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Thread Statistics | Show CCP posts - 0 post(s) |
Shiro Mokuzan
220
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Posted - 2012.09.01 19:21:00 -
[1] - Quote
It's not that they're dangerous or hard to kill--they should be. I think a tank should take group coordination to to take down. The problem is that they have infinite ammo for several guns, all of which can spam missiles non-stop.
I was in a game fighting against a team with four tanks. I got in some good damage against them, but the real problem I saw was that virtually everywhere was exploding all the time. I don't even think they were aiming half the time. They had an entire team crammed into four tanks and they were just spamming projectiles in all directions constantly. The whole game all I heard was BOOMBOOMBOOMBOOMBOOMBOOMBOOM.
I think vehicles need limited ammo. This will make them either conserve ammo until they really need it, or if use it up too soon, it will leave them very vulnerable.
Tanks should be used against other vehicles, for defense of key locations, and to break through strongpoints, not for roaming the level spamming projectiles everywhere like they are now. Limited ammo would go a long way toward this. |
STB Vermaak Doe
558
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Posted - 2012.09.01 19:25:00 -
[2] - Quote
Ok now let's state the real problem. The speed |
Akuzuma Oppa
Tronhadar Free Guard Minmatar Republic
12
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Posted - 2012.09.01 20:10:00 -
[3] - Quote
Tanks are fine just the weapons use infantry have to try and destroy a tank with sucks. Most FPS games on consoles are full with randoms. So of course destroying a tank will become almost impossible because most people are to dumb to switch from a scout to a heavy lol. |
Skilfer
Nova Corps Marines
19
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Posted - 2012.09.01 20:18:00 -
[4] - Quote
Akuzuma Oppa wrote:Tanks are fine just the weapons use infantry have to try and destroy a tank with sucks. Most FPS games on consoles are full with randoms. So of course destroying a tank will become almost impossible because most people are to dumb to switch from a scout to a heavy lol.
The way AV is right now, it doesn't even matter if you coordinate (I've tried), advanced+ tanks and moving dropships are currently indestructible by infantry. A Forge Gun should make a Marauder concerned and a militia tank fear for its life. This game is about specialization through customization. There should never be a need for an entire team of Forge Guns and Swarms. The max AV personnel any squad should need is 1. Requiring 16 swarms/forge guns firing simultaneously to take out a single vehicle is unrealistic and absurd. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
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Posted - 2012.09.01 20:23:00 -
[5] - Quote
That's been my problem even when we manage to ambush a tank and start tearing the shield down with av and flux grenades along with 2 or 3 guys with swarm launchers he can run and hide before we get into armor. Though I did have some luck with stupid tank drivers that just roll up a hill and no longer have LoS on the troops right in front of them.
way faster than than you'd expect |
Kyy Seiska
Zumari Force Projection Caldari State
188
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Posted - 2012.09.01 20:30:00 -
[6] - Quote
Yeah, it's just not worth the effort to even try to fight against tanks. The corporation Match just now where I was fightig for zumari was completely screwed due to spider tank faggotry. Had second or third tier swarm launcher and managed to get shield from one down just to see how the tanks armor instantly regenerated to full.
This seriously needs to be fixed, or I see no future for this game and I don't think I am alone with this. |
Sees-Too-Much
332
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Posted - 2012.09.01 20:36:00 -
[7] - Quote
Vehicles will eventually have capacitors. Moving, shooting, and activating modules will all consume it and there will be modules to drain it. Drain a tank's cap and it's stuck in place unable to shoot back. |
DMH 2Krazy
Deadly Blue Dots RISE of LEGION
14
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Posted - 2012.09.01 20:40:00 -
[8] - Quote
they need to make the high end turrets use WAYYYYYY more CPU/PG
That way they can't put as many high end sheild / armor modules on a tank with a high end turret.
That would help balance it out.
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Debacle Nano
Shadow Company HQ
639
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Posted - 2012.09.01 20:53:00 -
[9] - Quote
DMH 2Krazy wrote:they need to make the high end turrets use WAYYYYYY more CPU/PG
That way they can't put as many high end sheild / armor modules on a tank with a high end turret.
That would help balance it out.
