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Vesago Ghostcore
Rejected Clones
99
|
Posted - 2013.12.23 02:28:00 -
[31] - Quote
Does anyone think that having flux grenades disrupt Active mods is a good idea? Personally I think it both makes sense, and would give Infantry the ability to assist their swarm launcher friends. It would also give tanks a reason to take caution in a large clump of infantry.
If a flux grenade kills equipment why wouldn't it disrupt active mods? |
Mortedeamor
1064
|
Posted - 2013.12.23 02:36:00 -
[32] - Quote
ccp is ruining this game
closed beta veteran
37mill sp
proto ammar logi, assault, heavy
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Scheneighnay McBob
Bojo's School of the Trades
3314
|
Posted - 2013.12.23 02:50:00 -
[33] - Quote
HAVs alone are fine.
HAVs which can retreat to or hide in the redline are not.
We used to have a time machine
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Big miku
Nation of Miku
317
|
Posted - 2013.12.23 03:20:00 -
[34] - Quote
Why don't you just get better? Remember that the Forge Gun is 200% Power when attacking a big fat tank booty.
Twerk it |
LT Dans Legs
Bullet Cluster Legacy Rising
256
|
Posted - 2013.12.23 03:48:00 -
[35] - Quote
Just give it time. This game is a roller coaster when it comes to balance. Dont know if you noticed. Lol. |
The dark cloud
The Rainbow Effect
1996
|
Posted - 2013.12.23 03:56:00 -
[36] - Quote
Jason Pearson wrote:The dark cloud wrote:The current state of this game is basically to get as many tanks on your side before the other team does. And once that happends its basically game over and no way to defeat the other team. You might say that different game modes would grant versatile gameplay sadly this is not the case.
-Ambush you better call as many tanks in as possible cause the other team will do it aswell. And once your tank count hits 0 there is no way to get the upper hand. Dont bother with AV once there are 6 tanks they just steamroll you regardless how much AV you bring.
-Skirmish once you get redlined the hostile team switches to a combo of blaster and railgun tanks. The railgun tanks will pop your vehicles before you can even get into them.
-Domination same as skirmish just with 1 objective.
So how can we stop this madness? Av obviously doesnt cut it cause swarms do 0 damage against hardened shield tanks and armor tanks can achieve somewhat like 500HP/s passive repair which means that even proto assault forgegun hits are repaired before you can squeeze a 2nd shot out. In my opinion AV needs to be brought back to their former performance yes this means swarms, forgeguns and AV nades.
A other solution would be to hardcap tanks in any game mode to max 2. No cap on LAV's and like 3 dropships at once. This game has become literally unplayable if you stay as regular infantry. The last time where i felt the need to bring a tank into every match was in the closed beta. Where if you wouldnt had a tank you lost the game by default. And as it looks like those days returned. Does CCP actually think that bringing back old stuff (which is obviously broken) is a good idea?
Anyway ive let a guy from CCP feel how it is to be on the "receiving end" from a hardened shield tank. Used a gunnlogi and did put 3 shield hardeners onto it. kept 1 running all the time and let him get some volleys off to demonstrate that his proto swarms are useless. the name of the dev was "CCP Pacifier." Anyways I better address the OP properly. Don't much care for Ambush do what you want there, but for Skirmish and Domi, don't reduce the hardcap, I'm not here to kill Infantry every game, I'm playing for the tank fights, the ones where two tank squads meet and just lay into eachother, more fun that Infantry. You've lost all my respect as a vehicle player Cloud, you keep talking about swarms against a ******* shield tank, it's ******** as **** and until you learn that Explosives aren't going to match up to forges or PLCs, your going to carry on looking like an idiot. Next, a tank with a 500hp/s passive regen (I'm pretty sure you've pulled that number out of thin air) would mean sacrificing all the low slots in favour of heavy reps, meaning no hardeners, meaning you just need to break his shields and then smash him with proto swarms + dam mods, two volleys, he'll be pretty close to death, you just have to keep on him... wait you didn't want to just toss three av grenades did you? iirc you used to cry about that all the time. Finally, you're using THREE ******* shield hardeners and you're being hit by EXPLOSIVES, your opinion is invalid for using broken fittings /thread. First off 500HP/s armor reps is possible and before the guy gets a 2nd volley off with proto swarms his armor is back to 100% which makes it kinda pointless. And secondly i used 1 hardener at a time not 3 at once. Tanking now takes like 0 skill due to the not effective AV we have. And dont even dare it to test it if a armor tank with 3 reps is better then a armor tank that has a hardener. The more reps you have the better it is. And as long there is no AV weapon that deals over 4000HP damage in 1 hit (jihad LAV is a exception) it is not possible to catch a decent tanker.
