Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ANON Cerberus
Tiny Toons
781
|
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. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3450
|
Posted - 2014.05.30 16:33:00 -
[2] - Quote
Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well.
(The godfather of tactical logistics)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit
|
ERMAGERD IM DEAD
Edimmu Warfighters Gallente Federation
5
|
Posted - 2014.05.30 16:44:00 -
[3] - Quote
John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well.
I think this is correct. The clowns that make the decisions don't play with the masses, so it will never be fixed. As soon as three tanks are on the ground I'm in the hills sniping. I won't pad a tankers stats. |
VikingKong iBUN
Mikramurka Shock Troop Minmatar Republic
83
|
Posted - 2014.05.30 16:44:00 -
[4] - Quote
Reps are too good. And for the love of god please dont slow down madrugars any more, they're a pain to drive already. |
shaman oga
Nexus Balusa Horizon
2208
|
Posted - 2014.05.30 16:46:00 -
[5] - Quote
As long as there are no proto tanks.... BTW, i'm not having so many problems if we are 2 AVers.
PSN: ogamega
I'm here to bla bla bla...
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3451
|
Posted - 2014.05.30 16:57:00 -
[6] - Quote
shaman oga wrote:As long as there are no proto tanks.... BTW, i'm not having so many problems if we are 2 AVers.
Well yeah, teamwork is a reasonable thing to need. I'm not going to be a negative universe spkr or tankahiro and say it was totally fair when I solo'd tanks all the time, but the problem is scaling.
It's more than a little challenging for 2 people with proto AV to take out a STD tank, even in a very favorable tactical situation like having cover and the high ground. That's not right. Make it a proto swarm and ADV forge and now you're gonna have trouble with even a militia tank not driven by an idiot.
Make it so that 2 people with STD AV can reliably (not always, but more often than not) take out a similarly or less skilled player in a MLT vehicle, I'm happy with that. That's teamwork and properly scaled. But currently it takes at least double the ISK investment in AV to take out a tank. (And an dramtically higher amount of SP because while a MLT forge can at least get a tanks attention, mlt swarms may as well be a slingshot..)
(The godfather of tactical logistics)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit
|
Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
446
|
Posted - 2014.05.30 16:57:00 -
[7] - Quote
ERMAGERD IM DEAD wrote:John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well. I think this is correct. The clowns that make the decisions don't play with the masses, so it will never be fixed. As soon as three tanks are on the ground I'm in the hills sniping. I won't pad a tankers stats. Good, I could use a few easy kills in my rail tank. Stationary tunnel-vision targets are the best. |
ERMAGERD IM DEAD
Edimmu Warfighters Gallente Federation
5
|
Posted - 2014.05.30 17:07:00 -
[8] - Quote
Eltra Ardell wrote:ERMAGERD IM DEAD wrote:John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well. I think this is correct. The clowns that make the decisions don't play with the masses, so it will never be fixed. As soon as three tanks are on the ground I'm in the hills sniping. I won't pad a tankers stats. Good, I could use a few easy kills in my rail tank. Stationary tunnel-vision targets are the best.
GL with that! |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1611
|
Posted - 2014.05.30 17:53:00 -
[9] - Quote
I personally believe the acceleration bonus from the nitrous mod, especially to armor tanks, is either bugged or broken. They literally go to 125% speed instantly from a stop then can do the same in the other direction. Granted their turn speed is terrible, but that's a small price to pay.
It still boggles my mind why CCP though an armor tank should be faster than a shield tank in any case.
|
Rizlax Yazzax
Molon Labe. General Tso's Alliance
265
|
Posted - 2014.05.30 18:20:00 -
[10] - Quote
Vulpes Dolosus wrote:I personally believe the acceleration bonus from the nitrous mod, especially to armor tanks, is either bugged or broken. They literally go to 125% speed instantly from a stop then can do the same in the other direction. Granted their turn speed is terrible, but that's a small price to pay.
It still boggles my mind why CCP though an armor tank should be faster than a shield tank in any case.
IIRC armour has the top speed, but shield has better acceleration. However since acceleration is ridiculously fast it doesn't matter atm.
So I guess I am agreeing with you, making my IIRC pointless and moot.
