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KEROSIINI-TERO
The Rainbow Effect
991
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Posted - 2014.01.17 01:43:00 -
[31] - Quote
The legend345 wrote:Tank vs tank is garbage, easy-mode, and bad. Why: 1.Damage mod rails destroy anything with no thought or strategy. Pop the damage mods and hit your target a couple times. Renders blasters useless even in close-quarter engagements (the blasters strength). 2. Any armor build will be destroyed in one volley (unless you have lol 3 hardners) by damage mod missiles (confirmed by AlldinKans using his missle build in testing). 3.Av is a nonfactor. Tanking was fun in uprising because you had to have awareness or you never had a chance. Now any noob can cycle hardeners and be god mode. 4. Active modules are gameplay destroyingly good. What do i mean? The hardeners are simply to good as well as damage mods. Their isn't anything strategic about them. They'll make any garbage tanker beast while activated. 5. In general tanks no longer take any skill: wanna pop a armor tank damage mod missiles one volley : wanna destroy any blaster use a rail: wanna two (three with hardener) shot anything damage mod rail. It would be one thing if their was simply advantages but in this build rock paper and scissors are so pronounced that skill (or even having a game plan) is non-existent. Just turn on the active modules and "gamebalance" will overpower enemy skill. 6. The only competition of skill (if you can call it that) is rail fights. This is because you must clutch shots Blaster vs blaster doesnt require any timing or strategy. Now that you have passive reps, generally, in blaster fights both tanks have full health. So its just pop your mods and shoot at the massive target. Previously with active reps you had more to consider in a blaster fight. Example In this instance i had to consider my health being low and that the enemy had got the jump on me. I assumed he was or had popped his reps when he engaged me. I popped around the corner knowing that his reps would be ending. i won because i had got back my health and had more reps to win the rest of the fight.Missile vs armor is what it should be an advantage. BUT The advantage vs armor tanks is too much. BUT Only because of how overpowered active modules are (In this situation stacked damage mods).
Many points are correct, however I strongly disagree on blaster vs blaster being dull. It USED to be dull in 1.6 and ever before, it was always about two tanks parking and one dying. Now there's much movement.
The point on damamods is spot on, their power is so extreme (there's never been +30% damage module in CCP game to my knowledge).
Damamodded rails kill by two shot, without a chance of activating hardeners (only way to have enough time might be to be readily waiting on module activation wheel, and even then the chances are slim. Not even super reflexes are enough. So the combination on rate of fire with damamod is stupedously effective.
FEEDBACK: Analysis on 1.7 tank functionality
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The legend345
TeamPlayers Negative-Feedback
4358
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Posted - 2014.01.17 02:13:00 -
[32] - Quote
KEROSIINI-TERO wrote:The legend345 wrote:Tank vs tank is garbage, easy-mode, and bad. Why: 1.Damage mod rails destroy anything with no thought or strategy. Pop the damage mods and hit your target a couple times. Renders blasters useless even in close-quarter engagements (the blasters strength). 2. Any armor build will be destroyed in one volley (unless you have lol 3 hardners) by damage mod missiles (confirmed by AlldinKans using his missle build in testing). 3.Av is a nonfactor. Tanking was fun in uprising because you had to have awareness or you never had a chance. Now any noob can cycle hardeners and be god mode. 4. Active modules are gameplay destroyingly good. What do i mean? The hardeners are simply to good as well as damage mods. Their isn't anything strategic about them. They'll make any garbage tanker beast while activated. 5. In general tanks no longer take any skill: wanna pop a armor tank damage mod missiles one volley : wanna destroy any blaster use a rail: wanna two (three with hardener) shot anything damage mod rail. It would be one thing if their was simply advantages but in this build rock paper and scissors are so pronounced that skill (or even having a game plan) is non-existent. Just turn on the active modules and "gamebalance" will overpower enemy skill. 6. The only competition of skill (if you can call it that) is rail fights. This is because you must clutch shots Blaster vs blaster doesnt require any timing or strategy. Now that you have passive reps, generally, in blaster fights both tanks have full health. So its just pop your mods and shoot at the massive target. Previously with active reps you had more to consider in a blaster fight. Example In this instance i had to consider my health being low and that the enemy had got the jump on me. I assumed he was or had popped his reps when he engaged me. I popped around the corner knowing that his reps would be ending. i won because i had got back my health and had more reps to win the rest of the fight.Missile vs armor is what it should be an advantage. BUT The advantage vs armor tanks is too much. BUT Only because of how overpowered active modules are (In this situation stacked damage mods). Many points are correct, however I strongly disagree on blaster vs blaster being dull. It USED to be dull in 1.6 and ever before, it was always about two tanks parking and one dying. Now there's much movement. The point on damamods is spot on, their power is so extreme (there's never been +30% damage module in CCP game to my knowledge). Damamodded rails kill by two shot, without a chance of activating hardeners (only way to have enough time might be to be readily waiting on module activation wheel, and even then the chances are slim. Not even super reflexes are enough. So the combination on rate of fire with damamod is stupedously effective. thanks
Tanker
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Alldin Kan
Imperfects Negative-Feedback
916
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Posted - 2014.01.17 02:44:00 -
