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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 00:00:00 -
[61] - Quote
Also a cap might do more harm than good as well seeing as how , the enemies might spawn tanks ... while the team your on is calling for militia drop ships and LAV's . Can you tell me that would seem interesting to you , seeing as how a lot of players choose not to combat " tank spam " with A.V. also , like what was stated before .. some just don't have the skill points to speck or they just read the forums and decide that specking into SL's would be a waste .
You would just be stuck with no way out .
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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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
263
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Posted - 2014.03.23 04:09:00 -
[62] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Also a cap might do more harm than good as well seeing as how , the enemies might spawn tanks ... while the team your on is calling for militia drop ships and LAV's . Can you tell me that would seem interesting to you , seeing as how a lot of players choose not to combat " tank spam " with A.V. also , like what was stated before .. some just don't have the skill points to speck or they just read the forums and decide that specking into SL's would be a waste .
You would just be stuck with no way out .
I see where you're coming from. I know I've had a few games where I wanted to call in a LAV or dropship to get to the objective or set up a few drop uplinks around the map, but the quota had already been reached and I had to run all the way to the objective. It's annoying, to say the least. As for the cap, it would obviously need to be set on something like two or three tanks max per game, with dropships and LAV's sharing a different pool to avoid a bunch of LAV's being called in and completely disabling a team's tanking ability.
As for the militia bit, if they're that bad, they won't last long and you can then call in your vehicle after they die. Or be a douche and find a way to get them killed quicker
In the end though, CCP will likely go overboard like they usually do and nerf or buff things into oblivion. They really should take some tips from Dice when it comes to balancing, because as is, they can never seem to get it right (Though 1.6 was definitely better in terms of vehicles, assuming of course you had your fitting all worked out)
Nova Knives are OP! Nerf em before you lose all your proto suits!
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TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
86
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Posted - 2014.03.23 04:20:00 -
[63] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion?
He's mad that he can't solo another player 1 to 1. Russian Tanks were getting wrecked by German children at the end of world war 2, we have portable weaponry that will wreck tanks in modern warfare let alone in a space age universe like eve.
I don't mind tanks taking team work to kill if they would quit being hypocrites and require teamwork to operate.
My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry.
I'll call your av needs teamwork and raise you a tanks should require teamwork too.
I literally have a notepad doc saved as tank QQ for how often you guys completely ignore the hypocrisy and claim some bullshit realism that is in fact false. The only time tanks are deployed now is when the enemy can only throw spit wads. If Russia and the US went to war right now, tanks are going to be useless, they would only grow to be more obsolete in an era of Space Warfare, but in that respect this whole game is pointless just like EVE is using WW2 era naval tactics when warfare would have evolved far beyond such crude methods as blowing your opponents to pieces. You are in a hostile environment called space where your opponents are dependant on life support derp, you don't need to blow them apart conventionally. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 05:57:00 -
[64] - Quote
JLAV's are one v.s. one if done right and that method was not used until 1.7 .
HAV's should not be required to have multiple operators unless that is required for LAV's and Drop ships .
Not having to fit turrets was one of the best things that CCP could have done in their revamp of vehicles for 1.7 . I was a big opponent of that suggestion but now I see the light . I drove tanks that had PRO turrets during 1.6 and those who manned turrets were some of the problems of HAV users . Shooting at everything except other HAV's and threats , also they would bail in the middle of tank battles and troop engagements .... not knowing the outcome , knowing what mods were fitted and not trusting that said knowledge or experience of the HAV operator .
Having turrets shoot at friendly troops , buildings or the MCC more than the enemies was a big problem and actually it still is .. even with ammo exceptions . I hop out from time to time to deal with A.V. while driving and if HAV's are forced to have multiple users then vehicle robberies will become more of a problem , hell ... I fly I drop hives and uplinks , when I do I frequently have to worry about someone flying off with my Dropships and that's a problem that shouldn't be while trying to help that same team to victory .
You have selfish players who care nothing about winning ... why reward them and that's what would happen . It seems like most people that play this game make suggestions that are not well thought out in regards of others and that's no surprise when you have team killers in FW , players who hop in someone's vehicle .. waiting for them to jump out , so they can ride off leaving it's owner . These are known issues of vehicle users .
If I'm not a logi , then I shouldn't have to use my skill points to build up someone else's playing experience .
People who suggest such are not vehicle users because vehicle user know the problems that they face .
Why are players crossing lines trying to influence changes to roles that they do not play ?
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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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
265
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Posted - 2014.03.23 08:57:00 -
[65] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:JLAV's are one v.s. one if done right and that method was not used until 1.7 .
HAV's should not be required to have multiple operators unless that is required for LAV's and Drop ships .
Not having to fit turrets was one of the best things that CCP could have done in their revamp of vehicles for 1.7 . I was a big opponent of that suggestion but now I see the light . I drove tanks that had PRO turrets during 1.6 and those who manned turrets were some of the problems of HAV users . Shooting at everything except other HAV's and threats , also they would bail in the middle of tank battles and troop engagements .... not knowing the outcome , knowing what mods were fitted and not trusting that said knowledge or experience of the HAV operator . Why hop in , for the ride ??? Or maybe it's the chance to ride off with the vehicle if the user hops out to deal with opposing troops .
Having turrets shoot at friendly troops , buildings or the MCC more than the enemies was a big problem and actually it still is .. even with ammo exceptions . I hop out from time to time to deal with A.V. while driving and if HAV's are forced to have multiple users then vehicle robberies will become more of a problem , hell ... I fly I drop hives and uplinks , when I do I frequently have to worry about someone flying off with my Dropships and that's a problem that shouldn't be while trying to help that same team to victory .
