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Tesfa Alem
Death by Disassociation
593
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Posted - 2014.12.13 10:01:00 -
[1] - Quote
Right now we are looking at the reintroduction of tanks wich may have more slots, yet our current modules are based upon low slot counts for tanks. How can we rectify this?
The biggest issue will be module stacking. The gamebreaking fits would be 3 or more hardeners, or 4 or 5 damage mods. This hurts AV and other tanks and would be drastically unbalanced.
To kill this issue dead i propose two things.
1) Hardener Fitting Cap: Hardeners should be capped at two. Tanks get to keep a relativley high resitance with low HP for a short amount of time, without managing to perma harden as they would with 3 or more modules.
- Two shield hardeners - Two armor hardeners - 1 shield 1 armor hardener
2) One Damage Modules active at a time: This caps damage mod bonus to 20%. Sure, you can run mulitple damage modes, but this only affects the duration of the 20% bonus rather that stacking nearly 60% bonus damage on a glass fit tank.
Limiting the usefulness of these two modules, forces tanks with higher slot couts to fit something other than just base eHP or damage modules. If we get the right PG/ CPU costs for the lower tier modules we can encourage thier use a bit more.
A dream 3-5 armor tank fit 1 Heat sink, 1 tracking computer, 1 active scanner in the high slots, 3 reppers, plate and hardner in the lows.
A 5-3 sheild tank
1 Hardener, 2 extenders, heat sink, damage mod,light 60 MM Plate, 2 light reppers in the lows.
Redline for Thee, but no Redline for Me.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15834
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Posted - 2014.12.13 10:15:00 -
[2] - Quote
Standardisation of Shield and Armour Hardeners to 30% Heck they could even be capped at 25% and modified by the Shield adaptation skill (4% efficiency for shield and armour resists)
Death of Passive Reps, Active Damage Modules (seriously **** these two they should not be things).
Return of Passive Shield and Armour mods, Damage Control, Heat Sink, PDU, Tracking Enhancers, Tracking Computers, Nanofibre Plating, 180mm Plating, Torque Modules, Shield Regenerators.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Tesfa Alem
Death by Disassociation
593
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Posted - 2014.12.13 11:23:00 -
[3] - Quote
I am against removing passive armor reps.
Though Tanks have the hp buffer to give a tanker time to react, or escape when modules are on cooldown. ADS pilots have no such luxury. Take the nature of AV getting the first hit in the majority of cases,
Every single time an incubus took a hit of any sort, be it militia, or mass driver fire, let alone the big stuff, the ADS woould have to fly away, activate armor rep, wait un till armor reps are on cooldown, fly back in just to get hit one more time fly away again activate armor rep, wait till its on cooldown again...
Droships should not be crippled every single time anything of any tier was fired in thier general direction.
Redline for Thee, but no Redline for Me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
732
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Posted - 2014.12.13 12:35:00 -
[4] - Quote
active damage mods would be ok if limited to only one.
limiting hardeners as well would be a good idea too.
they would cause the biggest imbalance to av or vehicle TTK.
in the case of passive armor reps, i think they could stay, but nerf them a bit, and then bring back a more powerful active repper. you then get a choice between having good passive rep by stacking them or great temporary reps.
all active mods should be capable of partial cooldowns. if you dont use the module for full duration then you should get a shorter cooldown.
if hardens and damage mods get addressed in this way, we could have 5/3 and 3/5 slot layouts on our tanks without becoming too redicuoulsy powerful to destroy while not breaking current std tank fits |
Lazer Fo Cused
Shining Flame Amarr Empire
230
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Posted - 2014.12.13 14:49:00 -
[5] - Quote
1. Nope
2. Nope
3. On any infantry suit i can stack plates/reppers/damage mods/uplinks/nanohives/extenders etc and recieve next to no penalty and even if there is a penalty its barely anything to begin with so why should pilots have to conform to rules when infantry do not have to?
4. The one thing i hate is is being told how to fit my vehicle, im sorry but did you put 17mil of SP into my vehicle tree and 500k ISK on the modules to fit it? No you didnt so get lost
5. The only modules you are not allowed to stack are AB and Nitros and Damage Control Units - Other than that everything is free to all
6. With restriction to certain modules that you are proposing essentially every vehicle fit will roughly be the same, you wont be allowed to experiement with 4 hardeners even if you wanted to, or completely glass cannon it with 5 damage mods because lol i can do it, it would be most likely 2 hardeners/1 dmg mod/extender/plate and booster/rep - Chrome was best when i used to have 30+ fits for my HAVs and i ran out of fittings |
Spkr4theDead
Red Star. EoN.
