Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
786
|
Posted - 2015.07.05 02:25:00 -
[1] - Quote
GÇó blasters -should shoot slower and do more damage and less ammo to give shield tanks more chance -should be pimarily anti infantry (reduce dispersion even more or make it the dot again)
GÇó hardeners - to powerful, limit to one.
GÇó armor reps - to strong, reduce hp/sec
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.
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)
(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
GÇóav - too easily accesable by anyone and to spamable Matters right now, won't when we reintroduce the 2 other tanks. Increase price?
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")
DISCUSS
CEO of 48th Special Operations Force
Twitter-@48SOF
Scout and Assault GK.0
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
187
|
Posted - 2015.07.05 03:21:00 -
[2] - Quote
Blaster main battle cannon should be an explosive type, similar to the PLC, should have 8 round's, 1.2kd direct damage, and an explosion radius of 4meters, splash damage should be 600. Doesn't make sense that it fire's like a 40mm Armored Personell Carrier, it should be a Main Battle Anti Vehicle Tank, not a Main Battle Anti Personell Tank, or a Main Battle Anti Material Tank.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
VAHZZ
Corrosive Synergy No Context
3
|
Posted - 2015.07.05 03:24:00 -
[3] - Quote
Pilot suit.
Dropships and Tanks only accept pilot suits.
Pilot suit only has a sidearm, no other modules.
We finally get pilot suits.
Die from happiness.
Haters gonna hate.
|
VikingKong iBUN
0uter.Heaven
471
|
Posted - 2015.07.05 03:25:00 -
[4] - Quote
VAHZZ wrote:Pilot suit.
Dropships and Tanks only accept pilot suits.
Pilot suit only has a sidearm, no other modules.
We finally get pilot suits.
Die from happiness. Do it, do it now!
I would like a Gallente SMG.
TUNNEL SNAKES RULE
|
Magnus Belmont
Kameira Lodge Amarr Empire
120
|
Posted - 2015.07.05 03:28:00 -
[5] - Quote
lol
CCP does not care, for all future complaints, find the nearest brick wall and yell at it.
|
Count- -Crotchula
Namtar Elite Gallente Federation
84
|
Posted - 2015.07.05 10:22:00 -
[6] - Quote
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 |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.07.05 10:28:00 -
[7] - Quote
Large blaster should be anti tank, increase dispersion. Small blaster should be good anti infantry, decrease dispersion.
Shield regen should be increased. Shield regulators should cost less CPU/PG. |
Mejt0
Dead Man's Game
1
|
Posted - 2015.07.05 10:41:00 -
[8] - Quote
Blaster already went through series of nerfs. Gunlogi deserves some kind of a buff (more pg, regen).
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
|
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.07.05 11:35:00 -
[9] - Quote
Mejt0 wrote:Blaster already went through series of nerfs. Gunlogi deserves some kind of a buff (more pg, regen).
The reduction in rate of fire (and compensating damage buff) undid the earlier dispersion increase. Dispersion increases per shot, less shots = less dispersion. Atleast this is what it seems.
Large blasters have therefore been buffed vs infantry, which shouldn't have happened.
Small blasters should be the best at killing infantry. They were buffed, but still aren't good enough at it. |
Mobius Wyvern
Fatal Absolution Negative-Feedback
6
|
Posted - 2015.07.05 16:47:00 -
[10] - Quote
NO Large Turret should EVER be optimized against infantry. That should be a secondary capability at best.
At their core Large Turrets are currently focused on engaging other vehicles, which is essential for their balance. I don't think any of us want to go back to the Chromosome days of HAVs being able to one-shot infantry at any range with Missiles and Rails and farm their way through entire teams with Blasters.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
|
Alaika Arbosa
Minmatar Republic
2
|
Posted - 2015.07.05 16:53:00 -
[11] - Quote
Count- -Crotchula wrote: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 Spkr is that you?
I won't dodge another silver bullet
Just to save a little face
|
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
14
|
Posted - 2015.07.05 17:14:00 -
[12] - Quote
Eh not really sure what to make of the suggestions here. Nerf AV? Are you serious? It's already expensive weapon to put on in most cases, anything less than proto has a slim chance to take out any kind of tank or drop ship. In the case of swarms it's a weapon that ZERO use against infantry. For such a specialized weapon it still takes 4-5 missiles to blow up most vehicles. A properly hardened vehicle won't even notice your firing at them it's so bad, shield hardened vehicles especially.
