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Wako 75
Sver true blood Public Disorder.
85
|
Posted - 2013.07.10 22:30:00 -
[31] - Quote
Are you blind sir it has been this way for a very long time shield beats armor vs infantry and armor beats shield vs each other. |
Exmaple Core
Hellstorm Inc League of Infamy
512
|
Posted - 2013.07.10 22:33:00 -
[32] - Quote
yeah "protoman", if you can do all that while being tracker by the tanker and the enemy team then your the best. i tip my hat off to youu |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.10 22:35:00 -
[33] - Quote
Patoman Radiant wrote:
If you manage to be good with a sheild tank, it means you are realy good at it because you are using a gimped tank, you have to use tatics I did when using millita tanks vs standard or maraduers like
1. not engaging a tank unless heavly wounded, and or doing a suprise attack from the back
2. sniping (and doing it from hull down, not geting hit)
3. waiting for them to exaust repers, and hardeners
4. never geting hit in general, and allways ready to run if you don't have a heavy advantage
This would be fantastic if the Gunnlogi was a "light tank". It's not. Yes the ideas work well if you're in any tank. If, however, an armor tank is doing this then you're toast.
The only way I've managed to do well in a shield tank is if one of my turret gunners keeps his eyes on the map and just looks for threats and calls targets.
Armor tanks: Easy Mode Shield tank: Hard Mode |
Patoman Radiant
ZionTCD
151
|
Posted - 2013.07.10 22:37:00 -
[34] - Quote
A way to fix the imbalance is have a sheild regen is have it many fold higher for HAV's propotional to sheild hp. Making it a real factor in tanking, for a passive regen build, and not a afterthought joke like it is currently
In clown car LAV's the sheild regen is high enough where I don't need a booster, what is it, 70 compared with a 40 of a tank. Considering tanks have double the HP, and can't avoid or run away as good, its painfully slow.
having it closer to for every thousand of sheld hp you have a 50 second regen would be much better, and obviously make it so shield regen mods give a even higher bonus then just stacking extenders. |
CharCharOdell
Shining Flame Amarr Empire
393
|
Posted - 2013.07.10 22:37:00 -
[35] - Quote
Kharga Lum wrote:I know they've stated that there will be no changes but this is some serious BS regarding tanks. A single heavy armor rep will outpace the damage from any proto large missile turret on a Falchion with Enforcer 3....and every other shield related vehicle skill at 5. ( Yes...I know...what a mistake thinking they'd have looked into balance by the time I capped out all my skills.)
So, instead of "balance" why not just make them totally equal and the differences purely cosmetic so that they are at least playable until a balance change can be made. I shouldn't have to spec into a different race to play as a tanker. Two options, one is pure comedy. Might as well be bright colors and shoot balloons.
I've posted numerous times about vehicle imbalances, as have others. I've yet to see a CCP response. I feel very much that I'm being told "Fuc|< off ". I didn't spec into the OP suit/vehicle-of-the-week and have paid the price.
I know their moto is "HTFU" but after trying and hoping this will be looked into...I shouldn't be so continuously disappointed by this game.
...patience running low.
This email was inspired by ambushing a Madrugar with a Falchion, watching the Madrugar slowly turn around and rip me apart. If there's a damage bonus for missiles vs armor it's laughable. When the damage you do gets repaired immediately it's frustrating. The shield equivalent struggles to keep up with basic or mid level AV.
I could write a book about the issues with vehicles, I might have to in order to get their attention. Most obvious of all is the x3 and x5 training discrepancy between Armor and Shield hardeners. At least could be fixed without new content/build.
The answer is simple: bring back passive damage skills to 5%/lvl and push the damage mods up to 20% for top tier. boom. only shield tanks can be glass cannons now, effectively overpowering the maddy's defenses. yes, it will bring the days of 1 shot 1 kill back, but at least it was balanced back then.
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Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.10 22:38:00 -
[36] - Quote
Wako 75 wrote:Are you blind sir it has been this way for a very long time shield beats armor vs infantry and armor beats shield vs each other.
