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Posted - 2014.02.28 12:35:00 -
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BAMM HAVOC wrote:No this time its not a troll, this is my response to "Judge Rhadamanthus" and his call for nerfs on the rail tank which I believe he has unfairly focused on, when the real issues are the Red Line and Map Design , here I suggest another alternative that would solve the red line and map design issues he is facing .... and we can leave that nerf hammer alone, I really HATE NERFS and I believe nerfing breaks the mechanics of the game further . My Rebuttal DUST 514 : Tanks are NOT OP Umm, yes they are op as hell. Blasters are op Rails are op without redline, a railgun below a dropship 30m away instapops it...
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Posted - 2014.02.28 13:46:00 -
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Operative 1171 Aajli wrote:BAMM HAVOC wrote:No this time its not a troll, this is my response to "Judge Rhadamanthus" and his call for nerfs on the rail tank which I believe he has unfairly focused on, when the real issues are the Red Line and Map Design , here I suggest another alternative that would solve the red line and map design issues he is facing .... and we can leave that nerf hammer alone, I really HATE NERFS and I believe nerfing breaks the mechanics of the game further . My Rebuttal DUST 514 : Tanks are NOT OP The rail turret is OP. It has an ungodly RoF now that has caused every non-tanker and his mother to call one out as an easy counter to any tank that comes on the field. My skill investment in twnks doesn't matter, my missiles have no real use. Just pull out a mil rail and fit. Sick of it. Dont forget dropships are still useless Ads or nothing Std dropships need more cpu, pg, and speed.
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Posted - 2014.02.28 14:12:00 -
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Takahiro Kashuken wrote:Move back both spawns about 1000m
Job done Or 600m, the rails range
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Posted - 2014.02.28 14:13:00 -
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Vag Eye Lenol wrote:Tanks are Op and undervalued. When a tank can outrun an Lav, that's Op. Slow the freaking things down and that would fix a lot of problems, raise the value and that would fix many more problems. Yeah it's fair to spec into tanks and be a tanker and get a group and run a tank squad, although a craptacular tactic, it's legit.
However, when a op tank costs less than a leveled logi setup, it's pretty clear that it's not balanced. Infantry needs price drcrease, mlt tanks need to go
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Posted - 2014.02.28 15:40:00 -
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Hoover Damn wrote:INFINITE DIVERSITY IDIC wrote:I have not read your rebuttal yet I will, and I also hate nerfs, but the judges video is solid, and maps shouldnt need changing to make a vehicle less powerful, Im not saying you couldnt fix the problem by changing map contour near the redline as I have advocated for this for other reasons, but rails are broken beyond the redline I think..... Most dropship pilots would agree I think, we dont need a hard nerf though because they do keep dropships in check which I like but they need some help against 1 shot or 2 shots from rails and that exists in and out of the redline.... The most powerful railgun in the world is a 33 MJ device that spits out projectiles at 20 km/s. The 80 GJ railgun is thusly 2400 times more powerful than that, and I still have to lead shots to hit a ******* dropship only 300 metres away. No, I will not stop reminding people of the fact that it hits like nineteen tonnes of TNT. No, I don't think it should be anything other than a hitscan gun that does tremendous damage. Find another way to balance it. Its called balance, scrub
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Posted - 2014.02.28 16:35:00 -
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CLONE117 wrote:i see more std tanks in the redzone than anything else. even glass cannon sicas are braver than std tanks.
ive found it to be a large waste of ammo to try and shoot down a moving dropship. and since it can stay on the tank and fire upon it for an eternity till the tank dies. the only chance the tank has at survival is to drive under low open buildings or run to a position that can give the tank a chance to fire back.
i would like to remove the hardener cycling by idea is to make activating one hardener of the same type activate all others at the same time. so in short a tank with 3 armor hardeners wont be able to cycle them as activating one armor hardener will activate the other 2. they could also be given a penalty of slowing the vehicle down when activated. yesterday during a dom in a one sided match. there was this one gunlogi. most likely 2 rail damage mods and a shield hardener no armor reps over in the redzone area. a pulled up on a high hill top with my armor rail and single damage mod. was a pretty long range range im thinking around 400-500 meters. we were both position so far apart that we just both just out of range of each other yet can still see. me having a decently high ground advantage with the gunlogi using the hill line on his side as cover.
with the single rail damage mod active it took over 4 rounds to nearly take down the shields of the tank with the single shield hardener active. it survived for the simple fact that it was at the end of the rail guns range and that hill. if i could have gotten in closer i would have but for the simple fact of the other sicas roaming about in the objective i would have trouble getting across. so if shield hardeners are brought down to 40% they could become better for the over all high alpha damage with the loss in a little tank ability least it wont take 4 rounds just to barely hit through the hardener. thats just my thoughts.
ive found it largely easier to shoot down a dropship thats not moving. but when it starts moving it becomes a large waste of ammo. due to the fact that the rail guns projectile seems to have a crappy travel time or lagg of some sort. ull more than likely have more success hitting a slow moving heavy or rail rifle user. which tend to stay still while shooting.
plus the bugs where the gun shows the firing animation and over heat increase yet the ammo count isnt registering shots being fired so im not getting hits. its been happening to me on a lot of guns and turrets. asides from that. its the std tanks i see more than mlt. i can handle mlt tank and such no problem. id consider it free wp. although when im going up against a std tank or something higher tierd than me in general i have to take major precautions or i risk not getting the kill. im not a hardener user as i tend to go for passive stuff like armor plating and such dont like active tanking just not a fan of all the modules. so my tanks are generally weaker than most others. the shield hardener seems to give shields a major advantage of armor though. that extra 20% resistance is massive when concerning a brawl.i kinda see shield tanks as more of the hit and run type tanks. TLDR
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Posted - 2014.03.03 14:08:00 -
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BAMM HAVOC wrote:Oxskull Duncarino wrote:TheD1CK wrote:Heavy Attack Vehicle.... By that name to be fair you expect it to be OP... If tanks were not the hardest hitting weapon in Dust, they would be useless I have posted a thread, discussing a limit to total HAV's per team HAV V AVI think that may be a decent solution , but thats my opinion Bamm makes some good points here, and it is necessary As before CCP can listen to player feedback, they need to see a perspective from all roles .... I'll just add to this by saying HMG, heavy machine gun, a name by which you would be forgiven for thinking similarly to your above post on the name HAV, but unfortunately needs massive eHP and a nice friendly logi to be effective in just spitting distance So many naming issues with gear in this game, but fortunately(I hope) CCP don't balance by name. I'll check the video later Bamm, and I'm expecting/hoping there to have been loads of crayons used. Or really bad Paintbrushing And the only pie chart had better be made out of a good pork pie. The Epicness of those illustrations would make even the ninja turtles Jelly Here is another idea... If you want to limit the HAV spam without having a hard cap on them.... why not link all vehicles to the War Points if a player doesn't acquire War Points he doesn't get the opportunity to call in LAVs, HAVs and Dropships this then forces a ground game at first and because its linked to the squads War Points not everyone can spam them and it forces them to join a squad and get involved with the Team Effort and contributing towards the win, abit like the Orbital Strikes only with vehicles ... again this is only an idea (and before I get flamed) I know its probably not the right one, but as I have said before in this thread a few times now... at least it offers No Nerfs and is an alternative to them . Which is ultimately my main aim here with this thread and video and I will say it again calling for Nerfs and raging about equipment that's supposedly "game breaking" under the premise of " He/She shot me " is not reason or justification enough to Nerf Anything. Hav cap is better and needed
Hater attractor proficiency 5, hater attractor optimization 5.
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