MICKY KNOCKS
The dyst0pian Corporation Zero-Day
136
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Posted - 2013.12.10 23:30:00 -
[1] - Quote
I have the wirkyormi swarm launcher with proficiency 4, rapid reload 5, and ammo capacity 3 fitted on an Amaar proto logi AK.0 with 3 complex 10% damage modifiers, a complex speed biotics, a complex stamina biotics, 2 enhanced profile dampeners, advanced A / V grenades, and an A-512 sub machine gun. Before the update I could take down a proto tank with about 10 to 15 rounds of 6-missile shots. This was extremely hard to do, because I would have to lay a nano hive down about 50 meters behind where I first engaged the tank, and as I retreated after I exhausted the first 9 rounds I would make a quick stop to re-up my ammo, then re-engage the tank hopefully for the kill. I have about 2 million SP into the swarm launcher skills, and around 2.5 million into the proto suit to hold all the gear, and probably about another 3 million in all the supporting modules and sidearm stuff. I specifically went with an Amaar to have a sidearm on a swarm launcher fitment, I specifically spec'd into the profile dampeners to be unseen by the HAV, and I specifically got into the speed and stamina biotics to have the ability to engage and evade the HAV on foot. My load out runs around $160K isk per spawn.
If you think taking down a tank with one person is easy or "skill less" I am here to tell you otherwise. If you go up against a vet tanker with 8+ million SP invested, it is definitely not easy. However, if I came up against a less experienced HAV operator or LAV I could usually destroy it in less than 1 clip of 3 rounds (18 missiles). I completely understand the reduction of range as I have taken tanks out that were beyond a reasonable lock on range, but 175 meters is way to short of a range. I am trying to engage the basic tanks after this update and all they have to do is back out a few meters and I am unable to lock on, while they hammer me with there missiles. On top of this, the damage I am dishing out is exponentially lower because my proficiency skills and damage modifiers are based on a percentage of the base damage. Again, I could see a nerf of some degree if you thought it was necessary, but 33% from the base damage exponent is way over nerfed.
Now I have guys in my corp that have never tanked before and they are un killable after investing around 1 million SP into their tank. What can kill them? Other tanks I guess. So can I please have my 2 million SP back for the swarm launcher skills I have spec'd into, because it is not worth getting a 3 man A / V team to take one down when I can just put the 2 million into a tank specifically designed to kill tanks. I am not whining about this, and I'm not going to be a baby about it on the comms in-game because I hate guys that do that. If you feel this was needed for the game, and this is how you want to fix your problem, that's fine it is your game and you are the experts. Can I just have the SP back that I invested though Please? I really like the factional update and the rendering is much improved so it's not all gloom and doom. Thank you for your time, sorry about the long post.
1st Commander/Director.The Dyst0pian Corporation
Public Channel: Dyst0pian Discourse
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