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Temias Mercurial
Knights Of Ender RISE of LEGION
124
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Posted - 2014.07.17 01:28:00 -
[121] - Quote
Seymour KrelbornX wrote:Temias Mercurial wrote:Seymour KrelbornX wrote:Temias Mercurial wrote:The only thing that I want in a game is balance of which that requires skill, and not a bunch of winers who can't deal with it themselves or a small group of people. I can not believe people who speak of encounters of a single tank that is impervious with more than two players targeting it. To me that simply implies just how incompetent they are. When tanks were 'OP' all you had to do was ignore them or get two AV guys to get it to screw off... yet nearly every AV player I saw thought it was a great idea to stand in front of the damn tank... and it's the same thing with an ADS when some idiot thinks that standing out in the open to get a clear shot is absolutely brilliant, and then complains when they die to missiles. The other thing I don't understand is why AV players think that proto tier weapons and equipment are needed to take down one vehicle. I find adv gear more than sufficient, and it only costs around 32,000 isk, compared to a 250,000 isk fitting.
Driving a LAV with remotes strapped to the front and ramming into a tank (a rather large target) requires no skill whatsoever, if you're a decent player that is...
Also, kamikazi dropships ramming into other dropships requires no skill, nor investment, which is the exact opposite of what a balanced and invested game suggests. The current damage that dropships suffer from colliding into structures/vehicles is ridiculous, and should toned down to the point where it's simply not viable, but still inflicts damage on a scale that makes the process utterly worthless.
If I wanted everything in this game to be cheap, then I'd have proxies detonate not only by vehicles, but infantry as well, and be free of all concerns of an actual fight.
It just surprises me how many people simply don't want a fight, or a challenge at that, in this game, or any game for that matter. The fact is that when people are given a simple and exploitable tactic to use, they will abuse it to no end, and not give a damn about the consequence that arises from it. you have never jlaved or kamikaze derpshipped...so you don't know what you're talking about.... and personally I do want a fight... I want a bloody, dirty fight... your the type of carebear who wants everything clean and fair.... pfffft! you are playing the wrong game.... Why is it that you arrogantly assume that I myself have not partaken in this stupid act of suicide? Also, there is a difference between 'clean and fair' and following the rules of which this game was based on... investment... not exploitation, but CCP always leave so many holes in their work that questions their intelligence... the way you talk about proves to me you haven't.... and yes I agree they are always leaving holes.... tanks have been a very big exploitive hole since the dawn of dust.... and yes this game is based off investment, but there are always flukes... a guy investing in apple in 1982 would not have been able to imagine the return on that investment... sometimes a small investment has big results, re working the game to make that possibility impossible would just make this game even more bland...
The way I talk? That is painfully flawed reasoning for such an answer...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Alena Ventrallis
S0VER31GN
1453
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Posted - 2014.07.17 01:38:00 -
[122] - Quote
JLAVs were good when av was broken and tanks did not fear them. Now that they fixed av, and then also noerfed tanks, we are back to where we were in 1.6, only now we have far less fitting options (there are only 3 options to put in low slots, and highs aren't much better), almost none of the vehicle skills give any bonus whatsoever, and we also have jlavs that require almost no isk to completely free, meaning there is no risk for high reward.
They should be removed on this basis alone.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11927
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Posted - 2014.07.17 01:50:00 -
[123] - Quote
Alena Ventrallis wrote:JLAVs were good when av was broken and tanks did not fear them. Now that they fixed av, and then also noerfed tanks, we are back to where we were in 1.6, only now we have far less fitting options (there are only 3 options to put in low slots, and highs aren't much better), almost none of the vehicle skills give any bonus whatsoever, and we also have jlavs that require almost no isk to completely free, meaning there is no risk for high reward.
They should be removed on this basis alone.
Well were actually further back as Tanks back in 1.6 had more EHP and module selections.....and were more enjoyable.
