Pages: 1 2 3 [4] 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sir Dukey
Murphys-Law General Tso's Alliance
1317
|
Posted - 2014.12.15 20:09:00 -
[91] - Quote
Spkr4theDead wrote:KING CHECKMATE wrote:Ghost Kaisar wrote:My view on the Tank vs. Infantry balance.
Large turrets should have little to no infantry slaying power. Suppressive abilities at best (Via splash damage that makes it harmful, but not lethal to any infantry that isn't an idiot.)
To counter, small turrets need to be more effective vs. infantry, so that we can see a pilot+Gunner as an effective combo.
In BF3, you never saw a good tanker without a gunner. The top gun was vital for deterring infantry from pull out SMAW after SMAW in an effort to take you down.
It was the gunners responsibility to get rid of C4 runners and to protect the tanks sides and flanks while engaging vehicles.
This is what I want. I can agree, taht if a tank is controlled by multiple players it has the right to be that many times effective. So i second Kaisar's idea. What im against is 1 Man uber tanks. Vehicles are far more SP intensive than the AV skills are.
I completely agree with this, my 40 million sp Vehicle ALT is not even closed to being maxed out anywhere in vehicles or turrets but he is completely useless as infantry because all sp is in vehicles and still get destroyed. I have been tanking since chromosome, that is what brought me into this game and have a lot of experience in almost every vehicle and still get ganked by one punk on a tower in is Minmatar commando and proto swarms. Probably a fit that costs 10 million isk sp max. Absolute max unless you're just a scrub that act's like "OMG I have swarm launcher proficiency to 5, I have kin cats to 5, micro fibs to 5." even though that makes no sense.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Spkr4theDead
Red Star. EoN.
2521
|
Posted - 2014.12.15 20:10:00 -
[92] - Quote
Kierkegaard Soren wrote:
Infantry AV should be a solid counter to tanks, otherwise what's the point?
Vehicles are already incredibly weak today. There's next to no reason for someone new to skill into them. Unless they know someone that's been playing a while who they could get ISK from, and will actually take the time required to learn a tank's strengths and weaknesses, as well as when to engage and when to back off, as well as knowing exactly how to time their shots, it's otherwise completely useless to someone new and an insane ISK and SP sink.
If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent.
An average shield tank is a Sica. A Gunnlogi piloted by someone with a lot of experience is not an average shield tank. If I'm close enough to someone using swarms that I hear them leaving the tubes, 2 hardeners are instantly activated and I drive away. I just neutralized that person's offensive capability against me. I might also jump out and shove an HMG in their face to teach them a lesson.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Sir Dukey
Murphys-Law General Tso's Alliance
1317
|
Posted - 2014.12.15 20:11:00 -
[93] - Quote
Spkr4theDead wrote:Sir Snugglz wrote:I agree that vehicle pilots are a minority. But you have to admit the derpship pilots are the minority of the minority. While its always been tankers vs infantry.... we've had to struggle with derpships vs infantry and/or tankers.
I also agree that the ADS was nerfed too much. But it wasn't when the rate of fire or ab got nerfed.... It was long before that. Til this day I have yet to get a reason as to why the 2nd low slot was taken away. I can not stress how important that slot is for the Cal ADS or the 2nd high slot for the Gal ADS.
Yes they needed nerfs.. but now more than ever do they need that second slot. The OPness overshadowed that necessity... but now that the OPness is gone I hope that everyone can now see why I keep saying that we need that 2nd slot back. The 3rd volley from a swarm is now always guaranteed to hit. A dropship needs everything it can possibly get to increase survivability not only from AV, but from guys in tanks like me. As it stands now, with 2 damage mods, I can 2-shot any ADS out of the sky if I catch it cold.
As it stands now, either you're a max ADS pilot with a crap ton of sp and play skill involved in flying or you get dominated by my mediocre standard Caldari assault with an ADV swarms and two militia damage mods.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
Murphys-Law General Tso's Alliance
1317
|
Posted - 2014.12.15 20:14:00 -
[94] - Quote
Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Spkr4theDead
Red Star. EoN.