Hmmmm.... |
|
Iron Wolf Saber
Den of Swords
15259
|
Posted - 2014.05.30 18:21:00 -
[11] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
|
Arkena Wyrnspire
Fatal Absolution
13855
|
Posted - 2014.05.30 18:22:00 -
[12] - Quote
Iron Wolf Saber wrote:PLC'ed an A-102 Maddy yesterday... not sure if to be stupefied or amazed. Both.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
|
Harpyja
Molon Labe. General Tso's Alliance
1789
|
Posted - 2014.05.30 18:34:00 -
[13] - Quote
This is what happens with tiericide
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Asirius Medaius
WASTELAND JUNK REMOVAL Top Men.
1119
|
Posted - 2014.05.30 20:53:00 -
[14] - Quote
ERMAGERD IM DEAD wrote: I think this is correct. The clowns that make the decisions don't play with the masses, so it will never be fixed. As soon as three tanks are on the ground I'm in the hills sniping. I won't pad a tankers stats.
John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well.
This is why Dust 514 is dead. Game has absolutely no balance, even with the full staff we had on the game before Legion pulled employees. What makes me mad, is that I want to look forward to Legion, but Dust 514 is unbalanced, so why wouldn't Legion as well?
|
Eko Sol
Strange Playings
409
|
Posted - 2014.05.30 21:09:00 -
[15] - 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.
Let's say that you are on top of a flat top on this dom match. maybe the one with the bridge. Or maybe the one where the null Is on the road and it has those two silos on the elevated portion. Anyway, some AV situations call for one person on the ground placing proxy's or placing RE's or using AV nades.
At you least you get AV Two together do quite well in jacking up tanks. But to get those slippery ones requires a little more diversity when working together. I personally run MLT Forge with my Team mate who runs Gatsuns but I also run RE's and AV nades as well as swarms depending on the situation. I have even suicide expensive fits to go after a tank with the right setup to get rid of these tanks.
One thing I haven't experimented with that I see here and there is Proxy traps. Where two scouts or logis drop Proxies where the tank may escape too (i.e. on a road you would place them in front and behind). one way or another the tank is going away.
Lastly, there is one dom map I HATE. It's the one where "A" is surrounded by hills and the redline goes back like 400 meters from the MCC. That map is half my favorite all time map in Dom and half the stupidest fcking idea anyone came up with as a map. If that is the map you are referring to then there is nothing you can do EXCEPT I have seen a python before go deep in the red with a damage mod or two or three and just **** tanks. So rare that a player I play with regularly has never seen it himself. It's suicide but whatever. Fck that tank.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
|
RYN0CER0S
Rise Of Old Dudes
492
|
Posted - 2014.05.30 21:13:00 -
[16] - Quote
Broken game will always be broken. Just admire their amateur hour **** ups and ride it out for another month til Destiny.
PSN: The_Rynoceros
Console Master Race
I'll be at Bravo. Come n' get some.
|
ANON Cerberus
Tiny Toons
789
|
Posted - 2014.05.30 21:50:00 -
[17] - 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.
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
973
|
Posted - 2014.05.30 22:02:00 -
[18] - 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
|
Heimdallr69
2464
|
Posted - 2014.05.30 22:08:00 -
[19] - Quote
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?
Removed inappropriate content - CCP Logibro
|
ANON Cerberus
Tiny Toons
789
|
Posted - 2014.05.30 22:10:00 -
[20] - 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.
|
|
ANON Cerberus
Tiny Toons
789
|
Posted - 2014.05.30 22:14:00 -
[21] - 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. |
Hanzo420
sephiroth clones
3
|
Posted - 2014.05.30 22:20:00 -
[22] - Quote
NERF THEM ALL! BUWHAHAHA |
Heimdallr69
2464
|
Posted - 2014.05.30 23:37:00 -
[23] - Quote
ANON Cerberus wrote: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. It's possible someone found a way to god tank again idk how though.
Removed inappropriate content - CCP Logibro
|
medomai grey
WarRavens Final Resolution.
793
|
Posted - 2014.05.30 23:47:00 -
[24] - Quote
Harpyja wrote:This is what happens with tiericide A standard tank fit with proto mods? Do tell.
