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Noe 844
Zumari Force Projection Caldari State
2
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Posted - 2012.08.21 05:16:00 -
[31] - Quote
balancing powerfull ships with isk worked in eve too ------------ oh wait, it didnt |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
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Posted - 2012.08.21 05:21:00 -
[32] - Quote
Like the idea, tanks can already be repaired near resupplys so why not have them get more ammo on board also. This would add a whole new level of stratagy to the game. Why not have a repair tool that is specifically for vehicals that also resupplies the vehicals ammo. I believe that vehicles have nanohives supplying ammunition to them. But nanohives can be depleated. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.08.21 05:26:00 -
[33] - Quote
Lol tanks are not OP. If you want to damage a tank you need to know what grenades you need to use. Shield tank=flux grenades Armor tank= Av grenades Flux grenades destroy shields much better then Av grenades but Av grenades are very effective against armor. Or just sit somewhere with a swarm launcher and a nano hive and shot the tank |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.21 06:00:00 -
[34] - Quote
Garrett Blacknova wrote:As an AV player who rarely used tanks in the last build and hasn't been in one yet this build...
Nano is right. Tanks aren't OP. They're horrifically expensive, in terms of both SP and ISK requirements. Unless you want a "tank" that's made of paper and can be easily soloed by a guy with a Militia Swarm Launcher, in which case it will only be expensive in ISK, and not so much SP cost.
Here's the problem. I already killed a Gunollogy, witha Militia Swarm launcher. I have no idea who it belonged to.
The tanks are already overnerfed. No need to take away the very last reason to go for one. |
Wakko03
Better Hide R Die
134
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Posted - 2012.08.21 06:06:00 -
[35] - Quote
Even building turrets overheat, not the tanks missle battery....and to clarify there are 6 shots in a low level swarm, I use the swarm (with the move, so lock on is tricky), each fire 4 or 5 missles, so that is 6 with say 5 seconds for the shot to load after spending a group of 4 or 5 - the next clip of the 6 with another 4-5 missles ( max of 30 missles before needing to re-supply or activate a nano hive type of re-arm module, making you choose between armor, shield, weapons, repair just like foot soldiers, I don't expect to win vs 1 alone, but I do expect to be able to fight and do some damage on equal terms of game mechanics).
I also recognize that it should be required for the missle gunner to actually have spec'd into missle turret operation to even use it, and that there should be levels to it, just like everything else..... since the server is pre loading 58 files and then only 55 followed by only 1529 mb install file, I realize there is still a lot missing. But if you think the same thing that happened last build isn't going to happen again once they get up to prototype vehicles, I'll lend you my magic 8 ball.
And say, 30 rounds for the main gun, if you don't have to stop just spraying round after round and choose to go after the foot mobile with a swarm launcher or forge gun you are as stupid as you claim I am for wanting an adjustment to the fact that I can't I can't carry a infinite nano hive on my back (+10 needs to go to +15 for ammo or even make it just like a drop uplink and give it +25 per use) and run around in the game with full ammo at all times (I'm willing to not be able to use any other modules, and just the straight up suit), afraid of the little guy on foot with the same amount of ammo would be my taunt.
I think this is a relevant rebuttal to tanks, but if they have to actually aim and calculate what to shoot at and plan to defend themselves from another vehicle by not laying into ground troops, let them enjoy the fear of running out of ammo just like the rest of us.
Same thing for the LAV, DROPSHIP! And turrets. Infinite ammo is not ok to some of the players I have been in squads with and just becuase you happen to be more vocal than them in your disagreement doesn't mean it can't be disccussed. Tough to say, considering dropship pilots are mostly still in flight school, and the LAV's are reminiscent of the Dukes, fat suits are boss hogg (the original not that movie)
You can blather on all you want about a perfect imbalance, but this is so out of whack that anything has unlimited ammo. No matter the cost, that is and has been the only counter-gripe (cost.
Enhanced level gear is 5k,
The suit you got me on was my mistake, it only rounds down to 30k, considering the next one is a whooping 100k it is only a matter of time again.
So it avg. out to be 130k |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.21 06:09:00 -
[36] - Quote
Wakko03 wrote:Even building turrets overheat, not the tanks missle battery....and to clarify there are 6 shots in a low level swarm, I use the swarm (with the move, so lock on is tricky), each fire 4 or 5 missles, so that is 6 with say 5 seconds for the shot to load after spending a group of 4 or 5 - the next clip of the 6 with another 4-5 missles ( max of 30 missles before needing to re-supply or activate a nano hive type of re-arm module, making you choose between armor, shield, weapons, repair just like foot soldiers, I don't expect to win vs 1 alone, but I do expect to be able to fight and do some damage on equal terms of game mechanics).
Don't let your experiences from the previous build colour your expectations. From what I read in the release notes, they addressed the missile launchers rate of fire. |
thereal herbzula
Sanmatar Kelkoons Minmatar Republic
62
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Posted - 2012.08.21 06:20:00 -
[37] - Quote
Wakko03 wrote:Otherwise, I am going to say that I would like to get the nano hive that the tanks get to use. I think it is only fair that the tank only have as many missles as say a comparable level swarm launcher. And be forced to use a slot for an activate-able ammo resupply, that they have to use once or twice and not just sit there spamming splash damage. Apparently the good players need a gunlogi tank to take out 12 guys in militia gear or less (the defaults) and not just a scout suit with no chance for the enemy hit detection to work.
Yeah I ran all the way from A to B to C with a tank hounding me at every turn, my AV grenades didn't hit them and then I didn't have enough nano hives to resupply because once again the tank idiots are going around destroying the resupplies.
Second, I want to be able to throw a grenade as fast as they can shoot missles at me and have a rough idea where it landed and where it exploded.
HEY CCP, that is right I am saying that Wolfenstein with its Peer to Peer system ( the game where the whole online team was sacked upon the games release) is currently more play-able than your beta.
I agree. A real life tank drive in the army is the **** when he can reload faster than 10 seconds.
I also agree the tanks and dropships and lav have limited ammo, but they should only be allowed to resupply at a depo |
Wakko03
Better Hide R Die
134
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Posted - 2012.08.21 06:21:00 -
[38] - Quote
http://video.adultswim.com/robot-chicken/stratego.html
Yes, I know they have been changed according to the patch notes during sign in, but I am not seeing that in games, still running for cover trying to avoid invisible splash damage.
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STB-LURCHASAURUS EV
Circle of Huskarl Minmatar Republic
173
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Posted - 2012.08.21 06:37:00 -
[39] - Quote
missile velocity is severely lowered.
if you are still complaining about tanks in this build, your doing it wrong. sack up. |
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