The high end turrets already take up a lot of CPU/PG. I doubt that's what they need. |
DMH 2Krazy
Deadly Blue Dots RISE of LEGION
14
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Posted - 2012.09.01 21:03:00 -
[10] - Quote
ok then they need to lower the CPU/PG output on the tanks
....see what i did there? |
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Debacle Nano
Shadow Company HQ
639
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Posted - 2012.09.01 21:05:00 -
[11] - Quote
Just because you give tankers low meta guns doesn't mean they'll be harmless. I still do 900 damage a pop with my militia rail. I can still OHK you. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.09.01 21:11:00 -
[12] - Quote
why dont they spec for forge gun and swarm launchers? Once its destroyed, I dont think they will RDA another 600 thousand isk. I did this and they were pissed. |
kalahari ilkeston
Tronhadar Free Guard Minmatar Republic
51
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Posted - 2012.09.01 21:16:00 -
[13] - Quote
Tank speed is fine, they just need limited ammo |
H4rabec Weathers
16
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Posted - 2012.09.01 21:20:00 -
[14] - Quote
STB Vermaak Doe wrote:Ok now let's state the real problem. The speed
Thats being dealt with - webber mine, even beter than i'd hoped, i'd actually envisaged a webber type gun being fielded. |
Shiro Mokuzan
220
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Posted - 2012.09.01 21:35:00 -
[15] - Quote
You're all completely missing my point and turning this into another HAV whine thread.
This is about infinite ammo, not how hard they are to kill.
Maybe they are too hard to kill, but there are dozens of threads about that, and I think the bigger problem is being able to recklessly spam attacks, which makes them harder to get good shots at because your position is constantly being bombarded with missiles or railgun shots.
HAVs should be hard to kill, but they should be able to run out of ammo or capacitor or both. CPU/PG output and requirements should maybe be looked at too, to make it hard for them to have super defense and offense. Right now they have godlike defense and offense and that's the problem. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.01 21:40:00 -
[16] - Quote
Give tanks limited ammo and infantry something that can immobilize tanks if they get in close (like tackling in EVE kinda) and it'll be okay. Tanks which let infantry get close and do not have infantry support themselves should be ******, and that ******* should come from the tank being disabled in a way rather than blown up easily. Tanks should be formidable and worth the ISK, but they should require combined arms to really shine. |
Shiro Mokuzan
220
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Posted - 2012.09.01 21:46:00 -
[17] - Quote
Fivetimes Infinity wrote:Give tanks limited ammo and infantry something that can immobilize tanks if they get in close (like tackling in EVE kinda) and it'll be okay. Tanks which let infantry get close and do not have infantry support themselves should be ******, and that ******* should come from the tank being disabled in a way rather than blown up easily. Tanks should be formidable and worth the ISK, but they should require combined arms to really shine.
This is exactly what I'm trying to get at. Right now tanks don't need anyone else because they can basically win the match by themselves. They should be like captial ships: vulnerable without support, but still non-trivial to kill.
Letting properly-equipped infantry get close should be very dangerous for HAVs. Let them get locked down (ie: tackled) and then everyone can gang up and take it out.
I also think tanks should have definite weak spots (probably the top and rear) where they take a lot more damage, which makes infantry ambushes against tanks more effective.
Some people seem to think one AV troop should be able to solo an HAV and I don't agree with that.
Maybe a penalty to fire rate for small turrets to make them less spammable also. I think they're too effective offensively against individual infantry. They should mostly be for taking out vehicles and breaking through strong defensive positions. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.01 22:17:00 -
[18] - Quote
Well, I'm with ya there, brother-man. Weak spots are a good idea as well. Although one thing I'd add is that entering and exiting tanks should not be a instantaneous process. I would hate for the tank response to this sort of fix to be the gunners simply hopping out, throwing a few anti-infantry grenades, and then hopping back in the tank. |
Shiro Mokuzan
220
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Posted - 2012.09.01 22:19:00 -
[19] - Quote
Fivetimes Infinity wrote:Well, I'm with ya there, brother-man. Weak spots are a good idea as well. Although one thing I'd add is that entering and exiting tanks should not be a instantaneous process. I would hate for the tank response to this sort of fix to be the gunners simply hopping out, throwing a few anti-infantry grenades, and then hopping back in the tank.
That's a good point as well. |
H4rabec Weathers
16
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Posted - 2012.09.01 22:26:00 -
[20] - Quote
yeah either or. or we'll see tank gunners insta bailing in the best dropsuits to clear hard to get at threats. bail out with zero dropsuit shields imo or at least test it first. jeeps are vunrable enough to not fall into this category too. |
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