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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 22:44:00 -
[1] - Quote
Buff the swarm launcher range to 200m
Buff the forge gun charge up times so it takes 2.5 secs to charge assault, 3 to charge the normal.
Limit tanks per match to 2
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 22:50:00 -
[2] - Quote
Needless Sacermendor wrote:Just make the Blaster turret weak against anything but infantry ... make the railgun damn difficult to kill infantry ... and make the missile turret ok at a bit of both.
Then HAVs would have to be either effective AV or effective anti infantry ... but not both.
missiles suck so bad at killing infantry, you can literally hit the guy and inch away from his foot and he walks away with no damage.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 22:53:00 -
[3] - Quote
Jason Pearson wrote:As a Tanker I'm not.
Stop changing current weapons that do great damage against an inactive tank. Give us webs so we can stop tanks from escaping with their actives down. And remove the ability to add more than one hardener because it allows you to keep them on for ages with just a tiny window to hit them.
As a Tanker, I am for this. I playrd infantry today and they have it tough bro. Especially with the madrugar spam and their OP reppers, they can rep like 900 hp back inbetween the time it takes for the FG to charge up (only does like 1700 damage total). It is really awkward one one tank can take like 3 shots from a proto FG get behind a rock and come back with full HP.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 22:55:00 -
[4] - Quote
darkiller240 wrote:NO! buffing AV just make evry other vechical UP Just reduce the godam speed and railgun damage there done!
railguns are OP but AV needs a buff. It's not even that big of a buff man... It stops tank spam, swarms don't do anything in the first place but this make AV community happy, and the FG is going to charge .5 seconds faster. .5!!! thats like a nothing but that will make forgers happy.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:00:00 -
[5] - Quote
Jason Pearson wrote:As a Tanker I'm not. Stop changing current weapons that do great damage against an inactive tank. Give us webs so we can stop tanks from escaping with their actives down. And remove the ability to add more than one hardener because it allows you to keep them on for ages with just a tiny window to hit them. Needless Sacermendor wrote:Just make the Blaster turret weak against anything but infantry ... make the railgun damn difficult to kill infantry ... and make the missile turret ok at a bit of both.
Then HAVs would have to be either effective AV or effective anti infantry ... but not both. From experience, you're not playing enough tank because this is how it is now. If you're going off against a tank with a blaster, someone of similar SP and experience will annihilate you with a rail or missile depending on your fit. Railguns annihilate both tanks, though Armor has a better time than shields, Missiles devastate Armor but are pretty poor against shields, both weapons require a lot of luck and skill to hit a player with, I know people who can hit infantry with a rail but they use it every day no matter what, I feel bad for them.
I have been tanking since chromosome... Where the fk are you coming from? Tank kills tank is the ultimate hardcounter but Tanks at least need to be dentable by AV, fking militia sicas are walking away from my proto FG like nothing happen, that's just fk up... and over that, when your hardeners about to turn off, we can go redline to redline in like 5 seconds (not really) but its impossible to track tanks with a FG... 3 second charge to FG is like trying to tack a lamborghini going full speed for 3 seconds. Armor tanks are really OP but shield tanks can take out armor tanks fast but not every one has a shield tank. They either need a armor repair nerf or a HP nerf.
Edit: since 1.7, not even one infantry person has destroyed my tank.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 23:02:00 -
[6] - Quote
ALT2 acc wrote:Anmol Singh wrote:Jason Pearson wrote:As a Tanker I'm not.
Stop changing current weapons that do great damage against an inactive tank. Give us webs so we can stop tanks from escaping with their actives down. And remove the ability to add more than one hardener because it allows you to keep them on for ages with just a tiny window to hit them. As a Tanker, I am for this. I playrd infantry today and they have it tough bro. Especially with the madrugar spam and their OP reppers, they can rep like 900 hp back inbetween the time it takes for the FG to charge up (only does like 1700 damage total). It is really awkward one one tank can take like 3 shots from a proto FG get behind a rock and come back with full HP. its really awkward that forges can spam and be unkillable forcing a death
It's really awkward that tanks are faster than LAV's and dropships..
