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Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.30 22:48:00 -
[1] - Quote
How about a damage mod that while active decreases damage to unhardened targets (including infantry) but allowed damage to ignore 50% of hardeners (you can explain it with the usual space magic, electro-bollocks charges the shot in such a way as to disrupt hardened shields/armour... In case anyone cares about that.)
Yes this is another attempt to make tanks a little more interesting. The idea avoids making tanks any less useful against av, but more interesting than the current "I take no real damage until my 2 hardeners run out." |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.31 00:52:00 -
[2] - Quote
I will ask, but i don't think there's provisions for a "penetration value" variable in the game.
If there is none, i cannot reasonably even speculate how long introducing one might take in dev time, so no promises.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.10.31 06:53:00 -
[3] - Quote
The idea of hardeners is that they work for a while and then they don't. What's the point of using them if you can just use a mod to negate them? It's really just a damage mod when you think about it.
Shield tanks are fine. I never really feel like there's nothing I can do against a shield tank either as a AV or pilot of any vehicle (well, LAVs... :CCPls:)
My gripe is with armor tanks. They have equal or greater base hp, equal reps that have no reactivation delay, equivalent hardeners that last much longer too, plus are faster both in top speed and acceleration (with a nitro). I keep saying this, but nerfing the speed and interval of large reps would help by allowing damage to be applied easier and for longer and with greater windows of opportunity for AV.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.31 21:29:00 -
[4] - Quote
Vulpes Dolosus wrote:The idea of hardeners is that they work for a while and then they don't. What's the point of using them if you can just use a mod to negate them? It's really just a damage mod when you think about it.
The same could be said about every other mod, why bother when you can just put another hardener on it? At least this idea leaves the option of deactivating the hardeners to take less damage, while still having the hardener for av and vehicles not running this variant of dmg mod.
Aka, the idea is to make you have to think.
Also, I activate 2 hardeners on my shield tank, then laugh when someone swarms it, because it doesn't even brake the recharge... Other av doesn't do enough damage to stop me shooting back, heck it doesn't even scare me enough to stop me switching to a small turret and destroying them with that (unless they're camping the rooftops.) Basically the only scary thing about tanking right now, are the butt-hurt blueberries trying to get it blown up.
Hardeners need a downside or a counter, because just saying "oh but they only work for a short while" is not good enough, with hardener stacking and these stupidly small maps, you're never in danger.
Lets face it, you don't stack butt loads of armour, because it slows you down...
You don't pile on shield boosters, because they're no use unless you can avoid being shot for a few seconds...
You don't stack 5 damage mods, because it means that swarmer is gonna blow you to pieces (unless you're as suicidal as I am...)
Perhaps hardeners should have a movespeed penalty when active, a big one, that means you can't just activate 3 of them and turbo back to the redzone... 50% to acceleration and top speed, stack 2 for 75%... Then you only activate it if you need to tank shots, not if you just want to feel safe in your highly mobile fortress. |
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