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Monkey MAC
Rough Riders..
2736
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Posted - 2014.05.01 22:04:00 -
[331] - Quote
DarthJT5 wrote:Will Driver wrote:Vulpes Dolosus wrote:Ok, obviously it's broken and needs fixed and I'm not trying to deniend it, but have you tried:
Similarly tiered forgeguns? What about Proto Min Commando w/ swarms? Rail/Missile Tanks? Teamwork?
Unrelated to the issue at hand, in all honestly, I'm really against a single player, no matter how dedicated to AV, being able to take on a fully proto-ed tank easily. Eventually yes, a dedicated AV should kill it eventually if not engaged or fled from, but not easily. And I'm firmly against this position. A proto swarmer with 4/5 proficiency should be able to solo any Tank. Tanks should not be immune from a player that's specifically designed to fight tanks. The "teamwork" argument is so tiresome I can barely stand it. Having a tank soak up the attention of 3-4 or more ineffectual A/Vers completely unbalances the game. If only tanks can battle tanks, then that's TANK 514 and not something I'm interested in at all. Maybe we should have an infantry only game. I bet the vast majority would opt into it, leaving only tanker on tanker matches for you. I wonder how much you'll enjoy that, without any foot soldiers to slaughter? Why should a swamer with 4/5 prof be able to easily slo my tank that requires more SP than everything in the swarm skill tree for JUST my large Proto missiles? Then, we can add in my shield upgrades up to 5, optimization 5, Small Proto missiles, all my vehicle Core skills up to five. This cost waay more sp and isk than anything an Av guy will call out. Hell, the turret alone costs 300k, much more than your suit. No, you should not be able to solo my tank EASILY. Possibly, sure. But not easily. I dont even go for infantry unless there arent any tanks to shoot at, my squad needs support, or enemy AV
Aah now you see your saying an AVer only has to spend SP on his swarms, wrong.
Dropsuit Command 3 | Amarr Medium Suit Command 3 | Amarr Logistics Suit Command 5 Dropsuot Core Upgrades 5 | Dropsuit Shield Upgrades (and associated) 5 | Dropsuit Armoir Upgrades (and associated) 5 Dropsuit Biotic Upgrades (and associated ) 5 | Dropsuit electronics 5 | Dropsuit Engineering 5 | Nanocircuitry 5 Weaponry 5 | Handheld Weapon Upgrades | Explosives (and associated) | Light Weapons 5 | Swarm Launcher (and associated) 5 | Sidearm Weapons 5 | Sidearm of choice (and associated) 5
Grand total of SP required = 25,000,000 for a FULLY decked AV proto fit By Comparison Grand total of SP required for a proto modded blaster tank = 22,000,000
3mil cheaper SP less for an all Proto fit, maths says what? If you don't believe me feel free to visit proto fits. And try it out, also bear in mind, I did not include electronic associated upgrades (scanning upgrades) which adds an extra ~2mill I also only maxed 1 equipment.
On the tankers side I maxed 1 weapon plus associated, assuming a solo fit (no light turrets)and everytning else to the max, this includes HAV operation and ALL vehicle upgrades.
As such, the statement Tankers put more SP into tanks than AV puts into Infantry Is busted!
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2736
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Posted - 2014.05.01 22:08:00 -
[332] - Quote
Spkr4theDead wrote:Foundation Seldon wrote:but at least when it comes to Armor Repairers they repair SIGNIFICANTLY more as a function of total health of the vehicle compared to their dropsuit counterparts.
As they should when a tank has at the least 10x more armor than a suit, and 4x more when you're talking about the sentinels. Which is sad, how a vehicle with a giant powerplant compared to a suit, has only 4000 armor.
Considering the power of electricity powering a tank would in no way improve solid mass of metal, it makes perfect sense, unless your powerplant is creating a micro gravity well to increase the tanks mass to infintie, at which point yoj become incapable of moving.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Zaaeed Massani
RisingSuns Dark Taboo
425
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Posted - 2014.05.01 23:39:00 -
[333] - Quote
IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution.
Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip.
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7567
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Posted - 2014.05.01 23:49:00 -
[334] - Quote
@Monkey MAC
When disproving the SP argument, it should also be noted that even if the AVer spent less SP (which has been proven false), the SP the AVer spent may only be used if the team has called out a vehicle; as opposed to the Pilot's SP that can be used at any time (albeit to a lesser extent due to maps such as Iron Delta).
Proposed Mobile CRU Changes
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10060
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Posted - 2014.05.01 23:51:00 -
[335] - Quote
Atiim wrote:@Monkey MAC
When disproving the SP argument, it should also be noted that even if the AVer spent less SP (which has been proven false), the SP the AVer spent may only be used if the team has called out a vehicle; as opposed to the Pilot's SP that can be used at any time.
(Albeit to a lesser extent due to maps such as Iron Delta).
Well even that is debatable.
You can call in AV anytime....but it is worthless.
You can call in a tank, but meaningful combat is inside socket or building...........tank is worthless.
Luk Manag, the glorious individual who made me what I am today!
LvL 10 Forum Warrior you scrubs!
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7567
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Posted - 2014.05.01 23:54:00 -
[336] - Quote
Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip. Actually it would increase the Swarm Launcher's DPS, and sustained damage.
Though the true problem lies in the 3x Rep Madrugar. Making these an active module would solve things, without unbalancing other V/AV in other areas (ie, AV vs. DS)
Proposed Mobile CRU Changes
-HAND
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7567
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Posted - 2014.05.01 23:57:00 -
[337] - Quote
True Adamance wrote:Atiim wrote:@Monkey MAC
When disproving the SP argument, it should also be noted that even if the AVer spent less SP (which has been proven false), the SP the AVer spent may only be used if the team has called out a vehicle; as opposed to the Pilot's SP that can be used at any time.
(Albeit to a lesser extent due to maps such as Iron Delta). Well even that is debatable. You can call in AV anytime....but it is worthless. You can call in a tank, but meaningful combat is inside socket or building...........tank is worthless. Isn't that what I just said?
Proposed Mobile CRU Changes
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10062
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Posted - 2014.05.02 00:00:00 -
[338] - Quote
Atiim wrote:True Adamance wrote:Atiim wrote:@Monkey MAC
When disproving the SP argument, it should also be noted that even if the AVer spent less SP (which has been proven false), the SP the AVer spent may only be used if the team has called out a vehicle; as opposed to the Pilot's SP that can be used at any time.
(Albeit to a lesser extent due to maps such as Iron Delta). Well even that is debatable. You can call in AV anytime....but it is worthless. You can call in a tank, but meaningful combat is inside socket or building...........tank is worthless. Isn't that what I just said?
Well that argument has no value if it applies to both sides. Just as subjectives like if, should, and could have no real value either.....
Luk Manag, the glorious individual who made me what I am today!
LvL 10 Forum Warrior you scrubs!
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Zaaeed Massani
RisingSuns Dark Taboo
426
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Posted - 2014.05.02 00:00:00 -
[339] - Quote
Atiim wrote:Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip. Actually it would increase the Swarm Launcher's DPS, and sustained damage. Though the true problem lies in the 3x Rep Madrugar. Making these an active module would solve things, without unbalancing other V/AV in other areas (ie, AV vs. DS)
There are more problems with swarms than just a triple rep maddy. Assault dropships hitting their burner and having a get-out-of-jail free card comes to mind.
Simply increasing the SL clip size will do absolutely nothing for the SL meta-game.
