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Operative 2511 Dajli
True Companion Planetary Requisitions
66
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Posted - 2014.04.29 13:27:00 -
[1] - Quote
True Adamance wrote:MLT Tanks do a good job of invalidating the ISK and SP I invested in becoming a good tanker,,,,, still intelligence and experience will always win out in the end.
Yes, but right now intelligence and experience means aim the mil rail, activate the mil dmg mod, shoot 3 times. Grab another tank when destroyed. Rinse and repeat ad infinitum.
Lol, the ban hammer got me!
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Operative 2511 Dajli
True Companion Planetary Requisitions
67
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Posted - 2014.04.29 13:32:00 -
[2] - Quote
taxi bastard wrote:Doctor Day wrote:Sicas with particle cannons? seriously what the ****...always destroying my madrugar it shouldbnt be possible QQ next time i get killed by a militia AR when i am in a standard suit - ill send in a ticket jokes aside if they have the more suited weapon or get the jump on you whats all the QQ about?
Next time you get killed by a mil AR with the weapon skills not trained up AND modules that differ only by time active AND a skill set that doesn't include damage bonuses then please let us know.
Mil tanks and mods at the moment invalidate the game design. Vehicles no longer work like infantry skills and mods so the validity of that comparison died with 1.6.
Lol, the ban hammer got me!
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Operative 2511 Dajli
True Companion Planetary Requisitions
68
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Posted - 2014.04.29 13:41:00 -
[3] - Quote
taxi bastard wrote:Atiim wrote:My AV suit got killed by a Starter Fit with a Boundless CR. Needs nerf. 100% agree nerf militia suits - my basic suit costs six times as much so it should never die against the newb suit
You don't get killed by mil suit at all (hint: they are not weapons). You don't get killed by a mil weapon with no skill investment in 3 shots without the ability to jump out of the way. You don't get killed by a weapon with mil damage mods that are as good as the complex mods and defensive mods that only differ in ability by time active.
Unless you are also in a no sp mil fit.
Tanks don't get head shot so there is no lucky one spotting.
Lol, the ban hammer got me!
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Operative 2511 Dajli
True Companion Planetary Requisitions
68
|
Posted - 2014.04.29 14:13:00 -
[4] - Quote
Atiim wrote:Harpyja wrote: No. Good players in maxed proto suits have enough EHP to spin around and enough skills to melt you before you can even put them into armor.
If infantry is like that, then why aren't tanks like that? All of my tanking experience and maxed skills barely make up for the fact that militia is on the same level as proto. If a militia tank sneaks up on me, good for them, but my experience and SP investment should give me the ability to turn around and pop them. However, it's just blap... "Oh ****, start turning..." Blap.... Boom. There's no chance for me to even fight back, whereas infantry can and kill their ambusher.
Infantry doesn't work that way, not in the slightest. I've slaughtered entire teams of PRO suits with nothing but a Basic CR and 300 eHP. I'd really like to know what gun your using that doesn't allow you to do the same. A Flaylock Pistol I presume? So basically you want your skill investment to be a win button against someone who got the drop on you, and is presumably better than you because of it? All while negating the need for situational awareness? Get Good Scrub.
Atiim forgets how tanks worked before and forgets how the game is designed. Mil infantry and proto are not on the same level, do not automatically gain the same amount of power with only time as the limiting factor and sp does make a big difference for infantry weapons and mods.
Infantry mil weapons and mods don't perform the same as sp invested weapon skills and complex mods out of the box.
You can't compare bunny hopping around and in and out of cover, using speed as well as circling and height to a huge target that can only move laterally and depends on tanking damage because, you know, it is a tank!
Lol, the ban hammer got me!
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