2468
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Posted - 2014.12.13 15:27:00 -
[6] - Quote
Because you can't already put 3 damage mods and 4 plates on a Gal assault.
Stacking for me, no stacking for thee.
Double standards all the way.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2468
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Posted - 2014.12.13 15:31:00 -
[7] - Quote
Tesfa Alem wrote:Right now we are looking at the reintroduction of tanks wich may have more slots, yet our current modules are based upon low slot counts for tanks. How can we rectify this?
The biggest issue will be module stacking. The gamebreaking fits would be 3 or more hardeners, or 4 or 5 damage mods. This hurts AV and other tanks and would be drastically unbalanced.
To kill this issue dead i propose two things.
1) Hardener Fitting Cap: Hardeners should be capped at two. Tanks get to keep a relativley high resitance with low HP for a short amount of time, without managing to perma harden as they would with 3 or more modules.
- Two shield hardeners - Two armor hardeners - 1 shield 1 armor hardener
2) One Damage Modules active at a time: This caps damage mod bonus to 20%. Sure, you can run mulitple damage modes, but this only affects the duration of the 20% bonus rather that stacking nearly 60% bonus damage on a glass fit tank.
Limiting the usefulness of these two modules, forces tanks with higher slot couts to fit something other than just base eHP or damage modules. If we get the right PG/ CPU costs for the lower tier modules we can encourage thier use a bit more.
A dream 3-5 armor tank fit 1 Heat sink, 1 tracking computer, 1 active scanner in the high slots, 3 reppers, plate and hardner in the lows.
A 5-3 sheild tank
1 Hardener, 2 extenders, heat sink, damage mod,light 60 MM Plate, 2 light reppers in the lows.
Do you even tank?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Atiim
Titans of Phoenix
14413
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Posted - 2014.12.13 15:42:00 -
[8] - Quote
Spkr4theDead wrote: Do you even tank?
Do you even leave the redline?
The 1st Matari Commando
-HAND
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Tesfa Alem
Death by Disassociation
595
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Posted - 2014.12.13 16:10:00 -
[9] - Quote
Atiim wrote:Spkr4theDead wrote: Do you even tank?
Do you even leave the redline?
What he said.
Lazer Fo Cused wrote:1. Nope
2. Nope
3. On any infantry suit i can stack plates/reppers/damage mods/uplinks/nanohives/extenders etc and recieve next to no penalty and even if there is a penalty its barely anything to begin with so why should pilots have to conform to rules when infantry do not have to?
4. The one thing i hate is is being told how to fit my vehicle, im sorry but did you put 17mil of SP into my vehicle tree and 500k ISK on the modules to fit it? No you didnt so get lost
5. The only modules you are not allowed to stack are AB and Nitros and Damage Control Units - Other than that everything is free to all
6. With restriction to certain modules that you are proposing essentially every vehicle fit will roughly be the same, you wont be allowed to experiement with 4 hardeners even if you wanted to, or completely glass cannon it with 5 damage mods because lol i can do it, it would be most likely 2 hardeners/1 dmg mod/extender/plate and booster/rep - Chrome was best when i used to have 30+ fits for my HAVs and i ran out of fittings
The main point is to get more slots for higher tier vehicles without getting some rediculous fits (4x hardeners?) that either gets AV buffed way out of proportion or gets tanks and modules nerfed to hell and back. Do you think the devs are going to be happy with tankers running 4 hardeners? People already whine about two. The QQ four would generate would drown out the gods. Look at what triple rep maddys did for AV, armor hardener nerf, armor rep nerf, large turret nerf,and an av buff.
What level do you think ratatti would buff AV to counteract a 4x shield hardened tank?
Forget infantry fitting comparisions. Vehicles aint infantry. If you go down that route, tank damage modes ought to be 7% boost max.
Point being, I would rather have a wide range of modules released for tanks that are all usefull rather than a few modules released an th eonly practical ones would be either 3 or more hardners or 3 or more damage mods.
I'm glad you had a wide amount of fits. I want the same sort of thing to return, you fit the essentials (pretty much how you would fit a gunlogi or maddy right now) and add a few more modules (from a wide selection) to get something extra out of the tank.
Redline for Thee, but no Redline for Me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
733
|
Posted - 2014.12.13 17:08:00 -
[10] - Quote
Spkr4theDead wrote:Because you can't already put 3 damage mods and 4 plates on a Gal assault.
Stacking for me, no stacking for thee.