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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NOAMIzzzzz
BIG BAD W0LVES
78
|
Posted - 2013.12.23 04:12:00 -
[37] - Quote
i aggre it's ruining this game. |
Jason Pearson
3608
|
Posted - 2013.12.23 15:10:00 -
[38] - Quote
The dark cloud wrote:Jason Pearson wrote:The dark cloud wrote:The current state of this game is basically to get as many tanks on your side before the other team does. And once that happends its basically game over and no way to defeat the other team. You might say that different game modes would grant versatile gameplay sadly this is not the case.
-Ambush you better call as many tanks in as possible cause the other team will do it aswell. And once your tank count hits 0 there is no way to get the upper hand. Dont bother with AV once there are 6 tanks they just steamroll you regardless how much AV you bring.
-Skirmish once you get redlined the hostile team switches to a combo of blaster and railgun tanks. The railgun tanks will pop your vehicles before you can even get into them.
-Domination same as skirmish just with 1 objective.
So how can we stop this madness? Av obviously doesnt cut it cause swarms do 0 damage against hardened shield tanks and armor tanks can achieve somewhat like 500HP/s passive repair which means that even proto assault forgegun hits are repaired before you can squeeze a 2nd shot out. In my opinion AV needs to be brought back to their former performance yes this means swarms, forgeguns and AV nades.
A other solution would be to hardcap tanks in any game mode to max 2. No cap on LAV's and like 3 dropships at once. This game has become literally unplayable if you stay as regular infantry. The last time where i felt the need to bring a tank into every match was in the closed beta. Where if you wouldnt had a tank you lost the game by default. And as it looks like those days returned. Does CCP actually think that bringing back old stuff (which is obviously broken) is a good idea?
Anyway ive let a guy from CCP feel how it is to be on the "receiving end" from a hardened shield tank. Used a gunnlogi and did put 3 shield hardeners onto it. kept 1 running all the time and let him get some volleys off to demonstrate that his proto swarms are useless. the name of the dev was "CCP Pacifier." Anyways I better address the OP properly. Don't much care for Ambush do what you want there, but for Skirmish and Domi, don't reduce the hardcap, I'm not here to kill Infantry every game, I'm playing for the tank fights, the ones where two tank squads meet and just lay into eachother, more fun that Infantry. You've lost all my respect as a vehicle player Cloud, you keep talking about swarms against a ******* shield tank, it's ******** as **** and until you learn that Explosives aren't going to match up to forges or PLCs, your going to carry on looking like an idiot. Next, a tank with a 500hp/s passive regen (I'm pretty sure you've pulled that number out of thin air) would mean sacrificing all the low slots in favour of heavy reps, meaning no hardeners, meaning you just need to break his shields and then smash him with proto swarms + dam mods, two volleys, he'll be pretty close to death, you just have to keep on him... wait you didn't want to just toss three av grenades did you? iirc you used to cry about that all the time. Finally, you're using THREE ******* shield hardeners and you're being hit by EXPLOSIVES, your opinion is invalid for using broken fittings /thread. First off 500HP/s armor reps is possible and before the guy gets a 2nd volley off with proto swarms his armor is back to 100% which makes it kinda pointless. And secondly i used 1 hardener at a time not 3 at once. Tanking now takes like 0 skill due to the not effective AV we have. And dont even dare it to test it if a armor tank with 3 reps is better then a armor tank that has a hardener. The more reps you have the better it is. And as long there is no AV weapon that deals over 4000HP damage in 1 hit (jihad LAV is a exception) it is not possible to catch a decent tanker.
