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Spkr4theDead
Red Star. EoN.
2421
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Posted - 2014.12.03 00:19:00 -
[1] - Quote
Just don't bother.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2421
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Posted - 2014.12.03 02:06:00 -
[2] - Quote
Getting stuck on rocks, boxes and walls, and having to wait 3 whole seconds to get off of them.
Going so slow over the slightest bumps (especially LAVs) that an old woman in a powered scooter can go faster.
LAVs slow down going up the slightest incline.
Dropships handle like an aircraft carrier trying to turn in the ocean. They're supposed to be the helicopter of the future. There should be a greater distinction between forward movement and upward movement. Turning radius on the regular STD dropships should be decreased. Definitely faster than they are now, but not as fast as the ADS. Fix the turret auto-correcting itself to look straight forward when it reaches a certain point. I've shot myself out as a side gunner more than once, and this needed to be fixed a long time ago.
Large missile turrets aren't always full auto. When it's not full auto, it fires 2, 3 or 4 missiles at a time. Sometimes you need to be able to hold down the trigger and let them all loose in 2 seconds, instead of trying to quickly tap the trigger.
Large railguns have been screwed up for a much longer time. I'll sometimes have a reload glitch where it can't finish reloading for a minute or more. When it won't fix itself, the only option is to recall. Another one, I'll be firing my rail, holding the trigger down, nothing will come out, then I'll release the trigger and one round will fire, as a delayed reaction. Much worse than that, I'll hold down for 2 rounds, then my rail starts to auto-fire, getting down to 2 rounds left before overheating. This has gotten me killed far too many times.
Turret rotation speed is too slow. The change of the seasons happens faster than a 360-¦ rotation of a large rail or missile turret. Rarely when I switch from third to first person, my rail will be looking off to the side. Not good when I'm about to engage a vehicle.
Rail spool up time needs to be reduced. Overheat needs to be reduced. Give us 350m or 400m range.
(off topic, but move the spawns back a few hundred meters, probably the redline too - it'll prevent redline sniping from both infantry and railguns)
There's no good reason to take infantry's advice on vehicles. They only ask for us to be nerfed. They had the armor reps, armor hardeners, shield hardeners, and afterburner nerfed. Why? because they don't want to reload to take out a vehicle. If they have to reload, that's not fair. Pilots should be consulted on a fair compromise. So far, it's been infantry having the sole voice in the direction vehicles take.
Don't like the lack of variety as far as modules go. We had so much stuff before that we could fit a tank any way we wanted. We were actually able to fit a logi tank, because you could get shot out of the LAV.
The main thing I don't like about vehicles? Pilots aren't asked what we want done to them. We never have been. That needs to change. My voice falls on deaf ears; infantry literally hates me because before, I never, ever compromised on the role I chose.
I remember when I was able to shrug off while fighting a tank, because a tank should be the biggest threat to another tank. Have an annoying blaster tank that won't let you move out? Get a rail tank and vaporize it. But then with that, it comes down to rail fights. ADS ruining your day? Shoot it with a rail to instill the fear of god into the pilot.
And last, infantry said the placeholder stats for the pilot suits were OP. We didn't know if they had module, equipment or weapon slots, or if they would have their own specialized modules to further improve the vehicle. Infantry declared them OP, and then they were forgotten about. This needs to change.
