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KING CHECKMATE
TEAM SATISFACTION
1259
|
Posted - 2013.09.25 02:16:00 -
[31] - Quote
ladwar wrote: <-----level 5 swarms <----- level 4 FG(alt) <----- level 5 enforcer(shield) <----- assault DS pilot <----- logi DS pilot <----- old school LAV driver <----- level 3 plasma cannon <----- level 3 nades
does that make me both a pilot and AVer? btw yes i have over 19million SP.
-1st off i was not answering a post regarding you. -Being AV specialist is a game style.Not just taking out your AV when needed. -Yes it makes you both -In this thread you dont need to be level 5 in anything to post your opinions.Its a neutral Thread to accumulate opinions for CCP to read.
thats all.
Any further input is appreciated |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
19
|
Posted - 2013.09.25 02:16:00 -
[32] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. AV is different, it take no skill, it's a lock on weapon, i destroyed 3 tanks in 1 game with MLT swarms while they had active modules on. so pathetic really |
Godin Thekiller
Hellstorm Inc League of Infamy
884
|
Posted - 2013.09.25 02:18:00 -
[33] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click FAir enough. Thank you for your feedback.Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed.... +1
I might update it, as I thought it would take way too long to retype all of it. I might just put a summary for each, although in my summaries, I usually go full on and end up typing out the full time. So yea, later.
Anyways, I knew you'd agree with my reasoning, as it's quite, well reasonable. You were just seeing fragments of it, and wasn't understanding the full picture. It's all good, happens to all of us |
KING CHECKMATE
TEAM SATISFACTION
1260
|
Posted - 2013.09.25 02:20:00 -
[34] - Quote
jerrmy12 kahoalii wrote:KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. AV is different, it take no skill, it's a lock on weapon, i destroyed 3 tanks in 1 game with MLT swarms while they had active modules on. so pathetic really
Whatever you say bro. cool |
KING CHECKMATE
TEAM SATISFACTION
1260
|
Posted - 2013.09.25 02:21:00 -
[35] - Quote
Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click FAir enough. Thank you for your feedback.Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed.... +1 I might update it, as I thought it would take way too long to retype all of it. I might just put a summary for each, although in my summaries, I usually go full on and end up typing out the full time. So yea, later.
Ok. seems legit. I'll be around. TY again. |
Godin Thekiller
Hellstorm Inc League of Infamy
884
|
Posted - 2013.09.25 02:22:00 -
[36] - Quote
Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread.
Calm your **** Spakry. He's trying to be civil. Just post your opinions. It's quite calming. It doesn't matter if he agrees. Just do it. |
Godin Thekiller
Hellstorm Inc League of Infamy
884
|
Posted - 2013.09.25 02:24:00 -
[37] - Quote
jerrmy12 kahoalii wrote:Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp. the point of a Caldari HAV is alot of shields, high speed but low armor, 4k passives or 3.6 would be right.
Fixed. Winmatar do shields as well, but they are the hit and run type. As in move in, hit hard with all of your ammo, GTFO. |
Godin Thekiller
Hellstorm Inc League of Infamy
884
|
Posted - 2013.09.25 02:27:00 -
[38] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click FAir enough. Thank you for your feedback.Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed.... +1 I might update it, as I thought it would take way too long to retype all of it. I might just put a summary for each, although in my summaries, I usually go full on and end up typing out the full time. So yea, later. Ok. seems legit. I'll be around. TY again.
Anything bro. It's always good to be one the same page, and on the same team (even though you are a person who bows to a lesbian *****, I'll let that pass.)
|
echo47
Sebiestor Field Sappers Minmatar Republic
80
|
Posted - 2013.09.25 02:30:00 -
[39] - Quote
I think the only things that would truely balance AV and vehicles is not in buffing or nerfing. I think the right solutionis to balance with small fixes.
An early warning system for vehicles in regards to lock ons and location of AV.
Lower the cost in ISK and SP for purchasing and using tanks and dropships. Or start item for item player trading to help cover losses for vehicle users.
