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Thread Statistics | Show CCP posts - 16 post(s) |
Doc DDD
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Posted - 2015.02.17 19:00:00 -
[1] - Quote
I'll post some thoughts when I get home and can look at the numbers.
However,
* Hardeners Nerf - if only one can be used then go back to old 60%/40% shield/armor otherwise you see tanks for about 3 seconds as it drives past you to the redline, if it comes out of the redline at all. TTK will be far too low.
ie: every fit will stack extenders or plates ( cookie cutter ) with shield repair delay being worse than immediate armor rep, the age of the nitro armor (300ish immediate reps / second ) being the only vehicle more than 100m out of the redline is upon us.
Shield tanks will be stuck keeping within 5 seconds of cover in the redline and every infantry AV player will be screaming for nerfs. Armor tanks will be able to at least rep behind cover for a few seconds and fit a nitro in a non-tank slot. Just like infantry, shield tanks will rely on cover, the best of whichwill be the rredline.
If fits will be limited to one hardener, shields will be doing a lot less 'tanking' for that 24 seconds.
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Doc DDD
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Posted - 2015.02.17 19:25:00 -
[2] - Quote
Ratatti:
Nerfing both shield regen and stacking hardners breaks shield tanks.
Shield tanks will sit in the redline, as per this double nerf.
Unless you plan on releasing a low slot module that nearly triples shield reps and reduces repair delay to near 0, shield tanks will not be able to compete with armor tanks outside of the redline. It would have made more sense to buff armor hardeners to a respectable level as ARMOR HARDENERS ARE THE ONLY THING KEEPING TANKS OUT OF THE REDLINE. |
Doc DDD
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Posted - 2015.02.17 19:35:00 -
[3] - Quote
Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here.
Shield tanks will be 100% easier to kill.
Shield reps nerfed
Shield damage unable to be mitigated by alternating hardeners or activating more than one.
Shield EHP nerfed per engagement.
How have shields not been nerfed? |
Doc DDD
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Posted - 2015.02.17 20:51:00 -
[4] - Quote
Breakin Stuff wrote:that's probably because you're not doing what I do and playing showdown at high noon with said HAVs.
Look. I'm AV, I'm infantry.
I'm NOT going to advocate making it harder to hit or kill infantry.
Bluntly this puts the Cal and Gal tanks on equal standing roughly.
By my estimation that's a damn awesome thing.
Now if we have anti-shield heavy weapons and a heavy autocannon introduced we can really get down to business.
And once the amarr/min stuff pops up..
I'm drooling at the prospect of all these juicy fireballs.
Rattati got it right. Armor HAVs will be vulnerable to armor hitting weapons and highly resistant to shield crackers. Vice versa for shields.
it's amazing
They will be no where near equal, EHP and damage profiles are not the only numbers that matter.
4 second shield recharge delay is nearly 1/6 th of the hardener duration, now the repair rate has also dropped by 25%.
Don't get me wrong I am also fully specced in armor, so instead of you driving behind a rock in your LAV to shoot through said rock at my shield tank, it will be at my armor tank which will out rep most of your damage before I rail snipe you.
Maddy fits nitro with zero cost to its EHP, instant top speed in either direction with higher top speed than Gunlogi. While it lowers it's chances of being hit with activated nitro it us also instantly repping likely around 300 hp/s. Fluxes have next zero effect on Maddy while destroying shields. Shield tanks armor also nerfed to point an assault rifle could finish one off if shields are down.
If the idea is to only have gallente tanks outside the redline then carry on with these changes as is.
But dint complain about all the shield tanks sitting in the redline.
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Doc DDD
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Posted - 2015.02.17 21:50:00 -
[5] - Quote
Breakin Stuff wrote:Doc DDD wrote:
They will be no where near equal, EHP and damage profiles are not the only numbers that matter.
4 second shield recharge delay is nearly 1/6 th of the hardener duration, now the repair rate has also dropped by 25%.
Don't get me wrong I am also fully specced in armor, so instead of you driving behind a rock in your LAV to shoot through said rock at my shield tank, it will be at my armor tank which will out rep most of your damage before I rail snipe you.
Maddy fits nitro with zero cost to its EHP, instant top speed in either direction with higher top speed than Gunlogi. While it lowers it's chances of being hit with activated nitro it us also instantly repping likely around 300 hp/s. Fluxes have next zero effect on Maddy while destroying shields. Shield tanks armor also nerfed to point an assault rifle could finish one off if shields are down.
If the idea is to only have gallente tanks outside the redline then carry on with these changes as is.
But dint complain about all the shield tanks sitting in the redline.
Show me a rep fit that can beat an IAFG Doc. Pics or it didn't happen. and Forge guns will be weak vs. shield tanks so working as intended. Means we need anti-shield AV.
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
+ ANY SORT OF COVER COMPARABLE TO THE COVER YOU ARE US ING WITH YOUR FORGE.
beats you as in I back up for 4 or 5 seconds in cover and outrep your damage where a shield tank will need around 14 to 20 seconds.
clear enough picture ?
The problem is the spreadsheet wizards and AV players are trying to balance around EHP, like there is weapon that unleashes 12000 damage in one second that will pop one tank but not the other. The reality is:
Shield hardeners increase ehp for 24 seconds base Armor hardeners increase ehp for 36 seconds base Ehp over the first 4 seconds of every tank battle will have most madrugars repping 1200 damage into additional ehp, more if hardened. Shield damage threshold ( which armor does not have a version of) further reduces shield Ehp the longer the battle ensues.
AV players should not decide that which they do not understand.
It makes sense that you want mmore nerfs being an AV player, try not to be so obvious about it.
Unfortunately ratatti decided he wants shield tanks in the redline rail sniping while armor tanks nitro around the map repping 300 hps.
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Doc DDD
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Posted - 2015.02.17 22:09:00 -
[6] - Quote
Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots!
So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 |
Doc DDD
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Posted - 2015.02.17 22:36:00 -
[7] - Quote
Pokey Dravon]DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro.
Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.[/quote]
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover. |
Doc DDD
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Posted - 2015.02.17 22:59:00 -
[8] - Quote
Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo.
Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head. |
Doc DDD
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Posted - 2015.02.17 23:33:00 -
[9] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo. Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head. Actually unless you were redlining I almost never do that. Plus if you redline like that I'll just load up a JLAV and suicide you. I even have suicide AV fits just for that kind of thing. plus it helps your cause that shield tanks eat somewhere around 7-8 forge shots on average It also helps that I have suicide AV fits just to be a cheap lemming till you explode
Well polish up your bpo LAV and bpo suit, the redline tank population is about to increase 10 fold when tankers realize it'sthe only place they won't pop before thier one hardener runs out.
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Doc DDD
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Posted - 2015.02.17 23:36:00 -
[10] - Quote
Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is.
How will the caldari be better at long range fights?
There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. |
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Doc DDD
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Posted - 2015.02.18 00:00:00 -
[11] - Quote
Breakin Stuff wrote:Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream.
