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Timtron Victory
Tech Guard RISE of LEGION
192
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Posted - 2015.01.04 03:03:00 -
[1] - Quote
You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also.
Proud Christian
Jesus Loves You
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Everything Dies
Same Dung Different Year
1158
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Posted - 2015.01.04 03:08:00 -
[2] - Quote
Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point.
Mike Patton is the greatest singer in music. Proof
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Ydubbs81 RND
Ahrendee Mercenaries
3676
|
Posted - 2015.01.04 03:10:00 -
[3] - Quote
Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point.
maddys are definitely not the glass cannon.
Shield tanking is hard mode /period.
> Check RND out here
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Cody Sietz
Random Gunz RISE of LEGION
4279
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Posted - 2015.01.04 03:13:00 -
[4] - Quote
Ydubbs81 RND wrote:Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point. maddys are definitely not the glass cannon. Well repper Maddys are.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DeadlyAztec11
Ostrakon Agency
6803
|
Posted - 2015.01.04 03:34:00 -
[5] - Quote
Cody Sietz wrote:Ydubbs81 RND wrote:Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point. maddys are definitely not the glass cannon. Well repper Maddys are. Everything focused solely on repping sucks. It's the reason you rarely see Gallente suits only repping and why many shield users use extenders over anything else.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Cody Sietz
Random Gunz RISE of LEGION
4280
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Posted - 2015.01.04 03:42:00 -
[6] - Quote
DeadlyAztec11 wrote:Cody Sietz wrote:Ydubbs81 RND wrote:Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point. maddys are definitely not the glass cannon. Well repper Maddys are. Everything focused solely on repping sucks. It's the reason you rarely see Gallente suits only repping and why many shield users use extenders over anything else. True enough. Dual rep+triple FS>triple rep+reactive/FS
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16401
|
Posted - 2015.01.04 03:43:00 -
[7] - Quote
Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also.
Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now.
The Shield HAV IS OVERPOWERED.
People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types.
Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all.
Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield.
CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang.
I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level.
The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role.
When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power.
It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid.
TL;DR Under the tag line "True is a scrubby tanker, a self righteous prick, and knows nothing about what he is talking about."
Vehicles are not glass cannons but they are currently broken and there's no hope in sight.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16401
|
Posted - 2015.01.04 03:45:00 -
[8] - Quote
Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point.
It's more like 7000 Shield eHP and well over 9000 total eHP.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star. EoN.
2659
|
Posted - 2015.01.04 03:59:00 -
[9] - Quote
Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
That's called superior piloting, gained through experience.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
That's called teamwork, which is what infantry always tells us to do, but when we use teamwork, it's OP and needs to be nerfed.
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also.
Then there's a limit on the number of PRO suits a team can field in a pub, which is what you and practically all the rest of the infantry want the game balanced around - pubs, which mean absolutely nothing in the greater scheme of things. People like you ruin a game, then move on to the next, like a plague of locusts. Just move to the next game, you've ruined this one enough already. You obviously have never been in a 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.
2659
|
Posted - 2015.01.04 04:00:00 -
[10] - Quote
Cody Sietz wrote:Ydubbs81 RND wrote:Everything Dies wrote:Maddys have transformed into the glass cannon, somehow. A Gunni having over 6,000HP + 2(!!) hardeners is possibly the most OP thing in the game at this point. maddys are definitely not the glass cannon. Well repper Maddys are. Rep Maddies, which were nerfed because infantry complained, even though it's following Gallente lore?
You mean those rep tanks which still barely squeak out enough HP repped to fend off just one swarm?
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.
2659
|
Posted - 2015.01.04 04:09:00 -
[11] - Quote
True Adamance wrote:
Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now.
The Shield HAV IS OVERPOWERED.
No, armor tanks are incredibly weak right now. Why nerf shield tanks, when armor tanks should be brought up to the level shield tanks are at? (which would mean making the rail neutral)
People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types.
Dunno about you, but from what I understand of EVE lore, shield passive regenerates at all times, whereas armor are reps are supposed to be active. Take enough damage after activating a booster, and that regen stops, even if you use a heavy booster.
Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all.
This
Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield.
Chrome was ideal. We left infantry alone, but they wanted to do the job better than we could, which is why we're in the state we are. Bring vehicles back up to Chrome standards, and we'll leave infantry alone to fight their battle.
CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang.
Tank v tank = ideal. AV v tank = equivalent of dropping an asteroid on the field. That needs to end.
I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level.
