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Tankin Tarkus
Quafe Runners
34
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Posted - 2013.06.14 08:44:00 -
[31] - Quote
what about changes to both armor and shield hardeners/passives as well as shield boosters and possibly armor reppers
limiting both sides to 1 of each item
shield hardeners +5 second duration same cooldown and a significant buff to the damage resistance to promote burst tanking shield passives light buff to make up for only having one(low end passive 15% and high end 25%?) to allow for some passive damage resistance while still focusing on burst tanking shield boosters shorter durration same cooldown large buff to shield recharged(up to the 4k to 5k hp range? im not sure on exact amount for it to be balanced) and raising shield tank's passive shield recharge rate
armor hardeners same durration +5 second cooldown and 15-20% damage resistance energized plates buff to 20-30% armor reppers not sure on these i think they are fine as is.... maybe a slight buff(probably to duration) if they are weak in terms of balance after any changes to damage resistance mods
and after all that removing damage resistance stacking penalties since only 1 of each will be fittable
just some ideas obviously values i suggested would most likely be changed for balance |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 08:57:00 -
[32] - Quote
Tankin Tarkus wrote:what about changes to both armor and shield hardeners/passives as well as shield boosters and possibly armor reppers
limiting both sides to 1 of each item
shield hardeners +5 second duration same cooldown and a significant buff to the damage resistance to promote burst tanking shield passives light buff to make up for only having one(low end passive 15% and high end 25%?) to allow for some passive damage resistance while still focusing on burst tanking shield boosters shorter durration same cooldown large buff to shield recharged(up to the 4k to 5k hp range? im not sure on exact amount for it to be balanced) and raising shield tank's passive shield recharge rate
armor hardeners same durration +5 second cooldown and 15-20% damage resistance energized plates buff to 20-30% armor reppers not sure on these i think they are fine as is.... maybe a slight buff(probably to duration) if they are weak in terms of balance after any changes to damage resistance mods
and after all that removing damage resistance stacking penalties since only 1 of each will be fittable
just some ideas obviously values i suggested would most likely be changed for balance
Theres some good ideas and some not so good ideas in there. Why buff armor passive hardeners and nerf their actives?
Passive tanking and Burst tanking are what shields excel at in EvE.
Sustained tanking is supposed to be armor's thing. |
Mary Sedillo
BetaMax Beta CRONOS.
119
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Posted - 2013.06.14 09:16:00 -
[33] - Quote
Eurydice Itzhak wrote:Tankin Tarkus wrote:what about changes to both armor and shield hardeners/passives as well as shield boosters and possibly armor reppers
limiting both sides to 1 of each item
shield hardeners +5 second duration same cooldown and a significant buff to the damage resistance to promote burst tanking shield passives light buff to make up for only having one(low end passive 15% and high end 25%?) to allow for some passive damage resistance while still focusing on burst tanking shield boosters shorter durration same cooldown large buff to shield recharged(up to the 4k to 5k hp range? im not sure on exact amount for it to be balanced) and raising shield tank's passive shield recharge rate
armor hardeners same durration +5 second cooldown and 15-20% damage resistance energized plates buff to 20-30% armor reppers not sure on these i think they are fine as is.... maybe a slight buff(probably to duration) if they are weak in terms of balance after any changes to damage resistance mods
and after all that removing damage resistance stacking penalties since only 1 of each will be fittable
just some ideas obviously values i suggested would most likely be changed for balance Theres some good ideas and some not so good ideas in there. Why buff armor passive hardeners and nerf their actives? Passive tanking and Burst tanking are what shields excel at in EvE. Sustained tanking is supposed to be armor's thing.
Its because people want to play outside of their role and whine on the forums about it. It gets hard to read sometimes. |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 09:23:00 -
[34] - Quote
Mary Sedillo wrote:
Its because people want to play outside of their role and whine on the forums about it. It gets hard to read sometimes.
If shield and armor only worked like they do in EvE, all my dreams would have came true. |
Sibri Vannikh
Kameira Lodge Amarr Empire
1
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Posted - 2013.06.14 11:56:00 -
[35] - Quote
TheAmazing FlyingPig wrote:
Why not just make one faction, one suit, one AR, one grenade, one sidearm, screw the vehicles, and make space CoD?
