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Izlare Lenix
FREE AGENTS LP
118
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Posted - 2014.02.01 09:18:00 -
[31] - Quote
Tanks might not help you win a match by hacking but a lot of kd whores and proto try hards don't actually care about winning the match. They care about padding their stats and by that logic tanks do everything that matters to most players.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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8213
Dem Durrty Boyz Renegade Alliance
1575
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Posted - 2014.02.01 09:34:00 -
[32] - Quote
Talryn Vilneram wrote:Kallas Hallytyr wrote:Want to hack an objective? Use a ta- oh wait... That isn't killing something but yes that is the only thing you can't do unless you get out and do it which is risky.
damn right its risky. A blueberry could steal that thing at any moment!
Fish in a bucket!
Darken's Testament
SKIPPY
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Evolution-7
The Rainbow Effect
338
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Posted - 2014.02.01 11:26:00 -
[33] - Quote
Or, allow small turrets to be attached to the side of the barrel of large turrets.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Nikoli Gleimer
Nex Miles Militis
3
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Posted - 2014.02.01 14:42:00 -
[34] - Quote
I agree with most of you, but i dont agree when some of you guys are saying that tanks are OP.
I am a dedicated Gallente logi, and an assault Dropship Pilot, so i know that what its like to be on the ground and in the air.
I think tanks are fine atm, with how they work. I think it should require a squad of people to take down a tank (not one or two people like everyone wants it to be)
Now think about the problems we are having with tanks atm. 1) Because of how cheap they are people can keep calling tanks in and still make a profit. 2) The low SP requirements to be in a tank and destroy people. 3)The redline.
How to fix problem 1 : Make tanks more expensive. (im not talking about make them hugely expensive, but they should not cost less than my advanced logi suit.
How to fix problem 2: Make different moduals like the armor and shield hardener a skill, and you have to upgrade it to make them better. for instance standard hardener give 20% resistence to damage(with not skills into hardeners) and each level of skill gives like 4% resistance to the hardeners. Also make a distinctive difference between militia tanks and standard tanks. The standard tanks use so much sp to get into and what? they get 1 or 2 more slots, big deal. They should have a significant bonus like for the madrugar should have a bonus to armor plates or something.
How to fix problem 3: What make me want to pull my hair out the most is the redline rail gun tanks. Just to be clear, i do not mind getting killed by railgun tanks. Its when they are so far in the redline that there is no way for me to counter attack. |
Talryn Vilneram
SVER True Blood Public Disorder.
159
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Posted - 2014.02.08 20:21:00 -
[35] - Quote
Yeah as a dedicated tanker, having a guy with no SP in tanks doing pretty much as good as I can in my non Militia tank when I have lots of SP in tanks is pretty lame.
The only real advantage I have it I can fit one more module and I have shorter cooldowns. |
Dragonmeballs
Better Hide R Die
22
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Posted - 2014.02.08 23:57:00 -
[36] - Quote
Nikoli Gleimer wrote:I agree with most of you, but i dont agree when some of you guys are saying that tanks are OP. I am a dedicated Gallente logi, and an assault Dropship Pilot, so i know that what its like to be on the ground and in the air. I think tanks are fine atm, with how they work. I think it should require a squad of people to take down a tank (not one or two people like everyone wants it to be) Now think about the problems we are having with tanks atm. 1) Because of how cheap they are people can keep calling tanks in and still make a profit. 2) The low SP requirements to be in a tank and destroy people. 3)The redline. How to fix problem 1 : Make tanks more expensive. (im not talking about make them hugely expensive, but they should not cost less than my advanced logi suit. How to fix problem 2: Make different moduals like the armor and shield hardener a skill, and you have to upgrade it to make them better. for instance standard hardener give 20% resistence to damage(with not skills into hardeners) and each level of skill gives like 4% resistance to the hardeners. Also make a distinctive difference between militia tanks and standard tanks. The standard tanks use so much sp to get into and what? they get 1 or 2 more slots, big deal. They should have a significant bonus like for the madrugar should have a bonus to armor plates or something. How to fix problem 3: What make me want to pull my hair out the most is the redline rail gun tanks. Just to be clear, i do not mind getting killed by railgun tanks. Its when they are so far in the redline that there is no way for me to counter attack.
In a way we had all three solutions before 1.7. AV weapons destroyed tanks. Tankers (wth 5000-6000 HP) payed for the option to slay knowing it could cost them dearly.
I actually don't want the tanks to become a great deal more expensive in terms of ISK or SP as I want decent AV as an option to maintain a level playing field.
Should I be able to solo a tank? Yes I should. Why you ask? If they can run around and get 10-12+ kills with little or real risk to their investment that is unbalanced. If I decide to bring in a proto AV setup I have as much or more invested in my suit as they do their tank. I should be able to do more than scare them off to the redline where they can recall their tank.
As it stand now each decent tank is a force multiplier for the teams that have them. Three tanks could mean as much as having six or more players for the other team. Bring in specialized AV and you actually aren't really contributing that much to the overall infantry portion of the fight for your team (this is fine with me as AV is AV not AI).
Current AV sends the tank off to heal and the next two roll through cutting down mercs like a weed-wacker. In some Ambush matches it looks like a perpetual circle of clown cars.
