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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 12:35:00 -
[1] - Quote
What the hell is the point of a shield tank now? Its regen is very crap now...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 13:15:00 -
[2] - Quote
SHAV should be unlocked with the skill that unlocks pro hulls, as it's just for solo players.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 13:18:00 -
[3] - Quote
CCP Rattati wrote:Spkr4theDead wrote:Well, I know that anything I reply with, will get me banned and the post will be deleted.
Congratulations, infantry, those of you who don't use vehicles, you've won.
I won't bother commenting if and unless Rattati gives me a go-ahead to start tearing everything apart. Point out the things that you feel should be changed, from what and to what. Also support it with sound arguments. Don't get into fights with your friends . It's fairly easy once you get the hang of it. Unless the UHAVs are coming when these are deployed and have higher base regen rates, there isn't really a point to shields now, unless you completely rely on shield boosters. armor reps faster now. Although people are using 2 reps with 4.5k armor, they can have higher hp and regen than shield tanks... also, shield tanks already lose enough vs blasters....I don't think the damage mod bypassing damage redhction is a good idea.
Unless you plan on adding a shield regen mod, then I'm fine.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 16:53:00 -
[4] - Quote
Thaddeus Reynolds wrote:Rattati, you may want to tone back the costs associated with the fitting mods...as has been stated, ADSs are almost entirely dependent on them...(The unfortunate part of a rebalance of the system the way you have it is you hit everything that uses the module types at the same time)
as for the HAV side of things...consider re-tuning the Shield Booster fitting cost. Shield boosters are very...temperamental...to use right now, and the punishing fitting cost doesn't help them look like a reliable choice.
As for armor hardeners...while it seems like a lower resistance for a shorter time is pretty good...they end up falling flat. The engagement window for HAVs is so small when someone has AV (doesn't matter if it's man portable or on a vehicle, so long as the operator is competent), that for armor HAVs there is hardly a point to hardeners...30% resistance would be a nice start...and shouldn't result in too much of an extreme result (other than the possibility that Incubi become a little harder to shoot down...) especially considering the limit of 1 hardener (of each type) per fit. Yeah, a 30% DR should be fine.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 17:45:00 -
[5] - Quote
http://www.protofits.com/fittings/shared/138/11775 caldari vehicles need more cpu. If I use cpu mod, I need more pg.
If the caldari is going to have low regen and zero regen During combat, it needs to have something better than the maddy, and there is no way in hell I'm fitting a basic booster instead of adv or a pro booster, screw 70 second cooldowns. not hsving an adv hardener, cooldown is too long already with low duration.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 17:58:00 -
[6] - Quote
Vulpes Dolosus wrote:duster 35000 wrote:http://www.protofits.com/fittings/shared/138/11775 caldari vehicles need more cpu. If I use cpu mod, I need more pg.
If the caldari is going to have low regen and zero regen During combat, it needs to have something better than the maddy, and there is no way in hell I'm fitting a basic booster instead of adv or a pro booster, screw 70 second cooldowns. not hsving an adv hardener, cooldown is too long already with low duration. Seriously, it should have been one or the other, not both long cooldown short duration. I don't think fitting 4 high-tiered heavy heavy mods like that is going to be accepted. Downgrade an extender or the booster. Personally, I'd just run small boosters since the heavies take waaaaay to much pg as is. No extender downgrade, the caldari no longer hage regen, they have hp can't downgrade tye booster, too little in a fight, not going basic, way too long, need booster to compemsate for lack of regen.
They need to reduce costs of boosters, or something. Caldari have 126 reps 9er second, out of combat only. gallente now have it all. They got an upgrade from current maddy. Gunlogi got a downgrade.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:08:00 -
[7] - Quote
Vulpes Dolosus wrote:http://www.protofits.com/fittings/shared/179/9084
Here's my try at a full blown proto fit Gunnlogi.
