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Shadow of War88
0uter.Heaven
330
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Posted - 2014.06.29 13:43:00 -
[1] - Quote
Large blasters are so bad at taking out competent infantry, that your better off using a rifle. They cloak, run, dance in front of you with a forge, jihad jeep you, so on. The ISK gap is enormous. These tanks are laughable. All you can do is spray and pray hoping for a random head-shot....Its just not fun. So unresponsive. You can tell CCP dosent play test. They stare at charts all day and corse random militia noobs get farmed by tanks. Then you go up against a competent squad and your useless.
No need for rail tanks if there's nothing killing off the infantry. CCP slaughtered tank specialists like never before. Ive spent 32 million SP in tanks and i never felt more useless in my entire DUST career. Im blessed to have a awesome corporation funding me, but i can only imagine what the average tank pilot must be dealing with.
Return the blaster to where it was or at least introduce a skill that tightens the dispersion. I often overheat before killing the scout strafing and throwing AV grenades. Rattati ever drive a tank? Sad thing is that CCP never does anything in a sensible manner. You swing the pendulum from OP to UP and so on. Baby steps when it comes to balance. "uhm ya we better fuk the rai l overheat, the damage, and how bout the damage mods too"....."yep that sounds good"......."oh wait we better slow down its rate of fire too". Fukin blaster is like a little kid taking his first **** on his own. Cant control that thing and it sprays everywhere.
When CCP introduces something, it will be the in its most OP state, then after a few full moons its rendered a lot more useless. Never in moderation with u ppl. End of Q.Q
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Shadow of War88
0uter.Heaven
332
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Posted - 2014.06.29 14:02:00 -
[2] - Quote
Jaran Vilktar wrote:"Return the blaster to where it was or at least introduce a skill that tightens the dispersion" I will say that I'm not much of a Vehicle Pilot myself but from what I've experienced with Tanks these last few weeks I have to agree with you on this. The Blaster Turrets (Large and Small) should get a reduction to that obscene dispersion or a Sharpshooter skill added to their skill lists (Or why not both? I like both ).
see even the average pilot agrees not just the "elitists".
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Shadow of War88
0uter.Heaven
332
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Posted - 2014.06.29 15:12:00 -
[3] - Quote
Kallas Hallytyr wrote:Blasters I'll agree with you there. Dispersion needs reigned in a bit. I like the notion of a very small base tightening and adding a Sharpshooter skill at the same time.
As far as your railgun QQ is concerned, the triple nerf was steep, but not unwarranted. I think adding a little range (back up to 400-450m) wouldn't be remiss. And as far as the Damage Mods are concerned, they can go die in a fire. For so damn long have I had ADSs shot down because they were retardedly high +% and no stacking penalties. What DMods are like now is absolutely fine: people just got used to them being OP for so long that the crutch being taken away causes an even harder fall.
Too much is too much. Only so much BS people can take. The consensus here seems to be that changes are needed to bring back power to vehicles.
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Shadow of War88
0uter.Heaven
333
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Posted - 2014.06.29 20:34:00 -
[4] - Quote
Apothecary Za'ki wrote:if you want anti personnel equip the small turrets too. the large ones are for AV only really so quite your belly aching
silence peasant! In PC matches there is no available manpower to man the miny rails. Dont expect a noob to understand the complexities of PC however.
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Shadow of War88
0uter.Heaven
334
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Posted - 2014.06.29 20:53:00 -
[5] - Quote
Hakyou Brutor wrote:F*cking thank you! Just make variations of turrets like they had before CCP screwed vehicles in 1.7.
Make a skill for blaster dispersion: 5% less dispersion on blaster per level.
Scattered Blasters - Higher damage per shot at the cost of a higher dispersion.
Stabilized Blasters - Much less damage per shot with more range and far less dispersion, useful vs infantry.
Compressed Blasters - Very high damage per shot at the cost of a big RoF nerf.
Also, bring back heatsinks!
You seriously think CCP can deploy that kind of a fix and not fuk up the game?
