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Doc DDD
TeamPlayers Negative-Feedback
362
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Posted - 2015.02.28 15:36:00 -
[511] - Quote
The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 15:40:00 -
[512] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline.
You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot.
It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing.
Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table.
But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die.
You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo.
But keeping the UHAVs somewhere around 6-9k versus tank turrets.
I don't care if other infantry will think it's unfair. I think it'll be hilarious.
And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
AV
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Spkr4theDead
Red Star.
3009
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Posted - 2015.02.28 16:03:00 -
[513] - Quote
Breakin Stuff wrote: You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot.
It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing.
Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table.
But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die.
You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo.
But keeping the UHAVs somewhere around 6-9k versus tank turrets.
I don't care if other infantry will think it's unfair. I think it'll be hilarious.
And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
It's not hard to get PRO AV. It's insanely powerful, and should be less effective at taking out vehicles compared to tank turrets.
14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Takahiro Kashuken
Red Star.
4041
|
Posted - 2015.02.28 16:08:00 -
[514] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot. It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing. Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table. But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die. You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo. But keeping the UHAVs somewhere around 6-9k versus tank turrets. I don't care if other infantry will think it's unfair. I think it'll be hilarious. And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
There you go again throwing 'anecdotal' around which it isn't.
Uprising armor repairer lasted 15seconds so add that on with 3 armor hardeners and it means i lasted 15seconds and then some against another HAV or 2 HAV. That is experience in the game from playing
Yet you want a 15sec TTK with AV and since a HAV hits harder than AV because of 20% damage mods and general higher base damage with the installtion sized turret it means it will kill a target even quicker. It is less fun for the pilots overall since blink and your dead and again if you balance AV against HAV then DS/LAV are dead without trying.
TTK for HAV vs HAV is the priority, AV on the backburner because if pilots cannot have fun dualing each other with a variety of different fits and turrets across all races with module timing and experience then what is the point? If i wanted a twitch shooter i would play COD so why would i want it with vehicles?
UHAV with 14k EHP? My Surya had that as a std fit, 1 heavy rep repaired at least 5k, 1 armor plate added on gave me over 6k HP at base and 3 complex hardeners at 25% rough stacking penalties give me 25%/22%/14%. That is not nothing new we had that 2 years ago but add in limitations such as 1 hardener and it becomes a joke, be lucky to get 10kEHP but even then 10k is nothing. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 16:13:00 -
[515] - Quote
Just because you two want to have everything and compromise nothing doesn't require the rest of us to be on board or cooperate. But sure, keep banging on the Surya bus when you two are literally the only people on this forum who buy into the idea that the surya wasn't overpowered.
And I don't care about the chrome surya. Rattati has opted to not go with my recommendation to go back to chrome basis for vehicles and AV. I've moved along, and really don't care about what you think things should be, I only care about what they are versus what they will be.
But you two are welcome to try and stonewall everyone else, because it's been kinda amusing watching you bang your heads on the wall.
AV
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Takahiro Kashuken
Red Star.
4042
|
Posted - 2015.02.28 16:25:00 -
[516] - Quote
Breakin Stuff wrote:Just because you two want to have everything and compromise nothing doesn't require the rest of us to be on board or cooperate. But sure, keep banging on the Surya bus when you two are literally the only people on this forum who buy into the idea that the surya wasn't overpowered.
And I don't care about the chrome surya. Rattati has opted to not go with my recommendation to go back to chrome basis for vehicles and AV. I've moved along, and really don't care about what you think things should be, I only care about what they are versus what they will be.
But you two are welcome to try and stonewall everyone else, because it's been kinda amusing watching you bang your heads on the wall.
The Surya wasn't overpowered.
When did anyone really cry over the Marauders? Not many even had them and they were not around for PC battles just corp battles.
Lets be honest here the Marauders costed over 2.5mil to fit up do you really think that 1 AV user spending less SP and only 100k or so on an AV fit should solo it?
Also what im trying to say is that HAV vs HAV is priority, they need to be worthwhile to use, fun the drive, give a variety of different options and fits to pilots so we don't all have the same fit and also be fun to kill each other with.
AV has to be on the back burner, HAVs are more powerful and hit harder so any number you make up the HAV will do it quicker and from further away but also he fact you keep missing is that if you buff AV DS/LAV will suffer more than they already do and the reason for pilots to fly will not exist and players will stick to using BPO LAV. |
Spkr4theDead
Red Star.
