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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1648
|
Posted - 2014.02.15 20:34:00 -
[61] - Quote
Takahiro Kashuken wrote:Alaika Arbosa wrote:I love the "4 to operate, 4 to destroy" argument.
TBH, you'd need minimum 1 to operate it, he just wouldn't be able to move and fire at the same time. So I guess you could technically say that you need two minimum to operate effectively, one to drive and one to shoot. Anymore than that would be totally dependent on if you chose to fit the small turrets. Nope If i have 4ppl in it to use it its 4 proto AV to kill it Like you said now its only takes 1 to use it so it should be 1 to kill it So even if you only had a driver and a main gunner it would still take 4 Proto AV to kill your HAV? lol, sad thing is I know you're serious with that despite the fact that it is a ludicrous demand.
Is the HAV Proto too or is it just a run of the mill Gunnlogi/Madrugar?
IMHO, if the HAV is anything less than Proto, against Proto AV it should take no more than 2 AV guys to pop the HAV.
Personally, I think that anywhere from two to four to operate effectively (ie drive and fire at the same time) would be balanced with a requirement of 3 AV of equivalent tier to the hull in order to destroy the hull. Remember, I am basing these comparisons on the assumption that the AV has no damage mods and the HAV has no hardeners.
If damage mods/hardeners are included, they should modify the base requirements though the base requirements should be calculated off of a "No damage mods/hardeners" assumption.
Another thing to take into account.
If you have a full-time driver and a full-time main gunner (not to mention the possibility of two full-time secondary gunners), both (all) of whom are dedicating their attention to their position in the crew and you still can't evade/kill three AVers of equivalent tier to the hull?
Well, if that is the case, you deserve to lose that HAV.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1648
|
Posted - 2014.02.15 20:38:00 -
[62] - Quote
KingBabar wrote:Alena Ventrallis wrote:Durable only. Tanks should be hard to kill. But it should be hard to kill infantry with them. Tanks should be anti-vehicle. The real infantry killers should be LAVs and the unreleased MAVs. A HAVs infantry killer should come from fitting small turrets. This. Having the main weapon as a huge glorified AR is simply moronic on so many levels. If we didn't have them tankers would rely on gunners for close AP support, you now, have a need for teamwork, as AV currently need to be any sort of effective. Tanks = perfectly fine Large blasters on the current tank frames = game breaking for so many players it should be threated seriously, not merely by HTFU and adpt or die. Did you ever hear anyone QQ about dying to a missile tank or rail tank as infantry? I have never heard any, its the blasters that pisses people off. Perhaps its ttime for light weapons doing damage to tanks, l mean if they can shoot me with their AR, wwhy shouldn't my AR do dmage to them? Maybe we just need to remove large blasters and small rails?
Keep small blasters for an HAV AP weapon and keep large rails for the HAV AV weapon?
It would do some to force a coexistence as well.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 20:54:00 -
[63] - Quote
Alaika Arbosa wrote:Takahiro Kashuken wrote:Alaika Arbosa wrote:I love the "4 to operate, 4 to destroy" argument.
TBH, you'd need minimum 1 to operate it, he just wouldn't be able to move and fire at the same time. So I guess you could technically say that you need two minimum to operate effectively, one to drive and one to shoot. Anymore than that would be totally dependent on if you chose to fit the small turrets. Nope If i have 4ppl in it to use it its 4 proto AV to kill it Like you said now its only takes 1 to use it so it should be 1 to kill it So even if you only had a driver and a main gunner it would still take 4 Proto AV to kill your HAV? lol, sad thing is I know you're serious with that despite the fact that it is a ludicrous demand. Is the HAV Proto too or is it just a run of the mill Gunnlogi/Madrugar? IMHO, if the HAV is anything less than Proto, against Proto AV it should take no more than 2 AV guys to pop the HAV. Personally, I think that anywhere from two to four to operate effectively (ie drive and fire at the same time) would be balanced with a requirement of 3 AV of equivalent tier to the hull in order to destroy the hull. Remember, I am basing these comparisons on the assumption that the AV has no damage mods and the HAV has no hardeners. If damage mods/hardeners are included, they should modify the base requirements though the base requirements should be calculated off of a "No damage mods/hardeners" assumption. Another thing to take into account. If you have a full-time driver and a full-time main gunner (not to mention the possibility of two full-time secondary gunners), both (all) of whom are dedicating their attention to their position in the crew and you still can't evade/kill three AVers of equivalent tier to the hull? Well, if that is the case, you deserve to lose that HAV.
Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill
Proto HAV, but a specalized HAV since it requires 4 to use it
If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank
4 is the magic number
Intelligence is OP
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1648
|
Posted - 2014.02.15 20:58:00 -
[64] - Quote
Takahiro Kashuken wrote:Alaika Arbosa wrote:Takahiro Kashuken wrote:Alaika Arbosa wrote:I love the "4 to operate, 4 to destroy" argument.
TBH, you'd need minimum 1 to operate it, he just wouldn't be able to move and fire at the same time. So I guess you could technically say that you need two minimum to operate effectively, one to drive and one to shoot. Anymore than that would be totally dependent on if you chose to fit the small turrets. Nope If i have 4ppl in it to use it its 4 proto AV to kill it Like you said now its only takes 1 to use it so it should be 1 to kill it So even if you only had a driver and a main gunner it would still take 4 Proto AV to kill your HAV? lol, sad thing is I know you're serious with that despite the fact that it is a ludicrous demand. Is the HAV Proto too or is it just a run of the mill Gunnlogi/Madrugar? IMHO, if the HAV is anything less than Proto, against Proto AV it should take no more than 2 AV guys to pop the HAV. Personally, I think that anywhere from two to four to operate effectively (ie drive and fire at the same time) would be balanced with a requirement of 3 AV of equivalent tier to the hull in order to destroy the hull. Remember, I am basing these comparisons on the assumption that the AV has no damage mods and the HAV has no hardeners. If damage mods/hardeners are included, they should modify the base requirements though the base requirements should be calculated off of a "No damage mods/hardeners" assumption. Another thing to take into account. If you have a full-time driver and a full-time main gunner (not to mention the possibility of two full-time secondary gunners), both (all) of whom are dedicating their attention to their position in the crew and you still can't evade/kill three AVers of equivalent tier to the hull? Well, if that is the case, you deserve to lose that HAV. Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill Proto HAV, but a specalized HAV since it requires 4 to use it If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank 4 is the magic number lol, more childish demands and putting words in my mouth.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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FarQue FromAfar
Hellstorm Inc League of Infamy
11
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Posted - 2014.02.15 21:05:00 -
[65] - Quote
Awry Barux wrote:Tanks right now are fast, durable, and can deal massive damage to infantry. Which two aspects would you like to keep? Because you're not allowed to have all three.
It is a TANK... Not a little dropsuit... Tank vs. Humanoid... Hmm my bets are on the tank...
Oh to answer your poll,,, ill take all 3 tyvm
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
889
|
Posted - 2014.02.15 21:08:00 -
[66] - Quote
Operative 1171 Aajli wrote:Crimson Cerberes wrote:Tankers = thales users.
They want to be safe from most of the game while still killing others.
Unfortunately thales users, and soon to be nerfed tanks, incite a mouth frothing rage that makes people forget about isk efficiency, K/D ratios, and anything else in the quest to kill the carebears.
So, when tanks get nerfed and AV vs tanks is balanced, expect every single tank that gets deployed to be mercilessly destroyed almost instantly because of the hatred that you tankers have caused. Just like what happened after tanks got nerfed the first time, people remember and they do not forgive.
Funny, I play with a tank like everything else in the game. I play to enjoy things. Really, many of you players need to reevaluate why you play a video game. You keep wanting to assume others play this game with the same dire attitude that you do. You could play a tank too; but, choose not to and then show an unreasoned hatred for it. If you are playing for any other reason than fun then please quit the game. You are ruining it for everyone else. Console kiddies. Whatcha gonna do.
I want to play a game to enjoy and 'have fun' - however, 'fun' is a different thing to different ppl. Your 'fun' is to destroy defenseless infantry that's why you play with a tank. You assume that "everyone plays a tank" for the same reason - to run FOTM to have your kind of 'fun'. I lot of ppl, if not majority, have never tried even with a militia tank. If 'everyone' indeed was running tanks you would be the first one to quit.
