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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Mary Sedillo
Molon Labe. General Tso's Alliance
370
|
Posted - 2015.02.12 19:29:00 -
[1] - Quote
The Plasma Cannon WRECKS shields on a shield vehicle. Hits harder than most forge guns when it comes to damage. Definitely not UP. Most swarms my shields can shrug off a great deal of damage from my hardener, but that PLC can still burst through some of that hardener.
As for killing tanks, due to CCP breaking the Madrugar, most people have been running the Shield tank, and with current meta, it is more survivable. With more SP and experience, one can be tough to kill. I notice that it takes very organized AV to down me and I am okay with that.
I recommend Rattati if you are hunting tanks to bring a squad that can support you on the hunt. Mixed AV with some form of rail tank and you will make short work of a tank. If all else fails, fit up a Jihad Jeep and you can put the fear of fiery death into most tankers.
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Mary Sedillo
Molon Labe. General Tso's Alliance
370
|
Posted - 2015.02.12 19:31:00 -
[2] - Quote
Oh gawd more vehicle nerfs incoming.
>.<
Infantry who don't know the role talking about the role that people have been practicing and skilling into about to screw it up some more. |
Mary Sedillo
Molon Labe. General Tso's Alliance
370
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Posted - 2015.02.12 19:35:00 -
[3] - Quote
Spkr4theDead wrote:Atiim wrote:CCP Rattati wrote: The situation is not even close to what you are describing, for me at least.
That's because you were fighting people who know how to use a vehicle. The OP is not one of those people. Says a guy that thinks because he has SP into vehicles, that makes him a tanker. Oh, and my crazy month of PC experience > your assumptions based on very little experience.
I've got plenty of PC tanking experience. Not that enjoyable to be honest. Vehicles in PC are more like cherries on a cake. One can get to killing a lot of infantry and holding a point, but there is always that nagging feeling that you are just killing the other teams tanks lol.
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Mary Sedillo
Molon Labe. General Tso's Alliance
370
|
Posted - 2015.02.12 19:38:00 -
[4] - Quote
Pocket Rocket Girl wrote:Pokey Dravon wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:why should we stop at "drive off?"
No one has yet provided an adequate explanation. As I said just before, if AV was that powerful why would anybody use vehicles at all? What's the point of all those vehicles skills then? What's the point that of Rattati trying to bring hulls back? Why have vehicles at all? why have dropsuits at all? the red dots can kill me in them! Why have LAVs at all? The red dots can kill me in them! Why have... It's a BATTLE SIMULATION! NOT A GODDAMNED TANK LOVER FAIRYLAND! Spkr's ideal AV weapon. The Swab Launcher. Fires harmless cotton balls at enemy vehicles. They don't do damage but the sound of cotton relentlessly bouncing off of the tanks hull will annoy them into submission and cause them to drive off. Still too OP for Spker they need to be nerfed meow, how do you expect balanced game if tanks are being pelted by cotton balls and causing them to drive off backwards in a straight line.... up a hill.... with 1200 shields.... and 4000 armor
Guys, tanks aren't that hard to run off if you work as a team. Also consider the price of a well-fit tank. They aren't meant to lose as many of them per game as a dropsuit.
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Mary Sedillo
Molon Labe. General Tso's Alliance
370
|
Posted - 2015.02.12 19:41:00 -
[5] - Quote
I recommend you guys pick up either solid AV-fits to swap into, pick up a skilled rail tanker, or prepare jihad jeeps to take out a high-experience tanker. We are not Warpoint Pinatas and continuous nerfing won't make you any better. I run into groups of AV all the time. The difference between them getting me and me getting them or getting out of there is skill, coordination. Watch my routes, mix up your AV, and don't be sad if you don't get me. I won't be sad if you do catch and kill my tank. I'll "GG". |
Mary Sedillo
Molon Labe. General Tso's Alliance
371
|
Posted - 2015.02.12 19:49:00 -
[6] - Quote
Swarm Launchers do NOT need a buff. I repeat, they are fine as they are. Work as a TEAM. You should NOT be able to easily lone wolf a tank. I need teamwork to survive, and AV should have the same weight on their shoulders. |
Mary Sedillo
Molon Labe. General Tso's Alliance
371
|
Posted - 2015.02.12 19:51:00 -
[7] - Quote
Vesta Opalus wrote:Mary Sedillo wrote:I recommend you guys pick up either solid AV-fits to swap into, pick up a skilled rail tanker, or prepare jihad jeeps to take out a high-experience tanker. We are not Warpoint Pinatas and continuous nerfing won't make you any better. I run into groups of AV all the time. The difference between them getting me and me getting them or getting out of there is skill, coordination. Watch my routes, mix up your AV, and don't be sad if you don't get me. I won't be sad if you do catch and kill my tank. I'll "GG". Your narrative of continuous nerfs is completely demolished by the simple reality that the Gunnlogi right now is basically invincible if its piloted by someone who isnt a complete moron. How do you explain how effective the gunnlogi is while still pretending tanks have been nerfed into the ground?
