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Jason Pearson
3284
|
Posted - 2013.12.12 19:25:00 -
[1] - Quote
o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults)
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
dent 308
Subdreddit Test Alliance Please Ignore
2116
|
Posted - 2013.12.12 19:27:00 -
[2] - Quote
I want some mechanism for tackle. Could be webs, points, anything. Something we can use to restrict the vehicles movement so we can have our way with it.
Hail Satan
|
Jason Pearson
3284
|
Posted - 2013.12.12 19:28:00 -
[3] - Quote
dent 308 wrote:I want some mechanism for tackle. Could be webs, points, anything. Something we can use to restrict the vehicles movement so we can have our way with it.
Agreed, but seems a long way off, so this might work for now :)
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
crazy space 1
GunFall Mobilization Covert Intervention
2066
|
Posted - 2013.12.12 19:28:00 -
[4] - Quote
it's a bug... |
Jason Pearson
3287
|
Posted - 2013.12.12 19:29:00 -
[5] - Quote
crazy space 1 wrote:it's a bug...
listen here you little ****...
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
crazy space 1
GunFall Mobilization Covert Intervention
2068
|
Posted - 2013.12.12 19:30:00 -
[6] - Quote
Jason Pearson wrote:crazy space 1 wrote:it's a bug... listen here you little ****... It's a bug |
chase rowland
The Enclave Syndicate Dark Taboo
112
|
Posted - 2013.12.12 19:31:00 -
[7] - Quote
Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? |
DUST Fiend
OSG Planetary Operations Covert Intervention
8694
|
Posted - 2013.12.12 19:33:00 -
[8] - Quote
crazy space 1 wrote:Jason Pearson wrote:crazy space 1 wrote:it's a bug... listen here you little ****... It's a bug Warp drive is a bug, go go speed racer tanks are a feature.
Vids / O7
|
Jason Pearson
3287
|
Posted - 2013.12.12 19:33:00 -
[9] - Quote
chase rowland wrote:Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head?
Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Darken-Sol
BIG BAD W0LVES
795
|
Posted - 2013.12.12 19:40:00 -
[10] - Quote
Make flux deactivate mods |
|
chase rowland
The Enclave Syndicate Dark Taboo
112
|
Posted - 2013.12.12 19:41:00 -
[11] - Quote
Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit. now before we go calling eachother names, have you thought about what itd be like without the module? hardeners last 30 seconds. then they cool down 30 seconds. that means, for 30 seconds, you have a big paper bag. how are the tankers going to get away if they dont have their speed? honestly, the proto nitro module is kinda a joke with this bug going around.
(also, i see you dropped out of dust university so people will take you seriously. ive played since beta, i think i know more then a newberry) |
Buddha Brown
Factory Fresh
478
|
Posted - 2013.12.12 19:44:00 -
[12] - Quote
Ewar grenades instead of AV nades to scramble up the active modules and whatnot to open em up for swarm's and other forms of AV |
Jason Pearson
3288
|
Posted - 2013.12.12 19:44:00 -
[13] - Quote
Darken-Sol wrote:Make flux deactivate mods
Interesting idea, needs to have reduction to carried grenades though, so 1 instead of 3, and either a nerf in terms of radius or perhaps only removes 50% of its remaining time? I don't know, seems a little strong, make a thread with drawbacks, will support :D
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
chase rowland
The Enclave Syndicate Dark Taboo
112
|
Posted - 2013.12.12 19:48:00 -
[14] - Quote
Jason Pearson wrote:Darken-Sol wrote:Make flux deactivate mods Interesting idea, needs to have reduction to carried grenades though, so 1 instead of 3, and either a nerf in terms of radius or perhaps only removes 50% of its remaining time? I don't know, seems a little strong, make a thread with drawbacks, will support :D all you would need to do is spam flux nades.... really? we need web nades. then we could get sht done. |
BrownEye1129
Death In Xcess Corporation
128
|
Posted - 2013.12.12 19:50:00 -
[15] - Quote
dent 308 wrote:I want some mechanism for tackle. Could be webs, points, anything. Something we can use to restrict the vehicles movement so we can have our way with it.
^This would be fun. An energy net that would stall a tank for a second or two. Goo that slows them down. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1273
|
Posted - 2013.12.12 19:51:00 -
[16] - Quote
IMHO, tanks should get one or the other.
Option #1: Tone down speed to make them slow as **** (I'm thinking about 1/4 of current top speed) but invulnerable aside from a cooldown window where they NEED to be defended by infantry.
or
Option #2: Make them superfast, hit and run glass cannons that can be easily dispatched with even STD AV so long as you can land the shot.
