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bamboo x
Eternal Beings Proficiency V.
251
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Posted - 2014.03.16 19:29:00 -
[1] - Quote
I remember the good old days when I was a newberry and I gave up on militia tanks instantly because as soon as someone saw it, BOOM.
Also there should be a cap of 3 tanks per match.
Do both these things and we solve the Tanks514 problem
bamboo x (Heavy Machine Gun) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun) you
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
398
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Posted - 2014.03.16 20:03:00 -
[2] - Quote
No limit. Would you limit how many scouts or logi's could be in a match? You can put up the argument that it's not the same but it is a role that is played in the game and I didn't see and don't see people complaining about 4 or 5 dropships or the same amount of lav's in a match so that part I can not get around.
Yes it should be a difference that is noticeable and right now it isn't. A militia tank should not be able to go toe to toe with a maddy with advanced mods and a advanced large turret but these days that is the case and it should be a noticeable difference between those who place skill points into vehicles and those who don't and right now there isn't unless you are prototype and this needs to change. One should not ONLY see a difference when they have maxed out their skill set and gone proto and too many times this is the case. If it's roles , suits , mods or weapons ... one really doesn't notice too much of a difference unless it's proto and this is a all around problem of Dust.
I wouldn't want militia to be weak like it is where it gives those who are beginners NO cushion but there needs to be a noticeable difference even more so when skill points are involved. This is a something that is good to speak about because it is a problem. There are too many easy outs in this game and too many who complain about not having an easy mode. The ONLY true way that this game will succeed is by its gameplay and right now it's suffering. No one who just touches down and begin to play should be able to go toe to toe against someone who has been at this for months and that's just the truth and the way it should be.
Retaining numbers are good and all but at what expense? It will just be the very good against those who are very bad with no middle ground and I thought that was the reason for advanced but advanced really doesn't give much of an advantage and that's the problem.
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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T8R Raid
BIG BAD W0LVES Canis Eliminatus Operatives
190
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Posted - 2014.03.16 21:06:00 -
[3] - Quote
I would absolutely limit everything honestly. I don't think CCP is restricting enough. If it were up to me, I would give suits; meta level restrictions, racial repercussions, and turn speed limiters.
Unchecked dishonesty can promote the perception that one must cheat to remain competitive.
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Louis Domi
Pradox One Proficiency V.
41
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Posted - 2014.03.16 21:22:00 -
[4] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:No limit. Would you limit how many scouts or logi's could be in a match? You can put up the argument that it's not the same but it is a role that is played in the game and I didn't see and don't see people complaining about 4 or 5 dropships or the same amount of lav's in a match so that part I can not get around.
Yes it should be a difference that is noticeable and right now it isn't. A militia tank should not be able to go toe to toe with a maddy with advanced mods and a advanced large turret but these days that is the case and it should be a noticeable difference between those who place skill points into vehicles and those who don't and right now there isn't unless you are prototype and this needs to change. One should not ONLY see a difference when they have maxed out their skill set and gone proto and too many times this is the case. If it's roles , suits , mods or weapons ... one really doesn't notice too much of a difference unless it's proto and this is a all around problem of Dust.
I wouldn't want militia to be weak like it is where it gives those who are beginners NO cushion but there needs to be a noticeable difference even more so when skill points are involved. This is a something that is good to speak about because it is a problem. There are too many easy outs in this game and too many who complain about not having an easy mode. The ONLY true way that this game will succeed is by its gameplay and right now it's suffering. No one who just touches down and begin to play should be able to go toe to toe against someone who has been at this for months and that's just the truth and the way it should be.
Retaining numbers are good and all but at what expense? It will just be the very good against those who are very bad with no middle ground and I thought that was the reason for advanced but advanced really doesn't give much of an advantage and that's the problem.
the 4-5 dropship lav part is not really an issue cuz ppl would rather run a no skilled low ass price tank rather than dropships, which ,until they go to assualt dropship, are kind of useless unless you're going to some high places and then they recall it.
Beginners should not need a cushion like tanks especially these tanks, they should have the ground foundation first and then if later they start getting interested in tanks they should skill into it. In fact i think they should do what they did in open beta and have classes you can choose when you create your character and the basic skill set would be.
One thing i hope is they get rid of some mlt things completely, i always hate running into a mlt heavy RR fit or a sica with dual dmg mods or even a soma with whatever **** they have. this is just me though. I do hope they reduce number of tanks on the field |
bamboo x
Eternal Beings Proficiency V.
251
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Posted - 2014.03.16 22:10:00 -
[5] - Quote
Bullshit. The way tanks are now, if you get the maximum 6 tanks on the field, the other team doesn't stand a chance. Even if they are militia tanks.