[33] - Quote
The legend345 wrote:Tank vs tank is garbage, easy-mode, and bad. Why: 1.Damage mod rails destroy anything with no thought or strategy. Pop the damage mods and hit your target a couple times. Renders blasters useless even in close-quarter engagements (the blasters strength). 2. Any armor build will be destroyed in one volley (unless you have lol 3 hardners) by damage mod missiles (confirmed by AlldinKans using his missle build in testing). 3.Av is a nonfactor. Tanking was fun in uprising because you had to have awareness or you never had a chance. Now any noob can cycle hardeners and be god mode. 4. Active modules are gameplay destroyingly good. What do i mean? The hardeners are simply to good as well as damage mods. Their isn't anything strategic about them. They'll make any garbage tanker beast while activated. 5. In general tanks no longer take any skill: wanna pop a armor tank damage mod missiles one volley : wanna destroy any blaster use a rail: wanna two (three with hardener) shot anything damage mod rail. It would be one thing if their was simply advantages but in this build rock paper and scissors are so pronounced that skill (or even having a game plan) is non-existent. Just turn on the active modules and "gamebalance" will overpower enemy skill. 6. The only competition of skill (if you can call it that) is rail fights. This is because you must clutch shots Blaster vs blaster doesnt require any timing or strategy. Now that you have passive reps, generally, in blaster fights both tanks have full health. So its just pop your mods and shoot at the massive target. Previously with active reps you had more to consider in a blaster fight. Example In this instance i had to consider my health being low and that the enemy had got the jump on me. I assumed he was or had popped his reps when he engaged me. I popped around the corner knowing that his reps would be ending. i won because i had got back my health and had more reps to win the rest of the fight.Missile vs armor is what it should be an advantage. BUT The advantage vs armor tanks is too much. BUT Only because of how overpowered active modules are (In this situation stacked damage mods).
1. Blasters are Anti-Infantry not Anti-Tank :l
2. But missiles have long reload and are only good vs Madrugar... btw with 2 damage mods it's around 14k damage on Armor.
3. I prefer to think of infantry AV as support AV, though something needs to be done about Gunnlogi repairing through damage thanks to hardener.
4. Not sure about this yet.
5. Rails need a RoF reduction or higher heat buildup, that's all I'll say for now.
6. Pretty much.
Fun Fact: Shield Hardener allow Gunnlogis to rep through Blaster damage. The major downside with missiles is that it's not instant-hit and rails could easily dispose of those missile tanks on long range.
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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The legend345
TeamPlayers Negative-Feedback
4369
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Posted - 2014.01.17 09:22:00 -
[34] - Quote
bump
Tanker
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The legend345
TeamPlayers Negative-Feedback
4369
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Posted - 2014.01.17 09:38:00 -
[35] - Quote
Alldin Kan wrote:The legend345 wrote:Tank vs tank is garbage, easy-mode, and bad. Why: 1.Damage mod rails destroy anything with no thought or strategy. Pop the damage mods and hit your target a couple times. Renders blasters useless even in close-quarter engagements (the blasters strength). 2. Any armor build will be destroyed in one volley (unless you have lol 3 hardners) by damage mod missiles (confirmed by AlldinKans using his missle build in testing). 3.Av is a nonfactor. Tanking was fun in uprising because you had to have awareness or you never had a chance. Now any noob can cycle hardeners and be god mode. 4. Active modules are gameplay destroyingly good. What do i mean? The hardeners are simply to good as well as damage mods. Their isn't anything strategic about them. They'll make any garbage tanker beast while activated. 5. In general tanks no longer take any skill: wanna pop a armor tank damage mod missiles one volley : wanna destroy any blaster use a rail: wanna two (three with hardener) shot anything damage mod rail. It would be one thing if their was simply advantages but in this build rock paper and scissors are so pronounced that skill (or even having a game plan) is non-existent. Just turn on the active modules and "gamebalance" will overpower enemy skill. 6. The only competition of skill (if you can call it that) is rail fights. This is because you must clutch shots Blaster vs blaster doesnt require any timing or strategy. Now that you have passive reps, generally, in blaster fights both tanks have full health. So its just pop your mods and shoot at the massive target. Previously with active reps you had more to consider in a blaster fight. Example In this instance i had to consider my health being low and that the enemy had got the jump on me. I assumed he was or had popped his reps when he engaged me. I popped around the corner knowing that his reps would be ending. i won because i had got back my health and had more reps to win the rest of the fight.Missile vs armor is what it should be an advantage. BUT The advantage vs armor tanks is too much. BUT Only because of how overpowered active modules are (In this situation stacked damage mods). 1. Blasters are Anti-Infantry not Anti-Tank :l 2. But missiles have long reload and are only good vs Madrugar... btw with 2 damage mods it's around 14k damage on Armor. 3. I prefer to think of infantry AV as support AV, though something needs to be done about Gunnlogi repairing through damage thanks to hardener. 4. Not sure about this yet. 5. Rails need a RoF reduction or higher heat buildup, that's all I'll say for now. 6. Pretty much. Fun Fact: Shield Hardener allow Gunnlogis to rep through Blaster damage. The major downside with missiles is that it's not instant-hit and rails could easily dispose of those missile tanks on long range. Agree with your one and two. But blasters should be at least feared by rails close range. Also compensation for a long reload shouldn't be one volley kills on armor.
