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anaboop
NECROM0NGERS Caps and Mercs
40
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Posted - 2014.04.27 22:52:00 -
[1] - Quote
HAV's as they are now lack any kind of diversity, modules are very limited and the modules people tend to use are limited even more.
I would like to suggest having more module slots, but only having specific modules in certain slots
Gunnlogi, 3 high slots 2 low slots
I suggest increasing high slots to 5 or 6, restrict 3 slots to extenders/hardeners/boosters and 2/3 slots to miscellaneous damage mods/nitrous/CRU/scanners.
I suggest increasing low slots to 3 or 4, 2 slots for PG and CPU modules and 2 for ammo expansion and for armor modules (add a new penalty to gunnlogis that equip armor plates/reps/hardeners to deter them from hybridization, something like a huge speed decrease for armor plates, lower shield regen for armor reps and lower shield reduction for armor hardeners
Madrugar 2 high slots 3 low slots
I suggest increasing high slots to 3 or 4, 2 slots for miscellaneous damage mods/nitrous/CRU/scanners, and 1/2 slots for shield modules with a new penalty to madrugars that equip shield extenders/boosters/hardeners to deter them from hybridization, something like lowered armor repair for shield booster, lower armor per plate for shield extenders and lower damage reduction from hardeners with shield hardeners
I suggest increasing low slots to 5 or 6, restricting 3 slots to plates/reps/hardeners and 2/3 to PG/CPU/ ammo expansion
Turrents are good as they are, (fitting wise)
Rails need a ammo per mag decrease to 3-5 with a faster overheat Missiles im not sure about 8 per clip instead of 12? Blasters need a decrease to vehicle damage, and a faster overheat so they cant just aim fire on infantry all the time without checking there overheating progress
Of course if new modules were to come out you place them in the appropriate low or high slot restrictions as the more in each restriction will make new layouts possible.
Considering my suggestions
Gunnlogi would be able to get (high slots) Extender hardener booster restricted slots
-6.6k shields max with no hardeners or boosters -5.3k with 1 hardener or booster -3.9k with 2hardeners 2 boosters or 1 of each
Miscellaneous restricted slots
-2 or 3 damage mods (which would need a decrease if this was done) or a bigger stacking penalty -1 damage mod 1 scanner/cru/nitrous and 1 scanner/cru/nitrous whichever wasnt put in the 2nd (considering theres 3slots total) - 2 damage mods and 1 scanner/cru/nitrous
Gunnlogi would be able to get (low slots) Pg Cpu restricted slots
-2 PG/CPU or 1 of each, -2 PG/CPU or 1 of each -2 PG/CPU or 1 of each
Ammo and armor restricted slots
-2 ammo expansions -1 ammo expansion 1 armor module - 2 armor modules
Madrugar would be able to get (high slots) Miscellaneous restricted slots
- 2 damage mods -1 damage mod 1 cru/scanner/nitrous -1 cru/scanner/nitrous, 1cru/scanner/nitrous
Shield restricted slots
-2 shield modules (might need a new module to mix in here)
Madrugar would be able to get (low slots) Plates hardeners repper restricted slots
-9.6k armor max with no hardeners or reps -7.7k armor with 1 hardener or 1 rep -5.8k armor with 1 or 2 hardeners or reps or 1 of each
Pg Cpu ammo restricted slots
-2/3 Pg/Cpu mix and match 2 PG 1 Cpu, vise versa or 3 of Pg or Cpu -1 of each and ammo expansion
Other stuff to think of HAV's total PG/CPU may need some tweaking to accommodate said changes but if all of that did change HAV would have more diversity, AV could recieve a buff as wewould have the tools to protect overselfs without giving us anymore shield or armor but other modules which dont get used a chance to shine and prove they can help out.
Excluding FG as that's as good as it should be I believe. Remotes need a lower max active within a certain radius as stacking multiple tiers is a joke. (not proxies) if u dont hear the blips and run over them thats your fault.
Anywho ill leave it at that and touch it up a little later.
