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Surt gods end
Demon Ronin
1427
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Posted - 2013.12.27 20:25:00 -
[31] - Quote
Bones McGavins wrote:Honest question. How are you taking out decent/good tanks/tankers solo?
The only method I can think of is tank traps with REs. Which while decent, still relies on a tanker mistake.
There is no real way for solo AV to kill tankers if tankers play smart.
One way is to get them while they calling in. That means hang out behind them.
Other way is to RE and Proto SL combo. (while hardeners are down) Very hard, cause they will run, (they always run. I'm a bloody scout and they run...) but some make mistakes and won't get away fast enough, or bump into something.
LV5 proto Sl with 2 complex DMG mods still can kill tanks. Re adds that added insurance. |
Surt gods end
Demon Ronin
1427
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Posted - 2013.12.27 20:27:00 -
[32] - Quote
I have patience to wait for your first tank to go down.. so I can't destroy the other one getting called in.
*don't bother looking for us, we don't show up on scanner*
I don't up on the High kill mark. But Bagging more trophies (tanks) then dying is always a good day. |
Jason Pearson
3676
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Posted - 2013.12.27 20:29:00 -
[33] - Quote
Bones McGavins wrote:Honest question. How are you taking out decent/good tanks/tankers solo?
The only method I can think of is tank traps with REs. Which while decent, still relies on a tanker mistake.
There is no real way for solo AV to kill tankers if tankers play smart.
Either Officer Forge against tanks with just a single hardener, or my Missile Gunnlogi.
King of the Forums // Vehicle Specialist for Hire.
Zaria for Miss Universe 2014
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Darken-Sol
BIG BAD W0LVES
1058
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Posted - 2013.12.27 20:41:00 -
[34] - Quote
While balance would be better, I am fine with tanks getting nerfed back into the dirt. I've seen so many people quit because tank 514 is boring. I love tanking but hate having to do it every match just so our team doesn't get rolled.
I for one can't wait for tanking to have its cool down.
There was a time we fought good tankers. Now we just fight good tanks.
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G Torq
ALTA B2O
333
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Posted - 2013.12.27 20:55:00 -
[35] - Quote
Darken-Sol wrote:While balance would be better, I am fine with tanks getting nerfed back into the dirt. I've seen so many people quit because tank 514 is boring. I love tanking but hate having to do it every match just so our team doesn't get rolled.
I for one can't wait for tanking to have its cool down. We went against a couple of "tank-equipped" teams today, and using a LAV with a good gunner and missiles, ate a few of them.... Lesson? You don't need a HAV to counter them - mix it up!
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Darken-Sol
BIG BAD W0LVES
1059
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Posted - 2013.12.27 21:03:00 -
[36] - Quote
Perhaps you people misunderstand efficiency. Why waste half your squad and lavs? A decent tanker can wreck these clowns. I just hate having to be that guy every match. In my corp almost everyone has some form of proto Av. It is just a waste of time and isk to deploy it. It is more cost effective to go tank on tank.
There was a time we fought good tankers. Now we just fight good tanks.
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Aqil Aegivan
The Southern Legion The Umbra Combine
246
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Posted - 2013.12.27 21:16:00 -
[37] - Quote
What if hardener cooldown were paused while any additional hardeners were active?
Long waves would require long pauses, short ones short pauses. |
Beren Hurin
Onslaught Inc RISE of LEGION
1932
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Posted - 2013.12.28 06:42:00 -
[38] - Quote
Aqil Aegivan wrote:What if hardener cooldown were paused while any additional hardeners were active?
Long waves would require long pauses, short ones short pauses.
So would they all cool down at once then?
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KEROSIINI-TERO
The Rainbow Effect
918
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Posted - 2013.12.28 07:29:00 -
[39] - Quote
Jason Pearson wrote: . . OP POST . .
Even though I don't agree on triple hardened tanks' superiority,
that cooldown increase is EXACTLY what's needed. The waiting period is far too short. With skills, it's minimal.
The concept of militia tanks not being weaker by HP or resistance nor dps is GREAT. The idea that they have cool down longer while more SP invested players can run a bigger percentage of their game doing what they are specialized in is also great.
+1 as should all tankers and AVers alike do.
Feeling the scanner is too simple and off balance?
The fix:
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THUNDERGROOVE
ZionTCD Public Disorder.
426
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Posted - 2013.12.28 08:28:00 -
[40] - Quote
Or better yet, while a hardener is running repair and shield regen only work for a 40%/60% respectively. This means that a tanks buffer is worth more but they can't constantly rep through everything.
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Takahiro Kashuken
Red Star. EoN.