I'm not blind, i know it's been this way for a long time. But at what point do you look at something so broken, waiting for it to be fixed for so long...at what point to you label it as junk and throw it out? |
Moren DeKaza
Molon Labe. League of Infamy
6
|
Posted - 2013.07.10 22:39:00 -
[37] - Quote
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX What everyone needs to remember before smearing the current tank builds is that there are 2 more races of vehicles that haven't even been introduced yet and from what i can tell your using your caldari tank wrong. An enforcer tank is best at taking out installations from afar not bludgeoning a brawler who is specifically built for just that "brawling" you don't have the dps with a missile turret to out-dps a blaster at close range even if you get the drop....maybe if hes a noob tanker but that's it. Your meant to bombard infantry, vehicles, and installations from a distance not charging home guns blazing. Also did you even have gunner or ground support? Don't complain about a screwdriver when you need a hammer XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.10 22:40:00 -
[38] - Quote
Patoman Radiant wrote:A way to fix the imbalance is have a sheild regen is have it many fold higher for HAV's propotional to sheild hp. Making it a real factor in tanking, for a passive regen build, and not a afterthought joke like it is currently
In clown car LAV's the sheild regen is high enough where I don't need a booster, what is it, 70 compared with a 40 of a tank. Considering tanks have double the HP, and can't avoid or run away as good, its painfully slow.
having it closer to for every thousand of sheld hp you have a 50 second regen would be much better, and obviously make it so shield regen mods give a even higher bonus then just stacking extenders.
I had a previous thread where vehicle tanks should have shields operate they way they do on the spaceships. Current shield regen peaks at 26.6hp/sec with max skill and no module. |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.10 22:43:00 -
[39] - Quote
Moren DeKaza wrote:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX What everyone needs to remember before smearing the current tank builds is that there are 2 more races of vehicles that haven't even been introduced yet and from what i can tell your using your caldari tank wrong. An enforcer tank is best at taking out installations from afar not bludgeoning a brawler who is specifically built for just that "brawling" you don't have the dps with a missile turret to out-dps a blaster at close range even if you get the drop....maybe if hes a noob tanker but that's it. Your meant to bombard infantry, vehicles, and installations from a distance not charging home guns blazing. Also did you even have gunner or ground support? Don't complain about a screwdriver when you need a hammer XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Falchion gets a 15% range bonus with Enforcer 5. In order to hit enemy turrets you have to be in the middle of the map where the majority of combat happens. It's meant to be a sniper but it's gun has very limited range. So this tank can not function at a distance. The missiles simply explode mid air. Missiles also deal no damage if you are within 10 meters of the hull it's mounted on. If you're in range to bombard anything then you are in range of AV nades...and everything else. |
Moren DeKaza
Molon Labe. League of Infamy
6
|
Posted - 2013.07.10 22:54:00 -
[40] - Quote
Kharga Lum wrote:Moren DeKaza wrote:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX What everyone needs to remember before smearing the current tank builds is that there are 2 more races of vehicles that haven't even been introduced yet and from what i can tell your using your caldari tank wrong. An enforcer tank is best at taking out installations from afar not bludgeoning a brawler who is specifically built for just that "brawling" you don't have the dps with a missile turret to out-dps a blaster at close range even if you get the drop....maybe if hes a noob tanker but that's it. Your meant to bombard infantry, vehicles, and installations from a distance not charging home guns blazing. Also did you even have gunner or ground support? Don't complain about a screwdriver when you need a hammer XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Falchion gets a 15% range bonus with Enforcer 5. In order to hit enemy turrets you have to be in the middle of the map where the majority of combat happens. It's meant to be a sniper but it's gun has very limited range. So this tank can not function at a distance. The missiles simply explode mid air. Missiles also deal no damage if you are within 10 meters of the hull it's mounted on. If you're in range to bombard anything then you are in range of AV nades...and everything else.
