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duster 35000
Algintal Core Gallente Federation
410
|
Posted - 2015.03.17 02:41:00 -
[31] - Quote
Draconaquus
Molestia approved
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duster 35000
Algintal Core Gallente Federation
410
|
Posted - 2015.03.17 02:42:00 -
[32] - Quote
DUST Fiend wrote:New tanks are laughably OP.
I troll around with dual hardener dual rep blaster maddy and i went 17/0 this morning while simultaneously playing hearthstone :D
So easy :) Armor tanks are impossible to kill with a non ion canon damage mod...while shields get laughed at,
Molestia approved
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duster 35000
Algintal Core Gallente Federation
410
|
Posted - 2015.03.17 02:44:00 -
[33] - Quote
WeapondigitX V7 wrote:The activation delay of active modules on tanks just needs to be increased from 1 second to 4 seconds, then infantry would have a chance at ambushing tanks. I think I will make my own thread about that. I will say that it I making tanks use them as defensive anti ambushing mods as well as assault mods. It allows tanks to kill until they encounter a few AV hits, then they quickly activate 2 hardeners, then kill and retreat for 60 seconds, they are not vulnerable while hardeners are down.
Tanks are only vulnerable if there hardeners are in the cooldown phase and they have no hardeners active. I think I will say that too. Oh, yes, make shields worse........
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17708
|
Posted - 2015.03.17 02:56:00 -
[34] - Quote
Doc DDD wrote:
Yeah I'm not really interested in carrying in this conversation with you, nir do i care about yet another terrible proposal as you are more interested in proposing changes that dont matter, have no positive effect on balance and are selfserving.. so good luck with that and have fun using a calculator instead if a controller.
I am interested in balancing shield tanks so they can get out of the redline. Armor tanks are in a good place versus av right now and don't need any help or changes. Nerfing armor repairers should not even be on the table right now. You are wasting your time.
How would you fix shield tanks?
I'm testing them every evening when I get off work. There are a few things that I think need to be addressed with them but I'm keeping them close until I have tested pretty much every fit I can cook up, the turrets in every scenario, and come up with fair proposals.
I do feel like shields are certainly lacking in the new environment in some respects though I currently attribute that to them not being top dog in terms of potential eHP any more and the perception that as a result of not having the highest potential eHP they are therefore unusable. They are far from it. I find them to be excellent anti infantry tanks with superior control over HP values and positioning but lacking tank vs tank.
Tonight I'm testing a Gladius with 3x Complex Plates and 2x Hardeners with all 3 turrets to see how it does.
As for self serving I don't think having armour repairs become active modules is self serving as currently they are rather powerful trending to the upper echelons of power in the tank rebalance. I don't think short term repairs of that power are too unreasonable but having those as a constant passive value are rather game breaking.
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
17708
|
Posted - 2015.03.17 02:58:00 -
[35] - Quote
duster 35000 wrote:WeapondigitX V7 wrote:The activation delay of active modules on tanks just needs to be increased from 1 second to 4 seconds, then infantry would have a chance at ambushing tanks. I think I will make my own thread about that. I will say that it I making tanks use them as defensive anti ambushing mods as well as assault mods. It allows tanks to kill until they encounter a few AV hits, then they quickly activate 2 hardeners, then kill and retreat for 60 seconds, they are not vulnerable while hardeners are down.
Tanks are only vulnerable if there hardeners are in the cooldown phase and they have no hardeners active. I think I will say that too. Oh, yes, make shields worse........
Shield's aren't bad.....they're just lacking something specific.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Doc DDD
TeamPlayers Negative-Feedback
412
|
Posted - 2015.03.17 03:09:00 -
[36] - Quote
Armor tanks are better in every way short of cornering. The fact that armor tanks can shoot through their own hulls makes them better vs infantry. |
Doc DDD
TeamPlayers Negative-Feedback
412
|
Posted - 2015.03.17 03:13:00 -
[37] - Quote
True Adamance wrote:Doc DDD wrote:
Yeah I'm not really interested in carrying in this conversation with you, nir do i care about yet another terrible proposal as you are more interested in proposing changes that dont matter, have no positive effect on balance and are selfserving.. so good luck with that and have fun using a calculator instead if a controller.
I am interested in balancing shield tanks so they can get out of the redline. Armor tanks are in a good place versus av right now and don't need any help or changes. Nerfing armor repairers should not even be on the table right now. You are wasting your time.