Again, that's the escalation that was in Chrome. Soma < Sica < Madrugar/Gunnlogi < Marauder < any glass railgun. Again, ideal. We left infantry to fight their battle, but as usual, they want in on it, as well as being the better damage dealer.
The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role.
They can flame you all they want, they're still wrong and their ideas are still terrible. Breakin supposedly tanks, yet not a single time have I seen him say how difficult it is. It's always "AV is so UP, vehicles are so OP," etc etc. AGAIN, once the tanks started rolling out in Chrome, we fought our own battle and left infantry alone to beat the hell out of each other. I don't see how that wasn't fair to infantry.
It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid.
wut
Vehicles are not glass cannons but they are currently broken and there's no hope in sight.
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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Timtron Victory
Tech Guard RISE of LEGION
193
|
Posted - 2015.01.04 04:20:00 -
[12] - Quote
I personally think that if non AV weapons can do damage to tanks then things would be a little better or if tanks were like Dropships and LAV which are open and you can pop a grenade in
Proud Christian
Jesus Loves You
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Racro 01 Arifistan
501st Knights of Leanbox
487
|
Posted - 2015.01.04 04:32:00 -
[13] - Quote
my surya and its fit from chromosome would laugh in the current form of HAV's........................and continue to molester them with its ion cannon.
but no.....in fantry arnt happy when theres a 2.6mill isk tank out on the field that they have to.............WORK for to kill it.
because a 2.6mill isk tank emans you shouldn't have to work/put effort into killing it.
what we have now as tanks are cheap ass 450k isk to 650k isk at most that AV dosnt even have to work for to kill.....unless its the fckn double hardned gunnlogi. yes the DSH fitted gunnlogi is op and bullshit..............when your trying to kill it with an ion cannon running a complex blaster damge amp....apperntly It still cant break it......cause you know all up the shields now have 76% res to everything shooting it. and 10% for hiting shields and 20% from damge mod aint worth **** against shield res that high and roughly 210 damage a blaster round...
give me my surya exactly how it was from chromosome and all the problems now will simply ''melt'' away.
Elite Gallenten Soldier
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Mejt0
Dead Man's Game RUST415
653
|
Posted - 2015.01.04 04:53:00 -
[14] - Quote
Madrugars are glass cannons. Minmando does sth like 2k armor dmg with one volley. Missiles [XT] destroy madrugars in 1-1.5 clip. Double hardened gunlogi can drive away even when 2 maxed minmandos chase him. I know that cuz i'm that guy in gunlogi and i'm that guy using minmando.
One FG on tower and dropships/tanks are fked around that area. That guy with FG have to know how to aim ofc.
Ps. You would just need 1 rail tank and rest with AV's to get rid of these tanks. Minmandos would shred them to pices [2-3 atacking one] and they can defend themselfs from infiantry.
Loyal to State. Led by Tibus Heth.
Ready for sacrafise [like Admiral Yakiya Tobil-Toba].
Ps. I have 2 minmatar slaves
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16405
|
Posted - 2015.01.04 05:03:00 -
[15] - Quote
Racro 01 Arifistan wrote:my surya and its fit from chromosome would laugh in the current form of HAV's........................and continue to molester them with its ion cannon.
but no.....in fantry arnt happy when theres a 2.6mill isk tank out on the field that they have to.............WORK for to kill it.
because a 2.6mill isk tank emans you shouldn't have to work/put effort into killing it.
what we have now as tanks are cheap ass 450k isk to 650k isk at most that AV dosnt even have to work for to kill.....unless its the fckn double hardned gunnlogi. yes the DSH fitted gunnlogi is op and bullshit..............when your trying to kill it with an ion cannon running a complex blaster damge amp....apperntly It still cant break it......cause you know all up the shields now have 76% res to everything shooting it. and 10% for hiting shields and 20% from damge mod aint worth **** against shield res that high and roughly 210 damage a blaster round...
give me my surya exactly how it was from chromosome and all the problems now will simply ''melt'' away.
Well you have to admit that the old Surya could have 13,500+ eHP, Five Lows, Three Highs, and a Pin Point Accurate Blaster that would have done something like 1450 DPS.
So yeah you'd **** all over current HAV....and current HAV wouldn't be able to attempt to take down a Surya probably not even two at the same time.
