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Monkey MAC
Rough Riders..
2812
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Posted - 2014.05.09 22:31:00 -
[121] - Quote
CLONE117 wrote:Monkey MAC wrote:Himiko Kuronaga wrote:Atiim wrote:Himiko Kuronaga wrote: Missile tanks will kill it. Rail tanks will kill it. More than a single forge gun or swarm launcher will, in fact, kill it.
I know you feel entitled to be able to kill everything with whatever your current fitting is, by yourself, with no help. You are however, not.
Considering how AVers give up a primary to do so, while also having to spend similar amounts of SP as other roles (including the Tanker role); yes we are indeed entitled. No, you're not. You're a peasant attempting to fight a knight in full armor with a pitchfork. Stick to the fields. You have no right whatsoever to intrude on a tank fight as a pathetic infantryman and expect equal treatment. "AV" is an emergency role that happens when a lack of tankers are present, or when your tanks have been suppressed into the red line. It is not meant to be as good as another tank. 23,000,000 SP is hardly an 'Emergency Role'. You are one man, you have no right to be any more powerful than any one else, it is simple arthematic (spelling?) So long as you are single person wether you see yourself as something more is irrespective. You are one man and there for it should only require 1 man to take you down, WITHOUT a tank. Especially if the guy has put more SP into his fit and sacrifices pretty much all of his Anti-Personnel ability. If anyone is pathetic it's the guy with short man syndrome sitting in a tank which is immune to 80% of the games weaponry and whines because he still believes he shouldn't be killed by weapons that are actually designated as being ANTI-VEHICLE, capiece! it does take one man to kill a tank. just like how it takes one man to kill a heavy or one man to kill a mlt new berry. as the several before may have died before him. the last man to try and succeed where the others before have failed. the last man is still ONE man. lets say im in a heavy suit. i slaughter an entire group of proto bears. only to die by a mlt ar when i had 5 hp left. that mlt newberry is still one man. who had the luck of killing me whilst at low hp. also...i think every1 here has just diverted topic away from threads purpose..
To the contrary though, if you manage to take down a squad of proto bears with a Heavy that's because those bears are stupid. I can kill a heavy with a HMG by outranging by myself, from Scratch. I can kill a Sniper by getting close with a Shotgun by myslef, from Scratch. I can kill an Assault with a heavy with a HMG at close range, by myself from Scratch.
That is the point, EVERYTHING in this game apart from tanks and the FOTM can be COUNTERED by using a fitting that has a different sweet spot. But with a tank, the sweet spot for AV, also happens to be the same as the sweet spot for a blaster tank, isn't that just genius.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Nothing Certain
Bioshock Rejects
654
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Posted - 2014.05.09 22:54:00 -
[122] - Quote
Eko Sol wrote:Nothing Certain wrote:[quote=Himiko Kuronaga][quote=Atiim][quote=Himiko Kuronaga] Because logic has to be counter-balanced
It's not imbalanced. Tanks > infantry. That's how it should be.
Where exactly have I been unclear in this?
Are you becoming confused, perchance? No you have been very clear, you want a huge advatage over other players and have no reasoning to support why you should be given this advantage other than "I want to be a big tank".
This is the same pointless thread over and over. I will repeat MYSELF in saying:
The only tankers that can beat a skilled infantry AV'er in 1 vs 1 are actually skilled tankers. If you have reasonable skills in AV then you can be average or below average tankers. It is definitely balanced. If a very skilled tanker with triple rep maddy can't be killed by a single infantry then that is perfectly balanced. It should take two reasonable to very skilled infantry AV'ers to take out that VERY skilled tanker.
Nothing Certain wrote: There is a contradiction in what you wrote above first you stated "Tanks>AV. That's how it should be" then you wrote that tanks and AV should be equal. Which is it?
