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QuickSaint777
0uter.Heaven Proficiency V.
5
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Posted - 2013.11.13 00:51:00 -
[1] - Quote
First and foremost, people who play with a keyboard are given an unfair advantage in speed. If your going to try to bridge the gap between PC games and PS3 then don't give an advantage to keyboard and mouse. Now, Shield vs Armor.... which one should be faster? That's a no brainer CCP... Shields of course... Which one should be slightly stronger? Armor of course... another no brainer... Now, how about making the AV more specific to each class of tank... Swarms and AV to kill armor and make a Homing Flux and Forge to kill shields... That way the noobs learn the difference and have to make a choice of what to spec into and use when a tank appears on the field. Fix the hit detection. The active time on hardners for shields last half as long... Why is that? How about 10 points per missile for shooting down swarm missiles if you could actually see them that is. 6 missiles about equal to 1 kill. Last I checked the armor tank turret aimed almost straight down and shield turret clearly did not. You guys at CCP have nerfed the shield tank so bad it's near useless between hit detection, speed, turret limitations and swarm effectiveness, and traction I challenge anyone of you DEVs to use a shield tank with a controller and make it last 1 match using a blaster. This should probably be in a post all it's own but the unmanned psychotic installations are out of control and completely OP...mainly the rail guns but the blasters too!!! The missile installations have further range than my tank as well it seems. Tank lock and gunner kick so that a tank can be recalled...and if the noob won't vacate we can drive into the red zone and boot them....lol troll. All are welcome to give your opinions unless your a tank hater like ccp...hahaha but try to number and list the the issues you have found with tanking. Thanks!
"Likes" are as good as a petition signing here.... |
low genius
The Sound Of Freedom Renegade Alliance
857
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Posted - 2013.11.13 00:52:00 -
[2] - Quote
they normally have bad drivers.
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Rogue Saint
Science For Death The Shadow Eclipse
376
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Posted - 2013.11.13 00:56:00 -
[3] - Quote
QuickSaint777 wrote:First and foremost, people who play with a keyboard are given an unfair advantage in speed. If your going to try to bridge the gap between PC games and PS3 then don't give an advantage to keyboard and mouse.
Now, Shield vs Armor.... which one should be faster? That's a no brainer CCP... Shields of course... Which one should be slightly stronger? Armor of course... another no brainer...
Now, how about making the AV more specific to each class of tank... Swarms and AV to kill armor and make a Homing Flux and Forge to kill shields... That way the noobs learn the difference and have to make a choice of what to spec into and use when a tank appears on the field.
Fix the hit detection.
The active time on hardners for shields last half as long... Why is that? How about 10 points per missile for shooting down swarm missiles if you could actually see them that is. 6 missiles about equal to 1 kill. Last I checked the armor tank turret aimed almost straight down and shield turret clearly did not.
You guys at CCP have nerfed the shield tank so bad it's near useless between hit detection, speed, turret limitations and swarm effectiveness, and traction I challenge anyone of you DEVs to use a shield tank with a controller and make it last 1 match using a blaster.
This should probably be in a post all it's own but the unmanned psychotic installations are out of control and completely OP...mainly the rail guns but the blasters too!!! The missile installations have further range than my tank as well it seems.
Tank lock and gunner kick so that a tank can be recalled...and if the noob won't vacate we can drive into the red zone and boot them....lol troll. All are welcome to give your opinions unless your a tank hater like ccp...hahaha but try to number and list the the issues you have found with tanking. Thanks!
"Likes" are as good as a petition signing here....
Wall o' text fixed
GôêGÆ+GÆ+GƦ
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QuickSaint777
0uter.Heaven Proficiency V.
5
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Posted - 2013.11.13 01:03:00 -
[4] - Quote
Rogue Saint wrote:QuickSaint777 wrote:First and foremost, people who play with a keyboard are given an unfair advantage in speed. If your going to try to bridge the gap between PC games and PS3 then don't give an advantage to keyboard and mouse.
Now, Shield vs Armor.... which one should be faster? That's a no brainer CCP... Shields of course... Which one should be slightly stronger? Armor of course... another no brainer...
