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Yotta Guns
Molon Labe. League of Infamy
22
|
Posted - 2013.06.13 20:14:00 -
[1] - Quote
Shield tanks need a big buff... armor tank mods make armor way better... Buff shield tanks in, or before the next major update please. |
Arkena Wyrnspire
Turalyon Plus
938
|
Posted - 2013.06.13 21:23:00 -
[2] - Quote
Impressive detail OP. I greatly enjoyed reading through the various suggested fixes you had and your thoroughly detailed description of the issues. |
ZDub 303
TeamPlayers EoN.
352
|
Posted - 2013.06.13 21:26:00 -
[3] - Quote
Arkena Wyrnspire wrote:Impressive detail OP. I greatly enjoyed reading through the various suggested fixes you had and your thoroughly detailed description of the issues.
Not like it would matter, they don't listen to the feedback anyways. |
Harpyja
DUST University Ivy League
117
|
Posted - 2013.06.13 22:05:00 -
[4] - Quote
ZDub 303 wrote:Arkena Wyrnspire wrote:Impressive detail OP. I greatly enjoyed reading through the various suggested fixes you had and your thoroughly detailed description of the issues. Not like it would matter, they don't listen to the feedback anyways. They only care about infantry problems in addition to that as well. |
Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:24:00 -
[5] - Quote
How do we know that you just don't know how to build a damn tank? Want your Sica to be "God-Mode"? More details, or this post is just another know-nothing tanker that will serve as fodder for my cannons. |
Meeko Fent
Mercenary incorperated
63
|
Posted - 2013.06.13 23:48:00 -
[6] - Quote
I Read and went, Someone wants to Buff Shield Tanks? People Keep saying that they are OP! What idiot would suggest that? then I realized he was talking about HAVs, not Tanks in General.
The OP is Gallente, you should be using the Madrugar Right now you idiot! |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
860
|
Posted - 2013.06.14 00:01:00 -
[7] - Quote
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. |
Harpyja
DUST University Ivy League
117
|
Posted - 2013.06.14 00:25:00 -
[8] - Quote
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). |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
862
|
Posted - 2013.06.14 00:35:00 -
[9] - 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). People like you don't understand that this game isn't supposed to have a end-all be-all solution for every situation. There's tools for specific situations that work better than others for the same one. Armor tanks deal with opposing tanks better, shield tanks synergize with infantry better.
Why not just make one faction, one suit, one AR, one grenade, one sidearm, screw the vehicles, and make space CoD? |
Eurydice Itzhak
Militaires Sans Jeux
69
|
Posted - 2013.06.14 00:37:00 -
[10] - Quote
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.
^ has never done PC before, point invalidated.
To anyone and everyone who think tanks in general are fine. Why are there next to NO tanks in PC? And to anyone who thinks shield tanks are fine, why are the 2 tanks in PC armor tanks?
Riddle me that. If you have an answer that isn't ******** you will shut up me and every other tanker in the world. |
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
152
|
Posted - 2013.06.14 00:40:00 -
[11] - Quote
People forget that Caldari is for ranged engagements and general support fire, basically the "snipers". Plus, you not natural repps..... |
Eurydice Itzhak
Militaires Sans Jeux
69
|
Posted - 2013.06.14 00:43:00 -
[12] - Quote
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. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
277
|
Posted - 2013.06.14 00:48:00 -
[13] - Quote
Eurydice Itzhak 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. ^ has never done PC before, point invalidated. To anyone and everyone who think tanks in general are fine. Why are there next to NO tanks in PC? And to anyone who thinks shield tanks are fine, why are the 2 tanks in PC armor tanks? Riddle me that. If you have an answer that isn't ******** you will shut up me and every other tanker in the world.