2521
|
Posted - 2014.12.15 20:46:00 -
[95] - Quote
Kayla Michael wrote:Dang dude, have you ever thought about writing a book? Enormous wall of texts there... It's not a wall of text. It's in proper format with paragraphs.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Spkr4theDead
Red Star. EoN.
2521
|
Posted - 2014.12.15 20:47:00 -
[96] - Quote
Sir Dukey wrote:Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances. No, I didn't get them mixed up.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7458
|
Posted - 2014.12.15 20:58:00 -
[97] - Quote
CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's.
Right, right. It should come full circle.
Anti-Infantry Tank > Infantry Anti-Vehicle Tank > Anti-Infantry Tank Infantry > Anti-Vehicle Tank
EDIT: This might even be a golden opportunity to have an infantry role specifically designed for AV in which they get bonuses toward AV weapons and tools. Then other infantry options are also a threat to them while they are a massive threat to vehicles and we can solely focus on the balance between them.
Long-Term Roadmap
More Hard Questions
|
Spkr4theDead
Red Star. EoN.
2521
|
Posted - 2014.12.15 21:06:00 -
[98] - Quote
Aeon Amadi wrote:CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's. Right, right. It should come full circle. Anti-Infantry Tank > Infantry Anti-Vehicle Tank > Anti-Infantry Tank Infantry > Anti-Vehicle Tank EDIT: This might even be a golden opportunity to have an infantry role specifically designed for AV in which they get bonuses toward AV weapons and tools. Then other infantry options are also a threat to them while they are a massive threat to vehicles and we can solely focus on the balance between them. That's not "full circle," that's infantry still devastating vehicles with still overpowered AV.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
390
|
Posted - 2014.12.15 21:08:00 -
[99] - Quote
CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's. Tank only mode World of Tanks Eve style |
Echo 1991
Titans of Phoenix
624
|
Posted - 2014.12.15 21:38:00 -
[100] - Quote
Spkr4theDead wrote:Aeon Amadi wrote:CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's. Right, right. It should come full circle. Anti-Infantry Tank > Infantry Anti-Vehicle Tank > Anti-Infantry Tank Infantry > Anti-Vehicle Tank EDIT: This might even be a golden opportunity to have an infantry role specifically designed for AV in which they get bonuses toward AV weapons and tools. Then other infantry options are also a threat to them while they are a massive threat to vehicles and we can solely focus on the balance between them. That's not "full circle," that's infantry still devastating vehicles with still overpowered AV. its not overpowered. i dont know why you think it is. It does its job, and it makes the user easier to kill because all they have is a sidearm for protection, i mean drive around a corner and i wont even be able to get a lock without chasing after you by which time you could have gotten well out of range. Shield tanks right now are really good, maybe too good. Armour tanks are lacking and need a buff, it also doesnt help the armour tank that 2/3 of all AV is armour based making it even harder for them. its not AV thats the problem, its the tanks. |
|
TYCHUS MAXWELL
The Fun Police
709
|
Posted - 2014.12.15 21:54:00 -
[101] - Quote
True Adamance wrote:Quasar Storm wrote:The problem with vehicles, Is that there really has never been a true discussion that doesn't end up going the complete wrong way. Kind of like the way this post is turning out. Speaker does say some important things in his OP. He is expressing his opinions based on what he sees, experiences & shares with others. So, Of course, What he says will be tailored to his experiences.
You should all focus on the core of the issue: Vehicles being sub-par.
Not the physics of the game. Not whether or not Speaker has his lore right. Not past nerfs.
What can be done now? I will say vehicles have had their fair share of nerfs. So, No more nerfs. I know the LRG Turrets need work before CCP decides to release our old tanks.
Also, People need to remember, The AV vehicles face now are going to be OP due to the fact all the vehicles only have up to STD hulls. That's PRO Tier Vs. STD Tier. So, Of course it isn't going to be easy anyways.
I do think ADSs got WAYYYY too much of a nerf. I think the afterburner is the only thing CCP should have nerfed. The turrets skill stacking, To me, Wasn't that big of a deal because the pilots who could do that were incredibly small in the community. Plus, To even effectively stack in the first place both the pilot & gunner had to have millions of SP specialized into Cal ADS/Gal ADS skills & small turret skills. Even if stacking was a major concern, CCP should have removed just the stacking & not nerf the RoF for the pilot.