Now, how about making the AV more specific to each class of tank... Swarms and AV to kill armor and make a Homing Flux and Forge to kill shields... That way the noobs learn the difference and have to make a choice of what to spec into and use when a tank appears on the field.
Fix the hit detection.
The active time on hardners for shields last half as long... Why is that? How about 10 points per missile for shooting down swarm missiles if you could actually see them that is. 6 missiles about equal to 1 kill. Last I checked the armor tank turret aimed almost straight down and shield turret clearly did not.
You guys at CCP have nerfed the shield tank so bad it's near useless between hit detection, speed, turret limitations and swarm effectiveness, and traction I challenge anyone of you DEVs to use a shield tank with a controller and make it last 1 match using a blaster.
This should probably be in a post all it's own but the unmanned psychotic installations are out of control and completely OP...mainly the rail guns but the blasters too!!! The missile installations have further range than my tank as well it seems.
Tank lock and gunner kick so that a tank can be recalled...and if the noob won't vacate we can drive into the red zone and boot them....lol troll. All are welcome to give your opinions unless your a tank hater like ccp...hahaha but try to number and list the the issues you have found with tanking. Thanks!
"Likes" are as good as a petition signing here.... Wall o' text fixed What wall? lol |
Benjamin Ciscko
The Generals EoN.
188
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Posted - 2013.11.13 01:13:00 -
[5] - Quote
Installations need fixing, they have incredible placement one on the bridge map on dom can shut down the whole bridge, another is placed so only the rail is exposed the rest is shielded by a hill shutting down a whole side of the complex. They do a crap load of damage even with hardeners on, and have a built in heat sink. They have insane tracking able to hit LLAV's and Drop Ships on the move and hardly ever miss.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
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Benjamin Ciscko
The Generals EoN.
188
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Posted - 2013.11.13 01:15:00 -
[6] - Quote
FG is way to powerful it is an anti shield weapon that does more to armor? It can outshoot a tanks rep and doubles as an infantry killer.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
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Lorhak Gannarsein
585
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Posted - 2013.11.13 01:17:00 -
[7] - Quote
First and foremost, people who play with a keyboard are given an unfair advantage in speed. If your going to try to bridge the gap between PC games and PS3 then don't give an advantage to keyboard and mouse.[/quote]
Truth.
>>Now, Shield vs Armor.... which one should be faster? That's a no brainer CCP... Shields of course... Which one should be slightly stronger? Armor of course... another no brainer...
I disagree here; this is nothing to do with the tanking style, but to do with the lore of New Eden; Gallente specialises in speed and armour, while Caldari specialises in long range and shields (and long range + speed = OP). Roughly speaking, the Min tank will basically be a heavily shielded super-LAV, and the Amarr will fill that last role and be a brick.
>>Now, how about making the AV more specific to each class of tank... Swarms and AV to kill armor and make a Homing Flux and Forge to kill shields... That way the noobs learn the difference and have to make a choice of what to spec into and use when a tank appears on the field.
+1 no disagreements here.
>>Fix the hit detection.
^^
>>The active time on hardners for shields last half as long... Why is that? How about 10 points per missile for shooting down swarm missiles if you could actually see them that is. 6 missiles about equal to 1 kill. Last I checked the armor tank turret aimed almost straight down and shield turret clearly did not.
complaining about this is utterly pointless, considering it's getting changed.
>>>You guys at CCP have nerfed the shield tank so bad it's near useless between hit detection, speed, turret limitations and swarm effectiveness, and traction I challenge anyone of you DEVs to use a shield tank with a controller and make it last 1 match using a blaster.
I see people doing it all the time. Done it a few times myself. Definitely not as durable as a Madrugar, so I don't use it all that often, but I've found it tends to do better against low-level AV.
>>This should probably be in a post all it's own but the unmanned psychotic installations are out of control and completely OP...mainly the rail guns but the blasters too!!! The missile installations have further range than my tank as well it seems.
yep. love it when I get sniped out of my LAV by railgun installations.
>>Tank lock and gunner kick so that a tank can be recalled...and if the noob won't vacate we can drive into the red zone and boot them....lol troll.
We've been bitching about this for months. Probably wouldn't be able to drop them in a place where they'll get killed, tho :(
QuickSaint777 wrote:All are welcome to give your opinions unless your a tank hater like ccp...hahaha but try to number and list the the issues you have found with tanking. Thanks!
srsly, though. Keep the complaining about tanks until 1.7, please.
