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GeneralButtNaked
ZionTCD Public Disorder.
603
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Posted - 2013.11.19 19:39:00 -
[1] - Quote
Atiim wrote: No, I'm saying that if I have a PROTOTYPE weapon, only the best players should survive.
Or should we just give MLT suits the ability to survive a Freedom, Allotek, Isukone, Duvolle, and every other pro variant
IF YOU ARE NOT THE BEST TANKER THEN YOU SHOULD NOT SURVIVE THE BEST AV.
The best rivals the best, and only the best.
The easier a weapon is to use, the less damage it should do.
The PLC should massively outdamage swarms because of the difficulty factor.
Any lock on, fire and forget weapon should not do more damage than a single fire, one in the clip lobbing projectile.
If you want to pretend that medium frame AV takes skill, then roll a PLC. Otherwise, you are just a scrub in denial.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
603
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Posted - 2013.11.19 19:48:00 -
[2] - Quote
Marlin Kirby wrote:
Why not? Half the job of AV is repelling the tank. It's not going to move forward if I hit it at that range, but it's close enough to where a specialized tank to take AV-me out.
So you want tankers to spec into rails, just so they can spam shots at something they can't see?
All because you are not good enough to kill a tank when they can see you?
Yeah, typical AV, no concern for balance, they just want to be able to destroy vehicles without risk.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
603
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Posted - 2013.11.19 20:01:00 -
[3] - Quote
Monkey MAC wrote:Stop sounding like a whiny little baby for starters, or are you just hoping for trolls?
The swarm nerf was a little too much, they didn't need both a range AND damage nerf, 1 would have been sufficent.
The swarm nerf was not too much. Swarms were the only weapon to gain +50% damage from standard to proto, and their range allowed for far too many invisible shots.
Any type of lock on weapon should not be the highest damage dealer out of the AV options. That is catering to bad players.
PLC and forge should be the damage dealers, not AV grenades and swarms.
The current scheme would be equivalent to the stinger doing more damage than the RPG in BF. People would justifiably rage at catering to people who cannot handle the basics of aiming a ballistic object.
You don't give huge power without expecting skill to apply it. How this gets lost on people is a mystery to me. It should be simple and straightforward, but then again, people never like easy mode being taken away from them.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
603
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Posted - 2013.11.19 20:07:00 -
[4] - Quote
1st Lieutenant Tiberius wrote:Can anyone explain why Armor Repairers are Passive modules? Am I understanding this incorrectly? Will it be like infantry modules where the armor repper will passively repair armor over time?
The only active modules are: Shield/Armor hardeners, shield boosters and damage amplifiers (also afterburners and such)
As a punishment for Madrugars having broken reps since Chromo.
But yes, it will be like infantry armor repairers. Always active, slow trickle.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
604
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Posted - 2013.11.19 20:13:00 -
[5] - Quote
1st Lieutenant Tiberius wrote:
Cool.
Do you think this will balance the Shield vs. Armor debacle in terms of vehicles?
Debateable. Honestly, the current meta prevents shield tnaks from fulfilling their alleged primary role as hit and run specialists.
The new meta appears to be that shield tanks, running missiles, will be able to output massive amounts of damage in a short amount of time, and have an actual booster to keep them in combat just long enough to destroy their target.
Will they be able to escape after? That will come down to tanker skill and if AV has decided to be smart or not.
It also depends on if there is a proper visual clue to the status of a tanks modules. If you can tell accurately when they have hardeners on or not, then they will be much easier to counter.
More questions than answers at this point.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:28:00 -
[6] - Quote
Monkey MAC wrote:GeneralButtNaked wrote:Monkey MAC wrote:Stop sounding like a whiny little baby for starters, or are you just hoping for trolls?
The swarm nerf was a little too much, they didn't need both a range AND damage nerf, 1 would have been sufficent. The swarm nerf was not too much. Swarms were the only weapon to gain +50% damage from standard to proto, and their range allowed for far too many invisible shots. Any type of lock on weapon should not be the highest damage dealer out of the AV options. That is catering to bad players. PLC and forge should be the damage dealers, not AV grenades and swarms. The current scheme would be equivalent to the stinger doing more damage than the RPG in BF. People would justifiably rage at catering to people who cannot handle the basics of aiming a ballistic object. You don't give huge power without expecting skill to apply it. How this gets lost on people is a mystery to me. It should be simple and straightforward, but then again, people never like easy mode being taken away from them. 1) A stinger would do so much more damage than an RPG, just sayin Now as for this GeneralButtNaked wrote: You don't give huge power without expecting skill to apply it. How this gets lost on people is a mystery to me. It should be simple and straightforward, but then again, people never like easy mode being taken away from them.
