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          MarasdF Loron 
          Fatal Absolution Dirt Nap Squad.
  314
  
          
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        Posted - 2014.04.02 18:53:00 -
          [1] - Quote 
          
           
          Nuff said.
 R.I.P. Pre-1.7 tanks, you will be missed. 
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          MarasdF Loron 
          Fatal Absolution Dirt Nap Squad.
  314
  
          
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        Posted - 2014.04.02 18:59:00 -
          [2] - Quote 
          
           
          Sinboto Simmons wrote:one or the other, not both, yes?   What I mean is I want the variety back that we had.
 R.I.P. Pre-1.7 tanks, you will be missed. 
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          MarasdF Loron 
          Fatal Absolution Dirt Nap Squad.
  314
  
          
                | 
        Posted - 2014.04.02 19:07:00 -
          [3] - Quote 
          
           
          Nirwanda Vaughns wrote:just make reppers active modules again. the constant 300hps (actually more) armor reps are what make maddys so tough. if you think a breach forge does around 2100 direct damage per shot (base). with a 6secs charge between shots that maddy has repped 1800hp back by time the next shot fires, each shot takes 6 secs to fire and then you get a reload of 8 secs i think is it
  so 2100 - 1800 = 300damage
  4 shots before a reload so total damage is 1200 (out of 4000 armor hp)
  8 secs reload = 2400 repaired by time its ready to fire again. thats without a hardener running   It's actually one of the weakest fits, people just don't know how to fight it, it seems. There, I explain everything and you can thank me later.
 R.I.P. Pre-1.7 tanks, you will be missed. 
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          MarasdF Loron 
          Fatal Absolution Dirt Nap Squad.
  314
  
          
                | 
        Posted - 2014.04.02 19:16:00 -
          [4] - Quote 
          
           
          jerrmy12 kahoalii wrote:MarasdF Loron wrote:Nirwanda Vaughns wrote:just make reppers active modules again. the constant 300hps (actually more) armor reps are what make maddys so tough. if you think a breach forge does around 2100 direct damage per shot (base). with a 6secs charge between shots that maddy has repped 1800hp back by time the next shot fires, each shot takes 6 secs to fire and then you get a reload of 8 secs i think is it
  so 2100 - 1800 = 300damage
  4 shots before a reload so total damage is 1200 (out of 4000 armor hp)
  8 secs reload = 2400 repaired by time its ready to fire again. thats without a hardener running  It's actually one of the weakest fits, people just don't know how to fight it, it seems. There, I explain everything and you can thank me later. EDIT: I want capacitors, I have wanted those ever since I started playing Dust, and I got my hopes up back in the day after reading a dev blog about caps. Still waiting...  Doesnt mattar, it should give you an advantage not insta win, like the scr   Lol.
 R.I.P. Pre-1.7 tanks, you will be missed. 
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          MarasdF Loron 
          Fatal Absolution Dirt Nap Squad.
  316
  
          
                | 
        Posted - 2014.04.02 19:31:00 -
          [5] - Quote 
          
           
          Nirwanda Vaughns wrote:MarasdF Loron wrote:Nirwanda Vaughns wrote:just make reppers active modules again. the constant 300hps (actually more) armor reps are what make maddys so tough. if you think a breach forge does around 2100 direct damage per shot (base). with a 6secs charge between shots that maddy has repped 1800hp back by time the next shot fires, each shot takes 6 secs to fire and then you get a reload of 8 secs i think is it
  so 2100 - 1800 = 300damage
  4 shots before a reload so total damage is 1200 (out of 4000 armor hp)
  8 secs reload = 2400 repaired by time its ready to fire again. thats without a hardener running  It's actually one of the weakest fits, people just don't know how to fight it, it seems. There, I explain everything and you can thank me later. EDIT: I want capacitors, I have wanted those ever since I started playing Dust, and I got my hopes up back in the day after reading a dev blog about caps. Still waiting...  hitting the sweet spot on a tank helps but you have to be in right spot at right time. yeah they can be killed with a couple forge gunners.... if the forge fires. but makign them active again would help balance it. me and a few corp mates were talking and figure it should take 3 AV to take an equivalent Vehicle down. so militia tank should be capable of takign down with 3 std swarms, madruga/gunloggi 3 x ADV and when re-introduced proto tanks 3 x proto AV seems fair enough considerign how many tanks can be deployed. also simple fix is to make prox mines act like AV nades with a seek radius based on sig radius of vehicle so tanks they seek from 7m away whereas LAVs 3m roughly would save having to have all 3 types of prox mines on a suit just to have a chance of actually killing a tank   Well, I think it should take only 1 STD AV personel to take down or drive away 1 STD HAV assuming he is using the right type of weapon against that particular HAV. And 1 PRO AV should just simply mop the floor with 1 STD HAV. And making Armor Repair modules active again without adding Remote Reppers and LLAVs back would just break HAV / AV balance even more. Also one more thing, trust me, I have seen people place proxies in really smart places where I just cannot avoid them and get killed by them.
  More edits: but yeah, overall, I would like to have Repper modules be activated again, but with capacitors.
 R.I.P. Pre-1.7 tanks, you will be missed. 
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