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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Exmaple Core
Ancient Exiles
907
|
Posted - 2013.08.24 02:29:00 -
[1] - Quote
I have created threads for all the current AV weapons of Dust to attempt constructive feedback and to create balance between vehicals and AV with the ideas of the entire Dust community. CCP Wolfman, i present to you all the tools you need here to form your AV changes in these threads:
*The Forgegun: https://forums.dust514.com/default.aspx?g=posts&t=103282 *The plasma Cannon: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262 *The Swarm Launcher: https://forums.dust514.com/default.aspx?g=posts&t=101971 *The AV Grenades: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452
Perhaps this could be posted as a sticky in feedback/requests or even General discusion? We would always be able to give you our ideas here if we are able to keep track of this thread. I will be bumping this thread untill i get some sort of response, and will be starting the "what do we want" threads for the various aspects of vehicles as well |
Breakin Stuff
Goonfeet Top Men.
1231
|
Posted - 2013.08.24 02:45:00 -
[2] - Quote
Get out. |
DeadlyAztec11
Red Star Jr. EoN.
1985
|
Posted - 2013.08.24 02:49:00 -
[3] - Quote
I agreed with Nova Knife about making the Swarm Launcher a TOW missile launcher! |
Breakin Stuff
Goonfeet Top Men.
1231
|
Posted - 2013.08.24 03:01:00 -
[4] - Quote
Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
512
|
Posted - 2013.08.24 03:06:00 -
[5] - Quote
DeadlyAztec11 wrote:I agreed with Nova Knife about making the Swarm Launcher a TOW missile launcher!
I love this idea. |
sammus420
Goonfeet Top Men.
302
|
Posted - 2013.08.24 03:07:00 -
[6] - Quote
DeadlyAztec11 wrote:I agreed with Nova Knife about making the Swarm Launcher a TOW missile launcher!
I'd like to see a single missile TOW launcher, similar to the missile launcher from HL2. |
Cosgar
ParagonX
4540
|
Posted - 2013.08.24 03:10:00 -
[7] - Quote
All of this could have been avoided of they simply buffed the vehicle engineering skill back up. |
Exmaple Core
Ancient Exiles
909
|
Posted - 2013.08.24 03:17:00 -
[8] - Quote
Cosgar wrote:All of this could have been avoided of they simply buffed the vehicle engineering skill back up.
yeah. Funny how things work |
Exmaple Core
Ancient Exiles
911
|
Posted - 2013.08.24 03:25:00 -
[9] - Quote
Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent.
We did? We asked for our PG back in Uprising 1.0, and we were given a responce back in 1.1 with all infaintry weapons getting a 10% damage buff, including AV. Cosgar remembers this event with this statement:
Cosgar wrote:All of this could have been avoided of they simply buffed the vehicle engineering skill back up. I am simply gathering the ideas of the community in the most constructive manner possible and presenting it to the devs to help ensure we have a say in the growth and direction of the game we play |
Bright Cloud
Namtar Elite Gallente Federation
32
|
Posted - 2013.08.24 03:25:00 -
[10] - Quote
mad tanker is mad. im gonna keep spamming my massdriver, forgegun and soon swarms at people. Next up in 1.5:
CCP announces 1.5 AV changes:
weapons: -forgegun blast radius is beeing increased from 3.0 meters to 5.0 meters -massdriver reload time is beeing lowered by 50% -plasma canon direct impact damage increased to 2500HP -proximity mines damage increased to 6000HP omni damage |
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Exmaple Core
Ancient Exiles
916
|
Posted - 2013.08.24 03:28:00 -
[11] - Quote
Bright Cloud wrote:mad tanker is mad. im gonna keep spamming my massdriver, forgegun and soon swarms at people. Next up in 1.5:
CCP announces 1.5 AV changes:
weapons: -forgegun blast radius is beeing increased from 3.0 meters to 5.0 meters -massdriver reload time is beeing lowered by 50% -plasma canon direct impact damage increased to 2500HP -proximity mines damage increased to 6000HP omni damage
well yeah, mad tanks have every right to be mad, were agreeing with your prediction. This sorta thing already happened, see? https://forums.dust514.com/default.aspx?g=posts&t=104260&find=unread That thread kinda defeats the purpose of this one but... hey. One last chance to make a difference |
Exmaple Core
Ancient Exiles
917
|
Posted - 2013.08.24 04:22:00 -
[12] - Quote
bizump |
Charlotte O'Dell
0uter.Heaven
1079
|
Posted - 2013.08.24 04:55:00 -
[13] - Quote
DeadlyAztec11 wrote:I agreed with Nova Knife about making the Swarm Launcher a TOW missile launcher!
Yes! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2055
|
Posted - 2013.08.24 05:28:00 -
[14] - Quote
You don't mention Proximity Mines, which are a vehicle-specific weapon. |
Henchmen21
Planet Express LLC
135
|
Posted - 2013.08.24 05:31:00 -
[15] - Quote
Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent.
Well how about they don't buff the AV a month before they change vehicles. Which we just have to hope they are going to buff. But they these are the same people who tied render distance to the weapon, they clearly make excellent decisions. |
Exmaple Core
Ancient Exiles
923
|
Posted - 2013.08.24 05:36:00 -
[16] - Quote
Zeylon Rho wrote:You don't mention Proximity Mines, which are a vehicle-specific weapon.
Oh poop, your right. Ive never used these, never thought much of them cuz they suck. Or at least, i think they do... really have no idea. Geuss thats not included :/ dunno what to say about them. If anyone has a review of the mines then feel free to throw it in :) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2057
|
Posted - 2013.08.24 06:53:00 -
[17] - Quote
Exmaple Core wrote:Zeylon Rho wrote:You don't mention Proximity Mines, which are a vehicle-specific weapon. Oh poop, your right. Ive never used these, never thought much of them cuz they suck. Or at least, i think they do... really have no idea. Geuss thats not included :/ dunno what to say about them. If anyone has a review of the mines then feel free to throw it in :)
If they're unusably sucky, they probably need attention more than most. :/
Supposedly they put in a fix to deployment failures in 1.4 (you throw out a mine... it poofs instead of deploying). That's something, but the damage is too low for full sets to take out LLAV. You have to ask how many mines are you expected to successfully get a hit with to destroy X target.
There seem to be some hit-detection issues with faster vehicles, where LAVs don't always trip mines driving over them.
If you've taken STD mines, deployed three, then gone back to a supply depot, and deploy more.... that's required to hit the max deployment. Should you be able to kill a LLAV if you successfully hit them with not just every mine you can carry... but every one you can deploy?
STD/ADV/PRO do the same damage. It just changes how many you can deploy. They're more restrictive with respect to location that other AV, in that you have to get an enemy to pass over them.
Still requires 620k SP or whatever to get access to PRO (separate from the points in explosives of course). |
SponkSponkSponk
The Southern Legion
251
|
Posted - 2013.08.24 06:53:00 -
[18] - Quote
Exmaple Core wrote:Zeylon Rho wrote: You don't mention Proximity Mines, which are a vehicle-specific weapon.
Oh poop, your right. Ive never used these, never thought much of them cuz they suck. Or at least, i think they do... really have no idea. Geuss thats not included :/ dunno what to say about them. If anyone has a review of the mines then feel free to throw it in :)
literally worse damage than an AV grenade of the same tier.
Should be at least double that. A standard prox mine should OHK a militia LAV, no questions asked. |
Chances Ghost
Inf4m0us
427
|
Posted - 2013.08.24 06:55:00 -
[19] - Quote
rendering is the main cause of tank failure, all weapon stats (AV and otherwise) are irrelevent unless rendering is fixed tanks will always be underpowered
https://forums.dust514.com/default.aspx?g=posts&m=1215112#post1215112 |
Cosgar
ParagonX
4541
|
Posted - 2013.08.24 06:55:00 -
[20] - Quote
Exmaple Core wrote:Cosgar wrote:All of this could have been avoided of they simply buffed the vehicle engineering skill back up. yeah. Funny how things work I think it's more ironic. The whole reason they nerfed the PG was to give new players a chance to compete. If that were the case, why didn't they just work on matchmaking instead of saying it wasn't a top priority instead of widening the gap between newbie and veteran pilots? Who's going to want to try piloting anything when it's nearly impossible to fit anything at max skill? |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2057
|
Posted - 2013.08.24 06:56:00 -
[21] - Quote
How does rendering affect proximity mines? Isn't that an audio cue at very close range? |
Jade Hasegawa
Intrepidus XI EoN.
