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Thread Statistics | Show CCP posts - 6 post(s) |
Sgt Kirk
Fatal Absolution Negative-Feedback
9924
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Posted - 2015.03.16 00:24:00 -
[91] - Quote
Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17673
|
Posted - 2015.03.16 01:22:00 -
[92] - Quote
Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position.
I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly.
Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\
Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be.
Blaster tank wise I think I can skill make Shield HAV work in close quarters.
Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17678
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Posted - 2015.03.16 02:49:00 -
[93] - Quote
duster 35000 wrote:True Adamance wrote: Of JoyI'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening. Why were you using a proto tank in pubs?
FW not Pubs.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5343
|
Posted - 2015.03.16 03:11:00 -
[94] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:let's not remove what is a fun dynamic from the game. Fun for one is not fun for another. I, for one, really dislike the stupid jumping. Fun is not a constant factor applicable evenly across the board.
Indeed. However you are outnumbered.
Usually banned for being too awesome.
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DarthJT5
Random Gunz RISE of LEGION
323
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Posted - 2015.03.16 03:19:00 -
[95] - Quote
True Adamance wrote:Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position. I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly. Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\ Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be. Blaster tank wise I think I can skill make Shield HAV work in close quarters. Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values. My fit is pretty good, and proven in PC if you want to test it. Here it is.
Gunnlogi Cv.o
2x Complex Heavy Extenders 2x Complex shield Hardeners 1x Complex Light Shield Booster Fitting mods XT 201
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Sgt Kirk
Fatal Absolution Negative-Feedback
9939
|
Posted - 2015.03.16 03:30:00 -
[96] - Quote
Oh yeah true, lay those values on me.
Where do you want to do it?
Your place or mine?
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17679
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Posted - 2015.03.16 03:32:00 -
[97] - Quote
Sgt Kirk wrote:Oh yeah true, lay those values on me.
Where do you want to do it?
Your place or mine?
Mine..... much better view and I have the lighting just the way I like it.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17679
|
Posted - 2015.03.16 03:35:00 -
[98] - Quote
DarthJT5 wrote:True Adamance wrote:Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position. I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly. Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\ Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be. Blaster tank wise I think I can skill make Shield HAV work in close quarters. Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values. My fit is pretty good, and proven in PC if you want to test it. Here it is. Gunnlogi Cv.o 2x Complex Heavy Extenders 2x Complex shield Hardeners 1x Complex Light Shield Booster Fitting mods XT 201
I was going to do something similar with a Blaster, a Heat Sink, and a Heavy Shield Booster. It would theoretically be the ultimate anti infantry platform and more than capable of hunting down lower tier tanks of any kind.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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DeadlyAztec11
Defenders of the Helghast Dream
7974
|
Posted - 2015.03.16 04:34:00 -
[99] - Quote
So Rattati, talk to me baby, can veterans get the recon fit instead of the Sniper fit?
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Kallas Hallytyr
Skullbreakers
1389
|
Posted - 2015.03.16 04:58:00 -
[100] - Quote
Himiko Kuronaga wrote:Indeed. However you are outnumbered. By all means, let's keep Protostomping {because that's fun for the vocal minority!) or keep Swarms being insanely easy to use and ridiculously effective, because vehicle players are in the minority!
Just because something is fun for one, even for many, doesn't mean that's it's necessarily healthy for the game. Are Myofibs unhealthy? Not sure, but I know full well that more than just a couple of people really disliked it, so as far as outnumbered is concerned, you're probably right by only a small degree.
Alt of Halla Murr. Sentinel.
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Doc DDD
TeamPlayers Negative-Feedback
408
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Posted - 2015.03.16 05:17:00 -
[101] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate.
Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. |
Thaddeus Reynolds
Facepunch Security
219
|
Posted - 2015.03.16 05:54:00 -
[102] - Quote
Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
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Posted - 2015.03.16 06:54:00 -
[103] - Quote
Doc DDD wrote:Pokey Dravon wrote:DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though.
that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner.
AV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5344
|
Posted - 2015.03.16 09:13:00 -
[104] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:Indeed. However you are outnumbered. By all means, let's keep Protostomping {because that's fun for the vocal minority!) or keep Swarms being insanely easy to use and ridiculously effective, because vehicle players are in the minority! Just because something is fun for one, even for many, doesn't mean that's it's necessarily healthy for the game. Are Myofibs unhealthy? Not sure, but I know full well that more than just a couple of people really disliked it, so as far as outnumbered is concerned, you're probably right by only a small degree.
All I know is I've had corp activity from members I haven't seen in well over a year.
Every change pisses somebody off so thats nothing new. But this, as far as I can see, is a net gain.
Usually banned for being too awesome.
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Doc DDD
TeamPlayers Negative-Feedback
408
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Posted - 2015.03.16 12:51:00 -
[105] - Quote
Breakin Stuff wrote:Doc DDD wrote:Pokey Dravon wrote:DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner.
' Sit in Redline ' |
Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1879
|
Posted - 2015.03.16 13:34:00 -
[106] - Quote
Pokey Dravon wrote:
The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate.
