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Berserker007
Imperfects Negative-Feedback
369
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Posted - 2013.12.11 19:18:00 -
[1] - Quote
ok, I haven't playing in a LONG LONG LONG time b/c of how bad the game became, but figured id snoop around for 1.7 and see where things lay. Besides CCP not touching ttk which the community seems to be in agreement on that it is to short (especially compared to what us vets enjoyed back in codex/E3 when breach was op); the "new issue" seems to be the av interaction with vehicles.
Having used both since replication, but specifically falling into being a dedicated AV'er, I can concede AV in terms of swarms needed some alteration. In 1.7 changes were made that affect both parties and how they operate. (all based w/o gameplay, simply by numbers and how things went).
1). Tankers can no longer complain about AV being less costly. Your basic tank hull is < 1/2 the price it once was. Along w/ less modules = less overall cost, where AV cost remain the same. As need to figure now with AV effectiveness reduced more then likely will die more often in trying to kill you.
2). Previous tank starting HP was ~ 3-4k (plz correct if wrong); now starting HP is b/t 5-6k pending on skills
3). Tanks are more mobile
4). All AV (aside from plasma cannon, and unless things changes this was unused as real AV threat anyway) have been reduced in their effectiveness. ******************
Based on those simple parameters, it could be said that Tanks now have a "big" advantage in situations; as such:
1). LV'ing AV nades is more/less worthless; as Proto nades (be regular or packed) are unable to OHK basic/militia LAV's. If you look at this as a pure SP spending standpoint, you put ~1.2millions SP into that ability. Your militia LAV's cost no SP (yet now cost isk to use if correct), but there isn't any real penalty to your character (SP use), only your wallet is affected. This affects not just AV specific players, but assault players as well, as it takes away their ability from being rammed, or a quick way to take out reinforcements. Maybe im being biased b/c I have proto nades and have forever; but this deters 1/2 of the cost in skilling up nades; if anything should of split off AV from flux/locus nades and altered the multiplier
2). Swarms seemling will be useless in their "designed" roles. If you think of swarms as a stinger/javelin type AV/AA weapon, they are used from far away. I'll refrain from talking damage much; as this is mainly about range issue. For a 175m lock on, you need to take into account a few things. A: tank must be in open territory (as if in enclosed space you'll be MUCH MUCH closer, and a good change a missle will hit against some object on launch reducing damage) B: you most likely will be spotted by tank or infantry after 1st or 2nd shot (meaning ull need to move around a lot; which then reduces YOUR role, as while u run/move tank is healed so essentially you do no damage, and may not even deter the tank) C: lack of "ability" against infantry Next is swarm damage. Simply it was reduced. Best way to examine the detriment it does to this weapons is this: A). 2 of your first 3 shots against a Madag (armor based) will barely break through shield on lower level (milita/standard) B). 2nd of 3 shots from mag will break through shield on higher tier swarms (adv/proto) **** C). 1 Proto swarm user can no longer solo a Madrugar w/ a single mag (w/ skilling got 5 in made, b/c skilling changed its at 3. Will now need 2 mags maybe more pending on time to reload and tank location (THIS is big conflict here, as it has a deeper issue of balance)
3). Forge Gun: simple damage reduction and longer charge time. Cant say much here atm as don't run them; but it seems like it isn't as severe as swarms and AV nade "nerf" b/c if take away from lower camping people were complaining about, as it limits follow up shots and reduce splash damage making it more toward and AV weapon as intended, yet in good hands can still "easily" kill infantry which swarms cannot do.
Well that's all I got atm. Lets see how much i'll get flamed |
Berserker007
Imperfects Negative-Feedback
369
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Posted - 2013.12.11 19:18:00 -
[2] - Quote
reserved |
Flix Keptick
Red Star. EoN.
1518
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Posted - 2013.12.11 19:20:00 -
[3] - Quote
The base hp for tanks is 2.8k for shields and 4k for armor. No skills change it
I agree that proto av grenades should ohk mlt lavs
Also, keep in mind that the batmobile tanks is a glitch atm with the militia nitrous (gives 100% more acceleration/speed). That's why tanks are able to pass the upper astmosphere when they hit a hill right now.
