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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.27 20:46:00 -
[1] - Quote
Before you go off whining about me whining, anyone who has deployed muraders against me know that it usually ends up fatal for them I can kill all tanks and any other vehicle as it is now.
Essentially give them a spot where its more of a 'headshot' but for the tank instead.
I say a small radiator spot underneath the top armor on the back side between the two treads where the body can protect it from attacks from above. The spot is slightly smaller than the gap between the Surya's treads on the rear.
Traditionally in other games its always been the radaitor or engine in this area and its pertty much true in real life as well most mordern pure tanks have engines are located near this area (not sure about the half apc tanks I havent seen one close to examine)
I would also like to further extend the vunerability to the entire underbelly, making it vunerable to RE's and AV mines/greandes.
The damage effect would bonus damage both shields and armor layers as do headshots on infantry work.
The reason why I dont want topside between the treads more vunerable is the perchances they're already used to the idea of being attacked from above from fighters/bombers/dropships and cannot angle the gun enough that simply unable to fire back at right above areal targets is more than enough of a weakness. Also dust 514 has way too many oppertunties to get high places and further reducing the ease of acutally hitting such spot with normal AV means such as long range forge guns hitting it is not that likely, less intentional, and more luck.
I want the spot small enough to prevent most AV users from scoring a good hit with thier standard AV weapons.
This would also give a higher function for the rear gunner to cover the back end of the tank to ensure that somone doesnt get back there and start blowing up the powerplant up.
Also this encourages teamwork with the tank as well to require infantry to support it and keep its backside clear this also increases pilot tactical mindedness making the sacrifice of having a facing direction where it goes fast going forward and slower going backward and having your rear end exposed could prove a problem.
Ultimately it punishes stupid tank pilots that go off trying to be solo heros who dont have co tank support, infantry support, and get too far behind enemy lines. Or those pilots which choose a speedier retreate over a safer less exposed one.
The amount of bonus damage shouldnt allow a single assault rifle magazine to kill a tank off and would probably take more of a squad to do so. However the damage should be high will put a dent in the hp levels significantly vs the shruggable current amounts of damage. Even a forge gun will not one shot kill the tank hitting this spot but it will do significantly more damage than nomral if it ever hits this small spot (would amost require being point blank and still not missing)
To add to the top of this I would also like to see possibly modules that reduces the vunerability of the weak spot but the fact you fitted a module and it could penalize the soon to be included capacitor of the vehicle it will be a design decision left to players to self balance against.
Also if they do add a weak spot I am all for an overall HP buff for all tanks to compensate the fact there is a vunerability. |
Rend Tulmane
Sanmatar Kelkoons Minmatar Republic
2
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Posted - 2012.07.27 21:30:00 -
[2] - Quote
I disagree, respectfully.
Remote explosives seem to work fairly well at taking out HAV's.
I think there needs to be better systems for squad communication to coordinate attacks on objectives and obstacles. I think it's more rewarding to creatively overcome an enemy's advantage than to simply exploit a weak point. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.27 21:49:00 -
[3] - Quote
Tanks should not be solo able by anyone using equal equipment. No weakspot, also this would make shield tanking even better as armor tanking would have a "weak" spot |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.27 21:57:00 -
[4] - Quote
Rend Tulmane wrote:I disagree, respectfully.
Remote explosives seem to work fairly well at taking out HAV's.
I think there needs to be better systems for squad communication to coordinate attacks on objectives and obstacles. I think it's more rewarding to creatively overcome an enemy's advantage than to simply exploit a weak point.
I has a sargaris and maugder laugh at my RE's all 5 of them. barely took a chunk of shields out on both of them, they're not effective AV tools as you think they are and with the nerfs inbound they're going to be even far less effective with 2 max. |
Carilito
Algintal Core Gallente Federation
345
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Posted - 2012.07.27 21:58:00 -
[5] - Quote
Its called a forge gun or swarm launcher |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.27 22:01:00 -
[6] - Quote
Avenger 245 wrote:Tanks should not be solo able by anyone using equal equipment. No weakspot, also this would make shield tanking even better as armor tanking would have a "weak" spot
This should critically hurt shields too btw as a power reactors emmissions could interfer with the energy barrier waveform.
Also currently tanks are taken out with special equipment its called Anti-vehcile weapons and currenlty any vehicle is soloable by this equipment.
Rarely would an assasult rifle kill a tank nor just about any other non AV grenade, swarm launcher or forge gun weapons.
Also I picked this small spot as a hard to place hit, with a forge gun afar it be a lucky hit and would almost require to be really close to get a shot underneath into this area.
Swarm Launchers will never hit this area unless the guy was underneath the tank as swarm launchers have a nice habbit of flying up then diving down on the target.
