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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
7
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Posted - 2013.12.17 01:33:00 -
[1] - Quote
The tanks are way out of hand.
They were strong before, now you decided to super charge them and hamstring counter weapons.
The first thing tanks do is destroy all the fixed turrets and then the smart ones destroy the supply depots.
The only way to survive anymore is in proto armor and proto weapon and god forbid you die five or six times in a game, you'll be out of money after one match.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
275
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Posted - 2013.12.17 04:37:00 -
[2] - Quote
message from Godin: And This is why I wish bluedots didn't have posting wrights.......... |
TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
8
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Posted - 2013.12.17 07:28:00 -
[3] - Quote
ah, so clever. and so constructive.
Now the goal of CCP is to get new players. Killing newbies 15-20 times a match really makes them want to spend more time playing this game, doesn't it.
I mean killing 1 guy and dying 12 times a match makes me want to keep playing. yeah, when ps3's have dozens or hundreds of other games to play, hmmmm.
And you being a **** about it makes me want to play this game oh so much more.
With nothing but players like you, this game is not going to last. |
Cosgar
ParagonX
8814
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Posted - 2013.12.17 07:42:00 -
[4] - Quote
Tanks were actually as stable as cardboard in 1.0-1.6. In 1.7, they're about as stable as wet cardboard. Wait until their resistance goes down and go to town. 1 AVer might be able to do it with proper positioning, 2 makes it much easier, and 3-6 = "What tank?" If all else fails, try to get to a turret before they do or call in a militia tank. The main focus of 1.7 was to make tanking more accessible to everyone instead of a 1% club with millions of Sp and a good fit. You can actually collect an experienced tanker's tears if you can get the drop on them. Much like infantry vs infantry combat, just without the glaring list of passives that puts the underdog at a huge disadvantage.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Korvin Lomont
United Pwnage Service RISE of LEGION
360
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Posted - 2013.12.17 08:54:00 -
[5] - Quote
Cosgar wrote:Tanks were actually as stable as cardboard in 1.0-1.6. In 1.7, they're about as stable as wet cardboard. Wait until their resistance goes down and go to town. 1 AVer might be able to do it with proper positioning, 2 makes it much easier, and 3-6 = "What tank?" If all else fails, try to get to a turret before they do or call in a militia tank. The main focus of 1.7 was to make tanking more accessible to everyone instead of a 1% club with millions of Sp and a good fit. You can actually collect an experienced tanker's tears if you can get the drop on them. Much like infantry vs infantry combat, just without the glaring list of passives that puts the underdog at a huge disadvantage.
Normally one Tank isn't the problem it the mass 4 tanks working together = 12 AVler ? This sort of thing don't work and the effect is quite obvious, currently the game rule is pretty simple and straight forward = bring tanks or loose. Any game I have been in followed this rule.
Regarding the cooldown theres is no real drawback and every tanker with half a brain knows how to prevent this by using nitros to get out before any AV gets the chance to destroy them or simply activates the next hardener... Its true tanks go down, most militia ones by new tankers but its also true that most tankers go done because of other tankers. And smart tankers can completely lock maps when no opposing tanks are on the field.
All this leads again to tank or loose, the problem is if you don't like tanking... |
Dustbunny Durrr
ReD or DeaD
5
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Posted - 2013.12.17 19:48:00 -
[6] - Quote
Cosgar wrote:Tanks were actually as stable as cardboard in 1.0-1.6. In 1.7, they're about as stable as wet cardboard. Wait until their resistance goes down and go to town. 1 AVer might be able to do it with proper positioning, 2 makes it much easier, and 3-6 = "What tank?" If all else fails, try to get to a turret before they do or call in a militia tank. The main focus of 1.7 was to make tanking more accessible to everyone instead of a 1% club with millions of Sp and a good fit. You can actually collect an experienced tanker's tears if you can get the drop on them. Much like infantry vs infantry combat, just without the glaring list of passives that puts the underdog at a huge disadvantage.
