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Void Echo
Morsus Mihi Aperuitque Imperium
1496
|
Posted - 2013.09.23 00:13:00 -
[211] - Quote
KING CHECKMATE wrote:Void Echo wrote:KING CHECKMATE wrote:Void Echo wrote: agreed. but tanks need to be buffed so they are at least viable investments, not the jokes they are now.
only the noobs want invincibility if you haven't already noticed, the reals ones just want survivability.
1st off, THEY ARE NOT JOKES.Thats just tankers being as biasad as you can be.As it is tanks have great games and make a BIG difference in the battlefield. they are NOT UP. They are just expensisve. 2nd, they might get a buff, hopefully a BIG HP buff ,in trade for a LOT of speed.... Tanks should be able to take a lot of hits? sure why no. Should they be able to flee every time they feel like it like they are a ferrari? NO.... you don't need to cry, Im trying to talk to you normally, without attitude and anger. I would appreciate if you did the same. OH, im sorry. I wasnt crying,i was exagerating. Im, for the first time, accept your adult way of handeling it and i'll try to be at the same level. Sorry if i sound childish but remember english not being my main language might end in some confusion. Point being, Tanks are way to expensive for the low chances of survival in OPEN AREAS. But i feel they are way too fast too. So a high HP increase should come to hand with a heavy speed decrease. You cant have Speed,firefower AND resiliance...you need to give one up in order to keep it balanced...
tanks are too expensive period. they are not worth their cost in almost every engagement, the only time we do turn a profit or close to it, we destroy other tanks.
in order to have more HP we do sacrifice speed but he get around that by having after burners on, char is an example of that.
but at the same time, this game is still part of EVE so it makes sense for the same things to effect EVE are effecting Dust.
in EVE the Gallente are the masters of armor technology and they are able to have more armor on and not be gimped by speed penalty, thus they are good for close combat, the caldari are not masters of armor, they work with shields and thus are slow because they cannot give more HP and have racial abilities with speed, which is why they are used for long range combat.
that is the way it is iin Dust also. |
KING CHECKMATE
TEAM SATISFACTION
1215
|
Posted - 2013.09.23 00:15:00 -
[212] - Quote
@ ADAMANCE
TAnkers forget that it really doesnt matter how much damage AV can do , you have DAMAGE REDUCTION MODS. You have speed and have more than 5k HP....
Swarms might loose their lock on capability.ok, but the damage is needed. Also ,if you remove lock on capability DUMB fire will take place for swarms and BELIVE ME. I wouldnt mind at all.... XD
The forge gun needs a splash damage tuning, not a nerf in damage.
Av andes are VERY situational and have the worst range of every AV weapon. If you get hit by AV nades they are supposed to hurt...they only have 6-9mts range...lol
BTW,Prox mines need a BUff.like srsly... |
Monkey MAC
killer taxi company General Tso's Alliance
622
|
Posted - 2013.09.23 00:16:00 -
[213] - Quote
Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:And still no one gives me answer
How powerful should a tank operated by 1 man be? powerful enough to do considerable damage & be able to survive a single clash with AV. but if the driver is stupid, you can kill him. that an acceptable answer for you? or do you prefer an answer that sides with your argument and not with balance. Depends on your idea of "Survive a Single Clash with AV" Will the tank be limping home? You have to think if it can survive 1, why won't it to be able to survive 2. How much av are you talking, how long is a single engagement? What should be the tanks limiting factor? true.. a clash with av would be several people shooting at me with their AV weapons. if its balanced, in the end I would be in considerable damage, probably burning or something and the AV would need to restock on ammo. that's what a clash should be. I say a single clash because maybe the AVers has some kind of intelligence to bring more AV with them and kill me the seconds time because I didn't die the 1st time. the tanks limiting factor for us is basically we cannot go into small areas nor can we put up a good fight outside the tank unless we know FPS games and have experience enough to compensate for the lack of firepower we have..
Ok I feel like Im getting somewhere!
However why should 1 man in a steel box take several men with weapons specifically designed for it? Why should 1 man be worth by himself the equivalent of a squad?
the pilots fps skills are not a limiting factor, unless you are in a pilot suit. Neither is the location of engagement as this is something a tanker can easily manipulate, should it be health or ammo, different for armour or sheild tanks? |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
96
|
Posted - 2013.09.23 00:17:00 -
[214] - Quote
Apart from the need to add on being able to eject people so you can recall (or even recall whilst in your vehicle and any passengers just drop outside), for Zeus's sake, THE TANK IS A TRUMP CARD!
We don't tank AND NEITHER DO YOU!
You keep playing the same trump card over and over and over and wonder why it's trump then gets played.
So called 'tankers' (who aren't - were all infantry that can summon vehicles) don't notice the effect a tank has on whether we win the match, even if deployed only for a brief time. Because they have forgotten about it being about winning the match and instead it's about them getting to be 'tankers', cause they are 'tankers'.
The deployment of tanks is a trump card - like OB are a trump card.
Tanks are not your identity or special role.
