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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Mr Hakyou
96
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Posted - 2014.08.07 18:10:00 -
[1] - Quote
CCP, you really have no idea how much of a pain tanking has become for the people who have been tanking since 1.6 or earlier. You said your goal was to make vehicles fun, yet you have done the exact opposite, and no, I'm not saying tanking isn't viable, it is, it's just boring and there is next to no variation.
When released on 1.7 I was very excited to try my new Gunnlogi, and then the first game I went in I went 24/0... even though I got a good score I knew it was not cause I used actual skill, it was because AV literally bounced off me. There was no opposition to tanks, except other tanks.
You took away countless modules, all turret variation (Scattered, Compressed, Stabilized, etc), you changed armor reps to passive, you took away Logi LAVs and remote repair... even though some people actually used them correctly, and we have to leave behind our Enforcer tanks. I personally would rather be able to be killed quickly by AV like it was in 1.6, than have to deal with the lack of variation we have now.
I propose we change vehicles back to 1.6, and AV back to 1.6 with a 7% damage reduction to AV. There would be a few changes though:
Scattered Blaster is actually scattered, but does more damage (anti-tank)
Stabilized Blaster does less damage but is good at farther ranges (anti-infantry)
ADS' get the same skill tree they have now, with the increase to fire rate and increase to damage.
Logi LAVs don't become murder taxis... make the Logi LAV very durable to everything EXCEPT when they run over someone.
Logi dropship should have a skill bonus to increase the range of remote repair per level
Thoughts? Suggestions?
Hotfix Charlie
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Mr Hakyou
109
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Posted - 2014.08.08 03:40:00 -
[2] - Quote
No comments?
Hotfix Charlie
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KING CHECKMATE
Opus Arcana Covert Intervention
5694
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Posted - 2014.08.08 03:41:00 -
[3] - Quote
Mr Hakyou wrote:No comments?
Yep.Bring back 1.6 AV weaponry too.
The best Damage mod is a HEADSHOT....
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Hakyou Brutor
Pure Evil.
952
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Posted - 2014.08.08 03:44:00 -
[4] - Quote
KING CHECKMATE wrote:Mr Hakyou wrote:No comments? Yep.Bring back 1.6 AV weaponry too. You didn't read it did you? |
KING CHECKMATE
Opus Arcana Covert Intervention
5695
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Posted - 2014.08.08 03:48:00 -
[5] - Quote
Hakyou Brutor wrote:KING CHECKMATE wrote:Mr Hakyou wrote:No comments? Yep.Bring back 1.6 AV weaponry too. You didn't read it did you?
Yep. I meant WITHOUT the reduction proposed by OP. :3
I do agree tanking is kind of monotonous right now.
The best Damage mod is a HEADSHOT....
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12704
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Posted - 2014.08.08 03:49:00 -
[6] - Quote
o7 Pre 1.6 or bust.
I ask the Dust Gods forgive my blasphemies in asking for HAV to be changed back in 1.5...... it is my greatest game related regret.
I have to ask whether an AV nerf is even required for this. Pre 1.6 we could have tanks with roughly 11K EHP if well fit all modules active at once....... I think we will be fine in Dust when we cannot even make HAV cap 10K.
HAV will require their mobility to be nerfed pre 1.6 levels, tracking speed will have to drop, and skills like engineering would need to return.
"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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SponkSponkSponk
The Southern Legion Final Resolution.
986
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Posted - 2014.08.08 03:52:00 -
[7] - Quote
Confirming I'm still nostalgic for Chromosome mouse aiming.
