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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.02.21 03:11:00 -
[1] - Quote
Tank Equipment
Currently tank fittings are very tight and the winning way is to have Rep+HP Buff combined with DamaMods if possible. There's no room for special variations or qimmicky equipment.
For example, it doesn't make sense to fit tracking enhancers/heat dissipators/etc over DamaMods. Damamods Rule.
So,
[SUGGESTION:] Give tanks (+LAVs?) one equipment slot.
That could be fitted with, for example, the following but not limited to:
- Active Scanners - Passive Scanners - Mobile CRUs - Mobile Supply Depots - Tracking Enchancers - Range Extenders - Heat Buildup reducers - Cooldown Quickeners - Battering Rams/Meat Plows (which also clear mines)
But there should never, EVER, be vehicle equipments which * give more HP/EHP * Give more raw damage/rof These effects should be among those closely balanced ones on hi/low slots which would mean tough decisions for fitters. |
Vermaak Doe
SVER True Blood Unclaimed.
389
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Posted - 2013.02.21 03:16:00 -
[2] - Quote
That's the point of high slots |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.02.21 03:33:00 -
[3] - Quote
Vermaak Doe wrote:That's the point of high slots
For armor tankers. Try shields.
Having cru for example as a high slot module, you're unlikely every to see shield tanking cry utilizing tank. So no Mobile CRU's for caldari race, if exaggarated a bit.
EDIT: I find it impractical to create low- and hi-versions of every special module. |
Vermaak Doe
SVER True Blood Unclaimed.
389
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Posted - 2013.02.21 04:31:00 -
[4] - Quote
Like armor tankers give up tank for damage mods the same should and does go for shields, working perfectly atm. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.02.21 07:46:00 -
[5] - Quote
Shields tanks wont be able to hold any of the extra for high slots because there all based on shield increases reps and tank but they will have those extra low slot for damage mods. However I find the caldari tank is so low on PG you have to fit extra power grid skills which doesn't increase anything shield or damage wise. Yes there is little room for variation unless you do it very very right or if you have the proper level 5 skills which start becoming an necessity |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.02.21 17:10:00 -
[6] - Quote
Vermaak Doe wrote:Like armor tankers give up tank for damage mods the same should and does go for shields, working perfectly atm.
How would you fix the superiority of Damage Mods vs tracking enhancers and heat dissipators?
By just lessening the effect of DamaMods until others might make sense? Even with 1% damage bonus in most cases it would be preferable.
EDIT: I agree that current system is working yes - but not perfect. Perhaps it could be improved? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.21 17:22:00 -
[7] - Quote
If there's a need to make you sacrifice EHP/DPS because of certain vehicle equipment, they could possibly be done by high PG/CPU cost.
The pro would be that the Eq (scanner for example) could be used by both armor and shield tanking vehicles. This in turn would help keeping both tanking methods more balanced. (unless, of course, part of that balance is the purpose to give one tanking method better access to some strong equipment than the other) |
Vermaak Doe
SVER True Blood Unclaimed.
389
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Posted - 2013.02.21 17:42:00 -
[8] - Quote
High pg/cpu cost would just nerf electronics and dps raisers for smaller vehicles, and i find that having certain things they can fit without sacrifing ehp would work against what CCP is doing in eve right now which is now as tiericide which is meant to funnel people away from using only certain ships. This would translate into dust by making the better form of tanking (currently armor) the only thing that people use for every situation. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
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Posted - 2013.02.21 17:57:00 -
[9] - Quote
Its not called an equipment slot
In EVE its called a rig slot
The rig slots on a HAV i would say at least 2 to 3max - they can be used to increase shield/armor/rep rate/damage mods/turret upgrades etc
The downside is once you add a rig you cannot remove it unless you destroy it so you have to buy it again and also it add 10% to something like PG/CPU for mods which are similar and also has packing penalties |
Val'herik Dorn
CrimeWave Syndicate
264
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Posted - 2013.02.21 19:38:00 -
[10] - Quote
Vehicles in dust should be more like their eve counterparts IMO.
They should have a cap for modules not the current cooldown system it just feels artificial. Cap management should be something drivers have to learn to manage just like in eve.
Also if you want to equip things you have to work within what your chosen vehicle will allow. This is done to more or less balance the game. Everyone has the same amount of slots (if using the same vehicle) and it changes based on the vehicle you use. so yes if you want to use that high slot cru you will have to give up some of your shields or other high slot item.
Saying that vehicles should have equipment slots just because you have to make a choice between more of something is silly.
