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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7423
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Posted - 2014.02.23 21:17:00 -
[1] - Quote
Tanking just isn't the same as it used to be.
It doesn't push me to do better every fight, it doesn't require me to worry about positioning and module activation. I don't have to fear anything but a Railgun tank.
Tanking in 1.6 was better than this.
As such I can already visibly see my Tanking suffering, there is not drive to avoid death, or loss of machine......
I simply miss feeling vulnerable.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7426
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Posted - 2014.02.23 21:22:00 -
[2] - Quote
richiesutie 2 wrote:I loved the feeling of driving a 2.2mil falchion around the field. :(
I wish I had that. I missed out on Chromo Tanking, and the Enforcers because I thought I was too good for them using my Little Soma that could.....
But I can remember back before 1.7 doing things with the Soma I couldn't even do now in a Madrugar......
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7426
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Posted - 2014.02.23 21:23:00 -
[3] - Quote
Nocturnal Soul wrote:*Decloaks* Drops RE's on the back of tank *Recloaks* +150 +50 \o/
Please do, oh god please do. RE kills on HAV are so ballsy and epic!
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7428
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Posted - 2014.02.23 21:30:00 -
[4] - Quote
Funkmaster Whale wrote:I miss feeling like a threat to tanks with my Forge Gun.
My FG skills are maxed and there's no feasible way for me to kill tanks anymore on the ground, especially when there's 5-6 of them completely wrecking your team. The only way is to camp a tower and hope their cooldowns are down. Even MLT tanks are freaking beasts.
Why the hell are hardeners so powerful and have such a long duration/short cooldown? This whole "window of opportunity" nonsense CCP tried to create with vehicles makes no sense when AV can't even output enough DPS to kill a tank when it's vulnerable.
AV needed a nerf in respects to the 1.6 tank situation. It certainly did not need to be nerfed as bad as it was with how 1.7 tanks are. 1.7 was like a slap in the face followed by a kick in the nuts to AVers.
I agree you need to be a threat....but not to the point of total vehicle prevention..... still would rather fear forgegunners than simply sit there laughing at them.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7428
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Posted - 2014.02.23 21:32:00 -
[5] - Quote
Godin Thekiller wrote:Well (mostly) due to the simplified slot layout and the 2x hardener effect (the doubling of the potency of the hardeners, making it 2 in one) caused that.
Mhmmm reductions to resistances need lowing to say 50% shield and 35% armour respectively...then balancing from there.....I also miss the feeling of being able to customise my machine....
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7432
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Posted - 2014.02.23 21:45:00 -
[6] - Quote
Nocturnal Soul wrote:Ooh while you have an active thread true is there anyway possible I could join PIE (I'll still be a minmatar slave baby) but I'll always fly Amarr.
Convince Shaikar or Aethion and you are in....you need simply apply, state your reasons for wanting to fly with an Imperial Alliance of the highest calibre, and take a brief IC interview.
After which you may or may not receive the benefits of flying with a group like PIE Inc.
You could also take the Imperial Tour if someone is running it. It covers basic Amarr ships, modules, and fleet tactics, not to mention navigation of High Sec and FW systems.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7434
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Posted - 2014.02.23 21:50:00 -
[7] - Quote
Funkmaster Whale wrote:True Adamance wrote:I agree you need to be a threat....but not to the point of total vehicle prevention..... still would rather fear forgegunners than simply sit there laughing at them. I mean I'm running Prof. V + 2x Complex Damage mods and I'm having issues killing even MLT tanks by myself. I can't even imagine how someone who's using a basic or advanced FG must feel like going up against a tank. My two biggest gripes right now are: (a) Double hardener stacking giving tanks way too strong immunity for way too long. (b) Nerfed FG charge time making it damn impossible to output enough DPS to kill competent tanks in their vulnerable period due to how fast tanks can get out of range/line of sight.
FG charge time I take issue over....its not like I don't want your guys to do well....but if FG fire too fast they significantly unbalance against medium and lighter frame vehicles.
As for the hardeners I am cool with them rolling lower resistances like they used to. Not too low or slots become required.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7434
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Posted - 2014.02.23 21:54:00 -
[8] - Quote
Nocturnal Soul wrote:True Adamance wrote:Nocturnal Soul wrote:Ooh while you have an active thread true is there anyway possible I could join PIE (I'll still be a minmatar slave baby) but I'll always fly Amarr. Convince Shaikar or Aethion and you are in....you need simply apply, state your reasons for wanting to fly with an Imperial Alliance of the highest calibre, and take a brief IC interview. After which you may or may not receive the benefits of flying with a group like PIE Inc. You could also take the Imperial Tour if someone is running it. It covers basic Amarr ships, modules, and fleet tactics, not to mention navigation of High Sec and FW systems. PIE has not active Slaves in it. Only free men and women who wish to serve God and the Empire. Alright it'll be a day or so before I apply I got a deal with Arkenai going with the refer a friend to the game & I get 400mil maybe
Oh Arkena......
