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Takahiro Kashuken
Red Star.
4138
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Posted - 2015.03.13 11:01:00 -
[1] - Quote
Kidding...
I wish i was, i wish i was.
But lets go through all the problems currently and some may get fixed.
Advanaced & Prototype are only in name, i do not get an extra slot per level like i do with dropsuits.
The new SHAV, it still has small turrets on it, bluedots can still jump in and the PG/CPU of the small turrets is still on the HAV so i cannot truly make a tank fit but even with the extra PG/CPU the shield SHAV suffers still and i find myself using resource modules again.
Normal 3people HAVs do work quite well but can still be destroyed by 1 AV player which is not balanced.
LAVs are a coffin. Caldari Sentinal has more HP than a Saga, even fitted up HP is too low for it to be any use.
The base HP of all the HAVs has been nerfed hard, trying to make fits without using extenders or plates is a bad idea basically and should not be done which means 1 of the slots is always taken up with an extender or plate unless you want to quickly die.
Shield vehicles now feel and seem alot weaker than armor vehicles. 3 hardener shield still exists but it kinda useless, 4/3 rep armor vehicles are neutralized with AV/AHMG super buff and such a low base HP starting point. Armor better than shield because of constant reps.
The railgun now overheats in 3 shots, that is another nerf and the heatsink only allows me to shoot till 5 shots, basically useless. Also for the past 3 years the railgun has been broken and will randomly overheat when you are not firing or just will not reload and this now affects small railguns too and after 3 years of it not being fixed frankly is a joke because you fixed the FG bugs within a week. Reload is way too long.
Missiles fire so slow that a target can move quick enough to avoid the incoming missiles, because of that damage is lower and by the time you reload they have repped back the damage, double the clip size or up the damage because for killing vehicles it has got worse.
Blaster still sucks, replacing accuracy with luck was always a bad idea and the small blaster turrets do not have inverted dispersion. Works well against vehicle though, it seems that i can hammer through a shield vehicle even if it has a hardener on which makes me think what? but ammo amount too low.
Half of the shield modules have gone up in resources it seems and so have all hardeners so effectively we have more PG/CPU but you just offset that againt modules by raising the PG/CPU cost so in fact we gain nothing over all but slots and not enough PG/CPU to put stuff in them. Punishes the shield vehicles.
Shield regulator module - High slot? I'm sure you mean low slot but that might ruin my fitting since i need low slots for resource modules.
Heat sink - It works, railgun doesn't gain as much as advantage as i thought it would, overheats on 3 shots HS on and it is 5. Better for blaster.
Dispersion module - Low slot and it sucks, basically doesn't work and didn't notice a difference when it was on or off.
AV nades - Lai dai will do 5.5k damage to a armor tank, give them 3 was a bad move since you nerfed the base HP stats for the HAV in general, the 3 nades are good enough to either outright kill you or put you close to death. Along with vehicle seeking mechanism they will never miss and always hit you because why aim.
AHMG - OP OP OP i really cannot say this enough, it has the power to chew through shields and regen, it has the power to chew through armor and do enough damage that 1 complex heavy armor repairer cannot rep armor back, that is 140ish a second and the AHMG is doing 150 at least. This is a weapon what fires bullets, fire a minigun at a Challenger tank and see how far that gets you but yet in this game tanks are made of cheese.
AV in general is still the same, swarms go around corners and through cover, FG does FG and the PLC is rarely used and a joke when you can do more damage with the AHMG/AV nade combo which will alpha a vehicle.
600k for a not prototype vehicle isn't that great a price, Surya/Sagaris cost 1.2mil a piece unfitted and still have more base HP and slot layout and that was an advanced HAV. My current fits are about 1mil to 1.2 mil and they do not feel it, they do feel that overall they are not worth the price tag and they do not feel like a tank half the time.
Training cost MP x4 to x8 for no bonus is a joke.
No changes in vehicle skills, by the way to get all vehicles and the vehicle skills to 5 (not including LAV at 0 and DS to level 3 for me) it took 61million SP. For 61million SP i basically seem to get nothing in the way of bonuses for the modules and vehicles, turrets are the only skills i benefit from mostly
Onto the good.
Armor hardeners are good.
