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Text Grant
PIanet Express Smart Deploy
398
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Posted - 2015.03.31 16:52:00 -
[1] - Quote
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. |
Takahiro Kashuken
Red Star.
4423
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Posted - 2015.03.31 17:12:00 -
[2] - Quote
1. It already doesn't shoot straight as it is, if it gets any worse i will miss a HAV at 50m
2. My gunner will jump out and mow you down instead of me
3. So you want it to be slow so you can fire 6 volleys instead of 3 with perfect LOS?
Also why do shoot at it when hardeners are up?
I can't shoot through cover unlike your SL which can go around several corners and still hit me
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Spkr4theDead
Red Star.
3152
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Posted - 2015.03.31 17:28:00 -
[3] - 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. You're probably doing it solo, which is wrong. You're probably doing it out in the open, which is wrong.
So because you yourself are bad at AV, the blaster should get nerfed, simply because you're bad and the person in the tank can aim?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Derpty Derp
Dead Man's Game
964
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Posted - 2015.03.31 17:30:00 -
[4] - Quote
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? |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
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Posted - 2015.03.31 17:55:00 -
[5] - 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
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Posted - 2015.03.31 17:58:00 -
[6] - 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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Aidualc
LATINOS KILLERS CORP Dark Taboo
125
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Posted - 2015.03.31 18:31:00 -
[7] - Quote
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...
-- LKC -- Tomate Pote --
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
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Posted - 2015.03.31 19:05:00 -
[8] - 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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Nothing Certain
Bioshock Rejects
1607
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Posted - 2015.03.31 20:11:00 -
[9] - 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...
Yes. Price and Power are two different things. Besides, it does not take 1.2 million ISK to make a fit with double hardeners and reps.
Because, that's why.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5650
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Posted - 2015.03.31 20:32:00 -
[10] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17892
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Posted - 2015.03.31 21:02:00 -
[11] - Quote
Nothing Certain 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... Yes. Price and Power are two different things. Besides, it does not take 1.2 million ISK to make a fit with double hardeners and reps.
Price is usually a player determined measure of power. Powerful and meta specific ships cost more to make use of. It would be great if Dust did this as well.
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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Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
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Posted - 2015.03.31 21:11:00 -
[12] - 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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Juno Tristan
Obscure Reference
488
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Posted - 2015.03.31 21:18:00 -
[13] - Quote
Quote:3 acceleration nerf. Driving around in the open should be as much of a death trap to tanks as it is to infantry.
Unlike LAVs I'm yet to get a tank down a corridor
Seriously though the whole point is tanks have to be in the open to operate and therefore need the health to deal with being visible most of the time
ADS Ramming Revenge!
Plasma Cannon Rampage
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Spkr4theDead
Red Star.
3155
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Posted - 2015.03.31 21:19:00 -
[14] - Quote
Nothing Certain wrote: Besides, it does not take 1.2 million ISK to make a fit with double hardeners and reps. The only BPO suits that have much survivability against PRO ISK suits are the scouts, because they have REs. Throw an explosive frisbee and voila, dead PRO suit.
All the same it takes a 1.2mil ISK tank to survive against the hordes of PRO AV, who unfortunately decide the outcome of a tank battle, because they're cheaper and can take the high ground. It's not fun. I want to battle someone in their tank with my tank, with AV on both sides leaving us alone. That's a real challenge, not two people firing their YOLO PRO swarms at either of us, melting a tank down to its constituent atoms.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3155
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Posted - 2015.03.31 21:20:00 -
[15] - Quote
Tebu Gan wrote: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. If you say so.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3155
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Posted - 2015.03.31 21:25:00 -
[16] - Quote
Tebu Gan wrote: Ignore the first two "tankers" that commented.
Yes, because our opinions don't matter. I've been in tanks for a year and a half, Taka has been in tanks since before Replication.
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.
Yet again, someone saying the answer is to nerf tanks. When are people going to get passed that and actually use teamwork all the time to down a tank? Do you really expect to solo someone that's been in PC in tanks? Best option you have is to set up a proxy mine trap, but that's too hard.
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.
It works far too well for its ease of use.
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.
