Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
626
|
Posted - 2013.08.08 13:56:00 -
[1] - Quote
So I started a pub game with only 1 other member on squad and since they were running heavy wr decided to start the game of by calling in my rail tank to destroy any threat that would hinder my blaster tank I.e. turrets and supply depos. So after myby 2 turrets I had a full dropship of proto av arrive . Now needles to say you know what hapend . Now im not complaining that 6 coordinated proto avers shoukd have a problem downing my STD tank...... as well they shouldent.
What I am going to complain about is the extreem lack of balance when av and vehicles meet . The balance ends the minute adv av arrives on the battle field but a good tanker can survive the coordinated assault from say 3 to 4 avers during a skirmish if you use cover ect but the minute 1 or 2 proto avers appear on the field its lights out for us STD tankers not only is the av well ahead of what is needed (untill the introduction of adv and pro havs and vehicles) but it allows 1 man rambos to tackle a HAV which is suppoed to be a team effort. Now I know many forge gunners who think they are the king as well as quite a few of my proto swarming buds but they all claim to be beast ect because the can solo tanks . I do believe that tgese same folks will enevidaibly come on hear and QQ untill proto vehicles can be solo'd I honestly cant wait for my proto hav thenbwe will at least have a fight and not just blam instapop with a forge . Also CCP's inability to at least give us a clue as to what they are doing about vehicle balance I just as infuryating as having your hav instapoped by a proto scrub av rambo who thinks their all that because of their op av. Vent/rant over. |
Meeko Fent
Seituoda Taskforce Command Caldari State
540
|
Posted - 2013.08.08 14:17:00 -
[2] - Quote
Not a single grammar was given to this thread.
The fix to this? Proto tanks |
Tebu Gan
CrimeWave Syndicate
8
|
Posted - 2013.08.08 17:35:00 -
[3] - Quote
pegasis prime wrote:So I started a pub game with only 1 other member on squad and since they were running heavy wr decided to start the game of by calling in my rail tank to destroy any threat that would hinder my blaster tank I.e. turrets and supply depos. So after myby 2 turrets I had a full dropship of proto av arrive . Now needles to say you know what hapend . Now im not complaining that 6 coordinated proto avers shoukd have a problem downing my STD tank...... as well they shouldent.
What I am going to complain about is the extreem lack of balance when av and vehicles meet . The balance ends the minute adv av arrives on the battle field but a good tanker can survive the coordinated assault from say 3 to 4 avers during a skirmish if you use cover ect but the minute 1 or 2 proto avers appear on the field its lights out for us STD tankers not only is the av well ahead of what is needed (untill the introduction of adv and pro havs and vehicles) but it allows 1 man rambos to tackle a HAV which is suppoed to be a team effort. Now I know many forge gunners who think they are the king as well as quite a few of my proto swarming buds but they all claim to be beast ect because the can solo tanks . I do believe that tgese same folks will enevidaibly come on hear and QQ untill proto vehicles can be solo'd I honestly cant wait for my proto hav thenbwe will at least have a fight and not just blam instapop with a forge . Also CCP's inability to at least give us a clue as to what they are doing about vehicle balance I just as infuryating as having your hav instapoped by a proto scrub av rambo who thinks their all that because of their op av. Vent/rant over.
Yes the lack of feedback from CCP on the vehicle issues is rather sad. Not one word from them on any plans for the future of tanks or vehicles. I had one dude fly a dropship into the redzone try to take me out, he couldn't quite do it, but I also shield tank. He did however nearly drop all my shields as I was running my squishy rail tank, thank god for the redline timer!
Tanks really should take a coordinated effort, they already take a bit of skill to use and fit, not to mention costs. And one dude on a tower can keep your tank out for a whole match, get 2 up there and you better not even try to step out of that redline.
Thing is people want to take that redline away and make us killable no matter what. Then we would have to get out of our tank ( assuming an ***hole blueberry isn't n the tank) and recall it. We are already squishy enough against proto AV!
OH and those towers, first proto AV up there controls everything. Saw people lose dropships left and right trying to get up to them but no go. Proto AV is to vehicles what mass drivers and flaylocks are to infantry( or were I should say). |
Ryno Zamayid
DIOS X. II Top Men.
