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BrownEye1129
Death In Xcess Corporation
141
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Posted - 2013.12.16 22:28:00 -
[1] - Quote
I want to hear both sides "debate". Not argue or fight, and not any this is OP Nerf this bs. Let's just have an open discussion.
I like the swarm range nerf. That should be kept. IMO Swarms need a slight damage buff, not much but put a little damage back in. Enough so a tank feels one Swarmer, gets worried about 2, and 3=Pop goes the tank. One proto swarm should be able to scare a tank into playing cautious. 2 should push a tank back and destroy weak/bad tankers.
As far as AV Nades go, make the current STD into ADV, ADV into Proto. IMO they need to put AV Nades back to where they were. If a tank is going to sit around and not have any infantry support "TEAMWORK" then they deserve to get wasted by AV nades. I'm all for having to use teamwork to deal with a tank. But it should work both ways. A tank should have to use teamwork to survive. Tanks can have 3 seats. IMO one should be on AV Nade duty. They see a red sneaking close to the tank, they jump out and deal with it.
As for the price of tanks leave it. Instead increase the price of mods. Tanks would still be cheap but start to get expensive the better fitted they are.
I know CCP is trying to balance for the future. I might be a bit biased bc I don't run tanks. This is just from my experience. I do know most swarms I watch streaking through the air are above STD lvl. What do you people think would these ideas help balance for the now and be easily changed for the future? Or am I just talking out my ass QQ. |
BrownEye1129
Death In Xcess Corporation
141
|
Posted - 2013.12.17 01:26:00 -
[2] - Quote
Quil Evrything wrote:Fix the meaningless thread title, if you want more meaningful replies
To what exactly? "The fix to tanks/AV". Tanks/AV problem solved. TBH I've seen so many threads along those lines I skip 'em. Now "A Compromise??" That makes me curious. A thread I'll check out to see what it's all about. |
BrownEye1129
Death In Xcess Corporation
141
|
Posted - 2013.12.17 01:39:00 -
[3] - Quote
knight of 6 wrote:BrownEye1129 wrote:I want to hear both sides "debate". Not argue or fight, and not any this is OP Nerf this bs. Let's just have an open discussion.
I like the swarm range nerf. That should be kept. IMO Swarms need a slight damage buff, not much but put a little damage back in. Enough so a tank feels one Swarmer, gets worried about 2, and 3=Pop goes the tank. One proto swarm should be able to scare a tank into playing cautious. 2 should push a tank back and destroy weak/bad tankers.
As far as AV Nades go, make the current STD into ADV, ADV into Proto. IMO they need to put AV Nades back to where they were. If a tank is going to sit around and not have any infantry support "TEAMWORK" then they deserve to get wasted by AV nades. I'm all for having to use teamwork to deal with a tank. But it should work both ways. A tank should have to use teamwork to survive. Tanks can have 3 seats. IMO one should be on AV Nade duty. They see a red sneaking close to the tank, they jump out and deal with it.
As for the price of tanks leave it. Instead increase the price of mods. Tanks would still be cheap but start to get expensive the better fitted they are.
I know CCP is trying to balance for the future. I might be a bit biased bc I don't run tanks. This is just from my experience. I do know most swarms I watch streaking through the air are above STD lvl. What do you people think would these ideas help balance for the now and be easily changed for the future? Or am I just talking out my ass QQ. this is all very reasonable, as for the 3 seats most of us only have one. our PG/CPU is incredibly tight and we simply don't have room for extra guns. the tanks current speed however can be used to deal with them in most cases, if the driver is paying attention.
Is that with SP invested into turrets? |
BrownEye1129
Death In Xcess Corporation
142
|
Posted - 2013.12.17 04:21:00 -
[4] - Quote
Like Sgt Buttscratch said (great name btw lol) if you do manage to do enough damage to scare a tank off it is right back to full HP within seconds. Someone speced into vehicles will also have their hardeners rdy so the cycle repeats. How many people should it take to destroy a tank? What I posted in the OP is what I feel we should have. 1 AV proto regardless what it is should be enough to make the tanker catious. 2 should make a tank back off immediately (with hardeners it should still be taking decent damage). With the current balance you can have 3+ AV focus on a tank the entire time and if he is smart will be able to get away while stille wrecking foot soldiers. Once a damagedgo tank gets out of swarm/AV nade range the only chance to destory it is FG. That is IF he doesn't hide and he doesn't rep faster than the FG can fire. |
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