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Summ Dude
OSG Planetary Operations Covert Intervention
97
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Posted - 2014.01.11 09:49:00 -
[61] - Quote
R F Gyro wrote:If you search back through the forums you'll see that people have been asking this question for at least 6 months. And no, there has never been a decent answer.
I am grateful to Atiim for keeping at it, and taking on all the hate and rage that resulted. I pretty much gave up months ago. He has stuck with it and it looks like he just might be finally getting somewhere.
I'll add that I feel like most of the AV grief comes from Swarm Launcher users. I only use the FG, and I mean, it's actually not terrible as a tank-deterrent. Of course I'll never finish one off by myself unless the tanker happens to be particularly terrible. Of course this could be somewhat solved by adding points for deterring/damaging vehicles (soon please CCP?), but that's a debate for another time. But anyway, yea I don't really see why multiple people of one role should be required to take out one person of another role. That would seem to make the latter role ostensibly better. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1491
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Posted - 2014.01.11 09:54:00 -
[62] - Quote
It boils down to "No, I wanna be the biggest badass around."
Bluntly most of the reasons given by tankers are countered by AV players.
"I spent X ISK so I should be invulnerable to Infantry weapons." -AV players spend lots of ISK on the dropsuit fits that effectively blow the crap out of tanks.
"It's a tank, you cannot solo a tank IRL" -Go look up the word "Javelin" on wikipedia. See also: T.O.W. Missiles.
"I spent 10 million SP into tanks, I've earned the right to be the terror of the battlefield." -I have spent 15 million SP optimizing my forge gun suits for killing tanks. I should be the terror of YOU.
"I don't want to be killed by infantry, I want to be killed by tanks." -It's an Infantry game. suck it up.
"I'm here to fight other tanks." -World of Tanks is That way. ----->
"If you buff AV dropships will be worthless again." -Here's an idea... BUFF DROPSHIPS TOO!
"You just want to one-shot tanks..." -Actually no, I like the new tanks, I don't like the neutered AV to go with the newer, beefier tanks.
This is pretty much the list.
Jesus, I managed to be (mostly) not snide.
I must be getting sick. |
Summ Dude
OSG Planetary Operations Covert Intervention
97
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Posted - 2014.01.11 10:02:00 -
[63] - Quote
Breakin Stuff wrote:"It's a tank, you cannot solo a tank IRL" -Go look up the word "Javelin" on wikipedia. See also: T.O.W. Missiles.
One more quick thing on this subject, as I believe Attim already mentioned, this is a video game. It's not real life. Real life warfare isn't dictated by balance or very specific roles with strengths and weaknesses designed purposefully. Real life warfare is about doing whatever gets the job done in the most efficient way. But I don't want that here, and I don't think anyone else really does either. If this were to be more "realistic", shouldn't we just have a handful of guns that are designed to be way better than everything else? There's no diversity in this kind of realism, so honestly it really has no place in Dust. That's my opinion, anyway. |
Garrett Blacknova
Codex Troopers
4280
|
Posted - 2014.01.11 10:20:00 -
[64] - Quote
1 AV player, alone, should be able to negate the value of one player in a tank.
Given the difference in price between a cheap tank and a cheap AV fit (minimum of 70,000 ISK vs. minimum of NOTHING AT ALL FREE STARTER FIT), as well as the difference between a high-tier tank and a high-tier AV fit (potentially as much as 500,000 ISK vs. around 200,000 ISK), it's reasonable to expect that the tank CAN survive when piloted competently against an equivalent level of AV weaponry. At the moment, Standard HAVs are balanced as almost-Prototype in capabilities, and Militia aren't far enough behind. Standard HAVs need to be where they are as long as there are no more powerful options, but Militia needs at least a small nerf to make it feel like a significant upgrade when you unlock the improved models.
Also, if you want AV players to actually devote themselves to AV, they need to be REWARDED for their efforts - just like everyone else is. We need WPs for damaging vehicles - this could come with a reduction in WP reward for the actual kill. Instead of 150 for vehicle destruction, you could only be given 75 or maybe even 50 WP, but with 25 WP for every 1000 HP damage dealt to the target. (NOTE: numbers are made up and not necessarily indicative of a sensible value). In addition to making AV a rewarding task in terms of WP earnings, it would also make high-tier tanks more valuable when killed, because of the extra damage needed to take them down. Likewise, it would make AV think more about when they attack vehicles - hitting that HAV while the hardeners are up won't deal enough damage to net you the WP bonus, but waiting until it's on cooldown means you'll rake in points with every shot. |
MINA Longstrike
2Shitz 1Giggle
201
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Posted - 2014.01.11 10:22:00 -
[65] - Quote
Atiim wrote:Charlotte O'Dell wrote:well, an 80k isk sica should be soloed, yes, but my half million isk tank should be right about where it is bc i invested half my Sp in it.
