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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 13:26:00 -
[1] - Quote
Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 13:44:00 -
[2] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all. So I offer a solution that affects only MLT tanks, and that's not good enough for you, because it doesn't nerf tanks as a whole. It's not taking away blasters, it's not making turrets cost 1mil ISK again, it's not yet again making them cost more SP, or easier to kill, or buffing AV. It's changing something that only effects the MLT tag, and that's not good enough for you.
Stuff yourself
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 13:45:00 -
[3] - Quote
Tebu Gan wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? In all honesty, I see the problem being the rails themselves coupled with damage mods to be the problem for vehicles. A milita tanker should not be able to 2 shot a 10 mil invested tanker. They should have to WORK for that kill. Rails are not balanced atm. For infantry, it's a blaster, coupled with hardeners. Basically, it's like a giant AR in a suit immune to conventional weapons. I think changes to the rails and blasters, would put milita tanks in their place. As an actual SP invested tanker, I really don't struggle with milita tanks, but every now and again, one will 2 shot me leaving me saying WTF. But that's an issue with the rails, and I don't think heat cost is going to fix that. All they need are 2 shots to begin with. And a blaster, depending on the suit it is hitting, only needs to roughly land 4 to 14 shots on a suit. So unless the heat cost limits them to a max of 20 shots, I don't think it will have the impact that is needed. Not to mention, you only need a few seconds to cool down before you start firing again. Of course it's immune to conventional weapons, it's a tank!!! It's like the Civil War, the Ironclads were a whole new animal. Wood hull ships went down easily. Regular dropships already easily outrun swarms, what do you think infantry will do when fighters are introduced, that will probably fly faster than dropships?
"CCP, these fighters are too fast for my swarms, nerf their speed!"
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 13:50:00 -
[4] - Quote
NAV HIV wrote:Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all. Hai!!! He is complaining about Missile turrets now cause his Redlining Armor Rail tank can't fight a missile tank lol Nice try though... I'm.............. complaining about missiles????????? Have you fallen on your head recently?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 14:07:00 -
[5] - Quote
Vitharr Foebane wrote:Spkr4theDead wrote:Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all. So I offer a solution that affects only MLT tanks, and that's not good enough for you, because it doesn't nerf tanks as a whole. It's not taking away blasters, it's not making turrets cost 1mil ISK again, it's not yet again making them cost more SP, or easier to kill, or buffing AV. It's changing something that only effects the MLT tag, and that's not good enough for you. Stuff yourself Of course it's not good enough, as it removes one of the FEW COUNTERS TANKS HAVE LEFT! Oh look a swarm *turns on hardener guns av down* Oh look a forge *turns on hardeners guns av down* jihad jeeps mlt tanks, and oh another std tank are the only hard counters left for tanks as they wonder around butchering infantry with impunity and YOU WANT TO CASTRATE MILITIA HAVS NEXT?! We don't need a militia tank nerf to end tank spam we need AV TO DO IT'S D*MN JOB. As far as I know, infantry doesn't carry the M388.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 14:16:00 -
[6] - Quote
Vitharr Foebane wrote:As far as I know, infantry doesn't carry the M388. The fact that you feel that your tank shouldn't die to anything less than a nuclear device says more about your twisted idea of "balance" than you can possibly imagine.[/quote] Lol don't you think nukes would be chump change 20,000 years in the future?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1704
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Posted - 2014.01.29 14:21:00 -
[7] - Quote
NAV HIV wrote:I quit tanking because it was too hard for me.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1710
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Posted - 2014.01.30 07:25:00 -
[8] - Quote
NAV HIV wrote:Scout Registry wrote::: Sees Tank Thread :: :: Notes Author :: :: Walks Away Laughing ::
Shouldn't you be out farming infantry with Taki? You guys are so good at this game. Taki is 100 times better than spkr can ever hope to be... I did learn the fine art of vehicles by observing him in MAG. I also asked him for advice on tanking for Dust.
