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Void Echo
Morsus Mihi Aperuitque Imperium
1340
|
Posted - 2013.09.16 07:08:00 -
[151] - Quote
Monkey MAC wrote:Void Echo wrote:Surt gods end wrote:For all those shouting the COD card. Use BF. they got the vehicle to infantry down right. or planet side. or halo. or unreal. or arma. but those HAV don't last long enough to draw a fart? no ****, cause THEY ARE FPS GAMES.
Dust is a ....mmo? MMORPGFPS? It a bloody LOBBY SHOOTER. Roaming open areas? talking to NPC? Wrong game. That game is called destiny.
resistance had a boat load of players. sure as hell no one is gonna call that game a mmo. MAG? riiiight. If by mmo you mean the MARKET being shared from eve, then yes mmo indeed.
CCP made a LOBBY FPS boys and girls. not a RTS.
in every other game, you don't put personal investment into vehicles, here you do, you put your own SP and ISK to deploying and using vehicles, they don't just randomly spawn at the same spot like they do in BF, we pilots personally call them down to be deployed, and when they are destroyed, we lose everything we invest in. "so you think just because you spent your isk on it, that makes you better" in the real world ( yes im bringing in the real world argument because you infantry are so fond of it when it suits your argument but you hate it when it counters you (fact)) those with money get ahead of those without money, in the real world those with money get better stuff than those that don't have money, in the real world money is everything. "if you want the real world so badly, then make tanks the way they are in the real world" we don't ******* want this to be call of duty you ******* dumbasses, you seem to like the real world so much that we just give you evidence in the real world of stuff that counters you. and you don't like it? HTFU or STFU. Dust isn't a pure FPS or pure infantry, Dust is part RPG in the fact that you personally skill your character into certain roles. if this was meant to be pure infantry CCP WOULDNT HAVE PUT VEHICLES IN THE GAME So what you are saying is lets make it like "real life" where the fact I spend millions on a tank should mean im awsome but we can't have "real life", where a single shoulder launched missle blows up your tank because . . ?
you seem to have ignored my 1st bolded statement (big surprise... ) where I explain that we have counters in the real world to whatever you want us to be crippled by in the real world.
WE DONT WANT THIS TO BE LIKE THE REAL WORLD....
we just bring up counters to every argument you make based in the real world, and you guys don't like it. |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 07:14:00 -
[152] - Quote
Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Surt gods end wrote:For all those shouting the COD card. Use BF. they got the vehicle to infantry down right. or planet side. or halo. or unreal. or arma. but those HAV don't last long enough to draw a fart? no ****, cause THEY ARE FPS GAMES.
Dust is a ....mmo? MMORPGFPS? It a bloody LOBBY SHOOTER. Roaming open areas? talking to NPC? Wrong game. That game is called destiny.
resistance had a boat load of players. sure as hell no one is gonna call that game a mmo. MAG? riiiight. If by mmo you mean the MARKET being shared from eve, then yes mmo indeed.
CCP made a LOBBY FPS boys and girls. not a RTS.
in every other game, you don't put personal investment into vehicles, here you do, you put your own SP and ISK to deploying and using vehicles, they don't just randomly spawn at the same spot like they do in BF, we pilots personally call them down to be deployed, and when they are destroyed, we lose everything we invest in. "so you think just because you spent your isk on it, that makes you better" in the real world ( yes im bringing in the real world argument because you infantry are so fond of it when it suits your argument but you hate it when it counters you (fact)) those with money get ahead of those without money, in the real world those with money get better stuff than those that don't have money, in the real world money is everything. "if you want the real world so badly, then make tanks the way they are in the real world" we don't ******* want this to be call of duty you ******* dumbasses, you seem to like the real world so much that we just give you evidence in the real world of stuff that counters you. and you don't like it? HTFU or STFU. Dust isn't a pure FPS or pure infantry, Dust is part RPG in the fact that you personally skill your character into certain roles. if this was meant to be pure infantry CCP WOULDNT HAVE PUT VEHICLES IN THE GAME So what you are saying is lets make it like "real life" where the fact I spend millions on a tank should mean im awsome but we can't have "real life", where a single shoulder launched missle blows up your tank because . . ? you seem to have ignored my 1st bolded statement (big surprise... ) where I explain that we have counters in the real world to whatever you want us to be crippled by in the real world. WE DONT WANT THIS TO BE LIKE THE REAL WORLD.... we just bring up counters to every argument you make based in the real world, and you guys don't like it.
