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demens grimwulff
Ancient Exiles. Renegade Alliance
98
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Posted - 2014.01.11 06:05:00 -
[1] - Quote
4/4 matches I've played tonight have been 4-6 tanks on one side vs a team unable to kill them due to weak AV, the tanks being able to speed out of reach of AV, and how little anything and everything affects them. For the love of god, stop catering to the minority as the majority of players aren't skilled into tanks and matches like these turn into a slaughter for whichever team is the non-tank stomping one. Since 1.7 this game has been 0 fun unless I have at least 3 tanks in my squad... I honestly have lost a lot of interest in playing it and have mostly decided to afk my SP grind when I see tank spam at the beginning... |
demens grimwulff
Ancient Exiles. Renegade Alliance
99
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Posted - 2014.01.11 21:29:00 -
[2] - Quote
Bump... this is a problem that needs to be fixed. From what I hear, the idea that balancing through cost won't fix the problem. The real issue still remains that Hardeners vs AV and tank spam is destroying the game for the foot soldiers. |
Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
339
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Posted - 2014.01.12 04:34:00 -
[3] - Quote
demens grimwulff wrote:Bump... this is a problem that needs to be fixed. From what I hear, the idea that balancing through cost won't fix the problem. The real issue still remains that Hardeners vs AV and tank spam is destroying the game for the foot soldiers.
You can damage a tank while it's hardeners are on , it just depends on the amount that you inflict .
A range buff would help swarms . AV grenades work , I have almost soloed a tank with my swarm and grenades so I know it can be done . It's not that bad when you have help and I believe the problem is more or less , squad mates unwillingness to change fits and lessen the tank menace .
I don't believe that CCP is catering to vehicle users because the vehicles still have some ironing out needed and it's not easy at all even though you might believe otherwise .
If players would change fits to combat tanks instead of running around with AR's all day then you would notice a difference and throw in a FG or two and you would change your opinion because you would see different results .
Wonder how your going to feel when the ADV & PRO tanks come into play ??? Just be patient because vehicles are not going anywhere and the next batch will be stronger than this so buffs to the AV will be coming soon enough .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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KenKaniff69
Fatal Absolution Covert Intervention
1837
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Posted - 2014.01.12 06:20:00 -
[4] - Quote
Grab an assault FG and STFU. One merc can solo even the best tanks if you know what you are doing.
So about those vehicle locks...
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demens grimwulff
Ancient Exiles. Renegade Alliance
101
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Posted - 2014.01.12 06:59:00 -
[5] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:demens grimwulff wrote:Bump... this is a problem that needs to be fixed. From what I hear, the idea that balancing through cost won't fix the problem. The real issue still remains that Hardeners vs AV and tank spam is destroying the game for the foot soldiers. You can damage a tank while it's hardeners are on , it just depends on the amount that you inflict . A range buff would help swarms . AV grenades work , I have almost soloed a tank with my swarm and grenades so I know it can be done . It's not that bad when you have help and I believe the problem is more or less , squad mates unwillingness to change fits and lessen the tank menace . I don't believe that CCP is catering to vehicle users because the vehicles still have some ironing out needed and it's not easy at all even though you might believe otherwise . If players would change fits to combat tanks instead of running around with AR's all day then you would notice a difference and throw in a FG or two and you would change your opinion because you would see different results . Wonder how your going to feel when the ADV & PRO tanks come into play ??? Just be patient because vehicles are not going anywhere and the next batch will be stronger than this so buffs to the AV will be coming soon enough .
So, by your logic, and Ken Kaniffs after you, the only viable AV is forge gun... and how is this a form of balance? I have a character with proto forge and Prof 3 (Prof 4 once I sign in next), so I know the difference. Forge is considerably stronger than swarm.
Problem is more than that... Right now a tank is half as expensive as a prototype drop suit and significantly stronger. Swarms don't have a long enough range with the Nerf, and with tanks repping up to 300-500 armor a tick makes them close to indestructible. However, one tank is not what the entire thread is reference to, but when a whole team reaches max quota with tanks they become nearly impossible to destroy individually. It takes most, if not the entire team working together to neutralize all 5-7 tanks. At this point it does take forges synchronized to pop a tank at a time. It is slowly eroding the core game play of this game . |
Dustbunny Durrr
ReD or DeaD
32
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Posted - 2014.01.12 20:28:00 -
[6] - Quote
Theres a lot of anti-tank threads out there. Most of which are whining. Some of which, like this post, are decently written. While I don't think raising the price of tanks is the end all be all, I do consider it a good start. Not only will it give a bit of a wallet hit, but it will also give AV a sense of accomplishment rather than "meh, I finally killed his 70K tank, using 300K of suits".