Oh wow, you actually use your brain sometimes.
Tanks can be limited in movement,
Can be limited? Of course they're limited, they weigh 100 tons.
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.
Predictable people, yeah.
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.
Yeah, YOLO homing AV grenades are so hard to use.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17894
|
Posted - 2015.03.31 21:27:00 -
[17] - Quote
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!
As long as they do not provide such a prolific a per second value I guess they could stay for the sake of personal preference..... not that I really agree with them.
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
17894
|
Posted - 2015.03.31 21:27:00 -
[18] - Quote
Spkr4theDead wrote:Tebu Gan wrote: Ignore the first two "tankers" that commented.
Yes, because our opinions don't matter. I've been in tanks for a year and a half, Taka has been in tanks since before Replication.
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.
Yet again, someone saying the answer is to nerf tanks. When are people going to get passed that and actually use teamwork all the time to down a tank? Do you really expect to solo someone that's been in PC in tanks? Best option you have is to set up a proxy mine trap, but that's too hard.
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.
It works far too well for its ease of use.
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.
Oh wow, you actually use your brain sometimes.
Tanks can be limited in movement,
Can be limited? Of course they're limited, they weigh 100 tons.
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.
Predictable people, yeah.
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.
Yeah, YOLO homing AV grenades are so hard to use.
Wow I've been in tanks as long if not longer than you Spkr.
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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5652
|
Posted - 2015.03.31 21:44:00 -
[19] - Quote
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!
Feedback I've been seeing seems to lend itself more to the fact that the Heavy Armor Repairers are problematic, but the Light Armor Repairers are not.
I would not be terribly opposed to leaving Light Reppers as passive but moving the large ones to be active.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Alaika Arbosa
Minmatar Republic
2497
|
Posted - 2015.04.01 00:02:00 -
[20] - Quote
Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again.
We the pc players make up a huge majority of active players. --Roman837
^^ROFLMAO
OMG I need to catch my breath now..
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5656
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Posted - 2015.04.01 03:31:00 -
[21] - Quote
Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again.
Sadly they will often insist that anyone who doesn't agree with them, doesn't actually use vehicles. I can assure you that while many vehicle pilots can be very Q_Q (Hell that really goes for any group within the game), not all of us are.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17917
|
Posted - 2015.04.01 03:36:00 -
[22] - Quote
Pokey Dravon wrote:Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again. Sadly they will often insist that anyone who doesn't agree with them, doesn't actually use vehicles. I can assure you that while many vehicle pilots can be very Q_Q (Hell that really goes for any group within the game), not all of us are. But Pokey..... Q_Q
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5656
|
Posted - 2015.04.01 03:39:00 -
[23] - Quote
True Adamance wrote:Pokey Dravon wrote:Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again. Sadly they will often insist that anyone who doesn't agree with them, doesn't actually use vehicles. I can assure you that while many vehicle pilots can be very Q_Q (Hell that really goes for any group within the game), not all of us are. But Pokey..... Q_Q
Don't worry True, while you are a crazed Amarrian zealot, you're actually quite reasonable if we can get you to stop raging about a lack of Amarrian tanks, you're actually quite reasonable.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vyzion Eyri
WarRavens
2715
|
Posted - 2015.04.01 03:50:00 -
[24] - Quote
Bring back vehicle RR modules, I used to repair tanks with my Prometheus, it was glorious fun, too bad swarms just re-directed to me until I blew up because I had to be so low and flying so carefully to follow the tank.
Alternatively, buff vehicle repair tools so tank crews can hop out and repair a tank whilst it's under fire, turning killing a tank into a sort of mini-boss fight where infantry have to kill the logistics repairing the tank, and AV need to wait until hardeners are down to finish it off.
Lots of fun ways to make tanks more interesting without the usual brain-dead AV is over/underpowered debate, where the result polarises one side of the community against the other unnecessarily.
Did I mention my Prometheus again? I dream of her every second lonely night in my quarters. Oh, my beautiful.
