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        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5506
 
 
      | Posted - 2014.01.10 09:32:00 -
          [1] - Quote 
 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.
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  Marad''er
 Ancient Exiles.
 Renegade Alliance
 
 119
 
 
      | Posted - 2014.01.10 09:34:00 -
          [2] - Quote 
 All true tankers will soon admit that in 1.7, tanking has dumbed down... So very much..
 
 GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢ Gÿà¿When will dust get better?Gÿà Forum Warrior LV. 4 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY | 
      
      
        |  Omareth Nasadra
 The New Age Outlaws
 WINMATAR.
 
 243
 
 
      | Posted - 2014.01.10 09:37:00 -
          [3] - Quote 
 in before spkr4 awesome poasting
  
 Minmatar, In rust we trust!!! Omareth Nasadra/Erynyes | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5508
 
 
      | Posted - 2014.01.10 09:40:00 -
          [4] - Quote 
 
 Marad''er wrote:All true tankers will soon admit that in 1.7, tanking has dumbed down... So very much.. 
 I'll straight up admit that I miss the old 1.5 tank fits where I could customise my tanks much more in depth, exactly how much resistances, armour, speed modules.....tanking has been significantly dumbed down to the point where Armour tanking a Sica with damage modules essentially is one of the best in game fits.....and doing that requires a player to invest no SP at all.
 
 In every match tonight the only tanking I have seen done is Redline to Redline.
 
 One teams tanks will press forwards only to be stopped by camping redline scum bag Sica's.
 
 They push back, we call in Sica's and we thrash them.....
 
 Really standard, really boring.
 
 I mean I wouldn't mind if that was the established role of tanks, tanks take down other armoured units and have to skill shot infantry. But why even bother giving us variation if the other variations are significantly less effective?
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  TechMechMeds
 Swamp Marines
 
 2034
 
 
      | Posted - 2014.01.10 09:40:00 -
          [5] - Quote 
 Tanks totally do not in the slightest feel like I'm driving a fking tonka toy, they totally DO not.
 
 Level 2 forum warrior. Minmatar and Gallente fw. I sold my wife and kids to the Amarr for isk, its a valid tactic. | 
      
      
        |  Lorhak Gannarsein
 
 1173
 
 
      | Posted - 2014.01.10 09:42:00 -
          [6] - Quote 
 
 Marad''er wrote:All true tankers will soon admit that in 1.7, tanking has dumbed down... So very much.. 
 I got bored after about a week.
 
 Kitten this BS.
 
 PRO tanker and proud. Number of PRO-turret HAVs killed w/ my permahardened MLT Blaster Gunny - 2 (so far xD) | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5508
 
 
      | Posted - 2014.01.10 09:43:00 -
          [7] - Quote 
 
 Omareth Nasadra wrote:in before spkr4 awesome poasting   
 Pffff yeah I'm not saying tanks are OP....just boring now....wouldn't mind if all turrets have the same basic functionality with unique racial traits...but they don't.
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  knight guard fury
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 808
 
 
      | Posted - 2014.01.10 09:43:00 -
          [8] - Quote 
 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
 
 In Rust We Trust,
true to the Republic,
Kherokior warrior | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5508
 
 
      | Posted - 2014.01.10 09:45:00 -
          [9] - Quote 
 
 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.
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  Billi Gene
 
 439
 
 
      | Posted - 2014.01.10 09:52:00 -
          [10] - Quote 
 we really need bigger maps, with more players, so that there can be multiple 'theatres' with the rail tanks operating on the edge of their range to inhibit red vehicle movements ... type of thing... imho >.<
 
 limiting rail range would be a nice buff for DS but would essentially nerf the rail away and most likely we'd see the return of the missile tank (taking a bit but speccing into it to see why i never see any anymore[?])
 
 lowering DPS would work, but if that was to happen it'd be nice to see an increase in ammo 'clip' capacity.
 