That would be just a Warframe clone
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Harpyja
DUST University Ivy League
125
|
Posted - 2013.06.14 14:06:00 -
[36] - Quote
Tankin Tarkus wrote:what about changes to both armor and shield hardeners/passives as well as shield boosters and possibly armor reppers
limiting both sides to 1 of each item
shield hardeners +5 second duration same cooldown and a significant buff to the damage resistance to promote burst tanking shield passives light buff to make up for only having one(low end passive 15% and high end 25%?) to allow for some passive damage resistance while still focusing on burst tanking shield boosters shorter durration same cooldown large buff to shield recharged(up to the 4k to 5k hp range? im not sure on exact amount for it to be balanced) and raising shield tank's passive shield recharge rate
armor hardeners same durration +5 second cooldown and 15-20% damage resistance energized plates buff to 20-30% armor reppers not sure on these i think they are fine as is.... maybe a slight buff(probably to duration) if they are weak in terms of balance after any changes to damage resistance mods
and after all that removing damage resistance stacking penalties since only 1 of each will be fittable
just some ideas obviously values i suggested would most likely be changed for balance Make our shield boosters boost 5k hp in 10 or 15 seconds and I'll be happy. Same cooldown. Armor will still be able to rep more as if they were more stable on capacitor, but shield will still be able to burst. 2k shield compared to 6k armor is a joke in roughly the same amount of times. |
Tankin Tarkus
Quafe Runners
34
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Posted - 2013.06.14 18:22:00 -
[37] - Quote
having a shield booster rep that much would make your booster the exact same as our repper -1000 hp(which is fair since u guys do have passive shield recharge)
but shouldnt your reppers be more of a quick high powered burst while ours restore larger amounts of hp but over a significantly longer time instead of both of them being high power med length bursts? |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
279
|
Posted - 2013.06.14 18:53:00 -
[38] - Quote
I like harpyja's proposal but I go with 4500 hp in 10 seconds= 450hp a second that with our current passive regen with a ward recharger would be 450 +39 hp per second = 4890 hp gaind during the booster acctivation but thats only if your not under fire. |
Harpyja
DUST University Ivy League
126
|
Posted - 2013.06.14 19:25:00 -
[39] - Quote
Currently, I believe armor reps finish their cycles somewhere between 15-20s and boosters finish after 15 seconds. In order to make shield boosters favor burst tanking and make armor reps favor sustained tanking, I think shield boosters should not only have an increased hp/s, but also a smaller cycle time than 15s, and armor reps should provide less hp/s than the shield booster but are active for a longer period of time.
Like for example, let's use pegasis' proposal of repping 4500 hp in 10 seconds to equal 450 hp/s. The current best armor rep does 414hp/s. Shield boosters in EVE cycle significantly faster than armor reps do. So I suggest to make shield boosters pulse for 450 shield every second for 10 seconds, and make armor reps pulse once every 3 seconds for 45 seconds. The best armor rep will remain with 414 hp repaired per pulse.
Let's do the math. The best shield booster will rep a total of 4500 shield. The best armor rep will rep a total of 6210 armor (which is the current amount, except this will now be slower).
Now let's add cooldowns. The current cycle time for a shield booster is 45 seconds, and the current cycle time for armor reps is 45-50 seconds (can an armor tanker help me on this?). Shield boosters will have their cooldown increased to 35 seconds to accommodate a 5 second reduction to its active time, and armor reps will have their cooldown decreased to 5 seconds to accomodate the increase in duration of its active time.
Personally, I think shield boosters should do slightly more than 4500 hp, but that might just be from my own bias.
I think this is the ideal solution because now shield tanks can burst tank and armor tanks can only sustain a moderate tank without being able to burst tank. Also, the shield booster will now have an active duration equal to the shield hardener so the EHP repped during both active cycles will also be greater than it currently is.
