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Shadoe Wolf
Villore Sec Ops Gallente Federation
80
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Posted - 2012.07.29 04:27:00 -
[31] - Quote
Its possible tanks won't even need a "weak" spot. Once ewar is in place, we may se things as emp mines/grenades that slow or even stop shield regen for a short time, or stop the vehicle from moving or firing. With laser rifles and such. I'm just eager to get further into beta to see what all kinds of juicy things wait for us and see how we can use/abuse them. |
Johnny Guilt
Algintal Core Gallente Federation
50
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Posted - 2012.07.29 04:30:00 -
[32] - Quote
isn't the weak point the belly of the tank? |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.29 05:47:00 -
[33] - Quote
Shadoe Wolf wrote:Its possible tanks won't even need a "weak" spot. Once ewar is in place, we may se things as emp mines/grenades that slow or even stop shield regen for a short time, or stop the vehicle from moving or firing. With laser rifles and such. I'm just eager to get further into beta to see what all kinds of juicy things wait for us and see how we can use/abuse them.
Yeah its more dependent on what we see when it comes out. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.08.01 23:29:00 -
[34] - Quote
Tanks have always had weak points, the belly, the rear and on top, due the engineering involved. We don't have the correct weapons/tatics to take advantage of the weakness. Need landmines/sticky grenades or ability to dig foxholes, wait for tank to get near and hit it with AV grenades. Forge guns & Swarm launcher can hit from above and all sides. |
testguy242
44
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Posted - 2012.08.02 06:49:00 -
[35] - Quote
Tanks should definitely have a weak spot, probably in the rear. This works great in games like Red Orchestra. Tanks should need infantry support to be avoid being flanked. |
Ender Storm
Amarr Templars Amarr Empire
50
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Posted - 2012.08.02 16:12:00 -
[36] - Quote
To me what i really miss on the field is being able to swap weapons.
It would be good, imo, if a guy with AV weapon falls, and I have the skills to use it, if I could then pick it up and use against the tank.
Same as getting more AV grenades.
The way the game curently is if I am with an Ar and already used my grenades, all I can do is evade and offer no threat to the vehicle. If i could gather other weapon laying there on the field and use it it would give players a lot more flexibility while dealing with those situations.
It does happen in a lot of other shooters, being able to swap weapons with "salvaged" ones in the field. Hope it comes to Dust. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.02 16:42:00 -
[37] - Quote
i wouldnt mind a weak spot on the bottom, if a tank drives over a RE or if tehre add mines then it sould get blown to hell.
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Jax The Tank
9
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Posted - 2012.08.02 21:23:00 -
[38] - Quote
To be honest I fully disagree with this entire topic. A good fitted tier 3 tank costs 250k at the moment. sure it might be hard or slow to take out such an tank playing as a heavy but that is the fricking point right? that player dumped all his SP into tanks to be viable with them. even if you did the same with the heavy dropsuit he still pays 5 times more than you do at that moment. The problem currently is teamwork; if you'd were to go in with 4 militia class heavies that tank would still go down and you wouldn't have paid a penny....
Basicly you are saying tanks are OP because you can't beat them when you run up to them toe-to-toe with a proto forgegun and you got yourself killed. Except you encrypted it in the sentence - give weak spot plz
The problem they don't make it so that when a tank drives over a RE it ohk's is because this isn't battlefield with infinite tank spawns that get ohk'd by mines, people driving these uber tanks actually invested most of their resources into them and what you have in dropsuits they lack, but compensate with tanks.
So no, I disagree, unless you want to give dropsuits a weakspot on their bottoms too ( pun intended ) |
testguy242
44
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Posted - 2012.08.05 09:34:00 -
[39] - Quote
Jax The Tank wrote:To be honest I fully disagree with this entire topic. A good fitted tier 3 tank costs 250k at the moment. sure it might be hard or slow to take out such an tank playing as a heavy but that is the fricking point right? that player dumped all his SP into tanks to be viable with them. even if you did the same with the heavy dropsuit he still pays 5 times more than you do at that moment. The problem currently is teamwork; if you'd were to go in with 4 militia class heavies that tank would still go down and you wouldn't have paid a penny....
Basicly you are saying tanks are OP because you can't beat them when you run up to them toe-to-toe with a proto forgegun and you got yourself killed. Except you encrypted it in the sentence - give weak spot plz
The problem they don't make it so that when a tank drives over a RE it ohk's is because this isn't battlefield with infinite tank spawns that get ohk'd by mines, people driving these uber tanks actually invested most of their resources into them and what you have in dropsuits they lack, but compensate with tanks.
So no, I disagree, unless you want to give dropsuits a weakspot on their bottoms too ( pun intended )
Let me tell you about titans in EVE. These are super-capital ships that are large enough to alter the tide on nearby planets, so about as massive as a moon. They cost trillions of ISK to make and take like a month of real time to build in space. They are extremely valuable alliance assets and they don't go into the field without fleet support. Why? Because a titan by itself could get destroyed by a fleet of much smaller ships eventually because it's not suited to fighting small ships. It's used for fleet logistics and anti-capital ship combat.
