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Spkr4theDead
Red Star. EoN.
1878
|
Posted - 2014.02.25 17:55:00 -
[31] - Quote
Zeylon Rho wrote:Takahiro Kashuken wrote:Tebu Gan wrote:
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Name them A MLT tank is dirt cheap compared to a dropsuit. That alone is something of an issue. So, another one complaining that MLT gear is cheap.
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.
1878
|
Posted - 2014.02.25 18:00:00 -
[32] - Quote
Takahiro Kashuken wrote:Yea but infantry doesnt like it when a tank is a tank, they like it when its a coffin on wheels Also the armor point is moot anyways, we dont have angles/armor thickness or penetration values for the AV we have let alone the hulls Its future tech Quote:Future tanks will likely have a crew of one or two, video cameras that will help the crew see more clearly, targeting computers and various anti-missile and anti-personel defenses.
With all the new systems and the smaller crew, tanks are more likley to become like aircraft. A small crew to operate the vehicle in combat and a support crew to help maintain and repair it. Since the support crew will likely consist of specialists it is unlikely to follow the tank into battle.
Tanks are big and mean but they are far from invulnerable if the defender knows what he is doing. That is unlikely to change. This quote here is bang on the money Right now small crew or 1-3, camera drones we have to see outside the tank, support crew to maintain could be another vehicle when we had remote armor/shield reppers for vehicles which we on LAV or another tank which was weaker Last line is DUST right now That's the whole problem though, infantry don't know what they're doing, and have been badly spoiled by OP swarms.
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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Zahle Undt
Bullet Cluster Legacy Rising
759
|
Posted - 2014.02.25 18:08:00 -
[33] - Quote
Tebu Gan wrote:Zahle Undt wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. No kidding really!? Hey its tankers that continually say it should take multiple AVers to take them out which is just as silly am argument. Also ass the OP pointed out tanks should be feared but also have to fear being flanked by infantry or infantry getting close enough to sticky bomb them all Saving Private Ryan style. Right now our triple hardener stacked tanks have virtually boo weaknesses to infantry and that is the problem. It should take multiple direct AV to take a tank down, but at the same time, it should take multiple people in a tank to take infantry out. What I mean is the Large Turret shifts focus from being AI (currently they are AI focused while being decent with AV) to being AV. Than a tank must rely on gunners (small turrets) for AI capabilities. And currently, infantry do sneak up with RE's and blow tanks up Saving Private Ryan style. More than once I've said WTF just happend, only to realize it was no doubt RE's and one sneaky as infantryman. (hint, wait for hardeners to drop before detonating, or I get out of my tank to shoot RE's, had that happen a time or two lol.)
I try to do this all the time and I've been successful I think twice. Its easy to get one RE on a tank, but I've been told by tank driving friends that placing that first RE makes a noise that warns the driver to get the hell out of their and turn on hardeners. Hardeners last too long and most often the tank is out of sight or has killed my poor scout before I can activate the REs (in the unlikely event I get more than one on). Thus sneaking up and using RE to tank kill is very hard to do, this is why suicide LAVs are the preferred method for most people
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Space Marine One
The Vanguardians INTERGALACTIC WARPIGS
10
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Posted - 2014.02.25 18:11:00 -
[34] - Quote
Quote:
Yeah it was me who found that Tank information and posted it
But you've missed some key points
On that other thread i referred to a quote that a Tanks main turrets are primarily Anti Vehicle and very rarely if ever are they fitted with an anti infantry weapon, they sometimes have side guns that provide some form of anti infantry but the main turret is pretty much designed to take down other Tanks .. Large Blaster Turrets are what causes the major unbalance between Tanks and infantry .. to gain some anti infantry capabilities Tanks should have to fit a side gun and have a gunner
I also referred to a quote about 1 Tank alone v a group of infantry is a sitting duck as the infantry can get behind it and surround it and use things like molotov cocktails/grenades on the top of the tank to kill the people manning it or blow it's engine up, they can also attack the tracks to stop to moving .. we have none of this in dust and 1 Tank can pop hardeners on and drive into the middle of infantry and kill them with impunity
Really infantry need things like Electric Shock grenades that render a vehicles electronics (modules) unusable and stop it being able to move .. think of a sticky grenade that would require the tanker/his crew to get out of the tank to remove it before its modules would begin to work again .. infantry would have to get really close to attach it but in CQC infantry should be able to do things like this v Tanks
Personally I don't think a Tank should be used to kill infantry with its main turret as a primary role .. that is what APC/MAVs are for .. infantry carriers with light weaponry to kill enemy infantry ..