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:03:00 -
[7] - Quote
ALT2 acc wrote:Anmol Singh wrote:Buff the swarm launcher damage to 240 .
Limit tanks per team to 1 or 2
forge guns are still extremely powerful, i only agree with above
What, you lost your poor little soma to a proto type FG? Poor you, you must have suffered a huge loss.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
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Posted - 2013.12.14 23:06:00 -
[8] - Quote
ALT2 acc wrote:Anmol Singh wrote:Armor tanks are really OP but shield tanks can take out armor tanks fast but not every one has a shield tank. They either need a armor repair nerf or a HP nerf. armor is meant to take alot of damage, and shields are still fragile so armor is fine exept rep stacking
Hmmm? How does it feel getting owned in 3 seconds to my proto missiles?
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:09:00 -
[9] - Quote
ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:Buff the swarm launcher damage to 240 .
Limit tanks per team to 1 or 2
forge guns are still extremely powerful, i only agree with above What, you lost your poor little soma to a proto type FG? Poor you, you must have suffered a huge loss. ..........madrugar, almost died by one, still very powerful, stop acting like forges are weak when they're not, also stop solo'ing tanks, they are meant to TANK, to soak damage
Yea, they soak too much damage.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:11:00 -
[10] - Quote
ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:Armor tanks are really OP but shield tanks can take out armor tanks fast but not every one has a shield tank. They either need a armor repair nerf or a HP nerf. armor is meant to take alot of damage, and shields are still fragile so armor is fine exept rep stacking Hmmm? How does it feel getting owned in 3 seconds to my proto missiles? it hasn't happened to me yet, all the missile tanks i kill suck or i know when to GTFO
Well, you haven't met me yet. You feel all safe and cosy in your Armor tank and you go around objective to ojective killing infantry whos Av dons't seem to do anything and when you lest expect it... You're dead and you look at the killfeed and it says Anmol Singh (gunnlogi-Xt-201 missiles) another armor tank.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:12:00 -
[11] - Quote
ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:Armor tanks are really OP but shield tanks can take out armor tanks fast but not every one has a shield tank. They either need a armor repair nerf or a HP nerf. armor is meant to take alot of damage, and shields are still fragile so armor is fine exept rep stacking Hmmm? How does it feel getting owned in 3 seconds to my proto missiles? Armor is OP against infantry not other tanks, and armor tanks are very capable of taking out shield tanks. Armor tanks do circles around shield tanks and missiles can't track that fast. oh really, armor is meant to TANK, and is anti-infantry, shield tanks run circles around armor due to thier turn speed, have you turned a armor tank before? its SLOOOW, just, really slow
Yea, i have a soma, anyway, when you see me running circles around you, you just turn you nitros on a run away.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:16:00 -
[12] - Quote
ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:Armor tanks are really OP but shield tanks can take out armor tanks fast but not every one has a shield tank. They either need a armor repair nerf or a HP nerf. armor is meant to take alot of damage, and shields are still fragile so armor is fine exept rep stacking Hmmm? How does it feel getting owned in 3 seconds to my proto missiles? Armor is OP against infantry not other tanks, and armor tanks are very capable of taking out shield tanks. Armor tanks do circles around shield tanks and missiles can't track that fast. oh really, armor is meant to TANK, and is anti-infantry, shield tanks run circles around armor due to thier turn speed, have you turned a armor tank before? its SLOOOW, just, really slow Yea, i have a soma, anyway, when you see me running circles around you, you just turn you nitros on then you catch up to me with your suppurb turn speed if i used nitro much
Shield tanks are not nearly as fast as Armor tanks, you just go off in one direction and you leave them in the dust like you leavy infantry in the dust.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:19:00 -
[13] - Quote
Monkey MAC wrote:Jason Pearson wrote:As a Tanker I'm not. Stop changing current weapons that do great damage against an inactive tank. Give us webs so we can stop tanks from escaping with their actives down. And remove the ability to add more than one hardener because it allows you to keep them on for ages with just a tiny window to hit them. Needless Sacermendor wrote:Just make the Blaster turret weak against anything but infantry ... make the railgun damn difficult to kill infantry ... and make the missile turret ok at a bit of both.