But you don't care because you don't care about winning and the effect your tank no doubt had toward that - you care about being this mythical 'tanker' role. For it's own sake. Quit roleplaying... |
KING CHECKMATE
TEAM SATISFACTION
1215
|
Posted - 2013.09.23 00:20:00 -
[215] - Quote
Void Echo wrote:
tanks are too expensive period. they are not worth their cost in almost every engagement, the only time we do turn a profit or close to it, we destroy other tanks.
in order to have more HP we do sacrifice speed but he get around that by having after burners on, char is an example of that.
but at the same time, this game is still part of EVE so it makes sense for the same things to effect EVE are effecting Dust.
in EVE the Gallente are the masters of armor technology and they are able to have more armor on and not be gimped by speed penalty, thus they are good for close combat, the caldari are not masters of armor, they work with shields and thus are slow because they cannot give more HP and have racial abilities with speed, which is why they are used for long range combat.
that is the way it is iin Dust also.
Im NOT an eve player. I have stated this before. You are talking something that i CANT argue. The only thing i can say is, tankers should not have high HP,high speed, dam resistance mods and high firepower...even if they cost 10million each...
Its just game breaking.Armor plates SHOULD reduce speed enough to make the difference....
(its funny right? im the only one who thinks tanks are way too fast? it seems to be the only real problem i have with tanks....)
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Void Echo
Morsus Mihi Aperuitque Imperium
1497
|
Posted - 2013.09.23 00:20:00 -
[216] - Quote
KING CHECKMATE wrote:@ ADAMANCE
TAnkers forget that it really doesnt matter how much damage AV can do , you have DAMAGE REDUCTION MODS. You have speed and have more than 5k HP....
Swarms might loose their lock on capability.ok, but the damage is needed. Also ,if you remove lock on capability DUMB fire will take place for swarms and BELIVE ME. I wouldnt mind at all.... XD
The forge gun needs a splash damage tuning, not a nerf in damage.
Av andes are VERY situational and have the worst range of every AV weapon. If you get hit by AV nades they are supposed to hurt...they only have 6-9mts range...lol
BTW,Prox mines need a BUff.like srsly...
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..
they also do as much damage as a forge and thus are always used as a primary AV weapon and not an situational weapon like your suggesting it is.
in short, no vehicle pilot respect lolnade users. |
Shattered Mirage
native warlords
296
|
Posted - 2013.09.23 00:21:00 -
[217] - Quote
KING CHECKMATE wrote:[b]@ ADAMANCE
BTW,Prox mines need a BUff.like srsly...
I agree with you there... not a ridiculous buff mind you, but, nonetheless they need a buff. |
Void Echo
Morsus Mihi Aperuitque Imperium
1497
|
Posted - 2013.09.23 00:22:00 -
[218] - Quote
KING CHECKMATE wrote:Void Echo wrote:
tanks are too expensive period. they are not worth their cost in almost every engagement, the only time we do turn a profit or close to it, we destroy other tanks.
in order to have more HP we do sacrifice speed but he get around that by having after burners on, char is an example of that.
but at the same time, this game is still part of EVE so it makes sense for the same things to effect EVE are effecting Dust.
in EVE the Gallente are the masters of armor technology and they are able to have more armor on and not be gimped by speed penalty, thus they are good for close combat, the caldari are not masters of armor, they work with shields and thus are slow because they cannot give more HP and have racial abilities with speed, which is why they are used for long range combat.
that is the way it is iin Dust also.
Im NOT an eve player. I have stated this before. You are talking something that i CANT argue. The only thing i can say is, tankers should not have high HP,high speed, dam resistance mods and high firepower...even if they cost 10million each... Its just game breaking.Armor plates SHOULD reduce speed enough to make the difference.... (its funny right? im the only one who thinks tanks are way too fast? it seems to be the only real problem i have with tanks....)
if you cannot understand the EVE side and how it effect Dust side and don't care for it, I will not talk to you about speed penalties, il tell you to go talk to CCP about it and see what they have to say. |
Void Echo
Morsus Mihi Aperuitque Imperium
1497
|
Posted - 2013.09.23 00:23:00 -
[219] - Quote
Blake Kingston wrote:Apart from the need to add on being able to eject people so you can recall (or even recall whilst in your vehicle and any passengers just drop outside), for Zeus's sake, THE TANK IS A TRUMP CARD!
We don't tank AND NEITHER DO YOU!
You keep playing the same trump card over and over and over and wonder why it's trump then gets played.
So called 'tankers' (who aren't - were all infantry that can summon vehicles) don't notice the effect a tank has on whether we win the match, even if deployed only for a brief time. Because they have forgotten about it being about winning the match and instead it's about them getting to be 'tankers', cause they are 'tankers'.
The deployment of tanks is a trump card - like OB are a trump card.
Tanks are not your identity or special role.
But you don't care because you don't care about winning and the effect your tank no doubt had toward that - you care about being this mythical 'tanker' role. For it's own sake. Quit roleplaying...
then the infantry role isn't your identity, your just a mindless clone.
your role is your identity, the class you spent your SP on is your intended role and your identity. |
Void Echo
Morsus Mihi Aperuitque Imperium
1497
|
Posted - 2013.09.23 00:26:00 -
[220] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:And still no one gives me answer
How powerful should a tank operated by 1 man be? powerful enough to do considerable damage & be able to survive a single clash with AV. but if the driver is stupid, you can kill him. that an acceptable answer for you? or do you prefer an answer that sides with your argument and not with balance. Depends on your idea of "Survive a Single Clash with AV" Will the tank be limping home? You have to think if it can survive 1, why won't it to be able to survive 2. How much av are you talking, how long is a single engagement? What should be the tanks limiting factor? true.. a clash with av would be several people shooting at me with their AV weapons. if its balanced, in the end I would be in considerable damage, probably burning or something and the AV would need to restock on ammo. that's what a clash should be. I say a single clash because maybe the AVers has some kind of intelligence to bring more AV with them and kill me the seconds time because I didn't die the 1st time. the tanks limiting factor for us is basically we cannot go into small areas nor can we put up a good fight outside the tank unless we know FPS games and have experience enough to compensate for the lack of firepower we have.. Ok I feel like Im getting somewhere! However why should 1 man in a steel box take several men with weapons specifically designed for it? Why should 1 man be worth by himself the equivalent of a squad? the pilots fps skills are not a limiting factor, unless you are in a pilot suit. Neither is the location of engagement as this is something a tanker can easily manipulate, should it be health or ammo, different for armour or sheild tanks? Cooldowns aren't exactly long, even more so if you have multiple modules of the same type!
