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C Saunders
Tech Guard RISE of LEGION
505
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Posted - 2014.02.28 19:42:00 -
[61] - Quote
The real issue is the blaster turret, remove that and tanks would be balanced.
Tech Guards Sexy Beast
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
1987
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Posted - 2014.02.28 20:21:00 -
[62] - Quote
Redline rails aren't too hard to kill, but they're OP BC only a 3xdmg modded PC can do it fast enough. Even orbitals aren't powerful enough.
Charlotte O'Dell is the highest level unicorn!
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MINA Longstrike
2Shitz 1Giggle
329
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Posted - 2014.02.28 20:48:00 -
[63] - Quote
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
Rail tanks are bullshit and make almost any other vehicle unplayable. They do far too much damage at far too long a range. Hardeners need to be toned down while extenders and plates are improved, large armor reps need to go back to being activated while small armor reps can stay passive. Damage mods need to be a 'one active at a time' deal and probably rolled back to 20%.
Do this while making a few tweaks to swarms and tanks will be a lot more enjoyable while not being coffins. |
Takahiro Kashuken
Red Star. EoN.
2741
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Posted - 2014.02.28 22:04:00 -
[64] - Quote
C Saunders wrote:The real issue is the blaster turret, remove that and tanks would be balanced.
And that kills the vehicle
If a tank is killing infantry its killing infantry
Infantry then have a choice, go AV or call out another tank
If a tank didnt kill AV then wtf is a tank for? to fight other tanks? what if no other tank is out because then tanks are neededjust to kill other tanks because they cant do **** to infantry
Intelligence is OP
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Argetlam Thorson
Capital Acquisitions LLC Renegade Alliance
13
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Posted - 2014.02.28 23:12:00 -
[65] - Quote
Nice point, BAMM. Although, that does lead me to question if vehicles should spawn in the shield or out? If they spawn inside, maybe bar them reentry once they leave?
I think the idea of disabling weapons in the redline would be terrible. It would make it so that you couldn't get out of the redline once you were stuck there, because you couldn't kill the enemies just outside. This would lead to either a fierce glaring war across the redline or single players getting mauled as soon as they crossed the line.
I personally had a different idea, that I think would go a long way to solving redline madness. What if they just made it so that you don't get warpoints (and maybe not even the kill towards K/D) if you or they are in the redline? This way, you wouldn't earn anything for sitting in the back, but you at least have the chance to break out of your redline. |
CLONE117
True Pros Forever
703
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Posted - 2014.02.28 23:22:00 -
[66] - Quote
id kinda like to replace the redzone with a fortress of sorts a base. that would be easy to defend for the team that owns it yet extremely hard to take an hold for the enemy team. would be out fitted with controllable turrets and have areas where its safe to call in vehicles and such. maybe with sniper perches. cover for use. hope fully gets rid of the redline problem. |
AREYOUTHAT STUPID
Carbon 7 CRONOS.
13
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Posted - 2014.03.02 15:38:00 -
[67] - Quote
Snagman 313 wrote:Hmmmm quite a few interesting comments, I think I'll stick my oar in as well.
Overall I agree with Bamm's comments made in his video, which I believe is more of an outline for a fix to some of the current problems we face in Dust rather than a set in stone approach such as the proposed Rail tank nerf or infantry deployment being moved way back.
I will not suggest that there is not an issue with the balance between Infantry and vehicles but stat wise things are pretty good right now. The current Tankbush and Tankspam pales in comparison to the Missile tank crisis back in Closed Beta but we can't look to the same methods used to fix that incident to fix this one or we will see Tanks set back to 1.6 levels and we will get nowhere.
As much as I dislike Tanks without them I would lead a somewhat lacklustre time in Dust and they do provide a much needed service on the battlefield. Got a Protobear team tearing up your Militia gear team call in a Soma it might not last long but it'll give you some breathing room or maybe Duna corp is on the rampage with 4 Madrugars, get those Sica's inbound. Everyone can use them and they provide New or Skill impaired players a viable option to engage with players who are way ahead of them.