Shields still need work. Collisions & uneven terrain can remove your shields almost better than AV. I still think every Caldari vehicle should get more passive resistances to Caldari Rails, Because its Caldari tech. I mean, Duh. Come on. Same should go for the Gallante & their blaster tech. But, I suppose this will have to wait until CCP reintroduce the Gal rail & whatnot.
Tanks. Okay, I can make fits to take on AV, But they suck Vs. other tanks. I can make Destroyers which are spiked. Sponge tanks. I can make tanks that have two mini cannons plus one LRG PRO Turret. That's basically it for fits. It does feel like AV is overpowered, But I really feel like its cause I'm in a STD Hull while I'm being swarmed by PRO AV. Now, If this continues when I get my Sagaris rollin', Then there will be a problem.
The only major issue I could even think that is broken, Is Jihads. I mean that crap can cause your Ps3 to freeze. Not cool.
For LAVs, I mean, I don't use them very much. Would like to see LLAVs about giving support to other tanks, But I feel like there just isn't enough players in one game to do that. It takes one noob army to compete against 1 squad of organized effort. So, I think the more I see them in pubs, The more chances our team has at losing if the other team has good players.
I miss my Eryx. :( & my Sagaris.... :(((((
Traditionally you do not make a technology that is designed to protect against your own weaponry..... you make one to protect yourself against your enemies technology. Regardless he does say some valuable things even if a few are coloured by the bitterness of an old vet....but what both of you need to remember most of all is that any prospective vehicles we may have reintroduced must be balanced around the current PRO AV, and currently at this time there are some very obvious issues with the interplay between the two. - Shield HAV are statistically superior in every respect to armour HAV - Shield Hardeners are 15% more efficient than Armour Hardeners for no good reason, allowing for stacking abuse. - Shield Passive Regeneration if far too effective for not having to fit a module allowing Shield HAV to fully regen in a matter of 20-30 seconds. - Lack of Modules - Explosive and Kinetic Heavy AV meta renders Armour HAV ineffective but means Shield HAV can ignore lesser AV. - Fitting disparities between Shield and Armour HAV - Shield HAV @ MLT and STD level have too much potential eHP for their tier.
You should add to that although armour tanks have a theoretical higher top speed, the shield vehicle ability to accelerate faster and turn far outshine whatever the armor tank may due if it was in a drag race lol. I have a feeling that spkr doesn't use shield tanks, because right now I just slap regenerators on to sicas and push with the infantry. I get popped by proto tanks but my tanks cost a tenth or less then that proto tank it took to pop me with a proto rail gun and damage mods. If I could complain about anything right now, it's the fact that I don't see why anyone would skill into vehicles. I can make militia fitted vehicles that can generally avoid proto AV as long as I don't over extend. And if three guys suprise me, well it was a cheap ass tank anyways. Same goes for my 40k vipers that I can use as transports and air support with a buddy. They blow it up... that's okay it was 40k...
What I think actual vehicles players should be asking for is a reduction in cost to adv/pro modules and turrets that's what really makes current vehicle play unviable. They are quite effective when used properly just stupid expensive if you use your sp skills to fit em. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15928
|
Posted - 2014.12.15 21:56:00 -
[102] - Quote
TYCHUS MAXWELL wrote:True Adamance wrote:Quasar Storm wrote:The problem with vehicles, Is that there really has never been a true discussion that doesn't end up going the complete wrong way. Kind of like the way this post is turning out. Speaker does say some important things in his OP. He is expressing his opinions based on what he sees, experiences & shares with others. So, Of course, What he says will be tailored to his experiences.
You should all focus on the core of the issue: Vehicles being sub-par.
Not the physics of the game. Not whether or not Speaker has his lore right. Not past nerfs.
What can be done now? I will say vehicles have had their fair share of nerfs. So, No more nerfs. I know the LRG Turrets need work before CCP decides to release our old tanks.
Also, People need to remember, The AV vehicles face now are going to be OP due to the fact all the vehicles only have up to STD hulls. That's PRO Tier Vs. STD Tier. So, Of course it isn't going to be easy anyways.
