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Tailss Prower
501ST JFW StrikerZ Unit
192
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Posted - 2014.03.18 18:51:00 -
[1] - Quote
Charlotte O'Dell wrote:Lt Royal wrote:Its the elevation that tank turrets can do, the redline and maybe the stacking of damage modules but CCP is sorting that out with the reduction of damage mods in 1.8 DMG mods are fine. Without them, hardened tanks will never go down ever. ok this was so not what I was expecting so I actually agree it would make it so anyone and everyone would have to leave the redline to fight it's smart idear but O'Dell your wrong about 1 thing you don't need dmg mods to kill a hardned tank I do it ALL the time and this is Adonis by the way we squaded the other day hell they can have 2 hardners and a dmg mods and whatever gun they want and I can still kill them without a dmg mods |
Tailss Prower
501ST JFW StrikerZ Unit
192
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Posted - 2014.03.18 18:53:00 -
[2] - Quote
Lt Royal wrote:I also think CCP should make it so you can't recall vehicles if your modules are in cooldown. People using the redline as a crutch; running back to it when their mods turn off and getting another tank is bad IMO! I disagree it's like saying you shouldn't be able to change suits when you have taken dmg because unlike us you can switch non stop if we recall a vehicle before calling in another we have to wait before we can call another one in |
Tailss Prower
501ST JFW StrikerZ Unit
192
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Posted - 2014.03.18 19:12:00 -
[3] - Quote
Charlotte O'Dell wrote:Tailss Prower wrote:Charlotte O'Dell wrote:Lt Royal wrote:Its the elevation that tank turrets can do, the redline and maybe the stacking of damage modules but CCP is sorting that out with the reduction of damage mods in 1.8 DMG mods are fine. Without them, hardened tanks will never go down ever. ok this was so not what I was expecting so I actually agree it would make it so anyone and everyone would have to leave the redline to fight it's smart idear but O'Dell your wrong about 1 thing you don't need dmg mods to kill a hardned tank I do it ALL the time and this is Adonis by the way we squaded the other day hell they can have 2 hardners and a dmg mods and whatever gun they want and I can still kill them without a dmg mods But Gallente and MN fits, especiqlly, depend on DMG mods. Anyone who says they can take out multi hardened gunlogis is lying. im talking tank vs tank but i have killed multi hardner gunnlogi's on this character
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Tailss Prower
501ST JFW StrikerZ Unit
192
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Posted - 2014.03.18 19:13:00 -
[4] - Quote
Vulpes Dolosus wrote:The problem isn't damage or elevation. Pure and simple, it's the redline. If a rail tank manages to get better position or find me in a bad spot, I don't mind so much getting ganked. It's when they're sitting on a hill 150m deep in their redline that bothers me. Not even other rail tanks can do much against that, and even so they're really out of position and exposed.
Get rid of the redline. Add some bunkers or a shield to spawn in/ call in vehicles safely, and problem solved. I don't normally use a dmg mod on my tank but when I see one of the hill in the redline I bring out my tank and basicly 2-3 shots him before he can even react cause just like everyone else I hate those noobs as well so techically other railgun tanks can deal with that |
Tailss Prower
501ST JFW StrikerZ Unit
192
|
Posted - 2014.03.18 21:51:00 -
[5] - Quote
BL4CKST4R wrote:Charlotte O'Dell wrote:Rails are not OP; maps are imbalanced.
In an ambush, 1 tank will never beat 1 ADS due to the advantage of being able to stay in the 90-¦ cone above a tank (a vertical red line, if you will) In Dom or skirm, tank always wins BC he can keep the drop ship in the 45-¦ sector of fire at all times.
By fixing maps so that like Fracture Road, they are not craters which give rails a very long LOS, allowing them to have enormous vertical distances at their max range the effect. All maps should be hill tops with large berms running parralel to the redline so one must exit the redline quite a ways to attack the enemy.
This way, drop ships getting very close to the enemy redline CAN be gunned down by the tank in the MIDDLE of the battle space, but that puts him in danger of everything else.
TLDR: Railguns are honestly quite perfect as far as hav/ads balance, but the redline gives rails a huge advantage. So it's not OP than a rail can legitimately two shot any dropship, or that a rail can fire the follow up shot faster than you can react, or that it has infinite range so regardless of how you can pilot you will still get shot. These are the most OP factors of the rail not the maps. I can fly a helicopter in a desert but unless your missiles have enough thrust to remain in a forward trajectory without falling due to gravity or they just lock on I have a fair chance at not being hit. Unless I am just way to close. VIDEO GAME SCENARIO NOT RL. It doesn't have infinite range and it's to fast to react to I call bullshit on that because I can actually dodge the 2nd shot while turning on booster and hardner all at the same time and if python is too much then lsoe your high rate of fire and use the incubus and it would take 3 shots and it would survive
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Tailss Prower
501ST JFW StrikerZ Unit
192
|
Posted - 2014.03.18 23:59:00 -
[6] - Quote
BL4CKST4R wrote:Tailss Prower wrote:BL4CKST4R wrote:Charlotte O'Dell wrote:Rails are not OP; maps are imbalanced.
In an ambush, 1 tank will never beat 1 ADS due to the advantage of being able to stay in the 90-¦ cone above a tank (a vertical red line, if you will) In Dom or skirm, tank always wins BC he can keep the drop ship in the 45-¦ sector of fire at all times.
By fixing maps so that like Fracture Road, they are not craters which give rails a very long LOS, allowing them to have enormous vertical distances at their max range the effect. All maps should be hill tops with large berms running parralel to the redline so one must exit the redline quite a ways to attack the enemy.
This way, drop ships getting very close to the enemy redline CAN be gunned down by the tank in the MIDDLE of the battle space, but that puts him in danger of everything else.
TLDR: Railguns are honestly quite perfect as far as hav/ads balance, but the redline gives rails a huge advantage. So it's not OP than a rail can legitimately two shot any dropship, or that a rail can fire the follow up shot faster than you can react, or that it has infinite range so regardless of how you can pilot you will still get shot. These are the most OP factors of the rail not the maps. I can fly a helicopter in a desert but unless your missiles have enough thrust to remain in a forward trajectory without falling due to gravity or they just lock on I have a fair chance at not being hit. Unless I am just way to close. VIDEO GAME SCENARIO NOT RL. It doesn't have infinite range and it's to fast to react to I call bullshit on that because I can actually dodge the 2nd shot while turning on booster and hardner all at the same time and if python is too much then lsoe your high rate of fire and use the incubus and it would take 3 shots and it would survive the map sizes stretch within the range of a rail gun so therefore it has infinite range in my eyes since it can cover the entire map. Then you must have a really fast reaction time or you probably drop your ship then boost and harden while the tank is disoriented or something, but the window between the first shot is so short than in most cases the second shot will land or come close. there is only 2 maps which are small enough for a railgun to hit from 1 side to the other and i love how you say if your not fast enough you get down it almost sounds like laziness
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