4.8k shield base. Two boosters help keep off infantry AV without having to waste the booster, and vs another tank gives about as much as a heavy shield booster, plus come back in 30s with skills and instantly restarts regen.
With the hardener, it gets 8k shield. Full proto, no fitting mods, not even max skills in fitting. I'll use that then...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:12:00 -
[8] - Quote
Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blaster vs a armor tank. Especially since blasters will be buffed I think.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:16:00 -
[9] - Quote
Breakin Stuff wrote:duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blastet vs a armor tank. shield boosters are too expensive, even with the mods in the back end unless I downgrade it sharply Never mind you and I have very different definitions of "crappy regen" 126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general,
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:18:00 -
[10] - Quote
Breakin Stuff wrote:duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blastet vs a armor tank. shield boosters are too expensive, even with the mods in the back end unless I downgrade it sharply Never mind you and I have very different definitions of "crappy regen" 126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS. Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight. triple repper? HAHAHAHAHA. that;s the definition of a shitfit I saw a tank with 2 reps at 305 reps...anyways the main point is armor will always regen more than shield...nno delays, in comabt, seems broken to me.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:26:00 -
[11] - Quote
Breakin Stuff wrote:duster 35000 wrote:
I saw a tank with 2 reps at 305 reps...anyways the main point is armor will always regen more than shield...nno delays, in comabt, seems broken to me.
all regen, no buffer means my forge gun's going to net me THOUSANDS of warpoints. it's a stupid build. Yeah, not really.
Nitro and that regen with higher hp than current maddy? the proposed numbers allows more hp and regen than the current maddy, or just more hp. plate rep rep hardener
Nitro damage mod maybe.
Also, I'm on mobile, any new skills to increase cpu or pg?
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:28:00 -
[12] - Quote
Vulpes Dolosus wrote:That's too bad because it probably won't stick around and fight back. Nitro AWAAAAAAAAY! To the batcave!
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:33:00 -
[13] - Quote
Breakin Stuff wrote:duster 35000 wrote:Vulpes Dolosus wrote:That's too bad because it probably won't stick around and fight back. Nitro AWAAAAAAAAY! To the batcave! I HOPE you run away! Gives me a clear shot at your tailpipe. Too bad I don't expose my backside for just ANYBODY.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 18:41:00 -
[14] - Quote
Breakin Stuff wrote:duster 35000 wrote: Too bad I don't expose my backside for just ANYBODY.
Don't worry, I'm surprisingly gentle. on another note, wasn't the PG mod supposed to be a high slot item? ...since when is this 4chan?
If it was, I'm going to buy a respec next month from some players and spec into the almighty armor tank.
If it was a high slot item, I'd he able to fit anything I want.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 19:00:00 -
[15] - Quote
Vulpes Dolosus wrote:BRB, writing a new fanfic.
I'll call it...
Fifty Shades of Gunnlogi Fifty shades of amarr empress anyone?
How about 50 shades of alex mercer?
50 shades of maddyrugar.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 19:04:00 -
[16] - Quote
Doc DDD wrote: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.
And then hiding for awhile because someone thought it was funny to have a high cooldown too.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 19:05:00 -
[17] - Quote
Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:10:00 -
[18] - Quote
DeathwindRising wrote:duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blaster vs a armor tank. Especially since blasters will be buffed I think. http://www.protofits.com/fittings/view/1134/6066same thing i run now as my anti tank fit... except more eHP than before lol and STILL proto turrets 6655 raw shields plus complex hardener and triple proto rails. since shield boosters are broken. http://www.protofits.com/fittings/view/1134/11806my anti infantry tank. by downgrading the cpu mod to a basic cpu, you can swap out the proto rails from the previous fit to proto blasters. I put shield boosters because shields get thier regen lowered...while armor got a regen buff.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:10:00 -
[19] - Quote
Stefan Stahl wrote:CCP Rattati wrote:I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects.
For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible.
