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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
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Posted - 2014.03.28 15:32:00 -
[1] - Quote
I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players. |
IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
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Posted - 2014.03.28 16:13:00 -
[2] - Quote
Tankers comment everywhere but here wtf? |
Takahiro Kashuken
Red Star. EoN.
3130
|
Posted - 2014.03.28 16:17:00 -
[3] - Quote
I can
Large blaster is effectively a large AR, where you aim is where you hit
Missile are crap, you need a direct hit to get a kill because the splash is terrible, a mass driver has better splash and even small missile are even better than the large missile
Railguns are iffy, if they work you need a direct hit and splash is nonexistant but also the rail can easily glitch up
Now some say well use small turrets, rails have just got nerfed, missile are okay but at distance missile travel time comes into effect and small blasters just dont have the range or power not too mention i want my people in my tank not johnny foreigner who fires at the MCC and wastes my ammo
To deal with AV the blaster is great at its job, if i spot them i can deal with them, its accurate and precise and not luck of the shot
Intelligence is OP
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
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Posted - 2014.03.28 16:21:00 -
[4] - Quote
Thanks for the reply do you thing they work in context of being a force multiplier with a limit on the number of players? At the moment there scissors on crack but the the only rock is a rail tank does that sound right to you? |
Takahiro Kashuken
Red Star. EoN.
3130
|
Posted - 2014.03.28 16:41:00 -
[5] - Quote
IMPAIRS YOUR ABILITY wrote:Thanks for the reply do you thing they work in context of being a force multiplier with a limit on the number of players? At the moment there scissors on crack but the the only rock is a rail tank does that sound right to you?
Its linked with matchmaking/pubs and player counts
We currently have 16vs16 against any players
When its against academy players they have no chance, take PC tho vehicles are mostly balanced since we end up mostly whacking each other and not infantry half the time
But pubs is a different kettle of fish, no matchmaking at all so noobs vs vets, squads vs randoms and in these games the organized and experieanced knows what to do and how to do it on whatever map it is
Throw in a tank and it all goes to ****, the academy players dont have a clue, the solo players just dont have the players and the squads can choose to hide or fight either using AV/vehicles
But the playercounts are low, we do have big maps that can hold more but we dont know if the system can handle it yet so having 6 tanks on a 16man side seems excessive to say the least but on a 32man side is meh
Problem is then do you limit vehicles like they have done for ambush? if you do how do you go about it? currently you have to spam your vehicle at the start of the match to make sure you get yours in or you hit the vehicle limit and your 20mil SP is now useless because you are forced on foot
Overall as a force mulitplier its working, a hard counter is the railgun mainly because of the power it has since missiles can be iffy and also not as accurate as the rail and generally the rail is there to put other vehicles in check such as the blaster tank
It would be great if it was like blaster kills rail, rail kills missile and missile kills blaster and sort of a triangle of death but with the various fits and player skill missile can kill rails depending on situation etc
But everytime we changes things for HAVs the DS/LAV suffer and generally suffer alot more, same with AV whatever is changed the DS/LAV suffer
Between 1.7 and chrome we did have balance twice sort of, chrome had a diff balance to 1.7 but then again vehicles were completely different
Intelligence is OP
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
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Posted - 2014.03.28 16:47:00 -
[6] - Quote
Short of a rail tank what is the option to counter a blaster tank. Ground based infantry is not working and hasn't ever against it. Again this in context of being a force multiplier. |
Casius Hakoke
Molon Labe. General Tso's Alliance
321
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Posted - 2014.03.28 16:53:00 -
[7] - Quote
I am a returning tanker, just started playing again this week, but long time blaster user. I'll be honest, I prefer to tangle with other tanks over infantry with my blaster. I've found it actually pretty easy to take out either missile tanks or rail tanks with my blaster as long as they don't have back up.
