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Quasar Storm
0uter.Heaven
44
|
Posted - 2014.08.03 03:17:00 -
[1] - Quote
I want to open a new thread about the skills involved with HAVs. I would like all of my friendly tankers to join in & give me their thoughts. Also, I want CCP to acknowledge this thread & give some of their own insight.
Now, What skills what I think need to added to the HAV skill set is:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
(If you have anything more particular to add for Large Missile Turrets, I would be glad to hear you. I was thinking maybe having increased angle to target higher dropships.)
ADSs have similar skills & with them mastered, You can definitely see a difference in performance. It helps someone who has invested millions of SP into ADS have an advantage over another player who flies ADSs or Standard Dropships with bare minimum or null SP investment. Same will go for HAVs. If you have specced into the HAV skills (Large Turrets too) & have invested millions of SP, You should be a superb force on the battlefront. A player in a Sica/Soma with no SP investment should never be an issue compared to a player who has 20m+ SP invested into HAVs, Unless the pilot is a moron.
The Militia Rail is also a current issue that I've heard & seen. You can out DPS a Particle Cannon with a militia railgun. This is wrong on so many different levels. If I invest 281,955k into a Particle Cannon & challenge an enemy Sica/Soma with a Militia Railgun, The enemy's 14,670k railgun should be crushed. THERE SHOULD BE A WAY OBVIOUS INCREASE OF ALL STATS BETWEEN MILITIA RAILGUNS & PARTICLE CANNONS. I mean, There is a 267,285k difference in price & yet a militia railgun can still challenge a Particle Cannon. Fix that. Seriously.
Adding these skills into HAVs will bring more of a "specialist" feel to the HAV role. Now, I know what you're thinking. "No point in getting new skills or being so ambitious in the game." I know what you mean, However, If this game does die & is reborn into Legion -- I'm gonna want the majority of the crap I've dealt with as far as Patches/Bugs/Nerfs/Buffs to be gone. I want CCP to have a blueprint that works & they can run with it for Legion. I don't want to go through this beta testing crap anymore, I just want to play the finished product that almost everyone is happy with. So, If I am to play it, It will have to be finished first.
Anyways, How do you tankers feel about adding skills into our tree? Like I said, If you have stuff to add, Please do. Thanks!
The Weather Man, Making sure the skies are clear.
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Ydubbs81 RND
Ahrendee Mercenaries
3276
|
Posted - 2014.08.03 03:33:00 -
[2] - Quote
Is it me or is the Madrugar movement speed faster than the Gunnlogis?? Says so in my game.
You know what needs to be changed? Increase the (how would you say it?) movement capability of the turret on the y-axis. Right now, ADS can hover over a tank and there is nothing you can do about it. The railgun range was nerfed so all you can do is hide in your spawn.
> Check RND out here
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Quasar Storm
0uter.Heaven
47
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Posted - 2014.08.03 03:39:00 -
[3] - Quote
Ydubbs81 RND wrote:Is it me or is the Madrugar movement speed faster than the Gunnlogis?? Says so in my game.
You know what needs to be changed? Increase the (how would you say it?) movement capability of the turret on the y-axis. Right now, ADS can hover over a tank and there is nothing you can do about it. The railgun range was nerfed so all you can do is hide in your spawn.
Yeah I know what you mean. Like an increase of vertical angle.
The Weather Man, Making sure the skies are clear.
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Ydubbs81 RND
Ahrendee Mercenaries
3277
|
Posted - 2014.08.03 03:40:00 -
[4] - Quote
Quasar Storm wrote:Ydubbs81 RND wrote:Is it me or is the Madrugar movement speed faster than the Gunnlogis?? Says so in my game.
You know what needs to be changed? Increase the (how would you say it?) movement capability of the turret on the y-axis. Right now, ADS can hover over a tank and there is nothing you can do about it. The railgun range was nerfed so all you can do is hide in your spawn.
Yeah I know what you mean. Like an increase of vertical angle.