So, to answer your question, a very expensive, very well planned tank piloted by a high SP and highly skilled and seasoned pilot should be nigh invincible.
A mlt tank piloted by a noob should get soloed every single time someone tries.
The quickest fix would be to nerf mlt tank fitting power AND buff AV so that AV can actually punch through tanks when their hardeners are off. It usually takes 3 shots from a swarm or forge, but a bad tanker is gone by the time the second shot lands, and a good tanker will only let one hit. Then what about the very expensive AV suits with high SP investments and highly skilled and seasoned AVers? Should they be able to demolish tanks left and right? Lets not use the ISK argument here. A half decent AV suit can range from 150-215k with the guarantee to die at least 2-4 times. 600-860k > 500k. I firmly believe that if a seasoned pilot should be "un-stoppable" then a seasoned AVer should also be able to become "un-stoppable" Yes? No? Maybe So? Though you would need to be real careful when buffing AV. It could do some serious harm to Dropships if over-done even slightly. And we all know how CCP is always reasonable with their nerfs
Tanks are meant to be line breakers and highly disruptive to infantry - or to other vehicles - perhaps in some regards they're succeeding a bit too well at it but I believe the problem lies mostly in cost - increase the cost on mlt tanks to 250k and its much easier to go into the red with them, increase the cost on std hulls & large turrets and you don't mess around with lavs or dropships. Now in regards to proto av, I see it as strong area denial for light av (which I feel *should be stronger while hardeners are down*) if you want to punch through hardeners with light av you should need a friend or you should be jumping up to heavy av and if you sincerely want a vehicle to die with or without hardeners you should be calling an anti vehicle hav. Infantries strengths will always be positional - a forge gunner on a tower can be a real nightmare.
The problem with trying to balance tanks is that they're designed to be disruptive and they very much make infantry feel marginalized when the anti infantry tank is slaughtering them and their 3 basic av grenades & 2 mlt swarm shots won't make the mean tank go away... And then there's the other side of the issue - av weapons that are too powerful don't even give vehicles time to react, this was a major problem with av grenades and forge guns in 1.6 and if some people I've talked to get their way it would be an issue going forward too - the problem with this is it leaves vehicle specialists unable to do their 'job' leaving them marginalized and in some builds making their vehicles expensive coffins (an enforcer in 1.6 could cost upwards of 3m each). I'm not saying that the tank that tries to fight 3 breach forgers should meet any more success than the infantry who wants to be able to kill tanks with just his mlt swarm launcher while hardeners are up. What I am trying to say is that in many ways the roles are just extremely antagonistic to each other and its unlikely that players are ever going to be 'happy' with something that affects their game in a 'negative' way... I mean if people are going to complain that every weapon under the sun is OP it only stands to reason that they'll complain harder when they can't fight the big mean tank with their rifles and they'll complain even harder when the big mean tank turns on its hardeners and wanders off when they're on cooldown. |
R F Gyro
Clones 4u
959
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Posted - 2014.01.11 10:23:00 -
[66] - Quote
Summ Dude wrote:I'll add that I feel like most of the AV grief comes from Swarm Launcher users. I only use the FG, and I mean, it's actually not terrible as a tank-deterrent. Of course I'll never finish one off by myself unless the tanker happens to be particularly terrible. Of course this could be somewhat solved by adding points for deterring/damaging vehicles (soon please CCP?), but that's a debate for another time. But anyway, yea I don't really see why multiple people of one role should be required to take out one person of another role. That would seem to make the latter role ostensibly better. IMHO, the counter to swarm launchers should be an active module, such as flares or chaff. Vehicles should get a notification of some sort when swarms lock on to them, and then they fire off the countermeasures which destroy the swarms. In order to take a vehicle out with swarms you'd need to overwhelm the countermeasures.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Snagman 313
Carbon 7 CRONOS.
