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MarasdF Loron
Fatal Absolution Negative-Feedback
285
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Posted - 2014.03.31 13:40:00 -
[1] - Quote
Judge Rhadamanthus wrote:Judge is coming after your rep stacking. Judge, 90% of the time I agree with what you say and whatever points you make, but please.. please.. Armor Repper stacking has SO many hard counters. It's the most balanced fit there's ever been for tanks.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Negative-Feedback
286
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Posted - 2014.03.31 15:11:00 -
[2] - Quote
pyramidhead 420 wrote:MarasdF Loron wrote:Judge Rhadamanthus wrote:Judge is coming after your rep stacking. Judge, 90% of the time I agree with what you say and whatever points you make, but please.. please.. Armor Repper stacking has SO many hard counters. It's the most balanced fit there's ever been for tanks. should be zero stacking in this game period. maximum, one of each mod per fit. that way, fitting something would require a brain, instead of how much hp can I stack and rep So no stacking, huh? Armor tanks would all consist of Armor Repper, Armor Hardener and Armor Plate then. 0 variety as those are the only modules that we can choose from. And if we cannot do stacking then infantry doesn't deserve that right either.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Negative-Feedback
287
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Posted - 2014.03.31 15:22:00 -
[3] - Quote
Judge Rhadamanthus wrote:MarasdF Loron wrote:Judge Rhadamanthus wrote:Judge is coming after your rep stacking. Judge, 90% of the time I agree with what you say and whatever points you make, but please.. please.. Armor Repper stacking has SO many hard counters. It's the most balanced fit there's ever been for tanks. I actually meant I was going to try kill his tanks with my swarms or ADS. I didn't say anything about advocating for their removal or changing them. They are on my list of things to keep an eye on though. They may come out as fair and balanced. They may not. The OP said himself it took 4 tanks to get him down. I have seen it myself. The way they are working on the battlefield, particularity when combined with a speed module, is worth investigation. I'm taking a look. A close look to make sure they do not get nerfed unfairly if at all. If they come out as fair I will certainly defend them. If not, I won't. It is worth noting that any suggested change to vehicles that bring Taka or Speaker out from under their bridge does kind of make the case that there may be something worth looking into. Ok, then you have my apology. Anyway, even if he said it took 4 tanks to get him down, that means he is either lying or was able to manouver really well, at best 3 Armor Reppers will somewhat negate the DPS done by Proto Blaster.
136*7.14*0.9 (against armor) = 874 DPS, best case scenario repping is 512hp/s. That Proto Blaster would still be doing 362 DPS. Obviously during cooling down that Maddy will be almost at full health again, almost.
So let's assume that he was being hit by 4 Basic Blaster tanks. (His best case scenario) 105*7.14*0.9*4 = 2699 DPS, now let's apply 512hp/s, that still leaves 2187 DPS, less than 2 seconds for him to die when his shields are down.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Negative-Feedback
287
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Posted - 2014.03.31 15:35:00 -
[4] - Quote
Garrett Blacknova wrote:MarasdF Loron wrote:Judge Rhadamanthus wrote:Judge is coming after your rep stacking. Judge, 90% of the time I agree with what you say and whatever points you make, but please.. please.. Armor Repper stacking has SO many hard counters. It's the most balanced fit there's ever been for tanks. Which has faster regen? A repper-stacked armour tank, or a shield tank? Which gets interrupted by damage? Shields are meant to have the advantage in passive regen. Instead, armour can achieve a larger advantage in this area very easily. Let's see. Armor HAV has active repair modules? Nope. Armor HAV has passive repair modules? Yes. Armor HAV has built-in repairs? Nope. Shield HAV has active repair modules? Yes. Shield HAV has passive repair modules? Nope. Shield HAV has built-in repairs? Yes.
