Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 16:00:00 -
[1] - Quote
SoTa PoP wrote:MarasdF Loron wrote:So... 1. You want tankers to give up Large Blaster Turrets or make them ineffective against infantry. 2. You want to be able to kill HAVs just as easily and fast as you kill other infantry.
So, in return... 1. Can we tankers have the ability to fit small turrets as main turret for our HAVs? 2. Can we tankers have the ability to drive HAVs indoors and in tight spaces generally? 3. Can we tankers have the ability to hack points and deploy/use equipment with our HAVs? 4. Can we tankers have the ability to turn our turrets and hulls as fast as you can turn your dropsuits and aim to all directions?
Or do you just want to take everything and give nothing in return?
So, which thing do you want us to give up and what are you willing to give back in return? Pick 1-2 from each category (but the same amount of options from both). Do you really believe this crap? I've been gone, away from the debates, but, really? You guys know you cost way too little for your effectiveness, what defense could you possibly say? If you want to stay cheap - then buff AV. One or the other, pick. Which is it? Large blasters should be reworked as AV. But first, give me some more variety of vehicles to kill.
MILITIA tanks cost too little for their investment. A proto turret costs more than any kind of dropsuit you can fit in the game, not even including mods or the damn hull. This is the issue, and why tanks are occasionally spammed, although the amount has lessened as of late. I have built tanks on my infantry character with no SP investment that rival my proto tanks in effectiveness. Increase the price of the hull, while decreasing the price of turrets and modules, so that current proto tanks remain the same price, but militia tanks become more expensive.
That's what you get!! - DA Rick
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Alena Ventrallis
PAND3M0N1UM Top Men.
1241
|
Posted - 2014.04.30 16:22:00 -
[2] - Quote
Awry Barux wrote:Oh my god. *ULTRA FACEPALM* In the heavy suit, you have to hide and avoid getting shot, or you'll die in 2 seconds, 3 at most. The tank can literally sit there not moving and just eat the shots. Because he purposefully set up his tank to counter AV. LEaving him with no good buffer against railguns and RE. Wykiromi Breaches can also two shot a repper tank, with only 8 seconds of exposure to the tank at all (remember, we rarely have any idea you are even there until you hit us, even less if you're up high, so make that 4 seconds)
I can set up a tank to take high alpha weapons. 2 shield hardeners and a complex extender give quite a nice buffer against rails and takes at minimum 9 RE to kill me. But I rep slow, and the sustained damage of forges and swarms whittles me down. You also have cheap and no SP access to large railguns and militia damage mods, and 2 dam mods on a militia railgun will 4 shot a repper tank, 3 shots if one at least hits the weak point. This is with railguns being better at killing shields than armor.
Each fit has it's place. You just seem to be unwilling to field a repper tanks counters, or to squad with people who field such.
That's what you get!! - DA Rick
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