First off i just want Rattati to see that the consensus is that change is necessary. Then we can work out the specifics. I dont expect changes over night, but 32 mil SP & a year into the game.......you bet i wont stand by and get trampled just because i represent the vehicle specialists/minority.
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Shadow of War88
0uter.Heaven
334
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Posted - 2014.06.29 20:55:00 -
[6] - Quote
Ghost Kaisar wrote:Shadow of War88 wrote:Apothecary Za'ki wrote:if you want anti personnel equip the small turrets too. the large ones are for AV only really so quite your belly aching silence peasant! In PC matches there is no available manpower to man the miny rails. Dont expect a noob to understand the complexities of PC however. In PC, tanks shouldn't be targeting infantry anyways. You have more important things to do, such as keeping those damn dropships from swooping in on us. Swooping is bad.
lawl, not my fault Z never thought you guys how to use mandos
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Shadow of War88
0uter.Heaven
334
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Posted - 2014.06.29 21:02:00 -
[7] - Quote
True Adamance wrote:Shadow of War88 wrote:Large blasters are so bad at taking out competent infantry, that your better off using a rifle. They cloak, run, dance in front of you with a forge, jihad jeep you, so on. The ISK gap is enormous. These tanks are laughable. All you can do is spray and pray hoping for a random head-shot....Its just not fun. So unresponsive. You can tell CCP dosent play test. They stare at charts all day and corse random militia noobs get farmed by tanks. Then you go up against a competent squad and your useless.
No need for rail tanks if there's nothing killing off the infantry. CCP slaughtered tank specialists like never before. Ive spent 32 million SP in tanks and i never felt more useless in my entire DUST career. Im blessed to have a awesome corporation funding me, but i can only imagine what the average tank pilot must be dealing with.
Return the blaster to where it was or at least introduce a skill that tightens the dispersion. I often overheat before killing the scout strafing and throwing AV grenades. Rattati ever drive a tank? Sad thing is that CCP never does anything in a sensible manner. You swing the pendulum from OP to UP and so on. Baby steps when it comes to balance. "uhm ya we better fuk the rai l overheat, the damage, and how bout the damage mods too"....."yep that sounds good"......."oh wait we better slow down its rate of fire too". Fukin blaster is like a little kid taking his first **** on his own. Cant control that thing and it sprays everywhere.
When CCP introduces something, it will be the in its most OP state, then after a few full moons its rendered a lot more useless. Never in moderation with u ppl. End of Q.Q To be fair Large Turrets shouldn't be designed to takedown infantry...... I wish the Large Blaster was a Semi Auto plasma cannon.
lol if tanks cant take out infantry, then there wont be a need for infantry to dial 911 and get a rail on the field. No need for rail then just play infantry. Your stupid sentence just killed a entire vehicle dynamic.
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Shadow of War88
0uter.Heaven
336
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Posted - 2014.06.29 21:18:00 -
[8] - Quote
True Adamance wrote:Shadow of War88 wrote:True Adamance wrote:Shadow of War88 wrote:Large blasters are so bad at taking out competent infantry, that your better off using a rifle. They cloak, run, dance in front of you with a forge, jihad jeep you, so on. The ISK gap is enormous. These tanks are laughable. All you can do is spray and pray hoping for a random head-shot....Its just not fun. So unresponsive. You can tell CCP dosent play test. They stare at charts all day and corse random militia noobs get farmed by tanks. Then you go up against a competent squad and your useless.
No need for rail tanks if there's nothing killing off the infantry. CCP slaughtered tank specialists like never before. Ive spent 32 million SP in tanks and i never felt more useless in my entire DUST career. Im blessed to have a awesome corporation funding me, but i can only imagine what the average tank pilot must be dealing with.
Return the blaster to where it was or at least introduce a skill that tightens the dispersion. I often overheat before killing the scout strafing and throwing AV grenades. Rattati ever drive a tank? Sad thing is that CCP never does anything in a sensible manner. You swing the pendulum from OP to UP and so on. Baby steps when it comes to balance. "uhm ya we better fuk the rai l overheat, the damage, and how bout the damage mods too"....."yep that sounds good"......."oh wait we better slow down its rate of fire too". Fukin blaster is like a little kid taking his first **** on his own. Cant control that thing and it sprays everywhere.
