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CharCharOdell
Shining Flame Amarr Empire
1097
|
Posted - 2013.10.10 05:03:00 -
[1] - Quote
Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though.
He went full Lueko; don't ever go full Lueko.
DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too.
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hackerzilla
Defenders of the Helghast Dream
324
|
Posted - 2013.10.10 05:07:00 -
[2] - Quote
To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). |
CharCharOdell
Shining Flame Amarr Empire
1097
|
Posted - 2013.10.10 05:12:00 -
[3] - Quote
not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
anything that gets spammed is annoying...except core locus grenades and ARs for some reason. |
Cy Clone1
Intara Direct Action Caldari State
259
|
Posted - 2013.10.10 05:18:00 -
[4] - Quote
hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings).
often times in skirmish games, if your team has lots of tanks/dropships you won't have the numbers to take and hold objectives. Also if I ever got into a game and was unable to call in my vehicle I would be pissed. You cant expect me to run around in militia gear. Why not make it so we only allow 4 ars, 2 md, 2 snipers, and one fg to add diversity. so no not a fair argument |
hackerzilla
Defenders of the Helghast Dream
324
|
Posted - 2013.10.10 05:21:00 -
[5] - Quote
Cy Clone1 wrote:hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). often times in skirmish games, if your team has lots of tanks/dropships you won't have the numbers to take and hold objectives. Also if I ever got into a game and was unable to call in my vehicle I would be pissed. You cant expect me to run around in militia gear. Why not make it so we only allow 4 ars, 2 md, 2 snipers, and one fg to add diversity. so no not a fair argument Edit :char made the same argument so why weren't you in one of the tanks gunner seats?
(btw im not anti-tank so thats not my approach to this) |
Cy Clone1
Intara Direct Action Caldari State
259
|
Posted - 2013.10.10 05:29:00 -
[6] - Quote
hackerzilla wrote:Cy Clone1 wrote:hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). often times in skirmish games, if your team has lots of tanks/dropships you won't have the numbers to take and hold objectives. Also if I ever got into a game and was unable to call in my vehicle I would be pissed. You cant expect me to run around in militia gear. Why not make it so we only allow 4 ars, 2 md, 2 snipers, and one fg to add diversity. so no not a fair argument Edit :char made the same argument so why weren't you in one of the tanks gunner seats? (btw im not anti-tank so thats not my approach to this)
I guess it comes down to me being selfish and feeling that I can get more kills or have a better chances of surviving. besides me being in a gunners seat doesn't really help the numbers for the guys trying to cap objectives unless its a map that I can be covered easily by the tank to hop out and capture. Mostly I'm greedy for kills |
Flix Keptick
Red Star. EoN.
141
|
Posted - 2013.10.10 05:30:00 -
[7] - Quote
hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). Its a bit unfair when a team has five 15mil sp proto bear on their side, the result is the same. Except that you can hide from a tank. |
Void Echo
Edimmu Warfighters Gallente Federation
1690
|
Posted - 2013.10.10 05:31:00 -
[8] - Quote
the less people in the gunner seats the better off the team is, mainly because they will actually be hacking stuff instead of letting everything turn red while they pad their kd and shoot randomly at nothing. |
hackerzilla
Defenders of the Helghast Dream
324
|
Posted - 2013.10.10 05:32:00 -
[9] - Quote
Cy Clone1 wrote:hackerzilla wrote:Cy Clone1 wrote:hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). often times in skirmish games, if your team has lots of tanks/dropships you won't have the numbers to take and hold objectives. Also if I ever got into a game and was unable to call in my vehicle I would be pissed. You cant expect me to run around in militia gear. Why not make it so we only allow 4 ars, 2 md, 2 snipers, and one fg to add diversity. so no not a fair argument Edit :char made the same argument so why weren't you in one of the tanks gunner seats? (btw im not anti-tank so thats not my approach to this) I guess it comes down to me being selfish and feeling that I can get more kills or have a better chances of surviving. besides me being in a gunners seat doesn't really help the numbers for the guys trying to cap objectives unless its a map that I can be covered easily by the tank to hop out and capture. Mostly I'm greedy for kills as far as capping points; you don't have to worry about that (I'm assuming you're specced into vehicles) because thats the ground infantry's job, and even if there were 6 tanks on the field, that still leaves potential for 10 infantry players (even though games are hardly ever full and there are almost never that many tanks on the field, not considering going against Nyain Spam.) |
Cy Clone1
Intara Direct Action Caldari State
259
|
Posted - 2013.10.10 05:36:00 -
[10] - Quote
yup |
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hackerzilla
Defenders of the Helghast Dream
324
|
Posted - 2013.10.10 05:40:00 -
[11] - Quote
Flix Keptick wrote:hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). Its a bit unfair when a team has five 15mil sp proto bear on their side, the result is the same. Except that you can hide from a tank. yup definitely no difference concerning nothing insignificant like what? Thousands of HP? LOL doesn't matter!