I do think ADSs got WAYYYY too much of a nerf. I think the afterburner is the only thing CCP should have nerfed. The turrets skill stacking, To me, Wasn't that big of a deal because the pilots who could do that were incredibly small in the community. Plus, To even effectively stack in the first place both the pilot & gunner had to have millions of SP specialized into Cal ADS/Gal ADS skills & small turret skills. Even if stacking was a major concern, CCP should have removed just the stacking & not nerf the RoF for the pilot.
Shields still need work. Collisions & uneven terrain can remove your shields almost better than AV. I still think every Caldari vehicle should get more passive resistances to Caldari Rails, Because its Caldari tech. I mean, Duh. Come on. Same should go for the Gallante & their blaster tech. But, I suppose this will have to wait until CCP reintroduce the Gal rail & whatnot.
Tanks. Okay, I can make fits to take on AV, But they suck Vs. other tanks. I can make Destroyers which are spiked. Sponge tanks. I can make tanks that have two mini cannons plus one LRG PRO Turret. That's basically it for fits. It does feel like AV is overpowered, But I really feel like its cause I'm in a STD Hull while I'm being swarmed by PRO AV. Now, If this continues when I get my Sagaris rollin', Then there will be a problem.
The only major issue I could even think that is broken, Is Jihads. I mean that crap can cause your Ps3 to freeze. Not cool.
For LAVs, I mean, I don't use them very much. Would like to see LLAVs about giving support to other tanks, But I feel like there just isn't enough players in one game to do that. It takes one noob army to compete against 1 squad of organized effort. So, I think the more I see them in pubs, The more chances our team has at losing if the other team has good players.
I miss my Eryx. :( & my Sagaris.... :(((((
Traditionally you do not make a technology that is designed to protect against your own weaponry..... you make one to protect yourself against your enemies technology. Regardless he does say some valuable things even if a few are coloured by the bitterness of an old vet....but what both of you need to remember most of all is that any prospective vehicles we may have reintroduced must be balanced around the current PRO AV, and currently at this time there are some very obvious issues with the interplay between the two. - Shield HAV are statistically superior in every respect to armour HAV - Shield Hardeners are 15% more efficient than Armour Hardeners for no good reason, allowing for stacking abuse. - Shield Passive Regeneration if far too effective for not having to fit a module allowing Shield HAV to fully regen in a matter of 20-30 seconds. - Lack of Modules - Explosive and Kinetic Heavy AV meta renders Armour HAV ineffective but means Shield HAV can ignore lesser AV. - Fitting disparities between Shield and Armour HAV - Shield HAV @ MLT and STD level have too much potential eHP for their tier. You should add to that although armour tanks have a theoretical higher top speed, the shield vehicle ability to accelerate faster and turn far outshine whatever the armor tank may due if it was in a drag race lol.
Indeed.
The ability to track your hull so your weapon point is not exposed or angle yourself across their turret arc with fast acceleration trumps top speed easily.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7462
|
Posted - 2014.12.16 01:43:00 -
[103] - Quote
Spkr4theDead wrote:Aeon Amadi wrote:CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's. Right, right. It should come full circle. Anti-Infantry Tank > Infantry Anti-Vehicle Tank > Anti-Infantry Tank Infantry > Anti-Vehicle Tank EDIT: This might even be a golden opportunity to have an infantry role specifically designed for AV in which they get bonuses toward AV weapons and tools. Then other infantry options are also a threat to them while they are a massive threat to vehicles and we can solely focus on the balance between them. That's not "full circle," that's infantry still devastating vehicles with still overpowered AV.
Oh, you again. You know I stopped listening to you almost a year ago, right? Like, everything is OP to you.
EDIT: It's a really simple solution, you realize that right? Just make the Anti-Infantry Tanks more resistant to Infantry AV and the Anti-Vehicle Tanks more resistant to Vehicle Turrets. Then you can keep pretending that IAV > Everything while the rest of us have a mildly-to-really enjoyable experience.
Long-Term Roadmap
More Hard Questions
|
Loyal Glasses
Kaalmayoti Warzone Control
3
|
Posted - 2014.12.16 01:48:00 -
[104] - Quote
Matari need Bikes anti gravity Bikes for Ramming and running away.
