|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Shokhann Echo
Kang Lo Directorate Gallente Federation
2
|
Posted - 2013.08.15 21:30:00 -
[1] - Quote
to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. |
Shokhann Echo
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.15 21:40:00 -
[2] - Quote
Needless Sacermendor wrote:Shokhann Echo wrote:to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. I never said "required" Edited : I also said Needless Sacermendor wrote:For this to work you'd obviously NEED the ability to remove a lower skilled gunner in favour of a higher skilled one.
your ignoring all my counters to your argument, avoidance. hm...
also do you rely on your team to keep your dropsuit safe? no you don't, you rely on yourself. |
Shokhann Echo
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.15 21:55:00 -
[3] - Quote
Sylwester Dziewiecki wrote:Needless Sacermendor wrote:(...)So as I've said balancing sp costs and isk values is a simple matter of CCP's choice without the player driven market, but balancing the effectiveness of vehicles can be done by giving skills for infantry to train so that when they are gunning in someone elses vehicle they provide bonuses to all sorts of things, from weapon tracking or damage to movement speed or acceleration or defensibility with bonuses to active repairers or resistance modules or even base hp values.(...) Imagine that you are running as infantry, and at the same time someone is playing with you mouse/DS3 sensitive, once you can aim easily, second letter something is broke. Same goes with vehicle speed, mobility, etc. it's very difficult to 'sense' vehicle when conditions are changing constantly - if we will give pilots that kind of bonuses, it's gone broke game.
its already a broken game and tanks had no part in doing that, its always been the scrubs crying nerf for everything they cant one shot with an AR like they can in Call of Duty |
Shokhann Echo
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.15 23:28:00 -
[4] - Quote
Justin Tymes wrote:Blaze Ashra wrote:You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV. THe AV should be auto-win against vehicles, because that's what they were designed to do. If I lay a down proto-AV mines in one spot, they are useless for any other purpose other than AV, and those mines instantly let the vehicle user know where they are, they should auto-win against tanks and LLAV when they roll over them, not just chip on their shields. Same goes for swarms and AV nades that are working as intended right now, because they are useless for an other purpose.
if that's the case then HAVs should be the most dominant weapon able to be used and the most power item in the game, and its not, so no |
Shokhann Echo
Kang Lo Directorate Gallente Federation
8
|
Posted - 2013.08.16 02:47:00 -
[5] - Quote
Iron Wolf Saber wrote:Well signature radius could be a tool as well into the combat endurance and engagement time. Ie activating afterburners or sensors makes you easier to hit/lock by others. Increasing your signature radius to gain an advantage carries the risk of greatly lowering your window as a pilot. This is how it works in the real world most often.
During Gulf War 1, there was only 1 incident of a old world russian tank mission killing an abrams. The only reason why this tank got the lucky hit was it was offline at the time and was not generating any sensory noise whatsoever during a night attack. The gunnery crew loaded the gun, eyeballed the target and fired, striking the abrams to the side forcing the crew to abandon the vehicle. The abrams and crew was later recovered and repaired to full service, the offending tank and mostly every other tank in the division it belonged to got just simply annihilated. This is the only ground to ground vehicle incident and example I can remember. Sub to surface, sub to sub, Air to air and air to ground has far many more examples I could use.
this isn't real life, or earth. |
|
|
|