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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.01 15:39:00 -
[1] - Quote
I feel that the Armor Hardener Module for vehicles should be used to allow vehicles to escape to safety. What I see now, specifically from Tanks, is they will activate the Armor Hardener Module and then continue to go about slaughtering everyone near them.
I suggest reverting Tanks and Dropships back to what they were before they were nerfed, remove passive Armor Repair from Tanks and Dropships, and decrease substantially the amount of time a Armor Hardener Module can stay active.
What are your thoughts? |
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.01 16:44:00 -
[2] - Quote
CRO' OLACHAN wrote:Cut the speed of tanks by 50% and add a higher penalty for armor (120mm and 60mm) it's a tank. Not a bat out of hell.
I would like the speed of the tanks when going in reverse to be reduced. I have never heard of a vehicle transmission having just as many gears for going in reverse as it does for going forward. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.01 19:08:00 -
[3] - Quote
Lightning35 Delta514 wrote:Mmmm.....The problem is double hardened. Make it so we can only got one hardener.
It's quite easy to destroy tanks with only one. You are right about the slag jetting part but (idk if you tank or not) Thad part of the tank survival procedure, which involves firstly taking out the treat. The reason it's op is again cuz 2 hardeners. If we were to be restricted to 1, AV to tabks would be much more balanced and there would be a better change of infantry wiping out tanks.
I have been destroyed with team work. (4swarmandos all locked in and killed me).
It shouldn't take 1 person to destroy a well fitted 1m isk tank but they shouldn't be invincible to more than 2 AV-ers.
It, again, all comes down to the double hardened fitting.
I disagree that 1 person shouldn't be able to take out a tank. If I hop on top of a tank and he starts moving I should move with the tank since I am standing on top of it.
I should be able to hop on top of a tank, throw down a nanohive, and then repeatedly throw AV grenades down on the tank until it either blows up or the person driving the tank gets out to try to kill me. **** this easy mode ********.
My issue with a tank earlier today was within a different scenario though. I ran up behind a tank and hit it with three AV grenades. The tank took substantial damage then drove off about 30 meters in one direction while I ran to a supply depot about 20 meters in the opposite direction to restock my AV grenades.
When I went back after the tank I noticed his hardener was activated so I waited for the hardener to die down before engaging again. Finally when the hardener deactivated I go up to attack the tank just to find out that the tank was able to repair all of its armor during the timeframe of the hardener being activated. I hit the tank with 3 more AV grenades and the tank drove off about another 30 meters.
The entire time this is happening the tank is slaughtering my teammates who were at that particular objective point.
Now I find myself in the situation where the Supply Depot is 50 meters away from me with the tank being 80 meters from it; that's 130 meters I have to quickly travel in enough time to attack the tank again before he is able to reactivate the hardener.
This is ********. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.01 22:44:00 -
[4] - Quote
True Adamance wrote:Summa Militum wrote:I feel that the Armor Hardener Module for vehicles should be used to allow vehicles to escape to safety. What I see now, specifically from Tanks, is they will activate the Armor Hardener Module and then continue to go about slaughtering everyone near them.
I suggest reverting Tanks and Dropships back to what they were before they were nerfed, remove passive Armor Repair from Tanks and Dropships, and decrease substantially the amount of time a Armor Hardener Module can stay active.
What are your thoughts? I fundamentally disagree with your assertion on what the module should do. In the present meta HAV do not nearly have enough RAW HP to sustain themselves in combat long enough to use the Armour Hardener Module solely as a means of escape from combat, nor in my mind should it be a tool specifically designed for such. The armour hardener module to me represents a tactical active module designed to be used to extent the vehicles ability to operate while under fire for a short duration ...
I put in bold the words "short duration". The armor hardener allows for a long duration of blasting people away while receiving heavy damage. People complain about how indestructible the gv.0 is on a regular basis because of what armor hardeners allow them to do.
Also, I am under the impression that tanks were nerfed. I am suggesting reverting the tanks back to where they were before the nerf and instead nerfing the Armor Hardener Module. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.01 22:55:00 -
[5] - Quote
Lightning35 Delta514 wrote:Summa Militum wrote:Lightning35 Delta514 wrote:Mmmm.....The problem is double hardened. Make it so we can only got one hardener.