2052
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Posted - 2013.12.28 11:17:00 -
[41] - Quote
Jason Pearson wrote:Takahiro Kashuken wrote:Now your messing with cooldown numbers
Generally we have stacking penalties, in the case of the 3 hardener gunlogi it doesnt really apply since you do turn them on in sequence but you just because you do have one on all the time doesnt mean you are unkillable but puts you in a better situation but that is due to the fit but you cant sonic speed or use dmg mods or a scanner or booster but its the drivers choice
My problem is this, its ment to be a sandbox game and with an idea like this its does throw the sand out of the box because you are being punished for fitting it how you like
Its like saying this for infantry, if you put on more than 1 shield extender you will get less shield HP added with each mod after the 1st one, so it will go from 66 to 50 to 33 for example when it doesnt happen
Now if cap is ever added would the penalty still apply? for example you max out the cap support skills and are able to perma rep 2 hardeners but the 3rd you can only pulse so when that is turned off do you still have the 141sec cooldown penalty? along with the stacking penalty where it gives you less resistance on that 2nd/3rd mod so then instead of having 1 penalty you get 2 because you choose to use more than 1 mod
It doesnt seem to fit the sandbox way because you are being told what you can and cant fit and also makes the cooldown skill utterly useless for the hardeners With one hardener you can negate most AV for a period of time, with three you can do it constantly. The reason I was thinking about this was due to the very conversation we had in IRC on this, the fact that limiting it would remove that element, you can build it how you want but you can only have one of these, which isn't cool. Don't treat Infantry the same as us Taka, they're not invincible against most players on the field :P Cap as in Capacitor? To be fair then if it happens then CCP are going to have to rework the system a little bit and these posts on balance don't apply.
But it makes my cooldown skill utterly useless for hardeners
Another skill bites the dust while more sand is being chucked out
The 3 hardener tank is no more of a problem than a 3dmg modded tank and frankly i dont see it all the time anyways and blaster will still rip through the gunlogi with 1 hardener on and so will a FG/PLC, only with 2 on at the same time is the defence up well but a rail tank will still hit hard through 2
There is counters and it doesnt seem to be a major problem, most tanks i see are armor still and blaster and mostly militia
Intelligence is OP
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Korvin Lomont
United Pwnage Service RISE of LEGION
404
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Posted - 2013.12.28 13:34:00 -
[42] - Quote
Surt gods end wrote:Bones McGavins wrote:Honest question. How are you taking out decent/good tanks/tankers solo?
The only method I can think of is tank traps with REs. Which while decent, still relies on a tanker mistake.
There is no real way for solo AV to kill tankers if tankers play smart. One way is to get them while they calling in. That means hang out behind them. Other way is to RE and Proto SL combo. (while hardeners are down) Very hard, cause they will run, (they always run. I'm a bloody scout and they run...) but some make mistakes and won't get away fast enough, or bump into something. LV5 proto Sl with 2 complex DMG mods still can kill tanks. Re adds that added insurance.
Well not in one clip so this is also only true for bad tankers, but yes bad tankers can be solod...the smart ones rather not so much unless you bring another tank.
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Jason Pearson
3683
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Posted - 2013.12.28 14:57:00 -
[43] - Quote
Takahiro Kashuken wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Now your messing with cooldown numbers
Generally we have stacking penalties, in the case of the 3 hardener gunlogi it doesnt really apply since you do turn them on in sequence but you just because you do have one on all the time doesnt mean you are unkillable but puts you in a better situation but that is due to the fit but you cant sonic speed or use dmg mods or a scanner or booster but its the drivers choice
My problem is this, its ment to be a sandbox game and with an idea like this its does throw the sand out of the box because you are being punished for fitting it how you like
Its like saying this for infantry, if you put on more than 1 shield extender you will get less shield HP added with each mod after the 1st one, so it will go from 66 to 50 to 33 for example when it doesnt happen
Now if cap is ever added would the penalty still apply? for example you max out the cap support skills and are able to perma rep 2 hardeners but the 3rd you can only pulse so when that is turned off do you still have the 141sec cooldown penalty? along with the stacking penalty where it gives you less resistance on that 2nd/3rd mod so then instead of having 1 penalty you get 2 because you choose to use more than 1 mod
It doesnt seem to fit the sandbox way because you are being told what you can and cant fit and also makes the cooldown skill utterly useless for the hardeners With one hardener you can negate most AV for a period of time, with three you can do it constantly. The reason I was thinking about this was due to the very conversation we had in IRC on this, the fact that limiting it would remove that element, you can build it how you want but you can only have one of these, which isn't cool. Don't treat Infantry the same as us Taka, they're not invincible against most players on the field :P Cap as in Capacitor? To be fair then if it happens then CCP are going to have to rework the system a little bit and these posts on balance don't apply. But it makes my cooldown skill utterly useless for hardeners Another skill bites the dust while more sand is being chucked out The 3 hardener tank is no more of a problem than a 3dmg modded tank and frankly i dont see it all the time anyways and blaster will still rip through the gunlogi with 1 hardener on and so will a FG/PLC, only with 2 on at the same time is the defence up well but a rail tank will still hit hard through 2 There is counters and it doesnt seem to be a major problem, most tanks i see are armor still and blaster and mostly militia
Actually it does.
with the skill giving a 25% reduction to cooldowns, you get this with a complex:
No Skills 1 .60 2. 90 3. 135
Max Skills 1. 45 2. 67.5 3. 101.25
So it does something, and you still have to wait to use your modules. As for your damage mods, I am in support of this system for all actives, meaning you'd want to mix it up rather than stack triple damage mods or triple hardeners, but you could still do it.
King of the Forums // Vehicle Specialist for Hire.
Zaria for Miss Universe 2014
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