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Jason Pearson
State Terrestrial Mercenaries
4132
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Posted - 2014.04.22 16:02:00 -
[91] - Quote
Atiim wrote:Benjamin Ciscko wrote:They are vulnerable to burst damage
PE's
RE's Missile Tanks Rail Tanks Breach FG's (in Pairs though with a little skill and luck you can R@pe them solo)
2PRO swarms Might I say that's a lot of hard counters I cut out the things that can easily be negated by situational awareness, and simple competence. There was also one thing I cut out that is mathematically impossible. I must agree indeed. That is a lot of hard counters. Now before we can finally declared them as balanced, could you show me where the wave of opportunity ends with this fitting? Thanks.
I do like how you cut out Proxy Mines, honestly. I've seen plenty of tankers die to them, even good ones. I personally get caught out quite a few times, think the worst match was dying twice to proxy mines and lose a mil. Only reason most tanks don't die is down to the fact not all of them are idiots, and the majority of people putting them down aren't the sharpest tools in the shed.. Came across one load of proxy mines that were on a bright floor and they just looked blatantly out of place.
*Ignores rest of thread because I love proxy mines*
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
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Nothing Certain
Bioshock Rejects
511
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Posted - 2014.04.22 16:06:00 -
[92] - Quote
Takahiro Kashuken wrote:Benjamin Ciscko wrote:They are vulnerable to burst damage PE's RE's Missile Tanks Rail Tanks Breach FG's (in Pairs though with a little skill and luck you can R@pe them solo) 2PRO swarms Might I say that's a lot of hard counters 1 Breach can 1 shot it in the weakspot btw but that takes positioning/patience Also AFG can do the job, again with 2ppl much quicker
No. Not even a IAFG, completely maxed and hitting the weak spot. Only one tank can be one-shotted, a out of the box Sica, and it must be with the above scenario.
Because, that's why.
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2427
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Posted - 2014.04.22 17:25:00 -
[93] - Quote
NAV HIV wrote:Mojo XXXIII wrote:Spkr4theDead wrote:Jastad wrote:Spkr4theDead wrote: You're starting to sound like dedicated infantry now. Stop Not every tanker want an IWINBUTTON.... PLz go back in your tank, it's awful see you die from you own remote. And you can't protect your Boyfriends if you are with the scout.... lol @ you thinking it's a I win button. The Russians beat the hell out of me, I don't see them on here complaining that they can't destroy tanks. They know it's a team effort, and a team effort it is, with 4/6 dedicated to AV. Taka will attest to this, with those other 2 tanking. I cannot survive against them. It's the Polish, and the French, too. They don't complain, they just do it. I have much more respect for them than I ever will for those that come to the English section and complain day in and day out that they can't solo tanks with the Starter Fit, or a MLT forge gun. So, 4/6 DEDICATED AV, all organized and working together in a coordinated effort to take out ONE guy in a tank? A QUARTER to ONE THIRD of the entire enemy team, who have each committed the same or more SP (and, combined, probably at least 4 times the ISK), as ONE player did to operate that tank, just to take out that one player? Seems fair. Makes that tanker pretty much invincible in a pub match, or any other time there aren't 6 fully specced, dedicated, and organized AV available to gang up on him. How many tanks are allowed on the field again ?! What would you use if you see 3 gunlogi + 2 maddy ?!
Who cares? That team has no infantry anymore so I'd just scout around and hack objectives. I go for the win, not kills.
Charlotte O'Dell is the highest level unicorn!
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.22 23:22:00 -
[94] - Quote
Charlotte O'Dell wrote:It's hard to say it is broken when the two things meant to counter Madrugars- rails and missiles, are the only things that, quite honestly, take down 500k maddies like duvolles take out a C-1 Anything.
It is an anti-infantry fit IMO. Only with sustained DPS from multiple AV can it be brought down which makes it seem OP. Compare that with a heavily tanked Madrugar fit to take out tanks- damage mods, double hardeners and a rep will defeat that tank so long as it can sustain its DPS for long enough- I guess that\s the wild card.