How would you fix shield tanks?
I'm testing them every evening when I get off work. There are a few things that I think need to be addressed with them but I'm keeping them close until I have tested pretty much every fit I can cook up, the turrets in every scenario, and come up with fair proposals. I do feel like shields are certainly lacking in the new environment in some respects though I currently attribute that to them not being top dog in terms of potential eHP any more and the perception that as a result of not having the highest potential eHP they are therefore unusable. They are far from it. I find them to be excellent anti infantry tanks with superior control over HP values and positioning but lacking tank vs tank. Tonight I'm testing a Gladius with 3x Complex Plates and 2x Hardeners with all 3 turrets to see how it does. As for self serving I don't think having armour repairs become active modules is self serving as currently they are rather powerful trending to the upper echelons of power in the tank rebalance. I don't think short term repairs of that power are too unreasonable but having those as a constant passive value are rather game breaking.
Well make sure you test 3 militia scanners with 4 cpu chips as it will be about as useful.
Run only proto shield tanks, blow up as many tanks at least 100 m away from your own redline as you can, check your wallet, discuss.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17709
|
Posted - 2015.03.17 03:19:00 -
[38] - Quote
Doc DDD wrote:True Adamance wrote:Doc DDD wrote:
Yeah I'm not really interested in carrying in this conversation with you, nir do i care about yet another terrible proposal as you are more interested in proposing changes that dont matter, have no positive effect on balance and are selfserving.. so good luck with that and have fun using a calculator instead if a controller.
I am interested in balancing shield tanks so they can get out of the redline. Armor tanks are in a good place versus av right now and don't need any help or changes. Nerfing armor repairers should not even be on the table right now. You are wasting your time.
How would you fix shield tanks?
I'm testing them every evening when I get off work. There are a few things that I think need to be addressed with them but I'm keeping them close until I have tested pretty much every fit I can cook up, the turrets in every scenario, and come up with fair proposals. I do feel like shields are certainly lacking in the new environment in some respects though I currently attribute that to them not being top dog in terms of potential eHP any more and the perception that as a result of not having the highest potential eHP they are therefore unusable. They are far from it. I find them to be excellent anti infantry tanks with superior control over HP values and positioning but lacking tank vs tank. Tonight I'm testing a Gladius with 3x Complex Plates and 2x Hardeners with all 3 turrets to see how it does. As for self serving I don't think having armour repairs become active modules is self serving as currently they are rather powerful trending to the upper echelons of power in the tank rebalance. I don't think short term repairs of that power are too unreasonable but having those as a constant passive value are rather game breaking. Well make sure you test 3 militia scanners with 4 cpu chips as it will be about as useful. Run only proto shield tanks, blow up as many tanks at least 100 m away from your own redline as you can, check your wallet, discuss.
I'll give it a shot certainly though where I am in relation to my redline is not up to me it's up to the flow of the battle. If our infantry is confident I can be as well supporting them on the front lines.
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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Ghost Kaisar
Negative-Feedback
10669
|
Posted - 2015.03.17 03:23:00 -
[39] - Quote
My favorite thing to do to tanks now:
3 Assaults run Lai Dai packed with Hives.
Blaster Armor tank rolls up, starts shooting.
The flying explosive rain pops him or leaves him SCRAMBLING away.
It's even funnier if you all run mybo's to jump all around him while chucking AV nades.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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Doc DDD
TeamPlayers Negative-Feedback
412
|
Posted - 2015.03.17 03:24:00 -
[40] - Quote
Run solo.. stats that matter are 1 vs 1 wins vs armor tanks where there was no av interference on either side.
Going in with a full squad or having 2 swarmers on your turrets vs a solo armor tank doesn't count.
1 vs 1.. you both see each other at the same time |
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DarthJT5
Random Gunz
327
|
Posted - 2015.03.17 03:26:00 -
[41] - Quote
True Adamance wrote:Doc DDD wrote:True Adamance wrote:Doc DDD wrote:
Yeah I'm not really interested in carrying in this conversation with you, nir do i care about yet another terrible proposal as you are more interested in proposing changes that dont matter, have no positive effect on balance and are selfserving.. so good luck with that and have fun using a calculator instead if a controller.