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Uprising God of Tanking Oculus Rift
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Leovarian L Lavitz
NECROM0NGERS The CORVOS
936
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Posted - 2014.01.17 09:52:00 -
[36] - Quote
True Adamance wrote:Michael Epic wrote:True Adamance wrote:Michael Epic wrote:Tanking has turned Dust 514 into Tanks 514 and therefore reduced our beloved game to a laughing stock and a joke.
I love(d) this game....but the tanks and the n00bs with super powers ruined it. All tanks need are a rebalancing or re-designation of role. All WE need is an option. Infantry only mode or regular mode. Sometimes it would be nice just to go toe to toe in CQC with whoever, whenever without a dropship shooting me with missles or a tank shooting me from like, 20 feet away....or as I deploy. Tanks and Dropships camping CRU's and droplinks is a huge problem I see every single day....I see it because I am often dead before my screen even loads. You don't get to choose when I bring in my PvP cruiser and lay waste to your ships in EVE (not saying I could...I'm a terrible pvper) in the same way you don't get to decide arbitrarily in war that your opponent wont use vehicles.... A wild stealth bomber appears BOOM. However, can't really do that. Scouts with REs are the closest thing in dust atm ;/
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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The legend345
TeamPlayers Negative-Feedback
4372
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Posted - 2014.01.17 17:04:00 -
[37] - Quote
bump
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Uprising God of Tanking Oculus Rift
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Scheneighnay McBob
Learning Coalition College
3600
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Posted - 2014.01.17 22:32:00 -
[38] - Quote
The legend345 wrote:Scheneighnay McBob wrote:While AV is weaker than it should be, I personally think it should be more of a deterrent to HAVs, and a threat to other vehicles.
The other vehicles should be more capable of killing tanks to make up for this; infantry need to realize this game doesn't revolve around them. Agreed but currently the way things are tank vs tank is poor. I think it's more of a redline issue than anything else
We used to have a time machine
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Duran Lex
Fraternity of St. Venefice Amarr Empire
427
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Posted - 2014.01.17 22:49:00 -
[39] - Quote
True Adamance wrote:Michael Epic wrote:True Adamance wrote:Michael Epic wrote:Tanking has turned Dust 514 into Tanks 514 and therefore reduced our beloved game to a laughing stock and a joke.
I love(d) this game....but the tanks and the n00bs with super powers ruined it. All tanks need are a rebalancing or re-designation of role. All WE need is an option. Infantry only mode or regular mode. Sometimes it would be nice just to go toe to toe in CQC with whoever, whenever without a dropship shooting me with missles or a tank shooting me from like, 20 feet away....or as I deploy. Tanks and Dropships camping CRU's and droplinks is a huge problem I see every single day....I see it because I am often dead before my screen even loads. You don't get to choose when I bring in my PvP cruiser and lay waste to your ships in EVE (not saying I could...I'm a terrible pvper) in the same way you don't get to decide arbitrarily in war that your opponent wont use vehicles....
In EVE i can use webifiers and run away. In EVE I can cloak and sail right by you. In EVE I'm not being set up in game modes that require participation for the win, which makes running and hiding a good chance of losing the match. In EVE I'm piloting a ship that has hundreds to thousands of people on board. In EVE I do whatever the hell i feel like doing, be it hunting pirates, doing missions, mining, crafting or trading.
