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Princeps Marcellus
Expert Intervention Caldari State
25
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Posted - 2013.05.20 00:12:00 -
[1] - Quote
For all intents and purposes, this is a survey for both tankers and AV alike. I hope people see and respond to it, but if not...
If I'm missing anything, please tell me.
The rule is: put what you think is reasonable. I like numbers, but saying things like "as fast as a scout with three kinetic catalyzers" can be cool too.
I) MLT 1) Speed
2) Shield health
3) Shield EHP (active) (time?)
4) Shield resistance (passive)
5) Armor health
6) Armor EHP (active) (time?)
7) Armor resistance
8) Damage unmodified on all turrets
9) Blasters: max DPS, with maxed damage modifiers
10) Railguns: max DPS, max splash range, max splash damage, etc., with maxed damage modifiers
11) Missiles: max DPS, etc. etc.
12) cost of modules? Of the tank?
13) N/A
III) PRO 1) Speed
2) Shield health
3) Shield EHP (active) (time?)
4) Shield resistance (passive)
5) Armor health
6) Armor EHP (active) (time?)
7) Armor resistance
8) Damage unmodified on all turrets
9) Blasters: max DPS, with maxed damage modifiers
10) Railguns: max DPS, max splash range, max splash damage, etc., with maxed damage modifiers
11) Missiles: max DPS, etc. etc.
12) cost of modules? Of the tank?
13) SP cost for good fits
I) MLT 1) Speed
2) Shield health
3) Shield EHP (active) (time?)
4) Shield resistance (passive)
5) Armor health
6) Armor EHP (active) (time?)
7) Armor resistance
8) Damage unmodified on all turrets
9) Blasters: max DPS, with maxed damage modifiers
10) Railguns: max DPS, max splash range, max splash damage, etc., with maxed damage modifiers
11) Missiles: max DPS, etc. etc.
12) cost of modules? Of the tank?
13) N/A |
Raz0rs Edge
Ill Omens EoN.
0
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Posted - 2013.05.20 12:13:00 -
[2] - Quote
well i usually add a few boxes of jello to the high and low modules. it gets the tank moving and with the right cannon can really do some damage. but take the jello out every now and then or the tank parts might get rusty and uh, you don't want that. I hope this helps and i do hope to see you on the battlefield. send me a message to let me know how things work out for you, friend. |
Daedric Lothar
Onslaught Inc RISE of LEGION
363
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Posted - 2013.05.20 13:35:00 -
[3] - Quote
Honestly, I wish the vehicles were alot more customizeable. I'd like to see LAV and HAV just refer to the size of the frame and then you can do whatever you want. The frame would basically just be about the cost of it, also alittle about the speed as well, but not as much.
LAV SUPER ARMOR TRANSPORT MODE!! Able to shrug off swarms like nobodies business but has no guns and is pretty slow.
HAV LMAO MODE!! Tricked out HAV that does 150 and has spinners.
Honestly, any fool with a welding torch can make just about anything with anything. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
143
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Posted - 2013.05.20 18:48:00 -
[4] - Quote
[quote=Princeps Marcellus]For all intents and purposes, this is a survey for both tankers and AV alike. I hope people see and respond to it, but if not...
If I'm missing anything, please tell me.
The rule is: put what you think is reasonable. I like numbers, but saying things like "as fast as a scout with three kinetic catalyzers" can be cool too.
I) MLT (sica) 1) Speed : 22m/s
2) Shield health: 2200
3) Shield EHP (active) (time?) 30 resistance for 60 seconds. 30 second recharge.
4) Shield resistance (passive): 20%/proto module and 5%/lvl up to 25%
5) Armor health: 1000
6) Armor EHP (active) (time?) 30 resistance for 60 seconds. 30 second recharge.
7) Armor resistance: 20%/proto module and 5%/lvl up to 25%
8) Damage unmodified on all turrets
9) Blasters: max DPS, with maxed damage modifiers
10) Railguns: max DPS, max splash range, max splash damage, etc., with maxed damage modifiers: (assuming prototype) 2300, 4m splash, 250 splash damage, 6 shots to overheat, 600m range
11) Missiles: max DPS, etc. etc. (proto) 350 dmg direct, 8.5m splash, 90 splash damage. 200m range with no falloff. 6 missiles in burst
11.5) Blasters: Effective range: 100m (200m with falloff), 100 dmg per shot, 900 rounds per minute, overheats in 10 seconds
12) cost of modules? Of the tank? modules would stay the same. base of mlt tank would be 100,000 ISK. std would be 250,00K, adv would be 700,000, proto would be 3 million.
13) N/A
III) PRO (sagaris) 1) Speed 33 m/s
2) Shield health 5000 (base)
5) Armor health 2000 (base)
13) SP cost for good fits 13,500,000 to max out shield tanks with all turret and module types to the point of nearly unkillability. |
Ludwig Van AssWhoopin
lMPurity
39
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Posted - 2013.05.20 18:49:00 -
[5] - Quote
In terms of k/d, you terds never see 4. Answer your question? |
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