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Exionous
True Pros Forever
91
|
Posted - 2014.04.20 00:49:00 -
[1] - Quote
Fix the quota to take vehicle types, not total vehicles.
I can deal with one or two tanks, if I'm having a good day and they're all militia, three, but 4-6 tanks? Might as well start killing myself.
So, these numbers are pretty sketched and shouldn't be thought to be set in stone, but an idea nonetheless:
- LAV: 3 Max - HAV: 2 Max - Dropship: 2 Max
(Side note: what is the current vehicle quota? I think it's 7, but I don't know..) |
a brackers
Vanguardian Remnant
29
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Posted - 2014.04.20 22:37:00 -
[2] - Quote
I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
Proto dropship pilot
The sandbox shooter
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Exionous
True Pros Forever
96
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Posted - 2014.04.20 22:59:00 -
[3] - Quote
a brackers wrote:I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
No, because what will happen? Proto corp squad will choose not to pull any assault ships out so they can run 3 proto tanks. Or in the possible event that the three tankers get lucky and call their tanks before the dropship pilot gets his out, we'll all be screwed again. These tankers don't deserve any mercy for the 4 months of s**t they've put us through. I'm reluctant not to make it only 1 HAV per match, but I know that at least a blaster and railgun/missle should be out for a balanced tank layout.
PC Hacker for sale -- Flat Rate 750,000 ISK -- If we win, I will give 20% of my earnings back to your corporation
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Dauth Jenkins
Ultramarine Corp
486
|
Posted - 2014.04.20 23:07:00 -
[4] - Quote
Exionous wrote:a brackers wrote:I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
No, because what will happen? Proto corp squad will choose not to pull any assault ships out so they can run 3 proto tanks. Or in the possible event that the three tankers get lucky and call their tanks before the dropship pilot gets his out, we'll all be screwed again. These tankers don't deserve any mercy for the 4 months of s**t they've put us through. I'm reluctant not to make it only 1 HAV per match, but I know that at least a blaster and railgun/missle should be out for a balanced tank layout.
Lol, where did the tank touch you...
In all seriousness, I'd rather have 1 ads out every game, so that someone can get rid of the roof links.
-Sincerely
--The Dual Swarm Commando
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KalOfTheRathi
Nec Tributis
1230
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Posted - 2014.04.20 23:12:00 -
[5] - Quote
So what are tankers and pilots supposed to do, AFK?
CCP/Shanghai stated last year that tanks were being run incorrectly by the dedicated tankers in Dust. So they would change them in 1.5. Well now, it was harder than it looked like (isn't everything little old thing CCP/Shanghai?) and not only did it slip to 1.7 but 1.7 slipped for months from its expected drop date of November 2013.
Now we run tanks the way CCP/Shanghai wants. We run out of ammunition and have to return to reload. Of course half the supply depots aren't accessible so we have to redeploy our tank to get more ammunition. Fun!
The lower level modules take a long time to cool down. Unless you are Proto nearly everything you have to retreat and let them cool down. Which the post from CCP/Shanghai said was what they wanted to have happen. It did. Except that running to the Red Line to get supplies or to cool down will generate a flood of QQ Kitten postings on these forums or hate mail in game.
My tanker alt has zero SP in drop suits. ~1M SP in weapons and drop suit upgrades. The other 16M is in vehicles. But you don't want her to play the only game she is skilled to play. If AFK is the only answer then the QQ Kittens will lambast for that activity as well. They even want to kill the SP earned by being in game, thus defeating the AFK crowd. The crowd that would only increase by supporting your ideas.
This is the game we have. Learn to play it.
And so it goes.
