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Kinyuhk Goluhh
Mikramurka Shock Troop Minmatar Republic
35
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Posted - 2015.04.23 20:38:00 -
[1] - Quote
Just my opinion, but this crap lasts WAY too long, reduces WAY too much damage and while it doesn't happen extremely often, when it does, it's a big f**king nuisance.
Everytime some jerkface drives a tank in battle they activate that module when they're about to die, become nearly inf**kingvincible, drive off, recover, come back, repeat. The only time it failed was when both the enemy team and a tank were spawn killing my team at the Objective on Domination then my team spammed RE's on the tank FINALLY destroying it after what felt like 15 minutes. We actually lost when we had the upper hand most of the match.
*I don't condone the abuse of RE's.*
4/1/2015 at 3:05pm history was made. CCP Rattati announced the new matchmaking system.
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Jebus McKing
1832
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Posted - 2015.04.23 21:03:00 -
[2] - Quote
Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate.
| GÇÇGÇÇGÇÇ.GÇÇGÇÇGÇÇ |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6024
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Posted - 2015.04.23 21:07:00 -
[3] - Quote
Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate.
You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
364
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Posted - 2015.04.23 21:08:00 -
[4] - Quote
Noooooo. Leave reps, screw hardeners.
30 aHardener, 40 sHardener or 35 aHardener, 40 sHardener. none of this 40/40... None of this.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3122
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Posted - 2015.04.23 21:27:00 -
[5] - Quote
Shamarskii Simon wrote:Noooooo. Leave reps, screw hardeners.
30 aHardener, 40 sHardener or 35 aHardener, 40 sHardener. none of this 40/40... None of this.
Active rep is iffy... 240 aHP/3s? If that doesn't work, go ahead
Active rep in general worked better, for balance, and for actual gameplay.
click me
Blup Blub Bloop. Translation: Die -_-
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Dead Cavino
Sebiestor Field Sappers Minmatar Republic
23
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Posted - 2015.04.24 04:29:00 -
[6] - Quote
Active reps would seriously gimp the incubus. i hope whatever nerf that may come will somehoehow avoid nerfing dropshipe |
Lupus Wolf
Minmatar Republic
249
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Posted - 2015.04.24 04:49:00 -
[7] - Quote
Dead Cavino wrote:Active reps would seriously gimp the incubus. i hope whatever nerf that may come will somehoehow avoid nerfing dropshipe They should only make the heavy reps active, and keep the light reps as is.
Or better yet, keep passive heavy reps but nerf them, and add active reps with the current value.
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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bastille123
13
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Posted - 2015.04.24 06:04:00 -
[8] - Quote
to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
now what i think it should be done to fix all this, inclunding the mess that is this hotfix (yeah for me hotfix echo was just an unnecesary nerf to almost all vehicles in the game)
- how do you fix the double hardener double rep madrugar?-
with 2 options:
option1: remaking the hardeners in general like this:
armor hardeners- [at mlt and basic lvl reduce the dmg resistence from 40 to 35%] [adv hardeners keep the same as it is now] [complex hardeners dmg resistance from 40 to 45%]
shield hardeners-(in my opinion shield hardener should be buffed) [mlt and basic from 40 to 55] [adv at 60%] [complex at 65%]
HOWEVER all vehicules are limited to only 1 hardener (i actually dont like the idea of limiting harderners but i think it better than removing the ONLY pasive vehicule module there is aside from the basic ones.)
option 2: keep everything the same BUT change the nitrous from the high slots to low slots.(in my opinion this is something that should have been done from the very start of 1.7, not only does this emphasize the whole point of waves of oportunities for armor tanks but also makes sense to the whole desing of hit and run attacks for shield tanks, all at the same time armor tanks SHOULD sacrifice something for specific builds just as shield tanks sacrifices a high slots for more firepower)
P.S: revert the changes made to LAVS it was baseless and unecesary nerf
hope the helped
no matter how good an online game may be. if the comunity is crap the game is crap
-ghost from closed beta-
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3030
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Posted - 2015.04.24 06:24:00 -
[9] - Quote
Armor hardeners are working fine. Tanks are just way too fast. They can easily escape destruction back to the redline. Slow tanks down, and watch how quickly tanks change tactics.