But current Gunnlogis AREN'T immortal.
Let me let you in on a secret. Double Hardener Gunnlogi SEEMS great on the surface and I use them from time to time, but they have a key flaw. Over-reliance on the hardeners. Once those modules are on cooldown, they are HIGHLY vulnerable. Hit them with both active and they won't do anything.
Here is what I've noticed to be effective against my double hardener build when I am roaming.
Setting AV players along my retreat path. Usually as I am retreating, I have my hardeners down. Catch me on the retreat and you can have a treat of a tank. |
Mary Sedillo
Molon Labe. General Tso's Alliance
371
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Posted - 2015.02.12 19:54:00 -
[8] - Quote
I got your back bro. Haters gonna hate because they don't want to have think to take us down. We are going to think when trying to take down some infantry/tanks ;) |
Mary Sedillo
Molon Labe. General Tso's Alliance
371
|
Posted - 2015.02.12 19:55:00 -
[9] - Quote
True Adamance wrote:Mary Sedillo wrote:Swarm Launchers do NOT need a buff. I repeat, they are fine as they are. Work as a TEAM. You should NOT be able to easily lone wolf a tank. I need teamwork to survive, and AV should have the same weight on their shoulders. However that doesn't change as Vesta said that a Gunnlogi and a mild case of competency makes you effectually invincible on the field unless the JLAV'c come rolling in. That's not right. Hell I never felt like more of a scrub than when I picked up the Shield HAV...... made everything so easy and boring. Also one of your previous statements has me concerned when you talk about Railguns and skill...... you fire a round every 1.8 seconds and have very fair turret tracking values and stability. To put it into perspective you should try getting used to tanks that fire every 10.4 seconds and can't accurately be fired while on the move.....
I just told you they AREN'T invincible! Nerf em and watch as more tanks chill in the redline. They shouldn't be pricey pinatas for AV to mindlessly blow up. |
Mary Sedillo
Molon Labe. General Tso's Alliance
371
|
Posted - 2015.02.12 19:57:00 -
[10] - Quote
True Adamance wrote:Mary Sedillo wrote:Swarm Launchers do NOT need a buff. I repeat, they are fine as they are. Work as a TEAM. You should NOT be able to easily lone wolf a tank. I need teamwork to survive, and AV should have the same weight on their shoulders. However that doesn't change as Vesta said that a Gunnlogi and a mild case of competency makes you effectually invincible on the field unless the JLAV'c come rolling in. That's not right. Hell I never felt like more of a scrub than when I picked up the Shield HAV...... made everything so easy and boring. Also one of your previous statements has me concerned when you talk about Railguns and skill...... you fire a round every 1.8 seconds and have very fair turret tracking values and stability. To put it into perspective you should try getting used to tanks that fire every 10.4 seconds and can't accurately be fired while on the move.....
I am a ******* competent tanker and I use the Gunnlogi and I can confidently say they are NOT invincible if you use teamwork!
For fucks sake, use your head when engaging! I have a whole squad who can spot for me as well, and I still get caught occasionally. If not caught, suppressed all to hell.
What you want is a return to tanks being ******* easy to kill by just about anything. Well, return our ******* rail range and I'll chill in the back when you break the Gunnlogi like you guys broke the ******* Madrugar with your infantry bitching.