As for blasters as force multipliers, when not trying to deal with enemy tanks, I have noticed it can be difficult sometimes depending on the behavior of infantry. The reason I say this as I have noticed this week that most of the maps now have tons of cover that infantry can use to both protect an objective and to move from objectives sometimes. So it depends if they are moving in the open or if they are using the cover provided. If they are in the open, I do my best to help my sides infantry in what they do best, killing each other. If the enemy is in cover or where I can't shot at, I will just take pot shots and patrol to help prevent enemy reinforcements from getting to the area.
Just my two cents.
PS: I have noticed that infantry AV has mostly become a harassment tool which I find is still effective in driving off a tank. All be it with more effort than it used to need to just destroy HAV's. |
IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
298
|
Posted - 2014.03.28 17:08:00 -
[8] - Quote
I just can't see it add up. Team A comes on the field with 15 infantry and a blaster tank. Team B has just 16 infantry. All converge in the most contested area. Within the first minute Blaster tank kills 7 people, now four of them switch to AV to counter the tank.
Team A -15 infantry vulnerable to 12 at a 1/1 ratio + a tank that is laughably harassed by 4 AV which only slow down its ability to kill everyone because it can't sit in one spot. On top of that all 16 Team B are vulnerable to the tank and the 4 AV are vulnerable to the other 15 infantry. Short of another tank how can team B compete?
If tank is using a rail or missiles none of this happens for all the reason you stated. |
GeneralButtNaked
Amarr Templars
929
|
Posted - 2014.03.28 17:12:00 -
[9] - Quote
IMPAIRS YOUR ABILITY wrote:I just can't see it add up. Team A comes on the field with 15 infantry and a blaster tank. Team B has just 16 infantry. All converge in the most contested area. Within the first minute Blaster tank kills 7 people, now four of them switch to AV to counter the tank.
Team A -15 infantry vulnerable to 12 at a 1/1 ratio + a tank that is laughably harassed by 4 AV which only slow down its ability to kill everyone because it can't sit in one spot. On top of that all 16 Team B are vulnerable to the tank and the 4 AV are vulnerable to the other 15 infantry. Short of another tank how can team B compete?
If tank is using a rail or missiles none of this happens for all the reason you stated.
Team B spawns two AV at the start of the match, Team A never gets their tank in.
Planning ahead has never been a strong suit of Dust mercs.
Real AV doesn't stop until all the tanks are dead.
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
300
|
Posted - 2014.03.28 17:20:00 -
[10] - Quote
here's what I'm getting at. As an AV infantry I've never had issue with missile or rail tanks. I've gotten blipped by you Butt in a rail plenty of time while trying to get that last forge shot off and laughed its a good fight and you won. Now role up on me with a blaster and I'll be dead before the first shot is off along with any infantry with a 180 degree view of you. Adding more AV to the question doesn't fix it it only make you weaker against the opposing infantry. 1 blaster is roughly equal to 8 infantry or more. |
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GeneralButtNaked
Amarr Templars
929
|
Posted - 2014.03.28 17:29:00 -
[11] - Quote
IMPAIRS YOUR ABILITY wrote:here's what I'm getting at. As an AV infantry I've never had issue with missile or rail tanks. I've gotten blipped by you Butt in a rail plenty of time while trying to get that last forge shot off and laughed its a good fight and you won. Now role up on me with a blaster and I'll be dead before the first shot is off along with any infantry with a 180 degree view of you. Adding more AV to the question doesn't fix it it only make you weaker against the opposing infantry. 1 blaster is roughly equal to 8 infantry or more.
Meh, the issue is that the blaster has too much range, and AV is broken. A working forge with these new hardener values will make short work of armor blaster tanks, and blaster shield tanks are super easy to fight because of the gun depression and lack of impact damage.
The question becomes what are light frames supposed to do? PLC and AV nades isn't enough alpha to get the job done. Swarms are wholly ineffective against repping tanks, and the RE option only wroks if you have supply.
Also, keep in mind that fighting rail tanks is manageable right now because turret prof is broken. When we can actually get the rotation bonus it is going to be a lot easier to fight CQC with a rail. Which is what people will be doing now, because running a balster Maddy is suicide now.
Real AV doesn't stop until all the tanks are dead.
