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ANON Cerberus
TerranProtossZerg
937
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Posted - 2015.12.09 00:56:00 -
[31] - Quote
Just ignore it m8s! Just ignore the HAV...... yes this is what DUST has devolved to. No wonder this game is sinking faster than a lead ballon. CCP have NEVER took the reigns and stated clearly what they wanted the role of vehicles to be, always flim-flamming around with buffs and nerfs that seem to contradict the previous intentions.
No wonder people are lost and saying things like "Just ignore the HAV". |
sullen maximus
Deadspace Knights
14
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Posted - 2015.12.09 23:04:00 -
[32] - Quote
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.
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sullen maximus
Deadspace Knights
14
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Posted - 2015.12.09 23:05:00 -
[33] - Quote
Summa Militum wrote: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.
it's called an overdrive module. if it's a gallente tank those things don't turn or accelerate fast at all. So if you're seeing them do this it's all module.
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.10 00:08:00 -
[34] - 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. |
Aver Amarn
Team Destructo Kitty Force x3
50
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Posted - 2015.12.10 16:50:00 -
[35] - Quote
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? As a tank and dropship pilot, I'd have some conditions of my own. We use these things because people abuse plasma cannons and swarm launchers. Without a hardener, you would never see us attacking. That'd probably be fine to you, but when a tank costs 1.3 million ISK and a dropship costs 400K ISK, I'd think it would be fine to be a little safer with our stuff. The Armor and Shield Hardeners do not make us invincible, one barrage of the Wiyrkomi Swarm Launchers, or a Gastun's Forge Gun, and we're backing the f*** off. Those weapons allow us no range of movement. I lose plenty of money when you destroy one of my vehicles, so please don't try to make them worse. Our vehicles are really hard to make efficient (CPU & PG). If we hit a wall while moving away from a target, we have a 2-5 second cooldown before we are able to move. I also saw a part of the thread that vehicles are able to move away quickly. This is a direct result of a module we use to escape warbarges and other tanks. The fuel injector a short lived boost to acceleration and speed. Also hardeners the way me and a buddy use them ARE for running away, but mostly, we use them when fighting other tanks, if they were to go away, the tankV.tank game would be all sorts of f***ed up.
My personal conditions would be, if these changes were made: A.) In favor of tanks and dropships: all anti vehicle weapons should have shorter range, and less damage output. We should also have less stall time when we hit a wall because our hardeners wouldn't be on so long. B.) In favor of infantry: Only one hardener, and I could live with about 3/4 passive armor repair.
Teamwork is the key to destroying a tank. Remember this. Forge+swarm=dead
Plus if you're so mad at a tank, don't shoot it with an assault rifle. Cause if that gun turns on you, you're probably gonna be shot at.
Aver's Wares Trading Shop
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.12.10 22:37:00 -
[36] - Quote
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.
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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Justice Darling
Horizons' Edge
87
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Posted - 2015.12.10 22:47:00 -
[37] - Quote
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 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.
It's like my mother always told me! Rana Rana Rana Rana Rana Rana , and codeine and god dammed it, you little mother!
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.11 00:25:00 -
[38] - 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
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Posted - 2015.12.11 00:29:00 -
[39] - 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. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
|
Posted - 2015.12.11 00:45:00 -
[40] - Quote
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.
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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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.11 01:16:00 -
[41] - 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". |
Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.14 03:27:00 -
[42] - Quote
CLONE117 wrote:ive always preferred to rep tank.
but as it stands tanks dont last nearly as long in our typical engagements with out hardeners..
the fact that hardeners are easier to fit than reps or plates doesnt help either.
honestly i bet if we could get hp closer to that of those large turret installations. and greatly nerf hardeners. tanks would have sufficient hp to deal with most encounters.
speed could then take a hit.
and possibly reps too. if it proves to be "To Much" for av to handle.
And you completely skipped over my comment as if it meant nothing. K
Top lel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.14 03:29:00 -
[43] - Quote
Stefan Stahl wrote:Slightly different twist: Reduce hardener up-time by 67%, also reduce hardener downtime by 67%.
The basic idea is that right now, per HAV-HAV or HAV-infantry fight hardeners are (mostly) only activated once. Either the fight is won before the hardener runs out or one party bails. This is not exciting gameplay. With the reduced hardener cycle time a pilot needs to time his hardener's uptime precisely to the incoming damage. The 10 seconds of hardening are worth nothing while the enemy is reloading his turret or while line of sight is denied. If one pilot is better at anticipating the flow of a fight and timing his hardener accordingly he will win over a pilot who doesn't.
The same theory can be applied to damage modules. However I advise against choosing too small cycle times as it'll make the micromanagement of modules a chore (two hardeners, a damage mod, a shieldbooster / fuel injector and maybe a scanner all operating on 20 second cycles? That'd be one module activation every 4 seconds on average).
That means any HAV with a active tank will get easily nuked. There is no point. How about fixing reps and tuning plates to be a choice beside hardeners? Making them useless is silly.
Top lel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.14 03:30:00 -
[44] - Quote
KEROSIINI-TERO wrote:Nah, for the armor vehicles, the delay is well justified.
But, for Shield Hardeners - YES reduce delay, they deserve it! There is a huge logical difference between those two, and shields are still underhand currently.
Considering that shield hardeners should be a quick high end defense module that doesn't last long, makes sense.
Top lel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.14 03:37:00 -
[45] - Quote
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.
Top lel
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.14 07:37:00 -
[46] - 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? |
Shamarskii Simon
The Hundred Acre Hood
545
|
Posted - 2015.12.16 21:54:00 -
[47] - Quote
or..... lower the harden %? I don't understand why armor tanks have 1.7 hardeners again..
been on my mind... just posting don't mind me.
Potential Pilot Proposal? Yes!
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rayakalj9
Opus Arcana
63
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Posted - 2015.12.17 05:02:00 -
[48] - 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.
i need you to teach me the way of a tanker, i got 3mil sp that can give me a decent tank?
born jamaican
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