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Spkr4theDead
Red Star.
3060
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Posted - 2015.03.13 15:28:00 -
[1] - Quote
Armor is great, shield is weak. Either reduce the fitting cost of shield hardeners, or increase the resistance to 55%. Enough damage halts the recharge, which can cause it to die very quickly; armor doesn't have that problem. We can't fit enough boosters to negate incoming damage - we'd need about 7 or 8 high slots to negate enough damage, with 4 going to boosters and the rest to extenders/hardeners.
Large blaster is still kinda meh - you could've kept the previous ammo, damage and fire rate rather than touching it at all, making it slower with more damage. That's like the compressed blaster of old, minus its excellent damage, no dispersion, but surprisingly lower heat cost. Small blaster is bugged all to hell - dispersion circle is as wide as a country mile, and the circle doesn't change at all while firing. This needs to be fixed ASAP for it to be the AI turret you intend it to be.
Large Railgun is absolute garbage, overheating in 3 shots while holding down the trigger. Change it back to 4 rounds, preferably 5, and decrease the damage slightly to compensate. Also decrease the spool time by .1 or whatever, I don't remember what the values are. The rail glitch is still around for both large and small turrets, which again doesn't make it a viable AV turret as you can and will easily die when you can't defend yourself. This has been around for years; talked about once, never acted upon to fix it.
Large Missile is also garbage now - it fires far too slow to be a viable AV turret. Increase its rate of fire by .2 or whatever, I don't remember what the values are. I also wish you threw in the small fragmented missile; I was expecting it to be included in the first vehicle patch.
@ Rattati - you yourself have said you want tanks to combat tanks, so I don't know why AV is still so incredibly powerful. I also don't know who decided increasing the damage for the AHMG against vehicles to be 100%. Packed Lai Dai still do far too much damage, being able to alpha an unaware shield tank in 3 to 4. That's not balance, that's heavily skewed in AV's favor.
Pros - armor tanks are strong once again, being able to fit reps, a hardener and plate again.
Cons - shield is too weak - pilots have said many times to buff armor to the level shield is at, not buff armor while simultaneously nerfing shield. Still can't fit complex mods on a PRO hull with the usual fitting skills to 5; can't fit a viable tank without resource mods, which means no ammo expansion mods. Shield regulator is a high slot mod - hopefully that's a bug and will be fixed; it's a low slot mod for infantry, no reason that should change for vehicles.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
515
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Posted - 2015.03.13 15:37:00 -
[2] - Quote
I see no problem when using my missile / railgun gunnlogi fits. avoiding blasters or letting them get into cqc is the way to go.
allowing the railgun to fire than more than 3 rounds would put it back to where it was of overperforming. best way to destroy enemy tanks is too fire 2 rounds and allow 2-3 secs cooldown.
missiles are fine and actually allow you to respond to being attacked by them.
Elite Gallenten Soldier
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1847
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Posted - 2015.03.13 17:27:00 -
[3] - Quote
I actually agree with everything except missiles , they were the biggest instagank turret of them all , gave zero response time as far as maddies and would eat on in one clip ... well a clip and a half but that one clip would leave enough to hop out and finish it with a AV grenade . That thing needed to be toned down .
It's funny but not really ( not talking about you OP ) that most of the problems of this game are rarely spoken of , except by a few and seem to be totally ignored while people make up issues everyday that seem to get more attention then the real problems , which causes unnecessary changes and lead to the imbalance issues of this game where you see them going over the same instances over and over while known issues still remain and are unattended .
For me it just seems like there is no difference in HAV's and they have zero individuality , it's like militia with a little more CPU / PG and nothing else to help them stand out ... change the colors within the tiers , make the solo HAV's viable and not just cannon fodder because a fully manned HAV with multiple turrets will devastate everything all day so it seems , it's just been one day so ... but like the OP mentioned , they need to look at all the larger turrets and check / check and double check the smaller ones so that we can finally put all these things in the past .
Check the CPU / PG so that they can not be manipulated and turned into issues like triple reps and hardeners and such .
They just need some individuality to help them stand out and not look so much like copy and paste experiments .
