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Alena Ventrallis
The Neutral Zone
959
|
Posted - 2014.03.24 18:23:00 -
[1] - Quote
Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
1. Tank speed we can live with. But they need to reach that top speed way slower. It should take time for something so massive to reach it's top speed. Simply reducing acceleration would also aid AV in getting the killing blow on a tank before they escape, while tanks can still get to where they are needed in a timely manner. For those wishing real life comparison, an Abrams accelerates from 0-20 in 7.2 seconds. Comparatively, most cars reach 0-60 in about 5-6 seconds. Tanks should take awhile to get moving.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction.
Best PVE idea I've seen.
Fixed link.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8784
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Posted - 2014.03.24 20:45:00 -
[2] - Quote
Agreed with the gravity thing. I hate having HAV rolling all over one another.....and ramming is a damn effective strategy.
But I don't agree with the acceleration issue. Tanks move at a relatively solid and acceptable base speed..... its fuel injectors that unbalance that.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Glitch116
On The Brink CRONOS.
110
|
Posted - 2014.03.24 21:04:00 -
[3] - Quote
tanks have always been too light for my taste i liked it much more when you couldnt drive over someone
tank ramming was the **** it was awsome as **** to ram one tank to pieces while his buddy ***** a brick and you're like SUP *****!!!
I AM THE KING OF THE BLASTER!!!
deal with it
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8789
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Posted - 2014.03.24 21:08:00 -
[4] - Quote
Glitch116 wrote:tanks have always been too light for my taste i liked it much more when you couldnt drive over someone
tank ramming was the **** it was awsome as **** to ram one tank to pieces while his buddy ***** a brick and you're like SUP *****!!!
Dude it still is. I glitched rammed an enemy sica with hardeners on and destroyed its shields.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
|
Posted - 2014.03.24 21:11:00 -
[5] - Quote
Alena Ventrallis wrote:Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
1. Tank speed we can live with. But they need to reach that top speed way slower. It should take time for something so massive to reach it's top speed. Simply reducing acceleration would also aid AV in getting the killing blow on a tank before they escape, while tanks can still get to where they are needed in a timely manner. For those wishing real life comparison, an Abrams accelerates from 0-20 in 7.2 seconds. Comparatively, most cars reach 0-60 in about 5-6 seconds. Tanks should take awhile to get moving.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction.
Agreed acceleration could take a small hit, nothing overly drastic. And currently, a nitro mod(Speed mod) will basically put you at top speed instantly. Those would need to be addresed in some way, like maybe switching it over to increasing top speed or somthing.
Your second point, I want to agree with you, but at the same time I like the current mechanic. It's not like its overly beneficial to one or the other. If someone drives over you trying to escape you, you back up with him. Giving you time to reposition your turret.
On the other hand, you can use it to your advantage, to gain a few seconds of breathing room, but in the same time that you take a breather, the enemy is too. So both are rechargin, ect. I think it adds for some interesting tank battles and improves the TTK. Otherwise, battles would be very straight forward in CQC, and quick to boot.
But at the same time, tanks blocking objectives, creating walls, ect, sounds equally decent. Now, if we just had maps specifically designed for it(with the idea of creating tank walls), and MAVs, we would be in business.
Imagine it, the objective is walled off, with 2 entry ways, of which are big gaps but enough that a tank can effectively block fully. So the only way in is through those gates, so if tank A blocks gate 1. This will funnel infantry trying to get in to one gate, gate 2. Objective becomes overwhelmed, tank B magically pops in and seals off gate 2, steaming the flow of reinforcements, allowing everyone inside to clean up, and refresh.
In which case, the enemy pulls out it's own tanks, AV, ect to push the objective. It would certainly add some new dynamics to the field for tanks. For once, they can have a different role on the field, that being killing atm.
Tanks - Balancing Turrets
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Royalgiedro
Nor Clan Combat Logistics
8
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Posted - 2014.03.24 21:22:00 -
[6] - Quote
Alena Ventrallis wrote:Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction.
