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Groza Tragediya
Opus Arcana Orion Empire
72
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Posted - 2013.01.10 23:15:00 -
[1] - Quote
After playing with the tanks, both types. Soma and Sica, no mods both types of militia turrets on each. Blaster and rail were tried on both.
Main imbalance issue is the ease in which the armor destroying swarm launcher is carried around. There is no movement penalty, and it does 130% damage to armor. Thats a bit much for its mobility and damage. The forge gun only has 100% effectiveness. Even against a shield heavy tank.
A shield hardener gives a tank a 30% reduction to damage to shields. A armor hardener only gives 25% and it effectiveness gets reduced if there are any other modules effecting the same stat (armor reduction). So even if there is a 30% damage modifier to forge guns against shields, it would be negated by the hardener. The armor hardener still leaves the 5%.
Shield tanks maneuver far too well, far far too well. I dont understand the point of 180mm armor if it adds no natural damage resistance. Shield tanks are fast, and powerful. Armor tanks are slow and awkward and blow up entirely too easy. If they are meant to be in the thick of battle why are they so weak.
Next issue, Large Blasters. They need a shorter nose and a lower angle. Infantry feels too safe standing next to a tank with a large blaster. Can you atleast make a variant with a shorter nose and shorter range with a faster rate of fire? Even lower the damage a little. |
843 pano
843 Boot Camp
200
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Posted - 2013.01.10 23:27:00 -
[2] - Quote
Groza Tragediya wrote:Infantry feels too safe standing next to a tank with a large blaster.
Yep, lets take away one more way an infantry soldier can solo a tank. I enjoy running and hugging a tank with my packed AV grenades and having the blaster go over my head. Then, when the tanker gets scared and trys to run, I finish them off with swarms. It's one of the funnest and challenging ways to solo a tank.
Many run from tanks, try to run at them from their blindside. But, most squad based tanks have pesky red dots on foot circling the tank. Making this tactic impossible.
So, get with a squad or red dot to protect your tank on foot, or your food for my AV's. |
Groza Tragediya
Opus Arcana Orion Empire
72
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Posted - 2013.01.10 23:36:00 -
[3] - Quote
Yet when im on foot you run the opposite way. Unique. |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.10 23:38:00 -
[4] - Quote
CCP has always favored shields over armor. As for my armor tank I have had some issues with swarms, I had a armor hardener on and 2 volley of swarm launchers did 5,400k (4,500 of that was armor) damage, any explanations? There were no forges on the map and I saw the 2 volleys hit me and somehow destroyed me |
Icy Tiger
Universal Allies Inc.
1026
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Posted - 2013.01.10 23:38:00 -
[5] - Quote
Im pretty sure Forge hits shield harder. |
Groza Tragediya
Opus Arcana Orion Empire
72
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Posted - 2013.01.10 23:40:00 -
[6] - Quote
Not according to the effectiveness thingy it only hits 100% on its readout. So unless it only reads the armor, then no. |
Bojo The Mighty
Bojo's School of the Trades
428
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Posted - 2013.01.11 01:06:00 -
[7] - Quote
Groza Tragediya wrote:After playing with the tanks, both types. Soma and Sica, no mods both types of militia turrets on each. Blaster and rail were tried on both.
Main imbalance issue is the ease in which the armor destroying swarm launcher is carried around. There is no movement penalty, and it does 130% damage to armor. Thats a bit much for its mobility and damage. The forge gun only has 100% effectiveness. Even against a shield heavy tank.
A shield hardener gives a tank a 30% reduction to damage to shields. A armor hardener only gives 25% and it effectiveness gets reduced if there are any other modules effecting the same stat (armor reduction). So even if there is a 30% damage modifier to forge guns against shields, it would be negated by the hardener. The armor hardener still leaves the 5%.
Shield tanks maneuver far too well, far far too well. I dont understand the point of 180mm armor if it adds no natural damage resistance. Shield tanks are fast, and powerful. Armor tanks are slow and awkward and blow up entirely too easy. If they are meant to be in the thick of battle why are they so weak.
Next issue, Large Blasters. They need a shorter nose and a lower angle. Infantry feels too safe standing next to a tank with a large blaster. Can you atleast make a variant with a shorter nose and shorter range with a faster rate of fire? Even lower the damage a little. There is a movement penalty. The free swarm launcher suit has an armor mod on it that makes you slower. However it is easily replaced by something else, but you can't just get rid of it, so at least people have to pay for one modules to remove the module penalty. I'm pretty sure forges do more shield damage
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BobThe843CakeMan
BurgezzE.T.F
132
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Posted - 2013.01.11 01:16:00 -
[8] - Quote
Mr Zitro wrote:CCP has always favored shields over armor. As for my armor tank I have had some issues with swarms, I had a armor hardener on and 2 volley of swarm launchers did 5,400k (4,500 of that was armor) damage, any explanations? There were no forges on the map and I saw the 2 volleys hit me and somehow destroyed me Before when 2 volleys hit me with those stats it did about 2.5k damage wat swarms were they, dd they hit the tanks weak spot, and most importantly did u run over any RE mines. Last one is hard to tell always surprises me. |
Polish Hammer
Conspiratus Immortalis
300
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Posted - 2013.01.11 01:25:00 -
[9] - Quote
In my experience, Forges have seemed to do more against shields than armor. The numbers could say one thing but being a forge gunner for the past 3 builds has said otherwise. |
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