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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:26:00 -
[61] - Quote
Atiim wrote:Void Echo wrote:Atiim wrote:Godin Thekiller wrote:What in the actual **** is wrong with you......... Truth hurts doesn't it? pilots are still the only thing keeping you from turning this game into another call of duty. (Ok I'm fed up with this, please stop using excess line breaks in your posts.) Really? I thought the mass diversity and the fact that everyone isn't a tryhard KD/R scrub is what kept this from becoming a CoD clone. You give yourself way too much credit. And it's AV that prevents this from becoming TANK 514. And I expect a new release of "Wirykomi" 514 in the next update. 16 Cal Logis can be deployed with a mix of FOTM weapons, but you can't deploy 16 tanks per team. Your argument is invalid. Please stop posting any more tank-related threads.
Why should it be balanced around pubs? Have you even been in a PC match?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:27:00 -
[62] - Quote
Fist Groinpunch wrote: So while the grizzled veteran with 20k+ SP in tanks alone
Wait...................... wut?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:27:00 -
[63] - Quote
Atiim wrote:True Adamance wrote:AV= too easy right now
I like the proposed changes because that way we will see more vehicles on the maps. And tanks are difficult? Aside from redline AV and 2 idiots on high towers with IAFGs (who QQ about them simultaneously), tanks are quite possibly the easiest thing in the game right now. Tanks are easy because you don't know what punishing AV is like.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:29:00 -
[64] - Quote
Delta 749 wrote:Woka II wrote:Traitor, you owe us tankers for some of your wins and if my gunloggi wasn't there that madruger woulda ripped your suit to shreds. And btw keep in mind swarm = LIGHT av weapon their damage should not be on par or greater than the forge gun ( forge gun = HEAVY av weapon). This is like saying a 40mm grenade launcher should deal the same destruction as a 120mm howitzer ( not literally) . Tell you what why don't you get a madruger or a gunloggi and see what happen when you have 3 guys even with standard swarms team up on you. You know why tankers are unhappy? We have to deal with dropships, enemy installations, rooftop forge gunners, enemy tanks, orbitals ( we basically have a bullseye on our tanks) and infantrymen who aren't gonna be happy until they solo a tank with militia swarm, like you said " they're tanks for heaven's sake" and a "tank" should not be crippled by a single soldier. Lets ignore that everything you listed infantry players have to worry about as well in addition to every other weapon in the game Lets ignore that there are many real world single man portable weapons capable of destroying a MBT since this is a game But lets focus on "One person should not be able to destroy a tank" Tell me why you think that, "Because its a tank" is not an answer Is it because of the SP investment? How about the fact that getting a weapon, modules, core skills and a frame to carry all that has a comparable cost but with more empty SP sinks with no benefit Is it the ISK cost? If so then please explain to me why you support pay to win Im all ears Lol of course you want to ignore all things that could be hitting a tanker at once, because you don't know what it's like. Please go away.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:31:00 -
[65] - Quote
Monkey MAC wrote:Void Echo wrote:Atiim wrote:True Adamance wrote:AV= too easy right now
I like the proposed changes because that way we will see more vehicles on the maps. And tanks are difficult? Aside from redline AV and 2 idiots on high towers with IAFGs (who QQ about them simultaneously), tanks are quite possibly the easiest thing in the game right now. they are the hardest class to use in the game, if they were as easy as you say they are, 100% of dust would be using them you ******* idiot Tell that to the nova knife scout and pretty much everyone not running ar. I mean I took a miltia tank and killed a DS and its crew, within 3mins, the reason most people don't do tanks is because they haven't skilled, but it sure as hell is not the hardest class in the game! Oh wow, you killed someone that doesn't know how to escape and evade in a dropship, so hard to do.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:32:00 -