Fix rendering, and invisible swarms.
Nerfs and buffs for either AV or vehicles should be an absolute last resort. From previous expierence we know how those can turn out, and the amount of time it can take to fix. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
182
|
Posted - 2013.09.25 02:31:00 -
[40] - Quote
Higher uptimes with higher downtimes sound decent enough. I just wish the Splash on the railguns would be in (Radius / Meters) like the notes say instead of (Feet / Diameter) which is about half the advertised size. |
|
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
21
|
Posted - 2013.09.25 02:39:00 -
[41] - Quote
Godin Thekiller wrote:jerrmy12 kahoalii wrote:[quote=Monkey MAC]Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp still 1 shot is gay |
Godin Thekiller
Hellstorm Inc League of Infamy
885
|
Posted - 2013.09.25 02:41:00 -
[42] - Quote
echo47 wrote: I think the only things that would truely balance AV and vehicles is not in buffing or nerfing. I think the right solutionis to balance with small fixes.
An early warning system for vehicles in regards to lock ons and location of AV.
Lower the cost in ISK and SP for purchasing and using tanks and dropships. Or start item for item player trading to help cover losses for vehicle users.
Fix rendering, and invisible swarms.
Nerfs and buffs for either AV or vehicles should be an absolute last resort. From previous expierence we know how those can turn out, and the amount of time it can take to fix.
1: There is really obvious things that needs lowering in price (such as the scattered blasters), but lowering the price entirely wouldn't help. It has been proven that balancing on ISK NEVER works.
2: Early warning systems would be good. Agreed.
3: That's something you can think of as a bug. A really broken bug.
4: It's Blam! Goddamn fault for constantly nerfing them when we said "Stop, they're fine". Chromosome was fine other than some little things, and balance to the infantry side. But nooooo, he had to keep the nerf train rolling. The damn idiot.
Big changes don't really need to happen (other than the ideas Wolfman is thinking of, which seems cool. Like the repairers being weaker, but active 24/7. But hopefully, they're not as bad as the infantry ones). But changes do need to happen. But I think you get the "little stuff" that does need attention as well. |
Spkr4theDead
International-Fleet
896
|
Posted - 2013.09.25 02:46:00 -
[43] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. How many times am I going to have to say that my side spec is heavy / forge? NOT an alt, NOT an entirely different character. My side spec. ADV basic heavy, forge proficiency 3. That =/= swarm operation 3. I also did the exact same thing during Chromosome, heavy and tank. I know what I'm talking about through experience. AV is pathetically easy. |
KING CHECKMATE
TEAM SATISFACTION
1261
|
Posted - 2013.09.25 02:46:00 -
[44] - Quote
(( I now have changed my Tanker account to a Shield tank. I dont even know where to start with them to be honest, so i posted just general thoughts on it.But for the 1st time i felt tanks as UP....)) |
Spkr4theDead
International-Fleet
896
|
Posted - 2013.09.25 03:26:00 -
[45] - Quote
KING CHECKMATE wrote:(( I now have now my Tanker account with Shield tank. I dont even know where to start with them to be honest, so i posted just general thoughts on it.But for the 1st time i felt tanks as UP....))
Spkr4theDead = Its not that easy.There are a LOT of variables taht apply.
-Whats the rest of the enemy infantry doing? scratchingtheir nuts? or hunting the AV and repairing? -Do you have a height advatange? -Are you getting redlined thanks to your team not doing anything? -Are you out of ammo? no nanohives around?
I could go on,but its not thread related. Still as i posted before.AV experience and Tanker experience IS NOT NEEDED to post your opinion on how you think they should be balanced.At least not in this thread. LOL
You're crazy
AV is easy. I'm using cheap stuff right now because I want to be cheap. Cheap tanks, cheap dropsuits. I could easily use my ADV heavy suits with PRO forge guns, but right now I'd rather use skinweave with ADV assault forge guns. I know how it is. It's pathetically easy. |
KING CHECKMATE
TEAM SATISFACTION
1264
|
Posted - 2013.09.25 03:53:00 -
[46] - Quote
Spkr4theDead wrote: LOL
You're crazy
AV is easy. I'm using cheap stuff right now because I want to be cheap. Cheap tanks, cheap dropsuits. I could easily use my ADV heavy suits with PRO forge guns, but right now I'd rather use skinweave with ADV assault forge guns. I know how it is. It's pathetically easy.
