CCP Rattati wrote:We will be trying to make simple tweaks to make this game more fun and fair for everyone. Let me just kick of the discussion by paraphrasing a few common complaints.
1) Cheap glass cannons are too effective
2) Dmg modifiers need to be brought into the fold after hardener nerf
3) Madrugal triple reppers are too effective
4) Very high top speed allows many vehicles to blast into cover and rep to full health at very little risk
5) Shield tanking is less viable than armor right now
Let me also clarify, our stated design goals are for Large Blasters to be for a short range Anti-Vehicle role with Infantry suppression while Small Blasters are intended to be for an Anti-Infantry role.
The floor is open.
1) Cheap glass cannons, you have them because the modules are time based. Rather than scaling the effectiveness of mods, all you get is an increase in active time or shorter cooldowns. For instance, damage mods provide 30% ACROSS THE BOARD. When a battle last less than 5 seconds, what use is the extra cooldown time or any extra uptime?
I say, mods cooldown and uptime, SHOULD BE THE SAME ACROSS THE BOARD. In this way, the 2 skills that affect uptime and cooldown time can be utilized by real tankers then scale the mods from there. Maybe tweak those skills a little too eh.
For example:
Shield hardener
Std - 20% at 25 seconds
Adv - 25% at 25 seconds
Pro - 30% at 25 seconds
Get the picture. Why use the proto version when all I need is the STD version, as it provides the exact same benefit at a MUCH reduced cost.
2) Damage mods, this is a no brainer. I can personally attest to how incredibly useless hardeners are when it comes to hunting other tanks. While a tank may stack as many hardeners as they please, it's STILL only 2 to 3 shots for my double damage modded setup, with all active. Additionally, while I may be weak on the shield side, using damage mods allows me to stack armor in the lows, meaning a triple hardened fit will need more shots to drop me in kind.
Honestly though, I really feel damage need to come down on turrets as a whole. Is dropping another tank in 5 shots NOT USING DEFENSES really too much to ask for? We need time to actually use SKILL in a tank battle.
3) I have a piece up on the forums that does mention this, that I imagine you have read already. Increase how often reps are applied, IE every 3 to 5 seconds or greater. It's very simple and easy, and I really feel that would have the largest impact with them.
It would place a bit less importance on having triple reps and more on a plate to mitigate the damage for reps to heal. And would also mean they have to disengage FAR more often from their enemies to survive.
4) As I've mentioned before as well, the speed is fine. It's the fact that you can go from 0 to 100 in the blink of the eye that poses the largest problem. Increasing the time it takes to reach max speed is the way to go here. A tank would have to react and back away from a dangerous situation much earlier, decreasing their total time in an engagement. Or be destroyed, like it used to be before these stupid tank "Improvements" came about.
5) What? Shield tanks are my babies, and always have been. Those noobs need to learn to drive, is all I have to say. But I can see a little truth to this.
-Shield booster don't work properly
-Turret depression makes a HUGE difference (A maddie can easily shoot from cover while a shield tank must position themselves at a downward angle. Fix this please so that only the blaster has that kind of turret depression)
-Incredibly low eHP in comparison to the maddie, and a pathetic one time use heal that just doesn't help with damage mitigation
I run a double damage mod, nitro fit, stacking armor in the lows. I have killed MANY shield and armor tanks. Armor tanks though ALWAYS require more shots than a shield tank to drop. Which leads me to believe that yes, they are a bit OP when compared to the gunnlogi, but not by a huge margin.
6) Large blasters are good AV weapons against shield tanks, but against armor they seem to fizzle out. This is part due to the fact that armor tanks are very tough to start with (without fittings) and those damned reps the possess. Now I personally have not had the chance to try the blaster after you fixed them (rocky mountain spotted fever is really taking a toll on my brain) so I can't comment on them much, nor have I seen many speak of their infantry effectiveness.
Or did you leave the large blaster changes out? Sorry, heads been very fuzzy of late, hope to get better soon and provide a more thorough analysis.
I will say though that anything you do is simply putting a bandaid on a gushing wound. Tanks were stripped to nothing, with the intention to rebuild them in future patches, and then forgotten with that pathetic thing they call "legion". Unless you address the fact that they are unfinished products, I really don't see much coming from tanks or even vehicles for that matter. They will still remain very easy, unskilled items in the game in comparison to what infantry is.