It's quite easy to destroy tanks with only one. You are right about the slag jetting part but (idk if you tank or not) Thad part of the tank survival procedure, which involves firstly taking out the treat. The reason it's op is again cuz 2 hardeners. If we were to be restricted to 1, AV to tabks would be much more balanced and there would be a better change of infantry wiping out tanks.
I have been destroyed with team work. (4swarmandos all locked in and killed me).
It shouldn't take 1 person to destroy a well fitted 1m isk tank but they shouldn't be invincible to more than 2 AV-ers.
It, again, all comes down to the double hardened fitting. I disagree that 1 person shouldn't be able to take out a tank. If I hop on top of a tank and he starts moving I should move with the tank since I am standing on top of it. I should be able to hop on top of a tank, throw down a nanohive, and then repeatedly throw AV grenades down on the tank until it either blows up or the person driving the tank gets out to try to kill me. **** this easy mode ********. My issue with a tank earlier today was within a different scenario though. I ran up behind a tank and hit it with three AV grenades. The tank took substantial damage then drove off about 30 meters in one direction while I ran to a supply depot about 20 meters in the opposite direction to restock my AV grenades. When I went back after the tank I noticed his hardener was activated so I waited for the hardener to die down before engaging again. Finally when the hardener deactivated I go up to attack the tank just to find out that the tank was able to repair all of its armor during the timeframe of the hardener being activated. I hit the tank with 3 more AV grenades and the tank drove off about another 30 meters. The entire time this is happening the tank is slaughtering my teammates who were at that particular objective point. Now I find myself in the situation where the Supply Depot is 50 meters away from me with the tank being 80 meters from it; that's 130 meters I have to quickly travel in enough time to attack the tank again before he is able to reactivate the hardener. This is ********. Yes that happens a lot to me, but that's where the problem would be. Why should a 1.3m tank fit die to 120k AV fit? Unhardened, tanks should be able to, if not fully survive, at least barely survive by tier. That's where hardeners come it. That's the AV counter. The problem is the double hardeners where the double AV counter kicks in and causes unbalance. Tanks should be limited to 1 only. For stats- My pro maddie-(still skilling but I already fitted it just waiting to use it) 1.3m isk Maddy Ion cannon Pro hardener Pro plate (4.5k armor) Pro rep (150 rep) Pro pg Pro damage (20%) Pro fuel Pro scanner 120k My AV fit- Gko Allotek plasma Creodron ion pistol Lai dai AV nade Ishukone nanohives Pro Kincat 2 pro ferroscale 2 pro reps 3 krins mods Un hardened and not moving, this for can pretty much destroy the pro maddy with one full salvo (1 plasma, 3 nades) Hardened is a whole new story. Hardeners are meant to help tank resist AV and take it out to continue to kill enemy. Without hardeners, tanks are useless. The problem is 2 hardeners that pretty much wipes out the AV threat. Tanks should only be able to fit 1. With one, 2 AV-era working together should be able to wipe a tank out.
Ok. Well then I support limiting hardeners to just one.
But I still want to be able to surf a tank if they try to drive off with me on top of it. Tanks shouldn't be stationary long enough for me to jump up onto them. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.02 02:04:00 -
[6] - Quote
True Adamance wrote:Summa Militum wrote:True Adamance wrote:Summa Militum wrote:I feel that the Armor Hardener Module for vehicles should be used to allow vehicles to escape to safety. What I see now, specifically from Tanks, is they will activate the Armor Hardener Module and then continue to go about slaughtering everyone near them.
I suggest reverting Tanks and Dropships back to what they were before they were nerfed, remove passive Armor Repair from Tanks and Dropships, and decrease substantially the amount of time a Armor Hardener Module can stay active.
