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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
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Posted - 2015.03.31 17:55:00 -
[1] - Quote
Text Grant wrote:Point of view Minmatar commando m1 series Approximately 800 hp 2 complex damage mods on wiki swarms
Not only can this fit not kill any basic armor tank, but the pilot either: 1 runs away, and I get + 75 (reasonable) 2 feathers the trigger and mows me down behind my cover 3 activates 2 hardeners, drives up to me, then mows me down or hops out and does it
Things that need to happen to fix this 1 large blasters should get instant dispersion on the first shot 2 if a pilot leaves their seat, all active modules, and passive reps deactivate, to reactivate on cooldownwhen the pilot returns 3 acceleration nerf. Driving around in the open should be as much of a death trap to tanks as it is to infantry.
Ignore the first two "tankers" that commented.
Likely what you ran into is a double hardened, double repped fit. Unless you can pump out the DPS to down it in like 5 seconds, you aren't going to down it. Meaning with just your main weapon alone, it won't die. Double repped with double hardeners is a bit OP atm and hopefully something that will get fixed.
But in the meantime, perhaps a bit of advice. I personally don't use a swarm launcher, but I imagine it would work as well. What I have been doing is carrying proxies (remotes work well, just require some manual activation) laying down a trap to provide that initial burst damage.
As far as proxies go, predicting a tanks movement is fairly simple. Lay them down across a road, entrance to a city, ect. Tanks can be limited in movement, and flat areas (which a road provides) allow for the maximum movement potential, and a guide for when they have to back out. Watch the tank and note it's movement in and out of an objective, more than likely they will continue to use that same path.
Once your trap is down, try to pull them in with hope of an easy kill. Positioning an LAV around a corner provides good bait, or just wait for them to move in. Generally though, I stick close to those proxies. Once that initial burst goes off, AV nades, generally the ones with best range, until you can throw no more and fire your weapon.
If they don't go down, I assure you they will be limping away in fear of their life. Use all that's available to you, need a lot of burst damage in a VERY short time frame to kill them, at least until they work out a fix for this.
Happy hunting
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
|
Posted - 2015.03.31 17:58:00 -
[2] - Quote
Derpty Derp wrote:Takahiro Kashuken wrote:Also why do shoot at it when hardeners are up? Maybe because the armour hardener lasts so long, if you don't fire at it while they're up, you don't get to fire at it?
Best to ignore those two. And how they struggle making kills with a blaster now, I cannot understand. I kill people nearly at max range (150M), bursting my shots out.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
|
Posted - 2015.03.31 19:05:00 -
[3] - Quote
Aidualc wrote:Tebu Gan wrote:
Double repped with double hardeners is a bit OP atm and hopefully something that will get fixed.
A 1.2 Million ISK tank is OP vs 140,000 Isk dropsuite mimando ? ROLF...
Actually, this statement is incorrect. A 250k to 300k standard tank, fit with enhanced mods, reppers at the very least, is immune to proto AV weapons and gear, with hardeners up.
It doesn't take a pro tank to double rep and double harden.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
|
Posted - 2015.03.31 21:11:00 -
[4] - Quote
Pokey Dravon wrote:The dual hardener dual rep fit is very powerful.
I'm going to be a broken record and say that passive reps need to die in a fire and we need active reps again.
No doubt active need to back a come back, but no reason we can't have passive!
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
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Posted - 2015.04.01 19:30:00 -
[5] - Quote
Godin Thekiller wrote:Tebu Gan wrote:Pokey Dravon wrote:The dual hardener dual rep fit is very powerful.
I'm going to be a broken record and say that passive reps need to die in a fire and we need active reps again. No doubt active need to back a come back, but no reason we can't have passive! passive needs to get nerfed if it still exists.
Yeah my idea on these was start by reducing the number of cycles, look at current vaules within the same frame of time, and cut them in half.
Become more like armor reps on suits, not something that's going to keep you alive underfire.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
|
Posted - 2015.04.01 19:32:00 -
[6] - Quote
Godin Thekiller wrote:Tebu Gan wrote:Aidualc wrote:Tebu Gan wrote:
Double repped with double hardeners is a bit OP atm and hopefully something that will get fixed.
A 1.2 Million ISK tank is OP vs 140,000 Isk dropsuite mimando ? ROLF... Actually, this statement is incorrect. A 250k to 300k standard tank, fit with enhanced mods, reppers at the very least, is immune to proto AV weapons and gear, with hardeners up. It doesn't take a pro tank to double rep and double harden. This is due to the fact that basic hardeners are as powerful as proto hardeners. Still, a STD HAV is worth more than a proto suit, and is expected to die to STD gear, or easily be scared away by them, and on top of that, even with gunners in the HAV. That is crazy.
Always hated how they never tiered the hardener amount.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
|
Posted - 2015.04.01 19:36:00 -
[7] - Quote
Godin Thekiller wrote:
They were, they just made them all the same in 1.7
Yup, I was here when it happened! I was pretty vocal on this.
Tanks - Balancing Turrets
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