Hear our voices, Rattati. We're not slobbering morons that so many on here will lead you to believe. It was pilots that pointed out the incredible buff to swarms when they were changed, because infantry couldn't do anything immediately after firing a volley. It worked out to 7000 damage before reloading. When the TAC ARs were OP, it was worked out that the damage they put out was on par with a large blaster, the neutron I believe. It's still possible to one-shot an armor tank in the sweet spot with the PRO breach forge, Caldari sentinel, proficiency 5 and 4 damage mods. I've nearly done it when I had the Minmatar sentinel and proficiency 3. If I had the Cal sentinel with 4 damage mods and proficiency 5, there's no doubt in my mind I would've been able to destroy armor tanks in one shot. That, obviously is all about positioning, aim, and the right timing.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2421
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Posted - 2014.12.03 02:13:00 -
[3] - Quote
LUGMOS wrote:Crimson ShieId wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I'd say bring the old modules and hulls back, swap things back to active modules but allow that more advanced style of gameplay to be more rewarding. For those who don't know what they're doing though, AV likely sends the less skilled fleeing to the forums to complain, but for the pilots who have it together, it's a joke. I was thinking passive reps forever was a good idea, but there should be an option for sort of like a rep booster, an active module that boosts the rep rate of a vehicle for some amount of time, having a cool down. This would encourage smart module activation and would reward smarter gameplay. The overall module system as has been pointed out before generally lacks what it used to have in diversity; you had different modules to choose from that made your tank different from others'. We used to have that. On a Madrugar in the old days, the only module you didn't have to activate was an armor plate. I've juggled a rep, 3 hardeners, a scanner and a NOS. On a Gunnlogi, I used to juggle a booster and 3 hardeners.
Active modules are certainly not new, and there's a lot of us that perfected module management/activation in order to survive as well as take out vehicles.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2421
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Posted - 2014.12.03 02:20:00 -
[4] - Quote
Henrietta Unknown wrote:Summa Militum wrote:The only vehicles that **** me off are the dropships that can shoot you from head-on (not the ones that have turrets on the side of the drop ship, I am talking about the one with the turret in the front of the dropship facing forward) . I can be taking on a group of people single-handedly and kicking some serious ass and then the next thing I know the ground around me is being blown to hell and I die.
I give props to the guy in the dropship who just saved his team but at the same time that guy can go **** himself. It's called an Assault Drop Ship, and it's very expensive - some 200K ISK. That's not at all expensive. My current Gunnlogi missile fit is 455k ISK, which is 1/3 the price my PC-quality fit used to cost.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2424
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Posted - 2014.12.03 04:58:00 -
[5] - Quote
TYCHUS MAXWELL wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I disagree with your general consensus. In all fairness, all roles outside of Logi's is a slayer role, by general consensus, and the general consensus of Logi's seems to be that Logi's should be able to slay too lol. People aren't generally creative, that doesn't mean you can't do many creative things with HAVs. Most people just think big tank me kill now, though. Seriously though dude? Are you just Spkr 2.0? Do you just want everyone to say tanks should be stronger and kill dem!! 1. How would one make tanks more fun then the fact that they ignore the most weapons and can be used as CRUs? What do you want them to do sprout wings and summon orbital strikes around them every 3 minutes? Do you want them to give all players on the map passive armor and shield reps? More damage? What the hell are you fishing for? 2. If you're scared of AV infantry let me introduce you to freakin proto rail guns on enemy tanks. 3. If you make higher fit tanks its already been discussed to death only two scenarios will occur: a. Standard/militia tanks become useless while players have to fork out large amounts of isk and sp to make viable tanks b. ADV/PRO tanks become so powerful that nothing can compete, they just can't scale that kind of power, it takes ******* proto AV to scare STD/MLT tanks currently. 4. This links back to question one, what are you wanting that tanks can't perform? Laser beams that fire out of every square inch of the tank? The ability to cook toast for the MCC NPCs? 5. See 4 and 1, I'd like jetpacks for infantry that doesn't mean we need em. 6. Only for Armor tanks, shield tanks are fine, screw off with your whimsies of bringing back 1.7. These are the sorts of nonsensical posts that CCP has a habit of paying attention to.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2424
