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KING CHECKMATE
Scions of Athra
3068
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Posted - 2013.12.13 02:04:00 -
[1] - Quote
Ok' let me do my best to be reasonable here...:
GÖª Leave tanks as they are GÖª Fix MLT Afterburner for ground vehicles GÖª GIve us back 1.6 AV weaponry: GùÿBring back old FG damages but leave current charge times GùÿLeave Swarm launcher damage but bring back old Range GùÿBring back Old AV grenades GùÿBuff Plasma cannon
GÖª Increase Price of tanks to match their performance. GÖª Give LESS HP to MLT tanks. (4000 armor on my SOMA, srsly?) Around 2800 armor for a soma would be enough (3800 total EHP for a cheap MLT version) GÖª Reduce the amount of tanks a team can deploy from 7 down to 3
hmmm... seems about right...
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3071
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Posted - 2013.12.13 02:10:00 -
[2] - Quote
Anmol Singh wrote:
You're a terrible player... Tanks are easy to kill, you just really suck at using tactics and using the tiny brain you have.
Also- a "good" tank cost around 550k isk and 9 mil worth of sp... Just saying. Tanks are not cheap at all, cheaper than before but it adds up when you die a lot. Railguns are really OP right now.
What i want: 1.6 with todays Av nerfs.
You are so puny i wont even take my time with you.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3071
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Posted - 2013.12.13 02:11:00 -
[3] - Quote
THUNDERGROOVE wrote:You're basically asking for them to put everything back to how it was in 1.6
not really?
Av Swarm nerf stays, FG increase charge time stays... Why am i even answering?
if you cant see the difference then i cant help you.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3074
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Posted - 2013.12.13 02:22:00 -
[4] - Quote
Foxbat 071 wrote:I agree except for the swarm range from a DS perspective. I'd rather bring back the old swarm damage.
well with swarms as they are, the only real weapon that threatens a DS is a Forge gun.
i know that this is what you DS pilots want,but its not fair. NOT BALANCED.
Range should come back,anyways with damage nerfd as in 1.7 a DS can take 4 Swarms to the face easily, we just have the option to shoot at you at longer ranges there by higher chance of multiple AV'ers shooting at one DS , there by increasing the chance of dropping the DS and AT THE SAME TIME,reduced damage gives the DS more time to drop troops or attack before having to retreat (with modules down)....
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3074
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Posted - 2013.12.13 02:24:00 -
[5] - Quote
Benjamin Ciscko wrote: My opinion
Well its still better than what we have now, it does look a little more elaborated than mine... +1
4 tanks in a 16 man game is still a little too much IMO,but again,its better than 7...
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3075
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Posted - 2013.12.13 02:29:00 -
[6] - Quote
Foxbat 071 wrote:KING CHECKMATE wrote:Foxbat 071 wrote:I agree except for the swarm range from a DS perspective. I'd rather bring back the old swarm damage. well with swarms as they are, the only real weapon that threatens a DS is a Forge gun.i know that this is what you DS pilots want,but its not fair. NOT BALANCED. Range should come back,anyways with damage nerfd as in 1.7 a DS can take 4 Swarms to the face easily, we just have the option to shoot at you at longer ranges there by higher chance of multiple AV'ers shooting at one DS , there by increasing the chance of dropping the DS and AT THE SAME TIME,reduced damage gives the DS more time to drop troops or attack before having to retreat (with modules down).... I would be fine with a buff to the current lock on range, but I think pre-1.7 range was a bit much. Being far out-ranged and having almost no cover isn't exactly fair either. Check out some of some of Judge Radamanthus' videos on swarm vs. ADS ranges, he makes a pretty good case for the DS.
Considering the REDUCED map size , i think you are RIGHT.
225-250mts should be more than enough range buff for swarms
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3075
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Posted - 2013.12.13 02:31:00 -
[7] - Quote
Roger Cordill wrote:message from Godin: No. All that's needed is a few adjustments with the speed/acceleration of the HAV's, and a hardener nerf dealing with the active time/cooldown on the shield hardeners. Otherwise, vehicles are fine. Quiet noob.
I need to start putting a disclaimer in my threads:
Message to godin: Nobody cares for what yo have to say. To me and many more you are irrelevant now,after proving many times in a row you are biased,selfish and a bs'tter tanker. byes.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3078
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Posted - 2013.12.13 02:43:00 -
[8] - Quote
Kane Fyea wrote:No the swarms 400m range was ridiculous. I would say it would need no more then 250m range.
thats......what i said about 2 posts ago... >..>
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3080
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Posted - 2013.12.13 03:12:00 -
[9] - Quote
Cosgar wrote:I've blown up at least 8 tanks since 1.7, with nothing but grenades and REs. The only time I really had trouble was a maddy that was abusing the MLT injector. What exactly are you guys doing that's harder than running up behind a tank and planting bombs on it?