But anything you have to say is invalidated because you're an ex-tanker.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1710
|
Posted - 2014.01.30 07:27:00 -
[9] - Quote
Jake Diesel wrote:And I thought I was the only one who noticed this. In a game of 16 vs 16, it blew me away when I found out that each team can call in 7 tanks in a match. That's more than half of a team! In my opinion, the max tanks that should be allowed per team at one time is 3-4. Too much has been focused on "solo" tanking that there's no need for infantry to support them on an assault. And no one uses the small turrets anymore. Pretty much non-existent. I back in 1.6, a well fitted tank could roll into a hotzone and take 7 Ishukone forge gun hits and roll away with 30% armor before reps kicked in. It took two forgers to take these types of tanks out because they were that strong. And it didn't need fast speed to survive. Tanks need to be slow, powerful, and expensive. But not $2,000,000 expensive! If they brought back the tanks of 1.6, made them around $700,000 to $1,000,000 per tank, maybe slightly cheaper, lower the amount of tanks available to call in, we'd be closer to where it should be. Tanks would rely on infantry for support!
I havent seen a skirmish game where 7 tanks on the field won the game yet. We all know they arent there for winning though. We were actually discussing the concept of vehicle type limitations per match. 2-3 tanks, 2-3 dropships, 4 max LAV's. Couple this with a slight boost back to Handheld AV and Advanced level and up AV Weapons and it should be fairly balanced. Throw in a Remote Explosive with a little more ooomphh that auto detonate around Vehicles (Read AV Mine) and it should be pretty well balanced.
The modules should also scale accordingly in attributes, not just cooldown and duration timers. It is kind of silly that a militia booster and Complex Booster have the same stats save how long it runs and how long it takes for cooldown. Scale the Damage/Boost/Amplification just like you do with suits. I can fit a militia Railgun and run around taking out Mads & Gunni's with the same ease as my full complex/proto rail half the time. That just isnt right.
RoF, Range and Base damage stats really aren't a concern to me. Good route planning and use of cover negate those every time.
I think the folly of most tankers is thinking they CAN just run up in the middle of a scrum or find a spot in the redline and SIT there. I appreciate you guys, makes it easy for me and the other guys. :)
[/quote]
I like this.[/quote] How about PRO suits get their old price of over 300,000k ISK back?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1711
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Posted - 2014.01.30 18:39:00 -
[10] - Quote
trollface dot jpg wrote:You want it fixed, just do 4 things.
1. Stop hardner stacking. Simple enough, and a popular choice around here.
2. Make hardners have drawback effects. Armor hardners, when activated, should slow your movement speed by 80%. Shield hardners should cancel all shield regeneration until the hardner goes off.
3. Increase the strength & duration of STD hardners by 3%, ADV hardners by 5% & PRO hardners by 10%
4. 10% buff to light AV, 5% buff to AV grenades
Results: Tanks actually have waves of opportunity, militia hardners are trash with the drawbacks added but good hardners used intelligently are great, and there are finally huge differences between shield and armor tanking besides just the fittings. Armor becomes "stand and deliver", shields become "hit and run" just like they were always meant to be. Okay... once an armor plate's HP is destroyed, you don't get it back until selecting the same suit at a depot. Ditto for shield extenders.
Do you even tank?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1711
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Posted - 2014.01.30 18:40:00 -
[11] - Quote
Rei Shepard wrote:Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all. His Win button isnt big enough yet At least I don't need to use all PRO gear when I'm infantry to do well. You, however, do.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1714
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Posted - 2014.02.01 13:00:00 -
[12] - Quote
Ryme Intrinseca wrote:I hate anything that's not my play style.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1714
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Posted - 2014.02.01 13:01:00 -
[13] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Rei Shepard wrote:Monkey MAC wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? They aren't clunkier, the difference is mlt uses a modified instruction set, to make it easier to use. Which is reflected in the fitting costs. Mlt tanks aren't the problem, the cheap price of tanks isn't the problem, the power per person ratio for someone in a tank, any tank is the problem. Only nerfing mlt tanks creates a vaccum where not only tanks in general are overpowered but then standard hull tanks become overpowered versus other tanks, making the problem worse. Either you are too dumb to see this, or you are only doing this because you aren't happy enough being the king tier of warfare, you want to be the be all and end all. His Win button isnt big enough yet At least I don't need to use all PRO gear when I'm infantry to do well. You, however, do. At least he can use proto and not die to a frontline fit. What's that supposed to mean?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1717
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Posted - 2014.02.01 21:33:00 -
[14] - Quote
Takahiro Kashuken wrote:Spkr4theDead wrote: What's that supposed to mean?
Maybe Monkey killed Rei in a frontline fit when Rei ran all proto That's impossible, infantry keeps telling us it's impossible to use MLT against anything.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1718
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Posted - 2014.02.01 21:42:00 -
[15] - Quote
Atiim wrote:Spkr4theDead wrote: That's impossible, infantry keeps telling us it's impossible to use MLT against anything.
