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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
670
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Posted - 2014.04.30 04:00:00 -
[31] - Quote
Dovallis Martan JenusKoll wrote:
Swarms are an assistant AV.
A lot of people act like they do not understand this .
Try forge guns .
Always looking for the quick kill in this game , never wanting to work for something ...people have a spaz over the fact that they can not OKH something , if it's scouts , tanks or heavies and even drop ships .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
670
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Posted - 2014.04.30 04:03:00 -
[32] - Quote
Arcturis Vanguard wrote:
If your referring to a forge gun you are still mistaken.
So your telling me that someone would sit there and can take a WBFG blast like a swarm launcher ???
I just know for a fact that's not true , I solo tanks with that gun .
I can almost do it with a DCMA 5 .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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MINA Longstrike
608
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Posted - 2014.04.30 04:03:00 -
[33] - Quote
Zaaeed Massani wrote:ZDub 303 wrote:Gunnlogis are so UP :( What's really sickening is that the same swarmer would have wrecked a shield tank in relatively short order, assuming all else remained the same (no evasive action, etc). And Swarms are supposed to be STRONGER against armor !!1!11!!11!
Yes they are, but armor is also supposed to be *enduring* where shields are supposed to have to GTFO if they start taking fire.
That said this completely fucks the 'waves of opportunity' crap that was spouted, I almost want to return to 1.6 tanks with improvements to shield recharge and most of the current changes to AV.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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jerrmy12 kahoalii
Proficiency V.
1334
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Posted - 2014.04.30 04:06:00 -
[34] - Quote
MINA Longstrike wrote:Zaaeed Massani wrote:ZDub 303 wrote:Gunnlogis are so UP :( What's really sickening is that the same swarmer would have wrecked a shield tank in relatively short order, assuming all else remained the same (no evasive action, etc). And Swarms are supposed to be STRONGER against armor !!1!11!!11! Yes they are, but armor is also supposed to be *enduring* where shields are supposed to have to GTFO if they start taking fire. That said this completely fucks the 'waves of opportunity' crap that was spouted, I almost want to return to 1.6 tanks with improvements to shield recharge and most of the current changes to AV. Exept armor should die faster to swarms, as its anti armor, shields have 40% less damage taken over armor...
I <3 girl gamers
Tears, sweet delicious tears
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LUGMOS
YELLOW JESUS EXP FORCE
434
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Posted - 2014.04.30 04:08:00 -
[35] - Quote
Vulpes Dolosus wrote:Ok, obviously it's broken and needs fixed and I'm not trying to defend 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. Forge is still **** against this.
Rail tanks are good... If you can call them in before they're wrecked. Teamwork... Lol, bot everyone squads, and try getting blueberries to join your cause.
QQ? Boo Hoo
[Q] <-- Drink Moar Quafe
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Arx Ardashir
Imperium Aeternum
819
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Posted - 2014.04.30 04:11:00 -
[36] - Quote
True Adamance wrote:Minor Treat wrote:LittleCuteBunny wrote:Maddies are supposed to be stand and deliver and 1 AV player shouldn't solo a tank. Damage over time does a better job against active tanks and burst damage is better against passive tanks.
Out of curiousity... What do you mean Active Tanks, and passive Tanks? And What do you mean Damage over time, and burst damage? (when you describe these can you include the weapon as well please to clarify a little more.) An Active Tank is Tanking type that focuses on active player imput, choosing to activate modules when they are needed for brief instances of powerful module effects. Passive Tanking is using modules that apply static or passive buffs to a vehicle to allow it to perform at a stable level all the time. E.G- An Active tanked Madrugar used Hardeners, a passive tanked Madrugar uses these Heavy Repair Units. It's quite the opposite in EVE
Active tanks are tanks that rep damage to negate enemy damage for long enough for you to kill them. Passive tanks are buffer fits that are supposed to last long enough for you to kill the enemy through attrition.
Amarr Master - All Amarr Dropsuits at lvl 5.
Ghosts Chance's hero for 3/1/14.
A manu dei et tet rimon.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9952
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Posted - 2014.04.30 04:12:00 -
[37] - Quote
Arx Ardashir wrote:True Adamance wrote:Minor Treat wrote:LittleCuteBunny wrote:Maddies are supposed to be stand and deliver and 1 AV player shouldn't solo a tank. Damage over time does a better job against active tanks and burst damage is better against passive tanks.