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
300
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Posted - 2014.03.28 17:35:00 -
[12] - Quote
While there has been a lot of qq about how tough tanks are and how crap AV is. Again maybe that is the point to just keep them at bay if your running rail/missile and me and my buddy chase you all over with a forge and lav we're dropping our team by one to protect them, that's relatively fair. Same engagement with a blaster tank how do you think it will go? |
Harpyja
Molon Labe. General Tso's Alliance
1417
|
Posted - 2014.03.28 17:37:00 -
[13] - Quote
Blasters should remain as being AI with nearly nonexistent AV abilities. They should go down when a missile or railgun tank so much as looks at them in an appropriate engagement.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
301
|
Posted - 2014.03.28 17:41:00 -
[14] - Quote
Harpyja wrote:Blasters should remain as being AI with nearly nonexistent AV abilities. They should go down when a missile or railgun tank so much as looks at them in an appropriate engagement.
Ok where does infantry AV fit in here against the blaster? Is there a purpose? If infantry AV can at least harass rail and missiles but gets slaughtered by a blaster why carry it. The rail and missile are chasing other vehicles and not great against infantry so I'll stick with an HMG and let you world of tank everywhere else. Why as an infantry player do I care about AV? Oh I know that blaster that face rapes the whole team without recourse. |
Thumb Green
THE STAR BORN
856
|
Posted - 2014.03.28 17:50:00 -
[15] - Quote
GeneralButtNaked wrote:IMPAIRS YOUR ABILITY wrote:I just can't see it add up. Team A comes on the field with 15 infantry and a blaster tank. Team B has just 16 infantry. All converge in the most contested area. Within the first minute Blaster tank kills 7 people, now four of them switch to AV to counter the tank.
Team A -15 infantry vulnerable to 12 at a 1/1 ratio + a tank that is laughably harassed by 4 AV which only slow down its ability to kill everyone because it can't sit in one spot. On top of that all 16 Team B are vulnerable to the tank and the 4 AV are vulnerable to the other 15 infantry. Short of another tank how can team B compete?
If tank is using a rail or missiles none of this happens for all the reason you stated. Team B spawns two AV at the start of the match, Team A never gets their tank in. Planning ahead has never been a strong suit of Dust mercs. Except team A & B spawn on opposite sides of the map and by the time team B's 2 AV'ers get within range team A's tanks are either shooting at them or just got dropped off. Or team A & B spawn on top of each other and team A slaughters team B's AV while team A's tanker hides until his tank lands.
Support Orbital Spawns
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EverNub
Da Short Buss RISE of LEGION
29
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Posted - 2014.03.28 17:51:00 -
[16] - Quote
Casius Hakoke wrote:I am a returning tanker, just started playing again this week, but long time blaster user. I'll be honest, I prefer to tangle with other tanks over infantry with my blaster. I've found it actually pretty easy to take out either missile tanks or rail tanks with my blaster as long as they don't have back up.
As for blasters as force multipliers, when not trying to deal with enemy tanks, I have noticed it can be difficult sometimes depending on the behavior of infantry. The reason I say this as I have noticed this week that most of the maps now have tons of cover that infantry can use to both protect an objective and to move from objectives sometimes. So it depends if they are moving in the open or if they are using the cover provided. If they are in the open, I do my best to help my sides infantry in what they do best, killing each other. If the enemy is in cover or where I can't shot at, I will just take pot shots and patrol to help prevent enemy reinforcements from getting to the area.
Just my two cents.
PS: I have noticed that infantry AV has mostly become a harassment tool which I find is still effective in driving off a tank. All be it with more effort than it used to need to just destroy HAV's.
I agree thats really what most tankers tend to do in Dom or Skirm settings. Tank Bush is absolutely rediculas though and i refuse to play it anymore because of that fact., unless im with my tank buddies of course haha.
I recently went to Minmitar Commando since i alredy had maxed out prof 5 mass driver and prof 5 swarm launchers (before they were nerfed last time) and i do kill alot of tanks since the new patch, but if its a dual hardner gunloggi i cant even scratch the dmn thing! but the points i get off the dmg i do is worth the isk id say.
