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Thread Statistics | Show CCP posts - 1 post(s) |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 11:49:00 -
[1] - Quote
Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. 3) Resistance of tank hulls should be increased againt AV by at least 35%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. 5) Scattered Ion Cannon's DPS should be at least 2x of a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x P.S. We want Surya and Sagaris back. |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:09:00 -
[2] - Quote
ReGnUM Public Relations wrote:BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. 3) Resistance of tank hulls should be increased againt AV by at least 35%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers. -1 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:15:00 -
[3] - Quote
ReGnUM Public Relations wrote:BOZ MR wrote:ReGnUM Public Relations wrote:BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. 3) Resistance of tank hulls should be increased againt AV by at least 35%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers. -1 Heard you were crappy BF3 Jet pilot Haha lol. What does it have to do with me being a jet pilot in BF3. Sorry I'm just really bored. Anyways did you fly competitively and play for a clan. Lastly, I can't talk about tanks cause I'm not a tanker I'm member of 187 in BF3 and love blowing tanks with A-10 worthog. Yes I'm not bad at jets. |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:25:00 -
[4] - Quote
ReGnUM Public Relations wrote:Oh you're a rush jet scrub. Not exactly, Our clan is a rush so I play rush jet when I am playing with them. Other than that I play hardcore cq jets. |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:25:00 -
[5] - Quote
Godin Thekiller wrote:Change the Armor and shield skills back to 5% tank increase instead of 2% resistance (which just negates the damage increase of the handheld weapon's buff, nerfing us again), or taking away the AV weapon's buff, and making the resist 5% per lvl instead of 2%. Plus, either the requirements for PG needs a reduction, or like EVERYONE has been saying, change back the PG skill. Next is those AV nades. Get rid of them, or cut their damage in half, and get rid of their homing for the regular and packed AV nades. keep it for the sleek though. Actually, changing the sleek's name to the regular, and getting rid of the other two would be perfect. It is the only one in my eyes that are balanced. Buff the efficiency of reppers (not plates), as I can't rep tank my HAV, which is what I used to do in EVE, and I assume people still do. Lastly, allow me to shoot down swarms. This would make AV perfect in my eyes. Peace, Godin QFT +1 |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:32:00 -
[6] - Quote
Vermaak Doe wrote:1, 2 and 6 are more than enough. Would you mind explaining why? |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 12:36:00 -
[7] - Quote
Vermaak Doe wrote:1, 2 and 6 are more than enough. I disagree with 7 only because it's an advantage armor doesn't have anything to compensate for it with. Armor reppers are much better than shield boosters. |
BOZ MR
Internal Error. Negative-Feedback
155
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Posted - 2013.05.21 13:03:00 -
[8] - Quote
EnglishSnake wrote:PG skill is need
Why do dropsuits get 5% yet vehicles dont?
Lets be fair
Lets take away the 5% CPU skill for dropsuits so they lose 20% of CPU for ther suits
Im sure the tears would flood the forums when they stack on proto everything and need CPU mods Exactly. |
BOZ MR
Internal Error. Negative-Feedback
163
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Posted - 2013.05.22 11:01:00 -
[9] - Quote
BobThe843CakeMan wrote:Nova Knife wrote: I feel sad that you think I don't tank :(
(It's true, in uprising I don't have HAVs trained because the LOLSP investments doubled for like everything, but before that I always had tank, dropship, and LAV skills pretty much maxed)
How would you make passive tanking Viable though, Bob? Is it the delay in recharge, or the low rate of recharge that is a problem? Would having vehicle versions of shield regulators help? Should vehicles have a delay at all? (No delay could excuse a low rate of recharge if that recharge is constant, and the modules to improve recharge became more attractive than a raw booster on a 'passive' setup) Though, there's a fine line between passive actually being decent and being better than active. Where would shield tankers put that line? (I usually tank armor)
As far as railguns go... I'd honestly want to see their range reduced. Not a lot, though. Maybe drop to like 300m since most other turrets seem to die off at 200m or so last I looked? They should still have the furthest range of any vehicle turret, but it shouldn't span pretty much the entire map IMO. Maybe have variants that are 'super ranged' but do less damage? (Thoughts on that?) But really, railguns struggle because you either hit or miss. To be honest, if the range issue is mitigated and 'hill sniping from across the map' becomes less of a thing, I'd like to see the massive splash radius come back for large turrets (4-5m for rails, matching their 'explosive' VFX and like 5-7m for missiles) The reason that was a problem in the past was because of the obnoxious damage that splash had with it. IF you buff the splash radius of both railguns and missiles (Since they both need it) but keep the damage relatively low (40-65 for rails, 90-115 for missiles, or around there) both will instantly gain back their 'usability' against infantry at close range without making them as hilariously broken as they were in the past. Splash damage should be used to 'whittle down', not to completely own everything.
Those numbers are something I'd rather see CCP play with a bit though tbh. Missile splash (For large turrets) might stand to be lower since the spread would likely all 'hit' with higher splash radius (Thus still owning everything even without directly hitting them)... railgun might need to be a bit higher because of the prohibitive nature and slow refire rate. It's possible the only rail that has 'problem' damage is the compressed variant (IIRC it has double, at like 225 splash at standard level) I'd honestly rather them spend like two weeks making a pass, where they have the lower numbers first and then the higher numbers, then after the second week decide which to keep. (A lot of stuff needs this done, tbh)
But those are the basic ideas of how I'd consider adjusting those turrets.