We agree that balance implies that an IAV player and a tanker with equal ISK expenditure, SP, and skill should have equal chances of killing each other. We disagree that this is the current situation in the game. Having had this discussion many times I can tell you that most tankers don't share this view and believe tanks should be much more powerful than 1 IAV player and that tanks should not be soloed.
Thanks for explaining your tactics but they are not anything every AV player us well aware of. Take me up on my offer and join the channel. I believe you can kill tanks, so lets do it rather than arguing about whether we have balance or not.
Because, that's why.
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CLONE117
True Pros Forever
780
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Posted - 2014.05.09 22:56:00 -
[123] - Quote
not sure im following with these "sweet spots"
and how av sweet spot is the same as a blaster tanks
blaster may be better suited to dealing with infantry units in certain scenarios. but as av usually has more than just infantry with rocket launchers. its more of a break off of a similar class.
tanks typically weak to av.
average infantry generally weak to tanks
its possible for the tank to kill the infantry unit but its still possible for the infantry unit to kill the tank. when equipped with the right gear and scenario.
av personnel might as well be considered infantry too. but just an area of infantry that worked on their weakness. same can be said with certain tank fits.
mlt vets are eternal. they shall be the bane to proto scrubs everywhere...
dust 514 shall be eternal.
pve for dust 514
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Eko Sol
Strange Playings
261
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Posted - 2014.05.09 22:56:00 -
[124] - Quote
Nothing Certain wrote: Thanks for explaining your tactics but they are not anything every AV player us well aware of. Take me up on my offer and join the channel. I believe you can kill tanks, so lets do it rather than arguing about whether we have balance or not.
Lol I'm in the A/V United channel now. Msg me next time you see me on. I live in Hawaii so my times are a little off for playing comparison to other people due to the timezones. I'll be on tonight well before downtime.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Nothing Certain
Bioshock Rejects
654
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Posted - 2014.05.09 23:01:00 -
[125] - Quote
Eko Sol wrote:Nothing Certain wrote: Thanks for explaining your tactics but they are not anything every AV player us well aware of. Take me up on my offer and join the channel. I believe you can kill tanks, so lets do it rather than arguing about whether we have balance or not.
Lol I'm in the A/V United channel now. Msg me next time you see me on. I live in Hawaii so my times are a little off for playing comparison to other people due to the timezones. I'll be on tonight well before downtime.
Cool, thanks for showing up. Hopefully more will. I'll be on tonight 9 CST. I'll contact you tonight and look for you tomorrow if you are not on.u
Because, that's why.
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M1A1 Blaster Master
Capital Acquisitions LLC Dirt Nap Squad.
12
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Posted - 2014.05.09 23:20:00 -
[126] - Quote
Atiim wrote:M1A1 Blaster Master wrote:My triple rep maddy has an Ion cannon and it will lose to organized AV, rail tanks that sneak me, scouts with remote charges on my engine plate and missile tanks. The triple rep maddy is not an iWin button. It's akin to a shotgun scout, get in blow **** up and get out. If it sticks around too long it will die. People that are mad about it really have no right to blame their enemy for their own incompetence. What HAV doesn't die to Rail Tanks? That's like saying 1.6 Swarm Launchers weren't a win button because they could be killed by a Logi with a Duvolle AR. If you are killed by Remote Explosives, you are mentally challenged: Atiim wrote:- Arming Time of REs: 1s
- Grenade Cook Time: 3.31s
- Time it would take to do this: 6.31s
- Average Human Reaction Time: .215s
Basically, the tankers you were fighting were 29.34x slower than the average human. Did you make this thread to make fun of mentally challenged players? Because If so, I'd be forced to report you. So basically that leaves 1-2 actual counters, which are both subsets of itself. Do I need to remind everyone that a counter being a subset to itself does not count as an actual counter? If I face 2-3 AV infantry that synchronize their shots I am dead in a trip-rep maddy. If I face a missile tank head on I am dead, If a rail tank catches me in the open I am dead. A cloaked scout that sneaks up behind me and gets some charges on my tank I am dead. There are counters to a trip-rep maddy. Hell just get another blaster tank to shoot at me and have a forge gunner hit me at the same time, and I am dead. Triple rep maddy is balanced just fine, it's just that some people don't have the counters and they are mad because of it.
