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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.11 15:13:00 -
[61] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead? Which is why I liked the last build alot, tanks didnt murder everything quickly HAV pilots acutally had to upgrade thier guns.
This isn't true at all. Tanks were way more powerful last build by pure math. Just proving it's not the numbers that are causing the most problems. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.09.11 15:15:00 -
[62] - Quote
last night, me and my group ran into a game where the enemy tank had 5,yes 5 tanks; none of which were militia fit. There was 2 Sag's, 2 Gung's and a Surya. B/t me, and my 2 buds we were only able to take out 1 tank (a Gung), but that was with us using 2 proto FG and 1 proto SL plus AV nades.
We all had to go through one full mag, and into a 2nd ... and only reason we got him, was b/c he got stuck against a wall ; as we were chasing him around the map for about 5min.
So yeah, where you have guys each putting 1400 damage 12 times w/ guns, then add AV nades on top, and still not be enough to take out a tank in a acceptable time, there might be a slight problem; as tanks can easily get out of the area much faster then we can, and by time we re-encounter they were fully repaired, and had to repeat the process over and mainly cost us our fits. B/t the 3 of us, i think we lost close to 2.5 mil in fittings trying to rid the field of tanks |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.11 15:17:00 -
[63] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead? Which is why I liked the last build alot, tanks didnt murder everything quickly HAV pilots acutally had to upgrade thier guns. This isn't true at all. Tanks were way more powerful last build by pure math. Just proving it's not the numbers that are causing the most problems.
It is not the tanks. It is the tank drivers that are OP. They are good, so by all means, lets nerf them :P
Really, I'm getting tired of this old spiel about tanks being OP. They really are not. A few items are underpowered really, such as the turrets health (the turrets guns themselves are nightmares now)
And we haven't even seen the biggest Anti-AV modules on the field yet. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.11 15:19:00 -
[64] - Quote
It's still the terrain as the number one culprit. There are three objectives between 2 maps a tank can't easily cover. How does that promote balanced gameplay?
Also by pure math tanks lost at least 15% of their health and over 60% of their attack power. 25% AV damage nerf was necessary to stop 2 people from alpha killing tanks (making them useless for team games which is the opposite of what people want) but the maps got worse (more open) and aerial mobility is no longer free. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 15:28:00 -
[65] - Quote
Either way Ill do a real math post later, EHP estimates by alot of folks are entirley wrong. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 16:03:00 -
[66] - Quote
I've been reading both sides of the debate and figured I'd throw out my observations.
While I hear the expense and three men in a tank arguments I don't see them as valid. Yes, they are expensive per unit, but not so much per use if you only loose one every 5-10 matches. It also only takes one man per tank to drive and shoot, so you don't need to tie up two more guys, they can each drive one of their own.
So I see a tank as equivalent to a dropsuit and weapon. It's got shields, armor, rep, mobility, and a gun. Basically a super heavy. It does have the downside of a large hitbox and being lockable by swarms, but in every other aspect it is orders of magnitude more powerful than any dropsuit you can fit. Does anyone have an argument they can state against this position?
One downside for conventional tanks is that they can't go everywhere, but as previously stated our current maps are wide open.
Now part of me has always loved tanks and I know in my heart that they should be very scary behemoths. You shouldn't be able to take one out easily, so what do you do? You have one guy wielding the power of ten men.
As I see it, the tank is currently missing its natural peditor, the gunship. Modern tanks fear the A-10 which can cut them in half with depleted uranium slugs from its Gatling gun. Then there are precision bombers who scream in before a tank can find cover and drop guided munitions that can take them out in one punch. DUST has no equivalent, and without a natural preditor this beast multiplies until it consumes all its food source.
I am hoping to see one of these natural preditors introduced in the next build. Then (if the gunship doesn't just replace the tank as a good for everything role), we will see a balance. |
q00t
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.11 16:12:00 -
[67] - Quote
Wolf Ritter vonKaldari wrote:q00t wrote:In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off. Why? The dropship is the equivalent of a transport helicopter with two door gunners, not the Dust analogue of an attack helicopter.
your reading 'dropship' too literally; read Skihids' post for essentially what was meant:
Skihids wrote:As I see it, the tank is currently missing its natural peditor, the gunship. Modern tanks fear the A-10 which can cut them in half with depleted uranium slugs from its Gatling gun. Then there are precision bombers who scream in before a tank can find cover and drop guided munitions that can take them out in one punch. DUST has no equivalent, and without a natural preditor this beast multiplies until it consumes all its food source.