"Glasses of the Loyal Variety"
|
Sir Dukey
Murphys-Law General Tso's Alliance
1317
|
Posted - 2014.12.16 02:02:00 -
[105] - Quote
Spkr4theDead wrote:Sir Dukey wrote:Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances. No, I didn't get them mixed up.
Yes, Yes you did.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Spkr4theDead
Red Star. EoN.
2526
|
Posted - 2014.12.16 04:30:00 -
[106] - Quote
Sir Dukey wrote:Spkr4theDead wrote:Sir Dukey wrote:Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances. No, I didn't get them mixed up. Yes, Yes you did. I deliberately swapped the skills. I didn't get them mixed up.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Spkr4theDead
Red Star. EoN.
2527
|
Posted - 2014.12.16 04:50:00 -
[107] - Quote
Aeon Amadi wrote:Spkr4theDead wrote:Aeon Amadi wrote:CCP Rattati wrote:I agree with OP that I enjoyed seeing and being a part of bigger tank battles, with escalation. I also agree that since we are having tanks in the game, there should be some variety, preferably some stone/paper/scissors. The entry point seems to be the most difficult, in "why do I need Tanks in my infantry game"
Maybe the Marauder can be that take and hold monster, that has small turrets and is incredibly difficult to dislodge and requires tank destroyer HAV's. Right, right. It should come full circle. Anti-Infantry Tank > Infantry Anti-Vehicle Tank > Anti-Infantry Tank Infantry > Anti-Vehicle Tank EDIT: This might even be a golden opportunity to have an infantry role specifically designed for AV in which they get bonuses toward AV weapons and tools. Then other infantry options are also a threat to them while they are a massive threat to vehicles and we can solely focus on the balance between them. That's not "full circle," that's infantry still devastating vehicles with still overpowered AV. Oh, you again. You know I stopped listening to you almost a year ago, right? Like, everything is OP to you. EDIT: It's a really simple solution, you realize that right? Just make the Anti-Infantry Tanks more resistant to Infantry AV and the Anti-Vehicle Tanks more resistant to Vehicle Turrets. Then you can keep pretending that IAV > Everything while the rest of us have a mildly-to-really enjoyable experience. Pilots have a barely enjoyable experience. Why should infantry have a better experience than us?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Sir Dukey
Murphys-Law General Tso's Alliance
1318
|
Posted - 2014.12.16 12:45:00 -
[108] - Quote
Spkr4theDead wrote:Sir Dukey wrote:Spkr4theDead wrote:Sir Dukey wrote:Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances. No, I didn't get them mixed up. Yes, Yes you did. I deliberately swapped the skills. I didn't get them mixed up. Then you shouldn't have. There was no need to.
Acquire Currency, Disregard Female Canis lupus familiaris
|
killer270890 rock
G0DS AM0NG MEN General Tso's Alliance
1
|
Posted - 2014.12.16 14:38:00 -
[109] - Quote
need bikes with a small cannon in front, and that we operate type phytom
Sometimes you win, sometimes you lose, but this time I'm not willing to lose.
|
Spkr4theDead
Red Star. EoN.
2532
|
Posted - 2014.12.16 17:19:00 -
[110] - Quote
Sir Dukey wrote:Spkr4theDead wrote:Sir Dukey wrote:Spkr4theDead wrote:Sir Dukey wrote:Did I mention you messed up Marauder and Enforcer HAV skill.
Marauder should have resistances. No, I didn't get them mixed up. Yes, Yes you did. I deliberately swapped the skills. I didn't get them mixed up. Then you shouldn't have. There was no need to. Why not?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
|
Vesta Opalus
Mannar Focused Warfare Gallente Federation
255
|
Posted - 2014.12.16 17:40:00 -
[111] - Quote
DeathwindRising wrote: stacking penalties only work on percentages. such as 7% damage mods or 45% shield rechargers
Why do you think that? It would be easy to implement stacking penalties on (for example) dropsuit armor modules, where the first complex mod gives 135 health, the second one gives some fraction of that, and the next gives an even smaller fraction, etc. |
Vesta Opalus
Mannar Focused Warfare Gallente Federation
255
|
Posted - 2014.12.16 17:46:00 -
[112] - Quote
Kierkegaard Soren wrote:I wasn't around for skirmish 1.0 but I love th idea of tanks playing a central role in destroying nulls. Shaping the battlefield is one of the few elements I miss from BF. If tanks could assault nulls and cripple them rather than destroying them, would that create the right dynamic to make players field vehicles for a reason beyond dominating infantry for lols?
