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Charlotte O'Dell
0uter.Heaven
1091
|
Posted - 2013.08.25 00:35:00 -
[31] - Quote
Nemo Bluntz wrote:Nicholas Silverton wrote:Just because you put 10+ mil sp into tanks and each one costs 1+mil isk, doesn't mean you should be invincible and go 40-0 every match. I do understand that 1+mil isk is alot to be throwing away so I have an idea, keep tanks the way they are but make them only cost 200k. Done. 200k/tank is way too cheap. Proto drop suits cost that much and can't inflict anywhere near the same amount of damage. Instead, tankers need to stop being cry babies about AV. Especially the nades and swarms.
As long as you htfu about MD and FG |
Zelorian Dexter snr
DVC 514
8
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Posted - 2013.08.25 00:41:00 -
[32] - Quote
I still have a question
When infantry run as a squad they will normally have a logi running with them to res heal resupply the squad and from time to time fire a gun
Isn't that what llavs are for with tanks maybe if people used them to forfil the role they were created for and not rock hard murder taxis tankers would have less of a bad time
Just a thought...... |
KING CHECKMATE
Bragian Order Amarr Empire
627
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Posted - 2013.08.25 00:43:00 -
[33] - Quote
Washlee wrote:Nemo Bluntz wrote:Nicholas Silverton wrote:Just because you put 10+ mil sp into tanks and each one costs 1+mil isk, doesn't mean you should be invincible and go 40-0 every match. I do understand that 1+mil isk is alot to be throwing away so I have an idea, keep tanks the way they are but make them only cost 200k. Done. 200k/tank is way too cheap. Proto drop suits cost that much and can't inflict anywhere near the same amount of damage. Instead, tankers need to stop being cry babies about AV. Especially the nades and swarms. IDK man when my proto railgun cost 900K and your forge doesn't tip 50K Isk. And your doing more damage theres something wrong with this.
You still have a LOT more HP and MOBILITY than his Forge gunner (you are in a tank).
And proto forge guns are around 80k >..>
160k isk approx a full proto Forgegunner
So there is nothing wrong |
gbh08
CAUSE 4 C0NCERN
88
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Posted - 2013.08.25 00:45:00 -
[34] - Quote
Zelorian Dexter snr wrote:I still have a question
When infantry run as a squad they will normally have a logi running with them to res heal resupply the squad and from time to time fire a gun
Isn't that what llavs are for with tanks maybe if people used them to forfil the role they were created for and not rock hard murder taxis tankers would have less of a bad time
Just a thought......
spot on, although no wp's are given, still, if half these tankers were the bad asses they claim to be they would use the tools given to us, instead they just ***** and cry
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Jathniel
G I A N T EoN.
791
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Posted - 2013.08.25 00:45:00 -
[35] - Quote
Very easy fix. Give tankers the invicibility they want (and deserve), and just give them limited ammo so they don't have unlimited persistence.
The tank would be able to go in, and only suppress a point so long before ammo runs out. When the tank decides to leave because ammo is low, he is now more vulnerable to whatever AV you want to nail him with. |
Zelorian Dexter snr
DVC 514
8
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Posted - 2013.08.25 00:53:00 -
[36] - Quote
gbh08 wrote:Zelorian Dexter snr wrote:I still have a question
When infantry run as a squad they will normally have a logi running with them to res heal resupply the squad and from time to time fire a gun
Isn't that what llavs are for with tanks maybe if people used them to forfil the role they were created for and not rock hard murder taxis tankers would have less of a bad time
Just a thought...... spot on, although no wp's are given, still, if half these tankers were the bad asses they claim to be they would use the tools given to us, instead they just ***** and cry
I agree no WP for repping but I'm a logi and its hit and miss if I get WP for that also |
Charlotte O'Dell
0uter.Heaven
1091
|
Posted - 2013.08.25 01:04:00 -
[37] - Quote
If thos market were driven by supply and demand as in Eve, tanks would never sell for more than 450K full proto turrets and modules. That's more than a 75% price reduction because nobody will run tanks if they aren't ISK efficient. Also,ARs would be a lot more expensive due to their popularity. |
Zelorian Dexter snr
DVC 514
9
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Posted - 2013.08.25 10:48:00 -
[38] - Quote
Charlotte O'Dell wrote:If thos market were driven by supply and demand as in Eve, tanks would never sell for more than 450K full proto turrets and modules. That's more than a 75% price reduction because nobody will run tanks if they aren't ISK efficient. Also,ARs would be a lot more expensive due to their popularity.
agree |
Purona
The Vanguardians
46
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Posted - 2013.08.25 10:52:00 -
[39] - Quote
Jathniel wrote:Very easy fix. Give tankers the invicibility they want (and deserve), and just give them limited ammo so they don't have unlimited persistence.