 
 
 
 Pedant, Ape, Troll.
My Beard makes Alpha's sook :P | 
      
      
        |  TechMechMeds
 Swamp Marines
 
 2034
 
 
      | Posted - 2014.01.10 09:56:00 -
          [11] - Quote 
 
 Billi Gene wrote:we really need bigger maps, with more players, so that there can be multiple 'theatres' with the rail tanks operating on the edge of their range to inhibit red vehicle movements ... type of thing... imho >.<
 limiting rail range would be a nice buff for DS but would essentially nerf the rail away and most likely we'd see the return of the missile tank (taking a bit but speccing into it to see why i never see any anymore[?])
 
 lowering DPS would work, but if that was to happen it'd be nice to see an increase in ammo 'clip' capacity.
 
 
 
 
 I'd rather 24v24 first, the maps were unlocked for it in uprising but its not actually been implemented.
 
 Level 2 forum warrior. Minmatar and Gallente fw. I sold my wife and kids to the Amarr for isk, its a valid tactic. | 
      
      
        |  TechMechMeds
 Swamp Marines
 
 2034
 
 
      | Posted - 2014.01.10 09:58:00 -
          [12] - Quote 
 
 Billi Gene wrote:we really need bigger maps, with more players, so that there can be multiple 'theatres' with the rail tanks operating on the edge of their range to inhibit red vehicle movements ... type of thing... imho >.<
 limiting rail range would be a nice buff for DS but would essentially nerf the rail away and most likely we'd see the return of the missile tank (taking a bit but speccing into it to see why i never see any anymore[?])
 
 lowering DPS would work, but if that was to happen it'd be nice to see an increase in ammo 'clip' capacity.
 
 
 
 
 Oh and I have proto large missile turrets on my tanker alt, its brilliant if your good and if your new to tanking I wouldnt advise it.
 
 Level 2 forum warrior. Minmatar and Gallente fw. I sold my wife and kids to the Amarr for isk, its a valid tactic. | 
      
      
        |  Beld Errmon
 The Southern Legion
 The Umbra Combine
 
 1212
 
 
      | Posted - 2014.01.10 10:04:00 -
          [13] - Quote 
 I think you'd be hard pressed to find many of the old school aka true tankers, that disagree that tanking now sucks and caters to the common cod mentality that has been infecting the game for a while now, 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.
 
 i look forward to the end of the tank spam patch and a return to tanks being about skill, unfortunately it will probably be months before vehicles get rebalanced, till then its all about militia tanks with god mode hardeners and double dmg mod railguns.
 
 *edit* PS Adam I am disappointed you would acknowledge that loud mouthed toss pot.
 | 
      
      
        |  Judge Rhadamanthus
 Amarr Templar One
 
 1173
 
 
      | Posted - 2014.01.10 10:06:00 -
          [14] - Quote 
 It seems your main complaint is against the redline tankers. I would hold back on daming tanks in general at the moment as the reline 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 battlefiled. 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?
 
 
 Everything Dropship youtube channel
 my Community Spotlight | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5509
 
 
      | Posted - 2014.01.10 10:08:00 -
          [15] - Quote 
 
 Beld Errmon wrote:I think you'd be hard pressed to find many of the old school aka true tankers, that disagree that tanking now sucks and caters to the common cod mentality that has been infecting the game for a while now, 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.
 i look forward to the end of the tank spam patch and a return to tanks being about skill, unfortunately it will probably be months before vehicles get rebalanced, till then its all about militia tanks with god mode hardeners and double dmg mod railguns.
 
 Agreed.
 
 I'll take an example of match I'm in now.
 
 I spawn in my MLT fit Sica, I find my position on Manus by our redline and in the first 5 mins have 2 Tank Kills.
 
 I move up to help friendly tanks.
 
 I spy another MLT Sica on the hill by their redline, I have him zeroed and dead to right.
 
 There is another MLT Sica that takes me out from the other redline.
 
 What did I do wrong here?
 
 Answer: I left the Redline.....
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  TechMechMeds
 Swamp Marines
 
 2034
 
 
      | Posted - 2014.01.10 10:09:00 -
          [16] - Quote 
 
 Beld Errmon wrote:I think you'd be hard pressed to find many of the old school aka true tankers, that disagree that tanking now sucks and caters to the common cod mentality that has been infecting the game for a while now, 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.
 i look forward to the end of the tank spam patch and a return to tanks being about skill, unfortunately it will probably be months before vehicles get rebalanced, till then its all about militia tanks with god mode hardeners and double dmg mod railguns.
 