Oh, and before I forget: remote explosives (jihad lavs)
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
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Luk Manag
of Terror TRE GAFFEL
206
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Posted - 2013.12.11 19:25:00 -
[4] - Quote
I have been experimenting with fits. I have a logi with 3 nanohives and Lai Dai Packed AV grenades. If I spam a good pile and just spam like crazy I can take out a tank, but it isn't easy, and only works if they sit still and take the pounding.
There will be bullets. ACR+SMG
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Sir Snugglz
Red Star. EoN.
179
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Posted - 2013.12.11 19:31:00 -
[5] - Quote
so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* |
Atiim
Living Like Larry Schwag
1841
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Posted - 2013.12.11 19:32:00 -
[6] - Quote
Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* Yep
All while you yourself require no teamwork and little skill whatsoever.
Hypocrite much?
DUST 514 just went full COD.
Never go full COD.
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Maximus Stryker
Villore Sec Ops Gallente Federation
714
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Posted - 2013.12.11 19:36:00 -
[7] - Quote
I don't mind an AV nerf OR a Vehicle Buff...
But why did they do BOTH?
Why not have left AV alone when the new vehicles came out and see how things go and the adjust accordingly. Why pull at opposite ends? Move one side then move the other after/later.
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Her Nibs
Pradox One Proficiency V.
89
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Posted - 2013.12.11 19:43:00 -
[8] - Quote
Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* According to CCP new tanks would be in line with the reduction of the swarm launcher. NOT. If you can catch a tank, you have to get so close it is game over. I can no longer go into a simple pub match with any suit with 5 tanks in a circle. Out of Ammo, no problwm speed off and recall your tank, bring in another full one. As for dropships, you should have made it so they couldn't disappear into space...give them a limit how high they can go...say 176m. Love the rail rifle, but all you did was replace the lazer and scrambler with something even more deadly. My days of pub matches are over until AV is brought onto an EQUAL playing field. 300m lock-on faster lock-on more hit points per missle (cause most don't hit a tank doing 400 F&%king miles an hour.
CCP best get your SH%t together and fix this gross patch. All you have done is eliminate swarms..so why did you even bother keeping them in the game.
A man without a woman is a bachelor, A woman without a man is a GENIUS
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Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
57
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Posted - 2013.12.11 19:46:00 -
[9] - Quote
Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint*
So one team has a tank that takes up a slot of one man, which can take out both tanks and infantry effectively. The other team needs to have at least 3 people dedicated AV in order to take out said tank, which are only effective at tanks and only if they are together. So for 1 tanks your teams essentially nullifies at least 3 people on the other team. This makes the only effective counter to a tank another tank. This takes away from the game significantly. |
Beyond Creation
Psygod9 D.E.F.I.A.N.C.E
27
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Posted - 2013.12.11 19:50:00 -
[10] - Quote
Just to make things clear, I use the plasma cannon, mainly for infantry but it has its av uses. It is only really effective at taking out militia lavs and shield tanks but I have taken out a 1000 shield 4000 armour tank head on runnin right up to the tank hoppin on it so it cant shoot me then hop back off to shoot it. And back when there were indestructible murder taxis it works great for shooting the driver out of an lav. But ya now tanks are way to fast to even hit. The plasmas are still really good for goin at shield tanks though, and its easier to defend yourself against infantry making it now the ultimate versatile av. |
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Fox Gaden
Immortal Guides
1821
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Posted - 2013.12.11 19:52:00 -
[11] - Quote
Nice to see an Imperfects again. I believe the Imperfects reformed under the name Imperfect Basterds. Or at least some of them did.
I had a lot of fun with my Swarm Launcher this morning and killed some militia tanks, but have not gone up against a good tanker with a good tank yet. That being said, there is a lot of candy out there right now for an Swarm Launcher specialist. It seems like everyone and their dog is running a tank now, and most of them donGÇÖt have the skill point allocations to back it up.
I will reserve my final judgement on the state of the Swarm Launcher until I have done a lot more testing.
Fox Guide: Swarm Launcher, Unleashing the Swarm |
Vulpes Dolosus
SVER True Blood Public Disorder.