57
|
Posted - 2013.08.24 06:58:00 -
[22] - Quote
Zeylon Rho wrote:Exmaple Core wrote:Zeylon Rho wrote:You don't mention Proximity Mines, which are a vehicle-specific weapon. Oh poop, your right. Ive never used these, never thought much of them cuz they suck. Or at least, i think they do... really have no idea. Geuss thats not included :/ dunno what to say about them. If anyone has a review of the mines then feel free to throw it in :) If they're unusably sucky, they probably need attention more than most. :/ Supposedly they put in a fix to deployment failures in 1.4 (you throw out a mine... it poofs instead of deploying). That's something, but the damage is too low for full sets to take out LLAV. You have to ask how many mines are you expected to successfully get a hit with to destroy X target. There seem to be some hit-detection issues with faster vehicles, where LAVs don't always trip mines driving over them. If you've taken STD mines, deployed three, then gone back to a supply depot, and deploy more.... that's required to hit the max deployment. Should you be able to kill a LLAV if you successfully hit them with not just every mine you can carry... but every one you can deploy? STD/ADV/PRO do the same damage. It just changes how many you can deploy. They're more restrictive with respect to location that other AV, in that you have to get an enemy to pass over them. Still requires 620k SP or whatever to get access to PRO (separate from the points in explosives of course). Do they have a timer? I drove my BPO lav over some and heard a beeping noise before they went off, but I was already clear of the blast radius by then |
Sarducar Kahn
xCosmic Voidx The Superpowers
51
|
Posted - 2013.08.24 07:05:00 -
[23] - Quote
Zeylon Rho wrote:Exmaple Core wrote:Zeylon Rho wrote:You don't mention Proximity Mines, which are a vehicle-specific weapon. Oh poop, your right. Ive never used these, never thought much of them cuz they suck. Or at least, i think they do... really have no idea. Geuss thats not included :/ dunno what to say about them. If anyone has a review of the mines then feel free to throw it in :) If they're unusably sucky, they probably need attention more than most. :/ Supposedly they put in a fix to deployment failures in 1.4 (you throw out a mine... it poofs instead of deploying). That's something, but the damage is too low for full sets to take out LLAV. You have to ask how many mines are you expected to successfully get a hit with to destroy X target. There seem to be some hit-detection issues with faster vehicles, where LAVs don't always trip mines driving over them. If you've taken STD mines, deployed three, then gone back to a supply depot, and deploy more.... that's required to hit the max deployment. Should you be able to kill a LLAV if you successfully hit them with not just every mine you can carry... but every one you can deploy? STD/ADV/PRO do the same damage. It just changes how many you can deploy. They're more restrictive with respect to location that other AV, in that you have to get an enemy to pass over them. Still requires 620k SP or whatever to get access to PRO (separate from the points in explosives of course).
Why base that on LLAVs? Everyone thinks they are OP so you're not really saying much of anything. I have driven over a proxy mine without a scratch (LLAV) and the infantry on either side of me went boom. As funny as it is it seems a bit stupid. A bit like being killed as the driver by an av grenade
I use mlt FGs, they are a bit OP.
A decent plasma canoneer annoyed me in my million isk DS yesterday, they're not that bad but they need a little buff.
Swarmers... Make them fly properly, none of this 90 degree turning and stuff. Drop their agility to a believable level please.
And Lai dai is god mode. And has killed me out of my LLAV before, this should not. Happen.
|
Chances Ghost
Inf4m0us
427
|
Posted - 2013.08.24 07:16:00 -
[24] - Quote
Zeylon Rho wrote:How does rendering affect proximity mines? Isn't that an audio cue at very close range?
irrelevent when rendering distance isnt standardised |
SponkSponkSponk
The Southern Legion
251
|
Posted - 2013.08.24 07:26:00 -
[25] - Quote
Jade Hasegawa wrote: I drove my BPO lav over some and heard a beeping noise before they went off, but I was already clear of the blast radius by then
This is another issue they have. The beeping noise is neither here nor there, if the prox mines actually worked.
I wonder what the shield vs armor damage profile is on those things, too. |
Exmaple Core
Ancient Exiles
927
|
Posted - 2013.08.24 14:59:00 -
[26] - Quote
Cosgar wrote:Exmaple Core wrote:Cosgar wrote:All of this could have been avoided of they simply buffed the vehicle engineering skill back up. yeah. Funny how things work I think it's more ironic. The whole reason they nerfed the PG was to give new players a chance to compete. If that were the case, why didn't they just work on matchmaking instead of saying it wasn't a top priority instead of widening the gap between newbie and veteran pilots? Who's going to want to try piloting anything when it's nearly impossible to fit anything at max skill? Yeah it was Sims pretty terrorable reasoning, I'm glad that guys fired he mercenaries to us anyways. Could've avoided that easy Israel by taking advantage of our posts like these and getting our opinions... |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
211
|
Posted - 2013.08.24 15:03:00 -
[27] - Quote
No |
Exmaple Core
Ancient Exiles
927
|
Posted - 2013.08.24 15:11:00 -
[28] - Quote
IMO proxy mines do need a buff, they are too weak and minor do to any damage to vehicular targets, the only target they can trip on. They need a buff in damage, not the amount you can deploy to avoid mine spam. I belive the proto mine should be doing about 1200 damage a pop, being able to OHK a milita armor lav and puting the shield lav on fire. That would give purpose to have proton mines and would do decent damage to tanks considering you can have 6 active on the feild per person? However, the counter measures, the beeping noise the tank makes warning the pilots AV mines are present, need to remain. Can't Todd blindly onto 6x1200 damage without a way to avoid it :) |
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CCP Logibro
C C P C C P Alliance
742
|
Posted - 2013.08.24 15:39:00 -
[29] - Quote
Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Exmaple Core
Ancient Exiles
927
|
Posted - 2013.08.24 15:41:00 -
[30] - Quote
CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait.
Sweet! i thought the same Logibro but i dident wanna be the boy who cried wolf ;D |
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Galthur
CrimeWave Syndicate
147
|
Posted - 2013.08.24 15:57:00 -
[31] - Quote
Bright Cloud wrote:mad tanker is mad. im gonna keep spamming my massdriver, forgegun and soon swarms at people. Next up in 1.5:
CCP announces 1.5 AV changes:
weapons: -forgegun blast radius is beeing increased from 3.0 meters to 5.0 meters -massdriver reload time is beeing lowered by 50% -plasma canon direct impact damage increased to 2500HP -proximity mines damage increased to 6000HP omni damage For prototype levels the Plasma Cannon damage is decent there as it is a unguided sloping slow projectile |
D legendary hero
THE WARRIORS OF LEGEND
722
|
Posted - 2013.08.24 16:26:00 -
[32] - Quote
Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent.
dude when 1 one guy with AV can kill a tank solo. its a problem.
i called out a tank with 5000+ ehp.
one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work.
i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
211
|
Posted - 2013.08.24 16:28:00 -
[33] - Quote
AV need buff , then vehicules need buff , then AV need buff again , then vehicules need buff again , then AV need buff , then vehicules nee... |
Exmaple Core
Ancient Exiles
930
|
Posted - 2013.08.24 16:39:00 -
[34] - Quote
D legendary hero wrote:Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. dude when 1 one guy with AV can kill a tank solo. its a problem. i called out a tank with 5000+ ehp. one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work. i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF?
I think its okay for one person with proto AV to solo the standard tanks. Of course, not as quickly as they do now. For Exmaple soloing a tank with one clip is unacceptable, happens to my shield tank if im caught |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
212
|
Posted - 2013.08.24 16:43:00 -
[35] - Quote
Exmaple Core wrote:D legendary hero wrote:Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. dude when 1 one guy with AV can kill a tank solo. its a problem. i called out a tank with 5000+ ehp. one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work. i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF? I think its okay for one person with proto AV to solo the standard tanks. Of course, not as quickly as they do now. For Exmaple soloing a tank with one clip is unacceptable, happens to my shield tank if im caught
most tankers as soon as they hit , even if they lose little shield try to run away or hide behind hill
they dont care from where and how , they just hide
rinse and repeat
i dont condemn them for that ,its normal , thats why tanks need to die from 1 clip , if not they just run and hide
and its a game of cat and mouse with a tank...
|
Exmaple Core
Ancient Exiles
930
|
Posted - 2013.08.24 16:52:00 -
[36] - Quote
THE TRAINSPOTTER wrote:Exmaple Core wrote:D legendary hero wrote:Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. dude when 1 one guy with AV can kill a tank solo. its a problem. i called out a tank with 5000+ ehp. one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work. i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF? I think its okay for one person with proto AV to solo the standard tanks. Of course, not as quickly as they do now. For Exmaple soloing a tank with one clip is unacceptable, happens to my shield tank if im caught most tankers as soon as they hit , even if they lose little shield try to run away or hide behind hill they dont care from where and how , they just hide rinse and repeat i dont condemn them for that ,its normal , thats why tanks need to die from 1 clip , if not they just run and hide and its a game of cat and mouse with a tank... are... you serious? this is the most BS statement ive read to date, this community is getting dumber as time gos on, im developing autism in my ass. Its not enough for a single AV man to solo a tank, but you need to do it in one clip? Come on, thats rediculas one clip of a forge can be 8 seconds, thats almost as long it takes a tank to reach top speed from standing still. Yes, you need to work to get a kill, we hide behind things because we have no choice, you are PROTO AV and we are a STANDARD TANK. we have to run away and i, a tanker, just agreed you should be soloing us!! at least come to your sences and agree you can solo us, but give us an additional couple seconds to get away?? You AV players are so greedy, i cant belive you just said that |
pyramidhead 420
89th Infantry Division
0
|
Posted - 2013.08.24 16:56:00 -
[37] - Quote
alot of of organized crying here |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
213
|
Posted - 2013.08.24 16:58:00 -
[38] - Quote
Exmaple Core wrote:THE TRAINSPOTTER wrote:Exmaple Core wrote:D legendary hero wrote:Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. dude when 1 one guy with AV can kill a tank solo. its a problem. i called out a tank with 5000+ ehp. one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work. i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF? I think its okay for one person with proto AV to solo the standard tanks. Of course, not as quickly as they do now. For Exmaple soloing a tank with one clip is unacceptable, happens to my shield tank if im caught most tankers as soon as they hit , even if they lose little shield try to run away or hide behind hill they dont care from where and how , they just hide rinse and repeat i dont condemn them for that ,its normal , thats why tanks need to die from 1 clip , if not they just run and hide and its a game of cat and mouse with a tank... are... you serious? this is the most BS statement ive read to date, this community is getting dumber as time gos on, im developing autism in my ass. Its not enough for a single AV man to solo a tank, but you need to do it in one clip? Come on, thats rediculas one clip of a forge can be 6 seconds, thats how long it takes a tank to reach top speed from standing still. Yes, you need to work to get a kill, we hide behind things because we have no choice, you are PROTO AV and we are a STANDARD TANK. we have to run away and i, a tanker, just agreed you should be soloing us!! at least come to your sences and agree you can solo us, but give us an additional couple seconds to get away?? You AV players are so greedy, i cant belive you just said that
im talking from what ive seen in game , for example there was this tanker in our team , up on the mountain as usual and i was making my way up there , so i see him getting hit , he lost little shield , he back up to restore ...