Please, I want some feedback on this and also should I copy and pasta this into my own thread? |
Tankin Tarkus
Quafe Runners
36
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Posted - 2013.06.14 19:37:00 -
[40] - Quote
as someone who has armor tanked this build i cant agree with the changes to armor reppers that your suggesting 414/3 sec is too slow it was take 9 seconds to rep 1200 armor which is less than even a militia swarm can do in 3 seconds(flight time aside) swarms and assault forges would destroy armor tanks before their reppers could even make a difference which is why i made my suggestion on reppers
if u want to make shield boosters "burst heal" why not make them rep somewhere in the 4500-6k range in a short period of time(say 5 seconds maybe a short 3 second delay before it kicks in for balance) that would be 900-1200/sec
i think armors 1200/3 sec is fair as is it significantly slows damage after you apply damage resistance but its still not too high that it out reps accurate low/mid level or high level AV damage sources i suppose it could take a small hit to rep rate but not 1/3 but it would need to last longer as well maybe 200-300/s for 20 seconds or something |
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ladwar
Dead Six Initiative Lokun Listamenn
620
|
Posted - 2013.06.14 20:02:00 -
[41] - Quote
Tankin Tarkus wrote:as someone who has armor tanked this build i cant agree with the changes to armor reppers that your suggesting 414/3 sec is too slow it was take 9 seconds to rep 1200 armor which is less than even a militia swarm can do in 3 seconds(flight time aside) swarms and assault forges would destroy armor tanks before their reppers could even make a difference which is why i made my suggestion on reppers
if u want to make shield boosters "burst heal" why not make them rep somewhere in the 4500-6k range in a short period of time(say 5 seconds maybe a short 3 second delay before it kicks in for balance) that would be 900-1200/sec
i think armors 1200/3 sec is fair as is it significantly slows damage after you apply damage resistance but its still not too high that it out reps accurate low/mid level or high level AV damage sources i suppose it could take a small hit to rep rate but not 1/3 but it would need to last longer as well maybe 200-300/s for 20 seconds or something welcome to the way of shield rep, the joke of HAVs. |
Tankin Tarkus
Quafe Runners
37
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Posted - 2013.06.14 21:42:00 -
[42] - Quote
constructive comments would be prefered |
Yotta Guns
Molon Labe. League of Infamy
23
|
Posted - 2013.06.14 21:52:00 -
[43] - Quote
Harpyja wrote:TheAmazing FlyingPig wrote:Shield tanks are fine. This is coming from a Gunnlogi pilot with 8m SP invested into them.
They work great when thrown in with infantry. The natural shield regen coupled with explosive resistance lets you stay with your infantry and soak up a bunch of damage for them. Shield tanks lose out to armor tanks 1v1 though, which, given the shields strengths, I think is a fair tradeoff. Armor doesn't last nearly as long when combined with infantry as shields do. People like you don't understand that armor reps are three times as powerful than shield boosters. Even if anti-armor weapons dealt twice as much damage than anti-shield weapons did (which they don't), armor still reps three times as much hp than shield. Shields should be able to burst tank, but armor does that better than shield, and shield should also be able to fit passive tanks as well (but the shield regen is absolute crap). This guy gets it! |
Harpyja
DUST University Ivy League
126
|
Posted - 2013.06.14 22:07:00 -
[44] - Quote
Tankin Tarkus wrote:as someone who has armor tanked this build i cant agree with the changes to armor reppers that your suggesting 414/3 sec is too slow it was take 9 seconds to rep 1200 armor which is less than even a militia swarm can do in 3 seconds(flight time aside) swarms and assault forges would destroy armor tanks before their reppers could even make a difference which is why i made my suggestion on reppers
if u want to make shield boosters "burst heal" why not make them rep somewhere in the 4500-6k range in a short period of time(say 5 seconds maybe a short 3 second delay before it kicks in for balance) that would be 900-1200/sec
i think armors 1200/3 sec is fair as is it significantly slows damage after you apply damage resistance but its still not too high that it out reps accurate low/mid level or high level AV damage sources i suppose it could take a small hit to rep rate but not 1/3 but it would need to last longer as well maybe 200-300/s for 20 seconds or something I'm sorry that armor reps were placed into God-mode when they shouldn't be. If you play EVE, you'll find that any armor tanker for PvP does not have an armor rep, but rather a lot of buffer armor and resists be ause armor reps are the slow and steady healers while shield boosters are the aggressive ones. Sure, some ships have bonuses towards armor reps and have incredibly strong armor rep tank fits, but the majority of armor ships rely on buffer.
I'm not saying that armor tanks in Dust should rely on buffer only. I'm just saying that they have too good of a burst tank, when they are meant for sustained reps. I don't agree with you that shield boosters should have a small warm up period. Armor reps in EVE intentionally rep at the end of each cycle while shield boosters are effective immediately.