Man, you really do hate infantry that much huh? What did the infantry do to you Spkr4TheDead? Why such strong hate towards them? No, I hate the mentality you have towards vehicles and their operators.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1718
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Posted - 2014.02.01 21:58:00 -
[16] - Quote
Atiim wrote:Spkr4theDead wrote: No, I hate the mentality you have towards vehicles and their operators.
The only vehicle I have ever hated is the Bolas. That thing needs to be removed from the game. As for their operators, could you really blame me? It's hard not to hate a group when they consistently lie and pretend as if their role should be the master race of this game and create balance ideas that completely favor them. LOL stop lying
We lie? Wanting our tank to be worth its investment in time, SP and ISK is lying? We want AV removed? We want to climb stairs? What the hell are you talking about?
Yet I keep seeing from infantry that it should only take one of you to destroy us, when the investment in any single AV weapon is vastly inferior to that of everything into a tank.
People complain that infantry weapons can barely scratch a tank. Well, yeah, of course they shouldn't do anything, it's a rifle vs a tank. Then they complain that their AV isn't enough to destroy a tank, well yeah, you're not going to destroy a tank in one hit from any AV weapon, unless it's a forge gun from behind.
Swarms? Been over this a million times. Why should something that has lock on and seeking do so much damage? Our turrets don't auto track, we have to aim them.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1719
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Posted - 2014.02.02 09:01:00 -
[17] - Quote
Monkey MAC wrote:Takahiro Kashuken wrote:Spkr4theDead wrote: What's that supposed to mean?
Maybe Monkey killed Rei in a frontline fit when Rei ran all proto Close Tak, I said at least Rei can survive mlt in proto gear, Spkr couldn't when he had more armour then I had full EHP. What are you talking about?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1719
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Posted - 2014.02.02 09:02:00 -
[18] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote:Increase heat buildup for MLT mods, because as is the case with all things MLT, they're clunky and require more resources. So, make them build up more heat when they're activated. I don't use missiles too often, very situational, and I don't have the game on, so I dunno if there's MLT missile damage mods, but make whatever missile turret is being modified fire slower. With the blaster, the faster heat buildup is enough. No reason to hold it back in two ways, just the one is good enough.
Why do us tankers always have to figure things out? This is actually very good.But doesnt solve the ''tanker'' problem regarding TRIPLE dam mod or Hardener Gunogi or Blaster maddies killing infantry without counter.... Its a fix to tank SPAM,but not a fix tanks overall. So what about tanks needs to be fixed? That they're still around? That they have large turrets? That people know how to use them?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1719
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Posted - 2014.02.02 09:04:00 -
[19] - Quote
Monkey MAC wrote:Spkr4theDead wrote:Atiim wrote:Spkr4theDead wrote: No, I hate the mentality you have towards vehicles and their operators.
The only vehicle I have ever hated is the Bolas. That thing needs to be removed from the game. As for their operators, could you really blame me? It's hard not to hate a group when they consistently lie and pretend as if their role should be the master race of this game and create balance ideas that completely favor them. LOL stop lying We lie? Wanting our tank to be worth its investment in time, SP and ISK is lying? We want AV removed? We want to climb stairs? What the hell are you talking about? Yet I keep seeing from infantry that it should only take one of you to destroy us, when the investment in any single AV weapon is vastly inferior to that of everything into a tank. People complain that infantry weapons can barely scratch a tank. Well, yeah, of course they shouldn't do anything, it's a rifle vs a tank. Then they complain that their AV isn't enough to destroy a tank, well yeah, you're not going to destroy a tank in one hit from any AV weapon, unless it's a forge gun from behind. Swarms? Been over this a million times. Why should something that has lock on and seeking do so much damage? Our turrets don't auto track, we have to aim them. Then maybe Spkr the reasn Infantry is so opposed to YOUR idea of tank balance is because we don't want. 5 Billion Isk Super Tanks of Ultimate Death Prehaps what we want is Cheaper Tanks that bring another ASPECT of battle not a whole other level. None of you even want to deal with that supposed "other aspect of battle," even when we're basically throwing your clones off a giant cliff. Three good pilots with blaster tanks? Some idiot with Darkside CBR7 swarms starts launching one volley per magazine at each tank. Especially shield.
How do you expect tanks to go boom with such idiocy around?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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