Exactly why I said caldari has no advantages. Nothing about weathering a storm of av and rail turrets, simply that the gallente hull has advantages tower the caldari. The Caldari has no advantages over the gallente, which is why the majority of tanks not sniping from the redline if the proposed numbers go through will be gallente.
The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline. |
Doc DDD
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Posted - 2015.02.18 00:28:00 -
[12] - Quote
So don't pay attention. It speaks volumes.
That doesn't change the fact that shield tanks are being double nerfed at the same time armor tanks are being buffed. Both sides of the equation are being altered simultaneously.
Meanwhile shield boosters are still broken.
Shield tank fitting diversity will suffer, cookie cutter extender stacking becoming the norm or just switching over to armor tanking so you can get out of the redline and nitro back if you haven't popped.
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Doc DDD
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Posted - 2015.02.18 00:42:00 -
[13] - Quote
Pokey Dravon wrote:Doc DDD wrote:The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline. Actually most people asked for requiring the Gunnlogi to fit a module to get it regen as high as it was, since its natural regen would outclass even the best armor repairer. the added effect at the time was shield pilots would need to swap a hardener for a recharger if they wanted to enjoy regen around 200hp/s. Obviously things are a bit different given the fact that there are more slots. Now I know some others have asked for it, but I've always been against the 1 Hardener limit, and instead advocated for a more uniform resistance model (ie both armor and shields closer to the 30%-35% range with an increase to shield base HP to compensate for the loss in resistance % per hardener. so that stacking them causes a less extreme jump in eHP. Passive Regen still needs to die in a fire, it's too hard to balance. Passive Regen should be slow to take light damage, active regen to temporarily rep through incoming DPS.
Not most people, just 3 people that spend more time posting on the forums then calling in a tank in- game.
With one hardener, for 24 seconds shield hardners need the old 60% reduction, and armor tankers need the old 35 second 40% reduction.
Again, the 4 second shield delay, depleted shield delay, and damage threshold was the trade off for not needing a module to start shield reps.
If there is a low slot module introduced that triples shield reps and reduces repair delay to near zero seconds then there would be some parity.
As it is proposed a shield tank with blaster VS an armor tank with blaster of equal skill will have the shield tank lose badly every time. Armor will rep through damage. |
Doc DDD
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Posted - 2015.02.18 01:32:00 -
[14] - Quote
Pokey Dravon wrote:Doc DDD wrote:Not most people, just 3 people that spend more time posting on the forums then calling in a tank in- game.
With one hardener, for 24 seconds shield hardners need the old 60% reduction, and armor tankers need the old 35 second 40% reduction.
Again, the 4 second shield delay, depleted shield delay, and damage threshold was the trade off for not needing a module to start shield reps.
If there is a low slot module introduced that triples shield reps and reduces repair delay to near zero seconds then there would be some parity.
As it is proposed a shield tank with blaster VS an armor tank with blaster of equal skill will have the shield tank lose badly every time. Armor will rep through damage. Well when "most people" spend most time complaining about how much they hate everything rather than offering tangible solutions, those producing actual feedback are taken the most seriously. Also I've said, many times, that hardeners in general need to be redone on both fronts. Also note that I never said shield vehicles should need a module to start shield reps. I have no issue with them repping naturally without any modules needed. What I did have an issue with is the natural shield recharge outclassing even the best armor repairer with zero module investment...again, it leads to balance issues. And no, throwing more CPU at the Madrugar would not change this fact. And you're right, a CALDARI vehicle using a GALLENTE turret against a tanking style SPECIFICALLY designed to counter low sustained damage in a range which is not supposed to be well suited for a shield tanking style...you're going to lose. Working as intended. If you want to be a close range blaster sustained brawler, use a Gallente HAV. If you want longer range burst damage, use a Caldari HAV. It's not complicated.
I've offered a tangible solution regarding hardners and hull parity about 20 times.
shield hardeners- 24 sec 60% Armor hardeners -35 sec 40% Cpu/pg buff to gallente vehicles. Introduce low slot shield module to bring shield reps over 200 hps and reduce recharge delay to near zero.
The proposed changes force 'caldari' shield tanks into the redline unless they fit a damage modded missile turret to beeline towards an armor tank and pop it in one clip, then beeline back to the redline while reloading. Leaving 'caldari' shield railtanks patroling the redline.
Thus Caldari = sits in redline Gallente = nitro all over map
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Doc DDD
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Posted - 2015.02.18 01:35:00 -
[15] - Quote
Pokey Dravon wrote:duster 35000 wrote: How would you have range and be able to kill infantry? Against non noob infantry the rail won't do mich, missiles are lol.
Well, small turrets should be tuned to deal with infantry, that's kinda what they're there for.
And when the range gap is eventually broken the tank sits in the redline behind a rock to sustain it's range advantage. |
Doc DDD
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Posted - 2015.02.18 02:56:00 -
[16] - Quote
UHAVS ( 3 infantry ) are going to need built in perma hardeners ( at least 25% ) or else their TTK will be laughable versus any group of organized AV ( 3 infantry ).
How long would it take 3 full proto commando swarmers to pop a full proto UHAV hardened with 3 people inside? What about 3 forgers? 3 DHAVS?
With the proposed tank nerfs, three organized players would put themselves at a disadvantage if they bring thier tank out of the redline without some sort of damage mitigation buff. |
Doc DDD
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Posted - 2015.02.18 03:16:00 -
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Pokey Dravon wrote:Doc DDD wrote: I've offered a tangible solution regarding hardners and hull parity about 20 times.
Well I wasn't talking about you but if the shoe fits, feel free to lace that ***** up and wear it. Doc DDD wrote: shield hardeners- 24 sec 60% Armor hardeners -35 sec 40% Cpu/pg buff to gallente vehicles. Introduce low slot shield module to bring shield reps over 200 hps and reduce recharge delay to near zero.
So you just want to buff both hardeners but maintain the fact that shield hardeners still have a massive difference in percentage, thus maintaining the issue we currently have? Also, why exactly do we have a huge difference between armor and shield hardeners? They're nearly identical in EVE for a reason. And yeah........no vehicle should be passively repping at 200 hp/s constantly, armor or shield, especially with resistances.
Difference = Massive Duration Difference
Difference = Slot module variations
Difference = Immediate high armor reps vs shield recharge delay/damage threshold/depleted recharge delay
This is not eve.... ---- 'Because Eve' is not an excuse.
Try pushing right on the Dad, that's how you call in vehicles.
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Doc DDD
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Posted - 2015.02.18 03:32:00 -
[18] - Quote
Pokey:
So when you are done advocating all the vehicles being nerfed to behave like those in EVE, will you move on to nerfing all the infantry to behave like the ships in eve?
Get rid of passive infantry armor and shield reps because Eve? Rebalanced suits once again so Ehp of all the races suits are exactly the same because Eve? Make sure a shield modules are required to have reps anywhere near armor levels because Eve?