But my bias likes your suggestion for shield boosters to boost 900-1200hp/s for five seconds |
Tankin Tarkus
Quafe Runners
37
|
Posted - 2013.06.14 22:18:00 -
[45] - Quote
i thought gallente focused more on repping instead of buffer to maintain any sort speed(coulda swore thats why they got the higher base speed) but i dont play eve(would like to) so idk
as far as my suggestion on the small delay before the booster kicked in it was a suggestion to promote balance.. you would have to time your booster early to get the most out of the recharge instead of being able to throw it on at the last second and go from almost no shield to med/high shield in seconds |
Harpyja
DUST University Ivy League
126
|
Posted - 2013.06.14 22:24:00 -
[46] - Quote
Tankin Tarkus wrote:i thought gallente focused more on repping instead of buffer to maintain any sort speed(coulda swore thats why they got the higher base speed) but i dont play eve(would like to) so idk
as far as my suggestion on the small delay before the booster kicked in it was a suggestion to promote balance.. you would have to time your booster early to get the most out of the recharge instead of being able to throw it on at the last second and go from almost no shield to med/high shield in seconds Some of their ships in EVE get bonuses to the amount repped by armor reps, but this bonus is typically weaker than a bonus to armor resists which some Amarr ships get. However, there are famous fittings involving triple armor rep Myrmidons (battle cruiser level ship) that can take on a few people at once, depending on situation of course.
But I must still disagree with the delay on shield boosters. You can still do the same thing with shield ships in EVE, especially Caldari ones with bonuses to shield repping power: wait until you're low on shield, hit the booster and your shield goes up almost instantaneously, again depending on situation and the kind of fit and ship. |
Tankin Tarkus
Quafe Runners
37
|
Posted - 2013.06.14 22:39:00 -
[47] - Quote
well if armor tanks actually could put on that kinda buffer than maybe itd be an option but about the best that i think i coulda pulled off without a repper is maybe a 60mm and 2 120mm with just a standard scatter blaster and 2 pg expansions it might get me through 1 tank but id be screwed against the 2nd tank following that 1st one or going against anything with a rail or missiles at a distance..... or any form of AV for that matter since i would only have 56% of my base speed which would just be too risky considering the price of tanks
as far as the shield booster goes if ccp considers no delay balanced then so be it |
Eurydice Itzhak
Militaires Sans Jeux
72
|
Posted - 2013.06.14 23:44:00 -
[48] - Quote
Harpyja wrote:Currently, I believe armor reps finish their cycles somewhere between 15-20s and boosters finish after 15 seconds. In order to make shield boosters favor burst tanking and make armor reps favor sustained tanking, I think shield boosters should not only have an increased hp/s, but also a smaller cycle time than 15s, and armor reps should provide less hp/s than the shield booster but are active for a longer period of time.
Like for example, let's use pegasis' proposal of repping 4500 hp in 10 seconds to equal 450 hp/s. The current best armor rep does 414hp/s. Shield boosters in EVE cycle significantly faster than armor reps do. So I suggest to make shield boosters pulse for 450 shield every second for 10 seconds, and make armor reps pulse once every 3 seconds for 45 seconds. The best armor rep will remain with 414 hp repaired per pulse.
Let's do the math. The best shield booster will rep a total of 4500 shield. The best armor rep will rep a total of 6210 armor (which is the current amount, except this will now be slower).
Now let's add cooldowns. The current cycle time for a shield booster is 45 seconds, and the current cycle time for armor reps is 45-50 seconds (can an armor tanker help me on this?). Shield boosters will have their cooldown increased to 35 seconds to accommodate a 5 second reduction to its active time, and armor reps will have their cooldown decreased to 5 seconds to accomodate the increase in duration of its active time.
Personally, I think shield boosters should do slightly more than 4500 hp, but that might just be from my own bias.
I think this is the ideal solution because now shield tanks can burst tank and armor tanks can only sustain a moderate tank without being able to burst tank. Also, the shield booster will now have an active duration equal to the shield hardener so the EHP repped during both active cycles will also be greater than it currently is.
Please, I want some feedback on this and also should I copy and pasta this into my own thread?