Infantry AV should be a solid counter to tanks, otherwise what's the point? If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent; they want to be a counter. We build fits, both suits and vehicles, to fulfill a specific purpose on the battlefield. Success in that endeavour is then dependant on the players skill in the execution of that role whilst playing. If I fit my suit to kill tanks I want the game to be balanced so as to allow me to do that if I play the role well enough. Of course, proto fit tanks and superb tankers can prevent this, and that's great, but fundementally all weapons, and the roles they are designed to support, should be effective and fun.
And thats why a sica with a militia railgun, 2 militia damage mods, a militia hardener, and a militia plate is the best AV in the game available to an infantry player.
There is no reason to pull out a forge gun or swarm launcher when I can just call in a tank that does comparable damage (and much more damage with mods active) over longer range with less delay between shots on a tank that moves many times faster than a dropsuit and grants me invincibility to all the infantry which would murder my AV fits the second I start firing and reveal my location. Also the tank costs less money than an effective AV fitting (effective at being a deterrent, not at actually killing anything, because killing a vehicle isnt allowed unless you use another vehicle).
But yeah all the clueless tankers should keep whining about how good AV is. The only reason they really think its good is that it is one of the few things that isnt a tank that can kill them if they act stupid enough to take AV fire for 10+ seconds. |
Spkr4theDead
Red Star. EoN.
2532
|
Posted - 2014.12.16 17:54:00 -
[113] - Quote
Vesta Opalus wrote:Kierkegaard Soren wrote:I wasn't around for skirmish 1.0 but I love th idea of tanks playing a central role in destroying nulls. Shaping the battlefield is one of the few elements I miss from BF. If tanks could assault nulls and cripple them rather than destroying them, would that create the right dynamic to make players field vehicles for a reason beyond dominating infantry for lols?
Infantry AV should be a solid counter to tanks, otherwise what's the point? If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent; they want to be a counter. We build fits, both suits and vehicles, to fulfill a specific purpose on the battlefield. Success in that endeavour is then dependant on the players skill in the execution of that role whilst playing. If I fit my suit to kill tanks I want the game to be balanced so as to allow me to do that if I play the role well enough. Of course, proto fit tanks and superb tankers can prevent this, and that's great, but fundementally all weapons, and the roles they are designed to support, should be effective and fun. And thats why a sica with a militia railgun, 2 militia damage mods, a militia hardener, and a militia plate is the best AV in the game available to an infantry player. There is no reason to pull out a forge gun or swarm launcher when I can just call in a tank that does comparable damage (and much more damage with mods active) over longer range with less delay between shots on a tank that moves many times faster than a dropsuit and grants me invincibility to all the infantry which would murder my AV fits the second I start firing and reveal my location. Also the tank costs less money than an effective AV fitting (effective at being a deterrent, not at actually killing anything, because killing a vehicle isnt allowed unless you use another vehicle). But yeah all the clueless tankers should keep whining about how good AV is. The only reason they really think its good is that it is one of the few things that isnt a tank that can kill them if they act stupid enough to take AV fire for 10+ seconds. Because we act stupid when someone actually has a brain and gets behind us to use AV.
You can still one-shot a base HP tank in the rear end with a PRO breach forge, proficiency 5 in a Cal sentinel with 4 damage mods.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Echo 1991
Titans of Phoenix
624
|
Posted - 2014.12.16 18:07:00 -
[114] - Quote
Spkr4theDead wrote:Vesta Opalus wrote:Kierkegaard Soren wrote:I wasn't around for skirmish 1.0 but I love th idea of tanks playing a central role in destroying nulls. Shaping the battlefield is one of the few elements I miss from BF. If tanks could assault nulls and cripple them rather than destroying them, would that create the right dynamic to make players field vehicles for a reason beyond dominating infantry for lols?
