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Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.09.04 20:27:00 -
[1] - Quote
Chao Wolf wrote:How about making a stat bonus from the heavy skill tree giving you 5% dam resistance per lvl? And personally I wouldn't have an issue making the heavy d-suit skill a 10x skill to help compensate for the buff.
Edit: left out important part
Sort of what I was going bring up.
Lets deepen this idea a bit, give the heavy either a passive role bonus, or preferably a resistance to the turrets per level of Amarr Heavy suit. It allows people to gain that bonus with some work, instead of just handing them the full benefit.
Honestly all suits should have a passive bonus of some sort per level... like Logistics gets +5% repair rate per level of Logistics suits. Right now really people can't run with Proto gear, so those higher levels of dropsuit skills are wasted...make them still an improvement no matter what grade suit you use yeah?
But more on topic, I'll agree that heavies are exceptionally easy to kill with railguns since they drag their heavy asses around the field, they can't really jump or avoid a railgun shot like a scout can (Scouts are honestly the best tank killers in my opinion, but that's just me). Im not TOTALLY sold on the idea of turret damage resistance, however I think something should be done to raise their survivability against vehicles slightly. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.04 21:38:00 -
[2] - Quote
Honestly I don't think much of the income Dust generates will come from AUR weapons and whatnot. What's going to sell the most I think is Active Boosters, Passive Boosters, UVT, Skill Spikes, Skill Clusters, and any sort of vanity BPO items. I mean sure people will buy disposable AUR items, but for me, playing infantry or tank is not going to make me any more likely to buy disposable AUR items that I'd be using on a regular basis.
If anything, people are probably more likely to buy AUR items for tanks since they're actually a bit better, they're just expensive. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.04 22:56:00 -
[3] - Quote
STB-LURCHASAURUS EV wrote:splash resist mods
Not really useful for the issue at hand, which is Large Railguns vs Heavies, which are easy to hit directly. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.04 23:24:00 -
[4] - Quote
STB-LURCHASAURUS EV wrote:Pokey Dravon wrote:STB-LURCHASAURUS EV wrote:splash resist mods Not really useful for the issue at hand, which is Large Railguns vs Heavies, which are easy to hit directly. so you gonna nerf sniper rifles too? same problem. railgun splash radius should be taken from 5 meters to 3. if i can hit you with my slow tracking large railgun tho, you die. no two ways around it, you got shot in the face by a tank. heavies are slow, you knew that going into things. you cant arbitrarily change things cause you dont like getting one shotted by a tank when he hits you with a dome shot. its not that easy actually hitting a dropsuit square on with a railgun turret and decreasing the splash would change things for the better.
Sniper Rifles don't do 1800+ damage either, last time I checked.
Don't get all upset about it, you think I'm suggesting it because I use a heavy (which I never do), instead I use a railgun on a tank myself, and even I'll admit that heavies are by far the easiest to kill with it. |
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