|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
ZDub 303
TeamPlayers Dirt Nap Squad.
2613
|
Posted - 2014.04.30 02:30:00 -
[1] - Quote
Gunnlogis are so UP :( |
ZDub 303
TeamPlayers Dirt Nap Squad.
2616
|
Posted - 2014.04.30 04:32:00 -
[2] - Quote
It just blows my mind that people cannot see how overpowered triple reps are...
I like the idea of active tanking, its good that gallente tanks are favoring this form of play... however.. a tank should not be completely invulnerable to any form of AV. Strong against it? Sure, but given sufficient time an AVers should be able to kill a tank standing still.
This is just complete nonsense that people are actually trying to argue this is okay...
smh... |
ZDub 303
TeamPlayers Dirt Nap Squad.
2616
|
Posted - 2014.04.30 04:49:00 -
[3] - Quote
Alena Ventrallis wrote:BIind Shot wrote:
He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
Not op at all. HE set up his Maddy to deal with the sustained DPS of swarms and to an extent, forges. He is very vulnerable to alpha damage. 3 shots from a double damage modded militia railgun, 3 RE, or some PE would destroy that fit. Whereas a setup with 2 hardeners and a plate would easily handle that same railgun and RE and PE, but would suffer against those swarms because of the inability to rep back that health. It isn't that repper tanks are OP, it's that the video doesn't show all possible tank counters.
All i'm really seeing here is that it takes a double damage modded railgun, pretty much the pinnacle of anti-vehicle weaponry, to kill a triple rep madrugar.
I have yet to see a maddy with any amount of hardeners and plates handle a double damage modded railgun 'with ease' maybe once those damage mods have gone on cooldown and the railgun is reloading. |
ZDub 303
TeamPlayers Dirt Nap Squad.
2619
|
Posted - 2014.04.30 12:42:00 -
[4] - Quote
CCP Rattati wrote:Instead of more tankers v nontankers, what are some simple ways to balance this?
Introduce active armor repairs with similar stats (maybe even buffed some).... Make them 1:1 possibly, 30s up and 30s down. Then reduce passive rep modules by about 50% or so.
You know... waves of opportunity and all that. This level of repair is fine as an active tank module but not sure its okay that tanks repair like this passively, we're talking 20-30% of their health every second indefinitely.. |
|
|
|