and he is not the only one , tankers are basically cowards who hide behind lots of armor/shield and they are still afraid to play
now you can resume developing autism in yo ass lol
|
Exmaple Core
Ancient Exiles
931
|
Posted - 2013.08.24 17:07:00 -
[39] - Quote
[/quote] are... you serious? this is the most BS statement ive read to date, this community is getting dumber as time gos on, im developing autism in my ass. Its not enough for a single AV man to solo a tank, but you need to do it in one clip? Come on, thats rediculas one clip of a forge can be 6 seconds, thats how long it takes a tank to reach top speed from standing still. Yes, you need to work to get a kill, we hide behind things because we have no choice, you are PROTO AV and we are a STANDARD TANK. we have to run away and i, a tanker, just agreed you should be soloing us!! at least come to your sences and agree you can solo us, but give us an additional couple seconds to get away?? You AV players are so greedy, i cant belive you just said that[/quote]
im talking from what ive seen in game , for example there was this tanker in our team , up on the mountain as usual and i was making my way up there , so i see him getting hit , he lost little shield , he back up to restore ...
and he is not the only one , tankers are basically cowards who hide behind lots of armor/shield and they are still afraid to play
now you can resume developing autism in yo ass lol [/quote]
yeah i can because your trying to defend your statement despite everything i just said, dident even touch the statements i said your ignored them and continued to make your point. This is official ass autism awareness month, thanks bro. Tanks HAVE to play like cowards because were standard tanks and your proto AV. End of story, if you dont play your tank like a p*ssy at the first sign of AV then you loose it. No matter what, you lost your tank if you dont hide. And your saying, AV should be even more powerful and be able to solo a tank in one clip, so they cant hide. Do you not see the promblem in that?? Agree, your proto AV SHOULD SOLO US!!! Okay, were your ***** we get it, we are powerless to defend ourselfs to your soloness we got that, thats cool but we have to be able to have a runnings chance to get away on your reload. Thats it, were a standard tank thats all that needs to be expected. Now stop posting here your going to break tanks and AV alike |
Takahiro Kashuken
Red Star. EoN.
1042
|
Posted - 2013.08.24 17:13:00 -
[40] - Quote
You really think they will listen? or read?
I did my own vehicle threadnaught, many ppl have made threads and what does CCP do?
They buff the easiest AV weapon beyond OP limits |
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Exmaple Core
Ancient Exiles
931
|
Posted - 2013.08.24 17:16:00 -
[41] - Quote
Takahiro Kashuken wrote:You really think they will listen? or read?
I did my own vehicle threadnaught, many ppl have made threads and what does CCP do?
They buff the easiest AV weapon beyond OP limits
At first i said the same thing about reading/listening
CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait.
Seems they proved us wrong in a good way :) ill give it one more shot, this is my attempt |
Takahiro Kashuken
Red Star. EoN.
1042
|
Posted - 2013.08.24 17:24:00 -
[42] - Quote
Exmaple Core wrote:Takahiro Kashuken wrote:You really think they will listen? or read?
I did my own vehicle threadnaught, many ppl have made threads and what does CCP do?
They buff the easiest AV weapon beyond OP limits At first i said the same thing about reading/listening CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait. Seems they proved us wrong in a good way :) ill give it one more shot, this is my attempt
They have had way too many shots to begin with
1.5 is the last chance saloon |
SponkSponkSponk
The Southern Legion
253
|
Posted - 2013.08.25 11:15:00 -
[43] - Quote
Exmaple Core wrote:IMO proxy mines do need a buff, they are too weak and minor do to any damage to vehicular targets, the only target they can trip on. They need a buff in damage, not the amount you can deploy to avoid mine spam.
Also, a larger blast radius would allow for fratricide which would keep the density of mines down as well.
|
Gabriella Grey
0uter.Heaven
11
|
Posted - 2013.08.25 12:36:00 -
[44] - Quote
I read each one of these and this seems to focus mostly on Anti Vehicle against HAV vehicles with little to no relation with LAV's and Dropships. Plus we have other vehicle variants that are said to be coming SOONGäó. Engaging more with swarm launchers I think was a great idea, but giving them faster deploy will not allow vehicles that rely on speed, lighter armor/shields, such as dropships and LAV's much room on escape. But having swarm launchers keep their scope on the target while the homing missiles continue to pursue is great.
I agree that Forge Guns at the moment, now they have to engage with vehicles from pass redlines, and move into closer positions with their targets.
Anti vehicle grenades are just fine in my opinion. Vehicles in relation to ground should be keeping an eye around them or have a second or also a third person operating the small turrets. |
Yokal Bob
Gravity Prone EoN.
162
|
Posted - 2013.08.25 12:59:00 -
[45] - Quote
most tankers as soon as they hit , even if they lose little shield try to run away or hide behind hill
they dont care from where and how , they just hide
rinse and repeat
i dont condemn them for that ,its normal , thats why tanks need to die from 1 clip , if not they just run and hide
and its a game of cat and mouse with a tank...
[/quote]
^^ erm try asking why. forge gun can dish over 2000 per shot, AV nades just shy of 2000, swarms excess of 2000, small arms fire 1000 per AR clip. How much health do you think we have? these numbers are even worse for an armoured tank due to the extra 10% damage bonus, but at least they can heal faster than shield tanks. i find myself out of action for a bit while the reppers kick in before i can go back in the field safely, but some people are just scared to lose their tanks, especially when they cost so much. |
Komodo Jones
Chaotik Serenity
59
|
Posted - 2013.08.25 13:03:00 -
[46] - Quote
Exmaple Core wrote:CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait. Sweet! i thought the same Logibro but i dident wanna be the boy who cried wolf ;D Boooooooooooo |
Kekklian Noobatronic
Goonfeet Top Men.
315
|
Posted - 2013.08.25 13:38:00 -
[47] - Quote
Your personal viewpoints on AV weaponry do not constitute a community viewpoint, and I'm very discouraged and disappointed that a Dev actually bothered to post in this thread. |
Absoliav
Tronhadar Free Guard Minmatar Republic
36
|
Posted - 2013.08.25 13:48:00 -
[48] - Quote
Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread. |
Alldin Kan
TeamPlayers EoN.
527
|
Posted - 2013.08.25 14:29:00 -
[49] - Quote
Here are my suggestions for PC that I expect CCP to ignore. |
Exmaple Core
Ancient Exiles
939
|
Posted - 2013.08.25 16:01:00 -
[50] - Quote
Kekklian Noobatronic wrote:Your personal viewpoints on AV weaponry do not constitute a community viewpoint, and I'm very discouraged and disappointed that a Dev actually bothered to post in this thread.
Thats why i have the entire community posting on those threads? Everyone else can see that and so can the devs, im disappointedi that you cant |
|
Exmaple Core
Ancient Exiles
939
|
Posted - 2013.08.25 16:03:00 -
[51] - Quote
Absoliav wrote:Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread.
It does 1200 direct damage and has a clip of one, its an AV weapon. The description of the weapon means literally nothing, thats just lore and is only slightnly more valuable to dust than the in game effects of real life mechanics |
Absoliav
Tronhadar Free Guard Minmatar Republic
36
|
Posted - 2013.08.25 16:50:00 -
[52] - Quote
Exmaple Core wrote:Absoliav wrote:Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread. It does 1200 direct damage and has a clip of one, its an AV weapon. The description of the weapon means literally nothing, thats just lore and is only slightnly more valuable to dust than the in game effects of real life mechanics
It has very little AV abilities for a reason, the lore supports the role it excels at, if it were meant to kill tanks/LAVs/DS it would have features to support that kind of play.
We have Assault Forge Guns, which work far better at doing AV, PC is meant for infantry, if all a weapon needs is damage to be AV, we might as well call a Charge Sniper Rifle AV.
AV weapons have certain traits that make them AV other than damage, FGs do huge damage over a long distance, but require a charge time and have little splash, limiting it's anti-infantry abilities, Swarms can't dumb fire anymore, so they can only do AV, AV nades track vehicles within range, and do nothing if there isn't a vehicle, Proxies need some work, PCs have about a 4 meters splash radius and a huge amount of splash damage, the reason it has a low clip and slow projectile speed is cause if it didn't the AR would have been replaced.