I also have a twice damage modded particle cannon that 2 hits other tanks, is that unbalanced as well? |
Echo 1991
WarRavens Final Resolution.
288
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Posted - 2014.05.10 00:13:00 -
[127] - Quote
M1A1 Blaster Master wrote:Atiim wrote:M1A1 Blaster Master wrote:My triple rep maddy has an Ion cannon and it will lose to organized AV, rail tanks that sneak me, scouts with remote charges on my engine plate and missile tanks. The triple rep maddy is not an iWin button. It's akin to a shotgun scout, get in blow **** up and get out. If it sticks around too long it will die. People that are mad about it really have no right to blame their enemy for their own incompetence. What HAV doesn't die to Rail Tanks? That's like saying 1.6 Swarm Launchers weren't a win button because they could be killed by a Logi with a Duvolle AR. If you are killed by Remote Explosives, you are mentally challenged: Atiim wrote:- Arming Time of REs: 1s
- Grenade Cook Time: 3.31s
- Time it would take to do this: 6.31s
- Average Human Reaction Time: .215s
Basically, the tankers you were fighting were 29.34x slower than the average human. Did you make this thread to make fun of mentally challenged players? Because If so, I'd be forced to report you. So basically that leaves 1-2 actual counters, which are both subsets of itself. Do I need to remind everyone that a counter being a subset to itself does not count as an actual counter? If I face 2-3 AV infantry that synchronize their shots I am dead in a trip-rep maddy. If I face a missile tank head on I am dead, If a rail tank catches me in the open I am dead. A cloaked scout that sneaks up behind me and gets some charges on my tank I am dead. There are counters to a trip-rep maddy. Hell just get another blaster tank to shoot at me and have a forge gunner hit me at the same time, and I am dead. Triple rep maddy is balanced just fine, it's just that some people don't have the counters and they are mad because of it. I also have a twice damage modded particle cannon that 2 hits other tanks, is that unbalanced as well? Railguns are OP so yes they are unbalanced So are the damage mods. Anyway, you miss the point. Needing 3 people to kill one person is inbalanced. Especially when it is a standard tank with proto or advance modules against proto av. |
Lynn Beck
Heaven's Lost Property Dirt Nap Squad.
1665
|
Posted - 2014.05.10 00:59:00 -
[128] - Quote
Himiko Kuronaga wrote:Lynn Beck wrote:Tanks should become a serious threat, we have that.
Tanks need their counter, we don't have that.
AV is a futile attempt at dispatching a vehicle, and the only way to guarantee their death(because isk destruction is the name of the game, always has) is for them to hit a wall or for you to literally deal 5400 alpha damage, which requires the tanker to be completely inept.
AV should be a threat to tanks, much like how a tank is a threat to infantry.
A single AVer should be able to solo a solo tank- it should take on average(assuming both builds are MAXED) 9 volleys from a swarm. A prototype maxed AVer should be able to solo a mlt tanker in 1 clip, and a "mid-spec" character in average of 6,
This leaves the tanker at a disadvantage, while still makin them strong. Please, somebody tell me how 9 volleys is a bad number for equal skill/SP in vehicles is a bad idea? Currently it's 12. Thats a complete and utter joke. I don't give a **** about the low end of balance, the high end is the only part that matters. We don't play competitively with crappy characters and crappy gear. They shouldn't even fit into the balance equation. Even vehicles in Battlefield can take more punishment than the time it takes to empty a swarm launcher. Those things are basically steel coffins and you want to make these things even weaker? So you would prefer if any person who wishes to bring in a Sica to academy be entitled to NEVER dying?
That's how it is now.
We need balance to exist on all tiers.
