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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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Alena Ventrallis
Osmon Surveillance Caldari State
288
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Posted - 2013.12.14 22:46:00 -
[2] - Quote
As a tanker, I am for this. |
Needless Sacermendor
Red Fox Brigade
615
|
Posted - 2013.12.14 22:48:00 -
[3] - Quote
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. |
Jason Pearson
3378
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Posted - 2013.12.14 22:50:00 -
[4] - Quote
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.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 22:50:00 -
[5] - 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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darkiller240
K-A-O-S theory
210
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Posted - 2013.12.14 22:53:00 -
[6] - Quote
NO! buffing AV just make evry other vechical UP Just reduce the godam speed and railgun damage there done!
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 22:53:00 -
[7] - 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
|
Posted - 2013.12.14 22:55:00 -
[8] - 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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Needless Sacermendor
Red Fox Brigade
615
|
Posted - 2013.12.14 22:58:00 -
[9] - Quote
Anmol Singh wrote: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. I've not played this build cos it just looks abysmal ... but missiles should do a decent amount of splash damage but no direct damage to dropsuits ... I don't know the rate of fire or spread, but it can be set to a suitable amount and they can have a reasonable direct damage amount when hitting installations and other vehicles ... nothing like a railgun, but a decent trade off for retaining some anti infantry abilities in the same way it is less effective at anti infantry than blasters are. |
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 22:58:00 -
[10] - Quote
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 |
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:00:00 -
[11] - 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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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:01:00 -
[12] - Quote
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 |
Ivy Zalinto
Lo-Tech Solutions Ltd
165
|
Posted - 2013.12.14 23:01:00 -
[13] - 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. Im getting to the point i can hit mobile infantry with my rail in close actually. Not splash hits, I never really get kills with those but dirrect hits. To people complaining about rail vs infantry.... Its harder than it seems. Yes it will one shot you but I actually have to lead you a decent bit at even 10 meters...
Dedicated scout.
New player tutor; scout instructor
Scrambler Pistol dedication
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:02:00 -
[14] - 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!!!
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:03:00 -
[15] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:04:00 -
[16] - Quote
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 |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
517
|
Posted - 2013.12.14 23:06:00 -
[17] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:07:00 -
[18] - Quote
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 |
Cosgar
ParagonX
8682
|
Posted - 2013.12.14 23:08:00 -
[19] - Quote
I'm really glad none of you work for CCP. This thread man, this thread...
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:08:00 -
[20] - Quote
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 |
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:09:00 -
[21] - 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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Jason Pearson
3379
|
Posted - 2013.12.14 23:09:00 -
[22] - Quote
Cosgar wrote:I'm really glad none of you work for CCP. This thread man, this thread...
Even me? :( I'm going to go unlike all the posts I've liked of yours.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Monkey MAC
Lost Millennium
1213
|
Posted - 2013.12.14 23:09:00 -
[23] - 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.
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 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:10:00 -
[24] - Quote
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 |
Needless Sacermendor
Red Fox Brigade
615
|
Posted - 2013.12.14 23:10:00 -
[25] - Quote
Jason Pearson wrote:From experience, you're not playing enough tank because this is how it is now. I haven't driven a HAV since E3 build when I realised how easy mode they are ... invulnerable to 95% of weapons and fast enough to cross the map and back in the time infantry can run 100m ... that's when I switched to AV and as time goes on it just gets less and less fun no matter which way the scales tip.
Seriously the best thing I could advise CCP do right now is remove vehicles and AV weapons completely and concentrate on balancing the infantry and racial variants ... maybe think about how to include vehicles again after that is in a decent place. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:11:00 -
[26] - 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
|
Posted - 2013.12.14 23:12:00 -
[27] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:13:00 -
[28] - Quote
Anmol Singh wrote: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. gtfo AV/gunlogi user they are slow without nitro, stop using STD swarms, railguns **** everything, forges are still powerful, proto swarms are still good, so idky you think armor is op |
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:14:00 -
[29] - Quote
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 |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:16:00 -
[30] - 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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Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
379
|
Posted - 2013.12.14 23:18:00 -
[31] - 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
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. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:19:00 -
[32] - 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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Jason Pearson
3382
|
Posted - 2013.12.14 23:20:00 -
[33] - Quote
Needless Sacermendor wrote:Jason Pearson wrote:From experience, you're not playing enough tank because this is how it is now. I haven't driven a HAV since E3 build when I realised how easy mode they are ... invulnerable to 95% of weapons and fast enough to cross the map and back in the time infantry can run 100m ... that's when I switched to AV and as time goes on it just gets less and less fun no matter which way the scales tip. Seriously the best thing I could advise CCP do right now is remove vehicles and AV weapons completely and concentrate on balancing the infantry and racial variants ... maybe think about how to include vehicles again after that is in a decent place.