I am hoping to see one of these natural preditors introduced in the next build. Then (if the gunship doesn't just replace the tank as a good for everything role), we will see a balance.
An A-10's a fixed wing aircraft; Apache's are more analogous imo; on board with the sentiment tho.
But as I said before, this also has to be balanced with whatever AV infantry has available, and also, as raised above, the map terrain - from a flying point of view there's very little for a drop ship to hide behind to break missile lock, and if your spawn camped (ie the rest of the map is enemy controlled) you haven't got anywhere to fly to that isn't dangerous. |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.09.11 16:18:00 -
[68] - Quote
Tanks are expensive. Even with militia builds there expensive. Some people dont have the money to buy tanks to counter tanks. When the only counter to tanks is tanks, theres no reason to skill anything else.
As I have always said you dont have to nerf tanks to balance them. Just make War points match dependent.
You start with 0 war points then you gain them for preforming tasks during the match. This causes the match to escalate instead of having it start with 5 tanks and one team getting steam rolled.
I like to cite Tribes Ascend as an example. You Earn the ability to deploy tanks shrikes, supply depots and orbital strikes and air strikes. You dont start the match with them you earn them. |
q00t
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.11 16:19:00 -
[69] - Quote
Aeon Amadi wrote: Are you stupid? The tank stops moving and he can survive long enough to still get out of there and boost the shields back to normal just by going to the edge of the map simply because he's got a faster top speed than the freaggin Scout suits
I also wouldn't have said infantry should be chasing vehicles around a map, they should be used to secure locations, so chasing vechles off is actually an acceptable result. Air vehicles or other tanks should be chasing tanks, which should then be retreating back to areas that are secured by friendly infantry (which will provide the tanks with defense against air threats whilst they can turn round and engage pursing ground vehicles). |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 16:32:00 -
[70] - Quote
Corban Lahnder wrote:Tanks are expensive. Even with militia builds there expensive. Some people dont have the money to buy tanks to counter tanks. When the only counter to tanks is tanks, theres no reason to skill anything else.
As I have always said you dont have to nerf tanks to balance them. Just make War points match dependent.
You start with 0 war points then you gain them for preforming tasks during the match. This causes the match to escalate instead of having it start with 5 tanks and one team getting steam rolled.
I like to cite Tribes Ascend as an example. You Earn the ability to deploy tanks shrikes, supply depots and orbital strikes and air strikes. You dont start the match with them you earn them.
Maybe for High-sec or gladiatorial matches, but I can't see the logic for such artificial restrictions in normal battles. We need the Rock/Paper/Scissors of natural preditors to form a natural balance. Tanks need air cover from installations or dedicated AA teams, air superiority must be won by destroying AA assets, probably by fighters that aren't much good against infantry, etc. |
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woess
Kanalanal
23
|
Posted - 2012.09.11 16:39:00 -
[71] - Quote
Yeah Tanks are op....
ccp can i has mines ? |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 19:53:00 -
[72] - Quote
I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. |
Roy Ventus
Foxhound Corporation
172
|
Posted - 2012.09.11 19:59:00 -
[73] - Quote
I say just make them slower in both speed and weapon turning. That OR bring out some specific AV grenades that don't do damage but rather cut down the speed or cut out barriers. Seriously. Just make these grenades fairly expensive, so that Mercs can't just throw them like hot potatoes, and I believe that's all we need. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 20:00:00 -
[74] - Quote
Roy Ventus wrote:I say just make them slower in both speed and weapon turning. That OR bring out some specific AV grenades that don't do damage but rather cut down the speed or cut out barriers. Seriously. Just make these grenades fairly expensive, so that Mercs can't just throw them like hot potatoes, and I believe that's all we need.
Y U HAVE NO LIKES??????
EDIT: fixed that problem ;) |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 20:27:00 -
[75] - Quote
Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build.
Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you.
Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside.
I'm still waiting for a tanker to debate this point with me. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.11 20:44:00 -
[76] - Quote
q00t wrote:your reading 'dropship' too literally; read Skihids' post for essentially what was meant: He's arguing via realism, by the same measure I could argue that another tank or av weapon of equal weapon should one shot a tank, because the silver bullet, the disposable AT rocket, and the man-portable ATGM are also the, to follow his metaphor, "natural predators of the tank". |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 20:44:00 -
[77] - Quote
Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me.
lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 21:15:00 -
[78] - Quote
Alright this is getting stupid.
I'm going to finish this argument once and for all by saying this - The ONLY WAY that AV/Tanks are going to be ****ing balanced is when we stop nerfing one side or the other before we even have all the got damn features in.