As much as I agree with balancing tanks arround pc this is not the best answer as only about 5% of the dust population if that get to participate in pc so balancing on elietist gameplay will put the rest of the game into unbalance. Plain and simple. |
Eurydice Itzhak
Militaires Sans Jeux
69
|
Posted - 2013.06.14 00:52:00 -
[14] - Quote
pegasis prime wrote:Eurydice Itzhak 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. ^ has never done PC before, point invalidated. To anyone and everyone who think tanks in general are fine. Why are there next to NO tanks in PC? And to anyone who thinks shield tanks are fine, why are the 2 tanks in PC armor tanks? Riddle me that. If you have an answer that isn't ******** you will shut up me and every other tanker in the world. As much as I agree with balancing tanks arround pc this is not the best answer as only about 5% of the dust population if that get to participate in pc so balancing on elietist gameplay will put the rest of the game into unbalance. Plain and simple.
So there should be SP traps where you can invest 15 million SP into a role and it be worthless in the endgame of Dust?
In MMOs its okay if a certain class/job/role doesn't excel in say, raiding if the do happen to excel in say, PvP.
In dust we only have one game type. All roles have to have a niche in there. |
Ser Chard
Osmon Surveillance Caldari State
17
|
Posted - 2013.06.14 00:55:00 -
[15] - Quote
They are pretty good vs infantry when they're only using swarms and av nades, but as soon as someone knows that they are doing with a forge gun your shield tank is toast - you won't even have enough time to bail out.
It'd help some if we have more pg - no way for me to fit my tank without 2x 15% pg boosters, and even then my fitting is constrained. I don't get why CPU has both a skill to boost it AND is the one reduced by every module's skill.
Would also help if missile launchers were comparable to blasters in efficacy - would help even out shield vs armor tank.
I can chew through blueberries in my Gunnlogi, but it feels like no matter how good I am or what kind of roll I'm on, as soon as one person spawns with an assault forge gun I am screwed.
Whatever, I don't know what kind of balance is right maybe its OK that I am mauled by forge guns before I can accelerate. Just for the love of dust give my gunnlogi more pg so I can make more than one fitting - there's no room to play around so it gets pretty stale. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
277
|
Posted - 2013.06.14 00:58:00 -
[16] - Quote
Yes pc is the endgame and all classes should be viable in pc but I think we would find more balance if ccp would just give us reallproto havs . You wouldent dream of entering pc with just std suits and all we really have is std havs. I do think if and when proto havs are released we will have the balance we are all looking for. |
Eurydice Itzhak
Militaires Sans Jeux
69
|
Posted - 2013.06.14 01:00:00 -
[17] - Quote
pegasis prime wrote:Yes pc is the endgame and all classes should be viable in pc but I think we would find more balance if ccp would just give us reallproto havs . You wouldent dream of entering pc with just std suits and all we really have is std havs. I do think if and when proto havs are released we will have the balance we are all looking for.
Aye, I do agree on that front. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
153
|
Posted - 2013.06.14 01:03:00 -
[18] - 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.
When did they? I always did better with a Caldari HAV Rail sniping. You must be doing it wrong, or go against terribad rail snipers.
Peace, Godin |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
277
|
Posted - 2013.06.14 01:05:00 -
[19] - Quote
Eurydice Itzhak wrote:pegasis prime wrote:Yes pc is the endgame and all classes should be viable in pc but I think we would find more balance if ccp would just give us reallproto havs . You wouldent dream of entering pc with just std suits and all we really have is std havs. I do think if and when proto havs are released we will have the balance we are all looking for. Aye, I do agree on that front.
You see we arw on the same page. If there was no proto av then tanks in pc would be viable. As std tanks go my gunlogi is far superior against infantry and my falchion and madrugers are great for anti tank granted if anyof them meet a proto forger then im toast if I dont gtfo and retreat to rep up. Bring on the proto havs. |
Harpyja
DUST University Ivy League
118
|
Posted - 2013.06.14 02:54:00 -
[20] - Quote
Godin Thekiller wrote: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. When did they? I always did better with a Caldari HAV Rail sniping. You must be doing it wrong, or go against terribad rail snipers. Peace, Godin Because railguns are more effective against shield than armor. You sir must be doing it wrong. |
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Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 03:57:00 -
[21] - Quote
Godin Thekiller wrote: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. When did they? I always did better with a Caldari HAV Rail sniping. You must be doing it wrong, or go against terribad rail snipers. Peace, Godin
What does a Caldari do better for rail sniping?