Now most people just say get your AV gear out but I do not see it that way, at least not anymore. Yes we have militia Forge guns and Swarms however without a lot of SP invested they will always require a team of mercs equipped to down even a half decent Tank. And this is where you will find the true AV specialists cutting their teeth, since they will have to use harsh tactics and quick decision making to achieve a result thus giving them the rewarding experience of their first Solo Tank kill.
However some folks are not cut out for AV, the lack of mobility, the vulnerability, low KDR, minimal ISK, low WP. And for these players I see a real use for the Railgun tank, it is a vehicle destroyer and occasional uber heavy sniper for bursting rooftop Forgers!!! Also in the hands of a skilled user it is pretty much the only hard 1 for 1 counter to a Proto Baster Maddy so before we go all Nerfhammer on it's ass let's look at some of the possible outcomes of a Railgun tank nerf.
Even some so called light nerf options like reducing it's elevation could really hurt it's ability to engage ground targets while driving over rough terrain or down a slope. My opinion is if you reduce it's turret angles it will drive them further into the redline so they can pick and choose their shots or cause a proliferation of another fit.
This is the sort of knock on effect nerfing has in my experience, just look at the tower forging phase we recently went through. Why did all the heavies suddenly take the Forge gun up too the roof? Well actually most of the old hands had been at it for a while but it was the FOTM players who caused the raging by cottoning on to what we were doing since the HMG had been nerfed into the stone age after Codex hit. So we saw tower forging because the HMG was nerfed and Heavies had to look for a way to stay competitive.
Still don't believe me, Suicide Lav's have always been about but only recently became highly popular due to the Swarm nerf and the nice addition of sticky RE's. So players with and without high skills in swarms looked for a quick and easy way to stem the proliferation of Tanks.
If Tanks are forced into the fight they can be destroyed by any weapon capable of a high enough damage output. Right now I have beef with all vehicles abusing the redline by running back and waiting for their modules to recharge be it LAV, DS or HAV I see all pilots do it. If a Redline Rail tank where to set up at the back of a map where a system similar to the one Bamm suggests it could be countered by loading a DS with Forgunners and flying like a maniac then dumping the mercs right at it's doorstep.
Yes you may die maybe even quite a few times but it could be done, I have to accept that I will most likely die multiple times while engaging a HAV or ADS that's just the way it is. Even if it where to run inside the shield and hide while recharging it's modules it would still need to come out again and this window would give the rest of your team time to win objectives or call in some long range firepower of your own.
I still move for Meta level locked matches being made available for Newberries or those looking for a change away from the Protobear swarms. We have the Metalevel system so why not use it? Then at least we won't have people stuck using Militia Swarms against Gunnlogis and rage quitting.
Both Judge and Bamm make good points in their respective Railgun tank vids, I have spoken to both of them about their various views however I tend to err away from nerfs having been at the sharp end of far to many to be happy seeing it happen to other players. I would like to look at altering the environment of play by encouraging AV amongst players and making HAV's come out into the open while keeping their unique features i.e Rails=Hard counter to vehicles, Blaster=Beach head gun emplacement. Certainly if you got a cool 500 WP for destroying an HAV people would sit up and take notice of that delicious freshly ground flavourGǪGǪ.
You have been Judged...chooo chooo mother F'ers, chooo chooo |
AREYOUTHAT STUPID
Carbon 7 CRONOS.
15
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Posted - 2014.03.02 16:31:00 -
[68] - Quote
In 1.7 both av AND tanks got a nerf. Most people forget that...
My tank in 1.6 was super pricey, but it was nasty. If I played all night and lost more than one tank I was pissed. My tank had just over 7,000 armor, and around 1,200 shields. I had a rotation of 3 complex hardeners going at all times so I constantly had a hardener up, and a complex heavy rep to cover any damage I might receive through them. Contrast that today, with 4000 armor and 1,200 shields...with 2 hardeners that I throw on for battle, then have to back off to let cool down. Aaaaand did we forget now I have to reload? What about run back to get more ammo? I have been a dedicated tanker now for about a year, so I have seen the changes (both good and bad).