Players dropping in Installations, Movement Nullifiers, new dropsuits from the next build, Minmatar/Amarr vehicles - there's a hundred things we haven't even seen yet that could influence this tide of battle but you're all focused on what this post is saying currently instead of seeing the larger picture.
I made it -very clear- that this information was concerning THIS CURRENT BUILD.
So I'll put it in big bold ****ing letters so you all get the point much more clearly.
We need to stop nerfing AV/Tanks before we have all of our features and report feedback on when things are unbalanced so that the developers understand that we need more tools to work with and less nerfs. Are we ******* done here? No? Okay well than jerk off some more until you get your final say - children. |
Sparten 269
Villore Sec Ops Gallente Federation
89
|
Posted - 2012.09.11 21:35:00 -
[79] - Quote
If tanks are made easy to kill for everyone they would no longer be tanks but a hunk of useless metal. No one would spec into them because it is expensive to do so. And heavies would have few people using them because every class can weild a swarm launcher.
Please explain why ccp should do this. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.11 23:55:00 -
[80] - Quote
Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m.
In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams.
And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle. |
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Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.12 00:02:00 -
[81] - Quote
Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And it has been this way ever since, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle.
+1
shhhh... you'll give the kiddies nightmares.....
in other news,.... anti-material sniper rifle is still broken .....hurry up already CCP :) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.12 00:05:00 -
[82] - Quote
Saying you can blow up an Abrams with an RPG-7 is just asinine. A well placed hit will disrupt the treads. That's quite a bit less impressive than actually destroying such a monster. But it is winning the fight. Unfortunately DUST has nanites so location damage can be quickly repaired. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.12 00:23:00 -
[83] - Quote
Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty.
I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters.
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.12 00:28:00 -
[84] - Quote
Skihids wrote:Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters. What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation. I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside? |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.12 00:48:00 -
[85] - Quote
Drako Death wrote:I think a lot of this will be fixed when we can create teams instead of 4 man squads and there is a larger form of organization! I know that the TCD would not have issues due to the way we communicate with each other. Right now teaming is gimped in my perspective.
this works both ways btw #justsayin just because u can form larger parties doesnt mean the enemy cant as well and u prob might see more tank play and also more support covering tanks when they have their infantry buddies running around as well
at some point ppl will also have to realise that if a team has more than 2 tanks then honestly u should also have some tanks on the field
a team that utilizes ALL of the aspects of the game (infantry, vehicles etc) will have a leg up over a team that only utilizes one aspect of gameplay.
in competitive BF3 1 person cannot solo a tank and on pubs good tankers rarely get blown up in BF i do think AV needs a slight buff along with other stuff like caps and ewar coming into play and Flux nades being fixed that would help solve the problem |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:05:00 -
[86] - Quote
Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle.
unless I am mistaken(which I might be I wasn't there) 1 person didn't shoot an RPG at a tank it was a squad of people ambushing said tank. another thing I'm also betting that they didn't shoot their AR's at the tank then wonder why it turned around and killed them -.- |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.12 01:12:00 -
[87] - Quote
Skihids wrote:Thor Thunder Fist wrote:[quote=Skihids][quote=Thor Thunder Fist]
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside?
So you agree that it's a one man Titan and believe that the only limitation that power needs is but more map restrictio?
How much of the map should it have access to? |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2012.09.12 01:18:00 -
[88] - Quote
Skihids wrote:Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters. What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation. I haven't gotten either so far, just side tracking. What say you to my question?
well then let me have a crack at refuting it.
1. it's not upright it's laying down 2. it's on wheels 3. 3 people can fit in the tank 4. lets see you outrun a tank going at 1/2 speed to (compensate for you not running as fast as a scout suit)(yes the acceleration is a little too high right now but not the speed) |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:21:00 -
[89] - Quote
Skihids wrote:Skihids wrote:Thor Thunder Fist wrote:[quote=Skihids][quote=Thor Thunder Fist]
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside? So you agree that it's a one man Titan and believe that the only limitation that power needs is but more map restrictio? How much of the map should it have access to?
dude repost please think you screwed up the quoting cause it looks like you just asked yourself a question.... |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.12 01:22:00 -
[90] - Quote
Thor Thunder Fist wrote:Skihids wrote:I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters.
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
well then let me have a crack at refuting it. 1. it's not upright it's laying down 2. it's on wheels 3. 3 people can fit in the tank 4. lets see you outrun a tank going at 1/2 speed to (compensate for you not running as fast as a scout suit)(yes the acceleration is a little too high right now but not the speed) So what you're saying is...it's like a super dropsuit, but better?
That doesn't sound like a refutation. |
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