Sgt Buttscratch wrote:So with my 3x I became a sketchy tanker, some moments were glorious, others eh...
but here's what I found
problem 1:
Proto AV available: YES
Proto HAV available: NO
I think its out right stupid to have proto AV and not vehicles yet, this isn't something that should be removed, we just need proto tanks/Drop ships, **** LAV's.
Problem 2: narrow minded and thoughtless design process.
Vehicles: Armor on vehicles should offer more than just HP, its that simple. right now the difference between using 60mm plates and 180mm plates is HP at the cost of movement speed and equipping costs.
It should have been(level STD/ADV)
60mm plates:
STD:680/-10ms/10% damage resistance
ADV:782/-10ms/10% damage resistance
120mm plates:
STD:1360/-18ms/20% damage resistance
ADV:1564/-18ms/20% damage resistance
120mm plates:
STD:2720/-25ms/30% damage resistance
ADV:3128/-25ms/30% damage resistance
Current armor is one dimensional garbage. Tanks weak spots should be underneath, and also the 2 small turrets(separate targeting, and damage resist). A fully stacked tank should be able to pull 100%+ damage resistance, for short bursts(armor+hardeners+DCU+ skill).
If a tank is met by AV no boosts going, it should die, but fully protected should laugh at all non organized attacks.
The down side would come from the adding capacitors: The tank runs all its goodies off a capacitor, with CPU/PG removed. Better capacitor, better fittings. Downside coming from capacitors lifespan, capacitors would have a set lifespan, before the tank needs to take off a regenerate
which should take X mins. A capacitor could also over load from damage taken, so even tho the tank is beasting through damage, it's capacitor is loosing lifespan at X% per X amount of damage being resisted.
AV:
Damage from various items is messy
my order of damage from least to most would be(at proto):
Swarmer
AV grenade
Forge gun
Prox mines
Swarmers: Should be high effective versus standard LAV, moderate veruses LLAV's, lesser versus HAV's(good HAV's)
AV grenade: should remain at current damage.
Forge gun: remain at current damage, they also have the ability to catch vehicles off guard in a nasty way.
Prox mines: Should do 3-5k damage each, also there should be variants, 15m radius/3k dmg, 3m radius/5-6k dmg, EMP, will shut a HAV or LAV module/capacitor system down.
TL;DR, TANK's should be tanks, and tank. but with well a focused and tactical approach, they should go down.
Disclaimer: Idea's could be very flawed, I am new to tanking, and this is what I saw/experienced, mixed with a few chats with eve players.