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Thread Statistics | Show CCP posts - 0 post(s) |
Yotta Guns
Molon Labe. League of Infamy
33
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Posted - 2013.07.09 09:09:00 -
[1] - Quote
Ccp isn't paying attention to tanks at all... Still waiting on the shield buff... Getting REAL tired of the "invincibility" module on the armor tanks. (also known as a armor rep). It's got a faster cooldown, and is waaay stronger than anything shield tanks have.
Also, a rep tool for infantry to work on Shields. also, Shield tanks speed? Also, along with the other things, armor has more hp. |
Yotta Guns
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 09:23:00 -
[2] - Quote
Aizen Intiki wrote:Oh shut up. Stay off the front lines scrub. You hit harder. Shield tanks most certainly, do NOT hit harder. And even if they did. It's not strong enough to go thru the armor rep a madrauger. makes a neutron blaster null. |
Yotta Guns
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 09:28:00 -
[3] - Quote
Vermaak Doe wrote:If you're not hitting harder find the damage mods. powergrid is too weak. Low slots are used to extend the power grid. |
Yotta Guns
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 09:32:00 -
[4] - Quote
Vermaak Doe wrote:Yotta Guns wrote:Vermaak Doe wrote:If you're not hitting harder find the damage mods. powergrid is too weak. Low slots are used to extend the power grid. The power grid is only too low when you try to fit proto or the high pg advanced rail. Nope, just a neutron blaster. |
Yotta Guns
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 09:36:00 -
[5] - Quote
shaman oga wrote:vehicle shield energizer module, wih it i would battle with armor tanks. I'm not seeing a shield energizer... Only armor energizers. |
Yotta Guns
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 09:52:00 -
[6] - Quote
Vermaak Doe wrote:Yotta Guns wrote:Vermaak Doe wrote:Yotta Guns wrote:Vermaak Doe wrote:If you're not hitting harder find the damage mods. powergrid is too weak. Low slots are used to extend the power grid. The power grid is only too low when you try to fit proto or the high pg advanced rail. Nope, just a neutron blaster. That's odd, because I didn't have a problem fitting a standard blastet Not without taking away my heavy shield extender. If I did I wouldn't live long enough to actually fire the turret which would only be 10 percent stronger at best. which would hurt able to hurt the armor tank thru it's rep, but only very slowly... And again, I'd still die, especially if I gave up 1.4k Shielding. |
Yotta Guns
Molon Labe. League of Infamy
43
|
Posted - 2013.07.10 05:18:00 -
[7] - Quote
Aikuchi Tomaru wrote:Half of the people whine because their tanks get blown up so fast, the others whine about invincible tanks. I guess this means it's perfectly balanced. Nope, just different reasons as to why shield tanks have a disadvantage. Shields get cracked quick and armor is invincible (with a rep turned on) |
Yotta Guns
Molon Labe. League of Infamy
43
|
Posted - 2013.07.10 05:21:00 -
[8] - Quote
low genius wrote:tanks are only there for noobs to be impressed by.
there is no way currently to balance the tanks, and you don't make enough per match to pay for one. math is fun. Just make the shield reps just as good as armor.it'd be that simple. |
Yotta Guns
Molon Labe. League of Infamy
43
|
Posted - 2013.07.10 05:24:00 -
[9] - Quote
Halador Osiris wrote:Caldari design leans heavily on missiles and long range railguns. Try equipping a missile turret on your tank, see what happens. All your powergrid issues suddenly disappear. I fly a Python and consistently note that missile shield tanks are harder to kill than railgun/blaster shield tanks. Now your problem is that large missile turrets are a little underpowered. Also, it'd be nice if accelerated missiles went as far as large turret installations can shoot them (aka forever). I've tried missle turrets on a Maddy... It was less effective that a blaster. He actually gained health (alot of it) thru my bombardment charged me and killed me with blasters. :/ |
Yotta Guns
Molon Labe. League of Infamy
44
|
Posted - 2013.07.16 21:24:00 -
[10] - Quote
Eris Ernaga wrote:Yotta Guns wrote:Ccp isn't paying attention to tanks at all... Still waiting on the shield buff... Getting REAL tired of the "invincibility" module on the armor tanks. (also known as a armor rep). It's got a faster cooldown, and is waaay stronger than anything shield tanks have.