This has nothing to do with tiercide and everything to do with certain types of modules over performing.
Medium frame EHP is not medium
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
974
|
Posted - 2014.05.31 00:40:00 -
[25] - 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
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
974
|
Posted - 2014.05.31 00:42:00 -
[26] - Quote
ANON Cerberus wrote: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.
Lots of lag recently, this could have very well been the issue.
Tanks - Balancing Turrets
|
Pvt Numnutz
Watchdoge Explosives
1312
|
Posted - 2014.05.31 02:08:00 -
[27] - Quote
Tanks should be slower yes.
To your question, no a std tank probably shouldn't be able to tank an officer forge. Of course we would then need advanced and prototype vehicles. I doubt we are getting either. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10367
|
Posted - 2014.05.31 03:44:00 -
[28] - Quote
John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well.
AV isn't fine but it still hits hard. What we all know is broken are tank rep rates and what accentuates that is the extreme utility of the Nitrous Modules.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
|
Cogadh Draco
WarRavens Final Resolution.
24
|
Posted - 2014.05.31 03:52:00 -
[29] - 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.
Pfft lol, one time myself and two proto forgers with 4-5 level proficiency in forge guns with Ishikone and Gastun's forge guns couldn't even scare off a Madrugar because his passive armor regen and active armor regen were repairing faster than our damage output... Three excellent forge gunners couldn't even scare off a Madrugar... Until he ran out of his active armor regen obviously, but still that is a load of ****...
I dunno if it was our forge guns glitching, the tank glitching or if the guy found out how to overstack on repair mods, but three forgers hitting with every shot on a single tank and we couldn't get him to back off until his repair mods ran out of charge... |
Iron Wolf Saber
Den of Swords
15262
|
Posted - 2014.05.31 05:35:00 -
[30] - Quote
Cogadh Draco wrote: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. Pfft lol, one time myself and two proto forgers with 4-5 level proficiency in forge guns with Ishikone Assault and Gastun's forge guns couldn't even scare off a Madrugar because his passive armor regen and active armor regen were repairing faster than our damage output... Three excellent forge gunners couldn't even scare off a Madrugar... Until he ran out of his active armor regen obviously, but still that is a load of ****... I dunno if it was our forge guns glitching, the tank glitching or if the guy found out how to overstack on repair mods, but three forgers hitting with every shot on a single tank and we couldn't get him to back off until his repair mods ran out of charge to stack with his heavy repair...
Ran out? This hasn't been a case for a while.
Also throw a hostile tank on him and watch the entire dynamic change. As an AVer these days I try to follow my fellow tanks in their hunts.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
|
|
Piraten Hovnoret
Molon Labe. General Tso's Alliance
586
|
Posted - 2014.05.31 05:42:00 -
[31] - Quote
RYN0CER0S wrote:Broken game will always be broken. Just admire their amateur hour **** ups and ride it out for another month til Destiny.
AMEN BROTHER
Destiny = bye bye CCP
War never changes
|
ANON Cerberus
Tiny Toons
794
|
Posted - 2014.05.31 15:04:00 -
[32] - 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?
|
Henrietta Unknown
Sooper Speshul Ponee Fors
255
|
Posted - 2014.05.31 16:09:00 -
[33] - Quote
Let's see, I would run a tri-rep madrugar with Missiles to combat tri-rep madrugar blasters in Ambush. Then the opposing team has one guy whip out Swarms of an unknown tier and an ADS which took me down quickly (no room for nitros). So yeah, not so invulnerable.
Then the reds whip out two madrugar blasters, and I shut up.
Henrietta Reborn
|
Michael Arck
4572
|
Posted - 2014.05.31 16:21:00 -
[34] - Quote
LOL @ STD tanks. You see standard, I see something else
Archistrategos
Where the fear has gone there will be nothing....only I will remain
|
Cody Sietz
Bullet Cluster Lokun Listamenn
3284
|
Posted - 2014.05.31 16:47:00 -
[35] - Quote
I gave up on AV for the time being, just use a soma with a STD rail and a MLT dmg mod.
