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Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 17:50:00 -
[391] - Quote
ADAM-OF-EVE wrote:Shattered Mirage wrote: Lets chop your dropsuits into three as well! You control the legs, one person does the equipment, and another does the guns! I mean it's fair right? You paid for that suit so that all these other guys could get free rides doing whatever they feel!
So while you move the suit toward the combat zone guy 2 thinks your too slow so he drops your nano hives and grenades to "lighten the load" while the guy on the gun is swinging back and forth taking pot shots and using ammo without regard for supply. But that doesn't matter cause its now balanced with tanks! Congratulations! Your suit is now officially useless for general use!
lol so by your recconing you would need 9 people to work your tank beacause there are 3 inside with 3 controlling each suit. Don't give me that rubbish. Your a merc first then a tank driver
Of course, we can't make infantry use teamwork right? they have to be able to godmode solo whenever the hell they like, right? Why not even consider it? That is what you want to do to us, its only fair.
so dieing 5-10 times in a single game is god mode. i would hate to think what normal mode is also infantry use far more teamwork than tankers do, how do you think we capture null cannons from the enemy, you know the pointy buildings that shoot missiles into the air at the mcc that only infantry can capture and actually win the fight. while you are off in your tank just mowing down anything that moves.
Really? adding other post in this quote to make it seem as if I wrote it?
Anyways...
Quote:so dieing 5-10 times in a single game is god mode.
Makes no sense. Although, I'm sure you meant "So killing 5-10 times in a single game is god mode." According to you infantry it is, after all, isn't that what you're complaining about?
Quote: also infantry use far more teamwork than tankers do, how do you think we capture null cannons from the enemy, you know the pointy buildings that shoot missiles into the air at the mcc that only infantry can capture and actually win the fight. while you are off in your tank just mowing down anything that moves.
LOL!
I'm pretty damned sure I know how you idiots capture Null Cannons. The basis of your argument seems to be based on us " mowing down anything that moves." Which doesn't happen often. We haven't gone 30+ kills since Chromosome, unlike infantry which regularly go 40+ with only 5 deaths.
We both know that there is no teamwork involved in this game; at least not with complete randoms, sure with corporations there are but, thats really only the competitive ones such as SVER True Blood. |
Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 17:55:00 -
[392] - Quote
ADAM-OF-EVE wrote:Spkr4theDead wrote:ADAM-OF-EVE wrote:Spkr4theDead wrote:ADAM-OF-EVE wrote:ke our
yes it will make me happier. then we will really have something to have your tanks nerfed for Why do you want preplanning,....................and SP nerfed? corrected that for you. you seem to lack the necessary requirements for that suit We've said time and time again, we still manage to survive, flourish and even get infantry angry because even after so many consecutive tank nerfs, and so many parallel AV buffs, you all still find it incredibly difficult to kill us. So I don't know what you're trying to say by removing the word intelligence, but if anybody is lacking it, it's infantry. so from this post alone by my understanding your saying tanks and av are fine as they are because tanks survive,flourish and are incredibly difficult to kill. i give up. i have no idea what your entire thread is about anymore. its all nonsense. you change your point on almost every post
Heh, everything you posted so far is nonsense.
Like I said to Monkey earlier, you're either just trying to find an answer that you can use against us so you have some sort of reason to change vehicles or, you're torlling. |
Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 17:58:00 -
[393] - Quote
ADAM-OF-EVE wrote:Shattered Mirage wrote:ADAM-OF-EVE wrote:Void Echo wrote:SgtDoughnut wrote:God tankers are so bitchy its funny. Here's the thing yes a tank should be this massive asset on the field for the team, not for 1 guy. Tankers want their cake and to eat it too. They want to be this massive influence on the field SOLO. One guy should not be able to wipe out everyone around him uncontested just because he spent more isk than the next guy. This just leads to everyone running tanks because its the only viable thing. If you want to run a tank solo it has to be only slightly stronger than a solo merc, and I say slightly stronger due to the fact they cost so much. If you want a true tank, a killing machine on the level of the M1 abrams you are going to have to multicrew your tank. This means driver only drives, gunner only shoots, and support gunners only run support guns. The more complex and team based a tank is the more powerful it can be due to the fact it requires more people to be effective.