What is the use of fighting if you haven't got a tolerable planet to fight over?
Trees...We need Trees...
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
453
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Posted - 2014.03.28 17:54:00 -
[17] - Quote
IMPAIRS YOUR ABILITY wrote:here's what I'm getting at. As an AV infantry I've never had issue with missile or rail tanks. I've gotten blipped by you Butt in a rail plenty of time while trying to get that last forge shot off and laughed its a good fight and you won. Now role up on me with a blaster and I'll be dead before the first shot is off along with any infantry with a 180 degree view of you. Adding more AV to the question doesn't fix it it only make you weaker against the opposing infantry. 1 blaster is roughly equal to 8 infantry or more. You must be doing something wrong .
I used a ion blaster earlier and head's up .. toe to toe with a forger ( to that forger , my hats off to you .. you didn't back down and I know you just loved the fact that I didn't drive off ) ground level and took five to six shots from a Ishukone ( or how ever it's spelled but I love that name though ) and this merc did themselves justice and blasted me ... so if your having problems maybe you need to rethink your strategy .
Blasters are basically anti-infantry while rail guns are anti-aircraft / vehicle and missiles are anti-vehicle .
Don't know what else to tell you .
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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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
301
|
Posted - 2014.03.28 17:57:00 -
[18] - Quote
As a tanker I think you should be looking at it. They're going to strip your hull to nothing and allow every ads with adv missiles to blop you when most of the frustration and qq on the forum comes from Blaster tanks being OP. Note I didn't say tank are OP. Regulate yourself before your vehicles are useless. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
|
Posted - 2014.03.28 18:01:00 -
[19] - Quote
Harpyja wrote:Blasters should remain as being AI with nearly nonexistent AV abilities. They should go down when a missile or railgun tank so much as looks at them in an appropriate engagement. That's not true and shouldn't be because your mechanics would cause them to be weak against stationary turrets as well as anything that's not a meat-bag .
All large turrets should be able to confront each other while some having a noticeable advantage over others .
I can appreciate the way that it is now even more with the distance change for the large rail guns .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
|
Casius Hakoke
Molon Labe. General Tso's Alliance
322
|
Posted - 2014.03.28 18:02:00 -
[20] - Quote
EverNub wrote:I agree thats really what most tankers tend to do in Dom or Skirm settings. Tank Bush is absolutely rediculas though and i refuse to play it anymore because of that fact., unless im with my tank buddies of course haha.
I recently went to Minmitar Commando since i alredy had maxed out prof 5 mass driver and prof 5 swarm launchers (before they were nerfed last time) and i do kill alot of tanks since the new patch, but if its a dual hardner gunloggi i cant even scratch the dmn thing! but the points i get off the dmg i do is worth the isk id say.
I've always hated playing ambush myself. But with the huge number of people running tanks, especially milita tanks, ambush has been a pretty good place to get a nice tank battle. No where near as good as in the other two modes but it can happen. Still hate ambush though.
I don't know, I've never found killing infantry in large numbers to be very fun for me, only if they through themselves at me. Its the tank on tank love that I love and crave. |
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Casius Hakoke
Molon Labe. General Tso's Alliance
322
|
Posted - 2014.03.28 18:06:00 -
[21] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Harpyja wrote:Blasters should remain as being AI with nearly nonexistent AV abilities. They should go down when a missile or railgun tank so much as looks at them in an appropriate engagement. That's not true and shouldn't be because your mechanics would cause them to be weak against stationary turrets as well as anything that's not a meat-bag . All large turrets should be able to confront each other while some having a noticeable advantage over others . I can appreciate the way that it is now even more with the distance change for the large rail guns .
I agree with you completely. Every large turret should be able to compete with each other but with different bonuses as to what they are best against. |
IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
301
|
Posted - 2014.03.28 18:08:00 -
[22] - Quote
I think tankers are being miss led ATM. Infantry has not asked for rail gun reduction that is from dropship and blaster tank pilots. I'm not asking for hardner or rep nerfs as I stated earlier that I can deal with just keeping you at bay. I'm no asking for AV buff because I know where it will leave ds pilots.
