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Text Grant
Death Firm. Canis Eliminatus Operatives
273
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Posted - 2013.12.18 21:30:00 -
[1] - Quote
Damage of AV Advanced AV grenade 870X 3=2610 Advanced swarm launcher1100X3=3300 Advanced forge gun1320X4=5,280 So a forge gun is always the best option as it ALSO has the most ammo. Now lets look at a tanks health. As i recall a Soma gets 1200 Shield 4000 Armor Forge guns are considered rail guns i believe so this is how the damage should fall 1st shot 90% shields 1,188 2nd shot finishes shields and does 110% to armor doing 1426 3rd shot 110% to armor 1452 leaving only 1122 armor on the soma 4th shot finishes the tank That is the only one of the advanced AV weapons that can kill the base soma without using a second clip or a nanohive. None of this is taking into account the passive or active modules, or the tanker running away, or killing the AV user. |
True Adamance
Scions of Athra
5024
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Posted - 2013.12.18 22:11:00 -
[2] - Quote
Yeah so use you head, a little pinch of team work, and a tank goes down easily.
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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TheEnd762
SVER True Blood Public Disorder.
252
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Posted - 2013.12.18 22:44:00 -
[3] - Quote
True Adamance wrote:Yeah so use you head, a little pinch of team work, and a tank goes down easily.
That's a nice dream. In reality the tank activates it's hardeners, mows everyone down with the incidental help ot it's friendly infantry, and then speeds away to the other end of the map before the module goes into cooldown. |
Text Grant
Death Firm. Canis Eliminatus Operatives
275
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Posted - 2013.12.19 03:10:00 -
[4] - Quote
TheEnd762 wrote:True Adamance wrote:Yeah so use you head, a little pinch of team work, and a tank goes down easily. That's a nice dream. In reality the tank activates it's hardeners, mows everyone down with the incidental help ot it's friendly infantry, and then speeds away to the other end of the map before the module goes into cooldown. That sounds about right. |
Jooki Chewaka
Stalking Wolfpack
50
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Posted - 2013.12.19 03:19:00 -
[5] - Quote
True Adamance wrote:Yeah so use you head, a little pinch of team work, and a tank goes down easily. http://i.imgur.com/PB2bb6T.jpg
See you from orbit
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FrozenChaos
The Neutral Zone
23
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Posted - 2013.12.19 04:38:00 -
[6] - Quote
Im fine with tanks IF the people using them actually need to spec into it to be good...but when someone can buy a militia tank for less than 200k then proceed to dominate the match until another tank comes along, something needs to be done
I suggest that CCP does 1 of 3 things
1.Remove militia tanks (Probably not the best option but its there) 2.Nerf Militia tanks...not sure how 3.Limit the number of tanks that can be deployed
the 3rd option is my favorite especially if the deploy limit for vehicles is exclusive to the vehicle type like 2 tanks 3 dropships and 4 LaVs out at one time per team...give or take a few from each |
TheEnd762
SVER True Blood Public Disorder.
254
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Posted - 2013.12.19 04:57:00 -
[7] - Quote
I wouldn't want them to take away militia tanks, but ALL tanks need to be slowed down, and yes limit the number of tanks that can be deployed. Also, un-nerf AV. |
FrozenChaos
The Neutral Zone
23
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Posted - 2013.12.19 04:59:00 -
[8] - Quote
wow just realized my post only addressed the problem of militia tanks...well im a dropship pilot mostly and im glad I can finally take a few hits from AV...there is no way for me to cheer on AV vs tanks without condemning myself to life as a burning pile of scrap metal lol |
Garth Mandra
The Southern Legion The Umbra Combine
267
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Posted - 2013.12.19 05:24:00 -
[9] - Quote
I've caught tanks with their pants down (no hardeners, temporarily stuck) with proto AV and been unable to kill them. 3 proto grenades + three volleys of swarms and the armour tanks just stroll away.
Solo AV infantry should be able to take down a tank. Not every time but it should be at least possible.
And it shouldn't have to be proto grade either. Tiericide would be even better. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1867
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Posted - 2013.12.19 06:07:00 -
[10] - Quote
Garth Mandra wrote: Solo AV infantry should be able to take down a tank. Not every time but it should be at least possible.
The tanker needs to F up really bad for a solo swarm to be able to destroy it. A single AV guy should be able to repel a tank if they use some skill.
Straight up destroying a tank solo should be proto forge or GTFO, though. AV should give WP based on damage done to compensate for the fact that driving vehicles away is a very important role to play for a team.