Yes...that sounds better :D
> Check RND out here
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Quasar Storm
0uter.Heaven
47
|
Posted - 2014.08.03 03:42:00 -
[5] - Quote
Ydubbs81 RND wrote:Quasar Storm wrote:Ydubbs81 RND wrote:Is it me or is the Madrugar movement speed faster than the Gunnlogis?? Says so in my game.
You know what needs to be changed? Increase the (how would you say it?) movement capability of the turret on the y-axis. Right now, ADS can hover over a tank and there is nothing you can do about it. The railgun range was nerfed so all you can do is hide in your spawn.
Yeah I know what you mean. Like an increase of vertical angle. Yes...that sounds better :D
Yeah I can agree with you there. A tanker has no choice but to die or hide when a good ADS hovers above them.
The Weather Man, Making sure the skies are clear.
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Quasar Storm
0uter.Heaven
47
|
Posted - 2014.08.03 03:45:00 -
[6] - Quote
Ydubbs81 RND wrote:Is it me or is the Madrugar movement speed faster than the Gunnlogis?? Says so in my game.
You know what needs to be changed? Increase the (how would you say it?) movement capability of the turret on the y-axis. Right now, ADS can hover over a tank and there is nothing you can do about it. The railgun range was nerfed so all you can do is hide in your spawn.
Also to answer your other question about speed difference, Yes. The Madrugar has a higher Top Speed than a Gunnlogi. However, A Gunnlogi has a higher acceleration than a Madrugar. Makes turning easier too.
The Weather Man, Making sure the skies are clear.
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Shadow of War88
0uter.Heaven
427
|
Posted - 2014.08.03 05:24:00 -
[7] - Quote
Rail range to 450m would be decent. 600m was way too much & 300m is not enough.
& justice for all
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Quasar Storm
0uter.Heaven
49
|
Posted - 2014.08.03 05:43:00 -
[8] - Quote
Shadow of War88 wrote:Rail range to 450m would be decent. 600m was way too much & 300m is not enough.
I can agree with that. It would be even better if that Range could be skilled into. An earned range.
The Weather Man, Making sure the skies are clear.
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Thurak1
Psygod9
873
|
Posted - 2014.08.03 06:13:00 -
[9] - Quote
I dont know I plat with standard and or militia gear as normal practice and i take out proto equiped players quite often, so i think its more about the player than about the sp. Granted the sp spent should provide an edge it should not be the only deciding factor. |
Quasar Storm
0uter.Heaven
49
|
Posted - 2014.08.03 06:22:00 -
[10] - Quote
Thurak1 wrote:I dont know I plat with standard and or militia gear as normal practice and i take out proto equiped players quite often, so i think its more about the player than about the sp. Granted the sp spent should provide an edge it should not be the only deciding factor.
We say 30% Fit & 70% Skill, So you are correct. However, The 30% Fit must all be accounted for & its not. Tanking has become bland.
The Weather Man, Making sure the skies are clear.
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Shooter Somewhere
Brutor Vanguard Minmatar Republic
8
|
Posted - 2014.08.03 06:32:00 -
[11] - Quote
None of these skills need to be added. This is just you wanting easy mode with your torrent's.
The way the blasters and rail overheat is not a problem for me. IF any tank decides its safe to come out the RL against my tank he's dead.
Milta rail guns did out DPS PC but that was a bug and its fixed now.
These skills your talking about would bring back tank spamming and make experience irrelevant the only way in hell I would approve of this is if you had to have level 5 or higher vehicle optimization.
I have 21million SP in tanks and DS with a k/d of 4.71 and I only do blaster stomping when the community needs punished. So I pretty much know what im talking about.
-panda uzimaki
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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SgtNONECK WASSSUP
0uter.Heaven
134
|
Posted - 2014.08.03 07:50:00 -
[12] - Quote
Shooter Somewhere wrote:None of these skills need to be added. This is just you wanting easy mode with your torrent's.
The way the blasters and rail overheat is not a problem for me. IF any tank decides its safe to come out the RL against my tank he's dead.
Milta rail guns did out DPS PC but that was a bug and its fixed now.
These skills your talking about would bring back tank spamming and make experience irrelevant the only way in hell I would approve of this is if you had to have level 5 or higher vehicle optimization.
