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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:21:00 -
[1] - Quote
HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 13:26:00 -
[2] - Quote
Ultra Heavy Suits needed a nerf and you're exaggerating on the swarm launches and its the turret that got slowed down not the tank body.
Also if you ever played AV you'd understand that 100% of our available tools has bugs that prevent them from fully working. This damage buff is probably temporary until they fix the bugs. |
MrShooter01
Expert Intervention Caldari State
268
|
Posted - 2012.09.14 13:29:00 -
[3] - Quote
Welcome to New Eden
Where discovery of a rapidly adopted flavor-of-the-month tactic that turns people into solopwnmobiles is eventually punished by making it "useless" in the next patch
Get used to it, because it will happen again and again |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 13:30:00 -
[4] - Quote
Just be glad they didn't un-nerf the AV nades which in current iterations are still quite powerful when they work. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:31:00 -
[5] - Quote
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.
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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:32:00 -
[6] - Quote
MrShooter01 wrote:Welcome to New Eden
Where discovery of a rapidly adopted flavor-of-the-month tactic that turns people into solopwnmobiles is eventually punished by making it "useless" in the next patch
Get used to it, because it will happen again and again
You mean like the heavy suits with milita swarms and forgeguns? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.14 13:32:00 -
[7] - Quote
my militia swarm launcher 1x complex mod got the tank i was against to 60% shields with 4 or 5 swarms fired. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.14 13:34:00 -
[8] - 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.
You sir fail at tank fitting then. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:36:00 -
[9] - Quote
Iron Wolf Saber 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.
You sir fail at tank fitting then.
Nope, its maxed out with currently available gear. Ward amps went from 25% to 15%. Effectly removed almost 1/3rd of the tank's EHP. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.14 13:36:00 -
[10] - Quote
Iron Wolf Saber wrote:Just be glad they didn't un-nerf the AV nades which in current iterations are still quite powerful when they work.
do you know why they did this from the IRC? The AV grenades seems to me the most available support counter for people to support swarms or forgers without giving up their primary (say assault weapon) - would of thought grenades helps avoid the field becoming swarmers with smg or forger gunners with smgs etc v tanks |
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STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.09.14 13:36:00 -
[11] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molasses.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
Stop, just stop. You run a big old tank and have been dreading this tank update for weeks, because even you knew tanks were OP. I've seen all your cry baby posts about tanks, but be realistic here.
Stop exaggerating on 3-4 militia swarm launchers and tanks die BS, you have not even tested it out yet.
This day should be known as Tank QQ day, or the day the tanks died. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 13:38:00 -
[12] - Quote
AV nades if they ever get them to work 100% reliably is still the heaviest hitting AV weapon. The problem with AV nades is that they dont work with tracking seeking and of course duds. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:38:00 -
[13] - Quote
STB DEADPOOL5241 EV wrote:Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molasses.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. Stop, just stop. You run a big old tank and have been dreading this tank update for weeks, because even you knew tanks were OP. I've seen all your cry baby posts about tanks, but be realistic here. Stop exaggerating on 3-4 militia swarm launchers and tanks die BS, you have not even tested it out yet. This day should be known as Tank QQ day, or the day the tanks died.
I just tried it out, go look for yourself.
You should be one to talk all STB runs is tanks. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.14 13:41:00 -
[14] - Quote
But that was choice. sTB can shoot people without tanks too. 3 years of MAG experience. I've fought against them or 2. |
Kleanur Guy
SyNergy Gaming
154
|
Posted - 2012.09.14 13:41:00 -
[15] - Quote
I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms. |
Gunmouse
Pink Fluffy Bounty Hunterz RISE of LEGION
44
|
Posted - 2012.09.14 13:42:00 -
[16] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
He mad |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:49:00 -
[17] - Quote
Kleanur Guy wrote:I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms.
Can't get away from them now. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 13:51:00 -
[18] - Quote
Paran Tadec wrote:Kleanur Guy wrote:I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms. Can't get away from them now.
