken wrote:Basic swarms which do 80% explosive damage stop the shield regen on all vehicles which has 1 active hardener on at the time of missile impact
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Now we have every single AV weapon and turrets will do more damage to shield even if the hardener is on meaning 2 is going to be the general fit, maybe 3 i wouldnt be suprised and the maddy in general at least has passive reps which nearly consistantly rep even when taking damage so swarms can be brushed off a bit better even tho they cause more damage to armor
Funny thing is vehicles are not sticking to lore and never have done
Armor tanks have passive reps, the shield on all vehicles and if you want even suits should always rep, shield in EVE reps passively at X amount all the time and even when taking damage but in DUST its given to the armor tankers but also little things like adding shield extenders improves your passive regen by x amount hp/s
You may read it as a QQ but i just dont get what im supposed to do now with my gunlogi since everything can dent it and armor can brush it off
I have a shield tank, but i cant increase its passive rep and it only works when im not taking damage which is better for DS but for a tank supposed to be in the thick of it sorta worthless when an armor can do what you are supposed to do and does it better
My python hasnt suffered too much since i can fly away quite easily but even so the swarms which are the DS main enemy since they do track to 400m and knock you about like a leaf in the wind will still stop my shield regen with 1 active hardener on
Well back to theorycrafting some fits
HTFU Learn to Adapt
Isn't this what you've been telling AV for 4 months ..
No sympathy Tanks should be nerfed even more ... you wanted God Mode and rubbed it in Infantrys faces so you're on your own for vehicle n AV Balance i'll go down the making AV God mode road instead seeing how you Tankers acted |
Takahiro Kashuken
Red Star. EoN.
3146
|
Posted - 2014.03.29 11:03:00 -
[65] - Quote
Tupni wrote:So, shields, which are naturally 20% resistant to swarms, are so much worse than armor which has, what? Probably a natural 20% weakness to swarms and then a weaker hardener? And don't armor tanks have to waste slots and CPU/PG on recovery?
Goodness, shield tanks are actually vulnerable, can LOSE SHIELDS, have drawbacks, and are no longer the immortal bastions of broken gameplay with virtually no risk but from their own kind?
How ever will you get by OP? This means you might have to actually think and take on risk when dominating the battlefield right? You have my sincere sympathies....
[/sarcasm]
Really, as someone who runs AV, armor isn't a problem. RE's, PEs, Swarms, AV grenades, the majority of AV is against Armor. One forge shot and if it doesn't move fast it's dead; hardeners or no. Heck, you don't even need to forge shot if you're fast enough and the terrain is in your favor.
If you think armor tanking is so much better, give it an honest try and see how it goes. There's a reason you don't see as many on the battlefield. Their one real advantage is in AV because rails are so popular and they do have more HP; that's all they've got as far as I can tell.
