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Void Echo
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Posted - 2014.04.30 17:57:00 -
[1] - Quote
really, even one of the biggest trolls has gotten serious for once to talk about tanking?
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Posted - 2014.04.30 18:08:00 -
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SoTa PoP wrote:Void Echo wrote:really, even one of the biggest trolls has gotten serious for once to talk about tanking?
this issue has gotten worse than before is sota poop is putting his 2 cents in it. Has it not gone stupid? Tankers, you're hurting NPE. Quit your **** and pick one. I should of mentioned I only speak of lower tiered tank prices. That's what's harmful with tanks right now. There ratio of effectiveness with AV drastically goes higher at proto - but so what? That's the point. In strategic game modes they aren't a huge factor anyways, they can hold outside point 'sometimes' they're easily countered. So they're considered balanced. But MLT is NOT.
MLT tanks I couldn't care less about, they require nothing to use and should be treated and like such. they should have their effectiveness cut down because they are the lowest tier available. price remains the same but effectiveness is cut.
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Posted - 2014.04.30 18:25:00 -
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SoTa PoP wrote:Void Echo wrote:SoTa PoP wrote:Void Echo wrote:really, even one of the biggest trolls has gotten serious for once to talk about tanking?
this issue has gotten worse than before is sota poop is putting his 2 cents in it. Has it not gone stupid? Tankers, you're hurting NPE. Quit your **** and pick one. I should of mentioned I only speak of lower tiered tank prices. That's what's harmful with tanks right now. There ratio of effectiveness with AV drastically goes higher at proto - but so what? That's the point. In strategic game modes they aren't a huge factor anyways, they can hold outside point 'sometimes' they're easily countered. So they're considered balanced. But MLT is NOT. Tankers aren't hurting the game, its the people that want them gone and to turn this into gall of duty that are hurting this game. the universe doesn't revolve around infantry. MLT tanks I couldn't care less about, they require nothing to use and should be treated and like such. they should have their effectiveness cut down because they are the lowest tier available. price remains the same but effectiveness is cut. Tanks are completely fine regarding anything out of MLT. Besides rep tank maddys - that's a little dumb.
Well, that's the fitting that is surviving, you can't expect everyone to change to a fitting that will let you kill them in less than 5 seconds or so. come one that's unreasonable. Dropsuits can have up to 3 self rep modules and nobody is complaining about that, why should tanks be any different?
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Posted - 2014.04.30 18:37:00 -
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SoTa PoP wrote:uhm... you're saying it's okay for a fit to exist that no infantry can possibly take under any circumstance? This is still a 16 vs 16 game..........
What I'm saying is that it would be game breaking if you took away the personalization of classes, it would defeat one of the most valuable purposes this game is about.
If you don't like the fact that a tanker is smart enough to find a way to survive your onslaught of swarms and forges, tuff, this game is about learning and adapting as well as challenging and fun.
To ruin it for one class would mean it is ok to ruin it for every other class including yours. In terms of fairness, the only way it would be fair is if you limited fitting capability of things that added to survivability (Hardeners are an example).
Rep modules are a crucial survival equipment used by every single class and equipment piece, to limit this for one class would mean you need to limit it for every class.
If you don't like that fact, then the best possibility you could hope for would be if they lowered the amount of repping that each module can do when fitted with others of the same type, basically stacking penalty against rep modules, but then again you would need to do this to infantry as well to keep it fair.
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Posted - 2014.04.30 18:38:00 -
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Atiim wrote:Perhaps nobody's complaining about that becasue stacking reps don't negate damage from Mass Drivers?
and why should they?
the rep modules only purpose on all fittings dropsuit and vehicle is to regenerate armor, it adds no armor nor does it take away.
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Posted - 2014.04.30 18:40:00 -
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Thumb Green wrote:Void Echo wrote:
Well, that's the fitting that is surviving, you can't expect everyone to change to a fitting that will let you kill them in less than 5 seconds or so. come one that's unreasonable.
Dropsuits can have up to 3 self rep modules and nobody is complaining about that, why should tanks be any different?