I don't even play Eve yet I am fairly certain armor reps are lower than shield reps in Eve yet you never bring that point up. Shouldn't armor levels be much much higher and armor reps much much lower because Eve?
Or is it that you prefer the high reps in this completely different game.
This is not Eve and we need to work with what we have so that people actually want to play. |
Doc DDD
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Posted - 2015.02.18 04:04:00 -
[19] - Quote
Pokey Dravon wrote:Um no, I cite EVE because it works in EVE, and it's not working right in Dust.
Give me a compelling answer to WHY there should be so many large differences. Convince me why the current system is better than how it works in EVE, I can be reasoned with.
You... realize this isn't Eve right ??
Short of taking place in the same universe the game play has nothing in common.
Can you jump out of a blaster tank in Eve, flux a point to clear remotes, start hacking, switch to a forge to shoot at the dropship hovering overhead, jump back in you blaster tank, drive to a supply depot, swap into a link outfit and scatter them around the point, recall your blaster tank and call in a rail tank to counter the rail that the recently downed dropship pilot just called in, blow his tank up, then recall, drop an Orbital on the other side of the map and call your blaster tank in to try and supress the influx of infantry trying to counter hack the point you just flipped?
I am guessing you don't do that in Eve which is why ' because Eve' doesn't work
And if I have to explain shield delays and lower recharge limits affecting only shield tanks in a negative way then I am afraid we just can't see eye toeye. |
Doc DDD
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Posted - 2015.02.18 04:23:00 -
[20] - Quote
And another thing, what we should try to avoid is a game where shield and armor vehicles are completely equal in every way with either the shield bar being really big or the armor bar being really big with non existent secondary defenses. If it comes to that point you might as well have one type of tank and you just select different skins. That way it's fair for everyone, everyone has the exact same EHP, takes the exact same damage from every type of weapon, does the exact same damage to every other vehicle..
That's the direction you are pulling us in, not improving on whats not working (ie armor hardeners) to make them more balanced, but nerfing the benefits of what is working (shield hardeners) to the point that it makes more sense to run infantry AV then call a tank.
The whole idea was to give HAVS something to do, to give them purpose, instead we get HAVS with lower base EHP, one race gets nerfed modules, nerfed hull functionality, while the other hull gets buffed in every way. |
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Doc DDD
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Posted - 2015.02.18 04:34:00 -
[21] - Quote
Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. |
Doc DDD
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Posted - 2015.02.18 14:14:00 -
[22] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding.
The active reps for shields are broken.
If the recharge pulse is activated while under fire, the pulse will repair zero shields.
if the recharge pulse is activated under cover or timed between impact of damage then it works.
For the cpu/pg cost of the booster which can only be depended on when you are in cover, it is more effective to add another extender at lower cpu/ pg costs for additional EHP stacking. |
Doc DDD
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Posted - 2015.02.18 14:27:00 -
[23] - Quote
Shield boosters need to repair more shield over more time to be more useful then just stacking another extender.
Especially if hardeners will be limited in effectiveness to only one.
With current cpu/ pg costs, large proto shield boosters should be repairing over 2000 shields, something like 500 hps over 5 seconds. It's downtime would coincide with the downtime of the hardener and make up for not being able to stack said hardener.
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Doc DDD
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Posted - 2015.02.19 14:20:00 -
[24] - Quote
I made some fits with all skills maxed in proto fits that still goes over either cpu or pg, not sure if the 10% per level has been added to electrical and engineering yet, but dropping those at all would make the fittings even worse.
I would recommend starting at 10% if it has already been added, if not yet added then anywhere from2% to 5%; per level would be enough on both armor and shield builds.
oh and shield booster functionality and stats need to be fixed to be useful over stacking extenders. |
Doc DDD
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Posted - 2015.02.20 03:07:00 -
[25] - Quote
Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? |
Doc DDD
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Posted - 2015.02.23 16:53:00 -
[26] - Quote
Sir Dukey wrote:Takahiro Kashuken wrote:Sir Dukey wrote:Takahiro Kashuken wrote:Sir Dukey wrote:
Not to mention there is no cap on damage mods
Should'nt even be a cap on damage mods I dont have a cap on damage mods on any of my suits Do you guys always forget to think about ADS? ADS is one shot by a Proto rail with 2 complex damage mods, gunnlogis will now have 5 highs... Stacking penalty generally makes the 4 and 5th damage mod next to useless and also i find swarms are an ADS enemy since the ADS cannot throw off the SL aim or anything, at least with FG and rail it can dodge shots. The ADS itself needs an overhaul and a buff anyways and also countermeasures. If its redline rail the problem is the redline due to it being far too close to objectives and the gamezone in my book, if the redline and spawns were moved 500m back it would not be a problem. 3 complex damage mods on a proto rail and you can take 90% of a tanked ADS's HP.
I wouldn't say 90% of a tanked ads fit, but would defiantly 2 shot most ADS just floating under 300m from the turret. It is a redline issue more than damage mod issue as 2 damage mods will have nearly the same effect. And let's be serious, even one damage mod is going to smash an ADS pretty hard with 2 shots. Shouldn't it? |
Doc DDD
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Posted - 2015.02.23 23:47:00 -
[27] - Quote
True Adamance wrote:Takahiro Kashuken wrote:True Adamance wrote:Takahiro Kashuken wrote:Pokey Dravon wrote: The primary issue when we had the 3 slot system was that the Gunnlogi didn't need any modules to have very good regen, so they could fill their 'regen slot' with the second hardener. Had they required a module to get really good regen, the stacking of hardeners would have been non-issue.
They took away the regen module with the 1.7 vehicle rebalance. Also they removed 2 slots so less variety and more focus on defence and trying to limit the damage, boosters are still bugged and unreliable so the choice is hardeners and something else. CCP actions caused these problems, they were not a problem before 1.7 and any problems that were around were due to swarms and that the Gunnlogi was 2nd best due to 10sec hardeners. His inference was that the Gunnlogi could effectively have a rep/sec rate of 168 (higher than a single complex [with skills V] armour repairer) without having to fit a module at all. That gave it a huge edge over the Madrugar counter part since you could couple that rep rate with higher module based and natural resistances and higher total eHP's. It only has a rep/sec rate of 168 IF you are not taking damage. You do not get that rep rate immediately, you have to wait and pray that nothing hits you so essentially it is not there. The complex armor repairer at the time was 150 a sec i think before it got nerfed hard and also it worked all the time. The 4 second delay was incredibly manageable. In many respects too easy to manage for the prolific nature of the reps that did not require a module. I've basically be using the two common Gunnlogi fits since their inception.....half the reason the 5300 one works as well as it does is that it has enough hardened and unhardened tank to survive until you could get your shield regen to kick in. It was basically a passive tank for all intents and purposes but with significantly higher rep values than it should have had. I don't think it is unreasonable to suggest that a passive shield rep rate take 90 seconds without imput from boosters.