What are your thoughts? I fundamentally disagree with your assertion on what the module should do. In the present meta HAV do not nearly have enough RAW HP to sustain themselves in combat long enough to use the Armour Hardener Module solely as a means of escape from combat, nor in my mind should it be a tool specifically designed for such. The armour hardener module to me represents a tactical active module designed to be used to extent the vehicles ability to operate while under fire for a short duration ... I put in bold the words "short duration". The armor hardener allows for a long duration of blasting people away while receiving heavy damage. People complain about how indestructible the gv.0 is on a regular basis because of what armor hardeners allow them to do. Also, I am under the impression that tanks were nerfed. I am suggesting reverting the tanks back to where they were before the nerf and instead nerfing the Armor Hardener Module. Not that I disagree but a Hardener shouldn't become the de facto 'escape tool' because its duration is too short. In fact the duration of the module is relatively fine. What is not fine is the 40% of incoming damage it essentially allows you to ignore. Moreover if it is relegated to an escape tool only what do you propose to offer pilots to allow them a modicum of survivability without it? The current meta essentially means all non hardened vehicles need to vacate the battlefield or risk being insta-blapped by high alpha AV reminiscent of a Tiger H1 taking a HE round to the ammo stores.
I would suggest the pilots move their vehicles regularly throughout the match instead of camping in one spot for several minutes at a time. Incorporate the art of committing drive by shootings. Try taking cover behind buildings when being shot at. Give tankers and especially Assault Drop Ships a warning siren that goes off whenever someone is attempting to lock onto them.
Honestly, if I were able to surf a tank and place a nanohive on top of it I probably wouldn't be complaining right now. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.02 02:26:00 -
[7] - Quote
True Adamance wrote:Summa Militum wrote:
I would suggest the pilots move their vehicles regularly throughout the match instead of camping in one spot for several minutes at a time. Incorporate the art of committing drive by shootings. Try taking cover behind buildings when being shot at. Give tankers and especially Assault Drop Ships a warning siren that goes off whenever someone is attempting to lock onto them.
Honestly, if I were able to surf a tank and place a nanohive on top of it I probably wouldn't be complaining right now.
Tanks aren't and frankly shouldn't be designed for drive by shootings and Defilade is a core concept of modern tank warfare and I encourage any ground based vehicle pilot to learn how to apply the concept correctly.
So how about you tell me what to do. What do I do when I am on a team with a bunch of idiots who do not have the common sense to try to destroy the tank that is slaughtering our team?
I want to be able to drop my own Warbarge strike from the Warbarge I have. Upon me getting 1000 WPs I should be able to summon from the heavens above my vengeance to strike down on anyone who brings out a gv.0 in Pubs. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.02 03:17:00 -
[8] - Quote
True Adamance wrote:Summa Militum wrote:True Adamance wrote:Summa Militum wrote:
I would suggest the pilots move their vehicles regularly throughout the match instead of camping in one spot for several minutes at a time. Incorporate the art of committing drive by shootings. Try taking cover behind buildings when being shot at. Give tankers and especially Assault Drop Ships a warning siren that goes off whenever someone is attempting to lock onto them.
Honestly, if I were able to surf a tank and place a nanohive on top of it I probably wouldn't be complaining right now.
Tanks aren't and frankly shouldn't be designed for drive by shootings and Defilade is a core concept of modern tank warfare and I encourage any ground based vehicle pilot to learn how to apply the concept correctly. So how about you tell me what to do. What do I do when I am on a team with a bunch of idiots who do not have the common sense to try to destroy the tank that is slaughtering our team? I want to be able to drop my own Warbarge strike from the Warbarge I have. Upon me getting 1000 WPs I should be able to summon from the heavens above my vengeance to strike down on anyone who brings out a gv.0 in Pubs. The simplest way is to build up infrastructure and spawn points around a point you want to control and ignore the HAV in question. There aren't exactly a huge number of maps upon which HAV have a grand effect and can control entire points. Nothing pisses and HAV pilot off more than being completely ignored. For example I played a few matched against Duna and his lot 3-4 HAV on the field more often than not and they lost every game because we just sat on the points and didn't press them. The other is simply a matter of meta but with the proliferation of AV capable soldiers on the rise your team will eventually reach a critical mass of AV. As long as they aren't trying to engage an HAV from open ground your team has the edge in pressing back vehicles of all kinds. But this is getting off topic. The OP was about Hardeners which I have expressed my opinions about.
You're right. This is getting off topic. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.02 04:10:00 -
[9] - Quote
TheEnd762 wrote:True Adamance wrote:Nothing pisses and HAV pilot off more than being completely ignored. I dunno. Getting jihad jeeped pisses them off pretty good.
