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IceShifter Childhaspawn
DUST University Ivy League
463
|
Posted - 2013.12.13 22:28:00 -
[31] - Quote
The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weapons track like infantry weapons, they can move faster than Lavs, and they have burst invulnerability. Why would anyone NOT go tank when this is the case.
I agree that CCP had to have done this on purpose for testing reasons. I think they want more people specced in to tanks.
aV weaponry was nerfed into uselessness. I don't care about the guys who can solo tanks with no modules fitted and nova knives as weapons. The rest of us cannot fight back.
aV grenades are by far the most useless weapons to engage a tank. The anti grenade spam measure made it so that by the time the first grenade hits the tank, it is already gone. The tanker has more than enough time to boost/ hit the hardeners and jet before the second grenade can complete its arc let alone impact. The aV grenade damage is laughable. The ONLY way aV grenades are useful is in a squad setting -when the tanker is having a seizure. Unless the tanker is afk, they will simply activate hardeners and attack the squad, or run.
The charge time on the forge gun makes it NEAR useless for attacking tanks. When the first round hits, the tank will pop hardeners and run. Likewise the Forge gun is useless for sneak attacks as there is no way for a heavy suit to kite the tracking of the turret.
Swarms... No. I haven't seen a full rack of swarms hit a tank yet. Pop hardeners/ run/ recall.
Just like the TTK problem, this is a result of everything being 'fixed' at once and unintended (I hope) consequences being exploited.
I would fix this with the vehicle cap, we already have a cap, just make the tanks cost more of it. Have the person with the highest vehicle SP, who is in queue for a tank have priority. I would restore the aV damage in 25% increments over 2 week periods to evaluate them against the new vehicle mechanics. I would also alter the tracking speed on tank main gun turrets, that they are faster than fixed turrets, but slower than infantry.
CCP Logibro is awesome.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
157
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Posted - 2013.12.13 23:23:00 -
[32] - Quote
IceShifter Childhaspawn wrote:The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weapons track like infantry weapons, they can move faster than Lavs, and they have burst invulnerability. Why would anyone NOT go tank when this is the case.
I agree that CCP had to have done this on purpose for testing reasons. I think they want more people specced in to tanks.
aV weaponry was nerfed into uselessness. I don't care about the guys who can solo tanks with no modules fitted and nova knives as weapons. The rest of us cannot fight back.
aV grenades are by far the most useless weapons to engage a tank. The anti grenade spam measure made it so that by the time the first grenade hits the tank, it is already gone. The tanker has more than enough time to boost/ hit the hardeners and jet before the second grenade can complete its arc let alone impact. The aV grenade damage is laughable. The ONLY way aV grenades are useful is in a squad setting -when the tanker is having a seizure. Unless the tanker is afk, they will simply activate hardeners and attack the squad, or run.
The charge time on the forge gun makes it NEAR useless for attacking tanks. When the first round hits, the tank will pop hardeners and run. Likewise the Forge gun is useless for sneak attacks as there is no way for a heavy suit to kite the tracking of the turret.
Swarms... No. I haven't seen a full rack of swarms hit a tank yet. Pop hardeners/ run/ recall.
Just like the TTK problem, this is a result of everything being 'fixed' at once and unintended (I hope) consequences being exploited.
I would fix this with the vehicle cap, we already have a cap, just make the tanks cost more of it. Have the person with the highest vehicle SP, who is in queue for a tank have priority. I would restore the aV damage in 25% increments over 2 week periods to evaluate them against the new vehicle mechanics. I would also alter the tracking speed on tank main gun turrets, that they are faster than fixed turrets, but slower than infantry. I mostly agree with you. The only issue I have with your write up is the tank turrets turn speed. I do only use railguns, and the slowturn speed is a pain as seems like a good balance as is. As for the others, blasters are for anti personal, so they are fine as is. Missiles I have not tried, so I have no input for them. |
Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
362
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Posted - 2013.12.13 23:50:00 -
[33] - Quote
Tebu Gan wrote:I think a lot of the problems lay with milita tanks, soma's and sica's.
In every single match, you almost always see a tank. Most every tank kill I make is a milita HAV. Most every loss of my tank is to a milita tank. These things are highly effective, and taking away one slot does not reduce combat efficiency significantly.
It bothers me really, when a milia tank blows me up. It seems crazy to me that one would have such high resistances when compared to the supposedly bigger brother. Given, the mods don't last as long, and have huge cooldowns, but thats irrelevant when you have something as cheap as a milita tank. Oh you lost it, oh well, let's call in another one. It will cost you less than a proto suit, and can be twice as effective.