I mostly use armor tanks
Better gun depression and plus the high slots i can stick in a nitro and if i wish 500+hp/s regen where as my gunlogi regen is like 100 or something and thats if im not getting hit
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
3146
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Posted - 2014.03.29 11:06:00 -
[66] - Quote
Testing Turbo wrote:Takahiro Kashuken wrote:Basic swarms which do 80% explosive damage stop the shield regen on all vehicles which has 1 active hardener on at the time of missile impact
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Now we have every single AV weapon and turrets will do more damage to shield even if the hardener is on meaning 2 is going to be the general fit, maybe 3 i wouldnt be suprised and the maddy in general at least has passive reps which nearly consistantly rep even when taking damage so swarms can be brushed off a bit better even tho they cause more damage to armor
Funny thing is vehicles are not sticking to lore and never have done
Armor tanks have passive reps, the shield on all vehicles and if you want even suits should always rep, shield in EVE reps passively at X amount all the time and even when taking damage but in DUST its given to the armor tankers but also little things like adding shield extenders improves your passive regen by x amount hp/s
You may read it as a QQ but i just dont get what im supposed to do now with my gunlogi since everything can dent it and armor can brush it off
I have a shield tank, but i cant increase its passive rep and it only works when im not taking damage which is better for DS but for a tank supposed to be in the thick of it sorta worthless when an armor can do what you are supposed to do and does it better
My python hasnt suffered too much since i can fly away quite easily but even so the swarms which are the DS main enemy since they do track to 400m and knock you about like a leaf in the wind will still stop my shield regen with 1 active hardener on
Well back to theorycrafting some fits
HTFU Learn to Adapt Isn't this what you've been telling AV for 4 months .. No sympathy Tanks should be nerfed even more ... you wanted God Mode and rubbed it in Infantrys faces so you're on your own for vehicle n AV Balance i'll go down the making AV God mode road instead seeing how you Tankers acted
And the 6+months before 1.7 AV players were also saying 'HTFU Learn to adapt' with the OP AV when 1 swarm covered the entire map and dealt 3k per volley
Intelligence is OP
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ZDub 303
TeamPlayers Negative-Feedback
2397
|
Posted - 2014.03.29 14:37:00 -
[67] - Quote
Shield boosters are bugged, and really need to be looked at. They are so inconsistent, I would also agree they are pretty much useless atm.
I also think shield tanks need a regulator low slot mod, that would help a lot imo with this issue. |
Atiim
Living Like Larry Schwag
6249
|
Posted - 2014.03.29 14:51:00 -
[68] - Quote
Takahiro Kashuken wrote: And the 6+months before 1.7 AV players were also saying 'HTFU Learn to adapt' with the OP AV when 1 swarm covered the entire map and dealt 3k per volley
Yep, and that's also what you've been telling AV, despite overwhelming evidence to support vehicles being overpowered, and you and Spkr4TheDead's failure to provide a valid argument as to why they're not OP.
That woman named Karma... She's a real b!tch huh?
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
|
Cinder Integ
Ancient Exiles. Dirt Nap Squad.
154
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Posted - 2014.03.29 15:34:00 -
[69] - Quote
I've always preferred shield booster to hardener, and never relied on regen instead of tactics and true "windows of opportunity"
shields are not broken, you just can't sit and "tank" the damage without dealing with AV.
Tank's are still strong vs AV, stop crying and play better
Trading Carrots for Isk! Come and Get em!
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Cinder Integ
Ancient Exiles. Dirt Nap Squad.
154
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Posted - 2014.03.29 15:36:00 -
[70] - Quote
Atiim wrote:Takahiro Kashuken wrote: And the 6+months before 1.7 AV players were also saying 'HTFU Learn to adapt' with the OP AV when 1 swarm covered the entire map and dealt 3k per volley
Yep, and that's also what you've been telling AV, despite overwhelming evidence to support vehicles being overpowered, and you and Spkr4TheDead's failure to provide a valid argument as to why they're not OP. That woman named Karma... She's a real b!tch huh?
side note / double post, I personally Sh*t on tanks with forge / swarms / RE's/ Prox... The AV vs tanks is fairly balanced imo... But once again one must stop crying and play better to relise this
Trading Carrots for Isk! Come and Get em!
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Skihids
Bullet Cluster
3206
|
Posted - 2014.03.29 15:59:00 -
[71] - Quote
You can:
- Seperate vehicle and infantry roles
- Require multi-player crews
- Remove or severely limit the number of vehicles
- Balance them one on one with suits
- Allow the carnage to continue
Looks like CCP chose a combination of 3 and 4. All they have to do now is equalize the vehicle and suit prices and they will be done.
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Garrett Blacknova
Codex Troopers
4663
|
Posted - 2014.03.29 16:01:00 -
[72] - Quote
Being able to perma-harden with triple hardeners on a Gunnlogi and literally pretend Swarm launchers don't exist was broken.
This is a FIX, not CCP breaking something.
Armour passive regen options are too powerful. That ALSO needs fixing.