265
|
Posted - 2014.01.11 10:29:00 -
[67] - Quote
Summ Dude wrote:Breakin Stuff wrote:"It's a tank, you cannot solo a tank IRL" -Go look up the word "Javelin" on wikipedia. See also: T.O.W. Missiles. One more quick thing on this subject, as I believe Attim already mentioned, this is a video game. It's not real life. Real life warfare isn't dictated by balance or very specific roles with strengths and weaknesses designed purposefully. Real life warfare is about doing whatever gets the job done in the most efficient way. But I don't want that here, and I don't think anyone else really does either. If this were to be more "realistic", shouldn't we just have a handful of guns that are designed to be way better than everything else? There's no diversity in this kind of realism, so honestly it really has no place in Dust. That's my opinion, anyway.
That's a good point Summ but on the counter stroke no weapon in dust can single shot a tank as a Javelin does (I know I shouldn't, but I have trained on the system so bear with me) so I think the balance is there, as even if I load a Proto Breach FG with 2 complex dmg mods and my pro 5 and hit the weak point it won't kill a normal HAV in 1 shot. Maybe if the numpty deliberately fitted it to die but he'll always have something left if he was at max health before the shot.
We shouldn't look too hard at IRL issues (That whole topic is riddled with inaccuracy) but that issue of the Mercs as in should an Pro AV vet be able to effectively solo a Pro AV vet Tanker and so on. From what I have seen over the time of this game it has always to me been a rock, paper, scissors type game with lot's of overlap in between so everyone has a chance i.e a bad AR player with lot's of SP and Proto gear will do well in CQC but a good heavy/HMG player with little SP and gear will likely beat him at close range.
Closed Beta AV veteran
I drink because I play Dust
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Snagman 313
Carbon 7 CRONOS.
265
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Posted - 2014.01.11 10:32:00 -
[68] - Quote
R F Gyro wrote:Summ Dude wrote:I'll add that I feel like most of the AV grief comes from Swarm Launcher users. I only use the FG, and I mean, it's actually not terrible as a tank-deterrent. Of course I'll never finish one off by myself unless the tanker happens to be particularly terrible. Of course this could be somewhat solved by adding points for deterring/damaging vehicles (soon please CCP?), but that's a debate for another time. But anyway, yea I don't really see why multiple people of one role should be required to take out one person of another role. That would seem to make the latter role ostensibly better. IMHO, the counter to swarm launchers should be an active module, such as flares or chaff. Vehicles should get a notification of some sort when swarms lock on to them, and then they fire off the countermeasures which destroy the swarms. In order to take a vehicle out with swarms you'd need to overwhelm the countermeasures.
Agreed, this is needed for DS pilots.
Closed Beta AV veteran
I drink because I play Dust
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R F Gyro
Clones 4u
960
|
Posted - 2014.01.11 10:33:00 -
[69] - Quote
MINA Longstrike wrote:Tanks are meant to be line breakers and highly disruptive to infantry - or to other vehicles - perhaps in some regards they're succeeding a bit too well at it but I believe the problem lies mostly in cost - increase the cost on mlt tanks to 250k and its much easier to go into the red with them, increase the cost on std hulls & large turrets and you don't mess around with lavs or dropships. Now in regards to proto av, I see it as strong area denial for light av (which I feel *should be stronger while hardeners are down*) if you want to punch through hardeners with light av you should need a friend or you should be jumping up to heavy av and if you sincerely want a vehicle to die with or without hardeners you should be calling an anti vehicle hav. Infantries strengths will always be positional - a forge gunner on a tower can be a real nightmare.
The problem with trying to balance tanks is that they're designed to be disruptive and they very much make infantry feel marginalized when the anti infantry tank is slaughtering them and their 3 basic av grenades & 2 mlt swarm shots won't make the mean tank go away... And then there's the other side of the issue - av weapons that are too powerful don't even give vehicles time to react, this was a major problem with av grenades and forge guns in 1.6 and if some people I've talked to get their way it would be an issue going forward too - the problem with this is it leaves vehicle specialists unable to do their 'job' leaving them marginalized and in some builds making their vehicles expensive coffins (an enforcer in 1.6 could cost upwards of 3m each). I'm not saying that the tank that tries to fight 3 breach forgers should meet any more success than the infantry who wants to be able to kill tanks with just his mlt swarm launcher while hardeners are up. What I am trying to say is that in many ways the roles are just extremely antagonistic to each other and its unlikely that players are ever going to be 'happy' with something that affects their game in a 'negative' way... I mean if people are going to complain that every weapon under the sun is OP it only stands to reason that they'll complain harder when they can't fight the big mean tank with their rifles and they'll complain even harder when the big mean tank turns on its hardeners and wanders off when they're on cooldown. When you say "meant to be" and "designed to be", are you talking about in real life or in Dust? If you mean IRL then that has no bearing on balance in the game; if you mean in Dust then I don't see evidence of this in statements from CCP.
