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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 15:50:00 -
[61] - Quote
Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage.
Also, the slowness of the turret wouldn't even matter if HAVs had separate driver and gunner positions. I don't understand why HAV users are so opposed to this when it would increase the effectiveness of their vehicles while simultaneously countering the whining of all the infantry players about how they're one-man force-multipliers. And yes, I used HAVs almost exclusively in the E3 build because I wanted to try something new, having spent the previous build in Dropships. So I'm not one of the whiners trying to find further ways to nerf something that's been nerfed enough already. As someone who used to use HAVs, I would actually love to just drive the thing, and have another member of my squad run the gun. That's what headsets are for. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:02:00 -
[62] - Quote
Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry.
Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.09.14 16:02:00 -
[63] - Quote
Mobius Wyvern wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage. Also, the slowness of the turret wouldn't even matter if HAVs had separate driver and gunner positions. I don't understand why HAV users are so opposed to this when it would increase the effectiveness of their vehicles while simultaneously countering the whining of all the infantry players about how they're one-man force-multipliers. And yes, I used HAVs almost exclusively in the E3 build because I wanted to try something new, having spent the previous build in Dropships. So I'm not one of the whiners trying to find further ways to nerf something that's been nerfed enough already. As someone who used to use HAVs, I would actually love to just drive the thing, and have another member of my squad run the gun. That's what headsets are for.
Sorry to interrupt but I wanted to say tell Mobius GG for last nights game. That was a lot of fun going against you two attacking B and C. I LMAO at you picking up your buddy for me to just kill over and over. Once you got to 3 vs 1 I had to keep backing up to a better attack advantage at C. You had me for a second but your 3rd guy left your group and went for a solo flank and I easily killed him and that left you two. JGSilence is not bad but he needs to learn to find cover like you and I do. You sir though are a very good AR with some nice counter moves. I wanted to say GG and great battle, it made my night actually. +1 to Mobius. |
Raynor Ragna
266
|
Posted - 2012.09.14 16:06:00 -
[64] - Quote
I'd like for the tanks to be even more powerful than they were but far more difficult to use and something that takes several months to train into. They should be like a battleship. Crazy strong but suseptable to a well trained group of frigates (Infantry).
Right now it takes very little SP to train into compaired to how much SP you can get back in a very short period of time. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 16:07:00 -
[65] - Quote
ICECREAMK1NG WARRIORS wrote:Didummmms poor tanky wanky lose his god mode, awww shame.
Nope they didn't. They just are squishy god mode now. Still god mode turrets and terrain. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:07:00 -
[66] - Quote
Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles.
See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 16:10:00 -
[67] - Quote
Raynor Ragna wrote:I'd like for the tanks to be even more powerful than they were but far more difficult to use and something that takes several months to train into. They should be like a battleship. Crazy strong but suseptable to a well trained group of frigates (Infantry).
Right now it takes very little SP to train into compaired to how much SP you can get back in a very short period of time.
Agreed (mostly) and I had a similar thought comparing to Battleships from EvE. Some tankers are barking about how they can't one shot infantry. Ever try to take on small fighters & frigates with Heavy weapons in a Battleship? Hell no, that is what destroyers (LAVs anyone?) are for. Simple military tactics solves most of the issues around this stuff. The real problem is not enough in-game comms usage (but there are bugs around it so I would focus on getting that fixed first.) |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:12:00 -
[68] - Quote
Mobius Wyvern wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage. Also, the slowness of the turret wouldn't even matter if HAVs had separate driver and gunner positions. I don't understand why HAV users are so opposed to this when it would increase the effectiveness of their vehicles while simultaneously countering the whining of all the infantry players about how they're one-man force-multipliers. And yes, I used HAVs almost exclusively in the E3 build because I wanted to try something new, having spent the previous build in Dropships. So I'm not one of the whiners trying to find further ways to nerf something that's been nerfed enough already. As someone who used to use HAVs, I would actually love to just drive the thing, and have another member of my squad run the gun. That's what headsets are for.
To test the splash damage? And I'm not opposed to separating the gunner and driver, itll just make the tanks deadlier, as I've said over and over. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.14 16:12:00 -
[69] - Quote
Just so we're all clear the "nerfed already" was just a change of price a tiny change in CPU/pg and removal of the insane 1.5 damage mod of marauders. This seem interesting enough today. Still seeing tanks... I've even survived a game in my little Sica. Lost one too. Tbh, from a militia tank perspective, things don't seem to have changed much, except my railgun isn't super godly weapon of death anymore. Unless I hit. Which is good. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:13:00 -
[70] - Quote
Mobius Wyvern wrote:Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles. See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets.
Oh by no means do I think the E3 build was perfect in terms of vehicles and AV, but you have to agree things felt more balanced than they are now. With the addition of pilot suits and passive skill bonuses, I think a nerf to vehicles was in order since those additions would ultimately buff them back up.