Vehicles in 1.7 (and coming into 1.8) were OP because of how hardeners worked. This brings them a good way back into line with where they should be. Armour tanks still need some adjustment, though.
Shield tanks aren't broken, they're balanced better than they were before. Armour tanks aren't fixed the way they should be though, and still need to be actually fixed. |
Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
722
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Posted - 2014.03.29 16:02:00 -
[73] - Quote
Takahiro Kashuken wrote: It makes me wonder why i would ever run shield again.
^ This ^
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
722
|
Posted - 2014.03.29 16:05:00 -
[74] - Quote
Cinder Integ wrote:I've always preferred shield booster to hardener, and never relied on regen instead of tactics and true "windows of opportunity"
shields are not broken, you just can't sit and "tank" the damage without dealing with AV.
Tank's are still strong vs AV, stop crying and play better
You do realize the booster is bugged correct?
Tanks - Balancing Turrets
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Takahiro Kashuken
Red Star. EoN.
3150
|
Posted - 2014.03.29 16:12:00 -
[75] - Quote
Atiim wrote:Takahiro Kashuken wrote: And the 6+months before 1.7 AV players were also saying 'HTFU Learn to adapt' with the OP AV when 1 swarm covered the entire map and dealt 3k per volley
Yep, and that's also what you've been telling AV, despite overwhelming evidence to support vehicles being overpowered, and you and Spkr4TheDead's failure to provide a valid argument as to why they're not OP. That woman named Karma... She's a real b!tch huh?
Nah we have 2 months left to be OP tbh, AV had at least 6months if not more
We tried tell AV but AV wouldnt have it so when it came to vehicles we just played the same game back at ya and it was lolworthy and fun while it lasted
The saying 'what goes around comes around' is more fitting
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
3150
|
Posted - 2014.03.29 16:17:00 -
[76] - Quote
Garrett Blacknova wrote:Being able to perma-harden with triple hardeners on a Gunnlogi and literally pretend Swarm launchers don't exist was broken.
This is a FIX, not CCP breaking something.
Armour passive regen options are too powerful. That ALSO needs fixing.
Vehicles in 1.7 (and coming into 1.8) were OP because of how hardeners worked. This brings them a good way back into line with where they should be. Armour tanks still need some adjustment, though.
Shield tanks aren't broken, they're balanced better than they were before. Armour tanks aren't fixed the way they should be though, and still need to be actually fixed.
I didnt run 3 hardeners
But after the change its pushing me to run 3 hardeners or at least 2
A BASIC swarm volley is able to nullify my COMPLEX hardener and stop my regen, an extender prolongs the pain a booster is a one time thing a scanner can be useless if they are more than 100m out and nitro gives me the speed to run away alot faster
Anything else that hits me like a FG or even a rail will just cause alot more damage
Armor is able to do what shield should be able to do and it does it alot better
Intelligence is OP
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Atiim
Living Like Larry Schwag
6255
|
Posted - 2014.03.29 18:47:00 -
[77] - Quote
Cinder Integ wrote: side note / double post, I personally Sh*t on tanks with forge / swarms / RE's/ Prox... The AV vs tanks is fairly balanced imo... But once again one must stop crying and play better to relise this
Yeah, and I had a Madrugar build that made it theoretically impossible to kill with anything other than a Jihad Jeep, Vehicle, or Wyrikomi Breach Forge gun.
One must look beyond anecdotes to realize this.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
|
jerrmy12 kahoalii
770
|
Posted - 2014.03.29 19:03:00 -
[78] - Quote
Atiim wrote:Cinder Integ wrote: side note / double post, I personally Sh*t on tanks with forge / swarms / RE's/ Prox... The AV vs tanks is fairly balanced imo... But once again one must stop crying and play better to relise this
Yeah, and I had a Madrugar build that made it theoretically impossible to kill with anything other than a Jihad Jeep, Vehicle, or Wyrikomi Breach Forge gun. One must look beyond anecdotes to realize this. One must look beyond exploiting to realize this
Closed beta vet
Tears, sweet delicious tears
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Spectral Clone
Dust2Dust. Top Men.
