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Cody Sietz
Bullet Cluster Legacy Rising
1890
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Posted - 2014.01.07 19:29:00 -
[1] - Quote
Or is something else in the works to prevent tank spam?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Patrick57
Fatal Absolution Covert Intervention
3714
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Posted - 2014.01.07 19:31:00 -
[2] - Quote
Pretty much.
I see a lot of Madrugars with Militia Turrets. People are just speccing straight into the tanks but not the turrets.
Logi ak.0 Best Logi :D
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Talryn Vilneram
SVER True Blood Public Disorder.
147
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Posted - 2014.01.07 19:32:00 -
[3] - Quote
I'm not mega rich so if I lose one or two STD tanks (they are fit with Basic and enhanced gear) I swap to Militia tanks. So no I dont think so. Most people play with ISk efficiency in mind. |
Soraya Xel
The Corporate Raiders Top Men.
965
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Posted - 2014.01.07 19:32:00 -
[4] - Quote
Yup. It'll probably take multiple months before CCP finally puts tanks back in order. Until then, run, hide, duck, and cover. It's about all you can do.
I'd like to be your CPM1 candidate
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Cody Sietz
Bullet Cluster Legacy Rising
1890
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Posted - 2014.01.07 20:14:00 -
[5] - Quote
Talryn Vilneram wrote:I'm not mega rich so if I lose one or two STD tanks (they are fit with Basic and enhanced gear) I swap to Militia tanks. So no I dont think so. Most people play with ISk efficiency in mind. Still, it's hard to kill 5-6 MLT tanks. It might be impossible to kill a 6 man tank squad.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
377
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Posted - 2014.01.07 20:35:00 -
[6] - Quote
Talryn Vilneram wrote:I'm not mega rich so if I lose one or two STD tanks (they are fit with Basic and enhanced gear) I swap to Militia tanks. So no I dont think so. Most people play with ISk efficiency in mind.
Isk efficiency, what's that??
lol
Nuff Said
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Harpyja
DUST University Ivy League
1035
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Posted - 2014.01.07 20:51:00 -
[7] - Quote
CCP needs to bring back tiers for the modules if/when militia tanks are nerfed. Make SP investment increase the effectiveness of one's vehicle instead of just on and off time.
A scrub with 0 invested SP shouldn't be able to withstand a couple proto AV while a dedicated pilot should.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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The dark cloud
The Rainbow Effect
2035
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Posted - 2014.01.07 20:59:00 -
[8] - Quote
dont worry CCP doesnt just screw over 1 specfici vehicle. I can assure you they will nerfbat all vehicles at once ranging from LAV's to dropships.
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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Alena Ventrallis
The Neutral Zone
446
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Posted - 2014.01.07 21:04:00 -
[9] - Quote
Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. |
RedZer0 MK1
The Generals General Tso's Alliance
149
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Posted - 2014.01.07 21:30:00 -
[10] - Quote
Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more.
Holy crap, this would fix tanks. How is this not a thread on its own. If you don't make it, I defiantly will.
If I could only give more than one like. |
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Harpyja
DUST University Ivy League
1036
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Posted - 2014.01.07 21:44:00 -
[11] - Quote
Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. No. Just limit to one shield/armor hardener and keep current cooldown/active times. Then also change effectiveness.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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KEROSIINI-TERO
The Rainbow Effect
971
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Posted - 2014.01.07 22:07:00 -
[12] - Quote
Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more.
This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob.
Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer.
Tank spam getting onto your nerves?
An improvement:
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Harpyja
DUST University Ivy League
1037
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Posted - 2014.01.08 02:05:00 -
[13] - Quote
KEROSIINI-TERO wrote:Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob. Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer. It IS the way to go. Either tiers or have a skill for everything. Skills that increase base HP, acceleration, top speed, damage, etc. there needs to be some gap between invested pilots and FOTM scrubs with 0 SP. And this gap will only form under tiers or having skills for everything.
What difference does it make if you have to wait 45 seconds or 100 seconds for your shield hardener to cool down? I mean, calling in that Sica was probably for taking out another vehicle, right? If you succeeded, all you do is retreat and recall, regardless of how long your cooldown time is. And please tell me, what tank battle lasts more than 24s? I commonly deactivate my hardener before it has ran its full 30 seconds. Cooldown and active times don't change the course of battle at all when the modules give the same attributes. They only dictate when the battle happens.
