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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
294
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Posted - 2015.04.25 17:34:00 -
[1] - Quote
Blaster turret- very good, does wreck shields. Might need a small damage nerf. Like a SMALL damage nerf. Like 10 points less each level
Missile turret- it feels.......ok........ It's not up but not op also. A small rotation speed buff would be enough.
Rail turrets- probably the most unused large turrets. The 3 shots it can take is kinda enough to wipe out an armor tank without a hardener, assuming that you actually land all 3 shots. That's where the problem is. If you miss ONE SHOT, you're screwed. REDUCE THE HEAT BUILD UP to fire 4 shots again. Maybe a small rotation speed increase as well.
Small blaster- meh. If you land most shots on a target, it's DEADLY. The range is my problem with it. You can't shoot well at decent distances because of the dispersion. AND PLEASE CCP, GIVE IT A HMG RETICLE IN WHICH IT DOESNT CHANGE SIZE. It's really hard to aim that way.
Small missile- good
Small rail- good.
One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all.
48th Special Operations Force.
Twitter- @48SOF
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Lupus Wolf
Minmatar Republic
255
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Posted - 2015.04.25 18:08:00 -
[2] - Quote
Lightning35 Delta514 wrote:One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all. What do you mean? I have Level 3 in HAV Operation and I have access to all the mods you mentioned. I've beaten Proto tanks with Advanced tanks (I've beaten two, but still...).
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
294
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Posted - 2015.04.25 18:10:00 -
[3] - Quote
Lupus Wolf wrote:Lightning35 Delta514 wrote:One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all. What do you mean? I have Level 3 in HAV Operation and I have access to all the mods you mentioned. I've beaten Proto tanks with Advanced tanks (I've beaten two, but still...).
You do? Weird. I have to skill to level 5 in mods or proficiency to unlock regulators and heat sinks/damage mods/ dispersion mods.
48th Special Operations Force.
Twitter- @48SOF
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1383
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Posted - 2015.04.25 18:43:00 -
[4] - Quote
Tankers with few skills into tanks are not weak because they don't have access to proto modules. Rather they are weaker in comparison because they lack the optimization skill for tanks. (skill that reduce CPU/PG usage on mods)
You won't be able to fit higher tier modules on a basic tank, and will have trouble just making a good setup without any optimization skills at base level.
This said, I'm sorry that you don't have a chance against a tanker with full skills, but I suspect that more of your problem lay with your fits.
Using a railgun, then a heatsink is an absolute MUST. Armor tank, then go double hardener, plate and rep, or double rep. Shield tank, put some damage mods, heatsink and hardeners. Maybe focus armor on the lows.
I honestly can't say though that you need to be absolutely on my level when I have nearly everything maxed in vehicles. And this isn't to say that you don't stand a chance with the right setup and timing. And you must consider that a pro pro tanker is risking a LOT more isk than yourself.
One thing I don't understand is WHAT modules are you wanting unlocked with little effort. Are you saying that putting one point into shield mods unlocks all levels, PRO, ADV, and Basic?? It doesn't work like that for suits, why do it for tanks? And like I said, even if you have access to pro mods, you won't be able to fit many and still make a decent fit due to your lack of optimization.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1383
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Posted - 2015.04.25 18:45:00 -
[5] - Quote
Lupus Wolf wrote:Lightning35 Delta514 wrote:One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all. What do you mean? I have Level 3 in HAV Operation and I have access to all the mods you mentioned. I've beaten Proto tanks with Advanced tanks (I've beaten two, but still...).
HAV operation only unlocks the different levels of tanks. So basically all you can use is an ADV tank hull. You do have access to all modules, yes. Militia modules that is. Is that to what you refer.
Tanks - Balancing Turrets
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DaemonVok
Axis of Chaos
22
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Posted - 2015.04.25 18:49:00 -
[6] - Quote
Lightning35 Delta514 wrote:Blaster turret- very good, does wreck shields. Might need a small damage nerf. Like a SMALL damage nerf. Like 10 points less each level
Missile turret- it feels.......ok........ It's not up but not op also. A small rotation speed buff would be enough.
Rail turrets- probably the most unused large turrets. The 3 shots it can take is kinda enough to wipe out an armor tank without a hardener, assuming that you actually land all 3 shots. That's where the problem is. If you miss ONE SHOT, you're screwed. REDUCE THE HEAT BUILD UP to fire 4 shots again. Maybe a small rotation speed increase as well.
Small blaster- meh. If you land most shots on a target, it's DEADLY. The range is my problem with it. You can't shoot well at decent distances because of the dispersion. AND PLEASE CCP, GIVE IT A HMG RETICLE IN WHICH IT DOESNT CHANGE SIZE. It's really hard to aim that way.
Small missile- good
Small rail- good.