Good for you man. Still, not thread related. |
nakaya indigene
0uter.Heaven
79
|
Posted - 2013.09.25 03:54:00 -
[47] - Quote
KING CHECKMATE wrote:Now 1st off i must say we are doing this wrong. The community, me included, is fighting almost daily ,Tankers vs AV and now our posts are unproductive. Now OBVIOUSLY everyone has a different point of VIEW. ... This post is NOT TO DISCUSS anything, but to share what WE THINK would help balance the game towards an enjoyable experience.Tankers and AVers are both invited now PLEASE take into consideration CCP might read this so keep it balanced and as less biased as possible. Now before you start with your; you are not a tanker crap i'll say.Im an AVer.But i have 2 tanker accounts now one over 8 mill armor tank and a new one 3 mil shield tanker (God those things are awful) Im going to start:- Armor tank HP buff (AT LEAST +50% more HP) + Slight speed reduction (So that when equipped with Torque increasing modules or/and Nitro they will be fast but not as fast as shield tanks) - Shield HP buff (At least +40% more HP,they would still have la lot less HP than Armored tanks) + Regenerator buff -Shield tanks are supposed to,same as shield dropsuits, to be hit and run abusers. They need at least a 100%-200% increase in shield regen per second (Say from 22 to 44 or 66 per second).This would make the hit and run strategy viable. -AV STAYS THE SAME- Both type of tanks have increased damage reduction vs non AV weapory.- Prox mines Have a big buff, making them the ULTIMATE AV weapon,but the most annoying to use This helps the balance since tanks would be a lot harder to kill with at least 8000-14000 HP (armor tanks) and AV in general will only be able to push them back, BUT if they eat some prox mines they would be highly damaged.This is balance: TAnks die less to AV in general, tanks die easily to Prox Mines, making ZONING and positioning the new AV vs Tank WAR. -AVers Get WP for Conecting hits to tanks, say 30WP per hit (in case o plasma cannons and FGs),10 WP per grenade and 5 per swarm. THIS WAY Av specialists have an incentive to keep Tanks at bay.This WP were assigned to have some relation between them but it might be a smaller amount per hit/ Just used as examples. - Dropships need a Buff in general.HP,SPeed and WP gain- LAVs are good as they are.People who heavily invested in LAVs still have powerful vehicles, yet BPO and MLT are crap. I wouldnt touch it.LAV are balanced. - This bro here posted this i think its worth a mention.It regards showing AV infantry on the vehicles map while they are using Lock on with their swarms: https://forums.dust514.com/default.aspx?g=posts&t=111974&find=unread-Also swarms SHOULD stay with their Lock-on capability,but missiles should be able to be destroyed..... Again this is MY opinion and the idea of this thread is NOT to discuss them,but to provide YOUR opinion on what should be done. THIS IS NOT A DISCUSSION POST, just post your ideas on what needs to be balanced and PLEASE, TROLLS are not welcome , TY. 30 is way too high.. try 10 . its closer to squad leader bounus.. then the regulat wp for kills.. but yeah.. i can get behind this post . some points are better than others tho. |
KING CHECKMATE
TEAM SATISFACTION
1265
|
Posted - 2013.09.25 04:29:00 -
[48] - Quote
nakaya indigene wrote: 30 is way too high.. try 10 . its closer to squad leader bonus.. then the regulat wp for kills.. but yeah.. i can get behind this post . some points are better than others tho.
