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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 01:13:00 -
[211] - Quote
Kallas Hallytyr wrote:Devadander wrote:A one hardener limit would doom shield HAV. This is wholeheartedly agree with. With Shield regen able to be halted, Shield tanks need that extra resistance, especially considering that their hardeners are also both shorter lasting and longer cooling down.
Thanks for confirming this.
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Devadander
Woodgrain Atari
367
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Posted - 2015.07.18 01:17:00 -
[212] - Quote
So can we agree that madrugars maybe only seem OP because the other turrets have trouble dispatching current fit meta?
Edit: and shields cannot combat armor ATM.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.18 01:20:00 -
[213] - Quote
Aeon Amadi wrote: So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start..
I don't think we should bring Shield HAV up to a competitive level alongside armor HAV while we have two modules breaking tanks on a fundamental level.
These being Armour Repairers and Hardener Modules.
With the modules so broken what value would there be in bringing Shield HAV up to match?
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 01:21:00 -
[214] - Quote
Which, come to think of what Kallas was saying, if Shield Hardeners are less powerful, have shorter durations, and longer cool-downs than it can be assumed that Shield Tanking is intended to work better with Boosters and regen as a whole, rather than resistance.
Maybe we should take a good hard look at the Armor Repairer, rather than the Armor Hardener, and let the Armor Hardener be Armor Tanking's "thing"? Like I said earlier, if we made Armor Repairers active than we force Armor Tankers to make the choice of when to use it. We could go beyond that though and give them long cool-down times to focus on the aspects of armor tanking: Buffer and Resistance, and encourage them to use that. After all, they do have passive armor regeneration as it is, so it isn't like we're forcing them to fit armor repairers or be hamstrung.
This way, the Madrugar retains it's power-house nature with Hardeners but is more likely to go down when their modules are turned off. They'd have to choose to use the repairer during the hardener duration, which makes them vulnerable when they all turn off, or to use the repairer to recover from the damage, which makes them less resistant to taking -more- damage.
Thoughts, guys?
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 01:23:00 -
[215] - Quote
True Adamance wrote:Aeon Amadi wrote: So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start..
I don't think we should bring Shield HAV up to a competitive level alongside armor HAV while we have two modules breaking tanks on a fundamental level. These being Armour Repairers and Hardener Modules. With the modules so broken what value would there be in bringing Shield HAV up to match?
Right right, I cover that in my previous post. I'm starting to think that the problem isn't Hardeners so much as the Armor Repairers, honestly.
But Shields -do- need to have their technical issues ironed out, don't you think? How is it fair that boosters are intended for a quick recovery but don't work while under fire whereas Armor Repairers work regardless?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.18 01:25:00 -
[216] - Quote
Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote: So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start..
I don't think we should bring Shield HAV up to a competitive level alongside armor HAV while we have two modules breaking tanks on a fundamental level. These being Armour Repairers and Hardener Modules. With the modules so broken what value would there be in bringing Shield HAV up to match? Right right, I cover that in my previous post. I'm starting to think that the problem isn't Hardeners so much as the Armor Repairers, honestly. But Shields -do- need to have their technical issues ironed out, don't you think? How is it fair that boosters are intended for a quick recovery but don't work while under fire whereas Armor Repairers work regardless? Yes and its good that you are seeing this. They're the greatest part of the problem however it extends further than and into the Hardeners that as I see it. In this case I'd argue we need tanks less reliant on those modules as they are killing tank fit diversity by being too useful.
Rather than have low raw HP and massive eHP I'd argue we'd need higher raw HP values with less prolific eHP buffers.
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Devadander
Woodgrain Atari
368
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Posted - 2015.07.18 01:26:00 -
[217] - Quote
Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote: So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start..
I don't think we should bring Shield HAV up to a competitive level alongside armor HAV while we have two modules breaking tanks on a fundamental level. These being Armour Repairers and Hardener Modules. With the modules so broken what value would there be in bringing Shield HAV up to match? Right right, I cover that in my previous post. I'm starting to think that the problem isn't Hardeners so much as the Armor Repairers, honestly. But Shields -do- need to have their technical issues ironed out, don't you think? How is it fair that boosters are intended for a quick recovery but don't work while under fire whereas Armor Repairers work regardless?