There needs to be a reason why there should be dedicated pilots. Right now someone with 0 SP and a railgun Sica with a militia shield hardener and damage amplifier can take out vehicles just as well as I can with my 13 million invested SP.
You're saying that it shouldn't be where only specced pilots can be effective. It's the same for snipers. You want to be a good sniper? Well you need to invest SP! Good luck killing anything with the sniper starter fit and with 0 SP in sniping. I see no reason why vehicles shouldn't be the same. You want to be an effective pilot? Then you'd better damn well invest some SP!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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LEHON Xeon
Pradox XVI
16
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Posted - 2014.01.08 02:15:00 -
[14] - Quote
Harpyja wrote:KEROSIINI-TERO wrote:Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob. Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer. It IS the way to go. Either tiers or have a skill for everything. Skills that increase base HP, acceleration, top speed, damage, etc. there needs to be some gap between invested pilots and FOTM scrubs with 0 SP. And this gap will only form under tiers or having skills for everything. What difference does it make if you have to wait 45 seconds or 100 seconds for your shield hardener to cool down? I mean, calling in that Sica was probably for taking out another vehicle, right? If you succeeded, all you do is retreat and recall, regardless of how long your cooldown time is. And please tell me, what tank battle lasts more than 24s? I commonly deactivate my hardener before it has ran its full 30 seconds. Cooldown and active times don't change the course of battle at all when the modules give the same attributes. They only dictate when the battle happens. There needs to be a reason why there should be dedicated pilots. Right now someone with 0 SP and a railgun Sica with a militia shield hardener and damage amplifier can take out vehicles just as well as I can with my 13 million invested SP. You're saying that it shouldn't be where only specced pilots can be effective. It's the same for snipers. You want to be a good sniper? Well you need to invest SP! Good luck killing anything with the sniper starter fit and with 0 SP in sniping. I see no reason why vehicles shouldn't be the same. You want to be an effective pilot? Then you'd better damn well invest some SP!
Seems completely sensible to me. I've said for awhile now that it's ridiculous that my 300k+ protosuits get eaten through in a few seconds because some scrub comes up to me with a blaster and two hardners that I couldn't kill quick enough even with a forge gun. Not always enough time to plant RE, even with other people using scanners with those speed glitches. I mean I've died to people who outside of a tank in a match end up going 1-10 but when they're in a scrub tank they end up going 28-0 because they rush around the field and are immune to about 90% of AV outside of turrets. Then we're all lucky if he dies once or twice and only has an expenditure of 120k while mine is about 550k. It's a bunch of BS. I can understand 100% if the guy is in a proto or near proto tank and kills me like that. He put in the time and skills to get it, more power to him.
If Walking Is So Good For You, Then Why Does My Mailman Look Like Jabba The Hut?
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RedZer0 MK1
The Generals General Tso's Alliance
150
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Posted - 2014.01.08 05:41:00 -
[15] - Quote
After 1.7 I started running tanks on my main, zero skill points invested. Started wrecking people. Not just tanks, infantry too. With a rail cannon. Less than three people doing AV, and all focused on me, can't take me down. First problem. People actually invested into tanks would have a hard time taking me out. Blow me up, cool. My tank was 70k, yours 150k+. Short of a 1vs3-5 (tanks) situation it is possible to control maps in a zero skill militia tank. Anyone know of a militia dropsuit that is that effective? |
Aizen Intiki
Hell's Gate Inc League of Infamy
641
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Posted - 2014.01.08 05:47:00 -
[16] - Quote
