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Void Echo
Algintal Core Gallente Federation
1796
|
Posted - 2013.10.16 01:55:00 -
[31] - Quote
Coleman Gray wrote:First, they said that those statistics are not concrete, variables and values can and probably WILL be changed, all that is what they have at the moment. We don't even know when that vehicle change WILL come, may not even be 1.7, plus we don't know what other changes are being made. Best thing to do is wait and see what happens, or give constructive critism and points.
When the tank changes come, and your still not happy, well you know what to do with the sp your gonna get back don't you?
well, they could release the current numbers they have worked on since a month ago and show us their progress... but there waiting for the last week to show us what they are going to **** up |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:56:00 -
[32] - Quote
Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just...
AV has never and i mean NEVER been nerfed no need to get real results... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:59:00 -
[33] - Quote
Coleman Gray wrote:First, they said that those statistics are not concrete, variables and values can and probably WILL be changed, all that is what they have at the moment. We don't even know when that vehicle change WILL come, may not even be 1.7, plus we don't know what other changes are being made. Best thing to do is wait and see what happens, or give constructive critism and points.
When the tank changes come, and your still not happy, well you know what to do with the sp your gonna get back don't you?
sigh... yes, AR logi... |
Iron Wolf Saber
Den of Swords
9444
|
Posted - 2013.10.16 02:15:00 -
[34] - Quote
KenKaniff69 wrote: 1) oh so CCP is compensating for how pathetic these vehicles will be? 2)https://forums.dust514.com/default.aspx?g=posts&t=93873 how much feedback did they take from this? give me a break dude 3) list one time CCP nerfed AV 4) just another nerf and better yet turrets remain bogged down by horrible hit detection
CCP cannot balance what isn't there to balance. We are missing two full racial lines, all modules meta level 4 and higher, advanced and proto hulls. I don't give a damn about your spreadsheet, when all that was needed was a little bit of listening on CCP's part. The fact the CPM members like yourself can't seem to wrap your heads around the bigger picture of this game is frightening.
What part of the absurd cool down times and ammo problems do you not understand. Is it fun to have to retreat every 60 seconds?
Where are active heat syncs? Speed mods? Remote Repairs? Why are shield tanks the same speed as armor tanks? Why are both tanks now 33%? slower than our current lolenforcers?
If CCP would sit down and talk with some vehicle pilots he might actually get it.
Sorry for ranting, but CCP and all of its lapdogs are in way over their heads.
1. That's just your opinion. 2. Thread's dated. 3. Forge Gun Range Nerf Swarm Damage Reduction Forge Gun Damage Reduction Forge Gun Splash Reduction Swarm Launcher Dumbfire removed. Swarm Launcher Full Automatic Firing removed. Swarm Launcher speed nerf. Forge Gun Damage Nerf Swarm Launcher Damage Nerf Turret Installation AI dumbed down Turret Installation HP massive nerf Turret repairer removed. Light Poles nerfed. 4. Turrets are all WIP last I checked 5. Speed Mods are listed near the bottom both Afterburners and Fuel Injectors return both active. 6. CCP Can't balance vehicles if they do not have roles let alone those vehicles do not or fail horribly in reaching many players suggested roles, and some player suggested roles are very imbalanced 7. Removed for review to be later put back in, I am hoping they get made into small turrets instead. 8. Once Again WIP 9. We have no idea what the vehicle provided numbers are measuring , Unreasonable stupid measurement could be 78.75 km/s vs 2400 kms an hour Or 78.74km/h vs 2.4km/s. |
Iron Wolf Saber
Den of Swords
9444
|
Posted - 2013.10.16 02:16:00 -
[35] - Quote
Sir Dukey wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... AV has never and i mean NEVER been nerfed no need to get real results...
Wrong... Oh so very wrong... |
Meeko Fent
DUST University Ivy League
1196
|
Posted - 2013.10.16 02:19:00 -
[36] - Quote
Sir Dukey wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... AV has never and i mean NEVER been nerfed no need to get real results... You must not understand what a complete overhaul entails |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3712
|
Posted - 2013.10.16 02:24:00 -
[37] - Quote
Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about.
I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game".
Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. |
crazy space 1
Unkn0wn Killers
1840
|
Posted - 2013.10.16 02:33:00 -
[38] - Quote
Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3.
your ideas are bad
I think CCP should follow the idea they posted, making base hulls weak and modules stronger, sadly in the same dev bog they state that, they also state they are nerfing modules and buffing tank HP. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3166
|
Posted - 2013.10.16 02:37:00 -
[39] - Quote
Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. All I want is my Amarr HAV. I wouldn't care about balance and all that jazz and just run it for the awesome factor! |
Void Echo
Algintal Core Gallente Federation
1800
|
Posted - 2013.10.16 02:52:00 -
[40] - Quote
Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3.
its either have a complete overhaul or kill the remaining pilots off |
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
686
|
Posted - 2013.10.16 02:56:00 -
[41] - Quote
Iron Wolf Saber wrote: 2. Thread's dated.
I am just going to focus on your responses to 2 since everything else went straight over your head.
The tank petition has over 150 supporters and was written in June. The game has not changed one bit since then besides the buff to swarms ROF, decreased draw distances, and less vehicle pilots-including the author of the post. Claiming the thread is dated ignores all of the suggestions that were compiled into the post by the OP after reading the responses by supporters. Most of the supporters aren't around anymore because they are tired of CCP's ignorance to the facts. Have you not noticed the number of tanks in Chrome compared to Uprising? It is like night and day. Have you noticed the AV in Chrome compared to Uprising? Again, like night and day.
SO... CCP's logic was to take tanks and nerf them hard, in anticipation that everyone would spec into Proto AV. Seeing that they were under powered, they gave us 25% more hull armor and 25% more hull shield. They also added a skill to provide a built in 10% (tops) resistance to each. To counter this they gave every weapon the weaponry bonus of Chrome FREE!
Then they messed with swarms and forge efficacy ratings to effect the only somewhat viable tank left, Gallente armor tanks. They boosted efficiency to 135% and 110% respectively for swarms and forges respectively vs armor. This is up from 110% and 90%.
Then they messed with an already pathetically reduced draw distance of 200m or so until now it is less than 100m at times. The whole time continually lying how they were working on it, but then it was working as intended.
Then swarms were buffed in their ROF over one magazine and over time. In addition, invisible AV began to run rampant due to draw distance mechanics.
Oh yeah and thanks for buffing orbitals as well. That 50% damage increase was really needed for those who don't even have AV. GJ CCP. Hard at work listening to player feedback I see. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
201
|
Posted - 2013.10.16 02:58:00 -
[42] - Quote
Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously.
please explain to me how I am wrong? Go straight ahead and tell me why each and every single thing that I said is wrong... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
201
|
Posted - 2013.10.16 03:00:00 -
[43] - Quote
crazy space 1 wrote:Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3. your ideas are bad I think CCP should follow the idea they posted, making base hulls weak and modules stronger, sadly in the same dev bog they state that, they also state they are nerfing modules and buffing tank HP.
CCP dont know what they are doing, they try to make everything perfect and then they leave it for a long time. what they need to do is test thing and if they don't work, remove and try again. It doesn't matter if they give us the update during its testing (as in like nerfing/ buffing stuff to see if it works) |
Xender17
Ahrendee Mercenaries EoN.
790
|
Posted - 2013.10.16 03:40:00 -
[44] - Quote
There is a total 40% dif between armor and shield. If a madrugar player chose to play passively the madrugar would still win. both with 30% average resistance + another 1000 hp for the madrugar + and extra 1/3 armor rep per second compared to shield regens. Why don't they just make them the same? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3714
|
Posted - 2013.10.16 03:51:00 -
[45] - Quote
Sir Dukey wrote:Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. please explain to me how I am wrong? Go straight ahead and tell me why each and every single thing that I said is wrong... Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. |
Void Echo
Algintal Core Gallente Federation
1802
|
Posted - 2013.10.16 04:04:00 -
[46] - Quote
Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced.
because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. |
Meeko Fent
DUST University Ivy League
1197
|
Posted - 2013.10.16 04:10:00 -
[47] - Quote
Void Echo wrote:Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. Because then ANYBODY can be AV!
Herp-a-Derp. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:18:00 -
[48] - Quote
Meeko Fent wrote: Because then ANYBODY can be AV Herp-a-Derp.