So you're throwing out opinions without any experience on the matter? Please, don't advise CCP on anything, as you don't test it to offer a well informed opinion. Not saying it to be mean, or sound horrible or "CCP owes me everything as I'm a tanker" but without experience on the thing, it will remain in a terrible situation for a long time.
Removing tank and AV would remove a large chunk of the game for not just myself but others who especially enjoy the vehicles in the game, we might be a minority in terms of Vehicle v Infantry, but we're still a large group of players. You want to remove us from the game?
If simple suggestions are implemented on the current platform, we could avoid many issues that AVers face, offering a fair balance between both Infantry and Vehicles. things like Webifiers that Infantry can carry that can immobilze tanks and allow them to escape. I think more ewar things should be in play such as disabling turrets for a period of time, knocking out speed or movement entirely, etc.
At the same time, vehicles need to have additional counters that affect Infantry in new ways, Webifiers I feel should work on Infantry, but that might be a bias on my part, I just want to setup a trap and wait for someone to wander out of it, come flying out of a shadow in my tank and be like MWAAHAHAHAHAHAHA YOU ARE MINE, splat. *shrugs*
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Atiim
Living Like Larry Schwag
2019
|
Posted - 2013.12.14 23:20:00 -
[34] - Quote
darkiller240 wrote:NO! buffing AV just make evry other vechical UP Just reduce the godam speed and railgun damage there done! No it won't. Vehicles have waay more eHP then 1.6 did.
They buffed tanks as well, so no vehicles won't be "UP"
Also, can you please educate yourself in the use of proper grammar?
DUST 514 just went full COD.
Never go full COD.
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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:22:00 -
[35] - Quote
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 |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:23:00 -
[36] - 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 -
[37] - 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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Atiim
Living Like Larry Schwag
2019
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Posted - 2013.12.14 23:25:00 -
[38] - Quote
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).
DUST 514 just went full COD.
Never go full COD.
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:25:00 -
[39] - Quote
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 |
Killar-12
The Corporate Raiders Top Men.
1881
|
Posted - 2013.12.14 23:26:00 -
[40] - Quote
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
1 250, it's only 50 yards (meters whatever its not a big difference)
2 give the Breach the same love execpt maybe to damage, 5-10% nothing much
3 yeah
sounds good HOTFIX MATERIAL HERE COUGH COUGH
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
518
|
Posted - 2013.12.14 23:26:00 -
[41] - 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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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:27:00 -
[42] - Quote
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 |
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:29:00 -
[43] - Quote
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 |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
|
Posted - 2013.12.14 23:29:00 -
[44] - 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!!!
|
Atiim
Living Like Larry Schwag
2022
|
Posted - 2013.12.14 23:30:00 -
[45] - Quote
ALT2 acc wrote: forges dont need buffs, tanks are too fast(armor speed not turning) swarms only need 240 damage thats all i think
Yeah because an additional 10HP will make a huge difference
DUST 514 just went full COD.
Never go full COD.
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Jason Pearson
3383
|
Posted - 2013.12.14 23:31:00 -
[46] - Quote
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.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
|
Posted - 2013.12.14 23:31:00 -
[47] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:32:00 -
[48] - Quote
Atiim wrote:ALT2 acc wrote: forges dont need buffs, tanks are too fast(armor speed not turning) swarms only need 240 damage thats all i think
Yeah because an additional 10HP will make a huge difference 20 damage per missile+10% armor damage |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
|
Posted - 2013.12.14 23:34:00 -
[49] - 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!!!
|
Killar-12
The Corporate Raiders Top Men.