Pretty sure you need three complex or alteast two and one enhanced to get that kind of repping on a Madrugar, and I'm pretty sure you can't fit it. If it's outhealing a single swarm launcher, I'm pretty sure it's working as intended because it's sacrificed hardeners for constant reps but will suck at anything other than fighting a single swarm player (It'll get instagibbed by another Tank), so it's specialized to deal with Infantry.
What's your point? A single hardener should be allowed to be fitted due to the fact that anymore breaks the game when it comes to waves of opportunity, I wouldn't care much if you activated all three at once but you're cycling three which counters any cooldown, it's broken and needs to be removed, one hardener per fit, or more but incur harsh penalities or get activated all at once no matter what.
Tanking takes more skill than when you were doing it properly, the only thing is that there is no penalties to armor reps, there's no penalities to multiple hardeners. Look to fix hardeners, look to give armor penalties and look to webifiers to slow tanks down and not allowing them to escape. This will bring further balance to Vehicles and AV
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Blondie Roads
Introverts 4 Hire
34
|
Posted - 2013.12.23 15:25:00 -
[39] - Quote
On a side note vehicles are also destroying the game play in BF 4. Developers are going to continue to make fps games for a 5yr old to 100 year old demographic, there is more money in more. Vehicle play is skilless and gives the young kids a way to feel relevant. So does auto aim.
A solid and tactical fps game will come around. When it does it will not cater to a mainstream idea. Rather it will cater to a smaller group that craves a learning curve and a skill based fps. The children will come aboard this style of game when they get tired of pushing a win button because it is an empty victory.
I think Dust is heading the wrong way, but it is not too late to rudder this ship back around. |
The dark cloud
The Rainbow Effect
1998
|
Posted - 2013.12.23 15:32:00 -
[40] - Quote
Jason Pearson wrote:The dark cloud wrote:Jason Pearson wrote:The dark cloud wrote:The current state of this game is basically to get as many tanks on your side before the other team does. And once that happends its basically game over and no way to defeat the other team. You might say that different game modes would grant versatile gameplay sadly this is not the case.
-Ambush you better call as many tanks in as possible cause the other team will do it aswell. And once your tank count hits 0 there is no way to get the upper hand. Dont bother with AV once there are 6 tanks they just steamroll you regardless how much AV you bring.
-Skirmish once you get redlined the hostile team switches to a combo of blaster and railgun tanks. The railgun tanks will pop your vehicles before you can even get into them.
-Domination same as skirmish just with 1 objective.
So how can we stop this madness? Av obviously doesnt cut it cause swarms do 0 damage against hardened shield tanks and armor tanks can achieve somewhat like 500HP/s passive repair which means that even proto assault forgegun hits are repaired before you can squeeze a 2nd shot out. In my opinion AV needs to be brought back to their former performance yes this means swarms, forgeguns and AV nades.
A other solution would be to hardcap tanks in any game mode to max 2. No cap on LAV's and like 3 dropships at once. This game has become literally unplayable if you stay as regular infantry. The last time where i felt the need to bring a tank into every match was in the closed beta. Where if you wouldnt had a tank you lost the game by default. And as it looks like those days returned. Does CCP actually think that bringing back old stuff (which is obviously broken) is a good idea?