If you dont want it to be like the real world, dont use the real world in any of arguments, just what exactly do expect tanks to be like? How many people should it take, to take down a tank being driven by one guy? |
Spkr4theDead
International-Fleet
722
|
Posted - 2013.09.16 07:16:00 -
[153] - Quote
Rei Shepard wrote:Quote:I face AV of all levels every single match. Those of us tankers that use the forums, the vast, overwhelming majority don't see you, because we're in skirmish. You know, good warm ups for PC battles? You know, one of 2 game modes that have a bearing on EVE? Ambush is team deathmatch. It has no bearing on EVE. If you don't want to fight tanks, you might as well go to Call of Duty. I'll drop a tank for you in a skirmish so you can see what it's like. I'll make it a blaster Gunnlogi with one active module, so it's not too hard for you. Then maybe you'll graduate to a blaster Madrugar, which has 5 active modules. Then I'll give you my funny speed fit, which has 7 active modules. Do you know what it's like to activate modules at the right time so you don't get destroyed? Damn, i never knew pressing 5-7 buttons at the same time requires an ounce of skill...my guess is that you never played BattleTech back in the Pentium 90 days on Lan Matches (internets didnt excist yet). Do a little too much and the Mech Overheated and shut down, you could overide this command if you had the skill & balls to pull it off while cycling weapon groups to fight efficiently at all times at all ranged, coupled with back thrusters to dodge incomming rail-fire and while your at it, place a Death From Above attack while comming down, locking the next mech and swapping weapons or activating systems. You also had to take notice of damaged sectors or wrecked sectors because armor was gone there and your mech would take internal damage if it got hit there. Tanks in Dust = Point, BLAST-EM..../drive away../activate module while driving away..or if your really daring, activate it before the shot hits ..OMG OMG so l33t.... Lol, this guy thinks using the wheel under duress is as easy as typing his zip code on his keyboard...
This isn't Mechwarrior. It's not Armored Core. I loved Mechwarrior 2, and I'd like to see it updated. Why are you arguing against vehicles when you have that kind of experience to draw on? |
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 07:21:00 -
[154] - Quote
Monkey MAC wrote:
If you dont want it to be like the real world, dont use the real world in any of arguments then don't bring up any real world **** in any of your arguments either, then we wont have to, we only respond to what you infantry say, its you infantry who keep bringing up the real world
just what exactly do expect tanks to be like? neither side can ever agree on anything, its up to CCP to decide how HAVs should be used, if we don't like it, they lose the vehicle pilots and this game becomes another call of duty
How many people should it take, to take down a tank being driven by one guy? iv explained this many times before, a minimum of 3 AVers should take down a tank that is 2 tiers above their AV level.
Quote:but if you require 3 people to kill one HAV, then the entire team needs to bring out AV to take down more than one tank
not true at all, if you already have 3 AVers on the battle field, those 3 AVers is all you need to take down those tanks... if you think what I quoted above, your just plain too stupid to work with someone else. |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 07:29:00 -
[155] - Quote
Void Echo wrote:Monkey MAC wrote:
If you dont want it to be like the real world, dont use the real world in any of arguments then don't bring up any real world **** in any of your arguments either, then we wont have to, we only respond to what you infantry say, its you infantry who keep bringing up the real world
just what exactly do expect tanks to be like? neither side can ever agree on anything, its up to CCP to decide how HAVs should be used, if we don't like it, they lose the vehicle pilots and this game becomes another call of duty
How many people should it take, to take down a tank being driven by one guy? iv explained this many times before, a minimum of 3 AVers should take down a tank that is 2 tiers above their AV level.
Quote:but if you require 3 people to kill one HAV, then the entire team needs to bring out AV to take down more than one tank not true at all, if you already have 3 AVers on the battle field, those 3 AVers is all you need to take down those tanks... if you think what I quoted above, your just plain too stupid to work with someone else.