Blaster tanks are easymode they **** people off and cause a tremendous amount of qq. None of that will help tanks in the end. Could you consider a nerf on the turrets as opposed to all the other proposed changes? I think it would drop your qq at least from infantry and you can fight amongst yourselves over how badass the tank needs to be. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1819
|
Posted - 2014.03.28 18:11:00 -
[23] - Quote
Well like someone stated before, Blasters are really the only viable Large AP turret. Missiles typically require a direct hit to kill and Rails are tricky to use up close. HAVs need some form of AP otherwise they would only exist to kill other vehicles, which just isn't good game design. In all fairness the Blaster is the worst AV turret of the 3 we have right now, and while it can be used for AV, it struggles even at close range against other turret types in head on combat.
Now the neat part is that you can keep overall DPS the same by throttling Damage/shot and fire rate. If DPS remains constant, the turret's effectiveness against other vehicles is largely unchanged. However by increasing damage per shot but decreasing fire rate by a proportional amount, this decreases the effectiveness against tiny targets like infantry.
I'd essentially like to see Large Blasters be that middle ground between AV and AP, not amazing at either but flexible. I'd actually like the true AP turret to be a Minmatar Large Autocannon. Extremely effective at killing infantry but dismal against other vehicles, in effect the polar opposite of the Railgun.
Pokey Dravon for CPM1
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
301
|
Posted - 2014.03.28 18:14:00 -
[24] - Quote
Look it's just too effective at Anti infantry for the AV counter parts that the infantry can hold. Your going down a path that will buff infantry AV and nerf the tank or it's modules when it might not be needed. |
Takahiro Kashuken
Red Star. EoN.
3131
|
Posted - 2014.03.28 18:16:00 -
[25] - Quote
IMPAIRS YOUR ABILITY wrote:Short of a rail tank what is the option to counter a blaster tank. Ground based infantry is not working and hasn't ever against it. Again this in context of being a force multiplier.
If its armor missile
2 FG can defo put a hole in it when they work but atm glitched like rails have been
Intelligence is OP
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
301
|
Posted - 2014.03.28 18:19:00 -
[26] - Quote
I really do appreciate the comments from the tankers, unfortunately the response seem short sighted I'd imagine tanks will continue to experience constant pendulum swings based on this. Have fun. |
Delta 749
Kestrel Reconnaissance
2784
|
Posted - 2014.03.28 18:20:00 -
[27] - Quote
Large blaster turret was always a ridiculously imbalanced idea, the gallente turret should have been akin to a super plasma cannon with a charge and decent splash radius
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Takahiro Kashuken
Red Star. EoN.
3131
|
Posted - 2014.03.28 18:22:00 -
[28] - Quote
IMPAIRS YOUR ABILITY wrote:I really do appreciate the comments from the tankers, unfortunately the response seem short sighted I'd imagine tanks will continue to experience constant pendulum swings based on this. Have fun.
Its always been this way
If pilots are happy infantry is not
If infantry are happy pilots are not
If CCP go the way of EVE and add in Cap and all the mods and everything else it would work better
Intelligence is OP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1819
|
Posted - 2014.03.28 18:28:00 -
[29] - Quote
Takahiro Kashuken wrote:IMPAIRS YOUR ABILITY wrote:I really do appreciate the comments from the tankers, unfortunately the response seem short sighted I'd imagine tanks will continue to experience constant pendulum swings based on this. Have fun. Its always been this way If pilots are happy infantry is not If infantry are happy pilots are not If CCP go the way of EVE and add in Cap and all the mods and everything else it would work better
Well as they say, in a true compromise, no one is happy.