With boosters being broken for all intents and purposes, both in functionality and extreme cpu/pg costs, all the shield tank has is passive reps. With the hardener nerf and recharge rate nerf (double gunlogi nerf), if low slot shield rechargers/regulators are not released alongside a fix tto shield boosters, then armor repairers are going to have a huge advantage everywhere on the map. One armor repair module with bonuses will rep 500 damage before a shield starts repping at all, that's if the shields don't take any damage past their threshold, which they more than likely will with only one hardener. The armor tank reps damage while taking damage.
All shield tanks have are one level of unalterable shield recharge.
Those are now being nerfed by 20% while hardner stacking (which armor tanks don't do ) is also being nerfed.
Seems a little too aggressive during these changes, would make more sense to try out the new fits with current recharge/hardener values in battle to see if there is need for improvement.
Otherwise it's just going to be shield tanks in the redline while armor tanks nitro around repping instantaneously.
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Posted - 2015.02.24 00:28:00 -
[28] - Quote
True Adamance wrote:Doc DDD wrote:
With boosters being broken for all intents and purposes, both in functionality and extreme cpu/pg costs, all the shield tank has is passive reps. With the hardener nerf and recharge rate nerf (double gunlogi nerf), if low slot shield rechargers/regulators are not released alongside a fix tto shield boosters, then armor repairers are going to have a huge advantage everywhere on the map. One armor repair module with bonuses will rep 500 damage before a shield starts repping at all, that's if the shields don't take any damage past their threshold, which they more than likely will with only one hardener. The armor tank reps damage while taking damage.
All shield tanks have are one level of unalterable shield recharge.
Those are now being nerfed by 20% while hardner stacking (which armor tanks don't do ) is also being nerfed.
Seems a little too aggressive during these changes, would make more sense to try out the new fits with current recharge/hardener values in battle to see if there is need for improvement.
Otherwise it's just going to be shield tanks in the redline while armor tanks nitro around repping instantaneously.
But you are not considering that those reps were nothing to do with anything I fitted. So while an Armour tank might have been able to rep 500 armour between when its repair start and my regen start that Madrugar consumed PG and CPU to fit that as well as a low slot that could have been reserved for another module. So in terms of contemporary fittings where the Madrugar is forced to fit at least one repair module to keep it functional on the battlefield and Gunnlogi never did since it was always taken for granted that those shield values would passively repair after a set amount of time essentially cementing the value of a high eHP tank using hardeners and extenders in a situation it was undeserving of.
Which is all well and good if a single shield module could give constant reps with zero delay, and said modules could be stacked. But no such module exists nor will it likely, as such a module would just create shield and armor tank fits inversions of each other rather than different repairing mechanisms that function in different ways, both having different drawbacks.
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Posted - 2015.02.24 00:49:00 -
[29] - Quote
Pokey Dravon wrote:Not to mention if Rattati goes ahead and adds Regulators, 2 complex regs will drop the recharge delay to 1.8 seconds.....faster than most infantry AV weapons can refire. It'll be awesome.
If the regulators are also rechargers, otherwise the proposed rate will still underperform with one hardener limitation as the shield tank will need to find cover to start repping. If it needs cover then pilots will end up stacking armor plates to ensure they make it to cover in the first place.
Basically shields will rep under 1000 hp between Missile volleys if they don't take any damage in between, and 120 damage between rail blasts if one shot misses. I'll take the armor plate thanks. |
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Posted - 2015.02.24 01:08:00 -
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True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Not to mention if Rattati goes ahead and adds Regulators, 2 complex regs will drop the recharge delay to 1.8 seconds.....faster than most infantry AV weapons can refire. It'll be awesome. If the regulators are also rechargers, otherwise the proposed rate will still underperform with one hardener limitation as the shield tank will need to find cover to start repping. If it needs cover then pilots will end up stacking armor plates to ensure they make it to cover in the first place. Basically shields will rep under 1000 hp between Missile volleys if they don't take any damage in between, and 120 damage between rail blasts if one shot misses. I'll take the armor plate thanks. You are not supposed to passively for any reason repair a significant amount of HP during Large Turret reloads. Prolific regeneration is the sole domain of active modules.
That would mean armor repairers need a nerf to become active to follow suit.
Boosters would need to be fixed to repair damage under fire and cost less cpu/pg.
And instead of regulators on my shield tank it will still make more sense to fit a plate. |
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Posted - 2015.02.24 01:33:00 -
[31] - Quote
True Adamance wrote:Doc DDD wrote:True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Not to mention if Rattati goes ahead and adds Regulators, 2 complex regs will drop the recharge delay to 1.8 seconds.....faster than most infantry AV weapons can refire. It'll be awesome. If the regulators are also rechargers, otherwise the proposed rate will still underperform with one hardener limitation as the shield tank will need to find cover to start repping. If it needs cover then pilots will end up stacking armor plates to ensure they make it to cover in the first place. Basically shields will rep under 1000 hp between Missile volleys if they don't take any damage in between, and 120 damage between rail blasts if one shot misses. I'll take the armor plate thanks. You are not supposed to passively for any reason repair a significant amount of HP during Large Turret reloads. Prolific regeneration is the sole domain of active modules. That would mean armor repairers need a nerf to become active to follow suit. Boosters would need to be fixed to repair damage under fire and cost less cpu/pg. And instead of regulators on my shield tank it will still make more sense to fit a plate. Yup Passive Armour reps need to die in a fire. Ideally the conflict between shield and armour mods should be intense enough that fitting both is less valuable than fitting on single tank type.
Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed. |
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Posted - 2015.02.24 01:49:00 -
[32] - Quote
Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however.
If complex heavy shield boosters repped 250 every half second over 5 seconds then, 2500 total, then they would work properly and be worth fitting. It's the single boost that gets disrupted with damage. If one 250 hp boost gets interrupted then there is plenty to follow. I am guessing armor should rep lower rates over a longer period.
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Posted - 2015.02.24 02:54:00 -
[33] - Quote
And the problem with Dust us that the single large boost doesn't work if you are taking damage ie. Useless when you need it. I just want something that works that doesn't take the devs 3 years to figure out why it's bugged. |
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Posted - 2015.02.24 02:57:00 -
[34] - Quote
For one large boosts maybe 10 small boosts over 1 second ( 1/10th sec each ) would work around damage bug. |
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Posted - 2015.02.25 18:59:00 -
[35] - Quote
Tebu Gan wrote:True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000! Naw, WAY higher than that! But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go. Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D. Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it. Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work.
Nitro Gunlogis rely on broken mechanics,
Tank hits nitro then pushes back and forth back and forth back and forth back and forth...
Transmission should drop out of tank and explode but instead you often have to aim behind tank to hit as server lag thanks to lame ' tank strafing ' kicks in.
It's more useful realistically on a madrugar as they need the acceleration and to escape one AV player.
Breaking hit detection doesn't make the game any better, should have inertia when changing directions.
