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Sylwester Dziewiecki
Beyond Hypothetical Box
141
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Posted - 2013.08.17 15:48:00 -
[1] - Quote
THE TRAINSPOTTER wrote:kids these days Stop acting like you know what tankers need . |
Sylwester Dziewiecki
Beyond Hypothetical Box
141
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Posted - 2013.08.17 16:41:00 -
[2] - Quote
Thor Odinson42 wrote:Takahiro Kashuken wrote:Thor Odinson42 wrote:If a person solos a good tank even with Proto AV, they deserved to die.
At least an armor tank.
If you chose shield tanks, different story. I can solo a shield tank with flux/MD. Good tank Its basic against proto AV Good joke If an armor tank gets solo'd they deserved it. But that's harsh considering the crap matchmaking in pubs. You guys still need support dealing with FGers. I don't envy tankers. They certainly need work. For the time being I think they should reduce the cost. This part makes you look silly. The best thing you can do after being shot by Proto SL if you are in Madruger, is to turn on all hardeners/AR, jump out and recall vehicle - you have time of 5 waves from one guy to finish recalling your vehicle. If you will turn on all modules after second wave, your armor repair unit will not have enough time to start working = 3 waves.
Many Armor-tanks get soled by proto SL, and for sure they don't deserve for it. |
Sylwester Dziewiecki
Beyond Hypothetical Box
141
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Posted - 2013.08.17 16:46:00 -
[3] - Quote
THE TRAINSPOTTER wrote:just for the record , the only thing i hate about tanks are those that camp in red zone UP in the mountains and who snipe all over the map
i respect those who come and fight
Your respect will not pay for anyone tank; out of curiosity - what solution do you have for tanks that you "hate"? |
Sylwester Dziewiecki
Beyond Hypothetical Box
142
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Posted - 2013.08.17 22:25:00 -
[4] - Quote
Purona wrote:in my opinion the best Tanks in game shouldn't be easily taken out with hardeners on in my opinion CCP should
Increase the Cool down on all modules increase the power of all moduless Increase the Duration of all modules
increasing the cooldown creates a vulnerable time when all modules are disabled that allows Av players to take out the tank
militia and standard Av weapons would take 6-7 shots to take the tank out advanced 4-5 and prototype 2-3
this also increases the viability to passive modules since it would allow the tank to endure more than if its main active modules are down
increasing the Power and Duration of the modules allows tanks to attack a position for a period of time
where they either succeed or fail succeess gives a temporary safe zone failure allows the enemy team a time to not have to deal with a tank for a while ..and then recall it to bring on battlefield fresh one without cooldown on modules.
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Sylwester Dziewiecki
Beyond Hypothetical Box
142
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Posted - 2013.08.17 22:59:00 -
[5] - Quote
Iron Wolf Saber wrote:Sgt Buttscratch wrote:We don't want to be invincible, we want to be competitive, not have 10k's worth of nades destroy over a million ISK. Between Av and invisble attacks, turret installations locking on and hitting from just about anywhere, the cheap shots are annoying. We want our higher tier vehicles, y'all gots your proto gear
Maybe rather than post garbage, you understand the situation. T-55 500k-1kk USD RPG rocket 50 USD Ambusher Trooper used RPG rocket It is super effective T-55 blows up. Where I can buy RPG for 50$ IWS, link or it didn't happen.
I love "real life example": - Can I shot down RPG missile that is heading to target in real life? - May I hide behind indestructible rock to prevent destroying my tank(because here in Dust, 300k years in future rooks are stronger than tanks, and it is normal). - If infantry is hiding in building, do I have to shoot them directly in chest or may I blow up the whole building with my tank in real life? |
Sylwester Dziewiecki
Beyond Hypothetical Box
142
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Posted - 2013.08.17 23:13:00 -
[6] - Quote
Taeryn Frost wrote:
You're absolutely right, IWS is totally off the mark. Just like in real life tanks require crews to operate and don't have infinite ammo.
You fully understand my point of view, any kind of comparison does not have a sense.