Needing either Pro AV or a completely inept tanker AND 3-4 mlt swarms SIMPLY to remove that un-piloted sica sitting idle, is ********.
Give me 1 reason we SHOULDN'T balance mlt-mlt AV/V balance.
General John Ripper
Like ALL the things!!!
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TrueXer0z
DUST University Ivy League
532
|
Posted - 2014.05.10 01:17:00 -
[129] - Quote
CCP Logibro wrote:jerrmy12 kahoalii wrote:LtGen Shanks wrote:Thanks to the individuals who have been spamming free triple rep maddys in domination.
They're great! Huh? Triple Rep (2x Complex, 1x Enhanced) Madrugars are vulnerable to Large Missile Launcher fitted tanks due to the massive burst damage from missiles with a damage mod; lower buffer due to a lack of either a plate or hardener to absorb damage; and the damage bonus missiles get against armour. The Triple rep Madrugar works by drawing out fights where it's superiour sustained tank can help it keep going under constant moderate damage. But with the Large Missile Turret, there isn't enough time to get repairs going to keep the tank sustained, and thus it blows up. However, if you miss with enough missiles, the Madrugar can easily regain it's armour and then you might have some problems due to your long reload time, especially if you had to expose yourself to get the shot on the Madrugar in the first place. Does that explain it for you?
This is a VERY specific situation. There shouldn't be only one answer to a trip rep maddy. Every form of AV should have a significant chance at bringing one down.
Director, Dust University
@TrueXer0z
Kevall Longstride - CPM1
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THUNDERGROOVE
Fatal Absolution Dirt Nap Squad.
763
|
Posted - 2014.05.10 02:40:00 -
[130] - Quote
Atiim wrote:Himiko Kuronaga wrote: Missile tanks will kill it. Rail tanks will kill it. More than a single forge gun or swarm launcher will, in fact, kill it.
I know you feel entitled to be able to kill everything with whatever your current fitting is, by yourself, with no help. You are however, not.
Considering how AVers give up a primary to do so, while also having to spend similar amounts of SP as other roles (including the Tanker role); yes we are indeed entitled. That's irrelevant as most sidearms are comparable in DPS to many light weapons.
TDBS
My * points to her interface{} if you know what I mean
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Void Echo
Total Extinction
2572
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Posted - 2014.05.10 02:46:00 -
[131] - Quote
if you make tanks as weak as they were pre 1.7 either 1/2 scenarios would be reality.
1- Tanks would exist anymore because they would be too weak to use, thus nobody would use them.
2- only a handful of people (me and about 19 others were this group before 1.7) would be tankers, the tanking class would become the elitist group we were before 1.7 and no new tankers would enter the field because they wont survive. thus when those select players leave tanks disappear.
If AV/V balance isn't right still, then the only logical way would to be buff AV, do nothing to vehicles. The reason why STD tanks are so strong against AV is because they are the highest level of tanks we have, do you really expect people to use STD as the highest level of class since no proto exists when its utterly useless for survival against its opposite class until proto versions exist?
Closed Beta Vet.
Playstation 4 or nothing CCP.
Only the strongest can do good and the weakest do evil. - Void Echo
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Atiim
Heaven's Lost Property Dirt Nap Squad.
8258
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Posted - 2014.05.10 02:52:00 -
[132] - Quote
THUNDERGROOVE wrote: That's irrelevant as most sidearms are comparable in DPS to many light weapons.
Really?
- Ishukone Assault SMG vs Ishukone Assault Rail Rifle - Who Wins?
- Kaalakiota Masgec SMG vs Kaalakiota Rail Rifle - Who Wins?
- Vizam Scrambler Pistol vs. Vizam Scrambler Rifle - Who Wins?
- Core Breach Flaylock Pistol vs. Core Breach Mass Driver - Who Wins?
- Carthum Assault Scrambler Rifle vs. Carthum Assault Scrambler Rifle - Who Wins?