I will admit AV grenades in spam can be a bit insane, but it's no different than grenades in general. Look how over core locus blows up a whole squad and frankly even packed AV won't blow up most proto tanks since after you chuck your 3 grenades your out of luck for the most part since they deplete nano hives so fast and restock slowly.
Keep in mind all infantry AV solutions, other than forge guns, are all done within easy range of all the vehicle weapons. Even a small missile or rail gun turret can kill you still at the max lock on range of a swarm launcher.
From a tanking point of view the other suggestions are odd. Lower armor rep rate, and limit/weaken hardeners? W/O a hardener current armor reps are pathetic. Hardeners also take manual control still, so it does take some effort to keep them going, all while yoru driving the tank and firing the gun. Some times I wish one of the co-pilots could control the tanks modules, but then people would scream bloody murder about not being able to solo tank any more.
Which imo should be the direction tanks go. Just like the old drop ships couldn't fire a gun from the pilot seat, perhaps there should be a bigger requirement for tanks to have a crew? Some one to drive activate modules and the rest to fire the guns. If tanks required 2-3 people to be effective it would solve a lot of problems that we currently have. After all investing 2-3 people into a tank with teams of only 16 players is a huge investment, and if the tank remained a killing machine it would be fair.
Even from an AV stand point it would be fair. As it stands now it takes 2-3 players to have a reasonable chance to blow up most tanks or drop ships before they can just run away. If it was required to have a comparable crew size to operate the tank it would help balance the numbers. |
Mejt0
Dead Man's Game
1
|
Posted - 2015.07.05 17:27:00 -
[13] - Quote
Another thing is that these numbers (AV and Tankers) are not symmetrical.
You need at least 2 people to take down hardend tank.
But as i said these numbers are not symmetrical and while the number of tanks grow, AV stay the same. 2 AV can deal will several vehicles.
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
|
Alaika Arbosa
Minmatar Republic
2
|
Posted - 2015.07.05 17:35:00 -
[14] - Quote
Larkson Crazy Eye wrote:Eh not really sure what to make of the suggestions here. Nerf AV? Are you serious? It's already expensive weapon to put on in most cases, anything less than proto has a slim chance to take out any kind of tank or drop ship. In the case of swarms it's a weapon that ZERO use against infantry. For such a specialized weapon it still takes 4-5 missiles to blow up most vehicles. A properly hardened vehicle won't even notice your firing at them it's so bad, shield hardened vehicles especially.
I will admit AV grenades in spam can be a bit insane, but it's no different than grenades in general. Look how over core locus blows up a whole squad and frankly even packed AV won't blow up most proto tanks since after you chuck your 3 grenades your out of luck for the most part since they deplete nano hives so fast and restock slowly.
Keep in mind all infantry AV solutions, other than forge guns, are all done within easy range of all the vehicle weapons. Even a small missile or rail gun turret can kill you still at the max lock on range of a swarm launcher.
From a tanking point of view the other suggestions are odd. Lower armor rep rate, and limit/weaken hardeners? W/O a hardener current armor reps are pathetic. Hardeners also take manual control still, so it does take some effort to keep them going, all while yoru driving the tank and firing the gun. Some times I wish one of the co-pilots could control the tanks modules, but then people would scream bloody murder about not being able to solo tank any more.
Which imo should be the direction tanks go. Just like the old drop ships couldn't fire a gun from the pilot seat, perhaps there should be a bigger requirement for tanks to have a crew? Some one to drive activate modules and the rest to fire the guns. If tanks required 2-3 people to be effective it would solve a lot of problems that we currently have. After all investing 2-3 people into a tank with teams of only 16 players is a huge investment, and if the tank remained a killing machine it would be fair.
Even from an AV stand point it would be fair. As it stands now it takes 2-3 players to have a reasonable chance to blow up most tanks or drop ships before they can just run away. If it was required to have a comparable crew size to operate the tank it would help balance the numbers. Crew Service is the Way, the Truth and the Light of Tanking in Dust514. Preach the Gospel Brother!
I won't dodge another silver bullet
Just to save a little face
|
|
|
|
Pages: 1 :: [one page] |