3010
|
Posted - 2015.02.28 16:46:00 -
[517] - Quote
Breakin Stuff wrote:Just because you two want to have everything and compromise nothing doesn't require the rest of us to be on board or cooperate. But sure, keep banging on the Surya bus when you two are literally the only people on this forum who buy into the idea that the surya wasn't overpowered.
And I don't care about the chrome surya. Rattati has opted to not go with my recommendation to go back to chrome basis for vehicles and AV. I've moved along, and really don't care about what you think things should be, I only care about what they are versus what they will be.
But you two are welcome to try and stonewall everyone else, because it's been kinda amusing watching you bang your heads on the wall. What does infantry have to compromise with?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Doc DDD
TeamPlayers Negative-Feedback
363
|
Posted - 2015.02.28 17:10:00 -
[518] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot. It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing. Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table. But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die. You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo. But keeping the UHAVs somewhere around 6-9k versus tank turrets. I don't care if other infantry will think it's unfair. I think it'll be hilarious. And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
Current swarms, included in your discussion or not, make the proposed changes counter productive from a vehicle users standpoint.
-95% of the community have at least advanced swarms, can spec into them in a day.
-95% of vehicle engagements vs AV infantry consists of multiple AV infantry vs one tank.
-militia swarms on a frontline suit + proto forge vs these new hulls has the new hulls popping in one clip.
-One hardener reduces fit diversity and will push tanks furthar away from battles. The only fits that can survive vs more than 1 AV player for more than 10 seconds has multiple hardeners.
-Rattati's tanking experience on Euro servers is unknown to anyone, all I have heard is that he has been unable to pop a tank with a minmitar commando using swarms and is terrible at using RE's... This does not make me think he has called in a madrugar blaster to watch 7000 ehp instapop to silent invisible swarms. Nor does it make me think he has tried using one hardener on a Gunlogi fit and made it out of the redline and back before his hardner went into cooldown. His goal should be to look on the other team, find an organized squad, and try to target them with his tank. If he is calling in tanks in academy or vs 16 randoms then he is not getting the full picture.
-cpu/pg chips nerf kill pythons, cripple many fits.
-broken shield boosters coupled with one hardener cap makes shields useful for about 10 seconds out of the redline.
-We are seeing vehicles being pushed into the direction infantry have.. shields stay far away from the fight next to cover or die, keep buffing armor until everyone runs armor and it's all you see outside the redline. Then wonder why shields sit in the redline. The only shield suit you see around points are cloaked scouts spamming re's with broken hitboxes.
I can fully understand why you find it fun to try and pop a tank solo with a forge.. it's fun, the game gets boring and it adds excitement......
but while you are trying to 'solo' so are the:
Jihad jeeps Manned Rail intallations Other tanks Packed AV nades Flux nades Plasma Cannons Swarms of Swarms Remotes and Proximity traps Incubus with Rail Cloaked AV Minor orbitals Major orbitals and of course Nova Knives
There is no more 'solo' it's become more of a 'sitting in redline with AV of choice and hitting tank before everything else'
You can't just say ' I am not commenting on swarms, they are problematic, but works for how I want to solo tanks '.
What is there like 6 players left that call in tanks as often as possible?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 17:29:00 -
[519] - Quote
Complaints that focusing fire is highly efficient at killing things is pretty much the definition of "I want tanks to be overpowered."
Further How does Swarms "work for how I want to..." what? I don't use them, I think they're dumb. I stopped using them when Chromosome rolled out and I stopped playing logistics.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5084
|
Posted - 2015.02.28 18:24:00 -
[520] - Quote
Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out.
So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
365
|
Posted - 2015.02.28 18:49:00 -
[521] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right?
I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener.
Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV.
Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5084
|
Posted - 2015.02.28 19:03:00 -
[522] - Quote
Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous.
Well you're assuming AV is staying the same, which it is not, so....
And I don't think a single AV player should be able to cripple a tank with one magazine, that is ridiculous.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17364
|
Posted - 2015.02.28 20:36:00 -
[523] - Quote
Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous.
Your tank or tanking skills must be gawdawfull if you die in 4 seconds.....