I get you're point but that's kinda off topic; we're talking about mass tank spam, not tank/infantry balance... |
CharCharOdell
Shining Flame Amarr Empire
1098
|
Posted - 2013.10.10 05:52:00 -
[12] - Quote
and i dont like duvolle spam. only 1 duvolle and 1 av weapon/battle. then it'll be fun for everyone! |
THUNDERGROOVE
ZionTCD
199
|
Posted - 2013.10.10 06:28:00 -
[13] - Quote
hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). Unfair that they all can be soloed by one guy with Wirykomi's? I know!! |
Spkr4theDead
Red Star. EoN.
982
|
Posted - 2013.10.10 06:36:00 -
[14] - Quote
hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). So tankers using teamwork is overpowered?
PRO assaults and logis using teamwork is overpowered. Nerf infantry.
Don't like it, eh? |
Spkr4theDead
Red Star. EoN.
982
|
Posted - 2013.10.10 06:37:00 -
[15] - Quote
CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
anything that gets spammed is annoying...except core locus grenades and ARs for some reason. Remember what happened when infantry complained about contact grenades, and what happens when we complain about AV grenades. |
Spkr4theDead
Red Star. EoN.
982
|
Posted - 2013.10.10 06:38:00 -
[16] - Quote
Flix Keptick wrote:hackerzilla wrote:To be honest it's a fair argument if one team has 5 tanks on the field (thats the most I have ever seen on one team) and especially those god-tanks that have 15mil+ SP into them, is a bit unfair and denies the whole field to almost all infantry (except snipers and forges on buildings). Its a bit unfair when a team has five 15mil sp proto bear on their side, the result is the same. Except that you can hide from a tank. Depends on who is in the tank. |
Obodiah Garro
Tech Guard RISE of LEGION
386
|
Posted - 2013.10.10 06:39:00 -
[17] - Quote
HAV should defo be punted from Ambush, and a cap on skirmish seems logical |
Void Echo
Edimmu Warfighters Gallente Federation
1693
|
Posted - 2013.10.10 06:46:00 -
[18] - Quote
Obodiah Garro wrote:HAV should defo be punted from Ambush, and a cap on skirmish seems logical
infantry should definitely be limited to how many of each class gets deployed in battle. seems logical also, we have too many snipers in the battles not doing anything while we have 2 assaulters on each team just killing and doing nothing about the objectives. |
Cy Clone1
Intara Direct Action Caldari State
259
|
Posted - 2013.10.10 06:47:00 -
[19] - Quote
Obodiah Garro wrote:HAV should defo be punted from Ambush, and a cap on skirmish seems logical
first of all its rare that you'll find many strong tankers on the same team. Putting a vehicle cap is just not an option when your playing a game that requires you to invest months of game play just to unlock one thing. I have no dropsuit upgrades, equipment, or weapons and I shouldn't be forced into a passenger seat. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1389
|
Posted - 2013.10.10 06:51:00 -
[20] - Quote
CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc.
However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player).
For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry.
|
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Void Echo
Edimmu Warfighters Gallente Federation
1696
|
Posted - 2013.10.10 06:59:00 -
[21] - Quote
I wonder how many of your threads lukboy is going to try and troll... lets find out. |
Spkr4theDead
Red Star. EoN.
983
|
Posted - 2013.10.10 07:23:00 -
[22] - Quote
DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry. If a MLT AR is taking you out that fast, you're doing it wrong. |
Void Echo
Edimmu Warfighters Gallente Federation
1696
|
Posted - 2013.10.10 07:25:00 -
[23] - Quote
Spkr4theDead wrote:DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry. If a MLT AR is taking you out that fast, you're doing it wrong.
sshhh.... don't feed it maybe itl go away, in the mean time lets get concord to dissect it and find out what it is... |
Rei Shepard
Spectre II
661
|
Posted - 2013.10.10 07:32:00 -
[24] - Quote
CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too.
Imagine 4 of these....
http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.be
I am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role.
These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store.
Tanks need a reality check.
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Spkr4theDead
Red Star. EoN.
