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Spkr4theDead
Red Star. EoN.
1704
|
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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ANON Cerberus
Tiny Toons
201
|
Posted - 2014.01.29 13:30:00 -
[2] - Quote
For a real tanker all of these militia noob tanks are just easy pickings.
I quite enjoy smashing them left and right and then getting to the real battles VS the other good tankers out there. I have been learning a lot the last few weeks.
Oh and to all AV guys I feel your pain, though get a forge gunner or two or a forger and a swarmer and using a decent spot on the map you can cause tanks much pain. Otherwise leave it to a tanker to dispatch of that militia HAV infestation. It is almost like PVE to be honest =D |
Monkey MAC
Lost Millennium
1714
|
Posted - 2014.01.29 13:35:00 -
[3] - Quote
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.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
496
|
Posted - 2014.01.29 13:40:00 -
[4] - Quote
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.
Nuff Said
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Spkr4theDead
Red Star. EoN.
1704
|
Posted - 2014.01.29 13:44:00 -
[5] - 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
|
Posted - 2014.01.29 13:45:00 -
[6] - 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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NAV HIV
The Generals General Tso's Alliance
903
|
Posted - 2014.01.29 13:48:00 -
[7] - 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.
Hai!!! He is complaining about Missile turrets now cause his Redlining Armor Rail tank can't fight a missile tank lol
Nice try though... |
Spkr4theDead
Red Star. EoN.
1704
|
Posted - 2014.01.29 13:50:00 -
[8] - 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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Vitharr Foebane
Living Like Larry Schwag
548
|
Posted - 2014.01.29 13:58:00 -
[9] - Quote
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.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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NAV HIV
The Generals General Tso's Alliance
904
|
Posted - 2014.01.29 14:02:00 -
[10] - Quote
Spkr4theDead wrote: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?
Yup was trying to use a swarm earlier... And i slipped |
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Spkr4theDead
Red Star. EoN.
1704
|
Posted - 2014.01.29 14:07:00 -
[11] - 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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Blaze Ashra
DROID EXILES General Tso's Alliance
156
|
Posted - 2014.01.29 14:08:00 -
[12] - Quote
There are no large militia missile turrets. As far as the large missile turrets, sure it has the highest burst damage but it also has longest period of vulnerability, whereas rails have virtually none. Blasters are gonna **** infantry no matter what but that range is ridiculous.
I don't think tanks are OP other than redlining rail cowards, I just think that swarms, proximity mines, plasma cannons and possibly AV grenades need a buff. Militia tanks are fine, tanks are fine, and jihad jeeps are fine. No need to mess with the prices, stats or controls for any of them.
If they do go about nerfing them, then I hope they take takahiros suggestion of making tiered modules increase in effectiveness as they go up.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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Vitharr Foebane
Living Like Larry Schwag
551
|
Posted - 2014.01.29 14:12:00 -
[13] - Quote
Spkr4theDead wrote: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. 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.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Spkr4theDead
Red Star. EoN.
1704
|
Posted - 2014.01.29 14:16:00 -
[14] - 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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NAV HIV
The Generals General Tso's Alliance
908
|
Posted - 2014.01.29 14:19:00 -
[15] - Quote
Spkr4theDead wrote: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. Lol don't you think nukes would be chump change 20,000 years in the future? [/quote]
Expecting proper balancing solution from Spkr would be like expecting to see a Unicorn... Oh wait! We have Charlotte too... |
Spkr4theDead
Red Star. EoN.
1704
|
Posted - 2014.01.29 14:21:00 -
[16] - 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
|
Monkey MAC
Lost Millennium
1716
|
Posted - 2014.01.29 14:27:00 -
[17] - Quote
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
I don't want Blasters removed I don't want tanks to millions of isk I don't want just MLT tanks nerfed
I want all tanks balanced, does not occur to you that if you nerf only mlt tanks you are making standard tanks stronger. Not only will a standard tank be capable of surving multiple proto AV attempts it will also now survive everything but a team of mlt tanks. How you can't understand as this being a bad thing is beyond me, .
MLT TANKS ARE NOT THE SOURCE OF THE PROBLEM, ALL TANKS ARE THE SOURCE OF THE PROBLEM.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Atiim
Living Like Larry Schwag
4168
|
Posted - 2014.01.29 14:27:00 -
[18] - Quote
Spkr4theDead wrote:Vitharr Foebane wrote:Spkr4TheDead 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. Lol don't you think nukes would be chump change 20,000 years in the future? Fixed.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Atiim
Living Like Larry Schwag
4170
|
Posted - 2014.01.29 14:29:00 -
[19] - Quote
Come on guys. Be gentle with Spkr.
His idea may cause more problems than it fixes, but he at least admitted that MLT HAVs are broken.
We're making progress here...
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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NAV HIV
The Generals General Tso's Alliance
910
|
Posted - 2014.01.29 14:30:00 -
[20] - Quote
Spkr4theDead wrote:NAV HIV wrote:I quit tanking because it was too hard for me.
I Didn't quit tanking... I Still carry a Madrugar with Proto Modules+ Turret around (not like i have to go to a supply depot to call in one or recall one).. Just feel cheap using it... I'm not like you... Spec into a proto Swarm and AV nades and try taking my tank out with it ... I use blasters, so i wont be hiding behind a redline...