Unless you've got at least 2 dedicated forge gunners or 3 or 4 proto swarm users, and even then in a pub match they aren't going to risk their good suits just to get killed by the other 5 tanks after they kill the first.
Your entire team shouldn't have to dedicate itself to AV, it's ********.
bamboo x (Heavy Machine Gun) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun) you
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
455
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Posted - 2014.03.16 22:55:00 -
[6] - Quote
I agree. However rather than cap tanks I'd prefer av be back at 1.6 levels so it can kill tanks to the point you can only field 2-3 as they get blown up.
Militia swarm needs to solo militia vehicles. Lav, hav, or dropship. Doesn't matter which.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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bamboo x
Eternal Beings Proficiency V.
252
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Posted - 2014.03.16 23:16:00 -
[7] - Quote
I don't know why you guys are QQing that tanks shouldn't be limited. They already are "limited" and the limit is obviously not enough. Reducing it to 4 won't really affect any tankers adversely, I agree 3 may be a little harsh but 6 is ******* ridiculous.
bamboo x (Heavy Machine Gun) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun) you
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Harpyja
Molon Labe. General Tso's Alliance
1282
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Posted - 2014.03.16 23:19:00 -
[8] - Quote
I remember back when I was just starting out in a Sica. Back then, a Sagaris only needed to look at me and poof I was gone. But I was persistent to become better and I dedicated myself to the role. Now all of my SP (with the exception of about half a million into dropsuits) is into shield tanks.
New tankers now have it way too easy. Also, making tanks so easy to use now only brought upon us scrubs that love to tank spam with tanks that are much cheaper than proto suits (both SP and ISK) but much more effective.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1871
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Posted - 2014.03.17 03:48:00 -
[9] - Quote
I'll leave this here
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Dunce Masterson
Savage Bullet
45
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Posted - 2014.03.17 04:52:00 -
[10] - Quote
No tank limit.
yes no skill point investment should = weak vehicles.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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Alena Ventrallis
The Neutral Zone
850
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Posted - 2014.03.17 13:17:00 -
[11] - Quote
Force militia tanks to have 2 small turrets. Bam, they are weaker.
Best PVE idea I've seen.
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bamboo x
Eternal Beings Proficiency V.
260
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Posted - 2014.03.17 13:23:00 -
[12] - Quote
What is wrong with you people? Why are you defending having 6 ******* tanks on the field?
bamboo x (Heavy Machine Gun) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun) you
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Alena Ventrallis
The Neutral Zone
851
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Posted - 2014.03.17 13:26:00 -
[13] - Quote
bamboo x wrote:What is wrong with you people? Why are you defending having 6 ******* tanks on the field? Until there is a limit on how many logis, assaults, scouts, and heavies thst can be on the field, there is no reason to limit tanks. They need to be balanced in other ways, otherwise real tankers wont be able to play because scrubs are holding up all the tank slots with crap tanks.
Best PVE idea I've seen.
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bamboo x
Eternal Beings Proficiency V.
261
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Posted - 2014.03.17 14:07:00 -
[14] - Quote
Alena Ventrallis wrote:bamboo x wrote:What is wrong with you people? Why are you defending having 6 ******* tanks on the field? Until there is a limit on how many logis, assaults, scouts, and heavies thst can be on the field, there is no reason to limit tanks. They need to be balanced in other ways, otherwise real tankers wont be able to play because scrubs are holding up all the tank slots with crap tanks.
Eh. I guess. Maybe if LAVs and Dropships didn't count toward the limit?
bamboo x (Heavy Machine Gun) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun) you
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2020
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Posted - 2014.03.17 15:03:00 -
[15] - Quote
T8R Raid wrote:I would absolutely limit everything honestly. I don't think CCP is restricting enough. If it were up to me, I would give suits; meta level restrictions, racial repercussions, and turn speed limiters.
I'm glad it isn't up to you. I don't want a Battlefield 514. I want a game with as few restrictions as possible.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
199
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Posted - 2014.03.17 15:07:00 -
[16] - Quote
i rember the days when i rolled around ina surya with scattered ion cannon 2 xt-cycled missiles (these were broken in chromosme)
2 carapace armour hardners 1 heavy complex repair 1 heavy compelx armour plate 9the largest sized one wich was 150mm i think) 1 magnetic field stabilizer II
1 heat sink 2 1 wavelength active scanner 1 complex nitrous injection
now this is/was a fully skilled tank....