I'm not certain of your numbers but I like the general idea. I don't know that I like the CD being upped to 35s but it would probably be needed. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
279
|
Posted - 2013.06.15 15:55:00 -
[49] - Quote
I would say if we did have our heavy boosters tweeked to 4500 hp over 10 seconds with a 30 second cooldown timer it would put shield tanks in there rightfull place without making them overpowered. We do need a bonus to shield tanking after the speed nerf but thats another story. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
279
|
Posted - 2013.06.15 17:06:00 -
[50] - Quote
There is some other dedicated shield tankers id like to see replying in this thread. (You guys know who you are im not going to name drop) but your oppinions will also be recognised as some of our most seasond shield tankers and im sure you guys dont dissagree with whats being discussed so why not help our cause and help us get this noticed. |
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
131
|
Posted - 2013.06.15 17:35:00 -
[51] - Quote
Harpyja wrote:I'm sorry that armor reps were placed into God-mode when they shouldn't be. If you play EVE, you'll find that any armor tanker for PvP does not have an armor rep, but rather a lot of buffer armor and resists be ause armor reps are the slow and steady healers while shield boosters are the aggressive ones. Sure, some ships have bonuses towards armor reps and have incredibly strong armor rep tank fits, but the majority of armor ships rely on buffer. I'm not saying that armor tanks in Dust should rely on buffer only. I'm just saying that they have too good of a burst tank, when they are meant for sustained reps. I don't agree with you that shield boosters should have a small warm up period. Armor reps in EVE intentionally rep at the end of each cycle while shield boosters are effective immediately. But my bias likes your suggestion for shield boosters to boost 900-1200hp/s for five seconds Edit: but if you really don't want armor rep rate to slow, then I think shield boosters should have about 3x the hp/s than armor, just as you proposed, as shield boosters in EVE are somewhat that more effective than armor reps (at the cost of a lot more capacitor usage). This is a little misleading considering 90% of the time a shield tank fit for PVP will also be buffer fit, and generally the only time it isn't is because it's using an ASB. And AARs aren't nearly as awesome as ASBs (they are, in fact, useless) so armor doesn't get that "viable" active tank module. The Tri-Rep Myrm and Hyperion had their own little niches but it is true that shield is the favored tank in EVE.
Regarding "burst tanking" being the tanking method in EVE, I have brought some numbers and my perception of it:
Large Shield Booster II (all V): 240sHP/4s = 60HP/s Large Armor Repairer II (all V): 800aHP/11.3s = 70.8HP/s
So clearly Armor Repairing is the "stronger" of the two, at least until we include X-L Shields (which Armor doesn't have an equivalent of):
X-Large Shield Booster II (all V): 600sHP/5s = 120HP/s
So shield and armor are fairly "equal" until X-L sizes are brought into the equation. The Large Rep repairs more damage overall and has a slightly better HP/s ratio, but it takes nearly 3x as long just to complete a cycle, which can and often does mean death.
My main point is, if you're trying to balance shields and armor in DUST based on how things are in EVE, where shield is the clear favorite (and has been for years) we'll just wind up with the same situation in DUST, where suddenly shield reigns. Considering capacitor isn't a balancing factor in the equations for DUST, it may be a bit simpler here.
Personally I would like to see constant regeneration added to armor tanks (in both EVE and DUST) where rather than suddenly regaining X amount of armor, the repairer actively repairs its maximum amount for the duration of its cycle. So, using the example above, the LAR II would actually constantly repair 70.8HP/s as opposed to repairing 800 HP suddenly every ~11 seconds. This would help give it the feel of being a "sustained" tank while giving Shields the "burst" feel. But shield reps (in DUST) need a slightly higher HP output before that can happen. |
Yotta Guns
Molon Labe. League of Infamy
23
|
Posted - 2013.06.15 18:02:00 -
[52] - Quote
Eurydice Itzhak wrote:Godin Thekiller wrote:People forget that Caldari is for ranged engagements and general support fire, basically the "snipers". Plus, you not natural repps..... Why do armor tanks make better railtanks then? People just STFU if you don't know what you're talking about. And the natural reps are absolute crap! Armors super repper makes them invincibl for like 30 secs, plus they have full armor when it's over. It's not balanced at all. |
Tankin Tarkus
Quafe Runners
39
|
Posted - 2013.06.15 19:38:00 -
[53] - Quote
the only time my armor tank outrepped AV was when they had horrible aim while using low end AV.... and i had the best repper on my tank too |
LADY MYATO
QcGOLD Astroya Conglomerate
0
|
Posted - 2013.06.15 22:34:00 -
[54] - Quote
Shield Tank need more PowerGrid. It would fixe the Issue. We cant even equip proto blaster / railgun without having to remove our Shield Extender or Shield booster wich suck Considering the armor tank can fit all proto Gun easy and still have a Big as tanking buff
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Ted Nugget
SVER True Blood Public Disorder.