You have selfish players who care nothing about winning ... why reward them and that's what would happen . It seems like most people that play this game make suggestions that are not well thought out in regards of others and that's no surprise when you have team killers in FW , players who hop in someone's vehicle .. waiting for them to jump out , so they can ride off leaving it's owner . These are known issues of vehicle users .
If I'm not a logi , then I shouldn't have to use my skill points to build up someone else's playing experience .
People who suggest such are not vehicle users because vehicle users know the problems that they face .
Why are players crossing lines trying to influence changes to roles that they do not play ?
I'm not entirely sure whether you wanted this directed at a single person or everyone here, but eh...
There are always going to be selfish players in games, it's the internet (Poor excuse perhaps, but true) no matter what game you play, you're going to come across trolls and people who's who goal in the game is to try and ruin the experience of others. CCP knew it would happen when they introduced friendly fire in factional warfare. Heck, I had a tank try to run over a LAV I'd stolen earlier today in an attempt to kill me. He nearly succeeded too, and I've had a few cases of teamkillers (attempted and otherwise) in factional warfare. I've never intentionally shot someone there, but I have attempted to troll a few players, and I've gotten teamkills (accidental, like running over someone with a tank) as well as a few intentional road kills against friendly LAV's during moments of boredom. That can't be stopped, no matter how hard you try, it's going to happen, you can either rage or let it slide away, retaliate perhaps if that's your thing (Teamkilling works both ways) The vehicle thefts are annoying too, but until we get vehicle locks, that's going to remain as well, unfortunately...
So far in this thread alone, I've seen a few decent suggestions, and quite a few more as a whole among the community. Some good, some bad, but there have definitely been suggestions that could fix the current problem. The only thing left to do is see if CCP does the right thing and finds a way to balance things so both sides can enjoy themselves. People are going to complain no matter what though. Take 1.8 for example, everyone wants a respec, they get a dropsuit respec, now more complaints are going out for a full respec. You simply can't please everyone.
And, as for that last bit... I don't personally know how many people have spent time with HAV's (fighting them or otherwise) but I started tanking a few months before Uprising. I fell in love with it. When the respec hit, I still loved it, but I was always broke. Tanks were expensive and AV was powerful. A single person with a proto swarm or forge gun could send me running. On the other hand though, even though I didn't use hardeners, I could sit there and tank half the team if they were running militia swarms. Even advanced swarms didn't really phase me that much. It was only when the proto came out that I got worried, which technically made sense as I only had an advanced vehicle (Real shame that proto tanks weren't better or I would have invested in them) So, long story short, I've got a fair bit of experience with tanks. I specced out of them when 1.7 hit and haven't had an interest since, but that doesn't mean I don't want them to be balanced, just like the majority of players on here.
P.S. I believe CCP said that the JLAV thing was a mistake and I think they may be removing it come 1.8, though I'm not entirely certain. It's currently one of those things that I think should stay unless the prices of tanks go back up, but I doubt it will and I just hope things will be balanced before they remove it. Until then...
*Primes flux grenades and checks RE's* I'll see all you lovely rolling death machines on the battlefield.
Nova Knives are OP! Nerf em before you lose all your proto suits!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
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Posted - 2014.03.23 14:21:00 -
[66] - Quote
Crimson Shield I can comply with a lot of what you are saying and thanks for saying what you have about this thread . Now that was my goal , be it not well written and put together but sometimes a start is all that is needed to get the ball rolling . I really appreciate that comment . Yes there are some good ideals and suggestions from the community which for the most part , comes together when a real problem arises and I'm thankful for that .
Respec is another topic and I don't want this locked or moved as I can agree with those who call for a full infantry refund , seeing as how bonuses have changed , suits are introduced along with the side arms and play styles are changing as well and no one should be forced to have the experienced slighted by having SP's locked into items that they HAD to speck into from lack of want ( a short time ago we had just two types of AR's as an example ) and a willingness to compete to survive .
The players know who I'm speaking about in concerns of changing a role that they have zero experience in or knowledge of . There aren't that many players that are dedicated just to vehicles , where that's their main role . Most play an infantry role more than anything else , so I just would like to have consideration and thought placed into suggestions so you don't have players asking for a SP refund because their role has been nerfed to nothing .
I for one would not be one of those players who could " work around it " and to me that's just a selfish way of thinking and it stagnates competition from having SP's locked into a useless void . CCP should desire that their players have the " Best Gamming Experience allowed " and I believe that , you just cant do that with SP's locked into useless items and a useless role ( threw changes to the game and threw no fault of the player ) when there are others who enjoy their experience fully because of content issues .
Thanks again C.S. I really appreciate what was said .
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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Altus Nox
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
17
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Posted - 2014.03.23 14:50:00 -
[67] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion?
I personally am not mad that I can't solo a tank. I'm mad that over multiple lives of nothing but dedicated attacks on a single tank. It WILL NOT DIE. There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible. Hell I managed to stick 3 REs on an oblivious tanker, all right on the weak point. 1/3rd of his health left. Just drove away. I had specifically wasted SP on getting into demolitions for this purpose. It is still a waste of time.
For some unknown reason militia HAVs are the only counter CCP feels the need to put into the game for new players right now. Top it all off it is only going to get worse come 1.8. That it was they are everywhere. People aren't going to roll over and let you stomp them forever.
