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ANON Cerberus
Tiny Toons
781
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Posted - 2014.05.30 16:12:00 -
[1] - Quote
Was in a match yesterday....
Many many enemy tanks in this Domination match we joined. I was in a squad with my corp so many of us pulled out AV of all types.
Suffice to say we killed a few tanks (What must have been militia or badly fit), yet some remained. Specifically sniper gunlogis and uber tanked Madrugars, speeding everywhere.
I pulled out an officer forge - (You know because I thought the reward would be worth the risk... HA) and one of my squad mates next to me pulled out his proto swarms.
All 6 of my Gastuns rounds hit the Madrugar, and at least 2 volleys of the proto swarms also hit during the engagement. The tank casually speed boosted away with a small amount of HP left. When he came back, about 30 seconds later.... fully healed, fully ready to **** on us all again.
My question is - Is it right that a STD level tank doesn't even have to be too afraid of a proto swarmer and OFFICER LEVEL FORGES?
The answer has got to be no...... You pull out any other officer weapon and its power is felt by the enemy straight away. Thales, Balac's etc....
I ended up using the proto breach forge as it seemed that while it did less DPS, the increased volley damage was way more effective than the Gastuns forge.
On a side note I also see that nothing is being done to the speed / acceleration of tanks.... the acceleration needs to be lower for sure. |
ANON Cerberus
Tiny Toons
789
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Posted - 2014.05.30 21:50:00 -
[2] - Quote
Iron Wolf Saber wrote:PLC'ed an A-102 Maddy to death yesterday... not sure if to be stupefied or amazed.
As for tanking an officer forge gun
A single shot yes be 'tankable'; but a whole magazine dump should get it close to dead or fearing for its life. Well the first shot as well but these new tank pilots have no sense of paranoia.
Just to be perfectly honest, I had to abandon my high vantage point as blasters have crazy range.
Also none of my 6 shots hit on the weak spot of the tank either so I do realise that more damage could have been dealt.
Im just shocked at how a tank can tank a full clip of Gastuns and multiple proto swarms and just drive off behind cover at high speed.
To be frank, I feel that the Gastuns Forge is a much much better anti infantry weapon than it is anti tank. CCP need to buff Officer weapons. Also standard tanks should not be able to laugh at weapons from 2 - 3 grades above its level. Silly and stupid.
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ANON Cerberus
Tiny Toons
789
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Posted - 2014.05.30 22:10:00 -
[3] - Quote
Tebu Gan wrote:ANON Cerberus wrote:Was in a match yesterday....
Many many enemy tanks in this Domination match we joined. I was in a squad with my corp so many of us pulled out AV of all types.
Suffice to say we killed a few tanks (What must have been militia or badly fit), yet some remained. Specifically sniper gunlogis and uber tanked Madrugars, speeding everywhere.
I pulled out an officer forge - (You know because I thought the reward would be worth the risk... HA) and one of my squad mates next to me pulled out his proto swarms.
All 6 of my Gastuns rounds hit the Madrugar, and at least 2 volleys of the proto swarms also hit during the engagement. The tank casually speed boosted away with a small amount of HP left. When he came back, about 30 seconds later.... fully healed, fully ready to **** on us all again.
My question is - Is it right that a STD level tank doesn't even have to be too afraid of a proto swarmer and OFFICER LEVEL FORGES?
The answer has got to be no...... You pull out any other officer weapon and its power is felt by the enemy straight away. Thales, Balac's etc....
I ended up using the proto breach forge as it seemed that while it did less DPS, the increased volley damage was way more effective than the Gastuns forge.
On a side note I also see that nothing is being done to the speed / acceleration of tanks.... the acceleration needs to be lower for sure. 30 seconds, try 5 seconds and he should be good. My question here though, how much of an impact did those tanks still standing, make on the field with AV hounding them? In all honesty, while you may complain about being unable to kill said tanks, I know from personal experience (IE last night) that heavy AV WILL neutralize a tanks effectiveness. And it really doesn't take all that much to do it, a couple of forge guns with swarms mixed in makes it very difficult to engage and remain engaged for any tank. I'm at a loss, honestly at what your complaint is. That the tank didn't die simply because you expect it to by using officer gear. Sorry fella, but that "standard" tank doesn't define the tank. It's what you put on it that makes it std, adv, or proto. Nuff said.
How is 30 seconds, or even 5 seconds as you aptly put it, neutralising a tank? No the tank continued to drive around and gun down blues left and right.