So by that meaning if you want to run a solo tank expect it to be paper thin, if you want a strong tank expect to have to run a crew of people. This is balance and this is fair. translation: dust tanks are meant to be **** and strong tanks will not exist. my translation : solo tanks are meant to be **** and tanks with a crew should be awesome Double standards again. Solo dropsuits should then be complete **** like us and dropsuit with a crew should be awesome. do tankers not realise they are in a suit, inside a tank.
Does infantry not realize that we are in. [i]A. Tank?
If you're going to reply, don't do a half-assed job of it. |
Monkey MAC
killer taxi company General Tso's Alliance
649
|
Posted - 2013.09.23 18:00:00 -
[394] - Quote
Shattered Mirage wrote:Monkey MAC wrote:Mirage you are using your own argument to prove yourself wrong!
You said everything nerfed was because it killed us, so why would stuff get buffed, you don't seem to understand balance otherwise you would not have made that point in the first place! The lasers sight was more of a boon than a buff true.
But it also was only nerfed at the proto level. There is plenty of teamwork in FW you have to put in an effort to achieve it, its not some majical power, its thinking what will benifit my team more, overwatch while he hacks or having greedy hacking points for myself. I'm using your argument to prove yourself wrong. Monkey MAC wrote:You said everything nerfed was because it killed us, so why would stuff get buffed This came from you. I understand balance. I also understand that I'm biased and so, I shouldn't be making said balancing decisions. However, neither should you, who is clearly more biased than me.
Have you taken the time to read my actual opinion, tanks are fine, they don't need a nerf but they sure as hell don't need a buff! You said to me everything that has been nerfed, was nerfed because it killed infantry, this is what you said, so why would buff anything ever if that were the case? You attempted to use the fact that weaponry has been nerfed because of infantry bad attitude, I disproved that!
Using my argument against me doesn't consist of telling me you are! |
Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 18:00:00 -
[395] - Quote
ADAM-OF-EVE wrote:Spkr4theDead wrote: Will it make you happier when we start spec'ing into the pilot suit to make our vehicles stronger? Or would that be OP?
yes it will make me happier. then we will really have something to have your tanks nerfed for
More proof that you're completely biased and therefore shouldn't have any say in any type of balancing whatsoever. |
ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
340
|
Posted - 2013.09.23 18:09:00 -
[396] - Quote
Shattered Mirage wrote:
Makes no sense. Although, I'm sure you meant "So killing 5-10 times in a single game is god mode." According to you infantry it is, after all, isn't that what you're complaining about?
LOL!
I'm pretty damned sure I know how you idiots capture Null Cannons. The basis of your argument seems to be based on us " mowing down anything that moves." Which doesn't happen often. We haven't gone 30+ kills since Chromosome, unlike infantry which regularly go 40+ with only 5 deaths.
We both know that there is no teamwork involved in this game; at least not with complete randoms, sure with corporations there are but, thats really only the competitive ones such as SVER True Blood.
the quote bugged out and i couldn't fix it. none the less my argument there still stands.
5-10 kills with 5-10 deaths. thats about average. i would say thats far more balanced than 1 tank steamrolling everything it can and as soon as anyone looks at you that might have any sort of av you run and hide or as most of you do, you just recall the tank and get a shiney new one. also infantry do not often go 30+ kills. yes some do solo but not often and they take serious hits to the wallet to get so high. mostly its great squads or teams steamrolling the opposition which makes getting that 30 kills easy because they work as a team but thats another issue and nothing to do with tanks or av
sure randoms like to solo, you in your tank like to solo. that makes you a random. people have suggested time and time again to make tanks require a crew which would require teamwork to use and then this would make balancing av across 3 av players to take that tank out balanced but tankers are having none of it and still want to solo. |
Pocket Rocket Girl
Psygod9 D.E.F.I.A.N.C.E
29
|
Posted - 2013.09.23 18:12:00 -
[397] - Quote
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.