Anyway ive let a guy from CCP feel how it is to be on the "receiving end" from a hardened shield tank. Used a gunnlogi and did put 3 shield hardeners onto it. kept 1 running all the time and let him get some volleys off to demonstrate that his proto swarms are useless. the name of the dev was "CCP Pacifier." Anyways I better address the OP properly. Don't much care for Ambush do what you want there, but for Skirmish and Domi, don't reduce the hardcap, I'm not here to kill Infantry every game, I'm playing for the tank fights, the ones where two tank squads meet and just lay into eachother, more fun that Infantry. You've lost all my respect as a vehicle player Cloud, you keep talking about swarms against a ******* shield tank, it's ******** as **** and until you learn that Explosives aren't going to match up to forges or PLCs, your going to carry on looking like an idiot. Next, a tank with a 500hp/s passive regen (I'm pretty sure you've pulled that number out of thin air) would mean sacrificing all the low slots in favour of heavy reps, meaning no hardeners, meaning you just need to break his shields and then smash him with proto swarms + dam mods, two volleys, he'll be pretty close to death, you just have to keep on him... wait you didn't want to just toss three av grenades did you? iirc you used to cry about that all the time. Finally, you're using THREE ******* shield hardeners and you're being hit by EXPLOSIVES, your opinion is invalid for using broken fittings /thread. First off 500HP/s armor reps is possible and before the guy gets a 2nd volley off with proto swarms his armor is back to 100% which makes it kinda pointless. And secondly i used 1 hardener at a time not 3 at once. Tanking now takes like 0 skill due to the not effective AV we have. And dont even dare it to test it if a armor tank with 3 reps is better then a armor tank that has a hardener. The more reps you have the better it is. And as long there is no AV weapon that deals over 4000HP damage in 1 hit (jihad LAV is a exception) it is not possible to catch a decent tanker. Pretty sure you need three complex or alteast two and one enhanced to get that kind of repping on a Madrugar, and I'm pretty sure you can't fit it. If it's outhealing a single swarm launcher, I'm pretty sure it's working as intended because it's sacrificed hardeners for constant reps but will suck at anything other than fighting a single swarm player (It'll get instagibbed by another Tank), so it's specialized to deal with Infantry. What's your point? A single hardener should be allowed to be fitted due to the fact that anymore breaks the game when it comes to waves of opportunity, I wouldn't care much if you activated all three at once but you're cycling three which counters any cooldown, it's broken and needs to be removed, one hardener per fit, or more but incur harsh penalities or get activated all at once no matter what. Tanking takes more skill than when you were doing it properly, the only thing is that there is no penalties to armor reps, there's no penalities to multiple hardeners. Look to fix hardeners, look to give armor penalties and look to webifiers to slow tanks down and not allowing them to escape. This will bring further balance to Vehicles and AV I could deal with it if you where only allowed 1 hardener per fit and stacking penaltys for other modules. Webs sound nice on paper but we havent received them yet. Which puts infantry at a massive disadvantage. Hell they just could put the web effect onto the flux grenades so they would be used alot more or just create a new kind of AV grenade which does no damage but provides the web effect. But as it stands now tanking requires no skill and thats a fact. even a stupid sica is hard to kill due to its mobility and hardener spam. Hell i even saw gunnlogis with 3 shield hardeners and a armor hardener as a failsafe if their shields get down to 0
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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Jason Pearson
3609
|
Posted - 2013.12.23 16:04:00 -
[41] - Quote
The dark cloud wrote: I could deal with it if you where only allowed 1 hardener per fit and stacking penaltys for other modules. Webs sound nice on paper but we havent received them yet. Which puts infantry at a massive disadvantage. Hell they just could put the web effect onto the flux grenades so they would be used alot more or just create a new kind of AV grenade which does no damage but provides the web effect. But as it stands now tanking requires no skill and thats a fact. even a stupid sica is hard to kill due to its mobility and hardener spam. Hell i even saw gunnlogis with 3 shield hardeners and a armor hardener as a failsafe if their shields get down to 0
Then we agree that simple measures could fix gameplay, still allowing tanks to tank, as we talked about back when we both tanked in SI, but would actually allow players to utilise the "Wave of opportunities" that Wolfman intended. I agree with need for even just a simple grenade rather than a completely new weapon or piece of equipment, atleast as a temporary measure.
I still disagree about tanks and skill, sure previously it took skill for avoiding AV grenades but it was rather simple, just very expensive. Anyone running a single hardener rather than abusing broken fits will know it takes a lot more than ever before but at the same time is much more satisfying.
Yup, I've run that fit, it's ridiculous, the 2:1 fit is just as bad, though you give the enemy like 15 seconds to hurt your shields, that's all they'll do.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
lordjanuz
Norwegian Dust514 Corporation Top Men.
245
|
Posted - 2013.12.23 16:09:00 -
[42] - Quote
Kharga Lum wrote:Having maps with more dynamic interiors would fix some of this problem. The tankers could still tank but infantry would be underground or inside a complex city or wherever. Limiting a tanks access on the map may be a more effective method then simply limiting them. This returns the value of infantry to the fight. Want to take and hold a point? Boots on the ground.