As an extension, As a gunnlogi driver I have the short end of the stick with this issue. Opposing tanks are able to just push me, and flip my tank over so I can't do anything. I have also had friendly soma tanks flip me over and then proceed to play soccer with my 450k tank into the redline so it explodes... I find this to be an issue.
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Garth Mandra
The Southern Legion League of Infamy
361
|
Posted - 2014.03.24 23:35:00 -
[7] - Quote
The reason you can drive over other tanks is probably the same reason you can drive over bumps and small hills. If CCP made it so you could not drive over tanks then you'd probably no longer be able to get over oddly shaped terrain.
Until CCP can figure out the physics and terrain interaction (which is hard stuff) we're probably better off with the tanks mounting each other. It's kind of amusing too. |
Glitch116
On The Brink CRONOS.
110
|
Posted - 2014.03.24 23:43:00 -
[8] - Quote
Tebu Gan wrote:Alena Ventrallis wrote:Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
1. Tank speed we can live with. But they need to reach that top speed way slower. It should take time for something so massive to reach it's top speed. Simply reducing acceleration would also aid AV in getting the killing blow on a tank before they escape, while tanks can still get to where they are needed in a timely manner. For those wishing real life comparison, an Abrams accelerates from 0-20 in 7.2 seconds. Comparatively, most cars reach 0-60 in about 5-6 seconds. Tanks should take awhile to get moving.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction. Agreed acceleration could take a small hit, nothing overly drastic. And currently, a nitro mod(Speed mod) will basically put you at top speed instantly. Those would need to be addresed in some way, like maybe switching it over to increasing top speed or somthing. Your second point, I want to agree with you, but at the same time I like the current mechanic. It's not like its overly beneficial to one or the other. If someone drives over you trying to escape you, you back up with him. Giving you time to reposition your turret. On the other hand, you can use it to your advantage, to gain a few seconds of breathing room, but in the same time that you take a breather, the enemy is too. So both are rechargin, ect. I think it adds for some interesting tank battles and improves the TTK. Otherwise, battles would be very straight forward in CQC, and quick to boot. But at the same time, tanks blocking objectives, creating walls, ect, sounds equally decent. Now, if we just had maps specifically designed for it(with the idea of creating tank walls), and MAVs, we would be in business. Imagine it, the objective is walled off, with 2 entry ways, of which are big gaps but enough that a tank can effectively block fully. So the only way in is through those gates. So if tank A blocks gate 1 infantry are funneled into gate 2. Objective becomes overwhelmed, tank B magically pops in and seals off gate 2, steaming the flow of reinforcements, allowing everyone inside to clean up, and refresh. In which case, the enemy pulls out it's own tanks, AV, ect to push the objective. It would certainly add some new dynamics to the field for tanks. For once, they can have a different role on the field, that being killing atm.
see i very very much disagree with you on the driving over thing it only helps the rail perform in a way it really shouldnt be able to do easly by driving over a tank a rail gun can dominate because it doesnt have to worry about positioning which is the key to tank v tank fights it unfairly helps a long range weapon by letting also be good in CQC you cant have your cake and eat it too
also this machnic has really hurt CQC tank battles as it take away alot of the skill in these fights
the new physics suck and really need to be reworked
I AM THE KING OF THE BLASTER!!!
deal with it
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Harpyja
Molon Labe. General Tso's Alliance
1393
|
Posted - 2014.03.25 05:06:00 -
[9] - Quote
I absolutely hate the fact that tanks can just roll over one another.
There's no point in maneuvering in front/behind an enemy tank because they'll just drive over you and you'll end up looking in the wrong direction.
Plus there's a bug where your turret will not shoot if they are on top of you, so they also receive a temporary safe haven where I can't place a few more shots on them as they roll over me and behind my turret.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Garth Mandra
The Southern Legion League of Infamy
361
|
Posted - 2014.03.25 08:22:00 -
[10] - Quote
Harpyja wrote:Plus there's a bug where your turret will not shoot if they are on top of you, so they also receive a temporary safe haven where I can't place a few more shots on them as they roll over me and behind my turret.