The dev post on tank changes seem to be pointing to a greater contrast of the tank being able to be invulnerable temporarily and then be very vulnerable on cooldown.
A proto AVer should have to work to destroy a tank and be smart, not sit on a roof and wait for the tank to just stroll by.
A dedicated AVer should be able to observe the route a tank takes and go where the tank is going to be passing by in its vulnerable state.
Easy. I see no reason for complaints by infantry players unless those players just want to have an easy kill with little effort. They can't accept a tank still being alive but sitting on the redline repping and out of combat.
That just doesn't do it for them because their goal of a tank kill goes unfulfilled. Nevermind they have done their job of suppressing the tank and keeping it pushed back. On no! That doesn't add to their k/d ratio.
I am a AV unit and I agree with this I can not stand AV'ers that complain that they can't solo a tank. when i engage a tank i do so expecting to push it back away from the area, if that tanker is going to keep coming then guess what? I WILL KEEP GUNNING FOR YOU until you leave i know better than to chase a tank on my own, but believe me i will be watching what direction you are heading and do my best to cut you off from advancing. in any other direction. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
424
|
Posted - 2013.09.23 18:13:00 -
[398] - Quote
Monkey MAC wrote:Also the max health of a suit is about 1600, a well placed core locus will drop you to about 750 ehp, so I think infantry know more about loosing chunks of health, especially when it impacts more!
lolnope.
sorry. Breach FG can hit for 4k of my 7k. 10% passive resists before active mods (which I often don't have running; out of combat downtimes, dontchaknow) equals a potential hit for ~50% of my EHP on a huge target. Also, there is no way that a Core Locus with 600 base gets boosted to nearly 1k damage. Particularly considering you've got shields in the way. (unless there's a bug to do with headshots?) In any event, a well-placed Core Locus is harder to place than a Wyka Breach shot on a tank.
And I love it when a swarm launcher lol1shots my Madrugar through my resists from some BS critical hit he didn't even aim for. |
Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 18:17:00 -
[399] - Quote
Monkey MAC wrote:Shattered Mirage wrote:I'm using your argument to prove yourself wrong. Monkey MAC wrote:You said everything nerfed was because it killed us, so why would stuff get buffed This came from you. I understand balance. I also understand that I'm biased and so, I shouldn't be making said balancing decisions. However, neither should you, who is clearly more biased than me. Have you taken the time to read my actual opinion, tanks are fine, they don't need a nerf but they sure as hell don't need a buff! You said to me everything that has been nerfed, was nerfed because it killed infantry, this is what you said, so why would buff anything ever if that were the case? You attempted to use the fact that weaponry has been nerfed because of infantry bad attitude, I disproved that! Using my argument against me doesn't consist of telling me you are!
You.... disproved that... no, no you did not. All you did was reply saying that the MD got rebuffed and the Laser Rifle got rebuffed (Which it did not). I've read your opinion and I disagree with you; it should be fairly obvious why.
Quote:You said to me everything that has been nerfed, was nerfed because it killed infantry, this is what you said, so why would buff anything ever if that were the case?
Exactly. The only real reason anything would get buffed is because CCP will either eventually gather enough data on it that they decide its UP or, the players who use said weapons complain about it enough for CCP to take notice.
Also, you didn't disagree with this so, its true.
Quote:You attempted to use the fact that weaponry has been nerfed because of infantry bad attitude, I disproved that!