983
|
Posted - 2013.10.10 07:39:00 -
[25] - Quote
Rei Shepard wrote:CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too. Imagine 4 of these.... http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.beI am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role. These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store. Tanks need a reality check. Let's see... not much AV, combined with competent infantry support to fight off those that do have AV. I don't see a problem here. |
Void Echo
Edimmu Warfighters Gallente Federation
1697
|
Posted - 2013.10.10 07:43:00 -
[26] - Quote
Rei Shepard wrote:CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too. Imagine 4 of these.... http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.beI am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role. These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store. Tanks need a reality check.
you should notice that there is only 4 events of a single av guy firing on legend the entire match.... if your trying to make it into an argument, you should have argued that the eemy team should had more people going AV instead of just 1 guy doing it 4 times out of the whole battle. |
Jack McReady
DUST University Ivy League
654
|
Posted - 2013.10.10 07:45:00 -
[27] - Quote
now the funny part, the announcement for the vehicle changes is that it will bring back 20k ehp vehicles like we had in closed beta. you heard it right! do some math and check yourself.
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Godin Thekiller
Hellstorm Inc League of Infamy
1099
|
Posted - 2013.10.10 07:46:00 -
[28] - Quote
Rei Shepard wrote:CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too. Imagine 4 of these.... http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.beI am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role. These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store. Tanks need a reality check.
I saw only MLT AV hitting his HAV. Point moot. |
Rei Shepard
Spectre II
663
|
Posted - 2013.10.10 08:08:00 -
[29] - Quote
Quote:Let's see... not much AV, combined with competent infantry support to fight off those that do have AV. I don't see a problem here.
If you don't see any problems here, there is something very wrong with you or youre are a tanker, the guys that came out of their training most likely all quit the game or the next game will.
There is a very fundamental diffrence between Eve's pvp and Dust, in Eve its your choice to pvp (you might get ganked once in a while) or not, in Dust all these little guys are being thrown in with against squads and then you have the Tanks.
Back in Eve when Titans came out, there was nothing wrong with them either because they were ISK balanced "cough", yet could kill an entire 50+ man fleet with one Doomsday Driveby shot but hey they were balanced by ISK cost!
But hey, HTFU right ....lets see you HTFU when your tank is nerfed below ground....
Ive never liked vehicles in shooters, most likely because we didnt have them back in our Counter-Strike glory days but these tanks are out of whack, especially when one side fields 4 of them.
I sometimes feel sorry for new people trying Dust. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1391
|
Posted - 2013.10.10 08:09:00 -
[30] - Quote
Spkr4theDead wrote:DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry. If a MLT AR is taking you out that fast, you're doing it wrong.
Well sure, I could tank my logi suit to get some asinine amount of HP that might buy me 1 more second of militia AR fire, but then I wouldn't be able to have anything else on my suit except for raw HP, my weapon and would be slow as hell. Not exactly practical or fun.
Due to AR's having improved hit-detection, their DPS is actually accurate. Militia AR is dealing out 425 DPS with no upgraded skills, my current proto suit has 574 HP. All it takes is somebody to aim at my suit for 1.3 seconds, and I am down (not counting headshot bonus or shield/armor differences). And with the loss of team wide tacnet, it is very possible now to be snuck up on or be surprised. Go ahead, count to 1.3 seconds, it isn't very long... and that is if they are using a militia AR with no skills or damage mods and arent scoring headshots.
With full proficiency skill, I am dead in 1.1 seconds. And with 3 damage mods, dead in 0.92 seconds. So best case scenario with a player who has nothing upgraded and is just using a militia AR, I am dead in 1.3 seconds, worst case scenario with a militia AR, I am dead in 0.92 seconds. |
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Rei Shepard
Spectre II
663
|
Posted - 2013.10.10 08:11:00 -
[31] - Quote
Void Echo wrote:Rei Shepard wrote:CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too. Imagine 4 of these.... http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.beI am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role. These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store. Tanks need a reality check. you should notice that there is only 4 events of a single av guy firing on legend the entire match.... if your trying to make it into an argument, you should have argued that the enemy team shouldv had more people going AV instead of just 1 guy doing it 4 times with militia AV out of the whole battle.
No i am trying to point out that the tank is completely impervious vs anything these guys can field, at least in PS2 or 1 or others Troops can always field an extra AV weapon, here they have to choose between....or go commando ...yeah ...no
|
Void Echo
Edimmu Warfighters Gallente Federation
1699
|
Posted - 2013.10.10 08:22:00 -
[32] - Quote
Rei Shepard wrote: No i am trying to point out that the tank is completely impervious vs anything these guys can field, at least in PS2 or 1 or others Troops can always field an extra AV weapon, here they have to choose between....or go commando ...yeah ...no
ok then, if that's your case then I have counters to that.