I like Arkena but don't trust him as far as I can throw him....and in an HAV that's pretty far. Gonna be wary of that.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7439
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Posted - 2014.02.23 22:06:00 -
[9] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I hate post like this one .. clearly an attempt to have tanks nerfed to being able to be solo'd again. If you need more of a challenge then run straight reg. 80gl blasters non stop and stop trying to testify for tankers. Hell it's easy when you have over 10 mil in vehicles. Tanks should not be easily solo'd.
Not really. I haven't been tanking as long as some, but long enough to know that they are not balanced. We have too much power in our hands, and I can objectively appreciate that.
The other thing I appreciate is how OP AV used to be, and never want to see that again.
We don't need nerfs to balance tanks, or buffs to AV, merely tweaks to ensure much greater parity between these two age old enemies.
I would agree with you that HAV should not be soloed....however we need more ISK and SP balancing in addition to some basic resistance numbers balancing.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7442
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Posted - 2014.02.23 22:17:00 -
[10] - Quote
Pvt Numnutz wrote:You could always try out dropshipping we got all that and more! One bad position and your toast!
No Amarr Dropships....
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7443
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Posted - 2014.02.23 22:19:00 -
[11] - Quote
Derpty Derp wrote:True Adamance wrote:Tanking just isn't the same as it used to be.
It doesn't push me to do better every fight, it doesn't require me to worry about positioning and module activation. I don't have to fear anything but a Railgun tank.
Tanking in 1.6 was better than this.
As such I can already visibly see my Tanking suffering, there is not drive to avoid death, or loss of machine......
I simply miss feeling vulnerable. You also need to fear the Jihad, far more worrying than any railgun... It will also make you work on movement and positioning.
Nah I just laugh. Its means I was doing my job well.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7449
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Posted - 2014.02.23 23:21:00 -
[12] - Quote
Vrain Matari wrote:Funkmaster Whale wrote:I miss feeling like a threat to tanks with my Forge Gun.
My FG skills are maxed and there's no feasible way for me to kill tanks anymore on the ground, especially when there's 5-6 of them completely wrecking your team. The only way is to camp a tower and hope their cooldowns are down. Even MLT tanks are freaking beasts.
Why the hell are hardeners so powerful and have such a long duration/short cooldown? This whole "window of opportunity" nonsense CCP tried to create with vehicles makes no sense when AV can't even output enough DPS to kill a tank when it's vulnerable.
AV needed a nerf in respects to the 1.6 tank situation. It certainly did not need to be nerfed as bad as it was with how 1.7 tanks are. 1.7 was like a slap in the face followed by a kick in the nuts to AVers. I think it may be as simple as recalibrating the duty cycle for hardeners. Throw in web grenades and a hardener duty cycle stacking penalty, and the 'waves of opportunity' design CCP chose may yield good gameplay yet.
Web grenades should never be a thing.
Stasis Webifiers should however be a thing.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7452
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Posted - 2014.02.24 00:24:00 -
[13] - Quote
Zaaeed Massani wrote:Nocturnal Soul wrote:True Adamance wrote:Nocturnal Soul wrote:*Decloaks* Drops RE's on the back of tank *Recloaks* +150 +50 \o/ Please do, oh god please do. RE kills on HAV are so ballsy and epic! I have a habit of chasing tanks down like that. Like a dog with a car...but packing C4.
I honestly wouldn't know what to do with one if I caught one.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7452
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Posted - 2014.02.24 00:25:00 -
[14] - Quote
Vrain Matari wrote:True Adamance wrote:Vrain Matari wrote:Funkmaster Whale wrote:I miss feeling like a threat to tanks with my Forge Gun.
My FG skills are maxed and there's no feasible way for me to kill tanks anymore on the ground, especially when there's 5-6 of them completely wrecking your team. The only way is to camp a tower and hope their cooldowns are down. Even MLT tanks are freaking beasts.
Why the hell are hardeners so powerful and have such a long duration/short cooldown? This whole "window of opportunity" nonsense CCP tried to create with vehicles makes no sense when AV can't even output enough DPS to kill a tank when it's vulnerable.
AV needed a nerf in respects to the 1.6 tank situation. It certainly did not need to be nerfed as bad as it was with how 1.7 tanks are. 1.7 was like a slap in the face followed by a kick in the nuts to AVers. I think it may be as simple as recalibrating the duty cycle for hardeners. Throw in web grenades and a hardener duty cycle stacking penalty, and the 'waves of opportunity' design CCP chose may yield good gameplay yet. Web grenades should never be a thing. Stasis Webifiers should however be a thing. By stasis webifier do you mean vehicle mounted, infantry equipment or both? And why not genades? The main reasons i like web grenades are that infantry who choose to go this route will have to give up traditional AV grenades and that web grenades would be great at maintaining an infantry AV balance - infantry who want to web a tank have to risk getting close enough, while tankers who decide to get up close and personal with infantry will be taking a risk. If we calibrate the slowdown and the web duration well we should get good balanced gameplay out of it - i'd say a 50-60% reduction of top speed and a duration of half a hardener cycle. We would also need to make sure web grenades did not stack - once a vehicle is webbed subsequent webs would have no effect.
I dislike the mindset people have in this game that grenades can do everything. They cannot. It would be much more simple and durable design wise to create similar technology in the form of beams/energy wavelengths like is done in terms of space craft.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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