Totally agree with active reps. Bring back the 3 second cycles and triple the current rep amount.
Whirly gun make much thunder! - Victor
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3030
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Posted - 2015.04.24 06:25:00 -
[10] - Quote
Dead Cavino wrote:Active reps would seriously gimp the incubus. i hope whatever nerf that may come will somehoehow avoid nerfing dropshipe Incubi and Pythons need some passive reps as well. All vehicles do. Active reps wouldn't bother them as much if this were the case.
Whirly gun make much thunder! - Victor
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18480
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Posted - 2015.04.24 08:07:00 -
[11] - Quote
Shamarskii Simon wrote:Noooooo. Leave reps, screw hardeners.
30 aHardener, 40 sHardener or 35 aHardener, 40 sHardener. none of this 40/40... None of this.
Active rep is iffy... 240 aHP/3s? If that doesn't work, go ahead
414 ever 3 seconds amounts to the standard 138 rep sec we have current. I maintain the values themselves are not an issue only that they are passive, constant, and on a per second basis.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6028
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Posted - 2015.04.24 08:32:00 -
[12] - Quote
bastille123 wrote:to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
Hardeners were never considered a problem when we had Active Armor Reps.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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MarasdF Loron
Fatal Absolution Negative-Feedback
1087
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Posted - 2015.04.24 09:29:00 -
[13] - Quote
Pokey Dravon wrote:bastille123 wrote:to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
Hardeners were never considered a problem when we had Active Armor Reps. True, however active reps instead were considered a problem by AV because they repped once per second instead of once per 3 seconds. It was argued which way it was supposed to be because the wording was so confusing with the module, so I guess only the devs knew how it was supposed to be but they never shed any light on the matter.
Anyways, I agree that harderners are not the problem, it's the passive reps, but if active reps are to come back, as I hope they will, they need to increase the HP buffer for vehicles... and bring back the 180mm plates.
And shield boosters need serious fixing.
Also, bring back remote reps for both shield and armor.
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
371
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Posted - 2015.04.24 10:42:00 -
[14] - Quote
Dead Cavino wrote:Active reps would seriously gimp the incubus. i hope whatever nerf that may come will somehoehow avoid nerfing dropshipe
Exactly what i'm trying to avoid. That's why I was saying 240aHP/3s
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
371
|
Posted - 2015.04.24 10:43:00 -
[15] - Quote
Pokey Dravon wrote:bastille123 wrote:to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
Hardeners were never considered a problem when we had Active Armor Reps.
Now they are in this 40/40 era. That's the problem.
25/40, armor was too low. 40/40, armor is too high.
So... Just go in the middle w/ armor? Why not.
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
371
|
Posted - 2015.04.24 10:49:00 -
[16] - Quote
True Adamance wrote:Shamarskii Simon wrote:Noooooo. Leave reps, screw hardeners.
30 aHardener, 40 sHardener or 35 aHardener, 40 sHardener. none of this 40/40... None of this.
Active rep is iffy... 240 aHP/3s? If that doesn't work, go ahead 414 ever 3 seconds amounts to the standard 138 rep sec we have current. I maintain the values themselves are not an issue only that they are passive, constant, and on a per second basis.
But that leaves it open to alpha strikes. Which isn't too bad, and won't have armor bros in fyr and running with pitchforks
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3126
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Posted - 2015.04.24 10:52:00 -
[17] - Quote
Shamarskii Simon wrote:Pokey Dravon wrote:bastille123 wrote:to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
Hardeners were never considered a problem when we had Active Armor Reps. Now they are in this 40/40 era. That's the problem. 25/40, armor was too low. 40/40, armor is too high. So... Just go in the middle w/ armor? Why not.
Which is why I've been saying that it should get a 5-10% nerf, but not a single other value changes on it.
click me
Blup Blub Bloop. Translation: Die -_-
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bigbad bro
UKheadhunters
10
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Posted - 2015.04.24 11:59:00 -
[18] - Quote
if you want w/ no vehicles, go back to COD. there should not be able to 1 person kills tanks. should take a whole squad or another tank too kill a tank. u guys just a nerf again to tanks because it's to hard for a 1 kill a tank. stop whining and learn to squad to kill tanks.
