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Alena Ventrallis
Intara Direct Action Caldari State
2546
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Posted - 2015.02.13 13:48:00 -
[181] - Quote
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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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tritan abbattere
DBAG CORE
40
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Posted - 2015.02.13 14:15:00 -
[182] - Quote
Spkr4theDead wrote:
I don't try to ruin infantry just because I get out-ranged by a rail rifle, or try to fight a sprint strafing scout.
Why are you trying to ruin vehicles simply because you don't use them?
Well first off Again i feel your not reading enough of a post and not backing what your saying. Second Don't bash people it is driving me insane. If i disagree with something or someone I give them reasons why.
Example:
I disagree how your handling in this thread your not quote or stating anything but your opinion. Then after words bashing people. This to me is not something I want to see on the forums I would rather see creative thinking to help make this game better. That is what the forums are here for. People want more AV variants dose not mean they will be anymore powerful. Just specialized towards Shields rather then armor. If they add a Amarr variant of AV they may need to nerf Armor AV so shields have an easier time vrs swarms and the goto anti gunlogi will be the Amarr AV so you no you need to back off asap if you see a giant Pulse Laser.
If you know your right please try to prove it with statistics and numbers back up by quotes and references. Other wise everyone is just gonna look at your posts and may agree with you but the majority that dose not will see you as a complete idiot and you will have no chance in changing there minds. TBH i think everyone should do what is stated in this paragraph.
Right now I will agree use of vehicles is a hard role because of the extreme pressure on your wallet. As of right now tanks are the leased look at thing in terms AV vrs tankers. Both in isk terms and Play-ability terms. Cost of a basic tank is a Proto(160K+ isk) suit so i can only lose 1 per match if i want to make isk. That is why i don't run vehicles really anymore, Because of the cost.
I am the all mighty Tritan. Fear me for I am a MassHole
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Derpty Derp
Dead Man's Game
766
|
Posted - 2015.02.13 19:26:00 -
[183] - Quote
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.
No one is going to argue (or at least shouldn't) that the plasma cannon is useless as AV. If you try to change the plasma cannon, everyone who likes running up to infantry and blapping them with it is going to complain.
So the best option is a specific AV varient that doesn't have splash, but fires a much faster shot with less of an arc.
As for your av grenades being useless, are you throwing them at shields? Because against armour they tend to plow through it.
If you're in a proto scout with a cloak, can you try sneaking up behind the tank, throwing a flux grenade or 2 and then laying a shot into it's weakpoint. If it doesn't die within 2 hits, then I'll agree there's something wrong with the tank... Or it's fitted a lot of armour and your shield weapon shouldn't down it that easily... But any other tank will wipe it off the face of the planet.
Also shield hardeners have been stupidly over the top for a long time, fit 1 and you have massive survivability, fit 2 and you're immortal until the cd ends, then you're boned. The key being to wait the timer out.
Either drop the active time & the cooldown, or drop the amount of damage it's blocking... Or kill off stacking and watch people stack hp mods instead. |
Tesfa Alem
Death by Disassociation
845
|
Posted - 2015.02.13 21:49:00 -
[184] - Quote
Alena Ventrallis 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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die.
I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one?
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7181
|
Posted - 2015.02.13 23:20:00 -
[185] - Quote
Tesfa Alem wrote:Alena Ventrallis 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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die. I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one? spkr wants it that way. he has literally said being killed in a tank by infantry is unfair in the past.
AV
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Feldt-Grace
Anaheim Electronics Manufacture Company
75
|
Posted - 2015.02.14 13:05:00 -
[186] - Quote
Chuu~ Flux-Swarms~
TRANS-AM!
Gundam, DUST and more Gameplays
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Spkr4theDead
Red Star.
2908
|
Posted - 2015.02.14 13:13:00 -
[187] - Quote
Breakin Stuff wrote: spkr wants it that way. he has literally said being killed in a tank by infantry is unfair in the past.