It works pretty well, but your gonna lose quite a few in the mix. Your also not gonna be able to stand toe to toe with a maddy or gunny with Proto or maybe even advanced rails. Not to mention missile tanks are a pain.
All that being said, it is the eaiest way to tank out a triple repped maddy or a harden gunny with 2500+ armour. Just flank, that's it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Powerh8er
Heaven's Lost Property
432
|
Posted - 2014.05.31 17:04:00 -
[36] - Quote
Never mind the madrugar here's the python ADS.
I'd hit that flying f three times in a row with the gastun forge gun (prof. 4). It just flew away to the enemy red line...
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
976
|
Posted - 2014.05.31 17:16:00 -
[37] - 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
|
Spkr4theDead
Red Star. EoN.
2108
|
Posted - 2014.05.31 17:48:00 -
[38] - 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. 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.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
ANON Cerberus
Tiny Toons
799
|
Posted - 2014.06.01 10:44:00 -
[39] - 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.
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
117
|
Posted - 2014.06.01 10:50:00 -
[40] - Quote
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.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
|
|
ANON Cerberus
Tiny Toons
799
|
Posted - 2014.06.01 10:56:00 -
[41] - 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. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
118
|
Posted - 2014.06.01 11:10:00 -
[42] - Quote
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.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
|
ANON Cerberus
Tiny Toons
799
|
Posted - 2014.06.01 11:15:00 -
[43] - 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... :( |
fragmentedhackslash
Last VenDetta.
287
|
Posted - 2014.06.01 11:20:00 -
[44] - Quote
ERMAGERD IM DEAD wrote:John Demonsbane wrote:Our new tanker overlords say no. AV is fine, you are just bad at Dust.
You need moar teamwork and preferably to git gud and/or HTFU as well. I think this is correct. The clowns that make the decisions don't play with the masses, so it will never be fixed. As soon as three tanks are on the ground I'm in the hills sniping. I won't pad a tankers stats.
There it is. I have always said, tankers get OP, and imediatly everyone crys about snipers...
Quote is why this happens.
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
|
Benjamin Ciscko
The Last of DusT. General Tso's Alliance
2306
|
Posted - 2014.06.01 23:04:00 -
[45] - Quote
Maybe you just suck?
Tanker/Logi
|
Lorhak Gannarsein
Legio DXIV
3332
|
Posted - 2014.06.01 23:11:00 -
[46] - Quote
I have to say I never had an issue killing tanks with my Gastun's; if I had support the result was a foregone conclusion. It might just be that you couldn't deliver the DPS because of all the other tanks, or maybe it's as Benjamin said :P
BlowoutForCPM
|
Cogadh Draco
WarRavens Final Resolution.
26
|
Posted - 2014.06.06 10:04:00 -
[47] - Quote
Iron Wolf Saber wrote:Cogadh Draco wrote: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. Pfft lol, one time myself and two proto forgers with 4-5 level proficiency in forge guns with Ishikone Assault and Gastun's forge guns couldn't even scare off a Madrugar because his passive armor regen and active armor regen were repairing faster than our damage output... Three excellent forge gunners couldn't even scare off a Madrugar... Until he ran out of his active armor regen obviously, but still that is a load of ****... I dunno if it was our forge guns glitching, the tank glitching or if the guy found out how to overstack on repair mods, but three forgers hitting with every shot on a single tank and we couldn't get him to back off until his repair mods ran out of charge to stack with his heavy repair... Ran out? This hasn't been a case for a while. Also throw a hostile tank on him and watch the entire dynamic change. As an AVer these days I try to follow my fellow tanks in their hunts.
Umm yeah several tankers tried to get this guy with blaster tanks, but then he'd kick in 'flash' turbo boosters, and run as fast as the guy with a red suit... And then destroy the tanker because he could run right back that fast with his blaster tank before we could get him... It wasn't until a newbie tanker thought to go all the way around the field and block his tank with his so he couldn't get away, and we BARELY took out his tank... |
THEAMAZING POTHEAD
Nyain San General Tso's Alliance
1183
|
Posted - 2014.06.06 10:29:00 -
[48] - Quote
Vehicle armor repair systems 5 triple complex heavy repper maddy says hi. Nothing in the game can feasibly kill it except damage modded rail tanks with direct line of site.