Armor HAVs are back at the expense of shield vehicles.
Blaster turret is back for vehicle vs vehicle but missile and railgun has got worse.
Vehicle battles are back since everyone is testing them out, once that is over i feel that AV will take over since they have more options still because we gained the blaster but lost the railgun and missiles turrets.
Not sure if i missed anything out.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Haerr
Nos Nothi
2493
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Posted - 2015.03.13 11:20:00 -
[2] - Quote
I agree with almost everything in your post... +1
The complete lack of trolling is, how ever, jarring and not what I expect of the forums. |
Takahiro Kashuken
Red Star.
4171
|
Posted - 2015.03.13 18:07:00 -
[3] - Quote
Haerr wrote:I agree with almost everything in your post... +1
The complete lack of trolling is, how ever, jarring and not what I expect of the forums.
I am not allowed to troll
Almost is good enough, seems a few others also agree.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Reinhard Manderfelt
Technically Legal
9
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Posted - 2015.03.13 20:06:00 -
[4] - Quote
AV did not receive more options. We got one extra AV grenade. I've seen enough HAV's take one grenade to the front, and then they'll chicken off to their redline and let their Armour reps take over until they're ready to get back in. Because a barely Dead HAV is an HAV that got away and will come back within 60sec, after it somehow repaired 3K+ Armor and regained it's shields. Offcourse the Proto Nades will do a ton of damage. They're Proto for a reason, and we pay for that extra damage, just like how Tanks pay extra for their Ion Cannons and Neutron Blaster and whatnots.
The slight increase to PLC damage is a joke. It's not enough. If they'd kept the PLC at its previous damage, but increased the damage it did vs. Armour; it'd be a decent choice for AV, as well as keep it balanced for Infantry killing. (it already Instant kills anyone on a direct hit, so what's the problem?)
I also don't think you've ever been on the AV side enough. Swarmers going through cover? Never seen that happen ever. Mine occasionally even veer out of their path to strike random objects not even in their intended flight path.
I'll grant you the AHMG shooting at tanks is weird, but then again, if a blast of Plasma hits the side of your fancy Challenger tank, it'd vaporize the armor, along with everyone inside that tank. But that's not the case when it hits your HAV. So I'm not up to complaining about the AHMG and bringing real world arguments into it, because real-work AT weapons are designed to knock out Tanks in a single shot, but place this in a game, and AT would become OP, and nobody would use Tanks.
And a single Proto AV guy taking out an HAV is op, but a guy solo'ing an entire team in an HAV isn't OP? Sure, Proto v. Proto should be a fair contest, but I can't see why a fully Proto AV fit should have to waste 300-400K on AV fits just to kill a Militia HAV. A Proto Tank should, and will, stomp a Militia Tank, just like how a Proto Assault should, and most likely will stomp a Militia assault. That's the point of having tiers. Yet for Infantry AV vs. HAV's it's suddenly different, and they demand you require at least 3 people to knock out one tank.
It sucks the fun out of AV when you need buddies, instead of skill, to kill a tank. AV needs more variety (and Vehicles can't complain because you guys at least have a ton of modules to use in different setups), and decent counters to specific builds (such as full Active Module builds.). Then you'll get a semblance of balance, with interesting AV v. Armour battles, and requires both AV and Tankers to think outside the box to gain the upper hand. And then the most skilled player wins, and then, in true Internet fashion, one of the sides will receive a nerf because: "See signature"
In online gaming: Skill=OP!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2970
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Posted - 2015.03.13 20:44:00 -
[5] - Quote
I've been on both sides of one shorting HAV's. That needs fixing.
click me
Blup Blub Bloop. Translation: Die -_-
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Templar XIII
Vherokior Combat Logistics Minmatar Republic
89
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Posted - 2015.03.13 20:47:00 -
[6] - Quote
Reinhard Manderfelt wrote: It sucks the fun out of AV when you need buddies, instead of skill, to kill a tank. AV needs more variety (and Vehicles can't complain because you guys at least have a ton of modules to use in different setups), and decent counters to specific builds (such as full Active Module builds.). Then you'll get a semblance of balance, with interesting AV v. Armour battles, and requires both AV and Tankers to think outside the box to gain the upper hand. And then the most skilled player wins, and then, in true Internet fashion, one of the sides will receive a nerf because: "See signature"
You are so funny,my dear.