There is a balance that needs to be struck between HAVs being worth it to call in and AV being rewarded appropriately. I think the WP based on damage done would be able to make sure everyone gets what they need because not every tanker needs to lose their fit that often.
Try to kill it all you want CCP, I still <3 my laser.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
153
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Posted - 2013.12.19 08:36:00 -
[11] - Quote
TheEnd762 wrote:I wouldn't want them to take away militia tanks, but ALL tanks need to be slowed down, and yes limit the number of tanks that can be deployed. Also, un-nerf AV. also roll back to 1.6 but with the new weapons thats what your saying
recuruit link
5 to 11 mil isk per 100k recuruit
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Shijima Kuraimaru
WarRavens League of Infamy
439
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Posted - 2013.12.19 11:42:00 -
[12] - Quote
I'll happily accept the decree the decree of many pilots that infantry AV should require a "team effort" of three proto level mercs to take a vehicle down... When HAV's take three pilots to effectively operate a HAV.
Pilot: Drives HAV. Co-Pilot: Operates active modules and the forward supplemental turret if installed. Gunner: Fires large turret. Supplemental small top turret, if installed: Fired by another additional team mate.
Now as HAV pilots won't agree with this, though one pilot could still operate a HAV by changing seats. Therfore, they should then concede that AV needs to be brought back to being a viable threat to all vehicles, not just rely on luck that they might get no skill pilots or catch one stuck in a tight spot. Hell, I'd even be willing to give up my sidearm, completely gimping my ability to deal with anti-personnel infantry if it would mean me and my IAFG made pilots nervous.
I've watched too many vehicles drive/fly leisurely(apparently) away when Infantry AV is brought to bear, or just casually kill the InfAV.
Obviously the LAV is an exception as AV is still effective against them. And no, I don't count jihad jeeps as a legitimate AV. They're improvised AV.
I still can't find tanks on the market. All I see are those HAVs.
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CLONE117
planetary retaliation organisation
523
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Posted - 2013.12.19 16:01:00 -
[13] - Quote
im fine with the new tank stats and such...
as i feel tank vs tank combat feels more balanced.
but a maddy or gunlogi still holds the advantage over mlt tanks.
unless they were fitted worse than the mlt tank they were going up against..
ive managed to solo a few mlt tanks rather easily. all it took was my usual 3 std av nades and a few volleys from my cbr7 swarm launcher.
although im pretty much forced to bring out a mlt tank to combat maddies and gunlogis. although majority of the time i cant hardly penetrate the hardeners unless i have assistance from at least 2 other players carrying av.
if hardeners immobilized or slowed the vehicle down drastically when activated.
this would remove their abillty to pretty much run away and escape unscathed. as they could no longer retreat while hardeners are active and so this puts an actual weakness on the vehicle. which might as well make it easier for av.. |
Text Grant
Death Firm. Canis Eliminatus Operatives
275
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Posted - 2013.12.24 05:18:00 -
[14] - Quote
CLONE117 wrote:im fine with the new tank stats and such...
as i feel tank vs tank combat feels more balanced.
but a maddy or gunlogi still holds the advantage over mlt tanks.
unless they were fitted worse than the mlt tank they were going up against..
ive managed to solo a few mlt tanks rather easily. all it took was my usual 3 std av nades and a few volleys from my cbr7 swarm launcher.
although im pretty much forced to bring out a mlt tank to combat maddies and gunlogis. although majority of the time i cant hardly penetrate the hardeners unless i have assistance from at least 2 other players carrying av.
if hardeners immobilized or slowed the vehicle down drastically when activated.
this would remove their abillty to pretty much run away and escape unscathed. as they could no longer retreat while hardeners are active and so this puts an actual weakness on the vehicle. which might as well make it easier for av.. None of this makes AV sound balanced to me... And the slowing nerf doesn't seem like enough. |
abarkrishna
WarRavens
250
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Posted - 2013.12.24 05:28:00 -
[15] - Quote
you forgot about hardeners. Add in 40% resistance and you have an issue.
40% of 4000 is 1600 So your looking at 5600 armor base. Plus the 1200 shield. Not including plates or extenders. Their math is a little wonky. I do not know how they thought this would be balanced. It would not be so bad if you had to actually spend a significant amount of SP to be useful. Not only that but tanks are cheaper than dropsuits now.
I think part of the reason their is so much tank spam is because a lot of players can not afford to use really good suits because of cost. But when you can get a tank for cheaper than a proto suit and get 15 kills to your one death your turning a profit.
2 or 3 deaths in a proto suit and your not making profit.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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