The complexity of these maps is flatter then many PS2 games.
Can't kill a tank? Yes AV is weak but giving infantry enough places to go that tanks can't would make this game way more exciting.
Tanks are a problem because infantry can only fight on a field. Tanks are king of open spaces. Fighting in a city should be scary and dangerous for tanks. Right now everything has to face a tank on it's own terms. Windows, rooftops, tunnels etc. Even Battlefield1942 had more complex city maps.
+1
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Ryme Intrinseca
413
|
Posted - 2013.12.23 16:14:00 -
[43] - Quote
AV was only nerfed because tanks were supposed to be made weaker. We now know that with three hardeners plus the speed to escape if necessary tanks are no weaker than they were. So the solution is simply to restore AV to 1.6 levels. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
245
|
Posted - 2013.12.23 16:19:00 -
[44] - Quote
We dont need restrictions, this should be a free world game, just give the players the tool to deal with it, remember in closed beta we used proximity to deal with LAV ,,, the ground was covered with it.
First ting I do when I come in to battle is to get Droplinks on high grounds, fly up with my Breach Forge gun, and when we are 2 we clear the field, and we cover the open objectives.
Put more objectives underground, on top of buildings , I have covered a objective with 2 tanks running around outside, they never came inside.
I dont feel tanks are a major problem. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
245
|
Posted - 2013.12.23 16:22:00 -
[45] - Quote
Ryme Intrinseca wrote:AV was only nerfed because tanks were supposed to be made weaker. We now know that with three hardeners plus the speed to escape if necessary tanks are no weaker than they were. So the solution is simply to restore AV to 1.6 levels.
But it should not ever be a solo job to take out a decent tank, it was to easy in 1.6 infantry fight to be the first over to the tank and kill it, it was just running, kill a tank and then run to the next, it was much to easy.
Make forge more powerfull. |
Jason Pearson
3609
|
Posted - 2013.12.23 16:31:00 -
[46] - Quote
Ryme Intrinseca wrote:AV was only nerfed because tanks were supposed to be made weaker. We now know that with three hardeners plus the speed to escape if necessary tanks are no weaker than they were. So the solution is simply to restore AV to 1.6 levels.
So the only fit to run as a tank would be triple hardeners? A+, CCP please take this guy on as lead designer for vehicles. Are you ******* ********? How does that even appear to be a good idea.
If one Hardener is fair, but three is not, which is the wrong one? Which is the one we remove and which is the one we balance around? If you don't know the answer here it is, you remove the three hardeners, you balanced around the one.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
|
Bad Heal
PwNdCaKeSnRapLeSyrup
112
|
Posted - 2013.12.23 16:47:00 -
[47] - Quote
It's getting bad. I'll only use bpo's now... (not exactly the tanks fault, but they heavily contributed) |
Luk Manag
of Terror TRE GAFFEL
253
|
Posted - 2013.12.23 16:51:00 -
[48] - Quote
Blondie Roads wrote:On a side note vehicles are also destroying the game play in BF 4. Developers are going to continue to make fps games for a 5yr old to 100 year old demographic, there is more money in more. Vehicle play is skilless and gives the young kids a way to feel relevant. So does auto aim.
A solid and tactical fps game will come around. When it does it will not cater to a mainstream idea. Rather it will cater to a smaller group that craves a learning curve and a skill based fps. The children will come aboard this style of game when they get tired of pushing a win button because it is an empty victory.
I think Dust is heading the wrong way, but it is not too late to rudder this ship back around.
I would like to think protostomping plays an important role in inoculating Dust from those children and other casuals who might seek to infect it simply because it is "free."
Two enhanced armor reps, and a complex armor rep give me about 481hp/s - it reps through mitila forge dps and dominates scattered infantry. CCP will have to buff infantry AV dps, or Tanks 514 will be it's own game. My squad has had to break up often since 1.7, with "If I don't bring in my rail sniper tank, we'll be owned by unkillable tanks and dropships." It's fun, don't get me wrong, my brother and I will team up to kill tanks with his missile maddy, and my 3 damage amped Gunlogi rail sniper. We have killed a lot of tanks together, but my logi friends are a bit disappointed when the infantry squad has to split up to go chasing down tanks. Their reppers are basically worthless on tanks that have insane regen and speed.