That's like saying dropsuits shouldn't be able to have multiple rep modules fitted on them because it takes to long to kill them with an SMG
3 dropsuit rep modules doesn't allow you to out rep any weapons damage.
when dealing with infantry vs infantry that's how its meant to be.
infanvtry vs vehicles is another argument entirely.
mainly because infantry is so small, why should they be able to take down something many times larger than they are as easily as they take down another infantry player?
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Posted - 2014.04.30 18:54:00 -
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Delta 749 wrote:Void Echo wrote:SoTa PoP wrote:uhm... you're saying it's okay for a fit to exist that no infantry can possibly take under any circumstance? This is still a 16 vs 16 game.......... What I'm saying is that it would be game breaking if you took away the personalization of classes, it would defeat one of the most valuable purposes this game is about. If you don't like the fact that a tanker is smart enough to find a way to survive your onslaught of swarms and forges, tuff, this game is about learning and adapting as well as challenging and fun. To ruin it for one class would mean it is ok to ruin it for every other class including yours. In terms of fairness, the only way it would be fair is if you limited fitting capability of things that added to survivability (Hardeners are an example). Rep modules are a crucial survival equipment used by every single class and equipment piece, to limit this for one class would mean you need to limit it for every class. If you don't like that fact, then the best possibility you could hope for would be if they lowered the amount of repping that each module can do when fitted with others of the same type, basically stacking penalty against rep modules, but then again you would need to do this to infantry as well to keep it fair. Heres a big hole in your argument Tanks repping all damage in such a way as to be practically invulnerable ruins the game for the AV class who are supposed to be a hard counter Tanks rolling around without their hard counter affecting them mean they get to blast all other classes with impunity ruining the game for assaults, scouts, heavies, logis, non red line snipers, basically almost every non vehicle driving class is affected by the this to their detriment so your entire argument of "If you ruin it for us than its ok to ruin it for you guys" falls apart since things already suck for us while you defend a crutch rather than admit things are frakked and make suggestions to bring things more in balance such as giving swarms their range and damage back while also giving tanks lock indicators and active and passive defense modules such as flares being an active one to throw a swarm off you completely and AMS guns to passively take down a missile or two in a swarm and these things having limited ammo to at least force you to use your broken ass magic recall system since we know that no tanker would use a supply depot
so by your logic, you would be ok if we took away your ability to have 3 reps on because you took away ours.
things are broken, I know that, but what isn't broken in some way or another. Cloaks are broken in some way, HMGs are broken in some way, lazrs, ARs and every other thing in the game is broken, it just matter to what extent it will be broken till someone notices.
The AV nades were one of the most broken things before 1.7 hit, but hey at least back then it took skill to be a tanker and the title belonged to a select few of us.
People to what they see is effective for survivability, if you don't like that tankers are smart enough to use this to their advantage then its on you.
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Posted - 2014.04.30 18:58:00 -
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Thumb Green wrote:Void Echo wrote:Thumb Green wrote:Void Echo wrote:
Well, that's the fitting that is surviving, you can't expect everyone to change to a fitting that will let you kill them in less than 5 seconds or so. come one that's unreasonable.
Dropsuits can have up to 3 self rep modules and nobody is complaining about that, why should tanks be any different?
That's like saying dropsuits shouldn't be able to have multiple rep modules fitted on them because it takes to long to kill them with an SMG
3 dropsuit rep modules doesn't allow you to out rep any weapons damage. when dealing with infantry vs infantry that's how its meant to be. infanvtry vs vehicles is another argument entirely. mainly because infantry is so small, why should they be able to take down something many times larger than they are as easily as they take down another infantry player? It's not just infantry vs vehicles, it's anti-vehicle infantry vs vehicles. As to your why; because that's what anti-vehicle weapons are fcking designed to do. Edit: These things aren't fcking paintball guns shooting at you.
Then lets look at a comparison between a selected group of classes.