I agree, but I think our opinions differ. You see I think the the Launcher range nerf was more than enough, prehaps a little damage to account for changes in HAV health sure. The swarm launcher would have changed completly, it would only be capable of engaging enemy vehicles from within it's current theatre of battle. Now at range of 140 you aren't exactly going to last long as an AVer if the tank has brought infantry. The range nerf stopped you being able to outrange infantry by so much, what you would see is swarm launchers become a niche weapon, where they would be used, most often by commando suits, to significantly shorten the wave of oppurtunity of tanks. Hell, you could nerf the range to within a 100m, as long as you kept the damage. But with both, you have an AV with minimal damage, too strong to become infantry, to weak to really beat vehicles, so what? If we don't have a heavy on a roof, which you all want nerfed, or a tank we are pretty much ******! I mean come on, through out the time I (personally) have tried to cut tankers a bit of slack, but when the shoe is on the other foot . . . . . . .
Just because a stinger would do more damage in real life, does not make it good for game balance. And game balance is what we are after.
If we start trying to apply realism to a game set in another galaxy, far in the future, it just gets absurd.
As to the rest, I want the heavy suit to be the primary AV role. I think FG should be the go to weapon for AV, followed by the PLC, then swarms and AV nades.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:32:00 -
[7] - Quote
Marlin Kirby wrote:
lolwut?
I'm butthurt that lasers and ScR kill me all the time, but I haven't speced into armor because I'm stubborn. Therefore, lasers and ScR should be nerfed. See the problem?
Repel and destroy are not the same thing. I think I've destroyed maybe one tank in PC. Most of the tanks I fire swarms at immediately retreat, putting it out of action for X amount of time. Then I turn around and die to the guy using an AR. That's how it should be.
It's true that the range on the SL was too long, but 175 meters seems extreme. Did you miss the part where I'm fine the damage nerf?
Clearly you were not around for when your corp was fighting zion in the start of PC, when you would put two forgers and a swarmer on top of the towers on the production facility.
You haven't said how 175m is extreme though. Is it because you will actually have to get within visual range(maybe)?
Or is it because the shorter range will help to eliminate the long range scrub swarming from towers?
Or is it because you will no longer be able to be beyond the visual range of everything except for a sniper?
I mean, it isn't like you still won't be able to hop around and spam shots from behind cover, so I don't know why you guys are freaking out.
You will still be able to scrub it up, just you will have to be closer.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:40:00 -
[8] - Quote
Korvin Lomont wrote:
Using a PLC for AV does not need skill it does need a wonder to work. And even Swarms need some sort of skill if you consider how dumb these rockets are or how difficult it is to lock on the right target. And you really believe it takes skill to run a tank when there is no offense other than a another tank?
Right now you can have quite interesting battles if a good AV meets a good Tanker, bad AV gets killed by even medicore Tankers and the other way round.
Regarding the ISK argument you all know that ISK is not a balancing factor otherwise a free fit should never be able to drop a 150K Protosuit.
I've been saying that the PLC needs a buff for a very long time. Commensurate with the skill required to use it.
Every tank in the game is soloable by good AV. I know this because I have a prof 5 forge, and proto grenades. All I need to do is call in a LAV, go for a drive, and the tank dies. Who it is doesn't matter, because I can assure their destruction by myself.
3x Lai dais and a forge shot to the ass will rip any armor tank. Two allotek fluxes and a forge shot will kill any shield tank. Might need a third flux for those who run 8000 shield missile boats.
Right now, against a determined AV person who has any sense, the question is a matter of how long will the tank survive. Never is it a question of will they be able to kill the tank.
As to if it takes skill to run a tank, the answer is of course it does, if you want to make a profit, and not die a whole lot.
If you think other wise, pay for the tanks, and I will laugh as you get popped over and over.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:42:00 -
[9] - Quote
Kane Fyea wrote:GeneralButtNaked wrote:Any type of lock on weapon should not be the highest damage dealer out of the AV options. That is catering to bad players.
PLC and forge should be the damage dealers, not AV grenades and swarms. Then tell me what are my swarms supposed to do then?
deal less damage than the PLC.
Buff the PLC.
Why is this like pulling teeth?
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:45:00 -
[10] - Quote
skippy678 wrote:
and dude who says its 1 million sp to make an AV fit...your slow..
1mill swarm operation 1.5 swarm proficiency 1 mil for dmage mods
+ at least a million for an advanced suit
my proto AV fit costs 244 k isk. More than your tank prob.