> Quis custodiet ipsos custodes?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17920
|
Posted - 2015.04.01 03:57:00 -
[25] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again. Sadly they will often insist that anyone who doesn't agree with them, doesn't actually use vehicles. I can assure you that while many vehicle pilots can be very Q_Q (Hell that really goes for any group within the game), not all of us are. But Pokey..... Q_Q Don't worry True, while you are a crazed Amarrian zealot, you're actually quite reasonable if we can get you to stop raging about a lack of Amarrian tanks.
NEVER! And I prefer the term "Frothing Zealot" thank you very much.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7774
|
Posted - 2015.04.01 04:24:00 -
[26] - Quote
Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again.
DON'T LET THE DARKNESS TOUCH YOU! GET OUT WHILE YOU CAN!!!
AV
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DeathwindRising
ROGUE RELICS
948
|
Posted - 2015.04.01 05:04:00 -
[27] - 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.
There was a recommendation to change the rep "cycle" from hp/s to hp every 3 or 5 seconds but Increading the hp amount per cycle
Instead of 60 reps per minute you'd get 12 reps per minute, but the amount repaired per minute would still be the same. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5656
|
Posted - 2015.04.01 06:42:00 -
[28] - Quote
DeathwindRising 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. There was a recommendation to change the rep "cycle" from hp/s to hp every 3 or 5 seconds but Increading the hp amount per cycle Instead of 60 reps per minute you'd get 12 reps per minute, but the amount repaired per minute would still be the same.
That will help but mostly likely not be enough to fix the issue at hand. But that's more of an in-game testing thing than a calculation thing.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1205
|
Posted - 2015.04.01 10:33:00 -
[29] - 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.
Don't forget to remove them from dropsuits as well. lolhypocrite.
DeathwindRising 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. There was a recommendation to change the rep "cycle" from hp/s to hp every 3 or 5 seconds but Increading the hp amount per cycle Instead of 60 reps per minute you'd get 12 reps per minute, but the amount repaired per minute would still be the same. This sounds very reasonable. But what if armor reps had a curve of some sort? Like when they take damage, they do only 50% repair, until x seconds when they return to 100%, like the systems have to start up or something, and then they maintain their 100% rate until no longer needed (x time between last incoming damage) etc.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Derpty Derp
Dead Man's Game
970
|
Posted - 2015.04.01 18:13:00 -
[30] - Quote
Tebu Gan wrote: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. Are we talking about the small blaster or the large blaster, because I can kill with both, just the small blaster is not worth the trouble vs the other small turrets...
If large blaster... Then I'd like to see where you got that idea from, most of my posts about the large blaster state that it's the best anti-infantry weapon in the game. |
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Kuruld Sengar
G.L.O.R.Y General Tso's Alliance
280
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Posted - 2015.04.01 18:24:00 -
[31] - Quote
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. True, but immune in a bit of an exaggeration. A single swarmer negate my reps in a Cplx 120mm, Cplx heavy rep, Dual hardened tank. Albeit slowly. Two swarmers however can make it difficult to escape if caught far from cover. If at any point a swarmer hits that same tank with a full clip without hardeners, It's dead.
This is using the minmando as said swarmer as they have been present in nearly every match I tank in, and usually not alone. |
Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
|
Posted - 2015.04.01 19:18:00 -
[32] - 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.
1: As long as it doesn't affect my aiming at another HAV at 40-50m, fine.
2: Would you say that it is fair that if someone changes their suit from a SD, that it disables any function for a certain amount of time then, minus movement? That's only fair, especially when you see that is basically what you're asking of for vehicles.
3: I find it odd and somewhat amusing that you believe that HAV's should be very weak in open areas, when that's pretty much the only areas they can really roam. a reasonable acceleration nerf wouldn't nerf HAV's in open areas anyways. I find it extremely amusing that you want to nerf HAV's in open areas in the first place.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:19:00 -
[33] - 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?
Follow it in a LAV then?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
|
Posted - 2015.04.01 19:23:00 -
[34] - Quote
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.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:23:00 -
[35] - 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.
Agreed
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:24:00 -
[36] - Quote
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.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:27:00 -
[37] - Quote
Pokey Dravon 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! Feedback I've been seeing seems to lend itself more to the fact that the Heavy Armor Repairers are problematic, but the Light Armor Repairers are not. I would not be terribly opposed to leaving Light Reppers as passive but moving the large ones to be active.
