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Ryme Intrinseca
Seraphim Auxiliaries
32
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Posted - 2013.09.22 17:58:00 -
[1] - Quote
This thread is amazing! Apparently you have to be a dedicated tanker in order to have an opinion on tanks. Does that mean you have to be a dedicated AVer in order to have an opinion on AV?
This is my favourite bit though:
Operative 1171 Aajli wrote:Amen brotha!
It's like I've said in other threads; killing a tank shouldn't be the deciding factor with solo proto AVers. They seem to want to be able to kill the tank or it's unacceptable.
Removing the tank from the fight should be the goal of proto AV abilities. When the tank is scared off and has to recoup it is a non-issue.
A tanker shouldn't have to deal with either alive or dead. I want to enjoy a tank in a match. My tank should be able to stay alive if I plan ahead for my mods. Your only worry as infantry is that the tank is in the fight. If my tank is out of the fight repping and cooling down then we both win. I can continue to use the thing I trained in and enjoy the game. You get to not worry about my tank for awhile. Brilliant! To be fair, we should also make it so infantry cannot be killed by tank fire. To paraphrase, '[i]f my infantry is out of the fight repping and cooling down then we both win'.
Do you even consistency, bro? |
Ryme Intrinseca
Seraphim Auxiliaries
33
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Posted - 2013.09.22 19:07:00 -
[2] - Quote
Spkr4theDead wrote:Ryme Intrinseca wrote:This thread is amazing! Apparently you have to be a dedicated tanker in order to have an opinion on tanks. Does that mean you have to be a dedicated AVer in order to have an opinion on AV? This is my favourite bit though: Operative 1171 Aajli wrote:Amen brotha!
It's like I've said in other threads; killing a tank shouldn't be the deciding factor with solo proto AVers. They seem to want to be able to kill the tank or it's unacceptable.
Removing the tank from the fight should be the goal of proto AV abilities. When the tank is scared off and has to recoup it is a non-issue.
A tanker shouldn't have to deal with either alive or dead. I want to enjoy a tank in a match. My tank should be able to stay alive if I plan ahead for my mods. Your only worry as infantry is that the tank is in the fight. If my tank is out of the fight repping and cooling down then we both win. I can continue to use the thing I trained in and enjoy the game. You get to not worry about my tank for awhile. Brilliant! To be fair, we should also make it so infantry cannot be killed by tank fire. To paraphrase, '[i]f my infantry is out of the fight repping and cooling down then we both win'. Do you even consistency, bro? Have you read any of the threads made by people that don't tank? That would be like us telling you how your dropsuits, weapons and equipment work. "It takes too long for me to kill you with my STD blaster, therefore your HP should be lowered, or extenders should be lowered." It just doesn't work that way. You're not going to be using a tank when the vehicle balance pass comes, so why do you care? I care because, if tankers were left to decide how to balance the game, every pub would be a 50-1 stomp from squads of tankers (which I've seen happen several times, btw) and every PC would be six (or whatever the limit is) tanks per side with all infantry hiding from their metal overlords in dark corners of the city. For example, this line
Quote:Is it wrong saying it should require teamwork to take down a tank? which most tankers have come out with at some stage, is a call for unbalancing the game. It means that a side with a tank has an effective two man advantage over a side without one, as one tanker is enough to make, say, three infantry put down their ARs/HMGs. The same goes for 2 tanks versus 1, 3 vs 2, etc. To maximize competitiveness you'd have to field the maximum number of tanks. |
Ryme Intrinseca
Seraphim Auxiliaries
34
|
Posted - 2013.09.22 20:22:00 -
[3] - Quote
Operative 1171 Aajli wrote:Ryme Intrinseca wrote:This thread is amazing! Apparently you have to be a dedicated tanker in order to have an opinion on tanks. Does that mean you have to be a dedicated AVer in order to have an opinion on AV? This is my favourite bit though: Operative 1171 Aajli wrote:Amen brotha!
It's like I've said in other threads; killing a tank shouldn't be the deciding factor with solo proto AVers. They seem to want to be able to kill the tank or it's unacceptable.
Removing the tank from the fight should be the goal of proto AV abilities. When the tank is scared off and has to recoup it is a non-issue.
A tanker shouldn't have to deal with either alive or dead. I want to enjoy a tank in a match. My tank should be able to stay alive if I plan ahead for my mods. Your only worry as infantry is that the tank is in the fight. If my tank is out of the fight repping and cooling down then we both win. I can continue to use the thing I trained in and enjoy the game. You get to not worry about my tank for awhile. Brilliant! To be fair, we should also make it so infantry cannot be killed by tank fire. To paraphrase, '[i]f my infantry is out of the fight repping and cooling down then we both win'. Do you even consistency, bro? Once again an infantry, non-tanker seeing it from a one sided perspective. The above makes sense and actually is the direction CCP is moving according to the dev post. My tank being temporarily powerful is NOT a burden to you. Likewise, you not being able to take it out at your early convenience is NOT a burden. A tank is not like infantry and should not have to deal with multiple deaths and recalls just to get two shots in. I challenge you to show me the dev post quote that says that the limit of AV ambition should be to force a tank to temporarily retreat.
Don't worry, I'm not expecting you to meet the challenge. What I am expecting is more double standards and ad hominems. |
Ryme Intrinseca
Seraphim Auxiliaries
39
|
Posted - 2013.09.23 07:12:00 -
[4] - Quote
This thread just keeps getting better and better!
Xender17 wrote:For 1 week. Make infantry armor reps have cool down/duration. Remove equipment slots and make equipment useable in high/low slots. Increase PG/CPU requirement of weapons so that they HAVE to equip PG mods to be good... Make sidearms a requirement. Make racial variants cost 6x as much as basics. Remove proto everything, but weapons.
See how they like it. So long as that week all vehicles are reduced to <1500 HP (including maxed out plates and extenders), with no damage reduction and full damage from small arms fire.
The grass is always greener. |
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