should your personal investment into infantry not allow you to survive and get better equipment than those that don't have as much as you?
if that's the case then why do we have personal investment in anything? |
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KING CHECKMATE
TEAM SATISFACTION
1215
|
Posted - 2013.09.23 00:34:00 -
[221] - Quote
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. -YOU.ARE.WRONG. They do have a drawback. THEY ARE TAKING MY ONLY GRENADE SLOT.lol i can tell you havnt been out of your tank for a while.You know how PAINFUL it is to trade my M-1 locus nades for an AV grenade JUST IN CASE,a tank gets near me? (Because i consider myself smart,and im not running in the open TOWARDS A TANK lol) Of course it has a drawback,and considering how good locus/flux grenades are, its a BIG drawback.
they take almost no effort to use other than needing a nanohive to spam them like little trolls. You are talking about a specific situation. In a city map. This is not possible to do in open maps like manus peak,where snipers,vehicles and other infantry take clear shots at you. You talk about playing smart, you shouldnt be wandering IN cities. As tanks and snipers own in open maps, infantry owns in city/CQ areas...I mean, 6 to 9 MTS RANGE. if you let enemy infantry to be TAHT close from your tank,you are doing something wrong
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.. I already explained this one.
they also do as much damage as a forge and thus are always used as a primary AV weapon and not an situational weapon like your suggesting it is. It is a situational weapon. 0 to 9mts range. Vs tanks,that have 100+ mts range turrets....
in short, no vehicle pilot respect lolnade users. Its not meant to be respected.ITs meant to be hated.
|
Monkey MAC
killer taxi company General Tso's Alliance
624
|
Posted - 2013.09.23 00:34:00 -
[222] - Quote
Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:
Depends on your idea of
"Survive a Single Clash with AV"
Will the tank be limping home? You have to think if it can survive 1, why won't it to be able to survive 2. How much av are you talking, how long is a single engagement?
What should be the tanks limiting factor?
true.. a clash with av would be several people shooting at me with their AV weapons. if its balanced, in the end I would be in considerable damage, probably burning or something and the AV would need to restock on ammo. that's what a clash should be. I say a single clash because maybe the AVers has some kind of intelligence to bring more AV with them and kill me the seconds time because I didn't die the 1st time. the tanks limiting factor for us is basically we cannot go into small areas nor can we put up a good fight outside the tank unless we know FPS games and have experience enough to compensate for the lack of firepower we have.. Ok I feel like Im getting somewhere! However why should 1 man in a steel box take several men with weapons specifically designed for it? Why should 1 man be worth by himself the equivalent of a squad? the pilots fps skills are not a limiting factor, unless you are in a pilot suit. Neither is the location of engagement as this is something a tanker can easily manipulate, should it be health or ammo, different for armour or sheild tanks? Cooldowns aren't exactly long, even more so if you have multiple modules of the same type! should your personal investment into infantry not allow you to survive and get better equipment than those that don't have as much as you? if that's the case then why do we have personal investment in anything?
True but pound for pound a tank yeilds the highest return! A lone proto will fare better against a lone mlt true, but a lone proto won't fair any better than the mlt against an enemy squad.
Also that argumeng applies between tanks, not tanks and infantry! And what about the guy specced into av, should his investment be pointless, should he just be fodder for other infantry?
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DJINN leukoplast
Hellstorm Inc League of Infamy
1332
|
Posted - 2013.09.23 00:48:00 -
[223] - 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.
So basically you are saying:
- Tank doesn't need to be destroyed, as AV's main goal should be to keep them out of the fight.
- In order to take out a tank, a player must be a very good AVer and be able to take out the tank via superior tactical abilities, smart planning, and working as a team (you didn't specifically mention working as a team, but I assume that is implied).
Here's why the above is unreasonable:
I agree getting the tank out of the fight is a very good thing, but the AV player isn't rewarded any WP for dealing damage. An AV player could successfully push a tank back all match long, but they still get zero WP for all their effort at the end of the match. They may even die several times since they are extremely vulnerable to infantry players. And if they are running proto, that could equate to hundreds of thousands lost. What do they get out of it? Nothing except performing a thankless job and helping our fellow blueberries from getting slaughtered by a tank.
If you want to see this kind of scenario play out the way you would like, then we need to get CCP to introduce some kind of WP for damaging vehicles, that way an AV player actually gets rewarded even if they don't destroy the tank. But as it is now, the best course of action in terms of reward is to try to destroy the tank, and honestly even that reward is insignificant vs playing as an anti-infantry player. Heck, damage WP would actually be better for both the AV player and the tankers, since we could get a ton of damage WP for keeping a tank held back for the entire match. Whereas destroying it right away gives very little WP.