Im talking about working with your team and strategically taking out cru's and supply depots. If you want to snipe use a rail and stop complaining about shield tanks not performing to speck. You've had plenty of time to gauge your choices and what you wanted to speck into. Use cheaper sh!t if you can't put up the bill for those enforcers you love. Remember these are trophy's every red dot wants on his mantle, if your not ready to use em for what their intended, don't waste the isk. |
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Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.10 23:02:00 -
[41] - Quote
Moren DeKaza wrote:
Im talking about working with your team and strategically taking out cru's and supply depots. If you want to snipe use a rail and stop complaining about shield tanks not performing to speck. You've had plenty of time to gauge your choices and what you wanted to speck into. Use cheaper sh!t if you can't put up the bill for those enforcers you love. Remember these are trophy's every red dot wants on his mantle, if your not ready to use em for what their intended, don't waste the isk.
I mentioned the Enforcer in the orignal post. I don't love them, it was an example of how terrible this is.
Even working with an entire team on voice comms, even getting the drop on a damaged tank it has the ability to turn around and destroy any shield tank with laughable effort.
I have also spec'd into armor tanks. I don't post about them because it's a joke how easy it is to roll around and do everything in them. They can do every job a shield tank does and do it better.
There are two tank choices. If a game is set up where one of these is simply "the wrong choice" then how does this resemble any kind of balance. |
Donovare x
WarRavens League of Infamy
0
|
Posted - 2013.07.10 23:09:00 -
[42] - Quote
heres the problem with madrugars being the cost efficient badass of dust. if enforcers and falcons get any stronger which they should be to take out madrugar or gunnlogis, then everyone will whine about them being OP. but now if they make the madrugar weaker well we will basicly have to rely on a overpriced falcon/enforcer to help in the game but we will go fro broke even if u have an account on the side that's nothing but bank. so basicly we are in a situation where we are dealing with isk and how powerful the tanks are and don't forget the sp, and its not balanced, its good that its high isk because who wants to be in a match with 15 blueberrys running around in tanks looking like there lost in the game. but the main comment where armour is better then shield, I agree that they should be balanced, and leave the victory to the most skilled operators of as now |
Mary Sedillo
BetaMax. CRONOS.
131
|
Posted - 2013.07.10 23:14:00 -
[43] - Quote
Kharga Lum wrote:Void Echo wrote:no, just no, then you would make all tanks useless if there the same as the enforcers Not the same as the enforces. Just the same as each other. Right now ALL shield tanks are useless and their modules are so horribly outclassed by their armor counter parts. As it stands right now only shield tanks are useless...if they're all useless then at least they'd be balanced but that was not my intent with that post. Making tanks totally equal, as a temporary fix, would at least make them all playable.
Learn your role. Adapt to it or die. Consider changing your Role. Kill and weave, kill and weave.
Only roll with squads and listen for intel. Fire your weapon intelligently.
Stop whining on the forums. Kaldari Tanks are great at burst tanking, (Consider recalling and bringing fresh new one) In DUST, you can't patch away lack of skill. Learn your counters. Learn what you counter. |
Mary Sedillo
BetaMax. CRONOS.
131
|
Posted - 2013.07.10 23:17:00 -
[44] - Quote
Kharga Lum wrote:Moren DeKaza wrote:
Im talking about working with your team and strategically taking out cru's and supply depots. If you want to snipe use a rail and stop complaining about shield tanks not performing to speck. You've had plenty of time to gauge your choices and what you wanted to speck into. Use cheaper sh!t if you can't put up the bill for those enforcers you love. Remember these are trophy's every red dot wants on his mantle, if your not ready to use em for what their intended, don't waste the isk.
I mentioned the Enforcer in the orignal post. I don't love them, it was an example of how terrible this is. Even working with an entire team on voice comms, even getting the drop on a damaged tank it has the ability to turn around and destroy any shield tank with laughable effort. I have also spec'd into armor tanks. I don't post about them because it's a joke how easy it is to roll around and do everything in them. They can do every job a shield tank does and do it better. There are two tank choices. If a game is set up where one of these is simply "the wrong choice" then how does this resemble any kind of balance.
So tired of these threads...
Instead of maybe discussing how to fight their counters,
THEY PIGEONHOLE THEMSELVES IN ONE ROLE.