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7569
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Posted - 2014.05.02 00:10:00 -
[340] - Quote
Zaaeed Massani wrote:Atiim wrote:Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip. Actually it would increase the Swarm Launcher's DPS, and sustained damage. Though the true problem lies in the 3x Rep Madrugar. Making these an active module would solve things, without unbalancing other V/AV in other areas (ie, AV vs. DS) There are more problems with swarms than just a triple rep maddy. Assault dropships hitting their burner and having a get-out-of-jail free card comes to mind. Simply increasing the SL clip size will do absolutely nothing for the SL meta-game. This thread is about HAV/AV, and that's what I was referring to when I said that was the where the true imbalance lies.
If you'll look at my posting history (which I wouldn't recommend lol), you'll see that I've been pushing for faster Swarm Launcher speed.
Proposed Mobile CRU Changes
-HAND
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Alena Ventrallis
PAND3M0N1UM Top Men.
1251
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Posted - 2014.05.02 01:38:00 -
[341] - Quote
Zaaeed Massani wrote:Marcus Stormfire wrote:The triple rep Maddy is fun to run around with but it is a bit of a beast. I agree it can annoy the heck out of a lot of players and be near invulnerable to those on the receiving end who don't know how to deal with them. Perhaps lower the Rep amount if anything.
However before we all jump on the triple rep Maddy nerf bandwagon you guys should think of more interesting and unorthodox tactics to remove them from the battlefield. I just had loads of fun running solo and removing Madrugars including a few triple rep beasts (amongst many other tanks). Just think outside the box and do some theory crafting. Thinking of clever ways to turn the tide of battle is part of the fun of the game.
-Marcus How about you provide some of said tactics so that the rest of us may test them ourselves? 1.REs. Three total will kill it, or two if they are next to/on the weak point.
2. A maxed out assault forge gun can dps it down in 4 shots. Less if one can hit the weakspot.
3. Large railgun. Particle Cannon takes 4 shots, damage mod reduces that to 3, and hitting the weakpoint with a damage mod reduces that to 2.
4. PEs. Lay an RE, switch to your PE, and lay the PE on top of the RE. The double combo does about 2700 damage. Two of these close together pops a repper tank easy.
5. Maxed out breach forge gun can two shot a repper tank, and maybe even one shot if you hit the weakspot.
6. Maxed out swarms, if you begin your attack from behind so the missiles hit the weakspot.
There you go. Begin testing.
That's what you get!! - DA Rick
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Alena Ventrallis
PAND3M0N1UM Top Men.
1251
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Posted - 2014.05.02 01:40:00 -
[342] - Quote
IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Increasing it by 1 would have a single clip of a maxed out swarm killing a maxed out repper maddy. This would be an acceptable kill.
That's what you get!! - DA Rick
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Zaaeed Massani
RisingSuns Dark Taboo
428
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Posted - 2014.05.02 01:43:00 -
[343] - Quote
Atiim wrote:This thread is about HAV/AV, and that's what I was referring to when I said that was the where the true imbalance lies.
If you'll look at my posting history (which I wouldn't recommend lol), you'll see that I've been pushing for faster Swarm Launcher speed.
No I remember your support in my "Here's why Swarms need some love..." thread...that's why I was slightly confused when you said this lol.
Point well taken.
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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SeargentSAVAGE
SMARTCREW Canis Eliminatus Operatives
8
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Posted - 2014.05.02 02:18:00 -
[344] - Quote
Okay that's only swarms, add proto av packed grenades with even a militia swarm helping, that tank would be done for. Not to mention rolling over Proximity Mines, that tank would be a lost memory. Here goes another pointless nerf. The problem is there is only 2 AV weapons and most people just whine about the tanks and never do anything about it and never spec into any AV what so ever. That tank is completely fair and needs no buffs/nerfs. what needs to happen is more AV weapons need to be put in the game. Oh and not to mention that tank would completely get obliterated by and OB, I have no idea how many times I have to say this STOP NERFING STUFF! People put a lot of time and effort into weapons/tanks, and for you to nerf it is ridiculous for the simple fact that after the nerf they completely hate it because it became completely useless, so they ask for a respec but then you guys say I'm sorry but you are supposed to spec into things you desire to always use so we cannot do this even though we nerfed it into oblivion. As my brother would say, " Oh that's a tank? Nothing a Ishakone Assualt Forge gun can't take care of!" |
Nothing Certain
Bioshock Rejects
583
|
Posted - 2014.05.02 04:19:00 -
[345] - Quote
Alena Ventrallis wrote:Zaaeed Massani wrote:Marcus Stormfire wrote:The triple rep Maddy is fun to run around with but it is a bit of a beast. I agree it can annoy the heck out of a lot of players and be near invulnerable to those on the receiving end who don't know how to deal with them. Perhaps lower the Rep amount if anything.