The CHOICE that affects everything you are doing is very important. So i say no "equipment slots" and if they do introduce rigging it should be like it is in EVE where they affect certain things (cap shield recharge armor rep rate things of this nature) and NEVER add any kind of active ability.
Vehicles have some of the hardest choices to make when choosing their fitting so it is working as intended forcing you to make choices you may not like to get something that you do want.
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Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2013.02.21 20:06:00 -
[11] - Quote
KEROSIINI-TERO wrote:
- Active Scanners (High Slot) - Passive Scanners (No such thing yet) - Mobile CRUs (High Slot) - Mobile Supply Depots (Not existent) - Tracking Enchancers (Low Module) - Range Extenders (Not Existent) - Heat Buildup reducers (Low Module) - Cooldown Quickeners (Low? I'm not a HAVer) - Battering Rams/Meat Plows (which also clear mines)
Why would they be equipment? I understand how the "Battering Ram" could be an equipment but I'm against that because that's mostly a killing tool. https://forums.dust514.com/default.aspx?g=posts&m=461456#post461456
These are more viable "equipment" options in my opinion. Infantry Equipment =/= Vehicle Equipment |
Vermaak Doe
SVER True Blood Unclaimed.
389
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Posted - 2013.02.21 20:30:00 -
[12] - Quote
High pg/cpu cost would just nerf electronics and dps raisers for smaller vehicles, and i find that having certain things they can fit without sacrifing ehp would work against what CCP is doing in eve right now which is now as tiericide which is meant to funnel people away from using only certain ships. This would translate into dust by making the better form of tanking (currently armor) the only thing that people use for every situation. |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
10
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Posted - 2013.02.21 22:57:00 -
[13] - Quote
Bojo The Mighty wrote:KEROSIINI-TERO wrote:
- Active Scanners (High Slot) - Passive Scanners (No such thing yet) - Mobile CRUs (High Slot) - Mobile Supply Depots (Not existent) - Tracking Enchancers (Low Module) - Range Extenders (Not Existent) - Heat Buildup reducers (Low Module) - Cooldown Quickeners (Low? I'm not a HAVer) - Battering Rams/Meat Plows (which also clear mines)
Why would they be equipment? I understand how the "Battering Ram" could be an equipment but I'm against that because that's mostly a killing tool. https://forums.dust514.com/default.aspx?g=posts&m=461456#post461456These are more viable "equipment" options in my opinion. Infantry Equipment =/= Vehicle Equipment
i think the Battering ram would likely be used 2 kill more Smurfs than enemies XD
a Battering ram on a armour tank would make killin shielded tanks a easy and rather cheap tactic. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.22 00:44:00 -
[14] - Quote
Takahiro Kashuken wrote:Its not called an equipment slot
In EVE its called a rig slot
The rig slots on a HAV i would say at least 2 to 3max - they can be used to increase shield/armor/rep rate/damage mods/turret upgrades etc
The downside is once you add a rig you cannot remove it unless you destroy it so you have to buy it again and also it add 10% to something like PG/CPU for mods which are similar and also has packing penalties
Please read my post again. I know very well what rigs are. And what this idea's about is exactly the opposite of rigs. Rigs are mostly used to buff both HP and DPS. Sometimes active tanking. So that's the very same thing everyones aching to maximise anyways. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.22 00:45:00 -
[15] - Quote
Vermaak Doe wrote:High pg/cpu cost would just nerf electronics and dps raisers for smaller vehicles, and i find that having certain things they can fit without sacrifing ehp would work against what CCP is doing in eve right now which is now as tiericide which is meant to funnel people away from using only certain ships. This would translate into dust by making the better form of tanking (currently armor) the only thing that people use for every situation.
You're very right about PG/CPU not being good balancing method when considering LAVs. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
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Posted - 2013.02.22 11:50:00 -
[16] - Quote
KEROSIINI-TERO wrote:Takahiro Kashuken wrote:Its not called an equipment slot
In EVE its called a rig slot
The rig slots on a HAV i would say at least 2 to 3max - they can be used to increase shield/armor/rep rate/damage mods/turret upgrades etc
The downside is once you add a rig you cannot remove it unless you destroy it so you have to buy it again and also it add 10% to something like PG/CPU for mods which are similar and also has packing penalties Please read my post again. I know very well what rigs are. And what this idea's about is exactly the opposite of rigs. Rigs are mostly used to buff both HP and DPS. Sometimes active tanking. So that's the very same thing everyones aching to maximise anyways.
The majority of what you want in the 'equipment slot' would be well suited to be in a rig slot
Ships in EVE have rig slots, ergo vehicles in DUST should also have rig slots
Equipment slots are the highs and lows already you just have to fit it right |
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