If the delay is recharge was a bit shorter prehaps. But the regen really needs to be higher. assaults have more cause of their 25% bonus and all we get is a 5% increase. Skill maxed. right now shield tanks stack every resist they can find just to be able to survive from an armor tank and it's somewhat broken repair system it seems and hardeners tht last 60 seconds. As far as missiles go. Nerfing the directs damage by 100 and increasing the splash is probably the best or else you wll have a tank buster and infantry slayer. This allows it to focus on infantry. The rail if you shorten the range by so much will likely make it useless unless it gets a damage buff. a serious one at tht. right now with 2 damage mods and a proto compressed rail my max damage is 2700. an armor tank with lets say 60 % 3 hareners and skills applied gave or take a few would only allow the rail do 1080 damageish along with its insane repair rate. making an armor tank win. A solution to the rial would to make an enforcer varient tht increased the damage and range to your 300. This would make it where shield tanks get a bonus and have a chance to beat an armor tank alnog with a hardener icrease to 30 seconds even if it has a 30 sec cooldown. these r my opinons as a shield tanker. BTW u armor tank. I thought u used nova knives. hence the name. I think railgun should get a damage bonus, it is really hard to penetrate armor tanks as BoB said and 300 M range of railgun will make it absolutey useless hence swarm range is 400M lol. We are talking about a projectile that has 80GJ, it is nearly enough for it to leave earths orbit let alone going across the map. Blasters can't go that far since plasma dissolves into hot gas in air or vacuum after a distance.
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BOZ MR
Internal Error. Negative-Feedback
169
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Posted - 2013.05.24 11:00:00 -
[10] - Quote
KEROSIINI-TERO wrote:Sylwester Dziewiecki wrote:
- Gunners in you HAV need to be inform about modules that HAV have - If you are gunner and u see sniper fit gtfo.
- Gunner need to be aware when Pilot is activating Active Heat Sink, so he can manage his 'heatup' more cerful.
- Pilot need to be more aware where gunners is aiming, and gunners need to be aware where pilot is aiming - and I'm not telling about turret-direction on bottom icon, I'm telling about DOT on you screen in first person camera.
- Every Pilot need to be aware about overheat state of each turret on board - if he wish so, it could be optional - bound to button.
- Activating several modules need to be easier - today you can die on OB because you didn't manage to activate all modules in time - CCP need to create button that activate selected module without getting out from 'choosing module' radial window.
- Small Railguns role need to be reassigned - right now they suck against vehicle and structure because of 35% dmg modificator.
- Third Person Camera is pure magic, and it give HAV pilot advantage the he not supposed to have. I think that this camera should be replace with dron in future, dron that can be destroyed be Infantry to reduce HAV sigh of view.
- HAV should have more 'tactical' camera system - that not force HAV to move whole body just to look at corner, we should have 4 cameras at corners so we don't have to risk moving out from safe spot just to tell that we are now in danger situation for us.
+1 Awesome ideas! -1 (some of them are really bad ideas.) *I don't want scrubs to hop in my tank and learn my tank fit, tank fits are vital in this game. They only should be aware if I activate a heat sink. * My dot is small enough to be confused with my gunners dot, changing main sight might do the trick. *I don't care if my scrub gunners over heats or not. *Yes activating several modules that you pre-selected should be easier if not all. *If you take away 3rd person camera I want 60% resistance bonus since it is nearly impossible to see where the threat is coming from. Yes 60% not 20 not 40 exactly 60% resistance not plus health. *3rd oerson is much better than adding 4 cameras. |
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BOZ MR
Internal Error. Negative-Feedback
179
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Posted - 2013.05.28 18:10:00 -
[11] - Quote
Croned wrote:You need to be able to activate Precision Strikes from inside a HAV, or any other vehicle for that matter. Leaving the tank usually results in the passengers griefing by switching to the drivers' seat and stealing the tank. Bump ' BLAM see the post. |
BOZ MR
Internal Error. Negative-Feedback
187
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Posted - 2013.06.06 08:53:00 -
[12] - Quote
Reviving da thread. |
BOZ MR
Internal Error. Negative-Feedback
189
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Posted - 2013.06.07 14:41:00 -
[13] - Quote
Sir Meode wrote:Interesting thread is interesting, its turning into a bit of a flame war though.
It seems the majority agree Armour > Shield whatever the turret. So they either need to look a shield resists/reppers/passive regen or shield damage output.
When an armour HAV can out rep your DPS your dead
When an armour HAV can out manouver a shield HAV your going to be dead.
Shield tankers are a dieing breed, ive seen hardcore shield users rocking around in armour tanks stomping on people. Taking on 2 tanks and AV'ers at the same time then rolling away.
Somthing is wrong somewhere Surviving against infantry is easier in shields. I have both btw |
BOZ MR
Internal Error. Negative-Feedback
195
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Posted - 2013.06.08 00:49:00 -
[14] - Quote
ladwar wrote:Purona wrote:then show me whats wrong dont just say its wrong thats the basics of having a conversation
first person brings up point second person(s) attempts to prove point wrong
dont just say your wrong and then laugh and joke it just makes you look like you dont want to acknowledge whats the person says
so far this thread has been like this as an example
persons A - the world is round group - LOl no you are wrong just so you know the armor repair pulse last 3 long with a 1 second off cycle and every second of that pulse it repairs 414 while shields is the switched the other way. Shield takes much less from lolswarms and AV nades and has passive regen, but passive regen should get a little buff. |
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