460
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Posted - 2013.12.11 19:52:00 -
[12] - Quote
1.) Imho, one grenade shouldn't be able to take out an LAV, militia or otherwise, much less tanks. Two to three proto? Sure, but tier-to-tier LAVs should survive at least 2. LAVs are meant to be blockade runners, so having 1 proxy mine-esque, magnetically targeting, OHKO grenade defeats that purpose. However, I think that multiple grenades should kill LAVs that are either stuck or matador-ing.
Tanks should not be directly threatened by this "secondary AV" weapon, at lease with modules on. I see AV-nades, with relation to tanks, as either support for primary AVer from regular infantry or as supplemental to AVer.
2.) As far as range goes, it made no sense for swarms to shoot as far as they did. Rails are the farthest shooting things in the EvE mechanics, so they shouldn't shoot as far as as a forge. Also, their range compared to small missile turrets makes no sense at al either. Fight distance based on how fast they go for a certain time, which is proportional to their size (because of fuel or something), so it makes no sense that a swarm launcher half the size of a vehicle launcher that shoots 4-6 even smaller rockets should almost double the range of a vehicle missile.
I haven't done any damage/DPS calculations, but from what I can glaze over, it seems that vehicles are virtually invincible with active mods, but are obviously more week when in cool down. Even then, it make take the consorted effort of two or more AVers for more effective killing.
3.) Forges seem fine to me, atm (granted I haven't played, yet). I haven't heard complaints from either side.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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calisk galern
BurgezzE.T.F Public Disorder.
1478
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Posted - 2013.12.11 19:54:00 -
[13] - Quote
Slen Kaleth wrote:Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* So one team has a tank that takes up a slot of one man, which can take out both tanks and infantry effectively. The other team needs to have at least 3 people dedicated AV in order to take out said tank, which are only effective at tanks and only if they are together. So for 1 tanks your teams essentially nullifies at least 3 people on the other team. This makes the only effective counter to a tank another tank. This takes away from the game significantly.
pretty much why tankers complaining about 1 person killing their tank has always been irrelevant, and hsould of been laughed off by the developers. |
The Attorney General
1585
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Posted - 2013.12.11 19:59:00 -
[14] - Quote
Although faster, Madrugars are noticeably more clumsy at slow speed, with awful traverse of the hull.
Gunnloggis on the other hand have amazing hull traverse, but zero gun depression, although that is pretty similar to how it was.
Mr. Hybrid Vayu.
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K9 Wez
The Southern Legion The Umbra Combine
71
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Posted - 2013.12.11 20:04:00 -
[15] - Quote
God I hope CCP doesn't do change the swarm launchers and AV grenades so that you whining bit.ches will leave.
Swarm launchers are a no skill weapon, just aim and let go of the trigger. Now at least we vehicle users stand a chance against all the free militia swarms up to proto. Before if you flew a ADS you would be denied flight because of 1 proto swarmer or 2 militia swarmer.
Swarms are still dangerous if the harderners are on cooldown, especially forge guns. Just wait until the vehicle harderners are at cooldown and make sure you have team mates with AV as well and you will succeed. It makes no sense that one merc with a dropsuit fit worth max 40k isk should be able to take down a 500k plus vehicle alone!
As for the tank speed, its a bug which will most likely be fixed shortly.
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Gelan Corbaine
Gladiators Vanguard
242
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Posted - 2013.12.11 20:12:00 -
[16] - Quote
K9 Wez wrote:God I hope CCP doesn't do change the swarm launchers and AV grenades so that you whining bit.ches will leave.
Swarm launchers are a no skill weapon, just aim and let go of the trigger. Now at least we vehicle users stand a chance against all the free militia swarms up to proto. Before if you flew a ADS you would be denied flight because of 1 proto swarmer or 2 militia swarmer.
Swarms are still dangerous if the harderners are on cooldown, especially forge guns. Just wait until the vehicle harderners are at cooldown and make sure you have team mates with AV as well and you will succeed. It makes no sense that one merc with a dropsuit fit worth max 40k isk should be able to take down a 500k plus vehicle alone!
As for the tank speed, its a bug which will most likely be fixed shortly.