Just like how anybody could be a good tanker and not get it blown up even in the current environment. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:22:00 -
[49] - Quote
Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
41
|
Posted - 2013.10.16 04:42:00 -
[50] - Quote
Iron Wolf Saber wrote: Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool
You have military experience? Or are we just talking out our ass here?
|
|
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
41
|
Posted - 2013.10.16 04:51:00 -
[51] - Quote
Since you're attempting to compare actual tanks with Dust tanks, here ya go:
Reactive Armor: http://www.youtube.com/watch?v=AUVnNk0aJBE Trophy Active Protective System: http://www.youtube.com/watch?v=na29pFmoBzk Smoke Screens: http://www.youtube.com/watch?v=CjlJi4l0cBs
Oh yeah, and here's a tank navigating bumpy terrain without taking massive hull damage: http://www.youtube.com/watch?v=eypmJ9gskDk
I can keep going... |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:51:00 -
[52] - Quote
MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote: Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool
You have military experience? Or are we just talking out our ass here?
Well when you have worked with pilots in keeping their planes in good repair you get to see a lot of mission footage. Tanks are the one thing you don't want to be in. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 04:53:00 -
[53] - Quote
Iron Wolf Saber wrote:Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool Usually, that tool costs at least one order of magnitude greater than a rifle. But everyone will QQ if proto AV cost ~450k each (~10x the cost of proto infantry weapons)
Just for comparison, the most commonly used rifle by the US is the M4, which costs about $1500. The most popular anti-tank/anti-air missile are the javelin and stinger, which cost $78,000 and $38,000 per missile, respectively. Yes this is sophisticated tech while an RPG can go for $1500 per warhead on the black market. However, Dust AV relates to Dust infantry weapons as sophisticated anti-tank/anti-air missiles relate to rifles in our world. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:55:00 -
[54] - Quote
MUDFLAPS McGILLICUTTY wrote:
Reactive armor was defeated 10 years ago with introduction of Tandem Charged weapons.
Trophy system current does not work against kinetic kill weapons such as tank shells or larger missiles which do not have nose warheads. There is work on making a man portable system capable of defeating the trophy system.
Smoke screens are so millennia ago and are no longer and have not been that effective for decades now.
You make a good armor
Someone is going to make a better bullet. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 04:58:00 -
[55] - Quote
Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:03:00 -
[56] - Quote
Mobius Wyvern wrote:
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced.
Sounds like they used teamwork to me. Don't have a problem with it.
I see no problem with a tank being the best counter to another tank. |
Spkr4theDead
Red Star. EoN.
1043
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Posted - 2013.10.16 05:04:00 -
[57] - Quote
Meeko Fent wrote:Void Echo wrote:Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. Because then ANYBODY can be AV! Herp-a-Derp. If you have ADV AV grenades, you're qualified as AV. Everybody is already AV because 99% of the playerbase bought the basically free Hacked EX-0 AV grenades. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
43
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Posted - 2013.10.16 05:05:00 -
[58] - Quote
Iron Wolf Saber wrote: There is work on making a man portable system capable of defeating the trophy system.
Right, so since we're talking about infantry AV here, all of these would be "man portable", meaning something akin to Trophy would counter something like swarms. Regardless, there are NO countermeasures available for Dust tanks. Which is really the larger picture I was making here... Modern tanks have tons of countermeasures in place - Dust has none. In fact, worse than a lack of countermeasures, we don't even have the fundamental necessities to defend ourselves. Swarm launchers are invisible 75% of the time, draw distance is an utter failure and hit detection is a joke...
Iron Wolf Saber wrote:Smoke screens are so millennia ago and are no longer and have not been that effective for decades now.
Yeah, it's funny how thermal and other optics can cut through smoke. Hey, look, another thing we don't have - optics.
Iron Wolf Saber wrote:You make a good armor
Someone is going to make a better bullet.
You ruin a decent game
Someone is going to find a better game.
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Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:07:00 -
[59] - Quote
Iron Wolf Saber wrote:Meeko Fent wrote: Because then ANYBODY can be AV Herp-a-Derp.
Just like how anybody could be a good tanker and not get it blown up even in the current environment. LOL! |
Iron Wolf Saber
Den of Swords
9454
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Posted - 2013.10.16 05:07:00 -
[60] - Quote
Spkr4theDead wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV.
Forge Gun Range Nerf Swarm Damage Reduction Forge Gun Damage Reduction Forge Gun Splash Reduction Swarm Launcher Dumbfire removed. Swarm Launcher Full Automatic Firing removed. Swarm Launcher speed nerf. Forge Gun Damage Nerf Swarm Launcher Damage Nerf Turret Installation AI dumbed down Turret Installation HP massive nerf Turret repairer removed. Nerfed AV grenade Land Mines Massively increased cluster consumption of grenades and AV weapons. Nerfed Nanohive clusters Light Poles nerfed. Collision Model Changes Collision Model Changes Collision Model Changes |
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