No, you did not disprove that. I did not "attempt" to use the fact, I did use it. Huh, would you look at that, even you agree that its a fact. Infantry's bad attitude has cause a large number of nerfs. |
Shattered Mirage
native warlords
309
|
Posted - 2013.09.23 18:18:00 -
[400] - Quote
Pocket Rocket Girl wrote: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.
The dev post on tank changes seem to be pointing to a greater contrast of the tank being able to be invulnerable temporarily and then be very vulnerable on cooldown.
A proto AVer should have to work to destroy a tank and be smart, not sit on a roof and wait for the tank to just stroll by.
A dedicated AVer should be able to observe the route a tank takes and go where the tank is going to be passing by in its vulnerable state.
Easy. I see no reason for complaints by infantry players unless those players just want to have an easy kill with little effort. They can't accept a tank still being alive but sitting on the redline repping and out of combat.
That just doesn't do it for them because their goal of a tank kill goes unfulfilled. Nevermind they have done their job of suppressing the tank and keeping it pushed back. On no! That doesn't add to their k/d ratio. I am a AV unit and I agree with this I can not stand AV'ers that complain that they can't solo a tank. when i engage a tank i do so expecting to push it back away from the area, if that tanker is going to keep coming then guess what? I WILL KEEP GUNNING FOR YOU until you leave i know better than to chase a tank on my own, but believe me i will be watching what direction you are heading and do my best to cut you off from advancing. in any other direction.
[Off-topic]
When the hell did Psygod join D.E.F.I.A.N.C.E.?
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Monkey MAC
killer taxi company General Tso's Alliance
650
|
Posted - 2013.09.23 18:18:00 -
[401] - Quote
Lorhak Gannarsein wrote:Monkey MAC wrote:Also the max health of a suit is about 1600, a well placed core locus will drop you to about 750 ehp, so I think infantry know more about loosing chunks of health, especially when it impacts more! lolnope. sorry. Breach FG can hit for 4k of my 7k. 10% passive resists before active mods (which I often don't have running; out of combat downtimes, dontchaknow) equals a potential hit for ~50% of my EHP on a huge target. Also, there is no way that a Core Locus with 600 base gets boosted to nearly 1k damage. Particularly considering you've got shields in the way. (unless there's a bug to do with headshots?) In any event, a well-placed Core Locus is harder to place than a Wyka Breach shot on a tank. And I love it when a swarm launcher lol1shots my Madrugar through my resists from some BS critical hit he didn't even aim for.
You got it, headshot with a grenade are possible and working as intended! Most suits are 1 shoted, heavies are the exception! |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
424
|
Posted - 2013.09.23 18:20:00 -
[402] - Quote
ADAM-OF-EVE wrote:the quote bugged out and i couldn't fix it. none the less my argument there still stands.
10-15 kills with 0-2 deaths. thats about average. i would say thats far more balanced than 1 lolassaulter steamrolling everything it can and as soon as anyone looks at you that might have any sort of ap you run and hide or as most of you do, you just switch the suit and get a shiney new one. also tanks[i/] do not often go 30+ kills. yes some do solo but not often and they take unfathomable[/] hits to the wallet to get so high. mostly its great squads or teams steamrolling the opposition which makes getting that 30 kills easy because they work as a team but thats another issue and nothing to do with infantry or ap
sure randoms like to solo, you in your dropsuit[/] like to solo. that makes you a random. people have suggested time and time again to make infantry require a squad(wait no they haven't! why not? just as effective, in my experience) which would require teamwork to use and then this would make balancing infantry across 3 [i]infantry players to take that [i]protosuit out balanced but [i]infantry are having none of it and still want to solo.
Fixed it for you. |
johnhonorcrest2
RestlessSpirits D.E.F.I.A.N.C.E
1
|
Posted - 2013.09.23 18:21:00 -
[403] - Quote
ADAM-OF-EVE wrote:Spkr4theDead wrote:Monkey MAC wrote:So what because some people don't drive tanks we should have no say in their development, despite the fact its a part of the game that affects everyone?