Out of curiousity... What do you mean Active Tanks, and passive Tanks? And What do you mean Damage over time, and burst damage? (when you describe these can you include the weapon as well please to clarify a little more.) An Active Tank is Tanking type that focuses on active player imput, choosing to activate modules when they are needed for brief instances of powerful module effects. Passive Tanking is using modules that apply static or passive buffs to a vehicle to allow it to perform at a stable level all the time. E.G- An Active tanked Madrugar used Hardeners, a passive tanked Madrugar uses these Heavy Repair Units. It's quite the opposite in EVE Active tanks are tanks that rep damage to negate enemy damage for long enough for you to kill them. Passive tanks are buffer fits that are supposed to last long enough for you to kill the enemy through attrition.
Is that not what I said? IN my mind my description and yours line but perfectly...
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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stlcarlos989
SVER True Blood General Tso's Alliance
1293
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Posted - 2014.04.30 04:15:00 -
[38] - Quote
People say that one AVer shouldn't be able to kill a tank but it only takes one guy to operate that tank. If it took one driver and one turret operator then sure it should take 2 AVers to take out a tank. Right now one guy with proto swarms can't beat a standard tank, (yes madrugars are STD tanks).
That would be like a Boundless Combat rifle not being able to do enough DPS to kill basic gallente assault with stacked armor reps.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado, Cannabis Sativa Connoisseur
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Vitharr Foebane
Living Like Larry Schwag
1081
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Posted - 2014.04.30 04:15:00 -
[39] - Quote
I wish my dropsuit could self rep like that...
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 04:32:00 -
[40] - Quote
Minor Treat wrote: Well technically a pistol is what you call a sidearm because it on your side. I'm a marine and doesn't make any sense to call a weapon a assistant weapon.
As for when weapons are used. Yes you are right, if used correctly the weapon should be devastating as each make and model of every modern weapon is designed for certain purposes.
But my question revolved around "assistant weapons"
So you would classify as rifle as a "assistant weapon" given its a light weapon. how does a rifle assist?
Edit:
I'm not trying to make you feel uncomfortable, I'm just trying to understand your logic and what your trying to say.
How would you use an Assault Rifle vs a tank? Light weapons typically don't work as well vs vehicles.
Or were you trying to make some sideways statement regarding the class of weaponry instead of the relative targets?
AV weaponry runs on a different tier than antipersonel. To my knowledge, there are no sidearm AV weapons, hence those are the lowest tier. it would be like having a gun that fires wide area flashbangs in infantry combat, that do little damage. VS a heavy, that damage is moot, but vs a scout, that would be devastating.
If you can read this, it means you are reading.
Unless you are skimming
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ZDub 303
TeamPlayers Dirt Nap Squad.
2616
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Posted - 2014.04.30 04:32:00 -
[41] - Quote
It just blows my mind that people cannot see how overpowered triple reps are...
I like the idea of active tanking, its good that gallente tanks are favoring this form of play... however.. a tank should not be completely invulnerable to any form of AV. Strong against it? Sure, but given sufficient time an AVers should be able to kill a tank standing still.
This is just complete nonsense that people are actually trying to argue this is okay...
smh... |
calisk galern
BurgezzE.T.F General Tso's Alliance
2431
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Posted - 2014.04.30 04:35:00 -
[42] - Quote
BIind Shot wrote:Alex-P-Keaton Kramer wrote: He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
you should see how this does against my rail tank, hint it lasts 2 seconds.
I love that repper maddies have become the current thing, it's practically like they are giving me free kills. |
Alena Ventrallis
PAND3M0N1UM Top Men.
1238
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Posted - 2014.04.30 04:44:00 -
[43] - Quote
BIind Shot wrote:
He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
Not op at all. HE set up his Maddy to deal with the sustained DPS of swarms and to an extent, forges. He is very vulnerable to alpha damage. 3 shots from a double damage modded militia railgun, 3 RE, or some PE would destroy that fit. Whereas a setup with 2 hardeners and a plate would easily handle that same railgun and RE and PE, but would suffer against those swarms because of the inability to rep back that health.
It isn't that repper tanks are OP, it's that the video doesn't show all possible tank counters.
That's what you get!! - DA Rick
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Thumb Green
The Valyrian Guard
1036
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Posted - 2014.04.30 04:44:00 -
[44] - Quote
Vulpes Dolosus wrote: 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.
