Wait, you actually want the Shield Hardeners to negate even more damage? Have you ever tried pulling AV duty?
I've had PRO forge, swarms and plasma. Yes, I have. It's also pathetically easy and cheap.You should try that. Grab a 100K+ Proto AV fit,
I was here during closed beta, when an IAFG alone was 117k ISK. PRO turrets are far more than 100k ISK. Stop complaining about the cost of AV, you know nothing of the cost of vehicles.and engage that Gunnlogi with 4K+ shield when he's got some boosters and a Hardener active.
Proper fit, too bad.Not a chance you'll break through him before he drives off into the distance.
Patience, timing and teamwork. You should try it sometime.Also, if Tank v. Tank is the goal, you'll never get balance unless Tanks stop tearing Infantry to shreds,
Rattati himself wants UHAVs and DHAVs. What's the point of a DHAV when infantry can do it cheaper, and run away/take cover more effectively? We can't tear infantry to shreds unless they stand still staring at us as if we were a rainbow colored unicorn. Blasters were nerfed because we could aim with them.but as long as a single HAV can tear up a full squad, that squad should also be able to tear that HAV to bits in return.
Their own fault if not a single one doesn't even have AV grenades. Boy Scout rule, always be prepared.But, you giving your opinion as a Tanker is fair, offcourse. So here's the opinion of an AV guy:
I can't wait.1) Shield Hardeners are ridiculous. Negating 40% damage is too much,
You haven't used tankscausing Plasma Cannons (being Anti-shield) to need 5-6 shots to break through a semi-decent fitted Gunnlogi's shield
It's a tank, it's supposed to handle and have the HP of a tank. Too bad you have to reload, being able to 2-shot anything is OP.and don't even think about bringing a Swarm launcher, because they'll do literally nothing.
They still do a ton of damage on a Minmando.Bring this in line with the Armor Hardener at 25%, there's no valid reason to have one at 25% and the other at 40%.
Armor hardener attenuates more damage than the shield hardener. Haven't you read any of the tank patch notes?2) Why do Tanks get regulators? Because Infantry have them? Well, I'll have some Infantry Shield Boosters and some Hardeners as well.
Thanks in advance.
Good luck using active modules. Looks to me like you have no clue how difficult it is to manage active modules. Don't complain when you get torn to shreds by a fresh academy grad.But in all seriousness. Some tanks can take a lot of damage, only to drive off, and repair their shields and armor in a couple of seconds.
Yet it's fair for scouts to cloak and heal quite fast, right?This is unbalanced.
See above about scouts.You've got Special repair tools for Vehicles. Make them useful. Either put a cap on Armor reps, or remove them completely.
Do you have any idea what you're talking about?This will force super-tough Tank builds to hang back longer before being able to re-engage, as well as provide more incentive for pilots to choose a fit with a repair tool to keep themselves alive.
Then reduce infantry rep rates. Fair, right?3) Give us a way to counter Active Modules. An EMP grenade that instantly removes any activated module effects, as well as force a cool down on the others; as if they had been activated.
Tanks have far more power - give us an EMP ability too that counters both vehicle and infantry HP regeneration. Fair, right?This will open up the way for infantry based AV to develop more tactics,
No, it's shoot, shoot again, complain that 2 shots don't kill it, shoot again, shoot again, start crying then rage quit.and give us a counter to HAV's that stock up on Shield Boosters/ Hardeners.
Maybe we should go pure buffer with extenders just to make you happy.Offcourse, this will have no effect on Passive module builds, but that's ok, because the AV squad will be forced to choose between AV or EMP grenades.
Decisions, decisions.4) Variety!
Infantry has it, vehicles don't.We're forced to choose between a Plasma Cannon with no variety at all, a Swarm Launcher with one useless variant and a Forge Gun.
1. Huge anti-shield capability; 2. idiot-proof auto-aim auto-tracking nuclear missile bomb; 3. wait for the perfect opportunity with a PRO breach forge and 1-shot it from behind.(No comment on FG's, because I don't play them,
Not surprised.but I know from a buddy who used to play them that due to the range cap and inherent slowness of Heavies they're the bottom choice for AV atm.)
Same range as a railgun. Point invalid.Besides that we get Proximity mines, which are kind of ok, but don't have a decent enough increase from STD->ADV-->Proto.
So use more than 3.(Deploy one more per tier.) What might help is reducing their scan profile, so it's harder for HAV's to detect them.
There's no way to passive detect them.And AV Grenades, which are good,
Handheld nuclear baseballs.but due to the speed at which HAV's accelerate and their top speed the 3rd grenade we got is useless,
Stop throwing them at a tank speeding away.