All I've said is that I want vehicle SP and ISK to be worth it. Never have I said I want to be invincible.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2908
|
Posted - 2015.02.14 13:19:00 -
[188] - Quote
Tesfa Alem wrote:Alena Ventrallis 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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die. I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one? You probably don't know the pounding swarms and forges give to shield tanks.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
|
Posted - 2015.02.14 14:49:00 -
[189] - Quote
Spkr4theDead wrote:Breakin Stuff wrote: spkr wants it that way. he has literally said being killed in a tank by infantry is unfair in the past.
All I've said is that I want vehicle SP and ISK to be worth it. Never have I said I want to be invincible. The beta forum posts are still available if you would like me to go trawling.
Theyre locked too, so you can't edit them to save face.
Never say never sparky.
AV
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Alena Ventrallis
Intara Direct Action Caldari State
2550
|
Posted - 2015.02.14 15:54:00 -
[190] - Quote
Tesfa Alem wrote:Alena Ventrallis 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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die. I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one? But you assume the tank has it's current speed. I want the resistance/hp buffed, and the speed nerfed to a higher magnitude. Tanks should be about staying power. You roll up on a location, pop your modules, and go nuts. But if the enemy isn't dead by the time your stuff is off coldown, running should not be viable. I'm talking at least 25% less speed and 50% less acceleration, minimum. My tank should be a slow behemoth, not a nimble quick hit-and-run vehicle like it is now.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Doc DDD
TeamPlayers Negative-Feedback
320
|
Posted - 2015.02.14 16:09:00 -
[191] - Quote
Alena Ventrallis wrote:Tesfa Alem wrote:Alena Ventrallis 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. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die. I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one? But you assume the tank has it's current speed. I want the resistance/hp buffed, and the speed nerfed to a higher magnitude. Tanks should be about staying power. You roll up on a location, pop your modules, and go nuts. But if the enemy isn't dead by the time your stuff is off coldown, running should not be viable. I'm talking at least 25% less speed and 50% less acceleration, minimum. My tank should be a slow behemoth, not a nimble quick hit-and-run vehicle like it is now.
Would have to nerf Nitro, or else every behemoth will have one..
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
|
Posted - 2015.02.14 16:32:00 -
[192] - Quote
As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
The IAFG will require a reload vs. Maddy and gunnlogi.
When I make my recommendations to Rattati I'm not going to recommend AV alpha be raised except on a couple specific weapons that are trash Anyway.
So if Rattati takes my recommendations the alpha strike capacity will remain completely untouched except for the vanilla forge gun to put it's DPS solidly between the AFG and Breach.
So it will be the middle RoF/DPS weapon.
None of the weapon changes I can cook up will bring the base DPS closer to a heavy turret than about 300 DPS less at baseline based on current numbers in Rattati's proposal. So if the proto rail unmodified sits at 870 I am shooting for 500 on the IAFG Unmodded and unskilled.
I firmly think that HAV main guns should have the advantage as a killer of vehicles with the infantry weapons depending more on skill, timing, positioning and personal finesse.
The wall I am banging on currently is the plasma cannon. The galmando breaks it because of the reload bonus. Currently a maxed, 3 mod assault does 640 shield DPS with the PLC. Not a competitive number.
The Galmando, with the universal commando reload bonus, hits 805 DPS.
So that's the crux of my problem there.
So short of reworking commandos entirely (don't mention the minmando, it's advantage is negligible and I have math to prove it) do any of you have ideas for mitigating this?
I could simply recommend buffs for the PLC and ignore the outlier factor but I have a feeling that the outlier will make most pilots sh*t kittens. Does anyone have a creative solution idea?
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1271
|
Posted - 2015.02.14 16:33:00 -
[193] - Quote
I want things to go back to exactly as they were after 1.6 hit.