That's not a bug.
I believe tanks used to get stuck if their turret was against a wall (or something like that).
So CCP allowed turrets to phase through walls but they can't fire while doing so.
Sounds like this is exactly what is happening here.
Perhaps CCP could add a special case for vehicle collisions (as opposed to terrain collisions). |
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Alena Ventrallis
The Neutral Zone
968
|
Posted - 2014.03.25 08:36:00 -
[11] - Quote
Better yet, disallow vehicles to ramp each other except on terrain inclines. That's the issue. If they ram me, they should stop cold. Tank battle should be won by positioning and ambush, not by who rammed over who first.
Best PVE idea I've seen.
Fixed link.
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Beld Errmon
Nyain San
1489
|
Posted - 2014.03.25 10:17:00 -
[12] - Quote
I miss the old ramming mechanics, I won so many tank battles with a well timed ram that completely rattled my opponents or took half a shield tanks health, I've gotten used to the current mechanics mind you, there is a certain amount of skill in using the leap frog style of ramming to gain position or stall for time, it still has the effect of rattling an opponent too.
If tank ramming becomes completely impotent and doesn't allow you to move the other tank or move past it, kiss the one card blaster tanks still have to play against the rail tanks in CQC good bye, it will just be a matter of dmg mods on hold down fire button watch tank in front go bye bye. |
Alena Ventrallis
The Neutral Zone
971
|
Posted - 2014.03.25 10:26:00 -
[13] - Quote
I am for ramming tanking down shields and armor. Our tanks weigh many tons, ramming at any significant speed would hurt. Hardeners would reduce this damage.
Best PVE idea I've seen.
Fixed link.
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
|
Posted - 2014.03.25 20:57:00 -
[14] - Quote
Glitch116 wrote:Tebu Gan wrote:Alena Ventrallis wrote:Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics.
1. Tank speed we can live with. But they need to reach that top speed way slower. It should take time for something so massive to reach it's top speed. Simply reducing acceleration would also aid AV in getting the killing blow on a tank before they escape, while tanks can still get to where they are needed in a timely manner. For those wishing real life comparison, an Abrams accelerates from 0-20 in 7.2 seconds. Comparatively, most cars reach 0-60 in about 5-6 seconds. Tanks should take awhile to get moving.
2. Tanks need more gravity affecting them. Specifically, a tank should be unable to drive over another tank. At best, it can slowly push it along until the tank can maneuver past. This causes concern for me, because there have been multiple occasions where friendly tanks would have impeded my progress, but it also opens up new tactics, such as using tanks as mobile roadblocks in order to block hostile armor from reaching critical points. Plus, most importantly for me, It means someone cannot simply drive over me to try and escape destruction. Agreed acceleration could take a small hit, nothing overly drastic. And currently, a nitro mod(Speed mod) will basically put you at top speed instantly. Those would need to be addresed in some way, like maybe switching it over to increasing top speed or somthing. Your second point, I want to agree with you, but at the same time I like the current mechanic. It's not like its overly beneficial to one or the other. If someone drives over you trying to escape you, you back up with him. Giving you time to reposition your turret. On the other hand, you can use it to your advantage, to gain a few seconds of breathing room, but in the same time that you take a breather, the enemy is too. So both are rechargin, ect. I think it adds for some interesting tank battles and improves the TTK. Otherwise, battles would be very straight forward in CQC, and quick to boot. But at the same time, tanks blocking objectives, creating walls, ect, sounds equally decent. Now, if we just had maps specifically designed for it(with the idea of creating tank walls), and MAVs, we would be in business. Imagine it, the objective is walled off, with 2 entry ways, of which are big gaps but enough that a tank can effectively block fully. So the only way in is through those gates. So if tank A blocks gate 1 infantry are funneled into gate 2. Objective becomes overwhelmed, tank B magically pops in and seals off gate 2, steaming the flow of reinforcements, allowing everyone inside to clean up, and refresh. In which case, the enemy pulls out it's own tanks, AV, ect to push the objective. It would certainly add some new dynamics to the field for tanks. For once, they can have a different role on the field, that being killing atm. see i very very much disagree with you on the driving over thing it only helps the rail perform in a way it really shouldnt be able to do easly by driving over a tank a rail gun can dominate because it doesnt have to worry about positioning which is the key to tank v tank fights it unfairly helps a long range weapon by letting also be good in CQC you cant have your cake and eat it too also this machnic has really hurt CQC tank battles as it take away alot of the skill in these fights the new physics suck and really need to be reworked
In all honesty, I don't think this has much to do with the rail tank being good in CQC. This tactic is VERY useful against rail tankers who want to try and CQC with them.