Wait what you want Dust tank to be like WW2 tank, am i reading this right
i mean i don't think infantry can surround a Modern tank like M1 A2 or a T90 and kill it with Molotov cocktails/grenades to blow it engines up. yeah they get damage by IED Mine or short-range antitank rockets most aim at tank track to slow it down or disable their movement completely thats about it.
What CCP can do is to add a gameplay mechanic where if a tank get hit by proximity mine. if it didnt get destroy by it. it should a least lost some movement or completely disable due to how deep its track damage
or add a new EMP mine that disable active Modules for brief moment
or a much simpler and quick solution get rid of the large blaster replace with an medium range anti armor main turret give tank pilot control of the small baster turret on top of the main gun for anti infantry role
and yeah get rid of tank in ambush that solve the current problem right now |
Zahle Undt
Bullet Cluster Legacy Rising
759
|
Posted - 2014.02.25 18:16:00 -
[35] - Quote
Spkr4theDead wrote:Takahiro Kashuken wrote:Yea but infantry doesnt like it when a tank is a tank, they like it when its a coffin on wheels Also the armor point is moot anyways, we dont have angles/armor thickness or penetration values for the AV we have let alone the hulls Its future tech Quote:Future tanks will likely have a crew of one or two, video cameras that will help the crew see more clearly, targeting computers and various anti-missile and anti-personel defenses.
With all the new systems and the smaller crew, tanks are more likley to become like aircraft. A small crew to operate the vehicle in combat and a support crew to help maintain and repair it. Since the support crew will likely consist of specialists it is unlikely to follow the tank into battle.
Tanks are big and mean but they are far from invulnerable if the defender knows what he is doing. That is unlikely to change. This quote here is bang on the money Right now small crew or 1-3, camera drones we have to see outside the tank, support crew to maintain could be another vehicle when we had remote armor/shield reppers for vehicles which we on LAV or another tank which was weaker Last line is DUST right now That's the whole problem though, infantry don't know what they're doing, and have been badly spoiled by OP swarms.
Yeah the problem is infantry don't know what we're doing, no the fact that hardeners last too long, or can be stacked or that tanks are just too fast. Look, I'm the very definition of a scrub tanker, I have 0 SP invested and I suck at driving vehicles in this or any game. Yet if I pull out a militia tank my only fears are: a real tank, a good forge gunner, or my own stupidity. That sums up the problem right there, yet we need scrubs with militia tanks because now swarms are so UP. That's what you get when you change 2 variables at the same time with apparently zero testing I suppose.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Skihids
Bullet Cluster Legacy Rising
2906
|
Posted - 2014.02.25 18:23:00 -
[36] - Quote
Price, name, and description doesn't matter, it's the role.
What we have is suit "A" and suit "B" that are competing directly for the same game role: slaying infantry.
Suit "A" is faster than suit "B". Suit "A" has an order more magnitude eHP than suit "B". Suit "A" can carry a gun that puts out an order of magnitude more DPS then suit "B". Suit "A" has a natural resistance to most any weapon carried by suit "B". Those weapons it is vulnerable to gimp the user when going up against other users of suit "B".
Suit "A" does have a vastly larger hitbox, but it's got immunity from most weapons as compensation, and has hardeners and extra speed to get out of dodge when needed.
So one would be foolish to choose suit "B" for that role. The only thing keeping people from choosing suit "A" before was high cost, but that's gone.
I'm actually surprised that I don't see suit "A" being used by everyone in Ambush where there is no other role than slaying infantry. It makes me think that players are being foolish or stubborn rather than optimizing their chances. |
Spkr4theDead
Red Star. EoN.
1879
|
Posted - 2014.02.25 18:35:00 -
[37] - Quote
Zahle Undt wrote:Spkr4theDead wrote:Takahiro Kashuken wrote:Yea but infantry doesnt like it when a tank is a tank, they like it when its a coffin on wheels Also the armor point is moot anyways, we dont have angles/armor thickness or penetration values for the AV we have let alone the hulls Its future tech Quote:Future tanks will likely have a crew of one or two, video cameras that will help the crew see more clearly, targeting computers and various anti-missile and anti-personel defenses.
With all the new systems and the smaller crew, tanks are more likley to become like aircraft. A small crew to operate the vehicle in combat and a support crew to help maintain and repair it. Since the support crew will likely consist of specialists it is unlikely to follow the tank into battle.