150k for prereqs. 610k to get proto swarms 610k for complex damage mods
MLT Minmatar medium frame
That is all you need right now to be a fearsome threat to all vehicles.
Also, advanced suits cost 800k, not a million. You don't need prof to put in work versus armor tanks, which are pretty much the standard right now.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:53:00 -
[11] - Quote
Atiim wrote: If you honestly believe that then Blasters and Missile turrets should do no damage to anything whatsoever.. They are stupid easy and even easier when you press R3.
It does take skill. Until you can post a video of you soloing a good HAV with a good pilot, you will continue to be spitting baseless claims. I find it hilarious how you say AV is easy when HAVs are thg most easiest thing to do in the game. All you need is SP.
Try again.
All you need is SP?
Absolutely not. Unless you want to be broke, with a bad K/D.
You think anyone can just hop into a tank and throw out good numbers?
Than explain why all tankers don't have ridiculously high K/D ratios.
BTW, blaster turrets and missiles do not lock on, and they do not track. In no way do swarms take skill compared to tanking, in no way do swarms take skill relative to FG or PLC users.
So you want me to dump 610k SP into swarms just to make you look stupid? No need, you do that every time you post.
Unless you want to pay for the clone pack for me to attack AE, and provide the ringers to tie up their infantry so I can go solo Bob, there is no valid way to satisfy your demands.
Not that I would anyway, because you are merely defending the worst of play styles because you are bad. If you could do anything else reasonably well, then you wouldn't be the standard bearer for scrub play.
Keep telling yourself that swarming takes skill. Delusional people give me a good chuckle.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:55:00 -
[12] - Quote
1st Lieutenant Tiberius wrote:
Aren't there already visual markers for active modules on tanks? The "Aura" (for lack of a better word) that it makes when tanks have hardeners/reppers on (which I think share the same visuals) as well as Blue auras for shield boosters etc
Since active armor repairers are gone next patch wouldnt the current visuals suffice?
The current pattern is very hard to see at range. Almost impossible.
Back in Chromo, early uprising, tanks used to light up, bright as all get out when they turned the hardeners on. It used to be the surefire sign that the shield tanker in front of you was an idiot when you say him hit the hardeners.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
605
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Posted - 2013.11.19 20:58:00 -
[13] - Quote
Kane Fyea wrote:GeneralButtNaked wrote:Kane Fyea wrote:GeneralButtNaked wrote:Any type of lock on weapon should not be the highest damage dealer out of the AV options. That is catering to bad players.
PLC and forge should be the damage dealers, not AV grenades and swarms. Then tell me what are my swarms supposed to do then? deal less damage than the PLC. Buff the PLC. Why is this like pulling teeth? Because your saying that a weapon should be quite obviously better then another in every way that's important. That is not balancing. That is called buffing an UP weapon to useable state an making another weapon UP in comparison making swarms the worst choice in AV. Why would anyone use swarms if there is quite obviously weapons that are much more effective in almost every way
The swarms benefit will be longer range than the PLC, at the expense of damage. Plus, you know, that whole lock on, fire and forget thing. So if you want to get a hit, go swarms, if you want to kill, go PLC/FG.
The reason why swarms should be the first choice for new players is ease of use. Then they should quickly realize that you can get much more power by going with one of the harder to use weapons. It helps to enforce progression, and propels people into more rewarding and powerful styles of play.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
606
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Posted - 2013.11.19 21:04:00 -
[14] - Quote
Berserker007 wrote:
im probably forgetting some other items that you want; but for a real AV'er, you are looking at around 10M SP investment
not sure on tanker SP now; but don't assume the SP investment for an av'er is nothing; b/c it isnt
There is a fundamental difference though:
If you had 2 million SP, you can make a viable AV fit. It won't be the best, but it will certainly put a whole world of hurt into vehicles. It will be effective against all vehicles.
If you try and make a 2 million SP tank, you will get destroyed super fast everytime you call it out. No doubt about it. There is no survival chance for a low SP tanker.
Keep in mind that that threshold is about to go way up with the extra turret SP sinks, so expect that SP minimum to jump drastically.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
606
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Posted - 2013.11.19 21:12:00 -
[15] - Quote
Kane Fyea wrote: Wow long range and lock on how cool especially when I find out I can't destroy anything with my prototype weapon (Which I've spent over 2 mill sp on) but militia tanks (Or dumbass standard tanks) and LAVs. Sounds like lots of fun.
Don't worry I'll just use my forge gun if this is how CCPs thinking. The forge gun is easier to use in my opinion anyways plus I'll actually have a chance at killing any infantry trying to kill me.