I have 21million SP in tanks and DS with a k/d of 4.71 and I only do blaster stomping when the community needs punished. So I pretty much know what im talking about.
-panda uzimaki pubs....... |
Iron Wolf Saber
Den of Swords
16073
|
Posted - 2014.08.03 08:25:00 -
[13] - Quote
+Range Skills or modules are bad for balance. We tried this already.
As for the Rate of climb on the turrets I wouldn't mind it being normalized but you have to consider this would make it far more difficult to kill nearby infantry as the rate seems to be set for CQC ground targets.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12517
|
Posted - 2014.08.03 08:38:00 -
[14] - Quote
I'd certainly like to see a bit more variety in tank skills and more skills to keep me interested.
20,000,000 SP cannot be the end game of tanking.
But OP is right......the HAV currently are so damn boring......
I have my Sica and Soma that I never use because Standard Tanks are cheap as chips and simply too easy to skill into.
I have Gunlogi and Madrugar that are only Sica and Soma with one more slot and not even very interesting.
None of those are ******* Amarrian HAV......... none of those are very interesting at all.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Medical Crash
Tal-Romon Legion Amarr Empire
360
|
Posted - 2014.08.03 11:36:00 -
[15] - Quote
Shadow of War88 wrote:Rail range to 450m would be decent. 600m was way too much & 300m is not enough. IF rails get buffed ranged, then Forges need to get their range buffed. 300m is not enough even on towers against the better ADS pilots. |
Thor Odinson42
Molon Labe. General Tso's Alliance
4122
|
Posted - 2014.08.03 11:38:00 -
[16] - Quote
What if the top turret on a tank was a swarm launcher?
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Takahiro Kashuken
Red Star. EoN.
3678
|
Posted - 2014.08.03 13:21:00 -
[17] - Quote
Quasar Storm wrote:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
We had heat sink modules in game, they got removed
Range was fine, it was the size of the maps but no it got nerfed
DMG got nerfed
ROF got nerfed for rails
Blasters accuracy got nerfed, now i cant kill anything outside 10m and even then every 2nd shot may hit if im lucky
Vehicles were better in the old 1.0 days, we have more vehicles/skills with actually passive bonuses, modules, slot layout, turrets, choice and variety in playstyles
Any fixes to vehicles now are generally nerfs and are putting soil over the vehicles graves |
Quasar Storm
0uter.Heaven
55
|
Posted - 2014.08.03 17:27:00 -
[18] - Quote
True Adamance wrote:I'd certainly like to see a bit more variety in tank skills and more skills to keep me interested.
20,000,000 SP cannot be the end game of tanking.
But OP is right......the HAV currently are so damn boring......
I have my Sica and Soma that I never use because Standard Tanks are cheap as chips and simply too easy to skill into.
I have Gunlogi and Madrugar that are only Sica and Soma with one more slot and not even very interesting.
None of those are ******* Amarrian HAV......... none of those are very interesting at all.
I would love to see Amarrian & Minmatar vehicles. Shadow & I have talked about what these vehicles might be for months
The Weather Man, Making sure the skies are clear.
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Quasar Storm
0uter.Heaven
55
|
Posted - 2014.08.03 17:28:00 -
[19] - Quote
Takahiro Kashuken wrote:Quasar Storm wrote:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
We had heat sink modules in game, they got removed Range was fine, it was the size of the maps but no it got nerfed DMG got nerfed ROF got nerfed for rails Blasters accuracy got nerfed, now i cant kill anything outside 10m and even then every 2nd shot may hit if im lucky Vehicles were better in the old 1.0 days, we have more vehicles/skills with actually passive bonuses, modules, slot layout, turrets, choice and variety in playstyles Any fixes to vehicles now are generally nerfs and are putting soil over the vehicles graves
Yeah, I know what you mean. However, If this game does carry on & if I do go play its next incarnation -Legion- I would want CCP to have vehicles pretty much rapped up along with just about every other aspect in the game.
The Weather Man, Making sure the skies are clear.
