CCP Rattati wrote:Just throwing this out there. So we have a problem with high level players creating too powerful, too cheap, vehicle fits using proto modules on militia chassis.
Instead of changing anything about weapons or modules, what would be wrong about just reducing PG/CPU on militia vehicles a bit.
It won't hurt the new players who want to try vehicles like an ISK increase would but makes those interested have to make an SP investment to become dedicated.
Your thoughts?
I am unfamiliar with this issue.
In fact I find it just he opposite. I can't even fit low tier modules to upper tier tanks.......
Players are making MLT Tanks too powerful? Through the use of Proto Type Modules on MLT Tanks?
That is not the issue at all.
Its that MLT tanks require little to no ISK, no SP investment, and can effectively negate massive amounts of SP investment into vehicles with MLT grade modules.
This may not be such an Issue no due to your changes but I rarely find that MLT tanks are too powerful for hand held AV to tackle.
The Issue I see with HAV is that players do not have to spend much SP in HAV skills at all to receive massive benefits. Emphasis in HAV command is placed on the hull itself, and now that modules have effectively had their tiering destroyed in favour of quicker cycle times ( the short term benefits of module far outweighing the long term negatives) even a low 1-3 Million SP toon can make themselves and game breaking menace on the battlefield.
Because that Emphasis on power lies in the hull of the vehicle and the turret mounted, AV cannot effectively break down HAV's using their current damage models.
In regards to balancing HAV against hand held AV I have always said needs to lie in changes to the HAV's themselves and or the skills associated with HAV Command.
The easiest way I see how to do it is break down the current HAV's power into most SP sink skills meaning players have to skill into and build up their characters skills in their chosen vehicle role to achieve comparable Power gains.
A Basic Swarm Launcher should be doing effective quantities of damage to MLT hulls which suffer from lesser PG and CPU values due to their lack of skill requirements, like wise they should do damage to STD hulls where the pilots have little to no skill investments. With more investment of SP into Tanking related skills the higher the tier of AV required to eliminate the tank.
Currently much of the issue surrounding HAV power vs ISK cost lies in the lack of competitive modules in our line ups. Intially the meta was Hardeners with 40% (for armour) and 60% (for shield) resistances to damage. These were inevitably nerfed.
Then the meta was Heavy Repair Units, these have now just been nerfed........
There is a trend here. The emphasis and power gains lies in the modules, not the skills associated with the modules, as they do in EVE, and as a result in most cases if I want to have peak ISK efficiency to power output ratios I stack only Standard Modules.
Cheaper PG and CPU, same efficiency, cheaper ISK wise.
Issue is not High tier modules on low tier hulls. You can barely fit a basic module or turret in each slot on a Madrugar, even with then high SP I have invested into fitting skills, its that low tier modules perform essentially the same way if not better than higher tier modules.