Infantry AV should be a solid counter to tanks, otherwise what's the point? If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent; they want to be a counter. We build fits, both suits and vehicles, to fulfill a specific purpose on the battlefield. Success in that endeavour is then dependant on the players skill in the execution of that role whilst playing. If I fit my suit to kill tanks I want the game to be balanced so as to allow me to do that if I play the role well enough. Of course, proto fit tanks and superb tankers can prevent this, and that's great, but fundementally all weapons, and the roles they are designed to support, should be effective and fun. And thats why a sica with a militia railgun, 2 militia damage mods, a militia hardener, and a militia plate is the best AV in the game available to an infantry player. There is no reason to pull out a forge gun or swarm launcher when I can just call in a tank that does comparable damage (and much more damage with mods active) over longer range with less delay between shots on a tank that moves many times faster than a dropsuit and grants me invincibility to all the infantry which would murder my AV fits the second I start firing and reveal my location. Also the tank costs less money than an effective AV fitting (effective at being a deterrent, not at actually killing anything, because killing a vehicle isnt allowed unless you use another vehicle). But yeah all the clueless tankers should keep whining about how good AV is. The only reason they really think its good is that it is one of the few things that isnt a tank that can kill them if they act stupid enough to take AV fire for 10+ seconds. Because we act stupid when someone actually has a brain and gets behind us to use AV. You can still one-shot a base HP tank in the rear end with a PRO breach forge, proficiency 5 in a Cal sentinel with 4 damage mods. Wow, one instance that is incredibly difficult to pull off past 80 metres, and only works on one suit. Oh and that only works on gunnlogi. Stop trying to paint this picture that AV is this thing that can kill all vehicles with impunity because they can't.
|
ADAM-OF-EVE
Dead Man's Game RUST415
1745
|
Posted - 2014.12.16 18:54:00 -
[115] - Quote
dont add more of the same. add more types
single seater armored cars with small turret for anti infantry. armored and very fast and much cheaper yet weak to av and then normal tanks immune to infantry av and armored cars but very weak killing infantry. now you have tanks hunting anti infantry vehicles and other tanks.
tanks get their tank on tank combat and infantry get their AV vs AP.
the armored car gives the middleground for combat between vehicles and infantry while tanks can concentrate on killing these vehicles while trying to protect their own armored cars
All Hail Legion
|
Riptalis
Horizons' Edge Proficiency V.
142
|
Posted - 2014.12.16 19:01:00 -
[116] - Quote
I want a jet!
Python pilot
Logistics mk.0
Assault mk.0
|
Spkr4theDead
Red Star. EoN.
2544
|
Posted - 2014.12.16 19:30:00 -
[117] - Quote
Echo 1991 wrote:Spkr4theDead wrote:Vesta Opalus wrote:Kierkegaard Soren wrote:I wasn't around for skirmish 1.0 but I love th idea of tanks playing a central role in destroying nulls. Shaping the battlefield is one of the few elements I miss from BF. If tanks could assault nulls and cripple them rather than destroying them, would that create the right dynamic to make players field vehicles for a reason beyond dominating infantry for lols?
Infantry AV should be a solid counter to tanks, otherwise what's the point? If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent; they want to be a counter. We build fits, both suits and vehicles, to fulfill a specific purpose on the battlefield. Success in that endeavour is then dependant on the players skill in the execution of that role whilst playing. If I fit my suit to kill tanks I want the game to be balanced so as to allow me to do that if I play the role well enough. Of course, proto fit tanks and superb tankers can prevent this, and that's great, but fundementally all weapons, and the roles they are designed to support, should be effective and fun. And thats why a sica with a militia railgun, 2 militia damage mods, a militia hardener, and a militia plate is the best AV in the game available to an infantry player. There is no reason to pull out a forge gun or swarm launcher when I can just call in a tank that does comparable damage (and much more damage with mods active) over longer range with less delay between shots on a tank that moves many times faster than a dropsuit and grants me invincibility to all the infantry which would murder my AV fits the second I start firing and reveal my location. Also the tank costs less money than an effective AV fitting (effective at being a deterrent, not at actually killing anything, because killing a vehicle isnt allowed unless you use another vehicle). But yeah all the clueless tankers should keep whining about how good AV is. The only reason they really think its good is that it is one of the few things that isnt a tank that can kill them if they act stupid enough to take AV fire for 10+ seconds. Because we act stupid when someone actually has a brain and gets behind us to use AV. You can still one-shot a base HP tank in the rear end with a PRO breach forge, proficiency 5 in a Cal sentinel with 4 damage mods. Wow, one instance that is incredibly difficult to pull off past 80 metres, and only works on one suit. Oh and that only works on gunnlogi. Stop trying to paint this picture that AV is this thing that can kill all vehicles with impunity because they can't. I'm trying to wrap my head around what you're saying, and I can't understand it.