While I agree the view of some non tankers is a bit irrational, you cant expect to sit by and allow you to overpower tanks, becausethat iis the view of some tankers.
Its about a little give and take!! Some? A bit irrational? A grenade that does ~2000 damage to armor isn't enough! A tracking AV weapon that does > 2000 damage per volley isn't enough! It's not enough to merely suppress a tank and make it go away! How is that just a bit irrational? when a rail turret kills all with 1 shot, when a blaster turret kills a player in 1-2 hits. yet you in your tank can and do often survive 4 or 5 hits before blowing. its only when people are tired of your stomping that they turn to av and its never a single av player its always more. and you say we have no right to say what happens with tanks.
u still have anything to say im a tanker and a dropship pilot and if there proto out most of the times a proto forge gun/ swarm will kill anything in one clip |
Shattered Mirage
native warlords
311
|
Posted - 2013.09.23 18:22:00 -
[404] - Quote
ADAM-OF-EVE wrote:Shattered Mirage wrote:
Makes no sense. Although, I'm sure you meant "So killing 5-10 times in a single game is god mode." According to you infantry it is, after all, isn't that what you're complaining about?
LOL!
I'm pretty damned sure I know how you idiots capture Null Cannons. The basis of your argument seems to be based on us " mowing down anything that moves." Which doesn't happen often. We haven't gone 30+ kills since Chromosome, unlike infantry which regularly go 40+ with only 5 deaths.
We both know that there is no teamwork involved in this game; at least not with complete randoms, sure with corporations there are but, thats really only the competitive ones such as SVER True Blood.
the quote bugged out and i couldn't fix it. none the less my argument there still stands. 5-10 kills with 5-10 deaths. thats about average. i would say thats far more balanced than 1 tank steamrolling everything it can and as soon as anyone looks at you that might have any sort of av you run and hide or as most of you do, you just recall the tank and get a shiney new one. also infantry do not often go 30+ kills. yes some do solo but not often and they take serious hits to the wallet to get so high. mostly its great squads or teams steamrolling the opposition which makes getting that 30 kills easy because they work as a team but thats another issue and nothing to do with tanks or av sure randoms like to solo, you in your tank like to solo. that makes you a random. people have suggested time and time again to make tanks require a crew which would require teamwork to use and then this would make balancing av across 3 av players to take that tank out balanced but tankers are having none of it and still want to solo.
We don't steamroll, stop exaggerating. Yes, they might not get 30+ kills often but, its a fact that they do get 20-30 kills often per match without dieing once. I truly doubt they take serious hits to their wallet because of this; the most the might lose is ~150k ISK unless they're using proto suits in which case they should've known better to take it out if they couldn't afford it.
Quote:as anyone looks at you that might have any sort of av you run and hide or as most of you do, you just recall the tank and get a shiney new one.
Do you want us to sit there and let us kill you? No. Are you going to sit there and let us kill you? No.
Only idiots call in another tank while Proto AV is out and therefore, deserve to lose said tank. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
424
|
Posted - 2013.09.23 18:24:00 -
[405] - Quote
Monkey MAC wrote:You got it, headshot with a grenade are possible and working as intended! Most suits are 1 shoted, heavies are the exception!
Well, I'll accept that.
However, I'm going to call that the exception, not the rule. In the same way that I rarely eat 50% damage from one shot from a forge, or get lol1shot from a swarm.
I do, however, have to deal with a single shot from a free weapon dealing 1/5th of my HP on my top-tier, maxed-relevant-skills, 1.4M fitting, which is not something that a heavy ever has to deal with (aside from grenades, of course, but I'll take that and raise you a 'grenades are basically point-blank weapons') |
Toby Flenderson
research lab The Superpowers
54
|
Posted - 2013.09.23 18:26:00 -
[406] - Quote
Spkr4theDead wrote:Toby Flenderson wrote:Void Echo wrote:Quote:why should 1 man should get so much power because he put a bit of money towards it notice in that question, you didn't say anything about the question being specific to tanks or anything, so your basically asking why should proto infantry have more power over militia? just because they spent more isk and SP? according to you, that's not balanced. like I said, according to you, everything including infantry equipment should be on the same level of militia gear, even though it costs more isk and SP to use. but look at that prototype is far superior to militia gear in every way & it costs more isk and SP to use it. your point is invalid under this fact. I love that you're implying that a prototype suit is as hard to kill as a well stocked tank. Prototype suits are killed all the time by random grenades that are thrown or getting unlucky and pinned by a blueberry that just happened to see them reloading. This doesn't happen to tanks. A prototype suit has maybe double the health of a regular blueberry while a tank has easily 10 times the health. Also, blueberries have to take out a specific class to hurt a tank. They are perfectly equipped to deal with pro to suits with their default classes. This counterargument is just hilarious. He's basically saying that 200,000 ISK worth of power is just unbalanced as 2m ISK worth of power. Why are you complaining? You're not taking ~2000 worth of damage from a single grenade, or ~2500 worth of damage from a single volley / round, or 3000 from a Wiyrkomi breach (though some use it as anti infantry). You really just don't have anything to complain about. CCP is trying to attract and retain new players. I think it's entirely in their right to give new players as many things as possible to try to retain them. If you don't think that should be the case, then you could find something else to play. After all, the survivability of this game isn't on your head.
Haha I'm not complaining, I'm just arguing against your implication that dropsuits are as unblanced as tanks in the "ISK=Power" argument. If you really think that AV grenades are more of a threat to tanks as regular grenades are to infantry you are insane. Tanks can move faster than infantry and so getting close enough to throw an AV at a tank is difficult/dangerous. To hit infantry you just have to be within CQC range which is what a major portion of this game is based around. The relative chunk of health taken from each one is also not even comparable let alone tanks abilities to auto-rep while infantry are left vulnerable to the followed up primary shot. One grenade kills most infantry if you hit them with it and if it doesn't they are most likely killed by another grenade/weapon/person. Another thing you may want to consider is the number of players running AV grenades vs the number running any other kind of grenade used on infantry. I would put my money 1:10.
What I don't understand is why tankers complain about damage per second to infantry who die within 2 seconds most of the time (if you want to play the "every shot hits and damage mods and blah blah blah" game). Keep complaining about your 3000 swarm launchers when only 1-2 people run it in a match while most of the other team has some sort of AR focused on infantry. It takes a specialized person to kill you and you're virtually invincible to every other player on the enemy team and you're still complaining that you're dying.
There is nothing more demoralizing to a new player than spawning in and hiding from a tank the whole game. At least they have a chance to kill a prototype suit with their MLT AR but no tank is going down to a MLT SL. Unless new players invest the first 2m into AV then they have nothing to defend themselves with against tanks. Infantry using prototype equipment is hard to kill and sucks to fight if you run starter fits but a tank is much worse. I'm surprised you didn't stop typing during that last bit of your response and realize what you were saying. "Stop complaining about tanks because every new player should be able to jump in one and dominate for this game to be successful".
TL;DR: You're ridiculous to complain to infantry about how fast grenades/weapons kill in this game and implying that CCP give powerful tanks to new players to retain them is possibly the stupidest suggestion I've ever heard in these forums. |
Xender17
Ahrendee Mercenaries EoN.
675
|
Posted - 2013.09.23 18:28:00 -
[407] - Quote
Ryme Intrinseca wrote: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. The argument that tank HP is an advantage doesn't mean much. Especially when there are weapon that make it the HP mean nothing but a scaled up version of infantry HP with a scaled up version of infantry weapons. |
Monkey MAC
killer taxi company General Tso's Alliance
651
|
Posted - 2013.09.23 18:29:00 -
[408] - Quote
Im sorry mirage but you are beyond hope, you misconstrued points to suit your agenda. I will not convince you, neither will you convince me!