Too busy clicking cookies to play DUST...
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knight of 6
SVER True Blood Public Disorder.
585
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Posted - 2013.11.13 01:19:00 -
[8] - Quote
hmmm...... what's wrong with tanks?
that they crush infantry and can't be taken out with assault rifles if I remember correctly. CCP really should fix that.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Godin Thekiller
Hellstorm Inc League of Infamy
1512
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Posted - 2013.11.13 01:27:00 -
[9] - Quote
1: It ain't shield and Armor, it's Caldari vs.Gallente, which means Gallente is faster. However, Caldari should have better resistances. Amarr and Winmatar should be as you said however.
2: homing AV grenades of any type... **** no. Also, Forge does more damage to Armor.
3: Agreed
4: Not sure what you were getting at there. I guess shields hardeners should last 1/2 as long, but have a 1/2 as long or 3/4 as long cooldown?
5: Caldari with a blaster..... you know Caldari things are meant to be at long range, and that you'll be at a disadvantage when going into CQ with something made to be in CQ ( Any Gallente HAV), right? Or are you just stupid.
6: Agreed
7: Been saying this since Codex +1
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Foundation Seldon
Gespenster Kompanie Villore Accords
187
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Posted - 2013.11.13 03:08:00 -
[10] - Quote
I feel like the majority of this post is made irrelevant by the changes happening in 1.7
Speed : Both Tanks will have the same speed without any modules fitted to it, because Madrugars are obviously going to have additional plates fitted they'll end up being slower unless they have a booster.
Shield v. Armor Hardeners Stats : Complex Armor Hardener - 36 second duration / 50 second cooldown Complex Shield Hardener - 24 second duration / 60 second cooldown
These stats seem fair given what we know about the nature of AV (They all pretty much do more to armor) and the way the new reppers will work (Heavy Boosters give an instant injection of 1900 HP)
Wolfman has said that vehicle locks are coming, we won't know if they made 1.7 until more information is released about the patch. |
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Patrick57
GunFall Mobilization Covert Intervention
1425
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Posted - 2013.11.13 03:09:00 -
[11] - Quote
They suck?
Just guessing :D This is purely based off of player feedback, so don't take it to mean.....well, anything.
ö/\ö
:D
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Meeko Fent
Xer Cloud Consortium
1507
|
Posted - 2013.11.13 03:15:00 -
[12] - Quote
They lost a ton of fitting resources when Uprising hit.
I get the feeling that, given they could fit decent tank mods, they WOULD be worthwhile.
This new rework looks nice, but it really was a bit overkill.
For the State!
For Caldari FW join Caldari Hierarchy
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4114
|
Posted - 2013.11.13 03:26:00 -
[13] - Quote
low genius wrote:they normally have bad drivers. No no they don't. I'm not amazing but I'm not bad either..... and one guy with a swarm launcher can push me back 400m no trouble, that's not how tanks should be with our poor rendering distances and lack of artillery turrets.
If you want to auto lock tanks at 400m then we need to indirectly be able to engage you twats as well, and since our guns are that much bigger range should really again be our advantage..
I would prefer to see two kinds of locking weapons, since AVer seem to need some AI to do the aiming for them..... one for AIR units aka swarm launchers with max lock on range of 300-350m lesser damage to balance for Dropship EHP, and one a single round tracking warhead designed to hit ground units with a lock range of no more than 150m and higher Alpha damage.
I have seen the best drivers in this game drop to singular players able to strafe through blaster fire....I have done this too and I can tell you it does not skill, while firing Swarm Launchers and throwing AV grenades point blanc.....
If AV wants to take down tanks they either should have to have top of the line gear or co-ordination which they don't have to use in the slightest now.
Worst thing about tanking is that I am actively talking to my squad asking me where they need me, where enemy HAV are, and half the time I am not able to even help because one guy exploiting a roof top is unassailable.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
81
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Posted - 2013.11.13 03:48:00 -
[14] - Quote
Foundation Seldon wrote:I feel like the majority of this post is made irrelevant by the changes happening in 1.7
Speed : Both Tanks will have the same speed without any modules fitted to it, because Madrugars are obviously going to have additional plates fitted they'll end up being slower unless they have a booster.