[66] - Quote
echo47 wrote:Void Echo wrote:Atiim wrote:True Adamance wrote:AV= too easy right now
I like the proposed changes because that way we will see more vehicles on the maps. And tanks are difficult? Aside from redline AV and 2 idiots on high towers with IAFGs (who QQ about them simultaneously), tanks are quite possibly the easiest thing in the game right now. they are the hardest class to use in the game, if they were as easy as you say they are, 100% of dust would be using them you ******* idiot Not the hardest class. They just take a lot of skill points (too many), and are too expensive. Do you even tank?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
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Posted - 2013.11.12 10:40:00 -
[67] - Quote
Atiim wrote:Benjamin Ciscko wrote: What good is unlimited ammo when you can't see the swarms or the swarmer let alone hit him. FG's obliterate tanks SL's obliterate tanks PLC needs a buff and it's a weapon if it can be used to kill tanks. by design Common sense/ by design, you can also use a tank of your own to kill it fulfilling multiple rolls (BTW I can waffle stomp at least five of your best fit tanks at the same time) Your complaining you can't take something out that costs more SP than you put in the counter. It doesn't take Much SP to run proto lets see IA FG 650k SP prof. V 342k ADV heavy roughly 1mil SP complex DMG mods roughly 1mil sp so for only about 3m SP you can destroy some who has invested millions more SP. Also those DMG mods will help out your HMG heavy and other suits your ADV suit will as well the mill I have in Large hybrid turrets doesn't apply any where else nor the SP in HAV command, armor adaptation, armor upgrades, repping, plates and the list goes on.
The invisible swarms is a glitch that can only be fixed by CCP. And it is a glitch so you can't blame the user for it. I'm not gonna fire a warning shot at you to see whether or not my swarms are invisible. You make a lot of assumptions. And yeah It takes way more than 650k to get any weapon at level 5/prof 5. try again. The Grenadier skill, the core skills it takes to even have enough CPU/PG to run the gear and have room for complex damage mods, the range amplifiers, the skill for a dropsuit itself is a decent SP sink within itself. Complaining about not being able to destroy tanks? Almost all of my corp members carry PRO AV, so not destroying a tank is something that rarely happens. I currently have around an equal amount of SP invested into AV and Tanks, and that SP was so easy to gain. (If 2 weeks could be considered easy). Won't help on anything else? I find that hilarious because my armor regeneration, transporting, shield boosters and shield transporters also work on my Limbus and soon to be dropship. All vehicles share the exact same core skills (save for a few maybe). The skills can be useful for more than one thing, it's just that many tankers only use it on one thing. But it doesn't transfer to dropsuits like it used to. We had to make hard choices for Uprising 1.0, all or nothing into vehicles. The 15mil or so I have into vehicles doesn't transfer to my dropsuits. I have to do a whole other tree for that.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
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Posted - 2013.11.12 10:42:00 -
[68] - Quote
Atiim wrote:Godin Thekiller wrote:
Maybe you don't understand this yet. Unlike your little infantry suit, we can't die lots of times and still make ISK. Most of the time, we can't even die once for several matches, or we won't make ISK. So dying is not in our best interests. You want us to get easily popped by AV, and I get that. But when our **** costs this much, it shouldn't happen. And it's not. Anyways, PROTO HAV's will cost a **** load if they ever come out (which I hope they don't), so if we do happen to lose 1, it will hurt. A lot. But if we have the necessary skills, it will take a good while to do so.
Anyways, I do think AV'ers are under rewarded, so damage WP's, and like a "you scared the vehicle off" WP systems for AV weapons only should be given.
