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Talos Vagheitan
Ancient Exiles.
366
|
Posted - 2014.01.02 03:53:00 -
[1] - Quote
There's an old saying. "Those with the least knowledge tend to have the strongest opinions."
That was proven on day 1 of 1.7 - Tanks were changed in a bag way, and we were hit by a tsunami of tears. Still are.
To be honest, I'm still forming my opinion on all this, but I think I'm actually starting to like the change.
Tanks are supposed to be powerful. If you are on foot, and encounter an enemy tank, you are supposed to be afraid. If one team has complete tank superiority, they should have a huge advantage. All those things are now truer than ever.
What I believe CCP is trying to do here is create a fast, fun, dynamic tank battle independent of, but connected to the infantry battle. You have to admit there are some awesome tank battles going on right now. In fact, played a PC battle today, and tanks were a huge part it for a change. I believe at any given time there were 3 on the field from each team. The back-and-forth struggle between the tanks had a huge impact on the infantry fight at each objective. To me that's awesome gameplay!
There was also tank variety! I believe both teams were fielding on of each, missile, blaster, and rail tanks. That would have never happened before. Especially not in a PC battle between 2 good teams.
Tweaks will likely need to be made. I wonder particularly about the low cost of tanks, and the seeming ineffectiveness of AV.
But again, if tank battles are to become somewhat their own thing, tankers need to be able to afford to take some losses, and I suppose cheaper tanks should be available. Also with AV, is it meant for infantry to be able to fully fight against vehicles without problems? Or should it be more of a vehicle deterrent?
Also keep in mind - The current range of swarm launchers is due to rendering issues. CCP doesn't want SL users to be able to fire from farther than they can be rendered, once rendering is improved, range will likely increase as wel.
Who cares what some sniper has to say
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
271
|
Posted - 2014.01.02 04:23:00 -
[2] - Quote
Who cares what you have to say Talos .
Tanks are still broken and are more boring than ever with one shop , one stop mods and no versatility and true customization .
Just can't get beyond the obvious .
Snipers Rule !!!!!
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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TheEnd762
SVER True Blood Public Disorder.
334
|
Posted - 2014.01.02 04:31:00 -
[3] - Quote
Tanks are meant to be feared by the common infantryman. Anti-tank weapons are meant to be feared by tanks. Currently, they are not. Not even slightly. They are shrugged off like buzzing flies.
No one is asking for it to be EASY to take out tanks. Just not nearly impossible. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
1002
|
Posted - 2014.01.02 05:12:00 -
[4] - Quote
Vehicles are broken. Need fixing.
My solutions can be found here.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Emerald Bellerophon
Nenikekamen
58
|
Posted - 2014.01.02 13:02:00 -
[5] - Quote
From what I've seen, the side with the best tanks wins, regardless of infantry.
This isn't really the "independent" sphere for vehicles you promote. |
Korvin Lomont
United Pwnage Service RISE of LEGION
424
|
Posted - 2014.01.02 13:19:00 -
[6] - Quote
Talos Vagheitan wrote:There's an old saying. "Those with the least knowledge tend to have the strongest opinions."
That was proven on day 1 of 1.7 - Tanks were changed in a bag way, and we were hit by a tsunami of tears. Still are.
To be honest, I'm still forming my opinion on all this, but I think I'm actually starting to like the change.
Tanks are supposed to be powerful. If you are on foot, and encounter an enemy tank, you are supposed to be afraid. If one team has complete tank superiority, they should have a huge advantage. All those things are now truer than ever.
What I believe CCP is trying to do here is create a fast, fun, dynamic tank battle independent of, but connected to the infantry battle. You have to admit there are some awesome tank battles going on right now. In fact, played a PC battle today, and tanks were a huge part it for a change. I believe at any given time there were 3 on the field from each team. The back-and-forth struggle between the tanks had a huge impact on the infantry fight at each objective. To me that's awesome gameplay!
There was also tank variety! I believe both teams were fielding on of each, missile, blaster, and rail tanks. That would have never happened before. Especially not in a PC battle between 2 good teams.
Tweaks will likely need to be made. I wonder particularly about the low cost of tanks, and the seeming ineffectiveness of AV.
But again, if tank battles are to become somewhat their own thing, tankers need to be able to afford to take some losses, and I suppose cheaper tanks should be available. Also with AV, is it meant for infantry to be able to fully fight against vehicles without problems? Or should it be more of a vehicle deterrent?