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Heimdallr69
Nyain San
2947
|
Posted - 2014.08.03 17:33:00 -
[20] - Quote
Iron Wolf Saber wrote:+Range Skills or modules are bad for balance. We tried this already.
As for the Rate of climb on the turrets I wouldn't mind it being normalized but you have to consider this would make it far more difficult to kill nearby infantry as the rate seems to be set for CQC ground targets. Actually I liked it for the AR range, that was awesome. Though I disagree and think the range skill would be nice.. Mainly for the rail vs derpships.
Removed inappropriate content - CCP Logibro
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Robocop Junior
Condotta Rouvenor Gallente Federation
465
|
Posted - 2014.08.03 17:36:00 -
[21] - Quote
Would be such a better game without Tanks & Beans.
If strength were all, tiger would not fear scorpion.
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Quasar Storm
0uter.Heaven
55
|
Posted - 2014.08.03 17:39:00 -
[22] - Quote
Shooter Somewhere wrote:None of these skills need to be added. This is just you wanting easy mode with your torrent's.
The way the blasters and rail overheat is not a problem for me. IF any tank decides its safe to come out the RL against my tank he's dead.
Milta rail guns did out DPS PC but that was a bug and its fixed now.
These skills your talking about would bring back tank spamming and make experience irrelevant the only way in hell I would approve of this is if you had to have level 5 or higher vehicle optimization.
I have 21million SP in tanks and DS with a k/d of 4.71 and I only do blaster stomping when the community needs punished. So I pretty much know what im talking about.
-panda uzimaki
Thats not true, I've beaten you in PC before. Dergle or Imperious can tell you that.
I just want some resemblance to vehicles when it felt like you could specialize in different roles. Make your SP mean something.
If the Militia Railgun has been fixed, Then thats good. I've been away due to business lately & have spent more time in my ADS when I do play, Because tanking is stale nowadays & I feel there is no way I can get any better or enjoy it any longer.
This is not a post about bloating, Just ideas to possibly promote more specialized tank roles. I do not want AV to be nerfed or buffed. I actually like where Forges/Swarms are.
I do agree with another post on here saying that the forge range must be increased a bit if the railgun range is increased. You also have to think, Though, A railgun is much larger than a forge and could sustain a lead on range.
The Weather Man, Making sure the skies are clear.
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Quasar Storm
0uter.Heaven
55
|
Posted - 2014.08.03 17:43:00 -
[23] - Quote
Remember this is a post to compare & share ideas. Nothing further. Just a reminder.
The Weather Man, Making sure the skies are clear.
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Takahiro Kashuken
Red Star. EoN.
3680
|
Posted - 2014.08.03 17:54:00 -
[24] - Quote
Quasar Storm wrote:Takahiro Kashuken wrote:Quasar Storm wrote:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
We had heat sink modules in game, they got removed Range was fine, it was the size of the maps but no it got nerfed DMG got nerfed ROF got nerfed for rails Blasters accuracy got nerfed, now i cant kill anything outside 10m and even then every 2nd shot may hit if im lucky Vehicles were better in the old 1.0 days, we have more vehicles/skills with actually passive bonuses, modules, slot layout, turrets, choice and variety in playstyles Any fixes to vehicles now are generally nerfs and are putting soil over the vehicles graves Yeah, I know what you mean. However, If this game does carry on & if I do go play its next incarnation -Legion- I would want CCP to have vehicles pretty much rapped up along with just about every other aspect in the game.
It will not happen
There will be no more content patches, we aint even going to see the amarr and minmatar vehicles
What we have now which is getting less and less as time goes on and more useless in competitve modes will be transfered to legion if it ever gets up and running and even then expect it all to change because of PC and another overhaul or 2 |
Everything Dies
BIKINI BOTTOM BRIGADE
891
|
Posted - 2014.08.03 18:27:00 -
[25] - Quote
Quasar Storm wrote: Now, What skills what I think need to added to the HAV skill set is:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
(If you have anything more particular to add for Large Missile Turrets, I would be glad to hear you. I was thinking maybe having increased angle to target higher dropships.)
