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Thread Statistics | Show CCP posts - 5 post(s) |
Spkr4theDead
Red Star. EoN.
1763
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Posted - 2014.02.08 19:39:00 -
[1] - Quote
There isn't much of a problem really, more just a lack of bringing enough tools for the job. Can't take out an Incubus and not expect it to be challenged by a 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.
1763
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Posted - 2014.02.08 19:40:00 -
[2] - Quote
Arkena Wyrnspire wrote:Redline faggotry ftw I expect this to be fixed SoonTM. If rails can't do anything from the redline, then snipers can't do anything from the redline, and that includes on top of the MCC.
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.
1763
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Posted - 2014.02.08 19:42:00 -
[3] - Quote
Foundation Seldon wrote:True Adamance wrote:About bloody time....players have been telling CCP for months red line rail turrets are ridiculous....I hope CCP finally takes note. Made even more ridiculous thanks to stacking 30% damage mods and a buff to their base damage amounts. Various comments from CCP members make it sound like they've payed attention to Judge's videos and discuss them among the dev team, hopefully they're listening now. We all know what happened to Dust / vehicles when CCP listened to just a few people.
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.
1763
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Posted - 2014.02.08 19:43:00 -
[4] - Quote
Dauth Jenkins wrote:Charlotte O'Dell wrote:pretty spot on. map design sucks.
the redlines are always elevated over the battlefield. it needs to be the other way around. That may not work.... having the battlefield higher than the red line would make dropping in dropships after the start of the match more dangerous... and on that note, why do FLYING units get dropped of by flying units...why can't they launch from the MCC.. Also why do they have to reload at the ground, and not at the MCC? Maybe it's just me wanting the MCC to do more than just float there and take damage. Jesus Christ, can't you see this game from a 5-year view? Does everything have to be done the next month?
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.
1763
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Posted - 2014.02.08 19:44:00 -
[5] - Quote
CCP Saberwing wrote:Hey guys
We've had a discussion with the CPM before and are aware of issues around Red Line Railguns - honestly we're not happy with them and it's something we want to address.
I personally spoke with Judge last night about this and we threw around some suggestions. As far as I'm aware, it's unfortunately not a simple fix because of the way that the projectiles are handled (and they're not a server-side change). I'll be forwarding this video on to Wolfman/Remnant though and seeing what we can do. :)
Thanks for pulling it together - this sort of feedback is great. Can one or two of you guys squad with tankers sometime? I play with Taka practically every day, we'd be more than happy to talk about stuff.
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.
1763
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Posted - 2014.02.08 19:47:00 -
[6] - Quote
Fiddlestaxp wrote:Make railguns behave like the mass driver(of old?). Have the projectile disappear after a certain duration. Make this distance ONLY so short as to make the railguns all but useless on anything but their home point from the red line.
Lol wut? Rails are already hard-capped at 600m. You want to nerf their range? Then how about a sniper's maximum range gets nerfed in return too? You really think a turret that long, with so many magnetic rings to accelerate projectiles, will have a short range?
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.
1763
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Posted - 2014.02.08 19:49:00 -
[7] - Quote
Joseph Ridgeson wrote:I don't think changing the firing angle for tanks is a good idea. Being unable to hit something because it is close and high like a Forge Gunner on a roof or a Tank on a ridge sucks. Good Assault Dropships pilots are already a decent enough hazard for tanks if they can get in out dead zones so I am unsure that increasing those is a great idea (and a shout out to all the DS pilots that have run me out of a location; damn fine job). Saying that tanker could easily see the dropship coming before it gets in the tank's deadzone is a little hazy as the dropship can maneuver into position fairly easily without being spotted, providing the tank isn't being a giant redline sissy.
The problem is the fact that the only way to beat a redline tank is to be in the redline. Pause the video at about 2 minutes. The enemy tank in the redline probably was in the redline because Judge's team had a sniper tank (left side of the map). I am an avid tanker, I have been since about 2 months of playing the game so maybe early March 2013, but the redline railgun thing sucks. Not being able to field a tank without getting pelted by some giant sissy deep in the enemy redline is really lame.
I don't know what the fix is but I eagerly await it.
Good ADS pilots, which doesn't include Ramalamadingdong.
You know what I do when I see an enemy redline tank? I go to THEIR redline, and destroy it. Yeah, I complain that he's pulling a daishi, but then I kill the scrub. I don't allow red vehicles to exist when I'm in a tank. All must die.
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.