More EHP? Gallente. Better way to repair? Gallente. More damage? Same. More mobility? Gallente. Better resistences? Gallente.
EDIT:
Harpyja wrote:
Because railguns are more effective against shield than armor. You sir must be doing it wrong.
This along with my aforementioned issues. |
BL4CKST4R
WarRavens League of Infamy
248
|
Posted - 2013.06.14 03:57:00 -
[22] - Quote
Arkena Wyrnspire wrote:Impressive detail OP. I greatly enjoyed reading through the various suggested fixes you had and your thoroughly detailed description of the issues.
Are you talking about infantry or vehicles ? |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
121
|
Posted - 2013.06.14 05:28:00 -
[23] - Quote
Eurydice Itzhak wrote:Godin Thekiller wrote: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. When did they? I always did better with a Caldari HAV Rail sniping. You must be doing it wrong, or go against terribad rail snipers. Peace, Godin What does a Caldari do better for rail sniping? More EHP? Gallente. Better way to repair? Gallente. More damage? Same. More mobility? Gallente. Better resistences? Gallente. Incorrect. If the Gallente Rail sniper has more EHP than the Caldari tank, it does not have better mobility, and it does not do more damage. Shield tanks have better resistances for a shorter period of time, which makes sense when you should only be activating them to get your tank behind cover quickly, since you should be far and away from the combat.
The Madrugar can be equal to the Gunnlogi when fit with Railguns on some fronts, but it sacrifices on others. It is capable of higher damage at the cost of incredibly paper thin tank, it is capable of going faster at NIL tank, it is capable of higher EHP at the cost of all mobility..
The only 100% correct point you have there is Armor repair modules are indeed "better" than shield regenerators. Probably has something to do with CCP factoring in natural shield regen rate.
Edit: Before being flamed for absolutely no reason and have people make entirely irate assumptions about me, my personal life, and how I play this game, yes. I armor tank. I am Gallente and only spec into Gallente Suits and vehicles (and for the most part weaponry). That said, I have used far more shield tanks than armor tanks, although I've used both. So trying to say I don't have any opinion here is wrong, leave it. I have done mostly okay in matches with my really poorly fit Sicas (I have little to no vehicle shield SP invested, only armor). That said, I can agree that shields on the vehicle level need A MODERATE amount of love. 90% of what people are calling for would just throw armor out of favor and shield into favor. Remember the flavor. |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 06:35:00 -
[24] - Quote
EXASTRA INVICTAS wrote: Incorrect. If the Gallente Rail sniper has more EHP than the Caldari tank, it does not have better mobility, and it does not do more damage. Shield tanks have better resistances for a shorter period of time, which makes sense when you should only be activating them to get your tank behind cover quickly, since you should be far and away from the combat.
The Madrugar can be equal to the Gunnlogi when fit with Railguns on some fronts, but it sacrifices on others. It is capable of higher damage at the cost of incredibly paper thin tank, it is capable of going faster at NIL tank, it is capable of higher EHP at the cost of all mobility..
The only 100% correct point you have there is Armor repair modules are indeed "better" than shield regenerators. Probably has something to do with CCP factoring in natural shield regen rate.
Edit: Before being flamed for absolutely no reason and have people make entirely irate assumptions about me, my personal life, and how I play this game, yes. I armor tank. I am Gallente and only spec into Gallente Suits and vehicles (and for the most part weaponry). That said, I have used far more shield tanks than armor tanks, although I've used both. So trying to say I don't have any opinion here is wrong, leave it. I have done mostly okay in matches with my really poorly fit Sicas (I have little to no vehicle shield SP invested, only armor). That said, I can agree that shields on the vehicle level need A MODERATE amount of love. 90% of what people are calling for would just throw armor out of favor and shield into favor. Remember the flavor.