My 1.6 tank would run a r@pe train on my 1.7 tank. Everyone sees 1.7 as a buff to tanks, when it was actually the opposite. Why we are having the issue is due to the prolific nature of militia tanks. Since anybody can shell out a modest amount of ISK to run a tank, any blueberry troll can drop a tank. This is good and bad. Good in the fact that as snags pointed out in his epic post about tanks, a militia sica is the new guys answer to fighting other tanks on the field. For no SP, and very little ISK...a new player can combat any guy with 10 mil+ SP dedicated to tanking. Bad, in the fact that for no SP, and very little ISK...a new player can have something on the field stronger than all the infantry around him. For the cost of one of my advanced level drop suits, a nooby with no SP in anything is now rolling around destroying infantry who are wearing Protobear gear. Who wouldn't do it? That is the broken mechanic here. Imagine buying a copy of BF4 and playing multiplayer. You are getting absolutely demolished, going 1 and 20 k/d....ohhh, but wait. You can now drop a tank and kill all these players around you that have been playing the game for much longer than you. And you make enough per round to buy 6 of them. Best yet, you don't have to expend any of your very limited SP to do it! It would never happen, because it would be foolish to place something so powerful in a game like that and have it open to a player that just started. Right?
That is the player that is looking for the low investment, high reward game style. Make all the players that want to drop a tank expend the SP it takes to get level 5 vehicle operations, and then see if we still have a tank problem. I bet it would vanish overnight.
Thoughts? |
Everything Dies
Chatelain Rapid Response Gallente Federation
547
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Posted - 2014.03.02 17:40:00 -
[69] - Quote
In my opinion, the rail tank is throwing off the balance of the entire game. A redline rail tank can really only be countered by a. a rail tank that can get close enough without being detected, or b. an adventurous dropship pilot. One or two well-positioned rail tanks can completely deny the enemy's ability to bring in any sort of counters, aside from swarms (hahahahaha) or forge guns (which will require at least two people--if not more--to actually destroy the tank if the tanker is at all decent.)
Blaster tanks, on the other hand, need a slight reduction in range (100m at the most) while having a large dispersal rate; this would make it more difficult to pinpoint individual soldiers but make it very effective at crowd control/suppression fire. Pair this with a reworking of swarms (either increase damage to pre-buff levels or bring back the longer range) and you have a much more balanced interaction between infantry and close-range tanks. Which brings us back to the rail tanks.
I believe two things need to be done. 1. Remove the damage modules from tanks (are they used frequently with blaster turrets???) and 2. remove the auto-fire from rail tanks. Requiring the full charge-up time on rail shots would make things safer for dropship pilots as well as blaster tanks. In effect, the rail tank now becomes an area-of-denial weapon that is meant to harass and scare off enemy vehicles or to provide support fire for friendly vehicles.
For the purpose of balancing tank vs. tank play, the blaster tank should see an increase in damage done to other vehicles to ensure that a blaster v. rail tank at close range has a good chance of seeing either side emerge victorious.
Life is killing me.
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Sgt Buttscratch
KILL-EM-QUICK
1894
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Posted - 2014.03.02 18:40:00 -
[70] - Quote
lets put it this way,tanks are not OP but the match I was just in on my logi, we were against a stacked team, FA, STB etc etc, they couldn't beat our gungame, in came 5 tanks,they cloned us.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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C Saunders
Tech Guard RISE of LEGION
510
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Posted - 2014.03.02 20:10:00 -
[71] - Quote
Remove the large blaster turret.
Missiles for infantry. Rails for vehicles.
Perfect balance.
Tech Guards Sexy Beast
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Oxskull Duncarino
0uter.Heaven
453
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Posted - 2014.03.02 20:50:00 -
[72] - Quote
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.
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Stile451
Red Star. EoN.
304
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Posted - 2014.03.02 22:09:00 -
[73] - Quote
I agree that tanks aren't OP, it's the redline that's OP. I don't believe that reducing the size of the redline is a good thing however.