The biggest thing that makes rail tanks good in CQC, is the high turning speed of the gunnlogi. I can track just like a blaster by simply turning my turret and tank at the same time.
While an enemy driving over you to escape can ruin your day, do enough tanking and it's something you expect and plan for. In some instances it even works in your advantage. Like say making a tank blindly back up and over you, and into a ravine or building.
Again though, I do like the other mechanic you mentioned (no monster trucking). I'm simply trying to illustrate how the current system isn't exactly game breaking or anything like that.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
676
|
Posted - 2014.03.25 21:00:00 -
[15] - Quote
Beld Errmon wrote:I miss the old ramming mechanics, I won so many tank battles with a well timed ram that completely rattled my opponents or took half a shield tanks health, I've gotten used to the current mechanics mind you, there is a certain amount of skill in using the leap frog style of ramming to gain position or stall for time, it still has the effect of rattling an opponent too.
If tank ramming becomes completely impotent and doesn't allow you to move the other tank or move past it, kiss the one card blaster tanks still have to play against the rail tanks in CQC good bye, it will just be a matter of dmg mods on hold down fire button watch tank in front go bye bye.
I don't, it was a cheap ass tactic. MAN did I hate getting squished by a maddie in my gunnlogi( armor ******* wrecked shields back then). It wasn't enough that they pretty much outclassed a gunnlogi in every aspect. No they had to have the ability to destroy a gunnlogi on collision, and not take a bit of armor damage.
Wow, thinking about tanks pre 1.7 makes me really like the current mechanic. How I hated that bullshit!
Tanks - Balancing Turrets
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Nocturnal Soul
Tal-Romon Legion Amarr Empire
2519
|
Posted - 2014.03.25 22:01:00 -
[16] - Quote
True Adamance wrote:Glitch116 wrote:tanks have always been too light for my taste i liked it much more when you couldnt drive over someone
tank ramming was the **** it was awsome as **** to ram one tank to pieces while his buddy ***** a brick and you're like SUP *****!!! Dude it still is. I glitched rammed an enemy sica with hardeners on and destroyed its shields. I'm gonna have to disagree with you True, the acceleration speed of tanks is a big deal for AV
Its alright everyone, no need to worry it's just an Amarr scout :(
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KalOfTheRathi
Nec Tributis
1052
|
Posted - 2014.03.25 22:48:00 -
[17] - Quote
Repeat before signing in to Dust514 or these forums:
Dust514 is a Science Fiction video game about Immortal Mercenaries in Spaaace.
Repeat before and after a match. Also before reading, replying or posting in the forums.
If you want physics try a simulator. And if you want to truly understand Dust514 physics just Watch a Derp Ship Fly! Seriously, physics is the last thing that is accurate in this game. Or most other Science Fiction based video games for that matter.
Hope this helps. If not ... maybe you are a hopeless romantic.
And so it goes.
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
794
|
Posted - 2014.04.10 14:43:00 -
[18] - Quote
You get a like because I just saw CCP read your post. :)
now I belatedly wish you'd added stuff like "hey you can also recall your tank within 5 seconds, even under fire"... |
Master Smurf
Nos Nothi
339
|
Posted - 2014.04.10 16:04:00 -
[19] - Quote
KalOfTheRathi wrote:Repeat before signing in to Dust514 or these forums: Dust514 is a Science Fiction video game about Immortal Mercenaries in Spaaace. Repeat before and after a match. Also before reading, replying or posting in the forums. If you want physics try a simulator. And if you want to truly understand Dust514 physics just Watch a Derp Ship Fly! Seriously, physics is the last thing that is accurate in this game. Or most other Science Fiction based video games for that matter. Hope this helps. If not ... maybe you are a hopeless romantic.