When CCP introduces something, it will be the in its most OP state, then after a few full moons its rendered a lot more useless. Never in moderation with u ppl. End of Q.Q To be fair Large Turrets shouldn't be designed to takedown infantry...... I wish the Large Blaster was a Semi Auto plasma cannon. lol if tanks cant take out infantry, then there wont be a need for infantry to dial 911 and get a rail on the field. No need for rail then just play infantry. Your stupid sentence just killed a entire vehicle dynamic. I'm not saying tanks shouldn't take out infantry. That is why we have small turrets mounted. We can't just expect to be able to stack a main gun and destroy everything. HAV should be the top tier Anti Vehicle platform on the field, deployed sparsely with heavy SP and ISK investment ( 500K currently is a fair investment) to attain vehicle dominance and clear all enemy vehicles from the field. If HAV want to destroy infantry or be protected from them then we need to either work with our squads more closely or mount gunner slots. Perhaps We could ask CCP if we could cycle between out large and small turrets. I mean modern tanks fit co-axial machine guns and CROWS for a reason.
Modern tanks pack 120mm cannons with HE rounds that obliterate tha fuk out of anything within 15 meters. & in competitive setting there's just not enough manpower for small turrets to be effective enough to justify taking a rifleman out of the battle.
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Shadow of War88
0uter.Heaven
338
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Posted - 2014.06.29 21:39:00 -
[9] - Quote
I am all for sensible changes. 6 OP tanks in ambush was ridiculous and not fun for anyone, but having infantry in proto gear dance 40 meters in front of you while bombarding you with AV and your blaster cant seem to hit sh!t....that's not balance. Not 32 million SP and half a million ISK war machine gets outdone by one 150k infantry.
Remember tanks are very situational. They cant take points or invade effectively in urban combat.
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Shadow of War88
0uter.Heaven
338
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Posted - 2014.06.29 21:57:00 -
[10] - Quote
Benjamin Ciscko wrote:Changes I would like to see A passive skill for tighter dispersion and/or nonstupid dispersion decay The rail range buffed and heat build up buffed so that it can fire 5 consecutive shots without overheat
It would make vehicle pilots feel.....like specialists. Like SP investment mattered. Good points all around.
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Shadow of War88
0uter.Heaven
339
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Posted - 2014.06.29 23:02:00 -
[11] - Quote
Benjamin Ciscko wrote:Shadow of War88 wrote:Benjamin Ciscko wrote:Changes I would like to see A passive skill for tighter dispersion and/or nonstupid dispersion decay The rail range buffed and heat build up buffed so that it can fire 5 consecutive shots without overheat It would make vehicle pilots feel.....like specialists. Like SP investment mattered. Good points all around. I miss meaningful core skills hell I don't even have damage mods to 5 because 3 was high enough for the longest time unless it was a complete glass cannon and I felt points into speed hacking and links was more useful now that their kinda pointless to run on most fits I might not even get that to 5.
you dream big. CCP wont introduce new meaningfull skills. All i can hope for is a buff to blaster to create the demand for rail, and have rail rof back to where it was.
With the games lifespan expected to end after DESTINY, i doubt they would spend much energy in creating skills. Keep your expectations realistic.
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Shadow of War88
0uter.Heaven
340
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Posted - 2014.06.30 00:34:00 -
[12] - Quote
The Black Jackal wrote:I drive vehicles, a lot.
The vehicular anti-infantry should be relegated to Small Guns mounted on the tank, not the main turret.
There are still plenty of reasons to bat phone in rails. an infantry team being 'suppressed' by a Blaster Tank can't effectively move from one objective to another, so needs the tank removed. It would be the same if the blaster tank could hit and kill them, they'd find another way, or call in a Rail / Missile Tank to deal with the pesky Blaster Tank.
You want Tanks to multi-function? Run multiple people. Then, with 2 people in the HAV, you WILL wreck the opposing team... with 3, you'll do it even more if you set up and run the HAV right. If you want a single driver / commander to fulfil multiple roles, then expect those multiple roles to be reduced in effectiveness so that you don't get OP again.