Assuming equal player skill, I know where my money is.
CCP Rouge (Crowd Control Productions - 'Neo' EVE: Legion) DUST 514
-HAND
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Sergeant Sazu
SINISTER DEATH SQUAD
42
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Posted - 2014.05.10 02:59:00 -
[133] - Quote
Interesting discussion.
I do remember one encounter with an Ion Cannon and the best reapir rate possible. I got comfy on my K-2 Nanohives sitting on high ground, firing my CBR7 Swarms with x2 Enhanced Damage Mods. It was impossible to kill it, though at the end of the clip I would get it's armor to about half. So I shot at it the entire game until a Sica came along and helped with damage, so I squeezed in a shot to get the kill. He sent me a message saying I was the only one actually being a problem to him.
There's a little story for now, tomorrow I will provide my opinion on the matter.
-Grabs dual Assault Rifle Gallente Commando-
You know what time it is.
[SDS CEO]
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
4005
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Posted - 2014.05.10 09:20:00 -
[134] - Quote
Lynn Beck wrote:Himiko Kuronaga wrote:Lynn Beck wrote:Tanks should become a serious threat, we have that.
Tanks need their counter, we don't have that.
AV is a futile attempt at dispatching a vehicle, and the only way to guarantee their death(because isk destruction is the name of the game, always has) is for them to hit a wall or for you to literally deal 5400 alpha damage, which requires the tanker to be completely inept.
AV should be a threat to tanks, much like how a tank is a threat to infantry.
A single AVer should be able to solo a solo tank- it should take on average(assuming both builds are MAXED) 9 volleys from a swarm. A prototype maxed AVer should be able to solo a mlt tanker in 1 clip, and a "mid-spec" character in average of 6,
This leaves the tanker at a disadvantage, while still makin them strong. Please, somebody tell me how 9 volleys is a bad number for equal skill/SP in vehicles is a bad idea? Currently it's 12. Thats a complete and utter joke. I don't give a **** about the low end of balance, the high end is the only part that matters. We don't play competitively with crappy characters and crappy gear. They shouldn't even fit into the balance equation. Even vehicles in Battlefield can take more punishment than the time it takes to empty a swarm launcher. Those things are basically steel coffins and you want to make these things even weaker? So you would prefer if any person who wishes to bring in a Sica to academy be entitled to NEVER dying? That's how it is now. We need balance to exist on all tiers. Needing either Pro AV or a completely inept tanker AND 3-4 mlt swarms SIMPLY to remove that un-piloted sica sitting idle, is ********. Give me 1 reason we SHOULDN'T balance mlt-mlt AV/V balance.
If someone can't kill a Sica they need to quit the game and never come back.
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M1A1 Blaster Master
Capital Acquisitions LLC Dirt Nap Squad.
14
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Posted - 2014.05.10 09:29:00 -
[135] - Quote
Echo 1991 wrote: Railguns are OP so yes they are unbalanced So are the damage mods. Anyway, you miss the point. Needing 3 people to kill one person is inbalanced. Especially when it is a standard tank with proto or advance modules against proto av.
But you only need one if they are in a tank, and 2 different types of tank can kill a triple rep maddy. We will even say that railguns are OP, which they are, and exclude them. That still leaves missile tanks, who **** all over triple rep maddys. It also leaves RE packing scouts. So that right there is 2 people that can solo a triple rep maddy. Don't hate the game, hate the player.
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Monkey MAC
Rough Riders..
2815
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Posted - 2014.05.10 10:46:00 -
[136] - Quote
CLONE117 wrote:not sure im following with these "sweet spots"
and how av sweet spot is the same as a blaster tanks
blaster may be better suited to dealing with infantry units in certain scenarios. but as av usually has more than just infantry with rocket launchers. its more of a break off of a similar class.
tanks typically weak to av.
average infantry generally weak to tanks
its possible for the tank to kill the infantry unit but its still possible for the infantry unit to kill the tank. when equipped with the right gear and scenario.
av personnel might as well be considered infantry too. but just an area of infantry that worked on their weakness. same can be said with certain tank fits.