I'm not saying it doesn't have AV capabilities, I'm just saying it isn't an AV weapon for the reasons you purpose. |
Spkr4theDead
International-Fleet
471
|
Posted - 2013.08.25 17:36:00 -
[53] - Quote
Breakin Stuff wrote:Get out. Why, because you need the homing crutch? |
Exmaple Core
Ancient Exiles
943
|
Posted - 2013.08.26 01:07:00 -
[54] - Quote
Absoliav wrote:Exmaple Core wrote:Absoliav wrote:Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread. It does 1200 direct damage and has a clip of one, its an AV weapon. The description of the weapon means literally nothing, thats just lore and is only slightnly more valuable to dust than the in game effects of real life mechanics It has very little AV abilities for a reason, the lore supports the role it excels at, if it were meant to kill tanks/LAVs/DS it would have features to support that kind of play. We have Assault Forge Guns, which work far better at doing AV, PC is meant for infantry, if all a weapon needs is damage to be AV, we might as well call a Charge Sniper Rifle AV. AV weapons have certain traits that make them AV other than damage, FGs do huge damage over a long distance, but require a charge time and have little splash, limiting it's anti-infantry abilities, Swarms can't dumb fire anymore, so they can only do AV, AV nades track vehicles within range, and do nothing if there isn't a vehicle, Proxies need some work, PCs have about a 4 meters splash radius and a huge amount of splash damage, the reason it has a low clip and slow projectile speed is cause if it didn't the AR would have been replaced. I'm not saying it doesn't have AV capabilities, I'm just saying it isn't an AV weapon for the reasons you purpose. again i disagree. Its not a very good AV weapon but it does retain its 100% efficentcy ratting vs vehicals and other high damage weapons like charge sniper rifles and shotguns do not, they cant do AV because their not meant to be AV but a plasma cannon has all the features that an AV weapon describes and none of that of anti infantry weapons have. Anti infantry weapons have large clips, zero bullet time (rounds hit instantly), and do not have splash. They also do not do 1200 damage per shot, its clearly meant for AV, dispite the description of the weapon |
Absoliav
Tronhadar Free Guard Minmatar Republic
36
|
Posted - 2013.08.26 01:43:00 -
[55] - Quote
Exmaple Core wrote:Absoliav wrote:Exmaple Core wrote:Absoliav wrote:Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread. It does 1200 direct damage and has a clip of one, its an AV weapon. The description of the weapon means literally nothing, thats just lore and is only slightnly more valuable to dust than the in game effects of real life mechanics It has very little AV abilities for a reason, the lore supports the role it excels at, if it were meant to kill tanks/LAVs/DS it would have features to support that kind of play. We have Assault Forge Guns, which work far better at doing AV, PC is meant for infantry, if all a weapon needs is damage to be AV, we might as well call a Charge Sniper Rifle AV. AV weapons have certain traits that make them AV other than damage, FGs do huge damage over a long distance, but require a charge time and have little splash, limiting it's anti-infantry abilities, Swarms can't dumb fire anymore, so they can only do AV, AV nades track vehicles within range, and do nothing if there isn't a vehicle, Proxies need some work, PCs have about a 4 meters splash radius and a huge amount of splash damage, the reason it has a low clip and slow projectile speed is cause if it didn't the AR would have been replaced. I'm not saying it doesn't have AV capabilities, I'm just saying it isn't an AV weapon for the reasons you purpose. again i disagree. Its not a very good AV weapon but it does retain its 100% efficentcy ratting vs vehicals and other high damage weapons like charge sniper rifles and shotguns do not, they cant do AV because their not meant to be AV but a plasma cannon has all the features that an AV weapon describes and none of that of anti infantry weapons have. Anti infantry weapons have large clips, zero bullet time (rounds hit instantly), and do not have splash. They also do not do 1200 damage per shot, its clearly meant for AV, dispite the description of the weapon
From what I've gathered, you see it as an AV weapon that needs some work, while I see it as an infantry weapon that needs some work, for the good of the discussion, I will drop the subject and stay on topic.
As an AV weapon, I would say the PC could use a projectile speed buff and maybe 400 extra damage to the STD, with some better scaling across the tiers, I would also propose to have the Assault FG removed, as we can't have two guns performing the exact same job. |
Exmaple Core
Ancient Exiles
945
|
Posted - 2013.08.26 03:21:00 -
[56] - Quote
Absoliav wrote:Exmaple Core wrote:Absoliav wrote:Exmaple Core wrote:Absoliav wrote:Wait, the Plasma Cannon isn't an AV weapon, the weapons description states it's meant for "confined space combat", unless well be fighting tanks in hallways, I don't think cannons should be in this thread. It does 1200 direct damage and has a clip of one, its an AV weapon. The description of the weapon means literally nothing, thats just lore and is only slightnly more valuable to dust than the in game effects of real life mechanics It has very little AV abilities for a reason, the lore supports the role it excels at, if it were meant to kill tanks/LAVs/DS it would have features to support that kind of play. We have Assault Forge Guns, which work far better at doing AV, PC is meant for infantry, if all a weapon needs is damage to be AV, we might as well call a Charge Sniper Rifle AV. AV weapons have certain traits that make them AV other than damage, FGs do huge damage over a long distance, but require a charge time and have little splash, limiting it's anti-infantry abilities, Swarms can't dumb fire anymore, so they can only do AV, AV nades track vehicles within range, and do nothing if there isn't a vehicle, Proxies need some work, PCs have about a 4 meters splash radius and a huge amount of splash damage, the reason it has a low clip and slow projectile speed is cause if it didn't the AR would have been replaced. I'm not saying it doesn't have AV capabilities, I'm just saying it isn't an AV weapon for the reasons you purpose. again i disagree. Its not a very good AV weapon but it does retain its 100% efficentcy ratting vs vehicals and other high damage weapons like charge sniper rifles and shotguns do not, they cant do AV because their not meant to be AV but a plasma cannon has all the features that an AV weapon describes and none of that of anti infantry weapons have. Anti infantry weapons have large clips, zero bullet time (rounds hit instantly), and do not have splash. They also do not do 1200 damage per shot, its clearly meant for AV, dispite the description of the weapon From what I've gathered, you see it as an AV weapon that needs some work, while I see it as an infantry weapon that needs some work, for the good of the discussion, I will drop the subject and stay on topic. As an AV weapon, I would say the PC could use a projectile speed buff and maybe 400 extra damage to the STD, with some better scaling across the tiers, I would also propose to have the Assault FG removed, as we can't have two guns performing the exact same job. geuss it could go ethire way huh? but for av i agree, tho i dont think it should replace the forge. need variety |
Absoliav
Tronhadar Free Guard Minmatar Republic
37
|
Posted - 2013.08.26 04:55:00 -
[57] - Quote
Fair point, we do need some variety, but the Assault the PC's behavior is too close too one another the Assault would need to change in some way, or it would make the PC unnecessary, since the assault is far too superior as an AV and anti-infantry weapon, I don't enjoy the idea of nerfs, but it looks like that's what it's going to take to even the playing field for the PC, I know Forgunners a lot won't like this idea. |
Wakko03
Better Hide R Die
331
|
Posted - 2013.08.26 05:38:00 -
[58] - Quote
This is almost as sad as the end of M.A.S.H around here.
First off, Ex is a bit off, he is too busy driving around in a LLAV that took 9 Lai Dai's to blow up while I was not the only one throwing heat that way. So whatever he says is so trollish that I'm sure CCP took note, and will make the changes to cater to his style of play exclusively and I can only assume that ccp's lack of understanding of english and the OP's dyslexia is going to make these thoughts seem relevant when a vast majority of the things they (vehicle users) are saying is untrue.
Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
Yes Grenades should not just disappear the basic should last 1 minute on the ground, the advanced 1.5 and the proto 2 min. Their homing range needs to be made bigger and more effective as I have thrown AV grenades over a dropship that tried to crush someone.
Yes Swarm launchers should be able to hit a dropship trying to go all the way to the top of the map, and also assault 2 target possibles should be able to lock on to the same vehicle twice in order to blow them up.
Yes Just like the Swarm Launcher the forge gun should only work against the vehicles.
Yes the Number of Grenades one can carry for AV should be increased to 6 since the first 2 like to bounce off the vehicle.
Nano-hives need to give grenades faster I am tired of throwing down 3 of them just to maybe get a chance to blow them up.
I can spout off nonsense but I know for a fact only the weakest tanks die to my grenades along with the dumbest drivers, you let me throw out 6 right in front of you and enticed you to try to engage me, thus rolling over 6 and then getting hit by 2-3 more. |
Spkr4theDead
International-Fleet
478
|
Posted - 2013.08.26 05:53:00 -
[59] - Quote
Breakin Stuff wrote:Get out. LOL
You want vehicles removed from Dust. Just admit it. |
Spkr4theDead
International-Fleet
478
|
Posted - 2013.08.26 05:56:00 -
[60] - Quote
Zeylon Rho wrote:You don't mention Proximity Mines, which are a vehicle-specific weapon. How often do you see vehicles blown up by proxy mines? They're basically a joke, just like the plasma cannon is. |
|
Spkr4theDead
International-Fleet
479
|
Posted - 2013.08.26 06:01:00 -
[61] - Quote
THE TRAINSPOTTER wrote:AV need buff , then vehicules need buff , then AV need buff again , then vehicules need buff again , then AV need buff , then vehicules nee... LOL
AV has been buffed from build to build. Tanks have been nerfed from build to build. |
Spkr4theDead
International-Fleet
479
|
Posted - 2013.08.26 06:02:00 -
[62] - Quote
THE TRAINSPOTTER wrote:Exmaple Core wrote:D legendary hero wrote:Breakin Stuff wrote:Maybe you should ask CCP to buff vehicles back to chromosome stats instead of making threads about how OP AV is.
AV is there to blow your toys up. Quit campaigning to make them impotent. dude when 1 one guy with AV can kill a tank solo. its a problem. i called out a tank with 5000+ ehp. one guy with swarms fired 1 vooley, and throw 1 AV grenade. my tank explodes. WTF. kinda beats the point to having a tank, or even team work. i mean 15 players on your team can run caldar assaults with duvolles, and then 1 guy uses swarms and Av nades and kills all enemy vehicles? WTF? I think its okay for one person with proto AV to solo the standard tanks. Of course, not as quickly as they do now. For Exmaple soloing a tank with one clip is unacceptable, happens to my shield tank if im caught most tankers as soon as they hit , even if they lose little shield try to run away or hide behind hill they dont care from where and how , they just hide rinse and repeat i dont condemn them for that ,its normal , thats why tanks need to die from 1 clip , if not they just run and hide and its a game of cat and mouse with a tank... If you expect tanks to die that easily, you're doing it wrong.
lrn2team |
Spkr4theDead
International-Fleet
479
|
Posted - 2013.08.26 06:07:00 -
[63] - Quote
Kekklian Noobatronic wrote:Your personal viewpoints on AV weaponry do not constitute a community viewpoint, and I'm very discouraged and disappointed that a Dev actually bothered to post in this thread. How much more of a crutch do you need? Have you tried driving against PRO AV? |
Spkr4theDead
International-Fleet
481
|
Posted - 2013.08.26 06:11:00 -
[64] - Quote
Wakko03 wrote: Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
LOL I usually respect BHD, but that's just insane. Let me guess, you want the damage buffed to 3500 per grenade, instead of being where it is now?
|
Exmaple Core
Ancient Exiles
950
|
Posted - 2013.08.26 06:12:00 -
[65] - Quote
Wakko03 wrote:This is almost as sad as the end of M.A.S.H around here.
