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Garrett Blacknova
Codex Troopers
4263
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Posted - 2013.12.20 11:01:00 -
[61] - Quote
Alena Ventrallis wrote:*twitch*
Okay people, let's get something straight here. You are not supposed to be able to down a vehicle while a hardener is running. That is the entire point of them. You have to wait until they turn off to attack. Your attack is supposed to be ineffective when hardeners are active. There's a pretty big difference between dealing minimal damage, but STILL HAVING THAT MINIMAL DAMAGE COUNT, and what happens with Swarm Launchers against Hardeners.
The regen rate is FASTER than Swarm DPS, and in spite of TAKING HITS FROM PROTOTYPE AV WEAPONRY, the shield regen isn't being interrupted. So you're using a 60% damage resist, and effectively turning an AV weapon into not merely reduced damage, but all it's doing is SLOWING DOWN YOUR REGEN. Reducing your rate of healing is not minor damage. It's non-damaging hits. Anti-vehicle weapons should NOT be hitting zero effect because of a 60% resist.
If you fire a Plasma Cannon at an armour tank while its shields are down, it can have THREE hardeners active and see more impact than a shield tank gets from a Swarm Launcher while running only ONE.
Quote:1. Limit one hardener per vehicle. ONE hardener, to reiterate. Gives us vehicles our window of opportunity, but ensures that window closes and AV windows open. Not only is this a terrible idea at its base when literally every other module, active or otherwise, is allowed multiples fitted, but it also doesn't solve the problem because one hardener is enough to literally turn Swarm Launchers into a pretty light show with a smaller effect than a passive regen that doesn't even require a module to activate. |
Korvin Lomont
United Pwnage Service RISE of LEGION
383
|
Posted - 2013.12.20 11:09:00 -
[62] - Quote
Garrett Blacknova wrote:Alena Ventrallis wrote:*twitch*
Okay people, let's get something straight here. You are not supposed to be able to down a vehicle while a hardener is running. That is the entire point of them. You have to wait until they turn off to attack. Your attack is supposed to be ineffective when hardeners are active. There's a pretty big difference between dealing minimal damage, but STILL HAVING THAT MINIMAL DAMAGE COUNT, and what happens with Swarm Launchers against Hardeners. The regen rate is FASTER than Swarm DPS, and in spite of TAKING HITS FROM PROTOTYPE AV WEAPONRY, the shield regen isn't being interrupted. So you're using a 60% damage resist, and effectively turning an AV weapon into not merely reduced damage, but all it's doing is SLOWING DOWN YOUR REGEN. Reducing your rate of healing is not minor damage. It's non-damaging hits. Anti-vehicle weapons should NOT be hitting zero effect because of a 60% resist. If you fire a Plasma Cannon at an armour tank while its shields are down, it can have THREE hardeners active and see more impact than a shield tank gets from a Swarm Launcher while running only ONE. Quote:1. Limit one hardener per vehicle. ONE hardener, to reiterate. Gives us vehicles our window of opportunity, but ensures that window closes and AV windows open. Not only is this a terrible idea at its base when literally every other module, active or otherwise, is allowed multiples fitted, but it also doesn't solve the problem because one hardener is enough to literally turn Swarm Launchers into a pretty light show with a smaller effect than a passive regen that doesn't even require a module to activate.
Yes the limit of one hardener would not solve the underlying problem but at least it gives AV a chance. With enough hardeners you could have active hardeners nearly non stop, that creates only one big wave of oppertunity for the HAV Pilot. |
Cody Sietz
Bullet Cluster Legacy Rising
1811
|
Posted - 2013.12.20 11:14:00 -
[63] - Quote
Mordecai Snake wrote:Am I the only one who uses flux grenades to take out a tank's shields before trying to attack it with swarms? Pre speed tanks, it was a good plan.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Garrett Blacknova
Codex Troopers
4265
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Posted - 2013.12.20 11:30:00 -
[64] - Quote
Korvin Lomont wrote:Yes the limit of one hardener would not solve the underlying problem but at least it gives AV a chance. With enough hardeners you could have active hardeners nearly non stop, that creates only one big wave of oppertunity for the HAV Pilot. With the slot limit, it's theoretically possible to have a single hardener running permanently, but to do so, you have NOTHING else on your tank, no raw HP buff, no booster to quickly recover when needed, and no option to trigger a second hardener without delay once you're into your hardening pattern. Unfortunately, because of the issue with swarms, there's a primary AV weapon that even a full Militia tank can ignore to Proto level. Limiting to one hardener reduces the strategies open to tankers, reduces the variety in fits, and reduces the complexity of tanking down to ONE hit-and-run approach.