Does that sound fair to you? It doesn't to me.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alena Ventrallis
Vengeance Unbound
2434
|
Posted - 2015.01.04 05:13:00 -
[16] - Quote
True Adamance wrote:Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also. Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now. The Shield HAV IS OVERPOWERED. People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types. Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all. Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield. CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang. I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level. The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role. When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power. It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid. TL;DR Under the tag line "True is a scrubby tanker, a self righteous prick, and knows nothing about what he is talking about." Vehicles are not glass cannons but they are currently broken and there's no hope in sight. Gunnlogis are not overpowered. There is simply a lack of reliable shield AV (lolPC) with which to take them on. we could theoretically switch swarms and forges to anti-shield and then there would be claims of Maddies being OP.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16405
|
Posted - 2015.01.04 05:33:00 -
[17] - Quote
Alena Ventrallis wrote:True Adamance wrote:Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also. Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now. The Shield HAV IS OVERPOWERED. People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types. Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all. Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield. CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang. I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level. The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role. When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power. It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid. TL;DR Under the tag line "True is a scrubby tanker, a self righteous prick, and knows nothing about what he is talking about." Vehicles are not glass cannons but they are currently broken and there's no hope in sight. Gunnlogis are not overpowered. There is simply a lack of reliable shield AV (lolPC) with which to take them on. we could theoretically switch swarms and forges to anti-shield and then there would be claims of Maddies being OP.
Even if there were more Anti Shield weapons you could not argue that the 40% Shield Hardener vs 25% armour hardener was balanced. You could not argue that the lacking fitting capacity of Maddies was balanced or the fact that Gunnlogi could still have 1500-2000 more eHP than them.
Even if there were a more reliable manner of anti shield AV it would not change the fundamental imbalances between shield HAV and armour HAV.
Not when Shield HAV can continue to armour tank.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alena Ventrallis
Vengeance Unbound
2438
|
Posted - 2015.01.04 06:02:00 -
[18] - Quote
True Adamance wrote:Alena Ventrallis wrote:True Adamance wrote:Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also. Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now. The Shield HAV IS OVERPOWERED. People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types. Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all. Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield. CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang. I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level. The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role. When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power. It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid. TL;DR Under the tag line "True is a scrubby tanker, a self righteous prick, and knows nothing about what he is talking about." Vehicles are not glass cannons but they are currently broken and there's no hope in sight. Gunnlogis are not overpowered. There is simply a lack of reliable shield AV (lolPC) with which to take them on. we could theoretically switch swarms and forges to anti-shield and then there would be claims of Maddies being OP. Even if there were more Anti Shield weapons you could not argue that the 40% Shield Hardener vs 25% armour hardener was balanced. You could not argue that the lacking fitting capacity of Maddies was balanced or the fact that Gunnlogi could still have 1500-2000 more eHP than them. Even if there were a more reliable manner of anti shield AV it would not change the fundamental imbalances between shield HAV and armour HAV. Not when Shield HAV can continue to armour tank. However, shield extenders do not give the amount of health a plate does. The Maddys lacking CPU does definitely cripple it, but this is the Maddy being UP, not the Gunnlogi being OP. And part of the reason Gunnlogis armor tank in the first place is the lack of modules to put there. We have armor mods, fitting mods, and ammo expansions. Fitting mods are useless if you can fit everything, ammo expansions aren't as useless but not near as desirable as armor mods.
Don't blame the Gunnlogi for being prevalent everywhere, look at the reasons why its used. Maddie's were everywhere til they needed armor reps, was the Gunnlogi OP then? Increase Maddy CPU, you'll see more Maddies around. Give more anti-shield AV options, you'll see less Gunnlogis.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16408
|
Posted - 2015.01.04 06:22:00 -
[19] - Quote
Alena Ventrallis wrote:True Adamance wrote:Alena Ventrallis wrote:True Adamance wrote:Timtron Victory wrote:You are dead wrong. I think tankers just want to go back to the patches when a single tank can take out an entire team. Yes CCP should bring back vehicle modules to create variety etc but tanks are not weak.