Just flat out lying. A single 180mm plate gets you higher HP than we can ever achieve. With no mods, you have better mobility (though you have acess to nitrous boosters while we do not).
Shield tanks have 5% better resistance for TEN seconds. No shield tank worth a **** uses surge modules. We are forced to use the 15% passive resistences. You get 25% hardeners.
I said they have the SAME damage. Learn to read.
It is not for no reason that you are flamed. It's because you come to a thread with no information and spout lies. |
Tankin Tarkus
Quafe Runners
33
|
Posted - 2013.06.14 07:30:00 -
[25] - Quote
i was a armor tanker till the 2nd uprising respec and we are hurting pretty bad i never cared for rails much so i wont mention those but my blaster tanks couldnt fit a 180mm plate without giving up 2 slots to pg expansions i could fit a 120mm and a 60mm which saved something like 300-400 pg and had a worse penalty than a 180mm but id still be giving up on damage resistance(in my case i could only use passives due to issues with KB/M)
the only madrugar of mine that could fit a 180mm plate was a STD missile tank.....
while shield tanks couldnt slot nitros without giving up a slot atleast you guys dont have to give up your main slots for pg expansions....
buuut i also believe shield tanks need a buff in fact i wonder how much better the would do with a decent natural shield recharge...(both tanks as a whole need a buff or atleast give us ADV/PRO vehicles.....) |
ladwar
Dead Six Initiative Lokun Listamenn
618
|
Posted - 2013.06.14 07:52:00 -
[26] - Quote
TheAmazing FlyingPig wrote: Armor tanks deal with opposing tanks better, shield tanks synergize with infantry better. wish it were true but I try to support the infantry and I get my ass handed to me by AV because infantry ignores them even when getting shot by them. shields don't have enough tank or burst or speed to do anything. give us at least one of them back.(I want my speed back) |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 07:55:00 -
[27] - Quote
Tankin Tarkus wrote:i was a armor tanker till the 2nd uprising respec and we are hurting pretty bad i never cared for rails much so i wont mention those but my blaster tanks couldnt fit a 180mm plate without giving up 2 slots to pg expansions i could fit a 120mm and a 60mm which saved something like 300-400 pg and had a worse penalty than a 180mm but id still be giving up on damage resistance(in my case i could only use passives due to issues with KB/M)
the only madrugar of mine that could fit a 180mm plate was a STD missile tank.....
while shield tanks couldnt slot nitros without giving up a slot atleast you guys dont have to give up your main slots for pg expansions....
buuut i also believe shield tanks need a buff in fact i wonder how much better the would do with a decent natural shield recharge...(both tanks as a whole need a buff or atleast give us ADV/PRO vehicles.....)
The uprising nerf to vehicles did indeed hit armor harder than shields. It's bullcrap and we need to get that reverted/mended. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
122
|
Posted - 2013.06.14 07:57:00 -
[28] - Quote
Eurydice Itzhak wrote:EXASTRA INVICTAS wrote: Incorrect. If the Gallente Rail sniper has more EHP than the Caldari tank, it does not have better mobility, and it does not do more damage. Shield tanks have better resistances for a shorter period of time, which makes sense when you should only be activating them to get your tank behind cover quickly, since you should be far and away from the combat.
The Madrugar can be equal to the Gunnlogi when fit with Railguns on some fronts, but it sacrifices on others. It is capable of higher damage at the cost of incredibly paper thin tank, it is capable of going faster at NIL tank, it is capable of higher EHP at the cost of all mobility..
The only 100% correct point you have there is Armor repair modules are indeed "better" than shield regenerators. Probably has something to do with CCP factoring in natural shield regen rate.
