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Spkr4theDead
Red Star.
3137
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Posted - 2015.03.26 12:13:00 -
[1] - Quote
Takahiro Kashuken wrote:2 AV shots and the hardener turns off.
Pointless
Are you trying to kill vehicles off completely?
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Of course they are, you know this.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3137
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Posted - 2015.03.26 12:16:00 -
[2] - Quote
JARREL THOMAS wrote:Pokey Dravon wrote:Isn't a module that soaks up damage and then stops working once its soaked up a certain amount of HP.....just be a Shield Extender or Armor Plate? You're more or less describing a hardener as an HP module that has finite amount of damage it absorbs before damage starts to hurt the rest of the vehicle. Yep fare enough they should just restrict it to 1 armor hardener 1 shield hardener per fit. Then infantry gets no more than two of anything.
No more than two plates (reactive and ferroscale count). No more than two reps (reactive plates count towards this). No more than two damage mods, kincats, regulators, extenders, rechargers and energizers count as one, no more than two eWar mods each, etc.
Two can play at this game, if you want to go down that road.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3137
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Posted - 2015.03.26 12:17:00 -
[3] - Quote
Of course another absolutely terrible vehicle-breaking idea bandied about on here that wasn't thought out at all, and was probably at best a fuzzy dream just before waking up.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3137
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Posted - 2015.03.26 12:22:00 -
[4] - Quote
Derpty Derp wrote:Godin Thekiller wrote:And that solves what exactly? Yea, nothing. It turns hardeners into a powerup, not a actual tool to work off of. Bro, just make a "I want op tanks" thread already, we get it. None of us have ever said that.Ads shouldn't damage tanks... Or thatAV shouldn't damage tanks... Or thatOther tanks shouldn't damage tanks... This is what we prefer, by a huge margin.Large blasters can't hit anything (Duna goes 30+ kills a match, and he's not even a good tanker, lol.) He isn't a good tanker, and his squads entire purpose is to look out for him to keep his tank alive. Not to push the objective, or take an objective, it's to look out for his sorry arse. If there's 5 people making sure you don't get destroyed, as well as calling out infantry, of course he'll get a ton of kill each and every single match.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3137
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Posted - 2015.03.26 12:23:00 -
[5] - Quote
Pokey Dravon wrote:Derpty Derp wrote:Pokey Dravon wrote:Isn't a module that soaks up damage and then stops working once its soaked up a certain amount of HP.....just be a Shield Extender or Armor Plate? You're more or less describing a hardener as an HP module that has finite amount of damage it absorbs before damage starts to hurt the rest of the vehicle. More hp for a period of time, vs less hp all the time. Currently a hardener = about as much health as an extender, but only for a brief period of time, however with reps you're healing a lot more damage per second than if you have an extender. So this will allow people to still do that, but it wont last as long, making extenders worth the consideration. Pretty much. You can remain pretty much perma hardened with 2 complex hardeners, and I think that's fine. However with passive reps, as long as the effective rep rate is high enough, you don't need buffer because the rep rate makes up for a lack of buffer through sheer damage mitigation. If reps however are on a timer, you're going to need more buffer because you will have downtime where you're repping very little (natural armor reps only) so having that plate will be neccesary. You could theoretically fit 2 active reps but they don't last long enough to rep constantly, so you would still be left with downtime and even less buffer. Active reps force a tradeoff and mixture of raw HP, damage resistance, and repping capabilities. Passive reps and resistances pretty much kick ass currently because together their damage mitigation is extremely high with no downtime. If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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