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Rasatsu
Much Crying Old Experts
958
|
Posted - 2013.12.17 14:10:00 -
[31] - Quote
Borne Velvalor wrote:The fact that players need to pack bombs into LAVs and OHKO HAVs because there's so many presents a problem. Also, 2 guys on my squad did this today and popped 2 of 4 enemy tanks. 20 seconds later, there's 4 tanks again. Where is the problem? |
Borne Velvalor
Endless Hatred
1067
|
Posted - 2013.12.17 14:18:00 -
[32] - Quote
Rasatsu wrote:Borne Velvalor wrote:The fact that players need to pack bombs into LAVs and OHKO HAVs because there's so many presents a problem. Also, 2 guys on my squad did this today and popped 2 of 4 enemy tanks. 20 seconds later, there's 4 tanks again. Where is the problem? The problem was that for all that effort to pop 2 HAVs, they just deployed more? The fact that they need to commit suicide to pop a HAV? The fact that if HAVs were balance properly, this would not be necessary? CCP should respec AV and put everyone's SP into LAVs and REs, then, because suicide LAVs are now manually guided missiles replacing the Swarm launcher's automatically guided ones.
chase rowland wrote:Ghosts Chance wrote:when i run ground as assult, i just aavoid all the enemy tanks, its works better then you think if your used to using your own team as bait :P
if a tank kills me, that guy holding an AR would of as well. i dont really mind dieing to it because they are huge and loud and i should of saw the damn thing coming listen to the wise one. this is balance, tanks cant go inside buildings. stop going into the open like a rucking fetard There is no HAV around. You try to move from A to B. HAV rolls up, guns you down from 80m away. Yet, the guy on the ground is the tard and the tanker is obviously a skilled individual.
Also, not enough buildings to hide in on most maps. It's pretty easy to pin someone in until they are forced to make a break for it and kill them, anyway.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Takahiro Kashuken
Red Star. EoN.
1962
|
Posted - 2013.12.17 14:19:00 -
[33] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:Borne Velvalor wrote: My Gunnlogi can pop 2 Somas in a 2 v 1 with hardeners up, sponging all of the damage. Missiles to unwary HAVs work and amped Railguns work until the enemy brings out better Railguns. I can run at 3 protos and drop one of them. I cannot do that with a tank because the TTKs are escalated.
Matchmaking is, indeed, the source of the most frustration. However, it's not like matchmaking could tell who's actively tanking or not, even looking at SP distributions. The problem with tanks is that tanks > infantry, so you usually need to dominate tanks to win many maps.
They do more than help. If the enemy does not bring HAVs to stop me, I can clone whole Ambush squads, set up uplinks on every point in Skirmish and completely prevent the enemy from capturing the point in Domination, provided I can cover it depending on the map. They could always change games in good hands, especially in pubs. Confined spaces aren't even infantry turd with a shield hardener or two up.
Gunlogi - Shield based - Rail or missiles prefered choice Soma - Militia armor based tank - Blaster is the only thing you can put on it unless you skip on tank Hardeners - 60% resistance to all incoming damage 60% resistance to a blaster is enough to not even halt your regen, also the soma has to be near point blank to cause enough damage to stop your regen If you run missiles you will alpha that tank with a full auto volley I dont see the point of your example tbh Tanks > infantry - Its a tank with a large gun on it, generally my blaster tank is built to be anti infantry, do you expect a rail rifle to do enough damage to kill a tank? lolambush If the enemy do not bring a tank or AV to stop you then you should stomp, if there is no one to stop you on the enemy team will a magic rock appear to stop you? no, its upto the enemy to make a move and do something Also last i checked my tank cant fit through a door No, I do not expect Rail Rifles to kill tanks. I expect 3 guys with Swarm Launchers to kill a tank. I also expect some sort of strategy beyond "LET THEM HAVE TANKS!" and dropping 5 of them. As for the resistance... that was my point? My Gunnlogi can easily take out 2 miltia tanks at once within my range. Aside from glass cannon Missiles and preemptive Railguns, it's hard to take out enemy tanks with militia tanks. This makes sense, but not when a decent STD HAV can be built for less than twice the price of a proto suit and spammed everywhere by anyone that's not dirt poor. It really doesn't cost that much to run with corp mates and drop