Doubts are like flies and should be treated as such and crushed .
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5390
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Posted - 2015.03.13 19:35:00 -
[4] - Quote
Spkr4theDead wrote: Large blaster is still kinda meh - you could've kept the previous ammo, damage and fire rate rather than touching it at all, making it slower with more damage. That's like the compressed blaster of old, minus its excellent damage, no dispersion, but surprisingly lower heat cost. Small blaster is bugged all to hell - dispersion circle is as wide as a country mile, and the circle doesn't change at all while firing. This needs to be fixed ASAP for it to be the AI turret you intend it to be.
I think it's actually a pretty decent improvement overall. The heat building feels managable, you just have to keep an eye on it but it's also restrictive enough that I can see where a heat sink would be useful. The lower magazine doesn't feel too restrictive but it really makes me glad to have that reload speed trained, which before wasn't very useful.
Have not played with the small blasters yet.
Spkr4theDead wrote: Large Railgun is absolute garbage, overheating in 3 shots while holding down the trigger. Change it back to 4 rounds, preferably 5, and decrease the damage slightly to compensate. Also decrease the spool time by .1 or whatever, I don't remember what the values are. The rail glitch is still around for both large and small turrets, which again doesn't make it a viable AV turret as you can and will easily die when you can't defend yourself. This has been around for years; talked about once, never acted upon to fix it.
I actually felt the 4 shots to overheat was pretty good before, I'm not sure why they felt the need to reduce it to 3, perhaps to make the heat sink more neccesary? Even so 3 shots feels too few. If the intention is to lower total damage until overheat, I think moving to 4 shots with slightly lower damage is probably the way to go.
Spkr4theDead wrote: Large Missile is also garbage now - it fires far too slow to be a viable AV turret. Increase its rate of fire by .2 or whatever, I don't remember what the values are. I also wish you threw in the small fragmented missile; I was expecting it to be included in the first vehicle patch.
I only had a chance to try 1 match with the Large Missiles so I need to play with them more before I can really comment. I've said this before but I think we need to get away from the "Need to kill the target in one salvo or I die during the reload" Dropping the burst DPS by reducing the damage per magazine but drastically increasing the reload speed. Will test further to really decide on exactly what should happen.
Spkr4theDead wrote: @ Rattati - you yourself have said you want tanks to combat tanks, so I don't know why AV is still so incredibly powerful. I also don't know who decided increasing the damage for the AHMG against vehicles to be 100%. Packed Lai Dai still do far too much damage, being able to alpha an unaware shield tank in 3 to 4. That's not balance, that's heavily skewed in AV's favor.
I've been having mixed experiences, in one round I was getting wrecked by AV, and in the next I was taking constant AV damage and laughed my way to a 25/0 win. AV grenades hit hard but it's also not difficult to stay far enough away from infantry that it's not overly problematic, even with a Blaster. I mean sure if you get caught with your pants down you're going to get wrecked, but that goes for any role.
Spkr4theDead wrote: Pros - armor tanks are strong once again, being able to fit reps, a hardener and plate again.
Cons - shield is too weak - pilots have said many times to buff armor to the level shield is at, not buff armor while simultaneously nerfing shield. Still can't fit complex mods on a PRO hull with the usual fitting skills to 5; can't fit a viable tank without resource mods, which means no ammo expansion mods. Shield regulator is a high slot mod - hopefully that's a bug and will be fixed; it's a low slot mod for infantry, no reason that should change for vehicles.
Armor might be arguably too strong with the 40% hardener reduction, I'll need to test it more but the majority of my battles I was pretty much shrugging off most AV with even an Enhanced Hardener and a Complex Rep. Not to mention it has vsuperior cooldown/duration to shield hardeners. I would either drop the Armor Hardener to 30% and keep the existing duration/cooldown, or bright the Shield Hardener up to match the Armor Hardener's Duration/Cooldown.
