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Tailss Prower
501ST JFW StrikerZ Unit
165
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Posted - 2014.02.07 11:20:00 -
[1] - Quote
thomas mak wrote:so, today, when I driving my PROTO missile sheild with more than 6000eHP and hardener, I saw a mit shield tank, I active my damage mod and hardener, shot at him, no miss, and you know what? I CAN'T EVEN BREAK HIS SHIELD, he turn around, use his blaster to kill my, BEFORE I FINISH RELOAD, I HAVE ALL SKILL WITH MISSILE AT FULLY TARINED, HOW IS IT POSIBLE TO LET A FULLY TARINED PLAYER SHOT THE FIRST SHOT AND GET KILL BY MIT, WHY MISSILE ARE SO UNDER POWER Let me explain your mistake from what it sounds like you was fighting a shield tank
Blasters are strong vs shields but weak against armor Missles are strong vs armor but weak against shields Railguns are neutral meaning it is not strong against either shields or armor which is why it has high dmg
So since he had a blaster and you had missles he won |
Tailss Prower
501ST JFW StrikerZ Unit
165
|
Posted - 2014.02.07 11:21:00 -
[2] - Quote
DeadlyAztec11 wrote:Infantry AV in a nutshell. Don't feel to good, does it? He wasn't talking about swarms |
Tailss Prower
501ST JFW StrikerZ Unit
165
|
Posted - 2014.02.07 11:26:00 -
[3] - Quote
Ninjanomyx wrote:thomas mak wrote:so, today I learned that my grammar is bad & explosive vs shield is wrong. also...I cannot get gud. The more you know *Shooting Star Rainbow* Leave it to an imperfect to show no respect to someone who made a mistake |
Tailss Prower
501ST JFW StrikerZ Unit
166
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Posted - 2014.02.07 11:39:00 -
[4] - Quote
Callidus Vanus wrote:Tailss Prower wrote:DeadlyAztec11 wrote:Infantry AV in a nutshell. Don't feel to good, does it? He wasn't talking about swarms Its the same concept. actually no he was talking about his missle tank which a big difference to infantry av |
Tailss Prower
501ST JFW StrikerZ Unit
170
|
Posted - 2014.02.07 15:52:00 -
[5] - Quote
Operative 1171 Aajli wrote:Missiles don't work as well against shields. Shields have better resists. However, it's the rail turret that is broken. Missiles should not have to worry about a rail in CQ but as is now they do. Blasters are no worry as long as hardeners are up.
Missiles tear up armor though. You do have to get more than one volley on a well hardened and repped armor tank. But, you have to dance with them.
That's the biggest thing that tank changes made GÇô you have to do the texas two step in order to take out a tank while avoiding their shots.
If it's a shield rank with hardener on, drive over/under them and keep going. If they have a rail, no matter the tank drive over/under and if hardened shield keep going and come back around when hardener is down. If armor with rail, go over and turn to fire or roll under and fire. The railgun is not broken you idiots don't grasp this here i'll give you an example
Say im in a maddy with a proto railgun no dmg mods and 1 hardner you in shield or armor tank with a proto missles and no dmg mods and 1 hardner and you would kill me before i even get off 2 shots same with a blaster its not that its broken its that way because too many stack dmg mods with the railgun without them it takes well over 5 shots on a tank with 1 hardner even with the proto railgun unless you catch them off guard |
Tailss Prower
501ST JFW StrikerZ Unit
170
|
Posted - 2014.02.07 22:23:00 -
[6] - Quote
Atiim wrote:Takahiro Kashuken wrote:Atiim wrote: Dispute one being a turret, they are the exact same concept.