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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anaboop
NECROM0NGERS Caps and Mercs
40
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Posted - 2014.04.27 22:52:00 -
[2] - Quote
Reserved
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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anaboop
NECROM0NGERS Caps and Mercs
40
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Posted - 2014.04.27 22:53:00 -
[3] - Quote
Reserved
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9800
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Posted - 2014.04.28 02:53:00 -
[4] - Quote
You mean like pre 1.6?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2089
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Posted - 2014.04.28 02:59:00 -
[5] - Quote
I'll leave this
and this here
click me
Blup Blub Bloop. Translation: Die -_-
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anaboop
NECROM0NGERS Caps and Mercs
55
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Posted - 2014.04.28 07:36:00 -
[6] - Quote
True Adamance wrote:You mean like pre 1.6? Cant say I can recall pre 1.6
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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KalOfTheRathi
Nec Tributis
1257
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Posted - 2014.04.28 07:56:00 -
[7] - Quote
Why are you bothering? Seriously, this game is being driven in the same lurching wildly unstable manner it has been ever since we jumped mid-stream to Uprising.
There is no plan. No future road map. If the Devs decide we Mercs are doing something Wrong they will gut the problem area and tell us to HTFU. See 1.5 vehicle balance plans.
Don't believe me? Compare how wonderfully complex tanks were before and look at the bland pablum we have now.
Three levels of turrets. Three turret types. They all work the same way, better modules cannot effect anything besides CPU/PG and cool down times. Missile turrets can empty a clip and with a damage module can destroy almost every tank on the battlefield. It is a well balanced weapon no doubt about it. One might wonder if Devs only use missile turrets.
All rail guns can fire exactly five rounds without overheating. Six rounds and every large rail gun in the game will overheat. Of course, there are variations on that. Often the gun will not fire, will fire blanks, can empty the clip while overheating the gun using all the rounds and forcing the tanker to wait for the overheat to cool before there are rounds in the clip once again. And it is not being fixed. It is months old, indeed it has been here in some version since 1.0 although other turrets now get to share in the pain. Fun. One might wonder if it is actually a bug? The Mercs think so, but what do silly Mercs know?
What you are going on about is how Dust Used To Be. How tanks used to function. Now they don't because CCP/Shanghai didn't want us to have complex tanks. And now we don't.
Welcome to Dust, aka Tanks For Dummies ... in Spaaace.
And so it goes.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
655
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Posted - 2014.04.28 09:07:00 -
[8] - Quote
Tiericide had infested the vehicles and new side arms .
It's what you players want and asked for right ???
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
837
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Posted - 2014.04.28 15:10:00 -
[9] - Quote
Too much use of the term "Restricted". And we had tanks similar to this pre 1.6.
I kinda like parts of the idea, but too many restrictions, no doubt the coding would be to complicated for CCP. What your idea reminds me of is EVE though, with vehicle Low, Mid, and High slots.
And when it comes to hardeners, a focus on duration and cooldowns, rather than a straight restriction to eHP would be far more effective. Make a tank weaker so that it can be stronger as you add mods? Why. As a tanker myself, I can tell you hardeners are **** atm, boosters have always been, and the Strength of hardeners was never the problem.
It was the fact they were able to maintain invulnerability for a very extended amount of time. Negating the idea of "waves of opportunity". If those bastards gave you 60% at 10 to 15 seconds with a 45 second cooldown, everything would be fine. Cept they were giving you that at a total of 30 seconds with skills and a 45 second cooldown.
How does that make sense.
Tanks - Balancing Turrets
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KalOfTheRathi
Nec Tributis
1258
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Posted - 2014.04.29 11:27:00 -
[10] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Tiericide had infested the vehicles and new side arms .
It's what you players want and asked for right ???
Would you mind explaining what you mean here? Has tiericide infected the current set of tanks or the old versions"
If this is about the old ones why bring them up? If you mean the new ones I really don't understand because a double damage modded Sica can pop many a higher tier tank.
Side arm, shide sharms. When my default weapon is a Rail Gun I don't care about BS side arms.
And so it goes.
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