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stonerMonkey
2
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Posted - 2012.07.19 14:57:00 -
[1] - Quote
was just in a game there where we became spawn trapped by one thank. The whole getting spawn trapped thing is completely my teams and my own fault and I understand that.
But what I was wondering was in regards to one tank that we just could not kill. it sat on a hill outside our spawn where the missile turrent normally is, I started firing swarm missiles at it, as did a good number of other team mates I think I counted about six. any how for the rest of the match we could not get out of the spawn as this tank was just cleaning up, near the end it started bouncing on the spot while still firing at us almost taking the **** outta us
there it stayed till the end of the match even with a constant stream of missiles hitting it, and I was wondering is this a bug or is this what a top tier tank can do when fully loaded? |
Thorn Altiare
4
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Posted - 2012.07.19 15:26:00 -
[2] - Quote
Was this the game with Noc Tempre(?). There was three of us in that tank shooting missiles.
Swarm Launchers are needed but youd need like 3 prototype SL users firing at the same time. The Devs needs to buff anti-vehicle ordinance to be honest. I have the 2nd Tier Swarm Launcher and it does nothing to Top tier tanks. Remote explosives are useless now as it needs all 5 to even take out the shield and do a little damage to the armor and honestly, whos stupid enough to sit in one spot in a tank and allow some guy plant 5 RE's around it.
AV grenades are awesome but you only get 3... let the nanohives resupply grenades for crying out loud...
Bottomline: Dont NERF tanks. Theyre fine as it is. Theyre supposed to be hard to take out. BUFF the AV stuff. Make it viable for 2 Swarm Launchers to take out a top tier tank or something |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.19 17:15:00 -
[3] - Quote
Greetings,
Thorn Altiare wrote:Make it viable for 2 Swarm Launchers to take out a top tier tank or something I am not sure about 2, but three people with weaponry 5 and an actual prototype (not the aur version), light weapon rapid reload 5, and SL proficiency 5 should be able to take down even Noc's tank. Right now they cannot and the main reason for that are the craptastic pathing that Swarm missiles do. Remember the missile will only cause damage if it connects and even then it does between 1/4th (with the basic / militia SL) and 1/6th (with the prototype) of the total damage. So each missile that slams into the ground, the platform that the tank is hiding under, or a wall, is a missile that is not doing it's damage.
I stated in another thread that I feel the SL needs to see a damage increase between 50 and 75%... Some people said that was too much and well.... They are wrong.
They are wrong for the simple reason of the craptastic pathing... So why should we keep the pathing? Simple to help reduce the potential for abuse which we saw in the previous build. Right now if the SL is not locked on, you are lucky if your missiles will hit your target over 20 meters away. If the pathing were fixed, all 4(6) missiles would hit the target at 20 meters and we are back to having a weapon that can be used against infantry. By keeping the broken pathing though, we need to increase the damage to compensate for the missiles that are lost due to the craptastic pathing.
Please keep in mind that the SL is the only weapon that suffers from pathing issues (all others are point and shoot), it is the only weapon that can deliver partial damage, and it is the only weapon that has been specifically nerfed to be unuseable against infantry troops.
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stonerMonkey
2
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Posted - 2012.07.19 17:45:00 -
[4] - Quote
Thanks for the info guys,
That was some serious fire power he was putting out, I seen him heading are way and hoped in a turret, which he proceeded to destroy in a couple of blasts, then out came the swarm launcher to no effect.
Knowing that it's not a bug kinda makes me wonder what a full on battle would be like with two teams in full top tier going at it! even more excited for full launch now. |
Milk Supreme
ZionTCD Legacy Rising
127
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Posted - 2012.07.19 19:02:00 -
[5] - Quote
I think I was in that match, on the opposing side
All sorts of bugs caused me to lose 5 Sagaris tanks, 3 of which were either stolen or despawned due to me not being able to get in them for some reason
Anyway, as for the seemingly invincible tank, it was a Surya tank on our side which was being repaired by a few guys with a whole heap of Nanohives on the ground (Not sure if they were doing anything but resupplying guys on the ground)
There was also a Sagaris on the left hand side while my one was on the right, right up until the end. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
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Posted - 2012.07.20 11:05:00 -
[6] - Quote
Don't get too down on yourself. Noc is very tough to kill and knows what to do with his resources. But I wouldn't say invincible, he has been killed several times and so have many other Marauder-Classes. You are right, they are top tier and as such you also need top tier AV gear, including suits in order to stand a chance.
Not sure if I was in that match you described per say but I did run into Noc during my third match. Won it though but I never really got the chance to blow him up. Someone else did though since I never found him on the map. From what I heard on the chatter from both sides however he got killed a few times during that match. |
stonerMonkey
2
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Posted - 2012.07.20 11:35:00 -
[7] - Quote
Ah it was a good match till we suddenly and violently noticed we'd no spawns points and the moment you popped you head out off the spawn it got vaporized.
I don't mind the loss, those guys deserved the win that and you really get used to it from battlefield bad company. I love it when I'm on the team doing it. But I find it can be a fun challenge trying to break out of a spawn trap. You know your gonna lose but you just have to try and shoot as many of the feckers as you can.
Still I think I might start investing in some upper tier anti tank gear just in case. |
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