I think properly working Shield Regulators will be a huge asset to Shield HAVs due to the ability to drop the recharge delay to be faster than the refire rate on most AV weapons. I'd like to see where Shield is performing after those are fixed and then go from there, because yeah I agree that shield feels inferior to armor atm.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Reinhard Manderfelt
Technically Legal
9
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Posted - 2015.03.13 19:46:00 -
[5] - Quote
Wait, you actually want the Shield Hardeners to negate even more damage? Have you ever tried pulling AV duty? You should try that. Grab a 100K+ Proto AV fit, and engage that Gunnlogi with 4K+ shield when he's got some boosters and a Hardener active. Not a chance you'll break through him before he drives off into the distance.
Also, if Tank v. Tank is the goal, you'll never get balance unless Tanks stop tearing Infantry to shreds, 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.
But, you giving your opinion as a Tanker is fair, offcourse. So here's the opinion of an AV guy:
1) Shield Hardeners are ridiculous. Negating 40% damage is too much, causing Plasma Cannons (being Anti-shield) to need 5-6 shots to break through a semi-decent fitted Gunnlogi's shield, and don't even think about bringing a Swarm launcher, because they'll do literally nothing. 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%.
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. 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. This is unbalanced. You've got Special repair tools for Vehicles. Make them useful. Either put a cap on Armor reps, or remove them completely. 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.
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. This will open up the way for infantry based AV to develop more tactics, and give us a counter to HAV's that stock up on Shield Boosters/ Hardeners. 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.
4) Variety! 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. (No comment on FG's, because I don't play them, 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.) Besides that we get Proximity mines, which are kind of ok, but don't have a decent enough increase from STD->ADV-->Proto. (Deploy one more per tier.) What might help is reducing their scan profile, so it's harder for HAV's to detect them. And AV Grenades, which are good, but due to the speed at which HAV's accelerate and their top speed the 3rd grenade we got is useless, because he'll be gone roughly around the time you toss the 2nd grenade at his HAV.
My main request: Give us a Breach Plasma Cannon, with less Splash Damage, more base damage and have it do decent damage vs. Armor as well. PLC doesn't do enough damage v. Armor to make them an ideal AV weapon. The only reason they worked well before Echo is due to the prevalence of Shield Tanks. Now the Armour tank is back, and AV is seriously lacking once more. Swarm Launchers are not effective enough because the tiniest piece of cover between you and the tank will block most, if not all of the missiles. They're great for Dropships, but not ground vehicles.
so, tl;dr: AV needs more variety, and a decent way to compete with Active modules.
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Spkr4theDead
Red Star.
3062
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Posted - 2015.03.13 20:19:00 -
[6] - Quote
Reinhard Manderfelt wrote: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.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3062
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Posted - 2015.03.13 20:24:00 -
[7] - Quote
Reinhard Manderfelt wrote:
My main request: Give us a Breach Plasma Cannon, with less Splash Damage, more base damage and have it do decent damage vs. Armor as well.
AV does 100% damage for shield and armor now; there's still proficiencies towards shield and armor I'm sure. There's still also the breach forge gun. You should try aiming some time, it's rewarding.
PLC doesn't do enough damage v. Armor to make them an ideal AV weapon.
That's because it's an anti-shield weapon.
The only reason they worked well before Echo is due to the prevalence of Shield Tanks.
Because shield tanks were far superior to armor tanks.
Now the Armour tank is back, and AV is seriously lacking once more.
Lacking? What are you talking about? You and a friend will have a great chance in ambushing a tank with Packed Lai Dai grenades. If you fail at that, I don't know what to tell you.
Swarm Launchers are not effective enough because the tiniest piece of cover between you and the tank will block most, if not all of the missiles.
Entirely incorrect. I've watched them go through the smallest spaces to hit my vehicle, even if it's just one missile. They generally avoid everything and pound the living hell out of whatever they hit.
They're great for Dropships, but not ground vehicles.
They are great against ground vehicles, you just fire at the very first opportunity and don't want to put any effort in.
so, tl;dr: AV needs more variety, and a decent way to compete with Active modules.
Vehicles need more variety, and infantry needs to try out active dropsuit modules some time.
