Operative 1174 Uuali
True Companion Planetary Requisitions
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Posted - 2015.10.20 05:13:00 -
[1] - Quote
Descriptions are pretty much what I was thinking for the tanks. I don't do maths so staying away from numbers.
The Min tank should rely more on shield hardeners for rapid strikes and the Cal tank should get it's regen up. Therefore, amin would rush around the field while Cal would keep back and move around in wide patrols. To help stop redline railing let's nerf the optimal range of rails amd promote more of the missile turret style of play. Likewise, though rails shouldn't be so good at CQ vs. missiles without mounting a module to reduce spool up. Nerf the three shot feature of the rail back down to partial damage.
The Amarr tank would trade speed for armor hardener defensivness. So, it should be slow and benefit from constant patrolling around perimeters to avoid alpha strikes rather than using rapid in and out strikes. Likewise, the Gal tank should be more reliant on reppers and be changed to benefit from in and out strikes.
Artillery cannon should be high alpha, but have arced trajectory to balance and one shot RoF. Therefore, it could be used up close, but not reload so fast as to alpha another tank to death with one shot kills. Autocannon would be like the blaster is now, but with bigger despersion and the blaster would get nerfed with a slower RoF and buffed with tighter despersion and a higher damage per shot.
Beam turret would be long range and crap out at about two seconds of fire. Pulse would be like a scrambler rifle for a tank with single shot, but reload after so many shots and overheat after about ten shots or so.
I would still like to see tanks get inherent bonuses to avoid racial turret cross over OPness. The rail on a Gal tank shouldn't be of more benefit than on a Cal tank. Likewise, a laser turret shouldn't end up benefitting another racial tank more than an Amarr tank.
I'm getting sick of unintended consequences of weapons in general working out better on off-race suits and vehicles and wither become too OP when used in combo with off-race or just too weak on same race items.
Vehicles don't really need a role based (previously "advanced") version rather than carry the bonuses on the standard versions.
Choice of turrets would be autocannon and pulse.
CCP logic GÇô We fix what doesn't need breaking.
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