Till then, don't act like you know the First thing about AV vs Tank balance |
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Skihids
Bullet Cluster Legacy Rising
2771
|
Posted - 2014.01.29 14:31:00 -
[21] - Quote
Rather than remove/nerf MLT tanks which are currently the main counter to STD tanks, let's ADD more counters.
More game content and play options rather than less.
Add eWar and stasis weapons. Add a true gunship the equivilant of the A10-Warthog that is a natural predictor for tanks. |
Vitharr Foebane
Living Like Larry Schwag
554
|
Posted - 2014.01.29 14:32:00 -
[22] - Quote
you know what else is chump change Spkr? this curious device that flings metal slugs at Mach 20.5714 what's it called oh yea A F*CKING FORGE GUN. Hits way harder than any portable nuclear device ever could through sheer kinetic force alone.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Cody Sietz
Bullet Cluster Legacy Rising
2132
|
Posted - 2014.01.29 14:32:00 -
[23] - Quote
If you nerf MLT tanks, then non tankers have nothing to fight tanks with.
If you leave MLT tanks alone, then spam continues.
The only thing that can help is introducing a counter to MLT tanks in the form of buffing AV.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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NAV HIV
The Generals General Tso's Alliance
910
|
Posted - 2014.01.29 14:35:00 -
[24] - Quote
Cody Sietz wrote:If you nerf MLT tanks, then non tankers have nothing to fight tanks with.
If you leave MLT tanks alone, then spam continues.
The only thing that can help is introducing a counter to MLT tanks in the form of buffing AV.
That ^ + 1 |
Vitharr Foebane
Living Like Larry Schwag
554
|
Posted - 2014.01.29 14:37:00 -
[25] - Quote
Atiim wrote: Come on guys. Be gentle with Spkr.
His idea may cause more problems than it fixes, but he at least admitted that MLT HAVs are broken.
We're making progress here... Progress? More like he wants the last bits of resistance of non tankers removed so that he can fully enjoy his status as TANK MASTER RACE.
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
|
NAV HIV
The Generals General Tso's Alliance
915
|
Posted - 2014.01.29 14:39:00 -
[26] - Quote
Vitharr Foebane wrote:Atiim wrote: Come on guys. Be gentle with Spkr.
His idea may cause more problems than it fixes, but he at least admitted that MLT HAVs are broken.
We're making progress here... Progress? More like he wants the last bits of resistance of non tankers removed so that he can fully enjoy his status as TANK MASTER RACE.
There are good tankers, who kicked ass even before 1.7 going back to heat seeking swarms that would chase you all around the map and then there are the likes of spkr who cries about everything that tickles them... What a joke... Not TANK MASTER RACE... More LIKE LOL MASTER RACE... |
Vermaak Doe
SVER True Blood Public Disorder.
1248
|
Posted - 2014.01.29 14:41:00 -
[27] - Quote
I think that a better idea would be to remove the rapid fire function of the railgun.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Atiim
Living Like Larry Schwag
4173
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Posted - 2014.01.29 14:42:00 -
[28] - Quote
Vitharr Foebane wrote:Atiim wrote: Come on guys. Be gentle with Spkr.
His idea may cause more problems than it fixes, but he at least admitted that MLT HAVs are broken.
We're making progress here... Progress? More like he wants the last bits of resistance of non tankers removed so that he can fully enjoy his status as TANK MASTER RACE. But, he did admit that they were broken.
Admittance is the first step...
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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ANON Cerberus
Tiny Toons
210
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Posted - 2014.01.29 14:51:00 -
[29] - Quote
Cody Sietz wrote:If you nerf MLT tanks, then non tankers have nothing to fight tanks with.
If you leave MLT tanks alone, then spam continues.
The only thing that can help is introducing a counter to MLT tanks in the form of buffing AV.
There is logi behind this post.
I also suggest - rework the redline. That will help alleviate a lot of problems. Then - the low level swarms do certianly need a little bit more damage. Also large blasters have to decimate infantry - its their job. Rails will be their counter as would missile tanks though missile tanks are a whole wild card I find.
Large blasters probably need to lose a little bit range. Not a huge amount but a little bit. Or possibly dispersion with skills to reduce dispersion? Humm that's not a bad idea?
Tanks could probably do with a little less speed but not too much, I don't want them nerfed into death traps. With a bit of reason and discussion we can fix everything guys. |
Harpyja
Molon Labe. Public Disorder.
1146
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Posted - 2014.01.29 15:07:00 -
[30] - 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. Please tell me how many militia HAVs you see versus standard HAVs. For about every 10 militia HAVs I destroy, I destroy one standard HAV. If only some good investment was needed for an effective HAV, the majority of the tank spammers out there will be gone and only the few dedicated tankers will remain.
Though I disagree with Spkr and agree with Tebu that it's more or less the railguns that are too powerful. They are the counter for everything. I want there to be more thought going into vehicle based AV: take a missile tank and destroy that rail tank at CQC (regardless if it's shield or not) or snipe that enemy tank at range with a railgun (it's intended use). Right now railguns win 80% of the time at CQC.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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