However before we all jump on the triple rep Maddy nerf bandwagon you guys should think of more interesting and unorthodox tactics to remove them from the battlefield. I just had loads of fun running solo and removing Madrugars including a few triple rep beasts (amongst many other tanks). Just think outside the box and do some theory crafting. Thinking of clever ways to turn the tide of battle is part of the fun of the game.
-Marcus How about you provide some of said tactics so that the rest of us may test them ourselves? 1.REs. Three total will kill it, or two if they are next to/on the weak point. 2. A maxed out assault forge gun can dps it down in 4 shots. Less if one can hit the weakspot. 3. Large railgun. Particle Cannon takes 4 shots, damage mod reduces that to 3, and hitting the weakpoint with a damage mod reduces that to 2. 4. PEs. Lay an RE, switch to your PE, and lay the PE on top of the RE. The double combo does about 2700 damage. Two of these close together pops a repper tank easy. 5. Maxed out breach forge gun can two shot a repper tank, and maybe even one shot if you hit the weakspot. 6. Maxed out swarms, if you begin your attack from behind so the missiles hit the weakspot. There you go. Begin testing.
Wow, let's see, forge guns, swarms, RE/PE combo, railgun. You sir, are a genius. Why didn't anyone think of these before?
Because, that's why.
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Nothing Certain
Bioshock Rejects
583
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Posted - 2014.05.02 04:27:00 -
[346] - Quote
SeargentSAVAGE wrote:Okay that's only swarms, add proto av packed grenades with even a militia swarm helping, that tank would be done for. Not to mention rolling over Proximity Mines, that tank would be a lost memory. Here goes another pointless nerf. The problem is there is only 2 AV weapons and most people just whine about the tanks and never do anything about it and never spec into any AV what so ever. That tank is completely fair and needs no buffs/nerfs. what needs to happen is more AV weapons need to be put in the game. Oh and not to mention that tank would completely get obliterated by and OB, I have no idea how many times I have to say this STOP NERFING STUFF! People put a lot of time and effort into weapons/tanks, and for you to nerf it is ridiculous for the simple fact that after the nerf they completely hate it because it became completely useless, so they ask for a respec but then you guys say I'm sorry but you are supposed to spec into things you desire to always use so we cannot do this even though we nerfed it into oblivion. As my brother would say, " Oh that's a tank? Nothing a Ishakone Assualt Forge gun can't take care of!"
Tell your brother to join my channel Saturday night. I would really love all the people on the forums who say it is easy to kill a tank to show me how it is done. Seriously. That includes you Takahiro. I think the channel will be called Pop-a-Top. The purpose is twofold, to cause some tanker tears and to see if forum tank killers are really as formidable as they claim, and if they are, to learn from them.
Frankly, I'm not holding my breath for either one.
Because, that's why.
