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Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.16 07:09:00 -
[1] - Quote
Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
I can also get 8837 EHP (3765 shield, 5235 armor) if I strictly go for max health, or I can cut down one shield mod and go with two armor reppers and one shield repper and have 3012 shields plus a light shield repper, and 5235 armor with two light armor reppers.
ALL of this on just a militia tank.
Thats far, FAR too much for a militia tank. And I've not specced for tanks one bit, I spec LAV's. I have small blaster turret skills at lvl 2, so I can fit small blasters slightly better than the next guy, and I now have powergrid upgrades to lvl 1, so I can use a basic power diagnostic system instead of the militia one. Apart from that, I have no advantages for fitting a tank that anyone else building strictly dropsuits wouldn't have.
All I do is tinker with tanks, I don't care for driving them. I build them up, test them out, and pass on my designs to interested parties. I look at the PG/CPU of an advanced tank, and I just imagine how much I could do with a REAL tank.
You shouldn't be able to fit this many high end modules on a low end tank, and you shouldn't be able to fit as much on an advanced tank as you can either. High end tanks? Fit whatever you want, but the lower end tanks need to have their PG/CPU reduced. SERIOUSLY reduced. It shouldn't be this easy to pimp out a tank with no skills in tank stuff.
Also, the lower end mods for vehicles need to be nerfed and cost less PG/CPU to equip. The bottom bracket mods for heavy or light extenders/plates shouldn't be almost as strong as the high end ones, but they also shouldn't cost almost the same PG/CPU. For example:
The current difference between 120mm armor mods-
Steel 1360 HP 20 CPU 580 PG
Nanofibre 1224 HP 12 CPU 464 PG
Polycrystalline 1564 HP 19 PG 551 CPU
There is a range here of about 300 HP from the lowest to highest. Basically, I think the top level mods and mid level mods should remain the same, but the bottom level mods need to be lower in HP and PG/CPU costs than the mid level mods, closer to the next mods down on the food chain. In this case the closest level plate to the nanofibre (which, since it's the lowest HP plate) according to HP & fitting requirements is the 60mm polycrystalline plate, which has 782 HP. The lowest tier 120mm plate needs to be around 900ish HP, a step up from the polycrystalline 60mm, and have lower fitting requirements to fit it's drop in HP.
Please drop the CPU/PG in this way and tier the mods correctly.
Note: And if you ever want to chat about how to make a militia super tank, hit me up. I love toying with fittings. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
|
Posted - 2013.02.16 07:55:00 -
[2] - Quote
Lol please drop that tank in against me, its possible to get 20,000+ ehp on a Surya, ask team aldin. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.16 08:07:00 -
[3] - Quote
it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2013.02.16 09:16:00 -
[4] - Quote
I don't see the point of your complaint. If you can build that "overpowered" tank without any HAV skills, then everybody can. Where's the problem? I don't see a major imbalance here. Or are you seriously suggesting that militia tanks are overpowered compared to their high end counterparts, without ever having seen one of them from the inside? |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.16 09:48:00 -
[5] - Quote
Eskel Bondfree wrote:I don't see the point of your complaint. If you can build that "overpowered" tank without any HAV skills, then everybody can. Where's the problem? I don't see a major imbalance here. Or are you seriously suggesting that militia tanks are overpowered compared to their high end counterparts, without ever having seen one of them from the inside? because some players are more equal than others. it basically puts them back to what they were except having a window of being vulnerable. takes quite a bit of team work. i actually had to suicide a tank to see what limits i could pull off. 8 guys throwing everything at me with 1/2 health for a good 10 seconds before being destroyed.
i can't wait to get the proto tanks, i already have plans of what i am going to do with it. |
Imp Smash
On The Brink
51
|
Posted - 2013.02.16 11:04:00 -
[6] - Quote
Militia somas are paper stock though... |
crazy space 1
ZionTCD Legacy Rising
879
|
Posted - 2013.02.16 11:13:00 -
[7] - Quote
Necrodermis wrote:it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover.
This is why dropships need to have the open door mechanic finished. Right now they can open and close doors, but the future idea is to lets players keep shooting from the dropship. Turrets have a hard time pointing up and forge guns have great range with a height advantage. Not to mention the rain of AV gernades tat will come.
Tanks should kick ass, but there should always be a counter. It just requires skill investment and teamwork. And also for CCP to finish the game :P
Plus we are getting a new anti shield AV weapon with te arc launcher. S swarms for armor tanks and Arc for shields. Forgeguns are more of an AV sniping weapon. They can drop massive damage when far away and above the target.
The arc will on the other hand be aclose range only skill shot weapon with an arc to it's fire. 4 of them might tear a shield tanking tank apart. Finish it up with Pack AV in the back where it's weak point is, KA BOOM
ONly issue I see with tanks si they are TOO FAST. I can see cureeny tank top speed and acceleration before more minmatar level but we need some balance here.
Cadari should have lowest accelration but highest top speed. Strongest shield tank.
Minmatar should have 2nd best top speed *current tank speed* with current level accelration.
Ammar should be slow topspeed, but the highest acelleration.As a result, highest armor in the game to last in a firefight, but too slow to move out of danger or to another objective quickly.