I say this every time and I will say it again, fck that noise. There is absolutely no reason AV shouldn't be able to solo a tank, at least on the same tier. Here's the kicker about the video and what you said, that tank ain't any where near being proto. Sure it's likely got complex reps but it's still a standard tank being shot at by proto swarms.
Again, to anyone that says AV shouldn't be able to solo a tank up to it's tier, f u c k that noise. It should be a challenge for standard AV to take out a standard tank with basic or enhanced modules or but not fcking impossible and proto AV should be able to kick that same tank around like a tin can. Of course that last part is for when proto AV can be balanced against proto vehicles at which point it'll be as hard to properly fit complex modules on a std tank as it is to fit them on a std suit now.
Though I can agree that as it stands now with only std vehicles it should take effort to solo them with proto AV but standard AV should still actually stand a chance against a fcking standard vehicle.
Also in regards to tanks specifically, the "it's a tank" argument only works against weapons not designed to kill it; it does not and will never work against weapons specifically designed to kill it.
Support Orbital Spawns
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ZDub 303
TeamPlayers Dirt Nap Squad.
2616
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Posted - 2014.04.30 04:49:00 -
[45] - Quote
Alena Ventrallis wrote:BIind Shot wrote:
He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
Not op at all. HE set up his Maddy to deal with the sustained DPS of swarms and to an extent, forges. He is very vulnerable to alpha damage. 3 shots from a double damage modded militia railgun, 3 RE, or some PE would destroy that fit. Whereas a setup with 2 hardeners and a plate would easily handle that same railgun and RE and PE, but would suffer against those swarms because of the inability to rep back that health. It isn't that repper tanks are OP, it's that the video doesn't show all possible tank counters.
All i'm really seeing here is that it takes a double damage modded railgun, pretty much the pinnacle of anti-vehicle weaponry, to kill a triple rep madrugar.
I have yet to see a maddy with any amount of hardeners and plates handle a double damage modded railgun 'with ease' maybe once those damage mods have gone on cooldown and the railgun is reloading. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9958
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Posted - 2014.04.30 04:50:00 -
[46] - Quote
Thumb Green wrote:Vulpes Dolosus wrote: 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.
I say this every time and I will say it again, fck that noise. There is absolutely no reason AV shouldn't be able to solo a tank, at least on the same tier. Here's the kicker about the video and what you said, that tank ain't any where near being proto. Sure it's likely got complex reps but it's still a standard tank being shot at by proto swarms. Again, to anyone that says AV shouldn't be able to solo a tank up to it's tier, f u c k that noise. It should be a challenge for standard AV to take out a standard tank with basic or enhanced modules or but not fcking impossible and proto AV should be able to kick that same tank around like a tin can. Of course that last part is for when proto AV can be balanced against proto vehicles at which point it'll be as hard to properly fit complex modules on a std tank as it is to fit them on a std suit now. Though I can agree that as it stands now with only std vehicles it should take effort to solo them with proto AV but standard AV should still actually stand a chance against a fcking standard vehicle. Also in regards to tanks specifically, the "it's a tank" argument only works against weapons not designed to kill it; it does not and will never work against weapons specifically designed to kill it.
However Thumb eventually the player base will develop to the point where every half ways intelligent players skills into at least OP 5 of AV...... now at that point every tank beneath proto tier is invalidated and made pointless....is would that be good balance?
Where you AV stays at 300K ISK but my hulls are back over 1M ISK, and those are the only competitive hulls......
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Cruor Abominare
Dirt Nap Squad Dirt Nap Squad.
124
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Posted - 2014.04.30 04:53:00 -
[47] - Quote
And buffing swarms will just create a new set of problems. The real problem is the actual design of Av in this game. All Av basically follows a simple slow firing huge burst design. This works in a lot of games because vehicles are free and losing one is of no consequence. In a game like dust there's a cost to running vehicles.
lets take a step back to dropships because they really expound on this problem. A python on a good day can last 3 forge blasts before dying. Now vs one forge this means as long as the python gtfos at first hit he can escape before the forger can kill him. He is largely unkillable unless stupid. Now lets say that we decide to buff forges because we have no good counter to dropships. Now it only takes 2 shots. If the pilot is smart with flying he will still be able to escape but a forger has an excellent chance to kill.