0
|
Posted - 2013.08.08 19:51:00 -
[4] - Quote
Ryno Zamayid wrote:The forge gun has a clear advantage of having no range limit and the ability to hide almost anywhere. It is very frustrating to loose a tank to something a tenth of the size clear across the map and almost invisable in a matter of only a few shots while trying to find cover.Not to mention the size difference, a tank is much easier to hit. The rail tanker often has to resort to hiding behind the red line in order not to loose a one to two million dollar investment because of a forge gun. My point is: The ishukone forge gun costs 47,220 isk and does 1663.2 Damage The prototype compressed Rail gun varient costs 927,560 isk and does 1798.7 damage without a proficency skill to boost that number. I don't want to seem negative but that doesnt seem fair at all.
(a quote from another discussion) I was speaking on behalf of my alt, but I'm sure most tankers would agree that soo many people gripe about redline tankers. if it wasn't for that one ***hole forge sniping on top of a tower where you can't even raise your turret to fire at the guy, A tank would most likely move up into the map. The forge vs tank seems VERY unbalanced to me. I don't think a tank should be invinceable, but it also shouldn't be blown to hell in a few shots by one forge gun either. |
Tebu Gan
CrimeWave Syndicate
9
|
Posted - 2013.08.08 21:12:00 -
[5] - Quote
Ryno Zamayid wrote:Ryno Zamayid wrote:The forge gun has a clear advantage of having no range limit and the ability to hide almost anywhere. It is very frustrating to loose a tank to something a tenth of the size clear across the map and almost invisable in a matter of only a few shots while trying to find cover.Not to mention the size difference, a tank is much easier to hit. The rail tanker often has to resort to hiding behind the red line in order not to loose a one to two million dollar investment because of a forge gun. My point is: The ishukone forge gun costs 47,220 isk and does 1663.2 Damage The prototype compressed Rail gun varient costs 927,560 isk and does 1798.7 damage without a proficency skill to boost that number. I don't want to seem negative but that doesnt seem fair at all. (a quote from another discussion) I was speaking on behalf of my alt, but I'm sure most tankers would agree that soo many people gripe about redline tankers. if it wasn't for that one ***hole forge sniping on top of a tower where you can't even raise your turret to fire at the guy, A tank would most likely move up into the map. The forge vs tank seems VERY unbalanced to me. I don't think a tank should be invinceable, but it also shouldn't be blown to hell in a few shots by one forge gun either.
Yeah, people have been sayin this for a while now. It does seem a bit insane to me that such a cheap weapon does so much damage compared to a freakin tank turret, not to mention costs. I carry a sniper when I rail snipe now to shoot the dudes on the tower, forgers tho are a freakin pain. At least I can get out of range of a swarmer. I think something that would help is reducing the range on the forgers drastically and leaving the damage output the same. Then no more across the map infantry sniping against tanks. The you got to get some buddies to take a tank out or grab your own tank! |
Ryno Zamayid
DIOS X. II Top Men.
2
|
Posted - 2013.08.08 23:33:00 -
[6] - Quote
Tebu Gan wrote:Yeah, people have been sayin this for a while now. It does seem a bit insane to me that such a cheap weapon does so much damage compared to a freakin tank turret, not to mention costs. I carry a sniper when I rail snipe now to shoot the dudes on the tower, forgers tho are a freakin pain. At least I can get out of range of a swarmer. I think something that would help is reducing the range on the forgers drastically and leaving the damage output the same. Then no more across the map infantry sniping against tanks. The you got to get some buddies to take a tank out or grab your own tank! I agree completely! If the forge gunner was forced to actually face the tank at a reasonable range where he is at least visable, I would be just fine as it stands. It should give both parties an equal chance and require a bit more skill on the forge gunner's part. I hope to get some feed back from one of the directers on this front. "Forge gun" and "sniper" shouldn't apply to the same character, even against infantry. Reducing range would be the best option in my opinion. I'm OK with loosing a tank to a squad, but to a forge gun the size of a pin head in the distance is a different story. |
Beld Errmon
D3M3NT3D M1NDZ
770
|
Posted - 2013.08.09 00:20:00 -
[7] - Quote
heh 30 seconds into a skirmish on manus peak I drove my rail tank up the top of C hill started taking some pot shots at an LAV, my shields disappear armor goes from 6700 to 4000, ok no worries reps on full reverse, as i'm backing up I see 2 flights of protoswarms heading my way (hey atleast they rendered) and boom tank is gone.
there is so many things that compound the balance issue, render distance probably being one of the worst, it drives me nuts when I can't see the guys lobbing swarms and forge bolts at me, its even worse when its just a little red chevron sliding along the ground. |
|
|
|
Pages: 1 :: [one page] |