good HAVs everywhere, while the blueberries only have militia HAVs to fight them with (provided they can deploy them). Also, Blasters are anti infantry. That's why a good Madrugar can make itself immune to all militia tank fire, pop them in 5-6 seconds and generally tank through everything, including a full amped missile volley to the face provided he knows where you are/strikes first, which is kind of easy when there's 5 tanks cruising around. Gunnlogi's usually try to fit an amp which lowers their potential to tank since they use highs for shield tanking, but cycled shield hardeners might as well be immune to Blaster fire, 2 can tank any missile volley, Railguns don't work when there's 2 Railgun tanks already positioned above you, ready to pounce as soon as a sightline becomes available. Militia tanks only kill if you strike first and/or the enemy is an idiot. They are no match for the kind of tank spam I saw today. EDIT: As for the enemy making a move, I think 2 militia HAVs and 6 guys on AV is "making a move." It's just that their gear is not a high enough level to ever make a dent, regardless of the effort they put it. Like protostomping, but worse, since they'll be lucky to pop more than 1 or 2 enemy HAVs. As for "lolambush," I run all modes. I've been doing Ambush to grind ISK faster since my SP cap has been hit. Skirmish and Domination were just as bad. I saw at least 3 squads tonight running 4-5 high level HAVs in all 3 modes.
3 guys with swarms will kill tanks, just dont be an idiot and do it while they are shiny
Strategy with tanks, blaster rail or missile and shield or armor, for infantry recently it was cal logi and duvolle then gal logi with duvolle and now whatever suit with an rail rifle, yes infantry has so much strategy
Within my range, you are attacking militia tanks with a proper tank in your optimal range? why shouldnt you win? are you seriously going to fight when the conditions are wrong and you dont have the upper hand? its like fighting a heavy with a sniper rifle at close range when it better for you and worse for him when your 300m away
You can kill proper tanks with militia tanks you just got to know how to do it
So your telling me 8ppl cant kill a tank? is that because they are bad?
3 squads running havs, if no havs they would be proto stomping anways, same problem |
Korvin Lomont
United Pwnage Service RISE of LEGION
361
|
Posted - 2013.12.17 14:20:00 -
[34] - Quote
Takahiro Kashuken wrote:Borne Velvalor wrote:Takahiro Kashuken wrote:I would rarther have no infantry than several fully kitted out protobears on the enemy side of every other battle I join
Oh wait that was happening for months and the only way you could counter was in your own protobear gear or just go BPO anyways, i bet you didnt complain about that when you protostomped
I didn't like protostomping. Also, there's a difference between a 69k iron wall that takes 0 SP and is impossible to go ISK negative in and a suit that gives you some extra HP and damage with a large SP and ISK investment. It's protostomping on a much more deadly, gamebreaking scale. I run mostly STD and ADV gear and, guess what, I actually kill protos! Wow, amazing, I actually had a 2.0+ K/D 90% of matches in standard gear before 1.7! Tankstomping is protostomping times a thousand. You can kill a proto in seconds with a militia assault rifle and multiple protos with a grenade. A full squad of prototypes is problematic, but they are far more killable than a full squad of tanks. A 0SP/ISK BPO suit is also impossible to go negative in and kicker is it can kill protosuits aslong as i get the drop on them and not scanned for 100m away before hand A gamebreaking scale? protobears redlined the enemy instantly without even trying causing mass snipers and even tanks back in the day got protostomped on, now if tanks are stomping bring out your own tank since even milita can fight back quite well Tanks are quite easy to kill and hella easy to avoid as infantry, but like any protobear stomping squad if its an organized proto tank stomping squad you will find it hard Protobear stomping = tank stomping Its the same thing, except you dont like it because the shoe is on the other foot and kicking your arse
Well I guess the main difference between Protostomping and Tankstomping is the feeling of beeing helpless against tanks.
Currently the ways to destroy tanks are quite limited and thats not true for protostompers. Against protostompers you could always choose a cheap or starter fit and still get kills if you are smart and try. Youn may go negative in KD/R but at least to me ist satisfiying to see a Protobear having 5 or deaths, Because I know he won't be ISK positve.
