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Cat Merc
Ahrendee Mercenaries EoN.
4728
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Posted - 2013.12.16 17:21:00 -
[1] - Quote
Yes really. Infantry can't be slaughtered by tanks, and tanks get their tank vs tank battles. Everybody wins.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4728
|
Posted - 2013.12.16 17:25:00 -
[2] - Quote
Sinboto Simmons wrote:I don't think removing the only galente turret is very smart.
Just my opinion though. Eh, have a railgun with shorter range but higher damage. Blaster :P
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4728
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Posted - 2013.12.16 17:29:00 -
[3] - Quote
Jason Pearson wrote:Remove AV. Considering it takes around 3-5 people to take down my 72k tank, It's practically a non issue. Blasters however are more effective than any infantry weapon. So basically, tanks get all the power.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
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Posted - 2013.12.17 06:06:00 -
[4] - Quote
True Adamance wrote:Cat Merc wrote:Yes really. Infantry can't be slaughtered by tanks, and tanks get their tank vs tank battles. Everybody wins. Ever seen a tank without an anti infantry gun on it from 50 cal to high explosive rounds? Why has no one ever commented on my suggestion of making small turrets vastly better infantry killers, and re formatting vehicle turrets to be AoE high alpha battle cannon? I actually agree of this. I'm fine with small turrets being infantry killers, that means team work to pilot.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
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Posted - 2013.12.17 06:08:00 -
[5] - Quote
Xender17 wrote:Requirements for removing blasters would being removing all AV except maybe grenades. They're practically not there already
Ever seen a Soma eat up volley after volley of proto swarms? Because I did. Until I finally got sick of it and just insta killed the dude.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
|
Posted - 2013.12.17 06:12:00 -
[6] - Quote
Cosgar wrote:Dropsuit HP needs to be looked into in respect to TTK anyway. I'd say leave the turrets the same and focus on the real issue. Could do that too.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
|
Posted - 2013.12.17 06:13:00 -
[7] - Quote
Spkr4theDead wrote:Cat Merc wrote:Yes really. Infantry can't be slaughtered by tanks, and tanks get their tank vs tank battles. Everybody wins. HTFU I did, I called in a Soma, activated a hardener and damage mod and laughed my way to easy kills.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
|
Posted - 2013.12.17 06:15:00 -
[8] - Quote
Spkr4theDead wrote:Cat Merc wrote:Jason Pearson wrote:Remove AV. Considering it takes around 3-5 people to take down my 72k tank, It's practically a non issue. Blasters however are more effective than any infantry weapon. So basically, tanks get all the power. LOL RND infantry trying to boast about being a MLT tanker? You wouldn't survive me at all. I took down 5 Maddys and a Gunlogi in a single match with that tank.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4739
|
Posted - 2013.12.17 06:17:00 -
[9] - Quote
Spkr4theDead wrote:Delta 749 wrote:Honestly its a reasonable idea and the blaster turret has always been in a ridiculous idea, should have been essentially a big ass plasma cannon instead Of course you'd agree with that. But then we have to lose all Gallente rifles, too. False comparison.