Dust only has a connection to EVE through It's lore and market.
Don't make silly comparisons as if the games are in the same genre.
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Benjamin Ciscko
The Generals General Tso's Alliance
1243
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Posted - 2014.01.17 22:49:00 -
[40] - Quote
The legend345 wrote:Big miku wrote:Tank combat in PC these days consist of Railgun tanks shooting at one another and which ever side has enough tanks to match the others tanks gets to call in a blaster that gets popped 10 seconds later by a railgun tank.
Dual Complex Armor Reppers are OP. Let me lay this out
The Ishukone Assault Forge Gun with Proficiency 4 and two Complex Heavy Damage mods does 2025 Damage every Three seconds for 12 seconds for a total of 8100.
2 Complex Armor Reppers with Max Armor Repair Systems 5 repairs 362.5 Armor a second.
So that is 1087.5 Armor Repaired in the three seconds between each Forge Gun shot, cutting the Damage from the Forge in half to 937.5
So in 12 Seconds a Forge gun effectively does 3750.
Now that Forge Gun as to reload, meaning that there is a 7 second delay between it's next shot giving the tank enough time to rep 2537.5 Damage.
This is outrageous and I am making a thread about it. Why use a forge when you can call in a miltia and do about 3000 damage per shot with dmods and rail. Its a joke lol ^ double damage modded sica's can out DPS my proto missiles.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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Duran Lex
Fraternity of St. Venefice Amarr Empire
437
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Posted - 2014.01.17 23:08:00 -
[41] - Quote
Cody Sietz wrote:Maybe you shouldn't have been so anti AV pre 1.7?
Before we had weak tanks that were only useful to skilled tankers and good AV.
Now we have EZ mode tanks that anyone can use and AV is quite terrible.
PLC is still awful.
Swarms range being nerfed was actually perfect IMO, but the dmg and mag reduction were too much.
FG nerf was, again, perfect IMO.
And AV grenades to weak to LAVs. Keep the dmg but give them a giant bonus when they hit LAVs and dropships.
Rather, you had incredibly weak tanks until 15mil SP invested. Then you had incredibly great tanks in the hands of a skilled pilot. The disparity between the two was horrendous.
FG nerf was almost fine. The damage and splash were a given and easily acceptable, but coupling that with the increased charge time was overkill. I'd rather they nerf the damage even more if i can get a decrease in charge time. |
Rusty Shallows
820
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Posted - 2014.01.17 23:49:00 -
[42] - Quote
The legend345 wrote:Harpyja wrote:Missiles are perfectly balanced! They are doing what they are meant to do: be king of AV at CQC. But railguns are stealing that title because they are iWin buttons at every range. They are good but are op when stacked with damage mods. Perhaps its just damage mods. Agree with the rails. I like the idea of a devastating missile barrage. I hate that it can be done twelve times in a row. Not that ammo limits would matter with the broken recall mechanics.
MCC Lounge Lizard
Forums > Game
Fix the game CCP
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Duran Lex
Fraternity of St. Venefice Amarr Empire
437
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Posted - 2014.01.18 00:03:00 -
[43] - Quote
Rusty Shallows wrote:The legend345 wrote:Harpyja wrote:Missiles are perfectly balanced! They are doing what they are meant to do: be king of AV at CQC. But railguns are stealing that title because they are iWin buttons at every range. They are good but are op when stacked with damage mods. Perhaps its just damage mods. Agree with the rails. I like the idea of a devastating missile barrage. I hate that it can be done twelve times in a row. Not that ammo limits would matter with the broken recall mechanics.
Recall should be (re)moved in its entirety from the game now.
Vehicles are no longer expensive enough to warrant such a game mechanic.
Edit - (re) |
Michael Epic
The Neutral Zone
227
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Posted - 2014.01.21 17:27:00 -
[44] - Quote
Duran Lex wrote:Rusty Shallows wrote:The legend345 wrote:Harpyja wrote:Missiles are perfectly balanced! They are doing what they are meant to do: be king of AV at CQC. But railguns are stealing that title because they are iWin buttons at every range. They are good but are op when stacked with damage mods. Perhaps its just damage mods. Agree with the rails. I like the idea of a devastating missile barrage. I hate that it can be done twelve times in a row. Not that ammo limits would matter with the broken recall mechanics. Recall should be (re)moved in its entirety from the game now. Vehicles are no longer expensive enough to warrant such a game mechanic. Edit - (re)
That should only be allowed if you can buy specialized LAV's that cannot be taken by blueberries and are coded to YOU. I recall my LAV's so players don't steal them and get them blown up. |
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