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Mary Sedillo
Molon Labe. General Tso's Alliance
373
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Posted - 2015.02.12 20:01:00 -
[11] - Quote
The Madrugar is broken, we don't ******* need to break the Gunnlogi, just elevate the Madrugar to something more workable than as is. Bring the Gunnlogi down to the Madrugar's level and you will effectively force tanks, if they wish to remain ISK-positive without begging in Pubs, to be redline-snipers. |
Mary Sedillo
Molon Labe. General Tso's Alliance
373
|
Posted - 2015.02.12 20:06:00 -
[12] - Quote
Spkr4theDead wrote:Mary Sedillo wrote:I recommend you guys pick up either solid AV-fits to swap into, pick up a skilled rail tanker, or prepare jihad jeeps to take out a high-experience tanker. We are not Warpoint Pinatas and continuous nerfing won't make you any better. I run into groups of AV all the time. The difference between them getting me and me getting them or getting out of there is skill, coordination. Watch my routes, mix up your AV, and don't be sad if you don't get me. I won't be sad if you do catch and kill my tank. I'll "GG". Intelligence is OP.
So by infantry standards, nerf Intelligence. Got ya. |
Mary Sedillo
Molon Labe. General Tso's Alliance
373
|
Posted - 2015.02.12 20:08:00 -
[13] - Quote
True Adamance wrote:Mary Sedillo wrote:True Adamance wrote:Mary Sedillo wrote:Swarm Launchers do NOT need a buff. I repeat, they are fine as they are. Work as a TEAM. You should NOT be able to easily lone wolf a tank. I need teamwork to survive, and AV should have the same weight on their shoulders. However that doesn't change as Vesta said that a Gunnlogi and a mild case of competency makes you effectually invincible on the field unless the JLAV'c come rolling in. That's not right. Hell I never felt like more of a scrub than when I picked up the Shield HAV...... made everything so easy and boring. Also one of your previous statements has me concerned when you talk about Railguns and skill...... you fire a round every 1.8 seconds and have very fair turret tracking values and stability. To put it into perspective you should try getting used to tanks that fire every 10.4 seconds and can't accurately be fired while on the move..... I am a ******* competent tanker and I use the Gunnlogi and I can confidently say they are NOT invincible if you use teamwork! For fucks sake, use your head when engaging! I have a whole squad who can spot for me as well, and I still get caught occasionally. If not caught, suppressed all to hell. What you want is a return to tanks being ******* easy to kill by just about anything. Well, return our ******* rail range and I'll chill in the back when you break the Gunnlogi like you guys broke the ******* Madrugar with your infantry bitching. Dude you need to get YOUR head around this. Vesta I'm pretty sure tanks. I drive tanks. I switched from the Madrugar to the Gunnlogi when I couldn't delude myself any further that the Shield HAV was statistically better in every sense than its armour counter part and that while using it could essentially be invincible. Yes I am a tanker and I am saying that I almost have to try to **** up to have AV destroy me while I use a Gunnlogi...... oddly for me I do better Anti Infantry in a Sica for some reason but that's besides the point. For what the Gunnlogi is, that being a standard or T1 tank hull, it is too cheap and too effective to justify the level of power it puts me on, especially in that it naturally has, with the current AV of Dust, great natural resistances and additional 15% more effecient resistances than its armour counter part allowing it to have the following. -Superior eHP values -165 regen sec after a manable 3-4 second cool down without the requirements of a module. -40% hardeners which are currently the cause of the superior eHP values -Better fitting stats -Better mobility attributes Putting all of these things together has yielded a tank that is understandably rather over powered.
Buff up the Madrugar, more PG, CPU, and that should do fine. Used to use Maddy for busting shields but with the removal of slots, CPU and the like, much harder to fit.
Do you mean all you do is chill in redline?
I mean, I could do that too if I wanted to be invincible. I've got a solid Gunnlogi, but if I roam, I can die. Makes me think you just chill near the back.
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Mary Sedillo
Molon Labe. General Tso's Alliance
374
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Posted - 2015.02.12 20:10:00 -
[14] - Quote
Fizzer XCIV wrote:Mary Sedillo wrote: Guys, tanks aren't that hard to run off if you work as a team. Also consider the price of a well-fit tank. They aren't meant to lose as many of them per game as a dropsuit.
1 player = 1 player A single AVer should be able to stand toe to toe with any single vehicle. Stop with all this "teamwork for thee, but not for me" bullshit. Accept that 1 player should be able to kill you without too much trouble, because that's just how good FPSs work.
I do have to use teamwork to survive as a tank. I need my spotter to keep an eye out for drops. Infantry to handle AV, capturing nodes. And gunners on my tank for sweeping people nearby.
I am NEVER running my tank solo. To easy to get ambushed and killed.