capable of withstanding EVEN proto level av to the point where 2-3 wykomis were required. this was balance anything lower than proto av literally wouldnt kill me. sure i was rocking 1500 sheild base. but the armour was 7747 then with cycling harnders made it beastly and haveing to watch when i could/couldnt tank incomeing damge by managing my armour repair cycles/cool down.
if i saw anytank it would get stomped and oblitered due to my heafty skill investment.
chromosome was the msot balanced time of av vs tank's. unfortuantley there were those that didnt want to invest so much into tanks/vehicles in general and couldnt take being killed by 1 proto swarm/forge. then for some ludricous reason us TRUE/dedicted tankers lsot our proto tanks (SURYA AND SAGARIS MAY YOU R.I.P) so in return we got crappy enforcer tanks. then we ended up with the current vehicles/av balance we have now..
did i mention maruder tanks had 30% base natural resists befor hardners. oh and 4% blaster (Surya) 4% missile damage(sagaris) per maruder level. this was probly the cuase of us loseing maruder tanks........but hey they were proto and just to get the skills up it was 1mill plus. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
669
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Posted - 2014.03.17 16:39:00 -
[17] - Quote
Adding arbitrary limits isn't the fix to the issue, and doesn't really feel very "sandboxy."
However, vehicle effectiveness should definitely be tied to skill investment. Skill investment is the entire "meat" of Dust 514. It's what separates Dust from every shooter out there. Dust doesn't have titans falling in or a call to duty for its players. Instead, Dust points you at an open book and says "fill it in with your play style."
If that play style is vehicle command, then so be it. But someone ought to have to invest their SP into making great vehicles, just as someone has to invest their SP into becoming an effective shield tanker, rail gun user, logisitician or shotgun-weilding scout.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
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MRBH1997
Knights Of Ender Galactic Skyfleet Empire
76
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Posted - 2014.03.18 06:03:00 -
[18] - Quote
As one who has ranked since around open beta I've been through most of the vehicle updates as a 'true' tanker. The reason militia tanks can easily fight just slightly less effective than a madrugar or gunnlogi is that active modules have to efficiency difference like before 1.7. I remember when you could see and feel the difference between proto and militia mods. Now the only difference is that the recharge rate is slower for militia and faster for proto.
Both militia and proto hardeners reduce 60% damage, tell me if that's sensible. They should not only be different in recharge times but also in efficiency like it was before 1.7. This would fix the tank problem because then you'd actually have to spec into modules and vehicle upgrade skills so you would have the benefit of modules that not only recharged faster but also reduce more damage or increased damage output, etc. etc. This is what's needed, not numerical nerfs/buffs or restrictions.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
401
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Posted - 2014.03.18 08:57:00 -
[19] - Quote
MRBH1997 wrote:As one who has ranked since around open beta I've been through most of the vehicle updates as a 'true' tanker. The reason militia tanks can easily fight just slightly less effective than a madrugar or gunnlogi is that active modules have to efficiency difference like before 1.7. I remember when you could see and feel the difference between proto and militia mods. Now the only difference is that the recharge rate is slower for militia and faster for proto.
Both militia and proto hardeners reduce 60% damage, tell me if that's sensible. They should not only be different in recharge times but also in efficiency like it was before 1.7. This would fix the tank problem because then you'd actually have to spec into modules and vehicle upgrade skills so you would have the benefit of modules that not only recharged faster but also reduce more damage or increased damage output, etc. etc. This is what's needed, not numerical nerfs/buffs or restrictions.
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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BL4CKST4R
WarRavens League of Infamy
2102
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Posted - 2014.03.18 11:35:00 -
[20] - Quote
bamboo x wrote:I remember the good old days when I was a newberry and I gave up on militia tanks instantly because as soon as someone saw it, BOOM.
Also there should be a cap of 3 tanks per match.
Do both these things and we solve the Tanks514 problem
Not until AV is fixed, the only take Capable of keeping other tanks at bay is the double damage mod rail tank.
For the Federation!
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Alena Ventrallis
The Neutral Zone
860
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Posted - 2014.03.18 18:27:00 -
[21] - Quote
What we need is for tanks to be powerful - which they are - but only have them called out when needed. The issue here is a militia tank has far more bang for your buck than anything else in the game. We need to increase the base hull price while decreasing the module price. A tank should be viewed as an expensive asset, not a throwaway commodity.
Best PVE idea I've seen.
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bamboo x
Eternal Beings Proficiency V.
271
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Posted - 2014.03.18 18:53:00 -
[22] - Quote
CCP is just too ******* ******** to fix this, i dont give a **** anymore its not my problem
bamboo x (Heavy Machine Gun) you
bamboo x ('Toxin' Assault Rifle) you
bamboo x (Charge Sniper Rifle) you
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