LEHON Xeon wrote:Harpyja wrote:KEROSIINI-TERO wrote:Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob. Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer. It IS the way to go. Either tiers or have a skill for everything. Skills that increase base HP, acceleration, top speed, damage, etc. there needs to be some gap between invested pilots and FOTM scrubs with 0 SP. And this gap will only form under tiers or having skills for everything. What difference does it make if you have to wait 45 seconds or 100 seconds for your shield hardener to cool down? I mean, calling in that Sica was probably for taking out another vehicle, right? If you succeeded, all you do is retreat and recall, regardless of how long your cooldown time is. And please tell me, what tank battle lasts more than 24s? I commonly deactivate my hardener before it has ran its full 30 seconds. Cooldown and active times don't change the course of battle at all when the modules give the same attributes. They only dictate when the battle happens. There needs to be a reason why there should be dedicated pilots. Right now someone with 0 SP and a railgun Sica with a militia shield hardener and damage amplifier can take out vehicles just as well as I can with my 13 million invested SP. You're saying that it shouldn't be where only specced pilots can be effective. It's the same for snipers. You want to be a good sniper? Well you need to invest SP! Good luck killing anything with the sniper starter fit and with 0 SP in sniping. I see no reason why vehicles shouldn't be the same. You want to be an effective pilot? Then you'd better damn well invest some SP! Seems completely sensible to me. I've said for awhile now that it's ridiculous that my 300k+ protosuits get eaten through in a few seconds because some scrub comes up to me with a blaster and two hardners that I couldn't kill quick enough even with a forge gun. Not always enough time to plant RE, even with other people using scanners with those speed glitches. I mean I've died to people who outside of a tank in a match end up going 1-10 but when they're in a scrub tank they end up going 28-0 because they rush around the field and are immune to about 90% of AV outside of turrets. Then we're all lucky if he dies once or twice and only has an expenditure of 120k while mine is about 550k. It's a bunch of BS. I can understand 100% if the guy is in a proto or near proto tank and kills me like that. He put in the time and skills to get it, more power to him.
Nope, that's different. PROTO suits needs to go. Tiercide bitches.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Aizen Intiki
Hell's Gate Inc League of Infamy
641
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Posted - 2014.01.08 05:49:00 -
[17] - Quote
Harpyja wrote:KEROSIINI-TERO wrote:Alena Ventrallis wrote:Give all hardeners the militia active and cool down timers.
Have the amount resisted increase from standard to proto. The resistance we have now should be the advanced module, meaning standard is 10% less resistance and proto is 10% more. This is the way NOT to go. A step in the past. That would mean that lower tier tanks and therefore modules would never be able to fight even distant to even ground. So we would be back at Codex --> Uprising 1.6 where anyone not fully specced into tanking is LOLnoob. Even with module effectiveness being the same, veterans had already %-advantage thru active module timer+cooldown skills, rep and shield delay skills. Not to mention the somewhat bigger cooldown timer. It IS the way to go. Either tiers or have a skill for everything. Skills that increase base HP, acceleration, top speed, damage, etc. there needs to be some gap between invested pilots and FOTM scrubs with 0 SP. And this gap will only form under tiers or having skills for everything. What difference does it make if you have to wait 45 seconds or 100 seconds for your shield hardener to cool down? I mean, calling in that Sica was probably for taking out another vehicle, right? If you succeeded, all you do is retreat and recall, regardless of how long your cooldown time is. And please tell me, what tank battle lasts more than 24s? I commonly deactivate my hardener before it has ran its full 30 seconds. Cooldown and active times don't change the course of battle at all when the modules give the same attributes. They only dictate when the battle happens. There needs to be a reason why there should be dedicated pilots. Right now someone with 0 SP and a railgun Sica with a militia shield hardener and damage amplifier can take out vehicles just as well as I can with my 13 million invested SP. You're saying that it shouldn't be where only specced pilots can be effective. It's the same for snipers. You want to be a good sniper? Well you need to invest SP! Good luck killing anything with the sniper starter fit and with 0 SP in sniping. I see no reason why vehicles shouldn't be the same. You want to be an effective pilot? Then you'd better damn well invest some SP!
agreed, but your execution is too harsh. Make it the STD or enhanced.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Johnny Guilt
Algintal Core
422
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Posted - 2014.01.08 05:50:00 -
[18] - Quote
lol i was thinking the same thing,tankers put up with the prices before 1.7,i think they'll manage to still do what they've always done.
A strange game.
The only winning move is
not to play.
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Tch Tch
Red Shirts Away Team
108
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Posted - 2014.01.08 05:52:00 -
[19] - Quote
I've counter sniped two Redberries who were slaughtering my team, with a single clip with an unskilled Alt and the starter kit.
