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jerrmy12 kahoalii
The Phoenix Federation
314
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Posted - 2014.01.10 17:33:00 -
[1] - Quote
Takahiro Kashuken wrote:Judge Rhadamanthus wrote:I would hold back on daming tanks in general at the moment as the redline rails are unbalancing things to such a large extent that we cannot truly assess dropship and tank changes. The redline tanks are using builds that cannot be used very well on the battlefield. They can stack damage and run low HP due to the redline being their defence. This unbalances the way HP or Damage builds play off against each other in a fight.
I am not claiming tanks or dropships are good or bad this build, but that with redline rails we must restrain from judging too harshly. If tanks could not shoot from the redline (not a suggestion but a thought experiment) would they be over powered or damaging tank battles as much as they do now?
What is it that causes the gameplay you dislike and would it improve if certain tanks were limited? If rails get nerfed then ADS will dominate the field No, they wont, just shut up
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
314
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Posted - 2014.01.10 17:36:00 -
[2] - Quote
Judge Rhadamanthus wrote:Takahiro Kashuken wrote: Also a 15pages long thread about nerfing rails you did make, so weather (sic) or not your post says anything about a nerf you want them nerfed
No I don't. And a rebalance is not a nerf. You can shout it at me in inflammatory language all you want but that does not make it true. You need to read that thread again. Carefully this time. Its the redline that is the issue which is a point I make time and time again in that thread yet you STILL go on about other things. I will state it here again for you. Redline railing is the biggest issue. It is that we need to address. The other factors like the range, power etc are made overpowered by the redline. Hence the redline needs a fix before we can look at the other aspects. Combine all those factors and we have a broken game element. I have not stated that I want the power, ROF, Range, Elevation reduced to ineffectiveness. I stated that they are unfair and costing ISK to players while those using them in the redline are not risking ISK. Even out of the red line the rail is op, no afterburner means your problably gunna die
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
314
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Posted - 2014.01.10 17:42:00 -
[3] - Quote
Ninjanomyx wrote:Rails cannot shoot a Dropship from Redline to Redline on the vast majority of Maps........ Couple this with Flight Ceiling Abuse & Turret Aiming not going past 55 Degrees & the result is ADS Wins over All. I find myself moving 1/3 of the way through the Map, atop a Hillside, just to hit a Mid-High Elevated Dropship. Any further Range/Height results in the Out of Range Flare.
Also.....most of you Nimrods consider any Attack that is not immediately Visible, nor Center Field, a Redline Strike...... Utilizing Map Positioning to the far East/West is NOT a Redline Strike FFS....... & if a Dropship gets past the Mid Field Line they are literally Invulnerable to Retaliation outside of the Redline. Want me to teach you ADSers how to "Properly" and Abusively do your "Job" & have "Fun"??? Well.....here we go:
Step 1: Move to the Back of your Redline before calling in an RDV, ESPECIALLY if you know you will not be the 1st Vehicle to Spawn. This makes it IMPOSSIBLE to lose your Dropship to any form of Redberry Damage upon Spawn.
Step 2: Fly UP & AWAY. The Flight Redline is EXTENDED, thus allowing Ascencion while further diminishing the chance of being within Range of ANY DAMAGE, save a "Friendly" RDV/Dropship Collision......
Step 3: Open Map & Scout for Enemy Vehicles, or don't.....this Step is Skippable for the more Gungho without actually diminishing Effectiveness.
Step 4: Stay HIGH & fly towards the Enemy Redline. At this point you may see the Rail Flares, indicating Threat Positions. Take Note of these Positions & plan your next move.
Step 5: Remember that Redline Extension mentioned earlier??? Now is where you play "Footsies" with the Redline to get a feel for where it Begins & Ends. Note Vehicular Threat Positions & prepare to Engage.
Strp 6: Move into Optimal Positioning before Engaging. Now Descend while moving Towards your Target, & Fire while Descending. You have until 5 Seconds to deal Damage to the Target which cannot fire back ("Dogs can't look up"). Hit the Thruster Module & fly UP & AWAY. Once out of Redline simply continue to Ascend. You are now SAFE from any form of Retaliation & are in Key Positioning to continue your Assault.
Summary: UP & AWAY + Flight Ceiling + Extended Redline = Profit
Combine this with good Side Gunners or AV Infantry that can Inertia Dampen down to Assist & you have a Constant Threat, often without ever necessitating the use of Hardeners (Unless Installations are present, but that should be Priority for your Rail Tanker......sooooo yeah.)
I have yet to see ANYONE employ this Tactic..... Only TWICE, in my ENTIRE DUST 514 Lifetime, have I seen someone come somewhat close to replicating this example, & they did not lose their Dropship. A proficient Dropship Pilot provides a significant Distraction for Rails. I often don't Engage past 1/3 Field until I have assured myself that there is no Dropship Presence, be it they Retreat or Die. Only then do I press on to Engage past 1/3 Field.
But the Quality of Dropship Pilots is so severely lacking that I find myself popping these "Hovertards" without Damage Amps, like a floating Installation, then immediately move on to pressuring the other Vehicles. You want some "Real" Changes that could be made??? Here we go:
Blaster vs Vehicle/Installation Efficiency be reduced by 20%. This solidifies their Intended Role as Anti-Infantry while not completely Gimping their Viability VS Vehicles. VS LAV the Efficiency remains the same since they are Light Vehicles & are, more often than not, too fast for Rail & Missile Turning (Unless Skilled).
This puts a Triforce of VS Roles into play. Blasters engage Infantry & LAVs. Missiles engage Blasters & Installations (Fastest TTK on CRU & Depot, especially Amped) within Mid Field. Rails engage Dropships & Tanks from afar.
This puts the Missile Tanks as Enclosure Area Denial, High Alpha Anti-Blaster Support, & Installation Clean-up. Rails maintain Mid-High Alpha Outskirt Control, Enemy Redline Turret Installation Clean-up, & Dropship Control. Blasters become Infantry & LAV Clean-up.
Only under the Conditions of a Superior Pilot should the Roles become more "Flexible" (IE: Blaster Tank "Circle Strafes" Rail & Missile Tank in CQC. Missile Tank killing Infantry & LAV/Dropship @ Range. Rail Tank killing Infantry & Missile Tank in CQC.)
TL;DR: Get Gud
Side-Note: I agree that Tanking has become a Homogenized Snorefest..... I'll be on Armored Core V, where Customization matters. 1. I've hid to my redline's redline and still lose a ship
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
314
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Posted - 2014.01.10 17:45:00 -
[4] - Quote
Quil Evrything wrote:shaman oga wrote: STD tanks are not extremly better than MLT ones DS are still coffins, if there is a rail tank on the map
MILITIA dropships are coffins, with rail tanks. Good ones, are not. Multiple times, I've been firing at a high level (assault) dropship, and emptied my clip trying to bring it down, without success. Got at least 4 direct hits on the thing. Lies, I know because I've done it, 2-3 hits for a python, 3-4 sometimes for an incubus
I use a tablet so beware of typos
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