I am interested in balancing shield tanks so they can get out of the redline. Armor tanks are in a good place versus av right now and don't need any help or changes. Nerfing armor repairers should not even be on the table right now. You are wasting your time.
How would you fix shield tanks?
I'm testing them every evening when I get off work. There are a few things that I think need to be addressed with them but I'm keeping them close until I have tested pretty much every fit I can cook up, the turrets in every scenario, and come up with fair proposals. I do feel like shields are certainly lacking in the new environment in some respects though I currently attribute that to them not being top dog in terms of potential eHP any more and the perception that as a result of not having the highest potential eHP they are therefore unusable. They are far from it. I find them to be excellent anti infantry tanks with superior control over HP values and positioning but lacking tank vs tank. Tonight I'm testing a Gladius with 3x Complex Plates and 2x Hardeners with all 3 turrets to see how it does. As for self serving I don't think having armour repairs become active modules is self serving as currently they are rather powerful trending to the upper echelons of power in the tank rebalance. I don't think short term repairs of that power are too unreasonable but having those as a constant passive value are rather game breaking. Well make sure you test 3 militia scanners with 4 cpu chips as it will be about as useful. Run only proto shield tanks, blow up as many tanks at least 100 m away from your own redline as you can, check your wallet, discuss. I'll give it a shot certainly though where I am in relation to my redline is not up to me it's up to the flow of the battle. If our infantry is confident I can be as well supporting them on the front lines. Can I help in your testing?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17711
|
Posted - 2015.03.17 04:01:00 -
[42] - Quote
DarthJT5 wrote:True Adamance wrote:Doc DDD wrote:True Adamance wrote:Doc DDD wrote:
Yeah I'm not really interested in carrying in this conversation with you, nir do i care about yet another terrible proposal as you are more interested in proposing changes that dont matter, have no positive effect on balance and are selfserving.. so good luck with that and have fun using a calculator instead if a controller.
I am interested in balancing shield tanks so they can get out of the redline. Armor tanks are in a good place versus av right now and don't need any help or changes. Nerfing armor repairers should not even be on the table right now. You are wasting your time.
How would you fix shield tanks?
I'm testing them every evening when I get off work. There are a few things that I think need to be addressed with them but I'm keeping them close until I have tested pretty much every fit I can cook up, the turrets in every scenario, and come up with fair proposals. I do feel like shields are certainly lacking in the new environment in some respects though I currently attribute that to them not being top dog in terms of potential eHP any more and the perception that as a result of not having the highest potential eHP they are therefore unusable. They are far from it. I find them to be excellent anti infantry tanks with superior control over HP values and positioning but lacking tank vs tank. Tonight I'm testing a Gladius with 3x Complex Plates and 2x Hardeners with all 3 turrets to see how it does. As for self serving I don't think having armour repairs become active modules is self serving as currently they are rather powerful trending to the upper echelons of power in the tank rebalance. I don't think short term repairs of that power are too unreasonable but having those as a constant passive value are rather game breaking. Well make sure you test 3 militia scanners with 4 cpu chips as it will be about as useful. Run only proto shield tanks, blow up as many tanks at least 100 m away from your own redline as you can, check your wallet, discuss. I'll give it a shot certainly though where I am in relation to my redline is not up to me it's up to the flow of the battle. If our infantry is confident I can be as well supporting them on the front lines. Can I help in your testing?
Sure. Firstly I have to get my own thoughts in order on both HAV. Do you have any specific Shield HAV fits you think are competitive or powerful?
I've been using 2x Complex Extenders, a Heat Sink, a Hardener, and a Heavy Booster along side a Railgun and Blaster. Rails I am struggling with due to tendency to use them like automatic battle cannon as opposed to sniper rifles but Blasters as always like Missile are my jam.
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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duster 35000
Algintal Core Gallente Federation
410
|
Posted - 2015.03.17 04:01:00 -
[43] - Quote
True Adamance wrote:duster 35000 wrote:WeapondigitX V7 wrote:The activation delay of active modules on tanks just needs to be increased from 1 second to 4 seconds, then infantry would have a chance at ambushing tanks. I think I will make my own thread about that. I will say that it I making tanks use them as defensive anti ambushing mods as well as assault mods. It allows tanks to kill until they encounter a few AV hits, then they quickly activate 2 hardeners, then kill and retreat for 60 seconds, they are not vulnerable while hardeners are down.