This isn't just two sides with different viewpoints not agreeing, to be honest. Even once perfect balance is achieved between A and B, each side will feel the other is too strong; we get that. This is about the two sides not even agreeing on what to balance on. Many tank specialists feel it should be balanced on ISK, SP and "its a tank". Others feel that since the #1 constraint in Dust battles is the 16 player limit, you have to balance first and foremost on number of players involved.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1171
|
Posted - 2014.01.11 10:39:00 -
[70] - Quote
Charlotte O'Dell wrote:well, an 80k isk sica should be soloed, yes, but my half million isk tank should be right about where it is bc i invested half my Sp in it.
So, to answer your question, a very expensive, very well planned tank piloted by a high SP and highly skilled and seasoned pilot should be nigh invincible.
A mlt tank piloted by a noob should get soloed every single time someone tries.
The quickest fix would be to nerf mlt tank fitting power AND buff AV so that AV can actually punch through tanks when their hardeners are off. It usually takes 3 shots from a swarm or forge, but a bad tanker is gone by the time the second shot lands, and a good tanker will only let one hit.
I have very expensive suits with over 15 mil SP invested into them...... should I not require multiple people to take me down? Expensive tanks sound like a WMD funded by a corp and best left for PC and important matches.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
704
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Posted - 2014.01.11 10:41:00 -
[71] - Quote
Marad''er wrote:Broonfondle Majikthies wrote:I solo tanks regularly
With basic gear And I stomp on proto squads With basic commando and melee only Sure why not.
My setup: Basic scout Biotic mods RE's AV / flux nades
Place RE's, stand back, lob nades to remove shields, set off RE's - tank down
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1495
|
Posted - 2014.01.11 11:14:00 -
[72] - Quote
Broonfondle Majikthies wrote:Marad''er wrote:Broonfondle Majikthies wrote:I solo tanks regularly
With basic gear And I stomp on proto squads With basic commando and melee only Sure why not. My setup: Basic scout Biotic mods RE's AV / flux nades Place RE's, stand back, lob nades to remove shields, set off RE's - tank down Just stick 6 RE to the front bumper of a militia jeep and ram the jerk.
The fun comes when you realize that a bug farting on your bumper will instantly kill you and make you miss the tank kill.
DUST needs more suicide gank.
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Qn1f3
Gallente Federation
32
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Posted - 2014.01.11 11:23:00 -
[73] - Quote
Thaddeus Reynolds wrote:Personally, I think that vehicle kills are far too limited in Dust currently. Taking a look at tanks, you can only get a "catastrophic kill" currently. Introducing other ways of eliminating tanks and other vehicles as threats on the battlefield opens up more options for game balance around features. Other kills include Mobility Kill (Disable tank/vehicle propulsion, but the vehicle retains full use of its weapons), Firepower Kill (Disable offensive capabilities of a vehicle, even if one turret at a time), and maybe a visual kill? (Knocking out the Camera Drones that give vehicles their magic 3rd person view, forcing the operator into first person)
Use a mobility kill to keep a tank in one place, and either run it out of ammo, or disable its main gun, do the actual killing with demolition charges...
Should an infantry be able to solo a tank? Absolutely, provided the infantry is outfit to do basically just that...and as a tanker and true logi, infantry EHP needs buffed...Also, tanks are used as more than just mobile killing machines, they should also be looked at as potential mobile cover...and all the other applications tanks where designed for...I want to be able to deploy an HAV Frame with ONLY DEFENSIVE/SUPPORT MODS ON IT
These are interesting thoughts, that might require a dedicated logi or yourself being a logi to return your vehicle to an effective state. This applies to all vehicles, singularly be able to target turrets and other devices on vehicles with both offensive and restoring measures. Maybe with a repair gun or a new piece of equipment.
When I was reading through this thread and many other threads with the same or similar topics, I came up with the idea. That the ability to mount "vechicular mines" onto vehicles would've been an interesting addition to the current pretty straight forward way of battling with vehicles. And for DS maybe some kind of "sink mine" or "carpet bombing". I realize this might not be in agreement with lore. But it would tip the strategical scale of vehicular combat, to induce more strategical combat. If you are chased and have mines eqiupped, that could save you or make you the victor. If the interceptor is seeing red for that easy kill.