AV Grenades and possibly other tanks are the only two that can 'reliably' hit this sweet spot easily. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.27 22:04:00 -
[7] - Quote
Carilito wrote:Its called a forge gun or swarm launcher
I am an avid forge gun user btw, Bad Furry can attest to that at the annoyance I cause him. I would just like a small area on the back end on the bottom side of the tank where possibly a non AV weapon could cause serious damage such as a shotgun to an unattentive tank.
This should also increase the need or want to have infantry support while using the HAV to keep people from attacking its rear it would further enhance teamwork. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.27 22:08:00 -
[8] - Quote
Shot hurting a tank realy? Do you known what shot is? If you are ina advanced tank going up against a proto gear is solo able. However a proto tank vs proto av should not be solo able |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.27 22:19:00 -
[9] - Quote
Avenger 245 wrote:Shot hurting a tank realy? Do you known what shot is? If you are ina advanced tank going up against a proto gear is solo able. However a proto tank vs proto av should not be solo able
English please? Because I didnt understand what you meant there. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.27 22:50:00 -
[10] - Quote
A shot gun fires shot(all the pellets) or slugs (solid ammo). Even eve future version of a shotgun plasma shot would get though armor plates, or even frame work and structure. |
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.27 22:53:00 -
[11] - Quote
So what makes you think that shooting a tank's reactor would magically make it immune to plasma shotguns? |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.27 23:00:00 -
[12] - Quote
Because a tanks reactor wouldnt be on the outside, and I would hope the engineers learned from starwars a didnt builda direct path to it. Also the casing for a reactor would be thick, thick enough to ignore 3 or 4 blast from a Anti Infintry weapon, designed to kill soft targets. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.27 23:07:00 -
[13] - Quote
Greetings,
While I think it does make sense to have a weakness, I think we should prolly wait til damage types are released. My reasoning is simple, it is too easy right now for a Sniper to exploit it. I can't do it, but I see a lot of snipers who can hit a target on the move. These Snipers would be too powerful.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.27 23:07:00 -
[14] - Quote
Here is the problem with reactors though, they generate heat as a by product it has to vent somehwere. Also 'encasing' recactors dont work like you think it would, its not like armoring computer or a magazine, fuel has to come in, coolant has to come in, emmissions and electricty has to leave the reactor.
Look at the mordern ambrams tank its engine is in the location I describe and its probably the most venerable spot on the entire tank. The problem hitting this spot is its nearly impossible to get behind an entire pack of abrams without getting blown to bits first. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.27 23:10:00 -
[15] - Quote
Asno Masamang wrote:Greetings,
While I think it does make sense to have a weakness, I think we should prolly wait til damage types are released. My reasoning is simple, it is too easy right now for a Sniper to exploit it. I can't do it, but I see a lot of snipers who can hit a target on the move. These Snipers would be too powerful.
well hopefully putting it underneath the top plate makes it more difficult to shoot at because look at the back end of the tank the location would require normal infantry to actually aim further down. Also I suspect that damage types are already out just not fully detailed and understood. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.27 23:16:00 -
[16] - Quote
I would hope eve engineers were smart enough to not leave a such a obvious flaw in a tank. Plus I just dont think anti infintry guy should be able.to threaten a vehicle, and forge guns would beable to kill a tank in two or three shots rather than 4 or 5 |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.28 02:19:00 -
[17] - Quote
Avenger 245 wrote:I would hope eve engineers were smart enough to not leave a such a obvious flaw in a tank. Plus I just dont think anti infintry guy should be able.to threaten a vehicle, and forge guns would beable to kill a tank in two or three shots rather than 4 or 5
Well it would only amplify the damage of the weapons so a full assault rifel clip may only take off a quater of the shields/armor so to say on a murader not barely scratch the shields. It would almost take an entire squad to overly threaten the tank from this direction. |
Icy Tiger
496
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Posted - 2012.07.28 03:52:00 -
[18] - Quote
I agree with you, but this should only be for a Sagaris or Surya. The lesser tanks are useless most of the time as it is, and the Sagarais almost never gets taken out in most battles. A weak spot would be helpful, even if it only was visible say every 7-10 seconds, ensuring balance and a solid weakness. |
Beta Phish
Crux Special Tasks Group Gallente Federation
28
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Posted - 2012.07.28 03:56:00 -
[19] - Quote
its called Reducing their Shield Regen. is how they would have a Weak spot.
seeing how that CCP Precussor AV strategy is nowhere near Viable & all it did is encourage trash players to abuse Scout suits. No wonder Balance in Dust is a complete joke.