A missile tank can shut down a gv0 if it could just stay alive a touch longer.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 01:28:00 -
[218] - Quote
True Adamance wrote:Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote: So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start..
I don't think we should bring Shield HAV up to a competitive level alongside armor HAV while we have two modules breaking tanks on a fundamental level. These being Armour Repairers and Hardener Modules. With the modules so broken what value would there be in bringing Shield HAV up to match? Right right, I cover that in my previous post. I'm starting to think that the problem isn't Hardeners so much as the Armor Repairers, honestly. But Shields -do- need to have their technical issues ironed out, don't you think? How is it fair that boosters are intended for a quick recovery but don't work while under fire whereas Armor Repairers work regardless? Yes and its good that you are seeing this. They're the greatest part of the problem however it extends further than and into the Hardeners that as I see it. In this case I'd argue we need tanks less reliant on those modules as they are killing tank fit diversity by being too useful. Rather than have low raw HP and massive eHP I'd argue we'd need higher raw HP values with less prolific eHP buffers.
I understand your concerns but I feel we need to take this slowly, as with all things, and figure out what needs to be hit first: Hardeners or Armor Repairers, rather than both. I don't like pendulum balancing (over-buffing, over-nerfing, until you finally land on something that works).
So, given that in mind, would you like to discuss balancing Hardeners or Repairers?
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.18 01:29:00 -
[219] - Quote
Devadander wrote:A one hardener limit would doom shield HAV. Spitballing: What meta shift would you expect if Armor Hardeners only were limited to one / loadout?
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Devadander
Woodgrain Atari
368
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Posted - 2015.07.18 01:33:00 -
[220] - Quote
Adipem Nothi wrote:Devadander wrote:A one hardener limit would doom shield HAV. Spitballing: What would happen if Armor Hardeners only were limited to one / loadout?
I've been tanking since first build, after all I've lost already I hate the thought of more restrictions.
I like the active rep module. We had it once and you really had to think as a tanker to make it out alive.
But again, anything that makes tanks weaker should bring a cost reduction.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.07.18 01:39:00 -
[221] - Quote
Aeon Amadi wrote:Kallas Hallytyr wrote:Devadander wrote:A one hardener limit would doom shield HAV. This is wholeheartedly agree with. With Shield regen able to be halted, Shield tanks need that extra resistance, especially considering that their hardeners are also both shorter lasting and longer cooling down. Thanks for confirming this. The biggest reason Madrugars are considered overpowered (by those that do feel that way) is now they are able to remain highly resistant for long periods of time without needing to retreat for longer periods.
Simply put, they repair too quickly. I, personally, feel that they both move too quickly (able to retreat out of harm's way) and can take too much punishment without flinching. Basically, one repair under one hardener grants too much effective resilience. Look at the following example.
A PRO Forge Gun (1400 damage per shot), Prof 5 (1656) and Profile (1822.) A Madrugar with one PRO Plate, one PRO Rep, two aHardeners: 1200 Shields/4585 Armour
One PRO Rep repairs 137.5/sec with L5 Skill. This is roughly equivalent to 1/13th of each FG shot. Given a charge/fire rate of, let's give a rough time of five seconds per shot (charge time plus lining it up) that means that the FG is 'winning' by 8/13ths per shot. If you understand what I mean? Essentially it's out damaging the repairs by 8/13ths.
Vs one Hardener each FG shot will deal 1822*.6= 1094 Now, each second of repair is equivalent to 1/8th. Now the FG is 'winning' by only 3/8ths per shot. We also have to consider that the FG only gets four shots before it reloads (6 seconds with Max RR.) ((1094*4)-(137.5*15)= 2314. The Madrugar is roughly at half armour. Now the FG has to reload (6 seconds) which grants another 825 (2314-825= 1489) meaning that the FG damages the Madrugar at only 1489 damage to armour per clip: it will take four clips of that FG to kill this Madrugar. That's roughly 84+ seconds of continuous, accurate fire. Against a single Hardener and a single Rep (Well the Hardener only lasts for 48 seconds: which is where a second one comes in, I guess...)