2nd reply
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Reinhard Manderfelt
Technically Legal
9
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Posted - 2015.03.15 01:55:00 -
[8] - Quote
You call my statement about the Swarms "entirely incorrect". Let me assure you, sir, that for every volley that dodges an object, 3 others smash into things in idiotic ways. The only reason you don't notice this is because....They don't hit your tank. Also the damage of a single Swarm missile is laughable, so again, your point is moot, because even if there's more than one that bends the curve, the rest won't hit you, and you can casually cruise back to the redline and rep in peace.
The problem I have with this discussion is that I'm simply trying to push for some more variety in AV, to get rid of the auto-aim weaponry (Swarms, AV grenades) and give AV some options where they need to aim, or use tactics/ teamwork. Because as you say, it's very rewarding when you get the kill with a fancy shot you pulled off, rather than with the Locked on Swarms or homing AV nade.
It's sad that Tankers seem so scared of giving AV anything, even if it would make the vehicle/ Infantry interaction a bit more layered and interesting.
Also, dude, I know this is the internet and all, but there really is no need to insult people you've never seen or played against.
example: [quote]you just fire at the very first opportunity and don't want to put any effort in. /quote] Your exact words. Yet, sadly for you, they are also completely incorrect, because I've completely stepped off the Swarm Launchers for HAV killing, in favor of the Plasma Cannon.
Just remember that a stupid and incorrect insult added to a decent argument tends to destroy the credibility of that argument. I believe in showing basic respect for people even, no especially, when you believe they're incorrect.
In online gaming: Skill=OP!
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Spkr4theDead
Red Star.
3069
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Posted - 2015.03.15 05:12:00 -
[9] - Quote
Reinhard Manderfelt wrote:You call my statement about the Swarms "entirely incorrect".
I've been on the receiving end of swarms for over a year and a half.
Let me assure you, sir, that for every volley that dodges an object, 3 others smash into things in idiotic ways.
I watch them avoid obstacles and terrain, including going through small gaps to hit me. Inb4 "anecdotal BS."
The only reason you don't notice this is because....They don't hit your tank.
See above about aforementioned 17 months of experience in tanks.
Also the damage of a single Swarm missile is laughable, so again, your point is moot, because even if there's more than one that bends the curve, the rest won't hit you, and you can casually cruise back to the redline and rep in peace.
Doesn't matter, that missile can still take me out if I have literally nothing left. "Rest won't hit you," as if you've watched them coming toward you. Dunno what you're talking about with "casually cruise back to the redline and rep in peace." AV pounded the hell out of me the last couple of days. A tank has a far tougher time taking me out than AV does. Why? Because it's still "vehicles and AV need to be balanced on the chance that only one person on either team will have a small amount of SP in AV weapons, so they need to be powerful enough to take on someone with a year of experience."
The problem I have with this discussion is that I'm simply trying to push for some more variety in AV, to get rid of the auto-aim weaponry (Swarms, AV grenades) and give AV some options where they need to aim, or use tactics/ teamwork.
Plasma and forge require aim. You passively add damage; we have to activate a module to add damage. We don't have idiot-proof auto-lock and auto-track turrets.
Because as you say, it's very rewarding when you get the kill with a fancy shot you pulled off, rather than with the Locked on Swarms or homing AV nade.
Of course it's rewarding: it's pilot experience vs pilot experience, not some drooler yelling out "YOLO" while he runs toward me throwing AV grenades.
It's sad that Tankers seem so scared of giving AV anything, even if it would make the vehicle/ Infantry interaction a bit more layered and interesting.
It's not layered or interesting. AV has been taking from us for the last 3 years, and we've been given nothing in return. We lost the Chakkram, Kubera, Sagaris, Surya, Falchion, Vayu, Eryx, Prometheus, Limbus, Charybdis, and I don't remember the names of the scout LAVs, because they were useless. We lost all those vehicles in the name of "rework" and "tweaking" and "work on them until we figure out a use for them." We lost all of that, and infantry gained the plasma cannon. I'm actually surprised CCP let us keep the ADS, considering they originally said they were going to take away those too.
