Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
736
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Posted - 2014.04.01 13:11:00 -
[1] - Quote
Thanks for the feedback on my other posting if you posted. You got the gears a turning, and helped me realize what it is that really upsets me. While I still don't agree with the changes, as I felt other area's needed to be addressed, there's still hope on the other side.
The hope, vehicles are still not finished. A lot of people (myself included) get very caught up with the current state of things that we tend to forget what is really missing. A finished product. The changes to hardeners and rails, while helpful for AV, don't address the lack of variety in fits. Or the imbalances between 0 SP and 20 mil SP.
T vs T (Tank vs Tank) I saw someone mention tanks TTK is fine, as it should be on par with infantry TTK. I could agree, but why would I want my battles to be so easy and boring? Infantry battles are not the same as tank battles. Infantry skirmishes are quick, and often times CHEAP. I have no qualms whatsoever dying in a STD or ADV suit. In fact, it's expected!
But when it comes to tanks, the tank alone cost 100k, plus the high cost of a turret. Running ADV will cost at least 200k to 250k. So no, I don't expect quick, cheap battles like I would with infantry. I do expect a longer TTK than we currently have, as it's often not possible to run a profit losing what should be a better tank to sica's in 3 shots.
MLT Variants There should be more noticable difference between the tank types. With SP, I may be able to fit complex stuff, have faster reload, longer durations and CD, most battles never last long enough to utilize any of this. It's all about who gets that first shot (more with shield than ever before).
I ask for scaling of mods, to better reflect the differences between a MLT tank and a PRO tank. Cooldown times are NOT the way to go about it in my opinion.
Even then, the differences don't have to be huge, but they need to be there. Using current numbers as an example.
Shield hardener Pro - 40%
Adv - 30%
Std - 25%
At the same time, move the cooldown numbers more inline with one another.
Pro - 60 seconds
Adv - 80 seconds
Std - 90 seconds
In this way, it creates a desire to actually invest points into tanking. As each level adds something more desirable, more resistance. Cooldown times be damned!
Variants Now, on to the meat of my posting! The reason I was so butthurt over the resistance change stemmed from the fact that I felt 60% was an ok number. What wasn't ok was the duration and CD times, and the fact that you can stack, cycling to increase active time while reducing downtime. Or activating both to become invincible for what seemed an awfully long time.
These new numbers got me thinking about variants and balance. In all honesty, the nerf makes far more sense than I thought it would. At max skills, 40% for 30 seconds actually makes sense and seems balanced. My idea of balance, to gain you must lose, to lose you must gain.
Hardeners 60% at 30 seconds was FAR too much. But using the new numbers as a base, I give you these variations of the shield hardener.
Shield hardener (Heavy resistance) Pro - 60% Adv - 50% 12 second duration. 15 seconds with skills Std - 40%
Shield hardener (Light resistance) Pro - 40% Adv - 30% 24 second duration. 30 seconds with skills Std - 25%
Couple this with stacking penalties on hardeners, IE more cooldown for multiple mods, and I think we get something more balanced. While you can run the heavy resistances, they don't last long, meaning your impact on the field is limited. Where on the other hand, you can run them for longer durations, but receive far less overall resistances.
Extenders I've noticed more than a few people comment on extenders, saying they are more viable because of the nerf. Don't agree at all. For the amount of PG/CPU they eat up, they don't even add enough to stop a MLT rail shot. Used in tangent with a hardener, they do provide a noticeable improvement to eHP, as long as the hardener is active.
But I want passive resists to come back, and I think adding them to extenders will make them very appealing to run for a change. Now I don't have the numbers for extenders on hand atm, so I'm going to make stuff up just to provide an example of what I mean.
Extender (Heavy resistance) Pro - 700 HP / 15% resist Adv - 600 HP / 12% resist Std - 500 HP / 10 % resist
Extender (Light resistance) Pro - 1200 HP / 10% resist Adv - 1000 HP / 8% resist Std - 800 HP / 6% resists
For a shield tank, I think passive resists are very important. Unlike maddies, they don't get a buffer to damage, nor do they have a constant rep. The maddie's plates would be more HP focused, to reflect the reps better with very low resistances.
Other topics to cover (running out of time here) Boosters
Damage mods
Armor reps
Armor plates
Armor hardener
Railgun damage
Turret variety
[*] Overall tank TTK and it's role on the battlefield
Tanks - Balancing Turrets
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