Also keep in mind - The current range of swarm launchers is due to rendering issues. CCP doesn't want SL users to be able to fire from farther than they can be rendered, once rendering is improved, range will likely increase as wel.
hmm if CCP wanted to have tank battles that are rather independend from infantry battles why do we have blaster turrets to shred infantry in pieces?
So for you the current race to tanks is fine? Ok but whats the role of infantry? just hacking points? sound quite fun... Currently HAVs can do nearly everything better than infantry and infantry is forced to the few maps that provide enough inaccessable City spaces to make their game sadly in these maps you can normally win if you simply control the letters outside of complexes. |
RKKR
The Southern Legion The Umbra Combine
593
|
Posted - 2014.01.02 14:13:00 -
[7] - Quote
Park HAV at spawnpoint.
Spawnkill everyone.
Railing everything that is being called in.
Exciting indeed! |
Munin-Frey
Fish Spotters Inc.
77
|
Posted - 2014.01.02 15:08:00 -
[8] - Quote
Talos Vagheitan wrote:There's an old saying. "Those with the least knowledge tend to have the strongest opinions."
That was proven on day 1 of 1.7 - Tanks were changed in a bag way, and we were hit by a tsunami of tears. Still are.
To be honest, I'm still forming my opinion on all this, but I think I'm actually starting to like the change.
Tanks are supposed to be powerful. If you are on foot, and encounter an enemy tank, you are supposed to be afraid. If one team has complete tank superiority, they should have a huge advantage. All those things are now truer than ever.
What I believe CCP is trying to do here is create a fast, fun, dynamic tank battle independent of, but connected to the infantry battle. You have to admit there are some awesome tank battles going on right now. In fact, played a PC battle today, and tanks were a huge part it for a change. I believe at any given time there were 3 on the field from each team. The back-and-forth struggle between the tanks had a huge impact on the infantry fight at each objective. To me that's awesome gameplay!
There was also tank variety! I believe both teams were fielding on of each, missile, blaster, and rail tanks. That would have never happened before. Especially not in a PC battle between 2 good teams.
Tweaks will likely need to be made. I wonder particularly about the low cost of tanks, and the seeming ineffectiveness of AV.
But again, if tank battles are to become somewhat their own thing, tankers need to be able to afford to take some losses, and I suppose cheaper tanks should be available. Also with AV, is it meant for infantry to be able to fully fight against vehicles without problems? Or should it be more of a vehicle deterrent?
Also keep in mind - The current range of swarm launchers is due to rendering issues. CCP doesn't want SL users to be able to fire from farther than they can be rendered, once rendering is improved, range will likely increase as wel.
Who cares what a sniper has to say?
Just kidding, I also think that the vehicle changes are good and dedicated tankers should be able to affect battles and have fun against other tanks. But, it a lone tank encounters a squad of enemy infantry the tank should be afraid... Right now tanks need only fear other tanks and there aren't good tankers in every battle so infantry players switch to tanks for the east infantry kills when they can get away with it.
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MICKY KNOCKS
The dyst0pian Corporation Zero-Day
152
|
Posted - 2014.01.02 15:46:00 -
[9] - Quote
I thought this was an infantry based FPS, not a tank game. I think it is rediculous that a tank can sit in plain view taking fire from 3 proto swarm launchers, and not need to worry. In real life there are several infintry weapons that can devistate armored vehicle, but aparently in the future they will be invincible. Terrible update CCP, you have turned the FPS i love into a dumb tank game.
1st Commander/Director.The Dyst0pian Corporation
Proud inhabitant of Planet Fight Club
Pub channel:Dystopian Discourse
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Talos Vagheitan
Ancient Exiles.
368
|
Posted - 2014.01.02 17:22:00 -
[10] - Quote
Tough crowd.
Who cares what some sniper has to say
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Timtron Victory
Tech Guard RISE of LEGION
19
|
Posted - 2014.01.02 17:33:00 -
[11] - Quote
Talos Vagheitan wrote:Tough crowd.
Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol
I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks.
Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots.
3 tanks chasing the infantry at spawn points its really annoying.