Gallente should have 3rd best speed low accelration, but as armor tanks they shouldn't be moving faster than a fully buffed spped scout suit. UNless you fit speed mods or an after burner of crouse. But then the tank will have moments where it's on cool down and be cuaght up to. It should have the side turrets be player controlled fighter drones. *a man can dream* |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.02.16 11:56:00 -
[8] - Quote
All your using is light reppers
Once they are spent you will contine to get raped plus since its armor tank mainly so once your shield is gone its gone so you are relying on your armor to get you through
Looks good on paper but against a proper tank it will get demolished |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.16 12:35:00 -
[9] - Quote
slap26 wrote:Lol please drop that tank in against me, its possible to get 20,000+ ehp on a Surya, ask team aldin.
|
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.16 12:37:00 -
[10] - Quote
crazy space 1 wrote:Necrodermis wrote:it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover. This is why dropships need to have the open door mechanic finished. Right now they can open and close doors, but the future idea is to lets players keep shooting from the dropship. Turrets have a hard time pointing up and forge guns have great range with a height advantage. Not to mention the rain of AV gernades tat will come. Tanks should kick ass, but there should always be a counter. It just requires skill investment and teamwork. And also for CCP to finish the game :P Plus we are getting a new anti shield AV weapon with te arc launcher. S swarms for armor tanks and Arc for shields. Forgeguns are more of an AV sniping weapon. They can drop massive damage when far away and above the target. The arc will on the other hand be aclose range only skill shot weapon with an arc to it's fire. 4 of them might tear a shield tanking tank apart. Finish it up with Pack AV in the back where it's weak point is, KA BOOM ONly issue I see with tanks si they are TOO FAST. I can see cureeny tank top speed and acceleration before more minmatar level but we need some balance here. Cadari should have lowest accelration but highest top speed. Strongest shield tank. Minmatar should have 2nd best top speed *current tank speed* with current level accelration. Ammar should be slow topspeed, but the highest acelleration.As a result, highest armor in the game to last in a firefight, but too slow to move out of danger or to another objective quickly. Gallente should have 3rd best speed low accelration, but as armor tanks they shouldn't be moving faster than a fully buffed spped scout suit. UNless you fit speed mods or an after burner of crouse. But then the tank will have moments where it's on cool down and be cuaght up to. It should have the side turrets be player controlled fighter drones. *a man can dream*
tanks are not too fast get that ******** thought out ur head |
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Snagman 313
Carbon 7
41
|
Posted - 2013.02.16 12:58:00 -
[11] - Quote
Let me at it!!!! I b*^%@ slap soma's back to the factory
On a more serious note it's quite easy to counter the damage reduction modules with damage mods, which should be on any AV fitting IMHO. And you can easily counter the high armour HP by using a SL which gains it's explosive bonus.
Once you get into real tanks things get a bit more difficult.
Snag |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.16 12:59:00 -
[12] - Quote
Tanks are definitely too fast |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.02.16 13:58:00 -
[13] - Quote
Baal Omniscient wrote:Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
Yes, I'm also aware of the fact that my Scattermind Swarms deal close to 3000 damage per volley, maybe more. |
Vyzion Eyri
The Southern Legion
155
|
Posted - 2013.02.16 14:01:00 -
[14] - Quote
Ingenious.
Complain about overpowered stuff so that it gets nerfed without actually seeming to have complained about overpowered stuff which is needing a nerf because you've said you've been op and pubstomped which insinuates a sense of guilt, which means you're not to blame for the destruction because it's the item in discussion's overpowered nature that is causing you to be so great, and this leads to a consideration of the item in detail without involving your own involvement because you've negated being involved by involving yourself.
Marvellous. I'll think of this technique when I want to nerf something. |
NeWBAD FuRrY
Mannar Focused Warfare Gallente Federation
10
|
Posted - 2013.02.16 14:18:00 -
[15] - Quote
slap26 wrote:Lol please drop that tank in against me, its possible to get 20,000+ ehp on a Surya, ask team aldin.
ROFL LOL !!!!! Awwwww man nice troll nice troll ROFL ! LOL !!!!!! |
BaD FuRrYV2
Kang Lo Directorate Gallente Federation
11
|
Posted - 2013.02.16 14:43:00 -
[16] - Quote
Soma fit FYT =your dead ! |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
77
|
Posted - 2013.02.16 15:08:00 -
[17] - Quote
First my FG and Packed AV wants to talk to you.
Second i know based on everything you just listed makes your tank more tank and less gank so im not really all too distressed by a militia tank. Also i know your tank is carrying roughly 250-400K ISK price tag so even though its militia its not like its some 200K or less puddle jumper.
Moreover go ahead and survive the onslaught of 6 starter fit SL coming at you. |
Cody Sietz
Tritan-Industries Legacy Rising
63
|
Posted - 2013.02.16 15:19:00 -
[18] - Quote
You have a few points, but its not as bad as you make it out to be.
Most squads can take out a tank like easy, forge gunner+swarms+flux+AV+me in a free LAV ramming into a HAV can take out a tank quite quickly.
Also, i believe its more about whoever is operating the tank and how skilled they are as a driver. I can outfit a tank too...problem is I suck as a driver and will get blown up quick. |
G Torq
ALTA B2O
88
|
Posted - 2013.02.16 16:28:00 -
[19] - Quote
Cody Sietz wrote:You have a few points, but its not as bad as you make it out to be.
Most squads can take out a tank like easy, forge gunner+swarms+flux+AV+me in a free LAV ramming into a HAV can take out a tank quite quickly.
Also, i believe its more about whoever is operating the tank and how skilled they are as a driver. I can outfit a tank too...problem is I suck as a driver and will get blown up quick.
Militia HAVs goes into pub matches, not into fights where you deal with coordinated squads :) |
Salazar Skye-fire
Villore Sec Ops Gallente Federation
85
|
Posted - 2013.02.16 16:39:00 -
[20] - Quote
if i punched a 9k armor tank into submission i can certainly punch your far far weaker tank into submission as well!! |
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Johnny Guilt
Algintal Core Gallente Federation
50
|
Posted - 2013.02.16 18:27:00 -
[21] - Quote
I really freaking hate tanks but i consider them not OP iv sat in afew tanks as a gunner for some of those annoying corps that lurk these general forums so much,most of the time the driver is just patrolling a route killing everything and runs away when things get too hairy(like have only 20% or armor or shield left hairy) and it turns on his armor or shield repair stuff on at the red zone of the map behind cover.
You have to KNOW the tanks route and know where he'll hide when he needs to repair. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2013.02.16 18:50:00 -
[22] - Quote
slap26 wrote:Lol please drop that tank in against me, its possible to get 20,000+ ehp on a Surya, ask team aldin. Yeah but that's team Alldin bro, thats a whole other league |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.17 02:34:00 -
[23] - Quote
Are those of you with inflated egos done bragging yet? This isn't about you.
