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Delanus Turgias
Subdreddit Test Alliance Please Ignore
189
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Posted - 2013.12.19 19:53:00 -
[61] - Quote
CharCharOdell wrote:Garrett Blacknova wrote:CharCharOdell wrote:Garrett Blacknova wrote:I agree Militia tanks need PG and CPU nerf, but think a (very) small HP nerf would be more appropriate than a speed nerf.
Also, there should be a nerf to the current PG and CPU level on Standard tanks, to make room for Advanced and maybe even Prototype models. Disagree. STD tanks are fine. PRO tanks won't even be that much more powerful. The fact that PRO tanks won't be much more powerful is WHY they need toning down. There should be a decent incentive for tankers to upgrade. I don't think it needs much, just a small PG and CPU reduction so you don't see almost full Proto fits on Standard hulls. At the moment, that's reasonable because there ARE no Advanced and Proto hulls, but when there are, things need to be dialed back a little. disagree. Making PRO tanks way better than STD tanks will create a huge gap between tankers so that PRO tanks will only be countered by PRO tanks and the problem will persist. PRO tanks should be able to beat STD tanks in a straight up 1 v 1 fight, but not by more than 2 seconds tops. if they're as different as PRO and STD dropsuits, they will never die. I'm a tanker with too much SP and it'd be beyond fun for guys like me, but it'd kill the game. I think the simple way to make Proto tanks not be OP while still being better than Std. tanks is to give them much more fitting power, and maybe one additional slot. Right now, you can't exactly fit all proto modules on your tank, at best you can fit maybe 3, but that'll sacrifice something important. Give Proto tanks the power to fit mostly proto modules, and they'll be more powerful than std tanks, but not wildly so. Sorta like the difference between proto and std dropsuits, but that's not really an accurate comparison.
Closed Beta Vet since July, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
208
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Posted - 2013.12.19 19:54:00 -
[62] - Quote
I do spend the majority of my match killing ofther tanks, jeeps and maybe the ocasional forge gunner.. tho there was one time i snuck up on 3 eenemy snipers on a ridge and one shotted each with my rail gun and they never moved an inch. |
Fox Gaden
Immortal Guides
1935
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Posted - 2013.12.19 19:58:00 -
[63] - Quote
CharCharOdell wrote:i have yet to see on of the true tankers running 4-man tank squads like people claim. No. I see 4-5 man militia tank squads who stomp infantry with crap fits, but when a real tanker shows up (myself), they somehow all explode in about 5 minutes.
Stop blaming 'tankers' for tank spam. It's the non-tankers running crap mlt fits that cost 80k spamming it just like the free lavs of 1.3
I assure you, bring your best tank buddy into a game with you and he'll make all the other 'tankers' wish they just ran infantry.
Killing infantry is way too easy for me, so i run tanks to kill these blasphemers who dont deserve to run my favorite toys.
Sicas and somas need a huge nerf. Fully upgrade complex/proto tanks SHOULD be as powerful as they are, but these milita toys are the reason there is so much tank spam. Nerf their speed by 18% and their pg/cpu by 30% and you'll see a huge drop in tank spam.
And no, im not biased because I am a tanker. I want to see balance. Do that and nerf the assault CR about 5% for DPS and this game will be in great shape.
Here is my average game:
I call in my tank and other blues call in 3 others. Enemy calls in 4 tanks. 2/3 blue tanks die to AV/jihad jeeps in the first 5 minutes. I kill 4/4 enemy tanks in the first 8 minutes. Enemy calls in 4 more tanks. Those tanks are killed by me again. Enemy calls in lavs...bolases explode and lavs explode before reaching the ground.
No more tanks in the field except me. Stopping tank spam in a battle is as easy as having 1 true tanker on your team to help you. Newbes pretending to be tankers and stomping infantry stand no chance against season vets, Honey Badgers, if you will, like myself and a short list of others who we all probably know by now from the forums and in game. The problem is that a Militia Tank is just as effective in the hands of someone who has no skill points invested in vehicles as it is when operated by a skilled and experienced tanker. (I mean aside from not knowing what they are doing.)
The problem is that they removed the +5% bonuses from the Vehicle Shield and Armour skills.
The solution (or at least part of it) is to reduce the health of vehicles by 25%, and then add those bonuses back in, so that dedicated tankers are 25% stronger than people with no vehicle skills.
Then buff Swarm Launchers enough so they can deal with anyone in a tank who does not have the skills to make it good. Swarm Launchers got over nerfed. Lets start with +25m lock range, putting it at 200m, down from 400 in 1.6; and +30 damage per missal, putting it at 250 damage, down from 330 in 1.6. We can reevaluate the situation after that.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
315
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Posted - 2013.12.19 20:27:00 -
[64] - Quote
Fox Gaden wrote:CharCharOdell wrote:i have yet to see on of the true tankers running 4-man tank squads like people claim. No. I see 4-5 man militia tank squads who stomp infantry with crap fits, but when a real tanker shows up (myself), they somehow all explode in about 5 minutes.
Stop blaming 'tankers' for tank spam. It's the non-tankers running crap mlt fits that cost 80k spamming it just like the free lavs of 1.3
I assure you, bring your best tank buddy into a game with you and he'll make all the other 'tankers' wish they just ran infantry.
Killing infantry is way too easy for me, so i run tanks to kill these blasphemers who dont deserve to run my favorite toys.
Sicas and somas need a huge nerf. Fully upgrade complex/proto tanks SHOULD be as powerful as they are, but these milita toys are the reason there is so much tank spam. Nerf their speed by 18% and their pg/cpu by 30% and you'll see a huge drop in tank spam.