The tank would be able to go in, and only suppress a point so long before ammo runs out. When the tank decides to leave because ammo is low, he is now more vulnerable to whatever AV you want to nail him with.
or as i said before just increase the cool down of modules
giving tanks a limited amount of ammo is just going to be an annoyance due to how easy it is to kill supply depots
not to mention tanks would need like 3 or 4 times the minimum of 2000 ammo when using blaster tanks |
Dale Templar
Subsonic Synthesis Alpha Wolf Pack
358
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Posted - 2013.08.25 11:11:00 -
[40] - Quote
Purona wrote:Jathniel wrote:Very easy fix. Give tankers the invicibility they want (and deserve), and just give them limited ammo so they don't have unlimited persistence.
The tank would be able to go in, and only suppress a point so long before ammo runs out. When the tank decides to leave because ammo is low, he is now more vulnerable to whatever AV you want to nail him with. or as i said before just increase the cool down of modules giving tanks a limited amount of ammo is just going to be an annoyance due to how easy it is to kill supply depots not to mention tanks would need like 3 or 4 times the minimum of 2000 ammo when using blaster tanks
LLAV's resupply ammo as well as heal, problem solved. |
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Billi Gene
Forty-Nine Fedayeen Minmatar Republic
302
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Posted - 2013.08.25 11:42:00 -
[41] - Quote
Dale Templar wrote:Purona wrote:Jathniel wrote:Very easy fix. Give tankers the invicibility they want (and deserve), and just give them limited ammo so they don't have unlimited persistence.
The tank would be able to go in, and only suppress a point so long before ammo runs out. When the tank decides to leave because ammo is low, he is now more vulnerable to whatever AV you want to nail him with. or as i said before just increase the cool down of modules giving tanks a limited amount of ammo is just going to be an annoyance due to how easy it is to kill supply depots not to mention tanks would need like 3 or 4 times the minimum of 2000 ammo when using blaster tanks LLAV's resupply ammo as well as heal, problem solved.
doesnt it seem a bit labored?
the large missiles turrets already have a woeful RoF. Blasters have moderate heat build up, as do rail guns but more extreme.
~`.- ammo supply has nothing to do with being vulnerable to AV.
Increasing module cycles would be great if there was a pay off in survival... remember, tanks are slow heavy vehicles, with terrible turn rates.
Limiting ammo supply doesnt mean you need to have a hard ammo limit, why not have internal nanohives? Then you could limit the output of turrets, requiring tanks to monitor their ammo supply... kinda like the heat build up mechanic we have now.
the old lady that loved infomercials... |
Sgt Kirk
SyNergy Gaming EoN.
1305
|
Posted - 2013.08.25 11:45:00 -
[42] - Quote
I saw my friend Solo a convoy of Madrugars/Somas by himself with Swarms.
That's all I have to say on this topic. |
BL4CKST4R
WarRavens League of Infamy
1223
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Posted - 2013.08.25 12:23:00 -
[43] - Quote
Nicholas Silverton wrote:Just because you put 10+ mil sp into tanks and each one costs 1+mil isk, doesn't mean you should be invincible and go 40-0 every match. I do understand that 1+mil isk is alot to be throwing away so I have an idea, keep tanks the way they are but make them only cost 200k. Done.
Thats why tanks need to be a tad bit more expensive than dropsuits, and the price of dropsuits slightly lower and apply something similar to this. While AV should have the power to kill a tank as easily as a tank can kill a merc, well a tad bit harder since SL are lock-on and forge guns aren't that hard to aim. |
Taurion Bruni
D3M3NT3D M1NDZ
169
|
Posted - 2013.08.25 12:32:00 -
[44] - Quote
Nicholas Silverton wrote:Just because you put 10+ mil sp into tanks and each one costs 1+mil isk, doesn't mean you should be invincible and go 40-0 every match. I do understand that 1+mil isk is alot to be throwing away so I have an idea, keep tanks the way they are but make them only cost 200k. Done.
I don't want to be invincible, but I want to stand a chance against the assault forge gun, who can kill me before I can even start my escape |
Seymor Krelborn
DUST University Ivy League
613
|
Posted - 2013.08.25 12:35:00 -
[45] - Quote
just posted this in another tank thread:
I think the problem is team diversity.
if you have one side with 2 or 3 tanks (and good pilots) and the other side has nobody with a proto or even ADV AV fit your gonna see a tanker do 30+/0. on the other side if you have a team where most have ADV to proto AV and the other team has 1 or 2 great tankers, your gonna have an angry tanker who just lost a mil or more....all the measures and counter measures are in the game, but without anyone needing to adhere to specific roles, you cant garunty the role you need will be in that match.... its akin to going into a raid in a traditional mmo without a healer or, for that matter.... a tank.. |
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