 *edit* PS Adam I am disappointed you would acknowledge that loud mouthed toss pot.
 
 That's funny that you use knights jousting to describe tank battles, my tanker alt is called Terranknight87.
  
 Level 2 forum warrior. Minmatar and Gallente fw. I sold my wife and kids to the Amarr for isk, its a valid tactic. | 
      
      
        |  Borne Velvalor
 Endless Hatred
 
 2117
 
 
      | Posted - 2014.01.10 10:15:00 -
          [17] - Quote 
 
 Billi Gene wrote:we really need bigger maps, with more players, so that there can be multiple 'theatres' with the rail tanks operating on the edge of their range to inhibit red vehicle movements ... type of thing... imho >.<
 limiting rail range would be a nice buff for DS but would essentially nerf the rail away and most likely we'd see the return of the missile tank (taking a bit but speccing into it to see why i never see any anymore[?])
 
 lowering DPS would work, but if that was to happen it'd be nice to see an increase in ammo 'clip' capacity.
 
 
 
 If missiles had a militia version, I'm sure we'd see double amped missile Sicas popping the hardened Ion Cannon Madrugars as well. They are still deadly in the right hands. With amps or proto you can OHKO most tanks, from being on the receiving end a fair bit. I haven't specced in and just run the State ones but I've popped a few Somas/Madrugars through a single armor hardener in one burst with 2 amps.
 
 Many suits I've worn, many burdens I've borne, for the oaths I've sworn. Panda. | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5510
 
 
      | Posted - 2014.01.10 10:17:00 -
          [18] - Quote 
 
 Borne Velvalor wrote:Billi Gene wrote:we really need bigger maps, with more players, so that there can be multiple 'theatres' with the rail tanks operating on the edge of their range to inhibit red vehicle movements ... type of thing... imho >.<
 limiting rail range would be a nice buff for DS but would essentially nerf the rail away and most likely we'd see the return of the missile tank (taking a bit but speccing into it to see why i never see any anymore[?])
 
 lowering DPS would work, but if that was to happen it'd be nice to see an increase in ammo 'clip' capacity.
 
 
 
 If missiles had a militia version, I'm sure we'd see double amped missile Sicas popping the hardened Ion Cannon Madrugars as well. They are still deadly in the right hands. With amps or proto you can OHKO most tanks, from being on the receiving end a fair bit. I haven't specced in and just run the State ones but I've popped a few Somas/Madrugars through a single armor hardener in one burst with 2 amps. 
 Yeah you are right.... its not like I am complaining because I am getting popped by these Sica's. I get killed by them every now and then depending on how many tanks the enemy spams.
 
 But what hurts is when I get into that Sica and risk nothing, with no skill investment, and have games equal to and better than my Gunlogi fits or Proto Ion Cannon Maddy fits.....
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  R F Gyro
 Clones 4u
 
 941
 
 
      | Posted - 2014.01.10 10:26:00 -
          [19] - Quote 
 Lets not forget that 1.7 HAVs are only the first step in a longer strategy. They took away a lot of stuff so they could balance the core vehicles & modules better. The fact that we can see so clearly that rebalancing is required is a result of that, so we should view this as a good thing(TM).
 
 I imagine 1.8 (or whatever it is called) will rebalance the core HAVs somewhat, and restore some of the effectiveness of AV.
 
 If that works out reasonably well then they can start to slowly re-introduce some of the options & variations they had before, doing so in a relatively safe and controlled manner.
 