Indestructible triple rep maddie. Stacking damage mods. Insane MLT nitros. Infantry tears. Super OP ADS Pinpoint accurate large blasters.
Ect.
There is absolutely NO reason anything but another tank should even stand a chance against me. Come on guys, things were fair and balanced just the way they should be back then. Kinda like Fox News.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1271
|
Posted - 2015.02.14 16:34:00 -
[194] - Quote
Breakin Stuff wrote:As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
I gotta ask, are you just looking at the "stock" tank? If so, you are doing it wrong.
Tanks - Balancing Turrets
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
|
Posted - 2015.02.14 16:36:00 -
[195] - Quote
Tebu Gan wrote:Breakin Stuff wrote:As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
I gotta ask, are you just looking at the "stock" tank? If so, you are doing it wrong. No.
Some delightful bastard did EHP extrapolations based on the proto tier of each chassis using the current modules. I am going off the UHAV proto extrapolation.
My assessments aren't final in any reality that we don't have finalized HAV proposal ninumbers. And they won't be relevant till phase 2 or phase 3 of the rebalance.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
|
Posted - 2015.02.14 16:37:00 -
[196] - Quote
Tebu Gan wrote:I want things to go back to exactly as they were after 1.6 hit.
Indestructible triple rep maddie. Stacking damage mods. Insane MLT nitros. Infantry tears. Super OP ADS Pinpoint accurate large blasters.
Ect.
There is absolutely NO reason anything but another tank should even stand a chance against me. Come on guys, things were fair and balanced just the way they should be back then. Kinda like Fox News.
10/10. Will recommend to friends.
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1272
|
Posted - 2015.02.14 16:53:00 -
[197] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
I gotta ask, are you just looking at the "stock" tank? If so, you are doing it wrong. No. Some delightful bastard did EHP extrapolations based on the proto tier of each chassis using the current modules. I am going off the UHAV proto extrapolation. My assessments aren't final in any reality that we don't have finalized HAV proposal numbers. And they won't be relevant till phase 2 or phase 3 of the rebalance.
Oh, well I don't care your "assessment", just another AV turd But are modules going to get a rework then? Because I think that's where our biggest imbalances are atm, with the current modules.
And what kind of fit did this person come up with? I've been field testing different fits and there are a few very solid ones. Double extender, single hardener. Or the double hardener and single extender.
Hell, I had one guy beat me in a PC with double hardeners and a nitro. Used to be a favorite fit of mine, been out of it for so long I've forgotten how well things can perform. But I'm sure there are a few more out there, especially with the buff the specialist vehicles will have.
Might be a couple of different angles you should look at when you do AV and Vehicle comparisons. Is basically what I'm saying.
Tanks - Balancing Turrets
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7192
|
Posted - 2015.02.14 17:05:00 -
[198] - Quote
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.
AV
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Spkr4theDead
Red Star.
2910
|
Posted - 2015.02.15 14:22:00 -
[199] - Quote
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.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Doc DDD
TeamPlayers Negative-Feedback
320
|
Posted - 2015.02.15 16:13:00 -
[200] - Quote
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. |
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Spkr4theDead
Red Star.
2994
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Posted - 2015.02.16 18:07:00 -
[201] - Quote
It kinda is your fault for losing tanks in the redline chasing red tanks back to it. But you know I agree on AV. It relentlessly pounds the ever loving hell out of any and all vehicles, rendering them useless and powerless to take on enemy vehicles.
Why have vehicles if AV does it cheaper and better? Why use vehicles at all?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Mary Sedillo
Molon Labe. General Tso's Alliance
397
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Posted - 2015.02.24 17:58:00 -
[202] - 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
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Posted - 2015.02.24 18:00:00 -
[203] - 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. |
KEROSIINI-TERO
The Rainbow Effect
1789
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Posted - 2015.02.25 01:22:00 -
[204] - Quote
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.
Try the forge (again) It's the most reliable if not the most offensive
The answer
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