And I've said it many times before but feel the need to say it again, bringing AV into a majority anti-infantry fight, is pretty much a death sentence. Tankers act like every single player can just whip out AV at any point in time, but in reality that is not the case whatsoever, unless that player happens to be standing right next to a supply depot under freindly control and safe from enemy fire. And in regular ambush matches, the only way to switch to AV is to die. If every infantry player could carry simultaneous full AV and full anti-infantry load-outs, then it would be different.
As for a player having to be a expert AV to destroy a tank, come on now, anybody can buy and use a tank. And just because somebody decides to bring one in shouldn't automatically make them near impossible to kill by all but the most dedicated AV players. A tankers survival is dependent on their skill, not by the machine they bring in. That's like saying "if I bring in a proto suit, then that means only the pros should be able to take me out". You tankers think you have it bad, my 220k proto suit can get taken out by a militia AR in less than a second.
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jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
7
|
Posted - 2013.09.23 00:51:00 -
[224] - Quote
Kekklian Noobatronic wrote:And you have no idea what it's like to throw 3 Proto Packed AV grenades and 2 volleys of Proficency 4, 3x Complex Damage Mod Swarm's at a tank, only to watch it rep through the damage, turn around and smack you down in under a second.
You have no idea what it's like to watch a tanker go 34-0, while simply running away with their repper on whenever they get low, reguardless of how much Proto AV you throw at them.
OP - Get Bent.
I have no respect for anyone who spec's tanks primary. They're just cowards looking for easy kills, who are trying to game the system as much as they can; exploit the obvious advantage in the game, since they don't have any real skill. I hope the tank 'patch' destroys tanking as a viable main spec, and reduces it to nothing more than an off-spec that anyone can go in to with little investment. your ONE person out of a SIXTEEN man team, deal with it or get another guy to help, stop trying to solo tanks. |
Void Echo
Morsus Mihi Aperuitque Imperium
1498
|
Posted - 2013.09.23 00:51:00 -
[225] - Quote
KING CHECKMATE 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. -YOU.ARE.WRONG. They do have a drawback. THEY ARE TAKING MY ONLY GRENADE SLOT.lol i can tell you havnt been out of your tank for a while.You know how PAINFUL it is to trade my M-1 locus nades for an AV grenade JUST IN CASE,a tank gets near me? (Because i consider myself smart,and im not running in the open TOWARDS A TANK lol) Of course it has a drawback,and considering how good locus/flux grenades are, its a BIG drawback.
they take almost no effort to use other than needing a nanohive to spam them like little trolls. You are talking about a specific situation. In a city map. This is not possible to do in open maps like manus peak,where snipers,vehicles and other infantry take clear shots at you. You talk about playing smart, you shouldnt be wandering IN cities. As tanks and snipers own in open maps, infantry owns in city/CQ areas...I mean, 6 to 9 MTS RANGE. if you let enemy infantry to be TAHT close from your tank,you are doing something wrong
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.. I already explained this one.
they also do as much damage as a forge and thus are always used as a primary AV weapon and not an situational weapon like your suggesting it is. It is a situational weapon. 0 to 9mts range. Vs tanks,that have 100+ mts range turrets....
in short, no vehicle pilot respect lolnade users. Its not meant to be respected.ITs meant to work.And it does..
it takes up one of your grenade slots... lol that's all you can come up with?
you still have your primary and secondary weapons lol, your not affected by it at all. |
KING CHECKMATE
TEAM SATISFACTION
1216
|
Posted - 2013.09.23 00:59:00 -
[226] - Quote
Void Echo wrote:
it takes up one of your grenade slots... lol that's all you can come up with?
you still have your primary and secondary weapons lol, your not affected by it at all.
ONE OF YOUR GRENADE SLOTS? we only get 1...lol
If you think like that i can tell you dont fully understand the implications of being infantry. The grenade slot is the second most important slot in any assault dropsuit.After my Light weapon slot. (one of the reasons why commandos actually suck...they dont have a grenade slot)
If you dont know this.If you think the grenade slot is THAT meaningless,i can tell ,you dont have the slightest idea of what playing as infantry is about. And there by you should not comment about balancing AV weaponry, since you cant understand us. You say Non tankers should not talk about tanks,but then you come and tell me a grenade slot is not important? please , refrain from posting about AV balance.You will just break it on your favor....
Im sorry,but that post of you,was one of the most ignorant posts i've EVER read in the dust forums...like EVER. |
Spkr4theDead
International-Fleet
846
|
Posted - 2013.09.23 01:05:00 -
[227] - Quote
KING CHECKMATE wrote:You don't tank. ==> I have tanked.
You have no idea what it's like to see a third of your armor melt away from one volley of PRO swarms. You don't know what it's like to see a third of your armor melt away from one packed Lai Dai. Yes i do.Even more than you,because my tank fit sucks a**... You dont know what it is to shoot 5 proto swarms at a tank, and leaving them with 5% HP,but its too late, he run away.Now you need to restock/reload/hope no infantry will see you. And hope for the best.
Because I didn't start by using MLT hulls, modules and turrets. Because I didn't throw my Somas and Sicas against the best tankers in the game who were using the Surya and Sagaris. It didn't take a eureka moment, like when I bought Aurum turrets and hulls, to really figure it out and say "so this is how it's supposed to be."
You don't AV. Stop thinking you know how they're supposed to work.
It takes less than 300,000 SP to get Haywire Wiyrkomis. Fact. ===>Thats not a fact.LOL you need 300000 SP JUST to get the LEVEL 5 on Swarm Operation. You are forgetting ALL the other levels , Proficiency.Of course dropsuit + modules+ equipment...So no.
