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Debacle Nano
Shadow Company HQ
639
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Posted - 2012.08.15 00:48:00 -
[1] - Quote
CCP, you nerfed them way too much. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 01:16:00 -
[2] - Quote
Omnipotent lilmamaj wrote:Yeah CCP, debacle can't do laundry and go 30-0 anymore. HELP CCP!!!!!!!!!!!!!!! I've already proved you wrong in the other thread, no need to waste time on you anymore.
Quote:oh no now you have to actually try to get a good score how dare you CCP. They've nerfed the tanks so bad, I can still go around killing as if I am in a marauder, even when I am in a Soma.
It takes plenty more skill to use a HAV than it does while playing infantry. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 01:27:00 -
[3] - Quote
SkIlL Sh0oTeR wrote:Quote:oh no now you have to actually try to get a good score how dare you CCP. They've nerfed the tanks so bad, I can still go around killing as if I am in a marauder, even when I am in a Soma. Quote:It takes plenty more skill to use a HAV than it does while playing infantry. really really u being serious
I am being plenty serious.
Quote:You just need to work as a group to keep that tank, where was your support? eww that felt good.....in a dirty way, what's the matter you can no longer be a one vehicle red liner?
I don't understand how you can not be owning in it due to the football field size of the splash damage.
It's not the fact that I die from infantry, it's the fact that the marauder is as weak as a Soma. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 01:36:00 -
[4] - Quote
SkIlL Sh0oTeR wrote: so driving a tank that has over 5,000 health a usally a OHK shot takes more skill then running around trying to kill other infantry and tanks while using a gun that takes about two magazine to kill someone and unable to kill a tank.
u do not know the meaning of skill
I'm sorry anyone can flick the analog stick a few times and hold down R1. In tanks we have to know where and where not to be, when to leave, how to manage modules, when to turn modules on, how to coordinate with your gunners, figure a good fit out that is financially good, how to multitask while moving, and you want to say that infantry takes more skill. You're funny. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 01:46:00 -
[5] - Quote
xprotoman23 wrote:xprotoman23 wrote: reserving my spot in a potential classic. My tank has over 5,000 armor and I still run around the map and go 30/0 Dude complaining doesn't have any skill TBH and my tank fits suck I never said complaining took skill. What are you talking about? |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 01:48:00 -
[6] - Quote
gangsta nachos wrote:Debacle Nano wrote:SkIlL Sh0oTeR wrote: so driving a tank that has over 5,000 health a usally a OHK shot takes more skill then running around trying to kill other infantry and tanks while using a gun that takes about two magazine to kill someone and unable to kill a tank.
u do not know the meaning of skill
I'm sorry anyone can flick the analog stick a few times and hold down R1. In tanks we have to know where and where not to be, when to leave, how to manage modules, when to turn modules on, how to coordinate with your gunners, figure a good fit out that is financially good, how to multitask while moving, and you want to say that infantry takes more skill. You're funny. You must adapt to situations faster
Nope. Infantry can maneuver faster than tanks and can go to places where tanks cannot. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:04:00 -
[7] - Quote
Mike Gunnzito wrote:Debacle Nano wrote:SkIlL Sh0oTeR wrote: so driving a tank that has over 5,000 health a usally a OHK shot takes more skill then running around trying to kill other infantry and tanks while using a gun that takes about two magazine to kill someone and unable to kill a tank.
u do not know the meaning of skill
I'm sorry anyone can flick the analog stick a few times and hold down R1. In tanks we have to know where and where not to be, when to leave, how to manage modules, when to turn modules on, how to coordinate with your gunners, figure a good fit out that is financially good, how to multitask while moving, and you want to say that infantry takes more skill. You're funny. You have to do most of that with infantry as well. (bold below) Particularly if you want to be a real force in a match. (not just some scrub hiding in a corner somewhere) " know where and where not to be, when to leave, how to manage modules, when to turn modules on, how to coordinate with your gunners, figure a good fit out that is financially good, how to multitask while moving" Sorry, but you really sound like a whiny beyotch, with your "anyone can flick the analog stick" argument. tanks are fine. Adapt or Die Welcome to New Eden Go back to COD, er, I mean EVE!
Leaving is easy for infantry as they have more mobility. Infantry does not need to worry about price, my fits for tanks cost 1.5 million isk per.
Notice how my tank is 20x bigger than your infantry, which paints a much bigger target for the already overused forge guns. I know this because I use one. Before you start calling me a "whiny beyotch", take note that infantry are a lot easier to escape with. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:07:00 -
[8] - Quote
Pokey Dravon wrote:Prices are not difficult to overcome with the increase of ISK gain honestly, I guess you need to make your tank last an extra round now, but that's not all that difficult.
We haven't gotten the increase in ISK gain. Maybe later though, which will take that out of my argument. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:10:00 -
[9] - Quote
gangsta nachos wrote:Debacle Nano wrote:gangsta nachos wrote:Debacle Nano wrote:SkIlL Sh0oTeR wrote: so driving a tank that has over 5,000 health a usally a OHK shot takes more skill then running around trying to kill other infantry and tanks while using a gun that takes about two magazine to kill someone and unable to kill a tank.
u do not know the meaning of skill
I'm sorry anyone can flick the analog stick a few times and hold down R1. In tanks we have to know where and where not to be, when to leave, how to manage modules, when to turn modules on, how to coordinate with your gunners, figure a good fit out that is financially good, how to multitask while moving, and you want to say that infantry takes more skill. You're funny. You must adapt to situations faster Nope. Infantry can maneuver faster than tanks and can go to places where tanks cannot. With 3 people in a tank I cannot get away when I'm spotted by a tank I can't out run one And tanks go places they shouldn't go ATM
Then you are certainly one foolish person. I am rarely ever killed by a tank because I am always aware of what I am around. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:17:00 -
[10] - Quote
Quote:Infantry is more mobile, yes... but tanks are much faster, so escape is really not easier, especially when a tank has 5-6k HP, and infantry has around 5-6 hundred HP. Price-wise, not sure if you checked, but infantry suits are up too. A proto loadout can EASILY run 300k isk. Besides, it's not that tough to obtain 500-600k isk now.