Did you ever compare the investment in ISK each side has to make? AV Proto suit spends like 160-180k ISK, where the tanker has to invest 1-1.2 million ISK. Changing suits once the job is done is easier as well.
The tanker has to defend against infantry as well as other tanks, so does the infantryman. guns being anti-infantry or anti-tank centric mirror the decision the infantryman has to make.
When one side has to invest at least 5 times the amount of ISK the other side has to, would you not expect, as a tanker, to get something for it?
Your demand to have investment / commitment not be a deciding factor in a violent engagement but personal skill as you call it (AV names auto-track, so do swarms...skill?) is nothing but delusional. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7629
|
Posted - 2015.03.13 22:03:00 -
[7] - Quote
Godin Thekiller wrote:I've been on both sides of one shorting HAV's. That needs fixing. What are the circumstances of this happening?
AV
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JARREL THOMAS
Dead Man's Game RUST415
496
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Posted - 2015.03.13 22:27:00 -
[8] - Quote
Reinhard Manderfelt wrote: And a single Proto AV guy taking out an HAV is op, but a guy solo'ing an entire team in an HAV isn't OP? Sure, Proto v. Proto should be a fair contest, but I can't see why a fully Proto AV fit should have to waste 300-400K on AV fits just to kill a Militia HAV. A Proto Tank should, and will, stomp a Militia Tank, just like how a Proto Assault should, and most likely will stomp a Militia assault. That's the point of having tiers. Yet for Infantry AV vs. HAV's it's suddenly different, and they demand you require at least 3 people to knock out one tank.
1st
If you're entire team is being solo'd by a militia tank you need mental and physical help.
2nd
A proto tank should destroy a militia tank because thats militia compared to proto, just as you guys stomp starter suits, but when it comes to proto AV vs proto HAV, the HAV should win 1v1 but 1v2 should be challenging and 1v3 should be suicidal because your suits cost at most 300k which is not even 1/3 of a proto HAVs cost.
3rd
Seriously it takes you 300k to kill a militia tank I can kill a mlt tank with my 34k cal scout. If it really does take you that much to kill a mlt tank, you have no right to say Skill=OP cause your clearly missing "skill".
*falls back in jesus pose* no come backs
Caldari Loyalist
Why should infrantry that don't own vehicles, that can't balance their own mechanics, balance vehicles
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Takahiro Kashuken
Red Star.
4185
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Posted - 2015.03.13 23:23:00 -
[9] - Quote
Reinhard Manderfelt wrote:AV did not receive more options. We got one extra AV grenade. I've seen enough HAV's take one grenade to the front, and then they'll chicken off to their redline and let their Armour reps take over until they're ready to get back in. Because a barely Dead HAV is an HAV that got away and will come back within 60sec, after it somehow repaired 3K+ Armor and regained it's shields. Offcourse the Proto Nades will do a ton of damage. They're Proto for a reason, and we pay for that extra damage, just like how Tanks pay extra for their Ion Cannons and Neutron Blaster and whatnots.
The slight increase to PLC damage is a joke. It's not enough. If they'd kept the PLC at its previous damage, but increased the damage it did vs. Armour; it'd be a decent choice for AV, as well as keep it balanced for Infantry killing. (it already Instant kills anyone on a direct hit, so what's the problem?)
I also don't think you've ever been on the AV side enough. Swarmers going through cover? Never seen that happen ever. Mine occasionally even veer out of their path to strike random objects not even in their intended flight path.
I'll grant you the AHMG shooting at tanks is weird, but then again, if a blast of Plasma hits the side of your fancy Challenger tank, it'd vaporize the armor, along with everyone inside that tank. But that's not the case when it hits your HAV. So I'm not up to complaining about the AHMG and bringing real world arguments into it, because real-work AT weapons are designed to knock out Tanks in a single shot, but place this in a game, and AT would become OP, and nobody would use Tanks.