I played in a FW in which four tanks were working together and chasing objectives by themselves with a dropship or two parading the skies. It was a brutal match
But in all honesty, I dont really care if tanks get a 30,000HP buff as long as CCP reduces the quota of vehicle also. Tanks are not glass cannons, nor should they be IMO, however there are very clear imbalances in terms of the HAV right now. The Shield HAV IS OVERPOWERED. People need to wise the **** up about them especially other tankers. This is obvious to us. Not only do they have more eHP they have better regeneration capacity, fitting capacity, mobility, can use fitting modules without compromising primary tank, and have better hardeners and resistance profiles vs most commonly used and available AV types. Armour tanks by comparison are underpowered. They suffer crippling lack of fitting capacity, poor mobility profiles, poor damage resistance profiles, poor total eHP values, and worst of all suffer from 15% less efficient hardener units for no reason at all. Arguably Tanks back in the Uprising Patch were more balanced than I've ever seen them. Very susceptible to AV without careful module use, slower and more tank like with respectable and even eHP values, less passive regen (DIE PASSIVE REGEN DIE!), but consequently were integral parts of the battlefield. CEO Pyrex for all his trolliness said once "every smart gang has a tanker" and at that time is was true. A tank unmolested could have free reign over the battlefield, but when contained by the AV of the time they were a pricey liability for the pilots themselves and the ISK efficiency of the gang. I'd love for tanks to go back to being more tank like, and I feel with other changes we can give tanks the proper role they were always meant to have while keeping their ability to uncompromisingly impact and alter infantry dynamics to a manageable and minimal level. The issue as I see it is that, and flame me later Atiim and Breaking, that "Infantry Players don't want to have a bar of Tanks" for the most part they would be happy to play in a small self contained little world and thus are unsurprisingly adamant about not give tanks a specific role. When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power. It doesn't help that most tankers in this game are mistaking what they are doing for actual operation of a tank....which arguably it is not by any stretch of the imagination... and argue that based on an already awkward vehicle paradigm that X should be possible of Y made invalid. TL;DR Under the tag line "True is a scrubby tanker, a self righteous prick, and knows nothing about what he is talking about." Vehicles are not glass cannons but they are currently broken and there's no hope in sight. Gunnlogis are not overpowered. There is simply a lack of reliable shield AV (lolPC) with which to take them on. we could theoretically switch swarms and forges to anti-shield and then there would be claims of Maddies being OP. Even if there were more Anti Shield weapons you could not argue that the 40% Shield Hardener vs 25% armour hardener was balanced. You could not argue that the lacking fitting capacity of Maddies was balanced or the fact that Gunnlogi could still have 1500-2000 more eHP than them. Even if there were a more reliable manner of anti shield AV it would not change the fundamental imbalances between shield HAV and armour HAV. Not when Shield HAV can continue to armour tank. However, shield extenders do not give the amount of health a plate does. The Maddys lacking CPU does definitely cripple it, but this is the Maddy being UP, not the Gunnlogi being OP. And part of the reason Gunnlogis armor tank in the first place is the lack of modules to put there. We have armor mods, fitting mods, and ammo expansions. Fitting mods are useless if you can fit everything, ammo expansions aren't as useless but not near as desirable as armor mods. Don't blame the Gunnlogi for being prevalent everywhere, look at the reasons why its used. Maddie's were everywhere til they needed armor reps, was the Gunnlogi OP then? Increase Maddy CPU, you'll see more Maddies around. Give more anti-shield AV options, you'll see less Gunnlogis.
However the benefit to shields and I never understand why people don't see the value of this is that without any modules necessary at all that 1325 shield from the complex extender will always come back an infinite number of times.
Without an armour repper than 1885 from the complex 120mm plate will not ever return.
One off Module vs Infinite Regen Module.......
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Timtron Victory
Tech Guard RISE of LEGION
195
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Posted - 2015.01.04 06:54:00 -
[20] - Quote
[quote=
However the benefit to shields and I never understand why people don't see the value of this is that without any modules necessary at all that 1325 shield from the complex extender will always come back an infinite number of times.
Without an armour repper than 1885 from the complex 120mm plate will not ever return.
One off Module vs Infinite Regen Module.......[/quote]
You are only look at it from the point of view that supports your argument, so no point responding to you
Proud Christian
Jesus Loves You
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
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Posted - 2015.01.04 07:16:00 -
[21] - Quote
Timtron Victory wrote: You are only look at it from the point of view that supports your argument, so no point responding to you
It's true that I am looking at it like this but that's the point. The Shield Extender is a buffer that I am fitting with the knowledge and expectation that I will passively and without having to use a regenerative module have returned to me given enough time whereas the armour plate is a module I fit knowing that I will additionally have to fit an armour repper to cover the maintenance of the plate.
I'd also argue that with a 15% more efficient shield hardeners that disparity is somewhat negated. But again in Dust 514 tanks currently passively repair themselves like there isn't going to be a tomorrow.