 Of course, I still think there's a fundamental incompatibility that no-one is tackling: the fact that we feel naturally that tanks should be badass (requiring an AV team to counter them, for example), but they still only use one of the 16 player slots on the team.
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 2179
 
 
      | Posted - 2014.01.10 10:32:00 -
          [20] - Quote 
 
 True Adamance wrote:Beld Errmon wrote:I think you'd be hard pressed to find many of the old school aka true tankers, that disagree that tanking now sucks and caters to the common cod mentality that has been infecting the game for a while now, 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.
 i look forward to the end of the tank spam patch and a return to tanks being about skill, unfortunately it will probably be months before vehicles get rebalanced, till then its all about militia tanks with god mode hardeners and double dmg mod railguns.
 Agreed. I'll take an example of match I'm in now. I spawn in my MLT fit Sica, I find my position on Manus by our redline and in the first 5 mins have 2 Tank Kills. I move up to help friendly tanks. I spy another MLT Sica on the hill by their redline, I have him zeroed and dead to right. There is another MLT Sica that takes me out from the other redline. What did I do wrong here? Answer: I left the Redline..... 
 What you did wrong was leave cover and not check out your surrounding hills
 
 Intelligence is OP | 
      
      
        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 2179
 
 
      | Posted - 2014.01.10 10:33:00 -
          [21] - Quote 
 
 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
 
 Intelligence is OP | 
      
      
        |  TechMechMeds
 Swamp Marines
 
 2034
 
 
      | Posted - 2014.01.10 10:35:00 -
          [22] - Quote 
 I think the large rail ROF needs toning down a bit.
 
 Level 2 forum warrior. Minmatar and Gallente fw. I sold my wife and kids to the Amarr for isk, its a valid tactic. | 
      
      
        |  Judge Rhadamanthus
 Amarr Templar One
 
 1173
 
 
      | Posted - 2014.01.10 10:38:00 -
          [23] - Quote 
 
 Takahiro Kashuken wrote:
 If rails get nerfed then ADS will dominate the field
 
 Your comment references a nerf which is something not mentioned in my post, yet you quoted my post. You know for example that a rail turret has a greater than 1:1 elevation. So if they could be just as effective against ADS as now if they were forced to always be out of the redline.
 
 Also a reduction in operating parameters is not a nerf. Its a balance or at the least a change. What change to a rail would lead to the situation you fear?
 
 Everything Dropship youtube channel
 my Community Spotlight | 
      
      
        |  Racro 01 Arifistan
 501st Knights of Leanbox
 INTERGALACTIC WARPIGS
 
 103
 
 
      | Posted - 2014.01.10 10:50:00 -
          [24] - Quote 
 tanks from 1.6 were fine to use and drive and actually had variaton. all ccp had to do was dumb down the damage of only the proto av and there would have been balance. but instead we got compeltly overhauled and av got nerfed.
 
 now tanks are more than likley 3rd in line for the nerf hammer after rail rifles, combat rifles (bit iffy with combat rifles apart form ridiculos killing range like rail rifle)
 | 
      
      
        |  Takahiro Kashuken
 Red Star.
 EoN.
 
 2179
 
 
      | Posted - 2014.01.10 10:59:00 -
          [25] - Quote 
 
 Judge Rhadamanthus wrote:Takahiro Kashuken wrote:
 If rails get nerfed then ADS will dominate the field
 Your comment references a nerf which is something not mentioned in my post, yet you quoted my post. You know for example that a rail turret has a greater than 1:1 elevation. So if they could be just as effective against ADS as now if they were forced to always be out of the redline. Also a reduction in operating parameters is not a nerf. Its a balance or at the least a change. What change to a rail would lead to the situation you fear? 
 Its long distance high damage weapon, these cant be changed
 
 Also a 15pages long thread about nerfing rails you did make, so weather or not your post says anything about a nerf you want them nerfed
 
 Intelligence is OP | 
      
      
        |  Chibi Andy
 Forsaken Immortals
 Top Men.
 
 849
 
 
      | Posted - 2014.01.10 12:07:00 -
          [26] - Quote 
 a MLT tank costs less than my ADV heavy suit
  
 YOU HAVE BEEN SCANNED!!!  sç+a¦át¢èa¦á)sç+ (pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+ | 
      
      
        |  Judge Rhadamanthus
 Amarr Templar One
 
 1174
 
 
      | Posted - 2014.01.10 12:21:00 -
          [27] - Quote 
 
 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.
 