It's like saying equiping a module that made you strafe faster than a minmitar assault using keyboard mouse is great defensive ability that is good for the game. As soon as you have to guess where the server thinks your shot is going compared to what is on your screen, due to point blank shots doing zero damage, you are making the game worse.
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Posted - 2015.02.25 19:03:00 -
[36] - Quote
And out of curiousity, will DHAVS be able to fit a Nitro?
That could make things pretty silly. |
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Posted - 2015.02.25 21:24:00 -
[37] - Quote
Tebu Gan wrote:Doc DDD wrote:
Nitro Gunlogis rely on broken mechanics,
Tank hits nitro then pushes back and forth back and forth back and forth back and forth...
Transmission should drop out of tank and explode but instead you often have to aim behind tank to hit as server lag thanks to lame ' tank strafing ' kicks in.
It's more useful realistically on a madrugar as they need the acceleration and to escape one AV player.
Breaking hit detection doesn't make the game any better, should have inertia when changing directions.
It's like saying equiping a module that made you strafe faster than a minmitar assault using keyboard mouse is great defensive ability that is good for the game. As soon as you have to guess where the server thinks your shot is going compared to what is on your screen, due to point blank shots doing zero damage, you are making the game worse.
Broken mechanics, I can hardly agree with that one. You honestly can't call it broken hit detection when where your shot is no longer where the other tank is. I've come against this and used it, and it requires you to slow down when it comes to dealing with it. And the nitro works against the user just as much as it can work for them. You think it's hard hitting a nitro gunnlogi, try hitting something while using that nitro. It's not exactly "easy". Then there's the fact that by using one, you are sacrificing tank so you honestly can't eat too many shots. As for your last part, honestly man, it just doesn't apply. You are ALWAYS predicting movement when using the rail. You don't shoot at distant targets (dropships are good examples) by simply aiming exactly where they are at. You always lead. It's not hit detection, it's simply you missing your shot. I mean I'm not trying to be a **** here, I've just come across a few tankers that were able to compensate for the change in acceleration and over come it. As I myself have done before against them. You recognize what you are fighting and compensate in whatever way needed. I've never seen any indication that the hit detection itself was "broken" as you indicate. It's simply that I was aiming forward and firing as they either stop in their tracks or move backward or forward. And it's honestly not hard to compensate or even predict their movements. Sure you are going to miss but that's their D, and if you are stacked more than them, you can take those few shots they are putting out more than they can take them. Nothing "broken" there, just a mechanic that requires a different approach to handling. And it's not like that nitro last forever. If things stay as planned, you are going to really hate the Dhav. Speed is key, and when we say speed is key that means AVOID being hit, rather then taking hits.
Broken as in having to shoot 10 m behind target to hit, I'm not talking about anticipation of where target will be, but the constant back and forth breaks something... easiest thing to do is not move turret and let nitro tank drive into shot, but for me at least I end up having to guess which vector in time the other tank exists. Much easier to hit other tanks while using nitro personally.
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Posted - 2015.02.28 15:36:00 -
[38] - Quote
The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff. |
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Posted - 2015.02.28 17:10:00 -
[39] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot. It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing. Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table. But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die. You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo. But keeping the UHAVs somewhere around 6-9k versus tank turrets. I don't care if other infantry will think it's unfair. I think it'll be hilarious. And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
Current swarms, included in your discussion or not, make the proposed changes counter productive from a vehicle users standpoint.
-95% of the community have at least advanced swarms, can spec into them in a day.
-95% of vehicle engagements vs AV infantry consists of multiple AV infantry vs one tank.
-militia swarms on a frontline suit + proto forge vs these new hulls has the new hulls popping in one clip.
-One hardener reduces fit diversity and will push tanks furthar away from battles. The only fits that can survive vs more than 1 AV player for more than 10 seconds has multiple hardeners.
-Rattati's tanking experience on Euro servers is unknown to anyone, all I have heard is that he has been unable to pop a tank with a minmitar commando using swarms and is terrible at using RE's... This does not make me think he has called in a madrugar blaster to watch 7000 ehp instapop to silent invisible swarms. Nor does it make me think he has tried using one hardener on a Gunlogi fit and made it out of the redline and back before his hardner went into cooldown. His goal should be to look on the other team, find an organized squad, and try to target them with his tank. If he is calling in tanks in academy or vs 16 randoms then he is not getting the full picture.
-cpu/pg chips nerf kill pythons, cripple many fits.
-broken shield boosters coupled with one hardener cap makes shields useful for about 10 seconds out of the redline.
-We are seeing vehicles being pushed into the direction infantry have.. shields stay far away from the fight next to cover or die, keep buffing armor until everyone runs armor and it's all you see outside the redline. Then wonder why shields sit in the redline. The only shield suit you see around points are cloaked scouts spamming re's with broken hitboxes.
I can fully understand why you find it fun to try and pop a tank solo with a forge.. it's fun, the game gets boring and it adds excitement......
but while you are trying to 'solo' so are the:
Jihad jeeps Manned Rail intallations Other tanks Packed AV nades Flux nades Plasma Cannons Swarms of Swarms Remotes and Proximity traps Incubus with Rail Cloaked AV Minor orbitals Major orbitals and of course Nova Knives
There is no more 'solo' it's become more of a 'sitting in redline with AV of choice and hitting tank before everything else'
You can't just say ' I am not commenting on swarms, they are problematic, but works for how I want to solo tanks '.
What is there like 6 players left that call in tanks as often as possible?
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Posted - 2015.02.28 18:49:00 -
[40] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right?
I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener.
Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV.
Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous.
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Posted - 2015.02.28 21:28:00 -
[41] - Quote
Pokey Dravon wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Well you're assuming AV is staying the same, which it is not, so.... And I don't think a single AV player should be able to cripple a tank with one magazine, that is ridiculous. EDIT: Let me clarify. I don't have an issue with HAVs gaining extremely high eHP. I do have an issue with them having it constantly. Back in the day my typical fits had 3 hardeners which I would typically cycle to have a near constant hardened state. However if **** hit the fan I could pop all 3 at once and my repper and make my eHP skyrocket to tank through just about anything, but then suffer from a lengthy downtime. I would much prefer that sort of model where you either have the option to run in a hardenened state for a longer period of time, or flip them all on if you really need to tank through some nasty AV for a short time. This is really my primary gripe with the way the design went, and it was made even worse with the 1 hardener limit.
Yes that would be ideal, guess I was hoping this was what we were heading towards... instead of just making 'fast tanks with low ehp' and 'slow tanks with slightly more ehp than we have now' while nerfing defenses and regen.
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Posted - 2015.02.28 21:30:00 -
[42] - Quote
True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Your tank or tanking skills must be gawdawfull if you die in 4 seconds.....
Yes i try and teleport away but can't remember the button. |
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Posted - 2015.03.01 01:25:00 -
[43] - Quote
[/quote]
I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?[/quote]
Gee that sounds super complicated, tanks go backwards?
On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. |
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Posted - 2015.03.01 16:43:00 -
[44] - Quote
True Adamance wrote:I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away. That's not to hard is it?