Sometimes a scrub like me will get lucky, or they find their natural niche. Some noobs will rock in a tank. Some vets invested to the max will die to them.
I don't have an issue with the MLT tanks, I just want to see a counter that isn't a tank that is effective
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Jason Pearson
3809
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Posted - 2014.01.08 06:17:00 -
[20] - Quote
Patrick57 wrote:Pretty much.
I see a lot of Madrugars with Militia Turrets. People are just speccing straight into the tanks but not the turrets.
It's not that, the damage difference between them is only important when fighting other tanks, against Infantry a Militia Blaster can do just as well as a Ion Cannon and when you look at the prices, an Ion Cannon is over 200k whereas the Militia Blasters are stupidly cheap.
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4409
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Posted - 2014.01.08 06:34:00 -
[21] - Quote
Soraya Xel wrote:Yup. It'll probably take multiple months before CCP finally puts tanks back in order. Until then, run, hide, duck, and cover. It's about all you can do. Or have an ADS pilot wreck them from above.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Lorhak Gannarsein
1142
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Posted - 2014.01.08 07:30:00 -
[22] - Quote
Jason Pearson wrote:Patrick57 wrote:Pretty much.
I see a lot of Madrugars with Militia Turrets. People are just speccing straight into the tanks but not the turrets. It's not that, the damage difference between them is only important when fighting other tanks, against Infantry a Militia Blaster can do just as well as a Ion Cannon and when you look at the prices, an Ion Cannon is over 200k whereas the Militia Blasters are stupidly cheap.
This. I have access to Particle Cannons and Ion Cannons, but... well... Why waste the money?
It's a pity you can't tell someone's SP investment by their HP totals anymore.
PRO tanker and proud.
Number of PRO-turret HAVs killed w/ my permahardened MLT Blaster Gunny - 2 (so far xD)
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
449
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Posted - 2014.01.08 08:04:00 -
[23] - Quote
Cody Sietz wrote:Or is something else in the works to prevent tank spam?
As soon as they fix Proto Spam they'll get on the Tank thing.
If you can read this, it means you are reading.
Unless you are skimming
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Omareth Nasadra
The New Age Outlaws WINMATAR.
237
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Posted - 2014.01.08 08:06:00 -
[24] - Quote
those f-king ion blasters... hate them
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
102
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Posted - 2014.01.08 08:44:00 -
[25] - Quote
std tanks are too expensive to actually spam. thier roughly 96k isk and when you start to stack the turret and modules on they can go anywhgere between 150-450k isk therby becomeing to expenisve to actually sapm every match. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
316
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Posted - 2014.01.08 11:04:00 -
[26] - Quote
Jason Pearson wrote:Patrick57 wrote:Pretty much.
I see a lot of Madrugars with Militia Turrets. People are just speccing straight into the tanks but not the turrets. It's not that, the damage difference between them is only important when fighting other tanks, against Infantry a Militia Blaster can do just as well as a Ion Cannon and when you look at the prices, an Ion Cannon is over 200k whereas the Militia Blasters are stupidly cheap.
pluss we know how mad you proto guys get when we wipe you off the map with them, every thing o my tanks is complex but the turret unless i have an enemy tank causing me some problems then ill pull out the proto/complex madrugar |
The Robot Devil
Molon Labe. Public Disorder.
1422
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Posted - 2014.01.08 11:25:00 -
[27] - Quote
All these HAV tears and we don't even have advanced or prototype yet. I am already getting my Big Gulp cup in place to catch the endless flow.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
209
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Posted - 2014.01.08 11:27:00 -
[28] - Quote
Only 2 tanks should be allowed in battle per side. So total 4 tanks on field. My team has 2 enemy has 2
1.7 HMG hotfix works great. Now for more Heavy suits or guns soonGäó
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Atom Heart Mother
Nazionali Senza Filtro
109
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Posted - 2014.01.08 11:30:00 -
[29] - Quote
Cmooooon....ITS NOT THE TANKS TO NEED A NERF, ITS THE AV THAT NEEDS A BUFF. |
JARREL THOMAS
Dead Man's Game
41
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Posted - 2014.01.08 12:22:00 -
[30] - Quote
actually are they putting tank prices back up to 500,000?
Caldari Loyalist
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