With tanks it is different all you can do to be halway be sure to kill a tank is bringing another tank (or packs of proto AV and RE packed LAV wich is no option in FW) and If you know you will get stomped either way even the relative cheap investment of 70Kfor a militia is a lot.
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Borne Velvalor
Endless Hatred
1070
|
Posted - 2013.12.17 14:32:00 -
[35] - Quote
Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank.
I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Takahiro Kashuken
Red Star. EoN.
1962
|
Posted - 2013.12.17 14:53:00 -
[36] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank. I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6.
So if your smart enough and have the correct fit you shouldnt ever be able to win against 2 tanks? lolno
Ive been in the same situation, ive had 2 blaster tanks unable to kill my logi because 1 of my fit, 2 my skill and 3 my experience in similar situations
5people taking down the 5 tanks are doing it wrong because you pick 1 tank and go after it and so on, also infantry wise 11v11 is fair
But this is pubs where matchmaking is broken and i generally dont care, PC is where it is and if tanks are now usful in that the most competitve enviroment then its a damn good start |
Flix Keptick
Red Star. EoN.
1681
|
Posted - 2013.12.17 15:39:00 -
[37] - Quote
Do you play ambush by any chance?If so then that's your problem...
Going to stay out of AV/V debates, better for my sanity.
G˙åTank driverG˙å
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Chunky Munkey
Amarr Templars Amarr Empire
2693
|
Posted - 2013.12.17 15:58:00 -
[38] - Quote
I feel your pain. JihadiLAV will help you.
No.
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Seymor Krelborn
DUST University Ivy League
1608
|
Posted - 2013.12.17 16:01:00 -
[39] - Quote
tank spam ruined dust
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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Chunky Munkey
Amarr Templars Amarr Empire
2693
|
Posted - 2013.12.17 16:26:00 -
[40] - Quote
Dammit double post.
No.
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DUST Fiend
OSG Planetary Operations Covert Intervention
9051
|
Posted - 2013.12.17 16:27:00 -
[41] - Quote
This game is ******* ******** right now.
Worst patch in DUST history
Vids / O7
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Spkr4theDead
Red Star. EoN.
1510
|
Posted - 2013.12.17 21:28:00 -
[42] - Quote
Seymor Krelborn wrote:tank spam ruined dust LOLWUT
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Our Deepest Regret
L.O.T.I.S. Public Disorder.
390
|
Posted - 2013.12.17 21:46:00 -
[43] - Quote
Rasatsu wrote:Why aren't you just driving an LAV in such a target rich environment?
Gunlogis running a three hardener fit are immune to Jihad Jeep attacks. You're just beating yourself to death against them for no reason. |
Shinobi MumyoSakanagare ZaShigurui
KOBAYASHI MARU PROJECT
224
|
Posted - 2013.12.17 21:51:00 -
[44] - Quote
Jack McReady wrote:notice something funny? everytime someone points towards tank balance issues, always the same guys which are known as just being bad tank pilots & hatemail writing scrubs step in defending it
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Borne Velvalor
Endless Hatred
1084
|
Posted - 2013.12.17 23:26:00 -
[45] - Quote
Takahiro Kashuken wrote:Borne Velvalor wrote:Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank. I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6. So if your smart enough and have the correct fit you shouldnt ever be able to win against 2 tanks? lolno Ive been in the same situation, ive had 2 blaster tanks unable to kill my logi because 1 of my fit, 2 my skill and 3 my experience in similar situations 5people taking down the 5 tanks are doing it wrong because you pick 1 tank and go after it and so on, also infantry wise 11v11 is fair But this is pubs where matchmaking is broken and i generally dont care, PC is where it is and if tanks are now usful in that the most competitve enviroment then its a damn good start It does not take smarts to activate two hardeners, burn one down, turn, burn the other guy down. A good tank squad that manages to get control at the beginning of the match rarely loses control. In fact, I have yet to see one lose more than 2-3 HAVs.
11 vs 11 is fair, yes. My point is to make the infantry odds even you end up with impossible odds on the tank front, or vice versa. My point was that you don't end up with the 11 vs 11, you end up with the 6 vs 11 because each guy cannot reliably restrain one HAV each. Usually two can't. I can have three on my ass and be perfectly fine. Also, while the AV guys can only target HAVs, the HAV can target both them and the infantry.