And a single Proto AV guy taking out an HAV is op, but a guy solo'ing an entire team in an HAV isn't OP? Sure, Proto v. Proto should be a fair contest, but I can't see why a fully Proto AV fit should have to waste 300-400K on AV fits just to kill a Militia HAV. A Proto Tank should, and will, stomp a Militia Tank, just like how a Proto Assault should, and most likely will stomp a Militia assault. That's the point of having tiers. Yet for Infantry AV vs. HAV's it's suddenly different, and they demand you require at least 3 people to knock out one tank.
It sucks the fun out of AV when you need buddies, instead of skill, to kill a tank. AV needs more variety (and Vehicles can't complain because you guys at least have a ton of modules to use in different setups), and decent counters to specific builds (such as full Active Module builds.). Then you'll get a semblance of balance, with interesting AV v. Armour battles, and requires both AV and Tankers to think outside the box to gain the upper hand. And then the most skilled player wins, and then, in true Internet fashion, one of the sides will receive a nerf because: "See signature"
3 proto AV nades deal at least 5k damage complete with a never miss seeking mechanism for those who are unable to hit a HAV which is the size of a house which requires superhuman reaction to activate things or move the right direct to get away then we have to worry about swarms following around corners and covers because a FG/PLC can actually miss.
At least it got something, but you want to talk about jokes what about the swarm launcher which is completely broken on every level which CCP refuses to fix, what about the recent nerfs to shield vehicles which leave them back in the redline, what about the railgun turret bugs which have existed for 3 years at least and havn't even been attempted to be fixed.
Havn't been on the AV side enough? I before i respec 61mil SP into vehicles has Proto FG with a Proto Sentinal Amarr with Prof 5 and reload 5 with Proto AV nades and Proto minmando with Proto swarms with reload and prof to 5. I have been on the AV side enough times to solo vehicles, to watch my swarms lock on through terrain, keep a lock on for a few seconds after i look away and fire upwards, watch my missiles bend around corners and go through cover and watch that red x pop up or get the vehicle kill.
Plasma doesn't exist and in this game you can OHK tanks so it already is here in a different form.
A single proto guy needs at a minimum around 5-10mil SP for a vehicle you can double it and taking out entire squads? Blaster had accuracy replaced with luck, missiles are useless and the railguns require perfect dead set aim where as your most popular AV weapon require 0 aim. Also proto AV maybe 100k but now 100k can solo a 1.2mil ISK tank even if it has 3people in it, i remember the days when AV didn't like it to be 3 vs 1 but now it is 3 in a vehicle to 1 they don't complain now.
We do not have proto tanks, they are more like basic ++ because we do not get an increase in slots and for 2.4mil SP we do not even get a skill bonus.
AV has more variety than vehicles, infantry have more variety in modules, AV has weapons which require 0 aim but yet does more damage than turrets which require a vehicle to use.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Reinhard Manderfelt
Technically Legal
9
|
Posted - 2015.03.15 01:35:00 -
[10] - Quote
Templar XIII wrote:[ You are so funny, my dear.
Did you ever compare the investment in ISK each side has to make? AV Proto suit spends like 160-180k ISK, where the tanker has to invest 1-1.2 million ISK. Changing suits once the job is done is easier as well.
The tanker has to defend against infantry as well as other tanks, so does the infantryman. His guns being anti-infantry or anti-tank centric mirror the decision the infantryman has to make.
When one side has to invest at least 5 times the amount of ISK the other side has to, would you not expect, as a tanker, to get something for it?
Your demand to have investment / commitment not be a deciding factor in a violent engagement but personal skill as you call it (AV nades auto-track, so do swarms...skill?) sounds nothing but delusional.
First of all, your argument about investment is not correct, as each AV guy dies an average of 5-6 times due to varying circumstances, be it the HAV itself, or Infantry running around. SO that means a decent AV fit will spend as much, if not more than the Tanker, and gain little to nothing in return, while the Tanker is getting kill after kill without dying. One of the two will end the match having gained ISK, the other will have run a negative ISK balance that match. Guess which one.
The only thing truly skewed in this is the SP investment. AV costs way less to pro to up than HAV's. But then again, Proto AV's need at least 3 guys to reliably take down a GOOD tanker. Note the distinction made here. I've blasted more than my fair share of unexperienced HAV drivers to bits, but it's the good tankers who know how to get out of sticky situations. And kudos to them, because that's the challenge for Infantry AV.