Fixing the core problem so that a hardened shield tank can't literally pretend that Prototype AV players don't exist just because they brought "the wrong gun" is a solution. Your proposal is not.
If I bring a Combat Rifle, I can still hurt a guy with his shields up. If I bring a Scrambler Rifle, I still deal armour damage. Bringing the wrong weapon in infantry combat doesn't make you instantly unable to scratch your target.
My Missile Tank can hit enemy shield tanks hard enough to see their shields drop EVEN WHILE HARDENED, and I'm only running a Standard turret, with no damage mods. When AV infantry using the infantry equivalent - an explosive weapon - fire at the same hardened MILITIA tank, the tank's regen is faster than they can apply damage while using PROTOTYPE gear.
Yes, it's reasonable for my large turret to be more effective. But it's still not reasonable for the Swarm Launcher to be literally a non-presence. Even if it's hitting for such reduced damage it may as well not be hurting, it's reasonable to expect ANTI-VEHICLE weaponry to have enough impact to delay shield recharge.
My suggestion of adjusting the threshold along with resistance makes sense by those standards. Anything that's treated as AV while your tank isn't hardened will be treated as AV when it is. The damage is still reduced, but the threshold effectively looks at the base damage of the weapon instead of the modified damage applied through hardeners. It wouldn't be - as was suggested on the first page - an "exception" being made for Swarm launchers. It would simply be the difference between AV weapons and non-AV. |
pegasis prime
BIG BAD W0LVES
1455
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Posted - 2013.12.20 11:31:00 -
[65] - Quote
I support the one hardener restriction as yes it will negate swarms on my gunlogi but only for 30 seconds(max skills) and then be very vulnerable for 42 seconds which is plenty of time to kill a tank with swarms or forges or even gosh the plasma cannon,
The problem isn't just the tanks its how av are going about destroying them i.e. iv shot many forge gunnners and swarm launchers who still stand out in the open and attempt to spam av at me
there is also things av needs to consider when taking down a tank
firstly is it shield or armour -
iif it is shield based then you need high alpha damage weapons to take them down especially when the hardners are active, right so that means you need a single shot high damage projectile that has bonuses towards shield damage like say the plasma cannon ( don't laugh I have tested it up to the kla and found it to cut through hardeners and make a shield pilot freek out and retreat even when the hardeners are up ) also the forge has great alpha damage and will tear through shields as will flux nades . the problem with swarms is that they are a tricle attack weapon that deals explosive damage that already has a -11% damage to shields combind with 60% resists ....well you get where im going .
now if it is armour then you need something to tricke away at those reps as they constantly rep that's what the swarm is for the fact it has a damage bonus to armour tells you this +29% damage to armour infact as well as av nades having the same bonus tells you that they are meant for armoured vehicles not shield based vehicles.
Its gone from suck .....to blow
level 1 forum warrior
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Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 11:48:00 -
[66] - Quote
pegasis prime wrote:I support the one hardener restriction as yes it will negate swarms on my gunlogi but only for 30 seconds(max skills) and then be very vulnerable for 42 seconds which is plenty of time to kill a tank with swarms or forges or even gosh the plasma cannon, The problem isn't just the tanks its how av are going about destroying them i.e. iv shot many forge gunnners and swarm launchers who still stand out in the open and attempt to spam av at me there is also things av needs to consider when taking down a tank firstly is it shield or armour - iif it is shield based then you need high alpha damage weapons to take them down especially when the hardners are active, right so that means you need a single shot high damage projectile that has bonuses towards shield damage like say the plasma cannon ( don't laugh I have tested it up to the kla and found it to cut through hardeners and make a shield pilot freek out and retreat even when the hardeners are up ) also the forge has great alpha damage and will tear through shields as will flux nades . the problem with swarms is that they are a tricle attack weapon that deals explosive damage that already has a -11% damage to shields combind with 60% resists ....well you get where im going . now if it is armour then you need something to tricke away at those reps as they constantly rep that's what the swarm is for the fact it has a damage bonus to armour tells you this +29% damage to armour infact as well as av nades having the same bonus tells you that they are meant for armoured vehicles not shield based vehicles.
Regarding non moving AVs well it depends on the Weapon they use some forges can only be charged while not moving and you cant Sprint while chargin or with a charged forge and heavies in general are slow...