Tanks are big and mean but they are far from invulnerable if the defender knows what he is doing. That is unlikely to change. This quote here is bang on the money Right now small crew or 1-3, camera drones we have to see outside the tank, support crew to maintain could be another vehicle when we had remote armor/shield reppers for vehicles which we on LAV or another tank which was weaker Last line is DUST right now That's the whole problem though, infantry don't know what they're doing, and have been badly spoiled by OP swarms. Yeah the problem is infantry don't know what we're doing, no the fact that hardeners last too long, or can be stacked or that tanks are just too fast. Look, I'm the very definition of a scrub tanker, I have 0 SP invested and I suck at driving vehicles in this or any game. Yet if I pull out a militia tank my only fears are: a real tank, a good forge gunner, or my own stupidity. That sums up the problem right there, yet we need scrubs with militia tanks because now swarms are so UP. That's what you get when you change 2 variables at the same time with apparently zero testing I suppose. You wanted the changes. Why aren't you happy with them?
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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Pisidon Gmen
Ivory Vanguard
23
|
Posted - 2014.02.25 18:40:00 -
[38] - Quote
Spkr4theDead wrote:Zeylon Rho wrote:Takahiro Kashuken wrote:Tebu Gan wrote:
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Name them A MLT tank is dirt cheap compared to a dropsuit. That alone is something of an issue. So, another one complaining that MLT gear is cheap.
too cheep to be that effective in the game with little skill invested in tanks that is the problem with almost no av effectiveness in the game |
Leonid Tybalt
Fatal Absolution General Tso's Alliance
268
|
Posted - 2014.02.25 18:41:00 -
[39] - Quote
Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close.
Yeah, it's pretty strange the way people argue that tanks in dust should require three or four more players as crew, yet the don't utter a peep about Eve where one person is enough to crew starships (with fighter squadrons) the size of fifteen Nimitz class aircraft carriers lined up in a row.
Also, you could with quite little engineering and programming make a real world tank controlled by one person (turrets and evering). Heck you could even make an Abrhams M1 tank be controlled by a Dualshock 3 game controller if you wanted with nothing more than some cables, a small box containing a motherboard with suitable control interface, and some servos.
The reason why they haven't done it in real life is because they don't want to make one single driver have the responsibility of comms, command, driving and gunner at the same time.
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Pisidon Gmen
Ivory Vanguard
23
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Posted - 2014.02.25 18:42:00 -
[40] - Quote
Skihids wrote:Price, name, and description doesn't matter, it's the role.
What we have is suit "A" and suit "B" that are competing directly for the same game role: slaying infantry.
Suit "A" is faster than suit "B". Suit "A" has an order more magnitude eHP than suit "B". Suit "A" can carry a gun that puts out an order of magnitude more DPS then suit "B". Suit "A" has a natural resistance to most any weapon carried by suit "B". Those weapons it is vulnerable to gimp the user when going up against other users of suit "B".
Suit "A" does have a vastly larger hitbox, but it's got immunity from most weapons as compensation, and has hardeners and extra speed to get out of dodge when needed.
So one would be foolish to choose suit "B" for that role. The only thing keeping people from choosing suit "A" before was high cost, but that's gone.
I'm actually surprised that I don't see suit "A" being used by everyone in Ambush where there is no other role than slaying infantry. It makes me think that players are being foolish or stubborn rather than optimizing their chances.
how about the limit on the # of tanks that can b called in and some of us wanted to play a first person shooter not a tank game |
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Pisidon Gmen
Ivory Vanguard
23
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Posted - 2014.02.25 18:44:00 -
[41] - Quote
[
You wanted the changes. Why aren't you happy with them?[/quote]
change is good when it changes small things over time changing every thing at 1 time was stupid |
Spkr4theDead
Red Star. EoN.
1879
|
Posted - 2014.02.25 18:48:00 -
[42] - Quote
Pisidon Gmen wrote:[
You wanted the changes. Why aren't you happy with them?
change is good when it changes small things over time changing every thing at 1 time was stupid[/quote] But that's what infantry wanted. Everything redone now, instead of changing over time. As a result, we have no specialized ground vehicles.
Why can't infantry be happy with the changes they forced on CCP?
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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Skihids
Bullet Cluster Legacy Rising
2906
|
Posted - 2014.02.25 18:52:00 -
[43] - Quote
Spkr4theDead wrote:Pisidon Gmen wrote:[
You wanted the changes. Why aren't you happy with them? change is good when it changes small things over time changing every thing at 1 time was stupid But that's what infantry wanted. Everything redone now, instead of changing over time. As a result, we have no specialized ground vehicles.
