Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Toby Flenderson
research lab The Superpowers
6
|
Posted - 2013.09.04 12:04:00 -
[1] - Quote
The purpose of this thread is to hopefully present arguments for or against various nerfs or buffs of either vehicles (focus on tanks) or AV. I'm hoping to bring information forward to people who are not die hard tankers or AV users (such as myself).
Let me start with my own opinion and then present a few questions to get things started...
I have advanced AV grenades basic explosives and nothing else AV wise. The most I've specced into vehicles is probably about 500k into dropships. That being said I am sympathetic to both sides but I admit I am more sympathetic to the infantry.
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
It is for this reason that I think that AV needs to be strong. If one person can rule a match with a tank then they deserve all of the attention they get in doing so. The risk involved with calling in a killing machine with 6000+ hp must be high otherwise this game could turn into Tanks 514.
I accept that I don't know enough about tanks/vehicles to claim either side needs to be changed from it's current state so please participate in posting if you have any expertise on either side.
Some particular questions to get people thinking could be...
1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? 2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? 3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? 4. Before 1.4 were things balanced?
Just some ideas. Please feel free to inform but keep it constructive please. Thanks. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
261
|
Posted - 2013.09.04 12:18:00 -
[2] - Quote
inb4flame.
But seriously, as a tanker, I want to be able to use my damn fittings without knowing that a slight misstep will mean an hour of grinding to pay it off.
1: I expect to lose a tank every time I drop one in. When I don't it is a pleasant surprise. This way I don't rage quit out of frustration. 2: Yes. That's like saying 'No HMG users, you can't use your gun every math even though you've got prof 5 and reload 5 and ammo 5 etc'. (Example because no MLT HMG) 3: idgaf. I object to my tank being so expensive, not their weapons being cheap. If their weapons were pricy, I'd still be running a loss. 4: No. Arguably Chromosome was the most balanced build between tanks and AV. |
Jack McReady
DUST University Ivy League
412
|
Posted - 2013.09.04 12:43:00 -
[3] - Quote
yesterday I met a Soma right after 1.4 patch and it took me 6 proto swarm shots to solo him.
his fit was obviously great but his driving was still terrible, he was standing still all day while I only jumped out of cover to fire my missile. |
Garrett Blacknova
Codex Troopers
3567
|
Posted - 2013.09.04 12:47:00 -
[4] - Quote
1. When running a good tank, I can reasonably expect that, unless I screw up, it can tank incoming fire long enough to let me run. If the enemy team has good AV, this means I will be doing very little damage, or I'll be forced to do something stupid (and die) in order to get any real benefit from my investment. 2. Not all of us do that, but it should be reasonable to expect a tanker to do so. Just like it's reasonable to expect a Scout player to spend almost all of almost every match in a Scout suit. 3. Is there something to say? Yes. Is it relevant to the issue of balance? Not really. SP cost to fit a high-level tank is more than you need to fit a similar level of AV. 4. Nope. And I don't think 1.5 is going to fix everything either. I'm pretty sure 2.0 will have been and gone before balance happens.
This from someone who runs both tanks and AV fairly regularly, and has been around since the closed beta days. |
AAGMUNDR
Reliable Overwatch Inc.
13
|
Posted - 2013.09.04 12:51:00 -
[5] - Quote
The actual issue is the fact that they have to balance for what almost equates to two different games. Making AV stronger in pub matches might be a good idea because often there is a lack of cohesive team work. This leads to the situation you described where one or two people go toe to toe with a tank. On the other hand, making AV strong enough to solo a tank with grenades in PC, where teamwork is prevelant, would make tanks irrelevant. Just my two cents. |
Operative 1171 Aajli
Bragian Order Amarr Empire
221
|
Posted - 2013.09.04 12:54:00 -
[6] - Quote
On RL tanks can be one shotted by another tank and if not one shotted to death by AV infantry weapons then at least put out of commission.
I expect a tank to be stopped by Infantry AV if it getscclose to infantry. I don't want tanks one shoting tanks because it's a game and tanks need some staying power on the field for the sake of fun.
I'd like to see tanks be able to be damaged and stop working before they can be actually destoyed. Your turret would work but you can't move due to track damage etc.
Also, bigger maps with more room for vehicle combat with their own objectives for vehicles to hold for extra points would be nice.
The swarm launcher needs a nerf. I'm for keeping the damage and reduce its effective range.
I just really hope CCP is moving toward that map size featured in their first promotion of the game with room for massive vehicle combat without forcing infantry to run too far.
The problem with games like this is that you have to deploy the appropriate things for the situation. Being a game however; and, a game that has skill requirements to use things means players want to use what they trained for whether the situation is right for that tactic or not.
Hence, you'll see tank players sitting on the redline if the conditions aren't apprpriate for their tank to do anything constructive.
So, there needs to be an opportunity appropriate for vehicles to be deployed or this will continue to be a game of vanilla assaults just running around capping stuff to get an orbital.
I'm so sick of the mentality that this is an infantry only game. Why are there vehicles at all if that is the case?
It is a ground warfare game. Atm though it is only a win fast and quick with cheap tactics to get points game.
Any changes that can promote flavor and variety with emphasis on the combat playing out rather than power playing, gear grinding and reluctance to deploy vehicles would be welcome. |
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 13:09:00 -
[7] - Quote
Its important vechiles be given a role to fill on the battlefield, even if its more than one, at the moment, tanks are artillery, point defense, 1 man army, and dambuster, and av and aa all rolled into one, ammo will go some way to aleviating this but we need more turret variations, more vechiles and bettermdefined modules, I know a lot people say armour tanks are terrible, and I know a lot people say sheild tanks are terrible, but if the enemy deploys threemtanks with blasters and top tier mods, unless your team has a squads worth of av you've had it!
Its important that a tank needs infantry support at infantry ranged assults, and that tanks and other vechiles have two rocks to their sciccors, co-ordinated av, and av centri vechiles!
While one guy with a swarm shouldn't be able to decimate tanks, tanks shouldnt be able to decimate entire teams at a time, they also need more uses like being completly immune to small arms fire, there actually 80%, so they can be used as movable cover, and not just an impervious moving death machine
1.4 and 5 will make things worse before they get better, thats how it works, butt just because your gonna have a hard time doesnt mean you wont be valuable assets in the future! |
Takahiro Kashuken
Red Star. EoN.
1205
|
Posted - 2013.09.04 13:15:00 -
[8] - Quote
Jack McReady wrote:yesterday I met a Soma right after 1.4 patch and it took me 6 proto swarm shots to solo him.
his fit was obviously great but his driving was still terrible, he was standing still all day while I only jumped out of cover to fire my missile.
Soma - armor
6 proto swarms - 18k+ dmg
Max soma tank i have seen is 8k no rep
It wouldnt have survived a clip let alone 2
You are full of **** |
Takahiro Kashuken
Red Star. EoN.