And no, im not biased because I am a tanker. I want to see balance. Do that and nerf the assault CR about 5% for DPS and this game will be in great shape.
Here is my average game:
I call in my tank and other blues call in 3 others. Enemy calls in 4 tanks. 2/3 blue tanks die to AV/jihad jeeps in the first 5 minutes. I kill 4/4 enemy tanks in the first 8 minutes. Enemy calls in 4 more tanks. Those tanks are killed by me again. Enemy calls in lavs...bolases explode and lavs explode before reaching the ground.
No more tanks in the field except me. Stopping tank spam in a battle is as easy as having 1 true tanker on your team to help you. Newbes pretending to be tankers and stomping infantry stand no chance against season vets, Honey Badgers, if you will, like myself and a short list of others who we all probably know by now from the forums and in game. The problem is that a Militia Tank is just as effective in the hands of someone who has no skill points invested in vehicles as it is when operated by a skilled and experienced tanker. (I mean aside from not knowing what they are doing.) The problem is that they removed the +5% bonuses from the Vehicle Shield and Armour skills. The solution (or at least part of it) is to reduce the health of vehicles by 25%, and then add those bonuses back in, so that dedicated tankers are 25% stronger than people with no vehicle skills. Then buff Swarm Launchers enough so they can deal with anyone in a tank who does not have the skills to make it good. Swarm Launchers got over nerfed. Lets start with +25m lock range, putting it at 200m, down from 400 in 1.6; and +30 damage per missal, putting it at 250 damage, down from 330 in 1.6. We can reevaluate the situation after that.
AHHH, I like. There is a rather disturbing lack of bonuses from skills. Most everything seems to revolve around the modules themselves and not the SP invested.
Sp need to give us a little more than extended uptime/ less downtime.
Agreed on swarms, they got hit far too hard.
Nuff Said
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Fox Gaden
Immortal Guides
1937
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Posted - 2013.12.19 20:30:00 -
[65] - Quote
Now that I have skimmed through the whole thread I must ask, why are experienced tankers crying for Militia tank nerfs? It is the Infantry players in tanks that need to be nerfed!
Nerf health by 25%, and get it back 5% at a time through the Shield and Amour skills. = 25% nerf for no skill tankers, no nerf for dedicated tankers.
Do the same with Power Grid and CPU.
The Swarm Launcher was over nerfed. I tested it extensively against tanks that had their cooldowns on cooldown. They need a moderate buff. When the SwL is 11% stronger and the Infantry piloted tanks are 25% weaker, then lets reevaluate.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Mortedeamor
Wraith Shadow Guards D.E.F.I.A.N.C.E
1022
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Posted - 2013.12.19 20:32:00 -
[66] - Quote
nope 2-3..personally i prefer to run ina squad with 1 operating tanker..but with 2 people maintaining the ability to call a tank if needed...this is the role i fill when i am ina squad witha tank..i dont spamm my mlt tank..i only call it if he needs help.
generally i feel vets run they're squads the same...always 1 tank and the potential for more if needed
however if i am alone and i dont have a squad or my squad has no tanker..expect my mlt tank spamm all day |
CrotchGrab 360
652
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Posted - 2013.12.19 20:37:00 -
[67] - Quote
GLOAT GLOAT GLOAT
HEY GUYS IM DESTROYING MILITIA TANKS,
NOTICE ME?
SMUG SMUG SMUG
PLEASE..........? |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
315
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Posted - 2013.12.19 20:40:00 -
[68] - Quote
Fox Gaden wrote:Now that I have skimmed through the whole thread I must ask, why are experienced tankers crying for Militia tank nerfs? It is the Infantry players in tanks that need to be nerfed!
Nerf health by 25%, and get it back 5% at a time through the Shield and Amour skills. = 25% nerf for no skill tankers, no nerf for dedicated tankers.
Do the same with Power Grid and CPU.
The Swarm Launcher was over nerfed. I tested it extensively against tanks that had their cooldowns on cooldown. They need a moderate buff. When the SwL is 11% stronger and the Infantry piloted tanks are 25% weaker, then lets reevaluate.
Milita tank spam is certainly a problem. I do like your approach to it very much.
Though I still feel that maybe the modules are far too strong for being milita. Everything seems to be focused on up time and downtime, yet the milita is still very powerful.
We do have skills that increase/decrease Uptime and downtime of our modules. I like it but why not give all of the modules a more consistant uptime/downtime, while reducing the effectiveness of the modules.
Rather than a milita shield hardener providing 60%, drop it down to 50% or 45% with more uptime/downtime, closer to that of the pro variant.
Nuff Said
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Akira Regendorf
OSG Planetary Operations Covert Intervention
40
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Posted - 2013.12.19 21:12:00 -
[69] - Quote
So this isn't my idea but that of one of the guys that I play with, he is a tanker and he feels that tanks are OP right now for how cheap they are. When we are saying "hey I need to save some ISK I'm gonna call in a tank" then there is probably a problem.
His idea is that the current state of tanks is a test run to see what tanks could be like, how powerful they could make them with out making them to ridiculously OP when piloted by some one in a pilot suit.
The pilot suit I think is something that allot of people have forgotten about but it is incoming and theoretically would give a significant bonus to the abilities of any vehicle that one pilots with it. It wouldn't surprise me if we saw a bit of a nerf to HAVs when the pilot suit is introduced and that using the pilot suit will bring you back to the point we are at now, maybe even a little more powerful. |
Flix Keptick
Red Star. EoN.
1694
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Posted - 2013.12.19 21:16:00 -
[70] - Quote
To OP: That's true, I only kill infantry when there are no enemy tanks to shoot.
Going to stay out of AV/V debates, better for my sanity.
G˙åTank driverG˙å
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