However, it seems every module tanks can equip becomes horribly powerful when stacked. I laugh when I can't put on 2 nitros, but I can stack 3 hardeners and become invincible or 3 damage mods and literally >3-shot any tank build imaginable. It leads me to believe that every module should be able to be equipped, but have much more severe stacking penalties than infantry modules do.
With the cooldowns as long as they are, and the hardeners getting nerfed back to pre-1.7, I think adding a second module should give a bonus to the cooldown time of the original instead of a clear bonus. So instead of 2 hardeners or damage mods making you crazy strong or powerful, they would give maybe a 15 or 20 percent reduction to the cooldown of the original. This does nothing for the armor reps but those could be balanced normally. Also, I don't think blasters should be limited to AI. In Uprising and Chromosome letting a blaster tank get close to you could lead to a very quick and violent end (well maybe not so quick in Uprising with the reppers glitched).
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Medical Crash
CLONES AGAINST HUMANITY
300
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Posted - 2014.04.22 23:26:00 -
[95] - Quote
guys, guys it's obvious- we need to work as a teeeem. Get 4 guys to run av, three guys will ambush the tank, and the 4th guy will message the tanker, asking for mercy, and praying he won't kill them. It's all so clear now!
300 likes, this isn't Dust, THIS IS SPARTAAAAAA! |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9636
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Posted - 2014.04.22 23:39:00 -
[96] - Quote
Medical Crash wrote:guys, guys it's obvious- we need to work as a teeeem. Get 4 guys to run av, three guys will ambush the tank, and the 4th guy will message the tanker, asking for mercy, and praying he won't kill them. It's all so clear now! 300 likes, this isn't Dust, THIS IS SPARTAAAAAA!
Meh a pair of competent AVers will clear a map of everything other than a Triple Repped Maddy in 5 mins.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Darken-Sol
BIG BAD W0LVES Canis Eliminatus Operatives
1272
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Posted - 2014.04.22 23:44:00 -
[97] - Quote
Ion cannon+damage mod= death
Crush them
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9636
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Posted - 2014.04.22 23:48:00 -
[98] - Quote
Darken-Sol wrote:Ion cannon+damage mod= death
Not on a triple rep it doesn't, you can't nearly deal enough damage to break 400+ reps per second, even if you could keep up an average RoF your blaster's down time means that the enemy HAV reps a significant amount of armour, by which time your Mod will be down and you blasting ineffectually at its supah repping armoured hull.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Alena Ventrallis
PAND3M0N1UM Top Men.
1208
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Posted - 2014.04.23 00:21:00 -
[99] - Quote
True Adamance wrote:Darken-Sol wrote:Ion cannon+damage mod= death Not on a triple rep it doesn't, you can't nearly deal enough damage to break 400+ reps per second, even if you could keep up an average RoF your blaster's down time means that the enemy HAV reps a significant amount of armour, by which time your Mod will be down and you blasting ineffectually at its supah repping armoured hull. False.
Ion cannon does 136.5 damage at a fire rate of 0.14 shots a second, or 428.57 rpm. now we apply the 90% efficiency to armor for 122.85. Add on a damage mod, and damage is now 159.7 a shot. This gives us a DPS of 1140.75 DPS.
You can easily down a repper maddy with a damage modded ion cannon. Of course, this assumes the repper maddy lets you sit there and kill him. Getting that DPS on target may prove difficult. But as far as raw numbers go, an ion cannon can easily DPS a repper maddy down.
That's what you get!! - DA Rick
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Alena Ventrallis
PAND3M0N1UM Top Men.