Why can't infantry be happy with the changes they forced on CCP?[/quote]
CCP was never forced to make tanks compete for the same game role as infantry. That's all on them. |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
247
|
Posted - 2014.02.25 20:35:00 -
[44] - Quote
the real problem here is the large blaster turret, its too good against everything, it rapes vehicles at medium -close range, infantry are easy prey for it as well, its extremely accurate, and it deals tons of damage, coupled with the high speed of tanks it makes a real terror on the battlefield with little infantry counterplay, and of course there is the hardeners stacking which makes tanks near invincible
Dragons don't have friends. The nearest we can get to the idea is an enemy who is still alive.
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Scheneighnay McBob
Learning Coalition College
4139
|
Posted - 2014.02.25 20:43:00 -
[45] - Quote
That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet.
I am your scan error.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7534
|
Posted - 2014.02.25 20:49:00 -
[46] - Quote
Admittedly though futuristic sensor systems and small 360 degree rotational cameras mounted on hull or cupola would somewhat allow for much greater situational awareness.
"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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Takahiro Kashuken
Red Star. EoN.
2718
|
Posted - 2014.02.25 21:08:00 -
[47] - Quote
Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet.
loldrag the driver out
Next you will be asking for a window for the driver
Intelligence is OP
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Benjamin Ciscko
Fatal Absolution
1767
|
Posted - 2014.02.25 21:10:00 -
[48] - Quote
Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver But I need that window so I can reach out and hack objectives within my tank.
Patrick57 Carries us all
Tanker Prof. V scrub
Q_Q moar
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Scheneighnay McBob
Learning Coalition College
4139
|
Posted - 2014.02.25 21:30:00 -
[49] - Quote
Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver It's not like we can magically teleport inside vehicles. If we could, we would teleport into turret installations and CRUs, too.
I am your scan error.
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Delta 749
Kestrel Reconnaissance
2561
|
Posted - 2014.02.25 21:31:00 -
[50] - Quote
Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver
The ignorance and irony in this post is so god damn hilarious You know lets ignore the view ports in real tanks since hey future tanks probably have cameras for visibility But hey, why dont our flux grenades screw up those cameras, just makes sense doesnt it and why should we be able to drag a scrubby little tank driver out and kill him, I mean those hatches have to be locked right Oh wait, you mean to tell me that all of our suits come equipped with the gear we need to hack turrets, null cannons, and CRU's so a piddly little lock would get hacked just as easily
Man, countering your arguments and attempts at sarcasm with my own is as easy as teasing a cat with a laser pointer and Im not even a very witty guy
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
|
Posted - 2014.02.25 21:52:00 -
[51] - Quote
Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet.
Yes, agreed for slower acceleration, but I want to say, keep the top speed.
Same with gun depression, a tank simply shouldn't be able to shoot infantry right beside his tank. It's a LARGE TURRET after all, not an AR, mounted to the top there. This creates a safe zone directly by the tank where an infantryman can stand and apply damage mostly carefree of the main gun. This truly makes it difficult to play against infantry.
As I drive a gunnlogi, which has gun depression as you have described. And on the side I drive a madrudger, which can aim it turret all the way down to the ground. I always get far more kills with the madruger against infantry than I do with my gunnlogi, yet my madruger is mostly just advanced mods and turret.
What a difference that gun depression makes with blasters. Without it, you can't shoot enemies within something like 10 to 15 meters from you, as your turret sits higher than infantry (and it can only go level, and no further down). You need distance when you and infantry are on level ground. That's why a madrudger is ALWAYS best for blastin infantry. They would STILL be best with railguns if it wasn't for damage mods being so CPU heavy (because of gun depression).
Tanks - Balancing Turrets
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1781
|
Posted - 2014.02.25 22:04:00 -
[52] - Quote
Takahiro Kashuken wrote:Tebu Gan wrote:
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Name them
1: MLT HAV's and all the active modules and turrets are too similar
2: hardeners are completely broken
3: Slot layout is ******
4: Gallente HAV's have horrible fitting capabilities
5: handling is ******
6: they go too fast and the acceleration is too high
7: turrets are either ****** on some/all vehicles (small blasters), or is OP (Large rails/missiles).
