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Harpyja
DUST University Ivy League
250
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Posted - 2013.07.14 08:35:00 -
[31] - Quote
ladwar wrote:bored so putting up some numbers to revive thread shield transporter heavy(it booster other vehicles) best one does 5895 armor repairer best on does 6210 light armor remote does 9300 light repairer 2325 heavy booster 1640 heavy armor remote 24850(yes that is correct btw 24.8k) light booster 635 light transport 2280
just some general info to think about for everyone. The remote armor reps do that MUCH?! I must check them out for myself when I get back...
But if those numbers are true, then light booster < heavy booster < light transporter < light repairer < heavy transporter < heavy repairer < light remote rep < heavy remote rep
Makes absolutely no sense. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
287
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Posted - 2013.07.14 08:55:00 -
[32] - Quote
ladwar wrote:bored so putting up some numbers to revive thread shield transporter heavy(it booster other vehicles) best one does 5895 armor repairer best on does 6210 light armor remote does 9300 light repairer 2325 heavy booster 1640 heavy armor remote 24850(yes that is correct btw 24.8k) light booster 635 light transport 2280
just some general info to think about for everyone.
Those numbers are awfully wrong. |
ladwar
Dead Six Initiative Lokun Listamenn
848
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Posted - 2013.07.14 09:10:00 -
[33] - Quote
Harpyja wrote:ladwar wrote:bored so putting up some numbers to revive thread shield transporter heavy(it booster other vehicles) best one does 5895 armor repairer best on does 6210 light armor remote does 9300 light repairer 2325 heavy booster 1640 heavy armor remote 24850(yes that is correct btw 24.8k) light booster 635 light transport 2280
just some general info to think about for everyone. The remote armor reps do that MUCH?! I must check them out for myself when I get back... But if those numbers are true, then light booster < heavy booster < light transporter < light repairer < heavy transporter < heavy repairer < light remote rep < heavy remote rep Makes absolutely no sense. yes but they rep(armor) over 60 second(armor repair are over 20 seconds) with shield transport booster over 15 seconds( pshh thats faster then booster for shields for less time while its just a slight boost for armor over a much longer time frame) remotes do more then self repairers/booster. |
ladwar
Dead Six Initiative Lokun Listamenn
848
|
Posted - 2013.07.14 09:12:00 -
[34] - Quote
Godin Thekiller wrote:ladwar wrote:bored so putting up some numbers to revive thread shield transporter heavy(it booster other vehicles) best one does 5895 armor repairer best on does 6210 light armor remote does 9300 light repairer 2325 heavy booster 1640 heavy armor remote 24850(yes that is correct btw 24.8k) light booster 635 light transport 2280
just some general info to think about for everyone. Those numbers are awfully wrong. actually they are correct, its just not showing time frames for each with CDs. which make a bigger diffence in the remote booster/repairers. it also doesn't so the passive gains for shield over those time but you can your own math on that if you like. |
Vyzion Eyri
The Southern Legion RISE of LEGION
940
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Posted - 2013.07.14 09:29:00 -
[35] - Quote
I agree with increasing shield tanks' basic passive regeneration rates. Would certainly make missiles more worthwhile as they're still very effective outside blaster range, which means they can easily stay behind the frontline, but can't hide in the redline.
The only thing that can stop a railgun tank in the redline is a forge gun atm. Now, if CCP removes the redline or at least pushes it back and limits boundaries with natural terrain, at least then there's always a way to get to those tanks hiding away. If we aren't going to change redline mechanics, implementing things which make hiding in it viable would just make the game even more painful for those who haven't invested in long-range weaponry.
So, buff large missile turrets and shield tank passive regeneration. Using missile turrets will also alleviate problems with fitting around the extremely limiting PG of shield tanks too.
I'm not going into infantry involvement much, but no one else really has either. So I feel it's worthwhile to mention here that this isn't just between tanks. Buffing vehicle damage mods means shield tanks can stand alone against armour tanks, but also means that infantry are going to get kittened if tankers start avoiding each other because their tanks are so balanced against each other, and only aim for other vehicles (our poor dropships, for instance) and infantry.
Buff large missiles by giving them a tad bit more range and splash damage to be able to kite blasters (which involves constantly damaging them whilst staying out of range, but baiting/pulling them along to follow you, like a kite) and still be a threat to infantry. Furthermore, it appears their turret design should allow missiles to have better elevation angles than a railgun/blaster, which should be implemented to make them effective anti-air (for aircraft slower than dropships, when they're implemented) as well as effective when the tank is on a sharp downward slope (although if you're in this position you're going to get hurt).
Shield tank passive regeneration should support usage of missiles, in that it's not so fast as to mean you don't need boosters, but it's fast enough that if you're only getting hit at the very limits of a blaster's range, you'll not need to pop a booster until much later (and won't have to at all if you have someone shield transporting you). |
ladwar
Dead Six Initiative Lokun Listamenn
934
|
Posted - 2013.07.18 16:29:00 -
[36] - Quote
to rebring to light an issue thats still going on. |
Harpyja
DUST University Ivy League
286
|
Posted - 2013.07.18 18:24:00 -
[37] - Quote
ladwar wrote:to rebring to light an issue thats still going on. The announcement that came with the removal of free LAVs stated that they are working on it and will probably be deployed with 1.4 (I wish it was 1.3 because I won't be able to see 1.4 ) |
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