Range and tracking are not enough of a benefit you need high damage to go with it?
Yep, you just made the list of scrubs.
FFS people, this is not rocket science. If you want the weapon system to do the work for you, then you don't deserve high alpha damage.
If you want to do the work of aiming, then the reward is more alpha damage.
But congratulations on growing up and going FG, now you can learn to actually aim an AV weapon and then you can get off the scrub list.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
606
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Posted - 2013.11.19 21:36:00 -
[16] - Quote
Justin Tymes wrote:
Entire argument made obsolete by Aim Assisted ARs.
Remind me when Forge Guns are accessible to Medium and Light Frames. Until then, they will be doing nothing to Dropships, and will be relying on Remote Explosives to take out other vehicles.
Do AR rounds bend to hit their target?
Why does a medium frame need a powerful, long range, tracking AV weapon? Why is that the way to go for people?
Heavy suit should be the primary AV suit. It should have the strongest weapons, the best defenses, and the greatest ability to withstand a vehicular assault.
The issue here seems to be that people want AV without having to spec out of their current fit.
Ahh the stuggle of the medium frames. If they can't do everything as well or better than every other frame, they scream unfair.
Don't worry Justin, I am sure you will still be able to find rooftops to mass drive off of. Because that is all pro.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
607
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Posted - 2013.11.19 22:01:00 -
[17] - Quote
Berserker007 wrote:
all I can say, if in a 2M SP alt in tanking; I took out a 10M SP tanker; and survived 3 people swarming .. so yeah; your point is moot at best. Come back when people think you are equal to Caeli, Noc, Slap or Alldin, Exmaple
Beat Caeli straight up, beta Noc the same way. Slap I never played against, same with alldin. Once destroyed Exmaple 7 times in a pub.
Thanks for your non relevant and BS story, because there is no way your story is factual.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
607
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Posted - 2013.11.19 22:11:00 -
[18] - Quote
Kane Fyea wrote: Please tell me why the heavy suit should be the primary AV unit. Give me a reasonable explanation other then "Because I said so".
The heavy frame, like the vehicle it fights, has limitations. It has vulnerabilities. It requires support, just like the tank.
It has the HP to actually get in a fight with a tank and get away.
And it has what should be the best AV weapon in the forge. Greater range, greater damage, with a trade off in mobility.
It also requires infantry support if it intends to perform the AV role long term, as opposed to the self contained logi running hives, proxi mines, and a scanner for self protection.
You want to smash vehicles, make some sacrifices, instead of keeping your high utility infantry suit just needing to make a single change to become the beast AV suit.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
607
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Posted - 2013.11.19 22:14:00 -
[19] - Quote
Justin Tymes wrote:
Oooh, someone's butthurt about Assault Mass Drivers denying an area. And you're right, without swarms to worry about, I can easily get elevation to use my weapon in optimal.
Blues won't survive. They will be 2-shotted at worst by vehicles they can't touch. This change does nothing but reward 10+million SP players that are already done customizing their 1 suit to skill into another suit. Telling players "Skill into Heavies in order to be able to deal with AV before you skill into the stuff you really want" doesn't promote anything but grinding.
By vehicles they can't touch?
Swarms out range blasters, and missiles are not exactly the most precise weapons at range, so your statement is not borne out by the facts.
People still have medium frame options. The just are not optimal. For that you need a heavy frame.
So if you want to specialize as AV, go heavy. If you want an acceptable deterrent to vehicles, swarms and AV nades will do you just fine.
Heaven forbid the medium frame not excel at everything.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
611
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Posted - 2013.11.19 22:39:00 -
[20] - Quote
Justin Tymes wrote:
175m lock with Standard swarm damage is trash and you know it. You can't honestly be saying Dropships are worried at all about Swarms in 1.7. Someone said before, the range nerf puts you in Infantry range vs any other vehicle, and Medium Frame AV suits auto-lose to standard Infantry. The Forge Gun was the best AV weapon available to Infantry in the game before the nerf, and it is after nerf. Players always skilled into Heavies for the Assault Forge if they really wanted to get rid of vehicles.
No one is saying that other AV options have to outclass Forge Gunners, but they have to have the ability to win in optimal, not deter, or there will be no point in skilling into it. "Deter" only means that opposing team has a numerical advantage, especially if it takes more than 1 person to deter.
No, I do not know that the range is insufficient, because I haven't played vs them yet.
I also disagree that the FG is the best AV weapon right now. Currently, there is little reason to spec a FG unless you aim to be a heavy beyond just forging.
