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Judge Rhadamanthus
Amarr Templar One
1174
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Posted - 2014.01.10 12:36:00 -
[31] - Quote
Agreed Monkey. I absolutely want rail tanks to be a serious threat to dropships. To be a threat they need to hit hard as the window to hit us is small and they need range to keep us at bay. But doing that from the complete safety of the redline is not fair.
I would at this point make one single change to rail tanks. That they cannot engage the operational area of the map from the redline or close proximity to it. This means the objectives and their zones. let them hit the area near their redline to help a team push out if pushed back, but stop them killing people out in the burn zone trying to have a fair and fun fight by using the redline to run unrealistic builds and hide from retaliation.
Everything Dropship youtube channel
my Community Spotlight
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Mortedeamor
1205
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Posted - 2014.01.10 12:41:00 -
[32] - Quote
True Adamance wrote:Tanks really do butcher, in their current state, any chance of enjoyable gameplay.
Tanking is just who has the most Railguns, there's no need for variation in terms of turret or fits..... when MLT gear does it all why even bother speccing higher.....
Infantry is just about who has the most blaster tanks......
Sure I'll admit it was fun tormenting infantry for a couple of weeks.....not so fun now rail tanking is such a ******* chore. tail tanks specifically do need a looking at mlt damage mods as well..i think more variation should be introduced between the turrets tiers..mlt turrets need smaller clip sizes than adv and adv smaller than proto.
mlt tanks however are not op they're are some small adjustments that could be made but they are not op..at best a soma is ricking 30% rec momentarily with just over 100hps..or no hardener and over 200hps..
they only have 4 k armor..in my exp mlt havs alone are soloable by most av..av has just gotten very dumb in how they do things
with my forge doing over 4 k a clip (somas 5200hp) and then with the added mobility my lavs give me i havnt seen much issue with av vs mlt havs..and in av squads i have run multiple havs off the field to the redline to sit and rail snipe..the only real major imbalance i find is how expensive infantry is to run
Im puerto rican we rage deal with it
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4412
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Posted - 2014.01.10 12:44:00 -
[33] - Quote
True Adamance wrote:Tanks really do butcher, in their current state, any chance of enjoyable gameplay.
Tanking is just who has the most Railguns, there's no need for variation in terms of turret or fits..... when MLT gear does it all why even bother speccing higher.....
Infantry is just about who has the most blaster tanks......
Sure I'll admit it was fun tormenting infantry for a couple of weeks.....not so fun now rail tanking is such a ******* chore. Some friends of mine and I ran a 5 Assault Dropship squad in a Caldari Faction Warfare match.
We popped tanks, forced most of their team to pull AV to counter us, and subsequently paved the way for the blue dots to run about uncontested while they switched from Blaster to Rail tanks to try and shoot us down.
That was one of the first of those in a while that I've won. Befriend as many ADS pilots as you can and watch them punish the scrubby tankers from above.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1554
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Posted - 2014.01.10 12:46:00 -
[34] - Quote
Beld Errmon wrote:tanking used to resemble knights jousting with the right to slaughter infantry as the prize, now its just a barbarian melee with scrubby little peasants sneaking up behind with a poisoned crossbow. magnificent
Charlotte O'Dell is the highest level unicorn!
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Kigurosaka Laaksonen
Isuuaya Tactical Caldari State
92
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Posted - 2014.01.10 12:53:00 -
[35] - Quote
True Adamance wrote:no variation in terms of turret or fits
This might be a stretch, but do you think that could potentially be due to the fact that there is, in reality, "no variation in terms of turret or fits"? I mean, we have blaster and railgun turrets filling the Hybrid role, and a single missile launcher. We're missing one type of missile launcher, both projectile turrets, and both energy turrets.
If Dust does nothing more than follow the basic pattern of EVE (which I believe it should as its first priority,) then we're missing at least 10 vehicle turrets when you account for a short and long range version of energy (that's 4 turrets) and projectile turrets (another 4) and however they would work out a second type of missile launcher (another 2.)