If I have to use teamwork to survive against the enemy infantry and tanks, you need teamwork to handle me and my crews. |
Mary Sedillo
Molon Labe. General Tso's Alliance
374
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Posted - 2015.02.12 20:18:00 -
[15] - Quote
I don't ******* suck. Been playing since Open Beta. All I do is vehicles. I live em. I breath em. I know the ins-and-outs.
I roam in either single hardener v. infantry, or double hardener v. tanks. With extenders or damage mods as appropriate.
They are NOT invincible and if you are running a militia tank, you are ****. You haven't been tanking long enough to know what AV does and what the appropriate reaction is.
Calling me an idiot? No, just calling out ****-ass infantry who come to the forums because they want ALL tanks to be easy to kill. |
Mary Sedillo
Molon Labe. General Tso's Alliance
379
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Posted - 2015.02.12 20:20:00 -
[16] - Quote
Fizzer XCIV wrote:Mary Sedillo wrote: Guys, tanks aren't that hard to run off if you work as a team. Also consider the price of a well-fit tank. They aren't meant to lose as many of them per game as a dropsuit.
1 player = 1 player A single AVer should be able to stand toe to toe with any single vehicle. Stop with all this "teamwork for thee, but not for me" bullshit. Accept that 1 player should be able to kill you without too much trouble, because that's just how good FPSs work.
I mean, I could spell it out for you, but its easier to move mountains than it is to convince someone with conversation. |
Mary Sedillo
Molon Labe. General Tso's Alliance
379
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Posted - 2015.02.12 20:21:00 -
[17] - Quote
Full advance fit, you are looking at 350,000. Proto'd out to the hilt, 600,000.
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Mary Sedillo
Molon Labe. General Tso's Alliance
379
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Posted - 2015.02.12 20:23:00 -
[18] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always spawning in as AV when I see any vehicle and going after it.
As an experiment I have had two to three proto AV fits, both a cloak scout plc and/or Minmando swarms, on my main. I am simply terrible with RE's so I don't even run them. I always fit Proto AV grenades, but they are not overly effective.
Against a semi-competent driver that doesn't panic and drive into a wall, there is no way to kill a HAV. They simply harden and rail or blast me, fairly easily.
2 AV scare most HAV's away. Thing is about PLC is that it is very difficult to hit a moving target, the first shot is a hit, 2nd maybe and then you are in dream territory.
Even fitted as I am, the last two week KDR against HAV's is approximately 0-20 on my side.
Against random guys that start shooting me when I am trying to AV, I am probably a 5/30 KDR with my measly scout HP, or screenfilling swarm launcher.
The situation is not even close to what you are describing, for me at least. If you ask me, I think you're going about it all wrong. AV should be concerned with point defense and area denial, not necessarily killing vehicles all the time. Good positioning needs to be sought as well, you can't expect to just run up to an HAV and kill it every time solo. AV needs to distract vehicles from their other targets, either by forcing them to engage AVers or to flee, but I still hold that a single AVer should not necessarily kill a vehicle every time except when in very good position or having set a good trap, etc.
This guy gets it!
This is what AV does currently rather well. Get some AV on the field and suddenly that tank has to be extremely cautious before engaging certain points.
I have to be the same way when flying or driving the LAV. |
Mary Sedillo
Molon Labe. General Tso's Alliance
387
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Posted - 2015.02.12 20:36:00 -
[19] - Quote
Balistyc Farshot wrote:CCP Rattati wrote:Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always spawning in as AV when I see any vehicle and going after it.
As an experiment I have had two to three proto AV fits, both a cloak scout plc and/or Minmando swarms, on my main. I am simply terrible with RE's so I don't even run them. I always fit Proto AV grenades, but they are not overly effective.
Against a semi-competent driver that doesn't panic and drive into a wall, there is no way to kill a HAV. They simply harden and rail or blast me, fairly easily.
2 AV scare most HAV's away. Thing is about PLC is that it is very difficult to hit a moving target, the first shot is a hit, 2nd maybe and then you are in dream territory.
Even fitted as I am, the last two week KDR against HAV's is approximately 0-20 on my side.
Against random guys that start shooting me when I am trying to AV, I am probably a 5/30 KDR with my measly scout HP, or screenfilling swarm launcher.
