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Kallas Hallytyr
Skullbreakers
1454
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Posted - 2015.04.12 16:51:00 -
[1] - Quote
Shamarskii Simon wrote:Doc DDD wrote:Gunlogis are garbage now compared to madrugars.
Anyone that says otherwise is sitting in the redline (where madrugars would still do the job better).
Gunlogis need a buff. Give shields 1.7 hardeners and it's fair :/ Cause that's what it looks like we should do... Knowing aHardeners are back to 1.7 level :/ If aHardeners are going to be the same resistance, then they need to be differentiated through uptime/cooldown. Currently, sHardeners are worse in uptime (PRO: 24/30 vs 36/45) 30 vs 45), cooldown (PRO: 60/45 vs 50/37.5) and fittings are somewhat wonky (PRO: 341CPU/253PG vs 133CPU/397PG - not entirely sure these are out of line, they just 'feel' a little odd.)
Basically, Shields needs to have some aspect that's better, while the third element is neutral: so Shields have better downtime, Armour has better uptime and both are equal on resistance, for example.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1456
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Posted - 2015.04.13 03:41:00 -
[2] - Quote
JARREL THOMAS wrote:But really, why don't you guys just wait for the hardeners to go down? I mean it's simple enough were not doing damage why continue shooting at it? Two issues: 1) Vehicles are fast, meaning they can engage/disengage quickly, making their window of vulnerability difficult to judge at times as well as follow up on 2) For aHardeners particularly, they have a 37.5s cooldown (PRO, max skills) which is pretty damn short for a 45 second period of near invincibility.
One of the big issues, and I agree with Alena, is that HAVs are incredibly fast - probably the biggest factor being acceleration. HAVs can go from zero to top speed in about a second, almost instantly with a fuel injector. Make HAVs somewhat slower to accelerate and you'd see them being a lot more cautious and potentially vulnerable.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1456
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Posted - 2015.04.13 13:25:00 -
[3] - Quote
501st Headstrong wrote:Hardeners should not go back to 1.7 levels, however I missed the first month of 1.7 due to internet issues. All I'm saying is the hardeners should be strong enough to be a primary defense vs AV in a proto tank. Isk assets should be worth their investment. So either slightly nerf armor hardeners, That's the thing, aHardeners are back to 1.7: 1.7 aHardeners were 40% with sHardeners beings 60%, with the same uptime/cooldown as we currently have.
What we currently have is 1.7 aHardeners and nerfed sHardeners, making Armour HAVs vastly superior, in no small part due to having way long uptime/shorter cooldown.
This is why I have suggested previously that aHardeners need to have either their uptime reduced (or the sHardener uptime increased) or their cooldown increased (or the sHardener reduced.) Essentially, aHardeners have their fingers in every single pie: they have equal resistance (and coupled with the passive reps, that's incredibly powerful), a far longer active duration and a substantially lower cooldown - sHardeners need some kind of advantage, especially since Shields have lower HP levels and can have their regeneration stopped.
Spkr4theDead wrote:Kallas Hallytyr wrote: 2) For aHardeners particularly, they have a 37.5s cooldown (PRO, max skills) which is pretty damn short for a 45 second period of near invincibility.
What is this invincibility you speak of?
Well, for one I said near invincibility, because the double rep/double hardened Madrugars are tearing things up right now. If you either: a, dont think this is a problem or; b, haven't encountered/experienced it, then you dont really have anything to add to the discussion, especially given your ridiculous hard line position of "Tanks must be nigh unkillable!"
Armour HAVs currently are insanely resilient and even three or more AV working together struggle to even threaten a half awake pilot. Now, when Hardeners are down, they are made of paper...if you have high alpha weaponry like a railgun, but against applied DPS they are still very tough - and that's not using two of their modules!
Ostensibly, Shields are in a reasonably fair place - they can resist AV fire for a good amount of time and can recover their HO rapidly when needed, but even for that they can be focused down by enough firepower, or by one smart player doing the right things (like proxy traps.) Armour HAVs need overwhelming and entirely unreasonable amounts of force applied: even from other HAVs - even other Armour HAVs, where it's like watching Superman vs Superman.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1457
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Posted - 2015.04.13 14:18:00 -
[4] - Quote
DeathwindRising wrote:they forgot that armor reps were changed in 1.7 or whatever. armor reps needs to be changed from hp/s to hp/ 3 or 5 s
which would make them more vulnerable to burst damage This would be one of the better change to make to passive armour reps. Better yet, make it like this and make it active again!
Alt of Halla Murr. Sentinel.
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