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Doc DDD
TeamPlayers Negative-Feedback
368
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Posted - 2015.02.28 21:28:00 -
[524] - Quote
Pokey Dravon wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Well you're assuming AV is staying the same, which it is not, so.... And I don't think a single AV player should be able to cripple a tank with one magazine, that is ridiculous. EDIT: Let me clarify. I don't have an issue with HAVs gaining extremely high eHP. I do have an issue with them having it constantly. Back in the day my typical fits had 3 hardeners which I would typically cycle to have a near constant hardened state. However if **** hit the fan I could pop all 3 at once and my repper and make my eHP skyrocket to tank through just about anything, but then suffer from a lengthy downtime. I would much prefer that sort of model where you either have the option to run in a hardenened state for a longer period of time, or flip them all on if you really need to tank through some nasty AV for a short time. This is really my primary gripe with the way the design went, and it was made even worse with the 1 hardener limit.
Yes that would be ideal, guess I was hoping this was what we were heading towards... instead of just making 'fast tanks with low ehp' and 'slow tanks with slightly more ehp than we have now' while nerfing defenses and regen.
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Doc DDD
TeamPlayers Negative-Feedback
368
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Posted - 2015.02.28 21:30:00 -
[525] - Quote
True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Your tank or tanking skills must be gawdawfull if you die in 4 seconds.....
Yes i try and teleport away but can't remember the button. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5089
|
Posted - 2015.02.28 21:36:00 -
[526] - Quote
Doc DDD wrote:Yes that would be ideal, guess I was hoping this was what we were heading towards... instead of just making 'fast tanks with low ehp' and 'slow tanks with slightly more ehp than we have now' while nerfing defenses and regen.
See? Even we can agree on some things
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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duster 35000
Algintal Core Gallente Federation
311
|
Posted - 2015.03.01 00:02:00 -
[527] - Quote
Doc DDD wrote:True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Your tank or tanking skills must be gawdawfull if you die in 4 seconds..... Yes i try and teleport away but can't remember the button. Press ESC go to options key bindings Set up the teleport to a unassigned key.
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17366
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Posted - 2015.03.01 01:14:00 -
[528] - Quote
Doc DDD wrote:True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Your tank or tanking skills must be gawdawfull if you die in 4 seconds..... Yes i try and teleport away but can't remember the button.
I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Doc DDD
TeamPlayers Negative-Feedback
369
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Posted - 2015.03.01 01:25:00 -
[529] - Quote
[/quote]
I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?[/quote]
Gee that sounds super complicated, tanks go backwards?
On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. |
duster 35000
Algintal Core Gallente Federation
311
|
Posted - 2015.03.01 02:17:00 -
[530] - Quote
Doc DDD wrote:random forumgoer wrote:
I wasthinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?
Gee that sounds super complicated, tanks go backwards? On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. I hate NA servers. nothing but proto and proto swamrs, most with minmando.
Molestia approved
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1833
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Posted - 2015.03.01 03:31:00 -
[531] - Quote
Doc DDD wrote:The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff.
same.. more slots= more isk = surviveability as now.
Acquire Currency, Disregard Female Canis lupus familiaris
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duster 35000
Algintal Core Gallente Federation
311
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Posted - 2015.03.01 04:00:00 -
[532] - Quote
Sir Dukey wrote:Doc DDD wrote:The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff. same.. more slots= more isk = surviveability as now. And less shield regen. Although I will use 2 light boosters, gunlogis will die even quicker to blasters now.