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
|
GeneralButtNaked
Fatal Absolution
1177
|
Posted - 2014.06.06 11:29:00 -
[49] - Quote
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.
Real AV doesn't stop until all the tanks are dead.
|
GeneralButtNaked
Fatal Absolution
1177
|
Posted - 2014.06.06 11:33:00 -
[50] - Quote
THEAMAZING POTHEAD wrote:Vehicle armor repair systems 5 triple complex heavy repper maddy says hi. Nothing in the game can feasibly kill it except damage modded rail tanks with direct line of site.
Triple modded XT's.
Dual breaches.
4 RE's.
Dual breaches is not really worth trying though. More effort than it is worth.
Triple heavy repper only has a Blaster on it, not sure if you can fit a Neutron with fitting op 5. So it isn't killing any tank it comes up against either.
Nyain tankers always were a joke in PC.
Real AV doesn't stop until all the tanks are dead.
|
|
ANON Cerberus
Tiny Toons
816
|
Posted - 2014.06.06 16:05:00 -
[51] - 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.
|
Dengar Skirata
The Third Day Galactic Skyfleet Empire
112
|
Posted - 2014.06.06 19:31:00 -
[52] - Quote
If you want to kill tanks, just jihad jeep. You'll get several kills (once you practice) and its a ton of fun.
You were the chosen one, CCP!
It was said that you would create a great game, not destroy one!
|
CRAZYHORSE ONE EIGHT
CowTek IT Infotech
60
|
Posted - 2014.06.06 23:33:00 -
[53] - Quote
THEAMAZING POTHEAD wrote:Vehicle armor repair systems 5 triple complex heavy repper maddy says hi. Nothing in the game can feasibly kill it except damage modded rail tanks with direct line of site.
Lol. You can't fit triple complex armour reps with any large gun. 2 complex and one enhanced is the best anyone can fit. 512.50 hp/s is max. My sica rail will kill it fast.
|
CRAZYHORSE ONE EIGHT
CowTek IT Infotech
60
|
Posted - 2014.06.06 23:39:00 -
[54] - Quote
GeneralButtNaked wrote:THEAMAZING POTHEAD wrote:Vehicle armor repair systems 5 triple complex heavy repper maddy says hi. Nothing in the game can feasibly kill it except damage modded rail tanks with direct line of site.
Triple modded XT's. Dual breaches. 4 RE's. Dual breaches is not really worth trying though. More effort than it is worth. Triple heavy repper only has a Blaster on it, not sure if you can fit a Neutron with fitting op 5. So it isn't killing any tank it comes up against either. Nyain tankers always were a joke in PC.
With max skills you can fit 2 complex and 1 enhanced reppers + neutron cannon and a basic nitrous boost. Good for anti infantry only (and not so good tankers) |
Gemini Cuspid
Amarr Templars Amarr Empire
87
|
Posted - 2014.06.07 00:18:00 -
[55] - Quote
Not like a lot of tankers want to a see nerf anymore than Scouts wanted to see a nerf. If the logic of taking out a tanker who has put both skil points and thought into their a build a jihad jeep then there is something wrong with the game where multiple protoswarms can't do sh*t and gawd forbid if there are two which seems to be a now common occurrence.
Ppl will gripe and complain "oh tanks are fine they don't need to be nerfed" and that's the point I'll take and put my rebuttal to: they've gotten to such a ridiculous state that players have to cram pack a jeep with explosives and drive it into them for mutually assured destruction because installations won't last long against them and unless you have about 1/3 of your team dedicated to JUST VEHICLES then you're not going to get rid of them effectively.