Gee that sounds super complicated, tanks go backwards?
On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers.[/quote]
That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.[/quote]
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms. |
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Posted - 2015.03.01 18:38:00 -
[45] - Quote
Godin Thekiller wrote:Doc DDD wrote:True Adamance wrote:I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away. That's not to hard is it? Gee that sounds super complicated, tanks go backwards? On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.[/quote]
My question is why are you going into cities with a HAV......[/quote]
Not sure hiw this is confusing to people that tank but here you go, on most of the maps there is a city socket within 100 m of your own redline. Unless you want to sit in your redline and rail snipe or whatever you do with a blaster in the redline, there comes a time where your team may need supression fire past that first city socket, usually in a larger city socket with an objective. Sometimes on the objective, there is actually an enemy tank sitting behind cover. Now to either push forward towards the objective and help distract infantry or destroy the enemy tank you sometimes have to leave the safety of the redline. Often you have to pass a seemingly deserted city socket or even turn a corner into the objective city in order to be of any benefit to your team. I know many tankers are gasping that you both have to leave the redline and pass the first city socket.. but I hope you can follow when I say sometimes you even have to turn a corner!
I know this goes against your thinking of 'outside redline = dead ' and ' protect kdr in tank at all cost, even over winning'.. but I find I can help my team turn the momentum in our direction by coming out of the redline.
I am guessing that both your kdrs are approaching infinity so this must not apply to you.. but now what's happening is the second a tank comes out of the redline, 2 proto minmitar swarmers lock on and start releasing volley after volley, sometimes there is 3 swarmers, sometimes 4, sometimes there is also a forge or plasma canon. LAV's can not get out of the redline, dropships need to launch straight into the flight ceiling to make it out of the redline. Tanks sit in the back kof the redline trying to snipe bunny hoppingAV just to get out. Now your infantry has started spawning with sniper rifles to try and snipe ttheir way out of the redline. The objective is lost and you lose.
That's why I clear a path the city sockets and try to supress AV from sitting in our redline. The problem is if 3 proto swarmers lock onto you and a forge or av Nade hits you then in 4 seconds you are back to spawning in the redline, calling in your railtank and sniping AV.
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Posted - 2015.03.01 21:56:00 -
[46] - Quote
True Adamance wrote:Godin Thekiller wrote:Doc DDD wrote:
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.
My question is why are you going into cities with a HAV...... Exactly. But more to the point you don't need the redline to find cover. Cover is everything around you from the side of a building to the slight incline of a hill that puts you below a Gunnlogi's barrel depression, a turret, anything that can screen or otherwise throw off enemy shots. If you are in a city socket then you personally need to account for it as you enter, find yourself a location that gives you room to manoeuvre or fire on your enemies, pre-plan an escape route, etc but most of all accept that urban warfare is not where tanks excel. I'm still struggling to understand where you drew the exaggerated 2 second TTK from especially on a tank....... either HTFU or try out a game like War Thunder which does tank simulation better and has varying TTK depending on where you place your shots, etc. Could be any thing from a OHKO to 1-2 mins or slugging it out. Edit- Also for a tanker I can accept my KDR is pretty bad for a tanker but I was an assault for a couple of months before I picked up tanking and a partial Commando during the abysmal 1.7 patch when we were so over powered it wasn't even funny.
where did I say 2 second ttk? .. it's 4 seconds ttk . Pop hardeners, count to 4, tank explodes. If you are confused as to how any tank could be anywhere in the map where you are vulnerable for 4 seconds then I can't help you. Stick to the redline. The two seconds was how far from cover you can be, gives you just over a second to react and drive backwards. |
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Posted - 2015.03.02 15:57:00 -
[47] - Quote
Breakin Stuff wrote:Lorhak Gannarsein wrote:True Adamance wrote:Even four seconds boggles the mind. That's a more than a total of 2230 DPS or 9000 damage in Alpha!
Not many things can achieve this. I simply want to know how you suffered this kind of catastrophic damage within your established parameters (strikes me that JLAV are not likely used in PC).
Also while the redline certainly is a useful tool as a safe zone for redeployment, resupply, and to gain a little bit of battlefield perspective I've long been wishing for a no fire zone in the redline. Deliberately hiding in there because you are unwilling to deploy to the battlefield is somewhat shameful....but I can't begrudge the people who do it...that's their prerogative but it marks the battlefield as MINE if they are unwilling to come down onto it. Well, one It is also perfectly doable to solo a Gunnlogi as a forge-gunner; four shots from a damage-modded IAFG and two Lai-Dai Packed AV grenades will kill pretty much anything, assuming you've already forced the triggering of the hardener (if you didn't why are you bothering?). Essentially, what's happened is that the only way to survive as a tanker is to either stay in the redline and only come out while hardeners are up and you're certain you won't be ganked upon leaving, or to be so much more skilled and prepared than the AV player that there's nothing he can do (like the idiots who insist on firing swarms at my hardened shield tank, versus the times when I dance around blasters in the street in my Sentinel to score an easy kill). In the meantime the AV player is making bank, and you're making a loss. Dunno where you're getting your numbers, currently a triple mod IAFG get 657 DPS. not 700. That's versus armor. versus a gunnlogi, they cap out at 468 DPS. So no, 700 DPS is misleading. the Swarm launcher, however... Not so misleading. On paper vs. armor is 1505 DPS with three damage mods, versus shields it's 872. In both cases far outstripping the forge gun by more than double. In fact the DPS versus shields appears to be higher than the forge gun DPS vs. armor. The minmando does a base 1575 DPS versus armor, and the sustained fire coming from the reload bonus does the rest. But the minmando isn't the problem when the base weapon cracks out 1505 DPS. Just because you CAN fit the LaiDais on the suit, doesn't mean it'll be a good choice, or that the suit will be survivable long enough to kill said tank, since the laidai does less damage than the IAFG overall, and bluntly is much harder to get into range with. and since it can take upwards of eight forge gun shots to kill a gunnlogi? No, four shots and two laidais don't kill everything. Not reliably enough to be counted on, or taken seriously as a viable AV setup. Judging all AV by the performance of the swarm launcher is a hilarious and misleading argument, and bluntly it's getting old.
It doesn't get any older than driving your tank out of a redline to have half a team lock onto you with swarms. When you calculate your dps you should start at the impact of the first shot at a tank, as unless you are standing directly in line of sight of the pilot, initial charge up times and lock on times mean nothing.
For example, an UN HARDENED ( with only one hardener gotta save every second ) gunlogi with 6000 hp comes out of the redline, a fully specced breach forge ( i know breach sux but it has longest charge time ) on a tower charges up and fires, a hit... now the tank turns on his hardener and drives backwards while breach forge charges, breach fires into the redline leaving the tank with next to no health in what the pilot sees as only the charge up time. The same goes with swarms, however with swarms if the pilot doesn't see the infantry player there are 3 guaranteed volleys hitting the tank in succession, and with reload bonuses. more on the way.