1. The Legend345 is one of the best tankers in the game, there is no way he would ever go down to a single AV guy with militia AV or be stupid enough to let a bunch of AV guys get the jump on him and kill him.
2. the enemy only seemed to have a single AV guy go at him 4 different times during the entire match, with militia grade gear I might add. it was their own fault for not bringing out AV to deal with legend.
3. in the realm of new eden, everything revolves around sacrifice and isk, you cannot gain something without letting another thing go in return, you cannot overcome someone more advanced than you or more hardened than you unless you have nough or more sp and or isk to do it here.
4. legend had his entire squad dedicated to helping him, isn't that what you infantry want us to do, use teamwork? I thought it was... oh wait, your probably trying to say that its not teamwork unless its how you use teamwork. the enemy team didn't even have 2 guys go after him.
5. if you expect one our best to get taken downy by a single scrub with militia AV, then you need help. |
Void Echo
Edimmu Warfighters Gallente Federation
1699
|
Posted - 2013.10.10 08:23:00 -
[33] - Quote
DJINN leukoplast wrote:Spkr4theDead wrote:DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry. If a MLT AR is taking you out that fast, you're doing it wrong. Well sure, I could tank my logi suit to get some asinine amount of HP that might buy me 1 more second of militia AR fire, but then I wouldn't be able to have anything else on my suit except for raw HP, my weapon and would be slow as hell. Not exactly practical or fun. Due to AR's having improved hit-detection, their DPS is actually accurate. Militia AR is dealing out 425 DPS with no upgraded skills, my current proto suit has 574 HP. All it takes is somebody to aim at my suit for 1.3 seconds, and I am down (not counting headshot bonus or shield/armor differences). And with the loss of team wide tacnet, it is very possible now to be snuck up on or be surprised. Go ahead, count to 1.3 seconds, it isn't very long... and that is if they are using a militia AR with no skills or damage mods and arent scoring headshots. With full proficiency skill, I am dead in 1.1 seconds. And with 3 damage mods, dead in 0.92 seconds. So best case scenario with a player who has nothing upgraded and is just using a militia AR, I am dead in 1.3 seconds, worst case scenario with a militia AR, I am dead in 0.92 seconds.
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1391
|
Posted - 2013.10.10 08:55:00 -
[34] - Quote
Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia.
Some math fun:
Militia AR has 34 HP damage per bullet @ 750 RPM
750 RPM /60 = 12.5 Rounds per second
12.5 RPS * 34 = 425 DPS
Believe it or not, the militia AR does just that. |
Godin Thekiller
Hellstorm Inc League of Infamy
1101
|
Posted - 2013.10.10 09:20:00 -
[35] - Quote
DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that.
Pretty stupid. Wait, did I just agree with the village idiot? lol |
Rusty Shallows
Black Jackals
425
|
Posted - 2013.10.10 09:26:00 -
[36] - Quote
Spkr4theDead wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
anything that gets spammed is annoying...except core locus grenades and ARs for some reason. Remember what happened when infantry complained about contact grenades, and what happens when we complain about AV grenades. If tank spam becomes common and the Devs somehow hold off nerfing HAVs don't be surprised when AV Grenades get a big buff. |
Ninjanomyx
TeamPlayers EoN.
342
|
Posted - 2013.10.10 09:26:00 -
[37] - Quote
DJINN leukoplast wrote:CharCharOdell wrote:not any more unfair than a team of proto (1) sniper (2) duvolle assaults (1) callogi w/ freedom (1) heavy (1)assault forge ....or (6) duvolle callogis. lol
Here's the flaw with that analogy... infantry are vulnerable to everything in the game, and most players are equipped to kill infantry specifically. A militia AR can take out my 220k proto suit in about a second. It gets 1-2 shotted by a militia sniper, 1 shotted against any shotgun.. etc etc. However tanks and vehicles require very specific weapons to take out, and a lot of the time need the perfect situation and scenario to pull off successfully. And when infantry are running AV, they are vulnerable to all the other anti-infantry units on the field (including the vehicles that can insta-kill the AV player). For vehicles to be fair in this game, all suits need a dedicated AV light weapon slot with dedicated PG and CPU (that way the extra slot or CPU/PG can't be used to beef up the suit for non-AV purposes). Tanks are universally good against everything, however infantry has to choose whether to be useful against vehicles and unless against infantry, or 100% useless against vehicles and useful against infantry.