And it should be a rule where "a tank can only take out a tank" kind of deal either; if multiple proto swarm hits can't take out a tank with multiple shots then yes, something is messed up with the game. And please save me the drama of the "but it cost so much ISK" because its only about 50% more than what some infantry put into their suit costs. If you can't take it, then don't dish it. |
CRAZYHORSE ONE EIGHT
CowTek IT Infotech
60
|
Posted - 2014.06.07 00:27:00 -
[56] - Quote
I watched a squad mate kill 4 tanks in one game with a DAU (adv assault forge) yesterday. Madrugars and gunnlogis. He is adamant that 4 shots is usually enough for most tanks. |
Ld Collins
Molon Labe. General Tso's Alliance
148
|
Posted - 2014.06.07 02:52:00 -
[57] - Quote
I'd love to see these unkillable tank fits because l've lost plenty of tanks. Triple rep maddys are easy to kill if you have another tanker on your team. As far as forgeguns go they are more antiair and anti gunnlogi. The maddy is meant to be on the frontline I think its fine that way. A ADS with missiles would annihilate a maddy its too slow to run away. If you're in a pub match expect these one sided setups to happen.
I've been in plenty of pubs where its my one tank against 4-5 others. If match making took your skills into consideration this wouldn't happen so often. Not total sp but where the sp was invested and teams would be more balanced. A slighty better idea would be to provide a tag in the options when selecting a match tag infantry tanker or pilot. This would limit the amount of tankers on each team if this is an mmo you should have to chose your job title or class. Bring the warbarge back to pubs and allows blueberries to setup squads since they would now know the strengths of each other. Just like setting up a party on a dungeon run. |
Ld Collins
Molon Labe. General Tso's Alliance
148
|
Posted - 2014.06.07 03:00:00 -
[58] - Quote
I'd love to see these unkillable tank fits because l've lost plenty of tanks. Triple rep maddys are easy to kill if you have another tanker on your team. As far as forgeguns go they are more antiair and anti gunnlogi. The maddy is meant to be on the frontline I think its fine that way. A ADS with missiles would annihilate a maddy its too slow to run away. If you're in a pub match expect these one sided setups to happen.
I've been in plenty of pubs where its my one tank against 4-5 others. If match making took your skills into consideration this wouldn't happen so often. Not total sp but where the sp was invested and teams would be more balanced. A slighty better idea would be to provide a tag in the options when selecting a match tag infantry tanker or pilot. This would limit the amount of tankers on each team if this is an mmo you should have to chose your job title or class. Bring the warbarge back to pubs and allows blueberries to setup squads since they would now know the strengths of each other. Just like setting up a party on a dungeon run. |
Ld Collins
Molon Labe. General Tso's Alliance
148
|
Posted - 2014.06.07 03:03:00 -
[59] - Quote
I'd love to see these unkillable tank fits because l've lost plenty of tanks. Triple rep maddys are easy to kill if you have another tanker on your team. As far as forgeguns go they are more antiair and anti gunnlogi. The maddy is meant to be on the frontline I think its fine that way. A ADS with missiles would annihilate a maddy its too slow to run away. If you're in a pub match expect these one sided setups to happen.
I've been in plenty of pubs where its my one tank against 4-5 others. If match making took your skills into consideration this wouldn't happen so often. Not total sp but where the sp was invested and teams would be more balanced. A slighty better idea would be to provide a tag in the options when selecting a match tag infantry tanker or pilot. This would limit the amount of tankers on each team if this is an mmo you should have to chose your job title or class. Bring the warbarge back to pubs and allows blueberries to setup squads since they would now know the strengths of each other. Just like setting up a party on a dungeon run. |
Joel II X
Dah Gods O Bacon
2671
|
Posted - 2014.06.07 03:08:00 -
[60] - Quote
A STD frame with CPX parts will perform just as good. Just ask my STD scout fit... |
|
Godin Thekiller
shadows of 514
2538
|
Posted - 2014.06.07 03:11:00 -
[61] - Quote
Harpyja wrote:This is what happens with tiericide
tiercide has not happened yet. wtf are you talking about?
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2538
|
Posted - 2014.06.07 03:16:00 -
[62] - Quote
the lack of knowledge and overall lack of logic in this thread killed one of my clones.
click me
Blup Blub Bloop. Translation: Die -_-
|
Vaux Karn
The Mercenary Collective
95
|
Posted - 2014.06.07 03:51:00 -
[63] - 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.
I think that if Std tanks are going to be Pro equivalent until we get Adv and Pro tank the they should be priced as Pro. Just a suggestion that would make everyone equally miserable.
|
|
|
|
Pages: 1 2 3 :: [one page] |