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Eris Ernaga
GamersForChrist
105
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Posted - 2013.04.11 04:56:00 -
[1] - Quote
Introduction
Logistics on a tank is either not used at all or used partially and not effectively there are no real HAV logistic skills making it a bit obsolete. HAV logistic needs to be given it's own skill tree and tank version with their own meta for both Caldari and Gallente. I feel logistic tanks should also get their own look and not look like the tanks we have now but some what similar. Before I go any further I want to ask CCP to give tankers war points for either repairing armor or shield on a friendly tank it's a lot more then the logis are repairing with repair tools but gives no wp. They should also be allowed guardian war points as I have been in the middle of repairing an ally and he has killed an enemy but received no points. With that out of the way I'd like to discuss the logistic tanks and what the needed buffs are over regular tanks.
Buffs and nerfs to logistic tanks
Logistic tanks would need a bit more pg while you can create a fit that works it wont be that effective because heavy clarity and light clarity shield transporters eat so much pg out of the tank. It leaves no real space for shield boosters, or high end turrets like prototype, it also makes putting shield resistance on the tank difficult. A simple way to fix this is by giving logistic tanks 100 - 200 more pg then the regular versions.
Logistic tanks are used for logistical purposes they are not really gunner tanks with this in mind I recommend for logistic tank's light guns to be removed this would both save cpu and pg and stop logistic tanks from having to much extra fire power out side of their heavy turrets.
Logistic tanks need to be fast on the battlefield they have no real shield resistance or powerful turrets to take out targets. Thus they should receive a significant boost to speed this would give them the ability to reach an ally swiftly or be out of a bad situation quickly with applying speed modules.
Give light transporters the ability to repair dropsuits they are small and should be able to lock and heal dropsuits this would make lights actually useful. The only reason I would put a light shield transporter on my tank instead of two heavy shield transporters is because I would not have enough pg cpu other wise.
Logistic tank need a natural buff to shield they have barely any slots for damage resistance after shield transporters are added and can be killed so easily this is why they need and deserve at least 1,000 extra shield over the standard. This might seen like an insane number and it would be on a say marauder tank with already high resistance and damage but logistic tanks with their low resistance wont be impacted to heavily 1,000 shield is only 1 shot from the weakest railguns turrets.
I think this covers everything for logistic tanks and what I feel the buffs should be for these tanks next I will cover logistic tank skills and the logistic skill tree. For balancing post feedback and request.
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Eris Ernaga
GamersForChrist
105
|
Posted - 2013.04.11 04:57:00 -
[2] - Quote
Skill tree and requirements
If we are going to give these buffs to logistic tanks we are going to need to apply extra requirements for the tanks. We are also going to need something to skill into if we are going to specialize in to logistic tanks.
Requirements:
Vehicle command level 5 Caldari HAV level 0 (militia) Caldari HAV level 1 (standard) Caldari HAV level 3 (advanced)
logistics skill (Treated like the marauder skill and applies +4% to race specific transporters repair amount, applies only to advanced tanks)
There are two logistical skills at the moment remote repair system for armor transportation/logistics and shield transportation for shield transportation/logistics. These skills however apply no buff for every level skilled into the only allow the operate of these modules.
Changes:
Shield Transportation 3% less cpu per level for shield transporters Remote Repair System 3% less pg per level for remote armor repairers
New skills:
logistics skill +4% to race specific tanks transporter amount per level (so 4% to 100 shield repair amount per second) transportation cool down skill -5% cool down time per level for remote repair systems and transporters locking time skill -5% locking time per skill level range skill 5% locking range and module effective range per level
These are some of the skills that could be applied to buff locking time and range, module range, cool down, and transporter repair amount. We will look at more skills for modules and the modules them selves in the modules category.
Modules
We only have 2 modules at the moment for logistics shield transporters and remote armor repair systems. I'd like to expand this list and make logistic tanks about more then just repairing armor and shield.
Damage resistance buff module: used to apply moderate resistance over a longer amount of time cool down: 15 seconds attributes: adds 15% resistance Number of pulses: 1 Pulse duration: for 30 seconds
Quick damage resistance buff module: used to apply a high amount of resistance for a short time cool down: 30 seconds attributes: adds 30% resistance number of pulses 1 Pulse duration 10 seconds
Speed overdrive module: applies extra acceleration and maximum speed to a vehicular for a limited amount of time cool down: 20 seconds attributes: adds 15% torque and 15% maximum acceleration number of pulses: 1 pulse duration: 10 seconds Once boost is applied to an ally tank module turns off and allied tank gets buff for 10 seconds. Module does not have to be held on allied tank after initial boost.
Each module would have requirements 3 probably being around the highest. Players could still max skills to 5 in order to draw less cpu or pg from their tank or make modules more effective.
Lastly this is not all set in stone it is a rough draft to help CCP start or under stand the idea of logistics tanks. Any feedback, request, or criticism will be taken as ways to help improve this idea. |
Eris Ernaga
GamersForChrist
105
|
Posted - 2013.04.11 05:19:00 -
[3] - Quote
nice one but he needs to go a bit more in depth then simple tank fittings |
Eris Ernaga
GamersForChrist
113
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Posted - 2013.04.11 22:23:00 -
[4] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:I don't think a dedicated HAV logi is really necessary. A medium vehicle such as a dropship, with bonuses to fitting requirements for remote reps, would fill the logi role better. It still leaves spider tanking open to HAVs, but I don't see any reason for them to specialize in it.
Because it lets us fit a new roles what if they never came out with new dropsuits? We want originality saying you can't have that because I don't see a point in it is like taking a new toy away from a child. |
Eris Ernaga
GamersForChrist
115
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Posted - 2013.04.13 01:37:00 -
[5] - Quote
Looking for comments and feedback still thank you. |
Eris Ernaga
GamersForChrist
121
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Posted - 2013.04.13 22:16:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=68746&find=unread |
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