1882
|
Posted - 2013.12.14 23:34:00 -
[50] - 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. 2 things Webs are nice BUT they're NOT in the game, still tanks can have upwards of 10k eHP when active and at maxed Skills can run their Hardeners fairly often
Don't act like your posts are special it makes you look like a douche
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
|
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ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:36:00 -
[51] - Quote
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 |
Monkey MAC
Lost Millennium
1213
|
Posted - 2013.12.14 23:37:00 -
[52] - Quote
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!
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
|
Posted - 2013.12.14 23:39:00 -
[53] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:39:00 -
[54] - Quote
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 |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
520
|
Posted - 2013.12.14 23:41:00 -
[55] - 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
|
Posted - 2013.12.14 23:42:00 -
[56] - 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!!!
|
ALT2 acc
The dyst0pian Corporation Zero-Day
24
|
Posted - 2013.12.14 23:47:00 -
[57] - Quote
Anmol Singh wrote: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. they will be expensive and need teamwork/tank, but those MLT tanks SHOULD get solo'd by proto AV, they put no sp into ANYTHING at all |
Killar-12
The Corporate Raiders Top Men.
1882
|
Posted - 2013.12.14 23:49:00 -
[58] - Quote
Anmol Singh wrote: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. look just across the board help AV STD SLs do only 40% of what PRO SLs, STDs need all the help they can get or people won't go AV.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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CEOPyrex CloneA
The Unholy Legion Of DarkStar DARKSTAR ARMY
525
|
Posted - 2013.12.14 23:50:00 -
[59] - Quote
Disagree with the OP entirely, the game and AV is balenced right now.
Limit tanks to 2 per side? are you insane? are you not enjoying the 4 v 4 tank battles i am seeing each match now?
Seriously the elitists need to gtfo and adapt. |
Jason Pearson
3383
|
Posted - 2013.12.14 23:50:00 -
[60] - Quote
Killar-12 wrote: 2 things Webs are nice BUT they're NOT in the game, still tanks can have upwards of 10k eHP when active and at maxed Skills can run their Hardeners fairly often
Don't act like your posts are special it makes you look like a douche
They're not special, but they're not the same "THIS IS WHAT AV AND TANKS NEED, NERF THIS, BUFF THAT." as every post seems to be doing, the additions are obvious and are needed, CCP needs to know that, we need to discuss more of it.
While they're not in game, neither are the next set of numbers, it can all be added in. Also, a single Active max skills for shields runs at a duration of 30 seconds, a cooldown of 45 seconds, that's a lot of time to pop them, it's just their ability to move versus Infantrys ability to move that makes them so difficult to defeat.
Also, as a general rule, I'll be a douche when it's necessary.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
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Monkey MAC
Lost Millennium
1213
|
Posted - 2013.12.14 23:53:00 -
[61] - Quote
Anmol Singh wrote: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.
Nah man, make tanks a little slower then make APC units that tank as much damage, move as fast as tanks do now, but only have a single light turret! Then give them the ability to hold 6 men and 1 driver! A ground based dropship if you will!
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Killar-12
The Corporate Raiders Top Men.
1882
|
Posted - 2013.12.14 23:54:00 -
[62] - Quote
CEOPyrex CloneA wrote:Disagree with the OP entirely, the game and AV is balenced right now.
Limit tanks to 2 per side? are you insane? are you not enjoying the 4 v 4 tank battles i am seeing each match now?
Seriously the elitists need to gtfo and adapt. Yep and keep ignoring your members not referring to the OP...
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1882
|
Posted - 2013.12.14 23:58:00 -
[63] - Quote
Jason Pearson wrote:Killar-12 wrote: 2 things Webs are nice BUT they're NOT in the game, still tanks can have upwards of 10k eHP when active and at maxed Skills can run their Hardeners fairly often
Don't act like your posts are special it makes you look like a douche
They're not special, but they're not the same "THIS IS WHAT AV AND TANKS NEED, NERF THIS, BUFF THAT." as every post seems to be doing, the additions are obvious and are needed, CCP needs to know that, we need to discuss more of it. While they're not in game, neither are the next set of numbers, it can all be added in. Also, a single Active max skills for shields runs at a duration of 30 seconds, a cooldown of 45 seconds, that's a lot of time to pop them, it's just their ability to move versus Infantrys ability to move that makes them so difficult to defeat. Also, as a general rule, I'll be a douche when it's necessary. Agreed, I think SLs are a bit too short ranged tough and a slight buff to FGs isn't going to be the end of the world, we've had Bob, Attourney, and Anmol say tanks are OP, these aren't just AVers saying AV needs readjusted the Tankers are agreeing... It says something...