Chromosome was wonderful - tanks countered tanks. There were pilots that were feared back in those days, though I will say that plenty of it was waiting in the redline for someone to pop up, then destroying them in 2-3 shots with a glass Soma. Nowadays, something like that doesn't work, and doesn't show that you're actually 'good' in a tank. Infantry didn't like tanks countering tanks, so they started a huge nerf train, to the point where this is the 4th vehicle rework that I remember, starting from when Chrome ended to Uprising started. Of course we don't want to give AV anything, we've had a ton of hulls taken away, turret variants taken away, and the core skills that used to be on par with infantry taken away. We don't have any concessions left to give.
Also, dude, I know this is the internet and all, but there really is no need to insult people you've never seen or played against.
I'm not insulting, I'm pointing out where people are wrong. As for not playing against them, well, I never see them. Never seen Pokey or Breakin, I see Doc, Mary, Morte, and Atiim once a month. Pokey and Breakin were the loudest voices on here for this, and they don't use vehicles.
Again, I haven't played against them because they don't play. I'm on every day. Life gets in the way which is understandable. That hasn't happened to me for a few years thankfully, so I don't have to worry about a dreaded early morning call.
Again, they don't play, so I can't play against them.
example: *you just fire at the very first opportunity and don't want to put any effort in.*
Your exact words. Yet, sadly for you, they are also completely incorrect, because I've completely stepped off the Swarm Launchers for HAV killing, in favor of the Plasma Cannon.
If you've 'stepped off the swarm launchers', that means you were using them previously and are a part of the problem.
Swarms don't require any effort, and people do fire at the very first opportunity. Again, I've been using tanks for over a year and a half, I have a lot of experience with this.
Just remember that a stupid and incorrect insult added to a decent argument tends to destroy the credibility of that argument. I believe in showing basic respect for people even, no especially, when you believe they're incorrect.
Again, they're not insults, it's pointing out where people are wrong.
You could also try breaking down my points.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Derpty Derp
Dead Man's Game
915
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Posted - 2015.03.15 05:28:00 -
[10] - Quote
I'm finding all the large turrets to be quite balanced myself...
The rail with 2 shots is useable in most circumstances... But add a heat sync and the thing becomes it's old OP self.
Missiles are nice to use now, no more wait for the moment and 'bombard the target with everything.' Most people who did that ended up missing half their load anyway, leaving them easy prey. Could use a better reload time though, take away that 4 second wait, armour is healed by the time you can start firing again.
Blasters are (in my opinion) the best 'all round' turret. It farms infantry without the dispersion mod and rips vehicles to pieces.
Small blasters are however useless. I want the pre-Echo small blaster back... The swarmer bane will be missed... I wont even try it on an LAV. |
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pegasis prime
BIG BAD W0LVES
2033
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Posted - 2015.03.15 08:26:00 -
[11] - Quote
Iv actually been having quite allot of fun with the new shield based Hav's, there seems to be 2 successfull schools of thought when it comes to fitting, it's either low shielding with high resists, high dammage and quick regen I.e. 2 hardners a booster dammage mod and an extender.
The other school I've been following is high shields with high resists and speed. I.e. 2 extenders 2 hardners and a nitro .
Granted most of my fits require PG and CPU mods as well as having max skills for everything tank related including small and large turrets .
I have experimented with the new regulators and found them most us full for fits where i have 2 extenders 1 hardner and a nitro but they are only most effective on maps with plenty of cover.
But on the whole i have found the new tanks and mods a bit more fun. Iv also found that if you mange to keep each turret to its role they perform as expected I.e.
If running missiles then a nitro Iis more favorable than a dammage mod unless you have the drop . As iv still been able to engage many blasters at about 200 to 250 m and keep them at a distance where their blasters do nothing but tickle my shields.
When running rails iv found the complex heat sync to be far more usefull than the dammage mods especiallywhen facing down other tanks. If you time your shots right you can unload your whole clip with a heat sync active.
The blasters do feel like the old compressed and when coupled with a precision mod and dammage mod they do **** infantry right up . Tank v tank yet again iv found the hearsync much more effective but you still need a dammage mod to cut through 2 hardners . I do find these to feel more tank like
Over all i have found the new tank and turret mechanics much more immersion and fun. I have also found tank v tank combat to be a bit longer. The better the pilots I'm facing the longer the fight . But we'll se how things roll out over the coming weeks .
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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