Playing in Amarr FW with bluedots vs organized squads
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3080
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Posted - 2013.12.13 03:16:00 -
[10] - Quote
Anmol Singh wrote:KING CHECKMATE wrote:Kane Fyea wrote:No the swarms 400m range was ridiculous. I would say it would need no more then 250m range. thats......what i said about 2 posts ago... >..> I agree with you but it really makes me mad that you act like its impossible to kill a tank and its really not. Tanks are stupidly powerful and at the same time stupidly weak. You have a window of owning this fk, wait for the window.
I know i might be exaggerating a little bit,but its the only way since vehicle users are exaggerating saying everything is ok.
Tanks might be fine (except for MLT boosters and very low cooldowns on their powerful hardeners) But AV is NOT fine, there by the sense of OPness.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:18:00 -
[11] - Quote
Paul Ellinas wrote:The Biggest problem is the speed. I saw in a video a tank jumping on a Dropship !!! First let them fix that and then we will see. Nobody wants HAV to be nerfed.
Not even me, hell...the tanks themselves are pretty FINE.Its the Modules and AV weaponry that are not.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:20:00 -
[12] - Quote
DeadlyAztec11 wrote:Outside of the nitro glitch tanks should not be touched. Swarms should get there range back. Forge is fine. Plasma Cannon is fine. AV grenades should get a quarter of the damage they lost back.
Nothing else should be touched at all.
That is reasonable
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:27:00 -
[13] - Quote
The Attorney General wrote:
1-You can't leave tanks as they are and revert to 1.6 AV. The tanks could never survive. It would be a bloodbath.
3-I also think they should leave FG damage, but reduce the charge times.
4-Old AV grenades were horribly OP and should never be brought back.
5-Any homing AV needs to not get any sort of buff. No more scrub BS. If you can't aim, you can't kill tanks.
1-I disagree.With higher HP values and Stronger Hardeners they WOULD have a chance to hit hard and in the case of enemy powerful AV,retreat in time. 3-That is ANOTHER solution to the FG yes,.agreed 4-Yes they were pretty strong.Maybe too strong. But considering the BASE MLT tank HP (in the case of soma 4000 armor) i think that they could have a pretty good chance. I'll edit for +50% damage increase.Again,dont forget that AV grenades SHOULD eb the most powerful weapon since its the one that lacks RANGE. 5-ok! Give it a range buff of at LEAST 225 and give us dumbfire back. I'd be happy....
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:31:00 -
[14] - Quote
Anmol Singh wrote:KING CHECKMATE wrote:The Attorney General wrote:
1-You can't leave tanks as they are and revert to 1.6 AV. The tanks could never survive. It would be a bloodbath.
3-I also think they should leave FG damage, but reduce the charge times.
4-Old AV grenades were horribly OP and should never be brought back.
5-Any homing AV needs to not get any sort of buff. No more scrub BS. If you can't aim, you can't kill tanks.
1-I disagree.With higher HP values and Stronger Hardeners they WOULD have a chance to hit hard and in the case of enemy powerful AV,retreat in time. 3-That is ANOTHER solution to the FG yes,.agreed 4-Yes they were pretty strong.Maybe too strong. But considering the BASE MLT tank HP (in the case of soma 4000 armor) i think that they could have a pretty good chance. I'll edit for +50% damage increase.Again,dont forget that AV grenades SHOULD eb the most powerful weapon since its the one that lacks RANGE. 5-ok! Give it a range buff of at LEAST 225 and give us dumbfire back. I'd be happy.... milita tanks are OP!!! Thats the truth ladies and gentlmen.
Maybe not OP,but too cheap for their excellent performance. The MLT booster does help a freakn lot,but tanks still fell speedier than ever.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:32:00 -
[15] - Quote
knight guard fury wrote:
you are terrible at the game then, I one shotted a soma with an adv fg with no problem cuz its hardeners were off
learn new ways and tactics to kill tanks or use tanks yourself or GTFO
Thats a lie. A soma has a base EHP of 5000. 1000 shields 4000 Armor
Thats impossible unless the tanks was already severly damage by other AV/ tanks.
Get out with your lame BS.Im trying to have a serious conversation with adults here .
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3081
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Posted - 2013.12.13 03:38:00 -
[16] - Quote
Anmol Singh wrote:KING CHECKMATE wrote:Anmol Singh wrote:KING CHECKMATE wrote:The Attorney General wrote:
1-You can't leave tanks as they are and revert to 1.6 AV. The tanks could never survive. It would be a bloodbath.