1205
|
Posted - 2013.09.04 13:24:00 -
[9] - Quote
1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? Yes, if adv/proto AV is on the field i do expect to lose it in my basic tank and mods, it maybe able to survive if i can run the other way and have everything active to try and tank the incoming damage, if its AV nades its instant and next to unavoidalbe due to joe nameth thrwoing, swarms bend around corners still lock on through cover and fire invisible missiles so its hard to survive them, FG/PL require aiming thus not used as much
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? Vehicles are a specilization, if we cant use them every game then whats the point in playing?
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? Vehicles cost way more ISK and SP than AV ever will at this moment in time, AV can have weapons which deal more damage than any turret in the game for a fraction of the price and for a fraction of the SP, i can spend 2mil SP into proto swarms and fit it on a skinweave suit and kill all the vehicles in the game
4. Before 1.4 were things balanced? lolno, basic vehicles vs proto AV, also super OP swarms getting more buffs and still broken as ****
|
Jack McReady
DUST University Ivy League
413
|
Posted - 2013.09.04 13:25:00 -
[10] - Quote
Takahiro Kashuken wrote: Soma - armor
6 proto swarms - 18k+ dmg
your math assumes I had 3 proto damage mods fitted, all skills at max and all missiles actually hit instead of curshing into the ground because of poor pathing or spinning around for unknown reason. biased opinion is biased.
Takahiro Kashuken wrote:You are full of **** u mad? |
|
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 13:29:00 -
[11] - Quote
Takahiro Kashuken wrote:1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? Yes, if adv/proto AV is on the field i do expect to lose it in my basic tank and mods, it maybe able to survive if i can run the other way and have everything active to try and tank the incoming damage, if its AV nades its instant and next to unavoidalbe due to joe nameth thrwoing, swarms bend around corners still lock on through cover and fire invisible missiles so its hard to survive them, FG/PL require aiming thus not used as much
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? Vehicles are a specilization, if we cant use them every game then whats the point in playing?
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? Vehicles cost way more ISK and SP than AV ever will at this moment in time, AV can have weapons which deal more damage than any turret in the game for a fraction of the price and for a fraction of the SP, i can spend 2mil SP into proto swarms and fit it on a skinweave suit and kill all the vehicles in the game
4. Before 1.4 were things balanced? lolno, basic vehicles vs proto AV, also super OP swarms getting more buffs and still broken as ****
Concerning point 3 now you have Ammo AND overheat turret damage will be buffed but that'll only benifit vechile to vechile warefare! |
Korvin Lomont
United Pwnage Service RISE of LEGION
123
|
Posted - 2013.09.04 13:43:00 -
[12] - Quote
As long as the Team size is fixed and a Tank can be used solo it should always be possible to solo a tank of the same or lower tier. Otherwise tanks would become gamebreaking regardless of the game mode. But it should not ne possible to solo a tank by grenades, AV nades should be primarily used for LAVs. |
Monkey MAC
killer taxi company General Tso's Alliance
111
|
Posted - 2013.09.04 13:48:00 -
[13] - Quote
Korvin Lomont wrote:As long as the Team size is fixed and a Tank can be used solo it should always be possible to solo a tank of the same or lower tier. Otherwise tanks would become gamebreaking regardless of the game mode. But it should not ne possible to solo a tank by grenades, AV nades should be primarily used for LAVs.
True but a team of 4 naders shiuld be capable of doing so, nade spam measures need to be put in place to allow the use of nades, but not as a form of artillery!! |
Takahiro Kashuken
Red Star. EoN.
1206
|
Posted - 2013.09.04 13:50:00 -
[14] - Quote
Jack McReady wrote:Takahiro Kashuken wrote: Soma - armor
6 proto swarms - 18k+ dmg
your math assumes I had 3 proto damage mods fitted, all skills at max and all missiles actually hit instead of curshing into the ground because of poor pathing or spinning around for unknown reason. biased opinion is biased. Takahiro Kashuken wrote:You are full of **** u mad?
Nope
I just now know if i see you in game you are a bad player who needs 6+ proto volleys to kill a militia tank |
Takahiro Kashuken
Red Star. EoN.
1206
|
Posted - 2013.09.04 13:51:00 -
[15] - Quote
Monkey MAC wrote:Takahiro Kashuken wrote:1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? Yes, if adv/proto AV is on the field i do expect to lose it in my basic tank and mods, it maybe able to survive if i can run the other way and have everything active to try and tank the incoming damage, if its AV nades its instant and next to unavoidalbe due to joe nameth thrwoing, swarms bend around corners still lock on through cover and fire invisible missiles so its hard to survive them, FG/PL require aiming thus not used as much
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? Vehicles are a specilization, if we cant use them every game then whats the point in playing?
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? Vehicles cost way more ISK and SP than AV ever will at this moment in time, AV can have weapons which deal more damage than any turret in the game for a fraction of the price and for a fraction of the SP, i can spend 2mil SP into proto swarms and fit it on a skinweave suit and kill all the vehicles in the game
4. Before 1.4 were things balanced? lolno, basic vehicles vs proto AV, also super OP swarms getting more buffs and still broken as ****
Concerning point 3 now you have Ammo AND overheat turret damage will be buffed but that'll only benifit vechile to vechile warefare!
We dont know that
We have ammo but my HAV cant climb up stairs |
Monkey MAC
killer taxi company General Tso's Alliance
112
|
Posted - 2013.09.04 14:01:00 -
[16] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:Takahiro Kashuken wrote:1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? Yes, if adv/proto AV is on the field i do expect to lose it in my basic tank and mods, it maybe able to survive if i can run the other way and have everything active to try and tank the incoming damage, if its AV nades its instant and next to unavoidalbe due to joe nameth thrwoing, swarms bend around corners still lock on through cover and fire invisible missiles so its hard to survive them, FG/PL require aiming thus not used as much
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? Vehicles are a specilization, if we cant use them every game then whats the point in playing?
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? Vehicles cost way more ISK and SP than AV ever will at this moment in time, AV can have weapons which deal more damage than any turret in the game for a fraction of the price and for a fraction of the SP, i can spend 2mil SP into proto swarms and fit it on a skinweave suit and kill all the vehicles in the game
4. Before 1.4 were things balanced? lolno, basic vehicles vs proto AV, also super OP swarms getting more buffs and still broken as ****
Concerning point 3 now you have Ammo AND overheat turret damage will be buffed but that'll only benifit vechile to vechile warefare! We dont know that We have ammo but my HAV cant climb up stairs
True but my heavy cant move at 70 mph, we do know that, they will be more powerful as result, thats what it says in the sticky vechiles in 1.5 and beyond.
However they will be buffed in such a way they fit specific roles, not just made more awsome, if they did that then there missing the point!
|
Kekklian Noobatronic
Goonfeet Top Men.