I put all my tank SP back into tanks. I wanted to be effective at tanking. But clearly it hardly matters. Milita tanks require no SP into vehicles, are cheap, and still remain effective. Before I laughed when someone pulled out a milita HAV. I gots SP into tanks, that soma isn't going to cut it. Well now they do.
Like I said, they are CHEAP and require no skills to use. They are fast, and still push out the same resistance, just for a shorter window of time.
To put in infantry's perspective, it's like a fresh char, going into their first game with something between a ADV and PRO weapon/suit, when they don't have the skills necessary to use your version of the weapon. In this instance, the suit is immune to small arms fire. WIth a hardener up, it's immune to anything but a rail gun!
And it requires no skills to use.
I called in several tanks for squadmates, tanking noobs, and the bastards lived. They came back near the end and had me recall the tanks! Before 1.7 this was unheard of. It took a bit of skill to make a tank last a whole match. But they have put tanks into easy mode!
Everyone complained that swarmers were stupid, and too easy to use. That is now how I feel about tanks!
A LOT of AV are complaining about tanks. And I can totally understand why.
Every match has several tanks Most all of these tanks are milita
AV are complaining about being unable to kill milita tanks (as I see it).
I really wonder, why does a milita HAV have to nearly be on par with a STD tank with PRO mods and Weapon?
Tanks 514 was cool and all, but the nostalgia is wearing off. Tanking seems brainlessly easy now. I'm actually bored again lol.
My god, this-this, ten thousand times, THIS!
Militia HAVS provide all the benefits of tanking with none of the work. I have absolutely zero points skilled into infantry, because I put them all into my tank. When I play as infantry, I do so knowing that I am meat. I get kills through dumb luck. It's not the same for strong infantry players buying milita HAVS. It doesn't seem fair that folks who haven't made that sacrifice can destroy me. Militia HAVS, and are almost certainly the chief source of grief.
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crazy space 2100046106
GunFall Mobilization Covert Intervention
2082
|
Posted - 2013.12.14 00:40:00 -
[34] - Quote
Tebu Gan wrote:Jack McReady wrote:finally another honest tank driver that gets the point. I am really tired to argue with all the biased tunnelvision tank pilots.
for 100k isk I can run a tank that is very hard to take down by infantry and practically immune to infantry when I pay attention. all I have to do is evade other tanks, esp. rail tanks. I had an exchange with a Sica rail. We had both just crested the top of a hill, we saw each other, and our hardeners lit up. It was an equal exchange of fire, shot for shot. He had a booster as well, but so did I (plus a damage mod). IT was close. Close as in 2 or 3 more shot's would have done me in. It surprised me when it lit up in the kill feed as a Milita HAV. And here I am running proto everything, thinking I'm somthing, LOL. If he had got a drop on me, things might have turned out differently. Yeah that doesn't seem right |
crazy space 1
GunFall Mobilization Covert Intervention
2086
|
Posted - 2013.12.14 00:40:00 -
[35] - Quote
Tebu Gan wrote:Jack McReady wrote:finally another honest tank driver that gets the point. I am really tired to argue with all the biased tunnelvision tank pilots.
for 100k isk I can run a tank that is very hard to take down by infantry and practically immune to infantry when I pay attention. all I have to do is evade other tanks, esp. rail tanks. I had an exchange with a Sica rail. We had both just crested the top of a hill, we saw each other, and our hardeners lit up. It was an equal exchange of fire, shot for shot. He had a booster as well, but so did I (plus a damage mod). IT was close. Close as in 2 or 3 more shot's would have done me in. It surprised me when it lit up in the kill feed as a Milita HAV. And here I am running proto everything, thinking I'm somthing, LOL. If he had got a drop on me, things might have turned out differently. Yeah that doesn't seem right |
crazy space 2100046106
GunFall Mobilization Covert Intervention
2082
|
Posted - 2013.12.14 00:43:00 -
[36] - Quote
Doshneil Antaro wrote:IceShifter Childhaspawn wrote:The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weapons track like infantry weapons, they can move faster than Lavs, and they have burst invulnerability. Why would anyone NOT go tank when this is the case.