1987
|
Posted - 2014.03.29 19:26:00 -
[79] - Quote
You were never supposed to rep through damage with shields. It is now fixed. Get on with your life dude.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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Jagganath88
Isuuaya Tactical Caldari State
0
|
Posted - 2014.03.29 19:45:00 -
[80] - Quote
Cant wait for someone to say "respect" oops |
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Rizlax Yazzax
Molon Labe. General Tso's Alliance
147
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Posted - 2014.03.29 19:50:00 -
[81] - Quote
Takahiro Kashuken wrote:
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Are you seriously complaining that you can't out rep near constant damage anymore? Hardeners were never meant to be a source of constant regen, that's why they offer resistance bonuses, not regen bonuses.
All I'm hearing is you aren't happy that you have to use an extra hardener to be invincible to swarms, thus breaking your perma-hardened cycle and introducing the intended "waves of opportunity". Regardless of the swarms' damage bias, shields should not be immune to them. Dropsuit shields aren't immune to explosives, why should yours? |
jerrmy12 kahoalii
770
|
Posted - 2014.03.29 19:58:00 -
[82] - Quote
Rizlax Yazzax wrote:Takahiro Kashuken wrote:
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Are you seriously complaining that you can't out rep near constant damage anymore? Hardeners were never meant to be a source of constant regen, that's why they offer resistance bonuses, not regen bonuses. All I'm hearing is you aren't happy that you have to use an extra hardener to be invincible to swarms, thus breaking your perma-hardened cycle and introducing the intended "waves of opportunity". Regardless of the swarms' damage bias, shields should not be immune to them. Dropsuit shields aren't immune to explosives, why should yours? We dont want to out rep we just dont want our regen to stop
Closed beta vet
Tears, sweet delicious tears
|
Rizlax Yazzax
Molon Labe. General Tso's Alliance
147
|
Posted - 2014.03.29 20:22:00 -
[83] - Quote
jerrmy12 kahoalii wrote:Rizlax Yazzax wrote:Takahiro Kashuken wrote:
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Are you seriously complaining that you can't out rep near constant damage anymore? Hardeners were never meant to be a source of constant regen, that's why they offer resistance bonuses, not regen bonuses. All I'm hearing is you aren't happy that you have to use an extra hardener to be invincible to swarms, thus breaking your perma-hardened cycle and introducing the intended "waves of opportunity". Regardless of the swarms' damage bias, shields should not be immune to them. Dropsuit shields aren't immune to explosives, why should yours? We dont want to out rep we just dont want our regen to stop
If it were introduced to the dropsuits too for the sake of parity then sure. Pretty sure it wouldn't go down well though. Everyone would just hop in and out of cover after every hit, making extremely extended fire-fights with little death occuring. I know dropsuits and tanks are separate entities, but what works for one may not work for the other, especially when trying to keep tech constant across different platforms.
Edit: I am aware constant regen is how shields work in EvE, but as of now I don't think it is viable on an infantry/vehicle level. |
Takahiro Kashuken
Red Star. EoN.
3155
|
Posted - 2014.03.30 12:45:00 -
[84] - Quote
Rizlax Yazzax wrote:Takahiro Kashuken wrote:
That means 2 hardeners are needed to not take any damage and stop the missiles from stopping your regen
Swarms are generally the lowest threat to shield vehicles because of explosive damage and shields natural resist to explosive damage - Before the change 60% did mean that 1 swarm missile did not cause enough damage to break the shield rep on all swarm tiers - Now they all will break the regen threshold
It makes me wonder why i would ever run shield again, the hardeners could have been tiered like MLT/Std - 30% - ADV 40% - Proto 50% with a general knock down of 10% for the top mod
Are you seriously complaining that you can't out rep near constant damage anymore? Hardeners were never meant to be a source of constant regen, that's why they offer resistance bonuses, not regen bonuses. All I'm hearing is you aren't happy that you have to use an extra hardener to be invincible to swarms, thus breaking your perma-hardened cycle and introducing the intended "waves of opportunity". Regardless of the swarms' damage bias, shields should not be immune to them. Dropsuit shields aren't immune to explosives, why should yours?
