Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1105
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Posted - 2014.07.26 19:13:00 -
[1] - Quote
I remember you tread, I think. I want to say you started with tanks after 1.6, but this was back when Sica's could 3 shot everything with damage mods.
That said, I don't agree with much of your above statement, as I don't have near the trouble tanking or flying. And if I do, it generally isn't just ONE guy with an AV weapon, but multiple people with an AV weapon. Before I get started here though, I want to say I do agree that tanks need more bonuses from skills and less filler.
Yet on the other hand your statement that SP/ISK isn't worth it, at this time, is just DEAD WRONG. The main differences between a heavily invested tanker and a light invested tanker are rather obvious.
Fitting ability (with Module efficiency thrown in on the side) That's the main thing you get from skilling deep into the tanking tree. Where a 5 mil SP tanker might be able to use a complex shield extender, they are going to have trouble fitting that with another complex extender and a hardener. Not to mention attempting to fit a pro turret, OR small guns.
On the other hand, a 20 Mil invested tanker can fit 2 complex extenders, a hardener, plus a pro large turret, AND 2 small guns at no sacrifice. But a lower SP char will have to sacrifice something to make it work.
And it's not just about fitting, as there are a few skills that do give you an obvious advantage over a lesser skilled tank.
(Just going to work through the main skills for turrets here) Let's just take for example what I think is the more balanced of the tanking trees, Turret Operation:
Turret Operation - First skill of the tree, unlocks either small turrets at level 1, or large turrets at level 5. 1x multiplier, so it's rather understandable that this wouldn't have any other bonuses associated with it.
Large Turret Operation - Unlocks your various large turrets. Notice the bonus of 2% per level to CPU/PG reduction per level for large turrets.
Large Rail, Missiles, Blaster operation - Unlocks your various tiers of turrets. A bonus would be nice here, but getting one to level 5 unlocks another important skill. Turret proficiency which leads to optimization.
Reload and Ammo skills - While ammo might not seem important, I do run out A LOT. And reload is obviously an incredibly handy skill to have.
Turret proficiency - 10% faster turret rotation speed per level. This is enormously helpful. It allows you to run circles around your opponent, out tracking their own turret rotation and denying them the ability to come close to hitting you. This skill also leads one of the most useful skills in turn.
Turret Optimization - 3% reduction to PG/CPU usage of said turret. At level 5 that is a 15% reduction. Couple this with the 10% from Large turret operation for a whopping 25% reduction to CPU/PG usage of a given turret.
So having a lot of SP invested can really make a HUGE difference. And this is just for one turret type. 25% less PG/CPU usage opens the doors for fitting better and better modules. Couple this with the 25% reduction to shield and armor PG/CPU usage, and if you want to use smalls, the 25% there too, the possibilities really open up. That's the difference of using all proto, or being forced to downgrade to an advanced or basic module or turret.
So really, having a lot of SP into tanks DOES make a large and conceivable difference. Just not in the way some are used to or expect.
This all said, there are a few skills that I would like to see bonuses added on to.
Large Blaster, Missile, and Rail skills - A 1% decrease to dispersion(blaster), 1% decrease in reload time(missiles), and a 1% decrease to heat buildup(rails). Similar to what you had mentioned in your OP.
Vehicle upgrades - The highest you need this is level 3, yet to use damage mods this must be at level 5. I would rather see damage mods moved to a level 3 skill. Then adding some sort of small bonus to the Vehicle Upgrades skill, like say 1% to module efficiency (for example, hardeners gain 1% to damage reduction per level or extenders gaining 1% to total health added).
Vehicle Shield and Armor Systems - Currently just unlocks the tiers of modules. Would like to see it add bonuses to shields and armor, IE, each level increases the total shields and armor by a percentage.
Vehicle Core Upgrades - Unlocks powergrid, CPU, and propulsion mods. Add a bonus that increases the efficiency of PG/CPU modules. Move propulsion to a skill of it's own (or stack it with engineering)
Vehicle Electronics and Engineering - Both of these unlock tiers of modules (scanners and MCRU's respectively), and nothing more. Higher tiers of scanners offer no additional bonus aside from better CD times. So why even skill this skill high at all. And MCRU's don't work half the time.
So some big changes need to come to these skills.
In truth though, I think there needs to be deeper separation between a lot of these skills. For example Core upgrades would do well being a skill that unlocks access to tiers of modules. But when you move past that skill (as in get it to level 5) it should unlock additional skills that affect the efficiency of those modules you just unlocked.
Making it worth it to get it to level 5 as it allows for better specialization into what you just skilled into (that being proto modules).
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1106
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Posted - 2014.07.28 19:12:00 -
[2] - Quote
Tread Loudly 2 wrote:
I have done my fair share of operating HAV's, ADS's, and even LAV's however as mentioned before the small turrets simply take to much PG/CPU, to the point that they severely impact the overall tank of any vehicle, so AV will simply rip though that vehicle if it is loaded with small turrets.
It is rather handy to raise the optimization skill of small guns. No you won't be able to fit tank for both shields AND armor, but that's kinda the trade off for the added DPS (IF you can find a gunner).
For example, with nearly max optimization skills in my large rail, shields, and small rails, I can manage to fit 2 complex shield extenders and a hardener (the FOTM of shield tanks atm), with a 20GJ particle cannon, a standard small rail, and a 80GJ particle cannon. With a CPU booster and PG booster (complex) in my lows.
And with my current skills, I need to reevaluate my fitting as I have a bit left over still. But with this fit, the only thing I'm really missing over one that isn't fit with small guns, is my armor. Even still, given how PG intensive Extenders are, I still would need to fit a PG booster to manage the 2 complex extenders, IF I wanted to put some armor on.
And no, AV does not rip through this build in the least. With a hardener up, swarm damage is minimal, forgers will need a reload, and other tanks struggle to break it. Pop 2 gunners in there and EVERYTHING dies. Don't underestimate how incredibly handy a gunner is against AV (A GOOD gunner that is).
Tanks - Balancing Turrets
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