"Your Faith stands as a shield for the Faithful, and you are one of His Angels." - Soren Tyrhannos to Templar Ouryon
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Harpyja
Legio DXIV
2099
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Posted - 2014.07.17 04:58:00 -
[124] - Quote
Seymour KrelbornX wrote:ok so basically you went 12/3 with JLAVs?
and how many kills you get as a tanker? 20/0? 30/2? 40/6?
12/3 is a pretty average score for infantry, down right terrible for a tanker.... I'd say it's pretty balanced... thanks for once again proving my point that JLAVs are fine... Just shut up and stop embarrassing yourself further.
Killing 12 tanks is the ISK equivalent of 840k (12 militia tanks at 70k each) to 8.4 million (12 proto fit tanks at 700k each). Now how much infantry do you need to kill to to destroy that much ISK? Destroying an equivalent amount of ISK from killing infantry requires a lot more effort and time.
Tanks need to be a challenge and require more effort to destroy than infantry, but JLAVs skew the balance against tanks. JLAVs have high success rates and require little to no skill to be effective, being able to kill tanks as easily as infantry. Enemy tank being a problem? Just use a JLAV and save yourself the effort and risk of using an advanced/proto AV suit!
And what's the problem with those KDRs? You haven't seen infantry go 20/0, 30/2, 40/6? I've actually gone 43/4 with my advanced Amarr assault with an advanced laser rifle; would you call that OP too? Please, I see a lot more infantry get such high KDRs than tanks.
And let me point out again that tanks cost a lot more than infantry. I think it's fair to say that a good tank costs 10 times more than a good dropsuit. So even if a tanker goes 30/2 or 40/6, to put it equivalent to infantry, it'd be the same as an infantry KDR of 30/20 or 40/60 in terms of ISK efficiency, or an AV'er getting 3 tank kills and 2 deaths or 4 tank kills and 6 deaths, all of which are completely reasonable for an AV player. The infantry KDR equivalents are not reasonable, however; since most infantry that get that many kills get considerably less deaths. Be glad that tanks don't go 100/1 for an infantry equivalent of 10/1.
I think you've exhausted your defense of JLAVs a long time ago, so save everyone the trouble and stop coming up with these bullshit replies.
"By His light, and His will"- The Scriptures, 12:32
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Atiim
Fooly Cooly. Anime Empire.
10582
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Posted - 2014.07.17 04:59:00 -
[125] - Quote
Harpyja wrote: I think you've exhausted your defense of JLAVs a long time ago, so save everyone the trouble and stop coming up with these bullshit replies.
Oh the irony.
The Snack That Smiles Back, Tankers!
-HAND
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taxi bastard
jihad taxi co.
146
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Posted - 2014.07.17 05:07:00 -
[126] - Quote
still QQing about a valid tactic which is used in real life.
if we want fantasy land how about main gun turrets are AV only and only gunners can hurt infantry seems a fair trade.
as i always say a well crewed tank makes it hard to JLAV - a tank without a crew should be easy to kill!
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
625
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Posted - 2014.07.17 07:43:00 -
[127] - Quote
Atiim wrote:Harpyja wrote: I think you've exhausted your defense of JLAVs a long time ago, so save everyone the trouble and stop coming up with these bullshit replies.
Oh the irony.
he/she is cute isn't he/she?
reading harp's posts are like watching kitten vids on youtube... every couple of moments I cant help but say "awww! how cute!!" |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
625
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Posted - 2014.07.17 07:47:00 -
[128] - Quote
as a last word in this pitiful QQ thread,
when tanks become a challenge to operate, and require a team to use, only then should they become a challenge to destroy and need a team to beat.
until then gtfo ya scrub tanker k/d padding tryhards! |
Takahashi Kashuken
Edimmu Warfighters Gallente Federation
134
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Posted - 2014.07.17 13:29:00 -
[129] - Quote
Seymour KrelbornX wrote:
when tanks become a challenge to operate, and require a team to use, only then should they become a challenge to destroy and need a team to beat.