The point isn't that this fit is OP vs people who spec for dealing with this, the point is that it's OP because anyone can build it for general pub matches against regular, low level noobs who know nothing about taking out tanks.
It's bad enough that Zitro, Zdawwg, and all of the other big tankers are so afraid of getting a scratch on their precious K/D that they feel they need to pull out the best possible tank they can every match they go into against complete noobs (which is, quite honestly, very pathetic, especially since the majority of them aren't even out of militia gear yet), but the fact that anyone who has basic dropsuit skills can build a halfway decent tank without any skills into tanks, and drop it into a match filled with complete noobs, is just plain stupid.
This isn't a complaint about my tank being too strong for AV players or other tankers, it's a complaint that people who don't put in the effort to build tank skills can still easily wipe the floor in the average pub match with a tank that cost them no SP investment and very little ISK.
And as for the 2 light reppers, it's more than enough when you only have ~5k armor and around 3K shields plus a shield booster to buffer your armor from explosive damage. I don't really do tanks, but even with my poor tanking skills I've dropped 5 gunloggis with it so far, so it's not quite as bad as you guys seem pointedly want to make it out to be.
Edit: This isn't closed beta anymore, people will be flooding in from now on. That means things need to be balanced for the new players as well as those already specced well enough to deal with a tank like this. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.17 03:52:00 -
[24] - Quote
NeWBAD FuRrY wrote:slap26 wrote:Lol please drop that tank in against me, its possible to get 20,000+ ehp on a Surya, ask team aldin. ROFL LOL !!!!! Awwwww man nice troll nice troll ROFL ! LOL !!!!!!
its not a troll lol and lol @ ppl saying tanks are too fast just ask ccp to give u even more help hitting a tank cuz seems some ppl still struggling
Armor is already slow as **** |
Thranx1231
CowTek
90
|
Posted - 2013.02.17 04:35:00 -
[25] - Quote
As others have stated above.
I popped a Gunlogi by myself with my fat suit and my favorite Forge Gun.
Driver thought he could run. He couldn't run far enough because I had situational advantage denying the driver from getting Repped before my mods and skills allowed the Forge Gun to give me +150, +50, +50 and I wish they have found one more Gunner to finish out my set.
That was work.
Your setup? Not so much.
You have forgotten the two basic Rules in RPGs. Skills and Mods (whatever the game calls them) changes everything.
Weaponry lvl 5 +10% damage to all hand held weapons.
Forge Gun Ops, reduces charge time. Heavy Weapon Sharpshooter adds range. Heavy Weapon Reload makes Forge Gun reloads reasonable.
10% Damage mod.
Assault Forge Gun, 1200 + 120 + 120, four rounds = 5760. Breach Forge Gun, 2100 + 210 + 210, four rounds = 10080.
Neither of these are Advanced weapons. Do the math on Advanced and Proto Forge Guns then look at your Single Clip Death Trap with fresh eyes.
Add some friendly Blue helpers with a Flux Grenade and what little shields the Soma had are gone. Instantly. Sica and Flux? Serious troubles ahead. Or a Blue with AV grenades and a HIV gets me 50% of the kills but you are still very much dead. Same for Swarmers and I haven't even skilled into Swarm Launchers as yet.
Until you drive a tank, do not assume that tweaking a spreadsheet will win either an encounter nor a battle. Interesting and entertaining though the numbers are. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.17 04:50:00 -
[26] - Quote
Thranx1231 wrote:As others have stated above.
I popped a Gunlogi by myself with my fat suit and my favorite Forge Gun.
Driver thought he could run. He couldn't run far enough because I had situational advantage denying the driver from getting Repped before my mods and skills allowed the Forge Gun to give me +150, +50, +50 and I wish they have found one more Gunner to finish out my set.
That was work.
Your setup? Not so much.
You have forgotten the two basic Rules in RPGs. Skills and Mods (whatever the game calls them) changes everything.
Weaponry lvl 5 +10% damage to all hand held weapons.
Forge Gun Ops, reduces charge time. Heavy Weapon Sharpshooter adds range. Heavy Weapon Reload makes Forge Gun reloads reasonable.
10% Damage mod.
Assault Forge Gun, 1200 + 120 + 120, four rounds = 5760. Breach Forge Gun, 2100 + 210 + 210, four rounds = 10080.
Neither of these are Advanced weapons. Do the math on Advanced and Proto Forge Guns then look at your Single Clip Death Trap with fresh eyes.
Add some friendly Blue helpers with a Flux Grenade and what little shields the Soma had are gone. Instantly. Sica and Flux? Serious troubles ahead. Or a Blue with AV grenades and a HIV gets me 50% of the kills but you are still very much dead. Same for Swarmers and I haven't even skilled into Swarm Launchers as yet.
Until you drive a tank, do not assume that tweaking a spreadsheet will win either an encounter nor a battle. Interesting and entertaining though the numbers are. Ahem....
Baal Omniscient wrote:Are those of you with inflated egos done bragging yet? This isn't about you.
The point isn't that this fit is OP vs people who spec for dealing with this, the point is that it's OP because anyone can build it for general pub matches against regular, low level noobs who know nothing about taking out tanks.
It's bad enough that Zitro, Zdawwg, and all of the other big tankers are so afraid of getting a scratch on their precious K/D that they feel they need to pull out the best possible tank they can every match they go into against complete noobs (which is, quite honestly, very pathetic, especially since the majority of them aren't even out of militia gear yet), but the fact that anyone who has basic dropsuit skills can build a halfway decent tank without any skills into tanks, and drop it into a match filled with complete noobs, is just plain stupid.
This isn't a complaint about my tank being too strong for AV players or other tankers, it's a complaint that people who don't put in the effort to build tank skills can still easily wipe the floor in the average pub match with a tank that cost them no SP investment and very little ISK.
And as for the 2 light reppers, it's more than enough when you only have ~5k armor and around 3K shields plus a shield booster to buffer your armor from explosive damage. I don't really do tanks, but even with my poor tanking skills I've dropped 5 gunloggis with it so far, so it's not quite as bad as you guys seem pointedly want to make it out to be.