Assault Rifles can't do **** against tanks.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4739
|
Posted - 2013.12.17 06:18:00 -
[10] - Quote
Kaltos Darksbane wrote:Spkr4theDead wrote:Cat Merc wrote:Yes really. Infantry can't be slaughtered by tanks, and tanks get their tank vs tank battles. Everybody wins. HTFU And so ends a perfectly civil and productive thread. Meh, I'm used to this on the forums.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4740
|
Posted - 2013.12.17 06:20:00 -
[11] - Quote
Spkr4theDead wrote:calisk galern wrote:Jason Pearson wrote:Remove AV. they did You're only saying that because you relied on a 400m lock on range crutch. No, he's saying that because my friend has a Maddy that can passively out repair constant volleys from a single swarm.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4740
|
Posted - 2013.12.17 06:25:00 -
[12] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Dropsuit HP needs to be looked into in respect to TTK anyway. I'd say leave the turrets the same and focus on the real issue. Could do that too. We need to get together and brainstorm how to fix dropsuit fittings. Somehow I managed to get back into EVE and was blown away with the new ship re-balance. Some of that needs to make its way to Dust. Imagine if dropsuit base HP was significantly increased to the point that you're less module reliant like tanks. Extenders and plates would give you a significant HP boost, but have crazy CPU/PG costs to the point that you can't equip more than one complex, two enhanced, and maybe 3-4 basic. (Depending on the suit) secondary modules like rechargers/energizers and armor reppers would cost much less to the point that you can stack them while everything else like stamina and electronics would be the easiest to fit for the sake of utility. You think this would work? Yes it would. I also had another idea, but I haven't had it peer reviewed on Skype yet. It's mostly about shields vs armor, but it also has notes about CPU/PG requirements. I also didn't finish writing it, I just wrote the general idea and some very very short descriptions of what each change is supposed to do: http://pastebin.com/aJaiqLzC
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4740
|
Posted - 2013.12.17 06:26:00 -
[13] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote:Jason Pearson wrote:Remove AV. Considering it takes around 3-5 people to take down my 72k tank, It's practically a non issue. Blasters however are more effective than any infantry weapon. So basically, tanks get all the power. LOL RND infantry trying to boast about being a MLT tanker? You wouldn't survive me at all. I took down 5 Maddys and a Gunlogi in a single match with that tank. Again, I'll believe you when I see video. Give me a capture card.
Most tankers are **** is what I learned from this update. They rely too much on crutches and when an infantry player applies what he learned from infantry to tanks he beats up tanks left and right.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4740
|
Posted - 2013.12.17 06:27:00 -
[14] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote:Delta 749 wrote:Honestly its a reasonable idea and the blaster turret has always been in a ridiculous idea, should have been essentially a big ass plasma cannon instead Of course you'd agree with that. But then we have to lose all Gallente rifles, too. False comparison. Assault Rifles can't do **** against tanks. They're not supposed to. Indeed. So your comparison is dumb.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4743
|
Posted - 2013.12.17 06:37:00 -
[15] - Quote
Spkr4theDead wrote: So why do you want to remove the best anti-infantry turret from the game?
If AV is hugely ineffective against tanks, tanks should be hugely ineffective against infantry.
Seems fair to me.
AV kills tanks from once in a while, just like railguns and missiles kill people from once in a while.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4744
|
Posted - 2013.12.17 06:40:00 -
[16] - Quote
Spkr4theDead wrote:Cat Merc wrote: Give me a capture card.
Most tankers are **** is what I learned from this update. They rely too much on crutches and when an infantry player applies what he learned from infantry to tanks he beats up tanks left and right.
LOL crutches? What crutches have we had? The Sagaris and Surya were removed because infantry tried to solo tanks with MLT Starter Fits, found out they couldn't, tanks pounded each other to kingdom come, infantry said that wasn't fair and wanted to do all that themselves, Uprising dropped, then swarms were buffed and it was the dark ages of tanking, now tanks finally see the light, and you're all not happy with the changes YOU forced on CCP. We were fine rail gunning each other all day, but nooooo, that's not fair for you, infantry is supposed to do everything in the game. ARs are supposed to kill tanks, and so are locus grenades. Please, go to Call of Duty. There aren't any vehicles for you to worry about, stop trying to destroy my play style, I don't tell infantry how they're supposed to do their own role, don't think you have the right to tell me how to do mine. Sorry what? Back in Chromo tanks went 67/0 easily, I used to run around in a proto swarms squad and we got wiped often even though we were all shooting it and then hiding when it turned it's turret. Had a scout somewhere else telling us where his turret is facing.
Uprising tanks were bad, 1.7 tanks are too good, get over it.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4744
|
Posted - 2013.12.17 06:42:00 -
[17] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote: So why do you want to remove the best anti-infantry turret from the game?