Double standards all the way.
not a double standard. if you want infantry mechanics, then play infantry. simple.
vehicles are not simply extensions of a dropsuit. they must be entirely balanced on their own.
saying because you can do it in a dropsuit you should be able to do it in a tank is silly when they arent the same thing.
for example, infantry dont have active modules. they have equipment but not modules. go nag someone about that and see how far you get lol
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
733
|
Posted - 2014.12.13 17:11:00 -
[11] - Quote
Lazer Fo Cused wrote:1. Nope
2. Nope
3. On any infantry suit i can stack plates/reppers/damage mods/uplinks/nanohives/extenders etc and recieve next to no penalty and even if there is a penalty its barely anything to begin with so why should pilots have to conform to rules when infantry do not have to?
4. The one thing i hate is is being told how to fit my vehicle, im sorry but did you put 17mil of SP into my vehicle tree and 500k ISK on the modules to fit it? No you didnt so get lost
5. The only modules you are not allowed to stack are AB and Nitros and Damage Control Units - Other than that everything is free to all
6. With restriction to certain modules that you are proposing essentially every vehicle fit will roughly be the same, you wont be allowed to experiement with 4 hardeners even if you wanted to, or completely glass cannon it with 5 damage mods because lol i can do it, it would be most likely 2 hardeners/1 dmg mod/extender/plate and booster/rep - Chrome was best when i used to have 30+ fits for my HAVs and i ran out of fittings
if you have an issue with tanks not being like dropsuits.... use a dropsuit lol
the only thing that would or should be similar in mechanics to dropsuits are MTACs, which we wont be getting in dust. |
Sir Dukey
Murphys-Law General Tso's Alliance
1311
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Posted - 2014.12.13 17:44:00 -
[12] - Quote
Atiim wrote:Spkr4theDead wrote: Do you even tank?
Do you even leave the redline?
OMG, that is the funniest thing I've herd since forums.
Acquire Currency, Disregard Female Canis lupus familiaris
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Lazer Fo Cused
Shining Flame Amarr Empire
233
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Posted - 2014.12.13 17:52:00 -
[13] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:1. Nope
2. Nope
3. On any infantry suit i can stack plates/reppers/damage mods/uplinks/nanohives/extenders etc and recieve next to no penalty and even if there is a penalty its barely anything to begin with so why should pilots have to conform to rules when infantry do not have to?
4. The one thing i hate is is being told how to fit my vehicle, im sorry but did you put 17mil of SP into my vehicle tree and 500k ISK on the modules to fit it? No you didnt so get lost
5. The only modules you are not allowed to stack are AB and Nitros and Damage Control Units - Other than that everything is free to all
6. With restriction to certain modules that you are proposing essentially every vehicle fit will roughly be the same, you wont be allowed to experiement with 4 hardeners even if you wanted to, or completely glass cannon it with 5 damage mods because lol i can do it, it would be most likely 2 hardeners/1 dmg mod/extender/plate and booster/rep - Chrome was best when i used to have 30+ fits for my HAVs and i ran out of fittings The main point is to get more slots for higher tier vehicles without getting some rediculous fits (4x hardeners?) that either gets AV buffed way out of proportion or gets tanks and modules nerfed to hell and back. Do you think the devs are going to be happy with tankers running 4 hardeners? People already whine about two. The QQ four would generate would drown out the gods. Look at what triple rep maddys did for AV, armor hardener nerf, armor rep nerf, large turret nerf,and an av buff. What level do you think ratatti would buff AV to counteract a 4x shield hardened tank? Forget infantry fitting comparisions. Vehicles aint infantry. If you go down that route, tank damage modes ought to be 7% boost max. Point being, I would rather have a wide range of modules released for tanks that are all usefull rather than a few modules released an th eonly practical ones would be either 3 or more hardners or 3 or more damage mods. I'm glad you had a wide amount of fits. I want the same sort of thing to return, you fit the essentials (pretty much how you would fit a gunlogi or maddy right now) and add a few more modules (from a wide selection) to get something extra out of the tank.
1. The option to run x4 hardeners would be an option, would it be far superior to something else? dont know cant test it out but its an option
2. Why would AV change? is that because they would cry that they cant damage a tank when its shiny? seriously they moan when its shiny, pilots have the same problem so we actually try and engage when they are not shiny or provoke them into using modules early - There would be no reason to change AV since you know stacking penalties exist and thats only 1 fit, if AV changed for one experimental fit then it would be too powerful to anything other than x4 hardeners
3. Fine - I patiently wait for adv-proto vehicles since you can vastly change a vehicle and replace and upgrade more parts than on a dropsuit
4. Chrome - We had a wide range of modules, they were all useful, they got deleted
5. Ask for Chrome to return - We had more hulls, turrets, modules, skills and useful skill bonuses - I know have about 3 diff vehicle fits |
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