I'm relatively new to the tanking experience, but I've skilled into proto missiles/blasters and advanced rail turrets. My thoughts:
Heat Reduction skill--not sure I agree with this one. For blaster tanks, the current heat build-up prevents you from destroying an enemy tank without having to pause for a moment to cool off. This allows for a game of cat and mouse, which I believe is a plus. As for railguns, I believe the main issue comes from the militia rail's ability to fire more without overheating--the other guns, much like the blasters, typically need a moment to cool down before landing the killing blow (or risk overheating) which helps to balance them out vs. the blaster tanks. I wouldn't support them being able fire more shots UNLESS
Railgun range--range should be increased so long as it is tied into a reduction in base damage or the implementation of fall-off damage. Ideally, you'd lose 1% of damage for every 10 meters the shot travels. Increase the range to 500 meters and you could do about 700 damage or so per shot at maximum range, which I believe would be a fair trade-off.
DMG--not sure that large turrets should be dealing more damage as they're pretty powerful as it stands.
RoF--would be useless on missile turrets, and would upset the balance between rails/blasters.
Dispersion--Might be able to get behind this, so long as blasters don't become too effective against infantry. Perhaps instead of dispersion, it could allow you to fire more shots in a tighter spread before the reticule expands in size. Conversely, you could tie blaster dispersion with heat build-up, meaning the hotter the barrel the more dispersion is increased.
For missile turrets, I'd like to see them be given the greatest vertical turret range and give them the ability to operate as anti-dropship turrets. If you reduced their RoF and their clip size, you could even give them lock-on swarms.
Just my thoughts on the matter.
Mike Patton is the greatest singer in music. Proof:
Listen
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aaaasdff ertgfdd
171
|
Posted - 2014.08.03 18:47:00 -
[26] - Quote
Quasar Storm wrote:I want to open a new thread about the skills involved with HAVs. I would like all of my friendly tankers to join in & give me their thoughts. Also, I want CCP to acknowledge this thread & give some of their own insight.
Now, What skills what I think need to added to the HAV skill set is:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
(If you have anything more particular to add for Large Missile Turrets, I would be glad to hear you. I was thinking maybe having increased angle to target higher dropships.)
ADSs have similar skills & with them mastered, You can definitely see a difference in performance. It helps someone who has invested millions of SP into ADS have an advantage over another player who flies ADSs or Standard Dropships with bare minimum or null SP investment. Same will go for HAVs. If you have specced into the HAV skills (Large Turrets too) & have invested millions of SP, You should be a superb force on the battlefront. A player in a Sica/Soma with no SP investment should never be an issue compared to a player who has 20m+ SP invested into HAVs, Unless the pilot is a moron.
The Militia Rail is also a current issue that I've heard & seen. You can out DPS a Particle Cannon with a militia railgun. This is wrong on so many different levels. If I invest 281,955k into a Particle Cannon & challenge an enemy Sica/Soma with a Militia Railgun, The enemy's 14,670k railgun should be crushed. THERE SHOULD BE A WAY OBVIOUS INCREASE OF ALL STATS BETWEEN MILITIA RAILGUNS & PARTICLE CANNONS. I mean, There is a 267,285k difference in price & yet a militia railgun can still challenge a Particle Cannon. Fix that. Seriously.
Adding these skills into HAVs will bring more of a "specialist" feel to the HAV role. Now, I know what you're thinking. "No point in getting new skills or being so ambitious in the game." I know what you mean, However, If this game does die & is reborn into Legion -- I'm gonna want the majority of the crap I've dealt with as far as Patches/Bugs/Nerfs/Buffs to be gone. I want CCP to have a blueprint that works & they can run with it for Legion. I don't want to go through this beta testing crap anymore, I just want to play the finished product that almost everyone is happy with. So, If I am to play it, It will have to be finished first.
Anyways, How do you tankers feel about adding skills into our tree? Like I said, If you have stuff to add, Please do. Thanks!
You do realize that prices and damage between tiers of weapon is standard across Dust, right? I mean from a Gek to a Duvolle is 5%. SB39 to Kala is 5%. This is a fairly standard concept and you have been here a while. Skills are always nice, but if you get skills to make the tanks that much better then the baseline should be lowered. I dont want tanks becoming stupid like ADS with skill stacking and the like. Tanks are now in a good place, they require infantry support now. No more solo yolo tanks. Thats how it needs to stay.