Tanks are only vulnerable if there hardeners are in the cooldown phase and they have no hardeners active. I think I will say that too. Oh, yes, make shields worse........ Shield's aren't bad.....they're just lacking something specific. PLC's destroy them, and armor tanks are better than them now, and have quicker regen...and regen while taking damage with a hardener...shields lost thier regen, and are only good vs swarms...even then, damage mods, when your hardener is off, you better find some cover...then hide for your cooldown.
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17711
|
Posted - 2015.03.17 04:29:00 -
[44] - Quote
duster 35000 wrote:True Adamance wrote:duster 35000 wrote:WeapondigitX V7 wrote:The activation delay of active modules on tanks just needs to be increased from 1 second to 4 seconds, then infantry would have a chance at ambushing tanks. I think I will make my own thread about that. I will say that it I making tanks use them as defensive anti ambushing mods as well as assault mods. It allows tanks to kill until they encounter a few AV hits, then they quickly activate 2 hardeners, then kill and retreat for 60 seconds, they are not vulnerable while hardeners are down.
Tanks are only vulnerable if there hardeners are in the cooldown phase and they have no hardeners active. I think I will say that too. Oh, yes, make shields worse........ Shield's aren't bad.....they're just lacking something specific. PLC's destroy them, and armor tanks are better than them now, and have quicker regen...and regen while taking damage with a hardener...shields lost thier regen, and are only good vs swarms...even then, damage mods, when your hardener is off, you better find some cover...then hide for your cooldown.
And?
4/5 of the most common AV options are Anti Armour they did horrific damage to and continue to be effective against Armour HAV right now. Your whining about one specific tailored AV option designed to defeat Shield HAV is meaningless. As for regeneration you lost all of 44 regen/sec.....seriously "crai me a river".
As for Armour HAV being better we have yet to see. I will agree their passive repairs are out of control right now. I don't want to nerf that as a think short duration active reps have a very real place in Dust as long as the pilot is actively controlling their vehicle.
As for Armour..... I think perhaps Armour could see some changes but rushing to present feed back a week after release seems a bit knee jerk to me. I want to be thorough when I present my HAV feed back to Rattati.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
duster 35000
Algintal Core Gallente Federation
410
|
Posted - 2015.03.17 05:03:00 -
[45] - Quote
True Adamance wrote:duster 35000 wrote:True Adamance wrote:duster 35000 wrote:WeapondigitX V7 wrote:The activation delay of active modules on tanks just needs to be increased from 1 second to 4 seconds, then infantry would have a chance at ambushing tanks. I think I will make my own thread about that. I will say that it I making tanks use them as defensive anti ambushing mods as well as assault mods. It allows tanks to kill until they encounter a few AV hits, then they quickly activate 2 hardeners, then kill and retreat for 60 seconds, they are not vulnerable while hardeners are down.
Tanks are only vulnerable if there hardeners are in the cooldown phase and they have no hardeners active. I think I will say that too. Oh, yes, make shields worse........ Shield's aren't bad.....they're just lacking something specific. PLC's destroy them, and armor tanks are better than them now, and have quicker regen...and regen while taking damage with a hardener...shields lost thier regen, and are only good vs swarms...even then, damage mods, when your hardener is off, you better find some cover...then hide for your cooldown. And? 4/5 of the most common AV options are Anti Armour they did horrific damage to and continue to be effective against Armour HAV right now. Your whining about one specific tailored AV option designed to defeat Shield HAV is meaningless. As for regeneration you lost all of 44 regen/sec.....seriously "crai me a river". As for Armour HAV being better we have yet to see. I will agree their passive repairs are out of control right now. I don't want to nerf that as a think short duration active reps have a very real place in Dust as long as the pilot is actively controlling their vehicle. As for Armour..... I think perhaps Armour could see some changes but rushing to present feed back a week after release seems a bit knee jerk to me. I want to be thorough when I present my HAV feed back to Rattati. Kay. wasn't crying, but shields are now worse than armor.
It's like a pre fix harraser.
Molestia approved
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FLAYLOCK Steve
Nos Nothi
514
|
Posted - 2015.03.17 05:14:00 -
[46] - Quote
Tanks are fun to go against lol, I got a scout suit dedicated to solo tanks xD. Just place a few mines lore him and watch him go boom |
LUGMOS
Corrosive Synergy
2824
|
Posted - 2015.03.17 05:17:00 -
[47] - Quote
FLAYLOCK Steve wrote:Tanks are fun to go against lol, I got a scout suit dedicated to solo tanks xD. Just place a few mines lore him and watch him go boom You're going to tell him a story and then blow him up?