Dust/Eve transfers
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
37
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Posted - 2014.08.08 04:03:00 -
[8] - Quote
I don't know about everyone else but I like the way things are now and when it comes to the tank variants I think it would be awesome if they were brought back but their stats such as their eHP and slots should be redefined to be able to work with what is available and not be OP the same way that the standard tanks went from 5/2 2/5 slots to 3/2 2/3
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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KING CHECKMATE
Opus Arcana Covert Intervention
5696
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Posted - 2014.08.08 05:12:00 -
[9] - Quote
Ok. i know people from the old days know me, they know im not a lot into vehicles...(ive scrub-tanked and till now im taking a vehicle seriously and its Cal ADS {well about 2 months ago with my alt but still XD})
I have a REAL question for tankers. This is NOT AV related in any way (which you know im biased towards) so please try and forget for a minute ITS ME talking. Here it goes:
Do you think Tanking would be more fun if tanks had a LOT more of slots and with this add MORE module options (with reduced effects) ?
What i mean: Instead of just the dropsuit layout of 4 highs and 2 lows ,etc... To have a Tank, say Soma with 4 Highs and 9 Lows, but with the condition that each module has its effect (and cost) reduced?
Example. say a shield hardener has its effect reduced by -+ (with its cost and fitting too of course) This way you can equip one for an effect of 20% (for example) then a second one for MORE defense (with penalty included but reduced for Basic,moderate to ADV and heavy penalty for proto) and so on. If you activate ''Hardener'' All hardeners activate at once. This would come with MORE vehicle modules and as a result it would end up in having a LOT more of unique fittings! People could achieve LOTS of different ''shield hardening'' levels (in this case) or attempt for their tank to do a LOT more than just TANK. Move fast,shoot indefinely , scan, use nitro all in one tank. So You could either have a Do it all tank, or Trully majestic Tanking/scanning/Mobile tank....
Please dont flame me too much if this is a stupid idea,believe it or not, i WANT tanks to be fun. (SO I CAN KILL THEM)
The best Damage mod is a HEADSHOT....
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Hakyou Brutor
Pure Evil.
952
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Posted - 2014.08.08 05:20:00 -
[10] - Quote
KING CHECKMATE wrote:Ok. i know people from the old days know me, they know im not a lot into vehicles...(ive scrub-tanked and till now im taking a vehicle seriously and its Cal ADS {well about 2 months ago with my alt but still XD})
I have a REAL question for tankers. This is NOT AV related in any way (which you know im biased towards) so please try and forget for a minute ITS ME talking. Here it goes:
Do you think Tanking would be more fun if tanks had a LOT more of slots and with this add MORE module options (with reduced effects) ?
What i mean: Instead of just the dropsuit layout of 4 highs and 2 lows ,etc... To have a Tank, say Soma with 4 Highs and 9 Lows, but with the condition that each module has its effect (and cost) reduced?
Example. say a shield hardener has its effect reduced by -+ (with its cost and fitting too of course) This way you can equip one for an effect of 20% (for example) then a second one for MORE defense (with penalty included but reduced for Basic,moderate to ADV and heavy penalty for proto) and so on. If you activate ''Hardener'' All hardeners activate at once. This would come with MORE vehicle modules and as a result it would end up in having a LOT more of unique fittings! People could achieve LOTS of different ''shield hardening'' levels (in this case) or attempt for their tank to do a LOT more than just TANK. Move fast,shoot indefinely , scan, use nitro all in one tank. So You could either have a Do it all tank, or Trully majestic Tanking/scanning/Mobile tank....
Please dont flame me too much if this is a stupid idea,believe it or not, i WANT tanks to be fun. (SO I CAN KILL THEM) A little but difficult to understand but.. yes, I think so. |
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Bethhy
Ancient Exiles. General Tso's Alliance
2328
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Posted - 2014.08.08 05:26:00 -
[11] - Quote
SponkSponkSponk wrote:Confirming I'm still nostalgic for Chromosome mouse aiming.
Confirmed.
No Shooter has ever captured the toe to toe gunfights DUST had in Chromosome. It was what made this game addicting and magical. That fun gameplay mixed with a persistent title was the magic in the bottle.
Now DUST is just another shooter and a boring one at that.
Sad. CCP has successfully cut the balls off DUST and sterilized it. |
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