360
|
Posted - 2013.09.04 14:04:00 -
[17] - Quote
Why did you make this thread?
Tanks and AV are getting a complete rework from the ground up. The way tanks are in the game now will not be the way tanks are in the game for 1.5.
How about waiting until they release more information before making yet *another* "Tanks are broken AV is broken fix it plz" thread. |
Monkey MAC
killer taxi company General Tso's Alliance
116
|
Posted - 2013.09.04 14:14:00 -
[18] - Quote
Kekklian Noobatronic wrote:Why did you make this thread?
Tanks and AV are getting a complete rework from the ground up. The way tanks are in the game now will not be the way tanks are in the game for 1.5.
How about waiting until they release more information before making yet *another* "Tanks are broken AV is broken fix it plz" thread.
Calm yourself, the guy made a thread concerning peoples thoughts, this is designed to get you thinking about how you want the changes, he just trying to have a conversation! |
Toby Flenderson
research lab The Superpowers
8
|
Posted - 2013.09.04 14:50:00 -
[19] - Quote
Kekklian Noobatronic wrote:Why did you make this thread?
Tanks and AV are getting a complete rework from the ground up. The way tanks are in the game now will not be the way tanks are in the game for 1.5.
How about waiting until they release more information before making yet *another* "Tanks are broken AV is broken fix it plz" thread.
Thanks for the constructive input.
I explained why I made this thread: To inform those who are not dedicated Tank/AV users. I never asked CCP to fix anything or even complained so I don't understand why you think this is that sort of thread. I even stated that I did not know enough to claim one is OP/broken.
I understand things are going to change and I hope it balances things to the satisfaction of those affected. I don't see why knowing changes are coming would discourage the community from trying to understand what the fuss is about with vehicles if they don't use them personally.
If you have something to say about the subject then I'd love to hear it but otherwise I'd appreciate it if we kept this thread as purely informative as possible. So far I've already got some good insight and I'd like to keep it coming. |
Annabandak Mercery
Knights Of Ender
23
|
Posted - 2013.09.04 14:56:00 -
[20] - Quote
Jack McReady wrote:yesterday I met a Soma right after 1.4 patch and it took me 6 proto swarm shots to solo him.
his fit was obviously great but his driving was still terrible, he was standing still all day while I only jumped out of cover to fire my missile.
this , im a terrible tank driver myself i always get killed cause i dont look good and rammed a building or so.
1.4 makes this very cool i think . i mean 6 shot hits , by number 2 he had to start thinking wtf i need to run away(drive)
even in real world it is not that hard for infantry wel covered and with the right weopons to kill a tank.
1.4 is good(thats comming froma terrible tank driver) |
|
Mortedeamor
The Black Masquerade
196
|
Posted - 2013.09.04 15:04:00 -
[21] - Quote
i have both proto av prof V madrugar and gunlogi reasonably skilled no more than 8 mill sp into them tanks currently have no proto equivalence no tank can truly tank full proto av long enough to survive any kind of skilled av bombardment regardless of the users skills and knowledge they're gear just cant take it. i have been running tank and av for well over a year and i seriously doubt 1.5 will bring balance i hope so but it is not likely. hopefully wolfman can do what blam could not.
|
Garrett Blacknova
Codex Troopers
3582
|
Posted - 2013.09.04 15:05:00 -
[22] - Quote
Monkey MAC wrote:we do know that, they will be more powerful as result, thats what it says in the sticky vechiles in 1.5 and beyond. Don't believe what the stickies tell you. They also claim that the "improved" dropship camera will make it easier to pilot. See 1.4 patch notes. |
Monkey MAC
killer taxi company General Tso's Alliance
122
|
Posted - 2013.09.04 15:11:00 -
[23] - Quote
Garrett Blacknova wrote:Monkey MAC wrote:we do know that, they will be more powerful as result, thats what it says in the sticky vechiles in 1.5 and beyond. Don't believe what the stickies tell you. They also claim that the "improved" dropship camera will make it easier to pilot. See 1.4 patch notes.
And some people have said they like, there a whole thread for it. Besides what the problem with a forge gun having more power, it only takes one rail slug to snuff em? |
Spkr4theDead
International-Fleet
595
|
Posted - 2013.09.04 15:21:00 -
[24] - Quote
Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no
You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV?
This is what pisses me off about the community, and CCP's tendencies to listen to a specific group.
I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me.
That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf? |
Spkr4theDead
International-Fleet
595
|
Posted - 2013.09.04 15:25:00 -
[25] - Quote
Jack McReady wrote:yesterday I met a Soma right after 1.4 patch and it took me 6 proto swarm shots to solo him.
his fit was obviously great but his driving was still terrible, he was standing still all day while I only jumped out of cover to fire my missile. I call BS |
Spkr4theDead
International-Fleet
596
|
Posted - 2013.09.04 15:32:00 -
[26] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:You are full of **** u mad? You're basically admitting you're lying with that. |
Monkey MAC
killer taxi company General Tso's Alliance
125
|
Posted - 2013.09.04 15:35:00 -
[27] - Quote
Spkr4theDead wrote:Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV? This is what pisses me off about the community, and CCP's tendencies to listen to a specific group. I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me. That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf? Yet you can sit there and complain about the proto till the mcc s come home, if a team fields a whole squads worth of av it should take you down, or at least make you soil your pants.
Tanks need more defined roles, not just murdering entire squads with ease!
|
Spkr4theDead
International-Fleet
596
|
Posted - 2013.09.04 15:35:00 -
[28] - Quote
Monkey MAC wrote:Garrett Blacknova wrote:Monkey MAC wrote:we do know that, they will be more powerful as result, thats what it says in the sticky vechiles in 1.5 and beyond. Don't believe what the stickies tell you. They also claim that the "improved" dropship camera will make it easier to pilot. See 1.4 patch notes. And some people have said they like, there a whole thread for it. Besides what the problem with a forge gun having more power, it only takes one rail slug to snuff em? Do you know how difficult it is to kill infantry with a railgun? |
Spkr4theDead
International-Fleet
596
|
Posted - 2013.09.04 15:36:00 -
[29] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV? This is what pisses me off about the community, and CCP's tendencies to listen to a specific group. I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me. That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf? Yet you can sit there and complain about the proto till the mcc s come home, if a team fields a whole squads worth of av it should take you down, or at least make you soil your pants. Tanks need more defined roles, not just murdering entire squads with ease! But if that other team doesn't bring enough AV, why shouldn't I walk all over them? Can you answer that? Why should CCP balance the game over modes and matchmaking that don't affect the overall grand scheme of things? |
Monkey MAC
killer taxi company General Tso's Alliance
126
|
Posted - 2013.09.04 15:48:00 -
[30] - Quote
Spkr4theDead wrote:Monkey MAC wrote:Spkr4theDead wrote:Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV? This is what pisses me off about the community, and CCP's tendencies to listen to a specific group. I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me. That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf? Yet you can sit there and complain about the proto till the mcc s come home, if a team fields a whole squads worth of av it should take you down, or at least make you soil your pants. Tanks need more defined roles, not just murdering entire squads with ease! But if that other team doesn't bring enough AV, why shouldn't I walk all over them? Can you answer that? Why should CCP balance the game over modes and matchmaking that don't affect the overall grand scheme of things?