-Omnes una manet Nox
(The same night awaits us all)
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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
268
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Posted - 2014.03.23 15:04:00 -
[68] - Quote
Quote:I personally am not mad that I can't solo a tank. I'm mad that over multiple lives of nothing but dedicated attacks on a single tank. It WILL NOT DIE. There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible. Hell I managed to stick 3 REs on an oblivious tanker, all right on the weak point. 1/3rd of his health left. Just drove away. I had specifically wasted SP on getting into demolitions for this purpose. It is still a waste of time.
For some unknown reason militia HAVs are the only counter CCP feels the need to put into the game for new players right now. Top it all off it is only going to get worse come 1.8. That it was they are everywhere. People aren't going to roll over and let you stomp them forever.
Just gonna toss this out there, seeing as you brought up RE's. This is the one effective AV method at the moment, but you need to get a routine going when you do it. RE's don't do quite enough damage, even at the weak point on a tank (Which is kinda silly) to kill them with three alone. Next time you're going out, grab some flux grenades or packed AV (Lv 1 or 2 is grenadier is all you need, that's only a few thousand extra SP) and hit the vehicle with a grenade after you get your RE's. Make sure you've still got them out, and immediately after the grenade hits, detonate the RE's. Assuming you got all three on the weak point, a single flux will ensure that only two things survive (A hardened tank and a Gunlogi with a shield extender) and since most people run Madrugers and Somas, this is a cheap and nearly 100% effective way of dealing with tanks. Note that all this works best in a scout suit, but if you're not using a scout, I'd recommend a pair of complex dampeners to ensure they can't get you with their scanners.
Nova Knives are OP! Nerf em before you lose all your proto suits!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 15:05:00 -
[69] - Quote
Altus Nox wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion? There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible.
As a newer player you are always going to play catch up , just face it . There's no need in even stating that . I'm in the same boat but I love it because it's a challenge and I know with hard work I will overcome that .
Vehicle user have many more skill points invested and before 1.7 , it took ... so it seems , a lot more only to have some one with a militia swarm and some basic A.V. grenades to come and kill that investment and role . Be happy that your not fighting to have your role nerfed . Players just started using PM's and RE's on a regular , except for those dedicated to A.V. which like now .. are very few . Hell before 1.7.. I can't recall seeing some die in the kill feed by a RE or PM .
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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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 15:10:00 -
[70] - Quote
Crimson ShieId wrote:Quote:I personally am not mad that I can't solo a tank. I'm mad that over multiple lives of nothing but dedicated attacks on a single tank. It WILL NOT DIE. There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible. Hell I managed to stick 3 REs on an oblivious tanker, all right on the weak point. 1/3rd of his health left. Just drove away. I had specifically wasted SP on getting into demolitions for this purpose. It is still a waste of time.
For some unknown reason militia HAVs are the only counter CCP feels the need to put into the game for new players right now. Top it all off it is only going to get worse come 1.8. That it was they are everywhere. People aren't going to roll over and let you stomp them forever. Just gonna toss this out there, seeing as you brought up RE's. This is the one effective AV method at the moment, but you need to get a routine going when you do it. RE's don't do quite enough damage, even at the weak point on a tank (Which is kinda silly) to kill them with three alone. Next time you're going out, grab some flux grenades or packed AV (Lv 1 or 2 is grenadier is all you need, that's only a few thousand extra SP) and hit the vehicle with a grenade after you get your RE's. Make sure you've still got them out, and immediately after the grenade hits, detonate the RE's. Assuming you got all three on the weak point, a single flux will ensure that only two things survive (A hardened tank and a Gunlogi with a shield extender) and since most people run Madrugers and Somas, this is a cheap and nearly 100% effective way of dealing with tanks. Note that all this works best in a scout suit, but if you're not using a scout, I'd recommend a pair of complex dampeners to ensure they can't get you with their scanners.
What your suggesting use to happen to me a lot pre 1.7 ( swarms with fluxes ) and it seems like most have forgotten to use that method because they became complacent by being use to easily killing HAV's . I guess those who were dedicated knew what they were doing .
There is a method to the madness .
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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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
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Posted - 2014.03.23 15:15:00 -
[71] - Quote
Another thing that I have a problem with is the fact that the map and passive scanners have a problem with picking up tanks at times , also looking with my eye .. it seems like they have a invisible mode , like the swarms pre 1.7 . Now I don't know if that has something to do with rendering , which has gotten much better but this needs to be addressed and has been brought up on several occasions .
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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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
269
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Posted - 2014.03.23 15:15:00 -
[72] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Altus Nox wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion? There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible. As a newer player you are always going to play catch up , just face it . There's no need in even stating that . I'm in the same boat but I love it because it's a challenge and I know with hard work I will overcome that . Vehicle user have many more skill points invested and before 1.7 , it took ... so it seems , a lot more only to have some one with a militia swarm and some basic A.V. grenades to come and kill that investment and role . Be happy that your not fighting to have your role nerfed . Players just started using PM's and RE's on a regular , except for those dedicated to A.V. which like now .. are very few . Hell before 1.7.. I can't recall seeing some die in the kill feed by a RE or PM .
RE's, sadly, didn't stick before, so they were essentially only good for guarding an installation or two.
I've gotta wonder though, what kind of tank were you using, dying to militia swarms? I only had about 4 million invested in tanks (Didn't even have hardeners) and I could tank militia swarms all day long. Two heavy reppers usually kept me going long enough to clear out any infantry. It was only when the advanced and prototype started coming along that I got worried... though... I did have at least one time where two people with militia swarms kept strafing in and out of cover behind a supply depot. I sat there too long like an idiot and they actually managed to wear me down and kill me. Probably one of the only times I ever died to anything that wasn't advanced or proto, but it really was my own fault in that case. I could have just driven away and waited for them to come after me instead of sitting there trying to hit a few strafers.