unfortunately this isn't always 1v1. Anything a drop ship pilot meets 2 forgers he's instantly dead without any chance to do anything. This doesn't create good game play especially when the risk in cost is to the tune of 400k vs potentially 2 free suits.
same thing can happen to tanks by having this style of weapon we run the risk of purely alpha striking tanks when more than one swarmer is around just for the cost of having Av be able to solo.(which I'm actually for)
the solution to this is to finally get of the pot and **** and ccp figure out what they want for vehicles. Either they become cheap as dirt glass canons or Av is designed in a manner with high dos, high rof, low dmg per shot weapons where a vehicle will certainly die faster to multiple Av but because the shots are spread over many than just one he can at least react and try to escape, not just be instantly blapped by the first shot. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 04:59:00 -
[48] - Quote
Thumb Green wrote: Of course that last part is for when proto AV can be balanced against proto vehicles
There are no plans for ADV nor PRO tanks. :/
If you can read this, it means you are reading.
Unless you are skimming
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Awry Barux
Ametat Security Amarr Empire
2383
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Posted - 2014.04.30 05:03:00 -
[49] - Quote
Cruor Abominare wrote:And buffing swarms will just create a new set of problems. The real problem is the actual design of Av in this game. All Av basically follows a simple slow firing huge burst design. This works in a lot of games because vehicles are free and losing one is of no consequence. In a game like dust there's a cost to running vehicles.
lets take a step back to dropships because they really expound on this problem. A python on a good day can last 3 forge blasts before dying. Now vs one forge this means as long as the python gtfos at first hit he can escape before the forger can kill him. He is largely unkillable unless stupid. Now lets say that we decide to buff forges because we have no good counter to dropships. Now it only takes 2 shots. If the pilot is smart with flying he will still be able to escape but a forger has an excellent chance to kill.
unfortunately this isn't always 1v1. Anything a drop ship pilot meets 2 forgers he's instantly dead without any chance to do anything. This doesn't create good game play especially when the risk in cost is to the tune of 400k vs potentially 2 free suits.
same thing can happen to tanks by having this style of weapon we run the risk of purely alpha striking tanks when more than one swarmer is around just for the cost of having Av be able to solo.(which I'm actually for)
the solution to this is to finally get of the pot and **** and ccp figure out what they want for vehicles. Either they become cheap as dirt glass canons or Av is designed in a manner with high dos, high rof, low dmg per shot weapons where a vehicle will certainly die faster to multiple Av but because the shots are spread over many than just one he can at least react and try to escape, not just be instantly blapped by the first shot. Huh, this has actually never occurred to me, but now that I read, it seems obvious. This! So much this! +1000
Nerdier than thou
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Thumb Green
The Valyrian Guard
1037
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Posted - 2014.04.30 05:09:00 -
[50] - Quote
True Adamance wrote:
However Thumb eventually the player base will develop to the point where every half ways intelligent players skills into at least OP 5 of AV...... now at that point every tank beneath proto tier is invalidated and made pointless....is would that be good balance?
Where you AV stays at 300K ISK but my hulls are back over 1M ISK, and those are the only competitive hulls......
It would be about as balanced as it is now except reversed. However that can easily be remedied by different game modes that restricted gear as well as the skill lvl applied (even if you have OP 5 it isn't applied in a std gear mode). Some people will say that the player base isn't big enough to support modes like that but maybe, just maybe the player base would fcking grow if the new guys weren't forced to play against us vets with proto gear and OP 5's every match.
Support Orbital Spawns
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 05:10:00 -
[51] - Quote
I'm mostly waiting for webifiers to come out.They will create vehicle hazard zones around any node or enclosed space. If vehicles stay as-is a lot of things will possibly balance out then.
If you can read this, it means you are reading.
Unless you are skimming
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Hakyou Brutor
G0DS AM0NG MEN Dirt Nap Squad.
254
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Posted - 2014.04.30 05:11:00 -
[52] - Quote
I'll volunteer to do the forge gun video... better watch your weak spots or else I'll one hit your 'OP' triple rep maddy with my Wyrimkomi Breach forge
Director of G0DS
Tanker, Logi, Heavy, and Scout... at your service!
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Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 05:15:00 -
[53] - Quote
Dovallis Martan JenusKoll wrote:Minor Treat wrote: Well technically a pistol is what you call a sidearm because it on your side. I'm a marine and doesn't make any sense to call a weapon a assistant weapon.
