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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 21:37:00 -
[1] - Quote
My tank and try out these guns. Before tanks changes, blueberries be crazy about getting in a tank and sitting it out. Now I can't FORCE a player to jump in my tank. WTF is up with that.
I've been running fits, with 2 small blasters, missiles (XTs), and rails, all paired with their counterpart large, and a damage mod. I run at a bit of a disadvantage to other pro tankers, especially when ******* blueberries pass up my pimpin tanks.
So please jump in and give it a shot please, hard to test without test dummies.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 22:26:00 -
[2] - Quote
True Adamance wrote:I am soooooo happy they are increasing the effectiveness of small turrets. IMO multiple player tanks should be encourages and made superior over single player tanks.
Not of course demanding 2 or more player are required to pilot a tank, only that when 2x players man one they have a fair advantage over the singular player.
I have had a bit of fun with gunners, murdering infantry, and rackin up some serious WP with kills. One thing I noticed outright was how useless a gunner can be against another tank.
When tanks stack damage mods, the fight is over in just a few seconds, hardly enough time for gunners to react or even land enough shots to make a noticeable difference. With such a short ttk (due in large part to damage mods and very high turret damage) a gunner isn't as useful as the plate and rep I lose in my lows against dam modded rails.
Now if they nerfed the damage mods down to 15 or 20, I would hold a significant advantage over other tanks when running gunners, running double damage mods myself. They may get a jump on me, but at least my gunners have time to lay down some double damage modded fire and perhaps turn the tables a bit.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 22:27:00 -
[3] - Quote
Atiim wrote:I just fit a CRU on my HAVs and hope that the people who spawn in actually know how to aim a turret.
Eww, hate to waste a high slot like that! I've quite literally trapped people in corners, and STILL they wouldn't jump in. What assholes.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 22:30:00 -
[4] - Quote
Leovarian L Lavitz wrote:
Dude, had two corp members in my tank, tearing up infantry, lavs, and sica's and soma's from time to time. It's always fun watching all the assists pop up on the screen when that's going down.
Imagine I hit something and my gunners hit the same thing, I get the kill, with the points, plus 2 assists from gunners, plus any WP from damage vehicles, and assists associated with them. I get this AND my gunners get this.
WP machine in the right hands!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
970
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Posted - 2014.05.27 22:47:00 -
[5] - Quote
RYN0CER0S wrote:I used to co-pilot like a mother ******. Then they ruined the small turrets and removed the restriction on equipping small turrets.
If I see you in blue, I'll hop on a secondary. Might even bring a FG and help defend you. But if I ever see you in red, I'm not giving the opportunity for the (Road Kill) again... I'm not playing around in the rematch - I gotta Gastun's waiting just for you.
I didn't roadkill you did I
Many a times have I had AV all over me, and just couldn't make that killing shot. They expect me to run, but I'm a ******* tank. I'll squarsh your ass if I have to! That's like the main reason I run a nitro
I'll certainly be watchin my ass around you!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
971
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Posted - 2014.05.27 23:01:00 -
[6] - Quote
True Adamance wrote:Tebu Gan wrote:True Adamance wrote:I am soooooo happy they are increasing the effectiveness of small turrets. IMO multiple player tanks should be encourages and made superior over single player tanks.
Not of course demanding 2 or more player are required to pilot a tank, only that when 2x players man one they have a fair advantage over the singular player. I have had a bit of fun with gunners, murdering infantry, and rackin up some serious WP with kills. One thing I noticed outright was how useless a gunner can be against another tank. When tanks stack damage mods, the fight is over in just a few seconds, hardly enough time for gunners to react or even land enough shots to make a noticeable difference. With such a short ttk (due in large part to damage mods and very high turret damage) a gunner isn't as useful as the plate and rep I lose in my lows against dam modded rails. Now if they nerfed the damage mods down to 15 or 20, I would hold a significant advantage over other tanks when running gunners, running double damage mods myself. They may get a jump on me, but at least my gunners have time to lay down some double damage modded fire and perhaps turn the tables a bit. I run a Madrugar with 2 Railguns and an Ion Cannon, Single Rep, Single Hardener. We have destroyed more tanks in Amarr FW than I hazard to say anyone else has across FW's career. Not joking all 3 guns facing forwards would claim any tank until the triple Rep Madrugar craze blew up and did so against damage modded Sica's, Gunlogi, and always beat enemy armour tanks.
Ah, Ion cannon. Yes, in this situation I do imagine it would be different as you are engaged much closer to the enemy and in a different way than I would with my rails. I'm generally a bit back from another rail tank, so the gunners don't seem to be able to do much as they only shoot like 150m out.
But yes, in a close range engagement, where I can out maneuver another tank, the gunners provide good fire while I maneuver into a position I can fire. Sometimes, they nearly kill said tank.
But often times all I come against are scrub tankers. Throw in a real tanker and things get a bit blurry, with gunners not always providing as much benefit as better modules would provide.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
973
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Posted - 2014.05.28 12:48:00 -
[7] - Quote
Leeroy Gannarsein wrote:I would like them to be marginally easier to fit; the compromises I have to make to my Gunnlogi to fit small turrets would either take ungodly amounts of SP, or cripple my vehicle entirely.
Unfortunately I've not invested enough SP this time around to fit high quality small turrets...
Yes, I wish it was easier. At 22m sp, wishin I had that 6 mil from infantry weapons to drop into small turret proficiencies!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
973
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Posted - 2014.05.28 21:55:00 -
[8] - Quote
John Demonsbane wrote:Lanius Pulvis wrote:Tebu Gan wrote:My tank and try out these guns. Before tanks changes, blueberries be crazy about getting in a tank and sitting it out. Now I can't FORCE a player to jump in my tank. WTF is up with that.
I've been running fits, with 2 small blasters, missiles (XTs), and rails, all paired with their counterpart large, and a damage mod. I run at a bit of a disadvantage to other pro tankers, especially when ******* blueberries pass up my pimpin tanks.
So please jump in and give it a shot please, hard to test without test dummies. The problem is, these days mostly noon tankers fit extra turrets, so people don't bother jumping in cause they expect to die quickly. ^^^ pretty much this. I used to jump into tanks all the time, esp. when I was rolling solo, but since they made it optional to do so, I don't even bother trying because it seems like nobody worth a damn has small turrets anymore.
This is true, and what a difference a skilled tanker makes. Often times I do lose about one per 2 games when running my smalls, but people RARELY jump in, and quickly jump out for like no reason.
Maybe if a blueberry or two would jump in and stay in we could really wreck ****! Looking forward to the small turret changes and the extra SP. Turret proficiency here I come!
Tanks - Balancing Turrets
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