Ahem, well im not talking about in pubs farming noobs in militia at 30m. Im talking about PC and competitive scenarios. I have yet to see you on a competitive level so please refrain your irrelevant comments.
1 ADS can effectively destroy a tank. 1 cloaked scout using proto packed AV nades and proto swarms can challenge a tank.
The massive SP and ISK gap is obvious. Your telling me i need more people in a tank to deal with 1 150k ISK scout who has AV? While i spend 32 million SP and 520k per war machine.
Oh not to mention how much teamwork and coordination it takes to get a blaster tank out. Have to push enemy rails back, secure high ground from forge gunners, set up anti aircraft net and then voila! You have 1 blaster tank that gets sh!t on by 1 Scout. Dude suppression is stupid. I need the ability to kill. Get your nose out of dom for a change.
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Shadow of War88
0uter.Heaven
340
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Posted - 2014.06.30 00:35:00 -
[13] - Quote
Harpyja wrote:Shadow of War88 wrote:Large blasters are so bad at taking out competent infantry, that your better off using a rifle. They cloak, run, dance in front of you with a forge, jihad jeep you, so on. The ISK gap is enormous. These tanks are laughable. All you can do is spray and pray hoping for a random head-shot....Its just not fun. So unresponsive. You can tell CCP dosent play test. They stare at charts all day and corse random militia noobs get farmed by tanks. Then you go up against a competent squad and your useless.
No need for rail tanks if there's nothing killing off the infantry. CCP slaughtered tank specialists like never before. Ive spent 32 million SP in tanks and i never felt more useless in my entire DUST career. Im blessed to have a awesome corporation funding me, but i can only imagine what the average tank pilot must be dealing with.
Return the blaster to where it was or at least introduce a skill that tightens the dispersion. I often overheat before killing the scout strafing and throwing AV grenades. Rattati ever drive a tank? Sad thing is that CCP never does anything in a sensible manner. You swing the pendulum from OP to UP and so on. Baby steps when it comes to balance. "uhm ya we better fuk the rai l overheat, the damage, and how bout the damage mods too"....."yep that sounds good"......."oh wait we better slow down its rate of fire too". Fukin blaster is like a little kid taking his first **** on his own. Cant control that thing and it sprays everywhere.
When CCP introduces something, it will be the in its most OP state, then after a few full moons its rendered a lot more useless. Never in moderation with u ppl. End of Q.Q This guy gets it. Large Blasters need to be a threat to infantry, not a "suppressant" as Rattati puts it. Vehicles need some form of an effective counter to infantry, and large blasters are it. Blaster tanks get used to kill infantry and missile/railgun tanks are pulled out to eliminate the blaster tanks and AV does its best to push off or destroy these missile/railgun tanks. Now, there's little reason to run blaster tanks, if any at all, if there's any proto AV on the field. Blaster tanks cannot kill infantry beyond 30 meters and anything beyond that is just pure luck. If blaster tanks aren't used, then neither are missile/railgun tanks. All of my SP is into vehicles and I'm disappointed that blasters got the nerf, because most of my pay came from destroying blaster tanks with my missile Gunnlogi. The only time I encounter blaster tanks is because my blueberries don't have anything skilled beyond standard so they get stomped by protos and blaster tanks run unopposed. Otherwise, I feel like my Gunnlogi now acts as bait just so that another tank shows up so I have something juicy to shoot at.
Blasters have 1 role....kill infantry. EZ
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Shadow of War88
0uter.Heaven
340
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Posted - 2014.06.30 00:57:00 -
[14] - Quote
True Adamance wrote:Shadow of War88 wrote:
Im talking about PC and competitive scenarios. I have yet to see you on a competitive level so please refrain your irrelevant comments.
Lol thinks PC corp gives him the right to talk down to other players........
lol your being hyper sensitive. PC is balance in its purest form. Strategy, experience and prototype vs prototype hardware. Achieve true balance there and it will trickle down to the pub matches. If you have no PC experience, how can you provide valuable input?