Random spawning in front of 4 tanks a day ago was really annoying lol
Proud Christian
Jesus Loves You
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
94
|
Posted - 2014.01.02 18:01:00 -
[12] - Quote
Talos:
If some of the posts here are harsh... just ignore those. I'm sure a social game like EVE Online has its minor population of unwelcomed one-fingered salute players, so I guess EVE Dust 514 will have to put up with them for now too.
But some of the posts here make a point I agree with: Dust is (or before Patch 1.7, it WAS, and hopefully will stay as) a Feet-pounding-on-the-Ground shooting game, with the individually-created and individually-named players as the feature stars of the show. I THINK vehicles in this game were supposed to be just tactically-powerful SUPPORT for the players on foot, and not individual achievers on their own. But just like my fav vehicle the Dropship, if the devs do something excessive to a vehicle (ANYTHING, could be excessive custom controls, excessive speed/strength, excessive dazzling artwork options, whatever...) that vehicle could easily become the all-attention-consuming, story-driving star of the show, and doesn't need to fulfill its duty to support foot-players at all. Imagine Ginger taking over front stage in "Gilligan's Island"...soon you're forced to change the name to "Ginger and Friends", and wonder why Ginger can't just stay in her support role or else scram and go get her own show.
In our current state, the HAVs may need to go find their own game title, because, (much as I agree with you Talos, that those tank fights are wild fun) they're not being very supportive to the core foot-game anymore...they're more becoming an interference to it , much in the same way as PC lag, or rendering bugs, or screen freezes are interferences to the core foot-game. |
Talos Vagheitan
Ancient Exiles.
368
|
Posted - 2014.01.02 18:40:00 -
[13] - Quote
Thanks for the productive feedback. (And I'm not even saying that sarcastically for a change :P )
What we have to remember here though, is that these tank changes are only a few weeks old. The dust has by no means settled on the issue yet. CCP gave tanks a pretty significant overhaul, so there should be no surprise that people have been flocking to them right off the bat.
My opinion is that once the dust does settle, and the novelty period of tanks begins to wear off, things will settle down significantly.
Once this does happen, then we will see what needs to be tweaked.
Yes, tweaks will need to be made, but the overall fast, dynamic gameplay of tanks is here to stay. And thats a good thing!
And just for the record, tanks are by no means invincible. I destroyed 2 tanks in a PC match yesterday with packed AV's on bridge-map.
Who cares what some sniper has to say
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Talos Vagheitan
Ancient Exiles.
368
|
Posted - 2014.01.02 18:42:00 -
[14] - Quote
Timtron Victory wrote:Talos Vagheitan wrote:Tough crowd. Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks. Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots. 3 tanks chasing the infantry at spawn points its really annoying. Random spawning in front of 4 tanks a day ago was really annoying lol
No they can not fly. Why should be able to run away from a tank? If I you get caught in the open by a tank, you should expect to die. That's fair. Being stomped by anything is annoying. But remember, pubstomps have been happening since long before these tank changes.
Who cares what some sniper has to say
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1008
|
Posted - 2014.01.02 18:44:00 -
[15] - Quote
MICKY KNOCKS wrote:In real life there are several infintry weapons that can devistate armored vehicle In real life a single bullet can kill. In real life assault rifles overheat. In real life machine guns have good range.
Why is it that people only take the "real life" argument seriously when it's used in their favor?
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Talos Vagheitan
Ancient Exiles.
368
|
Posted - 2014.01.02 18:51:00 -
[16] - Quote
MICKY KNOCKS wrote:I thought this was an infantry based FPS, not a tank game. I think it is rediculous that a tank can sit in plain view taking fire from 3 proto swarm launchers, and not need to worry. In real life there are several infintry weapons that can devistate armored vehicle, but aparently in the future they will be invincible. Terrible update CCP, you have turned the FPS i love into a dumb tank game.
What gave you the idea this was strictly an infantry based FPS? Vehicles are a big part of Dust and should be. They are supposed to be front and center, alongside the infantry, not something that exists in the background and you don't really see.
And please tell me what tank can 'sit in plain view taking fire from 3 proto swarm launchers without worrying'. Fitting? Shields? Armor?
Who cares what some sniper has to say
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
95
|
Posted - 2014.01.02 20:53:00 -
[17] - Quote
Talos Vagheitan wrote:
What gave you the idea this was strictly an infantry based FPS? Vehicles are a big part of Dust and should be. They are supposed to be front and center, alongside the infantry, not something that exists in the background and you don't really see.