I understand that .... but someone like myself will just not sacrifice reps , hardener or extra armor with just two low slots ... their not all that great to begin with but again I understand the purpose and how some don't like the fact that you can fit armor on a Gunny , again ... players like myself do and also it's mainly for blasters unless someone can say otherwise , why not leave it as a low slot and allow the tank with the most high slots ... you know the one with the shields , to make use of those said slots .. hell it's a shield mod and yes the suit is in the same spot but you have the extra slot at PRO ( for the suit ) along with the additional PG / CPU that allows you to survive doing such .
It's like those who want tieriside , which would basically do what's being done to the tanks and believe me if you did that for the suits and took that extra at PRO , it would be worst then taking the sidearm from the Amarr logi because it would become ineffective also having low stamina / stamina regen , slow , nowhere to fit rep mods , stamina , speed , e-war or anything else that would be helpful , I mean ... look at the Cal scout and think , " What would that suit look like with a extra low slot at PRO ? " ... it would be the most used suit , even if it was hard to fit a cloak .
Something's that are in EVE , are best left there and you just can't do everything the same way .
What would be the appeal of any to use that and know that your fighting against everything else and your already at a disadvantage , it's making something that's bad worse .
Doubts are like flies and should be treated as such and crushed .
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matthew swager
THE MASSIVE DYNAMIC
6
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Posted - 2015.03.16 13:46:00 -
[107] - Quote
Breakin Stuff wrote:Doc DDD wrote:Pokey Dravon wrote:DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner. what good is that if your 1 shot away from death n you need at least six on the other
I KILL YOU!!!!!!!!
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Yoda Boss
Dem Durrty Boyz
37
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Posted - 2015.03.16 17:17:00 -
[108] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
Are you reducing the bandwidth of proxy mines? And we can carry 9?!?!
Free BPO for New Recruits https://dust514.com/recruit/fCH9zc/
smokingdrinkingsmokingdrinking
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MINA Longstrike
Kirjuun Heiian
2397
|
Posted - 2015.03.16 17:36:00 -
[109] - Quote
Thaddeus Reynolds wrote:Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing...
Railgun as it is is honestly closer to what minmatar artillery cannons should be.
Railguns should probably have their rof, magazine size and ammo doubled, while having their heat and damage cut in half. They retain the same dps but it's done in smaller quicker shots.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Thaddeus Reynolds
Facepunch Security
220
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Posted - 2015.03.16 17:39:00 -
[110] - Quote
MINA Longstrike wrote:Thaddeus Reynolds wrote:Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing... Railgun as it is is honestly closer to what minmatar artillery cannons should be. Railguns should probably have their rof, magazine size and ammo doubled, while having their heat and damage cut in half. They retain the same dps but it's done in smaller quicker shots.
Would be acceptable to me (With ofc tweaks to ensure proper functionality)...as it's the sustained DPS (in relation to heat capability, my main point of contention in this) would be increased.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Velvet Overkill
SI6MA Learning Alliance
133
|
Posted - 2015.03.17 00:02:00 -
[111] - Quote
Please also tone down regulator PG costs. When It becomes a low slow module, I won't be able to fit turrets that match my tank tier if I use one with only one fitting mod remaining. Passive mods shouldn't be so costly compared to active mods like shield boosters and hardeners. |
WeapondigitX V7
The Exemplars
283
|
Posted - 2015.03.17 02:20:00 -
[112] - Quote
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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7641
|
Posted - 2015.03.17 04:16:00 -
[113] - 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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5346
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Posted - 2015.03.17 05:57:00 -
[114] - Quote
Breakin Stuff wrote: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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV is in a good place. Don't mess with it.
Usually banned for being too awesome.
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Night 5talker 514
Dead Man's Game RUST415
364
|
Posted - 2015.03.17 06:58:00 -
[115] - Quote
CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being.
May I suggest that a jump pack work somewhat like the planetside 2 jump pack on assault suits? Give each suit and module a mass and then make jump packs lift x mass and have skills that impact it.
Gaming Freek DUST 514 YouTube Channel
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KalOfTheRathi
Nec Tributis
1434
|
Posted - 2015.03.17 07:44:00 -
[116] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 07:54:00 -
[117] - Quote
Himiko Kuronaga wrote:Breakin Stuff wrote: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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet. AV is in a good place. Don't mess with it.
That changes instantly once people adapt to the new fitting meta. AV nades are in a good place. I guarantee standard, non-swarm AV is not in a good place. Reported instagib bugs notwithstanding.
Instagib bugs, if extant, are bugs and need to be stomped out.
But once the proto HAVs begin rolling out in earnest, with proper tank fits, AV is going to be right back to 1.7 except for swarms.
It's inevitable and hilarious.
AV
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WeapondigitX V7
The Exemplars
284
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Posted - 2015.03.17 09:43:00 -
[118] - Quote
I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 09:46:00 -
[119] - Quote
WeapondigitX V7 wrote:I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
Having HAVs not be the house b*tch was the basis of the balancing of vehicle stats.
AV
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Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 21:33:00 -
[120] - Quote
Fox Gaden wrote:Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote:Any chance to have a little AoE back (2-3 meters) with large rails? Increased heat build up is a very huge nerf, heat sink are on high slots wich means less HP-regen-hardener, i think a little AoE would improve our experience. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist... I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage. I have issues with MDs now, and I run a fast suit that is almost always in motion.
Jack-of-most-trades, master of one.
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