Why read to him in the first place...
Plasma Cannon :3
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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DarthJT5
Random Gunz
328
|
Posted - 2015.03.17 05:27:00 -
[48] - Quote
True Adamance wrote:
Sure. Firstly I have to get my own thoughts in order on both HAV. Do you have any specific Shield HAV fits you think are competitive or powerful?
I've been using 2x Complex Extenders, a Heat Sink, a Hardener, and a Heavy Booster along side a Railgun and Blaster. Rails I am struggling with due to tendency to use them like automatic battle cannon as opposed to sniper rifles but Blasters as always like Missile are my jam.
Before I say them, know that I have every fitting optimization skill relevant to my fits maxed (besides small turrets, I only have lvl 2 opt. on small missiles and nothing else). Also, you can still rely on passive regen on shield tanks. 120 hp/s if freaking GREAT for not having to spend any mods.
(All fits are on Gunnlogi Cv.0)
My fist fit, the one that I use for stomping in pubs, or for competitive PC usage, I call it "One"( I name my proto tanks after my Favourite Metallica songs)
XT-201 Missile Lancher Std 20 gj rail on top, std missile on front. 2x Complex Heavy Extenders 2x Complex Shield Hardeners 1x Complex Light Booster Fitting mods in the lows, resources are very scarce on shield tanks as of late.
This is my general purpose, all around fit. It has great EHP, and, with the Complex small booster, can Regen very fast when it needs to. I haven't lost one of these tanks in a pub match yet, even while having multiple forgers hitting me at the same time. You can also bring one of the extenders down if you plan on having gunners, thus letting both of the turrets become ADV at the cost of 300 HP.
Second fit that I've had a friend recommend me, but I haven't used personally but I know it's a good fit. It is used with a proto rail with full optimization, otherwise it won't work.
Not sure what smalls he uses 2x Complex Heavy Extenders 3x Complex Hardeners PG mod 120mm Complex plate
With this fit, you can tank anything as long as those hardeners are up. Literally anything. But, once they're down... Your in a bad position, but you still have over 2000 armor HP to rely on.
Next fit of my design. I call it "Master of Puppets", intent on slaying masses of infantry, hence the name. 80 GJ Ion Cannon Whatever smalls 2x Complex Extenders 2x Complex Hardeners 1x Complex Damage Mod (Blaster) Whatever you need In the lows, either fitting mods or ammo.
This is THE tank for taking on infantry, or ambushing a shield tank with the DMG mod. The Blasters are already great at killing infantry, the Hardeners will nullify any AV you might encounter, and you will be able to take on any shield tank at close range. Your only weaknesses in this fit are Armor HAV's and long range rails.
This fit, for long range bombardment of enemy vehicles, I call "Fade to Black".
80 GJ Particle Cannon Again, whatever smalls 2x Complex Extenders 1x Complex Hardener 1x Complex Heat Sink 1x Complex Dmg Mod Fitting mods or something else in the lows. Not ammo, you won't need extra, like ever.
This fit is meant to stay on the outskirts of the battlefield, and destroying unsuspecting enemy vehicles while they are doing other things. The Damage Mod and Heat Sink, when combined with a P-Cannon, is extremely effective in dealing with enemy vehicles at long range.
That's all I've got for you right now. One general note, I would stay away from Heavy Boosters until they get their fitting costs cut in half. Your fits will be much better without them.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz
328
|
Posted - 2015.03.17 05:54:00 -
[49] - Quote
Another thing, I'm definitely going to try my hardest to get some regulators in my low slots once they're fixed. I'll have to bring some mods down, but it's going to happen.
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
9959
|
Posted - 2015.03.17 06:09:00 -
[50] - Quote
I'll never take shield tankers seriously if they keep trying to 1v1 me in CQC.
I just can't do it, just a few hours ago I took on an entire tank convoy of DUNA tanks in my gv.0 Madrugar.
They were all ADV Shield Gunlogis with rails and lol blasters trying to take me at CQC. I even went against them 1v2 at one time but one tank couldn't even hit me because I kept circling around his railgun and getting rid of the shield blaster tank, then I killed the Gunlogi.