Depends on your definition of not enough av, not enough 3-4 you should be able to out tank them sure, 5-6 you need to be moving around, making retreats and tactical advances, at 8+ then you should be on the back foot. In the current sizes it should scale like this for adv gear, once we get 64+ then prehaps a little more can be accepted!
As for how difficult to shoot with a rail turret, no more than hitting infantry with a forge gun! The game should never be a case of walking over them, it just makes you sound ignorant, which I why im looking forward to 1.5, tanks will hopefully be made into assets powerful ones at that but you wont be able to be ai, av, aa and everything inbetween! |
|
Toby Flenderson
research lab The Superpowers
8
|
Posted - 2013.09.04 15:49:00 -
[31] - Quote
Spkr4theDead wrote:Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV? This is what pisses me off about the community, and CCP's tendencies to listen to a specific group. I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me. That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf?
Please read my first post in it's entirety. Or my second post. Where I address the same concern. I am not calling for nerfs or buffs.
I'm also not complaining that I cannot kill a tank with MLT equipment. I understand that if I expect to SOLO a tank, I'd need proto gear. I was really hoping to avoid people like you with the title of my thread. Read my posts before you jump all over me with questions that imply I'm saying things that I'm not saying. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
5
|
Posted - 2013.09.04 15:58:00 -
[32] - Quote
I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! |
Takahiro Kashuken
Red Star. EoN.
1217
|
Posted - 2013.09.04 16:05:00 -
[33] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Monkey MAC wrote:Spkr4theDead wrote:Toby Flenderson wrote:
When I see a tank I realize that it has the potential to control the rest of a match if gone unchallenged. I make it my mission to try and destroy it even if it means taking 5+ deaths. My militia SL and packed AV grenades are simply not enough to hurt a tank. Unless I have the rest of my squad to back me up (none of which have any more firepower than I do), then the tank mows down my team for the whole match.
LOL no You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV? This is what pisses me off about the community, and CCP's tendencies to listen to a specific group. I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me. That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf? Yet you can sit there and complain about the proto till the mcc s come home, if a team fields a whole squads worth of av it should take you down, or at least make you soil your pants. Tanks need more defined roles, not just murdering entire squads with ease! But if that other team doesn't bring enough AV, why shouldn't I walk all over them? Can you answer that? Why should CCP balance the game over modes and matchmaking that don't affect the overall grand scheme of things? Depends on your definition of not enough av, not enough 3-4 you should be able to out tank them sure, 5-6 you need to be moving around, making retreats and tactical advances, at 8+ then you should be on the back foot. In the current sizes it should scale like this for adv gear, once we get 64+ then prehaps a little more can be accepted! As for how difficult to shoot with a rail turret, no more than hitting infantry with a forge gun! The game should never be a case of walking over them, it just makes you sound ignorant, which I why im looking forward to 1.5, tanks will hopefully be made into assets powerful ones at that but you wont be able to be ai, av, aa and everything inbetween!
Are you serious?
A FG has more damage and bigger splash than my railgun turret, its easy with a FG i can do it with militia FG
Also that game 8+ ppl with milita AV that was militaia/basic, if anything like adv/proto comes on the field its ****** i would love to scale it up but we have no proto tanks |
Monkey MAC
killer taxi company General Tso's Alliance
128
|
Posted - 2013.09.04 16:06:00 -
[34] - Quote
ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting!
Exactly I dont condone roof aving, however it is an example of supply and demand, av ers took to the rooftops, but tankers haven't considered sniping atop the mcc, nothing higher than them! Or you know forge gunning from another tower, the vechile set isnt complete, when it is artillery can deal with rooftops! |
Monkey MAC
killer taxi company General Tso's Alliance
128
|
Posted - 2013.09.04 16:11:00 -
[35] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:Spkr4theDead wrote:Monkey MAC wrote:Spkr4theDead wrote: LOL no
You're admitting to bringing weak AV to the table. Why should your MLT swarm launcher and ADV AV grenades be any more powerful because out of at least 4 people, you bring weak AV to the table, and I have my Gunnlogi? Why should I get nerfed for your decision to not have much AV?
This is what pisses me off about the community, and CCP's tendencies to listen to a specific group.
I've gone 41-1 in a Gunnlogi getting spider tanked. The other team literally did not have better than MLT / STD AV. We're talking about 8 or so guys launching those weak swarms at me because not a single other person on their team had anything better than that. Now, they were launching explosive weaponry at a shield tank. They obviously won't have the explosive damage bonus on that. I had an armor tank behind me with a shield transporter constantly boosting my shield too. As such, the enemy team had to blow up that tank first before they could destroy me.
That being said, why should your admittedly weak AV get buffed at all? In that case, everything CCP put into the game was working as intended. Explosive weaponry was shrugged off, and I was getting remote reps. Why should I in effect take another nerf?
Yet you can sit there and complain about the proto till the mcc s come home, if a team fields a whole squads worth of av it should take you down, or at least make you soil your pants. Tanks need more defined roles, not just murdering entire squads with ease! But if that other team doesn't bring enough AV, why shouldn't I walk all over them? Can you answer that? Why should CCP balance the game over modes and matchmaking that don't affect the overall grand scheme of things? Depends on your definition of not enough av, not enough 3-4 you should be able to out tank them sure, 5-6 you need to be moving around, making retreats and tactical advances, at 8+ then you should be on the back foot. In the current sizes it should scale like this for adv gear, once we get 64+ then prehaps a little more can be accepted! As for how difficult to shoot with a rail turret, no more than hitting infantry with a forge gun! The game should never be a case of walking over them, it just makes you sound ignorant, which I why im looking forward to 1.5, tanks will hopefully be made into assets powerful ones at that but you wont be able to be ai, av, aa and everything inbetween! Are you serious? A FG has more damage and bigger splash than my railgun turret, its easy with a FG i can do it with militia FG Also that game 8+ ppl with milita AV that was militaia/basic, if anything like adv/proto comes on the field its ****** i would love to scale it up but we have no proto tanks Well im speaking from my experience the smaller reticle was most helpful, well miltia should require 50% more than at adv, while proto requires 50% less, I would rate current tanks as adv, a tier under needs considered! |
Garrett Blacknova
Codex Troopers
3597
|
Posted - 2013.09.04 16:16:00 -
[36] - Quote
If you have a Standard tank with Advanced mods crammed onto it, you probably have Standard weapons as well in order to actually fit your tank.