I agree that Auto-tracking stuff require little skill. I agree that it is AV "easy-mode" but the problem we face is that we have literally 0 different options (that are effective, FG's range cap killed its effectiveness by a large margin, and PLC has it's own problems). And that's the inherent problem. You guys want to strip all the auto-aim weapons, and nerd them into the ground, but they're all we have. Which is a problem.
@Takahiro: Quote:Plasma doesn't exist Either your fancy disclaimer lies about the trolling, or you are truly ignorant of this, but here: [url]http://en.wikipedia.org/wiki/Plasma_(physics)[/url] Pay specific attention to the part about Industrial uses. Note: Metal cutting. SCIENCE!
How does one OHK a Tank with a single weapon/ shot? (serious question) Not when it's on full health you don't. Even 6 Proto Mines don't cut that. Note that rushing a tank with 3 guys teaming it and killing it in a second isn't the same as a OHK. -->> More than one hit you see.
@JARREL: 1st: That statement was an obvious exaggeration. I do apologize for not making that clear in my post.
2nd: The fact about AV vs. HAV is that it isn't balanced at any tier. It's too easy on some, and too hard on others. Basically, non-proto AV doesn't cut it, and you're forced to go to Proto Swarms/ AV grenades. Again, I believe the auto-aim weapons need to be toned down in favor of weapons that require some skill, rather than "throw/shoot in general direction". --> I'm agreeing with you guys here. Just putting thus in writing to ensure no miscommunications happen.
3rd: Meh, words, words. I've solo'd plenty of tanks, even solo'd 2 Gunnlogi's at the same time. But offcourse, as you weren't there you'll discount this as fiction. So just to show you I do respect you, even though I've never played with or against you to my knowledge, I believe your statement of soloing a Tank with a cheap scout suit, on nothing else than your word. No sarcasm.
The signature does not refer to my personal opinion on the matter of skill. It references this:
Balanced weapon used by a bad player--> Weapon=UP Balanced weapon used by a decent player-> Weapon=Good Balanced weapon used by a skilled player-> Weapon=OP
It's to reference the idiotic practice of Online FPS Gamers to discount skil in the players, and focus wholly on the weapons, and thus demand nerfs on weapons because a handful of skilled player are "too good with it". Hence: Skill=OP
Think about it, you'll all have seen this happen at some point.
(It's a joke statement, meant in jest, not to be taken seriously.)
Also, as a final point to you sir, there's no need to personally attack people having a calm discussion. It really detracts from your arguments. Just saying.
Final general point: I'm trying to discuss the touchy subject of AV balance with you guys in a calm and respectful manner, so if, on the off chance I offended anyone, I apologize for this.
In online gaming: Skill=OP!
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JARREL THOMAS
Dead Man's Game RUST415
498
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Posted - 2015.03.15 01:59:00 -
[11] - Quote
Reinhard Manderfelt wrote:Templar XIII wrote:[ You are so funny, my dear.
Did you ever compare the investment in ISK each side has to make? AV Proto suit spends like 160-180k ISK, where the tanker has to invest 1-1.2 million ISK. Changing suits once the job is done is easier as well.
The tanker has to defend against infantry as well as other tanks, so does the infantryman. His guns being anti-infantry or anti-tank centric mirror the decision the infantryman has to make.
When one side has to invest at least 5 times the amount of ISK the other side has to, would you not expect, as a tanker, to get something for it?