And over here in this exhibit is a liar, swarm launcher behavior was not adjusted in this patch and still doesn't work properly. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 13:55:00 -
[19] - Quote
Iron Wolf Saber wrote:Paran Tadec wrote:Kleanur Guy wrote:I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms. Can't get away from them now. And over here in this exhibit is a liar, swarm launcher behavior was not adjusted in this patch and still doesn't work properly.
I didn't say they were. Level up your reading com pre hen shun. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.14 13:56:00 -
[20] - Quote
Paran Tadec wrote:Kleanur Guy wrote:I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms. Can't get away from them now.
Good, because your a 60tonne tank, and these are MISSILES. Current missiles fly faster than any plane... |
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 13:58:00 -
[21] - Quote
Scram Engine with isogen plasma boosters are a hell lot faster than standard vtol engines, even the gravity core drives. Unfortunate such propulsion is only good for one trip. |
Dzark Kill
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.09.14 14:00:00 -
[22] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
OH NOES MY I WIN BUTTON HAS BROKE, pot-kettle senario. But atleast the antitank whiners had evidence to support their claims and had tested the OPness of tanks before they started to Whine. You on the other hand are just FAIL
|
Jin Robot
Tronhadar Free Guard Minmatar Republic
330
|
Posted - 2012.09.14 14:03:00 -
[23] - Quote
Aww, tanks are not invulnerable anymore. So sad you cant cake walk your way to 32/0 every match. I am sure you will find tons of sympathy. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.14 14:11:00 -
[24] - Quote
i dont understand the tears, like the damage mods still do not work for tanks and the pilot suit isnt even out so what is all this fuss over an old build with old balances??? I dont get this qqing |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 14:13:00 -
[25] - Quote
next build has various specific damage mods hopefully those fix it for the HAVs (and they have other functions such as increasing turret turn rate, cooldowns, cycling up). |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.09.14 14:16:00 -
[26] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
So what ? you can't go 30-0 each game now ? So sad for you... Seriously, if your tank goes down with 4 hit of militia swarm you have a fitting problem. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 14:18:00 -
[27] - Quote
I have to agree 4 swarms shouldn't kill any HAVs and as far as I can remember never been able to, a ds maybe, LAV I have seen survive that many (not all at once) |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.09.14 14:23:00 -
[28] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
The only thing I see here is positive changes. Don't worry, CCP will nerf AV again when we all find out that combustible lemons are the next OP.
Good luck finding the next thing to pad your stats though! |
Phantomnom
Bragian Order Amarr Empire
505
|
Posted - 2012.09.14 14:24:00 -
[29] - Quote
I think I speak for every foot soldier when I say -
AAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAHA |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 14:24:00 -
[30] - Quote
Whiners will always win - see politics. Instead of making semi plausible facilities that give a reason for mechanized and traditional infantry (and coincidentally a place for the hybrid mtac) we are turning them into juggernaut suits with special weapons designed for soloing them. Not fun for either side. |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.14 14:40:00 -
[31] - Quote
Phantomnom wrote:I think I speak for every foot soldier when I say -
AAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAHA
I approve this message. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.14 14:44:00 -
[32] - Quote
I have not had a chance to play with these new changes but from what I gather in the dev post and the replies in this thread is that and tank is going to not be a one man job anymore...I know, kinda obvious because that is exactly what wolfman said.
However, I don't think a lot of people realize the vision CCP has for tanks. I am in no way affiliated with CCP nor to I frequent the IRC and thus have no other knowledge or accreditation besides wasting too much of my valuable work time on these forums. Alas I give you what I think is CCP's vision for tanks.
~One driver (required) ~Two turret operators inside the tank ~A logi on the ground fighting with an AR/SMG and armor repping when necessary ~An assault or heavy (or both) to help keep the logi alive and keep back AV troops tossing nades and shooting forge/swarm. ~IMO, they want a tank to be a vessel that is supported by a whole squad and it will also take a whole squad to bring it down.
