Pages: 1 :: [one page] |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
957
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Posted - 2014.05.19 18:20:00 -
[1] - Quote
So what kind of things can be done module wise? I'm speaking of making variations of existing modules.
Could we say take our existing shield modules, create a duplicate, and change some stats?
For example:
-Our current shield hardener, with current stats
-One that provides a 60% resistance for 10 seconds.
And what about existing modules that were removed with the tank changes? Are those perhaps still a part of our current client so that they could be brought back with in some form. I'm curious to know how deep we can go with tank changes. Tho I'm all for working with the ones we have currently, as I see a lot of potential in them as well.
Tanks - Balancing Turrets
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CCP Rattati
C C P C C P Alliance
1283
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Posted - 2014.05.20 08:33:00 -
[2] - Quote
Tebu Gan wrote:So what kind of things can be done module wise? I'm speaking of making variations of existing modules.
Could we say take our existing shield modules, create a duplicate, and change some stats?
For example:
-Our current shield hardener, with current stats
-One that provides a 60% resistance for 10 seconds.
And what about existing modules that were removed with the tank changes? Are those perhaps still a part of our current client so that they could be brought back with in some form. I'm curious to know how deep we can go with tank changes. Tho I'm all for working with the ones we have currently, as I see a lot of potential in them as well.
Yes those things can be done
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SCATTORSHOT RINNEGATE
duna corp
43
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Posted - 2014.05.20 08:42:00 -
[3] - Quote
Can we see tanks variations? please im waiting the surya since 2 years :( My idea is This:
STD Tank Madrugar= 3 low 2 High STD Tank Gunnlogi= 3 High 2 low Enforcer Tank Vayu= 4 low 2 High Enforcer Tank Falchion= 4 High 2 low Marauder Tank Surya= 5 low 3 High Marauder Tank Sagaris= 5 High 3 Low
What you think?
also, can we see old mods and scattered turrets? was so awsome before, please make this dream happen for 1 time
If you read this you probably going to die by my tank.
Dust is not dead, stop biomassing like scrubs.
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SCATTORSHOT RINNEGATE
duna corp
43
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Posted - 2014.05.20 09:16:00 -
[4] - Quote
UP!
If you read this you probably going to die by my tank.
Dust is not dead, stop biomassing like scrubs.
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SCATTORSHOT RINNEGATE
duna corp
43
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Posted - 2014.05.20 11:03:00 -
[5] - Quote
CCP Rattati wrote:Tebu Gan wrote:So what kind of things can be done module wise? I'm speaking of making variations of existing modules.
Could we say take our existing shield modules, create a duplicate, and change some stats?
For example:
-Our current shield hardener, with current stats
-One that provides a 60% resistance for 10 seconds.
And what about existing modules that were removed with the tank changes? Are those perhaps still a part of our current client so that they could be brought back with in some form. I'm curious to know how deep we can go with tank changes. Tho I'm all for working with the ones we have currently, as I see a lot of potential in them as well.
Yes those things can be done UP!
If you read this you probably going to die by my tank.
Dust is not dead, stop biomassing like scrubs.
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BLAAAASTER
Sanmatar Kelkoons Minmatar Republic
86
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Posted - 2014.05.20 11:57:00 -
[6] - Quote
SCATTORSHOT RINNEGATE wrote:Can we see tanks variations? please im waiting the surya since 2 years :( My idea is This:
STD Tank Madrugar= 3 low 2 High STD Tank Gunnlogi= 3 High 2 low Enforcer Tank Vayu= 4 low 2 High Enforcer Tank Falchion= 4 High 2 low Marauder Tank Surya= 5 low 3 High Marauder Tank Sagaris= 5 High 3 Low
What you think?
also, can we see old mods and scattered turrets? was so awsome before, please make this dream happen for 1 time
Please just no!!!!!!!!!!!!!!!
WE CAnt kill the militia tanks you losers drive now. we would have to increase AV damage by 3x the amount or it would be tank 514 only and would destroy what player base we have left.
So no to proto tanks! Or invulnerable tanks bad bad bad bad idea! |
Adipem Nothi
Nos Nothi
834
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Posted - 2014.05.20 13:03:00 -
[7] - Quote
BLAAAASTER wrote: ... so no to invulnerable tanks bad bad bad bad idea!
Sorry mate, but Proto Tanks / Dropships and IDDQD-modules are the right idea. There's been alot of talk about nerfing vehicles and buffing AV, so let's get some things straight:
1) Tanks should be better than anything else at killing infantry. 2) Tanks should be faster than LAVs. 3) Tanks should have TacNet immunity.. 4) Tanks should be allowed to do their job while passively repping through Proto AV. 5) Infantry should never be able to kill a tank; only run it off for awhile.