INFINITE DIVERSITY IDIC/
Peaceful Pirate No Dagger Just Swagger/
Num1 AHole in Dust/ Politically Incorrect MAN
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Quasar Storm
0uter.Heaven
57
|
Posted - 2014.08.03 18:58:00 -
[27] - Quote
aaaasdff ertgfdd wrote:Quasar Storm wrote:I want to open a new thread about the skills involved with HAVs. I would like all of my friendly tankers to join in & give me their thoughts. Also, I want CCP to acknowledge this thread & give some of their own insight.
Now, What skills what I think need to added to the HAV skill set is:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
(If you have anything more particular to add for Large Missile Turrets, I would be glad to hear you. I was thinking maybe having increased angle to target higher dropships.)
ADSs have similar skills & with them mastered, You can definitely see a difference in performance. It helps someone who has invested millions of SP into ADS have an advantage over another player who flies ADSs or Standard Dropships with bare minimum or null SP investment. Same will go for HAVs. If you have specced into the HAV skills (Large Turrets too) & have invested millions of SP, You should be a superb force on the battlefront. A player in a Sica/Soma with no SP investment should never be an issue compared to a player who has 20m+ SP invested into HAVs, Unless the pilot is a moron.
The Militia Rail is also a current issue that I've heard & seen. You can out DPS a Particle Cannon with a militia railgun. This is wrong on so many different levels. If I invest 281,955k into a Particle Cannon & challenge an enemy Sica/Soma with a Militia Railgun, The enemy's 14,670k railgun should be crushed. THERE SHOULD BE A WAY OBVIOUS INCREASE OF ALL STATS BETWEEN MILITIA RAILGUNS & PARTICLE CANNONS. I mean, There is a 267,285k difference in price & yet a militia railgun can still challenge a Particle Cannon. Fix that. Seriously.
Adding these skills into HAVs will bring more of a "specialist" feel to the HAV role. Now, I know what you're thinking. "No point in getting new skills or being so ambitious in the game." I know what you mean, However, If this game does die & is reborn into Legion -- I'm gonna want the majority of the crap I've dealt with as far as Patches/Bugs/Nerfs/Buffs to be gone. I want CCP to have a blueprint that works & they can run with it for Legion. I don't want to go through this beta testing crap anymore, I just want to play the finished product that almost everyone is happy with. So, If I am to play it, It will have to be finished first.
Anyways, How do you tankers feel about adding skills into our tree? Like I said, If you have stuff to add, Please do. Thanks!
You do realize that prices and damage between tiers of weapon is standard across Dust, right? I mean from a Gek to a Duvolle is 5%. SB39 to Kala is 5%. This is a fairly standard concept and you have been here a while. Skills are always nice, but if you get skills to make the tanks that much better then the baseline should be lowered. I dont want tanks becoming stupid like ADS with skill stacking and the like. Tanks are now in a good place, they require infantry support now. No more solo yolo tanks. Thats how it needs to stay.
Well I'm all for team based play. That's what I love the most about this game. I mean, Even if specialist skills weren't reintroduced then I'd be okay. I just want the HAV role more like the old days. Even back then, You coordinated with your team.
But I appreciate your input & thank you!
The Weather Man, Making sure the skies are clear.
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Quasar Storm
0uter.Heaven
57
|
Posted - 2014.08.03 19:01:00 -
[28] - Quote
Everything Dies wrote:Quasar Storm wrote: Now, What skills what I think need to added to the HAV skill set is:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
(If you have anything more particular to add for Large Missile Turrets, I would be glad to hear you. I was thinking maybe having increased angle to target higher dropships.)