Would all I have to do is ram the jeep into them and the explosion from the jeep would set off the REs or do I have to get out of the vehicle and detonate the REs myself? |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.08 23:35:00 -
[10] - Quote
Oh snap! This thread is still going.
I readjusted how I attack tanks so my stance on decreasing the activation time for Armor Hardener Modules no longer applies (I might resurrect my original opinion later on when I get more experience but for now it's dead to me).
Now I think my issue is with the quick acceleration tanks have when they go from not moving at all to moving but until I find out whether or not the quick acceleration is caused by a module I'm not going to harp on this one too much.
Plus, let's be honest; the root cause of all my issues with tanks is with other people on my team not having a class fitted with AV Grenades that they can use to help me take down a tank and the fact that most people seem to try to avoid tanks instead of going after to destroy them.
I have an 'APEX' and a 'Proto' fit appropriately named F**k You Tank. I wish for more people to have fittings designed around the idea of flanking up on tanks and destroying them. Shoving AV Grenades and a Plasma Cannon up a tanks @$$ (the rear of the tank is where the weak spot is at) is very effective for one person to destroy or at least scare off a tank; two people shoving AV Grenades and a Plasma Cannon up a tanks @$$ will destroy almost any Proto Tank.
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.10 00:08:00 -
[11] - Quote
sullen maximus wrote:Summa Militum wrote:Lightning35 Delta514 wrote:Mmmm.....The problem is double hardened. Make it so we can only got one hardener.
It's quite easy to destroy tanks with only one. You are right about the slag jetting part but (idk if you tank or not) Thad part of the tank survival procedure, which involves firstly taking out the treat. The reason it's op is again cuz 2 hardeners. If we were to be restricted to 1, AV to tabks would be much more balanced and there would be a better change of infantry wiping out tanks.
I have been destroyed with team work. (4swarmandos all locked in and killed me).
It shouldn't take 1 person to destroy a well fitted 1m isk tank but they shouldn't be invincible to more than 2 AV-ers.
It, again, all comes down to the double hardened fitting. I disagree that 1 person shouldn't be able to take out a tank. If I hop on top of a tank and he starts moving I should move with the tank since I am standing on top of it. I should be able to hop on top of a tank, throw down a nanohive, and then repeatedly throw AV grenades down on the tank until it either blows up or the person driving the tank gets out to try to kill me. **** this easy mode ********. My issue with a tank earlier today was within a different scenario though. I ran up behind a tank and hit it with three AV grenades. The tank took substantial damage then drove off about 30 meters in one direction while I ran to a supply depot about 20 meters in the opposite direction to restock my AV grenades. When I went back after the tank I noticed his hardener was activated so I waited for the hardener to die down before engaging again. Finally when the hardener deactivated I go up to attack the tank just to find out that the tank was able to repair all of its armor during the timeframe of the hardener being activated. I hit the tank with 3 more AV grenades and the tank drove off about another 30 meters. The entire time this is happening the tank is slaughtering my teammates who were at that particular objective point. Now I find myself in the situation where the Supply Depot is 50 meters away from me with the tank being 80 meters from it; that's 130 meters I have to quickly travel in enough time to attack the tank again before he is able to reactivate the hardener. This is ********. It's a tank.....if he dies it will take 5 games to make back what the one vehicle cost.... so no you in your lone suit shouldn't be able to single handed take it out.
I disagree. |
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.11 00:25:00 -
[12] - Quote
Justice Darling wrote:Summa Militum wrote:I feel that the Armor Hardener Module for vehicles should be used to allow vehicles to escape to safety. What I see now, specifically from Tanks, is they will activate the Armor Hardener Module and then continue to go about slaughtering everyone near them.
I suggest reverting Tanks and Dropships back to what they were before they were nerfed, remove passive Armor Repair from Tanks and Dropships, and decrease substantially the amount of time a Armor Hardener Module can stay active.
What are your thoughts? one plasma shoot with an Allotek Plasma Cannon and 3 Lai Dai Packed AV Grenade will do the trick for the most part solo unless you are fighting a shield tanker, they take two plasma shoots first then maybe 2 Lai Dai or 3 pending on rep time.