Either or, not this both **** they currently have.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
Harpyja
DUST University Ivy League
897
|
Posted - 2013.12.12 19:54:00 -
[17] - Quote
Darken-Sol wrote:Make flux deactivate mods That would make AV OP and would be even worse than pre-1.7 AV grenade spam with a nanohive. All you'd have to do is flux a vehicle, pull out your nerfed swarm launcher and destroy it. This would be even easier than pre-1.7 because now you don't even need to have the vehicle remain within grenade throwing distance.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Jason Pearson
3290
|
Posted - 2013.12.12 19:56:00 -
[18] - Quote
chase rowland wrote:Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit. now before we go calling eachother names, have you thought about what itd be like without the module? hardeners last 30 seconds. then they cool down 30 seconds. that means, for 30 seconds, you have a big paper bag. how are the tankers going to get away if they dont have their speed? honestly, the proto nitro module is kinda a joke with this bug going around. (also, i see you dropped out of dust university so people will take you seriously. ive played since beta, i think i know more then a newberry)
My thread, I get to call people names. Yes I've thought about it because I'm not using it, it's a ridiculous item and makes Tanks OP. Give it up. And just incase we doubt my capability as a Tanker, 14m SP into it and as a reference, ask any of the good tankers for a serious opinion.
You're meant to be a big ******* paper bag when you're modules are down, that's the point in the Active and Deactive states, you become near invincible when it's on and die quick when it's down. It needs to be tweaked.
(Oh and, newberry? I can't tell if you're joking/trolling or really have no ******* clue. Also, I've never been in D-Uni, I'll give you a corp history yeah? ROAM, Enigma Securities, Seraphim Initiative, Animus Securities. So try again kid <3 )
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
gbghg
L.O.T.I.S. Public Disorder.
4147
|
Posted - 2013.12.12 19:57:00 -
[19] - Quote
Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults) there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head? Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit. now before we go calling eachother names, have you thought about what itd be like without the module? hardeners last 30 seconds. then they cool down 30 seconds. that means, for 30 seconds, you have a big paper bag. how are the tankers going to get away if they dont have their speed? honestly, the proto nitro module is kinda a joke with this bug going around. (also, i see you dropped out of dust university so people will take you seriously. ive played since beta, i think i know more then a newberry) My thread, I get to call people names. Yes I've thought about it because I'm not using it, it's a ridiculous item and makes Tanks OP. Give it up. And just incase we doubt my capability as a Tanker, 14m SP into it and as a reference, ask any of the good tankers for a serious opinion. You're meant to be a big ******* paper bag when you're modules are down, that's the point in the Active and Deactive states, you become near invincible when it's on and die quick when it's down. It needs to be tweaked. (Oh and, newberry? I can't tell if you're joking/trolling or really have no ******* clue. Also, I've never been in D-Uni, I'll give you a corp history yeah? ROAM, Enigma Securities, Seraphim Initiative, Animus Securities. So try again kid <3 ) jason's been here since closed beta (if i remember right) he's certainly not a newberry.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
Darken-Sol
BIG BAD W0LVES
796
|
Posted - 2013.12.12 20:00:00 -
[20] - Quote
chase rowland wrote:Jason Pearson wrote:Darken-Sol wrote:Make flux deactivate mods Interesting idea, needs to have reduction to carried grenades though, so 1 instead of 3, and either a nerf in terms of radius or perhaps only removes 50% of its remaining time? I don't know, seems a little strong, make a thread with drawbacks, will support :D all you would need to do is spam flux nades.... really? we need web nades. then we could get sht done.
essentially they cud be webs. But you wouldn't have to wait 6 months for them. |
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Kane Fyea
Scions of Athra
2366
|
Posted - 2013.12.12 20:04:00 -
[21] - Quote
gbghg wrote:Jason Pearson wrote:chase rowland wrote:Jason Pearson wrote:chase rowland wrote: there is a speed bug. im not even going to argue anymore, i dont even care. just remove the whole damn thing. im tired of people trying to tell pros how to do their job. have you made a game? no? then what makes you think you can run one? why doesnt this flash through anyones head?
Seriously, did you even read the post you moron. I'm not on about the speed of the module WHICH IS AFFECTED BY THE BUG. The general speed of all the tanks needs to be nerfed, so that when we are in the vunerable state, we are able to be hit. now before we go calling eachother names, have you thought about what itd be like without the module? hardeners last 30 seconds. then they cool down 30 seconds. that means, for 30 seconds, you have a big paper bag. how are the tankers going to get away if they dont have their speed? honestly, the proto nitro module is kinda a joke with this bug going around. (also, i see you dropped out of dust university so people will take you seriously. ive played since beta, i think i know more then a newberry) My thread, I get to call people names. Yes I've thought about it because I'm not using it, it's a ridiculous item and makes Tanks OP. Give it up. And just incase we doubt my capability as a Tanker, 14m SP into it and as a reference, ask any of the good tankers for a serious opinion. You're meant to be a big ******* paper bag when you're modules are down, that's the point in the Active and Deactive states, you become near invincible when it's on and die quick when it's down. It needs to be tweaked. (Oh and, newberry? I can't tell if you're joking/trolling or really have no ******* clue. Also, I've never been in D-Uni, I'll give you a corp history yeah? ROAM, Enigma Securities, Seraphim Initiative, Animus Securities. So try again kid <3 ) jason's been here since closed beta (if i remember right) he's certainly not a newberry. I know he's been here a while.