(I know points may seem obvious [or completely wrong] but I can't help but read the banter on the forums and think that others truly do not understand the end game here. When you watch CCP produced videos, look that the multiple tanks rolling up to an objective with a dozen infantry troops right next to them.) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 14:47:00 -
[33] - Quote
Maximus Stryker wrote:I have not had a chance to play with these new changes but from what I gather in the dev post and the replies in this thread is that and tank is going to not be a one man job anymore...I know, kinda obvious because that is exactly what wolfman said. However, I don't think a lot of people realize the vision CCP has for tanks. I am in no way affiliated with CCP nor to I frequent the IRC and thus have no other knowledge or accreditation besides wasting too much of my valuable work time on these forums. Alas I give you what I think is CCP's vision for tanks. ~One driver (required) ~Two turret operators inside the tank ~A logi on the ground fighting with an AR/SMG and armor repping when necessary ~An assault or heavy (or both) to help keep the logi alive and keep back AV troops tossing nades and shooting forge/swarm. ~IMO, they want a tank to be a vessel that is supported by a whole squad and it will also take a whole squad to bring it down. (I know points may seem obvious [or completely wrong] but I can't help but read the banter on the forums and think that others truly do not understand the end game here. When you watch CCP produced videos, look that the multiple tanks rolling up to an objective with a dozen infantry troops right next to them.)
This is asinine. The health makes it so support doesn't even matter. |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.09.14 14:48:00 -
[34] - Quote
Iron Wolf Saber wrote: This damage buff is probably temporary until they fix the bugs. from Frame himself: "These will of course not be the last updates in this area, we are working on more as we speak."
i like how CCP makes big changes and sees how they go. i'm definitely not crying about this change and i have a few tanks in my inventory. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2012.09.14 14:56:00 -
[35] - Quote
Gunmouse wrote:Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. He mad
He DEFINITELY mad. |
Lendoody
Algintal Core Gallente Federation
47
|
Posted - 2012.09.14 14:57:00 -
[36] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
So your mad that you cant go 25 and 0 in a match with a single tank? |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.14 15:01:00 -
[37] - Quote
Noc Tempre wrote:Maximus Stryker wrote:I have not had a chance to play with these new changes but from what I gather in the dev post and the replies in this thread is that and tank is going to not be a one man job anymore...I know, kinda obvious because that is exactly what wolfman said. However, I don't think a lot of people realize the vision CCP has for tanks. I am in no way affiliated with CCP nor to I frequent the IRC and thus have no other knowledge or accreditation besides wasting too much of my valuable work time on these forums. Alas I give you what I think is CCP's vision for tanks. ~One driver (required) ~Two turret operators inside the tank ~A logi on the ground fighting with an AR/SMG and armor repping when necessary ~An assault or heavy (or both) to help keep the logi alive and keep back AV troops tossing nades and shooting forge/swarm. ~IMO, they want a tank to be a vessel that is supported by a whole squad and it will also take a whole squad to bring it down. (I know points may seem obvious [or completely wrong] but I can't help but read the banter on the forums and think that others truly do not understand the end game here. When you watch CCP produced videos, look that the multiple tanks rolling up to an objective with a dozen infantry troops right next to them.) This is asinine. The health makes it so support doesn't even matter.
so maybe we'll go with the "[or completely wrong]" part of the post.
regardless, I still see tanks as something that needs a whole squad to support to keep it alive/functional and not a one-man-band anymore
|
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.14 15:08:00 -
[38] - Quote
Noc Tempre wrote:Whiners will always win - see politics. Instead of making semi plausible facilities that give a reason for mechanized and traditional infantry (and coincidentally a place for the hybrid mtac) we are turning them into juggernaut suits with special weapons designed for soloing them. Not fun for either side.
I dont think im going to like Mtacs when they come out unless they are really really slow. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.09.14 15:13:00 -
[39] - Quote
Paran Tadec wrote:Kleanur Guy wrote:I laughed at your opening statement. 3-4 hits from a militia swarm. WTF are you doing you kitten getting hit from 3-4 swarms. Can't get away from them now.
Didn't they NOT make any adjustments to the tanks speed yet?