Heavies & scouts: Heavies can easily over take scouts if they are quick enough to react or if they have a weapon standard for heavies to destroy a scout in seconds, almost nothing help a scout to kill a heave except that it has speed and a shot gun, allowing it to get up close attack and run away quick enough to survive and kill.
Tanks & AV: AV can easily over take tanks if they are smart, intelligent and aware of their surroundings and if they utilize their size against the tank. Tanks have nowhere near as many things helping them counter their "Hard Counter" in order to survive, so the things the do have need to be able to operate to fullest capacity so that it can compensate for lack innovation.
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Posted - 2014.04.30 19:05:00 -
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Delta 749 wrote:Void Echo wrote:Delta 749 wrote:Void Echo wrote:SoTa PoP wrote:uhm... you're saying it's okay for a fit to exist that no infantry can possibly take under any circumstance? This is still a 16 vs 16 game.......... What I'm saying is that it would be game breaking if you took away the personalization of classes, it would defeat one of the most valuable purposes this game is about. If you don't like the fact that a tanker is smart enough to find a way to survive your onslaught of swarms and forges, tuff, this game is about learning and adapting as well as challenging and fun. To ruin it for one class would mean it is ok to ruin it for every other class including yours. In terms of fairness, the only way it would be fair is if you limited fitting capability of things that added to survivability (Hardeners are an example). Rep modules are a crucial survival equipment used by every single class and equipment piece, to limit this for one class would mean you need to limit it for every class. If you don't like that fact, then the best possibility you could hope for would be if they lowered the amount of repping that each module can do when fitted with others of the same type, basically stacking penalty against rep modules, but then again you would need to do this to infantry as well to keep it fair. Heres a big hole in your argument Tanks repping all damage in such a way as to be practically invulnerable ruins the game for the AV class who are supposed to be a hard counter Tanks rolling around without their hard counter affecting them mean they get to blast all other classes with impunity ruining the game for assaults, scouts, heavies, logis, non red line snipers, basically almost every non vehicle driving class is affected by the this to their detriment so your entire argument of "If you ruin it for us than its ok to ruin it for you guys" falls apart since things already suck for us while you defend a crutch rather than admit things are frakked and make suggestions to bring things more in balance such as giving swarms their range and damage back while also giving tanks lock indicators and active and passive defense modules such as flares being an active one to throw a swarm off you completely and AMS guns to passively take down a missile or two in a swarm and these things having limited ammo to at least force you to use your broken ass magic recall system since we know that no tanker would use a supply depot so by your logic, you would be ok if we took away your ability to have 3 reps on because you took away ours. things are broken, I know that, but what isn't broken in some way or another. Cloaks are broken in some way, HMGs are broken in some way, lazrs, ARs and every other thing in the game is broken, it just matter to what extent it will be broken till someone notices. The AV nades were one of the most broken things before 1.7 hit, but hey at least back then it took skill to be a tanker and the title belonged to a select few of us. People to what they see is effective for survivability, if you don't like that tankers are smart enough to use this to their advantage then its on you. Except thats not my logic at all since fitting three reps on a suit is not game breaking, thats your own crazy troll logic defending your crutch You also avoided my invitation to make some suggestions of your own on balance and just rambled about how other things are broken so its ok if your crutch stays the way it is Also tankers saying it ever took skill and that its a badge of honor is always hilarious, you cruise around in something that has only ever had 4 real vulnerabilities and cried for months and months because you werent entirely invulnerable and when CCP finally gave in we still found a way around it with jihad jeeps, and dont even get me started on how stupid it is that those are one of the most effective ways to pop a tank
yeah, I haven't tanked since the end of 1.6 so you cant put me in the same crowd as the scrub tankers. Jihad jeeps are ******* funny even for tankers they kill.
We weren't crying because we weren't invulnerable, we never wanted that (Minus those 2 tankers we all know from the forums). The reason tanks were overhauled to our wants was because they weren't worth their prices BECAUSE they were destroyed far too quickly and easily, basically tanks were rarely seen on the battlefield outside of those of us that were already here since closed beta mainly because they were nearly worthless.