(*15 is 15 seconds of repair, as the first shot will have done no repairable damage during the charge, unlike the follow up shots)
If a second Hardener is added, that damage is now 1094*.656= 718 The repairs are now equivalent to 1/5th. Now the FG is actually neutral with the repair rate: no damage is actually 'sticking' to the Madrugar. Factoring reload time, the FG has no possibility of killing the Madrugar, even if it make no attempt to evade.
Essentially, the high resistance granted by the armour hardeners combined with the incredible and unstoppable repair rate of heat armour repairers makes Madrugars essentially unkillable unless attacked by three or more players.
Alt of Halla Murr. Sentinel.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 01:46:00 -
[222] - Quote
Kallas Hallytyr wrote:Aeon Amadi wrote:Kallas Hallytyr wrote:Devadander wrote:A one hardener limit would doom shield HAV. This is wholeheartedly agree with. With Shield regen able to be halted, Shield tanks need that extra resistance, especially considering that their hardeners are also both shorter lasting and longer cooling down. Thanks for confirming this. The biggest reason Madrugars are considered overpowered (by those that do feel that way) is now they are able to remain highly resistant for long periods of time without needing to retreat for longer periods. Simply put, they repair too quickly. I, personally, feel that they both move too quickly (able to retreat out of harm's way) and can take too much punishment without flinching. Basically, one repair under one hardener grants too much effective resilience. Look at the following example. A PRO Forge Gun (1400 damage per shot), Prof 5 (1656) and Profile (1822.) A Madrugar with one PRO Plate, one PRO Rep, two aHardeners: 1200 Shields/4585 Armour One PRO Rep repairs 137.5/sec with L5 Skill. This is roughly equivalent to 1/13th of each FG shot. Given a charge/fire rate of, let's give a rough time of five seconds per shot (charge time plus lining it up) that means that the FG is 'winning' by 8/13ths per shot. If you understand what I mean? Essentially it's out damaging the repairs by 8/13ths. Vs one Hardener each FG shot will deal 1822*.6= 1094 Now, each second of repair is equivalent to 1/8th. Now the FG is 'winning' by only 3/8ths per shot. We also have to consider that the FG only gets four shots before it reloads (6 seconds with Max RR.) ((1094*4)-(137.5*15)= 2314. The Madrugar is roughly at half armour. Now the FG has to reload (6 seconds) which grants another 825 (2314-825= 1489) meaning that the FG damages the Madrugar at only 1489 damage to armour per clip: it will take four clips of that FG to kill this Madrugar. That's roughly 84+ seconds of continuous, accurate fire. Against a single Hardener and a single Rep (Well the Hardener only lasts for 48 seconds: which is where a second one comes in, I guess...) (*15 is 15 seconds of repair, as the first shot will have done no repairable damage during the charge, unlike the follow up shots) If a second Hardener is added, that damage is now 1094*.656= 718 The repairs are now equivalent to 1/5th. Now the FG is actually neutral with the repair rate: no damage is actually 'sticking' to the Madrugar. Factoring reload time, the FG has no possibility of killing the Madrugar, even if it make no attempt to evade. Essentially, the high resistance granted by the armour hardeners combined with the incredible and unstoppable repair rate of heat armour repairers makes Madrugars essentially unkillable unless attacked by three or more players.
Is my proposal on making Armor Repairers active again acceptable?
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General Mosquito
Fatal Absolution Negative-Feedback
127
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Posted - 2015.07.18 01:52:00 -
[223] - Quote
Kallas Hallytyr wrote:
While mathematically the numbers might support the AVer (I doubt it, actually, but would need to run the numbers further*) the typical battlefield situation supports the notion that the HAV will survive, due to the actual mobility of it.
OK, so swarms will be longer TTK, and with forges you have to contend with the high fatality chance of an attempt that can actually land three grenades and a FG shot, along with the charge time after the last nade.
I would think that buffing AV nade damage would be the simplest solution if it was the intent of CCP to have one dropsuit cut through a hardened tank.
Kallas Hallytyr wrote:
2516 (previous damage to armour) + 76 = 2592 damage to armour is still insufficient to kill the Madrugar.
Applying the Warbarge bonus to the 'No Shields' situation I ran gives an armour damage total of 2930: sufficient to kill the Madrugar assuming a 0.5s of repair (137.5; 2792.5) but insufficient if the Madrugar has a full 1.0s of repair (275; 2655.)
This is still assuming that the Madrugar is entirely immobile/the AVer is able to land all three grenades without the Madrugar moving enough (which is perfectly possible with a Fuel Injector.)
Essentially, the math is extremely close to killing the Madrugar for a perfect ambush, but any kind of imperfection sees the Maddy survive. Similarly, however, if the Maddy hasn't activated its hardeners then it is definitely dead.
And all of this is for a tank with maximum resist profile. So a tank can only exist in dual hardened state for at most 36 seconds, during which it must complete its attack and get AV safe, and the sit out the cooldown.
Any armor tank that doesn't double harden can be solod by an equal tier AV suit without issue, I think would be a safe statement to make at this juncture.
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?
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.18 02:07:00 -
[224] - Quote
Devadander wrote:A one hardener limit would doom shield HAV. You assume we can't buss shield gardeners to account for a limit. 60% for instance.
Over thinking, over analyzing separates the body from the mind.
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Sergeant Sazu
Mantodea MC
708
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Posted - 2015.07.18 02:08:00 -
[225] - 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.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.07.18 02:08:00 -
[226] - Quote
Aeon Amadi wrote:[Is my proposal on making Armor Repairers active again acceptable?
Sorry got a bit carried away
Personally, yes. Though I also feel that they would need something a little bit more than 'just' only being active, something like the old system of one pulse every 3 seconds (or 5 seconds, or whatever, with the corresponding buff to HP/cycle it needs) - making it possible to deal spike/alpha/whatever-kind damage between Rep cycles.
Also up/downtimes are important. Too long up and they're basically just as is. Too long down and they're... Well not too bad anyway. If I were to spitball some numbers:
PRO Active Armour Repaired: One cycle every five seconds; 600 Armour HP every cycle (750 w/ L5 Skill) Duration: 18 seconds (4500 per module, per recharge) Cooldown: 60 seconds (45 seconds)
Short duration but with high yield (higher than passive) so it can rep up rapidly; but long cooldown prohibits prolonged exposure to sustained enemy fire uness multiple modified added fitted and managed effectively.
That's hardly a definitive suggestion and just one I dropped off the top of my head. But it would make armour HAVs very tough when used by a good operator, yet fragile when caught off guard and also require a substantial time out of the fight.
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? As an ADS pilot, Madrugars have it so easy!
Thing is, Madrugars can quite happily stay mobile: dodging one FG round buys them not just 250-300/sec repairs, it also negates the damage, requires a further charge time and then they need to hit. Fuel Injectors are not required to force misses, but they do massively increase the likelihood of one.
PLCs have it similarly: each miss (very likely against an aware HAV operator) requires a 4s reload and 0.6 charge (both reduced by skills, of course, but that's still at least a 2.5s turnaround time, even on a Commando)
Swarms have travel time to consider, and they seem to home in on HAVs far less effectively than any DS.
As for AV grenades, Packed especially, they are very short range. Madrugars can move very rapidly - their acceleration is still barely noticeable and only corners in tight areas present any kind of difficulties.
Essentially, a Maddy in the middle of a city socket has at least even odds of escaping an AVer that ambushed them: when all of the factors are stacked against the Maddy they're still very likely to escape, which seems wrong to me, unless the person is carrying a full compliment of Lai Dai Packed grenades, at which point it's probably a 50/50.
In an open field, the Maddy will escape a 1v1 with soul destroying reliability.
Honestly, I don't see how anyone can defend the current state of Madrugars.
Alt of Halla Murr. Sentinel.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.18 02:14:00 -
[227] - Quote
Cool cool. I'm not really interested in discussed hardcore numbers - that part CCP and the community at large can handle when it comes to it, but having a core concept down is a good start:
- Active Armor Repairers that have a sane active duration (maybe something that coincides with hardeners) and cooldown (nothing too crazy for obvious reasons). - Shield Boosters need to be made viable and work -THROUGH- incoming damage to hallmark on their ability to recover quickly but be vulnerable when the booster(s) and regen are not working.
I think that is a great start :D
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.07.18 02:19:00 -
[228] - Quote
Alena Ventrallis wrote:Devadander wrote:A one hardener limit would doom shield HAV. You assume we can't buss shield gardeners to account for a limit. 60% for instance. No thanks. I remember 1.7. I am a Python pilot and I am strongly against 60% resistance sHardeners.
Wiyrkomis: 312/missile 312*.8 profile *.4 one sHardener *.465 two sHardeners *1.1 MinCom *1.07*(.07*.86+1)*(.07*.56+1) three damage mods *1.05 Warbarge = 64 damage per missile *4 = 256 per volley.
Kaalakiota FG: 1440 = 285 per shot
Allotek PLC: 1690 = 521 per shot(!)
If anything should be done for shield vehicles it's reducing the efficacy of the Large Blaster vs vehicles. It is simply too effective vs both infantry and vehicles and that unnecessarily hurts Shield HAVs greatly. Vs AV Gunnlogis are quite balanced.
Alt of Halla Murr. Sentinel.
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XxWarlordxX97
D.A.R.K L.E.G.I.O.N
4
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Posted - 2015.07.18 02:24:00 -
[229] - Quote
hails8n wrote:Theres nothing like having a Madrigar survive your 3 boundless packed res, then your 3 Lai Dai packed nades, then your wyrikomi swarms consecutively and still have 75% armor, then 100% a second later. A pack of them together is HELL .
You don't understand AV or tanks
https://www.youtube.com/watch?v=Bs3nH8bE1AE
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maybe deadcatz
the nomercs
354
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Posted - 2015.07.18 02:29:00 -
[230] - Quote
What if we make armour hardeners resist 70 to 100%(balance that plz) percent of damage but disable the reps on the tank so as soon as you hit hardener your reps stop but you can take a few swarms and get away from fight?
Hardener limit one but almost complete resistance (ALMOST,and it wont be op because they cant rep through through Hardener active times)
Plus sheild havs need to have 2700sheild to 1000 amour. Why does ccp hate teh sheilds so much?... Bring down the pg and cpu costs for the sheild stuff. Love how such low powered suits amd vehicles have such high power consuming weaponry and modules. I see a sheild based suit and i almost feel sorry for killing him,because he was trying to LIVE with his own style and not just do armour like everyone else.
scanner? whats that? you can see enemies on the radar? just use your eyes and save a equipment slot for something useful
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:15:00 -
[231] - Quote
Hmmm.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:26:00 -
[232] - Quote
Tryin' to get tanks nerfed again eh? lol Nothing new.
I'll admit, Maddys are pretty tough now. But I feel that is the way it should be for them. Dual hardened maddys can be destroyed with just a few coordinated attacks taking only a few seconds. Without those hardeners, They are paper-thin.
In PC, I've had enemies chuck lai dais and burn into my armor and finish me off before I could even defend/move/react in any way.
Taking a Proto tank down should always be a group effort and the AVers I see killing them are working together with their squadmates, Not running about solo.
Now if we could just get the Shield Vehicles on that level :)
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:36:00 -
[233] - Quote
On the blaster note, I think CCP should just make them AI. They've tried making them AV and we still don't use em' to that full extent. CCP ain't never gonna make an IFV for this game, So why not make the blaster what we tankers always used it for - Killing infantry.