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Shadow of War88
0uter.Heaven
340
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Posted - 2014.06.30 01:00:00 -
[15] - Quote
Tebu Gan wrote:True Adamance wrote:Shadow of War88 wrote:
Im talking about PC and competitive scenarios. I have yet to see you on a competitive level so please refrain your irrelevant comments.
Lol thinks PC corp gives him the right to talk down to other players........ I know right, must be a new guy. He just doesn't realize that I've smacked down my fair share of outer heaven "tankers". Don't worry OH, DDB is bringin tha tankin thunda. Me and my boy kami are BACK!
lawl how bout u actually get some districts first, and show up to your battles with full 16 DDB, then you can come derail my thread with your irrelevancy. Keep your drama to the war room.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 01:28:00 -
[16] - Quote
The Black Jackal wrote:Shadow of War88 wrote:The Black Jackal wrote:I drive vehicles, a lot.
The vehicular anti-infantry should be relegated to Small Guns mounted on the tank, not the main turret.
There are still plenty of reasons to bat phone in rails. an infantry team being 'suppressed' by a Blaster Tank can't effectively move from one objective to another, so needs the tank removed. It would be the same if the blaster tank could hit and kill them, they'd find another way, or call in a Rail / Missile Tank to deal with the pesky Blaster Tank.
You want Tanks to multi-function? Run multiple people. Then, with 2 people in the HAV, you WILL wreck the opposing team... with 3, you'll do it even more if you set up and run the HAV right. If you want a single driver / commander to fulfil multiple roles, then expect those multiple roles to be reduced in effectiveness so that you don't get OP again. Ahem, well im not talking about in pubs farming noobs in militia at 30m. Im talking about PC and competitive scenarios. I have yet to see you on a competitive level so please refrain your irrelevant comments. 1 ADS can effectively destroy a tank. 1 cloaked scout using proto packed AV nades and proto swarms can challenge a tank. The massive SP and ISK gap is obvious. Your telling me i need more people in a tank to deal with 1 150k ISK scout who has AV? While i spend 32 million SP and 520k per war machine. Oh not to mention how much teamwork and coordination it takes to get a blaster tank out. Have to push enemy rails back, secure high ground from forge gunners, set up anti aircraft net and then voila! You have 1 blaster tank that gets sh!t on by 1 Scout. Dude suppression is stupid. I need the ability to kill. Get your nose out of dom for a change. I played PC from Uprising 1.0 until now. Because YOU haven't seen me, doesn't mean I'm not in PC. That being aside... in PC, you're using a Tank to mow down infantry solo, you SHOULD be able to be killed solo by the very targets you are mowing down. If you are required to have 2 people in your tank to simultaneously deal with both Vehicles and Infantry, then the power of the HAV can be increased exponentially so that 1 AV cannot be as effective against you. Oh, and that guy in your turret, he's also fitted for battle, so you know, he can jump out, kill some guys, hack a turret, and get back in. You're talking as if he is completely confined within that zone, when he's not. Only the Commander is constrained to that extent to prevent enemies taking the HAV, or a team mate jumping into the wrong seat. In effect you are using your HAV to multiply his effectiveness too. He can move faster, do more damage without wasting his own weapon's clip, and be protected inside your hull. All for giving up some manoeuvrability. With the option to get out, shoot people in the face as required.
are you pushing for a serious buff to small turrets? because that would make ADS OP.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 01:37:00 -
[17] - Quote
The Black Jackal wrote:Shadow of War88 wrote: are you pushing for a serious buff to small turrets? because that would make ADS OP.
Not sure where I mentioned serious buff to Small Turrets... the current Small Railgun can take out an ADS, or at least make it go away.
Current small turrets are too ineffective VS competent infantry. Buff the small turrets to make them more effective on a tank hull vs infantry, but that could create a imbalance when they are fitted to the ADS. Right now its impossible to justify the extra seat, ISK cost, SP cost, fitting cost and man power cost for a almost useless small turret.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 01:38:00 -
[18] - Quote
True Adamance wrote:The Black Jackal wrote:
I played PC from Uprising 1.0 until now. Because YOU haven't seen me, doesn't mean I'm not in PC.
