Lightning35 Delta514 wrote:GÇó blasters
-should shoot slower and do more damage and less ammo to give shield tanks more chance.
ammo was already nerfed. they shouldn't do more damage and have less dispersion AND be anti-infantry!
I know what you're saying blaster tanks shouldn't be the best counter to another tank but I don't want to be farmed
with high DPS, extremely accurate blaster tanks again! do you really want to push us back into the dark ages!!?
-should be pimarily anti infantry (reduce dispersion even more or make it the dot again)
GÇó hardeners
- to powerful, limit to one.
people should be able to fit what they want so reduce the effectiveness and increase (if there is one( stacking penalty for hardeners to sway people into fitting differently, 1 of each module is not what this game is about.
GÇó armor reps
- to strong, reduce hp/sec
which armour reps? all of them basic enhanced complex?
GÇóhp
Basic tanks should be 4500 hp base (3500s/1000a or 1000s/3500a) makes use of missiles to damage infantry and vehicles. Can use a mix of mods do be in between both of these 2 tanks.
NO, STD tanks HP was brought down so there's actually a reason to use ADV and PRO tanks and so that MLT tanks aren't overly powerful for what they cost, they were too cheap. if MLT tanks have 5000HP again we're back to where we were and every single tank will have to have stats revised. why go backwards?
Enforcer (tanky ones?) 6000 hp base (4000s/1000a or 1000s/4000a) slots for hp extension, primary use is blasters. Slow, nitro to get to enemy, kill and withstand av, when low in health back out for a minute)
that would be cool, much more beefier tanks which have less mobility and manoeuvrability than regular tanks.
(The other one who's name I don't know) the destroyer tank? Base hp- 3000 (2000/1000 or 1000/2000) main use is to destroy tanks. Fitting relies on nitro, damage mods and scans. Primary turret is railgun
a good idea, a glass cannon type tank, would be hard to not allow this to be too effective though especially with more than 1 tank destroyer, I think we would have to create a weakness or special AV to stop this tank from being spammed when other tanks are on the field, or everyone will pull out enforcers, either way
GÇóav
- too easily accessible by anyone and to spamable
Matters right now, won't when we reintroduce the 2 other tanks.
Increase price?
increase price? My AV fit is 80K, about to get my proto suit, I don't think I should have to pay 100K+ to be mostly defenceless, but I will, if it's MORE expensive, then you're just having a laugh.
yeh cheap AV is spammable, decent AV takes a long time to skill into!
GÇóshields
- boosters are useless. We need the multiple boost booster back again
- reintroduce shield rechargers?
- increase pg/cpu of shield tanks? Not good that you can barely put regulators but not tank and stuff.
Tank price
Too expensive imo and not too effective. (It's only double rep/harden tanks that are "decent")
I'd have to let people who buy expensive tanks comment on this one, of course their skill and personal experiences of how many they lose and how they lose them will play a big factor into how much they're losing and ultimately, if they think they're cost effective.
and yes I find shield tanks not the easiest to fit, I guess it depends on how far you've skilled into them.
DISCUSS