First off, Ex is a bit off, he is too busy driving around in a LLAV that took 9 Lai Dai's to blow up while I was not the only one throwing heat that way. So whatever he says is so trollish that I'm sure CCP took note, and will make the changes to cater to his style of play exclusively and I can only assume that ccp's lack of understanding of english and the OP's dyslexia is going to make these thoughts seem relevant when a vast majority of the things they (vehicle users) are saying is untrue.
Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
Yes Grenades should not just disappear the basic should last 1 minute on the ground, the advanced 1.5 and the proto 2 min. Their homing range needs to be made bigger and more effective as I have thrown AV grenades over a dropship that tried to crush someone.
Yes Swarm launchers should be able to hit a dropship trying to go all the way to the top of the map, and also assault 2 target possibles should be able to lock on to the same vehicle twice in order to blow them up.
Yes Just like the Swarm Launcher the forge gun should only work against the vehicles.
Yes the Number of Grenades one can carry for AV should be increased to 6 since the first 2 like to bounce off the vehicle.
Nano-hives need to give grenades faster I am tired of throwing down 3 of them just to maybe get a chance to blow them up.
I can spout off nonsense but I know for a fact only the weakest tanks die to my grenades along with the dumbest drivers, you let me throw out 6 right in front of you and enticed you to try to engage me, thus rolling over 6 and then getting hit by 2-3 more.
SO MAD!! lolol you are so butthurt over a lav. PPl, ignore this man. Hes speaking nonesense |
Wakko03
Better Hide R Die
331
|
Posted - 2013.08.26 06:24:00 -
[66] - Quote
Spkr4theDead wrote:Wakko03 wrote: Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
LOL I usually respect BHD, but that's just insane. Let me guess, you want the damage buffed to 3500 per grenade, instead of being where it is now?
Right you know about as much of respect as you know about the AV vs Vehicle situation.
|
Spkr4theDead
International-Fleet
482
|
Posted - 2013.08.26 06:31:00 -
[67] - Quote
Wakko03 wrote:Spkr4theDead wrote:Wakko03 wrote: Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
LOL I usually respect BHD, but that's just insane. Let me guess, you want the damage buffed to 3500 per grenade, instead of being where it is now? Right you know about as much of respect as you know about the AV vs Vehicle situation. LOLLLLLLLLLLLLLLLLLLLLLLL
LOL! |
Xender17
Ahrendee Mercenaries EoN.
488
|
Posted - 2013.08.26 06:35:00 -
[68] - Quote
I think AV grenades are just wrong... They give a full role into something that doesn't hinder you. |
Exmaple Core
Ancient Exiles
951
|
Posted - 2013.08.26 06:35:00 -
[69] - Quote
Spkr4theDead wrote:Wakko03 wrote:Spkr4theDead wrote:Wakko03 wrote: Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
LOL I usually respect BHD, but that's just insane. Let me guess, you want the damage buffed to 3500 per grenade, instead of being where it is now? Right you know about as much of respect as you know about the AV vs Vehicle situation. LOLLLLLLLLLLLLLLLLLLLLLLL LOL! hahahahahah he actually said that lololol x) |
Himiko Kuronaga
SyNergy Gaming EoN.
1324
|
Posted - 2013.08.26 09:08:00 -
[70] - Quote
Forge gun is not AV and it is not called that anywhere in the game.
Thank you for your time. |
|
KGB Sleep
Ikomari-Onu Enforcement Caldari State
81
|
Posted - 2013.08.26 09:53:00 -
[71] - Quote
CCP Logibro wrote:Thanks for the threads, I'll go through them and pass them on. If you're looking to attract CCP Wolfman's attention in the future, I suggest laying out honeyed lamb as a suitable bait.
No you know what?
The Devs and CPM need to research more than these cherrypicked threads.
No, I am not going to do it for you. |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 11:42:00 -
[72] - Quote
Wakko03 wrote:This is almost as sad as the end of M.A.S.H around here.
First off, Ex is a bit off, he is too busy driving around in a LLAV that took 9 Lai Dai's to blow up while I was not the only one throwing heat that way. So whatever he says is so trollish that I'm sure CCP took note, and will make the changes to cater to his style of play exclusively and I can only assume that ccp's lack of understanding of english and the OP's dyslexia is going to make these thoughts seem relevant when a vast majority of the things they (vehicle users) are saying is untrue.
Yes Grenades should be made stronger, it should only take 3 Lai Dai to blow up any vehicle.
Yes Grenades should not just disappear the basic should last 1 minute on the ground, the advanced 1.5 and the proto 2 min. Their homing range needs to be made bigger and more effective as I have thrown AV grenades over a dropship that tried to crush someone.
Yes Swarm launchers should be able to hit a dropship trying to go all the way to the top of the map, and also assault 2 target possibles should be able to lock on to the same vehicle twice in order to blow them up.
Yes Just like the Swarm Launcher the forge gun should only work against the vehicles.
Yes the Number of Grenades one can carry for AV should be increased to 6 since the first 2 like to bounce off the vehicle.
Nano-hives need to give grenades faster I am tired of throwing down 3 of them just to maybe get a chance to blow them up.
I can spout off nonsense but I know for a fact only the weakest tanks die to my grenades along with the dumbest drivers, you let me throw out 6 right in front of you and enticed you to try to engage me, thus rolling over 6 and then getting hit by 2-3 more.
This is the current player CCP are bowing down to
The general idiot
They already have access to proto AV against basic vehicles and can solo every vehicle in the game but its still not good enough
He wants the easiest AV weapon in the game so be able to have no limit for the missiles and also be able to lock 2 targets at once, another 2 buffs when in comparision my large vehicle turret doesnt fire all missiles at once and time out at 300m
He wants the 2nd easiest weapon the AV nade to have a bigger homing range because he just admitted that he has no aim and managed to throw it over a dropship and miss, how do you miss with a homing crutch? i dont know but it takes a bad player to do it and he is a bad player. He wants more nades to carry, he also wants it to become the new proxy mine and last 2min on the ground because proxy mines are hard to use
Basically he wants it super easy so all vehicles are gone on the battlefield while he just solos with AV nades and creates a mini minefield
This is the player who would be better suited to playing CoD, no vehicles whatsoever to cry about
|
KGB Sleep
Ikomari-Onu Enforcement Caldari State
81
|
Posted - 2013.08.26 11:44:00 -
[73] - Quote
CCP disregard these cherrypicked threads.
Please conduct your own research with CPM.
Thank you for reading this far. |
Knight Soiaire
Better Hide R Die
2033
|
Posted - 2013.08.26 11:56:00 -
[74] - Quote
AV Nades certainly shouldn't do more damage, why are we discussing this?
Lai Dai do more damage than a forge, and you have 3 of them and they can be thrown incredibly quickly.
AV Nades shouldn't be able to kill anything more than a LAV on their own.
I hate the idea of AV Nades anyway, its ridiculous how players can use them without effecting their chances Vs Infantry. |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:01:00 -
[75] - Quote
KGB Sleep wrote:CCP disregard these cherrypicked threads.
Please conduct your own research with CPM.
Thank you for reading this far.
CPM?
You mean all infantry CPM who hate vehicles
Yea no |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 12:08:00 -
[76] - Quote
Takahiro Kashuken wrote:and also be able to lock 2 targets at once, another 2 buffs Although I don't agree with most of his ideas, the one about locking 2 targets already exists, he jjust wanted it to lock the same target twice for some strange reason ... it isn't used at all because I for one have never found out (or really tried to) how you would go about launching missiles to the locked target you want it to go to, is it just random, who knows, who cares it's a pretty useless variation on swarms to be honest. |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 12:10:00 -
[77] - Quote
I actually came here to quote this from another thread ...
Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ... |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:19:00 -
[78] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:and also be able to lock 2 targets at once, another 2 buffs Although I don't agree with most of his ideas, the one about locking 2 targets already exists, he jjust wanted it to lock the same target twice for some strange reason ... it isn't used at all because I for one have never found out (or really tried to) how you would go about launching missiles to the locked target you want it to go to, is it just random, who knows, who cares it's a pretty useless variation on swarms to be honest.
Yea thats the assault version, he prob wants it for his wyrkomis so it fires 12missiles 6 at each |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 12:20:00 -
[79] - Quote
Takahiro Kashuken wrote:Needless Sacermendor wrote:Takahiro Kashuken wrote:and also be able to lock 2 targets at once, another 2 buffs Although I don't agree with most of his ideas, the one about locking 2 targets already exists, he jjust wanted it to lock the same target twice for some strange reason ... it isn't used at all because I for one have never found out (or really tried to) how you would go about launching missiles to the locked target you want it to go to, is it just random, who knows, who cares it's a pretty useless variation on swarms to be honest. Yea thats the assault version, he prob wants it for his wyrkomis so it fires 12missiles 6 at each but it doesn't fire at both targets, only 1, it just locks 2 targets, but which one it fires at is anyones guess.
Edited ... forget that anyway ... I'd be interested in your opinion on the ammo suggestions above, since you're so vocal in all AV/vehicle threads. |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:29:00 -
[80] - Quote
Needless Sacermendor wrote:I actually came here to quote this from another thread ... Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ...