40k wont even cover the cost of my gun .....
No job is worth doing if you don't get paid in the end .
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Kane Fyea
2353
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Posted - 2013.12.11 20:13:00 -
[17] - Quote
K9 Wez wrote:God I hope CCP doesn't do change the swarm launchers and AV grenades so that you whining bit.ches will leave.
Swarm launchers are a no skill weapon, just aim and let go of the trigger. Now at least we vehicle users stand a chance against all the free militia swarms up to proto. Before if you flew a ADS you would be denied flight because of 1 proto swarmer or 2 militia swarmer.
Swarms are still dangerous if the harderners are on cooldown, especially forge guns. Just wait until the vehicle harderners are at cooldown and make sure you have team mates with AV as well and you will succeed. It makes no sense that one merc with a dropsuit fit worth max 40k isk should be able to take down a 500k plus vehicle alone!
As for the tank speed, its a bug which will most likely be fixed shortly.
If you die to militia swarms even before 1.7 you are a no skill noob. Also my AV fit cost me 160k (Which also dies 5 times faster then your tank does). |
gbghg
L.O.T.I.S. Public Disorder.
4136
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Posted - 2013.12.11 20:15:00 -
[18] - Quote
Her Nibs wrote:Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* According to CCP new tanks would be in line with the reduction of the swarm launcher. NOT. If you can catch a tank, you have to get so close it is game over. I can no longer go into a simple pub match with any suit with 5 tanks in a circle. Out of Ammo, no problwm speed off and recall your tank, bring in another full one. As for dropships, you should have made it so they couldn't disappear into space...give them a limit how high they can go...say 176m. Love the rail rifle, but all you did was replace the lazer and scrambler with something even more deadly. My days of pub matches are over until AV is brought onto an EQUAL playing field. 300m lock-on faster lock-on more hit points per missle (cause most don't hit a tank doing 400 F&%king miles an hour. CCP best get your SH%t together and fix this gross patch. All you have done is eliminate swarms..so why did you even bother keeping them in the game. BWAHAHAHAHAHAHAHAHAHA.... LOL no, here's why this is ********. dropships have always relied on their mobility as their main defense, we can't eat damage like tanks can, its simple logic. a swarm launcher has a lock on range of 175m, so given the height of a dropship we'll still be in swarm launcher range at this "flight ceiling" you propose, forge guns have a range of around about 300m metres, meaning that they could actually shoot further than we can fly. we had a flight ceiling once before, and it absolutely butchered dropships because an aircraft, a vehicle designed to operate in a 3 dimensional enviroment was limited to 2 dimensions, not only was the flight ceiling a piece of poor game design AKA a bandaid, it was lore unfriendly, a leading cause of dropship death, and it made weak dropships even easier to kill.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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K9 Wez
The Southern Legion The Umbra Combine
72
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Posted - 2013.12.11 20:17:00 -
[19] - Quote
Kane Fyea wrote:K9 Wez wrote:God I hope CCP doesn't do change the swarm launchers and AV grenades so that you whining bit.ches will leave.
Swarm launchers are a no skill weapon, just aim and let go of the trigger. Now at least we vehicle users stand a chance against all the free militia swarms up to proto. Before if you flew a ADS you would be denied flight because of 1 proto swarmer or 2 militia swarmer.
Swarms are still dangerous if the harderners are on cooldown, especially forge guns. Just wait until the vehicle harderners are at cooldown and make sure you have team mates with AV as well and you will succeed. It makes no sense that one merc with a dropsuit fit worth max 40k isk should be able to take down a 500k plus vehicle alone!
As for the tank speed, its a bug which will most likely be fixed shortly.
If you die to militia swarms even before 1.7 you are a no skill noob. Also my AV fit cost me 160k (Which also dies 5 times faster then your tank does).
lol.... okay. |
Killar-12
The Corporate Raiders Top Men.
1858
|
Posted - 2013.12.11 20:20:00 -
[20] - Quote
Berserker007 wrote:ok, I haven't playing in a LONG LONG LONG time b/c of how bad the game became, but figured id snoop around for 1.7 and see where things lay. Besides CCP not touching ttk which the community seems to be in agreement on that it is to short (especially compared to what us vets enjoyed back in codex/E3 when breach was op); the "new issue" seems to be the av interaction with vehicles.