I have no problem with getting WP for "scaring off" a tank. Just as long as it is given properly as opposed to "You chased of a tank, here's 5 WP." Currently it's winner takes all, leading to the "You must die at all costs" mentality. And I personally think that tanks cost way too much to be viable in it's current state, and with the supposed price of ADV and PRO tanks you can bet your @$$ that most of the playerbase will stay them. This game needs to stop catering to rich vets with 2B ISK and focus on the other 90% of it's players. HAVs truly do need a price debuff. And my strongest AV suit costs 1/2 of the price of my HAV, so I can't really afford to die that much either. LOL Unless you're running a PRO suit, PRO sidearm, PRO swarm, PRO nanohive and all complex modules, it's not going to be that much. I have an ADV logi with 3 PRO nanohives on it and a damn Toxin SMG and it's still over 100,000 ISK. Either you're lying, or you're running the worst tanks known to Dust.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:44:00 -
[69] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Atiim wrote:Godin Thekiller wrote:
Maybe you don't understand this yet. Unlike your little infantry suit, we can't die lots of times and still make ISK. Most of the time, we can't even die once for several matches, or we won't make ISK. So dying is not in our best interests. You want us to get easily popped by AV, and I get that. But when our **** costs this much, it shouldn't happen. And it's not. Anyways, PROTO HAV's will cost a **** load if they ever come out (which I hope they don't), so if we do happen to lose 1, it will hurt. A lot. But if we have the necessary skills, it will take a good while to do so.
Anyways, I do think AV'ers are under rewarded, so damage WP's, and like a "you scared the vehicle off" WP systems for AV weapons only should be given.
I have no problem with getting WP for "scaring off" a tank. Just as long as it is given properly as opposed to "You chased of a tank, here's 5 WP." Currently it's winner takes all, leading to the "You must die at all costs" mentality. And I personally think that tanks cost way too much to be viable in it's current state, and with the supposed price of ADV and PRO tanks you can bet your @$$ that most of the playerbase will stay them. This game needs to stop catering to rich vets with 2B ISK and focus on the other 90% of it's players. HAVs truly do need a price debuff. And my strongest AV suit costs 1/2 of the price of my HAV, so I can't really afford to die that much either. 1: 5 wp's would be too low. It should be based off of how much WP's per hull size, and should give wp's based on that hull. ex. you do 750-1000 damage to a HAV. You get 15-25 wp's. You do 250-500 damage to a LAV, you get 5-15 wp's And you should be able to get a reward for it for at least 4 times before it hit a cap for a minute. Also, for the scaring away vehicle WP's if you damage a vehicle, for the damage WP's, and the pilot either recalls or doesn't get any WP's for a minute, you get whatever the hull's damage WP's is. That caps out for 2 minutes for that pilot ex. You fire at a HAV, and damage it. you get 15-25 WP's. It retreats and recalls. You get a extra 15-25 WP's. He calls it back, and you fire at it again, same scenario happens, but this time, you don't get the scaring away WP's. 2: That must be a cheap and weak HAV. My proto Av suit costs 4-16x less than my HAV's. I think 16x less is a bit of an exageration, we know you cost more, but what a lot of tankers forget, you might die once every few matches, but an infantry unit will die a few times every match, now a suit costs about 50,000+50,000+25,000+25,000+(6+ù5,000) ~ 200,000 per suit, there abouts now8w what that means in a public match if we die once, we pull in a profit of about 12,000 isk, but that is unlikely to happen. If we try to be AV for the majority of the match we can expect to die at least a dozen times, and half a dozen when we play as infantry. Do you run full PRO at all times knowing full well that at least a squad's worth on the other team is likely using little STD gear?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:50:00 -
[70] - Quote
Atiim wrote:Beld Errmon wrote:Tankers are wasting their breath trying to reason with the anti tank crowd, they've been molested by a tanker in the past and they won't rest till tanks are gone or OHK'd by militia swarms, they are terrible at their role and think its the tanks fault, while in PC i've seen 1 man with protoAV kill or drive off multiple tanks. I wouldn't consider myself as part of the Anti-Tank crowd, but I'll bite the apple anyway.... When have I ever said I want tanks to be OHKO'd by MLT swarms? When has anyone? PRO AV is supposed to be super strong. Against PRO AV only the strongest of the the strong tanks should survive. It is PRO. You assume that everyone here who's AV is bad at their role? You haven't even squared up with all of them (us). As I've said before, I've never said nor implied that I want vehicles removed from the game. And I challenge anyone to state the contrary. Don't resort to baseless claims and ad hominem. It just makes your arguments look weak. You're near the top of the anti-vehicle crowd.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1220