Edit: This isn't closed beta anymore, people will be flooding in from now on. That means things need to be balanced for the new players as well as those already specced well enough to deal with a tank like this. As I stated above, this is about those without the SP invested, not those with. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.02.17 05:40:00 -
[27] - Quote
This tank is so overpowered anyone can build it. Even you. |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.17 06:19:00 -
[28] - Quote
Hahaha, I love it, find a good fit and complain about it!
You'll learn quickly to cherish your advantages I think. |
Y0UR NAME HERE
Imperfects Negative-Feedback
443
|
Posted - 2013.02.17 06:33:00 -
[29] - Quote
I like how people are saying how starter fit swarms will tear apart a tank.
So true, from halfway across the map too!!!
Oh and don't forget those proto swarms!
Tanks are super fast, yep. No matter how fast though, those swarms will turn right around that corner after you!
lol current swarm set up is BS imo.
It takes no skill, I had a few people watch me play the other day while using swarms.
They've never even played dust and were complaining about what garbage they are.
Personally I think we need to go back to manual fire but with 0 splash damage to infantry to avoid the bazooka problem.
Of course, tanks are pretty hated in dust, LAV's have small chances.
No one wants to see tanks around they can't solo.
With my level 1 swarms and level 1 Av grenades, I rip up gunnlogis and madrugars by myself.
If they're super fit, well madrugars that is, they'll be running in no time, unless my bro is in squad with more swarms.
At least AV grenades you can get away from,
Forge gun, well they have to aim that,
Proximity mines, tanks have an alert system for those.
Why do we still have these crappy swarms working the way they do?
I mean large missile turrets, well ya know. Aren't swarms missiles too
just a thought. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.17 06:46:00 -
[30] - Quote
lol, keep building on each others posts instead of responding to my responses to them. Does nothing but show you have no counter argument. Once someone with a valid counter argument comes in, I'll be happy to debate the issue. Until then, I'll just kick back and watch you floundering for insults instead of using your head.
For the last time, this isn't about your skill investments, it's about how easily someone can put a semi decent tank into a pub match full of noobs with little SP investment at all. |
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Y0UR NAME HERE
Imperfects Negative-Feedback
443
|
Posted - 2013.02.17 06:53:00 -
[31] - Quote
Baal Omniscient wrote:lol, keep building on each others posts instead of responding to my responses to them. Does nothing but show you have no counter argument. Once someone with a valid counter argument comes in, I'll be happy to debate the issue. Until then, I'll just kick back and watch you floundering for insults instead of using your head.
For the last time, this isn't about your skill investments, it's about how easily someone can put a semi decent tank into a pub match full of noobs with little SP investment at all.
Don't get my last post wrong.
I don't think there should be 0 skill tanks available or 0 skill AV available.
Its a rather garbage system as well.
Hell I don't think there needs to be free LAV's either. |
DaddyKillsEmAll
United Pwnage Service RISE of LEGION
7
|
Posted - 2013.02.17 07:00:00 -
[32] - Quote
Baal Omniscient wrote:Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
I can also get 8837 EHP (3765 shield, 5235 armor) if I strictly go for max health, or I can cut down one shield mod and go with two armor reppers and one shield repper and have 3012 shields plus a light shield repper, and 5235 armor with two light armor reppers.
ALL of this on just a militia tank.
Thats far, FAR too much for a militia tank. And I've not specced for tanks one bit, I spec LAV's. I have small blaster turret skills at lvl 2, so I can fit small blasters slightly better than the next guy, and I now have powergrid upgrades to lvl 1, so I can use a basic power diagnostic system instead of the militia one. Apart from that, I have no advantages for fitting a tank that anyone else building strictly dropsuits wouldn't have.
All I do is tinker with tanks, I don't care for driving them. I build them up, test them out, and pass on my designs to interested parties. I look at the PG/CPU of an advanced tank, and I just imagine how much I could do with a REAL tank.
You shouldn't be able to fit this many high end modules on a low end tank, and you shouldn't be able to fit as much on an advanced tank as you can either. High end tanks? Fit whatever you want, but the lower end tanks need to have their PG/CPU reduced. SERIOUSLY reduced. It shouldn't be this easy to pimp out a tank with no skills in tank stuff.
Also, the lower end mods for vehicles need to be nerfed and cost less PG/CPU to equip. The bottom bracket mods for heavy or light extenders/plates shouldn't be almost as strong as the high end ones, but they also shouldn't cost almost the same PG/CPU. For example:
The current difference between 120mm armor mods-
Steel 1360 HP 20 CPU 580 PG
Nanofibre 1224 HP 12 CPU 464 PG
Polycrystalline 1564 HP 19 PG 551 CPU
There is a range here of about 300 HP from the lowest to highest. Basically, I think the top level mods and mid level mods should remain the same, but the bottom level mods need to be lower in HP and PG/CPU costs than the mid level mods, closer to the next mods down on the food chain. In this case the closest level plate to the nanofibre (which, since it's the lowest HP plate) according to HP & fitting requirements is the 60mm polycrystalline plate, which has 782 HP. The lowest tier 120mm plate needs to be around 900ish HP, a step up from the polycrystalline 60mm, and have lower fitting requirements to fit it's drop in HP.
Please drop the CPU/PG in this way and tier the mods correctly.
Note: And if you ever want to chat about how to make a militia super tank, hit me up. I love toying with fittings.
not OP.... |
LoveNewlooy
WarRavens
6
|
Posted - 2013.02.17 07:39:00 -
[33] - Quote
3 proto av nadas can blew ur tank up lol!! |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.02.17 08:25:00 -
[34] - Quote
Its all about investment, you are using a millita tank, are the mods millita too? considering stats, I doubt it
How much it cost you each one?