Ty man. But regarding the WP related to ''pushing back'', thats why i posted the:''This WP were assigned to have some relation between them but it might be a smaller amount per hit/ Just used as examples.'' |
FATPrincess - XOXO
Shining Flame Amarr Empire
575
|
Posted - 2013.09.25 04:40:00 -
[49] - Quote
It's sooooo much simpler to nerf the hell out of AV. What happened to tanks should only be destroyed by full squad of dedicated AV? Now a lone Assault FG is enough to destroy a tank in less than 20 seconds. Is it because back in Chromosome no one had dedicated AV?
We all know tanks got to this place because of CCP Blam!'s fault, which was a total failure. But since vehicle rebalance is such a hard work that can't be done in less than 1 month at least an AV nerf hotfix should keep tankers happy till vehicle patch. Then once you have the new tanks you can buff AV again if it's needed. And lol at 1.3? swarm buff. Clearly no idea how to balance the game.
-XOXO |
KING CHECKMATE
TEAM SATISFACTION
1266
|
Posted - 2013.09.25 04:47:00 -
[50] - Quote
FATPrincess - XOXO wrote:It's sooooo much simpler to nerf the hell out of AV. What happened to tanks should only be destroyed by full squad of dedicated AV? Now a lone Assault FG is enough to destroy a tank in less than 20 seconds. Is it because back in Chromosome no one had dedicated AV?
We all know tanks got to this place because of CCP Blam!'s fault, which was a total failure. But since vehicle rebalance is such a hard work that can't be done in less than 1 month at least an AV nerf hotfix should keep tankers happy till vehicle patch. Then once you have the new tanks you can buff AV again if it's needed. And lol at 1.3? swarm buff. Clearly no idea how to balance the game.
-XOXO
Thanks for your input.Is much appreciated.
Keep em coming, i wanna grab all ideas and take the once we all most agree on and maybe make a resume later on.TY again. |
|
Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
240
|
Posted - 2013.09.25 05:40:00 -
[51] - Quote
Blaze Ashra wrote: 1/2 price of large turret cost, drop enforcers and ADS to 300k price range. Buff dropship HP.
Give dropships the ability to cycle through the 3 views with R3.
please ccp...please..... |
CharCharOdell
Shining Flame Amarr Empire
981
|
Posted - 2013.09.25 05:45:00 -
[52] - Quote
I read through this, wanting to troll you, really bad, but I actually agree with everything except the madrugar speed nerf. I'm more in favor of either a passive caldari damage buff, because a speed buff is out of character for caldari, and is the place for the minmitar.
All in all, not bad ideas, but buffing the base HP won't do anything good, because it's so low. Buffing the modules is what would help. either that or a massive (35% pg buff).
I want to see tanks become battering rams OR seige weapons, where they are nearly invulnerable for 60 seconds OR they can take out anything that moves in a couple shots for 30 seconds. Then they should go right back to being paper thin. This way, the smart tankers will be nigh unkillable, but a good 85% wont last 2 minutes- as it should be. |
CharCharOdell
Shining Flame Amarr Empire
981
|
Posted - 2013.09.25 05:49:00 -
[53] - Quote
KING CHECKMATE wrote:(( I now have now my Tanker account with Shield tank. I dont even know where to start with them to be honest, so i posted just general thoughts on it.But for the 1st time i felt tanks as UP....))
Spkr4theDead = Its not that easy.There are a LOT of variables taht apply.
-Whats the rest of the enemy infantry doing? scratchingtheir nuts? or hunting the AV and repairing? -Do you have a height advatange? -Are you getting redlined thanks to your team not doing anything? -Are you out of ammo? no nanohives around?
I could go on,but its not thread related. Still as i posted before.AV experience and Tanker experience IS NOT NEEDED to post your opinion on how you think they should be balanced.At least not in this thread.