Also I wish that guerilla warfare would be a more valid tactic than it actually is today. As of now, the team that stacks most tanks wins(if we consider the drivers equal in skill). Maybe but Flux Launchers on LAV's to enable them helping out with taking tanks down but not being able to do so by themselves. Couple that with another LAV using mines driving past a HAV and locking him in. I'm trying to visualize potential scenarios.
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Coleman Gray
GunFall Mobilization Covert Intervention
968
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Posted - 2014.01.11 11:29:00 -
[74] - Quote
Before the last patch, I would say Tanks was to expensive in Isk and SP for it to be okay for them to be solo'd, but now I'm not sure, as a Tanker yes I looove this patch, Tanks stat and gameplay wise and SP wise are where they should be, but now I feel their a little too cheap for what they are. I like what CCP has done with the whole Tank and AV balancing but I think they may have messed about with two many digits and where they fix'd one problem it's caused new ones.
Swarm launchers needed a nerf, that is a fact since it was costing players million+ isk just to be solo'd by one man in a cheap suit (cheap in comparison to the tanks anyway) But it shouldn't have been both damage and range, should've been one or the other.
Tanks used to be to soft for what you paid for them, But now with the new tank stats, those prices would seem okay to me.
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Monkey MAC
Lost Millennium
1548
|
Posted - 2014.01.11 11:30:00 -
[75] - Quote
1 Tank = 1AV 1 AV > Tank > Infantry
Infantry AV is a defensive weapon, that is when it's meant to be used. We are not meant to spend matches as AV chasing tanks around for the kill.
Infantry AV is used when the tank comes to you. That's why part of it being so immobile, I'm not saying a tank should be popped easily, but AV should suprress Tanks with ease. On the front line where it counts.
Charlotte, your tank should never be nigh invincible, no matter how much it cost you. Instead ask for proto modded tanks to cost 250,000
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Mortedeamor
1209
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Posted - 2014.01.11 11:32:00 -
[76] - Quote
news flash they are
Im puerto rican we rage deal with it
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Leonid Tybalt
Dark Knightz Corp.
121
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Posted - 2014.01.11 13:05:00 -
[77] - Quote
Atiim wrote:Leonid Tybalt wrote: Because it's stupid.
A good tank costs a LOT more than a couple of av grenadea carried by one infantryman. They even tend to cost more than a proto heavy suit with a proto forge gun.
Also, real world infantry rarely "solo kill" real world tanks. Then why should sci-fi infantry "solo kill" sci-fi tanks?
Because it's stupid? So your saying that I should be able to pull 3-6 people out of combat just by driving a tank? isn't that buying a WIN button if I field enough of them then? And how many times are you likely to die in your AV fit? 2-4 times. And at 150-215k a pop, an AVer can easily match the price of a good tank. ~ Lets not go there. This isn't real life, this is a video game. And in real life a solo infantry man can OHK a tank ~ Lets not go there. Look up the Javelin on YouTube and get back to me on that one. ~ Mkay? And while we are bringing up real life facts, 1 = 1. Just saying.
Erm, you're not in any position to school me about tanks buddy.
I know about the javelin. I also happen to know that the Javelin relies on a thermal signatures to guide the payload, which is fine... When you use it against old, outdated and obsolete WW2-era tanks (the kind most 3rd world countries use, which are the expected enemies for most industrial nations).
However, when you look at MODERN tanks (like the more recent version of the Leopard 2), equipped with Saab Barracuda camouflage system, smoke launchers, tungsten/ceramic alloy turret with slatted armor (that covers pretty much the entire top of the tank, usually considered to be a tanks weakest point besides the tank treads, designed SPECIFICALLY to counter anti-tank missiles like the javelins top attack angle function) it's a veeeery different story, because it's rarely even a question if your puny, man portable javelin missile will be able to destroy the tank, but more a question if you'll even be able to get it to lock on target due to the tank having a ****** up heat signature that your little javelin won't be able to recognize.
Most serious, modern tanks of today have these kinds or countermeasures making it pretty much impossible for a singular man-portable anti-tank system to destroy them. And then we haven't even begun to cover prototype systems in development that features anti-missile capabilities (they shoot down the missile before it hits).
So yeah, I went there...
As to your other questions, no I don't think it should take 3-6 people, but 2-3 would be reasonable. And no, it's not a "win button" because tanks still can't enter buildings, climb stairs or hack objectives (you know that little detail required to WIN the match?)
And no, your good AV-fit will not match a GOOD tank fit. Do you even know what prototype large turrets cost? |
Leonid Tybalt
Dark Knightz Corp.
