Hakyou Brutor
G0DS AM0NG MEN Dirt Nap Squad.
227
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Posted - 2014.04.24 02:11:00 -
[1] - Quote
So, it has come to my attention that some people believe that you are supposed to run shield vehicles the same as armor vehicles, this is not true!
While both tanks have advantages and disadvantages, I personally believe there are very few issues with the balancing of armor vs shield tanks, one of these issues are quite large however. I think we all know what I'm talking about... triple repair madrugars!
Now, know this, I run a triple rep madrugar most of the time, and I'll tell you what, it's insanely good if you know how to use it. Heck, I took on three tanks at once earlier today, two railguns, one blaster, given the railgun tanks were militia I still think this is a bit broken.
So, how do we fix this you may ask... and I have the answer! Tankers before 1.7 know what I'm talking about, active repair modules! This will fix armor tanks as in, triple repair tanks will still be relevant but much harder to use, and hardeners will become more common. My tank repairs 450 or so armor a second this is almost enough to completely out rep the damage coming from a 80GJ Blaster, this is too powerful. With active repair modules you will get more repair per second than you get now but it will only be for a limited time and as soon as the repairers go down the tanks is basically screwed. So they'd be amazingly powerful when active but extremely vulnerable when on cooldown.
This will bring back the use of hardeners, one of the good fits would be one armor plate, one hardener, one armor repairer. This would bring variation in fits, and would ultimately bring more diversity on the battlefield.
As for shield tanks, they need to be able to look down, it is vital to their balance. Right now if a tank gets the low ground on your shield tank and you can't look down it doesn't matter how good of a tanker you are, you're screwed. Other than the fact that shield tanks can't look down, and triple rep madrugars, shield tanks vs armor tanks are pretty balanced.
As for numbers on the new active repairers here is what I'm thinking:
Module Name---------------------------Reps--------Active time----------Cooldown------Total Repaired
Basic Heavy Armor Repairer--------210 /s------14 seconds---------45 seconds---------2940 Basic Light Armor Repairer---------150 /s------12 seconds----------45 seconds--------1800 Enhanced Heavy Armor Repairer-250 /s------14 seconds----------38 seconds---------3500 Enhanced Light Armor Repairer---170 /s------12 seconds----------38 seconds---------2040 Complex Heavy Armor Repairer---280 /s------14 seconds----------32 seconds---------3920 Complex Light Armor Repairer----200 /s-------12 seconds----------32 seconds---------2400
Thoughts?
I'm a logi now! :D
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