But that wont happen because infantry like you and atiim ask for nerfs all the time
3 tanks working together is teamwork, but infantry wont do the same
2 tanks and a DS is teamwork, but infantry wont do the same
Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
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Atiim
Fooly Cooly. Anime Empire.
10592
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Posted - 2014.07.17 13:55:00 -
[130] - Quote
Takahashi Kashuken wrote: Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
If you have 2 gunners with 20GJ Railguns and still find yourself dying to AV, then you should probably uninstall DUST and go play something else, like World of Tanks.
The Snack That Smiles Back, Tankers!
-HAND
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Takahashi Kashuken
Edimmu Warfighters Gallente Federation
134
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Posted - 2014.07.17 14:18:00 -
[131] - Quote
Atiim wrote:Takahashi Kashuken wrote: Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
If you have 2 gunners with 20GJ Railguns and still find yourself dying to AV, then you should probably uninstall DUST and go play something else, like World of Tanks.
Small railguns, can only fit them by gimping the tank fit because it doesnt have enough cpu/pg
Can barely see more than 100m, can barely hit more than 100m, OH when you use half a clip, have to wait for cooldown
Vehicle hull has less PG/CPU, only 3/2 slot layout when it used to be 5/2, used to have useful skills, used to have alot more mods for variety, easier to kill in every way
300m AFG says hello and cannot be hit by the small turrets or the large
Infantry players like atiim wanted this and think that vehicles are better now |
Harpyja
Legio DXIV
2099
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Posted - 2014.07.17 15:03:00 -
[132] - Quote
Seymour KrelbornX wrote:as a last word in this pitiful QQ thread,
when tanks become a challenge to operate, and require a team to use, only then should they become a challenge to destroy and need a team to beat.
until then gtfo ya scrub tanker k/d padding tryhards! K/D padders? My missile tank is anything but a K/D padder. It's only best for killing vehicles and I only get a handful of infantry kills every battle. I average somewhere between 5 and 10 kills every battle but usually place at or near the top in terms of WP, because vehicles give a lot of WP, so I don't need infantry kills. Whenever I'm in tank hunting mode, I just simply drive past any enemy infantry.
As an AV tank my damage application is best against vehicles, not infantry. I have gunners if I want any good infantry fighting capabilities. I also have strong defense as a result of being an AV tank so I can endure sustained fights, which also makes me a tougher nut against AV. So in either case, it should take effort and at least two people to bring me down. If it's just me and another AVer, he shouldn't be able to take me down fast enough. Two or more should have a much higher chance, since I need at least one more person in my Gunnlogi to be able to fight infantry, which makes it a fair 2 for 2.
JLAVs simply screw this balance by allowing just one person to take out such a tank with little to no effort. It'd be the same as having an infantry alternative where any one person can easily kill a proto stomping squad with little to no effort and zero risk with an 80% success rate.
"By His light, and His will"- The Scriptures, 12:32
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Adipem Nothi
Nos Nothi
3013
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Posted - 2014.07.17 15:09:00 -
[133] - Quote
Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
Nah, bro. You see what happened was ...
AV was broken and HAVs were ridiculously overpowered. Pilots (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Atiim was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems.
Shoot scout with yes...
- Ripley Riley
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taxi bastard
jihad taxi co.
149
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Posted - 2014.07.17 15:52:00 -
[134] - Quote
Takahashi Kashuken wrote: Small railguns, can only fit them by gimping the tank fit because it doesnt have enough cpu/pg
everything bar sentinals have fitting problem.
my battle start fit runs 2 proto kincats, 1 advanced uplink, i basic cloak, 1 basic combat rifle - PG is gone on an advanced mini scout suit with all PG/CPU skills done. 213 EHP.
what gimps your tank may acheive another purpose. i have 3 complex precion enhances to fill the loadout and they are handy.
in your case - you get less EHP on your basic tank hull but have more defence - a logical and useful tradeoff
sitiuational awareness is OP btw - thats why having those extra guns with a gunner is a far better trade off than you think. |
Takahashi Kashuken
Edimmu Warfighters Gallente Federation
136
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Posted - 2014.07.17 16:52:00 -
[135] - Quote
Adipem Nothi wrote:Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
Nah, bro. You see what happened was ... AV was broken and HAVs were ridiculously overpowered. Pilots (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Atiim was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton.