No, you're wrong. Since I forgot Weaponry, I'll include it. 62,180 for Weaponry 3, 136,800 for light weapon operation 3, and another 136,800 for swarm operation 3. Also, incase you didn't notice, they're 'Haywire' Wiyrkomi swarms, the Aurum variant, which as usual, is unlocked early.
You don't know what it's like to have to deal with blue dots that want to get in your tank for half a battle. They get indignant that you won't give them anything to shoot at. ===>I know . but this is another issue that CCP should grant vehicles users the ability to KICKa player from the vehicle they bought.
We don't have ADV or PRO vehicles.===>Nor you should have them,EVER....
Why, because they'd be too powerful to solo?
Driver and main turret operation cannot be split up, because we do not rely on blue dots. The culmination of however good any of us are is the direct result of observing how blue dots are, which is useless, and knowing who in our squad we can rely on. We use the terrain to our advantage. We use range to our advantage. We use the time it takes to reload to our advantage. We use speed to our advantage.==>Same goes for AV then. If you dont want to use teamwork, TO DEPEND ON YOUR TEAM, then why do you feel teamwork is NEEDED to take tanks down? If you want to solo , then AV'rs should be able to solo too.
I absolutely will not rely on a blue dot I do not know to man my turret, because I'll be damned if I'm going to let a random drive my tank. Splitting operation would be the absolute worst thing CCP could do for tanking, and would destroy it completely. As a result, most tanks would probably biomass their character and either start going full infantry, or just never play this game again.===>Agreed.
You don't tank. You don't have experience tanking. ===>I have tanked, im not saying im great at it.
Since you say you've tried tanking, which is probably a lie, though maybe not considering the MLT hulls are terrible, why are you so against tanks if you found them so difficult to use? Since it's hard for you to use, that means they're bad? I think that means something else is bad.
What happened when everybody complained about contact grenades. They got nerfed into the ground. Next time a tanker complains about AV grenades, make sure you remember what I said about infantry contact grenades. Double standards ==>ACtually NO. Contact grenades were PAY TO WIN for a long time. 1 HKOd Proto suits. Doesnt matter the AV nade. i cannot 1HKO your tank with it.PLUS the fact that the situation/positioning of the AV in order to effectivley hit a tank ultiple times to kill it is very precise. If you are getting killed by AV nades,you are doing it wrong.
Contact grenades are/were the only thing that homed in on infantry. We have to worry about swarm launchers, which track us for 400m before automatically terminating. When they hit, they hit hard, really hard. Wiyrkomis hit for around 7000 damage against armor before having to reload, if all 3 volleys hit.===>IF ALL 3 VOLLEYS HIT. You are not tanking into consideration damage reduction modules nor the insane regen capability Tanks have I have hit a tank With all 5 volleys of my proto Swarms ( 1 of them hit a building) and guess what? HE LIVED.
Contact grenades got nerfed. AV grenades haven't.==>AV nades shoudlnt get a nrf.
That's right, can't nerf the biggest crutch infantry has.
Terrain damages vehicles. Not so much anymore for infantry. ==> Agreed thats bullcrap.
Next time another non-pilot makes a thread about tanks, whatever it may be, remember this thread.===>Its funny. YOu might have used AVs in the past. BUT YOU ARE NOT AN AV SOLDIER.Yet you do give your opinion on everything AV related dont you? but you think someone who DOESNT tank 100% of the time cant give his opinion on tanks? Talk about bad logic...
I could easily go 50/50 running a forge and tank. I know very well how both sides are. If I don't get a tank, I think to myself, maybe next time. I don't stampede onto the forums and proclaim that tanks are too overpowered for me to solo with a forge. Yeah, I try it; sometimes it works, sometimes not. I don't cry about it on the forums when I fail.
Remember what I said before you complain about AV. We not only have to deal with OTHER infantry,your SPEEDY tanks that can take our Proto AV weaponry and RUN away to heal or kill us,BUT we ALSO have to deal with stupid blue dots as well.
YOU DONT AV. DONT EVER TALK ABOUT AV AGAIN IF YOU DONT WANT NON TANKERS POSTING ABOUT TANKS.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
160
|
Posted - 2013.09.23 01:11:00 -
[228] - Quote
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 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! |
Spkr4theDead
International-Fleet
846
|
Posted - 2013.09.23 01:12:00 -
[229] - Quote
Kekklian Noobatronic wrote:And you have no idea what it's like to throw 3 Proto Packed AV grenades and 2 volleys of Proficency 4, 3x Complex Damage Mod Swarm's at a tank, only to watch it rep through the damage, turn around and smack you down in under a second.
Sounds like you're doing it wrong. |
KING CHECKMATE
TEAM SATISFACTION
1216
|
Posted - 2013.09.23 01:25:00 -
[230] - Quote
Spkr4theDead wrote:
Because I didn't start by using MLT hulls, modules and turrets. Because I didn't throw my Somas and Sicas against the best tankers in the game who were using the Surya and Sagaris. It didn't take a eureka moment, like when I bought Aurum turrets and hulls, to really figure it out and say "so this is how it's supposed to be." Good for you i guess?
. No, you're wrong. Since I forgot Weaponry, I'll include it. 62,180 for Weaponry 3, 136,800 for light weapon operation 3, and another 136,800 for swarm operation 3. Also, incase you didn't notice, they're 'Haywire' Wiyrkomi swarms, the Aurum variant, which as usual, is unlocked early.
So you are assuming everybody is gonna pay to win, you know to save themselves half a million SP...Im a TRUE AV infantry player.I was not talking about AUR versions of AV weaponry.
We don't have ADV or PRO vehicles.===>Nor you should have them,EVER.... Why, because they'd be too powerful to solo? YES.
Since you say you've tried tanking, which is probably a lie, though maybe not considering the MLT hulls are terrible, why are you so against tanks if you found them so difficult to use? Since it's hard for you to use, that means they're bad? I think that means something else is bad. No im a bad tanker and i admit it.While playing with friends i usually go 25+ kills and no deaths,because i command them to take out AV specialists.They PLAY to mantain the Tank alive and repair it.But i dont use Cover, i dont play smart.I play as a i play as an assault., Move fast hit hard,after everything is dead, run away,regenerate,come back.Of course in open maps this strategy does not work very well. IM NOT AGAINST tanks not vehicles overall.I undestand you get that impression but most of the times is me overreacting to the numerous NERF AV threads (i do get agitated about nerf posts,and after getting EVERY single proto AV weaponry available the fact all of that would be nerfed too is just an unbareble thought.I already have scouts and commandos that suck....). Neither do i think tanks are UP. Im a horrible tanker and i've still managed pretty good games,with a bad tank and bad tanking strategies.TBH,vs Infantry i dont have much of problem at all.My tank is very speedy and can take 3-4 Proto AVs anytime.After the 2nd hit im already 300 mts away....ITs vs other tanks that i suck the most...
Next time another non-pilot makes a thread about tanks, whatever it may be, remember this thread.===>Its funny. YOu might have used AVs in the past. BUT YOU ARE NOT AN AV SOLDIER.Yet you do give your opinion on everything AV related dont you? but you think someone who DOESNT tank 100% of the time cant give his opinion on tanks? Talk about bad logic...
I could easily go 50/50 running a forge and tank. I know very well how both sides are. If I don't get a tank, I think to myself, maybe next time. I don't stampede onto the forums and proclaim that tanks are too overpowered for me to solo with a forge. Yeah, I try it; sometimes it works, sometimes not. I don't cry about it on the forums when I fail. Well im not crying about anything.I just give TANKERS examples of TIMEs i have not been able to kill a tank with my proto AV.Why? well tankers here say they get 2HKO by swarms and that Forge guns are unavoidable.... If i was really that bad at AV,i wouldnt call myself an AV specialist....
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SgtDoughnut
M.E.R.C. Elite League of Infamy
154
|
Posted - 2013.09.23 01:26:00 -
[231] - Quote
Dovallis Martan JenusKoll 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 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!
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Godin Thekiller
Hellstorm Inc League of Infamy
839
|
Posted - 2013.09.23 01:42:00 -
[232] - Quote
DJINN leukoplast 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. So basically you are saying: - Tank doesn't need to be destroyed, as AV's main goal should be to keep them out of the fight. - In order to take out a tank, a player must be a very good AVer and be able to take out the tank via superior tactical abilities, smart planning, and working as a team (you didn't specifically mention working as a team, but I assume that is implied). Here's why the above is unreasonable: I agree getting the tank out of the fight is a very good thing, but the AV player isn't rewarded any WP for dealing damage. An AV player could successfully push a tank back all match long, but they still get zero WP for all their effort at the end of the match. They may even die several times since they are extremely vulnerable to infantry players. And if they are running proto, that could equate to hundreds of thousands lost. What do they get out of it? Nothing except performing a thankless job and helping our fellow blueberries from getting slaughtered by a tank. If you want to see this kind of scenario play out the way you would like, then we need to get CCP to introduce some kind of WP for damaging vehicles, that way an AV player actually gets rewarded even if they don't destroy the tank. But as it is now, the best course of action in terms of reward is to try to destroy the tank, and honestly even that reward is insignificant vs playing as an anti-infantry player. Heck, damage WP would actually be better for both the AV player and the tankers, since we could get a ton of damage WP for keeping a tank held back for the entire match. Whereas destroying it right away gives very little WP. And I've said it many times before but feel the need to say it again, bringing AV into a majority anti-infantry fight, is pretty much a death sentence. Tankers act like every single player can just whip out AV at any point in time, but in reality that is not the case whatsoever, unless that player happens to be standing right next to a supply depot under freindly control and safe from enemy fire. And in regular ambush matches, the only way to switch to AV is to die. If every infantry player could carry simultaneous full AV and full anti-infantry load-outs, then it would be different. As for a player having to be a expert AV to destroy a tank, come on now, anybody can buy and use a tank. And just because somebody decides to bring one in shouldn't automatically make them near impossible to kill by all but the most dedicated AV players. A tankers survival is dependent on their skill, not by the machine they bring in. That's like saying "if I bring in a proto suit, then that means only the pros should be able to take me out". You tankers think you have it bad, my 220k proto suit can get taken out by a militia AR in less than a second.
1: So instead of getting wp gains for damaging and pushing that said HAV out of the area, you want us nerfed? Because that's how you're responding.