Molestia approved
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Godin Thekiller
The Corporate Raiders
2944
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Posted - 2015.03.01 06:15:00 -
[533] - Quote
Pokey Dravon wrote:Doc DDD wrote:Pokey Dravon wrote:Spkr4theDead wrote:14,000 eHP is not enough for an "ultra heavy tank." They should start at 14,000 eHP, and increase from there. Rattati hinted at needing a laser strike to take them out. So unkillable unless a squad of six is working together and gets basically 1 shot at dropping a Laser Strike per match. I know it's not quite the same in PC, but you do realize that you would almost never die in pubs right? I would love to play in the same pubs as you Pokey, I have a fit near 10k ehp currently that often pops in 4 seconds fully hardened. So excited to dump another 10 million sp into vehicles so i can tank that extra forge blast before the militia swarms pop me. Lol @ 1 Hardener. Tanks without nitro will be terrible unless they have over 20k ehp. Otherwise I will need to find whatever server you are on that only has one red berry that ever uses AV. Balancing tanks around ONE AV player crippling a tank with ONE clip is rediculous. Well you're assuming AV is staying the same, which it is not, so.... And I don't think a single AV player should be able to cripple a tank with one magazine, that is ridiculous. EDIT: Let me clarify. I don't have an issue with HAVs gaining extremely high eHP. I do have an issue with them having it constantly. Back in the day my typical fits had 3 hardeners which I would typically cycle to have a near constant hardened state. However if **** hit the fan I could pop all 3 at once and my repper and make my eHP skyrocket to tank through just about anything, but then suffer from a lengthy downtime. I would much prefer that sort of model where you either have the option to run in a hardenened state for a longer period of time, or flip them all on if you really need to tank through some nasty AV for a short time. This is really my primary gripe with the way the design went, and it was made even worse with the 1 hardener limit.
I thought you disagreed with that statement?
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Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2944
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Posted - 2015.03.01 06:16:00 -
[534] - Quote
duster 35000 wrote:Doc DDD wrote:random forumgoer wrote:
I wasthinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?
Gee that sounds super complicated, tanks go backwards? On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. I hate NA servers. nothing but proto and proto swamrs, most with minmando.
I went on EU servers, and had the same thing happen, so I just didn't bother.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5097
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Posted - 2015.03.01 07:03:00 -
[535] - Quote
Godin Thekiller wrote:I thought you disagreed with that statement?
Which part?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17371
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Posted - 2015.03.01 07:22:00 -
[536] - Quote
I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away.
That's not to hard is it?[/quote]
Gee that sounds super complicated, tanks go backwards?
On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers.[/quote]
That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Bright Cloud
Namtar Elite Gallente Federation
815
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Posted - 2015.03.01 14:33:00 -
[537] - Quote
Why do we get a increase in slot layouts but we dont get our old modules back? Where is the fitting variety? Its just going to play out like this for shield tanks:
-shield hardener -2X extender -2X boosters
Similar situation is going to happend with armor tanks and many people proved this allready. If you allready are going to add the old vehicles back then add those modules back into the game:
-passive shield/armor resistance -shield recharger (not booster!) -overdrive modules (increased torgue) -logistic modules for armor/shields -PASSIVE damage controll unit -heat sinks, tracking modules etc.
Vehicle fits would actually have variety instead of just the overall generic stuff that every 1 uses. Im just baffled that this discussion is not going anywhere simply due to the lack of actually old vets who remember all of the old stuff.
Bright is the opposite of dark! Who would have thought of that?!
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Doc DDD
TeamPlayers Negative-Feedback
370
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Posted - 2015.03.01 16:43:00 -
[538] - Quote
True Adamance wrote:I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away. That's not to hard is it?
Gee that sounds super complicated, tanks go backwards?
On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers.[/quote]
That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.[/quote]
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms. |
Godin Thekiller
The Corporate Raiders
2946
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Posted - 2015.03.01 17:13:00 -
[539] - Quote
Doc DDD wrote:True Adamance wrote:I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away. That's not to hard is it? Gee that sounds super complicated, tanks go backwards? On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers.
That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.[/quote]
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.[/quote]
My question is why are you going into cities with a HAV......
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2946
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Posted - 2015.03.01 17:14:00 -
[540] - Quote
Bright Cloud wrote:Why do we get a increase in slot layouts but we dont get our old modules back? Where is the fitting variety? Its just going to play out like this for shield tanks:
-shield hardener -2X extender -2X boosters
Similar situation is going to happend with armor tanks and many people proved this allready. If you allready are going to add the old vehicles back then add those modules back into the game:
-passive shield/armor resistance -shield recharger (not booster!) -overdrive modules (increased torgue) -logistic modules for armor/shields -PASSIVE damage controll unit -heat sinks, tracking modules etc.
Vehicle fits would actually have variety instead of just the overall generic stuff that every 1 uses. Im just baffled that this discussion is not going anywhere simply due to the lack of actually old vets who remember all of the old stuff.
This was already discussed, agreed on, and moved on. That is coming later on, in phase 2 I believe. Instead of doubting people, how about you just read the thread?
click me
Blup Blub Bloop. Translation: Die -_-
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