Do I keep an Assault Dropship fielded when 3 folks are rolling Proto forge guns? HELL NO. Will I charge a Gallente tank with a Caldari Rail/Blaster (maybe missile)? HELL NO.
This "Balance" you speak of is a Handicap of the Weak Mind unwilling to think past its own Pride.
If the enemy fields your counter, FIELD ITS COUNTER!!! |
Moren DeKaza
Molon Labe. League of Infamy
6
|
Posted - 2013.07.10 23:22:00 -
[45] - Quote
Kharga Lum wrote:Moren DeKaza wrote:
Im talking about working with your team and strategically taking out cru's and supply depots. If you want to snipe use a rail and stop complaining about shield tanks not performing to speck. You've had plenty of time to gauge your choices and what you wanted to speck into. Use cheaper sh!t if you can't put up the bill for those enforcers you love. Remember these are trophy's every red dot wants on his mantle, if your not ready to use em for what their intended, don't waste the isk.
I mentioned the Enforcer in the orignal post. I don't love them, it was an example of how terrible this is. Even working with an entire team on voice comms, even getting the drop on a damaged tank it has the ability to turn around and destroy any shield tank with laughable effort. I have also spec'd into armor tanks. I don't post about them because it's a joke how easy it is to roll around and do everything in them. They can do every job a shield tank does and do it better. There are two tank choices. If a game is set up where one of these is simply "the wrong choice" then how does this resemble any kind of balance.
Right now its impossible to speak of when it comes to strictly tank vs tank combat because one or the other will have an advantage especially in their respective realms of cqc vs long range. each tank can use the same turrets but we're talking about each tanks respective tanking ability. Yes I agree there should be a better regen bonus for shields, but as of right now the main advantage shield tankers have is their ability to resist the most common form of av which is swarm launcher missiles and explosive grenades. There are plenty of other counters to this argument like forge guns-(just as deadly for armor tankers) and plasma canons(meant for anti infantry in the first place but small bonus against shields). The bottom line is that even though they are somewhat misperportioned against each other the infantry is the deciding factor in the end. They are the final dice roll to find out if your going to have a bad day or a good day driving these giant expensive coffins and this is how its going to be for a while until the rock paper scissors factor actually adds some rocks and scissors. For now armor tanks beat other tanks and shield tanks beat infantry and complaining about wont get you higher on the kill boards.
EDIT: minor spelling errors |
Nelo Angel0
The Nommo Insurance Fraud.
121
|
Posted - 2013.07.10 23:27:00 -
[46] - Quote
Void Echo wrote:no, just no, then you would make all tanks useless if there the same as the enforcers, you skilled into the enforcers, deal with the consequences
Aren't enforcers suppose to be long range glass cannon tanks? Whenever i say a vayu or something on the frontlines I have to check the description just to make double sure |
Takahiro Kashuken
Red Star. EoN.
646
|
Posted - 2013.07.11 13:02:00 -
[47] - Quote
Nelo Angel0 wrote:Void Echo wrote:no, just no, then you would make all tanks useless if there the same as the enforcers, you skilled into the enforcers, deal with the consequences Aren't enforcers suppose to be long range glass cannon tanks? Whenever i say a vayu or something on the frontlines I have to check the description just to make double sure
Blaster and missiles are not long range |
Soldiersaint
Reaper Galactic
97
|
Posted - 2013.07.11 14:03:00 -
[48] - Quote
Void Echo wrote:Kharga Lum wrote:Void Echo wrote:no, just no, then you would make all tanks useless if there the same as the enforcers Not the same as the enforces. Just the same as each other. Right now ALL shield tanks are useless and their modules are so horribly outclassed by their armor counter parts. As it stands right now only shield tanks are useless...if they're all useless then at least they'd be balanced but that was not my intent with that post. Making tanks totally equal, as a temporary fix, would at least make them all playable. since the enforcers are meant to be better than standard, how about actually make them better? enforcers are for long range......are you people stupid? stop trying to get up close to an enemy with enforcers.they are not for that so stop trying to make them like that.....or you could stay stupid and keep using them close to the enemy. read the enforcers skill. its says it sacrifices armor shield and speed for absolute power at range! it is better than regular tanks but you have to be at range. |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.11 19:25:00 -
[49] - Quote
Soldiersaint wrote:Void Echo wrote:Kharga Lum wrote:Void Echo wrote:no, just no, then you would make all tanks useless if there the same as the enforcers Not the same as the enforces. Just the same as each other. Right now ALL shield tanks are useless and their modules are so horribly outclassed by their armor counter parts. As it stands right now only shield tanks are useless...if they're all useless then at least they'd be balanced but that was not my intent with that post. Making tanks totally equal, as a temporary fix, would at least make them all playable. since the enforcers are meant to be better than standard, how about actually make them better? enforcers are for long range......are you people stupid? stop trying to get up close to an enemy with enforcers.they are not for that so stop trying to make them like that.....or you could stay stupid and keep using them close to the enemy. read the enforcers skill. its says it sacrifices armor shield and speed for absolute power at range! it is better than regular tanks but you have to be at range.