Tank are my favorite red dots to kill. KILL, KILL, KILL, KILL............
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8206
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Posted - 2015.04.24 12:06:00 -
[19] - Quote
bigbad bro wrote:if you want w/ no vehicles, go back to COD. there should not be able to 1 person kills tanks. should take a whole squad or another tank too kill a tank. u guys just a nerf again to tanks because it's to hard for a 1 kill a tank. stop whining and learn to squad to kill tanks.
Dear god who let you onto the Internet before you learned how to make a coherent sh*tpost?
They need to be fired.
AV
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
371
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Posted - 2015.04.24 12:19:00 -
[20] - Quote
bigbad bro wrote:if you want w/ no vehicles, go back to COD. there should not be able to 1 person kills tanks. should take a whole squad or another tank too kill a tank. u guys just a nerf again to tanks because it's to hard for a 1 kill a tank. stop whining and learn to squad to kill tanks.
Huh? Where was the whining?
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Megaman Trigger
Ready to Play
286
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Posted - 2015.04.24 12:27:00 -
[21] - Quote
bigbad bro wrote:if you want w/ no vehicles, go back to COD. there should not be able to 1 person kills tanks. should take a whole squad or another tank too kill a tank. u guys just a nerf again to tanks because it's to hard for a 1 kill a tank. stop whining and learn to squad to kill tanks.
Except can players can, and do, take down HAVs solo. It's all about playing smart; set ambushes, target the weakspot, hit it when its hardeners give out. Or in the case of a Gunnlogi, just hit it in the weakspot with just about any Forge Gun or Plasma Cannon. That'll 1shot it even with shields up.
Expecting a HAV to take a full squad to deal with is as bad as expecting to solo a HAV with its hardeners active.
Purifier. First Class.
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Dead Cavino
Sebiestor Field Sappers Minmatar Republic
26
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Posted - 2015.04.24 17:37:00 -
[22] - Quote
Alena Ventrallis wrote:Dead Cavino wrote:Active reps would seriously gimp the incubus. i hope whatever nerf that may come will somehoehow avoid nerfing dropshipe Incubi and Pythons need some passive reps as well. All vehicles do. Active reps wouldn't bother them as much if this were the case.
Altough i dont disagree with passive reps, the problem i see with active reps from a dropship POV is that you must sacrifice half of your maneuverability while bringing up the wheel. ie. i could strafe in an attempt to dodge that forge gun, or i could activate my reppers, which will likely not be good enough to tank any sort of A/V anyhow. |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1381
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Posted - 2015.04.24 18:09:00 -
[23] - Quote
Pokey Dravon wrote:bastille123 wrote:to tell you the truth its still not too late to fix properly tanks i truly belive that armor reps as it is are fine the real problem(in my opinion) is hardeners and nitrus.
Hardeners were never considered a problem when we had Active Armor Reps.
No, but it was also clouded by the overwhelming power of AV. So we can't necessarily say that they would be fine without considering all of the AV changes.
Though I do think that powerful active reps (comparable to current passive) with a duration and cooldown, would help the situation greatly. They would still be invincible but not nearly as long as current (IE full duration of hardeners). Yet on that note it would be wise to reduce hardener timers to fall more inline with gunnlogi timers.
That alone would alleviate much of the time a tank can be present against AV. It would also open up more windows of opportunity for AV to kick it when it's down.
Though as I have said in the past, I want passive to stay. Reducing the number of cycles, and reducing the amount repped would still make them viable on a fit that would stack armor for buffer coupled with your passive rep.
Tanks - Balancing Turrets
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Harpyja
2387
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Posted - 2015.04.25 15:18:00 -
[24] - Quote
Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. Aside from the fact that armor hardeners are much better than shield hardeners: longer duration, shorter cooldown, and much easier to fit. All while having the exact same damage reduction.