Thankfully we have several city sockets that provide shelter for the good infantry squad encounters we really enjoy. With random maps, we have to decide from the start of each match if there's any point in bringing our good anti-infantry squad, or our cheap "pilot" suits.
There will be bullets. ACR+SMG
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Ryme Intrinseca
416
|
Posted - 2013.12.23 17:04:00 -
[49] - Quote
Jason Pearson wrote:Ryme Intrinseca wrote:AV was only nerfed because tanks were supposed to be made weaker. We now know that with three hardeners plus the speed to escape if necessary tanks are no weaker than they were. So the solution is simply to restore AV to 1.6 levels. So the only fit to run as a tank would be triple hardeners? A+, CCP please take this guy on as lead designer for vehicles. Are you ******* ********? How does that even appear to be a good idea. If one Hardener is fair, but three is not, which is the wrong one? Which is the one we remove and which is the one we balance around? If you don't know the answer here it is, you remove the three hardeners, you balanced around the one. Limiting tanks to one hardener wouldn't solve anything, there are plenty of other similarly effective fits (multiple reppers, hardener plus reppers, etc.). CCP would have to go through every possible combination of tank modules and exclude every OP combination. Did CCP ever do a balancing job that complicated right? Plus it would cut down on variety in tanker fits - since when has that been a good thing? Much simpler to give AV its bite back and let it do the balancing. |
Darius Ashran
Bragian Order Amarr Empire
30
|
Posted - 2013.12.23 17:12:00 -
[50] - Quote
Mac Dac wrote:The dark cloud wrote:The current state of this game is basically to get as many tanks on your side before the other team does. And once that happends its basically game over and no way to defeat the other team. You might say that different game modes would grant versatile gameplay sadly this is not the case.
-Ambush you better call as many tanks in as possible cause the other team will do it aswell. And once your tank count hits 0 there is no way to get the upper hand. Dont bother with AV once there are 6 tanks they just steamroll you regardless how much AV you bring.
-Skirmish once you get redlined the hostile team switches to a combo of blaster and railgun tanks. The railgun tanks will pop your vehicles before you can even get into them.
-Domination same as skirmish just with 1 objective.
So how can we stop this madness? Av obviously doesnt cut it cause swarms do 0 damage against hardened shield tanks and armor tanks can achieve somewhat like 500HP/s passive repair which means that even proto assault forgegun hits are repaired before you can squeeze a 2nd shot out. In my opinion AV needs to be brought back to their former performance yes this means swarms, forgeguns and AV nades.
A other solution would be to hardcap tanks in any game mode to max 2. No cap on LAV's and like 3 dropships at once. This game has become literally unplayable if you stay as regular infantry. The last time where i felt the need to bring a tank into every match was in the closed beta. Where if you wouldnt had a tank you lost the game by default. And as it looks like those days returned. Does CCP actually think that bringing back old stuff (which is obviously broken) is a good idea?
Anyway ive let a guy from CCP feel how it is to be on the "receiving end" from a hardened shield tank. Used a gunnlogi and did put 3 shield hardeners onto it. kept 1 running all the time and let him get some volleys off to demonstrate that his proto swarms are useless. the name of the dev was "CCP Pacifier." DAFUQ! how did you get 3 hardners on your tank when i have to sacrifice for 1 on my dropship?
Because your a dropship numbnuts. |
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Korvin Lomont
United Pwnage Service RISE of LEGION
395
|
Posted - 2013.12.23 17:51:00 -
[51] - Quote
Jason Pearson wrote:The dark cloud wrote:Jason Pearson wrote:The dark cloud wrote:The current state of this game is basically to get as many tanks on your side before the other team does. And once that happends its basically game over and no way to defeat the other team. You might say that different game modes would grant versatile gameplay sadly this is not the case.
-Ambush you better call as many tanks in as possible cause the other team will do it aswell. And once your tank count hits 0 there is no way to get the upper hand. Dont bother with AV once there are 6 tanks they just steamroll you regardless how much AV you bring.
-Skirmish once you get redlined the hostile team switches to a combo of blaster and railgun tanks. The railgun tanks will pop your vehicles before you can even get into them.