So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
|
KIRSTY j
The Walking Targets
7
|
Posted - 2013.09.16 07:33:00 -
[156] - Quote
KING CHECKMATE wrote:Void Echo wrote:its a double standard and needs to be dealt with by the community..
the infantry believe they are entitled to everything, and they don't think anyone else should be as good as them.
self entitled pricks Its a FPS, Infantry is the blood that courses through this type of game. You want to use vehicles? play EVE. Ah no,but you people want to use VEHICLES to stomp on INFANTRY....Pfft... talk about EZ mode pricks.... dust is only a good game because of all the different weapons and vehicles. I use AR, HMG and tanks. It's way easier to stay alive running around in a assault suit than it is driving a tank. being infantry every game is so boring, glad tanks and planes are in this game. |
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 07:38:00 -
[157] - Quote
Monkey MAC wrote: So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
if it takes 3 standard AVers to take down a proto HAV (we don't have anything above standard)
then count and it will make sense:
1 proto AVer to take on a proto tank (the AV has to be extremely clever and intelligent to do this completely solo) and so on.... basically the numbers increase the higher the tank level is compared to you and the number lowers if your closer to his level. |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 07:41:00 -
[158] - Quote
Void Echo wrote:Monkey MAC wrote: So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
if it takes 3 standard AVers to take down a proto HAV (we don't have anything above standard) then count and it will make sense: 1 proto AVer to take on a proto tank (the AV has to be extremely clever and intelligent to do this completely solo) and so on.... basically the numbers increase the higher the tank level is compared to you and the number lowers if your closer to his level.
I thought thats what you meant. . . . . you can expect your nerf in the post, because ill tell you now 3std av isn't enough for a std hull with complex(proto) mods!! |
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 07:44:00 -
[159] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote: So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
if it takes 3 standard AVers to take down a proto HAV (we don't have anything above standard) then count and it will make sense: 1 proto AVer to take on a proto tank (the AV has to be extremely clever and intelligent to do this completely solo) and so on.... basically the numbers increase the higher the tank level is compared to you and the number lowers if your closer to his level. I thought thats what you meant. . . . . you can expect your nerf in the post, because ill tell you now 3std av isn't enough for a std hull with complex(proto) mods!!
I understand, I made my way of balancing quite accurate in the past, iv tried to remember it here as clearly as I can but oh well.
we have prototype modules here but no advanced or prototype hulls.
I was basing it on full basic fittings on tanks, full advanced fittings on tanks and full prototype fittings on tanks... if you have proto modules on your tank, you shouldn't go down easily |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 07:56:00 -
[160] - Quote
Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote: So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
if it takes 3 standard AVers to take down a proto HAV (we don't have anything above standard) then count and it will make sense: 1 proto AVer to take on a proto tank (the AV has to be extremely clever and intelligent to do this completely solo) and so on.... basically the numbers increase the higher the tank level is compared to you and the number lowers if your closer to his level. I thought thats what you meant. . . . . you can expect your nerf in the post, because ill tell you now 3std av isn't enough for a std hull with complex(proto) mods!! I understand, I made my way of balancing quite accurate in the past, iv tried to remember it here as clearly as I can but oh well. we have prototype modules here but no advanced or prototype hulls. I was basing it on full basic fittings on tanks, full advanced fittings on tanks and full prototype fittings on tanks... if you have proto modules on your tank, you shouldn't go down easily
Well now your going round circles void, which is more important, the hull or the mods which should define you? At the moment I dont think you really have std hulls, they are a base nothing more, its what you put on them that makes them work!
I understand sometimes being tanker can be annoying, but in my experience of tanking, there is this very gungho approach, I think wolfman will put a stop to this, make tanks have more defined roles, let them interact with infantry better. Hell im starting to see that now in .4. I was on a domination and we had created a barricade from hacked enemy llavs so they used a tank like a battering ram. Then the infantry used it for cover. We saw it off with an av effort, but he got away and recalled, but he didn't bring it out again! Tanks are a force multiplier when used correctly!! |
|
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 08:00:00 -
[161] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote: So what happens when younget a tank at top av level? Thats a political answer how many should it take down a tank the same tier as the av?
if it takes 3 standard AVers to take down a proto HAV (we don't have anything above standard) then count and it will make sense: 1 proto AVer to take on a proto tank (the AV has to be extremely clever and intelligent to do this completely solo) and so on.... basically the numbers increase the higher the tank level is compared to you and the number lowers if your closer to his level. I thought thats what you meant. . . . . you can expect your nerf in the post, because ill tell you now 3std av isn't enough for a std hull with complex(proto) mods!! I understand, I made my way of balancing quite accurate in the past, iv tried to remember it here as clearly as I can but oh well. we have prototype modules here but no advanced or prototype hulls. I was basing it on full basic fittings on tanks, full advanced fittings on tanks and full prototype fittings on tanks... if you have proto modules on your tank, you shouldn't go down easily Well now your going round circles void, which is more important, the hull or the mods which should define you? At the moment I dont think you really have std hulls, they are a base nothing more, its what you put on them that makes them work! I understand sometimes being tanker can be annoying, but in my experience of tanking, there is this very gungho approach, I think wolfman will put a stop to this, make tanks have more defined roles, let them interact with infantry better. Hell im starting to see that now in .4. I was on a domination and we had created a barricade from hacked enemy llavs so they used a tank like a battering ram. Then the infantry used it for cover. We saw it off with an av effort, but he got away and recalled, but he didn't bring it out again! Tanks are a force multiplier when used correctly!!