What I would propose is to add to the effects of the redline by adding an inertial barrier. For every meter a shot(not just tanks) goes through this barrier it will lose 5% damage efficiency. The red line may need to be extended or reduced for this to be really effective(eg. Manus Peak). I believe this would severely curtail attacks from behind the redline without necessitating the nerfing of anything. |
NextDark Knight
Hellstorm Inc League of Infamy
230
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Posted - 2014.03.02 22:57:00 -
[74] - Quote
A simple fix we been promoting since the start is to remove all kills and warpoint gains from redline kills. Problem solved. No more stat padding, no more warpoint gains, no reason to stay in the redline cause you aren't going to get paid for it. Problem solved.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
639
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Posted - 2014.03.02 23:19:00 -
[75] - Quote
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 Fish-in-a-barrel again? That is not a safe spawn, that is a containment point. Here I post again:
Dovallis Martan JenusKoll wrote:Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
Hence the entire map is playable, but the enemy base is much more deadly.
NextDark Knight wrote:A simple fix we been promoting since the start is to remove all kills and warpoint gains from redline kills. Problem solved. No more stat padding, no more warpoint gains, no reason to stay in the redline cause you aren't going to get paid for it. Problem solved.
People shoot from the redline just to watch people like you complain out your ass. If they implemented this, you would still cry and whine because nothing changed, only that the snipers would provide even less for their teams now.
You people who are too lazy to counter-snipe really deserve to be killed from the redline every time you play.
If you can read this, it means you are reading.
Unless you are skimming
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Meeko Fent
Kirkinen Risk Control Caldari State
1867
|
Posted - 2014.03.02 23:25:00 -
[76] - Quote
Miss-labeled Topic.
Rail Tanks aren't OP would be a better name. Blaster Tanks still just run amuck with little an infantry can do besides pull his lolAV fit.
And this seems right, another map asset just needs to be made with the MCC shields Around the exits. Have A nice big hole in the top of this new map asset for Vehicles to spawn in from, , with big forcefield gates where vehicles and infantry can walk and drive out, and Smaller gates when infantry can also walk out.
When the MCC is destroyed in the end of the match, have the camera in a position where you can see the Base dematerializing (like the way bodies or vehicles disappear) as well as the MCC implode.
Because you Wanted to be Something your Not.
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NextDark Knight
Hellstorm Inc League of Infamy
234
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Posted - 2014.03.03 11:42:00 -
[77] - Quote
Before you try to say I am crying about the red line find a post of me complaining qq about it. I love a hole red line tanks and specialize in harassing them.
C c p recently removed concord payout for suicide ganking in high sec to deal which is a similar problem. Removing points gives them less of a payout so the only benefit they get is the tears, not the extra payout for farming in somewhat safety
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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BAMM HAVOC
Carbon 7 CRONOS.
268
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Posted - 2014.03.03 14:05:00 -
[78] - Quote
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 stay 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.
Support The DUST514 TREEEEEEESSS
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ALT2 acc
203
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Posted - 2014.03.03 14:08:00 -
[79] - Quote
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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Operative 1171 Aajli
Bragian Order Amarr Empire
1411
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Posted - 2014.03.03 14:12:00 -
[80] - Quote
Yes, once something is the way it is in a game it is written in stone; Especially, if somebody is using it for easy mode and winning.
What's up with this digital data stuff anyway? Something that can be changed and re-tweaked? Preposterous!
I lost my monocle!
Rommel, you magnificent bastard, I read your book!
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Enki Kalgarian
Northwind Alliance Dark Taboo
19
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Posted - 2014.03.03 14:34:00 -
[81] - Quote
Tanks are not a problem if you have some Mercs helping you take them out they should of not nerfed the forge and swarm launchers after the last tank update.Tanks are like bullies hit them a couple of times and they go running. |
Darken-Soul
BIG BAD W0LVES
1404
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Posted - 2014.03.03 14:36:00 -
[82] - Quote
Enki Kalgarian wrote:Tanks are not a problem if you have some Mercs helping you take them out they should of not nerfed the forge and swarm launchers after the last tank update.Tanks are like bullies hit them a couple of times and they go running.
Its's not enough, i want them dead.
Who wants some?