Similar is true for swarms if you move too fast the lock will break and getting the lock is easier when standing rather still as you need to stay on target for a while to get the lock.
For the shield argument there is not much AV can do against shields other than throwing a flux as there is no viable AV weapon thats is effective vs shields (the PLC is a bad joke as AV weapon) .
If you than take into account that even a full clip of proto swarms is not enough to bring down a soma the grenade choice is difficult you may need he AV variant to finish a soma or the flux to do anything against a sica... |
Baal Omniscient
L.O.T.I.S. Public Disorder.
849
|
Posted - 2013.12.20 12:19:00 -
[67] - Quote
Garrett Blacknova wrote:Not only is this a terrible idea at its base when literally every other module, active or otherwise, is allowed multiples fitted, but it also doesn't solve the problem because one hardener is enough to literally turn Swarm Launchers into a pretty light show with a smaller effect than a passive regen that doesn't even require a module to activate. Nitro boosters don't allow multiples. Nor do DCU's. Just sayin'.
Ulthane: Now get off of my property, 'fore more pigeons come looking an' crap on me yard!
Overlord's: Ulath Bosse Zero
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Django Quik
Dust2Dust.
1985
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Posted - 2013.12.20 12:40:00 -
[68] - Quote
Please stop talking about AV killing tanks - that is not what this thread is about and simply derails the discussion into AV vs HAV poop throwing. This thread is about an AV weapon not resetting a vehicle's shield recharge delay.
If a proto swarm dealing 1320 damage in one volley gets reduced by 30% for shields and then 60% for a hardener, that's 370 damage it should be dealing. Why would 370 damage be below the threshold for inducing the shield recharge delay? That's far too high a threshold.
By that maths, militia swarms should be dealing 246 damage per volley through shields and hardeners, which also seems like a perfectly reasonable amount to reset the the delay.
And remember, I'm not saying those weapons should be doing more than that amount of damage - only that they should be inducing the delay.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 12:53:00 -
[69] - Quote
Django Quik wrote:Please stop talking about AV killing tanks - that is not what this thread is about and simply derails the discussion into AV vs HAV poop throwing. This thread is about an AV weapon not resetting a vehicle's shield recharge delay.
If a proto swarm dealing 1320 damage in one volley gets reduced by 30% for shields and then 60% for a hardener, that's 370 damage it should be dealing. Why would 370 damage be below the threshold for inducing the shield recharge delay? That's far too high a threshold.
By that maths, militia swarms should be dealing 246 damage per volley through shields and hardeners, which also seems like a perfectly reasonable amount to reset the the delay.
And remember, I'm not saying those weapons should be doing more than that amount of damage - only that they should be inducing the delay.
I think this is because the damage treshold is calculated per missile so you don't inflict 1320 damage but 6 x 220 that comes down to 62 Damage per missile. If you look at this the treshold is not that high as this is less damage than a SCR round would do (or a Tac AR)... |
Takahiro Kashuken
Red Star. EoN.
2001
|
Posted - 2013.12.20 13:04:00 -
[70] - Quote
So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me?
Intelligence is OP
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
319
|
Posted - 2013.12.20 13:09:00 -
[71] - Quote
Atiim wrote:inb4 LOLTank Brigade saying "I should be able to rep through your Swarms"
I should be able to rep through your swarms, duh.
I'm tha bear, and you are the beehive.
Deal with it.
No but seriously, tankers are saying nothing of the sort. We actually understand the swarm problem and have been communicating it for a while now.
Same with tank spam, do you think we like it?
Just yesterday I was playing some ambush with my corp. I wanted to run infantry, but every single goddamn match had a tank in it. So I had to call one out to deal with it, every single match. It was that or let those milita tanks own my side. I murdered a lot of tanks, LOTS of tanks.
But in all honesty, I'm just a sick of it as you.