I will admit he obviously had a nice fit and he did somewhat try to avoid our fire, but he did nothing at all special. While at this same time, for me to even begin to damage the tank I had to dodge 5 other tanks, 3 up close gunning everyone down with blasters and 2 sniper tanks, while on top of that fighting through enemy infantry with only a sidearm / odd forge snipe.
My point is that currently tanks are too easily recovered after heavy engagements. Granted I am fine with not being able to kill every tank I see, even If I do have damage mods and officer forges out. However that fact that he is bearly slowed down, or just has to hide for 10 seconds behind cover to be back to full fighting strength is just absurd.
We all know it, the buff to passive armour reps was just too much. Any shield tank that dares stray into range does not have that same benefit as if he survived in a gunloggis say, its a lot longer before he returns.
So to recap, if the enemy has 6 good tankers, or even just a few good tanks with scrub tank support, it takes a lot more infantry on our side to deal with both the enemy tanks that slaughter any NON AV AND we still have to deal with the enemy infantry somehow.
I have been a tanker a long time and I too am guilty of running crazy rep tanks in the past but enough is enough. We need actual balance and good engaging gameplay. Not blaster turrets that hit hard at 120-200 meters out on tanks that go as fast as an LAV with the ability to recover full health in seconds.
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ANON Cerberus
Tiny Toons
789
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Posted - 2014.05.30 22:14:00 -
[4] - Quote
Heimdallr69 wrote:There's been a lot of lag lately idk if that was the problem but idk any tank that can tank an officer forge and proto swarms.. Unless you're missing and only getting splash damage?
I suppose that is a possibility however as far as I could tell, my forge shots were striking the side of the tank for full damage and I am 99% sure the swarms were all hitting as well.
I know that the forges have had some issues recently but I dont ~think~ this was one of those times. |
ANON Cerberus
Tiny Toons
794
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Posted - 2014.05.31 15:04:00 -
[5] - Quote
Tebu Gan wrote:ANON Cerberus wrote:Tebu Gan wrote:ANON Cerberus wrote:Was in a match yesterday....
Many many enemy tanks in this Domination match we joined. I was in a squad with my corp so many of us pulled out AV of all types.
Suffice to say we killed a few tanks (What must have been militia or badly fit), yet some remained. Specifically sniper gunlogis and uber tanked Madrugars, speeding everywhere.
I pulled out an officer forge - (You know because I thought the reward would be worth the risk... HA) and one of my squad mates next to me pulled out his proto swarms.
All 6 of my Gastuns rounds hit the Madrugar, and at least 2 volleys of the proto swarms also hit during the engagement. The tank casually speed boosted away with a small amount of HP left. When he came back, about 30 seconds later.... fully healed, fully ready to **** on us all again.
My question is - Is it right that a STD level tank doesn't even have to be too afraid of a proto swarmer and OFFICER LEVEL FORGES?
The answer has got to be no...... You pull out any other officer weapon and its power is felt by the enemy straight away. Thales, Balac's etc....
I ended up using the proto breach forge as it seemed that while it did less DPS, the increased volley damage was way more effective than the Gastuns forge.
On a side note I also see that nothing is being done to the speed / acceleration of tanks.... the acceleration needs to be lower for sure. 30 seconds, try 5 seconds and he should be good. My question here though, how much of an impact did those tanks still standing, make on the field with AV hounding them? In all honesty, while you may complain about being unable to kill said tanks, I know from personal experience (IE last night) that heavy AV WILL neutralize a tanks effectiveness. And it really doesn't take all that much to do it, a couple of forge guns with swarms mixed in makes it very difficult to engage and remain engaged for any tank. I'm at a loss, honestly at what your complaint is. That the tank didn't die simply because you expect it to by using officer gear. Sorry fella, but that "standard" tank doesn't define the tank. It's what you put on it that makes it std, adv, or proto. Nuff said. How is 30 seconds, or even 5 seconds as you aptly put it, neutralising a tank? No the tank continued to drive around and gun down blues left and right. I will admit he obviously had a nice fit and he did somewhat try to avoid our fire, but he did nothing at all special. While at this same time, for me to even begin to damage the tank I had to dodge 5 other tanks, 3 up close gunning everyone down with blasters and 2 sniper tanks, while on top of that fighting through enemy infantry with only a sidearm / odd forge snipe. My point is that currently tanks are too easily recovered after heavy engagements. Granted I am fine with not being able to kill every tank I see, even If I do have damage mods and officer forges out. However that fact that he is bearly slowed down, or