Nova Knives are OP! Nerf em before you lose all your proto suits!
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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
269
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Posted - 2014.03.23 15:18:00 -
[73] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Another thing that I have a problem with is the fact that the map and passive scanners have a problem with picking up tanks at times , also looking with my eye .. it seems like they have a invisible mode , like the swarms pre 1.7 . Now I don't know if that has something to do with rendering , which has gotten much better but this needs to be addressed and has been brought up on several occasions .
I believe someone stated this had to do to vehicles having their suit's scan profile. It's something that I don't think CCP is even going to bother to address, but from what I've heard, every vehicle has the scan profile of the suit that's piloting it instead of its' own profile, so most suits can't detect them. I can see them fine on my scanning scout's passive radar, so I'm pretty sure this isn't a rumor. Why it hasn't been fixed yet, I have no idea.
Nova Knives are OP! Nerf em before you lose all your proto suits!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
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Posted - 2014.03.23 15:21:00 -
[74] - Quote
Crimson ShieId wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Altus Nox wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion? There is no single piece of AV tech that can reliably kill a tank without millions of SP invested, which to a new player trying to get core upgrades finished, is impossible. As a newer player you are always going to play catch up , just face it . There's no need in even stating that . I'm in the same boat but I love it because it's a challenge and I know with hard work I will overcome that . Vehicle user have many more skill points invested and before 1.7 , it took ... so it seems , a lot more only to have some one with a militia swarm and some basic A.V. grenades to come and kill that investment and role . Be happy that your not fighting to have your role nerfed . Players just started using PM's and RE's on a regular , except for those dedicated to A.V. which like now .. are very few . Hell before 1.7.. I can't recall seeing some die in the kill feed by a RE or PM . RE's, sadly, didn't stick before, so they were essentially only good for guarding an installation or two. I've gotta wonder though, what kind of tank were you using, dying to militia swarms? I only had about 4 million invested in tanks (Didn't even have hardeners) and I could tank militia swarms all day long. Two heavy reppers usually kept me going long enough to clear out any infantry. It was only when the advanced and prototype started coming along that I got worried... though... I did have at least one time where two people with militia swarms kept strafing in and out of cover behind a supply depot. I sat there too long like an idiot and they actually managed to wear me down and kill me. Probably one of the only times I ever died to anything that wasn't advanced or proto, but it really was my own fault in that case. I could have just driven away and waited for them to come after me instead of sitting there trying to hit a few strafers. Man you wouldn't believe it . They use to come out of nowhere , much more than now . I use to have three and four players throwing Lai Dai's and fluxes while the SL's finished the job . I must have had bad luck running into A.V. squads ... unlike now . It just seemed like back then players were amped up to take out tanks .
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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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
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Posted - 2014.03.23 15:23:00 -
[75] - Quote
Crimson ShieId wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Another thing that I have a problem with is the fact that the map and passive scanners have a problem with picking up tanks at times , also looking with my eye .. it seems like they have a invisible mode , like the swarms pre 1.7 . Now I don't know if that has something to do with rendering , which has gotten much better but this needs to be addressed and has been brought up on several occasions . I believe someone stated this had to do to vehicles having their suit's scan profile. It's something that I don't think CCP is even going to bother to address, but from what I've heard, every vehicle has the scan profile of the suit that's piloting it instead of its' own profile, so most suits can't detect them. I can see them fine on my scanning scout's passive radar, so I'm pretty sure this isn't a rumor. Why it hasn't been fixed yet, I have no idea. Wow . Now that I did not know . Thanks for the info and yeah that's crazy except for scouts .
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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Lanius Pulvis
Bullet Cluster
204
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Posted - 2014.03.23 15:42:00 -
[76] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Delta 749 wrote:I like how you rant about people not using AV when AV is broken and I dont mean UP I mean some of it is fundamentally broken and then you whine about people using militia tanks instead of AV when tanks are better for tank busting and cheaper as well
But hey, blame everyone else, its not you using something broken as a crutch And it seems like your mad that you can't solo a tank anymore . Now does this sound like children arguing or can the adults come out to have a discussion? Actually, even though I'm interested in a well reasoned discussion, Delta is correct, swarms at least are broken with respect to damage application. As far as changes to fix the problem, I would like to see the module tiers progress in both resistance and cooldown time. In addition militia heavy turrets should have their damage reduced slightly, I'm thinking 10%.
Currently militia modules don't give signifigantly different performance from proto, so the biggest difference between tankers and scrub-tankers (other than ability) is an extra module. This needs to change, but as long as it's more beneficial to stack hardeners, use of modules that do have a gradation to their performance, i.e. extenders or plates, will not change the dynamics of tanking. This is entirely leaving aside the issue of redline rails, I think most real tankers call bullshit on that tactic.
As to AV, I'm a dropship pilot and Assault FG user. Swarms = broken, FG = balanced against dropships, but tanks can typically use cover and speed to evade, PLC = not widely used and same issues versus tanks as FG. We have a mechanic that slows infantry while taking fire, and dropships typically lose some momentum as well, but I have seen no such issue in tanks. Can a tanker confirm this? Perhaps this could be a part of the AV/V balance fix, along with fixing swarms.