That being aside... in PC, you're using a Tank to mow down infantry solo, you SHOULD be able to be killed solo by the very targets you are mowing down. If you are required to have 2 people in your tank to simultaneously deal with both Vehicles and Infantry, then the power of the HAV can be increased exponentially so that 1 AV cannot be as effective against you.
Oh, and that guy in your turret, he's also fitted for battle, so you know, he can jump out, kill some guys, hack a turret, and get back in. You're talking as if he is completely confined within that zone, when he's not. Only the Commander is constrained to that extent to prevent enemies taking the HAV, or a team mate jumping into the wrong seat.
In effect you are using your HAV to multiply his effectiveness too. He can move faster, do more damage without wasting his own weapon's clip, and be protected inside your hull. All for giving up some manoeuvrability. With the option to get out, shoot people in the face as required.
Concerned about that pesky Dropship also? Hey, a Small Rail Turret on top actually deals with them very well. So a three-man HAV can have the ability to Take out other Tanks, Suppress Infantry, Kill infantry, and take out Aerial Targets in one package. And possibly require the use of multiple AV to eliminate the threat due to it's requirement of having 3 people inside.
Been running my HAV like that for a long time. My particular build was nothing special against other tanks when it was just me...... but put Aero and Humble Seeker in my turrets and no enemy tank could take us down unless I did something utter ridiculous.
Please remember im talking about PC NOT pubs. I know the small turrets can be pretty effective in pubs.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 01:49:00 -
[19] - Quote
True Adamance wrote:Shadow of War88 wrote:The Black Jackal wrote:Shadow of War88 wrote: are you pushing for a serious buff to small turrets? because that would make ADS OP.
Not sure where I mentioned serious buff to Small Turrets... the current Small Railgun can take out an ADS, or at least make it go away. Current small turrets are too ineffective VS competent infantry. Buff the small turrets to make them more effective on a tank hull vs infantry, but that could create a imbalance when they are fitted to the ADS. Right now its impossible to justify the extra seat, ISK cost, SP cost, fitting cost and man power cost for a almost useless small turret. DPS dude. Small Railguns effectively nullify either Reps or Hardeners meaning I am applying the full damage of my main gun despite you using actives of heavy reps.
opportunity cost dude, those 2 dudes in your tank are needed in the urban combat inside the city. Small rails have 200m range. Hostile tank has 100m in which your "advantage" is useless. & you gimped your tank fitting those 2 miny rails. GG
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 01:57:00 -
[20] - Quote
Hypothetical, not battle proven concept.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 02:04:00 -
[21] - Quote
Lorhak Gannarsein wrote:Works for me.
I can hit people well enough from 50m; just take it slowly, do it carefully.
Lol yeah shooting at stationary militia noobs is EZ.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 02:09:00 -
[22] - Quote
Lorhak Gannarsein wrote:Shadow of War88 wrote:Lorhak Gannarsein wrote:Works for me.
I can hit people well enough from 50m; just take it slowly, do it carefully. Lol yeah shooting at stationary militia noobs is EZ. Yep, definitely those stationary strafing militia proto 1500 EHP AFG noobs. Time your shots. Hold down the trigger and expect to miss. Short bursts, maybe even single shots. Or just QQ, I guess.
or just brag bout playing on Oceania server. Its ok tho, one day you might make it in a high end PC match and see how its done.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 02:13:00 -
[23] - Quote
True Adamance wrote:Shadow of War88 wrote:Hypothetical, not battle proven concept. Been doing it for months now it rarely fails.
got proof?
http://www.dustcharts.com/ cuz clearly 0.H's tank core has been doing something right.