Wtf are you talking about? |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.09.14 15:13:00 -
[40] - Quote
Paran Tadec wrote:STB DEADPOOL5241 EV wrote:Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molasses.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. Stop, just stop. You run a big old tank and have been dreading this tank update for weeks, because even you knew tanks were OP. I've seen all your cry baby posts about tanks, but be realistic here. Stop exaggerating on 3-4 militia swarm launchers and tanks die BS, you have not even tested it out yet. This day should be known as Tank QQ day, or the day the tanks died. I just tried it out, go look for yourself. You should be one to talk all STB runs is tanks.
Not all STB use tanks kid. What is funny is that as much as you think we have beast tanks and all of STB play tanks, we know that our AR players are really where we are strongest at.
|
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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 15:14:00 -
[41] - Quote
Lendoody wrote:Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. So your mad that you cant go 25 and 0 in a match with a single tank?
Firstly, use the correct version of you're. Secondly, no. Kdr doesn't matter to me. What matters is that the tank has a measure of survivability, which with a quadruple nerf it has gone down significantly.
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STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.09.14 15:14:00 -
[42] - Quote
Tony Calif wrote:But that was choice. STB can shoot people without tanks too. 3 years of MAG experience. I've fought against them or 2.
Thanks Tony!
I finally got in a game and chatted for like two seconds with and then got a invalid fitting. Maybe next time bud. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 15:15:00 -
[43] - Quote
Lowering health does not make a HAV a squad tool. I am sorry if you don't agree. |
Loss Tovas
ZionTCD Legacy Rising
236
|
Posted - 2012.09.14 15:17:00 -
[44] - Quote
Oh please like it is so bad.
I just got out of a match where i genuinely went AV because there were 3 tanks spawned. Between them not holding still and Sleepy Zan sniping, the tanks stayed alive through out the game. That coupled with the fact that half the missals are autistic and AV grenades working 1:3 times I can safely say that if you are crying you just flat out suck at life. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 15:18:00 -
[45] - Quote
Iron Wolf Saber wrote:Lowering health does not make a HAV a squad tool. I am sorry if you don't agree.
To emphasize this, if the HAV is dead first, then it is the opposite of needing support. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 15:19:00 -
[46] - Quote
Loss Tovas wrote:Oh please like it is so bad.
I just got out of a match where i genuinely went AV because there were 3 tanks spawned. Between them not holding still and Sleepy Zan sniping, the tanks stayed alive through out the game. That coupled with the fact that half the missals are autistic and AV grenades working 1:3 times I can safely say that if you are crying you just flat out suck at life.
My point exactly. These changes do jack all for balance yet some people are heralding them as poetic justice. The turrets and the maps need tuned. Lowering the health just makes them jokes in serious play and has no effect vs the uninitiated. |
Lendoody
Algintal Core Gallente Federation
47
|
Posted - 2012.09.14 15:23:00 -
[47] - Quote
Paran Tadec wrote:Lendoody wrote:Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves. So your mad that you cant go 25 and 0 in a match with a single tank? Firstly, use the correct version of you're. Secondly, no. Kdr doesn't matter to me. What matters is that the tank has a measure of survivability, which with a quadruple nerf it has gone down significantly.
Not everybody speaks english as their first language... Especially in the Eve Universe... you would do good to remember that...
However, it does seem that YOU'RE excessively angry about this nerf... its BETA this is where we find out what works and what doesnt....
Tanks steam rolled matches, especially when there was more then 2 tanks of a battlefield...
I find this nerf is exactly what was needed.. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 15:25:00 -
[48] - Quote
Honestly I think the build before this one was the most balanced when it came to HAVs and AV weapons. I specced into HAVs and I felt sufficiently strong but still had to be wary of assault forge guns or sustained swarm fire because I could get my ass kicked if people made a group effort to kill me. Really the only change that should have been made was increase the prices to where they are now, the attributes for AV and HAVs felt pretty close to being where they should be.