Shield v. Armor Hardeners Stats : Complex Armor Hardener - 36 second duration / 50 second cooldown ok i guess Complex Shield Hardener - 24 second duration / 60 second cooldown worst module ever, it should be 40-45 sec cooldown, i hate hit and hide for long time ****
These stats seem fair given what we know about the nature of AV (They all pretty much do more to armor) and the way the new reppers will work (Heavy Boosters give an instant injection of 1900 HP)
Wolfman has said that vehicle locks are coming, we won't know if they made 1.7 until more information is released about the patch. read the quote, shield hardeners blow |
Foundation Seldon
Gespenster Kompanie Villore Accords
187
|
Posted - 2013.11.13 04:02:00 -
[15] - Quote
jerrmy12 kahoalii wrote:Foundation Seldon wrote:I feel like the majority of this post is made irrelevant by the changes happening in 1.7
Speed : Both Tanks will have the same speed without any modules fitted to it, because Madrugars are obviously going to have additional plates fitted they'll end up being slower unless they have a booster.
Shield v. Armor Hardeners Stats : Complex Armor Hardener - 36 second duration / 50 second cooldown ok i guess Complex Shield Hardener - 24 second duration / 60 second cooldown worst module ever, it should be 40-45 sec cooldown, i hate hit and hide for long time ****
These stats seem fair given what we know about the nature of AV (They all pretty much do more to armor) and the way the new reppers will work (Heavy Boosters give an instant injection of 1900 HP)
Wolfman has said that vehicle locks are coming, we won't know if they made 1.7 until more information is released about the patch. read the quote, shield hardeners blow
"I feel like the majority of this post is made irrelevant by the changes happening in 1.7 "
Emphasis being the Hardeners we're going to have, not the ones we have now. We have statistics about Shield and Armor Hardeners in 1.7, they'll be more effective than they are now. |
8213
The Neutral Zone
683
|
Posted - 2013.11.13 04:03:00 -
[16] - Quote
Tonight, one of my teammates took out two Caldari Enforcers with one swarm launcher. One volley into one, another into the next.
The Tankers were very stupid though. I don't know if they were messing around or what, but Enforcers are a little to expensive to be trolling around with. The big thing was, after the first Enforcer went up in flames, the second made a get away. I actually just shot rounds into with my SCR, Standing right in the open. Sure enough, the HAV stopped and the turret started to turn my way. But before he knew it, he was up in flames too.
The Tanker knew he had to get away, but he couldn't pass up an opportunity to get a kill with it, so he put his 2 million ISK HAV at risk for one kill. So, you have to blame the driver.
However, if I wanted to, I could have switched to my AV setup too, and we would have taken them both out without a hiccup. But, I just let my buddy do it, because when I see a Shield HAV, I don't even consider it a threat in the slightest. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4115
|
Posted - 2013.11.13 04:30:00 -
[17] - Quote
8213 wrote:Tonight, one of my teammates took out two Caldari Enforcers with one swarm launcher. One volley into one, another into the next.
The Tankers were very stupid though. I don't know if they were messing around or what, but Enforcers are a little to expensive to be trolling around with. The big thing was, after the first Enforcer went up in flames, the second made a get away. I actually just shot rounds into with my SCR, Standing right in the open. Sure enough, the HAV stopped and the turret started to turn my way. But before he knew it, he was up in flames too.
The Tanker knew he had to get away, but he couldn't pass up an opportunity to get a kill with it, so he put his 2 million ISK HAV at risk for one kill. So, you have to blame the driver.
However, if I wanted to, I could have switched to my AV setup too, and we would have taken them both out without a hiccup. But, I just let my buddy do it, because when I see a Shield HAV, I don't even consider it a threat in the slightest. My claim to fame is taking out 3 Falchions in a single match with a Soma......and that was when I only had 1-2Million SP into tanks.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Daxxis KANNAH
Distinct Covert Initiative
449
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Posted - 2013.11.13 04:33:00 -
[18] - Quote
They become "invisible" at times
CCP please fix this in the vehicle re-balance |
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Pages: 1 :: [one page] |