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Ld Collins
The Phalanx Inc
82
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Posted - 2013.12.11 05:49:00 -
[1] - Quote
Tank Missile wrote:*In a moment of clarity*
I suppose that no one really cares tho.....the only tankers left are vets, and they all have plenty SP to max all their skills. And AV'ers could care less about HAV vs HAV combat, they just want more powerful weaponry.
So in short, as I am the only tanker that has less than four million SP total, I am the only one that has this issue, and blatant imbalance is unimportant.
Even so you're better off than 1.6 in you needed a very large amount of Sp to survive while tanking and when you did max out it came down to who shoots who first in a tank vs tank battle. It was very stupid and costly it really just required no skill it came down to armor vs armor who shoots who first shield vs armor range and railgun sniper vs everything else give up. In 1.6 I skilled into both caldari and gallente vehicles and spent about 15 mill Sp between the two. With that amount of Sp it was brutal i cant imagine someone trying to tank with 4 million sp in 1.6. Tanking is much more fun now that my Sp actually means something I hope CCP doesn't change it for a while.
All of my vehicle upgrades are now maxed I've maxed my blasters my missile turrets and prof lvl 3 for both and lvl 4 optimization for blaster and lvl 3 for missiles. I can't be more happy I lost my Lavs i lost my Dropships but my tanks function correctly. well aside from a few glitches with the large turrets not firing correctly and having no splash damage. |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 05:55:00 -
[2] - Quote
Xocoyol Zaraoul wrote:It is a bit unfortunate that currently Vehicle versus Vehicle combat is so heavily skewed SP wise. Dropsuit VS Dropsuit you still have a very viable chance even in the crap starting suits, and a deadly ADV level suit is still not a bajillion SP away.
I'm still waiting for a few more weeks before casting a firm opinion though on things. I'd like to believe but seeing that I only run starter fits with exile rifles I can't agree with you. Proto suits are very hard to kill proto users easily go 20-0 whether they are on my team or not. I rarely kill proto suits if im in their line of sight the battle is already lost. |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:05:00 -
[3] - Quote
Tank Missile wrote:Mobius Wyvern wrote:Tank Missile wrote:LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage. Oh get off it. You know you're just bullshitting even as you type that. I've watched Sicas survive entire teams of AV today while Madrugars drop in two shots or less. Player skill will always win out when you get enough practice. I took a Maddy with two STD reps and one STD hardener and stood stock-still shooting at two forge gunners and a swarm launcher while they launched everything they could at me. Never even got below 2k armor. Do you call that skill? And, last time I checked this wasn't a discussion about AV vs HAVs, it's HAVs vs HAVs, but since you didn't grasp that concept, I can assume that you read my title and came here to rage without a clue what you were talking about. Maybe you are the one that should, "come off it."
It sounds like to me AV is doing its job if there were a tank on the field with you you'd be annihilated. Everyone has their roles to play on the field I placed 10 Proxy mines on the field and waited and a HAV blew up I laid 10 more and another HAV blew up. Do you call that skill. This is a team based game and assuming you took your HAV without any small turrets you assumed you could Solo a tanker with more SP than you? |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:08:00 -
[4] - Quote
crazy space 1 wrote:Why can't my LAV catch tanks... You need a bigger net |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:17:00 -
[5] - Quote
Tank Missile wrote:Ld Collins wrote:It sounds like to me AV is doing its job if there were a tank on the field with you you'd be annihilated. Everyone has their roles to play on the field I placed 10 Proxy mines on the field and waited and a HAV blew up I laid 10 more and another HAV blew up. Do you call that skill. This is a team based game and assuming you took your HAV without any small turrets you assumed you could Solo a tanker with more SP than you? Your argument isn't even sort of making sense anymore. So you are saying that ineffectually shooting at my god-tank is the job of AV? Getting back to the topic of HAV vs HAV, you also think that I am somehow supposed to know that the other tank has more SP than me? How would I know that? STD vs PRO modules don't actually show a visible difference, seeing as how they simply have lower CDs. His tank didn't say: this guy has way more SP than you, all it said was: Gunnlogi.
Well you said he blew you up then you called in another tank and got blown up again so your argument isn't even sort of making sense. Also Av requires team work or can be done solo with mines. |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:23:00 -
[6] - Quote
8213 wrote:Tanks were fine pre 1.7. Good tankers still dominated battlefields. They were a specialty class all onto themselves. Now anyone can use a tank and dominate with it. They've dumbed it down.
Tanks are now in the same family as ARs: skilless noob gear... There were very few good tankers pre 1.7 you really needed a massive amount of SP to be good and for new players tanking was a nightmare. Tanking will now become more about team play than ever before. Those vet tankers are really going to lead the way higher Sp will allow them to fit small turrets giving them extra fire power which will turn the tides. Having a crew will be much more vital and the low cost will encourage more tank battles especially in FW. Which is the best thing that could ever happen to tankers. |
Ld Collins
The Phalanx Inc
86
|
Posted - 2013.12.12 10:43:00 -
[7] - Quote
Jason Pearson wrote:Actually, it's not such a major increase, it's worthwhile sure, but for example..
You have the two skills, Core Grid Management increases the recharge rate for your active modules by 5% per level, so a little faster and Engine Core Calibration increase the duration of your active modules by 5% per level
Let's look at a Complex Shield Hardener, it has a active duration of 24 seconds and a cooldown of 60 seconds
Level 0 AD: 24 - CD: 60
Level 1 AD: 25.2 - CD: 57
Level 2 AD: 26.4 - CD: 54
Level 3 AD: 27.6 - CD: 51
Level 4 AD: 28.8 - CD: 48
Level 5 AD: 30 - CD: 45
So sure, you shave off 15 seconds from the cooldown and you get a full extra 6 seconds if the skills are maxed, the vet has a slight advantage and can maintain the fight a little longer, but if the lower SP player is smart he knows he needs to activate his modules AFTER the enemy, to make sure he survives and his enemy doesnt..
(Forgive me if any numbers are wrong, I've got the flu, am dying and I've been tanking all night)
Actually this is not entirely true the noob tankers are using militia fits or racial fits but they cannot fit modules that can best a more experienced tanker. For example a soma has 2 high 2 low and a maddy has 2 high 3 low. They are able to fit similar fits and have the same amount of armor and shield but the maddy can fit one small turret and a damage mod plus and ion cannon with enhanced and complex mods. If the maddy has another pilot inside his tank the only way a soma would kill that tank is if approached from behind. Or a maddy with experience can fit 2 damage mods and complex mods with an ion cannon and pretty much incinerate any tank in its path even with hardeners activated. Yesterday I spawned in my maddy with 2 damage mods and another tank saw my tank being delivered by the rvd and tried to blow it up before I got in. He did some pretty decent damage but the minute I got in my tank I applied my hardener and both damage mods and I blow his tank into dust. |
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