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
|
Monkey MAC
Lost Millennium
1213
|
Posted - 2013.12.15 00:08:00 -
[64] - Quote
CEOPyrex CloneA wrote:Disagree with the OP entirely, the game and AV is balenced right now.
Limit tanks to 2 per side? are you insane? are you not enjoying the 4 v 4 tank battles i am seeing each match now?
Seriously the elitists need to gtfo and adapt.
Disagree with you entirely, yes its lovely to see moe tanks, not gonna dispute that! But there is a problem, what if both sides don't have tanks?
What happens then?
I'll meet you halfway, its more balanced than it was pre 1.7 but not quite, it is still scewed in the favour tanks at the moment!
We could do with maybe 10% less acceleration on Tanks A stacking penalty to hardners (like -20% active time per EXTRA hardner) Full AV weapon roster Additional logistical equipment Other vehicles, who excel in Tank destruction (like Gunships, Bombers)
That said there is one thing we do see eye to eye on, that's not forcibily limiting the amount of tanks on the field!
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Jason Pearson
3383
|
Posted - 2013.12.15 00:16:00 -
[65] - Quote
Killar-12 wrote:Jason Pearson wrote:Killar-12 wrote: 2 things Webs are nice BUT they're NOT in the game, still tanks can have upwards of 10k eHP when active and at maxed Skills can run their Hardeners fairly often
Don't act like your posts are special it makes you look like a douche
They're not special, but they're not the same "THIS IS WHAT AV AND TANKS NEED, NERF THIS, BUFF THAT." as every post seems to be doing, the additions are obvious and are needed, CCP needs to know that, we need to discuss more of it. While they're not in game, neither are the next set of numbers, it can all be added in. Also, a single Active max skills for shields runs at a duration of 30 seconds, a cooldown of 45 seconds, that's a lot of time to pop them, it's just their ability to move versus Infantrys ability to move that makes them so difficult to defeat. Also, as a general rule, I'll be a douche when it's necessary. Agreed, I think SLs are a bit too short ranged tough and a slight buff to FGs isn't going to be the end of the world, we've had Bob, Attourney, and Anmol say tanks are OP, these aren't just AVers saying AV needs readjusted the Tankers are agreeing... It says something...
None of those names mean anything to me when it comes to tanking, honestly. Most people run double hardeners which is ridiculous and OP. And yes, it matters, because not only is it just the start of things to come if it happens, but I use one hardener, so I have the 45 seconds cooldown in play unlike most people running two and not having to worry. Three forge shots can kill me, buffing makes it even faster, while not a terrible thing It's not the best attempt at a solution at all.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
157
|
Posted - 2013.12.15 00:47:00 -
[66] - Quote
A solo forge gunner is still excessively effective at area denial (ground and air) and are darn near uncounterable. I've had hardners up on my tank and 2 shots dawn near kills me. This is a decent balancing note, and makes complexes a bad spot for tanks to be in still. Any buff to forge guns, and they will easily one man solo and tank that they can see from their wide open view perches.
Swarms however, appear to not pack a punch, but I never so much as been chased down with them. These players try to hold an area down instead of being mobile as they were designed to be. Until players with Swarms do this, any change to them would easily make these op once again.
Tank speed, however still needs to be addressed. Both are still to quick even without Nitro. Also the acceleration of the shield tanks is null compared to armor top end speed. To justify having armor being so dramatically faster than tanks, every little bump on the ground needs to reduce top end speed. A shield tanker off road in bumpy terrain should be able to out run a armor. As it is now, armor has no problem running down shields no matter the circumstance, making the shields burst tank null. It is not a hit and run as it was designed to be, rather a hit and "oh **** I cannot shake the armor tank no matter what". |
hgghyujh
Expert Intervention Caldari State
189
|
Posted - 2013.12.15 01:23:00 -
[67] - Quote
av needs a buff but tank limits are fine, don't **** with the guns they are perfectly balanced right now.
WTE of I still think large turrets should have a slightly reduced accuracy while small turrets get an increase to range damage fire rate and accuracy. |
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