One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all. Let me just say, I really can't help thinking you're a big scrub. Your ideas were not presented very well and you were here unorganized. Three things, one, the large rail shoots 2 without overheat. 3 will overheat and it is that way because it's was op and overused making both blasters (which sucked anyway) and missiles unused and unloved. Having to use a heat sink not only makes it to where that tank is somewhat kill-able and that's good. Two, Small blasters are great v. Infantry but I agree the reticle is definitely scrap and should be back to what it was in warlords, but without the growth of the reticle per shot... and the efficiency v. Vehicles needs to be buffed, for serious. And lastly, my Soma was using all prophecies I've got skills and I killed 4 tanks back to back. With missiles. So tanks are in a decent place. |
Lupus Wolf
Minmatar Republic
255
|
Posted - 2015.04.25 19:11:00 -
[7] - Quote
Tebu Gan wrote:Lupus Wolf wrote:Lightning35 Delta514 wrote:One reason why you mostly see pro tanks is because they have the most obviously their extra pg/cpu, but more importantly for PRO PRO tankers, the modules.
At least half of the modules that are mostly used are available to anyone, while the remainder that can actually help win one on one battles have to be unlocked at lvl5.
This doesn't really seem fair as the PRO tanker will ALWAYS WIN against ANY TANK. I think that those mods (damage mods, shield regulators, heat sinks, dispersion) should be unlocked the same time the other mods are unlocked, instead of upgrading to lvl 5.
This would allow weaker tankers to have more diverse fits and better chances of destroy higher tiered tanks with more ease, or at all. What do you mean? I have Level 3 in HAV Operation and I have access to all the mods you mentioned. I've beaten Proto tanks with Advanced tanks (I've beaten two, but still...). HAV operation only unlocks the different levels of tanks. So basically all you can use is an ADV tank hull. You do have access to all modules, yes. Militia modules that is. Is that to what you refer. I thought he was saying you needed PRO tanks to get PRO modules.
But still, you don't need level 5 in the corresponding equipment skills to get the modules, just level 1. (Sucks how advanced MCRUs and proto shield rechargers don't even exist).
If he's referring to the skill tree difference between infantry and vehicles, I wouldn't know much because most of my skills are in vehicles. But yeah, it's different how the skills work.
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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Everything Dies
Raging Wrath of the Easter Bunny
1338
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Posted - 2015.04.25 19:26:00 -
[8] - Quote
Rail tanks are essentially anti-vehicle weapons and have their uses; I would, however, like to see the ridiculous heat build-up be replaced by a charge-up time that actually applies to each round and not just the first. Give rail tanks a chance to stay in an actual engagement by doing away with their absurd alpha-damage-or-bust current usage.
Mike Patton is the greatest singer in music. Proof
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3131
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Posted - 2015.04.25 19:31:00 -
[9] - Quote
I've made a Rail fit in which uses a heat sink, and can shoot through double hardened double repped Maddys. If it gets better cooling, it gets a nerfed damage.
Also, why does it need better tracking? It tracks fine at it's intended range.
click me
Blup Blub Bloop. Translation: Die -_-
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
294
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Posted - 2015.04.25 19:44:00 -
[10] - Quote
Tebu Gan wrote:Tankers with few skills into tanks are not weak because they don't have access to proto modules. Rather they are weaker in comparison because they lack the optimization skill for tanks. (skill that reduce CPU/PG usage on mods)
You won't be able to fit higher tier modules on a basic tank, and will have trouble just making a good setup without any optimization skills at base level.
This said, I'm sorry that you don't have a chance against a tanker with full skills, but I suspect that more of your problem lay with your fits.
Using a railgun, then a heatsink is an absolute MUST. Armor tank, then go double hardener, plate and rep, or double rep. Shield tank, put some damage mods, heatsink and hardeners. Maybe focus armor on the lows.
I honestly can't say though that you need to be absolutely on my level when I have nearly everything maxed in vehicles. And this isn't to say that you don't stand a chance with the right setup and timing. And you must consider that a pro pro tanker is risking a LOT more isk than yourself.
One thing I don't understand is WHAT modules are you wanting unlocked with little effort. Are you saying that putting one point into shield mods unlocks all levels, PRO, ADV, and Basic?? It doesn't work like that for suits, why do it for tanks? And like I said, even if you have access to pro mods, you won't be able to fit many and still make a decent fit due to your lack of optimization.
I have a good fit. I meant that it's hard for newer tankers to fight higher skilled tankers because they don't have earlier access to some of this mods. I am an adv tanker. Skilled into it yesterday. When I used my std fit, I destroyed many tankers EXCEPT pro tanks. They can stack hardeners and have better rep, but most of all, they can access tos useful mods
48th Special Operations Force.
Twitter- @48SOF
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