Post by delsy on Jun 14, 2013 4:41:01 GMT -5
I haven't given every tank I've unlocked full attention of play, but of those I have, I've found that I enjoy playing those whose trigger and loadout designs have a certain unity of purpose. As long as I have a course of action, I'll enjoy following it even where it's less viable. This is made especially possible by loot being independent of damage performance.
Like:
Silver: Bland but dependable.
Corsair: Keep your face to the enemy. Good survivability and monstrous offensive triggers.
Phantom: Get in there.
Predator: Run straight in and use 4+1 for your second wind. 4+3 also combines nicely. Triggers recharge quickly.
Trailblazer: Get scouting yo.
Don't like:
Avenger: Sort of. Triggers work well with its fragility and it's nice for convoys. It just isn't really my bag though.
Hercules: I don't mind low DPS and enjoy the two bomb triggers. But I don't feel like paralyze and heal over time do much for it, and I believe that a single shield is a disadvantage when you want to get in the thick of things. Herc got one heck of a buff.
July 14 2013:It seems Hornet's lightning reaches further and wider than I was aware. Maybe a new build changed it. Also the new Zeta Complex give some use to Hornet's damage and range. So, what follows may be outdated.
I'll start with a closer look at the Hornet. Sniping without some close-up viability feels out of place in Grid. You need to close distance or eliminate minions to get a clear shot at fortresses. Or you could give a tank long range and high damage to take care of the minions quickly, but that could encourage sedentary play. So you might shorten regular range below fortress gun and minion aggro range, bogging down the Hornet's ranged game. So the Hornet must occasionally charge structures and occupy minions with its rear shields. You now have a tank with a low rate of fire and little use for its range. All the finagling needed to make extreme range "balanced" just ends up making other tanks more desirable. I may be oversimplifying.
I've taken to using the blink trigger offensively for the heck of it. After attracting the attention of minions and turrets, I turn, use the lightning trigger and blink over to the exposed side. I sort of doubt this was an intended strategy. Not much advantage because you're sacrificing damage while you're turned away. But what if the Hornet were reworked with less focus on sniping and more on... stinging? (arg, so lame)
Triggers
1: Same backwards blink, medium cooldown
2: Longer forward blink, medium cooldown
3: Cloak, longer cooldown
4: Three bursts of aft lightning in as many seconds. Short range, multiple targets. Short cooldown. Extra damage if any shields are down?
Well, this is like something I could enjoy playing around with, but what do you think?
I'll be kicking ideas around for other tanks.
Like:
Silver: Bland but dependable.
Corsair: Keep your face to the enemy. Good survivability and monstrous offensive triggers.
Phantom: Get in there.
Predator: Run straight in and use 4+1 for your second wind. 4+3 also combines nicely. Triggers recharge quickly.
Trailblazer: Get scouting yo.
Don't like:
Avenger: Sort of. Triggers work well with its fragility and it's nice for convoys. It just isn't really my bag though.
July 14 2013:It seems Hornet's lightning reaches further and wider than I was aware. Maybe a new build changed it. Also the new Zeta Complex give some use to Hornet's damage and range. So, what follows may be outdated.
I'll start with a closer look at the Hornet. Sniping without some close-up viability feels out of place in Grid. You need to close distance or eliminate minions to get a clear shot at fortresses. Or you could give a tank long range and high damage to take care of the minions quickly, but that could encourage sedentary play. So you might shorten regular range below fortress gun and minion aggro range, bogging down the Hornet's ranged game. So the Hornet must occasionally charge structures and occupy minions with its rear shields. You now have a tank with a low rate of fire and little use for its range. All the finagling needed to make extreme range "balanced" just ends up making other tanks more desirable. I may be oversimplifying.
I've taken to using the blink trigger offensively for the heck of it. After attracting the attention of minions and turrets, I turn, use the lightning trigger and blink over to the exposed side. I sort of doubt this was an intended strategy. Not much advantage because you're sacrificing damage while you're turned away. But what if the Hornet were reworked with less focus on sniping and more on... stinging? (arg, so lame)
Triggers
1: Same backwards blink, medium cooldown
2: Longer forward blink, medium cooldown
3: Cloak, longer cooldown
4: Three bursts of aft lightning in as many seconds. Short range, multiple targets. Short cooldown. Extra damage if any shields are down?
Well, this is like something I could enjoy playing around with, but what do you think?
I'll be kicking ideas around for other tanks.