In EVE my shield on all my ships passively reps, in DUST it doesnt
But what does annoy me is that a BASIC swarm just ignores my COMPLEX hardener and the 'wave of opportunity' is all the time with a gunlogi, you have a hardener on doesnt matter damage is caused regen stops, dont have a hardener on damage is caused regen is stopped
How can i tank when hardeners do not work? im not able to tank any damage, i need 2 so that my regen isnt stopped by BASIC swarms
At least with a maddy i have passive reps, it does what the gunlogi is supposed to do but better
Intelligence is OP
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Garrett Blacknova
Codex Troopers
4682
|
Posted - 2014.03.30 13:01:00 -
[85] - Quote
Takahiro Kashuken wrote:In EVE my shield on all my ships passively reps, in DUST it doesnt In DUST, all shields regen. They just don't regen constantly without any interruption no matter what.
Quote:But what does annoy me is that a BASIC swarm just ignores my COMPLEX hardener and the 'wave of opportunity' is all the time with a gunlogi, you have a hardener on doesnt matter damage is caused regen stops, dont have a hardener on damage is caused regen is stopped I'm sorry that an ANTI VEHICLE WEAPON that had previously been over-nerfed now works against vehicles again. As a shield tanker myself, I understand your pain. Wait, no, I don't because this is how they SHOULD work. Basic Assault Rifles still kill Protosuits. Basic Forge Guns always used to stop your shield regen and you never complained about that. This is not a problem, it's (finally) working as intended.
And you want your waves of opportunity? Guess what? YOU HAVE THEM. Multiple hardeners mean that instead of perma-hardened with no downtime (no waves of opportunity), you have to stack hardeners to avoid damage from swarms, leaving periods of vulnerability LIKE CCP INTENDED TO HAVE HAPPEN.
Quote:How can i tank when hardeners do not work? im not able to tank any damage, i need 2 so that my regen isnt stopped by BASIC swarms So bring 2 hardeners, or deal with the fact that your regen gets interrupted for the couple of seconds it takes to kill the Swarm guy.
Quote:At least with a maddy i have passive reps, it does what the gunlogi is supposed to do but better Yep. Armour reppers are still OP and need nerfing so they don't give you higher regen than shield tanks can get while ALSO keeping the high HP because that's what armour is good at.
Don't complain about your (and my) shield tank being balanced and say we're underpowered. Point out that armour tanks are still OP and need to be brought back into line. |
Takahiro Kashuken
Red Star. EoN.
3155
|
Posted - 2014.03.30 13:27:00 -
[86] - Quote
Garrett Blacknova wrote:Takahiro Kashuken wrote:In EVE my shield on all my ships passively reps, in DUST it doesnt In DUST, all shields regen. They just don't regen constantly without any interruption no matter what. Quote:But what does annoy me is that a BASIC swarm just ignores my COMPLEX hardener and the 'wave of opportunity' is all the time with a gunlogi, you have a hardener on doesnt matter damage is caused regen stops, dont have a hardener on damage is caused regen is stopped I'm sorry that an ANTI VEHICLE WEAPON that had previously been over-nerfed now works against vehicles again. As a shield tanker myself, I understand your pain. Wait, no, I don't because this is how they SHOULD work. Basic Assault Rifles still kill Protosuits. Basic Forge Guns always used to stop your shield regen and you never complained about that. This is not a problem, it's (finally) working as intended. And you want your waves of opportunity? Guess what? YOU HAVE THEM. Multiple hardeners mean that instead of perma-hardened with no downtime (no waves of opportunity), you have to stack hardeners to avoid damage from swarms, leaving periods of vulnerability LIKE CCP INTENDED TO HAVE HAPPEN. Quote:How can i tank when hardeners do not work? im not able to tank any damage, i need 2 so that my regen isnt stopped by BASIC swarms So bring 2 hardeners, or deal with the fact that your regen gets interrupted for the couple of seconds it takes to kill the Swarm guy. Quote:At least with a maddy i have passive reps, it does what the gunlogi is supposed to do but better Yep. Armour reppers are still OP and need nerfing so they don't give you higher regen than shield tanks can get while ALSO keeping the high HP because that's what armour is good at. Don't complain about your (and my) shield tank being balanced and say we're underpowered. Point out that armour tanks are still OP and need to be brought back into line.