121
|
Posted - 2014.01.11 13:15:00 -
[78] - Quote
Breakin Stuff wrote:It boils down to "No, I wanna be the biggest badass around."
Bluntly most of the reasons given by tankers are countered by AV players.
"I spent X ISK so I should be invulnerable to Infantry weapons." -AV players spend lots of ISK on the dropsuit fits that effectively blow the crap out of tanks.
"It's a tank, you cannot solo a tank IRL" -Go look up the word "Javelin" on wikipedia. See also: T.O.W. Missiles.
"I spent 10 million SP into tanks, I've earned the right to be the terror of the battlefield." -I have spent 15 million SP optimizing my forge gun suits for killing tanks. I should be the terror of YOU.
"I don't want to be killed by infantry, I want to be killed by tanks." -It's an Infantry game. suck it up.
"I'm here to fight other tanks." -World of Tanks is That way. ----->
"If you buff AV dropships will be worthless again." -Here's an idea... BUFF DROPSHIPS TOO!
"You just want to one-shot tanks..." -Actually no, I like the new tanks, I don't like the neutered AV to go with the newer, beefier tanks.
This is pretty much the list.
Jesus, I managed to be (mostly) not snide.
I must be getting sick.
Aside from having already crushed the old "javelin-argument" with my previous post, what makes you say that this is an infantry game? Got any proof of that?
I'd say that the very fact that the game even features driveable vehicles is proof enough that this IS NOT an infantry game. |
TheD1CK
Dead Man's Game
358
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Posted - 2014.01.11 13:36:00 -
[79] - Quote
RE/Plama Cannon/AV nades with this fitting I can damn near solo any tank, the problem is the variables in situations
- HAV may retreat too soon, leaving me ineffective at range - HAV may have gunners ready to take me out when I ninja them - HAV may have more than one hardener equipped - HAV may have 5 more HAV's behind him - HAV may be backed up by AI
It takes skill and timing to destroy HAV's which is fair enough, the issues are that there is too many HAV's allowed on maps (needs to cap at 4) and too many tankers claim they deserve to be this powerful which is no way true MLT tanks are defeatable but not when supported by squads of good AI and STD tanks... I've took out a lot, but their modules offer them way too much protection
Minmatar Demolitions Specialist
Plasma Cannon Pro
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Beld Errmon
The Southern Legion The Umbra Combine
1223
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Posted - 2014.01.11 13:38:00 -
[80] - Quote
I am amazed that at this stage you geriatric morons manage to let Atiim play you like a ******* harp, he basically walks into the room and asks you what you think about the rain, and you lot swallow it like paris hilton in a sex tape.
Good AV can still solo a tank, but bad AV can't, because bad AV can't solo a tank retards think that its broken, arguments are made in favor of returning it to the ways of old where 2 proto AV guys wtfBBQ a tank, and we repeat the cycle of stupid, while i don't believe we are where tank vs AV needs to be, but this "guy" would have had tanks nerfed last patch when they were terrible its no stretch of the imagination where he'd like to see them now, of course this is a pointless argument too make really, many of you will settle for no less than the complete removal of everything but the LAV. |
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SGT NOVA STAR
Ahrendee Mercenaries
172
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Posted - 2014.01.11 14:00:00 -
[81] - Quote
It was called chromosome, devs didn't like it, so they fixed it. Next.
VAYU! I CHOOSE YOU!
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
106
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Posted - 2014.01.11 14:17:00 -
[82] - Quote
Denchlad 7 wrote:Irony of it is is that most people seem to want to go back to 1.6 Tanks and AV. Hmm.
all ccp had to do from 1.6 was nerf down that there proto av damge and av nades. everything but proto AV was ifne. but oh no. vehciles got compeltley overhauled and the av nerfed happend ( av nerf is too heavy though give them extra 50 dmage on thes swarms and make it 200m lock range.) |
Takron Nistrom
Tinfoil Hatz
171
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Posted - 2014.01.11 14:31:00 -
[83] - Quote
Logi Bro wrote:*sigh*
This is obvious bait, yet I know other people will not recognize it as so, and this thread will blow up into a full-blown troll thread.
For what it's worth, tanks should be solo'd because only one person is needed to drive it. If one person by himself can take two or three infantry out of the fight, then that is on OP role. Just throw out four tanks and you've got half the enemy team running AV and unable to properly defend themselves against full-AI enemies, while the tanker team is only short a few people. Saying that using a tank is the best counter is only admitting how ridiculous your role is, this game is meant to have choices, and no one choice is meant to be obviously superior to any other. Each should have its own benefits and downfalls.