Having used both since replication, but specifically falling into being a dedicated AV'er, I can concede AV in terms of swarms needed some alteration. In 1.7 changes were made that affect both parties and how they operate. (all based w/o gameplay, simply by numbers and how things went).
1). Tankers can no longer complain about AV being less costly. Your basic tank hull is < 1/2 the price it once was. Along w/ less modules = less overall cost, where AV cost remain the same. As need to figure now with AV effectiveness reduced more then likely will die more often in trying to kill you.
2). Previous tank starting HP was ~ 3-4k (plz correct if wrong); now starting HP is b/t 5-6k pending on skills
3). Tanks are more mobile
4). All AV (aside from plasma cannon, and unless things changes this was unused as real AV threat anyway) have been reduced in their effectiveness. ******************
Based on those simple parameters, it could be said that Tanks now have a "big" advantage in situations; as such:
1). LV'ing AV nades is more/less worthless; as Proto nades (be regular or packed) are unable to OHK basic/militia LAV's. If you look at this as a pure SP spending standpoint, you put ~1.2millions SP into that ability. Your militia LAV's cost no SP (yet now cost isk to use if correct), but there isn't any real penalty to your character (SP use), only your wallet is affected. This affects not just AV specific players, but assault players as well, as it takes away their ability from being rammed, or a quick way to take out reinforcements. Maybe im being biased b/c I have proto nades and have forever; but this deters 1/2 of the cost in skilling up nades; if anything should of split off AV from flux/locus nades and altered the multiplier
2). Swarms seemling will be useless in their "designed" roles. If you think of swarms as a stinger/javelin type AV/AA weapon, they are used from far away. I'll refrain from talking damage much; as this is mainly about range issue. For a 175m lock on, you need to take into account a few things. A: tank must be in open territory (as if in enclosed space you'll be MUCH MUCH closer, and a good change a missle will hit against some object on launch reducing damage) B: you most likely will be spotted by tank or infantry after 1st or 2nd shot (meaning ull need to move around a lot; which then reduces YOUR role, as while u run/move tank is healed so essentially you do no damage, and may not even deter the tank) C: lack of "ability" against infantry Next is swarm damage. Simply it was reduced. Best way to examine the detriment it does to this weapons is this: A). 2 of your first 3 shots against a Madag (armor based) will barely break through shield on lower level (milita/standard) B). 2nd of 3 shots from mag will break through shield on higher tier swarms (adv/proto) **** C). 1 Proto swarm user can no longer solo a Madrugar w/ a single mag (w/ skilling got 5 in made, b/c skilling changed its at 3. Will now need 2 mags maybe more pending on time to reload and tank location (THIS is big conflict here, as it has a deeper issue of balance)
3). Forge Gun: simple damage reduction and longer charge time. Cant say much here atm as don't run them; but it seems like it isn't as severe as swarms and AV nade "nerf" b/c if take away from lower camping people were complaining about, as it limits follow up shots and reduce splash damage making it more toward and AV weapon as intended, yet in good hands can still "easily" kill infantry which swarms cannot do.
Well that's all I got atm. Lets see how much i'll get flamed
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Galvan Nized
Deep Space Republic
364
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Posted - 2013.12.11 20:32:00 -
[21] - Quote
It's odd that AV was drastically hurt, at least in the traditional sense, jihad jeeps are the best answer right now...which is completely dumb.
But a completely bugged nos has made tanks blazingly fast, literally to the point they never have to worry about AV.
Giving ammo to tanks was a good idea in concept but with recall it is completely meaningless. There is no need for supply depots at all. And now that the worry about AV is minimal they don't even need to worry about destroying these.
But I think tank v tank combat is pretty decent...But whoever rolls the most tanks usually wins right now.