|
Posted - 2013.11.12 10:53:00 -
[71] - Quote
Canis Ferox wrote:Woka II wrote:You know why tankers are unhappy? We have to deal with dropships, enemy installations, rooftop forge gunners, enemy tanks, orbitals ( we basically have a bullseye on our tanks) and infantrymen who aren't gonna be happy until they solo a tank with militia swarm, like you said " they're tanks for heaven's sake" and a "tank" should not be crippled by a single soldier. Firstly, thank you for your contribution. However, I am never grateful for any allied tanker's assistance. More often than not, you destroy installations which are valuable to me for strategic advantage. You also harvest kills, which leaves fewer enemies for me to engage with (which is kinda the point of playing). And I don't play to win, I don't play for SP and I certainly don't play for K/D. I play to play. Also, you're complaints are quite interesting; Tankers have to put up with enemy tanks? I can't even comment on that politely. And you have a massive bullseye printed on you because you have an unbalanced ability to kill everything in sight - we need to get you down as quickly as possible and as you have clearly pointed out - it takes a large number of the opposing team to tackle you. I don't mind that, it inspires team work, but if the guns don't work then we'll need the whole team switching to AV just to kill one player. Lol
It takes one red dot with a CBR7 to clear the field of enemy vehicles. And by that, make it so they can't be safely piloted anywhere on any map, not necessarily outright destroy them.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Canis Ferox
Ultramarine Corp
5
|
Posted - 2013.11.12 10:55:00 -
[72] - Quote
Woka II wrote: Your "strategic positions" brings more harm to your own teammates than good. "OMG A TURRET I SHOULD HACK IT!!! *2 minutes later* enemy hacks it and shoots down a friendly dropship. ... ...P.S if it takes you an entire team to take down a gunloggi, you deserve to die considering how weak a gunloggi is.
Thank you again.
I was referring to supply depots and CRUs, I already stated that turrets are nigh useless. (And yes it is possible to kill a tank with one, but only if the driver is unaware and inept. - Harpiya)
The debate here truly rises between weak and strong tanks, soka or madrugur.
I do not expect my militia swarm launcher to be able to destroy a Madrugur. I don't want it to. Neither my advanced AV grenades. But a good tank driver will never allow me to get close enough to use AV grenades of any kind. And in real world warfare tanks are heavily supported and in communication with infantrymen, drones or spy satellite. When I sit in a tank turret I spend half the time on the map directing my driver to enemy HAVs and installations. Whenever an uki comes close I hop out and gun him down. If played carefully an HAV can be invincible.
If you don't want to lose it, what is it doing sitting out in the open? Why is it sitting there waiting for another burst of swarm instead of high-tailing it into cover?
But if you're expecting to get away with prowling solo around map deep in enemy lines, soaking in missiles and bouncing off AV grenades then your view of what an FPS MMO with 31 other players in each match is downright selfish and kinda silly.
I want tanks to survive entire matches when they are supported by their team and within their own lines. I do not think the current set up is balanced. I don't believe anyone is getting enough ISK for their efforts on the battlefield. I think if you bring a tank, get 30+ kills and win the match you should get a massive payout, 1m+ ISK.
Changes I would make (with further consideration and debate of course!)
Scan profile of tanks should be vast and they should be visible to a whole team when one merc has sights on them, and it shouldn't disappear for 3 seconds! (I know this is serious and ppl should mic up and comm. but they don't - so this is the solution). HAVS could also be louder - if you were a merc on the field you would know if one was close and which direction - this doesn't come through the tv or headphones well enough. Turrets should be either last longer, be better placed or have higher ROF. Destroying a neutral structure should harvest 0 WP. AV grenades should not home in and perhaps have their own skill tree. Swarm launchers should have a Heavy version which deals significant damage. SL target range should not be reduced (except for militia./basic and if pt.SL really are as broken as they say perhaps should not deal as much damage). Tank flares, counter missiles, EMP bursts or some measure of defense for tanks (which require timing and skill) should be deployed! More ISK for effort. Even though we are not talking about dropships they should have flares too (but then they'd be invincible, no?)