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Exionous
True Pros Forever
97
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Posted - 2014.04.21 00:00:00 -
[6] - Quote
KalOfTheRathi wrote:So what are tankers and pilots supposed to do, AFK? CCP/Shanghai stated last year that tanks were being run incorrectly by the dedicated tankers in Dust. So they would change them in 1.5. Well now, it was harder than it looked like (isn't everything little old thing CCP/Shanghai?) and not only did it slip to 1.7 but 1.7 slipped for months from its expected drop date of November 2013. Now we run tanks the way CCP/Shanghai wants. We run out of ammunition and have to return to reload. Of course half the supply depots aren't accessible so we have to redeploy our tank to get more ammunition. Fun! The lower level modules take a long time to cool down. Unless you are Proto nearly everything you have to retreat and let them cool down. Which the post from CCP/Shanghai said was what they wanted to have happen. It did. Except that running to the Red Line to get supplies or to cool down will generate a flood of QQ Kitten postings on these forums or hate mail in game. My tanker alt has zero SP in drop suits. ~1M SP in weapons and drop suit upgrades. The other 16M is in vehicles. But you don't want her to play the only game she is skilled to play. If AFK is the only answer then the QQ Kittens will lambast for that activity as well. They even want to kill the SP earned by being in game, thus defeating the AFK crowd. The crowd that would only increase by supporting your ideas. This is the game we have. Learn to play it.
... so I should spend about 7 months of my life creating a tanker account so powerful that I have to use it all the time because the gravity of tankers and their conceited, arrogant minds psychologically take over their cognitive process as so in their own minds they believe themselves to be the judge, jury, and executioner of every map they play on, holding such tremendous firepower that there is little to no way to combat the debilitating strength of Ion Cannon RepTanks and multi-hardened Gunnlogis with Particle Cannons that we must simply sit back, accept our doomed fate as infantry and die dozens of times?
If I wanted to fight tanks the whole damn match, I would play World of Tanks or Tank Superiority on Battlefield. This is DUST 514. Not TANK 514. And I'm not the only person with this viewpoint. You'd have to be fully ignorant (most tankers are, to our grief) to not hear the amount of complaints this game receives from the average player on tanks.
Open your goddamn eyes, you narcissistic idiots.
PC Hacker for sale -- Flat Rate 750,000 ISK -- If we win, I will give 20% of my earnings back to your corporation
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9604
|
Posted - 2014.04.21 02:34:00 -
[7] - Quote
Exionous wrote:KalOfTheRathi wrote:So what are tankers and pilots supposed to do, AFK? CCP/Shanghai stated last year that tanks were being run incorrectly by the dedicated tankers in Dust. So they would change them in 1.5. Well now, it was harder than it looked like (isn't everything little old thing CCP/Shanghai?) and not only did it slip to 1.7 but 1.7 slipped for months from its expected drop date of November 2013. Now we run tanks the way CCP/Shanghai wants. We run out of ammunition and have to return to reload. Of course half the supply depots aren't accessible so we have to redeploy our tank to get more ammunition. Fun! The lower level modules take a long time to cool down. Unless you are Proto nearly everything you have to retreat and let them cool down. Which the post from CCP/Shanghai said was what they wanted to have happen. It did. Except that running to the Red Line to get supplies or to cool down will generate a flood of QQ Kitten postings on these forums or hate mail in game. My tanker alt has zero SP in drop suits. ~1M SP in weapons and drop suit upgrades. The other 16M is in vehicles. But you don't want her to play the only game she is skilled to play. If AFK is the only answer then the QQ Kittens will lambast for that activity as well. They even want to kill the SP earned by being in game, thus defeating the AFK crowd. The crowd that would only increase by supporting your ideas. This is the game we have. Learn to play it. ... so I should spend about 7 months of my life creating a tanker account so powerful that I have to use it all the time because the gravity of tankers and their conceited, arrogant minds psychologically take over their cognitive process as so in their own minds they believe themselves to be the judge, jury, and executioner of every map they play on, holding such tremendous firepower that there is little to no way to combat the debilitating strength of Ion Cannon RepTanks and multi-hardened Gunnlogis with Particle Cannons that we must simply sit back, accept our doomed fate as infantry and die dozens of times? If I wanted to fight tanks the whole damn match, I would play World of Tanks or Tank Superiority on Battlefield. This is DUST 514. Not TANK 514. And I'm not the only person with this viewpoint. You'd have to be fully ignorant (most tankers are, to our grief) to not hear the amount of complaints this game receives from the average player on tanks. Open your goddamn eyes, you narcissistic idiots.