3-I also think they should leave FG damage, but reduce the charge times.
4-Old AV grenades were horribly OP and should never be brought back.
5-Any homing AV needs to not get any sort of buff. No more scrub BS. If you can't aim, you can't kill tanks.
1-I disagree.With higher HP values and Stronger Hardeners they WOULD have a chance to hit hard and in the case of enemy powerful AV,retreat in time. 3-That is ANOTHER solution to the FG yes,.agreed 4-Yes they were pretty strong.Maybe too strong. But considering the BASE MLT tank HP (in the case of soma 4000 armor) i think that they could have a pretty good chance. I'll edit for +50% damage increase.Again,dont forget that AV grenades SHOULD eb the most powerful weapon since its the one that lacks RANGE. 5-ok! Give it a range buff of at LEAST 225 and give us dumbfire back. I'd be happy.... milita tanks are OP!!! Thats the truth ladies and gentlmen. Maybe not OP,but too cheap for their excellent performance. The MLT booster does help a freakn lot,but tanks still fell speedier than ever. dude, there is barley a difference between my fully specced and tricked out gunnlogi and a milita tank.. The modules levels are all based on cooldown times! not cool CCP! The complex should last longer and cool down faster and milita ones providing same portection should last less longer and taker longer to cool down. The Shield extenders/armor extenders need to give more Hp. the booster for the shield is pointless, we got passive recharge..
No wonder i was dropping Somas and Gunnos like flies with my soma. And i was like, WTH? is the Blaster turret bugged too?
The only tank i've lost was vs a Missile Gunno that just wouldnt die....im guessing he had 2 hardeners and activated 1 and then the other one? maybe?...i dunno....
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3082
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Posted - 2013.12.13 03:59:00 -
[17] - Quote
The Attorney General wrote:KING CHECKMATE wrote:The Attorney General wrote:
1-You can't leave tanks as they are and revert to 1.6 AV. The tanks could never survive. It would be a bloodbath.
3-I also think they should leave FG damage, but reduce the charge times.
4-Old AV grenades were horribly OP and should never be brought back.
5-Any homing AV needs to not get any sort of buff. No more scrub BS. If you can't aim, you can't kill tanks.
1-I disagree.With higher HP values and Stronger Hardeners they WOULD have a chance to hit hard and in the case of enemy powerful AV,retreat in time. 3-That is ANOTHER solution to the FG yes,.agreed 4-Yes they were pretty strong.Maybe too strong. But considering the BASE MLT tank HP (in the case of soma 4000 armor) i think that they could have a pretty good chance. I'll edit for +50% damage increase.Again,dont forget that AV grenades SHOULD eb the most powerful weapon since its the one that lacks RANGE. 5-ok! Give it a range buff of at LEAST 225 and give us dumbfire back. I'd be happy.... 1. Tanks have less HP than they had in 1.6 If you revert to 1.6 AV values, tanks survival time will be measured in Planck time. Please keep in mind, that tanks now are running with much less HP, and only slightly better resists. So any increase to alpha damage in AV weapons without an equal bump in vehicle HP would leave us worse off than 1.6 for balance. It would be great for AV, but that is only half the equation. We also have to be aware of power creep. If anything, this vehicle rebalnce has given CCP a blank check to make sure we don't get some power creep, but that will have to wait and see how they play it. 4. AV grenades, along with LLAV's were one of the biggest problems in 1.0-1.6. Most people have no idea how insanely easy it was to roll up in a LAV, chuck three grenades, and then finish them off with a Forge round. You can go ask SteeldarkKnight from AE how that felt. In two PC's I rolled up and solo'd his tanks at least a half dozen times. That was in a PC, with both of us using our best fits, and I knew, for a fact, that he did not stand a chance. Most of that was because of the nades. The damage was completely insane. Leave them as they are. They should be supplemental damage, not primary attack. 5. I am not opposed to a swarm range buff, although the exact number should be determined after the worst of the tank spam has died off.
I was hoping for some further arguing but all your points are valid. well played.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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KING CHECKMATE
Scions of Athra
3084
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Posted - 2013.12.13 04:42:00 -
[18] - Quote
8213 wrote:How about tanks and AV go back to the way they were but CCP actually fixes the broken mechanics that were the real problems HAV and DS piolets had??????
Not just a nerf/buff cover up...
But that's assuming CCP knew how to actually fix something they broke...
could work.But vehicle drivers would never agree for 1.6 AV weapons.
to scared of real competition.
SCR User Since release. Charge shot / Aim to the head / Listen to QQ
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