TL;DR: Because balance.
It would be, if you had to spawn into the game with AV and keep it the whole round, BUT since a person can just: die, pick an av suit, pop the tank, swap back, go about their business; it makes being able to solo tanks VERY op. They have no chance in that senario. I dont even pilot tanks and I can see that. So no, no tank solo. Plus to your comment about tank v tank being rediculous, that just shows how rediculous you are. AV should be to support a tank and tip the favor, or if you dont have tanks avail, large numbers to do it yourselves.
TL; DR You are obviously a tank hater so stop QQing and comment on stuff you know.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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R F Gyro
Clones 4u
967
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Posted - 2014.01.11 14:37:00 -
[84] - Quote
Takron Nistrom wrote:Logi Bro wrote:*sigh*
This is obvious bait, yet I know other people will not recognize it as so, and this thread will blow up into a full-blown troll thread.
For what it's worth, tanks should be solo'd because only one person is needed to drive it. If one person by himself can take two or three infantry out of the fight, then that is on OP role. Just throw out four tanks and you've got half the enemy team running AV and unable to properly defend themselves against full-AI enemies, while the tanker team is only short a few people. Saying that using a tank is the best counter is only admitting how ridiculous your role is, this game is meant to have choices, and no one choice is meant to be obviously superior to any other. Each should have its own benefits and downfalls.
TL;DR: Because balance. It would be, if you had to spawn into the game with AV and keep it the whole round, BUT since a person can just: die, pick an av suit, pop the tank, swap back, go about their business; it makes being able to solo tanks VERY op. They have no chance in that senario. I dont even pilot tanks and I can see that. So no, no tank solo. Plus to your comment about tank v tank being rediculous, that just shows how rediculous you are. AV should be to support a tank and tip the favor, or if you dont have tanks avail, large numbers to do it yourselves. TL; DR You are obviously a tank hater so stop QQing and comment on stuff you know. You haven't actually made any argument at all there.
Any one player in the game can generally solo kill any other player. Why should it be different with tanks?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Ghosts Chance
Inf4m0us
767
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Posted - 2014.01.11 14:37:00 -
[85] - Quote
pointless question atiim
no matter what you do somebody somewhere is going to solo HAVS, you can make them neigh invincable and it will still happen.
currently you can solo vehicles in the past you could solo vehicles and in the future you will always be able to solo vehicles
so knowing this information im kinda curious what the point of the thread really is?
its not a question of IF as you will always be able to solo them, but rather a question of how easy it should be.
some guy standing invisable on a hill 400m from his target nuking a tank with a single swarm clip was definatly not OK
i think honestly that railguns nees less ammo per clip and no AV should be able to take out a vehicle in a single clip.
so tanks should survive 3x av nades full clip of swarms, full clip of forge, full clip of rail, full clip of missles etc etc.
thats with a single hardener running (no hardener stacking....)
of hardeners arnt active then a single clip should kill.
simple and effective, while hardeners are on a single clip forces the tank to retreat, while hardeners are off a single clip kills.
most AV complain about tanks just running away.... but lets be honest here thats actually a good thing, because it diddnt work then infantry could wipe every tank off the face of the map without the tank having a chance to retreat, it was nothing but a metal coffin for all but the best tankers. this way tanks maintain a use, have the same oportunity as infantry in having time to take cover and hide from a threat (givin they arnt idiots just roaming in a field), but still arnt strong enough to sit through a constant barrage of AV only retreating when their hardener runs out.
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Takron Nistrom
Tinfoil Hatz
171
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Posted - 2014.01.11 14:47:00 -
[86] - Quote
R F Gyro wrote:Takron Nistrom wrote:Logi Bro wrote:*sigh*
This is obvious bait, yet I know other people will not recognize it as so, and this thread will blow up into a full-blown troll thread.
For what it's worth, tanks should be solo'd because only one person is needed to drive it. If one person by himself can take two or three infantry out of the fight, then that is on OP role. Just throw out four tanks and you've got half the enemy team running AV and unable to properly defend themselves against full-AI enemies, while the tanker team is only short a few people. Saying that using a tank is the best counter is only admitting how ridiculous your role is, this game is meant to have choices, and no one choice is meant to be obviously superior to any other. Each should have its own benefits and downfalls.