Your demand to have investment / commitment not be a deciding factor in a violent engagement but personal skill as you call it (AV nades auto-track, so do swarms...skill?) sounds nothing but delusional. First of all, your argument about investment is not correct, as each AV guy dies an average of 5-6 times due to varying circumstances, be it the HAV itself, or Infantry running around. SO that means a decent AV fit will spend as much, if not more than the Tanker, and gain little to nothing in return, while the Tanker is getting kill after kill without dying. One of the two will end the match having gained ISK, the other will have run a negative ISK balance that match. Guess which one. The only thing truly skewed in this is the SP investment. AV costs way less to pro to up than HAV's. But then again, Proto AV's need at least 3 guys to reliably take down a GOOD tanker. Note the distinction made here. I've blasted more than my fair share of unexperienced HAV drivers to bits, but it's the good tankers who know how to get out of sticky situations. And kudos to them, because that's the challenge for Infantry AV. I agree that Auto-tracking stuff require little skill. I agree that it is AV "easy-mode" but the problem we face is that we have literally 0 different options (that are effective, FG's range cap killed its effectiveness by a large margin, and PLC has it's own problems). And that's the inherent problem. You guys want to strip all the auto-aim weapons, and nerd them into the ground, but they're all we have. Which is a problem. @Takahiro: Quote:Plasma doesn't exist Either your fancy disclaimer lies about the trolling, or you are truly ignorant of this, but here: [url]http://en.wikipedia.org/wiki/Plasma_(physics)[/url] Pay specific attention to the part about Industrial uses. Note: Metal cutting. SCIENCE! How does one OHK a Tank with a single weapon/ shot? (serious question) Not when it's on full health you don't. Even 6 Proto Mines don't cut that. Note that rushing a tank with 3 guys teaming it and killing it in a second isn't the same as a OHK. -->> More than one hit you see. @JARREL: 1st: That statement was an obvious exaggeration. I do apologize for not making that clear in my post. 2nd: The fact about AV vs. HAV is that it isn't balanced at any tier. It's too easy on some, and too hard on others. Basically, non-proto AV doesn't cut it, and you're forced to go to Proto Swarms/ AV grenades. Again, I believe the auto-aim weapons need to be toned down in favor of weapons that require some skill, rather than "throw/shoot in general direction". --> I'm agreeing with you guys here. Just putting thus in writing to ensure no miscommunications happen. 3rd: Meh, words, words. I've solo'd plenty of tanks, even solo'd 2 Gunnlogi's at the same time. But offcourse, as you weren't there you'll discount this as fiction. So just to show you I do respect you, even though I've never played with or against you to my knowledge, I believe your statement of soloing a Tank with a cheap scout suit, on nothing else than your word. No sarcasm. The signature does not refer to my personal opinion on the matter of skill. It references this: Balanced weapon used by a bad player--> Weapon=UP Balanced weapon used by a decent player-> Weapon=Good Balanced weapon used by a skilled player-> Weapon=OP It's to reference the idiotic practice of Online FPS Gamers to discount skil in the players, and focus wholly on the weapons, and thus demand nerfs on weapons because a handful of skilled player are "too good with it". Hence: Skill=OP Think about it, you'll all have seen this happen at some point. (It's a joke statement, meant in jest, not to be taken seriously.) Also, as a final point to you sir, there's no need to personally attack people having a calm discussion. It really detracts from your arguments. Just saying. Final general point: I'm trying to discuss the touchy subject of AV balance with you guys in a calm and respectful manner, so if, on the off chance I offended anyone, I apologize for this.
No need for apologies, I was mostly trolling, an uncontrollable need to troll I have but besides that this is a very constructive post. Glad to see that your not an ignorant fool like many others on these forums (trolls excluded we are what keep this running we are the master race ) But sadly you have a different opinion so...my rules...but forum rules say other wise
Caldari Loyalist
Why should infrantry that don't own vehicles, that can't balance their own mechanics, balance vehicles
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WeapondigitX V7
The Exemplars RISE of LEGION
277
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Posted - 2015.03.15 02:03:00 -
[12] - Quote
The SHAVs with turrets is a glitch
Only bad players get killed by 1 AV players (assuming its a 2-3 player tank)
needing at least 1 hp mod on tanks is working as intended, but allows players to use dmg mods or other mods if they want better glass cannons
if the clip size of large missiles is not enough to kill a tank even after a reload cause of the armor tanks reps/shield tanks shield reps then I suppose the clip size might need a increase.
the clip size of large blasters might need a increase if they cant kill 1 shield tank with 1 hardener. but dmg mods were meant to remedy that issue by increasing the dmg per clip and DPS.
If you are close enough for the AHMG to kill you then you should retreat to 60m or more distances. don't just stay there.
You seem to have your information containing a list of bugs and stats imbalances in one list. this creates a confusion for readers. it makes you seem to convey the point that tanks should be buffed because of glitches as well as stat imbalances.