just has to hide for 10 seconds behind cover to be back to full fighting strength is just absurd. We all know it, the buff to passive armour reps was just too much. Any shield tank that dares stray into range does not have that same benefit as if he survived in a gunloggis say, its a lot longer before he returns. So to recap, if the enemy has 6 good tankers, or even just a few good tanks with scrub tank support, it takes a lot more infantry on our side to deal with both the enemy tanks that slaughter any NON AV AND we still have to deal with the enemy infantry somehow. I have been a tanker a long time and I too am guilty of running crazy rep tanks in the past but enough is enough. We need actual balance and good engaging gameplay. Not blaster turrets that hit hard at 120-200 meters out on tanks that go as fast as an LAV with the ability to recover full health in seconds. I will admit, as I've been trying my triple repped maddie, that triple reps fears no swarm, and forge gunners hardly matter on their own. I can't personally run a nitro on my maddie with triple reps, but I can say when I learn of a forge gunners position, I make sure to keep him blocked or as mobile as I can, recharging as needed. But I do understand, reps are very OP against infantry. I don't have maxed proficiency skills, so I personally have to drop down to an ADV turret for triple reps. But regardless, it is nearly unstoppable against infantry AV if played correctly. There have been many match though, that I've ran my triple reps, only to be denied by a combination of swarms, forge gun, and RE's and AV nades. I just wonder that sometimes, the biggest problem are the people assisting, not associated with your squad. And a blaster nerf is coming with hotfix alpha, so blaster tanks may not be as huge an issue when this comes to light. But agreed, maddie reps are very OP against weapons with low alpha, or a slow enough alpha that reps can mitigate.
I appreciate your candidness and honesty.
I am by no means someone who wants tanks to be weak! Please dont take me as one of those guys that is like "Y MY Militia Swarm NO DMG?!"
I try to use teamwork to take out tanks, and it works sometimes. I just do think the reps are a little too powerful. Maybe reduce them to 50/75/100 basic/advanced/proto?
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ANON Cerberus
Tiny Toons
799
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Posted - 2014.06.01 10:44:00 -
[6] - Quote
Spkr4theDead wrote:ANON Cerberus wrote:Was in a match yesterday....
Many many enemy tanks in this Domination match we joined. I was in a squad with my corp so many of us pulled out AV of all types.
Suffice to say we killed a few tanks (What must have been militia or badly fit), yet some remained. Specifically sniper gunlogis and uber tanked Madrugars, speeding everywhere.
I pulled out an officer forge - (You know because I thought the reward would be worth the risk... HA) and one of my squad mates next to me pulled out his proto swarms.
All 6 of my Gastuns rounds hit the Madrugar, and at least 2 volleys of the proto swarms also hit during the engagement. The tank casually speed boosted away with a small amount of HP left. When he came back, about 30 seconds later.... fully healed, fully ready to **** on us all again.
My question is - Is it right that a STD level tank doesn't even have to be too afraid of a proto swarmer and OFFICER LEVEL FORGES?
The answer has got to be no...... You pull out any other officer weapon and its power is felt by the enemy straight away. Thales, Balac's etc....
I ended up using the proto breach forge as it seemed that while it did less DPS, the increased volley damage was way more effective than the Gastuns forge.
On a side note I also see that nothing is being done to the speed / acceleration of tanks.... the acceleration needs to be lower for sure. We don't have ADV, PRO or Officer hulls, so all CCP can do is balance STD hulls with everything else. Blame CCP Stop asking for nerfs because you insist on soloing tanks, then whine and complain that you can't do it.
Wow, I am not sure if that is a troll or legit...
Did you even read the post? I was not trying to solo tanks, I was working with my squad, working with proto swarmers, working with others.
Besides if a tank can solo an entire squad or even an entire team, then it seems perfectly reasonable that one solider can solo a tank. (In an ideal balanced version of DUST). I am sure you will try and justify why one man should not be able to solo a tank but lets be honest, THEY SHOULD BE ABLE TO.
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ANON Cerberus
Tiny Toons
799
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Posted - 2014.06.01 10:56:00 -
[7] - Quote
Velociraptor antirrhopus wrote:correct me if i'm wrong but i think the Assault Forge out DPS's the Gatsun's? isn't it just an assault forge that holds a charge?
i do know that those armor repping tanks will speed boost away from you. but usually against my assault forge it has to be a Maddy not a Soma.
Proto forges -
Kallakiota - Medium charge time, 4 in a clip, can hold charge, lowest dmg out of proto forges.
Wyrikomi Breach forge - slowest charge time, 4 shots in clip, can hold charge, highest dmg per hit.