They are meant to be ranged however the weapons their bonus' apply to are SHORT and MEDIUM ranged weapons. The range bonus is pitiful meaning they still need to be short/medium range to operate.
Soldiersaint wrote:
"...stay stupid and keep using them close to the enemy."
That's the only way to use them with the way their skill bonus' are set up. |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.11 19:37:00 -
[50] - Quote
Mary Sedillo wrote:Kharga Lum wrote:Moren DeKaza wrote:
Im talking about working with your team and strategically taking out cru's and supply depots. If you want to snipe use a rail and stop complaining about shield tanks not performing to speck. You've had plenty of time to gauge your choices and what you wanted to speck into. Use cheaper sh!t if you can't put up the bill for those enforcers you love. Remember these are trophy's every red dot wants on his mantle, if your not ready to use em for what their intended, don't waste the isk.
I mentioned the Enforcer in the orignal post. I don't love them, it was an example of how terrible this is. Even working with an entire team on voice comms, even getting the drop on a damaged tank it has the ability to turn around and destroy any shield tank with laughable effort. I have also spec'd into armor tanks. I don't post about them because it's a joke how easy it is to roll around and do everything in them. They can do every job a shield tank does and do it better. There are two tank choices. If a game is set up where one of these is simply "the wrong choice" then how does this resemble any kind of balance. So tired of these threads... Instead of maybe discussing how to fight their counters, THEY PIGEONHOLE THEMSELVES IN ONE ROLE. Do I keep an Assault Dropship fielded when 3 folks are rolling Proto forge guns? HELL NO. Will I charge a Gallente tank with a Caldari Rail/Blaster (maybe missile)? HELL NO. This "Balance" you speak of is a Handicap of the Weak Mind unwilling to think past its own Pride. If the enemy fields your counter, FIELD ITS COUNTER!!!
So tired of these responses...
When everything counters a shield tank it's hard to field a tank in any way. There was even a brief period where a squad of Tac AR's would ware down a retreating tank. This sounds like the tank driver's an idiot to be killed by AR's...but iv'e seen it happen. If a shield tank is into armor an HMG can finish it off.
So to follow your advice about tanks I'd have to recall my tank soon as it's deployed. I've tried spider tanking with 2 shield tanks, with logi LAV's. Every combination of large turrets, up close, on a hill, behind cover, hit-and-run. Shield tanks are out classed by everything that can be fielded against them.
Deploy the counter? Sure...a Madrugar. |
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Soldiersaint
Deepspace Digital
99
|
Posted - 2013.07.12 16:55:00 -
[51] - Quote
@ Kharga......aw man really? hey man if this is the case then i apologize. for some reason i did not realize that the bonus abilities worked like that. |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.16 20:29:00 -
[52] - Quote
Soldiersaint wrote:@ Kharga......aw man really? hey man if this is the case then i apologize. for some reason i did not realize that the bonus abilities worked like that.
No problem, asking questions is how we get answers.
[Edit:] Unless it's from CCP. They never answer vehicle posts. |
Harpyja
DUST University Ivy League
269
|
Posted - 2013.07.16 20:37:00 -
[53] - Quote
Bigger question: where's Blam!? |
Kharga Lum
Seraphim Initiative. CRONOS.