I honestly can't see how you guys are over looking at the 10K eHP monsters of a Gunlogi I can make that sacrifices nothing and gains everything...... or that worse I can do the same thing on my Sica only with less shielding and eHP ***** to around 8.5K.
I can't even begin to make a comparable Soma or Madrugar and believe me I have tried so hard.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alena Ventrallis
Vengeance Unbound
2441
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Posted - 2015.01.04 08:00:00 -
[22] - Quote
True, the Armor repper has several advantages over the base recharge of the Gunnlogi.
A. Co.plex repper does the same amount of repair as the base Gunnlogi recharge. One module and your equal to a Gunnlogi, with more base health as well.
B. You cannot stop thearmor rep. At all. It keeps worming no matter how much incoming damage there is. Gunnlogis suffer from a delay.
C. You have a skill that pushes the armor rep even higher. Gunnlogis get a depleted regen ability. Wooo.
The main issue with the Maddy is that it has awful CPU and must sacrifice a low slot that could have been used for tanking in order to fit anything useful. A simple CPU buff will do wonders for it. Gunnlogis dual tank because as I said, there is nothing else, I say again NOTHING ELSE worth putting there. Fitting mods are useless unless your fit requires them, they offer no other benefit. And ammo expansions do nothing that a supply depot, or even simply calling in a new one, won't do already. So they put armor mods there. As for 10,000 ehp Gunnlogis, they can only have that for a limited time. Its not like they're running with 10,000 HP at all times. And the high ehp of Gunnlogis is because THERE IS CURRENTLY NO ANTI-SHIELD AV.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
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Posted - 2015.01.04 08:30:00 -
[23] - Quote
Alena Ventrallis wrote:True, the Armor repper has several advantages over the base recharge of the Gunnlogi.
A. Co.plex repper does the same amount of repair as the base Gunnlogi recharge. One module and your equal to a Gunnlogi, with more base health as well.
B. You cannot stop thearmor rep. At all. It keeps worming no matter how much incoming damage there is. Gunnlogis suffer from a delay.
C. You have a skill that pushes the armor rep even higher. Gunnlogis get a depleted regen ability. Wooo.
The main issue with the Maddy is that it has awful CPU and must sacrifice a low slot that could have been used for tanking in order to fit anything useful. A simple CPU buff will do wonders for it. Gunnlogis dual tank because as I said, there is nothing else, I say again NOTHING ELSE worth putting there. Fitting mods are useless unless your fit requires them, they offer no other benefit. And ammo expansions do nothing that a supply depot, or even simply calling in a new one, won't do already. So they put armor mods there. As for 10,000 ehp Gunnlogis, they can only have that for a limited time. Its not like they're running with 10,000 HP at all times. And the high ehp of Gunnlogis is because THERE IS CURRENTLY NO ANTI-SHIELD AV.
A. It does about 31 Rep Sec Less.
B. Fair enough but it's not enough in any meaningful manner to make me pick an armour repper over passive shield Regen especially when my Shield Buffer and Armour buffer is so much greater than that of an Armour Tank. Not to mention the regen only moderately affects my tanks DPS.
C. Indeed if I am not mistaken it pushes Complex Armour Reps from 110 rep sec to 137.5 repsec......
I see what you are saying but honestly I think passive reps, and especially in the prolific manner they currently operate in, need to die in a fire. They are the worst thing that ever happened to vehicles in Dust.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alena Ventrallis
Vengeance Unbound
2441
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Posted - 2015.01.04 09:02:00 -
[24] - Quote
I absolutely agree with you. I also think the Maddy needs a generous (by 100 or more) CPU buff, and we need to create/makeshift some shield AV to counter Gunnlogis. But I don't want us to continue the nerf cycle we've been on since 1.7 dropped util vehicles are back to being unviable on top of lack of module variations making all fits equally cookie-cutter and boring.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1644
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Posted - 2015.01.04 09:46:00 -
[25] - Quote
True Adamance wrote:
When Tanks support infantry the other team whines they are OP. When friendly infantry is supported by tanks they whine that tanks claim the most kills. When tanks try to shoot down other vehicles AV whines their role is being over shadowed. When other vehicle are shot down by tanks they complain that tanks have too much power.
This quote is what's wrong with this game in general , you might be able to replace the word tank with anything and get the same results be it roles or weapons .... point being that this community just simply whines too dam much and it's screwing up this game .
Can't really get a gage on what the REAL problems are because of it .
Doubts are like flies and should be treated as such and crushed .
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