PG GainCPU Cost 5%35 12%100 20%190
CPU GainPG Cost 7%150 10%220 15%400
Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots. Quick feedback: - If shield hardeners are a problem, reduce their effectiveness while increasing uptime. Basically make them more "armor hardener"-like. Those aren't a problem, thus we can avoid a heavy-handed mechanic like a one-module-per-fit restriction. - If those are going to be the new PG-modules I see two ways of going ahead: a) Increase each DS's (all 6 of them) fitting resources by two complex PG extenders worth of CPU. This is the easier option. b) Increase each DS's (all 6 of them) fitting resources by one-to-two complex PG extenders worth of PG and create some sort of useful low-slot shield modules and high-slot armor modules. - Before I'm going to do any theory-crafting on future dropships I will wait for final numbers on large turrets. Dropship balancing, to me, very much comes down to how many damage amped pro railgun shots it can tank in relation to how many shots a pro railgun can deliver before overheating. As far as I can see - after a few minutes of reading this thread - a (N)DS will need to tank over 10k hp of raildamage in one go to be useful. Shield hardener cooldown time would be a better buff.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:12:00 -
[20] - Quote
Breakin Stuff wrote:duster 35000 wrote:Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp... Caldari aren't the CQC ones. They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:16:00 -
[21] - Quote
Foundation Seldon wrote:How are you guys generating a share link for the fits? I can't see the option on proto fits. Fittings, detailed option, click share, copy the link below the name of the fitting.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 19:32:00 -
[22] - Quote
Breakin Stuff wrote:duster 35000 wrote: They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
A blaster madrugar will tear a blaster gunni a new *sshole from the looks of this. Madrugar if you fit a pair of complex 120s, a hardener and a rep, you may only be able to fit a fuel injector up top but DAMN that thing will eat shields. I don't like it, shields won't have a chance...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 19:34:00 -
[23] - Quote
Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here. Exept armor is getting buffed, and shields getying a regen nerf, like they needed it at all, sooo...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 19:45:00 -
[24] - Quote
Foundation Seldon wrote:It seems like a pretty opportune time to address Shield Booster mechanics actually, if they worked at all how they were intended to work (ie. if they weren't interruptable during the boosting process) then I think Shield Tanks would be in a much more competitive position. Before they were able to mitigate the problems revolving around Shield Boosters because their fits were comparatively ridiculous, that's no longer the case. I'm only using small boosters until they lower the large fitting costs.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 19:56:00 -
[25] - Quote
Breakin Stuff wrote:Doc DDD wrote: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? welp, lemme see. two builds side by side: Madrugar 2 complex plate, complex hardener Doesn't take into account any reps: looks like 5 shots to kill from an IAFG. so requires a reload unless experimental or officer, assuming no misses. With a Plasma Cannon (opposite profile, similar damage) it'll take 7 Verdict: Buffed. Gunnlogi with 3 complex extenders and hardener: Plasma cannon will kill it in 5 shots. IAFG will kill it in 7. this isn't including the capacity for a LSB, which could change both TTKs. Verdict: roughly status quo. Exept the gunlogi got a rep nerf and the maddy a rep buff.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 20:00:00 -
[26] - Quote
Breakin Stuff wrote:duster 35000 wrote: Exept the gunlogi got a rep nerf and the maddy a rep buff.
Oh no! Now trending at #itsunfairthatamaddygetsbetterrepsbysacrificing25%ofitstankslots! It gets damage mods with high tank...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 20:17:00 -
[27] - Quote
Breakin Stuff wrote:duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote: Exept the gunlogi got a rep nerf and the maddy a rep buff.