Nah, bro. You see what happened was ...
Vehicles was broken and AV were ridiculously overpowered. Infantry (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Vehicle pilots was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton
Fixed for 1.0-1.7 and spanned a timeframe of at least 6+months and still was never fixed, CCP fixed it by completely changing vehicles and nerfing and removing skills, modules, vehicles and turrets |
Takahashi Kashuken
Edimmu Warfighters Gallente Federation
136
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Posted - 2014.07.17 16:52:00 -
[136] - Quote
taxi bastard wrote:Takahashi Kashuken wrote: Small railguns, can only fit them by gimping the tank fit because it doesnt have enough cpu/pg
everything bar sentinals have fitting problem. my battle start fit runs 2 proto kincats, 1 advanced uplink, i basic cloak, 1 basic combat rifle - PG is gone on an advanced mini scout suit with all PG/CPU skills done. 213 EHP. what gimps your tank may acheive another purpose. i have 3 complex precion enhances to fill the loadout and they are handy. in your case - you get less EHP on your basic tank hull but have more defence - a logical and useful tradeoff sitiuational awareness is OP btw - thats why having those extra guns with a gunner is a far better trade off than you think.
Everything has a advanced and proto frame to move to except vehicles of course |
Temias Mercurial
Knights Of Ender RISE of LEGION
124
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Posted - 2014.07.17 18:33:00 -
[137] - Quote
Leeroy Gannarsein wrote:Bormir1r wrote:Proto Amarr Heavies are 3-4 shot at the least depending on they're configuration. Never one shotted.
Mathematically speaking Amarr Sentinel maxes out at 595/1195, which is 991/1327 vs explosives (if my maths is correct). In other words, you are categorically, mathematically wrong.
Have you calculated the 25% reduction to splash damage that a proto Sentinel would have, including all races, not just the Amarr Sentinel?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
124
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Posted - 2014.07.17 18:35:00 -
[138] - Quote
Takahashi Kashuken wrote:Adipem Nothi wrote:Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
Nah, bro. You see what happened was ... AV was broken and HAVs were ridiculously overpowered. Pilots (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Atiim was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton. Nah, bro. You see what happened was ... Vehicles was broken and AV were ridiculously overpowered. Infantry (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Vehicle pilots was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton Fixed for 1.0-1.7 and spanned a timeframe of at least 6+months and still was never fixed, CCP fixed it by completely changing vehicles and nerfing and removing skills, modules, vehicles and turrets
I can only hope you are being sarcastic, as we now have an incredibly boring vehicle system... that's not 'fixing it', that's simply removing the problem at hand and completely avoiding the issue.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Takahashi Kashuken
Edimmu Warfighters Gallente Federation
139
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Posted - 2014.07.17 21:41:00 -
[139] - Quote
Temias Mercurial wrote:Takahashi Kashuken wrote:Adipem Nothi wrote:Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
Nah, bro. You see what happened was ... AV was broken and HAVs were ridiculously overpowered. Pilots (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Atiim was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton. Nah, bro. You see what happened was ... Vehicles was broken and AV were ridiculously overpowered. Infantry (in their infinite wisdom) insisted that everything was fine and refused to discuss the issues. In the end, Rattati and Logibro had to guess at solutions; I think they did a pretty good job. Vehicle pilots was in the right to point out balance problems; you (and many a bad player) were in the wrong to ignore those problems in hopes of safeguarding a winbutton Fixed for 1.0-1.7 and spanned a timeframe of at least 6+months and still was never fixed, CCP fixed it by completely changing vehicles and nerfing and removing skills, modules, vehicles and turrets I can only hope you are being sarcastic, as we now have an incredibly boring vehicle system... that's not 'fixing it', that's simply removing the problem at hand and completely avoiding the issue.