You don't sound like you remember the builds between Uprising 1.0 and 1.7....... that was 7 months of poor balance in favour of AV.
Conceit is the word you use because you didn't tank then, you didn't get told to stop bitching because single AV players were able to deny vehicles...or all types the whole map.
Now think of it from the other side.
Equally as you say "I don't want to be fighting tanks" I do, or if not hat I don't want to be running infantry. Its old and boring and stale.....but just as I have no authority to say to you that your ideals regarding the game are invalid.... you have no right to impose on mine.
Yes tankers know tanks are a problem. Less than half of them care because they can now abuse a specific fit to achieve peak effectiveness in the traditional FPS player mind set, few of them care to see beyond their little piece of the pie.
However I have to agree with Rathi on one thing. This is our game at the moment, so we must learn to deal with it.
That is not to say we have to accept it though. As a tanker I can admit that tanks are a huge problem and their current design is garbage. Where we can make builds that abuse specific mechanics to provide permanent hardeners cycles, or 400 reps per second. Or where you can spam 6 HAV on small maps to dominate a ruin infantry combat......
This is inherently wrong. Much like single AVers dominating the entirety of the map from buildings was wrong.
However nerfs or buffs are not warranted. Imposing arbitrary limitations of game modes and limiting players for simply being what they are is not right.
Should we limit Assaults to 2 players per match, 2 Scouts, 2 Heavies, 2 Logis, and the rest MLT frames? No that's not right either.
What we want to do is tweak the game so that we entice players, making them think it their own will, to play to specific builds, to make builds within acceptable game mechanics.
Give AV a place, and boy is AV close to being balanced. Yes I do believe that. AV is very punchy against HAV that aren't abusing the triple reps, triple hardeners builds.
Give tanks customisation of their tanks, make build crafting matter like it used to.
Reduce the effectiveness of MLT HAV, the abominably built HAV they are reducing tanking to 0SP Railgun builds because players are too lazy of bad to skill into HAV proper.
TL;DR- Yeah this is our game and we have to accept that for now this is what we have. Whining and complaining gets us nowhere. Dialogue with CPM and Devs does get us somewhere. Critiquing impartially and developing cohesive and intelligent arguments of for specific changes will help.
However we should not just accept what we are given. As a community it is our duty to work to better the game either through providing meaningful feedback or through simple development of community assets and links.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Exionous
True Pros Forever
101
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Posted - 2014.04.21 03:07:00 -
[8] - Quote
True Adamance wrote:
You don't sound like you remember the builds between Uprising 1.0 and 1.7....... that was 7 months of poor balance in favour of AV.
Conceit is the word you use because you didn't tank then, you didn't get told to stop bitching because single AV players were able to deny vehicles...or all types the whole map.
Now think of it from the other side.
Equally as you say "I don't want to be fighting tanks" I do, or if not hat I don't want to be running infantry. Its old and boring and stale.....but just as I have no authority to say to you that your ideals regarding the game are invalid.... you have no right to impose on mine.
Yes tankers know tanks are a problem. Less than half of them care because they can now abuse a specific fit to achieve peak effectiveness in the traditional FPS player mind set, few of them care to see beyond their little piece of the pie.
However I have to agree with Rathi on one thing. This is our game at the moment, so we must learn to deal with it.
That is not to say we have to accept it though. As a tanker I can admit that tanks are a huge problem and their current design is garbage. Where we can make builds that abuse specific mechanics to provide permanent hardeners cycles, or 400 reps per second. Or where you can spam 6 HAV on small maps to dominate a ruin infantry combat......
This is inherently wrong. Much like single AVers dominating the entirety of the map from buildings was wrong.
However nerfs or buffs are not warranted. Imposing arbitrary limitations of game modes and limiting players for simply being what they are is not right.