Grab GOD KING AR, slap on AV Nades, no more Tanks..... You were saying??? Oh...wait, Non-Tanker is unaware of our Blindfolds & your Stealth Camo past 70 Meters. Give us a Trophy System, IR Flares/Smoke, built-in NOS, Reflective/Refractive Plates, actual Small Turrets in place of Nerf Guns, fix our Rendering Issues, unlock ADV & PRO w/ Racials, & slap on a Coaxl Blaster to my Rail.....then you CoDdies can "Man Purse" a Swarm with a Bullet Hose & the GOD KING AR. Don't worry.....none of this needs to happen since IWS confirmed "There will be no Vehicles in 1.6"..... HURRAY FOR CoDdlefield 514!!!!!! |
Void Echo
Edimmu Warfighters Gallente Federation
1700
|
Posted - 2013.10.10 09:29:00 -
[38] - Quote
DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that.
hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades |
Rei Shepard
Spectre II
665
|
Posted - 2013.10.10 09:42:00 -
[39] - Quote
Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades
Its the Meta levels filling in small diffrences inbetween grades.....
Quote:ok then, if that's your case then I have counters to that.
1. The Legend345 is one of the best tankers in the game, there is no way he would ever go down to a single AV guy with militia AV or be stupid enough to let a bunch of AV guys get the jump on him and kill him.
2. the enemy only seemed to have a single AV guy go at him 4 different times during the entire match, with militia grade gear I might add. it was their own fault for not bringing out AV to deal with legend.
3. in the realm of new eden, everything revolves around sacrifice and isk, you cannot gain something without letting another thing go in return, you cannot overcome someone more advanced than you or more hardened than you unless you have nough or more sp and or isk to do it here.
4. legend had his entire squad dedicated to helping him, isn't that what you infantry want us to do, use teamwork? I thought it was... oh wait, your probably trying to say that its not teamwork unless its how you use teamwork. the enemy team didn't even have 2 guys go after him.
5. if you expect one our best to get taken downy by a single scrub with militia AV, then you need help.
I didnt see a whole lot of tactics, just a tank zerging in and spraying & praying mate he can even afford to aim that bad because he knows nothing can and will touch him, maybe an ammo limit will fix that bit who knows, i would like to see someone do that amount of damage with his so called OP AR in such a short time, aint happening... |
Racro 01 Arifistan
The Surrogates Of War
53
|
Posted - 2013.10.10 09:44:00 -
[40] - Quote
6753 armour madrugar dies to 3 laidai packed av grenades regardless of repair and and armour hardners. oh and a wykomi can solo any HAV. all it takes is any suit equipped with wykomi + 1-3 complex mods and swarm prof 3. |
|
DJINN leukoplast
Hellstorm Inc League of Infamy
1392
|
Posted - 2013.10.10 09:58:00 -
[41] - Quote
Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades
They don't have the same stats. As per the first line of my previous post, the Exile has a larger magazine (and maybe more accuracy, not sure about that though as I am not in-game to verify).
Militia AR = 45 rounds per magazine Exile and STD AR have 60 rounds per magazine.
Similar to the Militia swarms, which shoot 4 missiles per volley, while STD shoot 6 missiles per volley. Both have the same damage per missile, but STD are able to shoot more missiles per volley.
|
Ninjanomyx
TeamPlayers EoN.
342
|
Posted - 2013.10.10 10:18:00 -
[42] - Quote
Rei Shepard wrote:Quote:Let's see... not much AV, combined with competent infantry support to fight off those that do have AV. I don't see a problem here.
If you don't see any problems here, there is something very wrong with you or youre are a tanker, the guys that came out of their training most likely all quit the game or the next game will. There is a very fundamental diffrence between Eve's pvp and Dust, in Eve its your choice to pvp (you might get ganked once in a while) or not, in Dust all these little guys are being thrown in with against squads and then you have the Tanks. Back in Eve when Titans came out, there was nothing wrong with them either because they were ISK balanced "cough", yet could kill an entire 50+ man fleet with one Doomsday Driveby shot but hey they were balanced by ISK cost! But hey, HTFU right ....lets see you HTFU when your tank is nerfed below ground.... Ive never liked vehicles in shooters, most likely because we didnt have them back in our Counter-Strike glory days but these tanks are out of whack, especially when one side fields 4 of them. I sometimes feel sorry for new people trying Dust.
Same result tossing ReGnYum into a Sheep Den like this........ Then again, ReGnYum would have an easier time, get WP from Equipment, & have a higher KdR. The only "Issue" I saw there was Matchmaking. Not the fault of the Player.........