Even so my point being that HAVs need to be strong since they are after all tanks, however with some teamwork a team with moderate AV should be able to make that HAV run for its life. A well coordinated group with good AV weapons should be able to outright kill it. I think we were far closer to that dynamic in the last build than we are now. |
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:14:00 -
[71] - Quote
Paran Tadec wrote:Mobius Wyvern wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage. Also, the slowness of the turret wouldn't even matter if HAVs had separate driver and gunner positions. I don't understand why HAV users are so opposed to this when it would increase the effectiveness of their vehicles while simultaneously countering the whining of all the infantry players about how they're one-man force-multipliers. And yes, I used HAVs almost exclusively in the E3 build because I wanted to try something new, having spent the previous build in Dropships. So I'm not one of the whiners trying to find further ways to nerf something that's been nerfed enough already. As someone who used to use HAVs, I would actually love to just drive the thing, and have another member of my squad run the gun. That's what headsets are for. To test the splash damage? No, to allow separated driver and gunner positions to coordinate. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.09.14 16:14:00 -
[72] - Quote
Phantomnom wrote:I think I speak for every foot soldier when I say -
AAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAHA
Aint that the truth |
H4rabec Weathers
16
|
Posted - 2012.09.14 16:15:00 -
[73] - Quote
fenrir storm wrote:Phantomnom wrote:I think I speak for every foot soldier when I say -
AAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAHA Aint that the truth
INCOMMING BOMBER!!!!!!!!!!
forgot this is **** unreal engine. other game wasnt.
unreal tbh how clever(meant to be) people bought into it. ******* shite at the ultimate stage. poop. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:16:00 -
[74] - Quote
Pokey Dravon wrote:Mobius Wyvern wrote:Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles. See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets. Oh by no means do I think the E3 build was perfect in terms of vehicles and AV, but you have to agree things felt more balanced than they are now. With the addition of pilot suits and passive skill bonuses, I think a nerf to vehicles was in order since those additions would ultimately buff them back up. Even so my point being that HAVs need to be strong since they are after all tanks, however with some teamwork a team with moderate AV should be able to make that HAV run for its life. A well coordinated group with good AV weapons should be able to outright kill it. I think we were far closer to that dynamic in the last build than we are now. Exactly. It should require teamwork to take down an HAV. The only issue is that it should require an equal or greater level of teamwork to operate one. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:17:00 -
[75] - Quote
Pokey Dravon wrote:Mobius Wyvern wrote:Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles. See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets. Oh by no means do I think the E3 build was perfect in terms of vehicles and AV, but you have to agree things felt more balanced than they are now. With the addition of pilot suits and passive skill bonuses, I think a nerf to vehicles was in order since those additions would ultimately buff them back up. Even so my point being that HAVs need to be strong since they are after all tanks, however with some teamwork a team with moderate AV should be able to make that HAV run for its life. A well coordinated group with good AV weapons should be able to outright kill it. I think we were far closer to that dynamic in the last build than we are now.
Me and 2 other guys easily dropped a specced out Sagaris in under 5 seconds because we took the time to coordinate and spent SP and ISK in decent AV gear (but not proto). This is how it should be. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:19:00 -
[76] - Quote
Mobius Wyvern wrote:Paran Tadec wrote:Mobius Wyvern wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage. Also, the slowness of the turret wouldn't even matter if HAVs had separate driver and gunner positions. I don't understand why HAV users are so opposed to this when it would increase the effectiveness of their vehicles while simultaneously countering the whining of all the infantry players about how they're one-man force-multipliers. And yes, I used HAVs almost exclusively in the E3 build because I wanted to try something new, having spent the previous build in Dropships. So I'm not one of the whiners trying to find further ways to nerf something that's been nerfed enough already. As someone who used to use HAVs, I would actually love to just drive the thing, and have another member of my squad run the gun. That's what headsets are for. To test the splash damage? No, to allow separated driver and gunner positions to coordinate.
See my post again, sry I edited it after you quoted it. I was testing splash on the guy who didnt move. Read what i said about separate gunner and driver. It'd be a tank buff. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:19:00 -
[77] - Quote
Paran Tadec wrote:Pokey Dravon wrote:Mobius Wyvern wrote:Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles. See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets. Oh by no means do I think the E3 build was perfect in terms of vehicles and AV, but you have to agree things felt more balanced than they are now. With the addition of pilot suits and passive skill bonuses, I think a nerf to vehicles was in order since those additions would ultimately buff them back up. Even so my point being that HAVs need to be strong since they are after all tanks, however with some teamwork a team with moderate AV should be able to make that HAV run for its life. A well coordinated group with good AV weapons should be able to outright kill it. I think we were far closer to that dynamic in the last build than we are now. Me and 2 other guys easily dropped a specced out Sagaris in under 5 seconds because we took the time to coordinate and spent SP and ISK in decent AV gear (but not proto). This is how it should be. Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:20:00 -
[78] - Quote
Mobius Wyvern wrote: Exactly. It should require teamwork to take down an HAV. The only issue is that it should require an equal or greater level of teamwork to operate one.