A good HAV squad can have a counter for everything and can deploy endless more HAVs if they want to. Infantry are not a problem, you can blap railguns at the beginning of of the match, cycled hardeners defeat 99% of AV, especially if you have more than one HAV, other HAVs, including railgun HAVs deploy slowly enough for you to swarm them and pop them as they come down.
The guy protostomping in a suit might have a 4.0 K/D. The guy protostomping in a tank can get a 20.0 K/D, average. I've seen tankers with weekly average K/Ds of 30.0 when they used to have 10.0s. There's satisfaction in popping protos, because it's not an impossible task and it costs them something. When there's 5 guys in proto turret and mod fitted tanks with assorted amped railguns, blasters and missiles, you'll be lucky to pop one of them. Even if you kill a whole bunch of them as AV, how many clones did you have to lose to kill one guy? Basically, if there was no quota, which would win? 16 tanks or 16 suits? Even when I get popped, I usually took out at least 10-15 infantry before that point. Even if they control the points, they get cloned.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Slag Emberforge
Immortal Retribution
328
|
Posted - 2013.12.18 16:50:00 -
[46] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:Borne Velvalor wrote:Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank. I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6. So if your smart enough and have the correct fit you shouldnt ever be able to win against 2 tanks? lolno Ive been in the same situation, ive had 2 blaster tanks unable to kill my logi because 1 of my fit, 2 my skill and 3 my experience in similar situations 5people taking down the 5 tanks are doing it wrong because you pick 1 tank and go after it and so on, also infantry wise 11v11 is fair But this is pubs where matchmaking is broken and i generally dont care, PC is where it is and if tanks are now usful in that the most competitve enviroment then its a damn good start It does not take smarts to activate two hardeners, burn one down, turn, burn the other guy down. A good tank squad that manages to get control at the beginning of the match rarely loses control. In fact, I have yet to see one lose more than 2-3 HAVs. 11 vs 11 is fair, yes. My point is to make the infantry odds even you end up with impossible odds on the tank front, or vice versa. My point was that you don't end up with the 11 vs 11, you end up with the 6 vs 11 because each guy cannot reliably restrain one HAV each. Usually two can't. I can have three on my ass and be perfectly fine. Also, while the AV guys can only target HAVs, the HAV can target both them and the infantry. A good HAV squad can have a counter for everything and can deploy endless more HAVs if they want to. Infantry are not a problem, you can blap railguns at the beginning of of the match, cycled hardeners defeat 99% of AV, especially if you have more than one HAV, other HAVs, including railgun HAVs deploy slowly enough for you to swarm them and pop them as they come down. The guy protostomping in a suit might have a 4.0 K/D. The guy protostomping in a tank can get a 20.0 K/D, average. I've seen tankers with weekly average K/Ds of 30.0 when they used to have 10.0s. There's satisfaction in popping protos, because it's not an impossible task and it costs them something. When there's 5 guys in proto turret and mod fitted tanks with assorted amped railguns, blasters and missiles, you'll be lucky to pop one of them. Even if you kill a whole bunch of them as AV, how many clones did you have to lose to kill one guy? Basically, if there was no quota, which would win? 16 tanks or 16 suits? Even when I get popped, I usually took out at least 10-15 infantry before that point. Even if they control the points, they get cloned.
A tanker that admits tanks are imbalanced and what more, has the ability to illustrate the problem clearly. You are absolutely correct, current state of affairs affords victory to he who spams the most tanks because the ratio of power is not 1:1.
This fact alone grossly imbalances matches in addition to simpu out matching every other role.
Good sir, +1 |
Takahiro Kashuken
Red Star. EoN.