This week alone, Duna's KDR dropped by 25%. Do you know how long he's gonna have to grind to get his weekly KDR back up to 200? All that work ... and one lucky team of six AVers ruins it. That's unfair to Duna and its unfair to all tankers. And if AVers get their way, Duna might never see a 200 KDR again.
So stand strong, Tankers. And stand united. There can be no compromise with the enemy. No gun game? Eating chips? Doesn't matter. Pilots deserve the very best.
Shoot scout with yes...
- Ripley Riley
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
960
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Posted - 2014.05.20 13:59:00 -
[8] - Quote
CCP Rattati wrote:Tebu Gan wrote:So what kind of things can be done module wise? I'm speaking of making variations of existing modules.
Could we say take our existing shield modules, create a duplicate, and change some stats?
For example:
-Our current shield hardener, with current stats
-One that provides a 60% resistance for 10 seconds.
And what about existing modules that were removed with the tank changes? Are those perhaps still a part of our current client so that they could be brought back with in some form. I'm curious to know how deep we can go with tank changes. Tho I'm all for working with the ones we have currently, as I see a lot of potential in them as well.
Yes those things can be done
Awesome!
Hopefully some positive changes come to dust in the future!
Thanks fella
Tanks - Balancing Turrets
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BLAAAASTER
Sanmatar Kelkoons Minmatar Republic
87
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Posted - 2014.05.20 14:30:00 -
[9] - Quote
Tebu Gan wrote:CCP Rattati wrote:Tebu Gan wrote:So what kind of things can be done module wise? I'm speaking of making variations of existing modules.
Could we say take our existing shield modules, create a duplicate, and change some stats?
For example:
-Our current shield hardener, with current stats
-One that provides a 60% resistance for 10 seconds.
And what about existing modules that were removed with the tank changes? Are those perhaps still a part of our current client so that they could be brought back with in some form. I'm curious to know how deep we can go with tank changes. Tho I'm all for working with the ones we have currently, as I see a lot of potential in them as well.
Yes those things can be done Awesome! Hopefully some positive changes come to dust in the future! Thanks fella
Typical tanker response just ignores the infantry comments standing outside if his tank, like we didn't even exist. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
85
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Posted - 2014.05.20 14:31:00 -
[10] - Quote
BLAAAASTER wrote:SCATTORSHOT RINNEGATE wrote:Can we see tanks variations? please im waiting the surya since 2 years :( My idea is This:
STD Tank Madrugar= 3 low 2 High STD Tank Gunnlogi= 3 High 2 low Enforcer Tank Vayu= 4 low 2 High Enforcer Tank Falchion= 4 High 2 low Marauder Tank Surya= 5 low 3 High Marauder Tank Sagaris= 5 High 3 Low
What you think?
also, can we see old mods and scattered turrets? was so awsome before, please make this dream happen for 1 time Please just no!!!!!!!!!!!!!!! WE CAnt kill the militia tanks you losers drive now. we would have to increase AV damage by 3x the amount or it would be tank 514 only and would destroy what player base we have left. So no to proto tanks! Or invulnerable tanks bad bad bad bad idea!
I thought this was something that most players understood, but until we have tiered vehicles and AV, then there never will be balanced. Either vehicles have to be OP, or AV has to be OP, when we do not have both sides tiered. Games that do not have tiers allow a superb balance between vehicles and AV. It's simple enough to balance Militia vehicles vs Militia AV, STD vehicles vs STD AV, ADV vehicles vs ADV AV, and PRO vehicles vs PRO AV. The stats can be scaled appropriately. In all likely hood, modules will also have to be readjusted. I'd still prefer if vehicles were a little more versatile with this balance, and not pathetically easy to destroy, but perfectly doable with a little effort. |
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Harpyja
Molon Labe. General Tso's Alliance
1740
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Posted - 2014.05.20 15:57:00 -
[11] - Quote
I'd love to have my chassis upgrades back. I currently have 2 complex missile expansion units in my lows because there's nothing else useful. I do not need 420+ missiles at any one given time...
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
357
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Posted - 2014.05.20 15:59:00 -
[12] - Quote
SCATTORSHOT RINNEGATE wrote:Can we see tanks variations? please im waiting the surya since 2 years :( My idea is This:
STD Tank Madrugar= 3 low 2 High STD Tank Gunnlogi= 3 High 2 low Enforcer Tank Vayu= 4 low 2 High Enforcer Tank Falchion= 4 High 2 low Marauder Tank Surya= 5 low 3 High Marauder Tank Sagaris= 5 High 3 Low
What you think?
also, can we see old mods and scattered turrets? was so awsome before, please make this dream happen for 1 time op
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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