If it is more than 400k, why you not just buying a standard hull gunlogii. Its like 100k more for 2 more med slots, more base HP. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2013.02.17 08:32:00 -
[35] - Quote
you can also get 12k in armor only if you go with maximum everything armor on the prototanks XD
or maybe not, this was still in closed beta I could do it.. I think I screamed out " I UNLOCKED PROTO Tanks" and a buncha people congratulated me :L
Ahh Closed beta, good times, good times... paid with in game exclusive guns and suits. |
Herrick Arcos
The Shadow Cavalry Mercenaries
56
|
Posted - 2013.02.17 08:53:00 -
[36] - Quote
God tank + Dumb \ Unskilled pilot = ISK flavored tears. No balance issues here. 1200 damage militia forge guns + some skill is another story. |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2013.02.17 09:05:00 -
[37] - Quote
I don't get your point at all. If anyone can do it, how is it OP ??
It's not like you didn't invest any SP in this militia tank of yours. You invested Millions of them in all those modules skills and passive skills. These skills aren't strictly for drop suit nor vehicle. they are universal skills. Investing in core/passive/fitting skill first is always the rule since the dawn of EVE. Going into advance ship/tank naked without proper module is like putting yourself in expensive coffin, Worst idea ever. It seem that you discoverd that (not so) secret, congratulation.
Saying it shouldn't work this way is like saying you don't want to play EVE/Dust.
It's not like you have the same amount of HP as Advance HAV. Specialized tanker can get their tank to 20k HP. It's not like no AV can kill you. Specialized AV crew can fire 3000 dmg a volley at you. Even standard AV should be able to take you out in 4-8 rounds, if the one firing it is capable. Have 4 of them firing at you, and you go down in 2 volleys. Your light rep be damned.
If you complain that it is OP because you owned in pub match and nobody bother taking you out. Then, this is not about any specific weapon/skill/build balance. This is about learning cliff and vet vs newberries issue, aka match making. I'm certain you can just grab a single militia AR and you still owned with it. |
Bhor Derri
Legion of Eden
95
|
Posted - 2013.02.17 09:29:00 -
[38] - Quote
crazy space 1 wrote:Necrodermis wrote:it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover. This is why dropships need to have the open door mechanic finished. Right now they can open and close doors, but the future idea is to lets players keep shooting from the dropship. Turrets have a hard time pointing up and forge guns have great range with a height advantage. Not to mention the rain of AV gernades tat will come. Tanks should kick ass, but there should always be a counter. It just requires skill investment and teamwork. And also for CCP to finish the game :P Plus we are getting a new anti shield AV weapon with te arc launcher. S swarms for armor tanks and Arc for shields. Forgeguns are more of an AV sniping weapon. They can drop massive damage when far away and above the target. The arc will on the other hand be aclose range only skill shot weapon with an arc to it's fire. 4 of them might tear a shield tanking tank apart. Finish it up with Pack AV in the back where it's weak point is, KA BOOM ONly issue I see with tanks si they are TOO FAST. I can see cureeny tank top speed and acceleration before more minmatar level but we need some balance here. Cadari should have lowest accelration but highest top speed. Strongest shield tank. Minmatar should have 2nd best top speed *current tank speed* with current level accelration. Ammar should be slow topspeed, but the highest acelleration.As a result, highest armor in the game to last in a firefight, but too slow to move out of danger or to another objective quickly. Gallente should have 3rd best speed low accelration, but as armor tanks they shouldn't be moving faster than a fully buffed spped scout suit. UNless you fit speed mods or an after burner of crouse. But then the tank will have moments where it's on cool down and be cuaght up to. It should have the side turrets be player controlled fighter drones. *a man can dream*
Uhm sir AFAIK gallente has the highest top speed but low acceleration , Caldari has high Acceleration with decent top speed
|
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.17 09:38:00 -
[39] - Quote
Bhor Derri wrote: Uhm sir AFAIK gallente has the highest top speed but low acceleration , Caldari has high Acceleration with decent top speed
i can't wait to try out a gallente tank with 3 Jovian torque mods.
shame it's a glass canon and will probably explode from a single guy spawning in with a single AV grenade. |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
7
|
Posted - 2013.02.17 09:55:00 -
[40] - Quote
This thread makes me happy. I hope more people read this and decide to use tanks. Tanks are highly underutilized in this game. They are expensive and should be crazy strong. However a squad using teamwork will always be able to take out a tank. I frankly cannot keep up with the money required to use tanks. I gotta get me a tank build. |
|
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.17 10:01:00 -
[41] - Quote
Commander Tuna wrote:This thread makes me happy. I hope more people read this and decide to use tanks. Tanks are highly underutilized in this game. They are expensive and should be crazy strong. However a squad using teamwork will always be able to take out a tank. I frankly cannot keep up with the money required to use tanks. I gotta get me a tank build. tanks are fun.
it takes literally everyone to destroy my tanks, shame the dumb teams can't seem to get anything done when nearly their entire team is some form of AV.
i had 5 guys chasing me with AV grenades and swarms, it was cute. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2013.02.17 13:23:00 -
[42] - Quote
Baal Omniscient wrote:Once someone with a valid counter argument comes in, I'll be happy to debate the issue. Well, several people, including myself, already did so, and we're still waiting for your response to these simple points brought up:
Eskel Bondfree wrote:If you can build that "overpowered" tank without any HAV skills, then everybody can. Where's the problem If you bring that "super tank" to a match, then anybody with a brain can just pull out the same super tank and voila, the match is perfectly balanced again as far as tanks go.
Baal Omniscient wrote:This isn't a complaint about my tank being too strong for AV players or other tankers, it's a complaint that people who don't put in the effort to build tank skills can still easily wipe the floor in the average pub match with a tank that cost them no SP investment and very little ISK.