1763
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Posted - 2014.02.08 19:52:00 -
[8] - Quote
richiesutie 2 wrote:Takahiro Kashuken wrote:Judge Rhadamanthus wrote:Takahiro Kashuken wrote: You made an entire thread devoted to the removal of rails, that is your 1st choice if it was an option to you, a leopard doesnt change its spots
Keep asking for unkillable dropships but instead learn to fly better instead
Since you will NOT listen I am through with you until you acknowledge my clear thoughts on rail removal, just watch the video again. Read this link. And also since your last comment was clearly an attempt to insult me I am feeling more disappointed with you. I cant listen on a forum, i can read the forums tho and i read that epic 15page QQ about big bad rails and how you want them removed Also that last line is a hint, learn to fly better, the more you do something the better you get at it, the old saying practise makes perfect, if its an insult is simply because you dont think your good enough Rails dont effect me or my DS, i can fly on spine cresent all day long if i need to, i fit my DS right because i expect rails in every game i play but also im squadded up with enough people who can help to counter the rail In other words you run in tanks squads? Yes, we squad with tankers!! A novel, revolutionary idea, isn't it!????!?!!
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.
1763
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Posted - 2014.02.08 19:57:00 -
[9] - Quote
WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun?
I'll accept a nerf to rail range if snipers get a range nerf.
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.
1763
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Posted - 2014.02.08 20:35:00 -
[10] - Quote
Foundation Seldon wrote:Spkr4theDead wrote:Fiddlestaxp wrote:Make railguns behave like the mass driver(of old?). Have the projectile disappear after a certain duration. Make this distance ONLY so short as to make the railguns all but useless on anything but their home point from the red line.
Lol wut? Rails are already hard-capped at 600m. You want to nerf their range? Then how about a sniper's maximum range gets nerfed in return too? You really think a turret that long, with so many magnetic rings to accelerate projectiles, will have a short range? Considering 600m nets them near full map coverage from the redline I don't see that as being unreasonable. If Snipers had a 600m optimal range then I don't think nerfing that would be unreasonable either. The look of the weapon shouldn't have any bearing on how that weapon is balanced. :P Spkr4theDead wrote: Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun?
I'll accept a nerf to rail range if snipers get a range nerf.
This is an irrelevant point at the end of the day. If we were at all concerned about making the game jive with real world war conventions then Tanks wouldn't be able to be effectively operated by a single pilot to begin with. The Railgun could have a 20m range if it provided an overall positive effect to the balance in the game (it wouldn't so I'm not suggesting that). Spkr4theDead wrote: We all know what happened to Dust / vehicles when CCP listened to just a few people.
It's a good thing the case for nerfing Rails isn't held by just a few people then. In their current incarnation in the game they're acting like a Shotgun with 600m range. You make comparisons between it and the Sniper rifle but, last time I checked, I couldn't effectively use a Sniper Rifle in 20m just as easily I could use it at 200m. It's overall flexibility compared to other turrets isn't just a problem when it comes to Tank v. Dropship, they're a problem in Tank v. Tank as well. The look? The look of the weapon? I don't care about the look of the weapon. I care about how it works. It's using electromagnetism to move projectiles at hypersonic speeds.
How are rails a problem in tank v tank? Are you mad? Will infantry only be happy when the only turrets tanks have are missile turrets?
But wait, tankers will use those too effectively! Then those must be nerfed! Then subsequently removed, and tanks will have no more purpose, and infantry will achieve their goal of having tanks removed.
I also love all this "tanks can't be operated by one person BS." In what video game does it require more than one person to operate? Even in World of Tanks, there's a 4-man crew, but it's still a video game, and that one person playing that specific video game controls the whole of the 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.
1763
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Posted - 2014.02.08 20:36:00 -
[11] - Quote
DUST Fiend wrote:Spkr4theDead wrote:WUT ANG wrote:Rails should be long range just not 600m (across the map) make it like 400 then they will be forced to come off that hill and CCP PLEASE DO SOMETHING ABOUT HAVS ON TOP OF TOWERS.
Oh can anyone tell me if this looks right
Swarms 175m
Rail Turret 600m
Blaster Turret 225m (the longest I've been killed by one)
Missile Turret ? I haven't seen a long distance kill yet cause their not really used.
Missile Turret from Asslt Dropship 215m my longest death
SWARMS SUCK I WANT MY SP BACK Today's tanks have great range, no reason tanks 20,000 years in the future should have LESS range just because you say so. Dust tanks use very powerful magnetism instead of explosive charges for the railgun, why do you think it's called a railgun? I'll accept a nerf to rail range if snipers get a range nerf. You do realize that this whole topic is about railguns relation to the redline, right? You do know todays tanks can't park in the redline, right? There isn't any logical argument, just "I can't stomp with my chosen style, so nerf what's defeating me."
Infantry doesn't like tanks, tanks get nerfed, infantry still complains, they want large blasters removed. See?
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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