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Talryn Vilneram
SVER True Blood Public Disorder.
151
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Posted - 2014.01.20 22:36:00 -
[1] - Quote
I'm serious. After starting up another alt back in 1.7 and playing him exclusively on tanks I can say that these things are balanced as hell.
I started out in Militia tanks and would lose enough tanks that I would have to run free suits for a few matches to get enough ISK for a few more tanks. I was losing 2 to 3 per match. After I got good enough i would lose a militia tank once every other match on average running rail tanks. Against infantry I wouldn't get THAT many kills. I would go 5/0 or 7/2 for example. I would get shot up by other rail tanks or sometimes a skilled blaster tank every so often but a rail tank isn't that effective against infantry. A/V would sometimes kill me. Swarms would only if they were coordinated (I think they must be poor versus shield tanks) but Forges make me run most of the time. A/V nades can be deadly as any suit can carry them without losing much effectiveness against other suits. If I would get swarmed but a bunch of red dots A/V nades can kill me.
The one thing i thing needs tweaking is TTK against other tanks. Rails are 2 gud and most of the time don't even give me or my enemy enough time to react and turn on our hardener(s).
Blasters are pretty balanced as they aren't as effective as rails against tanks but they tear infantry up.
Missile tanks - OMG! I just unlocked these as the skill requirements are the highest. THESE ARE BORDERLINE BROKEN! I can rush ANY other tank with a single hardener and I WILL kill it in one rack of missiles when I activate my militia damage mod (still haven't unlocked higher tier damage mods) No wonder I feared them so much when I saw one before! They kill infantry about as well as a rail tank and do not have the sniping damage, so i dunno maybe they are balanced, but holy crap they have the highest burst DPS out of any other turret against installations or vehicles.
I now lose a tank about every 3 matches or so by playing carefully and knowing who I am playing against. When I am against full squads from other good teams I sometimes stick to milita tanks because I know I will lose a few.
I don't see the issue with these things except the TTK with rails is a bit too low considering the range they have. |
Iron Wolf Saber
Den of Swords
12386
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Posted - 2014.01.20 22:37:00 -
[2] - Quote
I somewhat disagree on the rail tank. Needs falloff.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
480
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Posted - 2014.01.20 22:38:00 -
[3] - Quote
I just think it Rails don't need ADV or PRO versions.
If you can read this, it means you are reading.
Unless you are skimming
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1640
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Posted - 2014.01.20 22:42:00 -
[4] - Quote
Curious if the lack of ADV and PRO vehicles is the start of tiericide...
1.8 Sentinels
Damage Efficiency
Effective HP
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N1ck Comeau
Ahrendee Mercenaries EoN.
1843
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Posted - 2014.01.20 22:43:00 -
[5] - Quote
The rail gun reminds me of the rail rifle.
Long range high damage with spool time.
You know what, i think there both OP.
Minmatar Assault.
Hopeful Caldari Scout soon. praying for that respec.
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Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
47
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Posted - 2014.01.20 22:44:00 -
[6] - Quote
90 percent balanced.
Jack up the price, reduce acceleration, bam. Tank 514 is everything it needs to be. I don't even think AV needs a buff until higher tier tanks are introduced. |
Talryn Vilneram
SVER True Blood Public Disorder.
151
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Posted - 2014.01.20 22:45:00 -
[7] - Quote
Dovallis Martan JenusKoll wrote:I just think it Rails don't need ADV or PRO versions.
Also I've heard vehicle damage amps don't have stacking penalties... I've never used them on a tank, so I wouldn't know.
Or maybe not increasing damage with higher tier but better fitting requirements or better tracking or better range and make militia rails have 350-400m range. |
Joseph Ridgeson
WarRavens League of Infamy
351
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Posted - 2014.01.20 22:45:00 -
[8] - Quote
Iron Wolf Saber wrote:I somewhat disagree on the rail tank. Needs falloff.
Also being able to two shot any other tank is probably frustrating to the people I shoot and I dont even have prototype rails or complex damage mods (only basic) How are people getting that kind of damage? My proto rail + damage mod doesn't two shot anyone.
Fall off range is fair. Nerfs Redline Snipers without hurting the mid range brawlers. |
Talryn Vilneram
SVER True Blood Public Disorder.