We dont have waves of opportunity
If i cant tank damage with 1 hardener then its not tanking anything, infantry complained we run 3/2 hardeners on and the kicker is this nerf has lead me to do just that, for me to tank some damage its 2 hardeners on because 1 cannot stop even basic swarms so against a FG or rail is a knife through butter, 30% damage mod on a rail ignore 1 hardener and even armor tanks do have it worse with 25% its just a good job it has passive reps but how is it OP? if it was EVE style armor would need an active rep which we once had but now we dont, but also hopefully shield would have a passive rep which actually works like it should
In EVE all my ships have passive shield regen all the time, there is no delay, it reps all the time but in DUST we dont have that now maybe its linked to Capacitors
Right now this is the 2nd vehicle overhaul and they dont know what they are doing, they dont know what direction they want to take it and consistantly tweek to many things which end up breaking something
Right now we have less vehicles, less mods, less skills, less slots so less variety and the kicker is it costs more SP for next to no improvement
I wish we had capacitors and all the mods to go with it, go true EVE style and let me fit it up how i want to fit it up, every things is there in EVE done all that needs changing is a few numbers
Intelligence is OP
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Echo 1991
WarRavens League of Infamy
171
|
Posted - 2014.03.30 17:45:00 -
[87] - Quote
Tanking damage should not mean you take every little bit of damage and roll off unscathed. Shield tanks are still effective if you cant handle the fact you lost 20% damage resist, even though it was stupidly broken, then you shouldnt be tanking. If you are worried that a dmg mod rail tank comes up behind you and pops you in two shots, dont blame the hardeners, blame the fact that the dmg mod gives 30% extra damage and that its too much. Rather than buff the hardeners nerf the damage mods. Stop acting like tanks are all gimped when swarms cant even take away all the shields from a maddy with the first shot, and by the time the second one is fired the hardener is up and he is driving away. Tanks are still good. try variation on your fits stop thinking that because you have a hardener you shouldnt die. |
Dauth Jenkins
Ultramarine Corp
331
|
Posted - 2014.03.30 18:03:00 -
[88] - Quote
Takahiro Kashuken wrote:Vitharr Foebane wrote:dont you have a module to insta restore your shield thare ya go argument is invalid have a nice day 1 pulse, x amount, can be 2000 to 900hp regained but cooldown generally is 30-60seconds Once used shield could be full up but the next swarm just knocks out your shield regen again hardener on or not
I run a gunlogi with 2 heavy armour reps, a shield hardener, and a shield booster, and a nitrous booster. Oh, and a large rail, a small rail, and a small missile. I have no problem with swarms unless their good, in which I run for cover. I save my shields for when things go bad, then I just hit the booster and the hardener and I'm good. Stop qqing because you die once in a while
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Garrett Blacknova
Codex Troopers
4700
|
Posted - 2014.03.31 01:09:00 -
[89] - Quote
Takahiro Kashuken wrote:We dont have waves of opportunity I just explained exactly how and why we DO have waves of opportunity. But I'll listen and see why you think I'm wrong.