Give the tankers their reign for a while, just play the more infantry focused maps. We got a whole month before they even take a look at any of this so it's best to settle in. |
Berserker007
Imperfects Negative-Feedback
373
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Posted - 2013.12.11 20:33:00 -
[22] - Quote
Vulpes Dolosus wrote:1.) Imho, one grenade shouldn't be able to take out an LAV, militia or otherwise, much less tanks. Two to three proto? Sure, but tier-to-tier LAVs should survive at least 2. LAVs are meant to be blockade runners, so having 1 proxy mine-esque, magnetically targeting, OHKO grenade defeats that purpose. However, I think that multiple grenades should kill LAVs that are either stuck or matador-ing.
Tanks should not be directly threatened by this "secondary AV" weapon, at lease with modules on. I see AV-nades, with relation to tanks, as either support for primary AVer from regular infantry or as supplemental to AVer.
2.) As far as range goes, it made no sense for swarms to shoot as far as they did. Rails are the farthest shooting things in the EvE mechanics, so they shouldn't shoot as far as as a forge. Also, their range compared to small missile turrets makes no sense at al either. Fight distance based on how fast they go for a certain time, which is proportional to their size (because of fuel or something), so it makes no sense that a swarm launcher half the size of a vehicle launcher that shoots 4-6 even smaller rockets should almost double the range of a vehicle missile.
I haven't done any damage/DPS calculations, but from what I can glaze over, it seems that vehicles are virtually invincible with active mods, but are obviously more week when in cool down. Even then, it make take the consorted effort of two or more AVers for more effective killing.
3.) Forges seem fine to me, atm (granted I haven't played, yet). I haven't heard complaints from either side.
You bring up a GREAT point in this point that I was waiting to write one.
LEVEL to LEVEL BALANCE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This to me as an AV'er (and trying to not be biased), is where I think a Proto Nade SHOULD be able to OHK at militia/standard vehicle based on SP investment, and as you said its LEVEL.
Level to level balance is something I had spoke of when I played for a LONG time on the AV-Tank dilemma. That is one main reason I never saw a problem w/ Proto Swarms raping Mad's b/c they are a STANDARD TANK. I bet the REAL adv tanks will require 2 proto swarmers; and proto tanks require 3-4 proto swarm/avers to kill it; which WILL BE balanced. |
Killar-12
The Corporate Raiders Top Men.
1858
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Posted - 2013.12.11 20:40:00 -
[23] - Quote
Vulpes Dolosus wrote:1.) Imho, one grenade shouldn't be able to take out an LAV, militia or otherwise, much less tanks. Two to three proto? Sure, but tier-to-tier LAVs should survive at least 2. LAVs are meant to be blockade runners, so having 1 proxy mine-esque, magnetically targeting, OHKO grenade defeats that purpose. However, I think that multiple grenades should kill LAVs that are either stuck or matador-ing.
Tanks should not be directly threatened by this "secondary AV" weapon, at lease with modules on. I see AV-nades, with relation to tanks, as either support for primary AVer from regular infantry or as supplemental to AVer.
2.) As far as range goes, it made no sense for swarms to shoot as far as they did. Rails are the farthest shooting things in the EvE mechanics, so they shouldn't shoot as far as as a forge. Also, their range compared to small missile turrets makes no sense at al either. Fight distance based on how fast they go for a certain time, which is proportional to their size (because of fuel or something), so it makes no sense that a swarm launcher half the size of a vehicle launcher that shoots 4-6 even smaller rockets should almost double the range of a vehicle missile.
I haven't done any damage/DPS calculations, but from what I can glaze over, it seems that vehicles are virtually invincible with active mods, but are obviously more week when in cool down. Even then, it make take the consorted effort of two or more AVers for more effective killing.
3.) Forges seem fine to me, atm (granted I haven't played, yet). I haven't heard complaints from either side. Trust me I can get plenty of range from Missles on my little Cal Frigs let alone on bigger ships, I would be fine if the Vehicles got a buff to range if that means SLs get a longer lock on range.
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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skippy678
the.R3D.kings IMMORTAL REGIME
357
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Posted - 2013.12.11 20:57:00 -
[24] - Quote
Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint*
Teamwork?
what you think its fair to have to call a whole squad of A/v and jihad LaV before a tank even thinks about moving away?
enjoy it while you can vehicle peeps, this imbalance was the worst thing that coud have happened to you. because now they are going to nerf you guys to the ground next patch(which wouldnt have happened if they came Anywhere near balancing this patch) which they did not.
but they did that on porpouse so that the vehicle peeps would sink their SP back into them...think about it...now your all back in..and cant do crap about it when they nerf you to the ground in a month. Same with swarms...if they gave a respe this patch nobody would be using swarms anymore.