the roles of HAVs should not be what infantry say it should be, when people who don't know how to use a certain item say what its used for, nothing good comes out of it, that's why were here. |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 08:07:00 -
[162] - Quote
What is the role of a tank then? |
Kyy Seiska
Zumari Force Projection Caldari State
190
|
Posted - 2013.09.16 08:15:00 -
[163] - Quote
For my understanding, tanks still require only one person to operate properly (unlike like LAV that need 2). This makes them fairly expensive super weapon that allows one man to dominate the battlefield. Kinda like near invulnerability with ridiculous firepower for a cost.
So until they require a team to operate (at least 2) infantry should not need a team to take them down. Cost and SP required is irrelevant (Grind2Win, Pay2Win doesn't go well with fps games).
Besides having dedicated driver and dedicated shooter would make them heck of a lot more mobile and promote other fits that just shield/armor tanking ones. |
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 08:24:00 -
[164] - Quote
Kyy Seiska wrote:For my understanding, tanks still require only one person to operate properly (unlike like LAV that need 2). This makes them fairly expensive super weapon that allows one man to dominate the battlefield. Kinda like near invulnerability with ridiculous firepower for a cost.
So until they require a team to operate (at least 2) infantry should not need a team to take them down. Cost and SP required is irrelevant (Grind2Win, Pay2Win doesn't go well with fps games).
Besides having dedicated driver and dedicated shooter would make them heck of a lot more mobile and promote other fits that just shield/armor tanking ones.
it would also promote less usage of the vehicle all together, I did not skill into the tank just for me to require a dumbass to use the other half of it and nether did a lot of other tankers.
the LAV us practically useless when on the offensive, the only thing its good at is running people over.. the turret on the jeep should be controlled by an AI.
the seconds part of your posts gives me another example of how infantry is too stupid and ignorant to use teamwork when they demand it of others.
tankers are using teamwork now, its called spider tanking.
I don't want to be in control of someone else's tank and I don't want anyone else in control of mine. |
Void Echo
Morsus Mihi Aperuitque Imperium
1341
|
Posted - 2013.09.16 08:26:00 -
[165] - Quote
Monkey MAC wrote:What is the role of a tank then?
the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also.
right now, all they are good for is distance fighting. |
Monkey MAC
killer taxi company General Tso's Alliance
470
|
Posted - 2013.09.16 08:37:00 -
[166] - Quote
Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting.
Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!! |
Spkr4theDead
International-Fleet
725
|
Posted - 2013.09.16 18:04:00 -
[167] - Quote
Kyy Seiska wrote:For my understanding, tanks still require only one person to operate properly (unlike like LAV that need 2). This makes them fairly expensive super weapon that allows one man to dominate the battlefield. Kinda like near invulnerability with ridiculous firepower for a cost.
You have no idea what it's like to pilot a tank, do you. |
Spkr4theDead
International-Fleet
725
|
Posted - 2013.09.16 18:05:00 -
[168] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting. Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!! You clearly have NO IDEA what it's like. Are you saying shield tanks won't have ammo? |
Monkey MAC
killer taxi company General Tso's Alliance
492
|
Posted - 2013.09.16 18:11:00 -
[169] - Quote
Spkr4theDead wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting. Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!! You clearly have NO IDEA what it's like. Are you saying shield tanks won't have ammo?
No im saying that on sheild tanks will be more constrained by there active modules, armour is stand and deliver, so to stop being overpowered you limit ammo, a little more than on a sheild tank who has to run when his sheild hardners give out!! |
Csikszent Mihalyi
DUST University Ivy League
201
|
Posted - 2013.09.16 18:19:00 -
[170] - Quote
When an assault goes 30-0, they also take the risk of going 0-30. You are about as likely to get killed as you are to kill.
When a tanker goes 30-0, they complain if they get destroyed once, let alone twice.
That is the difference. The complaint only makes sense when you add ISK to the equation, from a pure power point of view, it's pretty much equivalent to a sniper complaining that they get found out and killed once or twice during a match without a chance to avoid it.