"By His light, and His will"- The Scriptures, 12:32
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Megaman Trigger
Ready to Play
287
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Posted - 2015.04.25 15:37:00 -
[25] - Quote
Harpyja wrote:Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. Aside from the fact that armor hardeners are much better than shield hardeners: longer duration, shorter cooldown, and much easier to fit. All while having the exact same damage reduction.
Given that most AV weapons are anti-armour, that might be a trade off.
Purifier. First Class.
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Harpyja
2387
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Posted - 2015.04.25 15:55:00 -
[26] - Quote
Megaman Trigger wrote:Harpyja wrote:Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. Aside from the fact that armor hardeners are much better than shield hardeners: longer duration, shorter cooldown, and much easier to fit. All while having the exact same damage reduction. Given that most AV weapons are anti-armour, that might be a trade off. Armor plates give much more HP than do shield extenders... So that's already accounted for. And also the higher base HP values
"By His light, and His will"- The Scriptures, 12:32
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
380
|
Posted - 2015.04.25 17:06:00 -
[27] - Quote
Harpyja wrote:Megaman Trigger wrote:Harpyja wrote:Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. Aside from the fact that armor hardeners are much better than shield hardeners: longer duration, shorter cooldown, and much easier to fit. All while having the exact same damage reduction. Given that most AV weapons are anti-armour, that might be a trade off. Armor plates give much more HP than do shield extenders... So that's already accounted for. And also the higher base HP values And constant repair, no delay in aHP/s. It has too many +1s on shields having innate sHP/s and resistance against general AV.
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DUST Fiend
16621
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Posted - 2015.04.26 05:57:00 -
[28] - Quote
And as usual, dropships will be hit by the nerf bat aimed at tanks
"My bitter is showing. I must retreat to the berry patch."
STUFF
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Sgt Kirk
Fatal Absolution Negative-Feedback
10390
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Posted - 2015.04.26 06:08:00 -
[29] - Quote
Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. and we tankers have been saying this since they've announced that they were trying to do this passive idea with vehicles.
Sigh, it annoys me how close we were to balance back then.
They just couldn't learn how to buff one thing and not nerf the other at the same time.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Vesta Opalus
Ostrakon Agency Gallente Federation
638
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Posted - 2015.04.26 06:52:00 -
[30] - Quote
Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate.
its not even the rep modules, its the combo. imo breaking the combo by reducing repair rate while hardeners are active would be enough to bring things into line. |
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Golden Day
Corrosive Synergy Rise Of Legion.
1484
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Posted - 2015.04.26 07:21:00 -
[31] - Quote
Please do make passive armor reps active armor reps
Got out of a match where a armor tank was repping back my clip of missles
FOR THE STATE!
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
381
|
Posted - 2015.04.26 09:34:00 -
[32] - Quote
DUST Fiend wrote:And as usual, dropships will be hit by the nerf bat aimed at tanks
We are second rate low class people... What can we do :<
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Sly Marb0
Scrub Squad F5ed
27
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Posted - 2015.07.14 04:02:00 -
[33] - Quote
Been awhile since this has been discussed. It's getting annoying waiting all match for a madrugar's hardener to go down only for it to zoom off and be back a couple seconds later with the hardener reactivated. Are any other Armor Tank builds even viable? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.14 04:15:00 -
[34] - Quote
Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here.
In some regards they are. Too much focus on effective hit points at present. In many respects I think it could potentially be good for HAV if hardeners convey a less dramatic effect for a shorter duration and the bulk of an HAV pilots HP are raw and only modified slightly.
Agree with Repairers though. Eff those things.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.14 04:16:00 -
[35] - Quote
Sgt Kirk wrote:Pokey Dravon wrote:Jebus McKing wrote:Madrugar with multiple hardeners and reps is easy mode tanking at the moment. I expect a tweak to armor hardeners and reps soon. Personally I think the reps really are the bigger issue. They have to become active modules and/or need a reduction in rep rate. You're absolutely right. Armor Repairers need to be moved back to Active Modules like they were in Chromesome. Hardeners are not the issue at hand here. and we tankers have been saying this since they've announced that they were trying to do this passive idea with vehicles. Sigh, it annoys me how close we were to balance back then. They just couldn't learn how to buff one thing and not nerf the other at the same time.
