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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
624
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Posted - 2013.12.24 04:37:00 -
[1] - Quote
Why tanks are a Problem: -Militia tanks are more effective than a very expensive isk and sp wise proto suit and virtually indestructible by real AV (not remotes) -Tank spam
What i want fixed (prolly not gunna happun): Nerf the f*cking railgun, Nerf the F*cking railgun installations, they do more damage than a f*cking proto railgun turret with proto DMG mods and they fact that they can camp my redline from miles away destroing anything being spawned in (yesterday lost a state gunnlogi to a railgun turret with my resistances off and litrally had no clue wtf hit me until my armor was doing to 500, the b*tch did 2500 dmg per shot and he was in redline and ontop of that i was spawning in a state gunnlogi in my redline and blew it up before it was called down...).
How to fix: 1. Nerf the militia tanks (lower armor/ shields, less speed, regeneration of shields, slower tracking and turning, nerf the milita turrets to a point where they are a*s especially that OP railgun. 2. make there be difference between the modules from STD to Proto, not just cool down times. It's like giving proto rail rifle to every one free but making the reload take 8 seconds instead of like 2... 3. Limit tanks to 3 per team (not too low, not too high) I have to say that when my team has like 5 militia tanks and then there is me, it feels like i should just go camp in the MCC for SP because it's not even fun with that many tanks. Now I understand you want tank battles but when the enemy team has no tankers they are fuked*
Sagaris lover!!!
Commando <3
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Aizen Intiki
Hell's Gate Inc
594
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Posted - 2013.12.24 04:55:00 -
[2] - Quote
No. The limit we have now is good enough. That is working as intended. Your team doesn't bring combined arms, your team's fault if they lose. That's like people bitchin to me for losing a fight in EVE when they don't bring a mix of ships, and instead bring one class of ship. It's the same concept really. That being said, I'd be fine if you nerf the MLT modules and HAV's. They aren't supposed to compete with the best off the bat imo; it's just something to see if you like doing.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
624
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Posted - 2013.12.24 05:05:00 -
[3] - Quote
Aizen Intiki wrote:No. The limit we have now is good enough. That is working as intended. Your team doesn't bring combined arms, your team's fault if they lose. That's like people bitchin to me for losing a fight in EVE when they don't bring a mix of ships, and instead bring one class of ship. It's the same concept really. That being said, I'd be fine if you nerf the MLT modules and HAV's. They aren't supposed to compete with the best off the bat imo; it's just something to see if you like doing.
AV is not effective towards tanks which is a major problem because I know sometimes i dont want to risk my tank doing 1 vs 3 so i switch to AV but i barley make a dent in those militia tanks who run like wussies and can destroy my 90k isk AV suit easily... especially those armor tanks that can rep like 600 armor a second... Anyway, its sad to see that militia railgun with a militia dmg mod is more effective at killing thanks than my proficiency 4 proto forgegun with 2 complex dmg mods...
Sagaris lover!!!
Commando <3
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Denn Maell
PIanet Express
16
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Posted - 2013.12.24 05:20:00 -
[4] - Quote
After much testing going up against the new tanks, I am beginning to see that the speed of some of these tanks is the main cause of my frustration with them. Even if a squad Brings out a variety of AV, the tanks ability to zip out to safety is a problem. I am convinced even with the general av nerf, a squad working together can overcome it. A one-man swarm launcher? Not so much.
Laser OB has proved to be the best way to deal with them. Drop a massive amount of instant damage down on them an an instant and it has fried them quite well (even madruggars).
Another exciting option is RE-Scout attack. Attach RE's to an exhaust port and press the button once the hardeners turn off.
Of course, I have to admit the cheap price on the tanks does raise my annoyance. If these are massive beasts to dominate the battle field shouldn't they bare that price tag to match? |
Lorhak Gannarsein
854
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Posted - 2013.12.24 05:22:00 -
[5] - Quote
I swear to god railgun installations use proto turrets...
PRO tanker and proud.
Lentarr Legionary.
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Faunher
Ivory Vanguard
45
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Posted - 2013.12.24 05:23:00 -
[6] - Quote
If railgun installations are a problem, go capture it or destroy it. They are insanely strong, but they are also heavily limited in their hp and their lack of mobility.