The situation is not even close to what you are describing, for me at least. I think this is by far the best thing we have ever heard. The head of development on our game is tired of hearing the sausage is tasty by a few loud people and is walking into line to try one like everyone else. Yes, AV against shields is weak currently. Sorry vehicle guys, it happens. My militia sica pushes around 2 proto swarmers and yes, I am a jerk by jumping out in my heavy and feeding them some hmg. I think the coolest thing I saw in your post is that you understand AV grenades are not worth it unless you are standing next to a supply depot. They need work - plain and simple. My last observation for everyone who is complaining he is doing it wrong: Think about this, he is a noobish player running proto AV against non-proto vehicles and losing. He probably is going to tune out all the talk of AV being OP going forward. Ratiti - +1 those vehicles weren't in a PC, it is worse there with people bringing their best. If you don't have a vehicle you will lose to a vehicle heavy team outright. I liked the post from the tanker about REs, that is so true.
Lonewolfing an Experienced Tanker shouldn't be an easy option. You'll outright push tanks to the hills if you kneecap their survivability. |
Mary Sedillo
Molon Labe. General Tso's Alliance
387
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Posted - 2015.02.12 20:37:00 -
[20] - Quote
USE FLUXES. Hit me with a flux grenade when I have no hardener and you effectively nuke 1/3rd of my shields on my heavy extender build, or more than 1/2 on double hardener without hardener, effectively forcing me to evacuate the area. AV nades aren't as useful because Madrugars, which those work mostly against, have been broken and serious tankers don't use them as often anymore. |
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Mary Sedillo
Molon Labe. General Tso's Alliance
387
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Posted - 2015.02.12 20:48:00 -
[21] - Quote
True Adamance wrote:Fizzer XCIV wrote:Mary Sedillo wrote: Guys, tanks aren't that hard to run off if you work as a team. Also consider the price of a well-fit tank. They aren't meant to lose as many of them per game as a dropsuit.
1 player = 1 player A single AVer should be able to stand toe to toe with any single vehicle. Stop with all this "teamwork for thee, but not for me" bullshit. Accept that 1 player should be able to kill you without too much trouble, because that's just how good FPSs work. Not really mate. I agree that tanks shouldn't be so tough to kill you don't even bother, but I'm against them being weak and not having proper weapons systems. However you know as well as I do that there will always be those people who dime the system. Not illegitimately by because they can use their tools to become worth more than the 1 = 1 paradigm. Regardless of what is done tankers will find ways to burns the maps and teams to the ground because that's what they do.
Suppression. If you field AV, good tanks will begin to evacuate that area. Use cover. Don't charge a tank out in the open and expect to live. Use teamwork. Good tankers have a squad communicating with him. Do the same.
If I am being AV'd, I have little time for much more than withdrawing to engage at another level.
As for your militia tank, who was on the other side? Disorganized AV isn't good at killing much of anything, but run against an organized squad and you'll change that tune.
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Mary Sedillo
Molon Labe. General Tso's Alliance
388
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Posted - 2015.02.12 20:50:00 -
[22] - Quote
Also, lets remove proto-suits in the game that are incredibly tough to 1v1 in basic or militia suits. 1 = 1 right? Even for Infantry. |
Mary Sedillo
Molon Labe. General Tso's Alliance
388
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Posted - 2015.02.12 20:55:00 -
[23] - Quote
Breakin Stuff wrote:Mary Sedillo wrote:Also, lets remove proto-suits in the game that are incredibly tough to 1v1 in basic or militia suits. 1 = 1 right? Even for Infantry. I find it hilarious that you think there's a tank nerf in the offing
Tank nerfs are always preceding by Infantry who know not the role bitching on the forums about it. |
Mary Sedillo
Molon Labe. General Tso's Alliance
388
|
Posted - 2015.02.12 21:02:00 -
[24] - Quote
Pocket Rocket Girl wrote:Mary Sedillo wrote:Pocket Rocket Girl wrote:[
Still too OP for Spker they need to be nerfed meow, how do you expect balanced game if tanks are being pelted by cotton balls and causing them to drive off backwards in a straight line.... up a hill.... with 1200 shields.... and 4000 armor Guys, tanks aren't that hard to run off if you work as a team. Also consider the price of a well-fit tank. They aren't meant to lose as many of them per game as a dropsuit. oh i know hun i was just being sarcastic the last part is actually what happened when i came across spker and i was using a dual swarm minmando
I've seen those. Can tell by how hard they hit lol. |
Mary Sedillo
Molon Labe. General Tso's Alliance
389
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Posted - 2015.02.13 00:58:00 -
[25] - Quote
I don't think they need to nerf AV. I just think they need to buff the Gallente Tanks a bit so the explosive-heavy AV'rs can have something to shoot at again! :) |
Mary Sedillo
Molon Labe. General Tso's Alliance
397
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Posted - 2015.02.24 17:58:00 -
[26] - Quote
Well -- shield tanks are meant to be nimble beasts. Make them slow, and you will kill their effectiveness in engaging anything outside of the redline. Super AV will ******* GRIND slower tanks to a pulp.
