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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 | 
      
      
        |  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.
 | 
      
      
        |  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 | 
      
      
        |  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 | 
      
      
        |  DUST Fiend
 OSG Planetary Operations
 Covert Intervention
 
 8703
 
 
      | Posted - 2013.12.12 20:25:00 -
          [31] - Quote 
 Soma with a heavy armor plate and no nos drives faster than an old Madrugar without plates + NOS (at least that's how it felt going 14/0 in a 50k Soma)
 
 Vids / O7 | 
      
      
        |  low genius
 The Sound Of Freedom
 Renegade Alliance
 
 997
 
 
      | Posted - 2013.12.12 20:25:00 -
          [32] - Quote 
 
 Darken-Sol wrote:Make flux deactivate mods 
 
 and emp
 
 | 
      
      
        |  Jason Pearson
 
 3296
 
 
      | Posted - 2013.12.12 20:58:00 -
          [33] - Quote 
 
 low genius wrote:Darken-Sol wrote:Make flux deactivate mods and emp 
 EMP makes sense I guess.
 
 
 Anyways, a answer to AV and Vehicle balance is ewar I think, apart from this absurd speed, we need mines that act like webs for both vehicles and infantry, slowing them down, people mention grenades too, that would be good, but mines would be awesome..
 
 *Lays mines down a main road and waits in the shadows*
 am spider gunnlogi.
 
 King of the Forums // Vehicle Specialist for Hire Laugh at the idiots crying about four BPOs being removed erryday, lul | 
      
      
        |  steadyhand amarr
 Scions of Athra
 
 2091
 
 
      | Posted - 2013.12.12 21:25:00 -
          [34] - Quote 
 no jase i will not post in this thread
 
 "i dont care about you or your goals, just show me the dam isk" winner of EU squad cup GOGO power rangers | 
      
      
        |  Alaika Arbosa
 Matari Combat Research and Manufacture Inc.
 Interstellar Murder of Crows
 
 1273
 
 
      | Posted - 2013.12.12 21:27:00 -
          [35] - Quote 
 
 Jason Pearson wrote:low genius wrote:Darken-Sol wrote:Make flux deactivate mods and emp EMP makes sense I guess. Anyways, a answer to AV and Vehicle balance is ewar I think, apart from this absurd speed, we need mines that act like webs for both vehicles and infantry, slowing them down, people mention grenades too, that would be good, but mines would be awesome.. *Lays mines down a main road and waits in the shadows* am spider gunnlogi. I remember asking foe webifer mines in closed beta, it'd be awesome if we finally got them.
 
 Praise St. Arzad and Pass the Nanohives Karin Midular, gone, never forgotten Executing Amarr Trash since Closed Beta | 
      
      
        |  Jason Pearson
 
 3297
 
 
      | Posted - 2013.12.12 21:29:00 -
          [36] - Quote 
 
 steadyhand amarr wrote:no jase i will not post in this thread  
 Thanks for not posting babe, it's gone unnoticed :)
 
 King of the Forums // Vehicle Specialist for Hire Laugh at the idiots crying about four BPOs being removed erryday, lul | 
      
      
        |  Kane Fyea
 Scions of Athra
 
 2369
 
 
      | Posted - 2013.12.12 21:32:00 -
          [37] - Quote 
 
 Jason Pearson wrote:low genius wrote:Darken-Sol wrote:Make flux deactivate mods and emp EMP makes sense I guess. Anyways, a answer to AV and Vehicle balance is ewar I think, apart from this absurd speed, we need mines that act like webs for both vehicles and infantry, slowing them down, people mention grenades too, that would be good, but mines would be awesome.. *Lays mines down a main road and waits in the shadows* am spider gunnlogi. I would love mines if they are effective that is.
 | 
      
      
        |  Captain-Awesome
 Imperfects
 Negative-Feedback
 
 537
 
 
      | Posted - 2013.12.12 21:32:00 -
          [38] - Quote 
 When jason plays dust, he opens a packet of biscuits because it's his favourite time of the day
   
 > Registered: March 2011 >Role: Logistics Waiting for dust to go on PS4 | 
      
      
        |  Jason Pearson
 
 3300
 
 
      | Posted - 2013.12.12 21:58:00 -
          [39] - Quote 
 
 Captain-Awesome wrote:When jason plays dust, he opens a packet of biscuits because it's his favourite time of the day    
 -¼_-¼
 
 King of the Forums // Vehicle Specialist for Hire Laugh at the idiots crying about four BPOs being removed erryday, lul | 
      
      
        |  Suanar Daranaus
 Seykal Expeditionary Group
 Minmatar Republic
 
 86
 
 
      | Posted - 2013.12.12 22:04:00 -
          [40] - 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.
 
 
 I LOVE that idea
 
 | 
      
      
        |  crazy space 1
 GunFall Mobilization
 Covert Intervention
 
 2071
 
 
      | Posted - 2013.12.13 00:41:00 -
          [41] - Quote 
 thread over, it's been fixed
 
 by the way I do think they are too fast. But saying the afterburner speed was on purpose? no... just no. It let you get around the slower acceleration , lets see how it works now. then make adjustments. Balance should not be based off of yesterdays play test
 | 
      
      
        |  Jason Pearson
 
 3300
 
 
      | Posted - 2013.12.13 00:44:00 -
          [42] - Quote 
 Still fast due to normal movement speed being ridiculous, needs a nerf, but everything needs a tweak or two, check mah new thread
 https://forums.dust514.com/default.aspx?g=posts&m=1602155
 
 King of the Forums // Vehicle Specialist for Hire Laugh at the idiots crying about four BPOs being removed erryday, lul | 
      
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