Oh no! Now trending at #itsunfairthatamaddygetsbetterrepsbysacrificing25%ofitstankslots! It gets damage mods with high tank... sure. exclusively in knife fighting (for tanks) range. Same for everything else. Missile tanks can't kill my me when I'm infantry, and I oh so rarely die by rails.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 20:29:00 -
[28] - 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
Look at my horse/pony, my horse/pony is amazing~
Molestia approved
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duster 35000
Algintal Core Gallente Federation
286
|
Posted - 2015.02.17 20:52:00 -
[29] - Quote
Iron Wolf Saber wrote:Breakin Stuff wrote:duster 35000 wrote: Look at my horse/pony, my horse/pony is amazing~
1/10 your sarcasm is obvious. Besides, my pony had a minigun harness, and is awesome beyond the boundaries of amazing. http://img3.wikia.nocookie.net/__cb20130202081345/falloutequestria/images/6/6a/War_Machine.pngI raise you one Brotherhood of steel powered armor pony. Back to the other issue. Elevation on all HAVs needs to go. Needs to move to the turret base instead. Blasters should have the widest range until other rapid firing weapons make it in that are more suitable for AA work. Missiles and rails should have the slowest elevation gains and lowest limits as missiles as are mostly useless against air targets to begin with and rails are simply too powerful against most dropships in a manner most similar to a large rail vs any lav. I agree with you on that.
I raise you one Luna clapping gif here and one curior in power armor (forgot the spelling.)
Molestia approved
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duster 35000
Algintal Core Gallente Federation
286
|
Posted - 2015.02.17 20:57:00 -
[30] - Quote
Vulpes Dolosus wrote:duster 35000 wrote:Iron Wolf Saber wrote:Breakin Stuff wrote:duster 35000 wrote: Look at my horse/pony, my horse/pony is amazing~
1/10 your sarcasm is obvious. Besides, my pony had a minigun harness, and is awesome beyond the boundaries of amazing. http://img3.wikia.nocookie.net/__cb20130202081345/falloutequestria/images/6/6a/War_Machine.pngI raise you one Brotherhood of steel powered armor pony. Back to the other issue. Elevation on all HAVs needs to go. Needs to move to the turret base instead. Blasters should have the widest range until other rapid firing weapons make it in that are more suitable for AA work. Missiles and rails should have the slowest elevation gains and lowest limits as missiles as are mostly useless against air targets to begin with and rails are simply too powerful against most dropships in a manner most similar to a large rail vs any lav. I agree with you on that. I raise you one Luna clapping gif hereand one curior in power armor (forgot the spelling.) http://i.imgur.com/87xOC.gif Huzzah! the fun hath been doubled!
Shield tanks need the old regen back, 168 Reps per second.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
287
|
Posted - 2015.02.17 21:07:00 -
[31] - Quote
The-Errorist wrote:Pokey, I think I have a better Cv.0 fit, but it's using CPU and PG upgrades: For 964 less shield eHP, it gains 1950 HP every 40s which is really great if the shield booster would never fail. Meh, I don't use rails.And tanks shouldn't be restricted to weapons so I use blasters.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
287
|
Posted - 2015.02.17 21:53:00 -
[32] - Quote
Doc DDD wrote: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. *305 hp/s
Molestia approved
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duster 35000
Algintal Core Gallente Federation
288
|
Posted - 2015.02.17 22:00:00 -
[33] - 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! Slotception!
Molestia approved
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duster 35000
Algintal Core Gallente Federation
288
|
Posted - 2015.02.18 01:16:00 -
[34] - 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. How would you have range and be able to kill infantry? Against non noob infantry the rail won't do mich, missiles are lol.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
288
|
Posted - 2015.02.18 01:28:00 -
[35] - Quote
Thaddeus Reynolds wrote: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 think the issue has to do with total fitted regen capability of the Shield HAVs (What with boosters being both...Temperamental (Possibly Flat out Broken) and extremely expensive to fit). To where, with modules as-is it takes the Shield HAVs longer to regen than it would for them to withdraw from to the redline, recall, and then call in another vehicle...(dependent on fits ofc...but holds true for most MBT-style fits) I agree that base regen needs to be lower than what it was, but the shield HAVs need fitting options to support that change Call in, then recall right after you press on your vehicle, so you call it in and recall at the same time...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
288
|
Posted - 2015.02.18 01:30:00 -
[36] - 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. But thej blueberries will steal my vehicles and I can't move...and I don't really trust most blues to do anything.