Out of all tonight, upon all the burning heaps of tanks I called I only lost one tank and that was to a Rail Tank that stalked me only fired at me when I was dead out in the open. 3 shots, dead. The one tank I lost was to a person that actually knew how to use a Caldari Rail tank.
Bravo dude, you did what 7 duna tanks and other randoms tankers couldn't do out of this entire day.
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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DarthJT5
Random Gunz
328
|
Posted - 2015.03.17 06:16:00 -
[51] - Quote
Sgt Kirk wrote:I'll never take shield tankers seriously if they keep trying to 1v1 me in CQC.
I just can't do it, just a few hours ago I took on an entire tank convoy of DUNA tanks in my gv.0 Madrugar.
They were all ADV Shield Gunlogis with rails and lol blasters trying to take me at CQC. I even went against them 1v2 at one time but one tank couldn't even hit me because I kept circling around his railgun and getting rid of the shield blaster tank, then I killed the Gunlogi.
Out of all tonight, upon all the burning heaps of tanks I called I only lost one tank and that was to a Rail Tank that stalked me only fired at me when I was dead out in the open. 3 shots, dead. The one tank I lost was to a person that actually knew how to use a Caldari Rail tank.
Bravo dude, you did what 7 duna tanks and other randoms tankers couldn't do out of this entire day. I think that's what the problem really is. The dudes who have only tanked since 1.7 have only enjoyed the benefits that shield had over armor, so they think " I have a rail, he has a blaster, I win" without trying to keep a minimum engagement distance.... I always fight from a distance in my tank battles, even with Missiles. That's how I've been roasting armor tanks lately, either with my "Fade to Black" fit above or just good ole XT missiles. The RoF nerf really hurt me though, I could accurately shoot missiles a lot faster than the current RoF...
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
998
|
Posted - 2015.03.17 08:17:00 -
[52] - Quote
Leadfoot10 wrote:A well fitted non-MLT armor tank takes at least two coordinated AV to kill now. Gone are the days of easy soloing armor tanks.
Ah the zero-sum game is back.... force multiplier in effect.... reminds me of the good ol' 1.7 days... |
duster 35000
Algintal Core Gallente Federation
413
|
Posted - 2015.03.17 08:56:00 -
[53] - Quote
Sgt Kirk wrote:I'll never take shield tankers seriously if they keep trying to 1v1 me in CQC.
I just can't do it, just a few hours ago I took on an entire tank convoy of DUNA tanks in my gv.0 Madrugar.
They were all ADV Shield Gunlogis with rails and lol blasters trying to take me at CQC. I even went against them 1v2 at one time but one tank couldn't even hit me because I kept circling around his railgun and getting rid of the shield blaster tank, then I killed the Gunlogi.
Out of all tonight, upon all the burning heaps of tanks I called I only lost one tank and that was to a Rail Tank that stalked me only fired at me when I was dead out in the open. 3 shots, dead. The one tank I lost was to a person that actually knew how to use a Caldari Rail tank.
Bravo dude, you did what 7 duna tanks and other randoms tankers couldn't do out of this entire day. You were ganged up on by blasters and rails and survived? yep, armor needs a tone done, reps, from the buff, that's just overpowered.
And you do realize a maddy with nitro is better than a gunny? Moves faster.
Molestia approved
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QRT30
Rave Technologies Inc. C0VEN
80
|
Posted - 2015.03.17 09:00:00 -
[54] - Quote
ReGnYuM wrote:Leadfoot10 wrote:A well fitted non-MLT armor tank takes at least two coordinated AV to kill now. Gone are the days of easy soloing armor tanks. My Min Commando + Pro V Swarms + LvL 5 Augmented ammo + Two Stacked Complex Damage Mods would agree to disagree mhhhhh Don't even get me started on the DerpShip status I have almost damage maxed minmando (commando lvl 5, prof. swarms lvl 5, 2xcmpl damage mods, warbage damage 4%) and it's really difficult for me to destroy good tanker especially with large blaster. I waste one day trying to destroy echo tanks. Next day we ganged: 2x heavy with AHMG and flux + logi with AV. We melt every tank with AHMG, first flux, then AV and finish with AHMG. A lot of fun and tears for tankers. ItGÇÖs stupid that my dedicated expensive AV fit is useless than some anti infantry heavy for 40K ISK.
PS. F... all redline fagots in shield tanks with rail.