If AV is hugely ineffective against tanks, tanks should be hugely ineffective against infantry. Seems fair to me. AV kills tanks from once in a while, just like railguns and missiles kill people from once in a while. How is it fair? How is it not fair?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4744
|
Posted - 2013.12.17 06:44:00 -
[18] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote: Give me a capture card.
Most tankers are **** is what I learned from this update. They rely too much on crutches and when an infantry player applies what he learned from infantry to tanks he beats up tanks left and right.
LOL crutches? What crutches have we had? The Sagaris and Surya were removed because infantry tried to solo tanks with MLT Starter Fits, found out they couldn't, tanks pounded each other to kingdom come, infantry said that wasn't fair and wanted to do all that themselves, Uprising dropped, then swarms were buffed and it was the dark ages of tanking, now tanks finally see the light, and you're all not happy with the changes YOU forced on CCP. We were fine rail gunning each other all day, but nooooo, that's not fair for you, infantry is supposed to do everything in the game. ARs are supposed to kill tanks, and so are locus grenades. Please, go to Call of Duty. There aren't any vehicles for you to worry about, stop trying to destroy my play style, I don't tell infantry how they're supposed to do their own role, don't think you have the right to tell me how to do mine. Sorry what? Back in Chromo tanks went 67/0 easily, I used to run around in a proto swarms squad and we got wiped often even though we were all shooting it and then hiding when it turned it's turret. Had a scout somewhere else telling us where his turret is facing. Uprising tanks were bad, 1.7 tanks are too good, get over it. So you should've skilled into tanks during Chromosome. Back then, core skills worked for both infantry and vehicles. But of course, that's too hard to do. Huh? It's obvious you're hopeless, there is no reasoning with you. I didn't skill into tanks because I wanted to play as infantry, why should I be forced into tanks exactly? Tankers get to tank, infantry get to infantry.
Simple.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4744
|
Posted - 2013.12.17 06:45:00 -
[19] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote: So why do you want to remove the best anti-infantry turret from the game?
If AV is hugely ineffective against tanks, tanks should be hugely ineffective against infantry. Seems fair to me. AV kills tanks from once in a while, just like railguns and missiles kill people from once in a while. How is it fair? How is it not fair? Arguing with you is like talking to a brick wall. I feel the same way with you. Tell me how is it not fair? Explain to me, because everyone else I talked to on Skype and IRC said it actually sounds fair, even tankers.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
4748
|
Posted - 2013.12.17 07:13:00 -
[20] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote:Dropsuit HP needs to be looked into in respect to TTK anyway. I'd say leave the turrets the same and focus on the real issue. Could do that too. We need to get together and brainstorm how to fix dropsuit fittings. Somehow I managed to get back into EVE and was blown away with the new ship re-balance. Some of that needs to make its way to Dust. Imagine if dropsuit base HP was significantly increased to the point that you're less module reliant like tanks. Extenders and plates would give you a significant HP boost, but have crazy CPU/PG costs to the point that you can't equip more than one complex, two enhanced, and maybe 3-4 basic. (Depending on the suit) secondary modules like rechargers/energizers and armor reppers would cost much less to the point that you can stack them while everything else like stamina and electronics would be the easiest to fit for the sake of utility. You think this would work? Yes it would. I also had another idea, but I haven't had it peer reviewed on Skype yet. It's mostly about shields vs armor, but it also has notes about CPU/PG requirements. I also didn't finish writing it, I just wrote the general idea and some very very short descriptions of what each change is supposed to do: http://pastebin.com/aJaiqLzC I agree modules need to be shifted a bit, but that seems to be a bit too extreme, especially increasing plate penalty. The current movement penalty seems to be in a good spot, even better since the plate glitch is fixed. Damage profiles on weapons could use some work to better distinguish "Holy crap! my ScR wrecked that guys shields!" and "Damn, why did he have to be armor tanked?!" But as far as shield/armor differences and module shifting, (with possible future modules in mind) this is what I had in mind: Shields-Crazy fast regen -Can use biotics and weapon mod low slots items with little drawback -High DPS potential -Best at hit and run or kiting tactics -Good in groups without logi support -Extremely vulnerable to high alpha damage and EM -Low HP ceiling -Extenders extend depleted delay duration Armor-Highest HP ceiling -Constant repair rate built in suit (Repper module increases % like recharger for shields) -Can use utility high slot modules with no drawback -Best at snaring, (with EWAR) defending, and brawling -Better with logi support -Extremely vulnerable to high DPS or easy to evade explosives -Slow regen over time High slots:-Extenders -Rechargers/Energizers -All scanning -Range Amplifier -Shield hardeners (passive) -Damage control (works on shield/armor, passive) -Any EWAR like passive webs and nos Low slots-Regulators -All biotics -All electronics -Weapon mods -energized plating Still iffy about damage mods going to low slots.
