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Thread Statistics | Show CCP posts - 1 post(s) |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
44
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Posted - 2014.06.22 00:47:00 -
[61] - Quote
fair enough
SPAWN.KILL.DIE.RESPAWN.
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Iron Wolf Saber
Den of Swords
15572
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Posted - 2014.06.22 01:15:00 -
[62] - Quote
The problem is not AVers not killing said militia tanks its said militia tanks rendering higher level tanks worthless.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10967
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Posted - 2014.06.22 01:58:00 -
[63] - Quote
Iron Wolf Saber wrote:The problem is not AVers not killing said militia tanks its said militia tanks rendering higher level tanks worthless.
Indeed.
As you say IWS its that the power of the MLT tank is the frame. So for your 0SP you receive massive power gains for little to no investment, couple that with relatively similar fitting capacity as a standard tank, however only having to distribute that fitting capacity over a large turret and 2 High or Low Slot modules effectively nullifies any advantage a higher SP tanker might have.
Its true that this is less prevalent with the changes CCP Rattati has made to Large Turrets and Armour Repairer......however vehicles are still not in place where it feels enjoyable or satisfying to progress through the skill trees.
There are a whole 2 tiers of tank, one tier you don't even have to skill for, and the second lacks a role.
There are 3 turrets, only two of which are most commonly used.
There are less than 5 viable modules in the game that players will use.
No inventive to progress to higher levels of turret.
And not a great deal of skills and modules that make fitting out your tank really customisable and unique.
As I have said back in the only days it felt to me as I skilled through the trees that I was trying to eke out as much efficiency from a fitting by tweaking the meta level of my modules, picking up the Engineering skills, and reducing the CPU or PG of specific modules, all the while skilling into better armour rep efficiency, etc.
Tanking feels dumbed down, tanks don't feel unique and have no incentive to be unique aside from player quirkiness...... AKA my 3 Gun 1 repairer Maddy or my 8000 Armour Maddy, neither of which are incredibly competitive.
" Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III
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DarthJT5
12th Shadow Legion
35
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Posted - 2014.06.22 05:14:00 -
[64] - Quote
Can we at least get an awnser on getting our hulls back Rattati? Is it possible? Please?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Ld Collins
Molon Labe. General Tso's Alliance
150
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Posted - 2014.06.22 05:25:00 -
[65] - Quote
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?
Reduce the CPU/PG and force MLT tanks to have small turrets that cannot be removed. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1017
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Posted - 2014.06.22 16:41:00 -
[66] - Quote
Iron Wolf Saber wrote:The problem is not AVers not killing said militia tanks its said militia tanks rendering higher level tanks worthless.
Those "Higher Level Tanks" are scrubs then. Considering the changes to damage mods and railguns, high level tanks should have no problems dealing with MLT tanks.
To those with skills that choose to downgrade to a MLT tank in the effort of saving money, really aren't saving that much, and no doubt lose far more than a tank using either the STD hull fit with pro mods, as opposed to a MLT tank using pro mods.
But also consider that making a MLT tank harder to fit via PG/CPU, means that those with prof skills in vehicles will still have a much easier time fitting, while new tankers will have a hellva time on the field against AV.
Thing is, RARELY did a MLT tank get me before the changes, regardless of who was driving it, and I can count on one hand the drivers that did manage to take me out that were clearly skilled into them. But those that were skilled also knew how to hunt and stalk, 90% of what tanking is about.
Tanks - Balancing Turrets
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Khemlar Maktaar
Fatal Absolution General Tso's Alliance
35
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Posted - 2014.06.22 19:24:00 -
[67] - Quote
i think that would be wrong just like the heavy militia nerf which was stupid leave it as be just means there easy to kill since there not realy saving money as they die more and i can fit most my suits easy at std/mlt so i dont see anything wrong with the tanks doing the same the problem was always armor tanking sicas with damage mods and railguns but thats been fixed so there isnt an issue any more.
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The dark cloud
The Rainbow Effect
3300
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Posted - 2014.06.22 21:26:00 -
[68] - Quote
in my opinion put 2 additional small militia turrets on those tanks. Like with the gorgon or viper where you cant remove them. |
Jammer JAMS
Dox You. Proficiency V.
33
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Posted - 2014.06.22 22:11:00 -
[69] - Quote
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?
My thoughts are you already ruined tanks by nerfing the repair rate you ruined the turrets and made swarms hit harder now how more are you going to mess us vehicles because of a few that complain. The whole reason you have skills is to use better stuff. |
jaksol JAK darnson
Kameira Lodge Amarr Empire
34
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Posted - 2014.06.23 00:22:00 -
[70] - Quote
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?
YESSSSSSSS! but not cool stiking the killing blow to shield tanks AGAIN!!!!!!!! now while we were at a dissadvantive now we are just free points rolling around for somas players
"Sacrifice is a choice you make. Loss is a choice made for you."
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