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Sam Booty
Valor Coalition
28
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Posted - 2014.03.03 15:34:00 -
[83] - Quote
I don't think tanks or dropships should be able to destroy your home base either. What people suggested is that you shouldn't be able to shoot inside the redline but I think this will change mechanics and give rise to new bugs. I already see you leaving the red line and weapons locking due to glitches. Dust has too many bugs already.
What I think CCP should do and does not affect the mechanics is increase HP of installations to something like 80000 HP on the redline and when they yellow (unhacked). Each time they are hacked, they loose half HP. And I mean of everything, turrets, supply depots, CRUs, etc. Then place numerous turrets near home base in such that even if a squad of tanks/vehicles comes into the redline they will be automatically targeted by all turrets. This would also solve problems with ambush: end normal Ambush and leave only OMS Ambush.
It is no use to put so many turrets, the first thing tanks do is destroy them and collect 100WP.
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Stile451
Red Star. EoN.
305
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Posted - 2014.03.04 03:46:00 -
[84] - Quote
Sam Booty wrote:What I think CCP should do and does not affect the mechanics is increase HP of installations to something like 80000 HP on the redline and when they yellow (unhacked). Each time they are hacked, they loose half HP. And I mean of everything, turrets, supply depots, CRUs, etc. Then place numerous turrets near home base in such that even if a squad of tanks/vehicles comes into the redline they will be automatically targeted by all turrets. This would also solve problems with ambush: end normal Ambush and leave only OMS Ambush.
It is no use to put so many turrets, the first thing tanks do is destroy them and collect 100WP. Adding more turrets will only make players stop using dropships - as it stands an AI controlled rail turret will fire on and likely hit a dropship from across the map(from inside the enemy redline to behind the friendly redline.
The reason turrets are destroyed is because they pose a threat to vehicles(the 100 WP is a bonus). The reason that neutral turrets are destroyed is because if a friendly player hacks the turret they do not make sure it remains friendly - what usually happens is an enemy will circle around and hack the turret which will attack attack a vehicle in an area that should be safe. This is the exact same reason that supply depots were targeted in previous builds. |
VonSpliff
TeamPlayers Negative-Feedback
49
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Posted - 2014.03.04 04:10:00 -
[85] - Quote
Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS.
"Long live the Empress, unless you have some isk"
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Medical Crash
CLONES AGAINST HUMANITY
212
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Posted - 2014.03.04 04:25:00 -
[86] - Quote
VonSpliff wrote:Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS. Preach the truth! oh lawd |
Patrick57
5707
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Posted - 2014.03.04 04:34:00 -
[87] - Quote
Tanks may not be OP, but Tank spam most definitely is.
Zatara hates me :(
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
643
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Posted - 2014.03.04 04:45:00 -
[88] - Quote
VonSpliff wrote:Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS. You didn't even watch Judge's video... did you?
If you can read this, it means you are reading.
Unless you are skimming
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VonSpliff
TeamPlayers Negative-Feedback
50
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Posted - 2014.03.04 12:06:00 -
[89] - Quote
Which one?
The one with the 500m redline Rail tank kill. Or maybe the one that shows the imbalance between proto forge v soma rail. Or maybe your talking about all the neato flight trainers, no I guess I haven't seen the vid?
Just get over it. Tank and ADS are *** ass tactics that only little wiener no talents use to win pub matches. I've seen enough BS in this game that would make most gamers quit a 100 times over bit these pilots really take the cake.
"Long live the Empress, unless you have some isk"
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DROID EXILES General Tso's Alliance
4
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Posted - 2014.03.04 12:10:00 -
[90] - Quote
VonSpliff wrote:Which one?
The one with the 500m redline Rail tank kill. Or maybe the one that shows the imbalance between proto forge v soma rail. Or maybe your talking about all the neato flight trainers, no I guess I haven't seen the vid?
Just get over it. Tank and ADS are *** ass tactics that only little wiener no talents use to win pub matches. I've seen enough BS in this game that would make most gamers quit a 100 times over bit these pilots really take the cake. Yet in bf4 a scout heli doesnt make people qui... |
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