Do you agree at all even in the very slightest that if we had a full representation of racial vehicles and vehicle weaponry that the balance between them would be easier to achieve?
In EVE, railguns aren't balanced against blasters and a single type of missile launcher. They're balanced against an entire range of weapons.
Any balance made to vehicles and vehicle weapons now would be a waste of time and effort and that would be evident as soon as CCP attempted to introduce new racial equipment.
(This racial equipment is, of course, basic content that the game did not release with, and as such I would call it delayed content rather than new content when it's finally released. That term 'delayed content' comes from someone else who I forget, but I can look around and give credit where credit is due.) |
shaman oga
Nexus Balusa Horizon
1280
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Posted - 2014.01.10 13:11:00 -
[36] - Quote
I have an alt, he was a vehicle player, i save all my SP till something interesting will come out, because there is no reason to skill into vehicles now.
STD tanks are not extremly better than MLT ones DS are still coffins, if there is a rail tank on the map
I'm waiting for the LHV (logi heavy vehicle), an unkillable fortress, that rep and resupply other vehicles, help infantry, but don't have any attack power and for fighters of course -oOo-
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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Vrain Matari
ZionTCD Public Disorder.
1457
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Posted - 2014.01.10 13:37:00 -
[37] - Quote
I want to see two things before we give up on True Grit's interesting-but-hellaciously-hard-to-balance active-module/velocity based model:
Web grenades and the ability to fire handheld weapons from lavs/speeders.
I support SP rollover.
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Ninjanomyx
Imperfects Negative-Feedback
530
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Posted - 2014.01.10 13:52:00 -
[38] - Quote
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 25%. 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. |
Pocket Rocket Girl
Psygod9 D.E.F.I.A.N.C.E
75
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Posted - 2014.01.10 14:19:00 -
[39] - Quote
True Adamance wrote:To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK .
Sgt. Oddball from Kelly's Heroes |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
461
|
Posted - 2014.01.10 14:26:00 -
[40] - Quote
Modify rail gun range to match their handheld counterparts. Red line sniping problem (somewhat) fixed.
Also has the side benefit of stopping the mass rush to shoot out enemy base turrets with your own(0 risk). Make bad turrets slightly more useful.
Balance is easy. |
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Cody Sietz
Bullet Cluster Legacy Rising
1929
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Posted - 2014.01.10 14:35:00 -
[41] - Quote
Omareth Nasadra wrote:in before spkr4 awesome poasting He don't care, he just redline rail tanks anyway.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Arx Ardashir
Imperium Aeternum
359
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Posted - 2014.01.10 14:39:00 -
[42] - Quote
Agreed that militia variants of vehicle weapons and modules should mimic the militai version of dropsuit weapons and modules: smaller clips and bigger fittings. Only the bigger fittings thing applies at the moment.
Also, while it is not done with other militia items, perhaps vehicle items (since they are so powerful) should have militia variants that are less effective instead of just less efficient. Exp: Militia weapon modifier amping damage by only 20% instead of the current 30%.
Edit: I also would like to see small laser turrets that function like laser rifles, so tanks can be turned into deadly laser shows/raves.
Amarr HAV Speculation
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Alldin Kan
Imperfects Negative-Feedback
893
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Posted - 2014.01.10 15:05:00 -
[43] - Quote
True Adamance wrote:Tanks really do butcher, in their current state, any chance of enjoyable gameplay.
Tanking is just who has the most Railguns, there's no need for variation in terms of turret or fits..... when MLT gear does it all why even bother speccing higher.....
Infantry is just about who has the most blaster tanks......
Sure I'll admit it was fun tormenting infantry for a couple of weeks.....not so fun now rail tanking is such a ******* chore. But MLT fits are easy to kill...
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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Soraya Xel
The Corporate Raiders Top Men.
1038
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Posted - 2014.01.10 15:34:00 -
[44] - Quote
Judge Rhadamanthus wrote:Agreed Monkey. I absolutely want rail tanks to be a serious threat to dropships. To be a threat they need to hit hard as the window to hit us is small and they need range to keep us at bay. But doing that from the complete safety of the redline is not fair.