PS: Our Tanks are Nerfed into the ground....... A select few of us just make Hard Mode look like a Tutorial Level |
Ninjanomyx
TeamPlayers EoN.
342
|
Posted - 2013.10.10 10:24:00 -
[43] - Quote
Rei Shepard wrote:Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades Its the Meta levels filling in small diffrences inbetween grades..... Quote:ok then, if that's your case then I have counters to that.
1. The Legend345 is one of the best tankers in the game, there is no way he would ever go down to a single AV guy with militia AV or be stupid enough to let a bunch of AV guys get the jump on him and kill him.
2. the enemy only seemed to have a single AV guy go at him 4 different times during the entire match, with militia grade gear I might add. it was their own fault for not bringing out AV to deal with legend.
3. in the realm of new eden, everything revolves around sacrifice and isk, you cannot gain something without letting another thing go in return, you cannot overcome someone more advanced than you or more hardened than you unless you have nough or more sp and or isk to do it here.
4. legend had his entire squad dedicated to helping him, isn't that what you infantry want us to do, use teamwork? I thought it was... oh wait, your probably trying to say that its not teamwork unless its how you use teamwork. the enemy team didn't even have 2 guys go after him.
5. if you expect one our best to get taken downy by a single scrub with militia AV, then you need help. I didnt see a whole lot of tactics, just a tank zerging in and spraying & praying mate he can even afford to aim that bad because he knows nothing can and will touch him, maybe that ammo limit will fix that bit who knows, i would like to see someone do that amount of damage with his so called OP AR in such a short time, aint happening...
Sorry......we don't play EZ-Mode. Aimbot (LOL Aim Assist) does not exist for Vehicles |
pegasis prime
BIG BAD W0LVES
1145
|
Posted - 2013.10.10 11:16:00 -
[44] - Quote
CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too.
In the wolves we call having 2 bluberys in your tank with no coms going the full ret@rd but after reading this post yes we will still call it the full ****** but well be thinking of mr leukio.
|
Void Echo
Edimmu Warfighters Gallente Federation
1701
|
Posted - 2013.10.10 11:18:00 -
[45] - Quote
DJINN leukoplast wrote:Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades They don't have the same stats. As per the first line of my previous post, the Exile has a larger magazine (and maybe more accuracy, not sure about that though as I am not in-game to verify). Militia AR = 45 rounds per magazine Exile and STD AR have 60 rounds per magazine. Similar to the Militia swarms, which shoot 4 missiles per volley, while STD shoot 6 missiles per volley. Both have the same damage per missile, but STD are able to shoot more missiles per volley.
in your post before mine, you said that the exile is std grade, has the same damage as a militia riffle yet has an increased mag/ |
pegasis prime
BIG BAD W0LVES
1145
|
Posted - 2013.10.10 11:20:00 -
[46] - Quote
DJINN leukoplast wrote:Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades They don't have the same stats. As per the first line of my previous post, the Exile has a larger magazine (and maybe more accuracy, not sure about that though as I am not in-game to verify). Militia AR = 45 rounds per magazine Exile and STD AR have 60 rounds per magazine. Similar to the Militia swarms, which shoot 4 missiles per volley, while STD shoot 6 missiles per volley. Both have the same damage per missile, but STD are able to shoot more missiles per volley.
They do the same alpa and semicontinuos dps (sdt and mlt ars) the differense as you pointed out is the mag capacity thusly lessining the dps on malitia firearms due to reload times...... but when you only need about a quarter of a clip to kill the extended dps dosent matter.
|
Void Echo
Edimmu Warfighters Gallente Federation
1703
|
Posted - 2013.10.10 11:32:00 -
[47] - Quote
Rei Shepard wrote:Void Echo wrote:DJINN leukoplast wrote:Void Echo wrote:
funny thing is that the only militia grade weapon ar that I can think of to give that amount of damage with and without damage mods are the exiles.
Exile is STD grade, it has the same damage but with a larger magazine in comparison to the militia. Some math fun: Militia AR has 34 HP damage per bullet @ 750 RPM 750 RPM /60 = 12.5 Rounds per second 12.5 RPS * 34 = 425 DPS Believe it or not, the militia AR does just that. hm, if that's the case, then how can anything be designated militia, std, adv or proto if there are weapons that have the same stats as 2 different grades Its the Meta levels filling in small diffrences inbetween grades..... Quote:ok then, if that's your case then I have counters to that.
1. The Legend345 is one of the best tankers in the game, there is no way he would ever go down to a single AV guy with militia AV or be stupid enough to let a bunch of AV guys get the jump on him and kill him.