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Posted - 2014.04.30 19:06:00 -
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Like I said, if you don't like reality, then hope for a stacking penalty for rep modules on vehicles and infantry alike like everything else has.
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Posted - 2014.04.30 19:29:00 -
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Thumb Green wrote:Void Echo wrote:
Then lets look at a comparison between a selected group of classes.
Heavies & scouts: Heavies can easily over take scouts if they are quick enough to react or if they have a weapon standard for heavies to destroy a scout in seconds, almost nothing help a scout to kill a heave except that it has speed and a shot gun, allowing it to get up close attack and run away quick enough to survive and kill.
Tanks & AV: AV can easily over take tanks if they are smart, intelligent and aware of their surroundings and if they utilize their size against the tank. Tanks have nowhere near as many things helping them counter their "Hard Counter" in order to survive, so the things the do have need to be able to operate to fullest capacity so that it can compensate for lack innovation.
The problem is you are comparing balance to imbalance. Have you seen that video posted where the tank just sat there and let the guy just shoot at him? That guy could shoot at the tank for a whole fcking year and still not kill it. But no, because tanks have few things helping them survive, imbalance is okay because it lets tanks live indefinitely against one of it's hard counters. You always were one of those jackass "I shouldn't die to infantry because it's a tank" tanker.
then implement a stacking penalty on rep modules for vehicles and dropsuits. simple as that
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Posted - 2014.04.30 19:35:00 -
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Delta 749 wrote:Void Echo wrote:
yeah, I haven't tanked since the end of 1.6 so you cant put me in the same crowd as the scrub tankers. Jihad jeeps are ******* funny even for tankers they kill.
We weren't crying because we weren't invulnerable, we never wanted that (Minus those 2 tankers we all know from the forums). The reason tanks were overhauled to our wants was because they weren't worth their prices BECAUSE they were destroyed far too quickly and easily, basically tanks were rarely seen on the battlefield outside of those of us that were already here since closed beta mainly because they were nearly worthless.
Well yeah, a hard counter should destroy you quickly and honestly this isnt even getting to how good tankers actually have it in this game as compared to others even back in the dark days you complain about it For instance I cant blast your treads immobilizing you like I can in battlefield, how hard would you cry if that happened here Thats not mentioning your argument essentially boils down to "I payed a lot of isk so I shouldnt be super hard to kill" which is some pay to win bullshit So the real question is why do you support pay to win and doesnt this clash with your point of pride in being a tanker surviving against insurmountable odds despite already having a significant advantage in size speed firepower and health with a very limited vulnerability? Oh and since I get the feeling you might bring it up, why were you mad are people sitting on roof tops firing at you, why didnt you like that AV were smart enough to use that to their advantage?
1. a hard counter is not meant to completely eliminate all use for a specific class, its there to fight back if the situation calls for it. AV before 1.7 hit was making tanks become useless they weren't fight back, they were eliminating us. theres a fine line that shows the difference between fighting back and eliminating.
2. ISK isn't that big of a deal to me, I get unlimited of it because of pubs, SP is the major point of whether or not something is OP or UP.
3. I don't support P2W if there is real world currency involved IE: the U.S Dollar, the Euro, and whatever else is used to pay for **** in the real world. When it comes to in game currency being used, there is no issue.
4. There was literally no way to counter a tower forge or swarmer, they were out of the ranges of railguns and anything that came close to them was blown out of the sky by a forge not to mentioned that tactic locked down the map to where tanks couldn't roll 5 feet out of the redline without being hit by shots coming fro the sky, the only way to get rid of people on a roof like that is with an orbital which caused a major problem for gameplay and strategy.
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Posted - 2014.04.30 19:42:00 -
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Atiim wrote:Void Echo wrote:Thumb Green wrote:Void Echo wrote:
Well, that's the fitting that is surviving, you can't expect everyone to change to a fitting that will let you kill them in less than 5 seconds or so. come one that's unreasonable.
Dropsuits can have up to 3 self rep modules and nobody is complaining about that, why should tanks be any different?