I want to play an FPS that Dust promised. If I want to play a game with tanks, I would play a real tank game - like WoT. I don't mind HAVs in an FPS game as long as they don't ruin the FPS itself as they do now. A game is fun to me only if it's fair and balanced, not when I get the 'I win button' at the expense of other ppl.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Awry Barux
New Eden Blades Of The Azure Zero-Day
630
|
Posted - 2014.02.15 21:08:00 -
[67] - Quote
FarQue FromAfar wrote:Awry Barux wrote:Tanks right now are fast, durable, and can deal massive damage to infantry. Which two aspects would you like to keep? Because you're not allowed to have all three. It is a TANK... Not a little dropsuit... Tank vs. Humanoid... Hmm my bets are on the tank... Oh to answer your poll,,, ill take all 3 tyvm
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KingBabar
The Rainbow Effect Negative-Feedback
1900
|
Posted - 2014.02.15 21:21:00 -
[68] - Quote
Takahiro Kashuken wrote:KingBabar wrote:Alena Ventrallis wrote:Durable only. Tanks should be hard to kill. should be hard to kill infantry with them. Tanks should be anti-vehicle. The real infantry killers should be LAVs and the unreleased MAVs. A HAVs infantry killer should come from fitting small turrets. This. Having the main weapon as a huge glorified AR is simply moronic on so many levels. If we didn't have them tankers would rely on gunners for close AP support, you now, have a need for teamwork, as AV currently need to be any sort of effective. Tanks = perfectly fine Large blasters on the current tank frames = game breaking for so many players it should be threated seriously, not merely by HTFU and adpt or die. Did you ever hear anyone QQ about dying to a missile tank or rail tank as infantry? I have never heard any, its the blasters that pisses people off. Perhaps its ttime for light weapons doing damage to tanks, l mean if they can shoot me with their AR, wwhy shouldn't my AR do dmage to them? Yea i did Closed beta, but large missiles then got nerfed to uselessness even tho we fired 4 missiles at the feet of infantry and infantry complained that it killed them Can you guess how much damage 12 large missiles does to infantry? It barely scratches them and you need a direct hit to even get that chance of a kill but yet they can stand in the middle of 12missiles and be fine OK you probably did, fair enough. My point still stands though. The large blasters are the main problem with tanks. AP with the main turret should be skillfull weapon use, not the spray and kill everything in sight we have now. If we did get a locking mechanic for the small turrets, or something as simple as "for squad members only", do you then agree that the most effective AP guns should be in the form of the smaller turrets?
The ccombination of speed, durability and the awsome destructive power vs just about anything is a tad too much.
The real reason l believe for most of the QQ is the current scale of it all, its magnitude if you like. As a CQC slayer and infantry support player it really gets old to have to spend this amount of games hideing to tanks, its not fun and l am left with either hideing or use about 5 m sp for an somewhat effective AV fit. Or l can simply call in a militia tank of my own, all of which are bad for me cause llike to push objectives and slay reddots.
All in all tanks are way too dominant, they make life misserable for such a large part of this community and we have to ask ourselves if this is really what we want. You and so many others QQ about my use of protogear in pubgames, so l can flip it around and say why use a tank in pubgames? Think about those poor new players... And you''ll say "Duh, l'm a tanker, thats what l do, what do you expect me to do?" And l can say, l'm a logi, try putting the proto medkit, an insanely expensive to fit allotek hive and a proto scanner on an enhanced cal logi suit...... And the circle of QQ continues...
Solguess the only thing we can really agree upon is that militia tanks should be ne+òfed, this will make life a lot easierfor most players. The "true tankers" will have an easier time vs scrub tankers and so will the infantry too.That someone thats invested 20 m sp and spent 500k - 1 m isk on a tank is hard to kill we all get.
I don't claim to have the ansver, but something needs to be done, its simply not fun for the vast majorityof theplayerbase, and that can't be a good thing.
(Some bad writing here, sorry, l never should have gotten a tablet)
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3154
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Posted - 2014.02.15 21:25:00 -
[69] - Quote
Durability and Effectiveness against infantry. If they aren't so god damn mobile they'd be far easier to take out. Currently when I'm trying to slap some RE's on the back of an HAV, they accelerate too fast IMO because I would have thrown my RE so while it's in air the tank just zips forward and my RE's hit the dirt.
I mean if they were using a booster that would be one thing, but their overall mobility makes them kind of hard to get a counter on without forge and other vehicle support.