I agree that CCP had to have done this on purpose for testing reasons. I think they want more people specced in to tanks.
aV weaponry was nerfed into uselessness. I don't care about the guys who can solo tanks with no modules fitted and nova knives as weapons. The rest of us cannot fight back.
aV grenades are by far the most useless weapons to engage a tank. The anti grenade spam measure made it so that by the time the first grenade hits the tank, it is already gone. The tanker has more than enough time to boost/ hit the hardeners and jet before the second grenade can complete its arc let alone impact. The aV grenade damage is laughable. The ONLY way aV grenades are useful is in a squad setting -when the tanker is having a seizure. Unless the tanker is afk, they will simply activate hardeners and attack the squad, or run.
The charge time on the forge gun makes it NEAR useless for attacking tanks. When the first round hits, the tank will pop hardeners and run. Likewise the Forge gun is useless for sneak attacks as there is no way for a heavy suit to kite the tracking of the turret.
Swarms... No. I haven't seen a full rack of swarms hit a tank yet. Pop hardeners/ run/ recall.
Just like the TTK problem, this is a result of everything being 'fixed' at once and unintended (I hope) consequences being exploited.
I would fix this with the vehicle cap, we already have a cap, just make the tanks cost more of it. Have the person with the highest vehicle SP, who is in queue for a tank have priority. I would restore the aV damage in 25% increments over 2 week periods to evaluate them against the new vehicle mechanics. I would also alter the tracking speed on tank main gun turrets, that they are faster than fixed turrets, but slower than infantry. I mostly agree with you. The only issue I have with your write up is the tank turrets turn speed. I do only use railguns, and the slowturn speed is a pain as seems like a good balance as is. As for the others, blasters are for anti personal, so they are fine as is. Missiles I have not tried, so I have no input for them.
What I'd like to see is bonuses on tanks like 10% turning speed for blasters per level and 5% more armor per level on the soma to encourage use of racial weapons like in eve. But you can still use a rail. It gives a reason to skill in and gives a real bonus over militia tanks which would get no bonuses per level.
Then blasters can have half the turning speed base. This makes them just as strong and there are mods for faster turret speed.
Minmatar tank should be the fast one. We can nerf other tanks top speeds a bit.
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crazy space 1
GunFall Mobilization Covert Intervention
2086
|
Posted - 2013.12.14 00:43:00 -
[37] - Quote
Doshneil Antaro wrote:IceShifter Childhaspawn wrote:The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weapons track like infantry weapons, they can move faster than Lavs, and they have burst invulnerability. Why would anyone NOT go tank when this is the case.
I agree that CCP had to have done this on purpose for testing reasons. I think they want more people specced in to tanks.
aV weaponry was nerfed into uselessness. I don't care about the guys who can solo tanks with no modules fitted and nova knives as weapons. The rest of us cannot fight back.
aV grenades are by far the most useless weapons to engage a tank. The anti grenade spam measure made it so that by the time the first grenade hits the tank, it is already gone. The tanker has more than enough time to boost/ hit the hardeners and jet before the second grenade can complete its arc let alone impact. The aV grenade damage is laughable. The ONLY way aV grenades are useful is in a squad setting -when the tanker is having a seizure. Unless the tanker is afk, they will simply activate hardeners and attack the squad, or run.
The charge time on the forge gun makes it NEAR useless for attacking tanks. When the first round hits, the tank will pop hardeners and run. Likewise the Forge gun is useless for sneak attacks as there is no way for a heavy suit to kite the tracking of the turret.
Swarms... No. I haven't seen a full rack of swarms hit a tank yet. Pop hardeners/ run/ recall.
Just like the TTK problem, this is a result of everything being 'fixed' at once and unintended (I hope) consequences being exploited.
I would fix this with the vehicle cap, we already have a cap, just make the tanks cost more of it. Have the person with the highest vehicle SP, who is in queue for a tank have priority. I would restore the aV damage in 25% increments over 2 week periods to evaluate them against the new vehicle mechanics. I would also alter the tracking speed on tank main gun turrets, that they are faster than fixed turrets, but slower than infantry. I mostly agree with you. The only issue I have with your write up is the tank turrets turn speed. I do only use railguns, and the slowturn speed is a pain as seems like a good balance as is. As for the others, blasters are for anti personal, so they are fine as is. Missiles I have not tried, so I have no input for them.
What I'd like to see is bonuses on tanks like 10% turning speed for blasters per level and 5% more armor per level on the soma to encourage use of racial weapons like in eve. But you can still use a rail. It gives a reason to skill in and gives a real bonus over militia tanks which would get no bonuses per level.