The reason nobody complains about the light ones is because they give **** all for reps. I want smalls active back.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:28:00 -
[38] - Quote
Alaika Arbosa wrote:Logged in if for no other reason than to say that it is the first two "tankers" in this thread that make me want vehicles to DIAF and be ripped screaming from the Dust514 code.
Good job you two, you made me care enough to post again.
Denied.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:29:00 -
[39] - Quote
Vyzion Eyri wrote:Bring back vehicle RR modules, I used to repair tanks with my Prometheus, it was glorious fun, too bad swarms just re-directed to me until I blew up because I had to be so low and flying so carefully to follow the tank.
Alternatively, buff vehicle repair tools so tank crews can hop out and repair a tank whilst it's under fire, turning killing a tank into a sort of mini-boss fight where infantry have to kill the logistics repairing the tank, and AV need to wait until hardeners are down to finish it off.
Lots of fun ways to make tanks more interesting without the usual brain-dead AV is over/underpowered debate, where the result polarises one side of the community against the other unnecessarily.
Did I mention my Prometheus again? I dream of her every second lonely night in my quarters. Oh, my beautiful.
lol, you're one of those people. Bro, Limbus. Nuff said.
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
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Posted - 2015.04.01 19:30:00 -
[40] - 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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:32:00 -
[41] - Quote
Derpty Derp wrote:Tebu Gan wrote: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. Are we talking about the small blaster or the large blaster, because I can kill with both, just the small blaster is not worth the trouble vs the other small turrets... If large blaster... Then I'd like to see where you got that idea from, most of my posts about the large blaster state that it's the best anti-infantry weapon in the game.
unless the suit is not a heavy, and you don't simply stand there.
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
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Posted - 2015.04.01 19:32:00 -
[42] - 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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:34:00 -
[43] - Quote
Tebu Gan wrote: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.
That sounds reasonable.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3015
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Posted - 2015.04.01 19:34:00 -
[44] - Quote
Tebu Gan wrote: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.
They were, they just made them all the same in 1.7
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1332
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Posted - 2015.04.01 19:36:00 -
[45] - 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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Text Grant
PIanet Express Smart Deploy
405
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Posted - 2015.04.03 02:38:00 -
[46] - Quote
Takahiro Kashuken wrote:1. It already doesn't shoot straight as it is, if it gets any worse i will miss a HAV at 50m
2. My gunner will jump out and mow you down instead of me
3. So you want it to be slow so you can fire 6 volleys instead of 3 with perfect LOS?
Also why do shoot at it when hardeners are up?
I can't shoot through cover unlike your SL which can go around several corners and still hit me 1 it shouldn't be worse, just instant. 2 that's fine. Teamwork is meant to be OP 3no. I want you to use cover. |
Godin Thekiller
Negative-Feedback. Negative-Feedback
3017
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Posted - 2015.04.03 04:40:00 -
[47] - Quote
Text Grant wrote:Takahiro Kashuken wrote:1. It already doesn't shoot straight as it is, if it gets any worse i will miss a HAV at 50m
2. My gunner will jump out and mow you down instead of me
3. So you want it to be slow so you can fire 6 volleys instead of 3 with perfect LOS?
Also why do shoot at it when hardeners are up?
I can't shoot through cover unlike your SL which can go around several corners and still hit me 1 it shouldn't be worse, just instant. 2 that's fine. Teamwork is meant to be OP 3no. I want you to use cover.
I have a problem with 2 and 3. Why should a gunner have to ump OUT of the HAV to shoot at someone? I know, small turrets are ass bad, but that still pisses me off >.>. As for 3, I want you to think about how much cover there is for HAV's moving towards suitable targets (hint: very little). These are not infantry suits, you can't weave through boxes........
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2921
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Posted - 2015.04.03 06:12:00 -
[48] - Quote
I really think AV players don't get the point of hardeners. They are supposed to make you very difficult to kill. That's their entire purpose. If you can solo a tank even when hardeners are up, there is no reason to run them.