2. the enemy only seemed to have a single AV guy go at him 4 different times during the entire match, with militia grade gear I might add. it was their own fault for not bringing out AV to deal with legend.
3. in the realm of new eden, everything revolves around sacrifice and isk, you cannot gain something without letting another thing go in return, you cannot overcome someone more advanced than you or more hardened than you unless you have nough or more sp and or isk to do it here.
4. legend had his entire squad dedicated to helping him, isn't that what you infantry want us to do, use teamwork? I thought it was... oh wait, your probably trying to say that its not teamwork unless its how you use teamwork. the enemy team didn't even have 2 guys go after him.
5. if you expect one our best to get taken downy by a single scrub with militia AV, then you need help. I didnt see a whole lot of tactics, just a tank zerging in and spraying & praying mate he can even afford to aim that bad because he knows nothing can and will touch him, maybe that ammo limit will fix that bit who knows, i would like to see someone do that amount of damage with his so called OP AR in such a short time, aint happening...
iv done it several times to people who weren't prepared for me to start spraying out of nowhere. |
pegasis prime
BIG BAD W0LVES
1145
|
Posted - 2013.10.10 11:40:00 -
[48] - Quote
Godin Thekiller wrote:Rei Shepard wrote:CharCharOdell wrote:Joel II X wrote:So I was playing another fun game of skirmish today when all of a sudden, blues started disappearing from my radar.
What?
So I go check out what's going on only to die to 3 F**KING TANKS! Holy t*ts! Not one, but three! And to make things even worse, ground soldiers started coming in.
F**k this! It's Nerf or nothing!
I just camped at Objective C and dealt with soldiers that came into range without help from the tanks.
We finally got to score a win for Gallente FW before alI got to score a free hacked tank, though. He went full Lueko; don't ever go full Lueko. DJINN leukoplast wrote:There needs to be a limit of tanks in a match (heck, there needs to be a limit for all vehicles).
Ambush - 0 tanks, 1 LAV per side, and 1 dropship per side. Skirmish - Depends on how many objectives there are, but 1-2 tanks per side, 2-4 LAV's per side, and 2-3 dropships per side. Domination - 1 tank per side, 2 LAV's per side, and 1 dropship per side.
At the very least tanks need to be perma banned from all forms of ambush, dropships too. Imagine 4 of these.... http://www.youtube.com/watch?v=COHnqYkKbf4&feature=youtu.beI am pretty good and can drop people fast, but nowhere near as fast as that thing without stopping, nor cross the battlefield at that speed with my Imperial SCR or be that invulnerable with my 22.5m SP spend in my Proto dropsuit, Infantry role. These guys don't even get the time to spawn properly or form any type of resistance, if i get 40+ kills, i had to work really hard for it, almost dying or dying at multiple occasions, this guy in the tank is just driving derp aim is all over the place, activating all modules when he engages but mows down people like a kid in a candy store. Tanks need a reality check. I saw only MLT AV hitting his HAV. Point moot.
I have watched and studied thus vid several times and there acctually was an abundanse of adv av on field as well as forge guns..........but if you wach none of them par 1 or 2 mercs ever target the tank ...... none of them move to higher ground to cover more area and most of the other av that never targeted tge tank werw to busy farming wp by shooting lol turrets instead of the imediate threat.....just another example of how unintelegent bluberrys are not how op tanks are.
|
Sephirian Fair
0uter.Heaven
105
|
Posted - 2013.10.10 11:52:00 -
[49] - Quote
Void Echo wrote:
in your post before mine, you said that the exile is std grade, has the same damage as a militia riffle yet has an increased mag/
Yes Void, that's how MLT and STD typically work on the Infantry side. They have the same damage but are limited by a smaller magazine and greater CPU/PG costs.
As for Leuko's comment on the swarm is incorrect. There is no volley difference between MLT -STD swarms, only the magazine. It should be 2 for MLT and 3 for STD since the skill changes to Swarms.
The Exile Rifle is a STD BPO. It is Meta lvl 1 compared to MLT being Meta lvl 0. The Exile has identical stats to that of a STD AR. Same damage, magazine size, accuracy, the whole 9 yards. |
CharCharOdell
Shining Flame Amarr Empire
1114
|
Posted - 2013.10.10 13:38:00 -
[50] - Quote
Jack McReady wrote:now the funny part, the announcement for the vehicle changes is that it will bring back 20k ehp vehicles like we had in closed beta. you heard it right! do some math and check yourself.