Also, a rep tool for infantry to work on Shields. also, Shield tanks speed? Also, along with the other things, armor has more hp. shield tanks have passive recharge something armor don't get at all. As long as an armor tanks Shields are less than 100 percent (and they usually are, in combat) armor tanks have a passive shield Regen too. Not quite as strong, but your armor repper does waaaaaay more than make up fur it in any combat situation. :/ |
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Yotta Guns
Molon Labe. League of Infamy
44
|
Posted - 2013.07.16 21:29:00 -
[11] - Quote
Harpyja wrote:CharCharOdell wrote:ok, i run both maddies and logis with the exact same amount of SP into each.
Shield tanks are underpowered when compared to armor tanks because their reppers have a 10(30):30 cycle, and armor has a 60(25):15 cycle.
Also, armor reppers will rep over 6000 in a cycle, where shield tanks will rep 1500 (these are approximations)
Even with stacked damage mods, a shield tank will not kill an armor tank UNLESS it is a falchion with proto cycled missiles, with 3 dmagae mods, and enforcer prof lvl 5.
As long as the armor tank has reppers and hardeners going, the blaster will do more damage to the shield tank (even with reppers and hardeners on) than the shield tank can rep- therefore, the armor tank will almost every time, providing the skill is the same, ad the armor tank isnt using missiles.
Let's not forget that the armor tank, due to its speed, gets to choose the terms of engagement, provided his is not ambushed by a falchion (fitted as recently described)
For shield tanks to be viable, damage mods will have to give a 20% dmg bonus with no stacking penalty (like in chromosome), passive turret damage will again need to be 5%/lvl, and passive regen needs to be 100hp/s on shield tanks. Only then can shield tanks be viable in PC, and not a waste of money.
I've played PC against some great shield tankers and beat them 90% of the time bc i deploy a maddy to counter them. They have some of the best tactics ive ever seen and still lose, even when im playing like an idiot, just because all i need to do is sttand still, turn on all hardeners and reppers, while i carefully aim my shots at them. it is completely no-skill-required kind of thing. shield tanks need buff. the end. I once encountered a very skilled Madrugar pilot while I was in my Falchion. I positioned myself at the bottom of a very small incline and he came thundering out from above. Since I could aim upwards and hit him while he couldn't aim down with his blaster to hit me, I pulled off a couple salvos of proto accelerated missiles before he started shooting at me. I get him down to very low armor, such that I would need only one more full salvo to hit and he was dead, and I was at roughly 1/2 shields. But the inevitable happened and only two of my missiles hit on the next salvo. His god-mode repper brought him back to life from near death and I started moving in the bumpy terrain so that I could get below his maximum angle of depression. Lucky for me, I managed to get below his maximum turret depression angle which saved me about a second. I shoot 2 or 3 more salvos into him and he finally gets destroyed, and I am left with maybe 1/5 shields. My adrenaline was running throughout the entire battle. There are a couple of things that I would like to point out that should not be happening. First, I was in an extremely close ranged engagement where only the terrain helped me win, otherwise I would've lost. I had already previously encountered him at range, but it only gave my position away and the difficulties with hitting a target at range prevented me from placing accurate hits. I was already burning in reverse and he figured that if he came charging at me he would've lost, so he pulled back and escaped with some scratches. Second, it should not take a Falchion and local terrain to barely beat a Madrugar. I would rather it be a Gunnlogi and local terrain to barely beat a Madrugar at close range and a Gunnlogi to easily destroy a Madrugar at range without allowing the Madrugar time to escape. Without any terrain advantageous to the Gunnlogi pilot, a Madrugar should defeat the Gunnlogi at close range. The armor shouldn't have taken that much damage from missiles. They are literally designed to stop armor tanks and they don't even come close. |
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