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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9852
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Posted - 2014.04.28 22:40:00 -
[1] - Quote
Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9852
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Posted - 2014.04.28 22:51:00 -
[2] - Quote
Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k.
Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9857
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Posted - 2014.04.28 23:20:00 -
[3] - Quote
Ronour wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Forge guns deal with shield tankers and have the added benefit that can be used against other vehicles as well. It isn't guided because of the speed of the energy blasts. A single, experienced forge gunner can bring hell to a shield tank but have no chance against a good armor tank. These tanks also laugh at swarms which can do 1800 worth of damage por shot with a much precise guidance system. Moreover, the -95% nerf against shields means that for every 100HP, you nerd the missile damage by 2000. I mean, 200 HP on your tank and this weapon is useless. How long does it takes to recharge 200HP of shields? Precision timing is required to utilize the weapon's full potential. I suggested 6000 because I felt that a good tanker would be able to deal with this. If that's not the case, then reduce the damage to whatever amount makes this weapon useful while giving armor tanks a fair chance. What would that number be in your opinion? The balance I feel is in the limited maneuverability of the guided missile. The "guided" element is introduced to require squad instructions (which hurts the entire squad that I bet would prefer to keep their bonus donut).
But do forges deal 6000 Damage...no....
Also Forges are Rail Tech....they deal with armour.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9857
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Posted - 2014.04.28 23:31:00 -
[4] - Quote
Ronour wrote:True Adamance wrote:Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k. Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models? Here is the thing, shield tanks have to worry about forge guns, I feel that armor tanks have nothing to worry about because swarms are barely effective against them although they are effective against dropships. This weapon will have no chance against dropships and will require pinpoint timing to be effective against armor tanks due to the massive shields nerf and limited maneuverability. If 6000 damage seems excessive to you, what would be a good number to give both, this weapon and armor tanks, a fair chance?
What armour tanks have is a broken rep system that is now passive, allowing for constant reps at a level that should be exclusively reserved for a short term active module like it used to be.
If Armour reppers went back to being actives like they were we would not see nearly such durable HAV as we do now.
As I say Forges are not Anti Shield Weapon, they are Hybrid Rail Tech, and Hybrid Rail gets efficiency bonuses against Armour..... we have no anti shield AV weaponry.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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