Joseph Ridgeson
WarRavens League of Infamy
323
|
Posted - 2014.01.16 23:48:00 -
[1] - Quote
I disagree. I like the Tank v. Tank in this patch, providing it actually IS Tank v. Tank and not "I is Sica Tank in redline I is hradcore tanker!"
1. I don't find Damage Mods to be that difficult to deal with. When I see a Tank hit me and see "WARNING: DAMAGE MODIFICATION ACTIVE", I fall back and wait for a better engagement. Once that is gone, I engage and attack them as normal. I have found that a Damage Mod lowers your overall tankiness as it requires so much CPU that you cannot fit Complex Armor Modules. For Shield Tanks, they are losing a Booster, Extender, or Hardener. They are meant to do high alpha damage. After that, they are simply not as tanky as I am.
2. I have only really engaged with one Missile Tank. I was shocked to see the damage output. I died but mostly because my Hardener was on CD (I had just used it to fend off an Assault Forge Gunner) and I got myself stuck on a building when I was backing up. As I have only faced one, I cannot comment on this one.
3. I am not quite sure on this one. Enemy Tank + Enemy AV really tips the scales of a Tank Engagement. Certain AV weapons likely need a damage buff though.
4. That was the point of them, I believe. Not making garbage Tankers good but making Tanks very difficult to kill during that time frame. It is because CCP didn't like what I like to call the Teabag Tank (no, I don't mean it like that). They would simply sit there in an area with their cycled hardeners (because they had 3, 2 after PG nerf) and soak a bunch of damage. They sat there for quite a long time. The change has Tanks being more guerrilla warfare. Attack when modules are up, leave when they are done. The only difference increased SP gives you when it comes to those modules is how often you can re-engage. I still tend to kill many Tankers that are not worth their salt. I have probably killed more Tanks in the last 5 days then I did in 6 weeks of Chromosome.
There certainly seem to be many Tankers that are not really familiar with how to operate their vehicles effectively.
5. I have never been two shot by a Railgun with my Madrugar. I think I can generally survive 3 without hardener if the enemy has a Damage Mod active, but I generally flee and re-engage when it will be an easier fight unless they are right in front of me and I can fire back quickly. I also have never two shot (three, yes) with my Prototype Railgun and a Damage Mod.
6. I disagree here. The Skill comes from knowing that you are in an unfavorable fight and need to fall back and re-engage. You can also outmaneuver Railguns' slow turn speed by getting close and running 'circles' around them.
I feel there is more skill involved with Tank v. Tank now then last patch. Tank v. Tank doesn't exist in a vacuum. If I misuse my hardener when I am fighting infantry and run into a Tank, it is because I don't have my hardener (my misplay) that I will probably die. If I don't pick the correct time to reload, it is my misplay why I die. In 1.6, every fight I had with a Tank worked like this:
Activate Heat Sink (only used against enemy tanks), turn on Repairer the second I start to take into Armor Damage (if I had it, if not I was generally fine), and if my other Hardener was off CD turn it on. I then just hold down the trigger until it was dead or I was. I didn't overheat because of the Heat Sink. There was little thought to be had. I sat there and ate his damage while he sat there and took mine. Having to worry about Ammo and more careful use of Hardener rather than using one, counting to 20, use the other, and just keeping it on CD makes for a more dynamic Tank vs. Tank environment.
That is just entirely my opinion based of what I have seen. I mean no disrespect.
Be well. -Joseph |