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Alena Ventrallis
The Neutral Zone
358
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Posted - 2013.12.24 05:59:00 -
[7] - Quote
A limit of 2-3 tanks is reasonable. Slow tanks down, or give us webifiers. It needs to be harder for them to escape. Other than that, I think they are fine.
Also, only one hardener per vehicle. AV needs their window. |
Blaze Ashra
Ametat Security Amarr Empire
37
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Posted - 2013.12.24 06:01:00 -
[8] - Quote
How to fix tanks from my point of view. 1 make the assault swarm launchers have old range but do current damage. 2. Make regular swarm launchers do old damage but current range. 3. Put railgun turrets at a reasonable level, preferably balanced against small vehicles rather than HAV's.
I think that would be easy, reasonable and fair to everyone. |
Denn Maell
PIanet Express
16
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Posted - 2013.12.24 06:15:00 -
[9] - Quote
Blaze Ashra wrote:How to fix tanks from my point of view. 1 make the assault swarm launchers have old range but do current damage. 2. Make regular swarm launchers do old damage but current range. 3. Put railgun turrets at a reasonable level, preferably balanced against small vehicles rather than HAV's.
I think that would be easy, reasonable and fair to everyone.
I would also add (for my friends who fly) 4. Limit the range on those missile turrets.
Seriously, that tracking range is simply ridiculous. The damage isn't the (only) problem, its getting bumped and turned around in the air. Being thrown around and then trying to destabilize before hitting the ground is no fun. |
Kasote Denzara
A Vulture
1555
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Posted - 2013.12.24 06:43:00 -
[10] - Quote
Tanks are fine. I'm enjoying the rivers of tears from the people that were wheelchairing with HAVs pre-1.7. Kind of sucks having your highly invested stuff shat on by militia, doesn't it?
Give infantry back some AV power and things will be balanced.
P.S. Welcome to infantry shoes. I look forward to laughing as Sicas continue to pop Maddys.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
The Traitor, in the name of "freedom".
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m twiggz
Pradox One Proficiency V.
178
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Posted - 2013.12.24 06:56:00 -
[11] - Quote
Agreed. Raise the price of MLT tanks and make the modules less effective, not just cool down times. It's come to the point where instead of losing my 90k AV suit (which is very ineffective) I'll just pull out a MLT tank to counter the tank spam, something I greatly dislike doing. I wouldn't mind seeing a lower tank cap either. 5-6 tanks on these small maps with small teams is a bit overkill. |
Johnny Guilt
Algintal Core
386
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Posted - 2013.12.24 07:24:00 -
[12] - Quote
Just thowin 2 suggests in here
1.Put back old damage vaules for AV weapons pre 1.7 reason: Tanks are very effective for what they can do now and current AV doesnt get the job done,only a another Tank does and the occasional RE ambushes(personal exp)
2.Make them have a higher profile so as to be seen on radar by infantry without scanners Reason: It's too stealthy ,a 5000 ton tank rolling around blasting players,is more stealthier than a HEAVY at the same range
The two simple suggestions would give a little power back to infantry when dealing with tank while not touching the tanks effectiveness themselves. As for the actual spam,i also suggest Anmol Singh tank limit per team suggestion as The tanks currently aren't treated as vehicle assets and more like infantry suits with huge potential for the same price.
A strange game.
The only winning move is
not to play.
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
199
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Posted - 2013.12.24 07:31:00 -
[13] - Quote
Agree with the limit on tanks. Thats all I care about for right now. We have to take this one step at a time. Its CCP
1.7 HMG hotfix works great. Now for more Heavy suits or guns soonGäó
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Subject 36
Pradox XVI
45
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Posted - 2013.12.24 07:48:00 -
[14] - Quote
I am relatively new to tanking. I agree with the Railgun nerf because it doesn't make sense that my Gunnlogi with Enhanced gear on it goes down to a Sica with Militia gear on it sitting in the red line. I don't know why people complain about tanks being to speedy. They already got their speed nerf in case any of you didn't know. And you most certainly can take down any tank with the right setup of AV and/or an organized squad with AV. Railgun turrets, I'm not sure how I feel about them. If a Railgun can take me down from within the red line, then we have a problem. To be honest I lose tanks to Railgun tanks in the red line (come out and play you *****), an organised squad with AV, or a Madrugar with it's hardeners on.
Amarr Templars
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