Small blaster still needs a range and accuracy buff, and more damage to vehicles.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
291
|
Posted - 2015.02.18 23:44:00 -
[37] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down. you're hilarious. Says the guy that doesn't use vehicles because he doesn't play the game. Av doesn't need to be toned down.
Minmando with damage mods needs to be fixed.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
293
|
Posted - 2015.02.20 15:48:00 -
[38] - Quote
Spkr4theDead wrote:Doc DDD wrote:Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? Maybe when turrets are finished. Right now we just have the base tank hulls. There's still the DHAVs and UHAVs, and probably later down the line the logi ships and LAVs. I want the small fragmented to put on my Python to make all the reds rage. Inb4 it's op even though python is an easy kill.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
293
|
Posted - 2015.02.20 16:42:00 -
[39] - Quote
Balistyc Farshot wrote:I have been holding in four replies:
First - Anti Tank specific AV could be really easy, just make the planted REs more plentiful (we are making mine fields) and make them super effective against tanks specifically. Then things like PLC and SWARMs don't need a super buff. The forge gun needs a buff period, sorry but that was a bad couple of nerfs it got. Focus on AV to counter tanks in particualr, perhaps add a second super weak spot on the under side. Then increase ammo count on Vehicle REs, make it so tankers don't get a warning when close to REs, and remove the bandwidth on them. AV can deny tanks areas by planting mine fields, but infantry can scan for them and blow them up for the tanks while making themselves vulnerable. It forces teamwork and both sides are happy. Don't buff dmg because LAVs already get blown to pieces by vehicle REs and we don't want them getting the infantry with the vehicles.
Second - Does CCP foresee tanks being able to aim their turrets upward more? If so, then ADS will be swatted out of the air with the new faster tank builds and weapon buffs. If not, could we get one of the small turrets to be capable of aiming upwards. Force a trade off for arming this turret, but I hate when swarmers are too high for me to shoot at and I have to step out of my tank to fire on them because there isn't an incline for me to aim up. Same for ADS fighting tanks, upward incline needs supports red line rail sniping.
Third - I don't agree with the blaster buff. That seems a little overkill to make it the anti infantry and anti vehicle weapon of choice. I know missiles really are the king of tank weaponry but blasters should be forced to be either anti infantry or anti vehicle. I hate seeing a neutron blaster take down a rail tank even if the pilot is more skilled. One tank is focused on not killing infantry and he still loses because the blaster is able to fight other tanks. You talk about trade offs, if you buff the blaster it will be the only weapon on tanks going forward IMO. Could we get some numbers on deaths caused by different tank main guns?
Four - Installations need to be buffed so that tanks fear them. Sorry tankers, but the installations can't move, are usually poorly placed and can't be replaced by calling in a new one. These installations need to be useful again if you are buffing tanks like this it will be a race to blow these up for the free WP. I can't tell you how many times I have seen a tanker rage at blue berries hacked turrets. I will leave that one for another thread, but something to consider with new tank hulls.
Otherwise these sound awesome for making some tanks nothing but damage sponges and some lighting assault tanks! Using a rail, if you are hood enough a blaster won't be able to get near you, nitro helps.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
294
|
Posted - 2015.02.20 17:31:00 -
[40] - Quote
Balistyc Farshot wrote:duster 35000 wrote: Using a rail, if you are good enough a blaster won't be able to get near you, nitro helps.