NOTE: most of my changes are in support of tanks, I just want them to remain vulnerable.
If tanks are much easier to destroy it will take the fun out of killing them! But the game needs to be balanced: Give them more ISK and let me keep my AV. Then what have they to complain about?
Peace. |
Canis Ferox
Ultramarine Corp
5
|
Posted - 2013.11.12 11:04:00 -
[73] - Quote
Confusingly two people have now stated that Swarm Launchers should be equal to Forge Guns.
Er, no. FG are heavy - they weigh more. Heavy suits can carry heavier, larger and more powerful weapons. That is the point.
Otherwise you could say a scout suit should be able to carry a railgun turret so that the classes are equal. They should be balanced, not equal. Stop ruining my side of the argument with silly comments! That's my job! |
Woka II
Ultramarine Corp
4
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Posted - 2013.11.12 21:09:00 -
[74] - Quote
Canis Ferox wrote:Woka II wrote: Your "strategic positions" brings more harm to your own teammates than good. "OMG A TURRET I SHOULD HACK IT!!! *2 minutes later* enemy hacks it and shoots down a friendly dropship. ... ...P.S if it takes you an entire team to take down a gunloggi, you deserve to die considering how weak a gunloggi is.
Thank you again. I was referring to supply depots and CRUs, I already stated that turrets are nigh useless. (And yes it is possible to kill a tank with one, but only if the driver is unaware and inept. - Harpiya) The debate here truly rises between weak and strong tanks, soka or madrugur. I do not expect my militia swarm launcher to be able to destroy a Madrugur. I don't want it to. Neither my advanced AV grenades. But a good tank driver will never allow me to get close enough to use AV grenades of any kind. And in real world warfare tanks are heavily supported and in communication with infantrymen, drones or spy satellite. When I sit in a tank turret I spend half the time on the map directing my driver to enemy HAVs and installations. Whenever an uki comes close I hop out and gun him down. If played carefully an HAV can be invincible. If you don't want to lose it, what is it doing sitting out in the open? Why is it sitting there waiting for another burst of swarm instead of high-tailing it into cover? But if you're expecting to get away with prowling solo around map deep in enemy lines, soaking in missiles and bouncing off AV grenades then your view of what an FPS MMO with 31 other players in each match is downright selfish and kinda silly. I want tanks to survive entire matches when they are supported by their team and within their own lines. I do not think the current set up is balanced. I don't believe anyone is getting enough ISK for their efforts on the battlefield. I think if you bring a tank, get 30+ kills and win the match you should get a massive payout, 1m+ ISK. Changes I would make (with further consideration and debate of course!) Scan profile of tanks should be vast and they should be visible to a whole team when one merc has sights on them, and it shouldn't disappear for 3 seconds! (I know this is serious and ppl should mic up and comm. but they don't - so this is the solution). HAVS could also be louder - if you were a merc on the field you would know if one was close and which direction - this doesn't come through the tv or headphones well enough. Turrets should be either last longer, be better placed or have higher ROF. Destroying a neutral structure should harvest 0 WP. AV grenades should not home in and perhaps have their own skill tree. Swarm launchers should have a Heavy version which deals significant damage. SL target range should not be reduced (except for militia./basic and if pt.SL really are as broken as they say perhaps should not deal as much damage). Tank flares, counter missiles, EMP bursts or some measure of defense for tanks (which require timing and skill) should be deployed! More ISK for effort. Even though we are not talking about dropships they should have flares too (but then they'd be invincible, no?) NOTE: most of my changes are in support of tanks, I just want them to remain vulnerable. If tanks are much easier to destroy it will take the fun out of killing them! But the game needs to be balanced: Give them more ISK and let me keep my AV. Then what have they to complain about? Peace.