I bid you good night, because I tire of this argument! |
Shattered Mirage
native warlords
311
|
Posted - 2013.09.23 18:32:00 -
[409] - Quote
Monkey MAC wrote:Im sorry mirage but you are beyond hope, you misconstrued points to suit your agenda. I will not convince you, neither will you convince me!
I bid you good night, because I tire of this argument!
Says the person who does it too; lets not pretend that you don't.
Goodnight. |
Monkey MAC
killer taxi company General Tso's Alliance
651
|
Posted - 2013.09.23 18:33:00 -
[410] - Quote
Lorhak Gannarsein wrote:Monkey MAC wrote:You got it, headshot with a grenade are possible and working as intended! Most suits are 1 shoted, heavies are the exception! Well, I'll accept that. However, I'm going to call that the exception, not the rule. In the same way that I rarely eat 50% damage from one shot from a forge, or get lol1shot from a swarm. I do, however, have to deal with a single shot from a free weapon dealing 1/5th of my HP on my top-tier, maxed-relevant-skills, 1.4M fitting, which is not something that a heavy ever has to deal with (aside from grenades, of course, but I'll take that and raise you a 'grenades are basically point-blank weapons')
I see your argument grenades are point blank and range and raise you a sniper rifle, which are salvage! |
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ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
340
|
Posted - 2013.09.23 18:41:00 -
[411] - Quote
you tankers in this thread are way beyond hope. there is no reasoning with the unreasonable
i really hope ccp give you what you want. and then nerf the **** out off you when your op
i await your tears |
Toby Flenderson
research lab The Superpowers
54
|
Posted - 2013.09.23 18:43:00 -
[412] - Quote
Xender17 wrote:Ryme Intrinseca wrote: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. The argument that tank HP is an advantage doesn't mean much. Especially when there are weapons that make the HP mean nothing but a scaled up version of infantry HP with a scaled up version of infantry weapons.
I disagree with the weapons bit. Scaled up versions of infantry weapons could be used against infantry but it seems that most people are complaining about the AV grenades and SL. There is obviously a scale to balance the extended HP with higher damage weapons but another thing to consider is that tanks use armor repair and damage reduction. I can sit there and toss 3 proto packed AV grenades at a tank and watch it repair itself in between tosses so that my net damage is 0 by the time I get to lock on with a SL. Infantry cannot do this. So it's not just scaled numbers, there are different mechanics involved. |
Shattered Mirage
native warlords
313
|
Posted - 2013.09.23 18:49:00 -
[413] - Quote
ADAM-OF-EVE wrote:you tankers in this thread are way beyond hope. there is no reasoning with the unreasonable
i really hope ccp give you what you want. and then nerf the **** out off you when your op
i await your tears
Hmm... you seem to pretty much be copying Monkey. I have to wonder now, are any of your ideas actually yours? |
ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
340
|
Posted - 2013.09.23 18:54:00 -
[414] - Quote
Shattered Mirage wrote:ADAM-OF-EVE wrote:you tankers in this thread are way beyond hope. there is no reasoning with the unreasonable
i really hope ccp give you what you want. and then nerf the **** out off you when your op
i await your tears Hmm... you seem to pretty much be copying Monkey. I have to wonder now, are any of your ideas actually yours?
we could say the same about you/Spkr4theDead/Void Echo and a host of others in this thread |
Shattered Mirage
native warlords
313
|
Posted - 2013.09.23 19:24:00 -
[415] - Quote
ADAM-OF-EVE wrote:Shattered Mirage wrote:ADAM-OF-EVE wrote:you tankers in this thread are way beyond hope. there is no reasoning with the unreasonable
i really hope ccp give you what you want. and then nerf the **** out off you when your op
i await your tears Hmm... you seem to pretty much be copying Monkey. I have to wonder now, are any of your ideas actually yours? we could say the same about you/Spkr4theDead/Void Echo and a host of others in this thread
Touche.