Doubt that you even know the costs of being a tanker and the uselessness we suffer when AV focus on us. |
Mary Sedillo
Molon Labe. General Tso's Alliance
397
|
Posted - 2015.02.24 18:00:00 -
[27] - Quote
Doc DDD wrote:Spkr4theDead wrote:Breakin Stuff wrote:I don't know, I think Pokey did the baseline fits but tentatively it looks like the Cal UHAV will have up to roughly 11,749 EHP. current alpha if I recall that's 7.72 Forge gun shots, so 8 shots to solo. Don't miss.
the gallente will float around 12,706 EHP 5.94 shots with the IAFG. so 6 shots with an anti-armor weapon. But that makes sense. the cal UHAV should be more resistant.
the Caldari MBT will take 4.80 shots, so 5 shots solo. the Gallente MBT 4.22 shots, so still 5 shots.
that's with current. Bear in mind this is a rough guesstimate based on an extrapolation. This is pure crystal balling, so take it as a theory, not expectation of fact.
If modules are addressed then the guesswork changes.
but tentatively the EHP stuff is looking fairly good. I won't know more until Rattati actually finishes, but I'm fairly sure you can see why I'm against adding alpha to AV in most cases.
Swarms are another ball of weird. I can't even begin to guess how well they will do, but my gut says overkill.
these rough ballparks are assuming max proto vs. max proto. Of course, keeping TTK the same even with a "super awesome maximum heavy tank." The thing should have 15,000 base armor. Yeah I am concerned the new tanks are going to have a similar base HP as the current LAV, and everyone is trying to balance the numbers around a tank being able to pop in one reload because ' It's not fair that a tank doesn't pop when I shoot in its general vicinity for 10 seconds', when I can't remember the last time drove a tank towards the letter for support and one of the following hasn't occurred in combination to one guy with proto swarms: A. Another tank starts firing on you - with swarms and missiles = near insta pop B. A manned 15, 000 ehp rail turret in redline - with swarms = near insta pop C. Every infantry player near a supply depot switching to commando or forger = insta pop D. Any 2 AV that have put a days worth of sp into AV, = unhardened certain death, hardened race to the redline. E. A random Flux, AV Nade, Remote/mine combo, = with swarms near insta death. First of all, let's make the scenario rediculous by saying there are no friendly tanks available and no installations to man. When a tank starts rolling around, the consensus is not ' it's ok we have a forger that only needs to reload once if he doesn't hit the sweet spot, just ignore it " or ' don't worry those two blueberry scouts are chasing it with militia swarms it's as good as dead '...... anyone killed by a red tank spawns in with AV nades on thier fit or fluxes MINIMUM. Everyone around a supply depot immediately swaps to thier most powerful AV fit, every squad with OBS checks to see if they can at least drop a minor Flux on said tank. 10,000 EHP is nothing when a team is focused on taking you down. If a team wanted a Thales sniper dead it would be dead, if a team wanted a rooftop uplink gin it would be gone. My concern is if players start sinking thier sp into these slow behemoth tanks, and every time ' killed by sagaris ion cannon ' comes up in the kill feed AV goes giant hunting, that the AV community is going to start an uproar about pilots not being able to get out of their redline, asking for webifiers and redline tank nerfs because it's not 'fair' that they didn't get to pop a tank. I have lost countless tanks driving into the enemy redline trying to make another tanker dead, not because it helped the team win the match, but simply to chase the dragon, which is what most AV players are doing. Tanks are like mini bosses that roll in and distract infantry enough to get the friendly hack off, if they get a couple kills with thier hardners are up they can be sure the next hardner cycle will get them hit twice as hard if you don't get popped.
On a side note, I love fighting you in my tank.
You are experienced, and my god do your squad tankers fight rough as well. Happy that I've cost you as many tanks as you've cost me.
Remember that one bridge match with tank spam on both sides? Yeah, good times. |
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