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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.02 19:30:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:DeadlyAztec11 wrote:I understand where you are coming from. I'm a veteran AV player. I was dedicated AV way before Commandos were ever a reality. I had Prototype Swarm Launchers before most people even knew they existed.
That said, AV is very balanced right now. It's true that Madrugars are very difficult to kill, though there are definitely cost effective ways of killing them. Skill into either Swarm Launchers or the Plasma Cannon, skill into AV grenades, skill into AV grenades and get a militia Minmatar Scout. Sneak up behind that SOB, plant the explosives, throw all three advanced packed AV grenades, shoot him as many times as you can with your AV light weapon and activate the remote explosives when he is out of sight.
If he is more of a hit and run type of player then get a forge gun and AV grenades. Find a good vantage point and given him hell.
I highly recommend going for a high strafe suit with a cardiac regulator and a Complex Myofibril Stimulant if you really want to dance. As someone who is heavily skilled into forge guns, I can take care of many tanks, but I still find it to be a fundamental issue that a large turret should be so good at killing infantry. Small turrets should be for hunting infantry, but large turrets should be reserved for hunting tanks and installations (I think Rattati echoed similar ideas on their intended roles before, but it's probably long burried). I don't think large blasters need a nerf, but a complete retooling of how they function to encourage anti-tank instead of anti-infantry.
I'm not sure I agree with specifically reserved for hunting Tanks however I do agree that large turrets should be better suited to that task. However I do with for HAV main guns to function as main battle cannon though this would require the turrets to gain greater range and an explosive AoE upon detonation....arguably pilots should also have access to a small co-axial turret to some degree.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.02 22:23:00 -
[2] - Quote
Adipem Nothi wrote:Sequal's Back wrote: ISKs shouldn't buy invicibility and super powers.
^ This. Alternative Suggestion: Decide whether Large Blaster turrets are anti-vehicle or anti-infantry. If AV, substantially increase dispersion. If AI, substantially reduce range.
ISK however should buy greater battlefield efficiency. That is more or less the purpose of it. As for your balancing suggestion neither will benefit the Large Blaster in its intended role for the weapon itself has long been inappropriate as a tank main gun.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.03 21:00:00 -
[3] - Quote
Mina Longstrike wrote:Sgt Kirk wrote:Things would be a lot better if the blaster worked as a bigger version of the plasma cannon. I think both large and small blasters would both function better as long range shotguns - they'd be able to apply damage to infantry but not be murdertastic to them. It would keep them more oriented to killing other vehicles or installations.
It really depends. If you justify it more or less as a form of charged electron canister round I think we could skate by on that nicely so long as the weapon does allow damage application to fair ranges even if the bulk of the spread is missed. However so long as the weapon is primed as an Automatic Assault Shotgun I fear it has no real business being on the main gun of an HAV.
The Plasma Cannon model I'd simply argue might be slightly easier to attain given that it already has a recognisable set of animations/arcs/behaviour or what have you and just tacked onto the Large Blaster Model it doesn't seem too implausible a weapon.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.04 23:12:00 -
[4] - Quote
Mina Longstrike wrote:Spkr4theDead wrote:Mina Longstrike wrote:Chosokabe Ite wrote:Those blaster tanks aren't so scary when you got a swarm launcher or a plasma cannon. Hell, I'm thinking about a commando fit with both. Yeah, I'll be useless against everything else, but hey, could be fun. 10000+ ehp, ~500 reps/second with the current meta fit They're plenty scary unless you've got FAR too many people shooting at them. All it takes is 2 people working together. You're just bad. Ignoring the ad hominem: Prove that it only takes two people.
Well really all it takes in one person at the right time with the right weapon but I think the model is flawed if AV isn't a threat to tanks while they are on field. Sure I want HAV to be able to take a beating.....but not beyond reason and current double stacking hardeners for essential invulnerability is not really entertaining for either more or those I fight.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.06 04:59:00 -
[5] - Quote
Vesta Opalus wrote:
I hate to agree with SPKR, but two people can kill a double rep/hardener madruger. However it becomes a rediculously herculean task if the tanker has any brains at all (competent positioning and maneuver pretty much makes well fit tanks of any kind, not even just the 2rep/2hard madruger, invincible), even with 3, 4, etc people, meanwhile your team is getting eaten alive by the enemy infantry.
If there were an infantry equivalent you'd be fighting a sentinel that reps its full health in ~5-10 seconds, does accurate scrambler rifle or better style damage up to 200 meters, and moves faster than a scout. On top of that the only weapon you can use against them are either braindead stupid and easy to exploit due to their AI/travel characteristics, or they are cumbersome and require you to use a slow vulnerable suit, with no ammo capacity or nanohives to restock with, to use.
Dont worry though tanks are totally balanced, just ask Spkr.
That is a factor of tanking that I quite like the idea of. Not the impossible to kill bit but the idea that with skill, a knowledge of your modules, and terrain a player can make their tank worth the enemy committing more and more AV units to destroying reducing the number of rifles they are fielding.
Sure the whole 1 player = 1 player thing can be spouted by I should be able to make myself worth those 2-3 players if I am good at what I am doing.
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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