HAHAHAHA! Well, it depends on the weapons type, but shield tanks with 2 basic hardeners will take 0% damage vs explosives. So, really, we might as well have 1,000,000,000 EHP. Hahahha. It'll be great for those of us with a brain in our head. The other tankers will die. It'll go back to the top 20 tankers causing 99% of the QQ and the other 95% of tankers not living through the first engagement. |
|
CharCharOdell
Shining Flame Amarr Empire
1114
|
Posted - 2013.10.10 13:43:00 -
[51] - Quote
Rei Shepard wrote:Quote:Let's see... not much AV, combined with competent infantry support to fight off those that do have AV. I don't see a problem here.
If you don't see any problems here, there is something very wrong with you or youre are a tanker, the guys that came out of their training most likely all quit the game or the next game will. There is a very fundamental diffrence between Eve's pvp and Dust, in Eve its your choice to pvp (you might get ganked once in a while) or not, in Dust all these little guys are being thrown in with against squads and then you have the Tanks. Back in Eve when Titans came out, there was nothing wrong with them either because they were ISK balanced "cough", yet could kill an entire 50+ man fleet with one Doomsday Driveby shot but hey they were balanced by ISK cost! But hey, HTFU right ....lets see you HTFU when your tank is nerfed below ground.... Ive never liked vehicles in shooters, most likely because we didnt have them back in our Counter-Strike glory days but these tanks are out of whack, especially when one side fields 4 of them. I sometimes feel sorry for new people trying Dust.
So...please tell me how you feel about the massive tank buff coming? They're going to be better than they were in Chromosome. PLease tell me you're gonna quit :). |
Maximus Stryker
Villore Sec Ops Gallente Federation
637
|
Posted - 2013.10.10 14:40:00 -
[52] - Quote
Void Echo wrote:the less people in the gunner seats the better off the team is, mainly because they will actually be hacking stuff instead of letting everything turn red while they pad their kd and shoot randomly at nothing. Perhaps you have never had two good gunners. I have played with Steel Dark Night when he puts on a proto turret for me and we do good work. Andyes, I jump out and hack or shoot people as needed. Works even better with three people. |
Godin Thekiller
Hellstorm Inc League of Infamy
1111
|
Posted - 2013.10.11 03:26:00 -
[53] - Quote
pegasis prime wrote:
I have watched and studied thus vid several times and there acctually was an abundanse of adv av on field as well as forge guns..........but if you wach none of them par 1 or 2 mercs ever target the tank ...... none of them move to higher ground to cover more area and most of the other av that never targeted tge tank werw to busy farming wp by shooting lol turrets instead of the imediate threat.....just another example of how unintelegent bluberrys are not how op tanks are.
I have as well, looked at that fit, and assumed he was using the Cara's, and tested it for myself. the swarm guy (there was only 2 out the entire game that I have spotted) that was shooting at him those rare times was only MLT, assuming he had armor at 5. the Forge might have been STD or Adv. though, can't really tell, as I have had no time to test that. |
Godin Thekiller
Hellstorm Inc League of Infamy
1111
|
Posted - 2013.10.11 03:29:00 -
[54] - Quote
CharCharOdell wrote:Jack McReady wrote:now the funny part, the announcement for the vehicle changes is that it will bring back 20k ehp vehicles like we had in closed beta. you heard it right! do some math and check yourself.
HAHAHAHA! Well, it depends on the weapons type, but shield tanks with 2 basic hardeners will take 0% damage vs explosives. So, really, we might as well have 1,000,000,000 EHP. Hahahha. It'll be great for those of us with a brain in our head. The other tankers will die. It'll go back to the top 20 tankers causing 99% of the QQ and the other 95% of tankers not living through the first engagement.
This, this, and this. Can't wait to profit, and kick ass all day long again |
Void Echo
Edimmu Warfighters Gallente Federation
1724
|
Posted - 2013.10.11 09:17:00 -
[55] - Quote
Maximus Stryker wrote:Void Echo wrote:the less people in the gunner seats the better off the team is, mainly because they will actually be hacking stuff instead of letting everything turn red while they pad their kd and shoot randomly at nothing. Perhaps you have never had two good gunners. I have played with Steel Dark Night when he puts on a proto turret for me and we do good work. Andyes, I jump out and hack or shoot people as needed. Works even better with three people.
in my experience, there are no competent gunners |
CharCharOdell
Shining Flame Amarr Empire
1129
|
Posted - 2013.10.11 18:09:00 -
[56] - Quote
The only good gunners are tankers who should be in their own tanks, anyhow. I swear to gos, only tankers realize that parking at an objective means "hack". |
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