What we want to do is tweak the game so that we entice players, making them think it their own will, to play to specific builds, to make builds within acceptable game mechanics.
Give AV a place, and boy is AV close to being balanced. Yes I do believe that. AV is very punchy against HAV that aren't abusing the triple reps, triple hardeners builds.
Give tanks customisation of their tanks, make build crafting matter like it used to.
Reduce the effectiveness of MLT HAV, the abominably built HAV they are reducing tanking to 0SP Railgun builds because players are too lazy of bad to skill into HAV proper.
TL;DR- Yeah this is our game and we have to accept that for now this is what we have. Whining and complaining gets us nowhere. Dialogue with CPM and Devs does get us somewhere. Critiquing impartially and developing cohesive and intelligent arguments of for specific changes will help.
However we should not just accept what we are given. As a community it is our duty to work to better the game either through providing meaningful feedback or through simple development of community assets and links.
I did have a tanker during those builds. Neutron Blaster Madrugars.
You can't compare tanks for infantry suits because those two have NOTHING in common.
You have a few points. A total revamp isn't really needed. There does need to be changes. The amount of tanks on the field is one of those.
And if this is the game right now, and we must deal with it, then it looks like I'm taking another 2 month hiatus from this bullshit. We've dealt with the godpowers of tankers for, what, 3-4 months now, and my patience ran out on the first few weeks. I'm really getting sick of tankers defending tanks because they don't want their precious invincible treaded machines to take damage, just like protostompers don't want their proto nerfed, and just like Flaylock users didn't want the Flaylock nerfed, and just like the forge gun rooftop infantry assassins didn't want their forge guns nerfed. If we learn from our history, then we need to study our history, because tanks are going down the same line as all those things.
This is not TANK 514.
I'm not the only one sick of tanks going 17/0 with over 3,000 WP, shredding hundreds of thousands of ISK from us in suits and tanks that can't counter them because their godtanks are so ridiculously strong they more or less cannot without being hit by 2 forge guns and a railgun at the same time.
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
344
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Posted - 2014.04.21 03:59:00 -
[9] - Quote
Exionous wrote:Fix the quota to take vehicle types, not total vehicles.
I can deal with one or two tanks, if I'm having a good day and they're all militia, three, but 4-6 tanks? Might as well start killing myself.
So, these numbers are pretty sketched and shouldn't be thought to be set in stone, but an idea nonetheless:
- LAV: 3 Max - HAV: 2 Max - Dropship: 2 Max
(Side note: what is the current vehicle quota? I think it's 7, but I don't know..)
Join us. We just went up against Fatal Absolution with only two tankers. They brought at least 6 and swarmed the PC. We dominated. Get a pal and come over to our corp. we can teach you better tactics and plus you will have other tankers to roll out with. We also have ADS which in and of itself will help you be a better tanker.
FAME
Click for Vehicle Support
Click for Recruitment
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Kelbec Illidarie
The Forlorn Hope.
6
|
Posted - 2014.04.21 09:34:00 -
[10] - Quote
to all of you complaining about vehicle caps you may as well go into an eve forum and ***** about corps being able to field too many carriers when your only in frigs and cruisers. this game was built to have both mercs and vehicles. there is a counter to everything in the game. it isnt ccp's fault that you didnt train it. now your going to ***** that it isnt strong enough. my answer to that is minmatar commando with swarms. the right skills the right gear the right tactic will win you the match. if you loose its because you didnt have what it took to counter them in at least two of the three categories i just mentioned. this is a RPGFPS. you take on the role of a merc and train up to use gear in an effort to destroy your enemy who ever that may be. ccp is is the one gaming company that will not punish a player for greeving another player because if your dumb enough to walk into it thats on you. so 6 tanks on the field? AV nades, swarms, remote mines, ghad jeeps, forge guns, the list goes on. i say get rid of the cap. let every player call something in if they want to. it is their assets to loose. and to put a cap keeps a fellow squad mate from helping you tactically with a vehicle because stupid blue berries (whome you can not communicate with because ccp doesnt know how to make a better team communication system) have filled your quota. so now not only are you unable to use tactics to your advantage you loose because blue berries are loosing their sicas somas and other starter vehicles while still in them because they have no clue how to play a tactical game. this isnt call of duty, this isnt halo... in closing L2P or uninstall. go back to CoD.