In that case, it's reasonable to expect an even fight against a solo AV player running Standard gear.
If you have a Gunnlogi, a Standard Swarm Launcher fitting with AV Ggenades is going to struggle a bit. If you have a Madrugar, that same AV fitting will be dangerous to get too close to, and has a decent chance of killing you if you make a mistake, while also being capable of avoiding/surviving your attacks at the kind of range you're forced to hold back at. If the tank moves in, the AV grenades let the AV guy pour out an even bigger damage hit than they have at range, making it a very risky move for the tank, even though it increases their chances of landing their own killshot on the AV guy.
If a Plasma Cannon starts shooting at a Gunnlogi, and is backed up with Flux Grenades, that tank is probably going to pop all its actives and run. If you can stay outside Plasma range, and if you can land a hit with your horribly-inaccurate weapons at that range, you can turn things back to your favour, but shield tanks don't like being that close to weapons that powerful. If the tank was a Madrugar instead, losing its shields isn't such a big deal, and it could probably turn and gun down the attacker while repping, and not have to worry too much.
This is assuming the tank driver is alone in the tank with no gunners, because that shifts the balance in favour of the tank's numerical superiority. Also, if a Gunnlogi rushes at a group of infantry on a hill, because "there's only one Swarm guy", and gets obliterated by Flux and/or AV Grenade spam, that doesn't prove that AV is overpowered. It proves that the Gunnlogi made a tactical error.
Unfortunately, what I'm comparing here is Standard AV vs. Standard vehicles. And yes, a good player can tip the balance - but that goes both ways. I can often use the AV Starter Fit (all Militia, and with only Swarms, no AV Grenades) to keep a Madrugar, and sometimes even a badly-fitted (or badly-driven) Gunnlogi from having any real involvement in a battle. As you go up the tiers, you'll notice that there are no HAVs above Standard, but that AV gets increased effectiveness.
At the moment, it's reasonable to expect AV players to solo tanks. This ISN'T because AV is more powerful than it should be, or because HAVs are underpowered. If anything, the current Standard HAV is slightly better than it should be. But it's priced like an Advanced model should be, and even though it's better than Standard, it's not good enough for Advanced, and certainly well short of being a Proto level item.
Also, while ISK balancing shouldn't be relied on as a primary balance mechanic, you do have to consider that an AV guy saying "I'm going to kill this tank if I have to die 5 times" is often committing less than half the ISK value of the tank they plan to kill. The other factors are more important, but that doesn't negate ISK as a factor in how vehicles are balanced.
If you can reasonably say that a half-million ISK tank will win 4/5 solo tanker vs. solo AV battles against a 100,000 ISK suit, then the ISK balance is about where it should be. If you can reasonably say that a 200,000 ISK suit has better than 50% chance of soloing the million+ ISK tank, that's looking like it's a little off. |
Takahiro Kashuken
Red Star. EoN.
1218
|
Posted - 2013.09.04 16:22:00 -
[37] - Quote
Monkey MAC wrote: Well im speaking from my experience the smaller reticle was most helpful, well miltia should require 50% more than at adv, while proto requires 50% less, I would rate current tanks as adv, a tier under needs considered!
The tanks we have now are basic
Enforcers by meta level are advanced by they are more like advanced militia tank |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
60
|
Posted - 2013.09.04 16:43:00 -
[38] - Quote
It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios... |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
60
|
Posted - 2013.09.04 16:44:00 -
[39] - Quote
Network double posted... |
Garrett Blacknova
Codex Troopers
3600
|
Posted - 2013.09.04 16:54:00 -
[40] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote: Well im speaking from my experience the smaller reticle was most helpful, well miltia should require 50% more than at adv, while proto requires 50% less, I would rate current tanks as adv, a tier under needs considered!
The tanks we have now are basic Enforcers by meta level are advanced by they are more like advanced militia tank They're functionally the equivalent of Standard Assault suits vs. Medium Frame. They're a Standard "Specialised" model instead of the basic version. |
|
Jack McReady
DUST University Ivy League
423
|
Posted - 2013.09.04 17:57:00 -
[41] - Quote
Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: Soma - armor
6 proto swarms - 18k+ dmg
your math assumes I had 3 proto damage mods fitted, all skills at max and all missiles actually hit instead of curshing into the ground because of poor pathing or spinning around for unknown reason. biased opinion is biased. Takahiro Kashuken wrote:You are full of **** u mad? Nope I just now know if i see you in game you are a bad player who needs 6+ proto volleys to kill a militia tank your butthurt comments all over the forum only insult your own intelligence. but please go on and amuse us even more.
a maximized SP wise soma fit for max tank can absorb 5 proto swarms without exploding against someone without damage mods. not to mentioned if it is spider tanked where another vehicle can step in to prevent damage. I let you figure out yourself how to do it. all 3 damage mods would change is reduce the amount of shoots to kill it from 6 to 4. |
Toby Flenderson
research lab The Superpowers
8
|
Posted - 2013.09.04 20:31:00 -
[42] - Quote
ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting!
I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think. |
Toby Flenderson
research lab The Superpowers
8
|
Posted - 2013.09.04 20:37:00 -
[43] - Quote
Takahiro Kashuken wrote:[ Also that game 8+ ppl with milita AV that was militaia/basic, if anything like adv/proto comes on the field its ****** i would love to scale it up but we have no proto tanks
I think if you apply this same logic to infantry it sounds ridiculous. Even 2 players with militia gear coming around a corner can kill a proto if they gang up on them. If a fraction of the team decides to try to kill a player in a tank then the person in the tank should probably not be invincible regardless what they're running. This seems to be what's happening more or less which is why I'm not calling for action of any kind of CCP's part. |
Monkey MAC
killer taxi company General Tso's Alliance
133
|
Posted - 2013.09.04 20:37:00 -
[44] - Quote
Toby Flenderson wrote:ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think.
Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!!
Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! |
Toby Flenderson
research lab The Superpowers
9
|
Posted - 2013.09.04 20:43:00 -
[45] - Quote
Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios...
I'm going to have to disagree. That's barely more than a prototype suit or two poorly fit proto suits. I don't really know much about driving a tank but I've seen scoreboards and if someone can't kill it's ISK worth of suits with a tank then they're probably doing it wrong. |
Monkey MAC
killer taxi company General Tso's Alliance
134
|
Posted - 2013.09.04 20:48:00 -
[46] - Quote
Toby Flenderson wrote:Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios... I'm going to have to disagree. That's barely more than a prototype suit or two poorly fit proto suits. I don't really know much about driving a tank but I've seen scoreboards and if someone can't kill it's ISK worth of suits with a tank then they're probably doing it wrong.
