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Knight SoIaire
Rent-A-Murder Taxi
1026
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Posted - 2013.07.04 20:32:00 -
[1] - Quote
I finally got Active Hardeners for my Madrugar, and so far I'm loving them, MLT Swarms dont even scratch my paint when they're active (But when they're not on.... )
The only bit I'm having trouble with is activating them all at once, as you'd imagine, when a squad of players are chucking AV Nades at you, you want to get them on as quick as possible, but since I'm under so much pressure because if I dont get them on I'm losing +700k ISK, I end up messing up somewhere (Deactivating one that was active)
But this could be fixed if we get the ability to 'Link' modules, what is linking, well in your fitting menu you can also go to a 'Module Wheel Editing' in which you can link two or more modules, so when you activate one, the one it is linked with activates too.
In this menu you can also set your modules up wherever you want on the Module Wheel.
Its such a simple fix and it would help with active tanking a lot. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
82
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Posted - 2013.07.04 20:37:00 -
[2] - Quote
the thing is if a squad of players are trying to destroy your tank they should succeed if you want ccp to listen you have to make sure your scenario is balanced. |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.07.06 00:01:00 -
[3] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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Boot Booter
Elite Gamers Militia
11
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Posted - 2013.07.06 00:02:00 -
[4] - Quote
Mobias Wyvern wrote:Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2
Coming to PS4 this year
You are a loser. |
DeathwindRising
ROGUE SPADES EoN.
36
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Posted - 2013.07.06 00:09:00 -
[5] - Quote
richiesutie 2 wrote:the thing is if a squad of players are trying to destroy your tank they should succeed if you want ccp to listen you have to make sure your scenario is balanced.
How is that imbalanced? It's ease of use. It doesn't change anything about the game. The active module wheel was poorly designed and acknowledged as such by ccp. The OP has provided a sound, obviouse, and logical suggestion as a solution to a design flaw.
If you must know, we use linking in Eve Online for our weapon modules. Why should we need to activate 4 modules that are exactly the same, separately? |
Nebra Tene
Roaming Blades
105
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Posted - 2013.07.06 00:54:00 -
[6] - Quote
Yeah, its quite unbalanced when ANTI-VEHICLE weapons manage to take down Vehicles, huh? |
Altina McAlterson
Not Guilty EoN.
609
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Posted - 2013.07.06 01:03:00 -
[7] - Quote
Nebra Tene wrote:Yeah, its quite unbalanced when ANTI-VEHICLE weapons manage to take down Vehicles, huh? Yea, because I feel so satisfied when I kill a tank because the driver couldn't turn on his hardeners. You have no idea what you're talking about and your opinion is irrelevant.
And to the OP it's a good idea but honestly you shouldn't be kicking on both hardeners at the same time anyway. By staggering them you won't have that 15 second window with no extra resistance. It's a good idea and no reason not to give the option but honestly priority needs to be fixing the wheel. I've lost 5 tanks today because trying to kick on a second hardener ends up turning off my repper or some bullcrap like that. Getting real tired of it. |
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