TL;DR: Because balance. It would be, if you had to spawn into the game with AV and keep it the whole round, BUT since a person can just: die, pick an av suit, pop the tank, swap back, go about their business; it makes being able to solo tanks VERY op. They have no chance in that senario. I dont even pilot tanks and I can see that. So no, no tank solo. Plus to your comment about tank v tank being rediculous, that just shows how rediculous you are. AV should be to support a tank and tip the favor, or if you dont have tanks avail, large numbers to do it yourselves. TL; DR You are obviously a tank hater so stop QQing and comment on stuff you know. You haven't actually made any argument at all there. Any one player in the game can generally solo kill any other player. Why should it be different with tanks?
So by your reasoning, tanks should be as easy to kill as a dropsuit. That is the worst thing I have ever heard and you should feel bad. That sounds like an arguement to just get rid of vehicles. If they are just as easy, why have them. Plus then we need to nerf the heavies according to your statement.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
767
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Posted - 2014.01.11 15:04:00 -
[87] - Quote
So the 1 decent reply is charolettes, and even in that he clearly states a tank with skill an SP should be close to invincible. Wow, what a joke. This is a video game, if somethings unstoppable, it gets nerfed. End of story. Clearly OP tanks are OP. If you play the game its in your face, tanks are OP, the 8 tanks sponging proto AV like flies aren't OP? What. A. Joke.
That's "MR." Pothead to you.
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Scheneighnay McBob
Bojo's School of the Trades
3510
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Posted - 2014.01.11 15:07:00 -
[88] - Quote
I personally think that HAVs should be cheap to replace and solo-able.
But apparently the community wants them to be expensive as hell again but unkillable by AV.
We used to have a time machine
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Takahiro Kashuken
Red Star. EoN.
2188
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Posted - 2014.01.11 15:09:00 -
[89] - Quote
I can solo vehicles with a breach FG
Intelligence is OP
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Snagman 313
Carbon 7 CRONOS.
268
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Posted - 2014.01.11 15:38:00 -
[90] - Quote
Leonid Tybalt wrote:Atiim wrote:Leonid Tybalt wrote: Because it's stupid.
A good tank costs a LOT more than a couple of av grenadea carried by one infantryman. They even tend to cost more than a proto heavy suit with a proto forge gun.
Also, real world infantry rarely "solo kill" real world tanks. Then why should sci-fi infantry "solo kill" sci-fi tanks?
Because it's stupid? So your saying that I should be able to pull 3-6 people out of combat just by driving a tank? isn't that buying a WIN button if I field enough of them then? And how many times are you likely to die in your AV fit? 2-4 times. And at 150-215k a pop, an AVer can easily match the price of a good tank. ~ Lets not go there. This isn't real life, this is a video game. And in real life a solo infantry man can OHK a tank ~ Lets not go there. Look up the Javelin on YouTube and get back to me on that one. ~ Mkay? And while we are bringing up real life facts, 1 = 1. Just saying. Erm, you're not in any position to school me about tanks buddy. I know about the javelin. I also happen to know that the Javelin relies on a thermal signatures to guide the payload, which is fine... When you use it against old, outdated and obsolete WW2-era tanks (the kind most 3rd world countries use, which are the expected enemies for most industrial nations). However, when you look at MODERN tanks (like the more recent version of the Leopard 2), equipped with Saab Barracuda camouflage system, smoke launchers, tungsten/ceramic alloy turret with slatted armor (that covers pretty much the entire top of the tank, usually considered to be a tanks weakest point besides the tank treads, designed SPECIFICALLY to counter anti-tank missiles like the javelins top attack angle function) it's a veeeery different story, because it's rarely even a question if your puny, man portable javelin missile will be able to destroy the tank, but more a question if you'll even be able to get it to lock on target due to the tank having a ****** up heat signature that your little javelin won't be able to recognize. Most serious, modern tanks of today have these kinds or countermeasures making it pretty much impossible for a singular man-portable anti-tank system to destroy them. And then we haven't even begun to cover prototype systems in development that features anti-missile capabilities (they shoot down the missile before it hits). So yeah, I went there... As to your other questions, no I don't think it should take 3-6 people, but 2-3 would be reasonable. And no, it's not a "win button" because tanks still can't enter buildings, climb stairs or hack objectives (you know that little detail required to WIN the match?) And no, your good AV-fit will not match a GOOD tank fit. Do you even know what prototype large turrets cost?
Don't believe everything you read on wikipedia bud.
Closed Beta AV veteran
I drink because I play Dust
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