And please tell me what tank can 'sit in plain view taking fire from 3 proto swarm launchers without worrying'. Fitting? Shields? Armor?
HeeHee, Talos... yes you are sort of right about the tank taking that much fire. There's a provoking argument out there that, the answer to the question "what tank that can sit in plain view taking fire from 3 proto swarm launchers without worrying", IS... a tank being proto-swarmer-ed by Porky Pig, Wiley Coyote, and Bullwinkle.
But the concept that Dust was to be decisively an infantry-based FPS came from the devs themselves. EVE Online was for 10 years decisively (and proudly) "a game about spaceships"--decisively a vehicle-based game. CCP touted Dust to be a game that emphasizes footsteps on soil, and tries to celebrate it by giving players dropsuits and a myriad of hand-gear as the core and the reason for them to play THIS game (a version of EVE that's NOT the vehicle-driven game that EVE Online is).
Make no mistake, that's NOT an easy thing to do. EVE Online is SERIOUSLY cerebral, like the roots of personal-computer games originally were, from what I'm told... Console games are visceral, and tend to lose approval if they try to be cerebral). Watching a youtube battle from EVE Online makes you THINK it's a rollicking run-n-gun space shooter, but really the amount of planning and tactics and strategy the coop players put ahead of and behind each of those engagements would blow your mind (I learned that to my surprise, without ever playing the game myself).
If they want Dust to be a similar "think/plan ahead-of and behind-the fight" game that EVE often is, the devs have got to keep TIGHT, intricate restraints or limits on its vehicles--OR give up and watch us players slide back into the customary "blow stuff up--rack up loot---just have fun beatin' the score" console play. There's nothing WRONG with that ole' gameplay style.... but I just thought Dust was trying to be, well, different for a change.
Before 1.7 I DID see some amazing cerebral planning with HAVs: On a few matches I saw some players adapt to "the HAV slow speed limit" by calling in 3 tanks together and rolling in single-file CONVOY (1 railgun in front instantly covered by 1 railgun behind him, 3rd tank mounting missiles to suppress red infantry from flanking them)--stay together and branch off only at each objective, E. B, A. regroup as you see your infantry hacking the null point, the probe on to the next null---infantry just intuitively ran parallel to the convoy....that kind of thinking was so freakin glorious, that wa TACTICAL to be proud of. I never figured out who they were (if I'm describing somebody out there, raise speak out and take a bow!!)
...But that sort of stuff takes planning, and since after 1.7, I'm not seeing any encouragement toward that level of cleverness anymore. I almost don't see the "howitzer on the ridge" tactic much anymore,... seems most of the HAV drivers are all down gang-biking the town streets, throwing dynamite through windows, not alongside infantry, not thinking,...just trippin' 'til they die.
I agree with you that it's fun Talos, but it just takes us back to CoD titles on PS2. I stopped being satisfied with THAT fun a while ago. |
Timtron Victory
Tech Guard RISE of LEGION
19
|
Posted - 2014.01.02 22:06:00 -
[18] - Quote
Talos Vagheitan wrote:Timtron Victory wrote:Talos Vagheitan wrote:Tough crowd. Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks. Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots. 3 tanks chasing the infantry at spawn points its really annoying. Random spawning in front of 4 tanks a day ago was really annoying lol No they can not fly. Why should be able to run away from a tank? If I you get caught in the open by a tank, you should expect to die. That's fair. Being stomped by anything is annoying. But remember, pubstomps have been happening since long before these tank changes.
A tank coming off a hill and staying in the air for a second or two is flying or rathering soaring. Tanks being able to form a triangle is terrible. Tanks have a pathetic center of gravity in this game. Go drive a soma in a rough terrain and you will see it yourself. Tanks should not move in a way they look like they could be easily flipped upside like LAVs
Being able to run away from a "500 ton" vehicle when I weigh a ton is common sense
Proud Christian
Jesus Loves You
|
Timtron Victory
Tech Guard RISE of LEGION
19
|
Posted - 2014.01.02 22:14:00 -
[19] - Quote
CELESTA AUNGM wrote:Talos Vagheitan wrote:
What gave you the idea this was strictly an infantry based FPS? Vehicles are a big part of Dust and should be. They are supposed to be front and center, alongside the infantry, not something that exists in the background and you don't really see.