Quote:If i cant tank damage with 1 hardener then its not tanking anything There's a difference between being able to "tank" damage and being able to "ignore" it completely. If you have one hardener, you'll have extra HP from plates/extenders in your other slots. If you CHOOSE to equip something else to buff your damage instead, then you're CHOOSING to make a glass cannon fit that ISN'T MEANT TO TANK. Hardeners reduce the damage you take significantly. This means that while even a single one is active, YES YOU ARE TANKING DAMAGE.
Quote:infantry complained we run 3/2 hardeners on and the kicker is this nerf has lead me to do just that, for me to tank some damage its 2 hardeners on because 1 cannot stop even basic swarms So what you're saying is that you DON'T want to "tank" damage, you want to IGNORE it. And because you're fitting multiple hardeners to be able to do so, you're creating waves of opportunity. Now, tanks have a variety of options with benefits and drawbacks. You can equip multiple hardeners for permanent hardened effect and CONSTANTLY increased eHP, or you can stack the hardeners for short-term near-immunity to damage, but with waves of opportunity for enemy fire because when the stacked hardeners are on cooldown you're vulnerable and have minimal passive tank. If you only equip one hardener, you don't get any immunity to damage, only resistance (quite significant resistance at that). The tradeoff is that you can add plates/extenders in those slots for extra passive tanking, giving you higher eHP as a constant advantage like you'd get by cycling multiple hardeners.
Quote:so against a FG or rail is a knife through butter, 30% damage mod on a rail ignore 1 hardener and even armor tanks do have it worse with 25% Hardener is an active module. Damage mod is an active module. You're complaining that one active module used by your enemy negates the effectiveness of one active module used on your tank? Yeah, as usual for what you're complaining about, THIS IS WORKING AS INTENDED. Armour hardeners have ALWAYS been weaker than shield hardeners, but with their own advantages )not least of which is the fact that armour tanks have more raw HP to work with AND gain even more still from stacking plates.
Quote:its just a good job it has passive reps but how is it OP? if it was EVE style armor would need an active rep which we once had but now we dont, but also hopefully shield would have a passive rep which actually works like it should Shield passive rep works as it should FOR DUST. Armour passive rep DOESN'T. Armour can easily get significantly better passive reps than shield can. This is NOT working as it should. Shields should have lower HP, but better reps and hardening. At the moment, armour gets more raw HP and a HUGE advantage in repair rate, and only loses out by a small margin on hardening. |
Garrett Blacknova
Codex Troopers
4700
|
Posted - 2014.03.31 01:10:00 -
[90] - Quote
Quote:In EVE all my ships have passive shield regen all the time, there is no delay, it reps all the time but in DUST we dont have that now maybe its linked to Capacitors Or maybe it's linked to different gameplay mechanics being applicable in FPS gameplay. There are a lot of things from EVE which simply don't work in a shooter.
Quote:Right now this is the 2nd vehicle overhaul and they dont know what they are doing, they dont know what direction they want to take it and consistantly tweek to many things which end up breaking something This isn't an "overhaul" it's a "hotfix" - a minor tweak to how vehicles behave. It's a SOLUTION to a PROBLEM because Swarm Launchers are ANTI VEHICLE WEAPONS and there were vehicles which IGNORED them.
Quote:Right now we have less vehicles, less mods, less skills, less slots so less variety and the kicker is it costs more SP for next to no improvement I'm sorry that you don't have all the toys you want to play with. Infantry don't have webifiers yet. We don't have a whole range of racial weapon options. I don't have my MTACs that I'm looking forward to.
Quote:I wish we had capacitors and all the mods to go with it, go true EVE style and let me fit it up how i want to fit it up, every things is there in EVE done all that needs changing is a few numbers I'd be interested in seeing capacitor and SOME of the options from EVE being brought to DUST, but as mentioned, there are certain mechanics which NEED to behave differently between a shooter like DUST and a more automated RPG-style game like EVE. |
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