What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST?
What about clip sizes? what would they be?
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this |
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Mortedeamor
Wraith Shadow Guards
165
|
Posted - 2013.08.26 12:33:00 -
[81] - Quote
maple you cant balance av until they give us proto tanks to compare = lvl av currently is not so bad with the exception being nades both flux and av |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 12:35:00 -
[82] - Quote
Takahiro Kashuken wrote:Needless Sacermendor wrote:I actually came here to quote this from another thread ... Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ... What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? What about clip sizes? what would they be? What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this Sorry but that's about what I expected from you ... a long list of "What abouts".
I'll make it simple for you ... answer me one question ... Should vehicles have limited ammo ? ... the whys and wherefores can be ironed out in the implementation of it, but it's a very simple question ... Yes or No ? |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:42:00 -
[83] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:I actually came here to quote this from another thread ... Needless Sacermendor wrote:Our Deepest Regret wrote:I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.) If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. discuss ... What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? What about clip sizes? what would they be? What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this Sorry but that's about what I expected from you ... a long list of "What abouts". I'll make it simple for you ... answer me one question ... Should vehicles have limited ammo ? ... the whys and wherefores can be ironed out in the implementation of it, but it's a very simple question ... Yes or No ?
They can only have limited ammo when the above is sorted out
I do not want limited ammo if i cannot lock my vehicle/kick johnny bluetard out who will waste it, if i cannot field a vehicle with no turrets on it whatsoever
If i get no choice of ammo types
If ther isnt a vehicle nanohive made or even a cargohold, or the supply depots are not in reach of vehicles
If we do not have clip sizes for the turrets or even skills to improve the turrets like reload times and ammo counts like every other weapon have
Alot is it is ifs and what abouts because its all we have to go on, i dont want limited ammo if it going to be implemented in a half arsed way and all we have to rely on is supply depots which half of them are inaccessible to vehicles because they are up staircases and i dont have control of my own vehicle |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 12:57:00 -
[84] - Quote
If you really want me to disect your post here goes ...
Takahiro Kashuken wrote:What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them - No we don't have EM swarm launcher ammo either, it's irrelavant to the idea
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it - no, I can't stock up on swarms and leave out sidearm ammo so why should vehicles be different ... they would have an ammo limit per turret like handheld weapons have, not in a cargohold but in a magazine like modern tanks have, why not have skills to increase them, I did say maps need adjusting and I did mention ammo supply modules for logistics vehicles could be introduced
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for - Infantry don't pay for ammo, why would vehicles
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? - irrelavant to requiring ammo for the turrets you do fit, but I agree fittings should be customizable how you want them, why should dropsuits be required to carry a light weapon to be valid
What about clip sizes? what would they be? - they would be balanced
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed - a valid point to be addressed in the implementation, doesn't affecty whether it should be implemented or not
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading - as you already asked above, I'll ignore this duplicate question
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it - my mention of that was in relation to a supply depot that we had already overun and were hacking, the HAVs were just after the easy wp and not thinking about the team wanted to lose the AV fits they didn't need anymore with so many HAVs on our side, they'd think twice if they were at all reliant on these structures
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this - they've all been answered now, tbh we should be discussing ideas like this well before 1.5 is set in stone so they can consider all options to make this game fun for everyone, vehicle, AV and infantry alike, yes we've said since more than a year ago that vehicles need control over who jumps in and I agree there shouldn't be false restrictions on how you fit things, but dropping 2 small turrets to fit a large turret with unlimited ammo and all the tank you can manage to be indistructible isn't going to be good for the game, it will have to have some restrictions put on it such as limited ammo. You generally have a Supply Depot in you redline it just means you'd be forced out of the battle for a period rather than sitting there with your finger on the trigger till AV shows up.
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Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 13:42:00 -
[85] - Quote
Needless Sacermendor wrote:If you really want me to disect your post here goes ... Takahiro Kashuken wrote:What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them - No we don't have EM swarm launcher ammo either, it's irrelavant to the idea
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it - no, I can't stock up on swarms and leave out sidearm ammo so why should vehicles be different ... they would have an ammo limit per turret like handheld weapons have, not in a cargohold but in a magazine like modern tanks have, why not have skills to increase them, I did say maps need adjusting and I did mention ammo supply modules for logistics vehicles could be introduced
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for - Infantry don't pay for ammo, why would vehicles
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? - irrelavant to requiring ammo for the turrets you do fit, but I agree fittings should be customizable how you want them, why should dropsuits be required to carry a light weapon to be valid
What about clip sizes? what would they be? - they would be balanced
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed - a valid point to be addressed in the implementation, doesn't affecty whether it should be implemented or not
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading - as you already asked above, I'll ignore this duplicate question
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it - my mention of that was in relation to a supply depot that we had already overun and were hacking, the HAVs were just after the easy wp and not thinking about the team wanted to lose the AV fits they didn't need anymore with so many HAVs on our side, they'd think twice if they were at all reliant on these structures
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this - they've all been answered now, tbh we should be discussing ideas like this well before 1.5 is set in stone so they can consider all options to make this game fun for everyone, vehicle, AV and infantry alike, yes we've said since more than a year ago that vehicles need control over who jumps in and I agree there shouldn't be false restrictions on how you fit things, but dropping 2 small turrets to fit a large turret with unlimited ammo and all the tank you can manage to be indistructible isn't going to be good for the game, it will have to have some restrictions put on it such as limited ammo. You generally have a Supply Depot in you redline it just means you'd be forced out of the battle for a period rather than sitting there with your finger on the trigger till AV shows up.
No you havnt answered them, you have guessed, how would we know they would be in?
Its not irrelevent its needed overall
Why should vehicles have an ammo limit? its a vehicle, a tank is massive compared to the goobags so i should be able to carry 10 times the amount if not more, also large turrets carry larger shells
So no vehicle locks so johnny bluetard can waste my ammo anyways, i dont want him in the tank full stop, this is an issue
Being able to have no turrets means no bluedots firing my turrets and letting ppl know where i am, also it would mean he cant waste my turret ammo if i choose to have turrets but again it means i have no control over my tank
They would be balanced, lolno look at 1.4 4 buffs to swarms
So because its a vehicle overheating is still allowed, the only way i would allow overheating to stay in with clip sizes if it means i can do what it does in EVE ie it overheats the turret but fires faster but also to repair the turret i need nanite paste unless the damage effects the whole vehicle which it shouldnt
If turrets have clips and reloading times we need skills to be able to reduce it, dont give be BS answer its our primary weapon like an AR is to infantry yet they can use skills but lol its a vehicle so you cant so it fair
No mention of putting supply depots where we can reach them, also no mention of stopping the swaps at depots from an AR fit to AV fit, that alone makes us destroy them because they hide behind them
They havnt been answered, they have half arsed answers of have been ignored, not all redlines have supply depots either and if you think dropping 2 small makes a tank invicible then your are so wrong, taking off all 3 turrets makes it a damn good strong tank but with no offensive capabilitys whatsoever so i dont see the problem
All you seem to want is to sort out ammo but dont fix any of the problems that ive brought up so effectively trying to nerf vehicles and force teamwork where currently AV doesnt have to use teamwork and still get buffs |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 14:16:00 -
[86] - Quote
You really have no reading comprehension do you !?
Takahiro Kashuken wrote:No you havnt answered them, you have guessed, how would we know they would be in? - How would we know what would be in ? AND Yes I have answered EVERY question in a way that could be implemented in the game, I haven't guessed ANYTHING I've made suggestions as to how it could work
Its not irrelevent its needed overall - as is ammo types for handheld weapons ... it's still irrelevant to the idea of vehicles having ammo restraints, your missiles will still be armor effective and rails against shields
Why should vehicles have an ammo limit? its a vehicle, a tank is massive compared to the goobags so i should be able to carry 10 times the amount if not more, also large turrets carry larger shells - you answered your own question there, "large turrets carry larger shells" therefore taking up more space in your magazine, railguns and missiles would have smaller magazines than blaster turrets
So no vehicle locks so johnny bluetard can waste my ammo anyways, i dont want him in the tank full stop, this is an issue - who said no vehicle locks ? ... "yes we've said since more than a year ago that vehicles need control over who jumps in" was what I said
Being able to have no turrets means no bluedots firing my turrets and letting ppl know where i am, also it would mean he cant waste my turret ammo if i choose to have turrets but again it means i have no control over my tank - how would a gunner waste your turret ammo if each turret had it's own ammo magazine, in the same way each infantry weapon has it's own magazine, if I run out of smg bullets I still have swarms, if you ran out of small blaster turret ammo on the front gun, the top gun would still have it's magazine and the large gun would have it's ammo, the rest of this line I refer you above to the vehicle locks.
They would be balanced, lolno look at 1.4 4 buffs to swarms - how does that affect future balance of something that's not even implemented, you're good at these irrelevant arguments aren't you
So because its a vehicle overheating is still allowed, the only way i would allow overheating to stay in with clip sizes if it means i can do what it does in EVE ie it overheats the turret but fires faster but also to repair the turret i need nanite paste unless the damage effects the whole vehicle which it shouldnt - who said that ! ... I said it's a valid point that needs to be considered in balancing it, maybe overheat is removed, or maybe it's balanced in the same way HMG, Lazer Rifles, Scrambler Rifles are all balanced with ammo and overheats in mind
If turrets have clips and reloading times we need skills to be able to reduce it, dont give be BS answer its our primary weapon like an AR is to infantry yet they can use skills but lol its a vehicle so you cant so it fair - here we go again, arguing against statements I haven't made, I don't know why I bother ... YES SKILLS WOULD BE A GOOD IDEA !!! ... is that clear enough for you to comprehend ?