Well its science fiction - not fantasy
All good science fiction establish the physics (rules) of their universe and then try to stay within those boundaries.
"Shine bright like a diamond"
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Hoover Damn
H.A.R.V.E.S.T. Lokun Listamenn
101
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Posted - 2014.04.10 16:10:00 -
[20] - Quote
Alena Ventrallis wrote:I am for ramming tanking down shields and armor. Our tanks weigh many tons, ramming at any significant speed would hurt. Hardeners would reduce this damage.
Not nearly as much as your weapons would, though.
"Any job worth doing with a laser is worth doing with many, many lasers." - Unknown
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CRNWLLC
Screwy Rabbit ULC
186
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Posted - 2014.04.10 16:28:00 -
[21] - Quote
Yeah, tank physics is ridiculous. I don't usually drive a tank, but when I call one on top of a tower, to chase off an enemy dropship, only to accidentally drive over the edge, I always facepalm when I hit the ground and lose only half my shields.
But when my Python gently bumps a wall, it explodes.
What the deuce?
My other dropsuit is a Python.
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Arx Ardashir
Imperium Aeternum
769
|
Posted - 2014.04.10 16:52:00 -
[22] - Quote
KalOfTheRathi wrote:Repeat before signing in to Dust514 or these forums:
Dust514 is a Science Fiction video game about Immortal Mercenaries in Spaaace.
Repeat before and after a match. Also before reading, replying or posting in the forums.
This is actually an important mantra for a lot of things.
Hit detection issues? Space! Immortals! Skills not loading at the beginning of the match? Science Fiction! MLT Swarms laughably ineffective even against an unfit Soma? Spaceships! Mercenaries!
Really, everyone just needs to calm down an accept that everything is working as intended because this game isn't a simulator!
Amarr Master - All Amarr Dropsuits at lvl 5.
Ghosts Chance's hero for 3/1/14.
A manu dei et tet rimon.
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
31
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Posted - 2014.04.10 17:47:00 -
[23] - Quote
I agree with the OP in only the fact that the tanks should stick to the ground more.
I also promote the idea of when you crash against another tank, there should be some damage applied.
The speed nitros do exactly what there supposed to be doing. Maybe nerf them 5% but more than that is not productive. Remember guys there still more vehicules to be released so nerfing and buffing are not to be 1 priority. Just sensible stuff like the gravity thing.
Amarr Victor
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Django Quik
Dust2Dust.
2831
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Posted - 2014.04.10 17:53:00 -
[24] - Quote
Whether it's realistic or not is irrelevant. It makes for a rubbish game.
Big ol' tanks flying through the air? That looks plain ridiculous and feels just wrong. These things are supposed to be damn heavy. Even at top speeds something like that shouldn't be doing jumps off of sand dunes - granted, it's not as bad as it used to be but it still happens.
Increase the gravity effect on tanks but give them more torque - they should still be able to get up inclines and even drive over each other but it should happen really slowly and look like it takes A LOT of effort. This would in turn reduce their acceleration to a point where they would move at a sensible pace from stationary.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
786
|
Posted - 2014.04.10 21:07:00 -
[25] - Quote
Django Quik wrote:Whether it's realistic or not is irrelevant. It makes for a rubbish game.
Big ol' tanks flying through the air? That looks plain ridiculous and feels just wrong. These things are supposed to be damn heavy. Even at top speeds something like that shouldn't be doing jumps off of sand dunes - granted, it's not as bad as it used to be but it still happens.
Increase the gravity effect on tanks but give them more torque - they should still be able to get up inclines and even drive over each other but it should happen really slowly and look like it takes A LOT of effort. This would in turn reduce their acceleration to a point where they would move at a sensible pace from stationary.