And please tell me what tank can 'sit in plain view taking fire from 3 proto swarm launchers without worrying'. Fitting? Shields? Armor?
HeeHee, Talos... yes you are sort of right about the tank taking that much fire. There's a provoking argument out there that, the answer to the question "what tank that can sit in plain view taking fire from 3 proto swarm launchers without worrying", IS... a tank being proto-swarmer-ed by Porky Pig, Wiley Coyote, and Bullwinkle. But the concept that Dust was to be decisively an infantry-based FPS came from the devs themselves. EVE Online was for 10 years decisively (and proudly) "a game about spaceships"--decisively a vehicle-based game. CCP touted Dust to be a game that emphasizes footsteps on soil, and tries to celebrate it by giving players dropsuits and a myriad of hand-gear as the core and the reason for them to play THIS game (a version of EVE that's NOT the vehicle-driven game that EVE Online is). Make no mistake, that's NOT an easy thing to do. EVE Online is SERIOUSLY cerebral, like the roots of personal-computer games originally were, from what I'm told... (Console games are visceral, and tend to lose approval when they try to become like Stratego). Watching a youtube battle from EVE Online makes you THINK it's a rollicking run-n-gun space shooter, but really the amount of planning and tactics and strategy the coop players put ahead of and behind each of those engagements would blow your mind (I learned that to my surprise, without ever playing the game myself). If they want Dust to be a similar "think/plan ahead-of and behind-the fight" game that EVE often is, the devs have got to keep TIGHT, intricate restraints or limits on its vehicles--OR give up and watch us players slide back into the customary "blow stuff up--rack up loot---just have fun beatin' the score" console play. There's nothing WRONG with that ole' gameplay style.... but I just thought Dust was trying to be, well, different for a change. Before 1.7 I DID see some amazing cerebral planning with HAVs: On a few matches I saw some players adapt to "the HAV slow speed limit" by calling in 3 tanks together and rolling in single-file CONGA LINE convoy (1 railgun in front instantly covered by 1 railgun behind him, 3rd tank mounting missiles to suppress red infantry from flanking them)--stay together and branch off only at each objective, E, then B, then A, regroup as you see your infantry hacking the null, then get back in the conga-line and probe on to the next location---infantry just intuitively walked parallel to the convoy....I thought, THAT is freakin glorious, THAT was TACTICAL to be proud of. I never learned who those mystery players were (if I'm describing somebody out there, tell us your names and take a bow!!) ...But that sort of stuff takes planning, and in 1.7, I'm not seeing any encouragement toward that level of cleverness anymore. I don't even see the powerful "howitzer on the ridge" tactic as much anymore,... seems most HAV drivers are all down gang-biking the town streets, throwing dynamite through windows, not alongside infantry, not thinking,...just trippin' 'til they die. I agree with you that it's fun Talos, but it just takes us back to CoD titles on PS2. I stopped being satisfied with THAT fun a while ago.
I totally agree with is post. Talos you say tanks are supposed to have a role and be in the forefront. Since CELES did all the technical nitty gritty let me make it very simple
Tanks are given third person shoot view. This is a FPS game. That totally defeats the purpose. Tanks could be worked a lot to be honest, that point I dont really agree with CELES. Entering a tank defeats the purpose on your suit, shows how lacking the tanks are tactically. Player ingenuity was how players used tanks pre 1.7
Proud Christian
Jesus Loves You
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Talos Vagheitan
Ancient Exiles.
370
|
Posted - 2014.01.02 22:15:00 -
[20] - Quote
Timtron Victory wrote:Talos Vagheitan wrote:Timtron Victory wrote:Talos Vagheitan wrote:Tough crowd. Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks. Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots. 3 tanks chasing the infantry at spawn points its really annoying. Random spawning in front of 4 tanks a day ago was really annoying lol No they can not fly. Why should be able to run away from a tank? If I you get caught in the open by a tank, you should expect to die. That's fair. Being stomped by anything is annoying. But remember, pubstomps have been happening since long before these tank changes. A tank coming off a hill and staying in the air for a second or two is flying or rathering soaring. Tanks being able to form a triangle is terrible. Tanks have a pathetic center of gravity in this game. Go drive a soma in a rough terrain and you will see it yourself. Tanks should not move in a way they look like they could be easily flipped upside like LAVs Being able to run away from a "500 ton" vehicle when I weigh a ton is common sense
Let's not get dramatic. Getting "1 or 2 seconds" of air time off a jump is neither flying nor soaring. And it looks sweet.