The current hardener scenario, is pretty good IMO. Just remove dual, triple abilities and you'll be fine because windows of opportunity are a hard counter to HAVs right now.
(I Enjoy Difficulty); GB-9 Breach AR, EK-AR Breach Mass Driver, GK-13 and Allotek Burst AR
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R F Gyro
Clones 4u
1179
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Posted - 2014.02.15 21:26:00 -
[70] - Quote
Takahiro Kashuken wrote:Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill
Proto HAV, but a specalized HAV since it requires 4 to use it
If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank
4 is the magic number Tank crew should be 3, at least initially, because this is dead easy for CCP to implement. Give the driver the front small turret, move the 3rd person view to the top turret.
Now balance that against 3 AV infantry with roughly the same SP, spending about the same amount of ISK. That should be a 50/50 fight.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Atiim
Living Like Larry Schwag
4690
|
Posted - 2014.02.15 21:39:00 -
[71] - Quote
Crimson Cerberes wrote:Tankers = thales users.
They want to be safe from most of the game while still killing others.
Unfortunately thales users, and soon to be nerfed tanks, incite a mouth frothing rage that makes people forget about isk efficiency, K/D ratios, and anything else in the quest to kill the carebears.
So, when tanks get nerfed and AV vs tanks is balanced, expect every single tank that gets deployed to be mercilessly destroyed almost instantly because of the hatred that you tankers have caused. Just like what happened after tanks got nerfed the first time, people remember and they do not forgive.
I'm a Thale's user and not a single one of those things apply to me, or a majority of the Sniper community.
It's funny though. Pull out an Ishukone, Kaalikiotia, or Charge and nobody cares as long as your helping the team; but when someone brings a Thale's out, they suddenly become K/D whoring carebears, regardless of position or whether or not they are helping the team.
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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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 22:01:00 -
[72] - Quote
R F Gyro wrote:Takahiro Kashuken wrote:Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill
Proto HAV, but a specalized HAV since it requires 4 to use it
If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank
4 is the magic number Tank crew should be 3, at least initially, because this is dead easy for CCP to implement. Give the driver the front small turret, move the 3rd person view to the top turret. Now balance that against 3 AV infantry with roughly the same SP, spending about the same amount of ISK. That should be a 50/50 fight.
If im driver i dont want a turret, i want to concentrate on driving
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 22:09:00 -
[73] - Quote
KingBabar wrote:Takahiro Kashuken wrote:KingBabar wrote:Alena Ventrallis wrote:Durable only. Tanks should be hard to kill. should be hard to kill infantry with them. Tanks should be anti-vehicle. The real infantry killers should be LAVs and the unreleased MAVs. A HAVs infantry killer should come from fitting small turrets. This. Having the main weapon as a huge glorified AR is simply moronic on so many levels. If we didn't have them tankers would rely on gunners for close AP support, you now, have a need for teamwork, as AV currently need to be any sort of effective. Tanks = perfectly fine Large blasters on the current tank frames = game breaking for so many players it should be threated seriously, not merely by HTFU and adpt or die. Did you ever hear anyone QQ about dying to a missile tank or rail tank as infantry? I have never heard any, its the blasters that pisses people off. Perhaps its ttime for light weapons doing damage to tanks, l mean if they can shoot me with their AR, wwhy shouldn't my AR do dmage to them? Yea i did Closed beta, but large missiles then got nerfed to uselessness even tho we fired 4 missiles at the feet of infantry and infantry complained that it killed them Can you guess how much damage 12 large missiles does to infantry? It barely scratches them and you need a direct hit to even get that chance of a kill but yet they can stand in the middle of 12missiles and be fine OK you probably did, fair enough. My point still stands though. The large blasters are the main problem with tanks. AP with the main turret should be skillfull weapon use, not the spray and kill everything in sight we have now. If we did get a locking mechanic for the small turrets, or something as simple as "for squad members only", do you then agree that the most effective AP guns should be in the form of the smaller turrets?The ccombination of speed, durability and the awsome destructive power vs just about anything is a tad too much. The real reason l believe for most of the QQ is the current scale of it all, its magnitude if you like. As a CQC slayer and infantry support player