I concur, tanks should be priced on there surviability, about 5 million!! EACH!! |
Toby Flenderson
research lab The Superpowers
10
|
Posted - 2013.09.04 20:48:00 -
[47] - Quote
Monkey MAC wrote:Toby Flenderson wrote:ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think. Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!!
That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game.
|
Godin Thekiller
Hellstorm Inc League of Infamy
472
|
Posted - 2013.09.04 21:14:00 -
[48] - Quote
Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios...
more like 200k vs. 700k-2.3 mil ISK HAV's |
Godin Thekiller
Hellstorm Inc League of Infamy
472
|
Posted - 2013.09.04 21:16:00 -
[49] - Quote
Monkey MAC wrote:Toby Flenderson wrote:Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios... I'm going to have to disagree. That's barely more than a prototype suit or two poorly fit proto suits. I don't really know much about driving a tank but I've seen scoreboards and if someone can't kill it's ISK worth of suits with a tank then they're probably doing it wrong. I concur, tanks should be priced on there surviability, about 5 million!! EACH!!
HAHAHAHAHAHAHAHAHAHA!!!!!!!!!!! No, unless we get a quarter mil to a half a mil a kill, then just no. |
Godin Thekiller
Hellstorm Inc League of Infamy
472
|
Posted - 2013.09.04 21:17:00 -
[50] - Quote
Toby Flenderson wrote:Monkey MAC wrote:Toby Flenderson wrote:ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think. Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game.
It isn't our fault. We have 3 turrets, and 1 sucks, so what are we supposed to do? It isn't like we got 14 guns to use....... |
|
Godin Thekiller
Hellstorm Inc League of Infamy
472
|
Posted - 2013.09.04 21:19:00 -
[51] - Quote
Toby Flenderson wrote:Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios... I'm going to have to disagree. That's barely more than a prototype suit or two poorly fit proto suits. I don't really know much about driving a tank but I've seen scoreboards and if someone can't kill it's ISK worth of suits with a tank then they're probably doing it wrong.
The people who can't get killed has no AV or very low level AV going after him. PROTO swarm or any kind of FG above STD will make HAV's, and vehicles in general disappear. |
Monkey MAC
killer taxi company General Tso's Alliance
136
|
Posted - 2013.09.04 21:26:00 -
[52] - Quote
Godin Thekiller wrote:Toby Flenderson wrote:Monkey MAC wrote:Toby Flenderson wrote:ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think. Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game. It isn't our fault. We have 3 turrets, and 1 sucks, so what are we supposed to do? It isn't like we got 14 guns to use....... Im not saying its your fault but there needs to be more variations and more negatives, for there positives, blasters need terrible range, to become close quarters infantry based, rails need to be mre lomg range infantry support, however ther should infantry centric, and vechile centric versions, missle turrets need to have high direct, low splash, and low direct high splash, we need lasers, we need more choice but more negatives TOGETHER!! |
Needless Sacermendor
Red Fox Brigade
407
|
Posted - 2013.09.04 21:33:00 -
[53] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: Soma - armor
6 proto swarms - 18k+ dmg
your math assumes I had 3 proto damage mods fitted, all skills at max and all missiles actually hit instead of curshing into the ground because of poor pathing or spinning around for unknown reason. biased opinion is biased. Takahiro Kashuken wrote:You are full of **** u mad? Nope I just now know if i see you in game you are a bad player who needs 6+ proto volleys to kill a militia tank your butthurt comments all over the forum only insult your own intelligence. but please go on and amuse us even more. a maximized SP wise soma fit for max tank can absorb 5 proto swarms without exploding against someone without damage mods. not to mentioned if it is spider tanked where another vehicle can step in to prevent damage. I let you figure out yourself how to do it. all 3 damage mods would change is reduce the amount of shoots to kill it from 6 to 4. He only sees the words proto swarms and ASSumes it's proficiency 5 with 3 or more damage mods !
When this guy gets on his soap box your best bet is to walk on by ... with the rest of the crowd. |
Toby Flenderson
research lab The Superpowers
10
|
Posted - 2013.09.04 21:49:00 -
[54] - Quote
Godin Thekiller wrote:Toby Flenderson wrote:Monkey MAC wrote:Toby Flenderson wrote:ABadMutha13 wrote:I use a tank every match, I think that question was asked. I skilled almost completely into vehicles and so I consider that my role on the battlefield. Quite frankly its not all doom and gloom when you get around 8-9 million in skills. I never use the expensive tanks on pub matches.
(I have a scout suit so if needed I scurry around the battlefield avoiding fire and hacking.)
I will go along with the fact that SOME matches they have no AV and I stomp around feeling invincible. Other matches I see advanced A/V and I am very timid making quick runs, waiting for all my cool downs.
A good tanker knows his exits and his angles, he uses them to maximize his lifespan. What I do not like is CCP using huge towers where infantry can sit and get 360 degree of the entire battlefield, but that has nothing to do with balancing that is a simply flaw in the map building.
Happy Hunting! I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think. Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game. It isn't our fault. We have 3 turrets, and 1 sucks, so what are we supposed to do? It isn't like we got 14 guns to use.......
I apologize, I probably should've been more clear. I mean that it would be cool to see CCP come out with different turrets that allowed for more variation in tank strategies. I don't blame the tankers for using the turrets the way they currently are. |
Toby Flenderson
research lab The Superpowers
10
|
Posted - 2013.09.04 21:56:00 -
[55] - Quote
Godin Thekiller wrote:Toby Flenderson wrote:Dovallis Martan JenusKoll wrote:It's 70,000isk suits vs 500,000 ISK tanks.
Minimum to kill with vs minimum to survive with...
If the min survival tank cost was about 200,000 it would be acceptable cost ratios... I'm going to have to disagree. That's barely more than a prototype suit or two poorly fit proto suits. I don't really know much about driving a tank but I've seen scoreboards and if someone can't kill it's ISK worth of suits with a tank then they're probably doing it wrong. The people who can't get killed has no AV or very low level AV going after him. PROTO swarm or any kind of FG above STD will make HAV's, and vehicles in general disappear.
I would hope that proto AV will take out vehicles. Especially the swarm launchers considering that's literally all they can do. If those are on the field then tankers should play more cautiously otherwise accept the loss of ISK. Tanks aren't always appropriate. Just as I wouldn't run-and-gun if a tank is mowing down my team. |
Godin Thekiller
Hellstorm Inc League of Infamy
476
|
Posted - 2013.09.04 23:46:00 -
[56] - Quote
Monkey MAC wrote: Im not saying its your fault but there needs to be more variations and more negatives, for there positives, blasters need terrible range, to become close quarters infantry based, rails need to be mre lomg range infantry support, however ther should infantry centric, and vechile centric versions, missle turrets need to have high direct, low splash, and low direct high splash, we need lasers, we need more choice but more negatives TOGETHER!!