Nuff Said
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Surt gods end
Demon Ronin
1386
|
Posted - 2013.12.20 13:11:00 -
[72] - Quote
*what you looking at?*
For that pendulum. I like it when CCP is all quite. After That dev invasion they had a chance to see these tank spam and AV nerf for themselves. |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:13:00 -
[73] - Quote
Garrett Blacknova wrote:Korvin Lomont wrote:Yes the limit of one hardener would not solve the underlying problem but at least it gives AV a chance. With enough hardeners you could have active hardeners nearly non stop, that creates only one big wave of oppertunity for the HAV Pilot. With the slot limit, it's theoretically possible to have a single hardener running permanently, but to do so, you have NOTHING else on your tank, no raw HP buff, no booster to quickly recover when needed, and no option to trigger a second hardener without delay once you're into your hardening pattern. Unfortunately, because of the issue with swarms, there's a primary AV weapon that even a full Militia tank can ignore to Proto level. Limiting to one hardener reduces the strategies open to tankers, reduces the variety in fits, and reduces the complexity of tanking down to ONE hit-and-run approach. Fixing the core problem so that a hardened shield tank can't literally pretend that Prototype AV players don't exist just because they brought "the wrong gun" is a solution. Your proposal is not. If I bring a Combat Rifle, I can still hurt a guy with his shields up. If I bring a Scrambler Rifle, I still deal armour damage. Bringing the wrong weapon in infantry combat doesn't make you instantly unable to scratch your target. My Missile Tank can hit enemy shield tanks hard enough to see their shields drop EVEN WHILE HARDENED, and I'm only running a Standard turret, with no damage mods. When AV infantry using the infantry equivalent - an explosive weapon - fire at the same hardened MILITIA tank, the tank's regen is faster than they can apply damage while using PROTOTYPE gear. Yes, it's reasonable for my large turret to be more effective. But it's still not reasonable for the Swarm Launcher to be literally a non-presence. Even if it's hitting for such reduced damage it may as well not be hurting, it's reasonable to expect ANTI-VEHICLE weaponry to have enough impact to delay shield recharge. My suggestion of adjusting the threshold along with resistance makes sense by those standards. Anything that's treated as AV while your tank isn't hardened will be treated as AV when it is. The damage is still reduced, but the threshold effectively looks at the base damage of the weapon instead of the modified damage applied through hardeners. It wouldn't be - as was suggested on the first page - an "exception" being made for Swarm launchers. It would simply be the difference between AV weapons and non-AV.
I would prefere a real solution to that problem as well but I don't know whats easier to implement. Also even Two hardeners reduce the effective time of vulnerability to 15 sec compared to a whopping 60 sec of protection. That does not seem like a balanced layout...
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Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:17:00 -
[74] - Quote
Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me?
You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... |
Takahiro Kashuken
Red Star. EoN.
2001
|
Posted - 2013.12.20 13:23:00 -
[75] - Quote
Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield...
Sorry but PLC is a shield based AV weaopn weather you like it or not
Next best option is the FG which deals a mass amount of damage which does stop shield regen
Intelligence is OP
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Slag Emberforge
Immortal Retribution
340
|
Posted - 2013.12.20 13:24:00 -
[76] - Quote
Korvin Lomont wrote:Django Quik wrote:Please stop talking about AV killing tanks - that is not what this thread is about and simply derails the discussion into AV vs HAV poop throwing. This thread is about an AV weapon not resetting a vehicle's shield recharge delay.
If a proto swarm dealing 1320 damage in one volley gets reduced by 30% for shields and then 60% for a hardener, that's 370 damage it should be dealing. Why would 370 damage be below the threshold for inducing the shield recharge delay? That's far too high a threshold.
By that maths, militia swarms should be dealing 246 damage per volley through shields and hardeners, which also seems like a perfectly reasonable amount to reset the the delay.
And remember, I'm not saying those weapons should be doing more than that amount of damage - only that they should be inducing the delay. I think this is because the damage treshold is calculated per missile so you don't inflict 1320 damage but 6 x 220 that comes down to 62 Damage per missile. If you look at this the treshold is not that high as this is less damage than a SCR round would do (or a Tac AR)...
This is correct, it is because the threshold is considered a static damage threshold, you must surpass the desired number in one it to induce delay. Unfortunately this is not a damage over time or any sort of floating calculation, If the damage is too low, nothing happens.
I agree this is stupid and was generated by laziness on CCPs part, if simple math equations are too difficult the fix would be to reduce number of swarms and increase damage in proportion to make individual missiles hit hard enough to "reset" recharge delay. This really is a vital part of taking a tank down, especially if you knock them around a bit and then they harden, all the damage is not just delayed, but wasted as is the ammo used.