Primary role: Logi
Secondary role: Pilot/Tanker
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a brackers
Vanguardian Remnant
29
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Posted - 2014.04.21 12:38:00 -
[11] - Quote
Exionous wrote:a brackers wrote:I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
No, because what will happen? Proto corp squad will choose not to pull any assault ships out so they can run 3 proto tanks. Or in the possible event that the three tankers get lucky and call their tanks before the dropship pilot gets his out, we'll all be screwed again. These tankers don't deserve any mercy for the 4 months of s**t they've put us through. I'm reluctant not to make it only 1 HAV per match, but I know that at least a blaster and railgun/missle should be out for a balanced tank layout.
Ok then tank limit at 2.5. Therefor ads doesnt take from dropship pool as theyre used completely differently. The limit is still at two tanks with some flexability as you could get two ads then only one tank
Proto dropship pilot
The sandbox shooter
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a brackers
Vanguardian Remnant
29
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Posted - 2014.04.21 12:41:00 -
[12] - Quote
Kelbec Illidarie wrote:to all of you complaining about vehicle caps you may as well go into an eve forum and ***** about corps being able to field too many carriers when your only in frigs and cruisers. this game was built to have both mercs and vehicles. there is a counter to everything in the game. it isnt ccp's fault that you didnt train it. now your going to ***** that it isnt strong enough. my answer to that is minmatar commando with swarms. the right skills the right gear the right tactic will win you the match. if you loose its because you didnt have what it took to counter them in at least two of the three categories i just mentioned. this is a RPGFPS. you take on the role of a merc and train up to use gear in an effort to destroy your enemy who ever that may be. ccp is is the one gaming company that will not punish a player for greeving another player because if your dumb enough to walk into it thats on you. so 6 tanks on the field? AV nades, swarms, remote mines, ghad jeeps, forge guns, the list goes on. i say get rid of the cap. let every player call something in if they want to. it is their assets to loose. and to put a cap keeps a fellow squad mate from helping you tactically with a vehicle because stupid blue berries (whome you can not communicate with because ccp doesnt know how to make a better team communication system) have filled your quota. so now not only are you unable to use tactics to your advantage you loose because blue berries are loosing their sicas somas and other starter vehicles while still in them because they have no clue how to play a tactical game. this isnt call of duty, this isnt halo... in closing L2P or uninstall. go back to CoD.
Im sorry. I never noticed proto swarms on any vehicle doing any type of damage to either my incubus or madruger repping at 450hp/sec. I have noticed 5 tanks camping the ground spawn on quite a few maps so you cant even fire your swarms before youre dead
Proto dropship pilot
The sandbox shooter
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Exionous
True Pros Forever
107
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Posted - 2014.04.21 22:01:00 -
[13] - Quote
a brackers wrote:Exionous wrote:a brackers wrote:I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
No, because what will happen? Proto corp squad will choose not to pull any assault ships out so they can run 3 proto tanks. Or in the possible event that the three tankers get lucky and call their tanks before the dropship pilot gets his out, we'll all be screwed again. These tankers don't deserve any mercy for the 4 months of s**t they've put us through. I'm reluctant not to make it only 1 HAV per match, but I know that at least a blaster and railgun/missle should be out for a balanced tank layout. Ok then tank limit at 2.5. Therefor ads doesnt take from dropship pool as theyre used completely differently. The limit is still at two tanks with some flexability as you could get two ads then only one tank
Okay, it may still need some tweaking, but that's definitely an improved version. +1.