Not new, just new to you.
|
Garrett Blacknova
Codex Troopers
4592
|
Posted - 2014.03.23 16:11:00 -
[77] - Quote
TYCHUS MAXWELL wrote:My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry. Rail Turret could do even less than 1m splash and still be useful for its role.
Missile Turrets I STRONGLY disagree with nerfing splash radius on, but I wouldn't object to the splash DAMAGE being reduced (not the radius). Make it so that Large Missiles deal high direct damage and a small amount of splash damage, but that splash still hits a wide radius.
And Blasters are MEANT to be anti-infantry. There are two ways Blaster Turrets can be balanced. The first option is to define them into the anti-infantry role they seem to be filling at the moment by treating them the same way as any other anti-infantry weapons. Nerf them against vehicles, give them a damage reduction effect. It might not be as harsh as what Assault Rifles get, but they shouldn't be hitting full force on another tank if they're meant to be anti-infantry. The other option is to make them the close-range specialist weapons that Gallente are famous for. Let them remain powerful, but only within an EXTREMELY limited range. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
96
|
Posted - 2014.03.23 18:09:00 -
[78] - Quote
Garrett Blacknova wrote:TYCHUS MAXWELL wrote:My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry. Rail Turret could do even less than 1m splash and still be useful for its role. Missile Turrets I STRONGLY disagree with nerfing splash radius on, but I wouldn't object to the splash DAMAGE being reduced (not the radius). Make it so that Large Missiles deal high direct damage and a small amount of splash damage, but that splash still hits a wide radius. And Blasters are MEANT to be anti-infantry. There are two ways Blaster Turrets can be balanced. The first option is to define them into the anti-infantry role they seem to be filling at the moment by treating them the same way as any other anti-infantry weapons. Nerf them against vehicles, give them a damage reduction effect. It might not be as harsh as what Assault Rifles get, but they shouldn't be hitting full force on another tank if they're meant to be anti-infantry. The other option is to make them the close-range specialist weapons that Gallente are famous for. Let them remain powerful, but only within an EXTREMELY limited range.
No one is saying, and I mean no one, that CCP doesn't make mistakes so it's moot to say what a blaster turret is meant for.
Like I said and will say again, it has to be 1 to 1. If someone has an anti tank weapon it shouldn't require teamwork unless the tank requires teamwork. Making the Turrets Anti-vehicle was my suggestion to doing this but there are many others including making the large turret a weapon used by another occupant kind of like how the main guns in borderlands are not operated by the driver.
Teamwork for Teamwork or no teamwork requirement, pick one and quit being douche bags.
Edit: I know that last statement is harsh but it's true, there isn't a day that goes by where the major arguement for anti balance is the "The pendulum swung the other way give us our imbalance time nows!" Wreaks of douche bag and is universally used as a defense in this game for bad mechanics. This community is hands down why this game sucks so much and CCP can't get it together. It's full of selfish pricks that would rather the game die in obscurity then flourish without their exploits. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 18:14:00 -
[79] - Quote
Does it take teamwork to kill a heavy in most cases ??? Will it take teamwork to kill heavies and sentinels in 1.8 ??? Unless your a heavy I would think so for the most part , even more so the fact that damage mods will be changing .
But I guess come Monday we will see .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
96
|
Posted - 2014.03.23 18:21:00 -
[80] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Does it take teamwork to kill a heavy in most cases ??? Will it take teamwork to kill heavies and sentinels in 1.8 ??? Unless your a heavy I would think so for the most part , even more so the fact that damage mods will be changing .
But I guess come Monday we will see .
You need to infantry more bro, it doesn't take heavies or groups to kill heavies, if you blindside them they are dead before they can turn around, which is likely as they are slow moving and slow turning. Tanks though? I can blind side one of those with my proto forge gun and there's still a good chance that they can mow me down or one shot me before I kill them in the 20 seconds it takes with their hardeners up. You have to try to fail (IE sit there and not retreat or shoot them) in a tank to die to a solo av.
But you see that's why people hate tanks, because you guys are so disillusioned that you actually think a scout/assualt suit fighting a heavy is in the same ballpark as a swarm/plc/forge fighting a tank. Many weapons can insta gib a heavy and you can outrun them. You can't outrun tanks and the one weapon that can insta gib, the remote mine field, is immobile or requires the tank to sit there and let you stick explosives to them. In your analogy terms, that would be like a heavy suit letting an assault suit rifle butt them to death. You can jihad jeep but they are removing stickies in 1.8 because CCP won't stop listening to bad advice, because all it took was seeing the target and shooting it to blow them up. If jihad jeeps were OP then so are scouts with shotguns. |
|
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
416
|
Posted - 2014.03.23 18:24:00 -
[81] - Quote
TYCHUS MAXWELL wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Does it take teamwork to kill a heavy in most cases ??? Will it take teamwork to kill heavies and sentinels in 1.8 ??? Unless your a heavy I would think so for the most part , even more so the fact that damage mods will be changing .