What is difficult to understand about a sweet spot? A sweet spot is a combination of ramge and terrain layouts that benefit 1 person more than another.
For example a HMG's sweet spot is at around 15-20m in a narrow corridor, where the enemy can't escape the spread of the HMG, the Sweet spot of a Sniper Rifle is at about 200m overlooking a large empty plain with little cover.
So let's look at AV, it has 2 potential 'Sweet Spots' 1) 50-70m inside a facility with lots of cover. Allows the infantry to hide when they have been made, however the cover can also be used by a repdrugar since just a few seconds not under fire to fully rep.
2) 100-150m across open ground Allows the infantry to get a longer sustained DPS as the longer travel time of a swarm launcher gives a higher chance of emptying the entire mag before the tanker reacts, however there is no cover so the AV is typically dead as soon as he has been made.
Like Logibro rather condescendingly mentioned a repdrugar is all about drawing out engagements and the best way to get them is to use BURST dmg, to apply so much damage in such a short period of time thatmthe reps physically don't have time to react.
Now, it is 'doable' by AV provided the Tanker driving the repdrugar is 1) Stationery 2) Blind/in 1st Person (ADS) 3) Death 4) Thick as Pig ****
And even then it requires 2RE, 2 Packed AV gremades, 3 SL volleys to destroy him with just 20dmg to spare, if so much as single swarm launcher rocket hits the ground first, you loose the encounter.
If the tanker is in 3rd person he can see as you attempt to stick RE to his sweet spot. If the tanker listens he can HEAR you attaching the RE If he has jist a single brain cell he doesn't stick around in the same place, away from his allies long enough for you sneak close enough to attach the RE's.
Once one side has tanker superiority, the match becomes a game of cat and mouse. The tanks chase roundmmlt blueberries from point to point because they can't do anything about it. Meanwhile me with my AV, I can't physically do enough damage in a short amount of time, to even scare them off, because they know as soon as I reload, they go back to square 1.
Either consider the tweaks I gave to logibro, making swarm volleys require skill but allow them to be overlapped by a good player, and give burst variations to forge and plasma cannons. Or give us BREACH RE that does HUGE damage 3000-4500 when stuck directly to a vehicles hull.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1009
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Posted - 2014.05.10 11:37:00 -
[137] - Quote
CCP Logibro wrote:jerrmy12 kahoalii wrote:LtGen Shanks wrote:Thanks to the individuals who have been spamming free triple rep maddys in domination.
They're great! Huh? Triple Rep (2x Complex, 1x Enhanced) Madrugars are vulnerable to Large Missile Launcher fitted tanks due to the massive burst damage from missiles with a damage mod; lower buffer due to a lack of either a plate or hardener to absorb damage; and the damage bonus missiles get against armour. The Triple rep Madrugar works by drawing out fights where it's superiour sustained tank can help it keep going under constant moderate damage. But with the Large Missile Turret, there isn't enough time to get repairs going to keep the tank sustained, and thus it blows up. However, if you miss with enough missiles, the Madrugar can easily regain it's armour and then you might have some problems due to your long reload time, especially if you had to expose yourself to get the shot on the Madrugar in the first place. Does that explain it for you?
What if the other team does not have access to a Large Missile Launcher tank?
There is no militia version. |
Mortedeamor
Imperfects Negative-Feedback
1517
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Posted - 2014.05.10 11:51:00 -
[138] - Quote
CCP Logibro wrote:jerrmy12 kahoalii wrote:LtGen Shanks wrote:Thanks to the individuals who have been spamming free triple rep maddys in domination.