- No idea what this "tank triangle" is you're talking about. - Are you saying you should run faster than a tank?
Who cares what some sniper has to say
|
|
Timtron Victory
Tech Guard RISE of LEGION
34
|
Posted - 2014.01.08 23:37:00 -
[21] - Quote
Talos Vagheitan wrote:Timtron Victory wrote:Talos Vagheitan wrote:Timtron Victory wrote:Talos Vagheitan wrote:Tough crowd. Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks. Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots. 3 tanks chasing the infantry at spawn points its really annoying. Random spawning in front of 4 tanks a day ago was really annoying lol No they can not fly. Why should be able to run away from a tank? If I you get caught in the open by a tank, you should expect to die. That's fair. Being stomped by anything is annoying. But remember, pubstomps have been happening since long before these tank changes. A tank coming off a hill and staying in the air for a second or two is flying or rathering soaring. Tanks being able to form a triangle is terrible. Tanks have a pathetic center of gravity in this game. Go drive a soma in a rough terrain and you will see it yourself. Tanks should not move in a way they look like they could be easily flipped upside like LAVs Being able to run away from a "500 ton" vehicle when I weigh a ton is common sense Let's not get dramatic. Getting "1 or 2 seconds" of air time off a jump is neither flying nor soaring. And it looks sweet. - No idea what this "tank triangle" is you're talking about. - Are you saying you should run faster than a tank?
Accelerate would be a better word. The faster man can run 100m in less than 10 seconds At least tanks should have lower acceleration but higher top speed. The triangle is pretty much this /\ Two tanks did that in a match. Thats plain ridiculous. About the soaring slash flying. Using the game measurements 2 second is a lot of time in game. You cover a lot of ground
Proud Christian
Jesus Loves You
|
CLONE117
planetary retaliation organisation
567
|
Posted - 2014.01.09 00:56:00 -
[22] - Quote
im still able to av mlt tanks with my adv cbr7 swarms and std av nades...
im not seeing this little all tanks r invincible thing existing because ive killed and lost several tanks.
although the std tanks pretty much hold a 30-40% advantage over mlt tanks.
its still possible to kill them.. via suicide jeep or weaker tank+av support(if its using hardeners...).
now instead of chasing tanks all over like av did in 1.6 they have to use actual tactics.
asides from all that.
tanks do support infantry in game. well some of them anyways.
they have the ability to help push/ capture and hold objectives. thats all i wanted from tanks to begin with.. the tank spam may die down the second players get out of their thoughts of saying tanks r invincible. and learn how to take them down effectively.
now for tank speeds. they rnt that fast.. gallente as slowest acceleration with a supposed higher top speed. and it doesnt turn very well either..
caldari tank has fastest acceleration and lowest top speed. and turns pretty good too.
but is weaker in terms of total hp. i dont fear tanks.. i know how to take them down.. |
Jackoun Amarthon
Federation Foreign Fighters
15
|
Posted - 2014.01.09 09:16:00 -
[23] - Quote
The problem as i see it is:
Militia Tanks a way to good, they take no skills to get into. If you fit it up with militia gear only you get a decent tank that can take out regular tanks.. you don't even have to be smart about it.. They are a lot weaker, but they field about the same damage the regular tanks.
MICKY KNOCKS wrote:I thought this was an infantry based FPS, not a tank game. I think it is rediculous that a tank can sit in plain view taking fire from 3 proto swarm launchers, and not need to worry. In real life there are several infintry weapons that can devistate armored vehicle, but aparently in the future they will be invincible. Terrible update CCP, you have turned the FPS i love into a dumb tank game.
Mind you that its really difficult to actually make a hit on tanks with these man born AV weapons, unless its missiles of course, but most ppl today don't use laser guided missiles. Also getting a successful hit doesn't mean you take the tank down, most tanks has angular armor, extra armor or reactive armor that destroys the incoming AV threat, or makes the projectile lose effect as it has more armor to travel through. If english had been my native language i could have been a little more clear.
Ulysses Knapse wrote:MICKY KNOCKS wrote:In real life there are several infintry weapons that can devistate armored vehicle In real life a single bullet can kill. In real life assault rifles overheat. In real life machine guns have good range. Why is it that people only take the "real life" argument seriously when it's used in their favor?