Talruum Tezztarozza wrote:If you complain that it is OP because you owned in pub match and nobody bother taking you out. Then, this is not about any specific weapon/skill/build balance. This is about learning cliff and vet vs newberries issue, aka match making. And finally,
Baal Omniscient wrote:the fact that anyone who has basic dropsuit skills can build a halfway decent tank without any skills into tanks, and drop it into a match [...] is just plain stupid. This is exactly the point of militia gear. Note the difference between "halfway decent" and "advanced/prototype". |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.18 21:31:00 -
[43] - Quote
Eskel Bondfree wrote:Well, several people, including myself, already did so, and we're still waiting for your response to these simple points brought up: They are evaiding the main point of the issue by saying "they can just pull the same tank", but READ my last few posts since you at least seem to wish to debate the issue properly. It's not about being able to pull it, it's about anyone with basic dropsuit skills being able to pull this kind of tank with no SP invested in tanks at all into a match full of complete noobs. It's as much a matchmaking problem as anything, but the whole point here, I say again, IS THAT YOU CAN DO THIS WITH NO TANK SP INVESTMENT TO MOP UP NOOBS WITH. That's not right since they've not had the chance to earn SP for AV. There should be a lower, less powerful tank to break them in on.
Eskel Bondfree wrote:If you can build that "overpowered" tank without any HAV skills, then everybody can. Where's the problem If you bring that "super tank" to a match, then anybody with a brain can just pull out the same super tank and voila, the match is perfectly balanced again as far as tanks go.[/quote] That's just my point, with no SP investment into tanks, you can pull this tank out and wreck noob face. They CAN'T pull it, they are noobs with little SP investment in anything, they shouldn't have to be put up against this or any other tank unless the person bringing in the tank has at least put points into tanks. I'm basically saying make the militia ones a basic level tank and make a new, weaker militia tank.
Talruum Tezztarozza wrote:If you complain that it is OP because you owned in pub match and nobody bother taking you out. Then, this is not about any specific weapon/skill/build balance. This is about learning cliff and vet vs newberries issue, aka match making. See above.
And finally,
Eskel Bondfree wrote:This is exactly the point of militia gear. Note the difference between "halfway decent" and "advanced/prototype". Again, see above. Where I said "I'm basically saying make the militia ones a basic level tank and make a new, weaker militia tank." Militia tanks are too easy to fit well. |
LeCuch
SVER True Blood Unclaimed.
2
|
Posted - 2013.02.20 20:42:00 -
[44] - Quote
I am a good tank driver and i have been reading around the forums and am here to voice my opinions
Firstly, tanks are not overpowered. You know how slow the armor tank is? Someone with about 200k skill points in forge gun and 30k in AV grenades can drive up, forge gun, 3 av grenade you. You have 7000 armor? Woah. Still, thats about 2 guys with swarm launchers trapping you in the open for maybe 10 seconds, and you are dead. Hey look its a railgun turret *boom* 1500 armor gone *boom* 1500 armor gone. While you're worrying about your tank, 3 seconds and it takes you out and you lose all that money.
The right tank although seeming overpowered, isn't. I can tell you from personal experience you can die pretty dang quick. Other players can spawn with militia swarm launchers, say 3 of them decide to run up to a hill. Each of those hits for 800-1500 depending on your buffs. Every maybe 5-7 seconds. So that gives you a maximum of 14 seconds to get out of the huge range of the swarm launcher before you die.
Ok, some tanks have like 8000 armor 2000 shield and can heal fast. That tank costs over 300k ISK, heck mine cost 474k and 647k depending. If i get an unlucky turn or get stuck for maybe 5 seconds a precision strike can instantly kill me and make me lose 647k like that. Or, free swarm launchers or a few thousand dollar AV grenades.
I admit, tanks can be very strong, but if you have even 2 players on the other team that know what they are doing they can easily take you out. You have the option of a free swarm launcher, and a free forge gun (if you picked that starter class.) Are the tanks free? No. The cheap ones die to fast anyways, so if your complaining about a tank, the dude has most likely over 1,000,000 skill points into tanks in the first place, and has a lot of money into them. Im sure if you put 1,000,000 skill points into swarm launchers, you wouldn't have the same problems taking them out now would you? Don't hate on tanks because people put time and money into them, just learn to adapt, or avoid them
Thank you :P |
Topchiy Sergey
Academy Inferno
2
|
Posted - 2013.02.20 21:04:00 -
[45] - Quote
crazy space 1 wrote:Necrodermis wrote:it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover. This is why dropships need to have the open door mechanic finished. Right now they can open and close doors, but the future idea is to lets players keep shooting from the dropship. Turrets have a hard time pointing up and forge guns have great range with a height advantage. Not to mention the rain of AV gernades tat will come. Tanks should kick ass, but there should always be a counter. It just requires skill investment and teamwork. And also for CCP to finish the game :P Plus we are getting a new anti shield AV weapon with te arc launcher. S swarms for armor tanks and Arc for shields. Forgeguns are more of an AV sniping weapon. They can drop massive damage when far away and above the target. The arc will on the other hand be aclose range only skill shot weapon with an arc to it's fire. 4 of them might tear a shield tanking tank apart. Finish it up with Pack AV in the back where it's weak point is, KA BOOM ONly issue I see with tanks si they are TOO FAST. I can see cureeny tank top speed and acceleration before more minmatar level but we need some balance here. Cadari should have lowest accelration but highest top speed. Strongest shield tank. Minmatar should have 2nd best top speed *current tank speed* with current level accelration. Ammar should be slow topspeed, but the highest acelleration.As a result, highest armor in the game to last in a firefight, but too slow to move out of danger or to another objective quickly. Gallente should have 3rd best speed low accelration, but as armor tanks they shouldn't be moving faster than a fully buffed spped scout suit. UNless you fit speed mods or an after burner of crouse. But then the tank will have moments where it's on cool down and be cuaght up to. It should have the side turrets be player controlled fighter drones. *a man can dream*
Do u ever had a tank ? |
Sandromin Hes
Sand Mercenary Corps Inc.