151
|
Posted - 2014.01.20 22:46:00 -
[9] - Quote
Joseph Ridgeson wrote:Iron Wolf Saber wrote:I somewhat disagree on the rail tank. Needs falloff.
Also being able to two shot any other tank is probably frustrating to the people I shoot and I dont even have prototype rails or complex damage mods (only basic) How are people getting that kind of damage? My proto rail + damage mod doesn't two shot anyone. Fall off range is fair. Nerfs Redline Snipers without hurting the mid range brawlers.
If you catch someone who doesn't have armor plates or shield extenders and they have their hardener off, you will two shot them with two dmg mods on. |
NK Scout
Storm Wind Strikeforce Caldari State
35
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Posted - 2014.01.20 22:47:00 -
[10] - Quote
Jotun Izalaru wrote:90 percent balanced.
Jack up the price, reduce acceleration, bam. Tank 514 is everything it needs to be. I don't even think AV needs a buff until higher tier tanks are introduced. Nope and only if the already slow gunlogi doesnt get a nerf, it needs a buff to 3200 base shields |
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Darken-Soul
Tal-Romon Legion Amarr Empire
41
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Posted - 2014.01.20 23:01:00 -
[11] - Quote
Double hardened gunnlogi can tank two volleys of missiles and be fully restored by the time they reload the third. I'm surprised your extensive experience didn't teach you that.
I am the real Darken
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Rynoceros
Rise Of Old Dudes
2181
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Posted - 2014.01.20 23:04:00 -
[12] - Quote
They're balanced, for a game with twice the Infantry.
Natalie Portman.
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
357
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Posted - 2014.01.20 23:07:00 -
[13] - Quote
Rail turret need a mag reduction to 5 shots, 9 is far to many |
Talryn Vilneram
SVER True Blood Public Disorder.
151
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Posted - 2014.01.20 23:08:00 -
[14] - Quote
Darken-Soul wrote:Double hardened gunnlogi can tank two volleys of missiles and be fully restored by the time they reload the third. I'm surprised your extensive experience didn't teach you that.
wow, a double hardened gunlogi can tank it yes, but it either has horrible DPS because it has no dmg mod and it is a stalemate and we both withdraw, or it has no shield booster and it WONT regen before i reload and it is a DPS race.
I have been in those fights.
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SGT NOVA STAR
Ahrendee Mercenaries
202
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Posted - 2014.01.20 23:17:00 -
[15] - Quote
I only lose about 3 tanks a day, mostly my fault. I do think tanks are fine, just triple prices and boom. Can't wait to use an 8 million isk proto tank!
VAYU! I CHOOSE YOU!
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True Adamance
Kameira Lodge Amarr Empire
5973
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Posted - 2014.01.20 23:20:00 -
[16] - Quote
Tanks in general are too powerful now, too cheap, and without a specific purpose on the map.
We need to hit that middle ground between 1.6 and 1.7 tanks in terms of stats, costs, and renew the purpose of HAV in the field as anti vehicle and heavy artillery vehicles.
Leave anti infantry and squad support to the up and coming MAV and MTAC units, tanks should be, primarily geared to destroy other vehicles.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Darken-Soul
Tal-Romon Legion Amarr Empire
41
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Posted - 2014.01.20 23:22:00 -
[17] - Quote
Talryn Vilneram wrote:Darken-Soul wrote:Double hardened gunnlogi can tank two volleys of missiles and be fully restored by the time they reload the third. I'm surprised your extensive experience didn't teach you that. wow, a double hardened gunlogi can tank it yes, but it either has horrible DPS because it has no dmg mod and it is a stalemate and we both withdraw, or it has no shield booster and it WONT regen before i reload and it is a DPS race. I have been in those fights.
I run a damage mod on mine. Missile tanks are easy to pop. They rely solely on the alpha, they die running for the redline.
I am the real Darken
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
481
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Posted - 2014.01.20 23:25:00 -
[18] - Quote
SGT NOVA STAR wrote:I only lose about 3 tanks a day, mostly my fault. I do think tanks are fine, just triple prices and boom. Can't wait to use an 8 million isk proto tank! Vehicles aren't going proto.... Or at least that what the DEVS have implied as of late.