Secondly, AV, when coordinated can do wonders against a tank. That being said, why are only 10% (and this may be a high estimate) of my tank deaths at the hands of AV and the other 90% at the hands of installations, tanks, and on occasion, jihad jeeps. The answer of course is that AV is a poor means of dealing with tanks.
Final comment, directed at CCP: If and when you change either tanks or AV, for the love of the Amarrian God, don't do what you almost always do and "over nerf" something (in this case tanks). You'd be surprised what kind of change a slight tweak will do. |
Smoky The Bear
The Corporate Raiders Top Men.
123
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Posted - 2014.01.13 09:17:00 -
[7] - Quote
CCP abandoned AV'ers long long time ago.. Swarms have ALWAYS been ineffective even at proto levels .. I had a proto everything swarm suit and respecced it was soo stupid.. the only points i got were from shooting turrets..then you have to pick up milita rifle .. or just AFK.. STUPID>. STUPID STUPID>. balancing..
Maybe they should try playing this game once in a while.. its garbage.. |
Korvin Lomont
United Pwnage Service RISE of LEGION
454
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Posted - 2014.01.13 11:50:00 -
[8] - Quote
KenKaniff69 wrote:Grab an assault FG and STFU. One merc can solo even the best tanks if you know what you are doing.
Yes you can solo HAV's but solo the best HAV's with one Assault FG I hardly believe this as HAV's can easily escape (if their pilot knows what to do)
To solo a HAV you need the assistance of the pilot, as long as the pilot is unawre, distracted or plain stupid it is not an difficult task. But it gets near to impoosible to solo a well fittie HAV with a smart pilot... |
Egypt Musk
Tickle My Null-Sac
135
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Posted - 2014.01.13 12:33:00 -
[9] - Quote
demens grimwulff wrote:4/4 matches I've played tonight have been 4-6 tanks on one side vs a team unable to kill them due to weak AV, the tanks being able to speed out of reach of AV, and how little anything and everything affects them. For the love of god, stop catering to the minority as the majority of players aren't skilled into tanks and matches like these turn into a slaughter for whichever team is the non-tank stomping one. Since 1.7 this game has been 0 fun unless I have at least 3 tanks in my squad... I honestly have lost a lot of interest in playing it and have mostly decided to afk my SP grind when I see tank spam at the beginning...
ETA: please, in the future, when you think to buff one thing and then majorly Nerf the counter to it, don't. Next round after posting this? 5 tanks on the field... So its ok for you to afk comething that CCP has directly expressed its against but farming sessions and pc district locking is bad? Even tho as of now PC is working as intended hmmm |
demens grimwulff
Ancient Exiles. Renegade Alliance
103
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Posted - 2014.01.13 14:03:00 -
[10] - Quote
Egypt Musk wrote:demens grimwulff wrote:4/4 matches I've played tonight have been 4-6 tanks on one side vs a team unable to kill them due to weak AV, the tanks being able to speed out of reach of AV, and how little anything and everything affects them. For the love of god, stop catering to the minority as the majority of players aren't skilled into tanks and matches like these turn into a slaughter for whichever team is the non-tank stomping one. Since 1.7 this game has been 0 fun unless I have at least 3 tanks in my squad... I honestly have lost a lot of interest in playing it and have mostly decided to afk my SP grind when I see tank spam at the beginning...
ETA: please, in the future, when you think to buff one thing and then majorly Nerf the counter to it, don't. Next round after posting this? 5 tanks on the field... So its ok for you to afk comething that CCP has directly expressed its against but farming sessions and pc district locking is bad? Even tho as of now PC is working as intended hmmm
Wow, hello Mr Egypt, still on your lapse and following me around?