I know you are thinking 'who cares, tank came out if redline, it knows to expect damage now'.
The problem is Rattati has proposed that the new tanks will be limited to around 15000 Ehp max and be centered around having 3 infantry inside. That 15000 is in a hardened state so if any damage is taken before hardeners are up all these stats about ttk go out the window.
So if we consider shield tanks will have 15 seconds hardened out cover (redline) time before heading back to cover (redline) as any shield tank pilot driving around with hardener on cooldown, and nerfed shield regen is asking to be popped. 3 AV users will trump the 3 people in the tank, 3 forges or 3 swarmers or 3 Nova knives, it won't matter, that shield tank will be sitting in the redline sniping with 2 infantry on small turrets. That's 1/5th of your team doing nothing in the redline but guarding your own redline. The longer that tank sits in the redline with 3 people, the less chance there is of a win... the forums will scream for webifiers and redline nerfs, more rail nerfs, nerfs for vehicles damaging anything if they are in thier own redline... all because 15000 Ehp for 15 seconds are borderline useless in a game where everyone evolves to destroy tanks as fast as possible.
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Posted - 2015.03.02 16:07:00 -
[48] - Quote
If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' |
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Posted - 2015.03.02 16:34:00 -
[49] - Quote
Breakin Stuff wrote:Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush. there's a lot of whining about OMS and vehicles. It's pure magic. suck up the pain and spawn AV. And the gunnlogi is OP. Pure and simple. It's only effectively stopped by another gunnlogi, which has been the developer definition of OP> A thing that can only effectively be countered by itself.
The gunlogi is no where near OP, and definitely not after all the proposed nerfs.
The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. |
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Posted - 2015.03.02 17:08:00 -
[50] - Quote
The time it takes, not the damage. English. |
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Posted - 2015.03.02 23:16:00 -
[51] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote: So you want AV to be the main counter to vehicles, rather than vehicles countering vehicles. Got it
He didn't say that only that AV should be capable of killing HAV in a meaningful manner.... y'know ....having actually talked to Breaking on the odd occasion when he hasn't called me a "nerd" instead of spewing vitriol at him..... Our Cannon are bigger and better than existing AV forms and should act like it. None of this rapid firing bullshit. Better? Swarms and forge don't glitch. Swarms don't require aim. Infantry is a smaller target and can take cover much easier than a tank. Also, a suit with PRO AV (doesn't have to be a PRO suit) is cheaper than a PRO turret by itself. AV is better than a vehicle in more ways than one. Citing a glitch as a downside is not a valid argument. Obviously glitches happen in the turrets and should be fixed, but they shouldn't be considered a "downside" to an asset as they are to be fixed eventually. Additionally you're leaving out many of the advantages that turrets (and the vehicles they are attached to) have over infantry in an attempt to make it look more one sided than it really is. For example the TTK of an infantry with a large turret is far shorter than an AV weapon attacking a vehicle in a direct confrontation. The AV's ability to readily use elevation and cover is a means to offset this advantage. Additionally as you stated, vehicles are very large and easy to hit compared to an infantryman, this is why they are capable of much higher movement speeds to help offset their larger target. Even if the AV chases the enemy HAV down in an LAV, they're incapable of doing appreciable damage before the HAV is out of weapon range again. I'm not saying the balance is quite right, but you're really only presenting half of the argument.
Even if he's presenting half the argument, it's the half that is problematic.
The return of splash damage on large rails is a good start. Fragmented large missile turrets should follow. The large blaster dispersion module also sounds interesting if it works and doesn't have an epic downtime.
As it is now, AV has more advantages.
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Posted - 2015.03.03 00:15:00 -
[52] - Quote
Pokey Dravon wrote:Doc DDD wrote: Even if he's presenting half the argument, it's the half that is problematic.
The return of splash damage on large rails is a good start. Fragmented large missile turrets should follow. The large blaster dispersion module also sounds interesting if it works and doesn't have an epic downtime.
As it is now, AV has more advantages.
Fair point, but I suppose what I was getting at is that if Turrets are to be lethal the infantry, then AV should be more than "supplementary damage". Obviously there are a number of factors to consider aside from simply aside from damage and defense, which is why this is such a difficult problem. However these are topics best left for other threads, lest be continue to derail the kitten out of this one. I believe it safe to say that AV will be seeing a balance pass of some sort, so it's more or less pointless to argue values at this stage, at least in this thread. So lets try to get back to the topic at hand, which is address the fittings of the vehicle, and not so much how it stacks against current AV.
I understand what you are saying, I guess the issue I am having is when I build fits using proto fits for these new frames, I am always skeptical regarding any build that doesnt max ehp given what tanks will have to face from AV.
While i would like to think AV will get a balance pass, there had not been any real discussion on this, no threads that haven't beenderailed by av users, and for that reason AV becomes a huge factor when trying out the new hulls in proto fits. |
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Posted - 2015.03.03 00:38:00 -
[53] - Quote
For example, I am making some rediculous marduk fits with shield extenders and shield hardeners with a nitro, 2 complex light armor repairers and 2 basic plates... proto blaster with 2 small basic rails...
What inventive shield fits are there going to be?
Extender Extender Extender Extender Hardener
ammo expansion plate |
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Posted - 2015.03.03 01:01:00 -
[54] - Quote
Gladius fits don't have enough pg or cpu with 250,000,000 skill points. |
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Posted - 2015.03.03 01:08:00 -
[55] - Quote
I don't know if my proto fits is bugged but I can't even fit 4 complex extenders and a complex hardener on a Gladius with a blaster and basic rails... nothing in the low slots..
Boosters take more pg than extenders and defiantly wouldn't fit, even if they weren't broken...
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Posted - 2015.03.03 01:19:00 -
[56] - Quote
I like the new slot layout I like armor tanks getting more cpu/pg I like the turret changes I like passive small armor reps on all hulls
the bad -nerfed base hull stats -nerfed shield regen on shield tanks -nerfed hardeners - not enough pg cpu with 250,000,000 skill points -pg/cpu mods nerfed into uselessness -shield boosters broken
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Posted - 2015.03.03 01:21:00 -
[57] - Quote
Pokey Dravon wrote:Doc DDD wrote:I don't know if my proto fits is bugged but I can't even fit 4 complex extenders and a complex hardener on a Gladius with a blaster and basic rails... nothing in the low slots..
Boosters take more pg than extenders and defiantly wouldn't fit, even if they weren't broken...
I seem to recall having to fit PG/CPU modules to get it all to fit....though I know I wasn't putting a Blaster on it so that might some of the issue? Are you short on PG, CPU, or both?
Short on both, and the nerfed chips don't help. . Can make it work with the old style chips, but even then ... maxed out skills and you need two chip mods? That's without the more pg hungry boosters even being contemplated. |
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Posted - 2015.03.03 01:39:00 -
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Pokey Dravon wrote:Doc DDD wrote:I don't know if my proto fits is bugged but I can't even fit 4 complex extenders and a complex hardener on a Gladius with a blaster and basic rails... nothing in the low slots..