 Everything Dropship youtube channel
 my Community Spotlight | 
      
      
        |  Monkey MAC
 Lost Millennium
 
 1532
 
 
      | Posted - 2014.01.10 12:22:00 -
          [28] - Quote 
 
 R F Gyro wrote:Lets not forget that 1.7 HAVs are only the first step in a longer strategy. They took away a lot of stuff so they could balance the core vehicles & modules better. The fact that we can see so clearly that rebalancing is required is a result of that, so we should view this as a good thing(TM).
 I imagine 1.8 (or whatever it is called) will rebalance the core HAVs somewhat, and restore some of the effectiveness of AV.
 
 If that works out reasonably well then they can start to slowly re-introduce some of the options & variations they had before, doing so in a relatively safe and controlled manner.
 
 Of course, I still think there's a fundamental incompatibility that no-one is tackling: the fact that we feel naturally that tanks should be badass (requiring an AV team to counter them, for example), but they still only use one of the 16 player slots on the team.
 
 Been saying that for ages my friend, been saying that for ages.
 
 Tanks 514 I told you, I bloody well told you. Monkey Mac - Forum Warrior of the Trees Lvl.1 | 
      
      
        |  Sir Dukey
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 324
 
 
      | Posted - 2014.01.10 12:25:00 -
          [29] - Quote 
 
 Marad''er wrote:All true tankers will soon admit that in 1.7, tanking has dumbed down... So very much.. 
 I said it from the beginining of 1.7 that tanks suck as in the amount of fun they are. Killing tanks isn't even enjoyable and it got to a point where i don t even want to get in my railgun tank to take out the enemy tank because its that boring.
 | 
      
      
        |  Monkey MAC
 Lost Millennium
 
 1532
 
 
      | Posted - 2014.01.10 12:26:00 -
          [30] - 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. 
 Quite True Judge, when it comes to the li g range weaponry, be it sniper rifle, rail gun or prehaps even missiles. The redline will always cause a problem.
 
 In the case of ADS v Rail Tank its the ability to hit someone on the active field of battle from a designated Safe Zone that is the problem.
 
 Tanks 514 I told you, I bloody well told you. Monkey Mac - Forum Warrior of the Trees Lvl.1 | 
      
      
        |  Judge Rhadamanthus
 Amarr Templar One
 
 1174
 
 
      | 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 | 
      
      
        |  Mortedeamor
 
 1205
 
 
      | 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 | 
      
      
        |  Mobius Wyvern
 Ahrendee Mercenaries
 EoN.
 
 4412
 
 
      | 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 | 
      
      
        |  Charlotte O'Dell
 Fatal Absolution
 Covert Intervention
 
 1554
 
 
      | Posted - 2014.01.10 12:46:00 -
          [34] - Quote 
 
 Beld Errmon wrote:magnificenttanking 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. 
 
 Charlotte O'Dell is the highest level unicorn! | 
      
      
        |  Kigurosaka Laaksonen
 Isuuaya Tactical
 Caldari State
 
 92
 
 
      | 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
 
 
      | 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 | 
      
      
        |  Vrain Matari
 ZionTCD
 Public Disorder.
 
 1457
 
 
      | 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. | 
      
      
        |  Ninjanomyx
 Imperfects
 Negative-Feedback
 
 530
 
 
      | 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
 
 
      | 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.
 | 
      
      
        |  Cody Sietz
 Bullet Cluster
 Legacy Rising
 
 1929
 
 
      | 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 | 
      
      
        |  Arx Ardashir
 Imperium Aeternum
 
 359
 
 
      | 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 | 
      
      
        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 893
 
 
      | 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 | 
      
      
        |  Soraya Xel
 The Corporate Raiders
 Top Men.
 
 1038
 
 
      | 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 | 
      
      
        |  Judge Rhadamanthus
 Amarr Templar One
 
 1176
 
 
      | 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 | 
      
      
        |  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 | 
      
      
        |  Quil Evrything
 Triple Terrors
 
 699
 
 
      | 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.
 
 | 
      
      
        |  Shinobi MumyoSakanagare ZaShigurui
 Intara Direct Action
 Caldari State
 
 330
 
 
      | 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 . | 
      
      
        |  The Robot Devil
 Molon Labe.
 Public Disorder.
 