Then HAVs would have to be either effective AV or effective anti infantry ... but not both. From experience, you're not playing enough tank because this is how it is now. If you're going off against a tank with a blaster, someone of similar SP and experience will annihilate you with a rail or missile depending on your fit. Railguns annihilate both tanks, though Armor has a better time than shields, Missiles devastate Armor but are pretty poor against shields, both weapons require a lot of luck and skill to hit a player with, I know people who can hit infantry with a rail but they use it every day no matter what, I feel bad for them. Actually Jason I'm going to agree with you, while a littke extra damage would be nice, it would only make tanks insanely weak without hardners. Instead we need to address the real problem which when tanks are 'ON', we need webifiers, we need dilation grenades, we need e-war. We need something that counters tanks who are 'ON' ! Plus 1 Jason, I do believe you have changed my mind!
Tanks are suppose to be Active. Tanks Are suppose to be weak without hardners. I am not asking to buff damage, im asking to buff AV in a different way. Anyways, tanks are too spammable so i want a limit so only two-three are allowed.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:23:00 -
[14] - Quote
ALT2 acc wrote:Anmol Singh wrote:Whatever. I almost had you down a few times. The only reason you beat me was because I have an advanced turret, not a proto. You getting a kill off me while you're sparking and smoking filled me with murderous rage. GG though. wut? replying to diff post about armor speed thats why my sica chases down armor tanks with ease, they cant escape, i've tried a sica, thier faster
Why does it say Anmol Snigh wrote?
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:24:00 -
[15] - Quote
ALT2 acc wrote:Anmol Singh wrote:Whatever. I almost had you down a few times. The only reason you beat me was because I have an advanced turret, not a proto. You getting a kill off me while you're sparking and smoking filled me with murderous rage. GG though. wut? replying to diff post about armor speed thats why my soma chases down shield tanks with ease, they cant escape, i've tried a sica, they're faster
Why does it say Anmol Snigh wrote?
Edit: fixed for you
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
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Posted - 2013.12.14 23:26:00 -
[16] - Quote
ALT2 acc wrote:Anmol Singh wrote:anks are suppose to be Active. Tanks Are suppose to be weak without hardners. I am not asking to buff damage, im asking to buff AV in a different way. Anyways, tanks are too spammable so i want a limit so only two-three are allowed. my tank is weak without hardeners, trust me, when i see a tank or get hit, i hide because tanks ARE weak on CD
How OP are you when you are not on cooldown? What are infantry suppose to do when your hardeners are on?
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:29:00 -
[17] - Quote
ALT2 acc wrote:Atiim wrote:Anmol Singh wrote:Buff the swarm launcher range to 200m
Buff the forge gun charge up times so it takes 2.5 secs to charge assault, 3 to charge the normal.
Limit tanks per match to 2
I don't believe that HAVs should be limited to 2, because I don't want to limit someone's playstyle. As much as I hate the HAV pilots, I do understand that they enjoy using their vehicles, and as such I don't think that it would be fair to limit the amount of HAVs on the field to only 2. As for the FG charge up time and range, I agree. However that won't fix the fact that nobody in this entire game who will ever use AV weapons again (unless they already have it). forges dont need buffs, tanks are too fast(armor speed not turning) swarms only need 240 damage thats all i think
Never asked for a swarm dmg buff, ony a range buff, tank can go 175m (swarm lockon range) in like 5 seconds. If you think a Forge gun hurts, you must be really bad at tanking. Anyway, reducing charge by .5 isn't much and wont affect many tankers except the noobs who suck at tanking.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:31:00 -
[18] - Quote
ALT2 acc wrote:Anmol Singh wrote:ALT2 acc wrote:Anmol Singh wrote:anks are suppose to be Active. Tanks Are suppose to be weak without hardners. I am not asking to buff damage, im asking to buff AV in a different way. Anyways, tanks are too spammable so i want a limit so only two-three are allowed. my tank is weak without hardeners, trust me, when i see a tank or get hit, i hide because tanks ARE weak on CD How OP are you when you are not on cooldown? What are infantry suppose to do when your hardeners are on? proto swarms and/or forges, those still work, but remember CCP wanted tanks to be powerful on and weak off, which they are, or get 2 guys 1 proto swarms and 1 anything else will cause a retreat, AV need WP for damage
powerful when on yes, but not indestructible. (my shield tank can keep passive shield repair on while hardeners are on even if taking dmg from proto swarms. )
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:34:00 -
[19] - Quote
Jason Pearson wrote:Anmol Singh wrote:ALT2 acc wrote:Atiim wrote:Anmol Singh wrote:Buff the swarm launcher range to 200m
Buff the forge gun charge up times so it takes 2.5 secs to charge assault, 3 to charge the normal.