Pokey Dravon for CPM1
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Xun Tae
Ivory Vanguard
4
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Posted - 2014.03.28 19:19:00 -
[30] - Quote
Rail turret needs a second fix. Currently armor/blaster tanks win because they can drive on top of my turret preventing me from shooting. If I pull the trigger in that position it should explode (exposed under belly shot). I can even get behind me taking splash damage. |
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
|
Posted - 2014.03.28 19:40:00 -
[31] - Quote
IMPAIRS YOUR ABILITY wrote:I think tankers are being miss led ATM. Infantry has not asked for rail gun reduction that is from dropship and blaster tank pilots. I'm not asking for hardner or rep nerfs as I stated earlier that I can deal with just keeping you at bay. I'm no asking for AV buff because I know where it will leave ds pilots.
Blaster tanks are easymode they **** people off and cause a tremendous amount of qq. None of that will help tanks in the end. Could you consider a nerf on the turrets as opposed to all the other proposed changes? I think it would drop your qq at least from infantry and you can fight amongst yourselves over how badass the tank needs to be. Rail guns needed a reduction because 600m is 3/4th's the distance on most maps . That's too much coverage for any weapon that's not being fired from space .
That was needed .
Blaster tanks are not easy mode . Players get hit and still can make an escape because it's not a OKH machine . That takes practice and a little anticipation , seeing as how you have to calculate distance , a players intended movement , your own personal field recognition as far as swarmers and forgers also other tanks . One has to constantly have their head on a swivel with a blaster turret and the added fact that missile and rail turrets can eat them alive at close to mid distance , there is a lot that comes into play while using blasters .
It's not a give me , easy win tool .
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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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
710
|
Posted - 2014.03.28 19:43:00 -
[32] - Quote
IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players.
I've pointed this out numerous times.
Follow that link in my sig to get a better picture of what I've said about them
But basically, I don't agree with them being able to murder infantry so easily. I feel small turrets should perform this role.
Tanks - Balancing Turrets
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
|
Posted - 2014.03.28 19:43:00 -
[33] - Quote
Xun Tae wrote:Rail turret needs a second fix. Currently armor/blaster tanks win because they can drive on top of my turret preventing me from shooting. If I pull the trigger in that position it should explode (exposed under belly shot). I can even get behind me taking splash damage. This was going on during 1.6 as well so it's a long needed to be addressed problem .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
|
Posted - 2014.03.28 19:51:00 -
[34] - Quote
Tebu Gan wrote:IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players. I've pointed this out numerous times. Follow that link in my sig to get a better picture of what I've said about them But basically, I don't agree with them being able to murder infantry so easily. I feel small turrets should perform this role. There just aren't that many players who are anywhere near as good at manning a small turret .
That's just from my experience , players that I have had work with ( given the exception of a VERY FEW ) are terrible and waste ammo shooting at everything besides threats . They bail at times that , if given a few more seconds .. would have turned the outcome in the vehicle operator's favor . Leaving at the first blast from a large turret , swarmer , forges and drop ships .
As a vehicle pilot and your not in a steady squad with known people that would be dedicated at that and would have one's back in cases of trouble , a vehicle user with small turrets ... takes a chance at rolling the dice and this is not a stable approach .
That was one of the best things from 1.7 , making small turrets an option . I was against it at first and now I see the error of my ways .
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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CLONE117
True Pros Forever
737
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Posted - 2014.03.28 19:55:00 -
[35] - Quote
hell the halo warthog mahinegun turret is more effective than our small blasters.
the only time ive managed to kill something with the current small blasters was when the vehicles was not moving and the enemy i was shotting was also not moving. though it was good against heavies back before uprising and my default starter fit lavs removal. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9014
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Posted - 2014.03.28 19:59:00 -
[36] - Quote
IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players.
No we can't and that why I suggested they be altered to be more AV focused and fire plasma canon rounds at a slower RoF from a smaller magazine.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
454
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Posted - 2014.03.28 20:03:00 -
[37] - Quote
CLONE117 wrote:hell the halo warthog mahinegun turret is more effective than our small blasters.
the only time ive managed to kill something with the current small blasters was when the vehicles was not moving and the enemy i was shotting was also not moving. though it was good against heavies back before uprising and my default starter fit lavs removal.
also it takes the whole clip just to kill a scout most times. It's hit detection seems kind of screwy . I specked into them and just don't use them unless I'm in a heavy suit and I pull up so close to someone that they are startled and it takes a moment for them to recognize what I'm doing and by then I've let off so many rounds into them I could hop out and finish the job if no one else on their team is around and I don't have a Mass on me at the time .