I have AFKed... maybe... 5 rounds...? I have no idea what you're on about otherwise? PC working as intended... not even mentioned in this thread. I tend to get kicked or leave anyways looking for a less spammed match.
However, I do remember you actually AFKing quite a bit back in the day, but that is neither here nor there. Glad you had some readied arguments for discussion on the raised topic. |
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Eko Sol
3dge of D4rkness SoulWing Alliance
34
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Posted - 2014.01.13 14:18:00 -
[11] - Quote
I happen to aggree with this thread a great deal. I don't think too much needs to go into buffing or nerfing anything. Simply removing the speed tanks would be sufficient. They should have a max speed of a scout at best. I also think they should cost about 8x moreif you aren't going to nerf anything at all.
All tanks should have a shooting range of 300 meters, max. I'm being generous. This rail tank sniping thing is pissing me off and completely nonsense. I was over 600 metters away and lost my vehicle. That is absolute nonsene. Installation turrets should maintain their range if they aren't getting any buffs.
1) Get rid of tank speed and make it no faster (at its absolute fastest) than the fastest scout 2) Increase ISK costs to, bare minimum, 4x the current costs but I recommend 8x 3) Limit range of any projectiles to no more than 300 meters. If a swarm can't get to it (which is a freaking missle mind you and most missles hit a half a mile if they are defective to say the least) then I don't believe a tank should be able have any range a swarm doesn't have at an absolute minimum. |
demens grimwulff
Ancient Exiles. Renegade Alliance
103
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Posted - 2014.01.13 14:27:00 -
[12] - Quote
Eko Sol wrote:I happen to aggree with this thread a great deal. I don't think too much needs to go into buffing or nerfing anything. Simply removing the speed tanks would be sufficient. They should have a max speed of a scout at best. I also think they should cost about 8x moreif you aren't going to nerf anything at all.
All tanks should have a shooting range of 300 meters, max. I'm being generous. This rail tank sniping thing is pissing me off and completely nonsense. I was over 600 metters away and lost my vehicle. That is absolute nonsene. Installation turrets should maintain their range if they aren't getting any buffs.
1) Get rid of tank speed and make it no faster (at its absolute fastest) than the fastest scout 2) Increase ISK costs to, bare minimum, 4x the current costs but I recommend 8x 3) Limit range of any projectiles to no more than 300 meters. If a swarm can't get to it (which is a freaking missle mind you and most missles hit a half a mile if they are defective to say the least) then I don't believe a tank should be able have any range a swarm doesn't have at an absolute minimum.
Very good points made.
The most irritating point about the tank cost is the huge differential between the cost of a viable tank and the cost of viable AV suits. Last night, on my heavy, I got in a squad with a friend who uses a militia heavy suit and an Ishukone with Prof 3 as his AV... I was using an advanced heavy suit (non-sentinel for dual damage mods) and an ishukone with Prof 3. We tested it out to see the number of shots it would take to kill a tank... Using two heavies fitted out in this manner, it took about 4-5 shots to pop a tank (dual hardener Sicas were un-poppable) and cost us a net of about 140k in suits (for the two of us combined) to pop tanks costing half. In comparison, it is like having to use a proto suit to kill an advanced.
As far as range... the red line needs a huge Nerf... You should not be able to sit deep in your redline and pop vehicles being called in in the other redline. This behavior is only encouraged by giving tanks a near unlimited range. |
Eko Sol
3dge of D4rkness SoulWing Alliance
34
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Posted - 2014.01.13 14:35:00 -
[13] - Quote
demens grimwulff wrote:Eko Sol wrote:I happen to aggree with this thread a great deal. I don't think too much needs to go into buffing or nerfing anything. Simply removing the speed tanks would be sufficient. They should have a max speed of a scout at best. I also think they should cost about 8x moreif you aren't going to nerf anything at all.
All tanks should have a shooting range of 300 meters, max. I'm being generous. This rail tank sniping thing is pissing me off and completely nonsense. I was over 600 metters away and lost my vehicle. That is absolute nonsene. Installation turrets should maintain their range if they aren't getting any buffs.