PS I would like to have limited number of ammunition on my tank. |
Sylwester Dziewiecki
Beyond Hypothetical Box
144
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Posted - 2013.08.18 11:49:00 -
[7] - Quote
THE TRAINSPOTTER wrote:THE TRAINSPOTTER wrote:just for the record , the only thing i hate about tanks are those that camp in red zone UP in the mountains and who snipe all over the map
i respect those who come and fight
Map size is problematic, I mention it severals times by now. Tankers is sitting on redline not because it is redline, but because that is ONLY accessible mountain for them on map. Just look at map next time you chose where to spawn, every elevated spot are located in crown-style, at edge of map, on red zone. There is no map with mountain at middle and null-cannons to take at edge. If CCP will start make bigger maps, where you need to travel from your main base thro the at least one mountain to get to null cannons, no one will sit on redline because there is no tactical advantage in it(except minmatar-artillery-vehicle with we do not have yet in game). When maps will start to be bigger, flying DS will start make sense - it will be much harder to locate them, right now they are like birds in cage.
Purona wrote: the cooldown period could be like an overheat system draining the vehicle of any ability to use modules or recall until all module cooldowns have finished
That will make vehicle extremely-powerful or extremely-weak. Your idea push out low meta items and make proto-stuff more useful. On my HAV I constantly have some module on cooldown. Infantry can shoot, run, fix each other armor in theory nearly as fast as HAV if several Logibro will lock them on RT, and they don't have any kind of cooldown, even if they re-supply they can constantly jump, shot everyone if face etc. |
Sylwester Dziewiecki
Beyond Hypothetical Box
144
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Posted - 2013.08.18 17:40:00 -
[8] - Quote
THE TRAINSPOTTER wrote:Racro 01 Arifistan wrote:THE TRAINSPOTTER wrote:Racro 01 Arifistan wrote:if i need to pay aprox 1.5 mill to use my madrugar or 2.5 for my vayu why should i be an easy kill? i SHOULD be the hardest thing to kill. but apparntly the chabrydis gets that trophy/glory. i mean really a JEEP is harden to kill than a big mother ******* HAV? tanks are slower because they heavy so the time to get hits on them is bigger tanks have more armor/shield than any LAV lavs are faster because they smaller so the time to hit them is little tank drivers can shoot long distance without changing seats lav drivers cant shoot unless they switch places to a close range turret if you park a lav and a tank and shoot them i doubt a tank would go boom first basic stuff really you choose to ignore iant talking about lavs bro. iam talike ab out the LOGISTICS lav. they take way more punishmnet than my maddy. i die to wykomi swarms/ ishkone forges but those chabbys (caldari LLAV) can apparently take more damage than my madrugar. yes cuz LAVs sit still fo swarms or other means to destroy them , speed is a huge factor why you die in yo tank you too slow you can stop your pinochio act anytime now BRO Do you realize that LLAV without any modules have 37% base resistance with Armor/Shield Upgrade skill on lvl5, and LLAV on lvl1? I guess no, because you think that "speed is a huge factor". I need to hit Limbus 3 times with my pro-Railgun that have 3x10% dmg mods.