Then blasters can have half the turning speed base. This makes them just as strong and there are mods for faster turret speed.
Minmatar tank should be the fast one. We can nerf other tanks top speeds a bit.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
305
|
Posted - 2013.12.14 01:47:00 -
[38] - Quote
crazy space 1 wrote:Doshneil Antaro wrote:IceShifter Childhaspawn wrote:The problem definitely lies in the speed of a tank. They have far too much agility for the amount of HP they are given. Why are so many tanks on the field? The have several thousand HP, and NO drawback. Their weapons track like infantry weapons, they can move faster than Lavs, and they have burst invulnerability. Why would anyone NOT go tank when this is the case.
I agree that CCP had to have done this on purpose for testing reasons. I think they want more people specced in to tanks.
aV weaponry was nerfed into uselessness. I don't care about the guys who can solo tanks with no modules fitted and nova knives as weapons. The rest of us cannot fight back.
aV grenades are by far the most useless weapons to engage a tank. The anti grenade spam measure made it so that by the time the first grenade hits the tank, it is already gone. The tanker has more than enough time to boost/ hit the hardeners and jet before the second grenade can complete its arc let alone impact. The aV grenade damage is laughable. The ONLY way aV grenades are useful is in a squad setting -when the tanker is having a seizure. Unless the tanker is afk, they will simply activate hardeners and attack the squad, or run.
The charge time on the forge gun makes it NEAR useless for attacking tanks. When the first round hits, the tank will pop hardeners and run. Likewise the Forge gun is useless for sneak attacks as there is no way for a heavy suit to kite the tracking of the turret.
Swarms... No. I haven't seen a full rack of swarms hit a tank yet. Pop hardeners/ run/ recall.
Just like the TTK problem, this is a result of everything being 'fixed' at once and unintended (I hope) consequences being exploited.
I would fix this with the vehicle cap, we already have a cap, just make the tanks cost more of it. Have the person with the highest vehicle SP, who is in queue for a tank have priority. I would restore the aV damage in 25% increments over 2 week periods to evaluate them against the new vehicle mechanics. I would also alter the tracking speed on tank main gun turrets, that they are faster than fixed turrets, but slower than infantry. I mostly agree with you. The only issue I have with your write up is the tank turrets turn speed. I do only use railguns, and the slowturn speed is a pain as seems like a good balance as is. As for the others, blasters are for anti personal, so they are fine as is. Missiles I have not tried, so I have no input for them. What I'd like to see is bonuses on tanks like 10% turning speed for blasters per level and 5% more armor per level on the soma to encourage use of racial weapons like in eve. But you can still use a rail. It gives a reason to skill in and gives a real bonus over militia tanks which would get no bonuses per level. Then blasters can have half the turning speed base. This makes them just as strong and there are mods for faster turret speed. Minmatar tank should be the fast one. We can nerf other tanks top speeds a bit. I like
Nuff Said
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
60
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Posted - 2013.12.14 17:04:00 -
[39] - Quote
Your not supposed to be able to kill a HAV with dropsuit AV while the hardeners are on. If you can't kill a HAV while the hardener is down then that's poor playing on your part. If you want to kill a HAV while the hardener is active group up with 3+ swarmer/FG and you'll be able to do so provided you all land your shots. The problem isn't the vehicles strength its the vehicles speed.
I'd consistently go 15-30 and 0 before 1.7 rarely loosing a vehicle (once every 20 rounds usually but have gone as high as 46 matches) when they were under powered. The problem isn't how much damage they do or how much damage they can take, which they need to be able to do in order to push an objective effectively. The problem is vehicle speed and the fact most of you aren't adapting. You still feel you should be able to skillisly solo a vehicle while its in a "reinforced" mode.
Adapt your play style and start doing what tanks have been doing for months now, communicating and coordinating in a squad that compliments there role. You want to stomp tanks? Get yourself a squad with a drop-ship pilot, a sniper and 4 AV. Sniper communicates where enemy vehicles are, coordinate with the drop-ship pilot to fly you over said vehicle at a CHOKE POINT set your bait and when he bites hit hard and fast. If the vehicle gets away you have a drop-ship a couple of you can hope into and chase him down with.
That being said you shouldn't only be killing vehicles. Tanks as well as guardians are responsible for controlling and holding the outside objectives so you should be destroying or capturing CRU's, supply depots, capturing turrets and letter objectives.
Seriously if you don't like vehicles stay in the city and focus on your gun game. Stop being so basic. |
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