So you are telling me that since Shield HAV has both built-in repairs and active repair modules and Armor HAV has only passive repair modules, Shield tanks should excell at passive repairs? Lol.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Negative-Feedback
287
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Posted - 2014.03.31 15:57:00 -
[5] - Quote
Garrett Blacknova wrote:MarasdF Loron wrote:Let's see. Armor HAV has active repair modules? Nope. Armor HAV has passive repair modules? Yes. Armor HAV has built-in repairs? Nope. Shield HAV has active repair modules? Yes. Shield HAV has passive repair modules? Nope. Shield HAV has built-in repairs? Yes.
So you are telling me that since Shield HAV has both built-in repairs and active repair modules and Armor HAV has only passive repair modules, Shield tanks should excell at passive repairs? Lol. What armour tanks should (logically) be: -High HP. (check) -Slow but constant regen. -Decent hardening. What shield tanks should be: -Lower HP. (check) -Fast regen, but interruptible. -Better hardening. What we ACTUALLY have is a situation where the tank with better HP ALSO gets better self-repair options. The active module for shield regen doesn't work half the time, so that argument negates itself. Also, unlike shields, the passive regen on armour doesn't get interrupted by damage, making the higher regen rate even more of an advantage. Another possible solution would be to reverse the module situation, making armour rely entirely on active repair with no passive regen options, and having shield modules to buff passive regen without any active shield recovery option. This would also serve to make a high regen rate on armour viable, purely because it comes with those waves of opportunity CCP wanted so badly. I'm tired of arguing about the same stuff over and over again, just gimme back my 1.6 AV and Vehicles. Like naow. CCP, right, fcking, naow!
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution
288
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Posted - 2014.03.31 16:37:00 -
[6] - Quote
Sir Snugglz wrote:I'm still OP. ADS is fine though. Please kindly get out of here, because there's hardly any counters against you (even on the forums).
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution
290
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Posted - 2014.03.31 17:05:00 -
[7] - Quote
Magnus Amadeuss wrote: Due to the damage mod and proficiency nerfs, armor repper tanks are actually a good bit more effective than before.
So, let's see... PLC Prof = Shield (Next to useless weapon as AV anyway) Forge Prof = Armor Swarm Prof = Armor
Sooo... how did it affect armor tanks?
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution
290
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Posted - 2014.03.31 17:25:00 -
[8] - Quote
shadow drake35 wrote:WUT ANG wrote:So many mercs forget that the gunnlogi and madruger are standard hav's. So the soma and sica should be able to kill you if you get caught off guard.
Militia - Standard - Advanced - Proto The way the game works. what does upgrading your HAV skill do Consume SP.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution
290
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Posted - 2014.03.31 17:54:00 -
[9] - Quote
BAD FURRY wrote:MarasdF Loron wrote:shadow drake35 wrote:WUT ANG wrote:So many mercs forget that the gunnlogi and madruger are standard hav's. So the soma and sica should be able to kill you if you get caught off guard.
Militia - Standard - Advanced - Proto The way the game works. what does upgrading your HAV skill do Consume SP. Militia - Standard - Advanced - Proto - T2 - T3 that but we dont have that yet ! Most likely we will never have that. Infantry would make death threats to CCP if they ever even asked how the community would feel about those.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution
293
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Posted - 2014.04.01 04:12:00 -
[10] - Quote
bamboo x wrote:You have convinced me to skill into damage mods on my tank character.
I wouldn't do it before because hardeners were so OP.
What would you recommend on a full proto Gunnlogi? I'm thinking an extender, hardener, and damage mod? For pubs: dmg mod, dmg mod, dmg mod or dmg mod, dmg mod, nitrous. With our without hardener nerf that wrecks almost all tanks.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
304
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Posted - 2014.04.02 04:11:00 -
[11] - Quote
Magnus Amadeuss wrote:MarasdF Loron wrote:Magnus Amadeuss wrote: Due to the damage mod and proficiency nerfs, armor repper tanks are actually a good bit more effective than before.