What IS a problem with tanks is how quickly they can escape. Double hardened tanks are functioning perfectly, but they should be far slower, both top speed and acceleration. Tanks should be about stand-and-deliver gameplay, not zipping around at LAV speeds playing hide-and-seek with AV and each other.
Therefore, never send to know for whom the bell tolls; it tolls for thee.
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Text Grant
PIanet Express Smart Deploy
406
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Posted - 2015.04.03 12:16:00 -
[49] - Quote
Godin Thekiller wrote:Text Grant wrote:Takahiro Kashuken wrote:1. It already doesn't shoot straight as it is, if it gets any worse i will miss a HAV at 50m
2. My gunner will jump out and mow you down instead of me
3. So you want it to be slow so you can fire 6 volleys instead of 3 with perfect LOS?
Also why do shoot at it when hardeners are up?
I can't shoot through cover unlike your SL which can go around several corners and still hit me 1 it shouldn't be worse, just instant. 2 that's fine. Teamwork is meant to be OP 3no. I want you to use cover. I have a problem with 2 and 3. Why should a gunner have to ump OUT of the HAV to shoot at someone? I know, small turrets are ass bad, but that still pisses me off >.>. As for 3, I want you to think about how much cover there is for HAV's moving towards suitable targets (hint: very little). These are not infantry suits, you can't weave through boxes........ 2 I didn't say that the passenger should hop out. He said they would, and I was fine with that. 3 all I'm saying, is that being out in an open field when hit by AV should equal your death. Right now you can go from a dead stop in an open field to top speed in about 5 seconds. It should take about 15-20 seconds to hit top speed. |
Doc DDD
TeamPlayers Negative-Feedback
425
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Posted - 2015.04.04 03:47:00 -
[50] - Quote
So you are saying any vehicle that stops moving outside the redline should have 0% chance of surviving?
Sounds about right... shouldn't they just explode as soon as they leave the redline? Would make using AV much easier, closest infantry can get credit for the kill.
Maybe just have all vehicles explode when match ends? Sounds about right too. |
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3020
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Posted - 2015.04.04 03:56:00 -
[51] - Quote
Text Grant wrote:Godin Thekiller wrote:Text Grant wrote:Takahiro Kashuken wrote:1. It already doesn't shoot straight as it is, if it gets any worse i will miss a HAV at 50m
2. My gunner will jump out and mow you down instead of me
3. So you want it to be slow so you can fire 6 volleys instead of 3 with perfect LOS?
Also why do shoot at it when hardeners are up?
I can't shoot through cover unlike your SL which can go around several corners and still hit me 1 it shouldn't be worse, just instant. 2 that's fine. Teamwork is meant to be OP 3no. I want you to use cover. I have a problem with 2 and 3. Why should a gunner have to ump OUT of the HAV to shoot at someone? I know, small turrets are ass bad, but that still pisses me off >.>. As for 3, I want you to think about how much cover there is for HAV's moving towards suitable targets (hint: very little). These are not infantry suits, you can't weave through boxes........ 2 I didn't say that the passenger should hop out. He said they would, and I was fine with that. 3 all I'm saying, is that being out in an open field when hit by AV should equal your death. Right now you can go from a dead stop in an open field to top speed in about 5 seconds. It should take about 15-20 seconds to hit top speed.
2: That wasn't my gripe, nor was it directed at you. Read it again.
3: So I'm moving in the area in which I'm optimized to move in (open flat land, as opposed to closed off tight land), and I should STILL die? lol.
and that acceleration was way too long, for both. You can hit top speed in about half a second, and it should be about 5 seconds.
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MINA Longstrike
Kirjuun Heiian
2469
|
Posted - 2015.04.04 08:16:00 -
[52] - Quote
Quite frequently I find the only thing that's an actual threat to me in a tank is people going 'stand and deliver' with nanohives and av grenades. I'm relatively invulnerable otherwise (at least on armor, shields are a little less invincible).
I'd like to push for less hardening, slightly more hp on modules and longer rep cycles/times not sure about speed.
I also want to gripe about how in order to fit a 'decent' tank you need to have every ****ing fitting and optimization skill in existence to level 5 which is upsetting as **** it feels like so much wasted sp.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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