1978
|
Posted - 2013.12.18 16:55:00 -
[47] - Quote
Borne Velvalor wrote:Takahiro Kashuken wrote:Borne Velvalor wrote:Takahiro Kashuken wrote: ... Aw, that's cute. Too bad a good Gunnlogi can cycle hardeners and be "shiny" for 60 seconds straight, leave for 15 seconds, and then do it again. Split it into 7 second cooldowns and you can cycle indefinitely. I don't even have that great a tank and I think I've lost a hanful of HAVs to Swarms since 1.7, usually because I was being bombarded by other HAVs, which would've killed me anyway. Infantry can be taken out in many different ways and are much easier to disable. Also, why shouldn't I win, you ask? Because I'm fighting 2 at once. Also, it's not that I shouldn't pop militia tanks, it's that if they're going to be so useless (aside from double amped Railgun Sicas, or Missiles if you only need to disable one armor tank) they need something else. You know, such as AV that kills things without 4 guys trying to take down one tank. I've fought full squads of proto players that couldn't take me down using AV. Also, the problem is not 8 people taking down one tank. I can pull out a tank and blap one myself. It's 5 people trying to take down 5 tanks while the remaining 11 infantry wrestle for the terminals with the other 11 infantry. There's only 1 guy in each HAV usually. If you sacrifice any more than 1 guy to take one out, you're screwed, because your infantry are outnumbered. If you have 10 guys blapping 5 tanks, the infantry are outnumbered 11 to 6. So if your smart enough and have the correct fit you shouldnt ever be able to win against 2 tanks? lolno Ive been in the same situation, ive had 2 blaster tanks unable to kill my logi because 1 of my fit, 2 my skill and 3 my experience in similar situations 5people taking down the 5 tanks are doing it wrong because you pick 1 tank and go after it and so on, also infantry wise 11v11 is fair But this is pubs where matchmaking is broken and i generally dont care, PC is where it is and if tanks are now usful in that the most competitve enviroment then its a damn good start It does not take smarts to activate two hardeners, burn one down, turn, burn the other guy down. A good tank squad that manages to get control at the beginning of the match rarely loses control. In fact, I have yet to see one lose more than 2-3 HAVs. 11 vs 11 is fair, yes. My point is to make the infantry odds even you end up with impossible odds on the tank front, or vice versa. My point was that you don't end up with the 11 vs 11, you end up with the 6 vs 11 because each guy cannot reliably restrain one HAV each. Usually two can't. I can have three on my ass and be perfectly fine. Also, while the AV guys can only target HAVs, the HAV can target both them and the infantry. A good HAV squad can have a counter for everything and can deploy endless more HAVs if they want to. Infantry are not a problem, you can blap railguns at the beginning of of the match, cycled hardeners defeat 99% of AV, especially if you have more than one HAV, other HAVs, including railgun HAVs deploy slowly enough for you to swarm them and pop them as they come down. The guy protostomping in a suit might have a 4.0 K/D. The guy protostomping in a tank can get a 20.0 K/D, average. I've seen tankers with weekly average K/Ds of 30.0 when they used to have 10.0s. There's satisfaction in popping protos, because it's not an impossible task and it costs them something. When there's 5 guys in proto turret and mod fitted tanks with assorted amped railguns, blasters and missiles, you'll be lucky to pop one of them. Even if you kill a whole bunch of them as AV, how many clones did you have to lose to kill one guy? Basically, if there was no quota, which would win? 16 tanks or 16 suits? Even when I get popped, I usually took out at least 10-15 infantry before that point. Even if they control the points, they get cloned.
Ive been in heavy tank games, we lose because we dont have the infantry to control the points
Then your AV is doing it wrong
So a good HAV squad is its own problem because they happen to be good
16 tanks vs 16suits - a tank cannot go through a door so in a city complex infantry win outside tho tanks win
Intelligence is OP
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Zirzo Valcyn
Holdfast Syndicate Amarr Empire
8
|
Posted - 2013.12.18 17:16:00 -
[48] - Quote
it's not the tanks it's the ret4rded poorly thought out return of the speed tank that was removed a year ago now it's back again. In didn't work then and it doesn't work now (except for the FOTM) now "tanks" to you CCP tankers have to deal with your FOTM crowd because you went and reoverpowered the tanks. awesome track record CCP- anything that gets nerfed can be expected to be returned to the game in full so you can renerf it again? don't you have anything better to do than flip flop around on the game design? ffs...
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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CrotchGrab 360
636
|
Posted - 2013.12.18 19:17:00 -
[49] - Quote
I find there are 2 outcomes to when I use a tank.
A better tank destroys me
Or I lose 0 tanks just shooting infantry
The sad thing is, tanks avoid each other, even the good tanks don't go after all the militia tanks. It's tanks on team A shooting infantry and tanks on team B shooting infantry.