204
|
Posted - 2013.02.20 21:13:00 -
[46] - Quote
crazy space 1 wrote:Necrodermis wrote:it does add a ton of difficulty to try to get it down.
i have 3 hardeners on my tank giving my 6k armor tank giving it around 10k armor with a 800 effective rep.
blasting forge gunners and other nonsense is quit simple, just have to keep my head and know where my tank is and what turrets are out there.
a turret can wreck my day if i am not in some form of cover. This is why dropships need to have the open door mechanic finished. Right now they can open and close doors, but the future idea is to lets players keep shooting from the dropship. Turrets have a hard time pointing up and forge guns have great range with a height advantage. Not to mention the rain of AV gernades tat will come. Tanks should kick ass, but there should always be a counter. It just requires skill investment and teamwork. And also for CCP to finish the game :P Plus we are getting a new anti shield AV weapon with te arc launcher. S swarms for armor tanks and Arc for shields. Forgeguns are more of an AV sniping weapon. They can drop massive damage when far away and above the target. The arc will on the other hand be aclose range only skill shot weapon with an arc to it's fire. 4 of them might tear a shield tanking tank apart. Finish it up with Pack AV in the back where it's weak point is, KA BOOM ONly issue I see with tanks si they are TOO FAST. I can see cureeny tank top speed and acceleration before more minmatar level but we need some balance here. Cadari should have lowest accelration but highest top speed. Strongest shield tank. Minmatar should have 2nd best top speed *current tank speed* with current level accelration. Ammar should be slow topspeed, but the highest acelleration.As a result, highest armor in the game to last in a firefight, but too slow to move out of danger or to another objective quickly. Gallente should have 3rd best speed low accelration, but as armor tanks they shouldn't be moving faster than a fully buffed spped scout suit. UNless you fit speed mods or an after burner of crouse. But then the tank will have moments where it's on cool down and be cuaght up to. It should have the side turrets be player controlled fighter drones. *a man can dream*
In terms of the new weapon- It's not anti-shield, it'll be the same in terms of efficiency as the forge gun. It'll have a higher DPS though knowing Gallente tech, but a shorter range.
And also, Minmatar is always the top speed and Caldari is second fastest. Always.
|
Topchiy Sergey
Academy Inferno
2
|
Posted - 2013.02.20 21:15:00 -
[47] - Quote
Have 4kk SP in tanks :) In top 100 players, but still die in 5 sec :)) GL whith ur fit :)) |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2013.02.20 21:40:00 -
[48] - Quote
Baal Omniscient wrote:It's as much a matchmaking problem as anything, but the whole point here, I say again, IS THAT YOU CAN DO THIS WITH NO TANK SP INVESTMENT TO MOP UP NOOBS WITH. So we agree it's a match making problem, then. I don't see anything more to add to the discussion then what has been said already. Militia tanks can be taken down easily by miltia level swarms, forge guns and AV grenades (and militia tanks), for which you don't need any SP investment. The fact that some people don't know how to use these doesn't make militia tanks too strong, it just makes them noobs. Experienced players will always be able to mop up noobs with something they're good at (talking about player skill, not SP investment).
|
Galthur
CrimeWave Syndicate
22
|
Posted - 2013.02.20 22:11:00 -
[49] - Quote
Rank of tanks Easy 3000-8000 HP= Requires one guy Medium 8000-12000= Requires teamwork and multiple teammates Impossible 12000+ = Extremely hard with proto gear and multiple teammates helping |
Sergey Topchiy
Academy Inferno
0
|
Posted - 2013.02.20 23:04:00 -
[50] - Quote
Galthur wrote:Rank of tanks Easy 3000-8000 HP= Requires one guy Medium 8000-12000= Requires teamwork and multiple teammates Impossible 12000+ = Extremely hard with proto gear and multiple teammates helping
Man, hp doesn't makes ur tank harder to kill. Balance, makes u live longer :)) |
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cranium79
ZionTCD Legacy Rising
38
|
Posted - 2013.02.24 14:27:00 -
[51] - Quote
Quote:[quote=Baal Omniscient]Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
I can also get 8837 EHP (3765 shield, 5235 armor) if I strictly go for max health, or I can cut down one shield mod and go with two armor reppers and one shield repper and have 3012 shields plus a light shield repper, and 5235 armor with two light armor reppers.
i currently have 9800+hp on my soma for a total of 277k isk per tank. it's not hard to do. i got over 8k hp on my sica (militia shield tank) for about 400k isk. and i know i'm not done messing with them. i have cpu and pg level 4 right now. when i hit level 5, i can do even more. i still don't use them all the time, but it's nice to have some cheap, semi-disposable armor when needed. |
Mortal Maximus
KNIGHTZ OF THE ROUND
8
|
Posted - 2013.02.24 16:22:00 -
[52] - Quote
Baal Omniscient wrote:Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
I can also get 8837 EHP (3765 shield, 5235 armor) if I strictly go for max health, or I can cut down one shield mod and go with two armor reppers and one shield repper and have 3012 shields plus a light shield repper, and 5235 armor with two light armor reppers.
ALL of this on just a militia tank.
Thats far, FAR too much for a militia tank. And I've not specced for tanks one bit, I spec LAV's. I have small blaster turret skills at lvl 2, so I can fit small blasters slightly better than the next guy, and I now have powergrid upgrades to lvl 1, so I can use a basic power diagnostic system instead of the militia one. Apart from that, I have no advantages for fitting a tank that anyone else building strictly dropsuits wouldn't have.
All I do is tinker with tanks, I don't care for driving them. I build them up, test them out, and pass on my designs to interested parties. I look at the PG/CPU of an advanced tank, and I just imagine how much I could do with a REAL tank.
You shouldn't be able to fit this many high end modules on a low end tank, and you shouldn't be able to fit as much on an advanced tank as you can either. High end tanks? Fit whatever you want, but the lower end tanks need to have their PG/CPU reduced. SERIOUSLY reduced. It shouldn't be this easy to pimp out a tank with no skills in tank stuff.
Also, the lower end mods for vehicles need to be nerfed and cost less PG/CPU to equip. The bottom bracket mods for heavy or light extenders/plates shouldn't be almost as strong as the high end ones, but they also shouldn't cost almost the same PG/CPU. For example:
The current difference between 120mm armor mods-
Steel 1360 HP 20 CPU 580 PG
Nanofibre 1224 HP 12 CPU 464 PG
Polycrystalline 1564 HP 19 PG 551 CPU
There is a range here of about 300 HP from the lowest to highest. Basically, I think the top level mods and mid level mods should remain the same, but the bottom level mods need to be lower in HP and PG/CPU costs than the mid level mods, closer to the next mods down on the food chain. In this case the closest level plate to the nanofibre (which, since it's the lowest HP plate) according to HP & fitting requirements is the 60mm polycrystalline plate, which has 782 HP. The lowest tier 120mm plate needs to be around 900ish HP, a step up from the polycrystalline 60mm, and have lower fitting requirements to fit it's drop in HP.