Well, lets end this argument for now. I've gotten bored of it. |
Xender17
Ahrendee Mercenaries EoN.
675
|
Posted - 2013.09.23 19:33:00 -
[416] - Quote
Toby Flenderson wrote:Xender17 wrote:Ryme Intrinseca wrote: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. The argument that tank HP is an advantage doesn't mean much. Especially when there are weapons that make the HP mean nothing but a scaled up version of infantry HP with a scaled up version of infantry weapons. I disagree with the weapons bit. Scaled up versions of infantry weapons could be used against infantry but it seems that most people are complaining about the AV grenades and SL. There is obviously a scale to balance the extended HP with higher damage weapons but another thing to consider is that tanks use armor repair and damage reduction. I can sit there and toss 3 proto packed AV grenades at a tank and watch it repair itself in between tosses so that my net damage is 0 by the time I get to lock on with a SL. Infantry cannot do this. So it's not just scaled numbers, there are different mechanics involved. Infantry can use damage mods if they want. The mods that rep armor have a cooldown. Infantry reps don't stop. Neither do shields which go up an insane rate compared to vehicle shield boosters. |
Bartimaeus of Achura
Cassardis
35
|
Posted - 2013.09.23 19:42:00 -
[417] - Quote
think about this in eve standards if it took three guys in starter fit to destroy a titan why would we build them? |
Spkr4theDead
International-Fleet
864
|
Posted - 2013.09.23 19:43:00 -
[418] - Quote
Xender17 wrote:Toby Flenderson wrote:Xender17 wrote:Ryme Intrinseca wrote: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. The argument that tank HP is an advantage doesn't mean much. Especially when there are weapons that make the HP mean nothing but a scaled up version of infantry HP with a scaled up version of infantry weapons. I disagree with the weapons bit. Scaled up versions of infantry weapons could be used against infantry but it seems that most people are complaining about the AV grenades and SL. There is obviously a scale to balance the extended HP with higher damage weapons but another thing to consider is that tanks use armor repair and damage reduction. I can sit there and toss 3 proto packed AV grenades at a tank and watch it repair itself in between tosses so that my net damage is 0 by the time I get to lock on with a SL. Infantry cannot do this. So it's not just scaled numbers, there are different mechanics involved. Infantry can use damage mods if they want. The mods that rep armor have a cooldown. Infantry reps don't stop. Neither do shields which go up an insane rate compared to vehicle shield boosters. Funny how a dropsuit has a faster natural shield recharge than a tank. |
IMPAIRS YOUR ABILITY
Molon Labe. RISE of LEGION
147
|
Posted - 2013.09.23 19:49:00 -
[419] - Quote
Same can be said for heavy's if you've got less than 4 milllion in FG and HMG skills I give zero fuks on you opinion about Heavy's |
Godin Thekiller
Hellstorm Inc League of Infamy
855
|
Posted - 2013.09.23 22:29:00 -
[420] - Quote
Blake Kingston wrote:Void Echo wrote:AV grenades or as we like to call them LOLnades.. do not have any drawback for the user, they do not take up much PG/CPU and thus you can be very effective in infantry and tanks at the same time.
they take almost no effort to use other than needing a nanohive to spam them like little trolls.
AV nades are the worst AV weapon in the game, it negates one of concepts of the game where you need to sacrifice something in order to gain something else.. How much time do you spend as infantry? Do you know the value of anti infantry grenades for crowd control or just plain killing? How many of your fittings, barring any dirty AV grenade ones, forgo anti infantry grenades?
Let's see: Any AV fit of mine has AV grenades. I have 5 AV fits. That's 1/3 of the fits I have. The rest hardly even carries grandes, as I never see the need. Too loud. |
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