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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
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Posted - 2015.08.29 20:33:00 -
[1] - Quote
As it stands right now we have massive lack of variety in vehicles and lack a broad range of viable vehicle fittings. And we also have scourge that is redline tanks. This can be easily changed with some tweaks to the current modules. Certainly hot-fixable.
Overall module cool down mechanic. Well we all know that this has been broken from the start of the game. Why do I always have to wait the full amount of time for my modules to recharge even if I only had them active for a fraction of the possible active duration. We need the same cool down mechanic as the cloak. Easy fix... real easy Rattati.
Shield Regulators. Completely redundant right now. These modules will never be used over PG upgrade or CPU upgrade modules for shield vehicles. WHY? Unlike dropsuit shield regulators these vehicle versions take up massive amounts of PG. The benefits gained are also pointless as the measly -15/-25/-35 bonuses to the shield regen is useless when you're a very big target. FIX. Remove all PG requirements and reduce CPU requirements. Buff shield recovery bonuses to -35/-55/-75. This i'm sure will make shield vehicles more viable.
Dispersion Stabilizers. Again pretty redundant. Takes up too much PG. Benefits aren't tempting enough. FIX. Reduce PG requirements by halve. Make a passive module. This would tempt tankers to fit this module over damage modes or heatsinks more often.
Hardeners. There is the very problematic phenomenon known as redline tanking in this game. This is as a result of the hardeners and their long cool down time particularly the lower tier hardeners. It always seemed unfair to me that in a tank fight, the militia hardeners were as effective as complex. If I wanted to kill a well fitted proto tank, I could always skimp of the hardeners, then fit maybe better damage mods of more armor or perhaps use a cheaper tank and risk less isk and as I was only calling my tank in for a thirty second tank fight, me having crappy hardeners didn't matter too much. FIX. Give all hardeners the same cool down. 36s active/ 50s cool down for armor. 24s active/ 36 second cool down for shield. Then change the bonuses to 20/25/32.5/40 for armor, 25/30/40/50 for shields.
Shield Boosters Currently the effective rep over a 30 second time frame for the complex heavy shield booster is around 60-70 HP per second with skills maxed out. That's excluding the passive rep on shields as in a combat situation the shields tend not to get chance to recover. Compare that to the complex LIGHT armor repper that is repping at 120 HP per second on a tank or about 93 on a DS. FIX The shield boosters need a shorter cool down time. Reduce the complex cool down from 40 to 20 and the lower tiers by the same ratio. Also it would be nice if it wasn't possible to interrupt the pulse.
Heavy armor reppers. The basic heavy armor repper is only as useful as the complex light armor repper and that's ridiculous. If the heavy armor reppers were buffed back up to 90/110/135 HP per second that would make them more viable. We WOULD NOT have the same issues as before as tanks have less base HP these days. Even if the PG requirements were increased slightly it would still be a worthwhile buff.
Overdrives Bring em back.
Mobile CRUs Reduce the spawn timer to a static 3 seconds. Would make them more useful.
Marduk and Gladius. We never asked for these. We wanted the return of the enforcer and marauder classes.
So that's the proposals I have. We could just ignore it all and go back to the per 1.7 days and watch the player count clime back up. That would be even better. But these changes would at the very least inject some new life in the vehicle game.
Please stop neglecting the vehicles Rattait.
Specialization: Making typo's.
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Vulpes Dolosus
Sardaukar Merc Guild General Tso's Alliance
3
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Posted - 2015.08.29 20:57:00 -
[2] - Quote
Shield Boosters:
These are meant for burst tanking, meaning they give a quick boost in a pinch. They're not meant to compete with armor reps over time but are meant to overpower them in a short time. However, they definitely have their problems:
-They're glitched: when taking damage that would normally stop shield regen, the shield booster will not give it's shield hp. I have witnessed this countless times and can confirm this happens. It makes no sense that we can't use the shield booster in the very situations it's designed for.
-Heavy boosters take too much PG: They have double the cost of extenders, far too much to make up for their usefulness (limited as that is).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
145
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Posted - 2015.09.01 19:56:00 -
[3] - Quote
Vulpes Dolosus wrote:Shield Boosters:
These are meant for burst tanking, meaning they give a quick boost in a pinch. They're not meant to compete with armor reps over time but are meant to overpower them in a short time. However, they definitely have their problems:
-They're glitched: when taking damage that would normally stop shield regen, the shield booster will not give it's shield hp. I have witnessed this countless times and can confirm this happens. It makes no sense that we can't use the shield booster in the very situations it's designed for.
-Heavy boosters take too much PG: They have double the cost of extenders, far too much to make up for their usefulness (limited as that is). Arguable every module in the game promotes "burst tanking".
Specialization: Making typo's.
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