Conversely I'd really like to see swappable ammo types. No offense but PLC is not the same as SL. If you want to have more tactics to be involved allow us to match out damage appropriately, or make AV similar in effect to Armor/Shield focused AI weapons. You can still kill its only slightly more difficult to do so, you aren't made to be the perfect shield tank killer with swarms or armor with a PLC.. Just my two cents. |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:26:00 -
[77] - Quote
Takahiro Kashuken wrote:Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... Sorry but PLC is a shield based AV weaopn weather you like it or not Next best option is the FG which deals a mass amount of damage which does stop shield regen
Correct me but the description of the PLC never stated to be an AV weapon. The only reference toward this is a DEV statement claiming this weapon was introduced as AV weapon. And how a singleshot weapon with slow reload and a slow moving dumbfire projectile should be an AV weapon is at least a very bad concept. Unless we get something to actually stop vehicles... |
Atiim
Living Like Larry Schwag
2318
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Posted - 2013.12.20 13:54:00 -
[78] - Quote
Harpyja wrote:First, you're using a weapon that is naturally resisted against by shield.
Second, you're using a weapon against hardened shields.
Third, you aren't getting past the damage threshold to stop shields from recharging.
In all honesty, a scrub with a militia SL, or a couple of scrubs with SLs, shouldn't reduce my shields and force me to go into hiding. What should force me into hiding is a well planned and thought out attack, and not someone who can point a shoot with a fire and forget weapon. Yet MLT Scrubs with a tank should be able to survive my AV?
Anyways, man I wish my suit could rep through RRs when I'm shield tanking. I mean, they aren't using the correct damage type right?
It doesn't matter what weapon AV weapon is used against you, you shouldn't be able to have theoretical invulnerability from them.
Then again, it's not a tank so....
Holy Fudgenipples!!!
MY HMG WORKS!!! IT ACTUALLY WORKS!!!
\o/
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Takahiro Kashuken
Red Star. EoN.
2003
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Posted - 2013.12.20 14:07:00 -
[79] - Quote
Korvin Lomont wrote:Takahiro Kashuken wrote:Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... Sorry but PLC is a shield based AV weaopn weather you like it or not Next best option is the FG which deals a mass amount of damage which does stop shield regen Correct me but the description of the PLC never stated to be an AV weapon. The only reference toward this is a DEV statement claiming this weapon was introduced as AV weapon. And how a singleshot weapon with slow reload and a slow moving dumbfire projectile should be an AV weapon is at least a very bad concept. Unless we get something to actually stop vehicles...
So PLC needs a buff but its still a shield based AV weapon
Intelligence is OP
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Alldin Kan
Imperfects Negative-Feedback
865
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Posted - 2013.12.20 14:30:00 -
[80] - Quote
The dark cloud wrote:Another day, another issue who woulda have guessed it? We all know that tanks have now a pretty high passive recharge rate but can be stopped by using "AV". This is not correct, in fact its terribly wrong and i call it exploitation on the highest lvl. Why so? Its quite simple cause a full volley of swarms is not capable to get over the damage threshold when hardeners are active.
Why is this a problem? It is a problem cause shield tanks have allready a natural passive resistance against swarm launchers which is around 30% and then you put another 60% damage reduction on top and this means that swarms wont get trough the damage threshold.
So we have a weapon which does pathetic damage while a hardener is running and no im not talking about 2 or 3 hardeners its just 1. We are getting to a point where the passive recharge is greater then the inflicted damage and this means you inflict 0HP damage to a tank.
What needs to be changed is that the damage threshold needs to be drastically brought down to a lower damage. It cant be that a full volley of proto swarms with 3 complex damage mods deals effectively 0 damage and doesnt even stop their shields from recharging.
Now for those who will say "those tanks have a shield booster". Nope they dont i tested it by myself and grabbed a sica with 2 hardeners and activated only 1 at a time. Then i standed on open field and let some redberrys shot my tank with proto swarms. The result is the problem stated above. Oh did i forget to mention that this works for ALL shield vehicles? Damage threshold should be at 40, most handheld weapon still can't do enough damage but will be enough for swarms and Large Blaster turrets (I was being repaired even though a tank was shooting at me).
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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Darken-Sol
BIG BAD W0LVES
939
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Posted - 2013.12.20 14:35:00 -
[81] - Quote
Spkr4theDead wrote:Darken-Sol wrote:Atiim wrote:inb4 LOLTank Brigade saying "I should be able to rep through your Swarms" all three of them? Some of us run 3 hardeners. Derrr
the 3 is referring to the tank brigade, you really don't think. I thought everyone was just calling you stupid out of meanness.
Watch my back does not mean look at my spine.
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Alena Ventrallis
The Neutral Zone
346
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Posted - 2013.12.20 15:40:00 -
[82] - Quote
To get back on topic:
Suppose instead of having a certain damage stop the Regan, being hit by certain weapons stops regen? So only swarms and forge guns can stop regen, but they stop Regan regardless of damage? I think Thats a bit excessive, perhaps a combination of weapon type and damage, but its a start. |
Spkr4theDead
Red Star. EoN.