Getting enough skills to use one effectively takes 3+ years of real time.
The point is that big, expensive vehicles need support or otherwise they'll get swarmed and blown up. Tanks should be called in and used for a specific tactical reason. The golden rule in EVE is "don't fly what you can't afford to lose". In DUST, this would be "don't wear or drive what you can't afford to lose". Just because you have the skills to use something doesn't mean you are entitled to that thing for the rest of your DUST career--you have to weigh the risk vs the reward and decide if it's worth it to use. Otherwise, use a cheaper version.
It's not that tanks are overpowered, it's that if they had a weak spot in, say, the rear it would make them tactically more interesting--you have to be aware of your facing and have infantry or terrain protecting your rear and flanks. I'd even be okay with making them harder to kill from the front or sides as long as they have a weak spot in the rear.
Also, if you have a corporation backing you, 250k is nothing. It's like pocket change. Even a single EVE player can easily afford to throw away 250k. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.08.05 14:21:00 -
[40] - Quote
Jax The Tank wrote:To be honest I fully disagree with this entire topic. A good fitted tier 3 tank costs 250k at the moment. sure it might be hard or slow to take out such an tank playing as a heavy but that is the fricking point right? that player dumped all his SP into tanks to be viable with them. even if you did the same with the heavy dropsuit he still pays 5 times more than you do at that moment. The problem currently is teamwork; if you'd were to go in with 4 militia class heavies that tank would still go down and you wouldn't have paid a penny....
Basicly you are saying tanks are OP because you can't beat them when you run up to them toe-to-toe with a proto forgegun and you got yourself killed. Except you encrypted it in the sentence - give weak spot plz
The problem they don't make it so that when a tank drives over a RE it ohk's is because this isn't battlefield with infinite tank spawns that get ohk'd by mines, people driving these uber tanks actually invested most of their resources into them and what you have in dropsuits they lack, but compensate with tanks.
So no, I disagree, unless you want to give dropsuits a weakspot on their bottoms too ( pun intended ) I really don't think a greater resistance to anti-tank tactics should be given just because the person using the tank made an investment. Also, the reason I suggested such a weak spot be in the belly of the vehicle is that is where such a spot always is, since armoring that area just leaves you slower with no real advantage gained. Heck, if I wanted to go all out for realism, I'd say that the ground would occlude the shield bubble, meaning that REs would go straight to your armor hitpoints, making them instant death to any shield tanker. Notice, however, that that was not my suggestion. |
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Corvus Ravensong
Skyel Industries Subspace Exploration Agency
179
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Posted - 2012.08.05 20:16:00 -
[41] - Quote
From what I read the OP wants a OHK spot to shoot so he can either OHK them with an AV weapon, and is upset that his "sniper" type skills don't help kill tanks |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.06 01:22:00 -
[42] - Quote
Corvus Ravensong wrote:From what I read the OP wants a OHK spot to shoot so he can either OHK them with an AV weapon, and is upset that his "sniper" type skills don't help kill tanks
No I want a spot where its nearly impossible for most AV to hit but smaller and ill equipped non AV units can cause serious damage and also make tank facing a real tactical decision.
Also you dont know me too well... I kill sagaris and suryas regularly, solo. Current record 5 muraders in 1 match to the nice payout of 1.25 million, I am deadly efficent with the forge gun and the bane of vehicles everywhere.
Also its just bonus damage, a forge gun strike from a proto forge gun with damage complexes still wouldnt OHK a murdaer tank, but it would make the tank driver go OH Kittens at least.
I wouldnt mind if the tanks get an overall HP/damage resist buff if this is implimented. |
Otosan Ookami
Royal Uhlans Amarr Empire
33
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Posted - 2012.08.06 04:56:00 -
[43] - Quote
We had genuine weak points last build. It was a hell of a lot of fun sneaking up behind tanks and killing them with a rapid stream of Scrambler pistol or SMG fire. Blowing onikuma with a few rounds to the hood, or taking dropships out with a few snipes to the engines.
I miss them, it was fun jumping onto tanks like a bucking bronco and taking them down with small arms fire.
BTW, I still kill tanks with small arms fire, it just takes "Dedication" |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.06 07:05:00 -
[44] - Quote
Otosan Ookami wrote:We had genuine weak points last build. It was a hell of a lot of fun sneaking up behind tanks and killing them with a rapid stream of Scrambler pistol or SMG fire. Blowing onikuma with a few rounds to the hood, or taking dropships out with a few snipes to the engines.
I miss them, it was fun jumping onto tanks like a bucking bronco and taking them down with small arms fire.
BTW, I still kill tanks with small arms fire, it just takes "Dedication"
I never got to vehicle operations or anti vehicle that much in the last build. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.06 07:36:00 -
[45] - Quote
Iron Wolf Saber wrote:Corvus Ravensong wrote:From what I read the OP wants a OHK spot to shoot so he can either OHK them with an AV weapon, and is upset that his "sniper" type skills don't help kill tanks No I want a spot where its nearly impossible for most AV to hit but smaller and ill equipped non AV units can cause serious damage and also make tank facing a real tactical decision. Also you dont know me too well... I kill sagaris and suryas regularly, solo. Current record 5 muraders in 1 match to the nice payout of 1.25 million, I am deadly efficent with the forge gun and the bane of vehicles everywhere. Also its just bonus damage, a forge gun strike from a proto forge gun with damage complexes still wouldnt OHK a murdaer tank, but it would make the tank driver go OH Kittens at least. I wouldnt mind if the tanks get an overall HP/damage resist buff if this is implimented.