2: You still haven't taken up my offer, and using my HAV and surviving in it against good AV. |
Spkr4theDead
International-Fleet
848
|
Posted - 2013.09.23 01:49:00 -
[233] - Quote
Godin Thekiller wrote:DJINN leukoplast 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. So basically you are saying: - Tank doesn't need to be destroyed, as AV's main goal should be to keep them out of the fight. - In order to take out a tank, a player must be a very good AVer and be able to take out the tank via superior tactical abilities, smart planning, and working as a team (you didn't specifically mention working as a team, but I assume that is implied). Here's why the above is unreasonable: I agree getting the tank out of the fight is a very good thing, but the AV player isn't rewarded any WP for dealing damage. An AV player could successfully push a tank back all match long, but they still get zero WP for all their effort at the end of the match. They may even die several times since they are extremely vulnerable to infantry players. And if they are running proto, that could equate to hundreds of thousands lost. What do they get out of it? Nothing except performing a thankless job and helping our fellow blueberries from getting slaughtered by a tank. If you want to see this kind of scenario play out the way you would like, then we need to get CCP to introduce some kind of WP for damaging vehicles, that way an AV player actually gets rewarded even if they don't destroy the tank. But as it is now, the best course of action in terms of reward is to try to destroy the tank, and honestly even that reward is insignificant vs playing as an anti-infantry player. Heck, damage WP would actually be better for both the AV player and the tankers, since we could get a ton of damage WP for keeping a tank held back for the entire match. Whereas destroying it right away gives very little WP. And I've said it many times before but feel the need to say it again, bringing AV into a majority anti-infantry fight, is pretty much a death sentence. Tankers act like every single player can just whip out AV at any point in time, but in reality that is not the case whatsoever, unless that player happens to be standing right next to a supply depot under freindly control and safe from enemy fire. And in regular ambush matches, the only way to switch to AV is to die. If every infantry player could carry simultaneous full AV and full anti-infantry load-outs, then it would be different. As for a player having to be a expert AV to destroy a tank, come on now, anybody can buy and use a tank. And just because somebody decides to bring one in shouldn't automatically make them near impossible to kill by all but the most dedicated AV players. A tankers survival is dependent on their skill, not by the machine they bring in. That's like saying "if I bring in a proto suit, then that means only the pros should be able to take me out". You tankers think you have it bad, my 220k proto suit can get taken out by a militia AR in less than a second. 1: So instead of getting wp gains for damaging and pushing that said HAV out of the area, you want us nerfed? Because that's how you're responding. 2: You still haven't taken up my offer, and using my HAV and surviving in it against good AV. Yeah c'mon, we'll give you a tank with only one module to activate. It's better than a fit with 7 or 8 that I can come up with. |
Godin Thekiller
Hellstorm Inc League of Infamy
839
|
Posted - 2013.09.23 01:49:00 -
[234] - Quote
KING CHECKMATE 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. -YOU.ARE.WRONG. They do have a drawback. THEY ARE TAKING MY ONLY GRENADE SLOT.lol i can tell you havnt been out of your tank for a while.You know how PAINFUL it is to trade my M-1 locus nades for an AV grenade JUST IN CASE,a tank gets near me? (Because i consider myself smart,and im not running in the open TOWARDS A TANK lol) Of course it has a drawback,and considering how good locus/flux grenades are, its a BIG drawback.
they take almost no effort to use other than needing a nanohive to spam them like little trolls. You are talking about a specific situation. In a city map. This is not possible to do in open maps like manus peak,where snipers,vehicles and other infantry take clear shots at you. You talk about playing smart, you shouldnt be wandering IN cities. As tanks and snipers own in open maps, infantry owns in city/CQ areas...I mean, 6 to 9 MTS RANGE. if you let enemy infantry to be TAHT close from your tank,you are doing something wrong
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.. I already explained this one.
they also do as much damage as a forge and thus are always used as a primary AV weapon and not an situational weapon like your suggesting it is. It is a situational weapon. 0 to 9mts range. Vs tanks,that have 100+ mts range turrets....
in short, no vehicle pilot respect lolnade users. Its not meant to be respected.ITs meant to work.And it does..
So you're saying that:
1: Your infantry game shouldn't be disturbed because someone wanted to be a pilot, and if so, you should kill him/her and make them lose several games worth ISK?
2: vehicles shouldn't be able to kill anyone on half the maps because you said so?
3: Even though you can throw a AV grenade much further than 10 meters, that's bullshit?
Yea, you idiot scrubs are drunk. |
Godin Thekiller
Hellstorm Inc League of Infamy
839
|
Posted - 2013.09.23 01:52:00 -
[235] - Quote
Void Echo wrote:Godin Thekiller wrote:Void Echo wrote:Godin Thekiller wrote:Monkey MAC wrote:Spike why do you believe tanks should be so strong for 1 person? Don't say because it is a tank, a tank is just an armoured vehicle with tracks and a turret, you already have a tank! He's in the Tea party group of pilots, along with Char. char is just a troll lol im surprised that people still take him seriously on the forums.. plus.... I didn't know there were different parties in the tank community Tea Party group ios the ones that say they need insane buffing to back to or close to E3/precursor days, which should never happen. agreed. but tanks need to be buffed so they are at least viable investments, not the jokes they are now. only the noobs want invincibility if you haven't already noticed, the reals ones just want survivability.
Like really, it would get boring if I never died. Sure, it would be cool if I could survive lots of matches to be able to profit, but never die? Lame. |
Godin Thekiller
Hellstorm Inc League of Infamy
839
|
Posted - 2013.09.23 01:53:00 -
[236] - Quote
Monkey MAC wrote:And still no one gives me answer
How powerful should a tank operated by 1 man be?
