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Thread Statistics | Show CCP posts - 19 post(s) |
Tebu Gan
Capital Acquisitions LLC
1412
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Posted - 2015.05.07 14:34:00 -
[1] - Quote
A few questions:
What exactly is "Activation Delay" on hardeners?
On militia armor hardener, is 60% the correct number you were shooting for? Or did you intend to normalize them at 40% to fall in line with other variants.
Other than that, several of the fixes were a long time coming. Like the small blaster change, moving regulators and dispersion mods to proper slots, and fixing equipment carried amount.
Others unexpected and welcome, if not a little iffy. The LAV change is VERY welcome. I'm quite happy with being able to fit a pretty decent one with my max vehicle skills now.
The reduction to rail heat and increase to blaster heat seems like a good start. Small changes that could have noticeable impacts. Might help with shields survival against them though I see blaster maddie battles further increasing in TTK. Better off just leaving one another alone.
And lastly, the shield hardener cooldown time decrease is interesting. Though I suspect that this isn't across all tiers of said modules. Good for the moment though as shield tankers can drop to lower tier for less PG/CPU and get the same benefit as a pro module but conversely gives a large advantage to lower SP shield tankers. So good and bad there.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1412
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Posted - 2015.05.07 14:38:00 -
[2] - Quote
CCP Rattati wrote:DeathwindRising wrote:Even worse the the hardener is the dispersion mod. I flagged it as a big already but basically it's negatively effecting the small blasters.
Since they gain accuracy through inverted dispersion, and thus are effected by dispersion mechanics, a module that decreases the rate of dispersion would decrease the rate at which small blaster gain their accuracy.
Basically, the dispersion mod keeps small blasters from becoming more accurate. I knew, the dispersion mod was intended for the large turret. For the duration, small blasters will be affected. They are very quick to reach min dispersion though.
Well, if you are running gunners, I would opt for double blaster damage mods anyhow over dispersion mod. Pretty easy to land shots with the large without it, and if you are carrying gunners they should be wrecking some havok. More so with damage mods! I'll be interested in seeing how these play out in practice!
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 14:52:00 -
[3] - Quote
CCP Rattati wrote:Tebu Gan wrote:A few questions:
What exactly is "Activation Delay" on hardeners?
On militia armor hardener, is 60% the correct
A delay from activation until it is active, this will make tankers a little more vulnerable. yes
Interesting, see how it pans out
60% huh, now that's weird. Double MLT hardeners for the win.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 14:53:00 -
[4] - Quote
LudiKure ninda wrote:Militia armor hardner is going to be 60%??
Now that **** is gamebreaking...
With the long CD time, we shall see how it pans out.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 15:02:00 -
[5] - Quote
CCP Rattati wrote:ok bad quotation on my end, I meant your explanation is correct. It's inverted in our editor so I typed that.
Awesome! So ya just fixed MLT hardeners to 40% as they should have been at the start. Gotcha.
Tanks - Balancing Turrets
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