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Shadow of War88
0uter.Heaven
341
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Posted - 2014.06.30 02:25:00 -
[24] - Quote
True Adamance wrote:Shadow of War88 wrote:True Adamance wrote:Shadow of War88 wrote:Hypothetical, not battle proven concept. Been doing it for months now it rarely fails. got proof? http://www.dustcharts.com/ cuz clearly 0.H's tank core has been doing something right. You like throwing that around a lot. I shall away to ask yon Tiberius if I could join OH if I wanted to...... probably could..... I have too much respect of Lea and Tiberius as Amarr FW buddies to make comments about OH though. In the end you either do or don't believe me. It does work, it wins matches before they even begin.
Its called proof. I really don't believe you, and you really have no evidence. Therefore your point is invalid and small rail turrets as they are, become insufficient in their effectiveness in order to justify their cost. Point closed.
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Shadow of War88
0uter.Heaven
342
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Posted - 2014.06.30 02:51:00 -
[25] - Quote
The Black Jackal wrote:Shadow of War88 wrote:The Black Jackal wrote:Shadow of War88 wrote: are you pushing for a serious buff to small turrets? because that would make ADS OP.
Not sure where I mentioned serious buff to Small Turrets... the current Small Railgun can take out an ADS, or at least make it go away. Current small turrets are too ineffective VS competent infantry. Buff the small turrets to make them more effective on a tank hull vs infantry, but that could create a imbalance when they are fitted to the ADS. Right now its impossible to justify the extra seat, ISK cost, SP cost, fitting cost and man power cost for a almost useless small turret. Small Railguns currently do enough damage to hurt vehicles. STD Railgun is 334 Damage per shot. Firing a shot every .7 s, for a DPS of 477.14 (rounded). For 9-10 shot until overheat. 9 shots is 3006 Damage in 13 (rounded) seconds. 10 Shots is 3340 Damage in 14 (rounded) seconds. Compared to the STD Forge gun (No Damage Mods). 1200 Damage per shot, with a charge Time of 4 seconds, for 300 DPS. With a max shot count of 4 in the clip.
Wheres the anti infantry capability? lol and brah no FC spares two men to man the miny rails. If that TSOLE tactic then it explains ur low district count. Dont care how much DPS the small turrets have, imagine those 2 being tanks themselves.....ya ur "DPS" out the window.
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Shadow of War88
0uter.Heaven
345
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Posted - 2014.06.30 03:11:00 -
[26] - Quote
Lol so you would reduce the HAV to a glorified taxi. Scrub move. I can see the headlines already! WANNABCPM Jackal deprives the community of a healthy vehicle dynamic!
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Shadow of War88
0uter.Heaven
367
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Posted - 2014.06.30 10:47:00 -
[27] - Quote
Proper compromise is required to achieve a sensible solution.
Blaster dispersion tightened or removed, and RoF given back to the rails.
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Shadow of War88
0uter.Heaven
370
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Posted - 2014.06.30 17:27:00 -
[28] - Quote
Adipem Nothi wrote:I know you ... Posted: 2014.05.17 22:44 Weekly Statistics DUNA2002 - 2,637 kills, 9 deaths Shadow of War88 - 462 kills, 6 deaths^ Though this week was an exceptionally good week for farming infantry, right? Do you think these numbers mean that you and Duna are good or that something is broken? Can you not see how risk-free farming and PvE-like statistics might cause problems? After months on end of button mashing, how is it that you and your ilk did not become bored? CCP Rattati wrote:LB was never supposed to be anti-infantry.
The peasant will be farmed regardless. By rifle, nade or blade they will die off due to the nature of the game. In PC that blaster is useless.
& justice for all
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Shadow of War88
0uter.Heaven
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Posted - 2014.06.30 19:44:00 -
[29] - Quote
SteelDark Knight wrote:In the past there was a role that REQUIRED gunners to be effective. It was the DropShip pre-ADS and it was horrible. The ultimate goal of any DS pilot was to go 0/0. For many, many months this issue was bitterly complained about from pilots and eventually the ADS was created to at least allow some participation by the pilot himself.
I'd really rather not repeat the mistakes of the past here.
There are many arguments about a "role" that tanks should play. Sadly, unless there is some hidden design team within CCP working on these things we likely won't see anything for Dust 514. For now the role has to be killing infantry because killing infantry is the basis for everything else such as ground AV and counter tanking roles. If a tank cannot kill infantry even with just the driver than there is no reason for all of these other roles as the game stands now.