Also the speed of tanks is really the biggest problem I have with them. By the time their modules are down and I hit them the first time they are already halfway to the redline. |
Kane Fyea
Scions of Athra
2366
|
Posted - 2013.12.12 20:07:00 -
[22] - Quote
chase rowland wrote:Jason Pearson wrote:Darken-Sol wrote:Make flux deactivate mods Interesting idea, needs to have reduction to carried grenades though, so 1 instead of 3, and either a nerf in terms of radius or perhaps only removes 50% of its remaining time? I don't know, seems a little strong, make a thread with drawbacks, will support :D all you would need to do is spam flux nades.... really? we need web nades. then we could get sht done. Limit to one and make them eat through nanohives very quickly (1 for standard nanohive 2 for advanced 3 or 4 for prototype) |
shaman oga
Nexus Balusa Horizon
1168
|
Posted - 2013.12.12 20:08:00 -
[23] - Quote
Agreed, tank should be slower, they are now too fast and don't give that feeling of driving a heavy vehicle. They are more like a rally car right now.
"Just another piece of duct tape"
Drugs for mercs
|
chase rowland
The Enclave Syndicate Dark Taboo
113
|
Posted - 2013.12.12 20:09:00 -
[24] - Quote
i seem to have mistaken jason for someone else. still, the name calling, really? |
Jason Pearson
3296
|
Posted - 2013.12.12 20:11:00 -
[25] - Quote
chase rowland wrote:i seem to have mistaken jason for someone else. still, the name calling, really?
Dude, you didn't read the post, and you called me a Newberry. Be fair, you deserved it.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
True Adamance
Scions of Athra
4836
|
Posted - 2013.12.12 20:11:00 -
[26] - Quote
Indeed my observation was that tanks felt weightless. I'd like a nerf to speed, but still believe tanks need to be faster than they were in 1.6 to be effective.
"Shudder. Again another smart idea from an Amarr..."- Forlorn Destrier (11/12/13) LAWL
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Jason Pearson
3296
|
Posted - 2013.12.12 20:13:00 -
[27] - Quote
True Adamance wrote:Indeed my observation was that tanks felt weightless. I'd like a nerf to speed, but still believe tanks need to be faster than they were in 1.6 to be effective.
I felt fast previously. Also, agreed, I bump tanks into air that aren't even moving fast, Gravity has all but gone.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Flix Keptick
Red Star. EoN.
1539
|
Posted - 2013.12.12 20:15:00 -
[28] - Quote
dent 308 wrote:I want some mechanism for tackle. Could be webs, points, anything. Something we can use to restrict the vehicles movement so we can have our way with it. Or... A GALENTE HEAVY????
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
Tank driver
|
Flix Keptick
Red Star. EoN.
1539
|
Posted - 2013.12.12 20:18:00 -
[29] - Quote
crazy space 1 wrote:Jason Pearson wrote:crazy space 1 wrote:it's a bug... listen here you little ****... It's a bug You sure it's a bug? It might actually be a bug
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
Tank driver
|
Tebu Gan
Dem Durrty Boyz Renegade Alliance
289
|
Posted - 2013.12.12 20:19:00 -
[30] - Quote
Jason Pearson wrote:o/
Tanks are right now, Tanks. When I say Tanks I mean the things that take damage, it's wonderful, AV isn't "much" of a problem when we're in an active state, but the way I see it is it's far to easy to run away once our modules are done. And before "ITS A BUG" **** comes up, I'm not on about that, nor do I care if "RL TANKS CAN GO FAST" because we spent ages arguing with AVers that RL shouldn't ever come up in a discussion on a game like this.
So general movement speed should be looked at being toned down, tweak it, drop it by 1/4, maybe 1/3 and see how it goes, if it's still to fast, further testing, we should be vunerable in our non active state, but we're not because we're already back on the red line or somewhere very safe.
Also, add more drawbacks to the Nitrous injector, don't really care what, things like reduced damage resistance perhaps, and add a larger cooldown, you should be able to run, but you shouldn't be able to run, wait a moment, run some more kind of thing.
Then, we should look at damage, if Infantry are still suffering, it needs to be adjusted a little. Don't get me wrong, I still think the majority of you are morons, but at the same time I know the struggle, I was twelve once as well. (Wouldn't be a tanker thread without insults)
Agreed.
Natural speed is currently TOO fast. Add a booster in and you FLY.
Tanks need to be able to get away from the hot zone, not teleport from it. Even without a fuel injector, a tank is very fast. (i'm also ignoring the bug, as it has already been identified, and WILL be fixed)
Nuff Said
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