The HP difference isn't that high with shields vs armor. Like, not at all, my best fittings for Caldari and Gallente have near identical shields/armor.
Most of the fittings with 600 armor + come straight out of a forum warriors den, they're not sustainable for the most part.
Armor would need some serious buffs before I would agree to damage mods moving to low slots, because otherwise armor would be worse off than it was pre 1.4.
It's the only reason armor is even viable right now.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4749
|
Posted - 2013.12.17 07:22:00 -
[21] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote: I agree modules need to be shifted a bit, but that seems to be a bit too extreme, especially increasing plate penalty. The current movement penalty seems to be in a good spot, even better since the plate glitch is fixed. Damage profiles on weapons could use some work to better distinguish "Holy crap! my ScR wrecked that guys shields!" and "Damn, why did he have to be armor tanked?!" But as far as shield/armor differences and module shifting, (with possible future modules in mind) this is what I had in mind:
Shields -Crazy fast regen -Can use biotics and weapon mod low slots items with little drawback -High DPS potential -Best at hit and run or kiting tactics -Good in groups without logi support -Extremely vulnerable to high alpha damage and EM -Low HP ceiling -Extenders extend depleted delay duration
Armor -Highest HP ceiling -Constant repair rate built in suit (Repper module increases % like recharger for shields) -Can use utility high slot modules with no drawback -Best at snaring, (with EWAR) defending, and brawling -Better with logi support -Extremely vulnerable to high DPS or easy to evade explosives -Slow regen over time
High slots: -Extenders -Rechargers/Energizers -All scanning -Range Amplifier -Shield hardeners (passive) -Damage control (works on shield/armor, passive) -Any EWAR like passive webs and nos
Low slots -Regulators -All biotics -All electronics -Weapon mods -energized plating
Still iffy about damage mods going to low slots. The HP difference isn't that high with shields vs armor. Like, not at all, my best fittings for Caldari and Gallente have near identical shields/armor. Most of the fittings with 600 armor + come straight out of a forum warriors den, they're not sustainable for the most part. Armor would need some serious buffs before I would agree to damage mods moving to low slots, because otherwise armor would be worse off than it was pre 1.4. It's the only reason armor is even viable right now. What damage mods? Still, not sure. Damage mods in high slots work well in tanks.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4749
|
Posted - 2013.12.17 07:32:00 -
[22] - Quote
Cosgar wrote:Cat Merc wrote:Still, not sure. Damage mods in high slots work well in tanks. It's a bit hit or miss. One of the biggest issues shield tanks have is they have nothing for low slots aside from ammo and enhancers. If they had passive damage mods (more CPU/PG, less bonus than active) it might even out. I'm curious what future module placement is going to look like and how it's going to work when the other two racial tanks come out. Yeah, I'm curious too. I really think they should mirror tanks in terms of armor vs shield balance, since it works well. Shields just need some modules to put there, but even currently my Sica is just as effective as my Soma.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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