Thanks for the advice, but then I become the redline rail sniper (I have done that before like everyone else). I don't want to be that guy. Railguns are only effective against heavies, snipers, installations, and vehicles (Correct me if I am wrong, I am not a master tanker.). If they make blasters effective against tanks, infantry, installations, and everything else, then why wouldn't everyone use them? Missiles still will do more dmg currently and have smaller clips, but I foresee a HMG similar nerf going to blasters where they will increase reload times and reduce range to balance the use. Everyone what do you think? That way tank weapons reflect their preferred range and adversary. Also this could add a racial slant. Blasters for infantry and shield tanks, (HMG equivalent) Railguns for tank to vehicle and armor, (Forge Gun equivalent) missiles for mid range and hybrid dmg. (AR equivalent) No, just use nitro and range, no matter what he won't be able to do full damage to You.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
294
|
Posted - 2015.02.20 19:04:00 -
[41] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: You want a PG module to give you x% more PG for a tradeoff of something like -% CPU?
Well that is an option I suppose but that's not what I was saying. Like....just as an example, Rattati is adding in Shield Regulators for vehicles. For a MBT (again just as an example), if he uses Infantry reg values, 2 regulators on a Caldari MBT would drop its recharge delay to ~1.8s which is actually pretty good. So for a Caldari MBT user, having those regs in the lows is a valuable thing, OR they can choose go with the longer recharge delay (due to not using the regs) in order to get more CPU/PG by using the Enhancers. I guess my point is that personally I don't mind shield vehicles making us of resource modules, but I would like there to be an equally attractive alternative they could use instead of PG/CPU mods, so there is actually a sort of tradeoff. Because right now, there's really not much going on for shield vehicles in the lows, so resource mods are often the clear and obvious choice. But you are right in that any sort of 'cost' for fitting them, if Rattati goes that direction, it needs to be percentage based. You can get away with absolute values for things like Heavy vs Light HP modules, but for generic modules like resource extenders, it needs to scale to the vehicle, so % based is the way to go. Shield vehicles would need a slight resource buff when they add low slow stuff, otherwise you won't be able to fit any proto shield mods In the highs.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
294
|
Posted - 2015.02.20 19:14:00 -
[42] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote:
Well the option that is posted is the worst kind of option since a module like that does not exist and i hope it doesn't
What you mean is basically 'more options for low slots' so you dont have to fill it with resource modules unless you want to
Many moons ago we did have more modules for low slots and they got taken away, i wouldn't be suprised if they were buried in the code somewhere but until then if i can improve my tank by using resource modules then i will do it
Resource modules have always given PG/CPU by %, frankly i do not want to see them changed
Well last I checked, putting regulators in was on Rattati's plan, which is why I used it as an example. And yes i would like the return of many of those old low slot modules. I miss my Nano fit vehicles. But yes, I want valuable low slot modules so there are more options besides more resources. Yes, nano would make shield vehicles have a speed advantage over armor...I mean we can't reliably use nitro because it's a H-slot mod.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
295
|
Posted - 2015.02.20 21:54:00 -
[43] - Quote
Tebu Gan wrote:duster 35000 wrote:Pokey Dravon wrote:Takahiro Kashuken wrote:
Well the option that is posted is the worst kind of option since a module like that does not exist and i hope it doesn't
What you mean is basically 'more options for low slots' so you dont have to fill it with resource modules unless you want to
Many moons ago we did have more modules for low slots and they got taken away, i wouldn't be suprised if they were buried in the code somewhere but until then if i can improve my tank by using resource modules then i will do it
Resource modules have always given PG/CPU by %, frankly i do not want to see them changed
Well last I checked, putting regulators in was on Rattati's plan, which is why I used it as an example. And yes i would like the return of many of those old low slot modules. I miss my Nano fit vehicles. But yes, I want valuable low slot modules so there are more options besides more resources. Yes, nano would make shield vehicles have a speed advantage over armor...I mean we can't reliably use nitro because it's a H-slot mod. I think those OH guys I faced last night in PC would beg to differ on that nitro. Worked well on those hovering ADS as well:) A gunlogi with nitro is worse than a maddy with nitro.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