Limit tanks per match to 2
I don't believe that HAVs should be limited to 2, because I don't want to limit someone's playstyle. As much as I hate the HAV pilots, I do understand that they enjoy using their vehicles, and as such I don't think that it would be fair to limit the amount of HAVs on the field to only 2. As for the FG charge up time and range, I agree. However that won't fix the fact that nobody in this entire game who will ever use AV weapons again (unless they already have it). forges dont need buffs, tanks are too fast(armor speed not turning) swarms only need 240 damage thats all i think Never asked for a swarm dmg buff, ony a range buff, tank can go 175m (swarm lockon range) in like 5 seconds. If you think a Forge gun hurts, you must be really bad at tanking. Anyway, reducing charge by .5 isn't much and wont affect many tankers except the noobs who suck at tanking. Forge Gun wrecks if your hardeners are down. Fix dual hardeners and fix speed, no need for buffs. Seriously, read my posts instead of sidestepping them and not responding.
let dual hardeners stay, just dont make tanks indestructible while hardners are ON. Anyway, There should be 3 types of hardners with three level of STD, ADV, PROTO.
1. Last long,short cool down but low protection (30% for shield and like 20% for armor) 2.Medium lasting, medium cooldown (45% for shields and 30% for armor) 3. The ones we have now.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:39:00 -
[20] - Quote
Monkey MAC wrote:Anmol Singh wrote:
Tanks are suppose to be Active. Tanks Are suppose to be weak without hardners. I am not asking to buff damage, im asking to buff AV in a different way. Anyways, tanks are too spammable so i want a limit so only two-three are allowed.
Quite true, and the counters to tanks should revolve around turning them off! However I do believe, we shouldn't limit the amount oftanks available, instead we should provide other vehicles that are just as desirable. We need gunships, apc's, globe masters and mech units!
Dude, if they made tanks more tanky and slower, they could Add APC's/tank destroyer type things that are the speed of the tanks we have now and a bit less armor but still very deadly.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:41:00 -
[21] - Quote
ALT2 acc wrote:Anmol Singh wrote:Never asked for a swarm dmg buff, ony a range buff, tank can go 175m (swarm lockon range) in like 5 seconds. If you think a Forge gun hurts, you must be really bad at tanking. Anyway, reducing charge by .5 isn't much and wont affect many tankers except the noobs who suck at tanking. forges cause me to retreat with 1 hardener if hit if i know there is no cover tanks per team max 2 fix dual hardeners fix dual reps
dual hardeners are fine.Reps need a bit of a nerf.
Sagaris lover!!!
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
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Posted - 2013.12.14 23:42:00 -
[22] - Quote
ALT2 acc wrote:Anmol Singh wrote:just dont make tanks indestructible while hardners are ON. tanks arent indestructible when on, its either dual hardeners, or dual reps that do that, and you're probably solo'ing with STD av if there indestructible with 1 hardener 1 rep
I have a proto ishukone Assault FG with 2 complex and level 4 proficiency, Today... 4 milita tanks escaped my wraith.
Nerf milita tanks buff proto AV, if STD tanks are surviving so well against Proto AV, imagine the proto Tanks.
Sagaris lover!!!
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