They do seem much more weaker then before 1.7 .
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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pegasis prime
BIG BAD W0LVES Canis Eliminatus Operatives
1613
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Posted - 2014.03.28 20:05:00 -
[38] - Quote
For me large blaster turrets are actually the least immersive things in the game back in chrome and earlyuprising Ii used to run compressed ion cannons with dual dammage mods and heat syncs on my Gunnlogi as they actually made blaster combat so much more enjoyable and tank like . The blaster turrets we have just now are like a mix between the stabilised (range) and the scattered (spread) . I personally prefer to run missiles and rails as they actually make you feel like your in a tank the blasters to me don't really make for fun game play , they only make for easy kills and that's not really fun for me.
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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Skihids
Bullet Cluster
3197
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Posted - 2014.03.28 20:08:00 -
[39] - Quote
I built a Maddy with triple reps and an ADV blaster.
It is most definitely a force multiplier.
That tank gives me a multiple of your DPS, eHP, and speed. I sat and dueled with a FG user who ducked behind a wall to charge and popped out to hit me. I just tanked the round and repped back up to full before he came out for another shot. Meanwhile I kept chipping away at his armor until he died. I was at zero risk in a 1v1.
Why is that? Because it's the equivalent of a Main Battle Tank going target shooting vs. lone infantry units if it swapped out its main cannon for the Gatling gun in an A10-Warthog.
It only requires one player to operate all that power. If you still need convincing, imagine an Ambush match with 16 Maddys on one side and 16 dropsuits of your choice on the other.
How do you fix that? Well, you could balance the tank with the dropsuit, but at that point the tank is so weak it ceases being what we think of a tank. You could give it a mission other than slaughtering infantry one at a time, something that makes the railgun the turret of choice. Pull the large blaster so it isn't so effective as AI and give it something else to blow up. You know, like how tanks operate in our world. Of course that means you have to add something to the game for them to do instead.
So the only options are:
1) Balance them against the dropsuit and destroy them as tanks. 2) Require mult-player crews to balance out the multiplier factor 3) Pull them from the game until they have something else to do. |
Benjamin Ciscko
Fatal Absolution Negative-Feedback
1962
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Posted - 2014.03.28 20:30:00 -
[40] - Quote
True Adamance wrote:IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players. No we can't and that why I suggested they be altered to be more AV focused and fire plasma canon rounds at a slower RoF from a smaller magazine. Elaborate because Plasma Cannons are so slow and have mega arc.
Team carry Prof. IV
I am a carried scrub!
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Benjamin Ciscko
Fatal Absolution Negative-Feedback
1962
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Posted - 2014.03.28 20:31:00 -
[41] - Quote
Blaster F's up infantry Missile F's up blaster Maddy Rail F's up Blaster Gunnlogi
Team carry Prof. IV
I am a carried scrub!
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Skihids
Bullet Cluster
3201
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Posted - 2014.03.28 21:06:00 -
[42] - Quote
Benjamin Ciscko wrote:Blaster F's up infantry Missile F's up blaster Maddy Rail F's up Blaster Gunnlogi
To paraphrase "You need a vehicle to counter a vehicle". |
pink FLUFF
Goonfeet Special Planetary Emergency Response Group
117
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Posted - 2014.03.28 21:07:00 -
[43] - Quote
Takahiro Kashuken wrote:[quote=IMPAIRS YOUR ABILITY] ~Words about tanks in ambush
There are other game types. Your 20m is not wasted, stop doing ambush and explore your options. |
GeneralButtNaked
Amarr Templars
931
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Posted - 2014.03.28 21:08:00 -
[44] - Quote
Skihids wrote:
To paraphrase "You need a vehicle to counter a vehicle".