295
|
Posted - 2015.02.21 17:13:00 -
[44] - Quote
Thaddeus Reynolds wrote:Ok...Starting to do some comparisons for people to reference I use two General Defense types for Gunnlogi fits Type 1s are dual extender, single hardener Type 1 R/RType 1 R/BType 1 R/DThese are the three I run most often, mostly because they're what my usual squadmates like to use I also will occassionally run a type 2 fitting (Dual Hardener, 1 Extender or utility mod) Type 2 R/D-sOk...those are for a frame of reference of where I'm coming from, I prefer Tank to Gank on my HAVs...and currently stand a solid chance in any HAV v HAV engagement... Here are some of the fittings I've been cooking up for the Gladius: R/R-T - The Raw HP this beast can get is impressive to say the least, but requires extremely high skills to achieve...although the ADV extender can be dropped for a utility module instead (Damage AMP and the like) R/B-B Fair HP, with a booster and Nitro to help it in sticky situations, I wouldn't want to use it HAV v HAV without fire support, and the Booster hits your overall fitting potential by a ton. R/D-TsA Tanky Gladius, where I drop a little bit of the HP to gain a mCRU, should prove useful as a forward fire base (If it had more seats, blues know to hop out of the turrets, or people could spawn outside the vehicle) Those are some of the things I've been messing around with, the small turrets remain largely interchangeable, so picking the right smalls for the job (or your squadmates) should be pretty easy...just wish they could get ADV gun fitting on there at the least I'm looking at fittings for the Marduk right now, but my initial fittings say it's low a tad on CPU (Not nearly to the degree they used to be) and a bit short on PGU...and extra 35-40 CPU and a 40-50 PGU boost would help them immensely All those fits are boring, nothing but railgun turret. also 4 extenders is terrible, since they nerfed the shield regen.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
295
|
Posted - 2015.02.23 00:15:00 -
[45] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: Specific kinds of hardeners?
Low all round resistance hardeners vs powerful damage type specific ones?
For example players might choose to stack say 20% hardeners and one explosive damage resistance modules that provides 35% against explosive weapons?
I forget, in EVE do damage specific hardeners stack separately from omni-damage hardeners? That is something I'm not aware of. I know the passive players have issues with stacking.....but not active hardeners since I never use them. Why don't you use active?
Molestia approved
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duster 35000
Algintal Core Gallente Federation
295
|
Posted - 2015.02.23 01:00:00 -
[46] - Quote
True Adamance wrote:duster 35000 wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: Specific kinds of hardeners?
Low all round resistance hardeners vs powerful damage type specific ones?
For example players might choose to stack say 20% hardeners and one explosive damage resistance modules that provides 35% against explosive weapons?
I forget, in EVE do damage specific hardeners stack separately from omni-damage hardeners? That is something I'm not aware of. I know the passive players have issues with stacking.....but not active hardeners since I never use them. Why don't you use active? Not possible to fit on my ships. I use either a speed tanked Slicer or smaller ships like the Tormentor/Coercer. (the former being passive tanked for a really nice allotment of eHP for Scrambrawling, the latter actually being Shield Tanked to allow for increased DPS and range in fleet ops). If I played eve I would use caldari and a active hardener.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
295
|
Posted - 2015.02.24 03:36:00 -
[47] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Except one is loaded with specific charges that are consumed when used and have insanely long cool downs. Well sure but the rough equivalent in Dust would be similar to the Boosters we currently have. Y'know one day I dream of having to load tanks with Ancillary Charges, Ammunition, Flares or ECM Scripts, Cap Boosters..... etc So that tanks actually function like terrestrial EVE ship counterparts Legion
Molestia approved
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duster 35000
Algintal Core Gallente Federation
296
|
Posted - 2015.02.24 23:23:00 -
[48] - Quote
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. Top tier physics.
Gunlogi loses a high slot if they fit nitro...less hp, etc..
Molestia approved
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duster 35000
Algintal Core Gallente Federation
306
|
Posted - 2015.02.26 00:40:00 -
[49] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: Regardless speed is not generally my thing and likely won't be something I worry about until I can get my hands on an Amarrian HAV because it is coming.