They're probably getting hull variants with different bonuses, like the different scout classes get different bonuses etc.. Possibly things like, an extra slot for sacrificing 500 shield and 500 armor... or something like that. Or a variety that has faster acceleration... or reload speed for a single type of weapon system. Variants, not Protos.
If you can read this, it means you are reading.
Unless you are skimming
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Bones McGavins
TacoCat Industries
427
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Posted - 2014.01.20 23:30:00 -
[19] - Quote
So just to keep it straight
When you first started tanking you'd lose a tank a match, usually to other tanks, and that seemed fair to you? Imagine if a noob with militia AV could go 5-2,7-1 and really only die to snipers. Pretty sure that's terrible balance |
Talryn Vilneram
SVER True Blood Public Disorder.
151
|
Posted - 2014.01.20 23:31:00 -
[20] - Quote
Bones McGavins wrote:So just to keep it straight
When you first started tanking you'd lose a tank a match, usually to other tanks, and that seemed fair to you? Imagine if a noob with militia AV could go 5-2,7-1 and really only die to snipers. Pretty sure that's terrible balance
No I would lose them to A/V often too. And normally after I lose 3 tanks in match I stop calling in tanks and run free suits.
It was just other rail tanks would kill me before A/V could LOL
Your analogy would be like a noob A/Ver would die to snipers trying to get to the tanks because snipers could kill him faster and farther anyway. |
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R F Gyro
Clones 4u
1070
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Posted - 2014.01.20 23:37:00 -
[21] - Quote
I don't agree at all.
I love running tanks in 1.7, and I do much better than I do when I'm running infantry. But that's the problem: one person in a tank is worth more than one person who is not in a tank. In a game where the primary constraint in battles is the number of players (16 per side), that is not balanced.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Harpyja
Molon Labe. Public Disorder.
1126
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Posted - 2014.01.20 23:50:00 -
[22] - Quote
Joseph Ridgeson wrote:Iron Wolf Saber wrote:I somewhat disagree on the rail tank. Needs falloff.
Also being able to two shot any other tank is probably frustrating to the people I shoot and I dont even have prototype rails or complex damage mods (only basic) How are people getting that kind of damage? My proto rail + damage mod doesn't two shot anyone. Fall off range is fair. Nerfs Redline Snipers without hurting the mid range brawlers. I think it should be the opposite. Encourage long range sniping while making them week at close range (that's where missiles should be best for AV). The redline is a whole different problem.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Monkey MAC
Lost Millennium
1617
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Posted - 2014.01.20 23:52:00 -
[23] - Quote
I disagree! I will concede that tanks are currently better than they were in 1.7. But this in no way makes them balanced.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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SGT NOVA STAR
Ahrendee Mercenaries
202
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Posted - 2014.01.21 00:07:00 -
[24] - Quote
Dovallis Martan JenusKoll wrote:SGT NOVA STAR wrote:I only lose about 3 tanks a day, mostly my fault. I do think tanks are fine, just triple prices and boom. Can't wait to use an 8 million isk proto tank! Vehicles aren't going proto.... Or at least that what the DEVS have implied as of late. They're probably getting hull variants with different bonuses, like the different scout classes get different bonuses etc.. Possibly things like, an extra slot for sacrificing 500 shield and 500 armor... or something like that. Or a variety that has faster acceleration... or reload speed for a single type of weapon system. Variants, not Protos. Proto tanks will come back, your theory is flawed. We have 6 unused tanks in dust right now. You'll see.
VAYU! I CHOOSE YOU!
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KING CHECKMATE
Ametat Security Amarr Empire
3832
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Posted - 2014.01.21 00:08:00 -
[25] - Quote
hahaha i just read your title:
Tanks are 100% balanced right now
and came to laugh a little.
look at me , here i go...
HAHAHAHAHAHAHHA
GIVE ME A RESPEC CCP.
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Talryn Vilneram
SVER True Blood Public Disorder.
151
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Posted - 2014.01.21 00:11:00 -
[26] - Quote
KING CHECKMATE wrote:hahaha i just read your title:
Tanks are 100% balanced right now
and came to laugh a little.
look at me , here i go...