I have mixed feelings about the idea of separating the pilot and the main turret of HAVs, but I would not freak out if they went that direction with it. I certainly felt like the E3 build focused more on support because solo tanking was FAR more dangerous than doing it with support gunners, especially if you used a railgun. I mean I don't want to sound like a broken record here, but CCP...you're not taking HAVs and AV in a good direction, please re-evaluate where you're taking it. Admittedly we need to wait for passive bonuses and pilot suits before making judgment...but I'm still concerned about the writing on the wall. |
pew pew youredead
What The French
98
|
Posted - 2012.09.14 16:21:00 -
[79] - Quote
i lol'd @OP youmadbro? king of battlefield no more? seems youre the one whining. adapt or die. welcome to Eve. oh look! Darwin Torpedo |
H4rabec Weathers
16
|
Posted - 2012.09.14 16:22:00 -
[80] - Quote
im gona leave you and yours at the unreal stage. and hope yall die with the engine, if you don't we might have a beter games industry. bye.
redEvE melted int to t2 ui? LOL :)
.i. |
|
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:24:00 -
[81] - Quote
Mobius Wyvern: "Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced."
Thats what I'm saying. This morning I lost a well fitted, well tanked gunnlogi to one militia swarm. Can't get close enough to him to use blasters effectively, so running is the only option, which doesnt work on more open maps where your only cover from terrain is the rock spires.
|
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:25:00 -
[82] - Quote
pew pew youredead wrote:i lol'd @OP youmadbro? king of battlefield no more? seems youre the one whining. adapt or die. welcome to Eve. oh look! Darwin Torpedo
go back to CoD please. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:26:00 -
[83] - Quote
Paran Tadec wrote:Mobius Wyvern: "Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced."
Thats what I'm saying. This morning I lost a well fitted, well tanked gunnlogi to one militia swarm. Can't get close enough to him to use blasters effectively, so running is the only option, which doesnt work on more open maps where your only cover from terrain is the rock spires.
I think that maps sucks for anyone who isn't a sniper haha. Though have they fixed pathing for swarms? because I swear to god whenever I try to use them on that map the rockets say "Hell with the lock!" and target the nearest spire. |
Zerlathon
Algintal Core Gallente Federation
213
|
Posted - 2012.09.14 16:28:00 -
[84] - Quote
The whole HAV vs. AV needed to be looked into...
Judging from what people are saying, I think this is only a quickfix whilst we are on the current build in order to make the game a little more playable. I'm sure things will change when the new build is rolled out. |
ICECREAMK1NG WARRIORS
134
|
Posted - 2012.09.14 16:29:00 -
[85] - Quote
Paran, you lost a well fitted gunloggi to 1 militia swarm ??? you what ??? HUH ??? eh ??? Shut up. lol. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:29:00 -
[86] - Quote
Pokey Dravon wrote:Paran Tadec wrote:Mobius Wyvern: "Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced."
Thats what I'm saying. This morning I lost a well fitted, well tanked gunnlogi to one militia swarm. Can't get close enough to him to use blasters effectively, so running is the only option, which doesnt work on more open maps where your only cover from terrain is the rock spires.
I think that maps sucks for anyone who isn't a sniper haha. Though have they fixed pathing for swarms? because I swear to god whenever I try to use them on that map the rockets say "Hell with the lock!" and target the nearest spire.
Pretty much, swarms path still wonky. Straight into objects sometimes, and other times they stop on a dime, do 180's and hit their target. The last one is usually when a skilled dropship pilot (Sin3) dodges them. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
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Posted - 2012.09.14 16:29:00 -
[87] - Quote
Raynor Ragna wrote:I'd like for the tanks to be even more powerful than they were but far more difficult to use and something that takes several months to train into. They should be like a battleship. Crazy strong but suseptable to a well trained group of frigates (Infantry).
Right now it takes very little SP to train into compaired to how much SP you can get back in a very short period of time. mostly agree |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.09.14 16:29:00 -
[88] - Quote
ICECREAMK1NG WARRIORS wrote:Paran, you lost a well fitted gunloggi to 1 militia swarm ??? you what ??? HUH ??? eh ??? Shut up. lol.
1 guy with 4 volleys yea, go try it for yourself. |
Phantomnom
Bragian Order Amarr Empire
505
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Posted - 2012.09.14 16:31:00 -
[89] - Quote
Paran Tadec wrote:pew pew youredead wrote:i lol'd @OP youmadbro? king of battlefield no more? seems youre the one whining. adapt or die. welcome to Eve. oh look! Darwin Torpedo go back to CoD please.
COD takes more skill than sitting on a hill with 4kp nuking anybody who looks at you funny. |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.09.14 16:31:00 -
[90] - Quote
Zerlathon wrote:The whole HAV vs. AV needed to be looked into...
Judging from what people are saying, I think this is only a quickfix whilst we are on the current build in order to make the game a little more playable. I'm sure things will change when the new build is rolled out.
I'd be ok with all of this as long as I can restore some of the attributes with a pilot suit+suit mods. That would be acceptable. Maybe. |
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