But I guess come Monday we will see . You need to infantry more bro, it doesn't take heavies or groups to kill heavies, if you blindside them they are dead before they can turn around, which is likely as they are slow moving and slow turning. Tanks though? I can blind side one of those with my proto forge gun and there's still a good chance that they can mow me down or one shot me before I kill them in the 20 seconds it takes with their hardeners up. You have to try to fail (IE sit there and not retreat or shoot them) in a tank to die to a solo av. But you see that's why people hate tanks, because you guys are so disillusioned that you actually think a scout/assualt suit fighting a heavy is in the same ballpark as a swarm/plc/forge fighting a tank. Many weapons can insta gib a heavy and you can outrun them. You can't outrun tanks and the one weapon that can insta gib, the remote mine field, is immobile or requires the tank to sit there and let you stick explosives to them. In your analogy terms, that would be like a heavy suit letting an assault suit rifle butt them to death. You can jihad jeep but they are removing stickies in 1.8 because CCP won't stop listening to bad advice, because all it took was seeing the target and shooting it to blow them up. If jihad jeeps were OP then so are scouts with shotguns. Can you defeat a heavy alone ... in a suit that's not bricked out or as a scout with a maxed out shotgun ??? If not then you have your answer and whatever you write truly has no merit .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
Temias Mercurial
ANGEL FLEET
24
|
Posted - 2014.03.23 18:28:00 -
[82] - Quote
TYCHUS MAXWELL wrote:Garrett Blacknova wrote:TYCHUS MAXWELL wrote:My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry. Rail Turret could do even less than 1m splash and still be useful for its role. Missile Turrets I STRONGLY disagree with nerfing splash radius on, but I wouldn't object to the splash DAMAGE being reduced (not the radius). Make it so that Large Missiles deal high direct damage and a small amount of splash damage, but that splash still hits a wide radius. And Blasters are MEANT to be anti-infantry. There are two ways Blaster Turrets can be balanced. The first option is to define them into the anti-infantry role they seem to be filling at the moment by treating them the same way as any other anti-infantry weapons. Nerf them against vehicles, give them a damage reduction effect. It might not be as harsh as what Assault Rifles get, but they shouldn't be hitting full force on another tank if they're meant to be anti-infantry. The other option is to make them the close-range specialist weapons that Gallente are famous for. Let them remain powerful, but only within an EXTREMELY limited range. No one is saying, and I mean no one, that CCP doesn't make mistakes so it's moot to say what a blaster turret is meant for. Like I said and will say again, it has to be 1 to 1. If someone has an anti tank weapon it shouldn't require teamwork unless the tank requires teamwork. Making the Turrets Anti-vehicle was my suggestion to doing this but there are many others including making the large turret a weapon used by another occupant kind of like how the main guns in borderlands are not operated by the driver. Teamwork for Teamwork or no teamwork requirement, pick one and quit being douche bags. Edit: I know that last statement is harsh but it's true, there isn't a day that goes by where the major arguement for anti balance is the "The pendulum swung the other way give us our imbalance time nows!" Wreaks of douche bag and is universally used as a defense in this game for bad mechanics. This community is hands down why this game sucks so much and CCP can't get it together. It's full of selfish pricks that would rather the game die in obscurity then flourish without their exploits.
Tanks use to have higher sp sinks, but with overpowered militia tanks, there is no incentive to skill into them. With tanks having a higher sp sink, they should require at least two people to destroy it relatively easily. Tanks potentially cost more than AV, but again, with overpowered militia tanks, this is severely clouded. For a tank to be truly effective, they require higher sp investments, but again, militia offers no incentive due to being far to effective and efficient. The problem is, the moment vehicles are EASILY susceptible to AV again, the moment a vehicle appears, you'll see 3-4 AV players looking for easy points, destroy it, and go back to killing infantry. I know this a pilot. ADS were not that effective pre 1.7, yet you'd see 4 forge guns or swarmers after you, even though you haven't done anything to really provoke them, and get shot down within seconds of entering their air space. So I'm not for getting killed by 3 assault forges hunting me down... again.
|
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
96
|
Posted - 2014.03.23 18:39:00 -
[83] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:TYCHUS MAXWELL wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Does it take teamwork to kill a heavy in most cases ??? Will it take teamwork to kill heavies and sentinels in 1.8 ??? Unless your a heavy I would think so for the most part , even more so the fact that damage mods will be changing .
But I guess come Monday we will see . You need to infantry more bro, it doesn't take heavies or groups to kill heavies, if you blindside them they are dead before they can turn around, which is likely as they are slow moving and slow turning. Tanks though? I can blind side one of those with my proto forge gun and there's still a good chance that they can mow me down or one shot me before I kill them in the 20 seconds it takes with their hardeners up. You have to try to fail (IE sit there and not retreat or shoot them) in a tank to die to a solo av. But you see that's why people hate tanks, because you guys are so disillusioned that you actually think a scout/assualt suit fighting a heavy is in the same ballpark as a swarm/plc/forge fighting a tank. Many weapons can insta gib a heavy and you can outrun them. You can't outrun tanks and the one weapon that can insta gib, the remote mine field, is immobile or requires the tank to sit there and let you stick explosives to them. In your analogy terms, that would be like a heavy suit letting an assault suit rifle butt them to death. You can jihad jeep but they are removing stickies in 1.8 because CCP won't stop listening to bad advice, because all it took was seeing the target and shooting it to blow them up. If jihad jeeps were OP then so are scouts with shotguns. Can you defeat a heavy alone ... in a suit that's not bricked out or as a scout with a maxed out shotgun ??? If not then you have your answer and whatever you write truly has no merit .