1543
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Posted - 2013.12.20 16:00:00 -
[83] - Quote
Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... You're obviously not good enough to use the plasma cannon. All fire and forget for you, and your face goes red when your swarms don't 2-shot a shield tank, no matter what the fit is, or who is piloting it.
There's also flux grenades. One of those and we're left with around 1400 shields. That's really not much, especially if you catch us by surprise. Guess what.... if you successfully time throwing 2 flux grenades, we have no more shield left. But trying to time 2 grenade throws is OP, STD flux should do 2600 damage to vehicle shields, right?
And several flux grenades? Well, let's see. A Sica has I think 2650 shields. A STD flux does 1200 damage. So 1200 + 1200 = 2400. Well, would you look at that, a Sica is left with around 250 shields. That's not much at all. If you could get someone that could, ahem, aim, you could basically have your way with that MLT tank.
When you say several, I'm guessing the blast radius of the first flux wasn't close enough to the tank to do full damage, which again, is an example of failed tactics and teamwork.
Infantry cries for tank changes, and they don't like them. Tell them to use vehicles, they complain, and use cars anyway
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
566
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Posted - 2013.12.20 16:19:00 -
[84] - Quote
Lol Flux Nades when tankers still move like LAVs. When was the last time anyone used Flux Nades on LAVs?
And here's the thing. If you you miraculously are able to hit at tank with 2 FLux Nades, by the time you try to lock on using swarms that tanker is out of your range. Well, at least if the tanker has a brain. |
Spkr4theDead
Red Star. EoN.
1546
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Posted - 2013.12.20 16:22:00 -
[85] - Quote
Justin Tymes wrote:Lol Flux Nades when tankers still move like LAVs. When was the last time anyone used Flux Nades on LAVs? And here's the thing. If you you miraculously are able to hit at tank with 2 FLux Nades, by the time you try to lock on using swarms that tanker is out of your range. Well, at least if the tanker has a brain. That's why you don't do it alone. I can tell you're still trying to solo tanks. You're obviously not good enough.
Infantry cries for tank changes, and they don't like them. Tell them to use vehicles, they complain, and use cars anyway
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CharCharOdell
1819
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Posted - 2013.12.20 16:22:00 -
[86] - Quote
So you're mad because using explosives against shield tanks and it doesn't work... sounds like you're mad Cuz or bad
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
I like railguns.
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Smooth Assassin
Stardust incorporation
482
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Posted - 2013.12.20 16:23:00 -
[87] - Quote
Seriously, i want my scout buff.
Assassination is my thing.
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The dark cloud
The Rainbow Effect
1986
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Posted - 2013.12.20 16:50:00 -
[88] - Quote
Just to let ya know even when swarms would overcome the threshold and stop shields from regen a proto swarm launcher would still need 7 hits in a row to deplete the shields of a gunnlogi who has his hardener running. And people seem to forget that shield tanks are supposed to be "hit and run" not "be a invincible fortress".
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Spkr4theDead
Red Star. EoN.
1546
|
Posted - 2013.12.20 16:51:00 -
[89] - Quote
The dark cloud wrote:Just to let ya know even when swarms would overcome the threshold and stop shields from regen a proto swarm launcher would still need 7 hits in a row to deplete the shields of a gunnlogi who has his hardener running. And people seem to forget that shield tanks are supposed to be "hit and run" not "be a invincible fortress". You're still using a weapon that has a severe disadvantage against shields. Why do you persist in complaining about it, when we've pointed out to you countless times that you're using the wrong weapon?
Infantry cries for tank changes, and they don't like them. Tell them to use vehicles, they complain, and use cars anyway
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
569
|
Posted - 2013.12.20 16:59:00 -
[90] - Quote
Spkr4theDead wrote:Justin Tymes wrote:Lol Flux Nades when tankers still move like LAVs. When was the last time anyone used Flux Nades on LAVs? And here's the thing. If you you miraculously are able to hit at tank with 2 FLux Nades, by the time you try to lock on using swarms that tanker is out of your range. Well, at least if the tanker has a brain. That's why you don't do it alone. I can tell you're still trying to solo tanks. You're obviously not good enough.
I solo tanks just fine - with things that work. IE: REs.
If you can't solo tanks there is a numerical advantage the other team possesses. That's why you see tanks running around is Droves, because Militia tank > Proto Infantry. Of course you've already proven before that you don't care about the numbers when people post them up for you. |
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