They're great! Huh? Triple Rep (2x Complex, 1x Enhanced) Madrugars are vulnerable to Large Missile Launcher fitted tanks due to the massive burst damage from missiles with a damage mod; lower buffer due to a lack of either a plate or hardener to absorb damage; and the damage bonus missiles get against armour. The Triple rep Madrugar works by drawing out fights where it's superiour sustained tank can help it keep going under constant moderate damage. But with the Large Missile Turret, there isn't enough time to get repairs going to keep the tank sustained, and thus it blows up. However, if you miss with enough missiles, the Madrugar can easily regain it's armour and then you might have some problems due to your long reload time, especially if you had to expose yourself to get the shot on the Madrugar in the first place. Does that explain it for you? In otherwords get gud
A laser rifle user for life
Long live the empress burn the heritics
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LtGen Shanks
Kinsho Swords Caldari State
52
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Posted - 2014.05.10 12:25:00 -
[139] - Quote
Since this thread is getting a decent amount of attention, would anyone like to donate some isk to me. |
Atiim
Heaven's Lost Property Dirt Nap Squad.
8271
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Posted - 2014.05.10 14:36:00 -
[140] - Quote
LtGen Shanks wrote:Since this thread is getting a decent amount of attention, would anyone like to donate some isk to me. I'll be on in about an hour.
CCP Rouge (Crowd Control Productions - 'Neo' EVE: Legion) DUST 514
-HAND
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M1A1 Blaster Master
Capital Acquisitions LLC
16
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Posted - 2014.05.10 14:52:00 -
[141] - Quote
Atiim wrote:LtGen Shanks wrote:Since this thread is getting a decent amount of attention, would anyone like to donate some isk to me. I'll be on in about an hour. Give me some ISK as well, I could use it. |
Atiim
Heaven's Lost Property Dirt Nap Squad.
8276
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Posted - 2014.05.10 15:00:00 -
[142] - Quote
M1A1 Blaster Master wrote: Give me some ISK as well, I could use it.
No.
CCP Rouge (Crowd Control Productions - 'Neo' EVE: Legion) DUST 514
-HAND
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DEATH DEALER 1975
KILL-EM-QUICK RISE of LEGION
28
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Posted - 2014.05.10 15:35:00 -
[143] - Quote
Mortishai Belmont wrote:CCP Logibro wrote:jerrmy12 kahoalii wrote:LtGen Shanks wrote:Thanks to the individuals who have been spamming free triple rep maddys in domination.
They're great! Huh? Triple Rep (2x Complex, 1x Enhanced) Madrugars are vulnerable to Large Missile Launcher fitted tanks due to the massive burst damage from missiles with a damage mod; lower buffer due to a lack of either a plate or hardener to absorb damage; and the damage bonus missiles get against armour. The Triple rep Madrugar works by drawing out fights where it's superiour sustained tank can help it keep going under constant moderate damage. But with the Large Missile Turret, there isn't enough time to get repairs going to keep the tank sustained, and thus it blows up. However, if you miss with enough missiles, the Madrugar can easily regain it's armour and then you might have some problems due to your long reload time, especially if you had to expose yourself to get the shot on the Madrugar in the first place. Does that explain it for you? I think the point is, it's rendering everything useless but missile tanks against them. So forge guns and swarm launchers are worthless now and those who spent those hard earned skill points are a little upset. Shouldn't there be a stacking penalty? You guys made it so there is no point in armor plating, it's all about the hardeners and reps, unless you're a shield tank. I can't fit a missile turret on my madrugar anyway, so there's a personal thanks for that from me. But from what I hear, there won't be any care or attention to Dust anymore, so we're all crying in the rain really.
Don't forget three remotes on a triple rep HAV and he's done for.
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M1A1 Blaster Master
Capital Acquisitions LLC
16
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Posted - 2014.05.10 15:40:00 -
[144] - Quote
Atiim wrote:M1A1 Blaster Master wrote: Give me some ISK as well, I could use it.
