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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 12:34:00 -
[1] - Quote
Atim wrote:"Balance>Gameplay
If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful.
So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful?
Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?" oh atim atim aim, why do you want it rediculously easy to destroy vehicles? i barely get killed by vehicles, as they cant go where i can, and vehicles use teamwork to defend objectives or assault with infantry. for my last point: it's okay for proto infantry to go 30-0 but vehicles cant go 10-0? it's okay for proto infantry using no teamwork but not vehicles? oh and my well fit suit solo's all day and profits. bottom line: it's okay for proto infantry to do well but not vehicles cuz your AR/ScR can't hurt it? pss, 1 forge gunner destroying well fit vehicles is BS from like 300M, high damage high rof high range isn't balanced.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 12:56:00 -
[2] - Quote
Korvin Lomont wrote:The point is a Proto infantry can easily be killed by anyone using militia gear, you don't need teamwork you don't need to be smart for doing this. So when a Proto goes 30-0 its usually because he simply better or uses lots of teamwork in a squad not because he is nearly invincible to most weapons. yet when vehicles try to be effective, they die, besides the good-ones are unkillable, yet good vehicles die quick, btw, it takes teamwork to kill a heavy A.K0 for some reason, but thats just my GEK, but my point is infantry can go atleast 20-0 but vehicles cant do crap, besides if infantry die they can easily get thier suits back, in 1 game too, proto even...
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
128
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Posted - 2013.11.23 06:35:00 -
[3] - Quote
Thor McStrut wrote:What if the main turret was basically useless against infantry? Thus requiring teammates in your small turrets to counter infantry/AV. i'd put 4 mil sp in infantry then, like really, wats the point of a tank JUST to destroy tanks?
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
128
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Posted - 2013.11.23 06:48:00 -
[4] - Quote
Atiim wrote:Spkr4theDead wrote: There he is..........................
Well if it isn't the co-chairman of the LOLTank Brigade. well if it isn't the CEO of "i want to destroy H.EAVY A.TTACK V.EHICLEs with LIGHT weapons" hi
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
128
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Posted - 2013.11.23 06:51:00 -
[5] - Quote
Atiim wrote:Hey Spkr4TheDead, I want you honest opinion on this one.
Should AV be forced to use teamwork to be successful, while HAVs require no teamwork whatsoever to be successful? if they see a HAV in the open where no teamates are, have proto AV, and skillful and not hiding around a corner spamming AV, then sure, but give good pilots a chance to escape, after all, it is to defend a position/detere?(IDK the spelling)the vehicle
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
128
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Posted - 2013.11.23 06:55:00 -
[6] - Quote
Spkr4theDead wrote:Eris Ernaga wrote:Cat Merc wrote:Swarms are going to be lame against tanks. Low damage, tanks will run away fast, bla bla bla. Ok then, how about dropships? Hmm... Damage is low, sounds like they're area denial... But wait.
Swarms can't reach more than 175m up since that's the max range right? Does that mean that a dropship with an MCRU can just sit at top height and drop soldiers without being touched? Or an assault dropship that can rain down missiles with 300 splash without being damaged?
Forge guns in 1.7 will basically be the only viable AV, so at least give swarms area denial of air. At least that, please?
Swarm launcher if the enemy drop ship gets too close missile installation missile tank. But those require intelligence, and we can't have that, no way! railguns are actually easier to use than FG's, they **** me off just as much, pro rails do 1885 dmg, nothing should have extreme range and high damage really
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
129
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Posted - 2013.11.23 07:06:00 -
[7] - Quote
Nova Knife wrote:Rather than take part in the debate, I'm just going to drop this :
Swarm launchers should behave like an assisted-lock TOW missile.
The lock-on box should appear on screen. You lock on. You fire. The box stays on the screen. You have to keep the locked target in the box until the missiles hit. If they leave the box or LOS, you have two seconds to re-acquire or the missiles lose tracking and detonate. You can re-fire from the same lock within the normal re-fire delay (With the normal lock delay added to it, to keep the fire rate the same as before) but you cannot reload while a lock is being maintained.
Range should be 250-350m for lock, flight distance max 500m (To prevent fleeting/skirting immunity)
cool, but 250m lock, and 400m range or swarms are stupid again
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
133
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Posted - 2013.11.23 16:33:00 -
[8] - Quote
go use a pistol against a heavy, besides heavy's sacrifice speed, and thats like using a stinger against a tank, its not meant for it, its AA. idk im tired
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
133
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Posted - 2013.11.23 16:37:00 -
[9] - Quote
Atiim wrote:jerrmy12 kahoalii wrote:Atiim wrote:Hey Spkr4TheDead, I want you honest opinion on this one.
Should AV be forced to use teamwork to be successful, while HAVs require no teamwork whatsoever to be successful? if they see a HAV in the open where no teamates are, have proto AV, and skillful and not hiding around a corner spamming AV, then sure, but give good pilots a chance to escape, after all, it is to defend a position/detere?(IDK the spelling)the vehicle AV by spelling and title is Anti-Vehicle. Meaning it should decimate vehicles. Lets not go there. I wish my swarms would let me lock and fire behind cover. But I have to keep a direct LOS on the vehicle (BS) pilots do not have a chance to escape. It's called 2 hardners with F/45s and Nitrous. yea, thats using alot of active modules, which in order to survive, you must have on before getting hit ok my forge gun is Anti-Material, that means it should destroy/go through everything
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
133
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Posted - 2013.11.23 16:42:00 -
[10] - Quote
Atiim wrote:Spkr4theDead wrote:Atiim wrote:Spkr4theDead wrote: Balance to you is removing vehicles in their entirety.
I've never once said or implied that I want vehicles nerfed or completely removed from the game. Why do you and everyone else think I'm on a Anti-Vehicle crusade? Because not once, not ever, have you ever said that tanks are hard to pilot and that AV is easy to use. Hence, you're on an anti-vehicle crusade. Vehicles are not hard to pilot. The way good AV is used is very difficult. I don't go spamming AV from the redline or a high tower. im so 1337 i can spam diz swarm launcher anywhere in my redline or on a ladder or bunny hope in the open or hide im smal area im so leet i just got a free kill hurp derp.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
133
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Posted - 2013.11.23 16:44:00 -
[11] - Quote
Atiim wrote:jerrmy12 kahoalii wrote:go use a pistol against a heavy, besides heavy's sacrifice speed, and thats like using a stinger against a tank, its not meant for it, its AA. idk im tired Done. I just got a headshot with a TT-3. +60 WP please headshots don't count, most AV hits normal spots
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
135
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Posted - 2013.11.24 06:15:00 -
[12] - Quote
Atiim wrote:jerrmy12 kahoalii wrote: im so 1337 i can spam diz swarm launcher anywhere in my redline or on a ladder or bunny hope in the open or hide im smal area im so leet i just got a free kill hurp derp.
im so 1337 I can spam turrets with infinite ammo and monitor my hardners and make sure they still runnin. Ya gotta be hardcore to be able to use dem joysticks to move dat tank. And dem scanners yo. Drivin a tank is for 1337s only. tanks have finite ammo now AR/ScR noob
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5 to 11 mil isk per 100k recuruit
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