PC Hacker for sale -- Flat Rate 750,000 ISK -- If we win, I will give 20% of my earnings back to your corporation
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Exionous
True Pros Forever
107
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Posted - 2014.04.21 22:22:00 -
[14] - Quote
Kelbec Illidarie wrote:to all of you complaining about vehicle caps you may as well go into an eve forum and ***** about corps being able to field too many carriers when your only in frigs and cruisers. this game was built to have both mercs and vehicles. there is a counter to everything in the game. it isnt ccp's fault that you didnt train it. now your going to ***** that it isnt strong enough. my answer to that is minmatar commando with swarms. the right skills the right gear the right tactic will win you the match. if you loose its because you didnt have what it took to counter them in at least two of the three categories i just mentioned. this is a RPGFPS. you take on the role of a merc and train up to use gear in an effort to destroy your enemy who ever that may be. ccp is is the one gaming company that will not punish a player for greeving another player because if your dumb enough to walk into it thats on you. so 6 tanks on the field? AV nades, swarms, remote mines, ghad jeeps, forge guns, the list goes on. i say get rid of the cap. let every player call something in if they want to. it is their assets to loose. and to put a cap keeps a fellow squad mate from helping you tactically with a vehicle because stupid blue berries (whome you can not communicate with because ccp doesnt know how to make a better team communication system) have filled your quota. so now not only are you unable to use tactics to your advantage you loose because blue berries are loosing their sicas somas and other starter vehicles while still in them because they have no clue how to play a tactical game. this isnt call of duty, this isnt halo... in closing L2P or uninstall. go back to CoD.
1. Go **** yourself, do not compare me to a CoD player, because that's where the tanker and protostomper mindset comes from. Ask people that run proto a lot, and see how much they play CoD.
2. Swarm launcher operation level 3 65 'Haywire' Wiyrkomi Swarm Launchers on hand Remote Explosives Proximity Explosides 3 complex light damage modifiers Swarm Launcher Ammo Capacity level 3
The tanks run at 50 MP/H and wait for the person to give up, get killed, or go and deal with it because swarms tickle tanks anyway.
Sica -- Militia 80GJ Railgun 2 Militia Damage Amplifiers
Tank hardens and runs away, never to be seen again until his particle cannon variant comes out.
Forge guns? Glitched pieces of crap. Can't even use them properly, even if I were skilled into them.
You tankers are seriously starting to run out of ignorant counterarguements to a substantial and clearly evident problem.
PC Hacker for sale -- Flat Rate 750,000 ISK -- If we win, I will give 20% of my earnings back to your corporation
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9612
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Posted - 2014.04.21 22:26:00 -
[15] - Quote
I am beginning to see an AV culture developing in matches. Its a pleasant change, and is exactly what the player base needs to develop.
Contrary to popular opinion, raw damage wise at ADV and higher swarm launchers can do significant damage to vehicles. Running a missile tank yesterday saw a very dogged AV effort from a player I know, which crippled one HAV and nearly cost me another.....bother were shield.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Soraya Xel
Abandoned Privilege Top Men.
2084
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Posted - 2014.04.22 01:10:00 -
[16] - Quote
Hard limits on vehicle types is the wrong approach, it removes player choice, and doesn't allow flexibility. You're better off with a point system. Like this:
HAVs are 3 points DS are 2 points LAVs are 1 point
Your team may have... say 8 points in use at a time. Enough for two HAVs and a dropship, or a HAV, two dropships, and a LAV, etc.
I'd like to be your CPM1 candidate
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Exionous
True Pros Forever
108
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Posted - 2014.04.22 01:13:00 -
[17] - Quote
Soraya Xel wrote:Hard limits on vehicle types is the wrong approach, it removes player choice, and doesn't allow flexibility. You're better off with a point system. Like this:
HAVs are 3 points DS are 2 points LAVs are 1 point
Your team may have... say 8 points in use at a time. Enough for two HAVs and a dropship, or a HAV, two dropships, and a LAV, etc.
I tried posting that before. I got the same reaction as the last 4 posts above yours. So mostly ignorance all around.
https://forums.dust514.com/default.aspx?g=posts&t=156825&find=unread
Sorry, what was that tankers?