Just because we have a faster velocity when going straight doesn't mean we always have a straight shot out of the equation. Everything is a tank hook to us. We can't just run over objects like we are monster trucks.
300k Isnt that bad. If you want tanks to be lost like infantry, decrease the price to 300k. It takes 4 games to pay for ONE of my tanks. |
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Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:28:00 -
[11] - Quote
Maurice Maeter wrote:I'm pretty peeved about the tank price hike too, but not gonna let that stop me from playing. what does get to me is that there's no reason to use the syura, instead of the soma, they're the same tank now.
Yea. I'll still drive tanks and enjoy them, but they are not as useful as they once were. Too much cost, and not enough benefit.
Kubera is nice BTW. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:57:00 -
[12] - Quote
Pokey Dravon wrote:Debacle Nano wrote:Pokey Dravon wrote:Prices are not difficult to overcome with the increase of ISK gain honestly, I guess you need to make your tank last an extra round now, but that's not all that difficult. We haven't gotten the increase in ISK gain. Maybe later though, which will take that out of my argument. Really? I seem to be making a ton more than usual.
Might be because everyones fits have gone valid and no money to restock, lol. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 03:09:00 -
[13] - Quote
Tony Calif wrote:I'll get this off my chest quickly: Not even 24 hours from the update, tankers are "whining" that they aren't strong enough. You hypocritical kittens. Anyway...
Lurch is bang on, and my opinion of him just went up. He's right about the rebalancing... 1.) Tanks are now balanced within their own niche far better than before. A prototype infantry can be caught off guard by any militia suit with a shotgun. Now, a marauder can be killed in the same way by a militia railgun soma. Previously the Sica/soma got 1hit killed. 2with a good fit. 2.) Tanks are now all but immune to small arms fire. Playing "tank bronco" doesn't work anymore. Which is good because 400SMG bullets shouldn't wreck a tank. 3.) Large missile launchers. 900ish spash damage sir? Large railgun. Awesome AV weapon sir? Now tanks are developing roles. The Nerf to small missile launchers was needed. It's still damn good.
The biggest problem for tankers now is avoiding being in the wrong place at the wrong time. Complacency is your enemy. Oh, and draw distance. But that's fair to both parties. Hit detection is also key for tankers to remove hostiles before they can become a threat. That was why I disliked the 1.5 damage mod with small missiles. Tanks are easy to hit with even the hit detection and lag from the replication build. Scouts however need good hit detection to kill. Even with splash. We should really test a bit more before making wild claims.
1.) I don't feel like marauders are worth it. A 1 million increase in price from the standard HAV for what? A little extra CPU and PG and a extra high slot? Nah. Totally not worth it. EDIT: If I go that high in price, I'll buy me a Kubera.
2.) I'm glad about that.
3.) I don't use missiles or railguns, so doesn't matter to me. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 05:39:00 -
[14] - Quote
Mmkk333 wrote:Debacle Nano wrote:Tony Calif wrote:I'll get this off my chest quickly: Not even 24 hours from the update, tankers are "whining" that they aren't strong enough. You hypocritical kittens. Anyway...
Lurch is bang on, and my opinion of him just went up. He's right about the rebalancing... 1.) Tanks are now balanced within their own niche far better than before. A prototype infantry can be caught off guard by any militia suit with a shotgun. Now, a marauder can be killed in the same way by a militia railgun soma. Previously the Sica/soma got 1hit killed. 2with a good fit. 2.) Tanks are now all but immune to small arms fire. Playing "tank bronco" doesn't work anymore. Which is good because 400SMG bullets shouldn't wreck a tank. 3.) Large missile launchers. 900ish spash damage sir? Large railgun. Awesome AV weapon sir? Now tanks are developing roles. The Nerf to small missile launchers was needed. It's still damn good.
The biggest problem for tankers now is avoiding being in the wrong place at the wrong time. Complacency is your enemy. Oh, and draw distance. But that's fair to both parties. Hit detection is also key for tankers to remove hostiles before they can become a threat. That was why I disliked the 1.5 damage mod with small missiles. Tanks are easy to hit with even the hit detection and lag from the replication build. Scouts however need good hit detection to kill. Even with splash. We should really test a bit more before making wild claims.
1.) I don't feel like marauders are worth it. A 1 million increase in price from the standard HAV for what? A little extra CPU and PG and a extra high slot? Nah. Totally not worth it. EDIT: If I go that high in price, I'll buy me a Kubera. 2.) I'm glad about that. 3.) I don't use missiles or railguns, so doesn't matter to me. 3) Whoa wut?! You were just in my thread talking about how you shot me with a railgun! shenanigans. On a side note, I have always been an advocate of tank nerfing, but I think HAV speed and turret turn speed should be nerfed, not damage.
That wasn't my tank, it was my squad mates.
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