This is NOT balanced in anyway. I would be ashamed if this is what i provided as balanced..CCP..you guys dont check this out before dropping it? comon
U.play.good?
F.T.U. Recruiting Thread
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Berserker007
Imperfects Negative-Feedback
376
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Posted - 2013.12.11 21:21:00 -
[25] - Quote
interesting to see what everyone is saying/thinking ... most interesting |
Crazies Ivan
Expert Intervention Caldari State
0
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Posted - 2013.12.11 21:36:00 -
[26] - Quote
Personnel I wonder why they didn't just get rid of Proto/Adv AV weapons and just stick with Standard until they release the equalivant in vehicles. It makes no sense to me why they even brought them out in the first place when the vehicles they are suppose to go up against don't even exist.
-Remove Prot/Adv AV weapons -Balance Standard AV with standard vehicles -Add Adv AV when Adv vehicles come out and balance with them -Add Proto AV when Proto vehicles come out and balance with them.
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Berserker007
Imperfects Negative-Feedback
376
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Posted - 2013.12.11 21:40:00 -
[27] - Quote
Crazies Ivan wrote:Personnel I wonder why they didn't just get rid of Proto/Adv AV weapons and just stick with Standard until they release the equalivant in vehicles. It makes no sense to me why they even brought them out in the first place when the vehicles they are suppose to go up against don't even exist.
-Remove Prot/Adv AV weapons -Balance Standard AV with standard vehicles -Add Adv AV when Adv vehicles come out and balance with them -Add Proto AV when Proto vehicles come out and balance with them.
reason adv/proto av is there there, is b/c up until this last update; the Sagaris/Surya was normally thought of as the adv tank; and the Blackops Tanks were considered proto (sub par though) |
Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
57
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Posted - 2013.12.11 21:44:00 -
[28] - Quote
Berserker007 wrote:Crazies Ivan wrote:Personnel I wonder why they didn't just get rid of Proto/Adv AV weapons and just stick with Standard until they release the equalivant in vehicles. It makes no sense to me why they even brought them out in the first place when the vehicles they are suppose to go up against don't even exist.
-Remove Prot/Adv AV weapons -Balance Standard AV with standard vehicles -Add Adv AV when Adv vehicles come out and balance with them -Add Proto AV when Proto vehicles come out and balance with them.
reason adv/proto av is there there, is b/c up until this last update; the Sagaris/Surya was normally thought of as the adv tank; and the Blackops Tanks were considered proto (sub par though)
Fair enough |
gbghg
L.O.T.I.S. Public Disorder.
4136
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Posted - 2013.12.11 21:59:00 -
[29] - Quote
skippy678 wrote:Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* Teamwork? what you think its fair to have to call a whole squad of A/v and jihad LaV before a tank even thinks about moving away? enjoy it while you can vehicle peeps, this imbalance was the worst thing that coud have happened to you. because now they are going to nerf you guys to the ground next patch(which wouldnt have happened if they came Anywhere near balancing this patch) which they did not. but they did that on porpouse so that the vehicle peeps would sink their SP back into them...think about it...now your all back in..and cant do crap about it when they nerf you to the ground in a month. Same with swarms...if they gave a respe this patch nobody would be using swarms anymore. This is NOT balanced in anyway. I would be ashamed if this is what i provided as balanced..CCP..you guys dont check this out before dropping it? comon we've been nerfed into the ground for the last year, damn right we'll enjoy it.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
624
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Posted - 2013.12.11 21:59:00 -
[30] - Quote
Atiim wrote:Sir Snugglz wrote:so now you need teamwork to kill tanks and can no longer do it solo????
I wonder
hint hint* Yep All while you yourself require no teamwork and little skill whatsoever. Hypocrite much?
Dude It's a ****ing tank dip****. Do you understand the concept?
{:)}{3GÇó>
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