Exact same concept he says Now lets break this down Swarms - Light weapon, can be fitted onto a dropsuit, works by locking onto a target vehicle, fires missiles that then follow target and even around corners, does not require aim, does not require skill, fire and forget weapon, anti vehicle only Large missile turret - Large turret, requires the use of a HAV to use, doesnt require locking on, requires aim, requires skill, can be used for anti infantry or vehicle Bolded for visibility. And there are a few things wrong with your argument here (or lack thereof): 1. Swarms require skill in the sense that every weapon in the game can easily destroy you. 2. Swarm Launchers are incapable of traveling around corners. 3. HAVs and respective turrets require no skill. Both in terms of SP and operation. 4. Aren't HAVs operate and forget as well? What's your point? Anyways, Missile Turrets and Swarm Launchers both fire missiles, are classified as explosives, and are theoretically useless against shielded vehicles. Please try harder, at least Spkr makes it fun. Easy, yet still very fun... really operate and forget well dam theres no need to even bother that alone makes you an idiot
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Tailss Prower
501ST JFW StrikerZ Unit
170
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Posted - 2014.02.08 08:27:00 -
[7] - Quote
Atiim wrote:Tailss Prower wrote:really operate and forget well dam theres no need to even bother that alone makes you an idiot
I used the word "operate" because I lacked a better term. However, I shall clarify what I mean. In order to do well in a tank, all you have to do is: 1. Activate Your Hardener(s) 2. Forget about everything. (Bar Railguns) Yea your still an idiot |
Tailss Prower
501ST JFW StrikerZ Unit
172
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Posted - 2014.02.08 11:47:00 -
[8] - Quote
True Adamance wrote:Atiim wrote:Tailss Prower wrote:Atiim wrote:Tailss Prower wrote:really operate and forget well dam theres no need to even bother that alone makes you an idiot
I used the word "operate" because I lacked a better term. However, I shall clarify what I mean. In order to do well in a tank, all you have to do is: 1. Activate Your Hardener(s) 2. Forget about everything. (Bar Railguns) Yea your still an idiot Call me what you will, but the above statement is true. I never really got missiles down.....I don't know if you can say forget about everything.....but for the most part on any double of triple Shield Hardened Tanks you basically activate and forget..... I honestly don't understand why tankers right now like to think there is so much skill involved in tanking. That was removed during the change from 1.6 to 1.7 when we got the capacity to laughably tank every aspect of anti vehicle fire with relative ease... I say that having been on the receiving end of some very skilled AVers..... Tanking is, yes, essentially just a matter of hitting the hardeners, then the damage modules, then duking it out until one side cowers or is destroyed...... In some cases I don't mind this aspect of vehicles.....in others I do.....game is less about the quality of the fitting of your tank and more about the capacity or length of hardener durations.... Any tips for a missiler Atiim? I mean't my tank not these broken and abused tanks when i said what i said i was talking about my tank which is how a tank should have been if players wasn't able to abuse dmg mods and hardners
I only use 1 hardner anymore and im asking for death and if i was to use a dmg mod i'd only ever use 1 and you know what
Even with these choice limitations i still win vs these duel hardner and dmg mod tanks 90#
Ok done ranting but really i was talking from my view point and not that of the noob tankers |
Tailss Prower
501ST JFW StrikerZ Unit
173
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Posted - 2014.02.09 05:58:00 -
[9] - Quote
Operative 1171 Aajli wrote:Spkr4theDead wrote:Operative 1171 Aajli wrote:Missiles don't work as well against shields. Shields have better resists. However, it's the rail turret that is broken. Missiles should not have to worry about a rail in CQ but as is now they do. Blasters are no worry as long as hardeners are up.
Missiles tear up armor though. You do have to get more than one volley on a well hardened and repped armor tank. But, you have to dance with them.
That's the biggest thing that tank changes made GÇô you have to do the texas two step in order to take out a tank while avoiding their shots.
If it's a shield rank with hardener on, drive over/under them and keep going. If they have a rail, no matter the tank drive over/under and if hardened shield keep going and come back around when hardener is down. If armor with rail, go over and turn to fire or roll under and fire. Another one saying a long-range high-damage turret is broken. The good tankers are dangerous with rails in CQC. Rails were fine the way they were. It makes no sense for them to be as good at CQ. There is a reason you see every joe and his mother running a mil rail now. High damage has nothing to do with CQ efficiency. If the rail is going to be a one stop shop why even have anything else in the game? Why even have missiles? Rails the way they were vs. missiles now creates a role for each and defines the Caldari the way they are supposed to be. Missiles could benefit from longer range too but then you have the same overlap. It's bad enough you have to get point blank to guarantee a kill. You fire a rail turret in CQ in EVE it doesn't hit sh*t. It can't track fast enough and it's RoF can't keep up. The Caldari defined. I tell ya, the fanboi mentality is getting bad. Any change made that benefits a certain player and they defend it despite lore, variety or prior mechanics. Let me clarify the difference between 1.6 railguns to 1.7 railguns
That was damge it had alittle more damge than they do now also more from skills. I used railguns in cqc last build and this build and guess what it didn't changed hell the railguns were the only thing that was untouched all they lost was the damge you got from skills it has a very small boost to turret turn speed and thats only if you lvl the proficiency skill that and they fixed the bugged splash damge hit detection it wasn't the railgun that was changed it was everything else
Now eve is entirely different and do you know why because the aiming system is automatic you don't manually aim you tell it to lock on and to fire to balance it somewhat they gave it a hit% on dust its all manual so those who can aim will hit the target so next time you bring eve's mechanics into a conversation think about it and lore wise railguns had 2nd most range only beaten by missles but that what i've heard |
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