That is pretty much how my **** Your Tank classes are set up.
My 'APEX' version has Packed Lai Dai's and a 'Quafe' Plasma Cannon and my Proto version has Packed Lai Dai's and a Kubo's Plasma Cannon. |
Summa Militum
Abstract Requiem
1
|
Posted - 2015.12.11 00:29:00 -
[13] - Quote
True Adamance wrote:Summa Militum wrote:sullen maximus wrote:Summa Militum wrote:Lightning35 Delta514 wrote:Mmmm.....The problem is double hardened. Make it so we can only got one hardener.
It's quite easy to destroy tanks with only one. You are right about the slag jetting part but (idk if you tank or not) Thad part of the tank survival procedure, which involves firstly taking out the treat. The reason it's op is again cuz 2 hardeners. If we were to be restricted to 1, AV to tabks would be much more balanced and there would be a better change of infantry wiping out tanks.
I have been destroyed with team work. (4swarmandos all locked in and killed me).
It shouldn't take 1 person to destroy a well fitted 1m isk tank but they shouldn't be invincible to more than 2 AV-ers.
It, again, all comes down to the double hardened fitting. I disagree that 1 person shouldn't be able to take out a tank. If I hop on top of a tank and he starts moving I should move with the tank since I am standing on top of it. I should be able to hop on top of a tank, throw down a nanohive, and then repeatedly throw AV grenades down on the tank until it either blows up or the person driving the tank gets out to try to kill me. **** this easy mode ********. My issue with a tank earlier today was within a different scenario though. I ran up behind a tank and hit it with three AV grenades. The tank took substantial damage then drove off about 30 meters in one direction while I ran to a supply depot about 20 meters in the opposite direction to restock my AV grenades. When I went back after the tank I noticed his hardener was activated so I waited for the hardener to die down before engaging again. Finally when the hardener deactivated I go up to attack the tank just to find out that the tank was able to repair all of its armor during the timeframe of the hardener being activated. I hit the tank with 3 more AV grenades and the tank drove off about another 30 meters. The entire time this is happening the tank is slaughtering my teammates who were at that particular objective point. Now I find myself in the situation where the Supply Depot is 50 meters away from me with the tank being 80 meters from it; that's 130 meters I have to quickly travel in enough time to attack the tank again before he is able to reactivate the hardener. This is ********. It's a tank.....if he dies it will take 5 games to make back what the one vehicle cost.... so no you in your lone suit shouldn't be able to single handed take it out. I disagree. Then Tanks need to be cheaper. They aren't worth 5+ profitable battles.
I might disagree.
I am currently pumping a lot of SP into Tanks right now so I can create an expensive and powerful tank to use to do a cost-benefit analysis on them. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.11 01:16:00 -
[14] - Quote
True Adamance wrote:Summa Militum wrote:
I might disagree.
I am currently pumping a lot of SP into Tanks right now so I can create an expensive and powerful tank to use to do a cost-benefit analysis on them.
Simply consider the economics of HAV units. An investment at its highest tier of game-play at roughly 1.143 or 4-6 100% profit conflicts. Any losses while deploying these vehicles sets you back a further 4-6 games. To earn the same amount as an infantryman would take even longer.
After completing my assessment I will have considered the economics of HAV units relative to how much I view driving around in a Tank to be "easy mode" relative to infantrymen.
That's right...I said "easy mode". |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.14 07:37:00 -
[15] - Quote
Godin Thekiller wrote:Summa Militum wrote:True Adamance wrote:Summa Militum wrote:
I might disagree.
I am currently pumping a lot of SP into Tanks right now so I can create an expensive and powerful tank to use to do a cost-benefit analysis on them.
Simply consider the economics of HAV units. An investment at its highest tier of game-play at roughly 1.143 or 4-6 100% profit conflicts. Any losses while deploying these vehicles sets you back a further 4-6 games. To earn the same amount as an infantryman would take even longer. After completing my assessment I will have considered the economics of HAV units relative to how much I view driving around in a Tank to be "easy mode" relative to infantrymen. That's right...I said "easy mode". I will await the "I drove past a group and they easily blew up my 2 mil ISK HAV" posting.
Why would I just drive past a group? What kind of suicide missions do you think I'm going to be running? |
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