That's like saying dropsuits shouldn't be able to have multiple rep modules fitted on them because it takes to long to kill them with an SMG
3 dropsuit rep modules doesn't allow you to out rep any weapons damage. when dealing with infantry vs infantry that's how its meant to be. infanvtry vs vehicles is another argument entirely. mainly because infantry is so small, why should they be able to take down something many times larger than they are as easily as they take down another infantry player? Why shouldn't they be able to? It's not like the ability to do so is unrealistic, and this is a video game mind you.
The problem here is the player vs player aspect.
In every game before dust 514, things that were many times larger than the player was able to be taken down by him alone and that was never a problem because there is not another player that is controlling the larger object.
In Dust514 however, everything is controlled by players, so the real question is. Why do you still see tankers as non existing players?
what your asking is like in EVE Online why a "Fatboy" fighter cannot solo a titan by himself. There is no real answer, but its just common sense that they cannot.
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Posted - 2014.05.01 17:37:00 -
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Delta 749 wrote:Void Echo wrote:Delta 749 wrote:Void Echo wrote:
yeah, I haven't tanked since the end of 1.6 so you cant put me in the same crowd as the scrub tankers. Jihad jeeps are ******* funny even for tankers they kill.
We weren't crying because we weren't invulnerable, we never wanted that (Minus those 2 tankers we all know from the forums). The reason tanks were overhauled to our wants was because they weren't worth their prices BECAUSE they were destroyed far too quickly and easily, basically tanks were rarely seen on the battlefield outside of those of us that were already here since closed beta mainly because they were nearly worthless.
Well yeah, a hard counter should destroy you quickly and honestly this isnt even getting to how good tankers actually have it in this game as compared to others even back in the dark days you complain about it For instance I cant blast your treads immobilizing you like I can in battlefield, how hard would you cry if that happened here Thats not mentioning your argument essentially boils down to "I payed a lot of isk so I shouldnt be super hard to kill" which is some pay to win bullshit So the real question is why do you support pay to win and doesnt this clash with your point of pride in being a tanker surviving against insurmountable odds despite already having a significant advantage in size speed firepower and health with a very limited vulnerability? Oh and since I get the feeling you might bring it up, why were you mad are people sitting on roof tops firing at you, why didnt you like that AV were smart enough to use that to their advantage? 1. a hard counter is not meant to completely eliminate all use for a specific class, its there to fight back if the situation calls for it. AV before 1.7 hit was making tanks become useless they weren't fight back, they were eliminating us. theres a fine line that shows the difference between fighting back and eliminating. 2. ISK isn't that big of a deal to me, I get unlimited of it because of pubs, SP is the major point of whether or not something is OP or UP. 3. I don't support P2W if there is real world currency involved IE: the U.S Dollar, the Euro, and whatever else is used to pay for **** in the real world. When it comes to in game currency being used, there is no issue. 4. There was literally no way to counter a tower forge or swarmer, they were out of the ranges of railguns and anything that came close to them was blown out of the sky by a forge not to mentioned that tactic locked down the map to where tanks couldn't roll 5 feet out of the redline without being hit by shots coming fro the sky, the only way to get rid of people on a roof like that is with an orbital which caused a major problem for gameplay and strategy. Your number 3 point invalidates anything you ever have to say concerning balance, why should anyone listen to a pay to win scrub?
If using ISK to win matches makes me a scrub, then every single player in Dust514 is a scrub. I dont use real money in this game, iv only ever bought 3 boosters and that was over a year ago. Claiming that i am a P2W scrub because i use in game currency is claiming that you yoursel are that too because you also use ISK.
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Posted - 2014.05.01 17:41:00 -
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Nothing Certain wrote:What percentage of total armor per second will 3 rep modules get you on a dropsuit? How about a tank? Do the math and you will see the difference. If rep modules gave you 100 HP/sec in a dropsuit that would need changing.
to compare tanks to dropsuits for armor rep is comepletely sutpid, for obvious reasons. plus i havent been on the game in half a year. so i wouldnt know anymore
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