 1468
 
 
      | 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 | 
      
      
        |  Beld Errmon
 The Southern Legion
 The Umbra Combine
 
 1215
 
 
      | 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
 
 
      | 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 . | 
      
      
        |  shaman oga
 Nexus Balusa Horizon
 
 1284
 
 
      | 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 | 
      
      
        |  Flix Keptick
 Red Star.
 EoN.
 
 3293
 
 
      | 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 | 
      
      
        |  CLONE117
 planetary retaliation organisation
 
 571
 
 
      | 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
 
 
      | 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
 
 
      | 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. | 
      
      
        |  Marlin Kirby
 KILL-EM-QUICK
 RISE of LEGION
 
 226
 
 
      | 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!<-- | 
      
      
        |  jerrmy12 kahoalii
 The Phoenix Federation
 
 314
 
 
      | 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 | 
      
      
        |  Ninjanomyx
 Imperfects
 Negative-Feedback
 
 531
 
 
      | 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???
 | 
      
      
        |  jerrmy12 kahoalii
 The Phoenix Federation
 
 314
 
 
      | Posted - 2014.01.10 17:36:00 -
          [61] - 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 | 
      
      
        |  The Attorney General
 
 1737
 
 
      | Posted - 2014.01.10 17:38:00 -
          [62] - Quote 
 Railguns need a RoF decrease, and railgun damage mods could come down to 20%. Magazine size of 6 is more than enough as well. Cut reload time though, obviously.
 
 Armor plates and hardeners need to be harder to fit, Gunloggis need a CPU nerf, Madrugars need a CPU buff, and railgun traverse needs to be slowed by 15% at base.
 
 Mr. Hybrid Vayu. | 
      
      
        |  jerrmy12 kahoalii
 The Phoenix Federation
 
 314
 
 
      | Posted - 2014.01.10 17:42:00 -
          [63] - 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 | 
      
      
        |  jerrmy12 kahoalii
 The Phoenix Federation
 
 314
 
 
      | Posted - 2014.01.10 17:45:00 -
          [64] - 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 | 
      
      
        |  Qn1f3
 Gallente Federation
 
 31
 
 
      | Posted - 2014.01.10 18:13:00 -
          [65] - Quote 
 I'm no HAV-driver or DS-pilot, but I do have a Forge Gun that takes them both out pretty effectively, the problem is as many say, there are to little berries(red, blu or new) that has invested points into AV. As soon as someone else picks up a little AV in the same team, the scrap metal starts dropping..
 
 I don't mind the vechicular domination, much because I need the target practice and also that will sort itself of in the few next coming patches. There are more urgent issues in need of fixing that has no guarantee of getting fixed.
 
 When oh when will this beta end, I long for all the racials, skills, modules, vehicles and whatever I missed to mention. There are countless amounts of potential in this community and this game, even if the things you tend to see most oftenly might disagree.
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        |  Beld Errmon
 The Southern Legion
 The Umbra Combine
 
 1219
 
 
      | Posted - 2014.01.10 18:28:00 -
          [66] - Quote 
 
 Ninjanomyx wrote: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???  
 I'm a better pilot then most, though I can't claim to be half the tanker i know you to be, I still fondly remember you making that kid in imps cry and chuck a tantrum when you railed his blaster tank to bits multiple times, can't remember his name used to be in the top 10, bit of a douche.
 
 anyway the tactics you seem to advocate make no sense to me, you seem to think a dropship can attack a tank in its redline, which it can but not for long enough to do anything but push it further into its redline, if it dropped 2 proto AVers at the same time who are willing to suicide to kill that tank, sure it could work, more often then not it probably won't though.
 
 I'm amused a dropship scares you into staying back on the battlefield, even with 100% accuracy a dropship firing at a tank is like a laser at CQC sure it can kill you, but only if you don't shoot back or drive off.
 
 
 | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3286
 
 
      | Posted - 2014.01.10 18:52:00 -
          [67] - Quote 
 
  
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
      
        |  CLONE117
 planetary retaliation organisation
 
 572
 
 
      | Posted - 2014.01.10 18:57:00 -
          [68] - Quote 
 tanks out in the field couldnt really aim at dropships anyways.
 
 
 because they have trouble when it comes to aiming "up"
 
 which is another reason on why we would see some of them in the redzone.
 
 because it gives them enough distance to aim at an elevated object from an unelevated position.
 