Given the changes to hardeners, I think everyone needs to wait until forges are working right to start talking about what needs to happen next.
Being able to one clip either type of tank should be alright, maybe charge times will still need to be changed to deal with all rep tanks.
Right now it is impossible to tell while the FG is so borked.
Real AV doesn't stop until all the tanks are dead.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9017
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Posted - 2014.03.28 21:12:00 -
[45] - Quote
Benjamin Ciscko wrote:True Adamance wrote:IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle that I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players. No we can't and that why I suggested they be altered to be more AV focused and fire plasma canon rounds at a slower RoF from a smaller magazine. Elaborate because Plasma Cannons are so slow and have mega arc.
That's just it.
You want to be in close range where you can mitigate the travel time and arc of the shots to land direct hits of vehicles. As the turret fires more power shots at a slower RoF skillshoting infantry is still entirely possible by the Blaster then focuses more towards and anti vehicle role.
That being said relying on the enemy to drop HAV for a fight is boring. IMO all tank turrets should be powerful befitting their size, durable as they have been perhaps slightly less durable..... and primarily designed to engage other HAV or ground based vehicles like LAV,MAV, MTAC however they should still be able to hurt infantry units with aim or AoE effects making them more viable for assaulting points but requiring better aim and placement of shots.
As you say the Arc is another feature of the plasma canon and IMO an important and unique feature that should be attributed to the blaster turret if such changes are made. As the Blaster would have pretty good RoF and DPS it could make sense to balance that against its capacity for long and short ranged combat. AT short range the arc is mitigated and the rounds fire as normal, but at long you must compensate for the arcing fire.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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IMPAIRS YOUR ABILITY
WASTELAND JUNK REMOVAL Top Men.
303
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Posted - 2014.03.28 21:26:00 -
[46] - Quote
pink FLUFF wrote:Takahiro Kashuken wrote:[quote=IMPAIRS YOUR ABILITY] ~Words about tanks in ambush
There are other game types. Your 20m is not wasted, stop doing ambush and explore your options.
Fluff you can do better ambush isn't even part of the discussion btw get on my lvl I'm at 40 mil now |
Takahiro Kashuken
Red Star. EoN.
3135
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Posted - 2014.03.28 21:27:00 -
[47] - Quote
pink FLUFF wrote:Takahiro Kashuken wrote:[quote=IMPAIRS YOUR ABILITY] ~Words about tanks in ambush
There are other game types. Your 20m is not wasted, stop doing ambush and explore your options.
It could be wasted if they ever add restrictions to skirm and domo which is all i play
Its like restricting infantry and so everyone is forced to run heavy and only 1 logi or assault and its whoever spawns 1st
Intelligence is OP
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Leonid Tybalt
Inner.Hell
391
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Posted - 2014.03.28 21:31:00 -
[48] - Quote
IMPAIRS YOUR ABILITY wrote:I'm not a tank fan thus why I've run a forge forever. That said I don't ever suggest tweaks for them. I get frustrated by all the same qq you see here, running from engagements at light speed, hardners that soak all AV, reppers that bring full health in between each forge shot, etc. Maybe the point of AV is just to harass and keep them from doing their job, and I can handle ccp's I don't have to kill them all.
My questions to tankers is can you justify large blaster turrets? They're the one thing more than anything that doesn't add up from a force multiplier angle with limits on the number of players.
Yes?
Like infantry should have specialized weaponry for different situations (shotguns for close quarters combat, mass drivers and grenades for area clearance, sniper rifles for long range engagements, AV-weaponry for taking out vehicles etc.) so should tanks.
Railguns fit the anti-tank niche, while large blasters fit the anti-infantry niche.
I'd prefer if blasters got nerfed in some way as to make them less effective against other tanks (if you fit an anti-infantry cannon then you shouldn't do much damage to another tank), and railguns less effective against infantry (decreased splash damage perhaps, or something that makes it almost impossible to hit infantry), in order to make the respective turrets fit their niches better.
But despite ccp's balancing mistakes, it's perfectly justified for tanks to have specialized main weapons. |
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