You should read what you quote, Spoilers I can, so can many people who infantry bro. A CR, RR, AR, LR (at a distance), SR, SMG, ScR, and ScP can, you just have to not be bad, which isn't likely if you only use tanks since 1.7. Heavies are easy to mag dump because they can't move. If you are trying to blow them up with anything less than a remote explosive though then there's your problem which will get worse in 1.8. Hell I say that, but I kill plenty of adv/proto hmg heavies with a std minnie assault and a std MD by simply not engaging the heavy in its very small effective range of like 0-40 meters, which most light weapons can outrange combined with the fact that even an Amarr med suit can outrun. Sorry if you only FOTM brick tank a gallente med suit and then wonder why you get cut down by the heavies. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
96
|
Posted - 2014.03.23 18:45:00 -
[84] - Quote
Temias Mercurial wrote:TYCHUS MAXWELL wrote:Garrett Blacknova wrote:TYCHUS MAXWELL wrote:My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry. Rail Turret could do even less than 1m splash and still be useful for its role. Missile Turrets I STRONGLY disagree with nerfing splash radius on, but I wouldn't object to the splash DAMAGE being reduced (not the radius). Make it so that Large Missiles deal high direct damage and a small amount of splash damage, but that splash still hits a wide radius. And Blasters are MEANT to be anti-infantry. There are two ways Blaster Turrets can be balanced. The first option is to define them into the anti-infantry role they seem to be filling at the moment by treating them the same way as any other anti-infantry weapons. Nerf them against vehicles, give them a damage reduction effect. It might not be as harsh as what Assault Rifles get, but they shouldn't be hitting full force on another tank if they're meant to be anti-infantry. The other option is to make them the close-range specialist weapons that Gallente are famous for. Let them remain powerful, but only within an EXTREMELY limited range. No one is saying, and I mean no one, that CCP doesn't make mistakes so it's moot to say what a blaster turret is meant for. Like I said and will say again, it has to be 1 to 1. If someone has an anti tank weapon it shouldn't require teamwork unless the tank requires teamwork. Making the Turrets Anti-vehicle was my suggestion to doing this but there are many others including making the large turret a weapon used by another occupant kind of like how the main guns in borderlands are not operated by the driver. Teamwork for Teamwork or no teamwork requirement, pick one and quit being douche bags. Edit: I know that last statement is harsh but it's true, there isn't a day that goes by where the major arguement for anti balance is the "The pendulum swung the other way give us our imbalance time nows!" Wreaks of douche bag and is universally used as a defense in this game for bad mechanics. This community is hands down why this game sucks so much and CCP can't get it together. It's full of selfish pricks that would rather the game die in obscurity then flourish without their exploits. Tanks use to have higher sp sinks, but with overpowered militia tanks, there is no incentive to skill into them. With tanks having a higher sp sink, they should require at least two people to destroy it relatively easily. Tanks potentially cost more than AV, but again, with overpowered militia tanks, this is severely clouded. For a tank to be truly effective, they require higher sp investments, but again, militia offers no incentive due to being far to effective and efficient. The problem is, the moment vehicles are EASILY susceptible to AV again, the moment a vehicle appears, you'll see 3-4 AV players looking for easy points, destroy it, and go back to killing infantry. I know this a pilot. ADS were not that effective pre 1.7, yet you'd see 4 forge guns or swarmers after you, even though you haven't done anything to really provoke them, and get shot down within seconds of entering their air space. So I'm not for getting killed by 3 assault forges hunting me down... again.
Well like I said my suggestion is to change the large turrets to force the use of the smaller turrets for anti infantry and therefor force teamwork. SP sinks alone should not justify a force multiplier. And no one is talking about dropships here, dropships are fine. Can they be soloed? Yes if the pilot doesn't disengage, which dropships are the most capable of disengaging from anything other than a rail turret which leads back to the OP nature of tanks. You have a vehicle that can zip around the map and literally drop squads on any target. Begging to be a killing machine is the same as Logis begging to be a killing machine. You are fully capable of killing especially in an ADS. You also are the best support vehicle available when utilized properly. Also, none of anything going on in this thread had anything to do with dropships so not sure why you brought them up. |
Temias Mercurial
ANGEL FLEET
26
|
Posted - 2014.03.23 19:20:00 -
[85] - Quote
TYCHUS MAXWELL wrote:Temias Mercurial wrote:TYCHUS MAXWELL wrote:Garrett Blacknova wrote:TYCHUS MAXWELL wrote:My Suggestion, make Large turrets pretty ineffective against infantry forcing the use of small turrets as anti infantry and here's how it can be done.
Large Missle Turret: Lower splash damage to 1 meter making near direct hits mandatory, that combined with a slow rotation it already has means it can direct hit other vehicles but be rough at taking out infantry.
Rail Turret: Lower splash to 1 meter as well making direct hits where it's useful for taking out vehicles.