See you in the Next build |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.28 04:09:00 -
[20] - Quote
It's already been mentioned, but tanks already have a weak point.
it's called "wherever the Forge Gun hits them" |
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BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.28 04:53:00 -
[21] - Quote
yes give tanks a week spot so snipers like me can one hit them from over 3 mil,s a way http://www.youtube.com/watch?v=QRYwMrsaLxs and for the wine-o,s that dont think you cant blow up the fule tank with a round http://www.youtube.com/watch?v=wxxKgOPz5R0 |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.07.28 04:58:00 -
[22] - Quote
Honestly, I agree with this on one condition: The belly. The belly is the holy grail of anti-tank weapons the world around, because armoring the belly just adds wait without really helping defense, so that's one of the most vulnerable areas on a tank. So, RE may be getting a nerf, but if the tanks had a realistically soft belly, RE could actually be more useful against them than it used to be. What HAV's really need is percentage based damage multipliers relative to whether your hitting it in the sides, or from the top or bottom, where the plating is weaker. So that tank sitting up on the cliff behind that tower that overlooks B? Put one forge round into the belly with it's shield down and it should go up like a firecracker. |
BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.28 05:07:00 -
[23] - Quote
Mobius Wyvern wrote:Honestly, I agree with this on one condition: The belly. The belly is the holy grail of anti-tank weapons the world around, because armoring the belly just adds wait without really helping defense, so that's one of the most vulnerable areas on a tank. So, RE may be getting a nerf, but if the tanks had a realistically soft belly, RE could actually be more useful against them than it used to be. What HAV's really need is percentage based damage multipliers relative to whether your hitting it in the sides, or from the top or bottom, where the plating is weaker. So that tank sitting up on the cliff behind that tower that overlooks B? Put one forge round into the belly with it's shield down and it should go up like a firecracker. thats unless your in a GIJOE truck http://en.wikipedia.org/wiki/MRAP_%28armored_vehicle%29 then all you have to **** your self over about is roll overs and EFP.s http://en.wikipedia.org/wiki/Explosively_formed_penetrator |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.29 01:45:00 -
[24] - Quote
The entire belly I can live with its rare for that to ever be exposed.
I would also like to see modules or tank variants that reduce this vunerability as well. For example shielded reactor module prevents the damage bonus to the weak spot but reduces capaictor recharge rate.
And Heavy tanks with defended bellies that move a bit slower but REs/Mines dont bother them as much. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.29 03:21:00 -
[25] - Quote
Iron Wolf Saber wrote:The entire belly I can live with its rare for that to ever be exposed.
I would also like to see modules or tank variants that reduce this vunerability as well. For example shielded reactor module prevents the damage bonus to the weak spot but reduces capaictor recharge rate.
And Heavy tanks with defended bellies that move a bit slower but REs/Mines dont bother them as much. The aspect of having to worry about your belly adds another dimension to tank operation. Personally, I'd also like the driver and main gunner to be two separate functions within the tank, but I realize that's probably unlikely given how most of the gaming community is used to tanks as a one-man force-multiplier. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.29 03:26:00 -
[26] - Quote
That would be neat if gunners would manage electronic warfares as well enabling the pilot to focus on driving while gunners manage offensive or defensive warfares. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.07.29 03:31:00 -
[27] - Quote
Iron Wolf Saber wrote:That would be neat if gunners would manage electronic warfares as well enabling the pilot to focus on driving while gunners manage offensive or defensive warfares. See, that's an excellent idea! It also helps mitigate some of the complaints about the whole "lone-wolf" thing, as HAVs would require teamwork just like real tanks.
EDIT: Actually, that should also be the way LLVs work, as I mentioned in another thread. Since the passenger currently does nothing, have the driver drive, the passenger handle the rep modules, and the gunner gun. Then the passenger is actually useful. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.29 03:36:00 -
[28] - Quote
I'm not sure I trust the idea of footing the entire bill of my HAV to have some not-on-coms goofball gunner put my life in his hands.
If my 90K Main Gun is no longer in my direct control which serves the entire purpose of my 300K ISK HAV, then I demand that HAV pilots have perfect control in enabling or locking out potential gunners from their vehicles.
Real life Tanks only operate correctly because the entire crew is on comms with each other. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.29 03:41:00 -
[29] - Quote
Acutally its going to be more like 1.2 million isk but I think its something to be experimented with to be honest to see how it works out with most randoms, now in corporate envrionment where you can better encourage teamwork you can easily manage having the gunner being serpate from pilot.
I understand your fustartion I had picked up bad gunners in my dropship several times. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.29 03:46:00 -
[30] - Quote
When grouping comes into play, I'll likely focus on Dropships again as I do enjoy playing as a Dropship pilot the most, ferrying people from one objective to the next, just the random gunners kind of "soured" it for me. |
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Shadoe Wolf
Villore Sec Ops Gallente Federation
80
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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