CCP cant fix anything
They just generally nerf it until the posts stop being made but this is how CCP tried to fix vehicles and again infantry were not happy and now we have 1.0 all over again except vehicles are actually worse off than 1.0 since vehicles have lost everything which was useful like skills, modules, hulls, turrets, slots so now there is no variety but infantry are happy and thats all CCP cater to |
Atiim
Fooly Cooly. Anime Empire.
10615
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Posted - 2014.07.17 22:59:00 -
[140] - Quote
Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
If your talking about the lack of Hull & Module variety, then no I didn't ask for this (neither did the Majority of Infantry Players). The changes to Vehicles in Uprising 1.7 were a direct result of constant campaign from the Pilot Community to nerf AV.
Ironically, I remember you, Spkr, and the other Pilots talking trash on the forums while also exclaiming with joy and glee at the proposed changes for Uprising 1.7. Heck, I also remember you and the other Pilots saying that the Vehicles in Uprising 1.7 were "working as intended".
You can bleat your chest until it's as red and sore as a Baboon's buttocks, it won't change the facts:
- YOU asked for these changes to be implemented.
- YOU stated that these changes were "working as intended".
- YOU wanted these changes to happen.
- These changes are a direct result of YOUR actions.
Remember this next time you try to pin the blame on me for the current Vehicle mechanics.
GG no RE.
The Snack That Smiles Back, Tankers!
-HAND
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2498
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Posted - 2014.07.17 23:23:00 -
[141] - Quote
Atiim wrote:Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
If your talking about the lack of Hull & Module variety, then no I didn't ask for this (neither did the Majority of Infantry Players). The changes to Vehicles in Uprising 1.7 were a direct result of constant campaign from the Pilot Community to nerf AV. Ironically, I remember you, Spkr, and the other Pilots talking trash on the forums while also exclaiming with joy and glee at the proposed changes for Uprising 1.7. Heck, I also remember you and the other Pilots saying that the Vehicles in Uprising 1.7 were "working as intended". You can bleat your chest until it's as red and sore as a Baboon's buttocks, it won't change the facts:
- YOU asked for these changes to be implemented.
- YOU stated that these changes were "working as intended".
- YOU wanted these changes to happen.
- These changes are a direct result of YOUR actions.
Remember this next time you try to pin the blame on me for the current Vehicle mechanics. GG no RE. Actually I asked for an AV nerf that is it I did not want a vehicle rework.
Tanker/Logi
0 The number of 7ucks given
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Atiim
Fooly Cooly. Anime Empire.
10617
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Posted - 2014.07.17 23:24:00 -
[142] - Quote
Benjamin Ciscko wrote: Actually I asked for an AV nerf that is it I did not want a vehicle rework.
But you were also one of the main supporters of the proposed changes.
The Snack That Smiles Back, Tankers!
-HAND
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2498
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Posted - 2014.07.17 23:33:00 -
[143] - Quote
Atiim wrote:Takahashi Kashuken wrote: Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
If you have 2 gunners with 20GJ Railguns and still find yourself dying to AV, then you should probably uninstall DUST and go play something else, like World of Tanks. That FG on that tower that can kill me in one clip because I gimped my fitting who is insanely hard to hit with a small turret at that distance. Infantry wanted a 1 to 1 ratio for tanks if 1 person can drive a tank 1 AV can kill them well now we have 1 tank+1 gunner being soloed by a guy on a roof top with a Forge Gun.
Yes Atiim I actually have tried both the gunning and driving aspect of tanks with gunners and even w/ maxed shield fitting op. maxed missile fitting op. lvl 4. armor fitting op. and lvl 3. fitting op. I can still barely fit 2 standard turrets on it. Yes if the FG is on the ground you can typically kill him but if he's properly positioned ut's much more difficult.