1208
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Posted - 2014.04.23 00:30:00 -
[100] - Quote
Nothing Certain wrote:Takahiro Kashuken wrote:Benjamin Ciscko wrote:They are vulnerable to burst damage PE's RE's Missile Tanks Rail Tanks Breach FG's (in Pairs though with a little skill and luck you can R@pe them solo) 2PRO swarms Might I say that's a lot of hard counters 1 Breach can 1 shot it in the weakspot btw but that takes positioning/patience Also AFG can do the job, again with 2ppl much quicker No. Not even a IAFG, completely maxed and hitting the weak spot. Only one tank can be one-shotted, a out of the box Sica, and it must be with the above scenario. AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
That's what you get!! - DA Rick
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 00:51:00 -
[101] - Quote
Alena Ventrallis wrote:Nothing Certain wrote:Takahiro Kashuken wrote:Benjamin Ciscko wrote:They are vulnerable to burst damage PE's RE's Missile Tanks Rail Tanks Breach FG's (in Pairs though with a little skill and luck you can R@pe them solo) 2PRO swarms Might I say that's a lot of hard counters 1 Breach can 1 shot it in the weakspot btw but that takes positioning/patience Also AFG can do the job, again with 2ppl much quicker No. Not even a IAFG, completely maxed and hitting the weak spot. Only one tank can be one-shotted, a out of the box Sica, and it must be with the above scenario. AFG can easily take out a repper tank. IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot. Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher. This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
What is this, MATH!?!?! What kind of trickery is this?! |
Atiim
Heaven's Lost Property Dirt Nap Squad.
7126
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Posted - 2014.04.23 01:10:00 -
[102] - Quote
Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here.
9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86
So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of?
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9639
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Posted - 2014.04.23 01:17:00 -
[103] - Quote
Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of?
I don't think that is accurate of scientifically definitive proof.....
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 01:21:00 -
[104] - Quote
Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of?
Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about. |
Atiim
Heaven's Lost Property Dirt Nap Squad.
7126
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Posted - 2014.04.23 01:33:00 -
[105] - Quote
Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%?
Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit..
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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PLAYSTTION
Universal Allies Inc.
94
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Posted - 2014.04.23 01:38:00 -
[106] - Quote
i think they are fine tank v tank but when AV attack them theres no point in trying. if it was an option making the reaping from av damage way slower or have a long delay AND putting tanks back to the old speed i think that would fix the issue
-Open Beta Vet 20 mil sp-
Laser+Flaylock
Dust 514 recruitment link here.
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Henchmen21
Planet Express LLC
982
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Posted - 2014.04.23 01:42:00 -
[107] - Quote
Commander Tzu wrote:Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of? Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
Wait with like 80% of the range of a large rail there is someplace not easily accessible to the blaster?
Your game f'ing sucks, but I'll still play it.... damn you!
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Harpyja
Molon Labe. General Tso's Alliance
1629
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Posted - 2014.04.23 01:43:00 -
[108] - Quote
Atiim wrote:Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%? Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit.. And you are to expect me to turn on my modules and run away back to the redline each time AV gets a single shot at me?
B**** please, if I did that I'd hardly get any WPs and kills. I can't just run away with modules active at the slightest presence of AV. I have my own thresholds of when I need to activate my hardener and/or retreat.
So saying that a tank has 9 seconds to find cover is bullshit. It's more like the first 4 or 5 seconds they determine if the damage is lethal or not, after which you have only 4 or 5 more seconds left to finish them off.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 01:45:00 -
[109] - Quote
Atiim wrote:Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%? Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit..
Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from. Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol. |
Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 01:49:00 -
[110] - Quote
Henchmen21 wrote:Commander Tzu wrote:Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of? Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about. Wait with like 80% of the range of a large rail there is someplace not easily accessible to the blaster?
IKR? Hard to imagine you can actually AVOID them right? Lost count of how many forge gunners try to forge me just standing out in the open with no cover at all. |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9643
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Posted - 2014.04.23 01:52:00 -
[111] - Quote
Henchmen21 wrote:Commander Tzu wrote:Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of? Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about. Wait with like 80% of the range of a large rail there is someplace not easily accessible to the blaster?
Thats a poor statistic you are using to represent something knowing that literally the Blaster had an effective range of 200m while the Rail used to have 600m, only being 1/3 of the total rail range. Our effective range is actually 66% of the Rails absolute range...... even pushing kills past 200m is difficult.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Zaaeed Massani
RisingSuns Dark Taboo
269
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Posted - 2014.04.23 01:55:00 -
[112] - Quote
Commander Tzu wrote:Atiim wrote:Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%? Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit.. Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from. Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol.
I feel like you're the most logical, sane tanker on the forums.
Can we be friends?