Coulda stated that before our argument started but whatever the past is the past. I do agree with most of your suggestions a bump from me. Also for the record I won't blow up sd and cru unless my sq lead orders it. As far as I'm concerned I'm a support unit for my corp mates on the ground. |
Xender17
Ahrendee Mercenaries EoN.
924
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Posted - 2013.11.12 21:23:00 -
[75] - Quote
Atiim wrote:Void Echo wrote:Atiim wrote:Godin Thekiller wrote:What in the actual **** is wrong with you......... Truth hurts doesn't it? pilots are still the only thing keeping you from turning this game into another call of duty. (Ok I'm fed up with this, please stop using excess line breaks in your posts.) Really? I thought the mass diversity and the fact that everyone isn't a tryhard KD/R scrub is what kept this from becoming a CoD clone. You give yourself way too much credit. And it's AV that prevents this from becoming TANK 514. And I expect a new release of "Wirykomi" 514 in the next update. Its the limit of 5 vehicles aloud in a match that stops it. I have been a tankers for around 9 months. I main gunnlogis (which most people know is a bad idea.) I also have been AV for around 5 months. Proto SLs and ADV FGs. I can still honestly say AV is OP. This games balance is centered around ISK and SP. Who do think would win? someone std ARs or someone with proto? The proto spent more money and more SP. Of course they would win. Why should it be any different for vehicles. We spend 10 times the isk and more than double the SP on our fittings yet we will still die once a match and get sent back 4 games.
I don't speak on behalf of madrugar HAVs however. Which most people would inform you I am highly biased towards.
What the fox say?
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8213
The Neutral Zone
678
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Posted - 2013.11.12 21:40:00 -
[76] - Quote
This reminds me of the cival rights movement in the United States. People were kept separate and lived off their prejudice.
HAV operators and AV guys usually never share the same Skillset. HAVs don't see how hard AV can be to use against a HAV with double 25% Hardeners. And AV guys don't realize that HAV guys lose more ISK than they earn everyday. One HAV costs you about 2-4 Public match (Not including Enforcer HAVs which cost millions) earnings.
The HAV is no match for a FG on high ground. Except a Railgun Turret... which is a USELESS Turret to fit on an HAV.
The infantry clone is no match for a Turret driving onto the battlefield...
You people need to co-mingle more and realize what the other goes through, and realize you are both fighting the same fight. There is not enough of this in DUST 514 in general. Hence why the community is so divided despite the fact that it's tiny. |
cooldudesuper1
The Tickle Monsters
0
|
Posted - 2013.11.12 21:42:00 -
[77] - Quote
god... if my main PSN diddent get suspended from here for a while, ida replyed how you think... have you ever been 3 shotted by a wiyrokomi WITH all of your modules on? i have, 3 swarm shots do 12372 in a period of 5.2 secs, a forge dose more damage than a proto railgun,(NEEDS NERF BAD!!!!) swrms deserve this large nerf, the forge gun STILL needs one. pro tankers take alot of hurt from those supposedly 'hard to one man army' a tank, if theres one, a tank MIGHT live, if theres 2, its screwed, if three? just god... |
Michael Epic
The Neutral Zone
144
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Posted - 2013.11.12 21:44:00 -
[78] - Quote
I'm so sick and tired of getting proto-stomped by million dollar tanks....I'm going to get myself a nice set of swarm launchers and flaylock pistols and start camping out on the map and costing every single one of them millions of isk.
I mean seriously....camping a tank at an indoor objective just right so you can shoot anyone who tries to hack it? Smart. For sure...but ridiculous.