Tanker/Logi
0 The number of 7ucks given
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2498
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Posted - 2014.07.17 23:34:00 -
[144] - Quote
Atiim wrote:Benjamin Ciscko wrote: Actually I asked for an AV nerf that is it I did not want a vehicle rework.
But you were also one of the main supporters of the proposed changes. Not really I like most other sane people at least at some point during that time admitted they were OP.
Tanker/Logi
0 The number of 7ucks given
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TYCHUS MAXWELL
The Fun Police
210
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Posted - 2014.07.18 03:02:00 -
[145] - Quote
Benjamin Ciscko wrote:Atiim wrote:Takahashi Kashuken wrote: Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
If you have 2 gunners with 20GJ Railguns and still find yourself dying to AV, then you should probably uninstall DUST and go play something else, like World of Tanks. That FG on that tower that can kill me in one clip because I gimped my fitting who is insanely hard to hit with a small turret at that distance. Infantry wanted a 1 to 1 ratio for tanks if 1 person can drive a tank 1 AV can kill them well now we have 1 tank+1 gunner being soloed by a guy on a roof top with a Forge Gun. Yes Atiim I actually have tried both the gunning and driving aspect of tanks with gunners and even w/ maxed shield fitting op. maxed missile fitting op. lvl 4. armor fitting op. and lvl 3. fitting op. I can still barely fit 2 standard turrets on it. Yes if the FG is on the ground you can typically kill him but if he's properly positioned ut's much more difficult.
If that forge gun is on a tower then that dropship put him there or put the uplinks that put him there. Complain about your teams lack of air superiority not AV. Not too mention that tower forge gunner is highly vulnerable to snipers from anywhere if he's shooting at you. Vehicles are in a good spot now, hell good tankers I can't kill with any of my proto forges in a single clip (The Wyrmikron can but if I can shoot you 4 times with a long charge time and no chance to move your bad and should feel bad.)
If the balance is changed back towards the favor of making tanks more durable then real tankers will be unstoppable again. As it stands real tankers are hard to kill and smart ones will GTFO and only die if multiple and I mean multiple sources of AV hit them.
What you want is a return to the days of 1.7 where half the team would be AV and still couldn't stop the tank from retreating repping in their redline for 10-20 seconds then coming right back. |
taxi bastard
jihad taxi co.
154
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Posted - 2014.07.18 05:35:00 -
[146] - Quote
Benjamin Ciscko wrote: That FG on that tower that can kill me in one clip because I gimped my fitting who is insanely hard to hit with a small turret at that distance. Infantry wanted a 1 to 1 ratio for tanks if 1 person can drive a tank 1 AV can kill them well now we have 1 tank+1 gunner being soloed by a guy on a roof top with a Forge Gun.
come on he has the high ground and as a result is doing area denial. be it a forge fun or sniper the result is the same unless dealt with.