I could go all day.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
|
Posted - 2014.02.25 22:05:00 -
[53] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver The ignorance and irony in this post is so god damn hilarious You know lets ignore the view ports in real tanks since hey future tanks probably have cameras for visibility But hey, why dont our flux grenades screw up those cameras, just makes sense doesnt it and why should we be able to drag a scrubby little tank driver out and kill him, I mean those hatches have to be locked right Oh wait, you mean to tell me that all of our suits come equipped with the gear we need to hack turrets, null cannons, and CRU's so a piddly little lock would get hacked just as easily Man, countering your arguments and attempts at sarcasm with my own is as easy as teasing a cat with a laser pointer and Im not even a very witty guy
Oh, ignore taka, I think that's the best way to go about it. I myself should have never even said anything to him. Always best to go "Yup Taka, you are right", and go back to discussing logically and rationally. He might say something every now and again, but just give it a chuckle and move on to the next one.
Yup, you are right taka, tanks make everything go boom, and that is good, so they are good. That means they are fine, just AV stupid heads don't know. They run like chickens, and I laugh and shoot them. AV, why can't you blow me up, you suck. Yea AV sucks and are stupid, I still go boom sometimes. Why they no understand, I'm so easy to kill, just wait for hardeners go down, and boom. Ded tank.
BOOM BOOM BOOM, as the swarms pound away
*Hardeners go down*
Yeah, I'm kind of sitting in the redline when they go down. To the infantry it's like.
BOOM BOOM BOOM, as the swarms pound away
*Hardeners go down*
*Tank disappears for 45 seconds*
Comes back with hardeners ready to rock and melt faces.
Naw, you are right Taka, tanks are just right huh buddy.
Tanks - Balancing Turrets
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1781
|
Posted - 2014.02.25 22:08:00 -
[54] - Quote
Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet.
We're in sealed pods (probably) inside the HAV. I doubt you could get inside of it and drag me out of it. And they don't need to stay as is; they are broken. Also, try fitting smalls on a HAV (with a still good tank), and then get a good crew to go with you. Doubt you'll do both.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
618
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Posted - 2014.02.25 22:09:00 -
[55] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. We're in sealed pods (probably) inside the HAV. I doubt you could get inside of it and drag me out of it. And they don't need to stay as is; they are broken. Also, try fitting smalls on a HAV (with a still good tank), and then get a good crew to go with you. Doubt you'll do both.
Maybe you could open a hatch and drop something big and explosive for an instant kill eh, regardless of what's activated atm.
Tanks - Balancing Turrets
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Zahle Undt
Bullet Cluster Legacy Rising
761
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Posted - 2014.02.25 22:28:00 -
[56] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. We're in sealed pods (probably) inside the HAV. I doubt you could get inside of it and drag me out of it. And they don't need to stay as is; they are broken. Also, try fitting smalls on a HAV (with a still good tank), and then get a good crew to go with you. Doubt you'll do both. Those pods are pretty awesome with their instant pop out. My man Skihids missed that ***** in his excellent analogy about tanks. Suit A is a suit within another suit. Thus how we fools still trying to swat giants with our fly swatter swarm launchers sometimes get killed by a driver ballsy enough to hop out with a rifle
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Meeko Fent
Kirkinen Risk Control Caldari State
1802
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Posted - 2014.02.25 22:32:00 -
[57] - Quote
I Think that If the Plasma Cannon was a viable AV weapon, us infantry might be quite happy because,
A- They deal damage to a spot specifically selected (Rear, sides) whereas SL's are very much non-descript in where they will hit.
B- They CAN deal a lot of damage in a short amount of time.
And Tanks would like it too because,
A- They can be dodged, provided you are good enough, and not lolStanding Still.
B- Hardeners would make the massive burst damage Plasma Cannons do More bearable.
My Ideas on the Plasma Cannon would be to MAKE THE FUKING THING SHOOT STRAIGHT. Maybe that is what the Minmatar AV is supposed to do, but we can tweak the Cannon back to its current state when we get the Minnies AV. Nothing is more annoying then Spamming you whole Ammo supply at a tank just to lead the first shot on target.
Then, make the reload a wink faster, and the Plasma Cannon will be a good AV weapon for those looking to put a lot of Burst damage on target in a short time, provided they can aim and account for Projectile speed for a damn.
