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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
311
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Posted - 2014.09.19 00:58:00 -
[1] - Quote
due to buff after buff to av, its getting harder to tank, almost to the point to where we cower in the redline until our modules refill, then return to try to contribute a little bit to the effort then retreat to the redline once again. I hate playing like this it is so painfully damn boring.
I'm not asking to buff tanks in any way (besides bringing all the tanks/modules of old back), however what i propose is depots restoring the modules of the tank at a x2 rate for example if my hardener took 50s to refill, at a depot it would take 25s to refill.(excluding red line depots) and lowering the armor repair depots give tanks(excluding redline depots) to help limit tank spam / derp tanks
Right now as it is most tankers destroy depots to weaken av, this would give us a reason to let it live.
open for discussion
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
311
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Posted - 2014.09.19 02:17:00 -
[2] - Quote
Atiim wrote:You already have skills which both improve the uptime and downtime of Active Modules. If you want a lower downtime, you should invest SP into those skills.
Not only that, but a -50% Downtime will have devastating effects when combined with said skills, and this would effectively remove the "Wave of Opportunity" an AVer has against Vehicle Pilots. They have to wait their turn, so I fail to see why the Pilot shouldn't.
The only way for HAVs to re-supply without driving all the way to the redline is through Supply Depots, which is enough reason to allow them to live. If that's not enough, there's the fact that it takes about 4-5 reloads to kill a Supply Depot. 50% downtime was just a fiqure put in place
certain map's depots are known to become av nest and are destroyed on sight.
only takes one reload on rail one reload for missile w/o damage mod no reload on blaster
tankers have to wait for av depot to be captured by friendlies it would be the same for av to have to wait
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
311
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Posted - 2014.09.19 02:28:00 -
[3] - Quote
also tankers don't need depots they can go to redline call in another and recall the no ammo tank
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
311
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Posted - 2014.09.19 02:32:00 -
[4] - Quote
Kallas Hallytyr wrote:Atiim wrote:The only way for HAVs to re-supply without driving all the way to the redline is through Supply Depots, which is enough reason to allow them to live. If that's not enough, there's the fact that it takes about 4-5 reloads to kill a Supply Depot. The only issue with vehicles/depots is access. Some maps/sockets have awfully placed depots or even no depots at all bar redline ones (if even that.) that too^, i've mastered the wall ride but most other tanks end up flipping trying to use this technique
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
312
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Posted - 2014.09.19 07:04:00 -
[5] - Quote
@ atim
well put sir ,but my point was that tankers spend half the battle waiting for their modules to return, yes i know there are skills for it but there are many sp sinks in between and my sp is going towards armor reps atm.
in your first reply you said "4-5 RELOADS" quit changing your words
honestly before you comment again, i want you to log on to dust, build a tank fit, play 5 to 6 matches then comeback and tell us how your experience was.
my solution may not be perfect, but dear lord tankers are becoming instinct and if you deny that as a truth you obviously haven't been playing the game.
nerfs to tanks since 1.8 *rail range (slightly needed) *blaster dispersion (needed) *maximum turret height (not needed) *armor rep (stacking penalty would've been better)
buffs to av *swarm damage calculation fixed/nanite cost (needed) *installation ehp buff (f'n op if used skillfully) planned buffs to av *swarm speed (needed for ads but hurts tankers) planned nerfs to tanks *fuel injector (why?honestly why)
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
312
|
Posted - 2014.09.19 07:20:00 -
[6] - Quote
@mobius
yes your absolutely right the window of opportunity for av needs to be there, amatter fact it needs to be a constant as long as tankers has an effective counter, none exist in regards to large turrets.
I tried having squadmates gun for me before, it always resulted in them shooting at enemy tanks before i was in my blasters optimal range, firing like a mad man wasting ammo and giving our position away forcing me to have to return to a depot "no ammo bro", not getting out to hack a point, destroy a remote on me, kill av i can't hit (stupid height angle who's bright idea was that and to what purpose? so its easier to rooftop camp?) or so i can recall.
now i used to have a good gunner that always scoured over the map looking for enemy tanks/jihads and would call it out over comms, but sadly he has retired :(
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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