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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15238
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Posted - 2014.11.30 22:52:00 -
[1] - Quote
Only the Sagaris will be used if Shield Tank Fitting Stats and passive regeneration values are not brought to heel.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15241
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Posted - 2014.11.30 23:27:00 -
[2] - Quote
Eruditus 920 wrote:Huzzah!
Would finally be something worthy of using my Boundless RE's on besides a Fattie's backside.
If Marauders do come to exist then JLAVing will have to not instantly kill them.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15244
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Posted - 2014.11.30 23:51:00 -
[3] - Quote
I certainly do want a Surya though.
Think
Complex 120mm Armour Plate Complex Armour Hardener Heavy Efficient Armour Repairer (414 reps per pulse) Heavy Armour Repairer I (360 Reps per pulse)
5885 Armour 7326.25 Armour EHP Plus active reps......... it will actually be a viable armour tank.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15312
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Posted - 2014.12.02 05:12:00 -
[4] - Quote
Spkr4theDead wrote:True Adamance wrote:I certainly do want a Surya though.
Think
Complex 120mm Armour Plate Complex Armour Hardener Heavy Efficient Armour Repairer (414 reps per pulse) Heavy Armour Repairer I (360 Reps per pulse)
5885 Armour 7326.25 Armour EHP Plus active reps......... it will actually be a viable armour tank. They'll probably be nerfed pretty hard though. Active reps most likely won't be what they used to be, but they should be quite a lot better than the passive mods. Should there be a skill for the siege module, having to buy it? Or do you think it should already be on the tank, not taking up a slot or CPU/PG? What would the passive bonus/es be for the Marauder? I feel 4/3 and 3/4 would be fair for them, as they would be ADV tanks, it's fitting that they should tier forward like dropsuits, especially increased CPU/PG. If I had a Surya, this is how I'd fit it (hopefully the siege module would be as I described above): NOS 2x scanners plate 1 passive rep 1 hardener 1 active rep Sagaris: 1 damage mod 2x hardeners 1 extender or booster 1 light rep 1 small plate 1 ammo expansion Also, what would the passive bonuses be for the logi vehicles? Dropship could be something like 5% or 10% per level for spawn time, with the mCRU built-in. Second passive could be distance for remote reps, maybe add to the rep rate as well. Same with the logi LAV, as it would be faster than the ship. Oh, and maneuverability for the STD ships plus the future logi ships absolutely has to be made much better. It literally takes me about 100ft to turn a 180-¦ when I'm going full speed, and that's with dipping the nose towards the ground to try to pirouette the ship. I'm not talking about ADS speed and handling, but it definitely needs to be better. Rattati, if you see this thread and my post, please, PLEASE, put up a thread about it, and ask for PILOT advice, including going into the DevHangout chat on the game, talking to us, and playing with us so you can see what happens with a 1st and 3rd person view, like my rail stops firing and overheats, or when we get glued to something because we backed into a wall or crate and are stuck for a full 3 seconds, and we can't even get off if we're trying to turn left or right while accelerating forward.
Siege Modules are tricky business.
EVE side the affect Repair Capacity, Direct Damage, and various other things but completely prevent movement..... they'd need serious thought before implementation as either they'd be too powerful or not powerful enough.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15314
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Posted - 2014.12.02 07:23:00 -
[5] - Quote
Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:I certainly do want a Surya though.
Think
Complex 120mm Armour Plate Complex Armour Hardener Heavy Efficient Armour Repairer (414 reps per pulse) Heavy Armour Repairer I (360 Reps per pulse)
5885 Armour 7326.25 Armour EHP Plus active reps......... it will actually be a viable armour tank. They'll probably be nerfed pretty hard though. Active reps most likely won't be what they used to be, but they should be quite a lot better than the passive mods. Should there be a skill for the siege module, having to buy it? Or do you think it should already be on the tank, not taking up a slot or CPU/PG? What would the passive bonus/es be for the Marauder? I feel 4/3 and 3/4 would be fair for them, as they would be ADV tanks, it's fitting that they should tier forward like dropsuits, especially increased CPU/PG. If I had a Surya, this is how I'd fit it (hopefully the siege module would be as I described above): NOS 2x scanners plate 1 passive rep 1 hardener 1 active rep Sagaris: 1 damage mod 2x hardeners 1 extender or booster 1 light rep 1 small plate 1 ammo expansion Also, what would the passive bonuses be for the logi vehicles? Dropship could be something like 5% or 10% per level for spawn time, with the mCRU built-in. Second passive could be distance for remote reps, maybe add to the rep rate as well. Same with the logi LAV, as it would be faster than the ship. Oh, and maneuverability for the STD ships plus the future logi ships absolutely has to be made much better. It literally takes me about 100ft to turn a 180-¦ when I'm going full speed, and that's with dipping the nose towards the ground to try to pirouette the ship. I'm not talking about ADS speed and handling, but it definitely needs to be better. Rattati, if you see this thread and my post, please, PLEASE, put up a thread about it, and ask for PILOT advice, including going into the DevHangout chat on the game, talking to us, and playing with us so you can see what happens with a 1st and 3rd person view, like my rail stops firing and overheats, or when we get glued to something because we backed into a wall or crate and are stuck for a full 3 seconds, and we can't even get off if we're trying to turn left or right while accelerating forward. Siege Modules are tricky business. EVE side the affect Repair Capacity, Direct Damage, and various other things but completely prevent movement..... they'd need serious thought before implementation as either they'd be too powerful or not powerful enough. They can't stop the movement of the tank. There is no combat without movement. If that were the case, then nobody would ever use that mod. I know I certainly would, if it brought my tank to a halt to start getting pulverized by 5 people. I'll accept a 50% reduction to movement speed while it's active, but no more. If they make the mod really worth it, then 75%. But it cannot be 100%. Like I said, there's no combat without movement. If today's Abrams can fire accurately while moving, then there's no reason that a tank 50,000 years in the future can't fire while having a specialized mod activated.
Well Siege module are not designed to do anything more than turn the Ship/ Vehicle into a bastion. For the benefits the Bastion Module (it's correct name) conveys movement is a small price to pay.
I actually believe that Bastion module was designed to allow Marauders and Dreads to attack structures with relative impunity, basically things that are too big to dodge enemy fire given the ability to absorb it, while dishing out the damage.
TBH I would use it frequently on a Marauder tank given the following circumstances.
1.) Mission specific objectives require A LOT of fire power to destroy. Form a Logi chain of my Marauder and I can survive most if not all AV fire with the bonuses to my own reppers and the DPS boosts it might convey. 2.) Maps are larger and I mean MUCH larger and long range gunfire from high....or even barren exposed positions is enforced upon me. 3.) If I knew we were safe to bash a District Command Hub (FW mechanic) and we needed DPS.
In every other Tank game I play I am usually stationary anyway to fire....either that or track to deflect rounds....usually because barrel sway is too great to accurately fire and target specific sections of enemy tanks like the cupola or low angle armour plating. Might as well consider the potential EHP benefits of the Marauder with a signature module.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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