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 02:05:00 -
[113] - Quote
Zaaeed Massani wrote:Commander Tzu wrote:Atiim wrote:Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%? Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit.. Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from. Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol. I feel like you're the most logical, sane tanker on the forums. Can we be friends?
Yes.
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7130
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Posted - 2014.04.23 02:13:00 -
[114] - Quote
Commander Tzu wrote: Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from.
Assumptions are bad for you.
It's not that hard. All you have to do is pay attention to the screen and take not of where the giant blue ball came from.
Commander Tzu wrote: Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol.
FGs camping on a tower means that simply hiding behind cover long enough will suffice to bring your HP back to 100%, and it means they have to peak their heads out if they want to fire, which makes easy prey for a Railgunner with a good shot.
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Henchmen21
Planet Express LLC
984
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Posted - 2014.04.23 02:14:00 -
[115] - Quote
True Adamance wrote:Henchmen21 wrote:Commander Tzu wrote:Atiim wrote:Alena Ventrallis wrote: AFG can easily take out a repper tank.
IAFG does 1500 per shot. Now add on the bonus to armor damage, we get 1650 damage. Prof 5 yields us 1875 a shot. Throw on 2 complex mods (4 are possible) for a total benefit of ~9% more damage. We arrive at 2010 damage a shot.
Now to get the IAFG, you need operation 5. This bonus gives you a 2.25 second refire rate. Damage over time between shots gives a DPS of 893.33 DPS. This is without hitting the weakspot. Highest reps possible on a Maddy are 512.5 hp/s, coming from two complex reps and an enhanced rep at repair rate level 5. So you got 380.83 DPS over the reps of the best repper Maddy. Add in damage to the weakspot, and the DPS climbs even higher.
This is from a single forge gun, maxed out, against a repper Maddy, maxed out. The single assault forge gun already wins.
Let's see here. 9s (Madrugar TTK w/IAFG) / .215 (Average Human Reaction Time) = 41.86 So in-order to die to to an IAFG, you have to be about 40x dumber than the average human. Do you take pride in insulting yourself, and the community subset your apart of? Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about. Wait with like 80% of the range of a large rail there is someplace not easily accessible to the blaster? Thats a poor statistic you are using to represent something knowing that literally the Blaster had an effective range of 200m while the Rail used to have 600m, only being 1/3 of the total rail range. Our effective range is actually 66% of the Rails absolute range...... even pushing kills past 200m is difficult.
I know I've been killed out to 230+M by a blaster. Which is pretty near 80%.
Your game f'ing sucks, but I'll still play it.... damn you!
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Henchmen21
Planet Express LLC
984
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Posted - 2014.04.23 02:18:00 -
[116] - Quote
Atiim wrote:Commander Tzu wrote: Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from.
Assumptions are bad for you. It's not that hard. All you have to do is pay attention to the screen and take not of where the giant blue ball came from. Commander Tzu wrote: Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol.
FGs camping on a tower means that simply hiding behind cover long enough will suffice to bring your HP back to 100%, and it means they have to peak their heads out if they want to fire, which makes easy prey for a Railgunner with a good shot.
Now granted I am only 3 days into forging and only had prof 3 and 1 basic damage mod, but a Soma a ******* Soma tanked 8 shots with no problem earlier today. I'd have no problem if it were a Maddy but a Soma shouldn't be able to shrug off that kinda of damage. No hardener, didn't even bother retreating more then 10 feet.
Your game f'ing sucks, but I'll still play it.... damn you!
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
124
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Posted - 2014.04.23 02:20:00 -
[117] - Quote
Atiim wrote:Commander Tzu wrote: Swarms only have a hard time against triple repped maddies, other armor tanks, and some shield tanks, tend to avoid them. Since you don't tank I know you don't know how hard it is to find a spot a good forge gunner with an even better position can't hit you from.
Assumptions are bad for you. It's not that hard. All you have to do is pay attention to the screen and take not of where the giant blue ball came from. Commander Tzu wrote: Forges have the longest range in the game right now, except sniper rifles of course, and plenty of teams have forge gunners on roof tops pouring into tanks and infantry alike. Without a fuel injector that kind of thing can kill you fast, especially since you can't see them half the time lol.