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SeargentSAVAGE
SMARTCREW Canis Eliminatus Operatives
9
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Posted - 2014.05.02 04:33:00 -
[347] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
Oh and hopefully you read this one DEV, you realize you're trying to solve a problem with the best tank in the game at the moment. If you buff AV or make swarms shoot faster or add another shot to the swarm you can't only think about what it would do to this tank you got to think about how it would almost make every other tank useless and just one easy kill. This is the best tank in the game at the moment until hit with REs or PEs. Like I said and I seen many others say this tank is completely fair seeing that 3 REs or 3 PEs could blow this thing sky high. Another thing to think about this tank is only a problem when its coming from DNS seeing that they have unlimited ISK at the moment once it gets blown up another will follow, then another, then another. That's the other true issue with tanking at the moment, I got a fully proto tanking alt but I've basically have been force in retirement with my tanker because these guys can pull out nonstop proto tanks when tankers outside of DNS can only pull out about 2-3 then are forced in the frontline which is just ridiculous honestly |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
234
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Posted - 2014.05.02 04:38:00 -
[348] - Quote
SeargentSAVAGE wrote:CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
Oh and hopefully you read this one DEV, you realize you're trying to solve a problem with the best tank in the game at the moment. If you buff AV or make swarms shoot faster or add another shot to the swarm you can't only think about what it would do to this tank you got to think about how it would almost make every other tank useless and just one easy kill. This is the best tank in the game at the moment until hit with REs or PEs. Like I said and I seen many others say this tank is completely fair seeing that 3 REs or 3 PEs could blow this thing sky high. Another thing to think about this tank is only a problem when its coming from DNS seeing that they have unlimited ISK at the moment once it gets blown up another will follow, then another, then another. That's the other true issue with tanking at the moment, I got a fully proto tanking alt but I've basically have been force in retirement with my tanker because these guys can pull out nonstop proto tanks when tankers outside of DNS can only pull out about 2-3 then are forced in the frontline which is just ridiculous honestly
3 PE's would only do 2250 damage.. I'd like to see your ******** as math as to how that can pop a tank with ehp of 5200.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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IRON PATRIOT 1
Proficiency V.
147
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Posted - 2014.05.02 04:45:00 -
[349] - Quote
Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip.
I wasn't talking 4 I was thinking more of 8. Swarms have a good rof it seem to me he hit a wall everytime he emptied his clip. In no way would increasing clip size cause swarms to solo tanks but it would scare them away. |
IRON PATRIOT 1
Proficiency V.
147
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Posted - 2014.05.02 04:54:00 -
[350] - Quote
Zaaeed Massani wrote:Atiim wrote:Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip. Actually it would increase the Swarm Launcher's DPS, and sustained damage. Though the true problem lies in the 3x Rep Madrugar. Making these an active module would solve things, without unbalancing other V/AV in other areas (ie, AV vs. DS) There are more problems with swarms than just a triple rep maddy. Assault dropships hitting their burner and having a get-out-of-jail free card comes to mind. Simply increasing the SL clip size will do absolutely nothing for the SL meta-game.
You can't get mad if someone is smart enough to know when to retreat and save them selves some isk. That's like saying someone ran into a room where he knew a enemy was, but when he got there it was a heavy with an HMG and he decided to retreat.
Besides dropships are more vulnerable to av than tanks are, when I ads I retreat when I hit half shields, the only time I really die to av is when I'm hovering low surrounded by structures and get hit by a swarm or forge and smack into a wall or something.
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
234
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Posted - 2014.05.02 04:59:00 -
[351] - Quote
IRON PATRIOT 1 wrote:Zaaeed Massani wrote:Atiim wrote:Zaaeed Massani wrote:IRON PATRIOT 1 wrote:Increasing swarm launcher clip size could be a possible solution. Respectfully, increasing the clip will be a lateral move at best. none of the major issues with Swarms will be solved by giving them a 4 round clip. Actually it would increase the Swarm Launcher's DPS, and sustained damage. Though the true problem lies in the 3x Rep Madrugar. Making these an active module would solve things, without unbalancing other V/AV in other areas (ie, AV vs. DS) There are more problems with swarms than just a triple rep maddy. Assault dropships hitting their burner and having a get-out-of-jail free card comes to mind. Simply increasing the SL clip size will do absolutely nothing for the SL meta-game. You can't get mad if someone is smart enough to know when to retreat and save them selves some isk. That's like saying someone ran into a room where he knew a enemy was, but when he got there it was a heavy with an HMG and he decided to retreat. Besides dropships are more vulnerable to av than tanks are, when I ads I retreat when I hit half shields, the only time I really die to av is when I'm hovering low surrounded by structures and get hit by a swarm or forge and smack into a wall or something.