You could also have argued that 'Waves of Vulnerability' were more pronounced and better designed back then as well since they were determined by your armour repairers.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Sicerly Yaw
Corrosive Synergy No Context
634
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Posted - 2015.07.14 10:06:00 -
[36] - Quote
shield tanks need a serious buff in speed and armor tanks need a nerf in it
maddies are OP but only when heavily invested into it buff armor amount so it can take more heat but make it slow so it cant retreat as fast
take away one of the high slots and give it a low, make the hardeners have a longer cooldown +10 seconds
now make shield tanks faster in between a LAV and whatever speed a maddi has after the nerf, move the fuel injectors to low slots emphasizing shields as fast hit and run tanks and armor as slow point defense tanks
shield tanks should be able to move around fast so they can be anywhere where they may be needed but can be taken out quickly, armor tanks would take longer to move around but could be used as semi mobile installations move slow have high HP and be able to defend points but needing support to move around as they would be more vulnerable to coordinated attacks or traps
a shield tank would use its mobility to get an advantage while armor tanks could be used by a team to push points spider tanks could make a comeback
shield tanks should be fast enough to move faster then an armor tanks turret turn speed at close range and fast enough to move into cover quickly at range
I think this would make tanking a whole lot more interesting having fast mobile tanks and slow tanky bullet sponges
click here if you are making a new account and want some free BPO's
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.14 12:20:00 -
[37] - Quote
Sicerly Yaw wrote:shield tanks need a serious buff in speed and armor tanks need a nerf in it
maddies are OP but only when heavily invested into it buff armor amount so it can take more heat but make it slow so it cant retreat as fast
take away one of the high slots and give it a low, make the hardeners have a longer cooldown +10 seconds
now make shield tanks faster in between a LAV and whatever speed a maddi has after the nerf, move the fuel injectors to low slots emphasizing shields as fast hit and run tanks and armor as slow point defense tanks
shield tanks should be able to move around fast so they can be anywhere where they may be needed but can be taken out quickly, armor tanks would take longer to move around but could be used as semi mobile installations move slow have high HP and be able to defend points but needing support to move around as they would be more vulnerable to coordinated attacks or traps
a shield tank would use its mobility to get an advantage while armor tanks could be used by a team to push points spider tanks could make a comeback
shield tanks should be fast enough to move faster then an armor tanks turret turn speed at close range and fast enough to move into cover quickly at range
I think this would make tanking a whole lot more interesting having fast mobile tanks and slow tanky bullet sponges
Except ironically Gallentean stuff even though it is armor based is almost always faster than its Caldari Counterparts......
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
578
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Posted - 2015.07.14 12:59:00 -
[38] - Quote
as a vehicle user from my point of view armour tanks become bullshit when
2 or more ARMOUR hardeners are active (shield's are fine) triple rep fits with 1 armour hardner can withstand too much damage.
shield boosters need lower cooldown times shield hardners need their up time increased by 5 seconds at all tiers shield rechargers need to have fitting costs reduced massively to be viable.
all my madruagr fits run. 1 hardner and a combination of 1 heavy/light rep and plate or 1 hardner and 2 heavy reps with a plate. these fits are fine. how ever when I compare them to madrugar fits using 3 reps with 1 hardner or 2 heavy reps and 2 hardners they are able to take way too much damge than what they should be. madruagrs that don't fit plates should be sitting ducks VS breach/assault forges and av nades. however the sheer amount of damage reduction and rep rate negates this fact.
to balance armour hav's reduce the armour hardner damge reduction to 30% or 35%. change armour repairs to active modules and increase their repair rates due to now requing up/down times them selves.
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
578
|
Posted - 2015.07.14 13:07:00 -
[39] - Quote
just cause I can.
madrugar gv.o fitting
triple ion cannons.
complex blaster damage amplifier complex heat sink enhanced fuel injector.
compelx heavy rep complex light rep complex armour hardner enhanced 120mm armour plate.
1028/1037 cpu used 3080/3123 pwr used.
1,284,589 isk
perfectly killiable fit........................if it hasn't killed you first
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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