Boosters take more pg than extenders and defiantly wouldn't fit, even if they weren't broken...
How are shield users supposed to fit anything in the low slots other than ammo? Ok I just did a full complex 4Extender 1 Hardener fit on a SHAV. Even without a turret, you're pretty much maxed on PG (2573/2610) and thats with nothing in the lows. Now...if a fit should be full proto or not is an entirely different argument so I won't comment on that at this time, but at the very least the fitting between the Madrugar and Gunnlogi needs to be fair. I'm not sure how much you've played around with Madrugar fits but I'll lay out what I've experienced so far. Note that I've just been playing with the SHAVs specifically, but it shouldn't really matter for a MBT since they have effectively the same resources to work with.
- It's very difficult to fit full proto low slots. Typically I ended up with Complex Hardener, Complex Repairer, and x2 Enhanced 120mm Plates
- I fit a Prototype Large Blaster
- I was unable to fit all of my high slots with utility modules. Complex Scanner, Enhanced Damage Modifier, Basic Injector
So again I'm not stating an opinion weather a proto tank should be able fit full proto or not, I'm simply stating what needs to happen with the Gunnlogi fitting if it is to be fair with the Madrugar fitting
- About half of its highs should be proto
- About half of its highs should be enhanced
- It should be able to fit utility mods in the lows (Ammo Cache doesn't count) that have an average tier of Enhanced
Now this is....impossible to do since we don't have any low utility modules that aren't ammo caches, but I think it would fair to call Regulators (which from my understanding are still in the plan) "utility" modules. So *assuming the Madrugar is the baseline* I imagine a Gunnlogi would look something like this Complex Shield Hardener Complex Shield Extender Complex/Enhanced Shield Extender Enhanced Shield Extender Enhanced Shield Extender Enhanced Shield Regulator Enhanced Shield Regulator Prototype Turret (I'd say make it difficult to fit a Proto Blaster on a Gunnlogi, same with making it difficult to fit Missiles on a Madrugar. I'd put Rails right in the middle)
Yeah so the marduk fit I made had 2500 shields with a complex hardner bumping that up to around 3600. It also had 4700 armor with 210 immediate reps per second.
There is no shield fit with enhanced extenders and one hardener that is going to do anything but shoot rails from the redline. Stack those damage mods.
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Posted - 2015.03.03 02:03:00 -
[59] - Quote
Pokey Dravon wrote:Doc DDD wrote: Yeah so the marduk fit I made had 2500 shields with a complex hardner bumping that up to around 3600. It also had 4700 armor with 210 immediate reps per second.
There is no shield fit with enhanced extenders and one hardener that is going to do anything but shoot rails from the redline. Stack those damage mods.
Again this comes back to the fundamental issue that passive regen is basically the only thing we get. It puts WAY too much emphasis on eHP which is going to make shield extenders feel like they're not worth it next to plates. I mean without getting into a shouting match, I could see a situation where the shield HAV is capable of fitting full proto highs if it dedicates its utility slots to PG/CPU enhancers. That being said, a half complex half enhanced Gunnlogi with utilitiy in its low, still needs to remain viable if that similar setup on the Madrugar is also viable.
Yeah I can fit the armor tank
proto hardener proto plate proto reps proto reps
nitro scanner
the shield tank would only be able to fit all proto if the cpu/pg nerf is scrapped or better yet, cpu pg is buffed.
are the proto tanks rail fitting proposed bonus applied in proto fits? Not that it would give you much.. should almost apply to all turrets. |
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Posted - 2015.03.03 02:34:00 -
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Pokey Dravon wrote:Doc DDD wrote: Yeah I can fit the armor tank
proto hardener proto plate proto reps proto reps
nitro scanner
the shield tank would only be able to fit all proto if the cpu/pg nerf is scrapped or better yet, cpu pg is buffed.
are the proto tanks rail fitting proposed bonus applied in proto fits? Not that it would give you much.. should almost apply to all turrets.
Well if you're leaving slots empty, sure that'll obviously free up resources. But it's very difficult to fit full proto defenses on an armor HAV and still fill *all* of its slots. If a shield tank wants to leave its lows empty to fit full proto, that seems reasonable as well. Honestly I've always seen the use of CPU/PG enhancers (at least on dropsuits) as a "wasted" fit and really only use them if I'm doing something very specific/weird with the fit. I think an asset should be able to be fit properly without PG/CPU extenders. Now regardless of what defines "proper fit" it needs to be fair for all vehicles within the class. So you're right, if the Madrugar can fit full proto by leaving some slots empty, it seems reasonable that the Gunnlogi should be able to do the same. One thing you do need to look out for is the fact that main defense modules will almost always cost a lot more than a utility module, so the tradeoff can't always been seen as entirely equivalent.
I think that the 'fitting all proto' balance is one way to look at it, the more important point should be that the all proto armor fits are looking much more effective than the all proto shield fits. At this time.
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Posted - 2015.03.03 13:32:00 -
[61] - Quote
Pokey Dravon wrote:Doc DDD wrote: I think that the 'fitting all proto' balance is one way to look at it, the more important point should be that the all proto armor fits are looking much more effective than the all proto shield fits. At this time.
At the same time you also don't want the PG/CPU modules to feel completely pointless because the base fitting gives you everything you could ever want, you know? It's a weird balance. Heres just a random thought....what if the natural regen of the Gunnlogi was dropped down, the option to fit a recharger to boost the passive regen up was introduced, and shield boosters were a bit easier to fit but more importantly cooled down far more quickly so they could be activated on a more regular basis. EDIT: Hell I'd even throw in you might keep the recharge delay penalty on the shield extenders but give a slight recharge rate bonus as well....though a recharger module would be a significantly higher increase to rate.
Cpu/pg fitting optimization shouldn't be pointless to skill into on turrets either.. they are very sp expensive for little return.
The problem Rattati is having is trying to make a Militia tank with 2 chips balanced against a tank with 50 million sp invested, when you can get some pretty crazy fits on these militia tanks thanks to bad game design.
It's why teiricide doesn't work when you have TWO CHIPS THAT BYPASS THE WHOLE POINTS OF TEIRICIDE.
Especially on a vehicle that has 2 pointless low slots, that you either stick armor plates or mod chips in.
Would make more sense to have PROTO hull cpu and pg levels significantly higher so you don't need a chip and can put a recharger in your low.
As I've said before, reducing natural regen shouldn't happen until a recharger is introduced forthe low slots that is not cpu/pg hungry, and increases recharge rate significantly- ie over 200 hps - due to the delay penalty.
Shield boosters would also have to be worth fitting - ie far less pg, larger boost over longer time (complex large 2500 shields over 5 seconds) then the cooldown can remain as long as it is.. right now its better just to fit an extender or light booster.
Also hardeners should stack with appropriate penalties.
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