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DROID EXILES General Tso's Alliance
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Posted - 2014.03.06 15:11:00 -
[1] - Quote
Atiim wrote:When your running Minmatar Assault suits, Blasters were rather easy to strafe through.
Except those Scattered variants. >.> I hope blasters get a huge range reduction... |
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DROID EXILES General Tso's Alliance
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Posted - 2014.03.06 15:18:00 -
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Atiim wrote:MarasdF Loron wrote:Foundation Seldon wrote:Because now Infantry doesn't have a viable AV weapon that doesn't involve a Forge Gun or ramming a Jihad Jeep into the side of a vehicle. Swarms are really really not viable at the moment and the "waves of opportunity" mantra would only ever work as a guiding philosophy if Tanks were inherently vulnerable when their hardeners were off. They aren't though and so, unless the opposing team has a coordinated squad of Proto level AV then you're wasting your time.
Blaster turrets were "nerfed" in 1.7 more with respect to their effectiveness against other vehicles, they slaughter infantry just as well. Then are you telling me that I got worse? I've been dying a lot more to infantry in 1.7 than ever before and been getting a lot less kills than ever before... I believe your dying to infantry more simply because your running your tank more. Or he's a scrub. |
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DROID EXILES General Tso's Alliance
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Posted - 2014.03.06 15:41:00 -
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MarasdF Loron wrote:Anyway, what I got from this topic so far is that the reason is not the Large Blasters themselves but more so the reason that stacking hardeneres is a broken mechanic atm which leads to nigh unkillable tanks for certain amount of time.
Saying that AV weapons are useless against current tanks is both true and not true. A lot of AV weapons 1 hit kill tanks and even swarms can take out armor tanks with relative ease in some situations. It just happens to be that there's 3 types of tanks that you can make right now, ones that can stand almost anything for "short" amount of time outside of which they will blow up faster than you can say nyan cat. Ones that can stand some sort of AV for an extended period of time before having to retreat. And ones that blow up in an instant. Two of those types go to way to far extremes.
Now, the thing is, people want to treat the symptoms when they should focus on treating the cause of those symptoms.
But why are tankers defending their crutch? Well, because our complexity, our variety in vehicles and modules and even turrets were taken away from us, so it's only natural that we don't want to lose more. We want to gain back what was taken from us before we want to give up one of the few things we have. Personally I am perfectly fine with fixing the triple hardener issue.
But people, don't blame the Large Blasters for your inability to kill tanks.... And don't make it look like they are killing you faster with them now in 1.7 cause I know for a fact that they are not killing you faster now. Heres how to fix tanks Balance blaster turret range Fix double hardeners and double armor reps Buff the gunlogi so it can regenerate while running away while on cooldown |
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DROID EXILES General Tso's Alliance
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Posted - 2014.03.06 16:05:00 -
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MarasdF Loron wrote:ads alt wrote:Heres how to fix tanks Balance blaster turret range - Same range as in pre-1.7 (Scattered had shorter range)Fix double hardeners and double armor reps - I already have a suggestion to fix hardeners: here and double armor reps are not broken, it means you have less EHP which means you are highly susceptible to alpha damage but strong against minor damage which is balanced.Buff the gunlogi so it can regenerate while running away while on cooldown - Not entirely sure what you mean but Gunnlogi definitely does not need the ability to repair while taking damage unless it is hardened. Yep I had a forger kill me, running awzy full hp, couldnt defend myself, recharge delay needs lowering to 3 |
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