it really gets old to have to spend this amount of games hideing to tanks, its not fun and l am left with either hideing or use about 5 m sp for an somewhat effective AV fit. Or l can simply call in a militia tank of my own, all of which are bad for me cause llike to push objectives and slay reddots. All in all tanks are way too dominant, they make life misserable for such a large part of this community and we have to ask ourselves if this is really what we want. You and so many others QQ about my use of protogear in pubgames, so l can flip it around and say why use a tank in pubgames? Think about those poor new players... And you''ll say "Duh, l'm a tanker, thats what l do, what do you expect me to do?" And l can say, l'm a logi, try putting the proto medkit, an insanely expensive to fit allotek hive and a proto scanner on an enhanced cal logi suit...... And the circle of QQ continues... Solguess the only thing we can really agree upon is that militia tanks should be ne+òfed, this will make life a lot easierfor most players. The "true tankers" will have an easier time vs scrub tankers and so will the infantry too.That someone thats invested 20 m sp and spent 500k - 1 m isk on a tank is hard to kill we all get. I don't claim to have the ansver, but something needs to be done, its simply not fun for the vast majorityof theplayerbase, and that can't be a good thing. (Some bad writing here, sorry, l never should have gotten a tablet)
Maybe, but even with the small turrets the top gun does kinda suck sometimes because its movement is not independent from the large turrets so if L turret moves left it also makes the S turret move left also if i did have control of who is in my tank with locking but also kicking out then i may use small turrets more often but if 2 AV ppl kill my tank if im using 3ppl would i get a buff?
Your protostomping hasnt had to hide for the past 6+months, its only since vehicles actually became relevent it now means you has to look both ways before you cross the road, imho protostomping is worse than current tank spam since you could be everything inside and out of complexes and just pure **** but now vehicles can keep you lot in check and as for new players they can compete with tanks because the difference between a 20mil SP pilot and a 0SP pilot isnt much, its about a sica with 2 mlt dmg mods. But make academy need 100k WP to leave and maube accelerated SP gain and thats dealt with and make FW/PC better and playable
Mlt would need changing but also some mods at basic/adv level so that there is an incentive to use proto ie basic/adv mods have less resistance or offer less dmg bonus like the nitro mods do now
Intelligence is OP
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
611
|
Posted - 2014.02.15 22:14:00 -
[74] - Quote
TANKAHIRO! WHERE IS MY PUBLIC APOLOGY!?
I think you still owe me one after i proved you wrong about rail guns oh so long ago, and i have been anticipating it with bated breath.
Kills- Archduke Ferdinand
Balance!
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Tesfa Alem
Death by Disassociation Legacy Rising
91
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Posted - 2014.02.15 22:27:00 -
[75] - Quote
Crimson Cerberes wrote:
Uhh.. in what world are forge guns better than tanks? D.
This world. http://www.youtube.com/watch?v=TQiePuGJxhA I keep this link on hand for players like you. In denial and want everything handed to you on a silver platter.
Redline for Thee, but no Redline for Me.
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Takahiro Kashuken
Red Star. EoN.
2561
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Posted - 2014.02.15 22:27:00 -
[76] - Quote
Gavr1lo Pr1nc1p wrote:TANKAHIRO! WHERE IS MY PUBLIC APOLOGY!?
I think you still owe me one after i proved you wrong about rail guns oh so long ago, and i have been anticipating it with bated breath.
I think? source?
Intelligence is OP
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
615
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Posted - 2014.02.15 22:39:00 -
[77] - Quote
Takahiro Kashuken wrote:Gavr1lo Pr1nc1p wrote:TANKAHIRO! WHERE IS MY PUBLIC APOLOGY!?
I think you still owe me one after i proved you wrong about rail guns oh so long ago, and i have been anticipating it with bated breath. I think? source?
Sure, just one minute, it will be buried somewhere deep in general discussions.
https://forums.dust514.com/default.aspx?g=posts&m=1748277#post1748277
here you go, it should be in the last 3 pages.
Kills- Archduke Ferdinand
Balance!
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PEW JACKSON
Fatal Absolution General Tso's Alliance
222
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Posted - 2014.02.15 22:47:00 -
[78] - Quote
I could care less about killing infantry in my tank, as long as my rail can pop other tanks while enduring AV. Nerf my infantry killing and I could care less. Installations and other vehicles is where the $$$ really hides.
Dead on the ground.... Think I made a wrong turn :/
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