I'm relatively new to the tanking experience, but I've skilled into proto missiles/blasters and advanced rail turrets. My thoughts: Heat Reduction skill--not sure I agree with this one. For blaster tanks, the current heat build-up prevents you from destroying an enemy tank without having to pause for a moment to cool off. This allows for a game of cat and mouse, which I believe is a plus. As for railguns, I believe the main issue comes from the militia rail's ability to fire more without overheating--the other guns, much like the blasters, typically need a moment to cool down before landing the killing blow (or risk overheating) which helps to balance them out vs. the blaster tanks. I wouldn't support them being able fire more shots UNLESS Railgun range--range should be increased so long as it is tied into a reduction in base damage or the implementation of fall-off damage. Ideally, you'd lose 1% of damage for every 10 meters the shot travels. Increase the range to 500 meters and you could do about 700 damage or so per shot at maximum range, which I believe would be a fair trade-off. DMG--not sure that large turrets should be dealing more damage as they're pretty powerful as it stands. RoF--would be useless on missile turrets, and would upset the balance between rails/blasters. Dispersion--Might be able to get behind this, so long as blasters don't become too effective against infantry. Perhaps instead of dispersion, it could allow you to fire more shots in a tighter spread before the reticule expands in size. Conversely, you could tie blaster dispersion with heat build-up, meaning the hotter the barrel the more dispersion is increased. For missile turrets, I'd like to see them be given the greatest vertical turret range and give them the ability to operate as anti-dropship turrets. If you reduced their RoF and their clip size, you could even give them lock-on swarms. Just my thoughts on the matter.
Sounds good man. The skills I put up were actually Top-of-the-line skills that I expected people to tear apart. To me, Setting a high standard and having other players notch it down makes it more agreeable for others & I can get a better idea of how people really feel about where the stats should be. Thank you for your thoughts! o7
The Weather Man, Making sure the skies are clear.
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Quasar Storm
0uter.Heaven
57
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Posted - 2014.08.03 19:06:00 -
[29] - Quote
Takahiro Kashuken wrote:Quasar Storm wrote:Takahiro Kashuken wrote:Quasar Storm wrote:
-- HEAT REDUCTION - To Railguns & Blaster Turrets -- RANGE - To Railgun Turrets -- DMG - To all Large Turrets -- RoF - To all Large Turrets -- TIGHTENED DISPERSION - Blaster Turrets
We had heat sink modules in game, they got removed Range was fine, it was the size of the maps but no it got nerfed DMG got nerfed ROF got nerfed for rails Blasters accuracy got nerfed, now i cant kill anything outside 10m and even then every 2nd shot may hit if im lucky Vehicles were better in the old 1.0 days, we have more vehicles/skills with actually passive bonuses, modules, slot layout, turrets, choice and variety in playstyles Any fixes to vehicles now are generally nerfs and are putting soil over the vehicles graves Yeah, I know what you mean. However, If this game does carry on & if I do go play its next incarnation -Legion- I would want CCP to have vehicles pretty much rapped up along with just about every other aspect in the game. It will not happen There will be no more content patches, we aint even going to see the amarr and minmatar vehicles What we have now which is getting less and less as time goes on and more useless in competitve modes will be transfered to legion if it ever gets up and running and even then expect it all to change because of PC and another overhaul or 2
I know this game is dying, If not already dead. I know there is no more patches coming as far as Uprising. BUT, I shall continue to push the pilot community to share ideas & concepts while the beta is still around. A lot of people are not happy with the way tanks are these days, So I'm trying to help find what players enjoyed about them.
Death of Dust be damned. I'll never give in!
The Weather Man, Making sure the skies are clear.
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Pvt Numnutz
Prophets of the Velocirapture
1739
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Posted - 2014.08.03 19:54:00 -
[30] - Quote
So buff everything about the tanks turret? The ads gets a couple skills that help it in battle, ROF, damage and a little bit of reload. Like you said these skills set pilots who have skilled into it apart from other pilots who haven't. Tanks are exactly the same way, for instance I'm a missile tanker and the skills for missile tanks set me apart from other missile tankers and give me an edge over other tanks. these skills are specific to the tank and strengthen its weaknesses, for example the most important missile tank skill, large missile lancer reload speed allows me to pump out vollies faster and has saved me in tank battles countless times. The tracking speed skill also gives me a huge edge in battle over unskilled tankers. So this already exists for tanks. |
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