You got a tanker alt? hmm...well, at least you are trying. come to 'Honey Badger' chat and identify yourself. I'll even give you a proto tank to try out. |
Nocturnal Soul
Immortal Retribution
639
|
Posted - 2013.09.25 05:55:00 -
[54] - Quote
Good job KC you've made a productive thread keep em coming. |
Spkr4theDead
International-Fleet
898
|
Posted - 2013.09.25 06:32:00 -
[55] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote: LOL
You're crazy
AV is easy. I'm using cheap stuff right now because I want to be cheap. Cheap tanks, cheap dropsuits. I could easily use my ADV heavy suits with PRO forge guns, but right now I'd rather use skinweave with ADV assault forge guns. I know how it is. It's pathetically easy.
Good for you man. Still, not thread related. LOLOLOLOLOLOLOLOLOL |
Monkey MAC
killer taxi company General Tso's Alliance
714
|
Posted - 2013.09.25 07:05:00 -
[56] - Quote
Godin Thekiller wrote:jerrmy12 kahoalii wrote:Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp. the point of a Caldari HAV is alot of shields, high speed but low armor, 4k passives or 3.6 would be right. Fixed. Winmatar do shields as well, but they are the hit and run type. As in move in, hit hard with all of your ammo, GTFO.
Well you see I was attempting to try and keep away from dropsuit based assumptions. The dropsuit architects are 1 thing but I don't think vehicles should necessarily follow the exact same archetypes.
The passive health for sheilds is a bit low, yeah. The numbers are more just to give an idea of the magnitude. Some people might take "Passive Health:Collasal" as invincible. 3-4K makes more sense and Ill adjust the op accordingly.
If we want it to be the caldari hav, then my current proposition still works. The active modules become a fail safe, a get out jail free card. Meanwhile he continues to rain and almost persistent death upon the field. If you don't take numbers to literally, you can run a sheild tank in a number of roles, I won't give it to you on a platter.
I give the base and you see if you can make it work! |
Spkr4theDead
International-Fleet
898
|
Posted - 2013.09.25 07:32:00 -
[57] - Quote
Monkey MAC wrote:You are aware you have just asked for tanks to become the very definition of an OverPowered weapon. An overpowered weapon is where 1 weapon is so much more effective than any other weapon that the only way to combat it in 1v1 fights is to weild it. Sorry to have gone off topic king but it needs to be pointed out, spike is just a troll who warrants no more response! How could you possibly construe that? I want to hear your reasoning. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
25
|
Posted - 2013.09.25 07:45:00 -
[58] - Quote
CharCharOdell wrote:I read through this, wanting to troll you, really bad, but I actually agree with everything except the madrugar speed nerf. I'm more in favor of either a passive caldari damage buff, because a speed buff is out of character for caldari, and is the place for the minmitar.
All in all, not bad ideas, but buffing the base HP won't do anything good, because it's so low. Buffing the modules is what would help. either that or a massive (35% pg buff).
I want to see tanks become battering rams OR seige weapons, where they are nearly invulnerable for 60 seconds OR they can take out anything that moves in a couple shots for 30 seconds. Then they should go right back to being paper thin. This way, the smart tankers will be nigh unkillable, but a good 85% wont last 2 minutes- as it should be. caldari suits are fastest. less HEAVY armor means more speed and is balanced, currently armor is faster than shield. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
25
|
Posted - 2013.09.25 07:53:00 -
[59] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (1K- 3K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2
The large acti modules last 45secs tops but require 2-3min *sigh* its called hit and run, not hit and hide, 30 sec cooldown max, as it's already too much, 2 shot forge gun, you serious? make it more op whydontcha, no noob solo'ing tanks please. modules have delay before activation so it'd be impossible to survive in a shield tank+armor would be more OP. max 5800 hp shields, maybe slightly less, but max hp buff is NEEDED to counter forge guns/flux nades, 45 sec for modules is too long for hit and run, maybe 20-25 sec. hardeners get buff to max 35% dr proto and 20 sec long duration. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
480
|
Posted - 2013.09.25 11:24:00 -
[60] - Quote
I'm totally stunned to hear the words "buff" and "tanks" in the same sentence coming from you!
What happened to you, bro!?
Nevermind, I like this change. Keep it up! |
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