I'm coming for you mf's |
Beld Errmon
The Southern Legion The Umbra Combine
1114
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Posted - 2013.11.12 22:04:00 -
[79] - Quote
Atiim wrote:Beld Errmon wrote:Tankers are wasting their breath trying to reason with the anti tank crowd, they've been molested by a tanker in the past and they won't rest till tanks are gone or OHK'd by militia swarms, they are terrible at their role and think its the tanks fault, while in PC i've seen 1 man with protoAV kill or drive off multiple tanks. I wouldn't consider myself as part of the Anti-Tank crowd, but I'll bite the apple anyway.... When have I ever said I want tanks to be OHKO'd by MLT swarms? When has anyone? PRO AV is supposed to be super strong. Against PRO AV only the strongest of the the strong tanks should survive. It is PRO. You assume that everyone here who's AV is bad at their role? You haven't even squared up with all of them (us). As I've said before, I've never said nor implied that I want vehicles removed from the game. And I challenge anyone to state the contrary. Don't resort to baseless claims and ad hominem. It just makes your arguments look weak.
Why anyone replies to you is beyond my ability to reason, I think you spend most of your time on this forum reliving your high school debate club dreams, I've got some Latin for you to buddy Pedicabo ego vado vos. |
Canis Ferox
Ultramarine Corp
6
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Posted - 2013.11.14 18:04:00 -
[80] - Quote
I am well aware of how irrelevent this is, but out of interest; let's bring the HAV vs Infantry debate into the real world.
Russian T-72 tank ($1 - 2million) being brutaled by a well placed M-72 LAW ($876K) in this video just after 26.00 min: http://youtu.be/rd_8E_KSY0o
However I have completely failed to find a decent US tank being completely destroyed due to enemy fire, although a few have been disabled or severely damaged due to big IEDs (eg one article said 37.5Kg - 83 pounds). Only one, in Iraq, in 2003 seems to have been immobilized by an RPG which pierced the engine and this was then fully destroyed by the US themselves to prevent capture.
Therefore I have partially discredited my own argument by bringing this in: Perhaps Marauders should be utter invincible! Then they could be disabled, capturable and repairable - at cost to the owner. Recalling a tank should be possible if it's smoking, certainly, but with a charge? 10,000 ISK?
I don't really care. I just want the game to be balanced. |
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Canis Ferox
Ultramarine Corp
8
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Posted - 2013.12.11 13:08:00 -
[81] - Quote
"Quote:And Lo, CCP spake and did say; Blessed are the Tank Drivers, whom from this point will flourish like spring lambs born forth in to the field and go merrily about the battle place reigning His mighty terror on the people, undisturbed by the Swarms and AVs which will fall like light spring rain on their hulls as they are under His protection and cannot be harmed." -Book of Armaments, verse 9, chapter 12 |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
226
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Posted - 2013.12.11 13:23:00 -
[82] - Quote
Interestingly enough you were right in many ways.... sorry I didn't see your thread before. I had just started this thread today which pretty much says what you are saying, in a different way:
https://forums.dust514.com/default.aspx?g=posts&t=127327&find=unread |
Takahiro Kashuken
Red Star. EoN.
1852
|
Posted - 2013.12.11 13:27:00 -
[83] - Quote
OP is wrong
Balance has been achieved
FG is the hard vehicle counter, tank v tank is the main way
Get gud |
Slag Emberforge
Immortal Retribution
236
|
Posted - 2013.12.11 13:35:00 -
[84] - Quote
Takahiro Kashuken wrote:OP is wrong
Balance has been achieved
FG is the hard vehicle counter, tank v tank is the main way
Get gud
Says the tank scrub.
But hey, I guess AV weapons should only tickle tanks? Should we be shooting poultry out if our forge guns? it's about as effective as that ATM, that is if you don't die during that increased spool time.
Vehicle vs vehicle counter is not effective, we heard no end to the crying that tower forges could only be countered by other forgers, yet you defend that only tanks should kill tanks? You sire are a hypocrite of the worst sort. |
Takahiro Kashuken
Red Star. EoN.