QRT30 - all Caldari/Minimatar lvl 5, Gal all lvl.3 - core maxed
QRT300 - Amarr heavy/commando
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Genral69 death
Random Gunz
119
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Posted - 2015.03.17 09:09:00 -
[55] - Quote
Izlare Lenix wrote:So I was running around in a scout av suit with plasma cannon, lai dai packed av nades and advanced REs.
This marduk was getting shoot at by a friendly tank. He was in half armor, hardner active when I first saw him. I fired my plasma cannon and hit him, tossed three pro av nades at him, which all hit him. But by the time I reloaded my plasma cannon his armor was already back where it started. And the friendly tank was still shooting at him.
By this point he was backing up, pointed his turret at me for a second and insta killed me.
I fuking hate tanks. I'm calling lies Lets look at it like this So 3 light eye packed Av grenades do roughly 1500 damage, so that times 3 is 4500 plus your plasma cannon. Lets say you were running the basic pl which is 1300 damage. So altogether its 5800 damage. Now considering you said a harderner on there that leave 3 low slots available. Marrduk at basic is 1200/2100. So it cant be all reps other wise he would of died from your packed Av grenades. So there are diffidently some plates maybe even 2 plus the hardner. And you say he was at half amror when this happened, which makes it u believable
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17718
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Posted - 2015.03.17 09:28:00 -
[56] - Quote
duster 35000 wrote:Sgt Kirk wrote:I'll never take shield tankers seriously if they keep trying to 1v1 me in CQC.
I just can't do it, just a few hours ago I took on an entire tank convoy of DUNA tanks in my gv.0 Madrugar.
They were all ADV Shield Gunlogis with rails and lol blasters trying to take me at CQC. I even went against them 1v2 at one time but one tank couldn't even hit me because I kept circling around his railgun and getting rid of the shield blaster tank, then I killed the Gunlogi.
Out of all tonight, upon all the burning heaps of tanks I called I only lost one tank and that was to a Rail Tank that stalked me only fired at me when I was dead out in the open. 3 shots, dead. The one tank I lost was to a person that actually knew how to use a Caldari Rail tank.
Bravo dude, you did what 7 duna tanks and other randoms tankers couldn't do out of this entire day. You were ganged up on by blasters and rails and survived? yep, armor needs a tone done, reps, from the buff, that's just overpowered. And you do realize a maddy with nitro is better than a gunny? Moves faster.
Why shouldn't a tank equipped with a Nitrous firstly move faster than one without and secondly be superior in close quarters combat if it can move faster than a tanks tracking capabilities?
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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Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
637
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Posted - 2015.03.17 09:33:00 -
[57] - Quote
Wait for hardeners to go off.
Also, should have tried placing remotes on him before hurling giant balls of flame at him, giving away your location.
The new C.EO. of G.L.O.R.Y,
I'm that Heavy you warn your team about <3
-Heavy, Assault, Logi-
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The dark cloud
Negative-Feedback.
4139
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Posted - 2015.03.17 09:39:00 -
[58] - Quote
dont worry things will get worse once dispersion stabilizers are getting their fix to be highslot modules. Then the real terror of sniping madrugars with blasters will become reality. The only reason why this hasnt happend yet is that they are bugged and would take armor HP/reps/hardeners away. Mark my words the **** hasnt hit the fan yet.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Quasar Storm
0uter.Heaven Back and Forth
487
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Posted - 2015.03.17 11:37:00 -
[59] - Quote
Shield tanks are now on the lower end of the spectrum. Armor vehicles are king all around. The xt201s even with two damage mods cannot break through the double hardened Maddy. Lol I thought missiles were for smashing armor - I guess not. Destroyer rail tanks don't stand a chance up close. The railguns must be used at range now. Ion Cannons eat Shield tanks with no problem. Which is how it should be, But there is still no Destroyer.
The Gunnlogi Destroyer can't even punch through armor hardeners well enough. CCP needs to release the actual Destroyer variant. If 2 Maddy tanks start fighting, The winner is whoever's hardeners last the longest.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Quasar Storm
0uter.Heaven Back and Forth
487
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Posted - 2015.03.17 11:53:00 -
[60] - Quote
Also, The buff on armor tanks means for shield tanks staying at range. This is how it was a long time ago. A rail has 300 meters, Use it. Missile turret's RoF nerf really sucks though.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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