Please drop the CPU/PG in this way and tier the mods correctly.
Note: And if you ever want to chat about how to make a militia super tank, hit me up. I love toying with fittings.
I don't think i understand how to drop the PCG and the CPU still 0.0 so can it be more simply explained? |
Baal Omniscient
L.O.T.I.S. Legacy Rising
253
|
Posted - 2013.02.26 16:03:00 -
[53] - Quote
Mortal Maximus wrote:Baal Omniscient wrote:Are you aware that YOU can make a Soma Super Tank (militia armor tank for those non-tankers out there) with 2978 shields, 5235 armor, a 10% militia armor damage reduction mod, 2 armor reppers and a 9% shield/armor damage reducing active module using only the skills needed to improve your dropsuits armor and shield modules to advanced level, building your passive dropsuit health skills, and increasing your CPU/PG to lvl 4?
I can also get 8837 EHP (3765 shield, 5235 armor) if I strictly go for max health, or I can cut down one shield mod and go with two armor reppers and one shield repper and have 3012 shields plus a light shield repper, and 5235 armor with two light armor reppers.
ALL of this on just a militia tank.
Thats far, FAR too much for a militia tank. And I've not specced for tanks one bit, I spec LAV's. I have small blaster turret skills at lvl 2, so I can fit small blasters slightly better than the next guy, and I now have powergrid upgrades to lvl 1, so I can use a basic power diagnostic system instead of the militia one. Apart from that, I have no advantages for fitting a tank that anyone else building strictly dropsuits wouldn't have.
All I do is tinker with tanks, I don't care for driving them. I build them up, test them out, and pass on my designs to interested parties. I look at the PG/CPU of an advanced tank, and I just imagine how much I could do with a REAL tank.
You shouldn't be able to fit this many high end modules on a low end tank, and you shouldn't be able to fit as much on an advanced tank as you can either. High end tanks? Fit whatever you want, but the lower end tanks need to have their PG/CPU reduced. SERIOUSLY reduced. It shouldn't be this easy to pimp out a tank with no skills in tank stuff.
Also, the lower end mods for vehicles need to be nerfed and cost less PG/CPU to equip. The bottom bracket mods for heavy or light extenders/plates shouldn't be almost as strong as the high end ones, but they also shouldn't cost almost the same PG/CPU. For example:
The current difference between 120mm armor mods-
Steel 1360 HP 20 CPU 580 PG
Nanofibre 1224 HP 12 CPU 464 PG
Polycrystalline 1564 HP 19 PG 551 CPU
There is a range here of about 300 HP from the lowest to highest. Basically, I think the top level mods and mid level mods should remain the same, but the bottom level mods need to be lower in HP and PG/CPU costs than the mid level mods, closer to the next mods down on the food chain. In this case the closest level plate to the nanofibre (which, since it's the lowest HP plate) according to HP & fitting requirements is the 60mm polycrystalline plate, which has 782 HP. The lowest tier 120mm plate needs to be around 900ish HP, a step up from the polycrystalline 60mm, and have lower fitting requirements to fit it's drop in HP.
Please drop the CPU/PG in this way and tier the mods correctly.
Note: And if you ever want to chat about how to make a militia super tank, hit me up. I love toying with fittings. I don't think i understand how to drop the PCG and the CPU still 0.0 so can it be more simply explained? Basically you drop the total CPU/PG output of the tank itself, then lower the PG/CPU requirements and power (i.e. hardner %, HP, etc.) of the lower tiered mods. This way the weaker tanks can't fit high powered mods. That is what I was suggesting. It would not affect higher tiered tanks much if any, but it would make lower tiered tanks not quite so easy to buff up |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2013.02.26 16:14:00 -
[54] - Quote
WAAAAAAH, NERF TANKS, THEY HAVE TOO MUCH HP, WAAAAAAH!!!!!!
Seriously, stop crying. If CCP listens to you people enough, they're just going to take tanks out of the game, which is the ultimate goal here. |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2013.02.26 16:53:00 -
[55] - Quote
Vyzion Eyri wrote:Ingenious.
Complain about overpowered stuff so that it gets nerfed without actually seeming to have complained about overpowered stuff which is needing a nerf because you've said you've been op and pubstomped which insinuates a sense of guilt, which means you're not to blame for the destruction because it's the item in discussion's overpowered nature that is causing you to be so great, and this leads to a consideration of the item in detail without involving your own involvement because you've negated being involved by involving yourself.
Marvellous. I'll think of this technique when I want to nerf something. That's a master's level counterargument with an Xzibit meme thrown in. Genius |
General John Ripper
Baltar Research
22
|
Posted - 2013.02.26 17:33:00 -
[56] - Quote
your op? I am op too. lets team up ingame psn: John_Ripper |
N'Rante
CrimeWave Syndicate
5
|
Posted - 2013.02.26 18:27:00 -
[57] - Quote
Galthur wrote:Rank of tanks Easy 3000-8000 HP= Requires one guy Medium 8000-12000= Requires teamwork and multiple teammates Impossible 12000+ = Extremely hard with proto gear and multiple teammates helping
|
ladwar
Dead Six Initiative
1
|
Posted - 2013.02.26 18:28:00 -
[58] - Quote
all i have to say is the base armor repper is better then the 3 light reps u put on it to give u cpu/pg and u are wasting slots making a paper tank with some hp buffer, not much but some. a militia fit anti-armor could easily take you down with all blueprint gear, and u you will be dead in no time with anyone who actually specs into av. this fit is in no shape OP and tanks are for the most part balanced. but hell throw that me i would nothing less then the 200WP for killing you.
light reps are ment for LAV which can get to cover fast and are cheap becuase they are not ment to last very long in any fight. |
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