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Posted - 2014.12.03 05:07:00 -
[6] - Quote
TYCHUS MAXWELL wrote:Crimson ShieId wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I'd say bring the old modules and hulls back, swap things back to active modules but allow that more advanced style of gameplay to be more rewarding. For those who don't know what they're doing though, AV likely sends the less skilled fleeing to the forums to complain, but for the pilots who have it together, it's a joke. Never should something be a joke for others to attempt against you. In a competitive environment there is no such sure way to ensure Monotonous game play then by making one aspect god mode when mastered. So because I've mastered module management, that's not fair to everybody else?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2424
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Posted - 2014.12.03 05:16:00 -
[7] - Quote
True Adamance wrote:Spkr4theDead wrote:LUGMOS wrote:Crimson ShieId wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I'd say bring the old modules and hulls back, swap things back to active modules but allow that more advanced style of gameplay to be more rewarding. For those who don't know what they're doing though, AV likely sends the less skilled fleeing to the forums to complain, but for the pilots who have it together, it's a joke. I was thinking passive reps forever was a good idea, but there should be an option for sort of like a rep booster, an active module that boosts the rep rate of a vehicle for some amount of time, having a cool down. This would encourage smart module activation and would reward smarter gameplay. The overall module system as has been pointed out before generally lacks what it used to have in diversity; you had different modules to choose from that made your tank different from others'. We used to have that. On a Madrugar in the old days, the only module you didn't have to activate was an armor plate. I've juggled a rep, 3 hardeners, a scanner and a NOS. On a Gunnlogi, I used to juggle a booster and 3 hardeners. Active modules are certainly not new, and there's a lot of us that perfected module management/activation in order to survive as well as take out vehicles. Hmmm you had a very odd build? I remember my two armour fits being 2 hardeners and 1 repper or 2 reppers and one hardener. Damage Control II and a Heat Sink II in the highs What odd build? I'm talking about during Chrome. Never needed PG or CPU enhancers, because the PG and CPU skills actually added to the tank.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2424
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Posted - 2014.12.03 05:17:00 -
[8] - Quote
True Adamance wrote:TYCHUS MAXWELL wrote:Spkr4theDead wrote:Henrietta Unknown wrote:Summa Militum wrote:The only vehicles that **** me off are the dropships that can shoot you from head-on (not the ones that have turrets on the side of the drop ship, I am talking about the one with the turret in the front of the dropship facing forward) . I can be taking on a group of people single-handedly and kicking some serious ass and then the next thing I know the ground around me is being blown to hell and I die.
I give props to the guy in the dropship who just saved his team but at the same time that guy can go **** himself. It's called an Assault Drop Ship, and it's very expensive - some 200K ISK. That's not at all expensive. My current Gunnlogi missile fit is 455k ISK, which is 1/3 the price my PC-quality fit used to cost. In all fairness, currently a 200kish ADS will get swatted out of the sky in 2-3 swarm volleys aka a single load aka one person can shoot those things out of the sky. The good ADS cost far more. HAVs are only really more expensive than an ADS when you use 2 proto small turrets on the HAV. Because, turrets in general are ridiculously over priced. Pfff not even. I loved it when Prototype turrets cost 981,000 ISK! That's when tanks were worth the cost.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2425
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Posted - 2014.12.03 06:56:00 -
[9] - Quote
Imp Smash wrote:Vehicles annoy me because they are hard to balance. Either they are super weak and die to every little AV, or they are stupid strong tank swarm/forge after swarm/forge and wipe the battlefield. Where is the trifecta of balance? There can't be any balance.
Infantry wants to destroy them without having to reload.
We want our best counter to be another vehicle.
Infantry didn't like how a Soma built in a very specific way could 2-shot the Sagaris or Surya. That wasn't fair to them, so they campaigned to get them removed when Uprising dropped.
One person would take out a MLT tank to stay low on ISK. Then someone would take out a Sica, also to stay low on ISK. Then STD tanks came into play to wipe them out. Then the Marauders were brought out, and it turned into all-out tank v tank warfare.
But that wasn't fair to infantry, for tanks to fight tanks like that, so they had them nerfed and AV buffed.
Rattati, I don't know how much of the history of the game and forums you know about, but it's been like this since tanks were first available.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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