Charlotte O'Dell
Molon Labe. League of Infamy
507
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Posted - 2013.06.17 08:20:00 -
[1] - Quote
Okay, I'm a tanker, and probably one of the better ones.
Are vehicles horribly underpowered- no; I manage to go 25:0 in pubs and 12:0 in PC most of the time, unless I'm stuck dealing with other tanks.
Is AV OP- For the most part, I'm gonna have to say no on that one. Sure, AV nades punch well above their ISK cost and perhaps need a price increase of 400%, but their limited range is a huge weakness. If I run scanners and put a buffer of infantry between me and the enemy, I never get hit with them. And forge guns, though quite powerful, are pretty hard to use. I urge any tanker to try and hit something with them. Are they very, very powerful compared to turrets- probably, but when you consider you can snipe them from 600m away with a OHK, and they need to be 300m away in a slow suit, it evens out. Swarms are rather stupid in my opinion because they require zero skill to use and completely wreck armor tanks. They might be the only ones that need a damage reduction of perhaps 15%- why they got the 10% if beyond me, in the first place.
The biggest problems with tanks are: *Targets not rendering past 300m; my rail can do twice that, but my eyes can't. *A lack of ADV and PRO tanks to counter the huge amount of damage that PRO AV does- I've been hit by swarms that did 9860 damage (I saw it on the screen after I blew up), 3 AV grenades in a moment that do 6000 damage (not including armor bonus dmg), and proto breaches (which have a dps comparable to rails last build with 3 dmg mods and maxed out skills). We need these ADV and PRO HAVs to defend against the AV, and AV CANNOT GET A BUFF when they are introduced, or tanks become even more of an SP and ISK sink. AV needs to stay the way it is before and after we get pro and ADv tanks. *An imbalance between armor and shield in tank on tank combat (I'm sure you've all seen the threads)
If I had any say in it, new tanks would be as such:
STD LVL: type 1) high dmg and acceleration, but low HP type 2) high dmg and high hp, but low accleration type 3) high hp and acceleration, but low dmg
ADV type 1) high dmg and acceleration, but low HP type 2) high dmg and high hp, but low accleration type 3) high hp and acceleration, but low dmg
PRO type 1) high dmg and acceleration, but low HP type 2) high dmg and high hp, but low accleration type 3) high hp and acceleration, but low dmg
OFFICER -god mode-
(notice how none of the above favor glass cannons, and all have an inherent weakness to exploit, as the weaknesses are very exaggerated- a 28% reduction to that specifc stat, while the other two get a 16% buff)
Now, every race would take into account their personal flavors. For instance, a minmitar type 1 tank, would be fast than a minmitar type 2, but a minmitar type 2, would not be fast than an amarr or caldari type 1. Scaling up every level, tanks would increase base HP by 350 points, and get another high and low slot, so if a STD LVL tank has 5 high, 2 low, an ADV would have 6 high, 3 low; PRO would be 7 high, 4 low. The base HP raise is so low, because it provides more ability to customize, as one could stack 7 damage mods on a tank, but they would have around 3000 HP. I could also have a tank with a top speed of 50mph if nano-fibers were re-introduced. This idea is so great because a proto tanks does not necessarily have to be the death-machine than just sits somewhere- it can be anything!
Char likes customization and brainstorming. |