I guess you weren't around for the days when a trio of forge gunners would get behind a tank and melt it in seconds.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Sergeant Sazu
Nanite Systems
222
|
Posted - 2014.12.16 20:11:00 -
[118] - Quote
I read this entire thread, and I am very disappointed in humanity.
The bias, the bitterness, the hypocrisy, the entitlement, and the cherry picking from both sides is saddening.
We cannot reach any conclusions this way.
[35.6m SP - Next skill: Cardiac Regulation 3]
(Assault mk.0 - Logistics mk.0)
{Lv 5 CR, AR, MD, SL, SMG, ScP, NK, HMG}
|
Echo 1991
Titans of Phoenix
624
|
Posted - 2014.12.16 20:38:00 -
[119] - Quote
Spkr4theDead wrote:Echo 1991 wrote:Spkr4theDead wrote:Vesta Opalus wrote:Kierkegaard Soren wrote:I wasn't around for skirmish 1.0 but I love th idea of tanks playing a central role in destroying nulls. Shaping the battlefield is one of the few elements I miss from BF. If tanks could assault nulls and cripple them rather than destroying them, would that create the right dynamic to make players field vehicles for a reason beyond dominating infantry for lols?
Infantry AV should be a solid counter to tanks, otherwise what's the point? If my PLC can't knock out your average shield tank then I might as well just drop my own tank into the field and go from there because realistically nobody wants to be a deterrent; they want to be a counter. We build fits, both suits and vehicles, to fulfill a specific purpose on the battlefield. Success in that endeavour is then dependant on the players skill in the execution of that role whilst playing. If I fit my suit to kill tanks I want the game to be balanced so as to allow me to do that if I play the role well enough. Of course, proto fit tanks and superb tankers can prevent this, and that's great, but fundementally all weapons, and the roles they are designed to support, should be effective and fun. And thats why a sica with a militia railgun, 2 militia damage mods, a militia hardener, and a militia plate is the best AV in the game available to an infantry player. There is no reason to pull out a forge gun or swarm launcher when I can just call in a tank that does comparable damage (and much more damage with mods active) over longer range with less delay between shots on a tank that moves many times faster than a dropsuit and grants me invincibility to all the infantry which would murder my AV fits the second I start firing and reveal my location. Also the tank costs less money than an effective AV fitting (effective at being a deterrent, not at actually killing anything, because killing a vehicle isnt allowed unless you use another vehicle). But yeah all the clueless tankers should keep whining about how good AV is. The only reason they really think its good is that it is one of the few things that isnt a tank that can kill them if they act stupid enough to take AV fire for 10+ seconds. Because we act stupid when someone actually has a brain and gets behind us to use AV. You can still one-shot a base HP tank in the rear end with a PRO breach forge, proficiency 5 in a Cal sentinel with 4 damage mods. Wow, one instance that is incredibly difficult to pull off past 80 metres, and only works on one suit. Oh and that only works on gunnlogi. Stop trying to paint this picture that AV is this thing that can kill all vehicles with impunity because they can't. I'm trying to wrap my head around what you're saying, and I can't understand it. I guess you weren't around for the days when a trio of forge gunners would get behind a tank and melt it in seconds. I don't get why you keep trying to castrate AV. 3 people shooting a tank at once should kill it fairly quickly. You Cant pull one instance out of a hat and use it to say AV is OP. |
killer270890 rock
G0DS AM0NG MEN General Tso's Alliance
2
|
Posted - 2014.12.16 20:58:00 -
[120] - Quote
destroy the tanks is very easy today , and you can not compare a suit with a tank , a prototype suit does not cost half a prototype tank, which is not fair for tanks and less for dropships,
Sometimes you win, sometimes you lose, but this time I'm not willing to lose.
|
|
|
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |