Godin Thekiller
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Posted - 2015.05.03 15:40:00 -
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Francois Sanchez wrote:Thx for the feedback, I don't agree with every points of course but it's still interesting.
About the blaster range, my point wasn't about blaster installation being OP because I gunned down a bunch of scrubs, I just don't find legit to be able to kill infantry in less than 1 second with a large blaster while being at over 120m. Theoretically the blaster was supposed to be short range and it is not.
About the tank role, I think there should be one build good against infantry at short range but bad against vehicles (large blaster, but right now it's destroying vehicles easily and can shoot very far). Have the rail cannons gods against vehicles and crap against infantry (roughly the case) and missiles ok at both but beaten by the specialized version at both.
Buffing hardeners is really what I want to avoid, tanks are too good with them and too fragile without them. Tanks should be naturally tougher while being less in god mode with hardeners. That would be fairer while increasing the variety of builds.
And finally about the AV vs vehicles communities people really need to play on both sides, which I do. Vehicles users have to understand that being invincible against 1 AV guy is extremely frustrating for the other side as the AV can't do anything else and don't get any kind of reward. On the other hand AVers are asking way too much for automatic success when hunting vehicles.
P.S : @Breakin Stuff : yes, tankers are mostly cowards, which is sadly the case for 90% of the community. This is the main problem of this game as the guys wishing to fight are hardly penalized by that. Personally it's the worst community I've ever seen because of that.
Blaster installations functionally work different than HAV blasters, as they have no spread. That doesn't mean that blasters in general needs nerfing. Also, I think they are fine, it's just that they can tank like a hardened HAV without reps, which needs to go, but they should be redeployable.
If someone even so much as moves, long range blasters are not viable. It's optimal range makes sure of that, and the spread checks the optimal. It's already been agreed on anyways: Large turrets will be made to take on larger targets. If someone wants to take on infantry in a HAV, they can either use a small turret fitted to it, or hope that whenever they come in the future (if they come) CCP allows medium turrets to fit into large slots. And we had that setup before, twice eve. We went away from them for a reason.
We don't really need to buff hardeners. nerfing the armor ones by a small 5-10% would be enough, and on top of that making reps active again would make them better for what they should be used for: running in and ganking the **** out of whatever they see, then getting the **** out of dodge. Also, Gal HAV's are not made to be brick tanked (unless this is EVE, and we're fighting in small gang BS fights), as I said, roll up, **** **** up, dip quick.
If I'm better than someone and outplay them at every turn, going so far as to even kill him, you could say that I'm unkillable against said person. That logic is the same everywhere else in this game. If you don't got the skill and/or the ISK, you will be slain. There's no free kills here, nor are there easy kills here. AV shouldn't expect to kill me easily, especially since my hulls probably cost at least 2x their average suit at STD levels. And there's man out there that are asking for automatic success on both sides, sure. Doesn't mean they will ever get it.
Explain how you see most of us as cowards, I'd really like to know.
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Godin Thekiller
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Posted - 2015.05.03 22:08:00 -
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Francois Sanchez wrote:Half tankers are redline/hills campers, in the other half you have most blaster tanks. Sure some of them are there to get into the thick of it, but a part of them are just there to get easy kills and flee in front of any kind of engagement that has more than 5% chance to be fatal. That's where you see the difference between the scrubs and the true good tankers who will try to destroy the threat until it's clear they're gonna lose and so retreat smartly to come back a bit later to get ridd of the opposition once more.
So yeah, 50%+a part of 50% = majority of cowards, and sadly those guys are pretty noisy and have too much impact on tanks evolution (as the whiney AVers). So you alternate between tanks=easy mode and too powerful AV
Ah, okay. That makes sense.
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Godin Thekiller
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Posted - 2015.05.05 00:42:00 -
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Doc DDD wrote:If it doesn't destroy it then it's not the counter.
I like that one av load out is no longer the counter for every vehicle.
The counter to double rep double hardened maddy is high alpha, which used to come from damage modded rails. Now that you need a Gunlogi, with a heat sink, and a damage mod, and another damage mod, and another damage mod, and a shield extender, to hidein the redline and hopen this one build of tank comes within 300m and sits there for 5 straight shots is just bad game design.
The only thing you can really do is roll up with a missile madrugar with 2 hardeners and a damage mod and land every volley.
Shield tanks need to be fixed Rails need decreased heat build up and more range Missiles need that weird delay at end of clip reduced
If rails gets a heat and range buff, that damage needs to get nerfed.
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