The problem being, at least as I see it, is sneaking up on an unsuspecting tank (solo) doesn't help one bit. If you catch them with their hardeners off, odds are they will be out of range long before you have done enough damage. If you sneak up on a sniper rail tank, they will then turn their hardeners on, after the first hit, and then either run away or proceed to kill you. I understand the whole team play mentality, but you can't always play with a squad, especially new players. |
FC 360
Onikanabo Brigade Caldari State
0
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Posted - 2013.12.17 21:02:00 -
[7] - Quote
I've been having so many problems since 1.7 patch, as soon as the opponent's get tanks I can't do jack. A few mins ago I was playing a game, I run straight for the goal and hack it, hack a few other objectives while I'm there too only to get killed by a tank and upon re spawning all the stuff I hacked before have been taken and they now have 3 or 4 tanks and are positioned in ways that as soon as you land your dead. I did finally manage to get away and start firing at a tank but I did 0 dmg, or at least I did dmg only to dip out of cover and find the tank has regenerated it's armor and opening fire at me. Before it took 4 shots to take out a tank but now it seems to take a lot more :(
So yeah while I agree the tanks are out of hand I'm sure there are ways of combating them that neither I nor any of my team mates in the games I've played know about. There must be a weakness for these tanks |
TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
9
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Posted - 2013.12.18 02:09:00 -
[8] - Quote
Maybe have a new option for games - tank free / infantry only matches.
Maybe cut the money and WP earned for these matches, 30-40%.
The real problem is the 3-4 tank matches. 1 tank is annoying, 2 can take over a match, but not always, 3 and 4 always seem to take over the match.
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Someone breaks out and takes a cannon on the opposite side of the map and now on a restricted size map a super fast heavily armored player can now get there before the hack gets finished, kill the opposite team player and scan for uplinks and get back to the other side of the battle almost before a player on the opposite team can run and reach the original hacker. |
ImpWolf
KnightLords
3
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Posted - 2013.12.18 03:11:00 -
[9] - Quote
A New game mode eh?
I feel a new thread boiling.
As for tanks. I do feel a nerf coming. I think they should lower the hardener to 40%, and reintroduce passive hardeners in the 10, 20, and 30 Range. Fitting a passive 30% and a 40% active should be damn near impossible except the best tankers in game. Lastly, tank costs should be increased a tad...I do think that the loss of a tank should be more than 200k
As for rebuffing, I think the Swarms need a rebuff badly. I can swarm against a militia tank with my launcher, from higher up, and score several direct hits...and not kill it. Hell, I saw a militia LAV take several swarms to the face and nothing. If they don't get buffed, there is no use for them. I think damage should go up to 1.5x or even 2.0.
Now, I think this would make Swarms more valuable. They should persuade militia tanks to retreat or maneuver...at the very least.
However, I do like the way Dust is going. Currently, the skirmish map is a tank conflict, with infantry helping to clean up. |
Shijima Kuraimaru
WarRavens League of Infamy
438
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Posted - 2013.12.18 13:11:00 -
[10] - Quote
Cosgar wrote:Tanks were actually as stable as cardboard in 1.0-1.6. In 1.7, they're about as stable as wet cardboard. Wait until their resistance goes down and go to town. 1 AVer might be able to do it with proper positioning, 2 makes it much easier, and 3-6 = "What tank?" If all else fails, try to get to a turret before they do or call in a militia tank. The main focus of 1.7 was to make tanking more accessible to everyone instead of a 1% club with millions of Sp and a good fit. You can actually collect an experienced tanker's tears if you can get the drop on them. Much like infantry vs infantry combat, just without the glaring list of passives that puts the underdog at a huge disadvantage.
But the issue remains that one pilot in a HAV is usually greater than three or more infantry AV. That's not balanced.
I still can't find tanks on the market. All I see are those HAVs.