As for when weapons are used. Yes you are right, if used correctly the weapon should be devastating as each make and model of every modern weapon is designed for certain purposes.
But my question revolved around "assistant weapons"
So you would classify as rifle as a "assistant weapon" given its a light weapon. how does a rifle assist?
Edit:
I'm not trying to make you feel uncomfortable, I'm just trying to understand your logic and what your trying to say.
How would you use an Assault Rifle vs a tank? Light weapons typically don't work as well vs vehicles. Or were you trying to make some sideways statement regarding the class of weaponry instead of the relative targets? AV weaponry runs on a different tier than antipersonel. To my knowledge, there are no sidearm AV weapons, hence those are the lowest tier. it would be like having a gun that fires wide area flashbangs in infantry combat, that do little damage. VS a heavy, that damage is moot, but vs a scout, that would be devastating.
Okay let me clarify what I am asking...
First off you mentioned "Light weaponry that any class can equip. That's like asking where it says a scrambler pistol is an assistant weapon. It says sidearm, but not assistant." end quote.
So, you said light weapons are considered assistant weapons. So that includes rifles, mass drivers, and basically anything that is light weaponry. So you were mentioning weapons not relevant to the targets, I just complied to it given the comment of sidearms and light weapons.
So From what you said, "light weaponry that any class can equip" would include assault rifles, and ect.
What I'm asking is how does one label a weapon an "assistant weapon"? Understand the reason we call weapons "weapons" is that they are designed to kill not to assist kills. That why they call it a weapon.
Further more How does AV run on different tiers than anti-personal? We have tiers of milita, basic, advance, and proto.
Edit: Also keep in mind, whats the purpose of having a assist weapons if another weapon is designed to kill the target better? You'd be better of having two Anti Vehicle weapons than 1 anti vehicle weapon and 1 assistant weapon. |
lee corwood
Knights Of Ender Galactic Skyfleet Empire
796
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Posted - 2014.04.30 05:27:00 -
[54] - Quote
Eh as a proto swarmer myself, I almost never encounter any battle where I'm alone in tagging a tank. Any time I see any vehicle on the ground and a blue starts to tag it, its almost like everyone stands at attention and the teamwork is (most of the time, not always) phenomenal. I don't know if its the damage warpoints or all the blues hoping they'll be the last ones in for that crunchy kill, but it works. It's fun to see some tanks try to back out of their own ditches sometimes.
That being said, I've had plenty of frustrating games against tanks but they are more related to matchmaking + (and mostly this) maps.
There are some maps that no matter what you do, you can't find cover from these tanks fast enough, even in your default spawn points and calling in your own tank to try and create infantry space is completely negated by the reberry vehicle destroying the tank before the RDV lets it go. It's those situations where you can't say its the tank that's overpowered. In the right situations, it would be completely the opposite.
Also matchmaking is sometimes to blame. Having a bunch of newberries who are both inexperienced and have nothing but Anti-Armor starter fits to their name will always have a difficult time working together to take down a tank, much less 2 or more depending on how heavy the tank spam is. Telling them to get a forge gun is a BS excuse if they're new and don't have the skillpoints to get it.
Do I think its ironic that someone sitting in a tank going 30+/0 is complaining we shouldn't get a OHK weapon as a solo? Absolutely. However, I don't think that necessitates an overhaul or a complete nerfing.
However, I would like to understand if there are stacking bonuses to these reppers. In my personal opinion, every single module in this game should have stacking penalties. Leaving anything without a penalty is just asking for an abuse in someway. If you need to stack something (of the same item) to be effective, then something else is wrong in the balance of the game.
Minmatar Logisis | Heavy lover. Ping for video services.
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Dauth Jenkins
Ultramarine Corp
513
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Posted - 2014.04.30 05:27:00 -
[55] - Quote
ZDub 303 wrote:Alena Ventrallis wrote:BIind Shot wrote:
He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
Not op at all. HE set up his Maddy to deal with the sustained DPS of swarms and to an extent, forges. He is very vulnerable to alpha damage. 3 shots from a double damage modded militia railgun, 3 RE, or some PE would destroy that fit. Whereas a setup with 2 hardeners and a plate would easily handle that same railgun and RE and PE, but would suffer against those swarms because of the inability to rep back that health. It isn't that repper tanks are OP, it's that the video doesn't show all possible tank counters. All i'm really seeing here is that it takes a double damage modded railgun, pretty much the pinnacle of anti-vehicle weaponry, to kill a triple rep madrugar. I have yet to see a maddy with any amount of hardeners and plates handle a double damage modded railgun 'with ease' maybe once those damage mods have gone on cooldown and the railgun is reloading.
