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Sergeant Sazu
Mantodea MC
663
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Posted - 2015.07.15 18:14:00 -
[1] - Quote
As long as there is a redline, and as long as tanks move as fast as they do, the "waves of opportunity" thing is invalid. I mean, why leave the redline if you're not at your best? This is the hidden problem with the curret system.
It's the same reason people want the ScR nerfed. It deals high DPS in short bursts. So when a ScR user can dictate the engagement and only be exposed to fire when he/she's cooled down and ready to spam, he/she is performing better than other rifle users.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
681
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Posted - 2015.07.16 14:46:00 -
[2] - Quote
Adipem Nothi wrote:General Mosquito wrote: A tank can be killed by a single dropsuit.
The rest of your argument is invalid.
Balance Talk with *Tankers - Part IIITanks were balanced following Uprising 1.7. If an AVer did it right, he could solo a tank. That's why tanks were balanced then. Tanks were balanced. Then they got nerfed. That makes tanks underpowered right now.* Not representative of all tankers; some are in fact reasonable.
I think he has the views that he does because he plays PC, where everyone is overly prepared to gank a tank with Lai Dais and rooftop AV. In any other game mode, a Madrugar has clear superiority over unorganized teams through sheer mobility, firepower, and ridiculous durability.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
681
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Posted - 2015.07.16 15:04:00 -
[3] - Quote
Darken-Sol wrote:Wanna know a secret? Its that feeling of invulnerability that you prey on. Two forgers can destroy a tank before his hardeners activate. Find a safe place and look at your map. A little prep goes a long way with AV
That's no secret. It's called outnumbering, and also applying alpha. Neither of those two should be required to take down a single player. That's unbalanced.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
683
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Posted - 2015.07.16 16:38:00 -
[4] - Quote
-Call in blaster Madrugar -Kill 5-10 people -5 people pull out AV -Kill 2 or 3 of the AVers -Hide in the redline until hardeners recharge -Repeat
This is the usual process that I see. I've been on both sides of the scenario, and it's not fun for anyone IMO.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
683
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Posted - 2015.07.16 16:41:00 -
[5] - Quote
Darken-Sol wrote:Sergeant Sazu wrote:Darken-Sol wrote:Wanna know a secret? Its that feeling of invulnerability that you prey on. Two forgers can destroy a tank before his hardeners activate. Find a safe place and look at your map. A little prep goes a long way with AV That's no secret. It's called outnumbering, and also applying alpha. Neither of those two should be required to take down a single player. That's unbalanced. Well i got three in my maddy so bring at least that or youre gonna be back here crying.
There's the underlying problem: Numbers-wise, your durability is exactly the same no matter how many players are in your tank. That's where the "1 player = 1 player" concept is getting messed up.
Tankers ask that they take 3 people to take down since they have 3 seats. Then they turn around and slap on a large blaster + 2 hardeners and be a one-man army, throwing the match out of balance. If that was your agenda, you got it. Congrats.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
683
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Posted - 2015.07.16 17:44:00 -
[6] - Quote
Darken-Sol wrote:I didnt ask anything. Durability and survivability are not the same. Fitting only really matters when you are up against a decent tanker or Good AV.
My agenda. Lol. My agenda involves educating and training anyone that wants to learn something. I tank and AV. I know the weaknesses and strrengths of both. You can congratulate me when it dawns on you that you might not have all the facts.
Having gunners improves survivability. Never denied that. Not my point. My point had to do with vehicles being overly effective without gunners.
And I again made the mistake of lumping tankers together and thinking they all have an "agenda". So my bad, I didn't mean to make it personal. We should both drop the condescending attitude.
No arrogance intended, please enlighten me as to what I'm missing.
[64.9m SP]
Sazu's Trading
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Sergeant Sazu
Mantodea MC
693
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Posted - 2015.07.18 00:16:00 -
[7] - Quote
Adipem Nothi wrote:General Mosquito wrote: Where is the data you presented?
Balance boils down to Kill / Spawn Efficiency. I've assumed (and I've said as much) that Madrugar Kill / Spawn Efficiency is disproportionately high. If the data isn't on my side, then my balance complaints are baseless and I'll stand corrected. If the data is on my side, then your excuses and "what ifs" -- while colorful and entertaining -- will fall on deaf ears while Rattati swings that hammer. I think it more probable than not kill/spawn efficiency data is on my side. I imagine you do as well. If you didn't, you wouldn't be so frothy.
To be honest, I rarely see Madrugars break 10 kills nowadays. (Though their death count is always low.) I don't think the data would prove much.
My issue is how much effort it takes to deal with one, and how many players they take away from a team for several minutes. This is something that can't be put on a spreadsheet or a line graph. So we have to go on what seems right based on reasoning. And we all know how well that goes.
[65.1m SP]
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Sergeant Sazu
Mantodea MC
708
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Posted - 2015.07.18 02:08:00 -
[8] - Quote
General Mosquito wrote:Having to play here is the doctrine, drive it or die in a fire, also, when you see AV run far, run fast is not exactly entertaining gameplay is it?
Another problem I forgot to address: Madrugars die really, really fast without hardeners. Like, I give them almost zero chance of escape. Takes no more than 4 Minmando swarms. Things are a little too black and white, if you ask me.
[65.1m SP]
Sazu's Trading
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