I would at this point make one single change to rail tanks. That they cannot engage the operational area of the map from the redline or close proximity to it. This means the objectives and their zones. let them hit the area near their redline to help a team push out if pushed back, but stop them killing people out in the burn zone trying to have a fair and fun fight by using the redline to run unrealistic builds and hide from retaliation.
I don't think this is the solution. We need one, most certainly, but I don't think any solutions involving either removing the redline or disabling damage in the redline is the answer. Most of these answers, I find, come from just wanting the situation to go away, rather than figuring out how to enhance design to naturally block it.
I think for one, map design love might be able to adjust the ability for a tank to get a good perch. I mean, a hillside is easily AVable, the problem is the cliffs that the tanker can just back up a bit, and be out of AV line of sight.
I'd like to be your CPM1 candidate
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Judge Rhadamanthus
Amarr Templar One
1176
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Posted - 2014.01.10 15:38:00 -
[45] - Quote
Soraya Xel wrote:...but I don't think any solutions involving either removing the redline or disabling damage in the redline is the answer....
Why did you quote me? I never said any of those things in my post. Please refrain from straw manning me. It is uncalled for.
Everything Dropship youtube channel
my Community Spotlight
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Ninjanomyx
Imperfects Negative-Feedback
531
|
Posted - 2014.01.10 15:40:00 -
[46] - Quote
Soraya Xel wrote:Judge Rhadamanthus wrote:Agreed Monkey. I absolutely want rail tanks to be a serious threat to dropships. To be a threat they need to hit hard as the window to hit us is small and they need range to keep us at bay. But doing that from the complete safety of the redline is not fair.
I would at this point make one single change to rail tanks. That they cannot engage the operational area of the map from the redline or close proximity to it. This means the objectives and their zones. let them hit the area near their redline to help a team push out if pushed back, but stop them killing people out in the burn zone trying to have a fair and fun fight by using the redline to run unrealistic builds and hide from retaliation. I don't think this is the solution. We need one, most certainly, but I don't think any solutions involving either removing the redline or disabling damage in the redline is the answer. Most of these answers, I find, come from just wanting the situation to go away, rather than figuring out how to enhance design to naturally block it. I think for one, map design love might be able to adjust the ability for a tank to get a good perch. I mean, a hillside is easily AVable, the problem is the cliffs that the tanker can just back up a bit, and be out of AV line of sight.
+1 Like for pointing out the real flaw, Sim City SNES Map Design........ |
The Robot Devil
Molon Labe. Public Disorder.
1467
|
Posted - 2014.01.10 15:47:00 -
[47] - Quote
True Adamance wrote:knight guard fury wrote:im an awesome tanker when it comes to supporting my team, i try not to kill infantry but i will with only a railgun and it takes "some" prctice before it starts to become easy to just 1 hit everyone.
when i use blasers is when im killing heavies and other tanks but besides that i prefer TvT action Same but in the end I don't know why I bothered speccing 6 million SP into tanks only to find out that....for the most part I could have spent nothing to be equally as effective as what I am now.
Just wait till advanced and prototype HAVs hit, if you think that HAVs ruin the game now then we are royally screwed. Mil HAVs will not be a problem at all once higher tier equipment gets in game. Your 6M isn't wasted, just prudently invested with an emphasis on long term returns.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Quil Evrything
Triple Terrors
699
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Posted - 2014.01.10 15:57:00 -
[48] - Quote
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.
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
330
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Posted - 2014.01.10 16:00:00 -
[49] - Quote
Marad''er wrote:All true tankers will soon admit that in 1.7, tanking has dumbed down... So very much..
I said that pre 1.7 and wrote and warned all of you as well but then I had just two months under my belt so I guess most figured that I couldn't possibly know what I was talking about . What do you think my signature was DIE 1.7 for ??? I seen this coming and knew the effect that it would have , making tanking boring and taking the options of having personalization and customization away .
I knew that tanks were for me the moment I listened to that motor . Not the power of the weapons but that motor , it's addictive .
