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Yotta Guns
Molon Labe. League of Infamy
20
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Posted - 2013.06.09 07:11:00 -
[1] - Quote
I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. |
Yotta Guns
Molon Labe. League of Infamy
20
|
Posted - 2013.06.11 04:45:00 -
[2] - Quote
ladwar wrote:wasn't always an issue.. when they change the turrets skills is when armor HAV win because of the repairer. we told they and let they still did it. Who told you they weren't going to change it? We need to get him and tell him someone snuck a bad update by him. |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:30:00 -
[3] - Quote
Alabastor 'TheBlaster' Alcar wrote:why dont u just not waste ammo trying to shoot a tank wen the modules are active?? they are even more vulnurable when the modules are in cool-down, its prety simple unless ur fighting a tank with tripple reps and the driver has lots of practice using a tank fitred that way Cause the other tank is still shooting at me... I'd be dumb not to return fire. |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:32:00 -
[4] - Quote
Zeylon Rho wrote:Blaster turrets are meant to be anti-infantry. They work well enough against tanks. In fact they're better then missiles and railguns if you're up . |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 10:43:00 -
[5] - Quote
Eurydice Itzhak wrote:Yotta Guns wrote:I'm gonna keep this real simple. The armor tank rep modules are way too strong. Why? Cause they take tons of damage and still the tank manages to net-gain health. Example: point blank scattered neutron blaster brought enemy tank down to half armor, enemy tank brings repper online... Blaster can no longer make a dent. in fact the enemy take goes back up to full health while still under fire, and well before the reps active timer is up... similar situations have happened too many times to call it on any other variable. And with other means of attack as well (swarm launchers can't make dents either)
Message: Nerf armor tank repair modules. They're making about tanks virtually indestructible.
extra notes: not seeing a considerable speed difference between tank classes... Wtf?
Also, anyone who says shield tanks can add damage mods Willy nilly, doesn't know what they are saying... Shield tanks use up so much pg trying to maintain high-pg demanding modules in the high slots (shield mods do that) that the low slots are needed to add extra pg. (there are few skills to help pg... Most only help CPU).
P.S. Probably a Good idea to introduce a shield rep tool for shield logistics. just as extra help in making it fair between tanks... Kinda not fair that armor is the only type capable of receiving useful aid in in that way. I kinda like the direction you're headed in but you took a wrong turn and lost me. Armor repairers are amazingly strong. Shields need something to make them shine in some area. Armor does NOT need to be nerfed. If tanks were so OP we'd see a lot more of them in PC. You'll see an armor tank or two sometimes, but you'll never see a shield tank. I think that is where we need to take our balancing directions from. Fine, then make shield tanks stronger... As long add they're even with armor... Shield tanks seem to go down in about 4 seconds (sometimes literally) with an assault forge gun shooting em... So a buff wouldn't be so bad.
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Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 17:41:00 -
[6] - Quote
Harpyja wrote:pegasis prime wrote:The first question I would like answerd from the rest of the tanking community is hiw many tanks do you feel it is acceotible to loose in a pc battle? Following on from that what is an acceptable levle of av before you loose a tank in pc? I played PC only once and every time I called in my Gunnlogi it got soloed by a proto forge. But again, shield tanks are crap compared to armor tanks. Incredibly fast too, right? The proto forges should be good, but the shield tank is weak compared to it, do it goes down fast. |
Yotta Guns
Molon Labe. League of Infamy
21
|
Posted - 2013.06.11 17:47:00 -
[7] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote: But you're forgetting that people will put on multiple resisters and/our multiple repairers... And regardless, i'm not the only one experiencing this by far. The armor tanks can not only burst, but ALSO take sustained damage. Field tanks on the other hand can be soloed with the right forge gun, OR simply outgunned by an equivalent tank in armor. |
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