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Thread Statistics | Show CCP posts - 6 post(s) |
KalOfTheRathi
Nec Tributis
1430
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Posted - 2015.03.13 07:51:00 -
[1] - Quote
AHMG? What is the purpose of this weapon now?
It sounds like a WW1 Sten Gun, yuck. Rate of fire is so slow that a scout can run between the rounds. Even more impossible to kill the devs favorite suit. Range wasn't ganked but it is basically useless, IMHO.
Weird. Just a weird gun now.
Tanks suck. Deleted most of my setups. Upgrading the skills to get back to what I had yesterday take ~2.4M SP. I could do that math and just wait for the passive SP to puke that much up.
The R1 battle list had one perk that was worth it, everything else was a grind. I played one match and booked.
Off to Dark Souls.
Later, KR
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1432
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Posted - 2015.03.14 04:58:00 -
[2] - Quote
My alt spent the 2.4M SP to get into the single turret tanks.
Guess what showed up, regardless of which tank she dropped? Yep, every single one of the freaking pieces of junk came with three turrets. Wow, absolutely amazing that the only reason to upgrade is actually - incorrectly shown in the fittings menu. Surprise here are the Blue Belle CPU/PG/ammo wasters babysitter seats anyway.
Unbelievable. The only thing I need to know is which is the mistake? Not showing up in the fittings menu or actually still being on the tank? Also, considering this classic foul up I don't know if the Gunni and Maddy higher level versions are supposed to be one or three seats. Because they show up in the fittings menu as three. Which I still don't want.
The issue for me and extra turrets is I don't want them. My other game was two options. Not two disguised as four. The only real difference is still Shield tank versus Armor.
Hmm, makes me think of Sherlock Holmes, 'the game is afoot'. Cause it ain't in a tank. Give us a ping when the game matches the patch notes.
Good Luck.
Later.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1434
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Posted - 2015.03.17 07:44:00 -
[3] - Quote
Well, I gave it an honest try. But, Echo sucks. I seriously don't know what the goal was here. Ratti, You say it is great, dust is a great unrivaled experience and yada-yada but it is still consistently broken. Lost two tanks - not to super plasma cannons. To my main weapon refusing to fire. Then, too bad the red lived and I died. The red lived because my gun wouldn't kill him. Lined up, perfect shot - oopsie. Gun forgets how to spit out the round.
Missile turrets refuse to fire. Much to my surprise so did my main blaster turrets several times. Rail turrets, well that's to be expected - there has been problems with them since Uprising 1.0. Improvements have been made, but they have never been actually fixed.
All three large turrets also fail to reload. Darn near lost a missile tank because not only did it not auto-reload it refused to reload manually - twice. Frak that, I hit the fuel injection and booked.
The myo business is absolutely the worst thing I have seen in this game and, trust me, I have seen a lot. There is no counter. Missiles and rails have had their splash damage severely ganked, and good luck getting a consistent hit with a blaster. Plus, even with splash damage you can't get a kill on some flying red belle.
If you really hate tanks so much, take them out of the game! I have other games with tanks I can play. And all their buttons work. Who would have thought?
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1448
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Posted - 2015.03.24 09:01:00 -
[4] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"? My smoking tank hulls are a direct counter to those claims.
First, don't the QQ crowd here remember getting all those +75 WP for simply damaging a tank? Didn't used to get that. And tanks were much tougher back them (pre Uprising 1.7). I never get points for damaging a heavy that gets repaired. Why not?
I have lost fewer tanks now that I have adjusted. With the module time on maxed and the cool down time maxed you don't have to do most of what they think is happening. I simply switch between two hardeners. But, I do not stay around long if I expect to live. I have to get enough distance to allow the module I used first to be usable again.
Tanks are working like CCP designed this version of their tanks to be played. So we delay putting on our modules, come forward, engage while activating modules (and pray that the modules actually activate), while trying to shoot through the fog of invisible AV trails all while praying that our gun will fire (or not jam, or reloads this time, or doesn't empty the clip by itself, or overheats on its own and actually causes damage this time).
Then we take a quick run and hope that the swarms aren't going to follow us much past 360 degrees. Or some jumper isn't going to toss AV nades, REs or use their plasma cannon from 20m up before we can break free.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1449
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Posted - 2015.03.24 09:41:00 -
[5] - Quote
WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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