The problem is that if vehicles had that one HIGH damage spot, you'll see low geared (cheap) infantry storm the tank and kill them abusing such a weak spot.
Edit: And that you solo kill Marauders regularly, should suggest to you that there is no need for any additional weak spots on tanks. In all honesty, no one player should be able to solo kill a decent fitted marauder. It is a tank, and should take a team effort. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.06 07:37:00 -
[46] - Quote
Dewie Cheecham wrote:Iron Wolf Saber wrote:Corvus Ravensong wrote:From what I read the OP wants a OHK spot to shoot so he can either OHK them with an AV weapon, and is upset that his "sniper" type skills don't help kill tanks No I want a spot where its nearly impossible for most AV to hit but smaller and ill equipped non AV units can cause serious damage and also make tank facing a real tactical decision. Also you dont know me too well... I kill sagaris and suryas regularly, solo. Current record 5 muraders in 1 match to the nice payout of 1.25 million, I am deadly efficent with the forge gun and the bane of vehicles everywhere. Also its just bonus damage, a forge gun strike from a proto forge gun with damage complexes still wouldnt OHK a murdaer tank, but it would make the tank driver go OH Kittens at least. I wouldnt mind if the tanks get an overall HP/damage resist buff if this is implimented. The problem is that if vehicles had that one HIGH damage spot, you'll see low geared (cheap) infantry storm the tank and kill them abusing such a weak spot.
And thats a problem how? |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.06 07:39:00 -
[47] - Quote
Iron Wolf Saber wrote:And thats a problem how?
I give up. I tried a simple response, if you can't recognize the problem, you are lost mate.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.06 15:36:00 -
[48] - Quote
Dewie Cheecham wrote:Iron Wolf Saber wrote:And thats a problem how? I give up. I tried a simple response, if you can't recognize the problem, you are lost mate.
More like what is the problem of punsihing idotical tank drivers? that expose their rears to the enemy or drive into an ambush?
Your argument in one line is.
"I want to feel safe in a tank no matter where I am."
My argument is
"I want tank pilots to be bit more aware of thier body's facing, the need for infantry support and sticking near team mates, and not being stupid enough to drive right into a waiting ambush."
Buff tank overall HP give them the small radiator weakspot.
You want a new eden anology?
Super captial ships costs anywhere from 20 billion to 70 billion+ in construnction and fittings.
Nobody jumps these ships on thier lonesome without support from the jump point and at the arrival point from friendly fleet ships of all sizes on the ready to defend the super capital.
Simple reasoning being there is an allaince known as Pandemic Legion, they got a really nasty habbit of 'liberating' these super capital ships from idiot pilots that jump anywhere alone even to systems once thought safe. In 5 minutes they will have brought a fleet capable of destroying that super capital and when seriously outnumbered and outgunned there is nothing the idiot pilot can do about it other than to break down into tears and cry nerf over the very same mechanic that landed him in that situation. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.06 15:52:00 -
[49] - Quote
Dewie Cheecham wrote:Iron Wolf Saber wrote:Corvus Ravensong wrote:From what I read the OP wants a OHK spot to shoot so he can either OHK them with an AV weapon, and is upset that his "sniper" type skills don't help kill tanks No I want a spot where its nearly impossible for most AV to hit but smaller and ill equipped non AV units can cause serious damage and also make tank facing a real tactical decision. Also you dont know me too well... I kill sagaris and suryas regularly, solo. Current record 5 muraders in 1 match to the nice payout of 1.25 million, I am deadly efficent with the forge gun and the bane of vehicles everywhere. Also its just bonus damage, a forge gun strike from a proto forge gun with damage complexes still wouldnt OHK a murdaer tank, but it would make the tank driver go OH Kittens at least. I wouldnt mind if the tanks get an overall HP/damage resist buff if this is implimented. The problem is that if vehicles had that one HIGH damage spot, you'll see low geared (cheap) infantry storm the tank and kill them abusing such a weak spot. Edit: And that you solo kill Marauders regularly, should suggest to you that there is no need for any additional weak spots on tanks. In all honesty, no one player should be able to solo kill a decent fitted marauder. It is a tank, and should take a team effort.
Correction I only solo idiotical murader pilots. Either bad fits or bad piloting. The bad fits take one magazine to finish off. The bad pilots two. Which is why I called for an HP increase if they give the tanks a weak spot. |
testguy242
44
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Posted - 2012.08.07 09:11:00 -
[50] - Quote
Dewie Cheecham wrote:Iron Wolf Saber wrote:And thats a problem how? I give up. I tried a simple response, if you can't recognize the problem, you are lost mate.
If you you let a bunch of intantry surround you, it means you don't have situation awareness and you don't have infantry support and you should get your tank blown up. |
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