Tanks almost guarantee a high KDR, which equals efficiency. But you pay for the privilege. Whether that makes them OP or UP is a matter of perspective. |
|
Iron Wolf Saber
Den of Swords
8522
|
Posted - 2013.09.16 18:35:00 -
[171] - Quote
As for my opinion as to what the HAVs should be doing on the field with Boiler applied.
HAVs should either be Bursty Mobile Walls or Bursty Mobile Pwnagers, or a mix less effective between the two. Key word Bursty.
LAVs should be akin to our scouts, quick nimble still flexible. I honestly believe its best role should be deployer, driving around and dropping off helpful or harmful tech down such as mines or nano hives.
Our Dropships should be more akin to a flying logi bros.
MAVs if ever added would be also their own kind of logi bro but much heavier tanked and more focused on vehicle affinity than infantry affinity.
I would also like mass drivers, forge guns, swarm launchers, and plasma cannons as installable small turrets. Hell all guns. Just smaller they are the more barrels it gets. |
Void Echo
Morsus Mihi Aperuitque Imperium
1349
|
Posted - 2013.09.16 18:53:00 -
[172] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting. Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!!
that's the problem coming in the 1.5 times, tanks will no longer be tanks...
once that happens, I wont be playing this game anymore, il save up my SP or have them respect my tank sp and wait for jet fighters to come in, those are the only vehicles I see in the future that will have any significance for a lone pilot that wont have to rely on anyone else. |
Monkey MAC
killer taxi company General Tso's Alliance
493
|
Posted - 2013.09.16 18:59:00 -
[173] - Quote
Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting. Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!! that's the problem coming in the 1.5 times, tanks will no longer be tanks... once that happens, I wont be playing this game anymore, il save up my SP or have them respect my tank sp and wait for jet fighters to come in, those are the only vehicles I see in the future that will have any significance for a lone pilot that wont have to rely on anyone else.
Dude what do you expect, tanks aren't one man killing machines they need support they need other people, why should it be any different? 1 man makes a solider, many men make an army!! |
pegasis prime
BIG BAD W0LVES
982
|
Posted - 2013.09.16 19:01:00 -
[174] - Quote
Void have some faith im personally looking forward to tge changes as we will see who can still cut it . I like the hit run hide pattern of tanking I.e. rush round tge redline to the enimys redline and destroy everything between you and your own redline whilst ploughing through the field and I think the changes in 1.5 will just emphasise the current tanking schools I.e. armour will be the stand and deliver tank abd shields the gurilla attack vehicles there supposed to be . Im looking forward to the acctive dammage mods |
Monkey MAC
killer taxi company General Tso's Alliance
493
|
Posted - 2013.09.16 19:07:00 -
[175] - Quote
pegasis prime wrote:Void have some faith im personally looking forward to tge changes as we will see who can still cut it . I like the hit run hide pattern of tanking I.e. rush round tge redline to the enimys redline and destroy everything between you and your own redline whilst ploughing through the field and I think the changes in 1.5 will just emphasise the current tanking schools I.e. armour will be the stand and deliver tank abd shields the gurilla attack vehicles there supposed to be . Im looking forward to the acctive dammage mods
Finally someone who gets it, armour tanking is all about being more of a longer lasting presence, you might have to sacrifice power in order to stick around longer, but you're ability to commit your fire for a sustained period gives many pros!!
Sheild tanks are all about punching a hole then allowing infantry to finish the job, while armour is more of close infantry support, prepare for teamwork tankers, teamwork will be the flavour of the game!! |
Void Echo
Morsus Mihi Aperuitque Imperium
1351
|
Posted - 2013.09.16 19:09:00 -
[176] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:What is the role of a tank then? the HAV should be a heavily armored or shielded platform for a person to skill into and use. it should be adaptable and able to overcome any obstacle, the role of the HAV should be to punch through enemy lines and lead the infantry in for the victory, thus it should be able to take a lot of damage and give a lot of damage also. right now, all they are good for is distance fighting. Apart from the overcome any obstacle bit I agree, however they should also be capable of defending a teams assets or strongholds, this were the difference between sheild and armour tanks will be apparant, an armour tanks engagement time will be defined by its lack of ammo, it can dish out damage only fof a while before it needs to leave and resupply, while sheild based tanks will be dependant on their active modules, they can only stick around so long before the modules turn off and the tank becomes weak!! that's the problem coming in the 1.5 times, tanks will no longer be tanks... once that happens, I wont be playing this game anymore, il save up my SP or have them respect my tank sp and wait for jet fighters to come in, those are the only vehicles I see in the future that will have any significance for a lone pilot that wont have to rely on anyone else. Dude what do you expect, tanks aren't one man killing machines they need support they need other people, why should it be any different? 1 man makes a solider, many men make an army!!
