Tebu Gan
Dem Durrty Boyz General Tso's Alliance
973
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Posted - 2014.05.30 22:02:00 -
[1] - Quote
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.
Edit: When I refer to AV, I do mean proto level AV when dealing with tanks using proto level gear. Std, and ADV hardly scratch the paint. (Most times)
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
974
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Posted - 2014.05.31 00:40:00 -
[2] - Quote
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.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
976
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Posted - 2014.05.31 17:16:00 -
[4] - Quote
ANON Cerberus wrote: 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?
My suggestion, isn't to nerf the total healed. I suggested a while back that they change the rate of repair. IE, heals every 3 to 5 seconds, as opposed to healing every second as it seems they do now.
In this way, a forge gunner (and swarmers) can apply enough sustained DPS to make a noticeable difference against the tank. Maddies would have to play between recharging and engaging. As it is now, a maddie can easily mitigate damage from multiple swarms, and lone forge gunners, never needing to move or even break engagement.
The original plan for maddies in particular, was that they had great staying power, but would need to recharge in between battles, rather than using the repair to keep them IN battle. Force them to actually play it smart, and not this brain dead way of "tanking" we have now.
Tanks - Balancing Turrets
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