I dunno man. Put a nitro on an Amarrian HAV and you might actually see what a flying brick looks like. That's the plan if they ever get put in the game. Oh how I fantasise over that beautiful tank. - Rolled Homogeneous Tungsten Carbide Armour - 180mm Graphene Layered Armour Plates - Reduced Antimatter Reactor Systems - Modified Tesserect Capacitor Resevoirs - Dual Focused Pulse Lasers - LADAR ECM Modules ((According to CCP Falcon Amarr use this stuff on ships.... I'd assume they used similar tech on their ridiculously supped up vehicles) *Dribbles a bit.... Carbide armor?
Molestia approved
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.27 23:21:00 -
[50] - Quote
Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.28 01:50:00 -
[51] - Quote
duster 35000 wrote:Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
Again, destroying a tank in 4 volleys is overkill.
You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus.
Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers. 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. How is the maddy going to require more than 1 forge clip? 4k armor, or 4.5k, is still the same.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.28 01:51:00 -
[52] - Quote
Godin Thekiller wrote:Spkr4theDead wrote:Tebu Gan wrote:Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy. You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams. I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either. Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right. When have tanks ever been OP? Up to halfway through Codex, and then again for like a week in Chromo. And you could argue 1.7 How were they op again? I didn't bother with vehicles until 1.5
Molestia approved
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duster 35000
Algintal Core Gallente Federation
310
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Posted - 2015.02.28 09:08:00 -
[53] - Quote
Pokey Dravon wrote:duster 35000 wrote: How is the maddy going to require more than 1 forge clip? 4k armor, or 4.5k, is still the same.
Im not sure what fit you're using for your Madrugar but its obviously a bit different from mine. Complex Armor Hardener Complex Armor Repairer Enhanced 120mm Armor Plate Enhanced 120mm Armor Plate Basic Fuel Injector Enhanced Damage Mod Complex Scanner Proto Large Blaster 1200 Shield HP 5600 Armor HP 7000 Armor eHP (Hardened) That's quite a bit more than 4k-4.5k armor, are you only using one plate? Looks like 1 Complex Plate pushes you around 4.5k armor or so. Right, I forgot about that, that's near my fit on protofits.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
311
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Posted - 2015.03.01 00:02:00 -
[54] - Quote
Doc DDD wrote: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. Press ESC go to options key bindings Set up the teleport to a unassigned key.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
311
|
Posted - 2015.03.01 02:17:00 -
[55] - Quote
Doc DDD wrote:random forumgoer wrote:
I wasthinking 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. I hate NA servers. nothing but proto and proto swamrs, most with minmando.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
311
|
Posted - 2015.03.01 04:00:00 -
[56] - Quote
Sir Dukey wrote:Doc DDD wrote: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. same.. more slots= more isk = surviveability as now. And less shield regen. Although I will use 2 light boosters, gunlogis will die even quicker to blasters now.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
316
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Posted - 2015.03.02 09:30:00 -
[57] - Quote
Breakin Stuff wrote:Soul Cairn wrote:What was this originally about again? There was to much arguing and not enough discussion for me to remember. Go to protofits and test the stats for the madrugar, gunnlogi, marduk and I fforget the caldari one. They are the proposed stats for the gallente and caldari main battle tanks. Rattati wants critique. I personally think they're pretty damn good overall, certain design decisions notwithstanding. The pg/cpu mods that are proposed are also in there. The proposal is one hardener only (If this happens then armor hardeners need to be buffed to 30-35% in order to keep parity with shields if we get proper parity for turrets and AV). But if you find any giant holes in the proposed stats post them. mostly the discussion dicdiverged to why everyone disagrees on balance points and design philosophy after what, page 5? So I recommend getting your own impressions and giving input on your thoughts. Talk to pokey dravon if you're having trouble with figuringbout the fits. I personally think the pg/cpu mods need to not eat so many resources. The cost/benefit is not a great ratio. Yep.
Also, if any new low slot mods get added, gunlogi will need a resource buff...
Molestia approved
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