Well, weaker than a HAV operated by the pilot and his/her 2 gunners, plus his outside help. But since small turrets suck, and half of the time, nobody listens to the pilot, yea...... |
Godin Thekiller
Hellstorm Inc League of Infamy
839
|
Posted - 2013.09.23 01:57:00 -
[237] - Quote
KING CHECKMATE wrote:Void Echo wrote:KING CHECKMATE wrote:Void Echo wrote: agreed. but tanks need to be buffed so they are at least viable investments, not the jokes they are now.
only the noobs want invincibility if you haven't already noticed, the reals ones just want survivability.
1st off, THEY ARE NOT JOKES.Thats just tankers being as biasad as you can be.As it is tanks have great games and make a BIG difference in the battlefield. they are NOT UP. They are just expensisve. 2nd, they might get a buff, hopefully a BIG HP buff ,in trade for a LOT of speed.... Tanks should be able to take a lot of hits? sure why no. Should they be able to flee every time they feel like it like they are a ferrari? NO.... you don't need to cry, Im trying to talk to you normally, without attitude and anger. I would appreciate if you did the same. OH, im sorry. I wasnt crying,i was exagerating. Im, for the first time, accept your adult way of handeling it and i'll try to be at the same level. Sorry if i sound childish but remember english not being my main language might end in some confusion. Point being, Tanks are way to expensive for the low chances of survival in OPEN AREAS. But i feel they are way too fast too. So a high HP increase should come to hand with a heavy speed decrease. You cant have Speed,firefower AND resiliance...you need to give one up in order to keep it balanced...
So you're saying that since we put a MODULE that mkaes us go fast, we're making ourselves OP? What kind of bullshit you're taking? |
Godin Thekiller
Hellstorm Inc League of Infamy
842
|
Posted - 2013.09.23 02:01:00 -
[238] - Quote
Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:Void Echo wrote:Monkey MAC wrote:And still no one gives me answer
How powerful should a tank operated by 1 man be? powerful enough to do considerable damage & be able to survive a single clash with AV. but if the driver is stupid, you can kill him. that an acceptable answer for you? or do you prefer an answer that sides with your argument and not with balance. Depends on your idea of "Survive a Single Clash with AV" Will the tank be limping home? You have to think if it can survive 1, why won't it to be able to survive 2. How much av are you talking, how long is a single engagement? What should be the tanks limiting factor? true.. a clash with av would be several people shooting at me with their AV weapons. if its balanced, in the end I would be in considerable damage, probably burning or something and the AV would need to restock on ammo. that's what a clash should be. I say a single clash because maybe the AVers has some kind of intelligence to bring more AV with them and kill me the seconds time because I didn't die the 1st time. the tanks limiting factor for us is basically we cannot go into small areas nor can we put up a good fight outside the tank unless we know FPS games and have experience enough to compensate for the lack of firepower we have.. Ok I feel like Im getting somewhere! However why should 1 man in a steel box take several men with weapons specifically designed for it? Why should 1 man be worth by himself the equivalent of a squad? the pilots fps skills are not a limiting factor, unless you are in a pilot suit. Neither is the location of engagement as this is something a tanker can easily manipulate, should it be health or ammo, different for armour or sheild tanks? Cooldowns aren't exactly long, even more so if you have multiple modules of the same type! Tanks could be a little cheaper I will give you that much at least!
It shouldn't take a squad to kill us. That's overkill. At max, 3. Or another HAV |
Godin Thekiller
Hellstorm Inc League of Infamy
842
|
Posted - 2013.09.23 02:03:00 -
[239] - Quote
Blake Kingston wrote:Apart from the need to add on being able to eject people so you can recall (or even recall whilst in your vehicle and any passengers just drop outside), for Zeus's sake, THE TANK IS A TRUMP CARD!
We don't tank AND NEITHER DO YOU!
You keep playing the same trump card over and over and over and wonder why it's trump then gets played.
So called 'tankers' (who aren't - were all infantry that can summon vehicles) don't notice the effect a tank has on whether we win the match, even if deployed only for a brief time. Because they have forgotten about it being about winning the match and instead it's about them getting to be 'tankers', cause they are 'tankers'.
The deployment of tanks is a trump card - like OB are a trump card.
Tanks are not your identity or special role.
But you don't care because you don't care about winning and the effect your tank no doubt had toward that - you care about being this mythical 'tanker' role. For it's own sake. Quit roleplaying...
Wait, so we're not pilots anymore? That comment made as much sense as that child named King. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
161
|
Posted - 2013.09.23 02:03:00 -
[240] - Quote
Kekklian Noobatronic wrote:And you have no idea what it's like to throw 3 Proto Packed AV grenades and 2 volleys of Proficency 4, 3x Complex Damage Mod Swarm's at a tank, only to watch it rep through the damage, turn around and smack you down in under a second.
You have no idea what it's like to watch a tanker go 34-0, while simply running away with their repper on whenever they get low, reguardless of how much Proto AV you throw at them.
OP - Get Bent.
I have no respect for anyone who spec's tanks primary. They're just cowards looking for easy kills, who are trying to game the system as much as they can; exploit the obvious advantage in the game, since they don't have any real skill. I hope the tank 'patch' destroys tanking as a viable main spec, and reduces it to nothing more than an off-spec that anyone can go in to with little investment. Would love to see some videos of you tanking like that. I mean if its so easy you should have no problems doing such. Remember, you have to get 34/0 in that tank without ever getting out, hence the need for recording. |
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