Instead of conveying the point that tanks should be buffed because of imbalances only, while the glitches need to be fixed but don't justify stat buffs.
please try to next time to create 2 different lists, 1 listing imbalances, 1 listing glitchs, with both lists containing 2 separate intended points/overall message. it would create less confusion for readers.
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Kierkegaard Soren
Corrosive Synergy RISE of LEGION
728
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Posted - 2015.03.15 02:09:00 -
[13] - Quote
Experience of tank vs av combat this far: shield tanks and LAVs have apparently been retrofitted eith top-drawer tin foil armour plating, making them excellent for slow cooking the crews Sunday lunch but not a lot else. Armour tanks were given all of that surplus plating and apparently can no longer die? I just played a match with a prima gallo us armoured division and the blaster madly was running around shrugging off the attentions of two swarm launchers, mine included, whilst spitting back precision death from 100 meters away. I don't mind it, but it does seem a tad over the top.
Dropships are still WP pinate. And long may that reign. (JOKE)
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Takahiro Kashuken
Red Star.
4216
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Posted - 2015.03.15 11:06:00 -
[14] - Quote
Reinhard Manderfelt wrote:@Takahiro: Quote:Plasma doesn't exist Either your fancy disclaimer lies about the trolling, or you are truly ignorant of this, but here: [url]http://en.wikipedia.org/wiki/Plasma_(physics)[/url] Pay specific attention to the part about Industrial uses. Note: Metal cutting. SCIENCE! How does one OHK a Tank with a single weapon/ shot? (serious question) Not when it's on full health you don't. Even 6 Proto Mines don't cut that. Note that rushing a tank with 3 guys teaming it and killing it in a second isn't the same as a OHK. -->> More than one hit you see.
LOGIC! - Are you really going to carry around a plasma torch in the middle of a battlefield trying to cut up vehicles?
Breach FG, JLAV and you can argue that 3 proto AV nades can also do it.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4216
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Posted - 2015.03.15 11:14:00 -
[15] - Quote
WeapondigitX V7 wrote:The SHAVs with turrets is a glitch
Only bad players get killed by 1 AV players (assuming its a 2-3 player tank)
needing at least 1 hp mod on tanks is working as intended, but allows players to use dmg mods or other mods if they want better glass cannons
if the clip size of large missiles is not enough to kill a tank even after a reload cause of the armor tanks reps/shield tanks shield reps then I suppose the clip size might need a increase.
the clip size of large blasters might need a increase if they cant kill 1 shield tank with 1 hardener. but dmg mods were meant to remedy that issue by increasing the dmg per clip and DPS.
If you are close enough for the AHMG to kill you then you should retreat to 60m or more distances. don't just stay there.
You seem to have your information containing a list of bugs and stats imbalances in one list. this creates a confusion for readers. it makes you seem to convey the point that tanks should be buffed because of glitches as well as stat imbalances.
Instead of conveying the point that tanks should be buffed because of imbalances only, while the glitches need to be fixed but don't justify stat buffs.
please try to next time to create 2 different lists, 1 listing imbalances, 1 listing glitchs, with both lists containing 2 separate intended points/overall message. it would create less confusion for readers.
Does not matter if the HAV is full of bad or good players, 1 to 1 AV always cries, but if it is 3 AV to 1 HAV pilot they cry but yet it is perfectly fine if it is 1 AV to a 3man HAV.
On my scout suit i can go full EWAR which is next to no HP, i could actually run a Surya with no plate if i wished because it was an advanced HAV it increased in PG/CPUSlots and base HP but then again we had better mods and useful skills.
How about you try out large missiles for yourself?
Trying fitting on a damage mod if you can with some of my fits i cannot unless it is basic which is terrible on a basic++ HAV, the blaster overall i expected to have more ammo in the clip but because of dispersion my shots go missing alot so really the extra ammo in the clip would be to make up for the luck mechanism.
AHMG will tear you apart and to say 'don't get close' well you have to when using a blaster and going towards the point.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Stormblade Green
KnightKiller's inc.
54
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Posted - 2015.03.15 11:21:00 -
[16] - Quote
Can't agree with you on the assault HMG but everything else I can. HAVs didn't need this heavy of an HP nerf. LAVs is strange for what they did.... Can't say anything about the modules though. Oh and just a lovely tip to everyone. HAVs kinda have native reps...