Blaster Turrets: Give them a massive spread on their shots while upping their damage so that they can compete for damage on large targets like vehicles but again be fairly ineffective when trying to mow down infantry. Rail Turret could do even less than 1m splash and still be useful for its role. Missile Turrets I STRONGLY disagree with nerfing splash radius on, but I wouldn't object to the splash DAMAGE being reduced (not the radius). Make it so that Large Missiles deal high direct damage and a small amount of splash damage, but that splash still hits a wide radius. And Blasters are MEANT to be anti-infantry. There are two ways Blaster Turrets can be balanced. The first option is to define them into the anti-infantry role they seem to be filling at the moment by treating them the same way as any other anti-infantry weapons. Nerf them against vehicles, give them a damage reduction effect. It might not be as harsh as what Assault Rifles get, but they shouldn't be hitting full force on another tank if they're meant to be anti-infantry. The other option is to make them the close-range specialist weapons that Gallente are famous for. Let them remain powerful, but only within an EXTREMELY limited range. No one is saying, and I mean no one, that CCP doesn't make mistakes so it's moot to say what a blaster turret is meant for. Like I said and will say again, it has to be 1 to 1. If someone has an anti tank weapon it shouldn't require teamwork unless the tank requires teamwork. Making the Turrets Anti-vehicle was my suggestion to doing this but there are many others including making the large turret a weapon used by another occupant kind of like how the main guns in borderlands are not operated by the driver. Teamwork for Teamwork or no teamwork requirement, pick one and quit being douche bags. Edit: I know that last statement is harsh but it's true, there isn't a day that goes by where the major arguement for anti balance is the "The pendulum swung the other way give us our imbalance time nows!" Wreaks of douche bag and is universally used as a defense in this game for bad mechanics. This community is hands down why this game sucks so much and CCP can't get it together. It's full of selfish pricks that would rather the game die in obscurity then flourish without their exploits. Tanks use to have higher sp sinks, but with overpowered militia tanks, there is no incentive to skill into them. With tanks having a higher sp sink, they should require at least two people to destroy it relatively easily. Tanks potentially cost more than AV, but again, with overpowered militia tanks, this is severely clouded. For a tank to be truly effective, they require higher sp investments, but again, militia offers no incentive due to being far to effective and efficient. The problem is, the moment vehicles are EASILY susceptible to AV again, the moment a vehicle appears, you'll see 3-4 AV players looking for easy points, destroy it, and go back to killing infantry. I know this a pilot. ADS were not that effective pre 1.7, yet you'd see 4 forge guns or swarmers after you, even though you haven't done anything to really provoke them, and get shot down within seconds of entering their air space. So I'm not for getting killed by 3 assault forges hunting me down... again. Well like I said my suggestion is to change the large turrets to force the use of the smaller turrets for anti infantry and therefor force teamwork. SP sinks alone should not justify a force multiplier. And no one is talking about dropships here, dropships are fine. Can they be soloed? Yes if the pilot doesn't disengage, which dropships are the most capable of disengaging from anything other than a rail turret which leads back to the OP nature of tanks. You have a vehicle that can zip around the map and literally drop squads on any target. Begging to be a killing machine is the same as Logis begging to be a killing machine. You are fully capable of killing especially in an ADS. You also are the best support vehicle available when utilized properly. Also, none of anything going on in this thread had anything to do with dropships so not sure why you brought them up. Edit: Also it sounds like you literally want to be able to fly around and kill all the infantry without them responding? You're in a flying ship harassing players, you are going to be a target. I don't whine when I'm in a dropship mowing people down and they respond. I feel bad when they don't, as obviously there team is very bad if they don't respond to threats. That's what you do in team based shooters. You shoot each other.
The reason I brought up dropships is because of my experience, which is no different from mine as a tank. The moment tanks can be soloed, is the moment they are simply easy prey for AV. Many players want things hand fed to them. Few want effort to be required to destroy vehicles. I see people complain about tanks. I'm not complaining about tanks, as I don't find them that difficult to destroy. I don't use Jihad LAVs either.
|
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
97
|
Posted - 2014.03.23 19:28:00 -
[86] - Quote
Well like I said, I don't advocate soloing tanks I advocate 1 to 1. If tanks require teamwork to kill they should require teamwork to operate effectively. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
417
|
Posted - 2014.03.23 19:34:00 -
[87] - Quote
Most pilots do not equate themselves with HAV users . I fly and drive so I'm not bias . I say that I am a vehicle user because that's my role .. not just LAV's , HAV's or Drop Ships . I would have included drop ship pilots in this discussion and they are more than welcomed to anything that I am a part of .
They have a loud enough voice and I wish that HAV pilots stuck together like drop ship pilots do . Between drop ship pilots , scouts and somewhat heavies ... these also snipers included have made their presence known to the community . Heavies have a loud voice as well and they do stick together ... but I don't see it like I see it in drop ship pilots and scouts .
Anything that happens with HAV's eventually effect Drop ships because of the common use of the same mods ( small turrets as well ) and if changes are coming it will mostly be to the usage and performance of mods .
I can say this .. Drop ships need to be stronger as far as collision damage when hardeners are not applied . It's down right foolish for the fact that they cost so much and the SP's needed , that is they bump into most things without hardeners their HP's go straight to zero and they begin to smolder most of the time .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
417
|
Posted - 2014.03.23 19:35:00 -
[88] - Quote
TYCHUS MAXWELL wrote:Well like I said, I don't advocate soloing tanks I advocate 1 to 1. If tanks require teamwork to kill they should require teamwork to operate effectively.
So your advocating soloing because you can't have it both ways .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
98
|
Posted - 2014.03.23 19:39:00 -
[89] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:TYCHUS MAXWELL wrote:Well like I said, I don't advocate soloing tanks I advocate 1 to 1. If tanks require teamwork to kill they should require teamwork to operate effectively. So your advocating soloing because you can't have it both ways .
Do you ever read the posts you quote? This is the third time you quoted something from me where I distinctly said the opposite of what you claim. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
417
|
Posted - 2014.03.23 19:41:00 -
[90] - Quote
TYCHUS MAXWELL wrote:Shinobi MumyoSakanagare ZaShigurui wrote:TYCHUS MAXWELL wrote:Well like I said, I don't advocate soloing tanks I advocate 1 to 1. If tanks require teamwork to kill they should require teamwork to operate effectively. So your advocating soloing because you can't have it both ways . Do you ever read the posts you quote? This is the third time you quoted something from me where I distinctly said the opposite of what you claim.
You can't have it both ways . HAV's are vehicles and if they need multiple users to operate then all vehicles should as well . You can't have it both ways . You said Drop ships are fine when we all know that they are not and could use some refortification . You come across as a HAV hater .
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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