Check around and I have written tank posts and , to me , they were not all that bad considering that I was not asking CCP to do the impossible or trying to make tanks something different than they were suppose to be , no gimmicks or tricks just make them they way that they should be from a military standpoint .
They still need an slight increase in CPU / PG . In their previous state CCP could have worked out the CPU / PG mod issue and the fact that the PG mods did other things like give a boost to your shields and such but now , no one in their right mind , unless they are maxed out at least in their core , would even attempt to exchange an enhancement for offensive power .
What is needed is the previous configuration of slots and mods to return . In the previous patch , players had an access to more choices for customization and you rarely seen players with the same fits and HP numbers and you had to worry about what they had under their hood as far as skill points placed into enhancements that were not offensive or defensive , then you had a portion of the skill tree that was like the core of the suits where you could add a percentage to your over all vehicle's CPU / PG but in this tree , you can only touch that area for a specific mod or turret and you have to have the branch maxed out before that option is even possible .
They dropped the ball with the slot layout and reconfiguration , also with taking the CPU / PG enhancements option off the table and in a way creating a sink with the optimization because they only effect that item and not the over all vehicles and again , you have to have that branch maxed out to even have access to that chance .
Word to the wise , they might try the same thing with the patch that will have the suits finalized . If I were you I would want that info to be addressed because if they change the suits core tree ( which shouldn't even be touched ) that might be their approach to that tree as well and that would be hell to pay . I do believe that they should give a full respec because some might want to place some of their core skill points in other areas , with the changes and not knowing their effects on their persons , so that is understandable but tying in the cloaking mechanics might go to the core as well with the scanning choices so that will have some type of effect . Some might just want to specialize in their races weapons and such .
The skill tree changes should be a topic of discussion .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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The Robot Devil
Molon Labe. Public Disorder.
1468
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Posted - 2014.01.10 16:08:00 -
[50] - Quote
Alldin Kan wrote:True Adamance wrote:Tanks really do butcher, in their current state, any chance of enjoyable gameplay.
Tanking is just who has the most Railguns, there's no need for variation in terms of turret or fits..... when MLT gear does it all why even bother speccing higher.....
Infantry is just about who has the most blaster tanks......
Sure I'll admit it was fun tormenting infantry for a couple of weeks.....not so fun now rail tanking is such a ******* chore. But MLT fits are easy to kill...
I agree that HAV spam is a junk tactic but with few mercs switching to AV it makes perfect sense. I'll be the only one actively attacking a HAV while everyone else just spins around. I can solo at least on HAV using prox mines, an nades and a modded advance plasma cannon. If I can solo a HAV the the HAV isn't the problem it is the rest of the team. I have no chance of popping a good pilot with a well fit HAV but most pilots are stupid and their vehicle is junk. Tigher squads and more AV focused mercs is what is needed not more nerfs or restrictions.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Beld Errmon
The Southern Legion The Umbra Combine
1215
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Posted - 2014.01.10 16:08:00 -
[51] - Quote
Ninjanomyx wrote: TL;DR: Get Gud
Its a good thing you put that last bit in because the rest sounds like drug induced nonsense to me, do you even know how to fly a dropship? cause I do and the only things in that long winded pile of horse **** that made any sense was "carry AV squadies" and "rail tanker in your squad" |
Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
330
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Posted - 2014.01.10 16:09:00 -
[52] - Quote
Arx Ardashir wrote:Agreed that militia variants of vehicle weapons and modules should mimic the militai version of dropsuit weapons and modules: smaller clips and bigger fittings. Only the bigger fittings thing applies at the moment.
Also, while it is not done with other militia items, perhaps vehicle items (since they are so powerful) should have militia variants that are less effective instead of just less efficient. Exp: Militia weapon modifier amping damage by only 20% instead of the current 30%.
Edit: I also would like to see small laser turrets that function like laser rifles, so tanks can be turned into deadly laser shows/raves.
I just can not agree with this , like someone else posted , when the advanced and prototype tanks come into play then you will see CCP's vision concerning tanks . The militia tanks will be outmatched to the point that people might just begin QQing about them , asking for a buff .