1) Get rid of tank speed and make it no faster (at its absolute fastest) than the fastest scout 2) Increase ISK costs to, bare minimum, 4x the current costs but I recommend 8x 3) Limit range of any projectiles to no more than 300 meters. If a swarm can't get to it (which is a freaking missle mind you and most missles hit a half a mile if they are defective to say the least) then I don't believe a tank should be able have any range a swarm doesn't have at an absolute minimum. Very good points made. The most irritating point about the tank cost is the huge differential between the cost of a viable tank and the cost of viable AV suits. Last night, on my heavy, I got in a squad with a friend who uses a militia heavy suit and an Ishukone with Prof 3 as his AV... I was using an advanced heavy suit (non-sentinel for dual damage mods) and an ishukone with Prof 3. We tested it out to see the number of shots it would take to kill a tank... Using two heavies fitted out in this manner, it took about 4-5 shots to pop a tank (dual hardener Sicas were un-poppable) and cost us a net of about 140k in suits (for the two of us combined) to pop tanks costing half. In comparison, it is like having to use a proto suit to kill an advanced. As far as range... the red line needs a huge Nerf... You should not be able to sit deep in your redline and pop vehicles being called in in the other redline. This behavior is only encouraged by giving tanks a near unlimited range.
I don't mind the range if swarm launchers can have the same range. I think it is only fair for 4 people to spawn with swarms and lock on to a tank trying to snipe away. Now if you make a semi decent limitation of 300 meters and give the swarm 300 meters than I think it's fair that a rail installation turret also only has 300 meters. But make it too short (i.e. 200 meters) and then turrets and tanks get nerfed too much.
I think the speed is a serious issue. It's a tank. It should NEVER be able to outrun a freaking missle. That makes so little sense in so many ways it's kind of funny. If someone wants to argue that it is the future and future tanks can go fast than so can missles that go through worm holes, that's futuristic don't ya think? :P
It can't be difficult to program for range limitation on rail tanks. Create a new "gizmo" with the same animation and assign in to that trigger. Just change the metrics on the new pseudo cloned "gizmo"/object. |
demens grimwulff
Ancient Exiles. Renegade Alliance
103
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Posted - 2014.01.13 15:27:00 -
[14] - Quote
No argument from me on any point Eko. Perfect points and well said.
Currently, Swarms are third class AV due to the range and the occasional lack of advertised missiles (I giggle a little everytime a squad member screams about only 1 missile of 6 exiting the launcher... maybe the others found the worm hole you mentioned?) |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
577
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Posted - 2014.01.13 19:45:00 -
[15] - Quote
funny how u say a tank can get 500 reps per second. its possible on a maddy frame through 2 complex and 1 enhanced but u wont have any room to fit anything else other than a std blaster. your pg/cpu is basically capped at max with that.as ive done the math.
its not going to tank a glass cannon sica though.
i think the tanks got slower via ninja nerf.
because they felt very fast on the 1st week of the update. caldari and gallente hav feel like they have the same speeds now. only difference is the ability to turn.
there is that one fuel injector though im not sure if it was fixed though.
asides from all of that.
ive been doing fine except for the occasional std tank that enters the match. thats when im forced to pull out a glass cannon sica to deal with it. and with that thing i have to avoid everything. all av levels included.
ive been able to solo most mlt hav for the most part with ease. but i have yet to kill a std tank with av.
now before the update hit my mlt soma had roughly the same amount of hp as currently for the armor tanks.
2 60m nano fiber plates =4012 armor. had a base resistance of 20.
along with the heavy armor reps. and i kept the 800 shields in favor of a light shield booster and passive shield resistor which was 20% resistance because i had the shield and armor upgrades maxed.
was way too paper thin when it came to av. the nades being the worst of em.
and i couldnt actually combat enemy tanks either. only the occasional mlt tank.
my av fit i own which i still use and have. is an adv swarm and std av nades on a mlt starter medic fit.
its cheaper than majority of these mlt tanks and ive been able to kill them solo for the most part.
its only the std tanks i have most of the problems with. as they r easier to fit than mlt tanks. and have a wider variety on what they can do. yet i see no1 complaining about having any trouble killing std tanks? all i see is every1 complaing about a mlt tank? the only tank that can be soloed easily with av using some skill and smarts. unlike the 30-40% better std tank which mostly requires a glass cannon mlt tank to kill.?
am i the only1 seeing the problem here? |
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