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Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
32
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Posted - 2013.12.16 05:39:00 -
[1] - Quote
The problem is not the tankers...
It's the hundreds of people running around with ridiculously accessible and effective militia tanks, who often have not a single skill point in vehicles.
If we are going to be whining about an issue with the game, we need to be certain we are addressing the right issue. |
Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
32
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Posted - 2013.12.16 05:50:00 -
[2] - Quote
Spkr4theDead wrote:Faunher wrote:The problem is not the tankers...
It's the hundreds of people running around with ridiculously accessible and effective militia tanks, who often have not a single skill point in vehicles.
If we are going to be whining about an issue with the game, we need to be certain we are addressing the right issue. So what do you think is the "right" issue? The problem currently as I see it is that militia tanks are too effective and cheap for how accessible they are. With only 80k and 0 skillpoints, you are given a very large force multiplier on the field. A quick fix would be to up the cost of militia tanks, reduce their fitting capabilities, and maybe knock of a high and low slot depending on which tank we are talking about.
Also, AV was nerfed far beyond what was necessary. A boost to AV (not necessarily to the damage though) would be nice at this point. |
Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2013.12.16 06:11:00 -
[3] - Quote
Kharga Lum wrote:Killing infantry is has become so easy I've stopped using large blasters. Trying to kill infantry with the large missiles is almost impossible so that's what I do...or run them over. Try it with a rail gun, that's always a challenge |
Faunher
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2013.12.16 06:26:00 -
[4] - Quote
Spkr4theDead wrote:Faunher wrote:Spkr4theDead wrote:Faunher wrote:The problem is not the tankers...
It's the hundreds of people running around with ridiculously accessible and effective militia tanks, who often have not a single skill point in vehicles.
If we are going to be whining about an issue with the game, we need to be certain we are addressing the right issue. So what do you think is the "right" issue? The problem currently as I see it is that militia tanks are too effective and cheap for how accessible they are. With only 80k and 0 skillpoints, you are given a very large force multiplier on the field. A quick fix would be to up the cost of militia tanks, reduce their fitting capabilities, and maybe knock of a high and low slot depending on which tank we are talking about. Also, AV was nerfed far beyond what was necessary. A boost to AV (not necessarily to the damage though) would be nice at this point. Doesn't mean you'll be effective with it. I don't remember how difficult it was to figure out the module wheel when I first started tanking, with MLT stuff, mind you. I "got it" when I bought some Aurum and spent it on Aurum hulls and turrets. Then a whole world in Dust was opened up to me. Can't tell you how many blues have gone into the middle of a pack of reds, only to be destroyed by alpha damage from 8 AV grenades within a span of 2 seconds. A tank doesn't make you good, or deadly, or intelligent. That has to be learned and honed over time. I squee with glee at the sight of MLT tanks, because they don't know what's coming, and I'll take on nearly anyone. The capabilities of militia tanks are too high, given the cost of them. That's probably a better way to put it then haha. Militia is supposed to be restrictive. Something you use because you are getting used to the game, or a certain path in the game, or because you are just **** poor. Nothing that is militia should be capable of being as effective as the Militia tanks are now, at least for the cost of them. |
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