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gangsta nachos
Osmon Surveillance Caldari State
377
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Posted - 2012.08.15 02:08:00 -
[31] - Quote
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 |
Debacle Nano
Shadow Company HQ
639
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Posted - 2012.08.15 02:10:00 -
[32] - 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. |
Mike Gunnzito
111
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Posted - 2012.08.15 02:13:00 -
[33] - Quote
Debacle Nano wrote: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.
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. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 02:17:00 -
[34] - 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. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.15 02:25:00 -
[35] - Quote
As a dedicated tank driver, I appreciate and am thoroughly enjoying the differences tank-wise in this build. While i do not support the removal of the marauder damage buff, I think that it is nice to see the lower tier tanks becoming valid again. I think the marauders should have at least a 20% buff, or else there really isn't a significance between the standard tanks and the marauders when there is a million ISK disparity. Then again, the stats of the turrets has been completely reworked, so being able to use the higher tier turrets is really only something the marauders with their higher CPU/PG can do well and that helps them keep their strength.
At last, only people who are serious about tanks will be rolling them out and the tankers who dont know how to drive will be a side thought on the field, since AV weapons are much more effective and ewar isnt even fully in yet. Worthwhile drivers are the only ones who are going to be able to keep their wallet and help their team without getting popped right away...
Marauders lose their buff, turrets are reworked and stronger, lower tier tanks are valid again, prices are brutal but much closer to what they should be, movement is reworked (my surya lost like 500 million horspower), tanks get many cosmetic additions.
All in all, I am very happy and am having a lot more fun in this build. Good job CCP. |
Maurice Maeter
Royal Uhlans Amarr Empire
2
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Posted - 2012.08.15 02:26:00 -
[36] - Quote
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. |
Debacle Nano
Shadow Company HQ
639
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Posted - 2012.08.15 02:28:00 -
[37] - 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. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.15 02:48:00 -
[38] - Quote
Tanks are plenty useful if you know how to use them and you use them the right way. If you get popped right away, well the other team might have had some AV guys ready and thats just how it works. Im a good driver, but sometimes the enemy has a good AV guy. |
gangsta nachos
Osmon Surveillance Caldari State
377
|
Posted - 2012.08.15 02:52:00 -
[39] - Quote
Sounds like perfect balance op weapon weaker tank adapt |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.08.15 02:56:00 -
[40] - Quote
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. |
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Debacle Nano
Shadow Company HQ
639
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Posted - 2012.08.15 02:57:00 -
[41] - 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. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.08.15 03:03:00 -
[42] - Quote
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.
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Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 03:09:00 -
[43] - 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. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.15 04:09:00 -
[44] - Quote
I'm of the opinion that marauders probably will get some form of damage buff back, simply because the lore says so....
but anyway, certain fits require the extra slot and increased limitations. Its a very role specific thing, just like the bo tanks.
......i always thought small arms fire damaging tanks was shenanigans. |
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.15 05:38:00 -
[45] - Quote
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. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.08.15 05:39:00 -
[46] - 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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