How are dropships more susceptible to AV? They get a passive 45% resistance to swarm; the swarms have a lock on distance of 175m and the missiles can't travel past 400 meters.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Alena Ventrallis
PAND3M0N1UM Top Men.
1253
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Posted - 2014.05.02 06:11:00 -
[352] - Quote
Nothing Certain wrote: Wow, let's see, forge guns, swarms, RE/PE combo, railgun. You sir, are a genius. Why didn't anyone think of these before?
Clearly you needed someone to tell you.
Nothing Certain wrote:How about you provide some of said tactics so that the rest of us may test them ourselves?
That's what you get!! - DA Rick
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Lynn Beck
Wake N' Bake Inc Top Men.
1636
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Posted - 2014.05.02 06:22:00 -
[353] - Quote
I've found it to be possible.
Min commando Mk.0
Twin cx dmg mods
Wyyrokomi swarm
Prof 1
Reload2
Took 12 volleys against a tank (whom i paid) sitting still, about 75% of the missiles hit the weak point.
General John Ripper
Like ALL the things!!!
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3775
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Posted - 2014.05.02 07:34:00 -
[354] - Quote
Alena Ventrallis wrote:Zaaeed Massani wrote:Marcus Stormfire wrote:The triple rep Maddy is fun to run around with but it is a bit of a beast. I agree it can annoy the heck out of a lot of players and be near invulnerable to those on the receiving end who don't know how to deal with them. Perhaps lower the Rep amount if anything.
However before we all jump on the triple rep Maddy nerf bandwagon you guys should think of more interesting and unorthodox tactics to remove them from the battlefield. I just had loads of fun running solo and removing Madrugars including a few triple rep beasts (amongst many other tanks). Just think outside the box and do some theory crafting. Thinking of clever ways to turn the tide of battle is part of the fun of the game.
-Marcus How about you provide some of said tactics so that the rest of us may test them ourselves? 1.REs. Three total will kill it, or two if they are next to/on the weak point. 2. A maxed out assault forge gun can dps it down in 4 shots. Less if one can hit the weakspot. 3. Large railgun. Particle Cannon takes 4 shots, damage mod reduces that to 3, and hitting the weakpoint with a damage mod reduces that to 2. 4. PEs. Lay an RE, switch to your PE, and lay the PE on top of the RE. The double combo does about 2700 damage. Two of these close together pops a repper tank easy. 5. Maxed out breach forge gun can two shot a repper tank, and maybe even one shot if you hit the weakspot. 6. Maxed out swarms, if you begin your attack from behind so the missiles hit the weakspot. There you go. Begin testing.
All of these tactics involve the use of human intelligence.
You are asking these peasants for too much. |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
236
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Posted - 2014.05.02 08:06:00 -
[355] - Quote
Himiko Kuronaga wrote:Alena Ventrallis wrote:Zaaeed Massani wrote:Marcus Stormfire wrote:The triple rep Maddy is fun to run around with but it is a bit of a beast. I agree it can annoy the heck out of a lot of players and be near invulnerable to those on the receiving end who don't know how to deal with them. Perhaps lower the Rep amount if anything.
However before we all jump on the triple rep Maddy nerf bandwagon you guys should think of more interesting and unorthodox tactics to remove them from the battlefield. I just had loads of fun running solo and removing Madrugars including a few triple rep beasts (amongst many other tanks). Just think outside the box and do some theory crafting. Thinking of clever ways to turn the tide of battle is part of the fun of the game.