Actually, I can kill just about any triple rep tank with my gunnlogi missile tank. They get shredded by alpha damage. Even if I don't kill them first barrage and they rep back up to full, I can still kill them with the next burst. It's all about alpha damage when fighting rep tanks. That's why the forge gunners running proto breach do much better than swarms, because they do so much more damage. Swarms on the other hand, are quite efficient at murdering shield tanks, and tanks with fewer reps. My minmatar commando run proto swarms, and advanced swarms. I can kill most tanks with a full barrage (6 swarms). The risk is that I need someone to get my back while I lock swarms. Most people are just looking to kill tanks by batting an eyelash. I feel that with the nerf to hardeners, and the fix to the passive bonus application on forge Guns, that A.V. is in a good spot now. It could use some help at the standard tier, but even those aren't as bad as they were in 1.7 when every tank could shrug off the damage.
-Sincerely
--The Dual Swarm Commando
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Tesfa Alem
Death by Disassociation Top Men.
120
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Posted - 2014.04.30 05:28:00 -
[56] - Quote
Yes swarms are broken, and by the time the swarms lock on again the tanker's armor is kicking back up . The regen is faster than a shield tank, which should be adressed.
That being siad, a second swarm launcher looks like they would have popped him. With two complex and an enhanced heavy repper, i can only wonder at the turret? I can only assume its standard turret. Which would make that madrugar lunch for a rail tank. Those swarms would also annihilate any tank that didn't have triple reps. Proto fit vs Proto fit, no surprise how it turned out. Those swarms vs std or mlt ( which is the majority of tank spam) would be a more comprehensive test. My money would be on the swarms in that scenario.
Considering balance, should prototype defenses vs prototype weapons cancel each other out? A highly defensive fit at the cost of offensive firepower. Also, i don't think a tank should be killed by a salvo from a swarm laucher. Swarms ( like tanks post 1.7) should not be the "i win" button from pre 1.7.
Redline for Thee, but no Redline for Me.
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Repe Susi
Rautaleijona
1255
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Posted - 2014.04.30 06:25:00 -
[57] - Quote
MarasdF Loron wrote:Put that Swarm Launcher on Minmando (skill lv5) with 3 dmg mods and prof 5 and that Maddy doesn't stand a chance. I know from experience.
That's bullshit and you know it. Min Commando skill is not enough to pack a punch through that kind of tank. Especially in the middle of the battlefield when the tank's active and moving and mowing down your team.
'I know from experience.'
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 07:02:00 -
[58] - Quote
Minor Treat wrote:Dovallis Martan JenusKoll wrote:Minor Treat wrote: Well technically a pistol is what you call a sidearm because it on your side. I'm a marine and doesn't make any sense to call a weapon a assistant weapon.
As for when weapons are used. Yes you are right, if used correctly the weapon should be devastating as each make and model of every modern weapon is designed for certain purposes.
But my question revolved around "assistant weapons"
So you would classify as rifle as a "assistant weapon" given its a light weapon. how does a rifle assist?
Edit:
I'm not trying to make you feel uncomfortable, I'm just trying to understand your logic and what your trying to say.
How would you use an Assault Rifle vs a tank? Light weapons typically don't work as well vs vehicles. Or were you trying to make some sideways statement regarding the class of weaponry instead of the relative targets? AV weaponry runs on a different tier than antipersonel. To my knowledge, there are no sidearm AV weapons, hence those are the lowest tier. it would be like having a gun that fires wide area flashbangs in infantry combat, that do little damage. VS a heavy, that damage is moot, but vs a scout, that would be devastating. Okay let me clarify what I am asking... First off you mentioned "Light weaponry that any class can equip. That's like asking where it says a scrambler pistol is an assistant weapon. It says sidearm, but not assistant." end quote. So, you said light weapons are considered assistant weapons. So that includes rifles, mass drivers, swarm launchers, and basically anything that is light weaponry. So you were mentioning weapons not relevant to the targets, I just complied to it given the comment of sidearms and light weapons. But based on your response you want to focus on anti-vehicle weapons, which in that case I don't know why you brought up sidearms. What I'm asking is how does one label a weapon an "assistant weapon"? Understand the reason we call weapons "weapons" is that they are designed to kill not to assist kills. That why they call it a weapon. Further more How does AV run on different tiers than anti-personal? We have tiers of milita, basic, advance, and proto. Edit: Also keep in mind, whats the purpose of having a assist weapons if another weapon is designed to kill the target better? You'd be better of having two Anti Vehicle weapons than 1 anti vehicle weapon and 1 assistant weapon. First thing is that more than half of this quote is basically saying that the sideways tier comparisons are confusing you. Possibly, I wrote it in an awkward manner, and I'm not sure how to untangle what may already be there if you were not already following what I was saying, so instead I'll have to move forward a bit.
AV weapons deal with an entirely different tier of damage, the minimum being around 800 Damage per shot, which is a STD swarm, then upwards from there. Infantry weapons start at about 20 damage per shot and work upwards. The damage is scaled toward different targets, infantry having a max of about 400-1800 or so HP, and vehicles which can have 2000- 7000 HP. They therefore cannot be treated under the same balancing measures, because of the damage requirements each one holds. This in turn creates different tiers in damage output, but because they are on their own tiers, they have to be inspected separately. (This separation is the reason swarms need to lock-on, and AV grenades are generally only of use against vehicles.)
Assistant weapons generally have a concept of "wound" "maim" or "disable". For infantry such a weapon might be a net, poison, glue, or a weapon that might be able to damage muscle movement such as a taser, but for vehicles the category of "wound'' isn't really there because they aren't alive, but you can maim the ability of the repairs by inhibiting it a tad using swarms. In this particular example with the repairs tank, the swarms would be effective at assisting either one another, or a different type of AV because they would have to assist one another to overcome the repair ratios.
If you can read this, it means you are reading.
Unless you are skimming
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 07:06:00 -
[59] - Quote
Thumb Green wrote:Vulpes Dolosus wrote: 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.
I say this every time and I will say it again, fck that noise. There is absolutely no reason AV shouldn't be able to solo a tank, at least on the same tier. Here's the kicker about the video and what you said, that tank ain't any where near being proto. Sure it's likely got complex reps but it's still a standard tank being shot at by proto swarms. Again, to anyone that says AV shouldn't be able to solo a tank up to it's tier, f u c k that noise. It should be a challenge for standard AV to take out a standard tank with basic or enhanced modules or but not fcking impossible and proto AV should be able to kick that same tank around like a tin can. Of course that last part is for when proto AV can be balanced against proto vehicles at which point it'll be as hard to properly fit complex modules on a std tank as it is to fit them on a std suit now. Though I can agree that as it stands now with only std vehicles it should take effort to solo them with proto AV but standard AV should still actually stand a chance against a fcking standard vehicle. Also in regards to tanks specifically, the "it's a tank" argument only works against weapons not designed to kill it; it does not and will never work against weapons specifically designed to kill it. There are no proto tanks and with tiercide there will never be proto tanks. So proto mods are the best thing you can do. That's all I'm gonna say.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 07:10:00 -
[60] - Quote
ZDub 303 wrote:Alena Ventrallis wrote:BIind Shot wrote:
He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
Not op at all. HE set up his Maddy to deal with the sustained DPS of swarms and to an extent, forges. He is very vulnerable to alpha damage. 3 shots from a double damage modded militia railgun, 3 RE, or some PE would destroy that fit. Whereas a setup with 2 hardeners and a plate would easily handle that same railgun and RE and PE, but would suffer against those swarms because of the inability to rep back that health. It isn't that repper tanks are OP, it's that the video doesn't show all possible tank counters. All i'm really seeing here is that it takes a double damage modded railgun, pretty much the pinnacle of anti-vehicle weaponry, to kill a triple rep madrugar. I have yet to see a maddy with any amount of hardeners and plates handle a double damage modded railgun 'with ease' maybe once those damage mods have gone on cooldown and the railgun is reloading. I've heard of one, supposed to be nigh indestructible, the double hardener, 1 repper Madrugar. Well, that was in 1.7. I came across one in PC and he outrepped my single damage modded Particle Cannon. So I don't see why he couldn't have handled 2 damage mods with ease, just maybe wouldn't have been invulnerable against it but still...
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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