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Heavy Smurf
Resheph Interstellar Strategy Gallente Federation
0
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Posted - 2013.12.18 15:43:00 -
[11] - Quote
I have a had a handful of matches were the tanks were fairly evenly matched, which kept them for the most part busy. It was a great match with tanks driving past, enemy and friendly alike, very chaotic. The down side is that there are very few of these type of matches. Speed of the tanks is rly my big issue, making them almost invulnerable. I always seem to need one or two shots past the first clip but by that time they are on the other side of the map. Also running them down or avoiding them is also difficult with a heavy. All this having been said even when i get my butt handed to me on a silver platter, i always think next match.. nxt match imma gonna kill. |
CLONE117
planetary retaliation organisation
522
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Posted - 2013.12.18 16:18:00 -
[12] - Quote
1 blaster tank +2 av users for support make an excellent effective anti tank tactic.
if hardeners slow them down or better yet make them immobile and weaken damage out put at the same time that should make it easier for av.
and if damage mods lowered vehicle resistance that should also make things a bit easier too.
i dont say tank vs infantry combat is actually balanced so far but tank vs tank feels alot more balanced.
oh and focused fire is where the actual effective av is at now..
and alot of those mlt tanks running around rnt that smart to begin with anyways.
i dont want paper thin mlt tanks again. if u look at it like this higher sp invested tanks still hold the advantage over mlt.
and since tank vs tank is a bit more balanced it means a player can bring out a cheaper tank and take down the higher leveled tank.
much like mlt being able to defeat proto in the dropsuit department. |
Dustbunny Durrr
ReD or DeaD
12
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Posted - 2013.12.18 18:00:00 -
[13] - Quote
CLONE117 wrote:1 blaster tank +2 av users for support make an excellent effective anti tank tactic.
if hardeners slow them down or better yet make them immobile and weaken damage out put at the same time that should make it easier for av.
and if damage mods lowered vehicle resistance that should also make things a bit easier too.
i dont say tank vs infantry combat is actually balanced so far but tank vs tank feels alot more balanced.
oh and focused fire is where the actual effective av is at now..
and alot of those mlt tanks running around rnt that smart to begin with anyways.
i dont want paper thin mlt tanks again. if u look at it like this higher sp invested tanks still hold the advantage over mlt.
and since tank vs tank is a bit more balanced it means a player can bring out a cheaper tank and take down the higher leveled tank.
much like mlt being able to defeat proto in the dropsuit department.
While I do agree that we don't want useless militia tanks, we currently have useless AV weapons (your odds are better at winning last night's mega millions lotto than finding and killing a tank solo in an AV dropsuit fit- they will either kill you, tank you, or get out of range). It's a fine line, that's hard to balance, which is why I believe its not balanced. It will be interesting to see if the speed nerf helps at all with this. |
Shijima Kuraimaru
WarRavens League of Infamy
439
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Posted - 2013.12.18 20:52:00 -
[14] - Quote
CLONE117 wrote:1 blaster tank +2 av users for support make an excellent effective anti tank tactic.
if hardeners slow them down or better yet make them immobile and weaken damage out put at the same time that should make it easier for av.
and if damage mods lowered vehicle resistance that should also make things a bit easier too.
i dont say tank vs infantry combat is actually balanced so far but tank vs tank feels alot more balanced.
oh and focused fire is where the actual effective av is at now..
and alot of those mlt tanks running around rnt that smart to begin with anyways.
i dont want paper thin mlt tanks again. if u look at it like this higher sp invested tanks still hold the advantage over mlt.
and since tank vs tank is a bit more balanced it means a player can bring out a cheaper tank and take down the higher leveled tank.
much like mlt being able to defeat proto in the dropsuit department.
Yes it takes focused fire from multiple AV right now. If balance is to be maintained, then it should take multiple skilled pilots in an HAV to enable it to effectively function, have a decrease to hardener effectiveness, or a rebuff of AV.
I think it'd be interesting to see the same concept as Star Wars Galaxies had on the Jump to Light Speed expansion multi-player ship if the current state is going to stay. Translated to Dust it would be a pilot to drive, a gunner for the main turret, and a co-pilot to operate active modules. One pilot could still make things happen, it would just have to be constantly changing seats.
I still can't find tanks on the market. All I see are those HAVs.
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