No mention of putting supply depots where we can reach them, also no mention of stopping the swaps at depots from an AR fit to AV fit, that alone makes us destroy them because they hide behind them - Yes there was mention of maps needing to be altered, and why would you stop infantry changing fits at a supply depot, what would make you think twice about destroying them would be if you gained something from having them, I don't know, like supplying yourself with ammo !
They havnt been answered, they have half arsed answers of have been ignored, not all redlines have supply depots either and if you think dropping 2 small makes a tank invicible then your are so wrong, taking off all 3 turrets makes it a damn good strong tank but with no offensive capabilitys whatsoever so i dont see the problem - they all have answers you just have trouble reading them, they're all there I promise you ... I'm having trouble understanding "they have half arsed answers of have been ignored" if you could rearrange those words into a sentence for me ... not all red lines have supply depots NO, not all maps have redlines either, but as above, maps would need to be looked at again with this in mind ... and I ment it shouldn't be possible to make an invincible one man HAV by removing secondary turrets, but it should be possible to remove them in favor of a higher tanking ability
All you seem to want is to sort out ammo but dont fix any of the problems that ive brought up so effectively trying to nerf vehicles and force teamwork where currently AV doesnt have to use teamwork and still get buffs - So tell me exactly which problem I haven't fixed, other than the overheat which I said would need balancing with ammo in the same way HMG, Lazer, Scrambler all do. AV has to use teamwork to survive against other infantry unless it's AV grenades which are just wrong and Forges which lose next to no anti-infantry ability aswell other than their slow movement which is compensated with higher base hp ... and how is limiting ammo forcing teamwork out of vehicles, infantry don't need teamwork to run to a supply depot for ammo, nor would vehicles |
Takahiro Kashuken
Red Star. EoN.
1076
|
Posted - 2013.08.26 14:33:00 -
[87] - Quote
My eyes bleed from that, i cant deal with trying to split it all up kills my eyes
But its all what ifs and buts and maybes and suggestions that CCP can and will ignore, 1.4 prime example with swarm buffs
If CCP doesnt address half of these then adding ammo is pointless as it becomes a nerf in general
If CCP adds clips and reload times with skills but still unlimited ammo then its a step forward and not a step back because if they dont address the issue of no vehicle locks/no turrets on vehicles/no vehicle kick/no cargohold/no supply depot reloaction/no supply depot in all redlines for both sides etc then johnny blue is still annoying me while i run out of ammo and cant restock because no supply depots because its 2 groups of 6 murdering randoms and no supply in redline while proto AV still trys to alpha me because lolno adv/proto tanks
I need control of my tank, i need to be able to fit it however i want to, i need adv/proto hulls and mods, i need to know that certain things would change if/when they decide to add ammo limits because if its half arsed its a essentially another nerf and vehicle users have it hard and will be put to the wall and shot in 1.4
I will not back limited ammo while these problems exist because as a vehicle user i have less control than a limited ammo AR user |
Bittersteel the Bastard
WarRavens League of Infamy
233
|
Posted - 2013.08.26 14:41:00 -
[88] - Quote
Takahiro Kashuken wrote:Needless Sacermendor wrote:If you really want me to disect your post here goes ... Takahiro Kashuken wrote:What about diff types of ammo to begin with? explosive, thermal, kinetic and EM we dont have them - No we don't have EM swarm launcher ammo either, it's irrelavant to the idea
What about the cargohold for all vehicles so i can stock up on 100k of ammo for the large turret and leave 0 ammo for the small, do i get skills to increase my cargohold? if no cargohold then depots would have to be moved so vehicles can access it, if we need a special nanohive then that needs to be made but also means we need a logi to carry it - no, I can't stock up on swarms and leave out sidearm ammo so why should vehicles be different ... they would have an ammo limit per turret like handheld weapons have, not in a cargohold but in a magazine like modern tanks have, why not have skills to increase them, I did say maps need adjusting and I did mention ammo supply modules for logistics vehicles could be introduced
What about vehicle locks? i dont want johnny bluedots wasting the ammo he hasnt paid for - Infantry don't pay for ammo, why would vehicles
What about not putting turrets on a vehicle? why should i have to, if i want no small turrets that should be my choice not an invalid vehicle, i can do this in EVE if i want to why not DUST? - irrelavant to requiring ammo for the turrets you do fit, but I agree fittings should be customizable how you want them, why should dropsuits be required to carry a light weapon to be valid
What about clip sizes? what would they be? - they would be balanced
What about overheating? FG dont have overheating because they have clips so if that happened to railguns then overheating wouldnt be a problem and also we lose some active and passive heat sinks because they are not needed - a valid point to be addressed in the implementation, doesn't affecty whether it should be implemented or not
What about skills? if the turrets have clips and reloading do we have skills like the small arms have where we can increase ammo stored, or more ammo in the clip and faster reloading - as you already asked above, I'll ignore this duplicate question
What about infantry easily swapping from tryhard fit to AV fit in a second at a depot? a vehicle can not hand around an enemy depot because lolAVnades from behind it so we whack it - my mention of that was in relation to a supply depot that we had already overun and were hacking, the HAVs were just after the easy wp and not thinking about the team wanted to lose the AV fits they didn't need anymore with so many HAVs on our side, they'd think twice if they were at all reliant on these structures
If these cannot be answered then no, tbh i want the vast majority of it to be sorted out 1st, i need to be able to control my vehicle, control who gets in it or not, how i can fit it up and not be told it needs to be fitted up like this - they've all been answered now, tbh we should be discussing ideas like this well before 1.5 is set in stone so they can consider all options to make this game fun for everyone, vehicle, AV and infantry alike, yes we've said since more than a year ago that vehicles need control over who jumps in and I agree there shouldn't be false restrictions on how you fit things, but dropping 2 small turrets to fit a large turret with unlimited ammo and all the tank you can manage to be indistructible isn't going to be good for the game, it will have to have some restrictions put on it such as limited ammo. You generally have a Supply Depot in you redline it just means you'd be forced out of the battle for a period rather than sitting there with your finger on the trigger till AV shows up. Why should vehicles have an ammo limit? its a vehicle, a tank is massive compared to the goobags so i should be able to carry 10 times the amount if not more, also large turrets carry larger shells
BECAUSE YOU'RE NOT MANUFACTURING AMMO INSIDE A GOD DAMN TANK. Fine it could potentially be able to carry 10 times the ammo FOOT-SOLDIERS carry but you said it yourself, turrets have larger shells that would decrease the amount of space you have for ammo.
Seriously think about what your saying before you say it.
|
Takahiro Kashuken
Red Star. EoN.
1076
|
Posted - 2013.08.26 14:44:00 -
[89] - Quote
Bittersteel the Bastard wrote:
BECAUSE YOU'RE NOT MANUFACTURING AMMO INSIDE A GOD DAMN TANK. Fine it could potentially be able to carry 10 times the ammo FOOT-SOLDIERS carry but you said it yourself, turrets have larger shells that would decrease the amount of space you have for ammo.
Seriously think about what your saying before you say it.
How do you know im not?
Internal nanites working away in a small compartment of the tank
Even if the cargohold can carry more ammo and large does take more space it might not be that much, i can always skip small turret ammo or take of the turrets intead |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 14:50:00 -
[90] - Quote
As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people ! |
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Bittersteel the Bastard
WarRavens League of Infamy
233
|
Posted - 2013.08.26 14:54:00 -
[91] - Quote
Takahiro Kashuken wrote: So no vehicle locks so johnny bluetard can waste my ammo anyways, i dont want him in the tank full stop, this is an issue
And it's being addressed most likely in 1.5. Do you legitimately think this idea of having limited tank ammo is going to be deployed right now? Your logic doesn't make sense. By the time this idea could even potentially be put in the game you'll probably have your damn vehicle locks.
Takahiro Kashuken wrote: So because its a vehicle overheating is still allowed, the only way i would allow overheating to stay in with clip sizes if it means i can do what it does in EVE ie it overheats the turret but fires faster but also to repair the turret i need nanite paste unless the damage effects the whole vehicle which it shouldnt
Why not just have belt fed turrets? Sorry don't know the lore but that seems like the easiest way to incorporate overheat without reload.
Takahiro Kashuken wrote: If turrets have clips and reloading times we need skills to be able to reduce it, dont give be BS answer its our primary weapon like an AR is to infantry yet they can use skills but lol its a vehicle so you cant so it fair
Meh.
Takahiro Kashuken wrote: No mention of putting supply depots where we can reach them, also no mention of stopping the swaps at depots from an AR fit to AV fit, that alone makes us destroy them because they hide behind them
That's one of the main points behind the idea. It makes wankers-er tankers- like you actually want to hold supply depots and do something constructive instead of just destroying them. Also supply depots where you can't reach them? Have your team/squad hold it for you. Do you legitimately think you should be able to be protected from any location you cannot reach? Infantry deal with snipers they cannot reach all the time. What we do is take them out or get someone to deal with them. Let's say there's a supply depot you cannot reach in your tank. That doesn't mean you HAVE to capture it with the new limited ammo rule. You can still destroy it like anyone with a half a brain would. |
Bittersteel the Bastard
WarRavens League of Infamy
233
|
Posted - 2013.08.26 14:56:00 -
[92] - Quote
Takahiro Kashuken wrote:Bittersteel the Bastard wrote:
BECAUSE YOU'RE NOT MANUFACTURING AMMO INSIDE A GOD DAMN TANK. Fine it could potentially be able to carry 10 times the ammo FOOT-SOLDIERS carry but you said it yourself, turrets have larger shells that would decrease the amount of space you have for ammo.
Seriously think about what your saying before you say it.