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Scheneighnay McBob
Learning Coalition College
4143
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Posted - 2014.02.25 23:36:00 -
[58] - Quote
Tebu Gan wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. Yes, agreed for slower acceleration, but I want to say, keep the top speed. Same with gun depression, a tank simply shouldn't be able to shoot infantry right beside his tank. It's a LARGE TURRET after all, not an AR, mounted to the top there. This creates a safe zone directly by the tank where an infantryman can stand and apply damage mostly carefree of the main gun. This truly makes it difficult to play against infantry. As I drive a gunnlogi, which has gun depression as you have described. And on the side I drive a madrudger, which can aim it turret all the way down to the ground. I always get far more kills with the madruger against infantry than I do with my gunnlogi, yet my madruger is mostly just advanced mods and turret. What a difference that gun depression makes with blasters. Without it, you can't shoot enemies within something like 10 to 15 meters from you, as your turret sits higher than infantry (and it can only go level, and no further down). You need distance when you and infantry are on level ground. That's why a madrudger is ALWAYS best for blastin infantry. They would STILL be best with railguns if it wasn't for damage mods being so CPU heavy (because of gun depression). I don't have any problem with top speed- slow HAVs will never get anywhere ever.
I'm wanting an acceleration nerf because the current acceleration counters poor gun depression. Run up to an HAV and they can quickly accelerate and adjust to be able to shoot you.
I am your scan error.
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Foehammerr
Turalyon 514 Turalyon Alliance
6
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Posted - 2014.02.26 03:53:00 -
[59] - Quote
Skihids wrote: You would say to yourself, "Oh, we already have two tanks on the field, I'll go infantry because I'm not needed in a tank.".
Me being an Honor Tanker, I'm probably one of the few people who actually do this.
I'm also apparently one of the few people that understand that the only HAVs that fit under the tradtional role of "Tank" as in MBT are rail HAVs.
Me being a Maddi pilot I know full well how easy it is to take out infantry with large blasters. Thats why I only use it in an escalation situation where the other team is going balls to the wall and going on a mad dash with their HAVs. I use both Federation Maddies as well as standard Maddies. Both while they can serve the same purpose are used differently.
My Fed Madi (which is also my preffered fit, cheap but not OP) is my IFV support fit and is designed around the concept of doing just that. Fighting infantry. I dropped my ability to move fast and sacrificed some tank in order to do this. My two high slots are used for scanners and mobile CRU. It also comes pre-equipped with small blasters. I use it to cordon off the area around an objective while serving as a spawn point right next to the objective. If i see a threatening vehicle, I'll move to engage it and return back to my team mates. All this, while at the cost of potential EHP and DPS. Also, because of my proficiency in HAV piloting I can ward off infantry with easy while still engaging enemy HAVs and Dropships with some degree of effectiveness. HAVs (ones with turrets) are great for sneaking in a surprise pair of tandem heavies as well. Nobody expects it to be used as a transport.
My standard Maddi is my brawler fit. I use this only in an escalation situation. Its all tank and DPS and is used to fight against other HAVs and only after all other enemy vehicles are cleared from the area do I start mopping up the rest of the infantry.
While I'm primarily a Tanker and Logi, I also do AV when its not viable to call in my own HAV. As a PLC gunner, i will concede i do get more infantry kills than tank kills. I believe it needs a buff to direct damage and AoE it it increases its AV capability and mildly making it more effective against infantry while not becoming OP. BUT having spent a lot of time using it I can tell you it is a very effective tool for driving off HAVs. Maddi pilots get scared when I one-shot their shields and damage a small portion of their armor with a KLA PLC. And If im fast enough i can can chuck my adv AV grenades and send it running off for the literal hills with 40-20% armor. Shield tankers get even more scared when i brake their tank in 2-3 shots unless they do that instant shield boost. Even if i didn't kill it, it is still out of the fight for a good while.And in a game like Ambush, this makes all the difference especially on the bridge map. All this and i'm an average AV gunner who solos a lot. People just need to learn how to combine weapons, grenades and equipment properly.
Examples:
Gunnlogi killer: PLC AV grenades
Madrugar killer: Flux grenades Swarm Launcher.
"But Foehammer, what about the fact that they can drive off really fast and get away before i can reach them?" Simple, don't engage them on open terrain. that's their home turf where mobility is their friend and not yours. try to grab their attention and coax them into a spot where its hard to maneuver around like in hills with steep-ish inclines, rocky areas, or confined quarters like inside the "urban" inside areas . Believe it or not, contrary to popular belief it is in-fact possible to solo a tank. Its just not a good idea generally and is very difficult to do.
Rangers Lead The Way!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7596
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Posted - 2014.02.26 03:57:00 -
[60] - Quote
Foehammerr wrote:
Me being an Honor Tanker.
**** your honour. That's the **** players in Dark Souls fed themselves to tell them that they were good.
Honour is something you confine yourself to. Never impose your honour on others nor use it as a basis of judging a foe, that only makes you look foolish.
"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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