I assume CCP wanted to see more tank on tank action and perhaps that was the purpose of 1.7. Lately that is starting to become more the case. However once the tank on tank stuff is settled in a match and the reds have the only remaining tanks I'd like the option of actually being able to defend the team from them.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4498
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Posted - 2014.02.09 00:00:00 -
[37] - Quote
Kallas Hallytyr wrote:Want to hack an objective? Use a ta- oh wait...
Tankers care not about winning, so they dont care about not being able to take objectives.
(proof: When infantry is making a push to an objective while facing an enemy tank and allied tank is rail sniping scouts from the redline....)
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
698
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Posted - 2014.02.09 00:07:00 -
[38] - Quote
Kallas Hallytyr wrote:Talryn Vilneram wrote:Kallas Hallytyr wrote:Want to hack an objective? Use a ta- oh wait... That isn't killing something but yes that is the only thing you can't do unless you get out and do it which is risky. Yes, it isn't killing, but that isn't what you said: Talryn Vilneram wrote:Right now tanks can do everything. Tanks do not win matches. Tanks with vaguely competent infantry win matches. There are still issues with HAV balance, but they alone do not auto-win.
There's the clone count, so tanks can win all sorts of matches.
In theory.
I am part shovel, part man, full scout, and a little bit special.
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Mordecai Sanguine
What The French
423
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Posted - 2014.02.09 00:14:00 -
[39] - Quote
Talryn Vilneram wrote:Right now tanks can kill everything.
Want to kill infantry? Use a tank! Rail or Blaster can kill infantry just in different ways. Want to kill drop ships? Use a rail tank! (Can blaster tanks aim high enough up close?) Want to kill installations? Use a tank! Want to kill tanks? Use a tank!
There really isn't much to kill on a map that a tank can't kill best. Infantry are still easier to kill with a suit weapon, but unless they have swarms or a forge, they can't kill you back. And even then, they can't you fast enough by themselves. This allows you to GTFO and take a break for awhile while you rethink your strategy and wait out your cool downs.
I think AV is fine, I think tanks are fine in their current iteration except one thing. They need to be horrible at killing infantry with their main turrets. Make the efficiency against suits like 25-30%. Maybe even less. the only way you can kill a suit is if it is standing still OR if you actually fit your small guns.
Buff small guns. These things are supposed to be anti-infantry, but the main turrets are better at it and you can solo in a tank. If tanks were susceptible to AV from infantry and couldn't kill them easily with their main turrets, this would force them to A) Fit small guns B) Either switch seats to use the small guns or run with squad mates.
I don't think anyone disagrees that 3 guys in a tank being a powerhouse is overpowered or broken, because that makes you have 2 less suits on the ground and lets you coordinate AV to make 3 kills instead of just one.
At first I was thinking nerfing turret speeds but I think that would nerf tank vs tank battles too much.
I have to admit, I haven't touched tanks since Beta until 1.7. I then hopped in Militia tanks and had so much fun that I dumped SP into HAVs and turrets. Now I run Gunlogis and Madrugars as well as my Militia tanks (to keep costs down when I lose a few) and I love them.
But I DO agree that they are bit much right now. I really think that if we implement the above changes it will fix the HAV problem.
Come one CCP you can do this. It is easy to implement.
Blaster turret is actually an Anti-Infantry turret. Sorry.
Tanks themself are not OP and easy to destroy. In fact AV weapons are balanced with tanks WITHOUT MODULES.
The fact than Tanks are IMPOSSIBLE to destroy as it should be is Hardeners/armor repair/shield booster.
They are WAY TOO POWERFUL. Hardeners is 60% => It's WAYYYYY to much : Back to 30%. OR make the tank impossible to move (90% speed penality) while hardened. Armor repair should have stack penality. Shield booster should give 200hp less.
Without these 3 modules tanks are BALANCED. |
The Headless Horseman
Paladin Survey Force Amarr Empire
24
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Posted - 2014.02.09 15:14:00 -
[40] - Quote
Kallas Hallytyr wrote:Want to hack an objective? Use a ta- oh wait... Ther is a clown who does! He will pull right up in tank and jump out to hack. Killed him and jacked his tank. |
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The Headless Horseman
Paladin Survey Force Amarr Empire
24
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Posted - 2014.02.09 15:21:00 -
[41] - Quote
Leave tanks alone, I like killing them. If they get nerfed, no one will pull one out. I like making 800k a match. Gaston forge awaits you in dom. Come get some, tank scrubs. :) |
Sgt Buttscratch
lcritMYpantS
1488
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Posted - 2014.02.09 15:22:00 -
[42] - Quote
The best way to fix tanks is to give my alt his Ishy assault forge gun, they love it. So many bad tankers. Everyone moans at the spam, I laugh, 98.4% of the 1.7 tankers are ****, no experience, no escape plan, just a hollow shell that protects their hollow heads. I can normally get 3 forge shots of before their arrogance is broke.
Squads no longer work around tanks either, AV is actually easier.
Just the other day I had a tank seperated from the field, I had elevation, he had a blaster turret and 2 passengers. He was so cocky he sat their even at 150hp thinking he'd still beat my proficiency 4 Ishy FG, his passangers never thought of getting out and just taking the fight to me, supressing me or anything
Madrugar 150wp kill 50 wp kill 50 wp kill 50 wp
Within 30 seconds they are dropping another tank in, the above result happened 2 more times to that tank, also snagged 1 sica with blaster and 2 sica with rail gun.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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