 
 (i have gunned a tank down with a mlt dropship turret. it was a viper on the galente research facility map.
 
 i think i only reloaded twice. i missed him 4-5 times but majority were direct hits to the armor tank..)
 
 i dont think mlt tanks need any of the nerfing. because on some days i have had a bit of trouble trying to counter those std tanks. with my own mlt tank. which ive even invested some sp into.
 
 the only times ive actually bothered to get my own tank out when the enemy team has no tanks on the field was when i was lagging so bad i couldnt even get a dang kill with an hmg on some player which i had caught off guard. or when the entire enemy team pulls out full proto and starts stomping my team. and even then im only trying to target those i deem to be the biggest threat to my team and hope my team can handle the others and capture the objectives.
 
 id still say may be a few probs here and there with the changes but i dont think its actually broken or op in need of massive nerfing.
 
 because on m4 than a few matches ive managed to push back enemy tank spam to the point it just disapeared on the match all together. even though its taken half the match in some cases but that was without any actual help.
 | 
      
      
        |  Tectonic Fusion
 
 957
 
 
      | Posted - 2014.01.10 18:58:00 -
          [69] - Quote 
 Just take away third person mode, or nerf the viewing angle, and i'd be happy.
 
 Solo Player Squad status: Locked | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3286
 
 
      | Posted - 2014.01.10 19:00:00 -
          [70] - Quote 
 
 The Attorney General wrote:Railguns need a RoF decrease, and railgun damage mods could come down to 20%. Magazine size of 6 is more than enough as well. Cut reload time though, obviously. 
 Armor plates and hardeners need to be harder to fit, Gunloggis need a CPU nerf, Madrugars need a CPU buff, and railgun traverse needs to be slowed by 15% at base.
 Along with that, Railguns need falloff damage to prevent redline abuse.
 
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3286
 
 
      | Posted - 2014.01.10 19:05:00 -
          [71] - Quote 
 
 Beld Errmon wrote:*edit* PS Adam I am disappointed you would acknowledge that loud mouthed toss pot.
 I take it your mad bro.
 
 Are you mad bro?
 
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3286
 
 
      | Posted - 2014.01.10 19:06:00 -
          [72] - Quote 
 Oh noes, I double posted.
 
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 5527
 
 
      | Posted - 2014.01.10 21:52:00 -
          [73] - Quote 
 
 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?
 
 
 In all honesty I am not sure how I feel about that statement but I respect you knowledge on the subject as you are one of the best and longest flying dropshippers in this game.
 
 True sometimes I feel like 2 shotting a dropship is a little unfair with my damage modules, but then again all I'm doing is using a Sica MLT rail gun.....which highlights both my point and yours to some extent.
 
 Indeed I'm not saying tanks are good or bad, and just feel like tank variation was killed. I rarely ever see Missile Tanks so thanks to Jason Pearson for showing me how scary they are, and it seems like I am the only person in game who runs anything better than an STD blaster....
 
 And why should people do that when rails are the best AV in the game....no If the HAV's role on the map was to target installations, enemy vehicles, and have the capacity to skill shot infantry why then aren t all the turrets equally designed to achieve the function?
 
 To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.  Reference = ISK | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3288
 
 
      | Posted - 2014.01.10 22:10:00 -
          [74] - Quote 
 
 Omareth Nasadra wrote:in before spkr4 awesome poasting   Now now.
 
 While I may not agree with the majority of Spkr4TheDead's posts, I'm sure he says what he says with the best interests for his class in mind.
 
 Let's stay civil here
  
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 3288
 
 
      | Posted - 2014.01.10 22:14:00 -
          [75] - Quote 
 
 Judge Rhadamanthus wrote: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. To many people here are used to making assumptions about other's goals.
 
 Pay no mind (Assuming you did in the first place)
 
 CoD -----> <----- WoT Please AR and Tank scrubs, go to your respective games. Leave DUST alone! | 
      
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