I expect this game to be like they described it, where I can specialize what I have to do what I do best, not being able to have a specialized fitting is making this like other games.
tanks already need people to help them, the rendering and effectiveness of the radar requires us to have stupid infantry near us not doing a damn thing when they should be trying to kill the AV next to us. |
Void Echo
Morsus Mihi Aperuitque Imperium
1351
|
Posted - 2013.09.16 19:10:00 -
[177] - Quote
pegasis prime wrote:Void have some faith im personally looking forward to tge changes as we will see who can still cut it . I like the hit run hide pattern of tanking I.e. rush round tge redline to the enimys redline and destroy everything between you and your own redline whilst ploughing through the field and I think the changes in 1.5 will just emphasise the current tanking schools I.e. armour will be the stand and deliver tank abd shields the gurilla attack vehicles there supposed to be . Im looking forward to the acctive dammage mods
that what I do right now, if that's the case then nothing il notice will change. |
Iron Wolf Saber
Den of Swords
8523
|
Posted - 2013.09.16 19:10:00 -
[178] - Quote
Also to the guy brining in the real world example for who has the most money wins, you sir have just bought the worst and poorest argument ever in the history of warfare.
I cannot recall once, not once, where an effective weapon system that passed prototyping and into mass manufacture was ever designed to take out something costs more (in use) than what it typically kills.
Average soldier is about 15,000 USD to train and gear up and grind out, he can be easily killed by a 1$ bullet to the face.
Average fielded tank these days depending where you are can run you anywhere from 250,000 USD (old war) to 15 million a pop (the M1-A1 Abrams) and the RPG 25 has been known for the last decade to be able to defeat said tank probably costs around 500 to 5k usd give or take (this is just a rough estimate there is really established price tag but the system is just a tube and rocket it cannot get that expensive, now with guidance you're talking about 5-20x the price, such as a stinger) The older RPGs that able to make mincemeat out of old world tank's crew are as cheap as 50 USD a rocket. |
Void Echo
Morsus Mihi Aperuitque Imperium
1351
|
Posted - 2013.09.16 19:11:00 -
[179] - Quote
Monkey MAC wrote:pegasis prime wrote:Void have some faith im personally looking forward to tge changes as we will see who can still cut it . I like the hit run hide pattern of tanking I.e. rush round tge redline to the enimys redline and destroy everything between you and your own redline whilst ploughing through the field and I think the changes in 1.5 will just emphasise the current tanking schools I.e. armour will be the stand and deliver tank abd shields the gurilla attack vehicles there supposed to be . Im looking forward to the acctive dammage mods Finally someone who gets it, armour tanking is all about being more of a longer lasting presence, you might have to sacrifice power in order to stick around longer, but you're ability to commit your fire for a sustained period gives many pros!! Sheild tanks are all about punching a hole then allowing infantry to finish the job, while armour is more of close infantry support, prepare for teamwork tankers, teamwork will be the flavour of the game!!
if youv never skilled into tanks, you don't know how they work. |
Void Echo
Morsus Mihi Aperuitque Imperium
1351
|
Posted - 2013.09.16 19:12:00 -
[180] - Quote
Iron Wolf Saber wrote:Also to the guy brining in the real world example for who has the most money wins, you sir have just bought the worst and poorest argument ever in the history of warfare.
I cannot recall once, not once, where an effective weapon system that passed prototyping and into mass manufacture was ever designed to take out something costs more (in use) than what it typically kills.
Average soldier is about 15,000 USD to train and gear up and grind out, he can be easily killed by a 1$ bullet to the face.
Average fielded tank these days depending where you are can run you anywhere from 250,000 USD (old war) to 15 million a pop (the M1-A1 Abrams) and the RPG 25 has been known for the last decade to be able to defeat said tank probably costs around 500 to 5k usd give or take (this is just a rough estimate there is really established price tag but the system is just a tube and rocket it cannot get that expensive, now with guidance you're talking about 5-20x the price, such as a stinger) The older RPGs that able to make mincemeat out of old world tank's crew are as cheap as 50 USD a rocket.
LOL HAHAHAHAHAHAHA you also ignored my 1st bolded in that statement but its not surprising coming from you. |
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