I have heard many complaints about the large blaster. However, the problem was much more multifaceted than just calling out this one item. The fact is that a large part of the problem was that tanks were mostly invincible from infantry based AV. It took both of these things to be in place to create the recent tank issues we had. If AV had been more effective than Large Blaster complaints would have been much less.
Now, we have a situation were AV has been empowered via bug fixes, buffs, and damage profile corrections. At the same time we have nerfs to Vehicle repair, range, and turret damage and accuracy. In addition there are reports from CPM that acceleration is being looked at. All of these have swung the scales of balance in the opposite direction. Being a pilot is far from being an invincible killing machine now (which is as it should be) and I would argue not so fun and frustrating. Not because you get blown up but because your role has been taken away and on top of that you have very poor means to counter those whose roles are to counter you.
Its never changes in small portions with CCP. & is there a particular solution you would like to propose?
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Shadow of War88
0uter.Heaven
378
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Posted - 2014.07.01 18:01:00 -
[30] - Quote
Cyrius Li-Moody wrote:Blasters both small and large are terrible. I'm not even a full time tanker and I know this. AV has made quite a come back infantry wise so tanks are not as ridiculous killing machines as they used to be.
My Min commando can kill just about any tank after a single reload. My adv forge gun can kill a tank after a single reload. There's no more of this tanks repping through damage anymore.
Tanks have plenty of viable counters now a days. There's just been too many nerfs, fixes, and buffs that happened at the same time.
I might pay you to make a video highlighting the ridiculous imbalance. I feel youtube would be a more powerful medium than the forums.
& justice for all
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Shadow of War88
0uter.Heaven
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Posted - 2014.07.02 16:27:00 -
[31] - Quote
manboar thunder fist wrote:I still go 30+ with a neutron blaster madrugar and kill several gunnlogi and other madrugar in the process. These less skilled tankers just want an instakill OP weapon. Well guess what, the time of being a 1 man death machine is over. Learn 2 gunners. With my madrugar with missiles and 2 particle accelerators we get over 10,000 wp between us and kill around 60 ppl per match.
lawl not talking bout pubs.
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Shadow of War88
0uter.Heaven
399
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Posted - 2014.07.04 18:31:00 -
[32] - Quote
Zatara Rought wrote:Zatara Rought wrote:Until CCP gives a definitive statement about what the purpose of large blaster turrets are, I feel like I can't assert that LBT's need less dispersion (whether through a skill or some other way). I spoke with a couple other tanks and they agreed with your sentiment that a scout can outstrafe blasters. But like I said, if blasters are supposed to be ineffective against infantry, then thats significant. However I do believe blasters need to be anti infantry effective. I think personally tanks need to have a purpose beyond destroying the the extremely effective anti infantry ADS and killing enemy tanks/lav's.
I for one would not be opposed to tanks getting a major buff to DPS in exchange for them losing out on their ability to traverse the battlefield quickly.
I for one do not know why rails need splash damage, at all. I have been VERY frustrated at times hacking a point only to be hit 4 times by spalsh damage that only required the ral to hit the point lazily. Min/maxing they don't do enough DPS IMO. And the range nerf was 2 strong, I hear tanks seriously concerned about the viability of rail tanking as opposed to forging, mobility being the only advantage. I personally view rails to be snipers of sorts.
I've spoken with tank pilots they would prefer tanks required more skill required of them in order to obtain a greater advantage over easier to use fits. Specifically I spoke with a few that preferred when tankers were required to be responsible for a lot of diverse modules as opposed to hitting all the damage mods or hardeners and then recalling when they ran out. I feel like this got buried. I do not pretend to be a tanker, but I would like some feedback. <3
Feedback is ADS FTW.
Blaster garbage. Infantry kills you, you cant kill them (In PC not pubs lol)
Rails are not needed as much. The big hit box makes you vulnerable. Like your better off going AV infantry. Less SP & ISK investment and less risk.
& CCP never balances in moderation. <--- long term problem
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