1852
|
Posted - 2013.12.11 13:42:00 -
[85] - Quote
Slag Emberforge wrote:Takahiro Kashuken wrote:OP is wrong
Balance has been achieved
FG is the hard vehicle counter, tank v tank is the main way
Get gud Says the tank scrub. But hey, I guess AV weapons should only tickle tanks? Should we be shooting poultry out if our forge guns? it's about as effective as that ATM, that is if you don't die during that increased spool time. Vehicle vs vehicle counter is not effective, we heard no end to the crying that tower forges could only be countered by other forgers, yet you defend that only tanks should kill tanks? You sire are a hypocrite of the worst sort.
FG are still very effective
I dunno what you are doing? oh hang on yes i do your trying to solo vehicles again
Vehicle vs vehicle is very effective, i have done it a fair few times
Tower forge controled 100% of the map with just 1 person and did clear all and every vehicle with ease, now vehicles have some teeth and survivabilty they are now classed as UP
Get gud scrub |
taxi bastard
Minor Trueblood
60
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Posted - 2013.12.11 13:46:00 -
[86] - Quote
I have an alt with 500-600k SP's in vehicle mods/HAV skills
you do not need many SP's - they are broken. they are dirt cheap
try it yourself on an alt. |
Darken-Sol
BIG BAD W0LVES
779
|
Posted - 2013.12.11 13:53:00 -
[87] - Quote
True Adamance wrote:AV= too easy right now
I like the proposed changes because that way we will see more vehicles on the maps.
I was hoping to see some beast tanks. Nope. I haven't found one I can't drive off with a well fit soma. |
Slag Emberforge
Immortal Retribution
239
|
Posted - 2013.12.11 14:23:00 -
[88] - Quote
Takahiro Kashuken wrote:Slag Emberforge wrote:Takahiro Kashuken wrote:OP is wrong
Balance has been achieved
FG is the hard vehicle counter, tank v tank is the main way
Get gud Says the tank scrub. But hey, I guess AV weapons should only tickle tanks? Should we be shooting poultry out if our forge guns? it's about as effective as that ATM, that is if you don't die during that increased spool time. Vehicle vs vehicle counter is not effective, we heard no end to the crying that tower forges could only be countered by other forgers, yet you defend that only tanks should kill tanks? You sire are a hypocrite of the worst sort. FG are still very effective I dunno what you are doing? oh hang on yes i do your trying to solo vehicles again Vehicle vs vehicle is very effective, i have done it a fair few times Tower forge controled 100% of the map with just 1 person and did clear all and every vehicle with ease, now vehicles have some teeth and survivabilty they are now classed as UP Get gud scrub
1. FG have the capacity to take out HAVs that does not mean they are effective or efficient.
2. V vs AV. Has to be 1 to 1 or you generate an empirical advantage similar to having more players on one side than the other, this is not balance.
3. Sorry that was a typo from posting on a smart phone, that is not an EFFICIENT design, vehicles should not be the primary counter, this is basically stating, herpaderp whoever has more tanks should win automatically. Somehow I don't agree with your version of tank 514. This game is about mercenaries first and vehicles are an asset, but not an absolute necessity.
4. Tanks control whatever area they are in, also your claim is mitigated by the fact that map design was the game breaking feature, and there were many other weapons that also took heavy advantage of tower usage ( see mass driver, sniper rifle, swarm launcher, grenade spammers)
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chase rowland
The Enclave Syndicate Dark Taboo
110
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Posted - 2013.12.11 14:32:00 -
[89] - Quote
Atiim wrote:I kinda agree with you but at the same time I want to slap you in the face and ask "WTF is your problem"?
I hate using both things sometimes. can we slap him yet? |
Lazy Scumbag
Intara Direct Action Caldari State
72
|
Posted - 2013.12.11 14:32:00 -
[90] - Quote
All they needed to change was the pricing. Tanks were already invincible versus infantry, and helpless against AV. Thought that was the point. Now we have purpose built weapons at proto level that are at best, a minor annoyance to HAVs. The problem was that the loss of an HAV required too much time grinding to replace it. |
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