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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DJINN Jecture
CANNIBALS RISING Dark Taboo
273
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Posted - 2015.03.15 16:49:00 -
[17] - Quote
JARREL THOMAS wrote:Reinhard Manderfelt wrote: And a single Proto AV guy taking out an HAV is op, but a guy solo'ing an entire team in an HAV isn't OP? Sure, Proto v. Proto should be a fair contest, but I can't see why a fully Proto AV fit should have to waste 300-400K on AV fits just to kill a Militia HAV. A Proto Tank should, and will, stomp a Militia Tank, just like how a Proto Assault should, and most likely will stomp a Militia assault. That's the point of having tiers. Yet for Infantry AV vs. HAV's it's suddenly different, and they demand you require at least 3 people to knock out one tank.
.... 3rd Seriously it takes you 300k to kill a militia tank I can kill a mlt tank with my 34k cal scout. If it really does take you that much to kill a mlt tank, you have no right to say Skill=OP cause your clearly missing "skill". Not everyone (as far as I know) likes using REs combined with Proxies to take out tanks. That said depending on the tank and driver that AV setup isn't always enough to get through the HP of a well built tank.
--I am a Free Agent for Hire--
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2712
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Posted - 2015.03.15 17:08:00 -
[18] - Quote
Godin Thekiller wrote:I've been on both sides of one shorting HAV's. That needs fixing. You are the only person I have seen claiming you'e being one-shotted by AV. I have yet to see this in action and I've been going nuts with tanks since echo dropped. Can you recreate the circumstances? Tell us what maps it happens on? What modules did you have? Which were active at the time? Any information at all?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Tread Loudly 2
Ametat Security Amarr Empire
96
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Posted - 2015.03.15 17:18:00 -
[19] - Quote
The issue isn't that one side needs nerfed at the moment. The issue can be summed up in a few statements, which are:
Two groups of people both near equal in size asking for a buff to one thing whilst asking for a nerf of it's counter part thus it'll give us something like the Gunlogi vs. Madrugar situation...
People want to have continuity between vehicles and dropsuits, therefore we now have a x8 multiplier rather than a x4 whilst we get no bonus therefore we are getting shafted at the expense of "Proto Tanks" (Basically STD, but just with a proto name)
People want tanks to be afraid of infantry which completely goes against the risk vs. reward system that everyone should know and love. (I.E. Running high-end suits in a public match in favor of more health and DPS at the cost of a higher price)
Lastly people that want everything to be based around nerfs to level things out, rather than bringing everything up to the same leveled playing field rather than bringing one side down to make the other viable (I.E. the case of Madrugar vs. Gunlogi, Madrugar's didn't have proper fitting capabilities compared to Gunlogi's so they gave a severe nerf to the PG/CPU cost of Gunlogi based modules)
This post is designed to be informative and critical, not biased towards any certain group.
I Like Tanks, Nova Knives and MagSec SMG's.
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JARREL THOMAS
Dead Man's Game RUST415
506
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Posted - 2015.03.15 17:30:00 -
[20] - Quote
DJINN Jecture wrote:JARREL THOMAS wrote:Reinhard Manderfelt wrote: And a single Proto AV guy taking out an HAV is op, but a guy solo'ing an entire team in an HAV isn't OP? Sure, Proto v. Proto should be a fair contest, but I can't see why a fully Proto AV fit should have to waste 300-400K on AV fits just to kill a Militia HAV. A Proto Tank should, and will, stomp a Militia Tank, just like how a Proto Assault should, and most likely will stomp a Militia assault. That's the point of having tiers. Yet for Infantry AV vs. HAV's it's suddenly different, and they demand you require at least 3 people to knock out one tank.
.... 3rd Seriously it takes you 300k to kill a militia tank I can kill a mlt tank with my 34k cal scout. If it really does take you that much to kill a mlt tank, you have no right to say Skill=OP cause your clearly missing "skill". Not everyone (as far as I know) likes using REs combined with Proxies to take out tanks. That said depending on the tank and driver that AV setup isn't always enough to get through the HP of a well built tank. I don't use proxies all you need is 3 av nades swarms and possibly re's
Caldari Loyalist. buff swarms...
D
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