|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Spkr4theDead
Red Star.
2683
|
Posted - 2015.01.06 06:39:00 -
[1] - Quote
Sir Dukey wrote:Militia tanks need nerfs- There is no reason for Militia tanks to be driving around with Complex modules and ADV-PROTO Turrets.
Pilots were able to fit a glass Soma that could destroy a Marauder in 3 shots. 3 passive damage mods, maybe a heat sink and a compressed particle cannon. I agree that that was ridiculously insane, but MLT should have few fitting options. As it stands now, they do the job of STD tanks with all the core skills freakishly well, and it's almost not worth it to skill into vehicles, because why waste all that SP and ISK when you can drive around in MLT and do almost as good a job?
-Those thingies that gave both shield and armor hardener bonuses need to be reintroduced (forgot the name)
Damage control unit I believe. I didn't really use them because the bonus they offered just wasn't enough for me.
Last but not Least- Turret Variations back
This exactly. The small fragmented could come back with half the damage of the current small missile launcher, .5m more slash radius and firing 50% faster or so. It would allow the Python to really come back as an anti-infantry vehicle, because as far as I'm concerned, I'd much prefer the faster fire rate with half the damage for increased margin of error, rather than hoping for a body shot as I do now with a railgun.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Spkr4theDead
Red Star.
2683
|
Posted - 2015.01.06 06:42:00 -
[2] - Quote
Sir Dukey wrote:Nocturnal Soul wrote:They need to revert every change made after 1.7 to get me interested in vehicles again. Be careful what you wish for. Do you really mean "Every" change including like scout suits and new dropsuits and infantry balancing? Positives have come from 1.7, for example Swarm range was reduced and so was FG range. Damage mods went from 10%->5% (heavy) and proficiency changed for the better. (For at least shield tanks) There's another 10%-15% proficiency for the forge against armor. Rail has proficiency against armor. Swarms are just ridiculous.
Swarm lock on was great, but I don't remember the forge ever having more than 300m range.
I don't think he meant every single change since 1.7. I think he meant as far as vehicles were concerned.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Spkr4theDead
Red Star.
2683
|
Posted - 2015.01.06 06:44:00 -
[3] - Quote
Vitantur Nothus wrote:I imagine it hurt to lose a 2.5M Enforcer back in Chromosome, but what is 2.5M to a proto stomp squad today? How many billions and billions of Isk did proto stompers like Nyain San farm from PC? Enforcers were a lot to the individual pilots. I'm sure there were more than a few that needed money up front to get 10 fits ready for a match. I never bothered with them but still had the hefty price tag of 1.5mil ISK for a PC-capable tank. I did have lesser fits that cost less, but I didn't use anything less than the best for PC.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
|
|
|