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bogeyman m
Krusual Covert Operators Minmatar Republic
182
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Posted - 2014.04.29 05:15:00 -
[18] - Quote
I'd be okay with vehicle limits of:
LAVs: 4 HAVs: 3 DSs: 2 ADSs: 1
And...
Buff the lock range, lock time and missile speed of Swarm Launches (leaving damage unchanged, for now).
Duct tape 2.0 > Have WD-40; will travel.
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Kelbec Illidarie
The Forlorn Hope.
31
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Posted - 2014.04.29 06:50:00 -
[19] - Quote
this is a sandbox FPS... STOP limiting! take all the limiters off. let people call n what ever asset they want. those same assets are open to anyone else to go and buy. counter a tank with another tank if ya'll are going to B*tch about lack of OP AV power. and if you are too proud to fight fire with fire or cant use one to save your life then that isnt the games fault nor is it CCP's fault and IMO i dont feel that they should cater to the unskilled (dont confuse unskilled with new player). or proud. and if your too poor to buy one then that speaks to your ability to manage your wallet and you have no tears from me.
and if you still prosiest after this to b*tch and not use a tank. then go inside a building. come on guys use your heads. what tank can fit inside or under ground?
Primary role: Logi
Secondary role: Pilot/Tanker
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Beartrocity
TeamPlayers Dirt Nap Squad.
4
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Posted - 2014.04.29 08:16:00 -
[20] - Quote
No. Too many militia tanks chilling in the red line not doing ****.
Don't like tanks go play Bush.
Can't kill tanks? Get better AV.
Kota's Tank Rager
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Finn Colman
Immortal Guides
14
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Posted - 2014.04.29 14:41:00 -
[21] - Quote
I'm pretty sure that the only reason I can't kill most HAVs I come across is because I'm usually alone. TBH I don't think I should be able to solo an HAV. Two people who are good with PLCs can put an HAV near death if unhardened, making for a great sneaky technique for Anti-HAV, just set up an ambush with a Proximity explosive and two hidden PLCs (then again, this sounds a little bit convoluted). 6 HAVs at once, is completely ridiculous. IMO 3 HAVs would be very annoying, but tolerable (probably just because I'm a very patient person). So 2 HAVs sounds like a good limit, so does 2 DS (anything more gets a bit crowded). |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
69
|
Posted - 2014.04.29 17:20:00 -
[22] - Quote
Exionous wrote:a brackers wrote:I would recommend separating ads from ds, and maybe change to: lav:3 hav:3 (however an ads counts as 0.5 and round up) ds:2
No, because what will happen? Proto corp squad will choose not to pull any assault ships out so they can run 3 proto tanks. Or in the possible event that the three tankers get lucky and call their tanks before the dropship pilot gets his out, we'll all be screwed again. These tankers don't deserve any mercy for the 4 months of s**t they've put us through. I'm reluctant not to make it only 1 HAV per match, but I know that at least a blaster and railgun/missle should be out for a balanced tank layout.
What about the 7 months of crap that overpowered AV put them through? I, as a pilot of an Incubus, have no sympathy for your "underpowered" AV that everyone is calling for now...
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
923
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Posted - 2014.04.29 19:36:00 -
[23] - Quote
The fix to vehicle spam are flux grena--oh wait, this isn't a typical spam thread.
Seriously, though, the fix to vehicle spam is just dramatically increased performance on AV weapons. There's so many things broken with AV now. Namely, AV weapons require a delay--a lock-on time for swarms and charge time for forge guns--while tanks do not. So, as you're looking at the tank in full line-of-sight to acquire a lock for your SL, he's taking that chance to cut you down with his blaster.
Other issues range from swarm missiles being too easy to outrage or impact-path-to-cover destroy to full prototype-grade swarm launchers with damage enhancers not even scratching the paint on a militia-grade tank.
Honestly, once AV is "balanced" and not in the toilet as it is currently, vehicles will be spammed less because they'll be easier to kill. That, and an increase in the cost of the average tank, and you'll likely see their use--and spam--curtailed.
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