Edit: Before being flamed for absolutely no reason and have people make entirely irate assumptions about me, my personal life, and how I play this game, yes. I armor tank. I am Gallente and only spec into Gallente Suits and vehicles (and for the most part weaponry). That said, I have used far more shield tanks than armor tanks, although I've used both. So trying to say I don't have any opinion here is wrong, leave it. I have done mostly okay in matches with my really poorly fit Sicas (I have little to no vehicle shield SP invested, only armor). That said, I can agree that shields on the vehicle level need A MODERATE amount of love. 90% of what people are calling for would just throw armor out of favor and shield into favor. Remember the flavor.
Just flat out lying. A single 180mm plate gets you higher HP than we can ever achieve. With no mods, you have better mobility (though you have acess to nitrous boosters while we do not). Shield tanks have 5% better resistance for TEN seconds. No shield tank worth a **** uses surge modules. We are forced to use the 15% passive resistences. You get 25% hardeners. I said they have the SAME damage. Learn to read. It is not for no reason that you are flamed. It's because you come to a thread with no information and spout lies. EDIT: The only reason I care about those lies is we need less people spreading them so the healing can begin. CCP needs to take notice. And I don't know if you're thinking I want armor tanks nerfed. On the contrary they need to be buffed as well. We have next to no representation in PC and that is because we are weak. Yeah, with NO tank at all is the Madrugar faster than the Gunnlogi. Unless you have a fetish with "living on the edge" you're not going in without plates, and a single 60 plate is all it takes to go slower than the Gunnlogi, where most people will use 120s or 180s. To use 180s we have to further sacrifice low slots (read: our survivability) using PG modifier modules. By comparison, a single Complex plate on a dropsuit gives ridiculously higher armor levels than complex shield extenders (pretty much 2:1 ratio) but shields are arguably favored in the dropsuit department.
To claim that what I said is a lie, when none of it was, is funny. Also, am I allowed to complain that you get passive resists that are higher than our passive resists? Or are we just going to overlook that? And both tanks are hurting inexorably for powergrid, but at least you don't have to give up tank slots to use them. You do have to sacrifice the claim to damage mods which you should rightly have, however.
If an armor tank isn't ****fit then your shield tank is faster 100% of the time. But you guys ALWAYS ignore that simply because our base speed is higher. It's time to get over that fact and start dealing with the problems related to shield tanking that ACTUALLY matter. Like:
1) Powergrid problems (due to the powergrid skill change and this hurts all HAVs) 2) Active Hardeners should last ~15s as opposed to 10, while keeping the amount bonus 3) Shield tanks should be enticed into longer range, high powered railgun roles in a better manner (role definition) 4) Shield Active Reps need to be higher bursts than armor (armor should be slower but stay in the thick of the fight longer)
These aren't "big buffs" necessary to shield tanks. The shield modules need minor tweaks to be brought in line, not giant changes. Being so quick to "Waaaaaah" and "Waaah" loudly are what bring about free militia LAVs that take prototype level equipment to take out. |
Tankin Tarkus
Quafe Runners
33
|
Posted - 2013.06.14 08:02:00 -
[29] - Quote
Eurydice Itzhak wrote: The uprising nerf to vehicles did indeed hit armor harder than shields. It's bullcrap and we need to get that reverted/mended.
i was a shield tanker last build actually so were my corp mates i actually made a soma for spider tanking their shield tanks it managed to get damage resistance a 180mm plate a militia repper as well as 2 shield transporters...... that thing pretty much put the madrugar i had this build to shame x.x i cant say much about shield tanks other than than what ive heard about them and comparing the speeds of a sica and a soma(with a 120mm plate) when uprising first released tho i did that because the soma felt alot faster than it did last build |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 08:10:00 -
[30] - Quote
EXASTRA INVICTAS wrote: Yeah, with NO tank at all is the Madrugar faster than the Gunnlogi. Unless you have a fetish with "living on the edge" you're not going in without plates, and a single 60 plate is all it takes to go slower than the Gunnlogi, where most people will use 120s or 180s. To use 180s we have to further sacrifice low slots (read: our survivability) using PG modifier modules. By comparison, a single Complex plate on a dropsuit gives ridiculously higher armor levels than complex shield extenders (pretty much 2:1 ratio) but shields are arguably favored in the dropsuit department.