It's hard to say if the speed is really that awful atm. I think simply that the acceleration, time it takes to reach max speed from 0, is too high.
It's true that tanks can pop very quickly, and leave just as fast. This puts AV at a huge disadvantage when they do use a concerted effort to bring it down. Not only that, it just needs to rest for a few seconds, and then pop back in.
The old tanks were much slower than these, namely the acceleration was very slow. This forced the tanker to make a decision early on when engaging groups of AV. It wasn't, oh my shields are almost gone, better back up. It was, my shields are halfway gone, better starting backing up. Cause this is going to take a while.
Acceleration I think is the best place to start. And tanks SHOULD climb inclines rather easily. I've come against very long steep inclines, that while no problem for infantry, impossible for a tank. It's a tank, tanks climb ****. Though, you can climb pretty much any angle with a tank. The trick is climbing at what I think is a 45 degree angle up the incline. Perhaps somewhere around 30 degrees actually. SOMEWHERE in there.
Given enough space to drive up that is mostly smooth and free of huge bumps, you can get into some interesting places that most find impossible. Like the domination map with the raised building with the 2 CRU's on either side, the objective below, blocked below by a truck. Most people with a nitro drive around in the redline onto the bridge to get up there. Me, I've got a rocky spot near one of the CRU spawns up there.
Tanks - Balancing Turrets
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GManKilla 2898
KNIGHTZ OF THE ROUND Lokun Listamenn
2
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Posted - 2014.04.11 18:29:00 -
[26] - Quote
i think the boosters should increase top speed more than accel. and even i prefered the bulky ram everything tanks and more grav might help with red line rails would be harder to get in mountains
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a brackers
Vanguardian Remnant
11
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Posted - 2014.04.11 23:20:00 -
[27] - Quote
+1 and the easy solution so red line rail (and snipers) is to set a friendly timer of 1-2 mins per life before it becomes a normal 20 sec redline. Ccp could alas put some fancy animation of the redline changing colour from green to red as those 1-2 mins pass.
Proto dropship pilot
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Seeth Mensch
Capital Acquisitions LLC Dirt Nap Squad.
178
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Posted - 2014.04.12 00:54:00 -
[28] - Quote
Seems like if a lot of these ideas were implemented, youd'have tanks meet each other, sit and shoot , and over . BORING. This is a game. it should be fun. You can make whatever story you want in respect to how things work, but don't make tanks bricks to be shot up like turrets, but at theexpense of the tanker.
Hi! Gosh, I've missed you...with every bullet, plasma shot, rail gun, and missile.
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KalOfTheRathi
Nec Tributis
1186
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Posted - 2014.04.12 01:41:00 -
[29] - Quote
a brackers wrote:+1 and the easy solution so red line rail (and snipers) is to set a friendly timer of 1-2 mins per life before it becomes a normal 20 sec redline. Ccp could alas put some fancy animation of the redline changing colour from green to red as those 1-2 mins pass. Yet another New Berry that cannot figure out the Red Line.
The Reds cannot see the Red Line you see. Their Red Line is the one that will kill them in 20 seconds. There are two Red Lines in the match. One for your side and one for the opposition. You cannot see theirs and they cannot see yours. Thus your idea cannot work, because nobody would see it. Not the ones you want to anyway.
A sniper's goal is to kill from afar and in cover. Thus making the opposition nervous (nervous enough to post silly things on forums it would seem) and make them hide, slow down and make mistakes. They also provide over watch and can strip shields and most armor with a round or two which makes the victim (target, excuse me) easy pickings for their squad mates.
Do your job. Counter snipe. Counter Rail Gun tank.
Keep the QQ for another day.
And so it goes.
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Aderek
Bezimienni...
87
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Posted - 2014.05.08 05:02:00 -
[30] - Quote
One question: Why i cant see tank on my personal radar, when he ride from my back? This is a lof of steel, huge noice etc.... Sometimes because it, i have road kill becasue enemy not see me, when i go with my tank from his back...
Thanks |
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