Just skill up HAV, LAV, DS all that stuff, play game for at least 2 months, then come on forums and produce equally interesting topics |
Sylwester Dziewiecki
Beyond Hypothetical Box
144
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Posted - 2013.08.19 17:24:00 -
[9] - Quote
THE TRAINSPOTTER wrote:Sylwester Dziewiecki wrote:THE TRAINSPOTTER wrote:Racro 01 Arifistan wrote:THE TRAINSPOTTER wrote:if i need to pay aprox 1.5 mill to use my madrugar or 2.5 for my vayu why should i be an easy kill? i SHOULD be the hardest thing to kill. but apparntly the chabrydis gets that trophy/glory. i mean really a JEEP is harden to kill than a big mother ******* HAV?tanks are slower because they heavy so the time to get hits on them is bigger tanks have more armor/shield than any LAV lavs are faster because they smaller so the time to hit them is little tank drivers can shoot long distance without changing seats lav drivers cant shoot unless they switch places to a close range turret if you park a lav and a tank and shoot them i doubt a tank would go boom first basic stuff really you choose to ignore iant talking about lavs bro. iam talike ab out the LOGISTICS lav. they take way more punishmnet than my maddy. i die to wykomi swarms/ ishkone forges but those chabbys (caldari LLAV) can apparently take more damage than my madrugar. yes cuz LAVs sit still fo swarms or other means to destroy them , speed is a huge factor why you die in yo tank you too slow you can stop your pinochio act anytime now BRO Do you realize that LLAV without any modules have 37% base resistance with Armor/Shield Upgrade skill on lvl5, and LLAV on lvl1? I guess no, because you think that "speed is a huge factor". I need to hit Limbus 3 times with my pro-Railgun that have 3x10% dmg mods. Just skill up HAV, LAV, DS all that stuff, play game for at least 2 months, then come on forums and produce equally interesting topics because you so sure that you get a 3 full hit on a moving llav you get a full hit if you lucky then im out of there whats the point in having only lavs that get destroyed in 1 hit?all you want is easy kill in yo snail character care to test that?i have LLAV I don't need to test it, I'm doing it for last 2 month. I killed at least 40 LLAV in this build so far, toughest one required 3 shoots. I'm not 'lucky' I'm skilled in it, and I do not mind that LLAV are challenging targets. To answer to your question "whats the point in having only lavs that get destroyed in 1 hit?" I would ask what's the point in having in game HAV's that can be destroyed by 1 guy(one ******* guy, and in lamest way as it is possible - behind wall and without actual "skills", just spam L2 or R1 with pG/pSL).
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Sylwester Dziewiecki
Beyond Hypothetical Box
144
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Posted - 2013.08.19 17:31:00 -
[10] - Quote
Purona wrote:why are people so obsessed with proto tanks
we dont particularly need proto tanks
what we need are better modules to put on a better tank just incorporating proto tanks would barely change anything PRO HAV have PRO stats. This means that they have more PG/CPU and base HP - it's all about that - PRO tanks allow players to fit better modules without suffering from low PG that MLT, STR have ;). I can not fit best armor repair module and armor plate on my Madrugar, it's impossible without sacrifice 3 low slots for PG modules.. not mentioning about Turret(I may talking BS right now, but as far I remember it is very difficult to fit that what we was able to fit in previous build).
We need ADV and PRO vehicles, maybe even RAR someday |
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Sylwester Dziewiecki
Beyond Hypothetical Box
144
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Posted - 2013.08.19 18:33:00 -
[11] - Quote
Purona wrote:Sylwester Dziewiecki wrote:PRO HAV have PRO stats. This means that they have more PG/CPU and base HP - it's all about that - PRO tanks allow players to fit better modules without suffering from low PG that MLT, STR have ;). We need ADV and PRO vehicles, maybe even RAR someday but power grid is not a problem currently additoinal power grid could do two things for me 1.allow me to do is put a bigger gun on my tank without losing defense and that doesnt help me against infantry 2 put another .25 hardener but with stacking penalites it would only give an additional .14 Sylwester DziewieckiI wrote: can not fit best armor repair module and armor plate on my Madrugar, it's impossible without sacrifice 3 low slots for PG modules.. not mentioning about Turret(I may talking BS right now, but as far I remember it is very difficult to fit that what we was able to fit in previous build). and i guess you need to put more points into skills since i can fit the best 180 plate armor and repair modules as well as dual hardeners while only losing 1 low slot to a powergrid module the only thing i cant put on my tank is a proto turret without lowering my armor extenders but even then i believe that's an intentional choice by CCP so you dont have tanks going around with both the best offense and defense Confirm, I was talking BS(it's not happen often, I do not have all stats on my laptop, sorry for that). PG is blocking everyone from creating better fits, this is me old Surja fit:
CPU: 279/293 PG: 3415/3424 Shield/Armor: 900/7477
Highs: Active Heat Sink II Kinetic Energy Recovery System Wavelength Active Scanner
Lows: 180 Reinforced Polycrystalline Plates Heavy Efficient Armor Repair Unit 3x Carapace Armor Hardeners(25%)
Turrets: Top: 80GJ Scattered Neutron Blaster Top: 20GJ Stabilized Ion Cannon B: AT-1 Cycle Missile Launcher
If I remember correctly it differs from my old Mad fit only with Active Scanner, so Madrugars of today have much less base PG(around -600). |
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