-Domination same as skirmish just with 1 objective.
So how can we stop this madness? Av obviously doesnt cut it cause swarms do 0 damage against hardened shield tanks and armor tanks can achieve somewhat like 500HP/s passive repair which means that even proto assault forgegun hits are repaired before you can squeeze a 2nd shot out. In my opinion AV needs to be brought back to their former performance yes this means swarms, forgeguns and AV nades.
A other solution would be to hardcap tanks in any game mode to max 2. No cap on LAV's and like 3 dropships at once. This game has become literally unplayable if you stay as regular infantry. The last time where i felt the need to bring a tank into every match was in the closed beta. Where if you wouldnt had a tank you lost the game by default. And as it looks like those days returned. Does CCP actually think that bringing back old stuff (which is obviously broken) is a good idea?
Anyway ive let a guy from CCP feel how it is to be on the "receiving end" from a hardened shield tank. Used a gunnlogi and did put 3 shield hardeners onto it. kept 1 running all the time and let him get some volleys off to demonstrate that his proto swarms are useless. the name of the dev was "CCP Pacifier." Anyways I better address the OP properly. Don't much care for Ambush do what you want there, but for Skirmish and Domi, don't reduce the hardcap, I'm not here to kill Infantry every game, I'm playing for the tank fights, the ones where two tank squads meet and just lay into eachother, more fun that Infantry. You've lost all my respect as a vehicle player Cloud, you keep talking about swarms against a ******* shield tank, it's ******** as **** and until you learn that Explosives aren't going to match up to forges or PLCs, your going to carry on looking like an idiot. Next, a tank with a 500hp/s passive regen (I'm pretty sure you've pulled that number out of thin air) would mean sacrificing all the low slots in favour of heavy reps, meaning no hardeners, meaning you just need to break his shields and then smash him with proto swarms + dam mods, two volleys, he'll be pretty close to death, you just have to keep on him... wait you didn't want to just toss three av grenades did you? iirc you used to cry about that all the time. Finally, you're using THREE ******* shield hardeners and you're being hit by EXPLOSIVES, your opinion is invalid for using broken fittings /thread. First off 500HP/s armor reps is possible and before the guy gets a 2nd volley off with proto swarms his armor is back to 100% which makes it kinda pointless. And secondly i used 1 hardener at a time not 3 at once. Tanking now takes like 0 skill due to the not effective AV we have. And dont even dare it to test it if a armor tank with 3 reps is better then a armor tank that has a hardener. The more reps you have the better it is. And as long there is no AV weapon that deals over 4000HP damage in 1 hit (jihad LAV is a exception) it is not possible to catch a decent tanker. Pretty sure you need three complex or alteast two and one enhanced to get that kind of repping on a Madrugar, and I'm pretty sure you can't fit it. If it's outhealing a single swarm launcher, I'm pretty sure it's working as intended because it's sacrificed hardeners for constant reps but will suck at anything other than fighting a single swarm player (It'll get instagibbed by another Tank), so it's specialized to deal with Infantry. What's your point? A single hardener should be allowed to be fitted due to the fact that anymore breaks the game when it comes to waves of opportunity, I wouldn't care much if you activated all three at once but you're cycling three which counters any cooldown, it's broken and needs to be removed, one hardener per fit, or more but incur harsh penalities or get activated all at once no matter what. Tanking takes more skill than when you were doing it properly, the only thing is that there is no penalties to armor reps, there's no penalities to multiple hardeners. Look to fix hardeners, look to give armor penalties and look to webifiers to slow tanks down and not allowing them to escape. This will bring further balance to Vehicles and AV
According to the tankers from my corp you can archieve more that 500HP rep/sec...
BTW there are many tankers that go exclusivly for infantry or what do you think is the purpose of all that blaster maddies/gunlogis? |
CrotchGrab 360
682
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Posted - 2013.12.23 18:28:00 -
[52] - Quote
all you can really do is....tank...
I went 19-0 yesterday, destroyed a few LAVs, destroyed a lot of infantry, rail-tank almost got me though, they missed their 4th shot.
It's kind of fun, but broken. But what can you do?
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