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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1170
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Posted - 2015.03.21 10:56:00 -
[1] - Quote
Thumb Green wrote:Takahiro Kashuken wrote:So he pops out with the hardeners back on, that is smart piloting, do you really expect pilots to dual AV which can pop a basic HAV with no hardener on in about a clip? Why is it vehicle players think AV should take more than one clip kill something but are fine with the fact that everything else can kill 2 or 3 of somethings in a clip? Why is it that AV are the only weapons you expect to take more than one clip to do it's job? Just because you're in a tank doesn't mean you're invincible to infantry, in fact infantry is the greatest threat to tanks. Why? Because they can pop out from anywhere and 1-2 shot your ass and there's not a damn thing you can do about it if you don't have your own infantry support.
Tanking is the only position where you are guaranteed to be engaged by at lest 2 people at any one time. Every other position can pick and choose their engagements at times. Dropsuits get to choose when and where they are seen, until scanners come into play. Tanks can be seen through walls now at 100m out just by pointing a gun in their direction. The icon highlights through walls. There is no choice of when and where a tank gets to engage, unless they can ambush a target quickly. Even then most others can react to the motion and noise to either avoid or hunt the target.
You open a map, you can follow the tank anywhere. If you get caught by the tank, it's practically your own fault. Dropsuits can pick and choose when they will permit a tank to engage them, more often than not, it's when they have AV gear on.
---Oh! I also see lots of AV users still doing the "I'm invincible!" attack style... What is it you ask? They stand in the middle of an open area and fire their weapon continuously at the tank without trying to move. A good portion of them don't have any cover for more than 100m in any direction. Not only that, but they're using Militia Swarms and expecting the tank with hardeners on to blow up. What does that say about the prior state of tanks?
I can say that a lot of people are whining because kills aren't "free" anymore. Now that SP flows like water almost, boosting an AV weapon should be easy to do.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1170
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Posted - 2015.03.21 11:23:00 -
[2] - Quote
KA24DERT wrote:The problem with the hardener change is that hit+run has always been one of the best play styles for tanks. Now during the "Hit" portion of the hit and run, tanks can do what they want unless alpha'd by 2-3 dedicated AV users.
The risk for tankers is near an all time low with this patch.
Then drive a tank and tell us how low-risk it is. Don't come crying back to the forums when you get blapped by another tank.
Some dropsuit fittings can also deal enough damage in one hit, that activating the hardeners afterwards is pointless. If you decide to engage with hardeners active for "just in case" you will be at a disadvantage as soon as the shielding goes down.
It's kind of like complaining that a scout with cloaking got behind you then Knova Knifed you to death, then claiming that the scout had no risk because of the dampening setup, while the scout on the other hand, is realizing that only certain places are viable for ambush, and they have to be wary of any eagle-eye assaults that can spot their cloaking at 150m out, due to the lack of health for dampening.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1178
|
Posted - 2015.03.24 01:28:00 -
[3] - Quote
KA24DERT wrote:Dovallis Martan JenusKoll wrote:KA24DERT wrote:The problem with the hardener change is that hit+run has always been one of the best play styles for tanks. Now during the "Hit" portion of the hit and run, tanks can do what they want unless alpha'd by 2-3 dedicated AV users.
The risk for tankers is near an all time low with this patch. Then drive a tank and tell us how low-risk it is. Don't come crying back to the forums when you get blapped by another tank. Some dropsuit fittings can also deal enough damage in one hit, that activating the hardeners afterwards is pointless. If you decide to engage with hardeners active for "just in case" you will be at a disadvantage as soon as the shielding goes down. Tanks have always been the best tank hunters, that risk is about the same. Your risk against AV is at an all time low. You can dip into infantry, hardeners active, blap away, and run away before your hardeners run out with minimal risk. Yeah, you'll be at a disadvantage when your hardeners expire.... big whoop! A tank's speed lets it determine the terms of engagement.
The infantry can also see you coming, and decide not to get into your line of fire. I do that all the time. You either have to be ignorant of your environment, distracted by enemy suits, or intentionally run in front of a tank to be killed by one.
There is no place on the map, other than the wide open passages, that a tank can try to engage me without my consent. I can deny them any LOS to me just by walking around an object. It's practically like full invincibility vs tanks.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1181
|
Posted - 2015.03.25 02:01:00 -
[4] - Quote
Balistyc Farshot wrote: Ok, you aren't a heavy and never ran a Forge gun. They are the most difficult gun in the game to score kills with, hands down. If you as a tank get bapped and you have hardners you tip your hat entirely to that heavy. Heavies are slower than tanks, require charge up time to do minimal damage to tanks, require spot on aim, have 4 shots to reload, and they can't walk while charging (Hamster curbs suck with a charged forge gun). I saw someone mention the breach. That thing is useless with the charge up time required. Plus any heavy with a Forge gun has only a side arm to defend themselves. Yeah, they have the risk reward thing down. Plus the sweet spot is on the back of a tank. Yeah, that heavy will chase you down or maneuver (Sarcasm).
JLAV - The LAV is paper mache now so no complaining about that. Yes they are BPOs but the clone is dedicated to dying in a flaming wreck, to maybe kill you. Do you have that commitment in a tank? Have someone on your side shoot the JLAV with a mass driver and it will set off the REs. It is really fun.
Hmm? I'm actually invested quite a bit into a Forge gun. I usually refine my aim by sniping, so tanks are incredibly EASY for me to hit when I do. The only real issues are terrain clipping, which happens with any distanced shot.
I'd also have to assume that you are inefficient with your sidearm? You'd have no real reason to complain about how bad these kinds of fits are otherwise, running a sniper fit, you rely on your sidearm for defense, because the main weapon is no good at close quarters. Aaaaand....I can directly infer that you are not used to using Forge Guns yourself, because only one type of Forge prevents you from moving while charging. :/
I have yet to meet a tank on the field that didn't run after I hit it a few times with the Militia Forge gun. If you are having a harder time than me, with a forge of superior damage quality, then I assume your aim must be incredibly poor, or you just are not timing your attack.... at all.
JLAV --- A Free vehicle (BPO) with Supply depot explosives, and a militia driver, does not cost anything at all. What investment are you talking about? Such a thing is a valid tactic, yes, but has no investment value.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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