Swarms do more damage, are longer range, and track to the target. They can also be equipped with more damage mods, can carry hives to resupply, and can jump better to avoid blaster fire. Additionally, they do not need direct line of sight to be fired and hit the target. Oh yeah, and you don't need to spec into another frame to use it.
So I disagree with your position that the FG is the best AV choice right now.
Thankfully, the FG will be the prime choice in 1.7, as it should be.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
612
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Posted - 2013.11.19 23:35:00 -
[21] - Quote
Marlin Kirby wrote:GeneralButtNaked wrote: -Swarms do more damage Not against shields. -Are longer range That's debatable since swarms also go super slow and are easy to see -Track to the target Again, they're also really slow compared to the FG -They can also be equipped with more damage mods For now. Watch what you say, you're the kind of person who is going to be super mad when the Caldari heavy frame comes out -Can carry hives to resupply True -Can jump better to avoid blaster fire Speed is a larger factor than jumping. Jumping has never saved me against a tank -They do not need direct line of sight to be fired and hit the target Yes they do. I've had swarms hit walls many times mostly because the tank hides behind a wall because swarms go so slow. Rockets have also hit walls because I don't have 70-¦ of open space. The FG can easily take advantage of small spaces. -Don't need to spec into another frame to use it. True
Swarms do more damage against armor tanks, the majority of tanks are armor.
FG max range: 300m Swarm max range: 400m. Not debatable.
Slow compared to the FG, sure, but they track to their target.
Using an unreleased suit as a manner of saying swarms are not OP is asinine.
If jumping has never saved you against a tank, that is because you are too far away for it too matter. When you are forging up close against a blaster, jumping is what saves you. Seeing many swarms take advantage of the lag to do the same. Just their jumps are bigger, and they have enough stamina to jump an extra time or two before they get immobile and easier to hit.
My point about not needing direct line of sight to fire referred to being able to step out long enough to acquire a target, and then move back into cover to launch over it. Happens all the time. FG can't do that. They need direct LOS between themselves and the target if they want a hit.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
612
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Posted - 2013.11.19 23:44:00 -
[22] - Quote
Atiim wrote: Swarms are only fire and forget on maps like Manus Peak where you have a complete view of the battlefield. Not even then in most cases. If you decide to be a man and not AV from the redline then swarms are fire, crash into a wall, and then get gunned down by enemy infantry every time.
I can cite many occasions of where my Swarms decided to glitch worse than giant MCC sized GEKs. Your point?
Bad maps for swarmers to use there full 400m range on currently:
Ashland Fracture Road Border Gulch
Maps that allow for 400m engagements without issue:
Spine crescent Line harvest Manus peak Border Gulch Iron Delta Skim Junction
The funny thing is that even on the "bad" swarm maps, there are still multiple positions where swarms can be used to their full range, or at the least at a range vastly further than the HAV can see them at.
Saying swarms are not even fire and forget on manus peak shows your bias.
Buff the PLC, and make you swarm scrubs earn your kills.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
612
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Posted - 2013.11.19 23:49:00 -
[23] - Quote
Atiim wrote:Marlin Kirby wrote:True Adamance wrote: Yet I can cite so many occasions where I was being hit by insanely damaging invisible swarms.
????? Is this a visual glitch? Yes, this is a glitch that happens every once and a while. Most tankers like to believe that AV should be nerfed because of this as opposed to just fixing the glitch.
It doesn't happen once in awhile. It happens every single time the swarmer is outside of 150 m. It happens most of the time they are between 100-150.
It happens occasionally closer than that.
It is not a glitch, it is a design decision by CCP to reduce render distance to increase graphical fidelity. As a result, swarms NEEDED a nerf to not continue a paradigm where tankers can't see the swarms or the swarmer.
Mr. Hybrid Vayu
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GeneralButtNaked
ZionTCD Public Disorder.
613
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Posted - 2013.11.20 00:57:00 -
[24] - Quote
Justin Tymes wrote:
Swarm users don't give a damn about tankers seeing the swarms all they care about is damage and range.
And still, that's like complaining about not being able to see the Sniper when you get hit.
The more accurate comparison would be not seeing the sniper when I am looking through the scope of my own rifle. Railgun has a theoretical range of 600m, and an actual range of about a quarter of that, on a good day.
I know that swarm users don't care about anyone else. That has been long established. Scrubs gon' be scrubs and all that.
The thing, if I could see and engage infantry at max range with my railgun, they could have all the range they like. FG to, as long as they could be engaged.
Mr. Hybrid Vayu
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