If I see a Madrugar in the kill-feed I will NOT pull out a tank. They put their hardeners on and my blaster does nothing. |
DUST Fiend
OSG Planetary Operations Covert Intervention
9111
|
Posted - 2013.12.18 19:20:00 -
[50] - Quote
Takahiro Kashuken wrote: Ive been in heavy tank games, we lose because we dont have the infantry to control the points
Then your AV is doing it wrong
So a good HAV squad is its own problem because they happen to be good
16 tanks vs 16suits - a tank cannot go through a door so in a city complex infantry win outside tho tanks win
Winning in DUST is irrelevant, the only things that matter are killing off enemy clones and staying ISK positive. That's the measure of a win in anything other than PC, since if you're spending ISK in FW you're doing something wrong.
Vids / O7
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CommanderBolt
ACME SPECIAL FORCES
431
|
Posted - 2013.12.18 19:27:00 -
[51] - Quote
I have to disagree and here is why :
I have been in a match where myself along with random bluedots have had 3 or more tanks on our team, we fought hard against any enemy tanks and defeated them all. We then proceeded to patrol the outlying areas and slaughtered infantry where ever we could. We STILL lost the match because you want to know one thing about tanks?
Tanks dont capture points therefore they dont win you the game.
This is just my personal experience. You can win against tanks if you use your head. Granted sometimes it feels like an uphill battle, so take a step back and evaluate the situation. If you keep running against a meat grinder then you are obviously doing something wrong. I have been just as guilty of this myself, running my triple rep tank into a HARD DPS rail tank and trying my best to use my skilled driving (lol) to overcome a sheer dps moster that rips through my measly hitpoint buffer.
Also people cant complain about organised teams beating un-organised rabbles which is something I keep seeing every now and again on these forums. |
CLONE117
planetary retaliation organisation
523
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Posted - 2013.12.18 19:56:00 -
[52] - Quote
sometimes i wish i could get out of my tank and hack and objective. i could do it. but its rather hard when they are endlessly spawning in.
but the good news is that some of the tankers are rather dumb. although judging by how many tanks i lost on days 1-5 i had lost alot of money..
each match i pretty much lost isk... and now the only way i can survive a combat rifle is by tank..
i need to get my tanks reputation of being a "motivational" device back. even though it never stopped being one.
i want to see infantry attacking and capturing stuff. all ive been doing with my tank is gunning down any1 out of cover trying to keep them suppresed. although i did have one decent match where i didnt lose several tanks . although there was no way my tank would have survived against those 2 federation maddies with out the assistance of those 2 forgegunners.
i can only say tank vs tank combat is more balanced.
the main thing that made me happy is that i dont have to deal with a random redberry running up to me chucking av nades.. |
Borne Velvalor
Endless Hatred
1095
|
Posted - 2013.12.18 21:11:00 -
[53] - Quote
Takahiro Kashuken wrote: Ive been in heavy tank games, we lose because we dont have the infantry to control the points
Then your AV is doing it wrong
So a good HAV squad is its own problem because they happen to be good
16 tanks vs 16suits - a tank cannot go through a door so in a city complex infantry win outside tho tanks win
If you meant your side had the the HAVs and couldn't get enough infantry up, then the enemy infantry were vastly superior, you had several bad tankers or it was one of the few maps tankers have less of an impact on.
If you have 5 tanks and they cannot disable 5 infantry on the enemy side, your infantry will get overwhelmed. However, if you have 5 tanks there's probably 5 enemy AV guys alone, before you even start making a direct impact on the battle.
Either way, I'd say that the level of skill required to operate a HAV is no larger than a suit. Neither are very hard to use. HAVs are much easier to use against infantry since you're pretty much invincible, so the skill only really comes in to play with TvT, which is easy to control if you overpower the other side right at the start with a wave of HAVs.
In the 16 v 16, I meant in terms of cloning. Really, pilots are another role, just likes Assaults, Logistics, Heavies and Scouts. You can argue that an effective pilot should have more of an effect than an effective Assault but the disparity is simply too large, especially given that HAVs are invulnerable to everything but themselves, REs and the occasional full squad of high level Assault or Breach Forge Guns pounding on one target at a time. Also, provided the terminal isn't underground, I actually get out of my tank if the blueberries won't capture, put an uplink behind my HAV behind a rock and go capture. If I die, I respawn behind my HAV and get in. If the points are outside, I've captured them with 3 tanks. 2 kill everyone spawning in, I get out and capture. I won a Caldari FW where I, a tanker, captured at least 3 points because blueberries were simply too slow to react.