FGs camping on a tower means that simply hiding behind cover long enough will suffice to bring your HP back to 100%, and it means they have to peak their heads out if they want to fire, which makes easy prey for a Railgunner with a good shot.
Fit me a triple rep maddy with enough reps to survive swarms and forges, a proto rail turret to take on other tanks, and a fuel injector to escape. There is a reason so many triple rep maddys run blasters. It's this reason that let's you infer that if you see one on the field, chances are they are using a blaster. As for rail guns, again, rendering is still an issue. Unless you figured out how to pick people off rooftops without actually seeing them? Not to mention your lack of range. Plus your second comment seems to show you completely missed the point. Forge guns in good positions tend to be able to fire over a lot of cover, effectively blocking tanks off from certain areas of the map, sometimes whole halves. If you were to venture in those areas, you would not survive, and if you didn't then it isn't a problem and this whole scenario is useless isn't it? |
Alena Ventrallis
PAND3M0N1UM Top Men.
1216
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Posted - 2014.04.25 23:05:00 -
[118] - Quote
Atiim wrote:Commander Tzu wrote: Only way to get away would be fuel injectors, which, again, is a problem with fuel injectors not tanks or AV. Unless you are implying that the triple repped tank is going to kill the forge gunner, then it just points to another issue, which is the fact that the only way it would happen (assuming they are using blasters, which is a safe bet) is if the forge gunner is somewhere easily accessible to the Maddy. So, really it's a single module and poor tactics that seem to be what you're complaining about.
So you expect me to believe that within 9s a tanker can't find a cover spot to repair his armor back to 100%? Also, AVers are complaining that an Explosive weapon with the highest Anti-Armor bias in the game (+20%) cannot destroy an Armored Vehicle. ~Which is about as balanced as a SCR being unable to kill a Minmatar suit.. Exactly how it should be. AV can solo a vehicle already, But it takes effort. Two makes it easy as pie. Again, if AV wants to solo any vehicle in 5 seconds or less, they need to be unable to equip a sidearm. If you want your rock to always win against scissors, then you need to always lose to paper. That's balance. This is something I don't wish to see, but one cannot rgue it is balanced on the Rock - Paper - Scissors model, or in this case the Vehicle - AV - Infantry model.
As far as repper Maddies go, they are set up to handle the sustained DPS of AV. They are vulnerable to high alpha weapons, such as RE and large railguns. The setup that can handle high alpha is a Gunnlogi with two hardeners and an extender. It has enough ehp to survive a large railgun and kill it or escape. However, it cannot recover that hp very well, and thus AV can kill them easier, because it isn't set up to take sustained damage.
The complaints of the repper Maddy are like complaining that a sniper killed you outside of the range of your shotgun. Of course it did, that's what it is set up to do, kill you from range. If you got in close, the sniper loses his advantage. A repper Maddy is set up to take your AV. Have a fellow tanker kill him, or better yet, you can call one in on your own. If he's set up to absorb your large railgun, then your AV can kill him, because he cannot rep it as fast as you can kill it.
That's what you get!! - DA Rick
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Virtual Riot
Rebels New Republic INTERGALACTIC WARPIGS
369
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Posted - 2014.04.26 03:38:00 -
[119] - Quote
Alena Ventrallis wrote: Assault forge gun can easily outdps a repper tank. Whether the repper tank sticks around is another story. LOL
wrong.
Just the other day I was shooting a tank with my iafg with 2 complx dmg mods and 3 prof,
he just sat there as if taunting me...
Fixing FGs > all
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7216
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Posted - 2014.04.26 04:05:00 -
[120] - Quote
Alena Ventrallis wrote: The complaints of the repper Maddy are like complaining that a sniper killed you outside of the range of your shotgun
No, complaints of the Triple Rep Madrugar would be like complaining about how your pumping Shotgun rounds into a Sniper, but the Sniper is not dying.
You brought a weapon designed to be the sniper's counter (Swarm Launcher was designed to demolish armored vehicles), and yet the Sniper (Triple 'Rep Madrugar) is immune to it.
In what world does this look balanced to you?:
HAV > Infantry > AV < HAV
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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