You know, the rails have a infantry-centric version, called the regulated railguns. But they have ridiculously high fitting costs, that nobody bothers using them. Same for the stabilized blasters. And yea, we do need lasers (I might try out the Beam Lasers), but I can't wait for the projectile turrets. Arty's that could be the mortars of Dust would be awesome |
Takahiro Kashuken
Red Star. EoN.
1227
|
Posted - 2013.09.05 12:41:00 -
[57] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: Soma - armor
6 proto swarms - 18k+ dmg
your math assumes I had 3 proto damage mods fitted, all skills at max and all missiles actually hit instead of curshing into the ground because of poor pathing or spinning around for unknown reason. biased opinion is biased. Takahiro Kashuken wrote:You are full of **** u mad? Nope I just now know if i see you in game you are a bad player who needs 6+ proto volleys to kill a militia tank your butthurt comments all over the forum only insult your own intelligence. but please go on and amuse us even more. a maximized SP wise soma fit for max tank can absorb 5 proto swarms without exploding against someone without damage mods. not to mentioned if it is spider tanked where another vehicle can step in to prevent damage. I let you figure out yourself how to do it. all 3 damage mods would change is reduce the amount of shoots to kill it from 6 to 4.
At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about |
Takahiro Kashuken
Red Star. EoN.
1227
|
Posted - 2013.09.05 12:43:00 -
[58] - Quote
Garrett Blacknova wrote:Takahiro Kashuken wrote:Monkey MAC wrote: Well im speaking from my experience the smaller reticle was most helpful, well miltia should require 50% more than at adv, while proto requires 50% less, I would rate current tanks as adv, a tier under needs considered!
The tanks we have now are basic Enforcers by meta level are advanced by they are more like advanced militia tank They're functionally the equivalent of Standard Assault suits vs. Medium Frame. They're a Standard "Specialised" model instead of the basic version.
Standard specialised
Its why the enforcers have less CPU/PG than standard but 1 more slot and a bonus to long range bombardment yet its for lolmissiles and blasters while it costs more SP and ISK to have one
Its advanced militia at best |
Monkey MAC
killer taxi company General Tso's Alliance
180
|
Posted - 2013.09.05 12:46:00 -
[59] - Quote
Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side? |
Jack McReady
DUST University Ivy League
434
|
Posted - 2013.09.05 13:18:00 -
[60] - Quote
Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value.
we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you. |
|
Toby Flenderson
research lab The Superpowers
13
|
Posted - 2013.09.05 14:25:00 -
[61] - Quote
Takahiro Kashuken wrote:
At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
Where did he say somas were better?
|
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
7
|
Posted - 2013.09.05 14:35:00 -
[62] - Quote
Toby Flenderson wrote:Godin Thekiller wrote:Toby Flenderson wrote:Monkey MAC wrote:Toby Flenderson wrote:
I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think.
Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game. It isn't our fault. We have 3 turrets, and 1 sucks, so what are we supposed to do? It isn't like we got 14 guns to use....... I apologize, I probably should've been more clear. I mean that it would be cool to see CCP come out with different turrets that allowed for more variation in tank strategies. I don't blame the tankers for using the turrets the way they currently are.
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem. |
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 14:42:00 -
[63] - Quote
Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you.
another biased butthurt post without any valid points from you
Just keep making stuff up because its easier for you
I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived
I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry
From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits
|
Monkey MAC
killer taxi company General Tso's Alliance
186
|
Posted - 2013.09.05 14:48:00 -
[64] - Quote
AbadMutha 13 wrote:
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem.
Yes your turrets definatly need improvements large and small alike, however like you said rail turretts at the moment can be both infantry and vechile centric, which I find a problem, this game is based on a rock, paper, sciccors mentality and should continue to be just so, there should be variations of your rail turret that make it infantry centric or vechile centric, and then a middle ground that is ok at both but not as good as a specilised variation. The missle turrets show ideally how it should work, some have mkre radius and splash damge which is clearly suited infantry, while others have less spread and more direct damage which clearly anti vechile, all turrets need this kind of definition! ,
|
Jack McReady
DUST University Ivy League
437
|
Posted - 2013.09.05 15:04:00 -
[65] - Quote
Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you. another biased butthurt post without any valid points from you Just keep making stuff up because its easier for you I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits what is the purpose of you repeating the same nonsense over and over?
surviving 6 proto hits and tanking it to proceed mowing down infantry are two entirely different things. it is possible to survive 6 proto swarms, that is the point. you are not supposed to be invincible but I guess you are one of those scrubs that think they should be able to solo everything in a tank and then wonder why the AV nades of a whole squad you tried to camp are hurting you. btw the time to kill a high durability fit is almost 20s of continous uninterrupted shooting with swarms. what have you or your team done in that time frame? the answer to this question is the cause of your butthurt. |
Monkey MAC
killer taxi company General Tso's Alliance
188
|
Posted - 2013.09.05 15:05:00 -
[66] - Quote
Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
|
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:23:00 -
[67] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you. another biased butthurt post without any valid points from you Just keep making stuff up because its easier for you I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits what is the purpose of you repeating the same nonsense over and over? surviving 6 proto hits and tanking it to proceed mowing down infantry are two entirely different things. it is possible to survive 6 proto swarms, that is the point. you are not supposed to be invincible but I guess you are one of those scrubs that think they should be able to solo everything in a tank and then wonder why the AV nades of a whole squad you tried to camp are hurting you. btw the time to kill a high durability fit is almost 20s of continous uninterrupted shooting with swarms. what have you or your team done in that time frame? the answer to this question is the cause of your butthurt.
If i could solo everything in a tank it would be a proto tank with proto mods where i would be able to tank 6 proto swarms because proto hull/mods
20s lolno, instant AV crutch nades, lai dai are the best 2k damage per nade and you never miss
What has my team done? well pub matches dont count only PC does but even then to kill a proto suit before he can launch all 3 nades takes longer to do in general also they can be anywhere at any time and not show up or even show up because i use a scanner but hide behind something and spam them because lol they never miss
Back to the point of you making stuff up, even with proto swarms and not prof 5 its at least 2k damage a volley, if you are not using dmg mods then you are doing it wrong again, plus swarms lock on even faster at level 5 fire faster and still fire invisible missiles which still go around corners
This invincible soma i have yet to see, every tanker i know doesnt use militia tanks because they get popped easily, i have yet to see one in a PC match and the ones i see in pub matches get killed very easily
I could say easily my maddy survived 2 sets of proto swarms and it has done, what im not telling you is that i was up a mountain behind cover but my turret was peaking out so i could still fire shots, the swarms could still lock onto me because of the turret but the missiles fire towards the bottom of my tank and i see the explosion of the missiles on the rocks so i survived 12proto swarms
Your story has more ******* holes in it than swiss cheese hence why i call it BS and made up
|
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:29:00 -
[68] - Quote
Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine
When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls
Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades
FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0
Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used
AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines
Give use proto hull/mods to compete with proto AV and we have a level playing field
Pub matches should never be used to balance a weapon, its random, teams are random, forget about it
Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance |
Jack McReady
DUST University Ivy League
437
|
Posted - 2013.09.05 15:34:00 -
[69] - Quote
Takahiro Kashuken wrote:stuff is that how discussion with you look like? someone bring facts and arguments and you answer with several unrelated biased QQ?