Ishukone assault forge - Fast (possibly fastest charge time?), 4 shots in clip, can NOT hold charge, 2nd highest damage out of proto forges.
Gastuns Forge - Fast / fastest charge time, 6 shots in clip, can hold charge, lowest / joint lowest damage.
Over all yes, the assault forge has better burst dps, the gastuns has a little better sustained dps with the 2 extra rounds in the magazine.
Right now considering its an officer weapon , its GREAT vs infantry, the BEST really. However it needs more direct damage for it to really be a threat against vehicles as right now, the Breach or the Assault forge are both just as good if not better than the Gastuns in my humble opinion. |
ANON Cerberus
Tiny Toons
799
|
Posted - 2014.06.01 11:15:00 -
[8] - Quote
Velociraptor antirrhopus wrote:ANON Cerberus wrote:Right now considering its an officer weapon , its GREAT vs infantry, the BEST really. However it needs more direct damage for it to really be a threat against vehicles as right now, the Breach or the Assault forge are both just as good if not better than the Gastuns in my humble opinion. I don't know man. Ever since I got proficiency 5 on that thing they at the very least are hurting bad by the time I'm done with them. I've been meaning to use my Gatsun's lately. Haven't been a heavy for longer than 1.8 so I've mostly used the Assault. I hate the goddamn Breach though. Wrecks Gunnlogis but it's a love/hate relationship. I'm just still sore about losing 3 Gat HMGs... to stupid crap I shouldn't have allowed to happen... Now I only have 6.
Ha don't worry man I have lost 4 out of my 40 Gastuns Forges recently but they are meant to be used and lost in combat!
By the way did you know that using officer weapons supposedly gives you a better chance to receive officer weapons in loot? (Or at least it appears that way / is what I have been told)
Also I am yet to find a tank / sneak up on a tanks weak point with the Gastun's, I do believe its fast firing 6 shots would be devastating if I can hit that back plate on the tanks.
The Breach is a love hate thing, the fact it has a longer charge up time AND you cannot walk with it charged is a pain. However the sheer volley damage is great. Really works amazingly when you have at least one other AV'er with you.
Get 2 proto breach forges together and you can really start to annihilate tanks, its just a pity getting others to use the Breach at the same time is as rare as finding a unicorn... :( |
ANON Cerberus
Tiny Toons
816
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Posted - 2014.06.06 16:05:00 -
[9] - Quote
GeneralButtNaked wrote:ANON Cerberus wrote:
Proto forges -
Kallakiota - Medium charge time, 4 in a clip, can hold charge, lowest dmg out of proto forges.
Wyrikomi Breach forge - slowest charge time, 4 shots in clip, can hold charge, highest dmg per hit.
Ishukone assault forge - Fast (possibly fastest charge time?), 4 shots in clip, can NOT hold charge, 2nd highest damage out of proto forges.
Gastuns Forge - Fast / fastest charge time, 6 shots in clip, can hold charge, lowest / joint lowest damage.
Over all yes, the assault forge has better burst dps, the gastuns has a little better sustained dps with the 2 extra rounds in the magazine.
Right now considering its an officer weapon , its GREAT vs infantry, the BEST really. However it needs more direct damage for it to really be a threat against vehicles as right now, the Breach or the Assault forge are both just as good if not better than the Gastuns in my humble opinion.
Learn to forge bro. Gastuns is best for holding a point. Large clip, short charge, and holding a charge makes it better against an ADS. IAFG is best for up close work, shorter charge, no hold because at that range you shouldn't miss, and AV nades to cap it off. Then CCP nerfed the AV nades, but they buffed them with Alpha so I don't know how that changed things. Really though, a well fit tank before 1.6 could tank a prof 5 Gastuns mag. It just had to have full hardeners and a fresh repper to do it. It is a shame CCP gave up on the game right after they started the vehicle rebalance, would have been nice to see them finish something for once.
I appreciate the comment mate. I agree with you too in all honesty. Ive not used AV grandes in a long time, that is something I should look into. However being a forge gunner I like to sit at range generally.
My problem / issue is that a good tank can tank this + my friend with proto swarms, plus random av nades from blueberries and other stuff. I have always felt that tanks with the nitro booster thing just move too fast. What downside do they really have currently?
I remember my own tanks on day 1 of 1.7. Nitro boosters at 100% were amazing fun, they really really were. Back-flipping tanks literally. However they were broken and I still think they are too powerful now. Not only that, they are a useless mod if you are near / at top speed.
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