Basically, you've got a Heavy suit that's twenty times as large in exchange for speed faster than a Scout, four times the HP, twice the DPS and ammo, complete immunity to normal guns, near immunity to swarms, strong defenses to Forge Guns and can pop others of the same, plus you can hop out and be on the ground at any time.
Half the time my HAV is going to get popped, provided it isn't by a Blaster Maddy 30m away, I can just hop out, run away and deploy another one. No one even got to kill me.
CommanderBolt wrote:I have to disagree and here is why : I have been in a match where myself along with random bluedots have had 3 or more tanks on our team, we fought hard against any enemy tanks and defeated them all. We then proceeded to patrol the outlying areas and slaughtered infantry where ever we could. We STILL lost the match because you want to know one thing about tanks?
Tanks dont capture points therefore they dont win you the game.
This is just my personal experience. You can win against tanks if you use your head. Granted sometimes it feels like an uphill battle, so take a step back and evaluate the situation. If you keep running against a meat grinder then you are obviously doing something wrong.
...
Also people cant complain about organised teams beating un-organised rabbles which is something I keep seeing every now and again on these forums. I get out of the HAV if there's more than one on a point and capture the point, especially when we've annihilated 99% of the infantry. Don't want to risk it? Get out, place an uplink behind your HAV and someone will spawn in behind you to capture the point. Regardless, it doesn't matter, because unless you're on a map where you can avoid the HAVs easily (such as the one with the Domination point underground), it's usually not feasible to simply outlast the HAVs. In a Skirmish, you can deploy enough HAVs to have one to two on each point along with 2 infantry versus your 3 infantry for each. Since you only need a majority, you can always slap down 2 HAVs circling each point you control with infantry killing anyone that slips through the cracks to hack. I've won only a single match that I can remember where the enemy team deployed 4~ HAVs and we didn't do the same, on the map with the underground Domination point, since 1.7.
You can lose with overwhelming tank superiority if the enemy has overwhelming infantry superiority. At the beginning of the match, however, it's much easier to deploy 4~ HAVs than it is to make sure you have much better infantry in better gear, plus they whack the infantry <> AV balance out of parity, instantly disabling a decent portion of the enemy team.
My problem isn't so much taking out one HAV as when they field several. I am only one player and there are not going to be several other pilots on my team with decent HAVs to deploy. I don't care about militia HAVs much aside from double amped rail Sicas, but 5 Madrugars/Gunnlogi's with prototype turrets is ridiculous to take out.
As for organized versus unorganized, the extent of organization needed to win most pub matches now is making a squad called "STD Tank Pilots Only" and watching the tears flow. There doesn't need to be a huge organizational difference aside from ensuring your side has 4+ tank pilots deploying in a single battle. Obviously, more organized tank teams are more likely to win. Also, I think players do have a right to complain about organization. Sorry, but you shouldn't be allowed to deploy a q-synch of 12 players all on mics in proto gear and HAVs in a public Skirmish against academy noobs. I occasionally q-synch and it is not fair to those that want an area to play solo and have none.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Keri Starlight
0uter.Heaven
2005
|
Posted - 2013.12.18 21:14:00 -
[54] - Quote
They just have to fix Tank Spam.
3 Tanks per side?
ISK cost increase?
I don't know, but they have to prevent it somehow.
"I load my gun with love instead of bullets"
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Beld Errmon
The Southern Legion The Umbra Combine
1151
|
Posted - 2013.12.18 21:39:00 -
[55] - Quote
GHOSTLY ANNIHILATOR wrote:So many kids in tanks so little fuks given seriously every tank driver is **** they have to use a crutch in the game cuz there A. KD is trash B. Cod 13 year olds C. CCP cant fix it D. If ur obviosly a tanker reading this u obviously suk at the game because u provide no help whatsoever uu think udo but u dont U cant get out to capture an objective and last of all now i made u mad LOL ;-) MY 2 CENTS.
lol, you rant like a 12 year old girl getting your panties so twisted you need to make lists, but you think your making the tankers mad... so delusional. |
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