Besides, When CCP turned the Blaster into a more Compressed AV version, It chews through shields like nothing. Even double hardened shields. Its all swiss cheese to an Ion Cannon. Again, I say one of the main problems here is lack of turret availability for variants and race.
Also I don't think the XT-201s needed to be messed with.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.18 03:41:00 -
[234] - Quote
Quasar Storm wrote:On the blaster note, I think CCP should just make them AI. Those are the turrets you camp CRUs with for free kills, right? Aren't they already pretty good at mopping up infantry (and everything else) as is?
If Large Blasters are officially rebranded as "AI", then I'm thinking they should be reduced to crap when used in any AV capacity. Thinking the guy who whips out an anti-infantry blaster tank should lose pretty much every time when up against a proper AV missile or rail tank. You know, for balance for stuff.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.18 03:42:00 -
[235] - Quote
Quasar Storm wrote:On the blaster note, I think CCP should just make them AI. They've tried making them AV and we still don't use em' to that full extent. CCP ain't never gonna make an IFV for this game, So why not make the blaster what we tankers always used it for - Killing infantry.
Besides, When CCP turned the Blaster into a more Compressed AV version, It chews through shields like nothing. Even double hardened shields. Its all swiss cheese to an Ion Cannon. Again, I say one of the main problems here is lack of turret availability for variants and race.
Also I don't think the XT-201s needed to be messed with. The problem is CCP wants them to do both, while missiles/rails are only supposed to do AV. I would rather have blasters become pure AV, maybe turn it into a burst-fire plasma cannon of sorts. But they should pick one or the other.
Over thinking, over analyzing separates the body from the mind.
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:42:00 -
[236] - Quote
And most of you AVers don't know the half of being seriously OP.
Most of you don't even know what the Sagaris or Surya was. They were super OP at the time. Mainly because AV amongst the general population of players was almost absent. But, They were total nightmares for infantry for the most part.
If my Sagaris is never coming back, I at least want it's paint. Damn did it look so good on that Caldari hull.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:45:00 -
[237] - Quote
Adipem Nothi wrote:Quasar Storm wrote:On the blaster note, I think CCP should just make them AI. Those are the turrets you camp CRUs with for free kills, right? Aren't they already pretty good at mopping up infantry (and everything else) as is?
Actually no. Most blaster tankers I see nowadays that get kills have been tanking forever and know how to fire them. Do you know what a compressed blaster is? Do you know how it fires and how it works with the new dispersion? You just got to learn it.
Camping CRUs? I wish I had the time but mainly these days in pubs I roll in my Sica and give the AVers a good tussle.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.18 03:49:00 -
[238] - Quote
Quasar Storm wrote: Do you know what a compressed blaster is?
I don't play many single player games these days. Is that the best gun to use against the bosses?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:51:00 -
[239] - Quote
Adipem Nothi wrote:Quasar Storm wrote:On the blaster note, I think CCP should just make them AI. Those are the turrets you camp CRUs with for free kills, right? Aren't they already pretty good at mopping up infantry (and everything else) as is? If Large Blasters are officially rebranded as "AI", then I'm thinking they should be reduced to crap when used in any AV capacity. Thinking the guy who whips out an anti-infantry blaster tank should lose pretty much every time when up against a proper AV missile or rail tank. You know, for balance for stuff.
Also do you even read what people say completely or try to pick out small things and attack them?
The reason CCP might as well make the Blaster AI is because we tankers will always combat infantry with the blaster. There is no IFV. The blaster is the next best thing.
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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Quasar Storm
0uter.Heaven
580
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Posted - 2015.07.18 03:51:00 -
[240] - Quote
Adipem Nothi wrote:Quasar Storm wrote: Do you know what a compressed blaster is?
I don't play many single player games these days. Is that the best gun to use against the bosses?
Nope but CCP chose it because it kills infantry better than any other Blaster variant. :D
ADS & Tank pilot.
Drifting on Stormy Seas.
The "Eh" Team
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