How do you know im not? Internal nanites working away in a small compartment of the tank Even if the cargohold can carry more ammo and large does take more space it might not be that much, i can always skip small turret ammo or take of the turrets intead
You are absolutely idiotic. Find me any piece of information anywhere that says you could be able to manufacture your own damn ammo inside your own damn tank and I'll concede that you can make your own ammo BUT only at a fixed rate with a cool-down time and an eventual depletion. |
Takahiro Kashuken
Red Star. EoN.
1078
|
Posted - 2013.08.26 14:59:00 -
[93] - Quote
Needless Sacermendor wrote:As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people !
Until 1.5 passes then we can relook at the problems because i also hope that we get the basic things we need, after 1.4 suprise i hope that 1.5 is ******* good
This is what i need in 1.5 for defo
1. Vehicle locks & kicking - Lock can be to squad or corp/solo even, but the kick is for if johnny gets in if i leave it at squad lock and not solo lock which means no ****** can get in
2. Adv/proto hulls/mods - Self explantory
3. The ability to take off all turrets - I want to do this because it would make one hell of a funny tank and it wouldnt be too bad to have as it means you can make new and intresting fits
Put up on par with proto AV so we can tank it at least and not get insta gibbed
As for the ammo, supply depots would need moving & put in all redlines, clips to be made for all turrets and skills to be put into the turret tree for faster reloading, prof skills i would say, also fitting skill book to lower requirements, also not to rely on supply depots a vehicle nanohive but i expect vehicle to be able to carry a far amount of ammo, not 12 shells and thats it
1.5 has to pass 1st to see what we get, until then ammo for me is so far down on the list its really not worth it currently because so many problems exist which are far more important |
Bittersteel the Bastard
WarRavens League of Infamy
239
|
Posted - 2013.08.26 15:03:00 -
[94] - Quote
Takahiro Kashuken wrote:Needless Sacermendor wrote:As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people ! Until 1.5 passes then we can relook at the problems because i also hope that we get the basic things we need, after 1.4 suprise i hope that 1.5 is ******* good This is what i need in 1.5 for defo 1. Vehicle locks & kicking - Lock can be to squad or corp/solo even, but the kick is for if johnny gets in if i leave it at squad lock and not solo lock which means no ****** can get in 2. Adv/proto hulls/mods - Self explantory 3. The ability to take off all turrets - I want to do this because it would make one hell of a funny tank and it wouldnt be too bad to have as it means you can make new and intresting fits Put up on par with proto AV so we can tank it at least and not get insta gibbed As for the ammo, supply depots would need moving & put in all redlines, clips to be made for all turrets and skills to be put into the turret tree for faster reloading, prof skills i would say, also fitting skill book to lower requirements, also not to rely on supply depots a vehicle nanohive but i expect vehicle to be able to carry a far amount of ammo, not 12 shells and thats it 1.5 has to pass 1st to see what we get, until then ammo for me is so far down on the list its really not worth it currently because so many problems exist which are far more important
Then why do you always say to nerf AV. You just said it yourself. Wait until 1.5 to do anything.
|
Takahiro Kashuken
Red Star. EoN.
1078
|
Posted - 2013.08.26 15:14:00 -
[95] - Quote
Bittersteel the Bastard wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:As I said, reading comprehension isn't your strong point is it, this is why you're arguing against points I haven't even made.
This is why vehicles are being overhauled in 1.5 ... I bet you get a lot of the things you want like the ability to kick people, you already have a lock timer when a vehicle is dropped so only the owner can get in for so many seconds, why do you need a cargohold when there is no cargo to carry ? all you need is a magazine for ammo, the same as any handheld weapon has. Supply Depots can be placed anywhere with very little dev effort and vehicles operating without turrets is an easy modification when they're "overhauling vehicles" in 1.5.
Also Matchmaking is coming in 1.4 which will go a long way to addressing the "2 groups of 6 murdering randoms" problem you mentioned and guess what ... "overhauling vehicles" in 1.5 most likely means the return of the Sagaris and Surya since that's a MAJOR sticking point in the AV/vehicle balance right now.
So what you're saying is ... as long as they get these things right when they overhaul vehicles in 1.5 ... you don't object to limiting ammo in this way ?
I think we have a breakthrough people ! Until 1.5 passes then we can relook at the problems because i also hope that we get the basic things we need, after 1.4 suprise i hope that 1.5 is ******* good This is what i need in 1.5 for defo 1. Vehicle locks & kicking - Lock can be to squad or corp/solo even, but the kick is for if johnny gets in if i leave it at squad lock and not solo lock which means no ****** can get in 2. Adv/proto hulls/mods - Self explantory 3. The ability to take off all turrets - I want to do this because it would make one hell of a funny tank and it wouldnt be too bad to have as it means you can make new and intresting fits Put up on par with proto AV so we can tank it at least and not get insta gibbed As for the ammo, supply depots would need moving & put in all redlines, clips to be made for all turrets and skills to be put into the turret tree for faster reloading, prof skills i would say, also fitting skill book to lower requirements, also not to rely on supply depots a vehicle nanohive but i expect vehicle to be able to carry a far amount of ammo, not 12 shells and thats it 1.5 has to pass 1st to see what we get, until then ammo for me is so far down on the list its really not worth it currently because so many problems exist which are far more important Then why do you always say to nerf AV. You just said it yourself. Wait until 1.5 to do anything.
Beacuse 1.4 swarms buffs were not needed and FG doing more damage than a proto railgun needs sorting out and AV nades are just ******* OP as they are |
Needless Sacermendor
Red Fox Brigade
356
|
Posted - 2013.08.26 15:18:00 -
[96] - Quote
The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out ! |
Takahiro Kashuken
Red Star. EoN.
1079
|
Posted - 2013.08.26 15:29:00 -
[97] - Quote
Needless Sacermendor wrote:The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out !
Implementing ammo in vehicles would go a long way to limiting their ability to sit and massacre infantry which is what leads to AV not being a specialisation but being a necessity ... I don't want everyone carrying swarm launchers or AV grenades (which should be removed) ... killing vehicles is what I SPECIALISED into. Having an advanced assault rifle was a necessity for those matches with no vehicles in, which are now non existent because of the above point.
Then its working tbh, if its blaster fit and no AV to counter it then of course its going to win
Matchmaking i hope it means basic vehicle vs basic AV |
Needless Sacermendor
Red Fox Brigade
357
|
Posted - 2013.08.26 15:39:00 -
[98] - Quote
Takahiro Kashuken wrote:Needless Sacermendor wrote:The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out !
Implementing ammo in vehicles would go a long way to limiting their ability to sit and massacre infantry which is what leads to AV not being a specialisation but being a necessity ... I don't want everyone carrying swarm launchers or AV grenades (which should be removed) ... killing vehicles is what I SPECIALISED into. Having an advanced assault rifle was a necessity for those matches with no vehicles in, which are now non existent because of the above point. Then its working tbh, if its blaster fit and no AV to counter it then of course its going to win Matchmaking i hope it means basic vehicle vs basic AV Yes, but it shouldn't be able to just sit there firing for the entire match, it should be required some downtime by a need to resupply ammo or allow capacitors to recharge or something to stop it from just sitting there firing with a few seconds pause if you're daft enough to run into overheat on the turret.
Yes hopefully it will be able to distinguish people who are heavily invested in AV and balance them in battles against people similarly invested into vehicles ... I don't want to OHK Sicas n Somas with my proto swarms ... I want a challenge. |
Takahiro Kashuken
Red Star. EoN.
1079
|
Posted - 2013.08.26 15:45:00 -
[99] - Quote
Needless Sacermendor wrote:Takahiro Kashuken wrote:Needless Sacermendor wrote:The problem with HAVs is they are a self perpetuating problem ... they are too damn good at killing infantry when there is no skilled AV ... hopefully matchmaking will consider this and not put vehicle specialists into matches without AV specialists of similar skill to make a fair battle with an equal chance of the AV winning or the vehicles winning.
But the fact that HAVs can decimate infantry without pausing is what causes people to invest into a counter, whether it be breeding more HAV specialists or people investing into some form of AV ... so you end up with every medium frame user having advanced swarms, every heavy using having a forge, even scouts making sure they have some proto grenades, just in case ... plus you get more vehicles being fielded.
The conclusion is a messy one where you can't field a vehicle without there being considerable AV options against you, and Supply Depots aside, it only takes one death to spawn in with you AV fit ... if I'm running cheap suits I sometimes run at enemies with my injector out if it's taking too long to die and I've no other way to get my AV fit out !
Implementing ammo in vehicles would go a long way to limiting their ability to sit and massacre infantry which is what leads to AV not being a specialisation but being a necessity ... I don't want everyone carrying swarm launchers or AV grenades (which should be removed) ... killing vehicles is what I SPECIALISED into. Having an advanced assault rifle was a necessity for those matches with no vehicles in, which are now non existent because of the above point. Then its working tbh, if its blaster fit and no AV to counter it then of course its going to win Matchmaking i hope it means basic vehicle vs basic AV Yes, but it shouldn't be able to just sit there firing for the entire match, it should be required some downtime by a need to resupply ammo or allow capacitors to recharge or something to stop it from just sitting there firing with a few seconds pause if you're daft enough to run into overheat on the turret. Yes hopefully it will be able to distinguish people who are heavily invested in AV and balance them in battles against people similarly invested into vehicles ... I don't want to OHK Sicas n Somas with my proto swarms ... I want a challenge.
Well if it is balanced by basic vs basic then proto swarms will be gathering DUST but somehow i dont think the matchmaking will work like this |
Xender17
Ahrendee Mercenaries EoN.
490
|
Posted - 2013.08.26 18:19:00 -
[100] - Quote
Himiko Kuronaga wrote:Forge gun is not AV and it is not called that anywhere in the game.
Thank you for your time. That's sort of ignorant. |
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