HAHAHAHAHAHAHHA
Sorry that you have such a hard time with tanks. Maybe you need to get better? |
Henchmen21
Planet Express LLC
447
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Posted - 2014.01.21 00:47:00 -
[27] - Quote
Talryn Vilneram wrote:Dovallis Martan JenusKoll wrote:I just think it Rails don't need ADV or PRO versions.
Also I've heard vehicle damage amps don't have stacking penalties... I've never used them on a tank, so I wouldn't know. Or maybe not increasing damage with higher tier but better fitting requirements or better tracking or better range and make militia rails have 350-400m range.
I think the fitting requirements should be reversed, the higher the tier the easier to fit. That way MLT tanks and gear would be harder to fit and encourage people to skill into vehicles rather then stop once they can fit their MLT tank.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Talryn Vilneram
SVER True Blood Public Disorder.
151
|
Posted - 2014.01.21 00:49:00 -
[28] - Quote
Henchmen21 wrote:Talryn Vilneram wrote:Dovallis Martan JenusKoll wrote:I just think it Rails don't need ADV or PRO versions.
Also I've heard vehicle damage amps don't have stacking penalties... I've never used them on a tank, so I wouldn't know. Or maybe not increasing damage with higher tier but better fitting requirements or better tracking or better range and make militia rails have 350-400m range. I think the fitting requirements should be reversed, the higher the tier the easier to fit. That way MLT tanks and gear would be harder to fit and encourage people to skill into vehicles rather then stop once they can fit their MLT tank.
In EVE there are many tiers of all sorts of modules. They vary in some are easier to fit but have similar performance as Meta 0 or they perform a little better in areas like range or damage. It works well. |
Henchmen21
Planet Express LLC
447
|
Posted - 2014.01.21 00:54:00 -
[29] - Quote
As for balance, remove the warning for prox mines and reduce blaster range and I'll be happy. Would make running off at the last minute very dangerous and you'd actually be susceptible to the prox mines and blaster tanks would have to worry about Av nade showers like the old days. Area denial is about all prox mines are good for vs tanks, least as long as it takes for them to find and shoot them.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Eko Sol
3dge of D4rkness SoulWing Alliance
64
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Posted - 2014.01.21 00:55:00 -
[30] - Quote
Talryn Vilneram wrote:I'm serious. After starting up another alt back in 1.7 and playing him exclusively on tanks I can say that these things are balanced as hell.
I started out in Militia tanks and would lose enough tanks that I would have to run free suits for a few matches to get enough ISK for a few more tanks. I was losing 2 to 3 per match. After I got good enough i would lose a militia tank once every other match on average running rail tanks. Against infantry I wouldn't get THAT many kills. I would go 5/0 or 7/2 for example. I would get shot up by other rail tanks or sometimes a skilled blaster tank every so often but a rail tank isn't that effective against infantry. A/V would sometimes kill me. Swarms would only if they were coordinated (I think they must be poor versus shield tanks) but Forges make me run most of the time. A/V nades can be deadly as any suit can carry them without losing much effectiveness against other suits. If I would get swarmed but a bunch of red dots A/V nades can kill me.
The one thing i thing needs tweaking is TTK against other tanks. Rails are 2 gud and most of the time don't even give me or my enemy enough time to react and turn on our hardener(s).
Blasters are pretty balanced as they aren't as effective as rails against tanks but they tear infantry up.
Missile tanks - OMG! I just unlocked these as the skill requirements are the highest. THESE ARE BORDERLINE BROKEN! I can rush ANY other tank with a single hardener and I WILL kill it in one rack of missiles when I activate my militia damage mod (still haven't unlocked higher tier damage mods) No wonder I feared them so much when I saw one before! They kill infantry about as well as a rail tank and do not have the sniping damage, so i dunno maybe they are balanced, but holy crap they have the highest burst DPS out of any other turret against installations or vehicles.
I now lose a tank about every 3 matches or so by playing carefully and knowing who I am playing against. When I am against full squads from other good teams I sometimes stick to milita tanks because I know I will lose a few.
I don't see the issue with these things except the TTK with rails is a bit too low considering the range they have.
LOL, for someone that thinks they are balanced you sure have a lot of changes that should be made. |
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