So, let's see... PLC Prof = Shield (Next to useless weapon as AV anyway) Forge Prof = Armor Swarm Prof = Armor Sooo... how did it affect armor tanks? pre 1.8: 3 damage mods = 124.4% damage post 1.8: 3 damage mods = 112.2% damage There you go, a 10% nerf to swarms/forge guns versus armor tanks. Ok, Forge Gun I can give you but I heard Swarms got fixed and are now a real threat to tanks again.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
304
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Posted - 2014.04.02 04:29:00 -
[12] - Quote
True Adamance wrote:Pvt Numnutz wrote:I would just like to say that the hardener Nerf was fair and the tankers who are crying should feel ashamed. Imagine my lolz when I couldn't just turn on a hardener and sit through an orbital! Shield tanks are challenging now, you aren't invincible anymore and it seems av has finally found its backbone as I am seeing swarms everywhere in groups.
The supper repper nos gal tank is a problem IMO, I have fought with them and against them and the only way to really destroy them is proto rail or adv/proto rail + a missile tank. I tried to down one with me an my gunner in an assault dropship and as soon as we had to reload (xt missiles) his armor was back. We tried alternating our fire to keep a continuous stream of missiles on him but we were in a dropship so cover and buildings and changes in direction hampered that plan. I'm pretty sure a rail tank came and together we were able to bring it down. Honestly even in my missile tank I would think twice about engaging a rep tank with nos, and missile tanks are designed to hunt those so....... The only solution to that are depreciating rep values on stacked modules.... otherwise nerfs just penalise those like me who only user a single repper, and I think current rep values are pretty fair...unless we hit the old active rep modules. I really see no reason to nerf Armor Rep stacking as that fit is only good for one thing: pub stomping noobs, there, I said it, noobs. If there's even one guy on the enemy team who knows what a hard counter is that particular tank will blow up instantly. Without giving you any chance to fight back or even react before you are dead.
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
306
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Posted - 2014.04.02 13:56:00 -
[13] - Quote
shadow drake35 wrote:dude a tank can back off for 5 seconds and have about full health back Doesn't matter how fast it gets it's health back since the stuff that kills it will bring it down from full health to 0 before it can rep even one cycle.
Atiim wrote:MarasdF Loron wrote: I really see no reason to nerf Armor Rep stacking as that fit is only good for one thing: pub stomping noobs, there, I said it, noobs. If there's even one guy on the enemy team who knows what a hard counter is, that particular tank will blow up instantly. Without giving you any chance to fight back or even react before you are dead.
And by hard counter, you mean anything other than a Swarm Launcher, Plasma Cannon, or Non-Breach Forge Gun? If there is a fitting that makes it theoretically impossible to solo with an AV weapon, it needs to be nerfed. Especially when said AV weapon is specifically designed to destroy it. As I am posting this I am not taking into account the bugged FG, bugged Railgun or bugged Large Turrets in general.
Actually more like anything other than 1.7 Swarm Launcher, PLC, Non-Assault Forge Gun, AV nade or Blaster. It may be immortal against any of those that try to solo it, but then again nearly no one gets any kind of tanks killed with PLC or AV nade so those don't count. Large Blaster will not kill it unless you are godlike with it or have dmg mod. Swarm Launcher and any kind of Forge Gun will kill it if you hit the weak spot, which is how it should be. Proxies, Remotes and Large Missiles will instagib it. Large Railgun will kill it in roughly 3-4 hits without dmg mods, with dmg mods it gets as low as 2 hits, I believe it's 1 hit if you hit the weak spot. It can be killed very fast by Small Missiles attached to a Python. Assault Forge Gun will kill it without too much trouble. Small Railguns will kill it if attached to an Incubus.
So it is immune to the 2 weapons that every tank is (which is broken, but not partically because of this fit). It is astonishingly good against Blaster tanks. It is neither good nor bad against Swarms or Non-Assault Forge Guns. It is terribad against Proxies, Remotes and Large Missiles. It is very bad against Large Rails and Small Missiles (attached to an ADS). It is bad against Assault Forge Gun and Small rails (attached to an ADS).
Summary: Strenghts: 1 Not weakness, not strength: 2 Weaknesses: 7
So where stuff normally goes more like this... Strenghts: 3 Not weakness, not strength: 5 Weaknesses: 2
... I would say this tank is much more balanced than most.
R.I.P. Pre-1.7 tanks, you will be missed.
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