The militia tanks should not be touched at all . The future will prove that this will be the correct choice .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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shaman oga
Nexus Balusa Horizon
1284
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Posted - 2014.01.10 16:12:00 -
[53] - 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. Nah, it's to easy to kill one of them with a rail sica, if you use damage mod it's even faster. ADS are fun, but not worth, everyone with a sica and a decent aim can kill you, unless you never stop moving and that is not the purpose of the ADS.
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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Flix Keptick
Red Star. EoN.
3293
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Posted - 2014.01.10 16:17:00 -
[54] - Quote
Tanks would be fun IF ALL THE RAILGUN PUSSIES GOT OUT OF THEIR REDLINES!!!
Lack of content makes stuff broken...
Tank driver // specialized tank destroyer
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CLONE117
planetary retaliation organisation
571
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Posted - 2014.01.10 16:33:00 -
[55] - Quote
Flix Keptick wrote:Tanks would be fun IF ALL THE RAILGUN PUSSIES GOT OUT OF THEIR REDLINES!!!
i think those guys r there for a reason... what is this reason?
u dont know?
well its because that gunlogi and maddrugar spam on your team PUT THEM THERE....
so yes they r going to gun your hardened vehicles down with a double damage modded sica that has no tankabillity what so ever. its a glass cannon.
i honestly havent had much problem with any redline railtanks so far.
and majority of the time when i do come across them they r mostly on the other team that doesnt have the perma hardened 40% better std tank.
i dont have many problems when going up against multiple mlt tanks. when i end up having to go u against a powerful std tank though. thats when the problems come out. because now we have a few mlt tanks running about only to distract u while that std tank dominates everything.
those mlt tanks rnt the problem as i find those to be easy kills anyways. take out the std tank in the match and the spam could essentialy just die fast.. |
Boomer-811
Living Like Larry Schwag
7
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Posted - 2014.01.10 16:46:00 -
[56] - Quote
One issue, aside from red-line tanking, is getting farmed at your own red-line by a grouping of tanks. Anything coming over a hill is immediately swarmed by rounds. Also, any AV that does land on the tanks becomes pointless as oftentimes the tanks can just quickly dart around a corner and avoid any further damage. Something that might discourage that at least, could be to put some form of weaker turrets on the MCC or in the redline itself that have a limited range, but are indestructible. Either player controlled or automated, they wouldn't be able to shoot far enough into the map to be used as camping devices, but just far enough to discourage red-line camping. Just a thought. |
Rynoceros
Rise Of Old Dudes
2067
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Posted - 2014.01.10 17:12:00 -
[57] - Quote
The idea that any army would call in a tank to handle 16 people is kinda ridiculous. But, here we usually see 3 on the either side at any given time. Tanks aren't OP, but the ability to deploy more than 1 at a time with our current match population is just stupid.
*If you're not driving a HAV, equip some god damned AV grenades you simpletons.
Beer before Liquor, never sicker.
Toothpaste before Orange Juice, you're dead.
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
226
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Posted - 2014.01.10 17:25:00 -
[58] - Quote
Cody Sietz wrote:Omareth Nasadra wrote:in before spkr4 awesome poasting He don't care, he just redline rail tanks anyway.
I wouldn't be surprised if this is true.
BTW: Put turrets on your assault dropships for dumbasses like me please. I hate feeling stupid.
The not Logic Bomb!
-->We need better comms!<--
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jerrmy12 kahoalii
The Phoenix Federation
314
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Posted - 2014.01.10 17:33:00 -
[59] - 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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Ninjanomyx
Imperfects Negative-Feedback
531
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Posted - 2014.01.10 17:34:00 -
[60] - Quote
Beld Errmon wrote:Ninjanomyx wrote: TL;DR: Get Gud
Its a good thing you put that last bit in because the rest sounds like drug induced nonsense to me, do you even know how to fly a dropship? cause I do and the only things in that long winded pile of horse **** that made any sense was "carry AV squadies" and "rail tanker in your squad"
So I take it you're not a Pilot that Got Gud??? |
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