90
|
Posted - 2013.07.16 20:38:00 -
[54] - Quote
Harpyja wrote:Bigger question: where's Blam!?
That should be it's own thread. |
Garrett Blacknova
Codex Troopers
3337
|
Posted - 2013.07.16 21:31:00 -
[55] - Quote
Mary Sedillo wrote:Learn your role. Adapt to it or die. Consider changing your Role. Kill and weave, kill and weave. I run a shield tank. Learn my role? Anti-infantry, but only if they're not running any AV weapons. That's my role. Great. I can... uhhhh... do nothing if I'm up against a team that comes even vaguely close to resembling competence? Sounds fair...
Quote:Only roll with squads and listen for intel. Fire your weapon intelligently. This is meaningless and doesn't offer a point to discuss.
Quote:Stop whining on the forums. Kaldari Tanks are great at burst tanking, (Consider recalling and bringing fresh new one) In DUST, you can't patch away lack of skill. Learn your counters. Learn what you counter. Why should we stop making legitimate complaints about something that legitimately needs attention? Caldari, not Kaldari. And "great" is a massive exaggeration. In DUST, you can't patch away lack of skill. But you can patch in viability for existing weapons that are currently in an unfit state for use.
Learn your counters: EVERYTHING that's capable of damaging a vehicle. Learn what you counter: Nothing but infantry, and then only some infantry, with a literally free infantry fitting capable of providing a credible threat against the best-made shield HAV possible.
What needs to change?
Speed is... acceptable. A slight improvement would be nice, but it's not a huge problem.
PG is broken. The big problem is the lack of PG buffing skill. Shield tanks NEED more PG, or a rebalance of the PG costs of our modules. Armour tanks have more PG, and don't get burned on it quite as severely.
Our tanking modules are definitely NOT powerful enough to let us compete, and need an improvement. I agree with the suggestion of 15 second duration on Hardeners. Boosters could also use work, because right now, they have shorter duration and less total HP recovery, which is fine, but they also regen our shields SLOWER than Armour reps. The big advantage is that they cost less CPU, which is about the only thing we have an abundance of.
A big problem is that shield-based options for infantry get a HUGE advantage with their base shield regen stats, but vehicles get nothing. Shield tanks have such pathetic base regen rate that it may as well not exist when you look at the regen rate compared with the amount of HP we're dealing with. The base stats on a Shield tank vs. equal tier Armour tank are such that when relying on passive regen, the Armour tank actually RECOVERS ITS SHIELDS FASTER THAN THE SHIELD TANK. Both take more than 2 minutes to recover, meaning you're relying heavily on boosters for shield recovery, but that SHOULD be one of the advantages of shields vs. armour, and it isn't. Double the base regen AT LEAST on shield tanks - maybe more, add a regen delay stat that differs between Shield and Armour tanks, and make Shield Regenerators reduce delay as well as increasing regen rate. |
Kharga Lum
Seraphim Initiative. CRONOS.
92
|
Posted - 2013.07.19 03:39:00 -
[56] - Quote
Garrett Blacknova wrote:
A big problem is that shield-based options for infantry get a HUGE advantage with their base shield regen stats, but vehicles get nothing. Shield tanks have such pathetic base regen rate that it may as well not exist when you look at the regen rate compared with the amount of HP we're dealing with. The base stats on a Shield tank vs. equal tier Armour tank are such that when relying on passive regen, the Armour tank actually RECOVERS ITS SHIELDS FASTER THAN THE SHIELD TANK. Both take more than 2 minutes to recover, meaning you're relying heavily on boosters for shield recovery, but that SHOULD be one of the advantages of shields vs. armour, and it isn't. Double the base regen AT LEAST on shield tanks - maybe more, add a regen delay stat that differs between Shield and Armour tanks, and make Shield Regenerators reduce delay as well as increasing regen rate.
They should make vehicle shields function like they do on the starships in Eve. That game's been running for 10 years...they know how to balance things. |
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