-Marcus How about you provide some of said tactics so that the rest of us may test them ourselves? 1.REs. Three total will kill it, or two if they are next to/on the weak point. 2. A maxed out assault forge gun can dps it down in 4 shots. Less if one can hit the weakspot. 3. Large railgun. Particle Cannon takes 4 shots, damage mod reduces that to 3, and hitting the weakpoint with a damage mod reduces that to 2. 4. PEs. Lay an RE, switch to your PE, and lay the PE on top of the RE. The double combo does about 2700 damage. Two of these close together pops a repper tank easy. 5. Maxed out breach forge gun can two shot a repper tank, and maybe even one shot if you hit the weakspot. 6. Maxed out swarms, if you begin your attack from behind so the missiles hit the weakspot. There you go. Begin testing. All of these tactics involve the use of human intelligence. You are asking these peasants for too much.
Hara-kiri before you dishonor yourself and your family any further.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3781
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Posted - 2014.05.02 08:11:00 -
[356] - Quote
Nah. |
Mojo XXXIII
Abandoned Privilege Top Men.
121
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Posted - 2014.05.02 10:27:00 -
[357] - Quote
Lynn Beck wrote:I've found it to be possible.
Min commando Mk.0
Twin cx dmg mods
Wyyrokomi swarm
Prof 1
Reload2
Took 12 volleys against a tank (whom i paid) sitting still, about 75% of the missiles hit the weak point.
2 questions about this:
What kind of tank and how was it fitted?
In an actual in-game encounter, do you really believe that any tanker (or his teammates, for that matter) would actually sit still and allow you to fire 12 volleys at their weak spot, without evading, repairing, or just shooting you after the first or second volley hit? |
Atiim
Heaven's Lost Property Dirt Nap Squad.
7586
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Posted - 2014.05.02 11:51:00 -
[358] - Quote
Alena Ventrallis wrote: 1.REs. Three total will kill it, or two if they are next to/on the weak point.
2. A maxed out assault forge gun can dps it down in 4 shots. Less if one can hit the weakspot.
3. Large railgun. Particle Cannon takes 4 shots, damage mod reduces that to 3, and hitting the weakpoint with a damage mod reduces that to 2.
4. PEs. Lay an RE, switch to your PE, and lay the PE on top of the RE. The double combo does about 2700 damage. Two of these close together pops a repper tank easy.
5. Maxed out breach forge gun can two shot a repper tank, and maybe even one shot if you hit the weakspot.
6. Maxed out swarms, if you begin your attack from behind so the missiles hit the weakspot.
There you go. Begin testing.
1. Requires a tanker with Mental Retardation 2. I'm pretty sure this thread is about balance between Infantry AV. Tagged as irrelevant 4. PEs have a alarm sound, and visible to the TACNET via Active Scanning. 5. Implies that a tanker sits through both volleys (9s) without taking evasive action; also requires mentally retardation, 6, Against the 3x Rep Madrugar, impossible. From visual experience, the Swarm Launchers don't even hit the weakspot.
Need I remind everyone that player incompetence is not a valid argument when discussing balance?
Proposed Mobile CRU Changes
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7586
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Posted - 2014.05.02 11:53:00 -
[359] - Quote
Himiko Kuronaga wrote: All of these tactics involve the use of human intelligence.
You are asking these peasants for too much.
Then I challenge you to try all of them against me, and I'm willing to bet the entire contents of your wallet that only #3 would have even the slightest possibility of succeeding.
Not that #3 is relevant. This is a discussion of Infantry AV.
Proposed Mobile CRU Changes
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Obodiah Garro
Tech Guard RISE of LEGION
1012
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Posted - 2014.05.02 11:55:00 -
[360] - Quote
This thread really escalated quickly
Nemo me impune lacessit
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