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Temias Mercurial
Knights Of Ender RISE of LEGION
124
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Posted - 2014.07.18 05:59:00 -
[147] - Quote
TYCHUS MAXWELL wrote:Benjamin Ciscko wrote:Atiim wrote:Takahashi Kashuken wrote: Even now AV is strong yet again, vehicles have been nerfed worse than 1.0-1.6 era and even if you use a 2/3man crew in 1 vehicle 1 AV can destroy it so even according to your quote its broken
If you have 2 gunners with 20GJ Railguns and still find yourself dying to AV, then you should probably uninstall DUST and go play something else, like World of Tanks. That FG on that tower that can kill me in one clip because I gimped my fitting who is insanely hard to hit with a small turret at that distance. Infantry wanted a 1 to 1 ratio for tanks if 1 person can drive a tank 1 AV can kill them well now we have 1 tank+1 gunner being soloed by a guy on a roof top with a Forge Gun. Yes Atiim I actually have tried both the gunning and driving aspect of tanks with gunners and even w/ maxed shield fitting op. maxed missile fitting op. lvl 4. armor fitting op. and lvl 3. fitting op. I can still barely fit 2 standard turrets on it. Yes if the FG is on the ground you can typically kill him but if he's properly positioned ut's much more difficult. If that forge gun is on a tower then that dropship put him there or put the uplinks that put him there. Complain about your teams lack of air superiority not AV. Not too mention that tower forge gunner is highly vulnerable to snipers from anywhere if he's shooting at you. Vehicles are in a good spot now, hell good tankers I can't kill with any of my proto forges in a single clip (The Wyrmikron can but if I can shoot you 4 times with a long charge time and no chance to move your bad and should feel bad.) If the balance is changed back towards the favor of making tanks more durable then real tankers will be unstoppable again. As it stands real tankers are hard to kill and smart ones will GTFO and only die if multiple and I mean multiple sources of AV hit them. What you want is a return to the days of 1.7 where half the team would be AV and still couldn't stop the tank from retreating repping in their redline for 10-20 seconds then coming right back.
It didn't take half a team of AV to kill a rep tank in 1.7... the most you might have need was three competent AVer's, or one guy placing remotes on them (not Jihad, but that's when they came into existence) and flux/AVnades to decimate tanks... please don't exaggerate.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Takahashi Kashuken
Edimmu Warfighters Gallente Federation
149
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Posted - 2014.07.18 12:14:00 -
[148] - Quote
Atiim wrote:Takahashi Kashuken wrote: Infantry players like atiim wanted this and think that vehicles are better now
If your talking about the lack of Hull & Module variety, then no I didn't ask for this (neither did the Majority of Infantry Players). The changes to Vehicles in Uprising 1.7 were a direct result of constant campaign from the Pilot Community to nerf AV. Ironically, I remember you, Spkr, and the other Pilots talking trash on the forums while also exclaiming with joy and glee at the proposed changes for Uprising 1.7. Heck, I also remember you and the other Pilots saying that the Vehicles in Uprising 1.7 were "working as intended". You can bleat your chest until it's as red and sore as a Baboon's buttocks, it won't change the facts:
- YOU asked for these changes to be implemented.
- YOU stated that these changes were "working as intended".
- YOU wanted these changes to happen.
- These changes are a direct result of YOUR actions.
Remember this next time you try to pin the blame on me for the current Vehicle mechanics. GG no RE.
Wrong again
1.0 days i just wanted AV nerfed and to be able to see more than 50m in front of me, AV like yourself said it was fine and 'working as intended'
CCP decided to change vehicles yet again, so they basically removed anything which offered variety
Pilots again had to adapt and change unlike AV and we made the best out of a **** situation with nerfed vehicles,modsules, skills and turrets
So when pilots did adapt and change fits and found some good fits infantry like yourself cried nerf again and when we said 'working as intended' you cried thats not fair even tho that is all what you said in the 1.0 days when pilots couldnt see swarms or the user and you could cover an entire map from a tower
At least you could see the vehicle and see it firing at you, 1.0 days pilots didnt even have that
But no everything eventually gets nerfed as usual because of infantry
Now a tank cant defend itself with a blaster, fitting small turrets means you have to gimp the fit, variety is dead and gone, skills are next to useless, modules are nerfed and are useless, hulls are even more gimped and no adv/proto varients either
Infantry wanted this
Infantry wont even let us have adv/proto hulls but yet expect to be able to smash the **** out of a basic hull because they have proto weapons on a proto suit with proto modules
The state of vehicles is down to infantry as usual, typical pub players like yourself are balancing for pubs, step into PC and see vehicles be useless ,maybe barring the ADS but you are a pub player and fighting scrubs is all you know
You reap what you sow, now AV is easy and vehicles are back to 1.0 days and are actually worse that 1.0 which is quite a feat
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