To claim that what I said is a lie, when none of it was, is funny. Also, am I allowed to complain that you get passive resists that are higher than our passive resists? Or are we just going to overlook that? And both tanks are hurting inexorably for powergrid, but at least you don't have to give up tank slots to use them. You do have to sacrifice the claim to damage mods which you should rightly have, however.
If an armor tank isn't ****fit then your shield tank is faster 100% of the time. But you guys ALWAYS ignore that simply because our base speed is higher. It's time to get over that fact and start dealing with the problems related to shield tanking that ACTUALLY matter. Like:
1) Powergrid problems (due to the powergrid skill change and this hurts all HAVs) 2) Active Hardeners should last ~15s as opposed to 10, while keeping the amount bonus 3) Shield tanks should be enticed into longer range, high powered railgun roles in a better manner (role definition) 4) Shield Active Reps need to be higher bursts than armor (armor should be slower but stay in the thick of the fight longer)
These aren't "big buffs" necessary to shield tanks. The shield modules need minor tweaks to be brought in line, not giant changes. Being so quick to "Waaaaaah" and "Waaah" loudly are what bring about free militia LAVs that take prototype level equipment to take out.
Edit: Please understand that despite being an armor tanker I am interested in balance and flavor, not in making armor "master race" or anything similar.
1. Armor and shield have the same passive resists. 15%. So you're lying again.
2. No, armor tanks are GENUINELY faster than shield tanks since uprising. Race a gunnlogi in a madrugar. See what happens. In chromosome shield was faster. This is no longer true.
3. Uprising stole all of everyones PG. It needs to be fixed (we agree).
4. Militia LAVs take nothing more than the free hacked EXO grenades everyone has thousands of. I don't know where this crying comes from. The forums seriously need to stop being ******** and carry packed AV nades.
5. As far as your list, 1. We agree. 2. is not NEARLY enough. It should stay at 10 maybe 13 seconds and be maybe 45% hardener it's efficacy should be equal to the armor hardeners. Armor hardeners get 25% for a minute(?), someone should figure out the exact ratio for it to be equal for shields on 10s. 3. With our current state of tanking, we would be fine if we were role specialized for railgun. I'm more for giving us more tank and leaving railguns up for grabs by both tanks though. 4. We agree.
All in all, just what you suggested would be HUGE buffs to Shield tanking. (Boosters being stronger than reppers but lasting a short time).
Please take your outdated chromosome info elsewhere. We are talking about Uprising. |
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Tankin Tarkus
Quafe Runners
34
|
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
|
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
|
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
|
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
|
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
|
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 |
|
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
|
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. |
|
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
|
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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darkiller240
INGLORIOUS-INQUISITION
0
|
Posted - 2013.06.16 08:07:00 -
[61] - Quote
+1 |
Sibri Vannikh
Kameira Lodge Amarr Empire
1
|
Posted - 2013.06.16 08:23:00 -
[62] - Quote
I know they are totally underpowered but I want my Sagaris back :-¦( |
LADY MYATO
QcGOLD Astroya Conglomerate
1
|
Posted - 2013.06.16 17:28:00 -
[63] - Quote
Yotta Guns wrote: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. :(
We got screwed over with the change they made . They should have told us this : "We are increasing your vehicules HP but remember you cannot fit most the item because not enough PG to do so your HP is not realy increasing...Before we forget we have insanely upgraded the dammage of the proto forge and proto swarm so in the end it's like you have less HP than prior the uprising update / Vehicule hp upgrade" |
Yotta Guns
Molon Labe. League of Infamy
23
|
Posted - 2013.06.16 17:53:00 -
[64] - Quote
Ccp hasn't yet acknowledged either of my tank balancing threads. :( |
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