No. You're not very nice. |
zzZaXxx
The Phoenix Federation
412
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Posted - 2014.05.10 18:11:00 -
[145] - Quote
Mortishai Belmont wrote:CCP Logibro wrote:jerrmy12 kahoalii wrote:LtGen Shanks wrote:Thanks to the individuals who have been spamming free triple rep maddys in domination.
They're great! Huh? Triple Rep (2x Complex, 1x Enhanced) Madrugars are vulnerable to Large Missile Launcher fitted tanks due to the massive burst damage from missiles with a damage mod; lower buffer due to a lack of either a plate or hardener to absorb damage; and the damage bonus missiles get against armour. The Triple rep Madrugar works by drawing out fights where it's superiour sustained tank can help it keep going under constant moderate damage. But with the Large Missile Turret, there isn't enough time to get repairs going to keep the tank sustained, and thus it blows up. However, if you miss with enough missiles, the Madrugar can easily regain it's armour and then you might have some problems due to your long reload time, especially if you had to expose yourself to get the shot on the Madrugar in the first place. Does that explain it for you? I think the point is, it's rendering everything useless but missile tanks against them. So forge guns and swarm launchers are worthless now and those who spent those hard earned skill points are a little upset. Shouldn't there be a stacking penalty? You guys made it so there is no point in armor plating, it's all about the hardeners and reps, unless you're a shield tank. I can't fit a missile turret on my madrugar anyway, so there's a personal thanks for that from me. But from what I hear, there won't be any care or attention to Dust anymore, so we're all crying in the rain really. Triple reps counter FG and SL but 2-3 will take one down. And it leaves them vulnerable to rail and missile in a head on engagement. |
Sergeant Sazu
SINISTER DEATH SQUAD
42
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Posted - 2014.05.11 00:26:00 -
[146] - Quote
I love making giant paragraphs voicing my opinion, but I'll try and make it short-ish this time.
If a tank sits in one spot, it should not be eternally invincible to a single AVer. It simply isn't okay. I dislike how people have come to accept this and try to defend it. No. If I put SP into something and eliminate my self-defense to infantry, it should have atleast some effect. Yes there are counters to the triple-rep, but that is not justification, as there are too few, and most of them include getting my own tank. I am totally fine with a tank being very hard to kill, but if it's completely immune to my attempts, that's not okay. I'm not asking for easy mode, I'm asking for a possibility of succeeding if I'm firing damage modded CBR7s non-stop.
The whole point of armor focused things in this game is to have single engagement superiority but have a low recovery rate compared to shields. I could grab my Assault Gk.0 and stack 4 Complex Armor Repaireres and have 27.5hp/s, but it doesn't nearly out repair even a Militia Assault Rifle. Why should tanks be different with the weapons intended for killing it?
If you ask me, repairers should be nerfed and all Gallente vehicles have their armor increased significantly. This would create 1 on 1 superiority but recover slowly, just like armor tanked dropsuits. If I had to think up numbers, I would say:
-Repairer efficacy 50% percent of what it is now (50 STD,60 ADV,70 PRO) -Increase base armor by 50% (Madrugar 6000, Methana 3675, I forgot the dropship numbers)
But yeah. With these exact numbers, the best repair rate would be 250 I think. This is with 2 Complex and 1 Enhanced heavy repairers. I don't know if these numbers would work out, but my point is that it needs to be at least possible to kill it with a good Swarm Launcher if the tank sticks around.
Hardeners aside, no tank should be eteranlly immune to a single weapon firing continuously and not missing. I have seen some math saying that a damage modded Isukone Assault Forge Gun can kill the triple-rep in 4 consecutive shots. Whether or not that's true, very few have the necessary skills for such a thing.
Point is, I want my SP to mean something, instead of firing swarm after swarm only to get Ion Cannoned in the face. Or shot by infantry. Defend it if you want, but this is imbalanced.
-Grabs dual Assault Rifle Gallente Commando-
You know what time it is.
[SDS CEO]
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