you not only failed at reading and answering accordingly, you also managed to write several answers with biased QQ and zero arguments in a row. I guess your ignorance and tunnelvision must be a blessing
|
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:41:00 -
[70] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:stuff is that how discussion with you look like? someone bring facts and arguments and you answer with several unrelated biased QQ? you not only failed at reading and answering accordingly, you also managed to write several answers with biased QQ and zero arguments in a row. I guess your ignorance and tunnelvision must be a blessing
Facts what ******* facts? you didnt bring any, you made it up on the spot
You told a story which more holes in it than swiss cheese and left out a bunch of details
Basically you are a terrible terrible AV player and have no idea what you are doing
Ive countered all your points, even made up a better story than you can do to prove your point wrong and its more ******* believable because it actually happens
|
|
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
8
|
Posted - 2013.09.05 15:57:00 -
[71] - Quote
Monkey MAC wrote:AbadMutha 13 wrote:
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem.
Yes your turrets definatly need improvements large and small alike, however like you said rail turretts at the moment can be both infantry and vechile centric, which I find a problem, this game is based on a rock, paper, sciccors mentality and should continue to be just so, there should be variations of your rail turret that make it infantry centric or vechile centric, and then a middle ground that is ok at both but not as good as a specilised variation. The missle turrets show ideally how it should work, some have mkre radius and splash damge which is clearly suited infantry, while others have less spread and more direct damage which clearly anti vechile, all turrets need this kind of definition! ,
I would agree with your rail-gun comment save the fact that its rate of fire is low and to really equip it properly you sacrifice armor and survivability. They are meant to be a glass cannon sort of tank, so they are balanced in the fact that they are usually not rolling around the battlefield.
|
Toby Flenderson
research lab The Superpowers
13
|
Posted - 2013.09.06 02:55:00 -
[72] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0 Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines Give use proto hull/mods to compete with proto AV and we have a level playing field Pub matches should never be used to balance a weapon, its random, teams are random, forget about it Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance
You must be joking calling swarms and AVs the biggest crutches in Dust.
Swarm launchers are primary weapons. They cannot attack infantry and they are completely worthless for anything aside from destroying vehicles. Why would CCP make them also difficult to aim and operate doing the only thing they're supposed to do? Aside from a SMG or scrambler pistol the player is completely defenseless to the enemies while they try to move into view of the tank. This is dangerous enough and almost suicidal so yeah they should be able to shoot/lock with some wiggle room around corners.
AV grenades are also worthless against infantry and can't be thrown very far. If someone drives a tank through infantry and doesn't expect to be challenged by something then they're just an idiot. I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. Play smarter if you're being killed by AV grenades.
Just imagine how vulnerable the SL/AV grenade users are while tankers sit cozy in a metal box with 5-10k hp. The ones chasing tanks with AV grenades deserve medals. |
Jack McReady
DUST University Ivy League
454
|
Posted - 2013.09.06 07:27:00 -
[73] - Quote
Toby Flenderson wrote:I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. in before Takahiro Kashuken again answers with unrelated stuff and wrong biased made up information. I guess there is no cure for his tunnelvision |
Xender17
Ahrendee Mercenaries EoN.
556
|
Posted - 2013.09.06 07:32:00 -
[74] - Quote
1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? If HAVs are intended to other HAVs than there are some big balance options.
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? This isn't viable. Isk earned per match and deaths per x matches make it very difficult to keep up. Unless redline snipe. Making ambush enviable and less fun.
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? The above. We are usually forced to use infantry gear.
4. Before 1.4 were things balanced? No. AV grenades and soloing are still and were problems. |
Takahiro Kashuken
Red Star. EoN.
1237
|
Posted - 2013.09.06 11:02:00 -
[75] - Quote
Toby Flenderson wrote:Takahiro Kashuken wrote:Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0 Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines Give use proto hull/mods to compete with proto AV and we have a level playing field Pub matches should never be used to balance a weapon, its random, teams are random, forget about it Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance You must be joking calling swarms and AVs the biggest crutches in Dust. Swarm launchers are primary weapons. They cannot attack infantry and they are completely worthless for anything aside from destroying vehicles. Why would CCP make them also difficult to aim and operate doing the only thing they're supposed to do? Aside from a SMG or scrambler pistol the player is completely defenseless to the enemies while they try to move into view of the tank. This is dangerous enough and almost suicidal so yeah they should be able to shoot/lock with some wiggle room around corners. AV grenades are also worthless against infantry and can't be thrown very far. If someone drives a tank through infantry and doesn't expect to be challenged by something then they're just an idiot. I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. Play smarter if you're being killed by AV grenades. Just imagine how vulnerable the SL/AV grenade users are while tankers sit cozy in a metal box with 5-10k hp. The ones chasing tanks with AV grenades deserve medals.
Missiles still being invisible - broken rendering
Missiles still following around corners/cover because it tracks to where you were locked on then follows you after it has reached that point - broken tracking
Can lock on through cover even if you can only see a part of the tank because the square pops up - broken lock on
Can lock on and then look away for a few seconds before you lose lock, i use this when behind cover, so i lock on to part of the tank look up and then fire, i should lose lock as soon as i look away - broken lock on
Can lock on and fire while bunny hopping - Basically an RPG on your shoulder so why the **** should you be allowed to do this?
If you are fine with the above problems then you are a crutch user who wants to keep an OP weapon
AV nades - homing crutch, means you can spam behind cover and never miss, you can even throw it past the tank and it will home in on it, more damage than AV mines, more damage than any of the large turrets
Why cant we just have it where you throw the AV nade at the tank, if you miss the tank its because you have bad aim, the AV nade would explode on the hull itself and if you miss it disappears after 2seconds
If you need the homing crutch then you are a bad player with no aim |
Hell Destroyer
Planetary Response Organization Test Friends Please Ignore
7
|
Posted - 2013.09.06 13:09:00 -
[76] - Quote
A tank by its self is useless with all the av. The swarms are hard to escape in a tank and the new fire rate really hurts tankers. In the end you need to coordinate with your squad if you tank or you have a tanker because the squad can help take out all the swarms you miss and inform you when and were they will becoming from. This is my experience |
|
|
|
Pages: 1 2 3 :: [one page] |