140
|
Posted - 2013.06.15 23:13:00 -
[55] - Quote
I didn't take the time to read through this. I have made so many posts about tanks that are almost all unrecognized or just looked over. One thing I can say I made a post about was being able to recall tanks a while back. It is epic to be able to recall. Although thanks are not the problem. AV is simply to strong to take out a tank that costs millions of isk. It is not like you can run a militia tank and still be able to make isk. I don't have a way to "revive" the tank. Once it is gone it is gone. One man with a proto forge can back off tanks with ease. One man dominating a piece of equipment, which is trash, that costs so much. The infantry on the forums here cried until CCP made tanks something that someone could solo. I would be fine with that but however I cannot run a free tank or militia tank and make isk. If you run a militia tank that has a crap fit you can expect to get solo'd even faster. I have made tanks so many ways and the only way to even try to make a profitable round without playing so cautious is to sit on the red line and snipe everything on the map with a railgun. Which deems you useless to helping kill infantry or even helping your squad. You should just spec out of tanks and enjoy being infantry that just owns the tanks. It is less stressful and if you have an opinion about infantry it will be looked at much faster. |
Ted Nugget
SVER True Blood Public Disorder.
140
|
Posted - 2013.06.15 23:14:00 -
[56] - Quote
LADY MYATO wrote:Shield Tank need more PowerGrid. It would fixe the Issue. We cant even equip proto blaster / railgun without having to remove our Shield Extender or Shield booster wich suck Considering the armor tank can fit all proto Gun easy and still have a Big as tanking buff
Yes I agree we got shitted on the PG issue. Ninja nerf's suck. Just like there is an unstated stat on Logi lav that they do 50% less damage output. Turret wise |
LADY MYATO
QcGOLD Astroya Conglomerate
1
|
Posted - 2013.06.15 23:20:00 -
[57] - Quote
Ted Nugget wrote:One man with a proto forge can back off tanks with ease. One man dominating a piece of equipment, which is trash, that costs so much. The infantry on the forums here cried until CCP made tanks something that someone could solo..
The proto forge cannon is ridiculously over powered I agree with you on this. Every tank with any fit look like paper in front of them. |
Tankin Tarkus
Quafe Runners
39
|
Posted - 2013.06.16 03:44:00 -
[58] - Quote
LADY MYATO wrote:Shield Tank need more PowerGrid. It would fixe the Issue. We cant even equip proto blaster / railgun without having to remove our Shield Extender or Shield booster wich suck Considering the armor tank can fit all proto Gun easy and still have a Big as tanking buff
both tanks need powergrid and blasters are gallente tech made for gallente tanks u should have problems using them just like gallente tanks should have a tough time slotting rails and missiles
and no armor tanks cant fit a proto turret and still get alot of buffer if a gallente tank puts on any sort of blaster itll need 2 pg expansions to fit a 180mm plate |
Yotta Guns
Molon Labe. League of Infamy
23
|
Posted - 2013.06.16 08:03:00 -
[59] - Quote
LADY MYATO wrote:Ted Nugget wrote:One man with a proto forge can back off tanks with ease. One man dominating a piece of equipment, which is trash, that costs so much. The infantry on the forums here cried until CCP made tanks something that someone could solo.. The proto forge cannon is ridiculously over powered I agree with you on this. Every tank with any fit look like paper in front of them. a proto forge will keep me from even being able to react before i'm killed sometimes. seriously... i'm dead in seconds if a proto assault forge targets me. :( |
Yotta Guns
Molon Labe. League of Infamy
23
|
Posted - 2013.06.16 08:04:00 -
[60] - Quote
Tankin Tarkus wrote:LADY MYATO wrote:Shield Tank need more PowerGrid. It would fixe the Issue. We cant even equip proto blaster / railgun without having to remove our Shield Extender or Shield booster wich suck Considering the armor tank can fit all proto Gun easy and still have a Big as tanking buff
both tanks need powergrid and blasters are gallente tech made for gallente tanks u should have problems using them just like gallente tanks should have a tough time slotting rails and missiles and no armor tanks cant fit a proto turret and still get alot of buffer if a gallente tank puts on any sort of blaster itll need 2 pg expansions to fit a 180mm plate shield tanks need to fit pg expansions as well just to function with there shield modules. :/ |
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