True.. Real Life, you would never use an 80GJ Blaster/Railgun or Heavy Missile Launcher on infantry, it would be very very expensive ammo to use on people. I've wanted some miner changes incorporated to the Blaster HAV, cos the Blaster HAV is really the one every one is complaining about..
A Rail tank hitting infantry is job well done, missiles hitting infantry, job well done.. Blaster HAV? well it cant do anything beside kill infantry.. it cant kill a tank.. and I honestly don't see why Gallente would develop a vehicle that cant compete against its own class, when Caldari has two weapon systems designed to shoot down tanks. Gallente would lose any day.
What i wanted was for the 20gj Blaster to be the HAV's AP weapon, rather than the 80GJ Blaster. If the 20gj blaster had long range, was precise (then we nerf to dmg output ofc) ppl would enjoy being a co-gunner, protecting your vehicle, and the blaster is for fending off heavy stuff. Give it: Less acuracy, More DMG and less ROF (Dps will be the same, only hurt more when it hits)
This would encourage 80GJ Blasters to be a close range high dps AV weapon, while the Missile launcher would be a close range high Alpha weapon. (then it would be the drivers skills that determine who wins in that fight) The 80gj would still be able to suppress enemy infantry in a good position, to allow your team to get in and clear them out. but it wouldn't be able to do the job alone = IT Becomes Support
P.S. i've been in fights were there were 6-8 tanks on a 16 man team, at that point tanks aren't support for the infantry, infantry is the support for the tanks.. Limit the amount of tanks each team can field to max 4 (funny thats what a normal size tank squad is on)
Help me make Faction Warfare feel like conquering a planet!
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MINA Longstrike
2Shitz 1Giggle
198
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Posted - 2014.01.09 11:35:00 -
[24] - Quote
Timtron Victory wrote:Talos Vagheitan wrote:Timtron Victory wrote:Talos Vagheitan wrote:Tough crowd. Not really. Tanks can fly. That alone tells you its messed up. Tanks pretty much do ballet in this game I have seen two tanks form a triangle lol I dont mind so much that tanks are powerful, they should be slower. I should be able to run away from a tank and hide . Even LAV cant really run away from tanks. Even if CCP cant fix all the issues, limiting the amount of tanks per side and per user per match would help lots. 3 tanks chasing the infantry at spawn points its really annoying. Random spawning in front of 4 tanks a day ago was really annoying lol No they can not fly. Why should be able to run away from a tank? If I you get caught in the open by a tank, you should expect to die. That's fair. Being stomped by anything is annoying. But remember, pubstomps have been happening since long before these tank changes. A tank coming off a hill and staying in the air for a second or two is flying or rathering soaring. Tanks being able to form a triangle is terrible. Tanks have a pathetic center of gravity in this game. Go drive a soma in a rough terrain and you will see it yourself. Tanks should not move in a way they look like they could be easily flipped upside like LAVs Being able to run away from a "500 ton" vehicle when I weigh a ton is common sense
Do you believe tanks operate off of conventional engines somehow when they're mounting EIGHTY GIGAJOULE ENERGY CANNONS? That number you have for CPU comes in the form of terabytes of processing power. That number for powergrid is the *leftovers* of the onboard powerplant that allows the hundred ton tank to move at 1200 KILOMETERS PER HOUR.
This is a setting where spaceships can cross hundreds of AU in seconds - and that's when they're not using jump gates to travel between different solar systems on mere whims.
I'm sorry but what exactly makes you think you should be able to *outrun* a tank that has a listed speed almost twice the current land speed record for vehicles?
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Harpyja
DUST University Ivy League
1050
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Posted - 2014.01.09 15:05:00 -
[25] - Quote
Emerald Bellerophon wrote:From what I've seen, the side with the best tanks wins, regardless of infantry.
This isn't really the "independent" sphere for vehicles you promote. False. I've had games where we had tank dominance but the blueberries on the ground could barely hold one objective.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
89
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Posted - 2014.01.09 15:12:00 -
[26] - Quote
CELESTA AUNGM wrote:Talos:
If some of the posts here are harsh... just ignore those. I'm sure a social game like EVE Online has its minor population of unwelcomed one-fingered salute players, so I guess EVE Dust 514 will have to put up with them for now too.
Minor? Did they have a forum cleansing complete with exorcism since I've left? |
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