I'm not entirely sure CCP decided to make so many drastic changes to HAVs and AV in this current build, as I felt it was a move away from a better balance. Now with the current hotfix (I have no tested it out quite yet) but looking at the changes to resistance modules and whatnot, I can imagine how quickly tanks are being taken down. Now if this is preemptive for the release of pilot suits where suit bonuses and passive vehicle bonuses for skill levels will sufficiently buff tanks to compensate for their recent nerf, but not to the overpowering level they were pre-hotfix...then this may be a move in a better direction. Unfortunately I think Pilot suits and passive bonuses will be a massive factor, so it's difficult to really make an accurate analysis of the current balance. We'll just have to wait and see what the next build bring and go from there. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.14 15:25:00 -
[49] - Quote
Lol well i gota rethink my dropship fittings thats for sure . I'm dieing ALot now lolz.
Anyway I hate tanks i recon more than anyone and I gota say ccp were lazy with this and did a bad job. Maybe if we reduce the tanks Hit points by 20% more it might be about right. |
ICECREAMK1NG WARRIORS
134
|
Posted - 2012.09.14 15:27:00 -
[50] - Quote
Didummmms poor tanky wanky lose his god mode, awww shame. |
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DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.09.14 15:30:00 -
[51] - Quote
Sha Kharn Clone wrote:Lol well i gota rethink my dropship fittings thats for sure . I'm dieing ALot now lolz.
Yea, between the loss to resistance amp effectiveness and the "boost" to SL damage was a serious hit to dropships, they were already kind of a ***** to fit lmao.
W/e, just gotta roll with it I guess ;) |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.14 15:31:00 -
[52] - Quote
I'll reserve further comments regarding specifics until I play tonight.
However, I still see the overall goal/vision of tanks to be one that requires a squad/group to support and not something a player should call in to run around in by him/herself. I am not saying these changes achieved that, I am simply stating that that is where I see tanks going and it is my belief that is where CCP sees tanks as well.
(Side note, a week or so ago there was a prominent tank player on my team so I decide to jump in his tank to see what he has on it, try and learn a few things as I usually try and hunt him with my squad (doing a little reconnaissance) and what do I find but an awesome main turret for him to use and two literal pea shooters on the small turrets. I have to assume this is for two reasons, one to deter people from catching a free ride and stealing his kills and two Maybe...maybe he doesn't have the PG/CPU for better small turrets? Seemed like he was geared for a solo operation to me.) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 15:35:00 -
[53] - Quote
Maximus Stryker wrote: (Side note, a week or so ago there was a prominent tank player on my team so I decide to jump in his tank to see what he has on it, try and learn a few things as I usually try and hunt him with my squad (doing a little reconnaissance) and what do I find but an awesome main turret for him to use and two literal pea shooters on the small turrets. I have to assume this is for two reasons, one to deter people from catching a free ride and stealing his kills and two Maybe...maybe he doesn't have the PG/CPU for better small turrets? Seemed like he was geared for a solo operation to me.)
Honestly the resource use of small turrets is so small there is really no excuse to not max them out. When I run HAV (and I've really started not to anymore simply because they've left a bad taste in my mouth) I always fit the best small turrets, then fit my defenses, and then whatever is left goes into my main turret. Kind of like I mentioned in my previous post, in the last build your small turrets are what kept you alive, so I always show them as much love as I can...the main turret is strong enough, and really only needs to be upgraded if you're intending to fight other HAVs |
HIGH TIMESsw
Zumari Force Projection Caldari State
37
|
Posted - 2012.09.14 15:39:00 -
[54] - Quote
You'll all be crying about something soon enough now that tanks are useless.... Now we can run around just like in COD, Yippie? |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.09.14 15:40:00 -
[55] - Quote
I personally hope they separate the main turret from the vehicle itself, requiring another operator. LAVs and Dropships need it, no reason for tanks to be solo monsters. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.14 15:40:00 -
[56] - Quote
Yay for whiners. We get things done! (whining is purely perspective based. Chances are if you're saying "whiner won" then you lost.)
Dropship people, how would it be if you had more CPU/PG to fit more interesting options? Would that help at all? Or do we need chaff launchers / PDS to deal with incomming swarms? Forgeguns should wipe you out tbh... But I doubt there's much
Anyone thinking about MTACs, they will have weak points too, and hopefully be able to get knocked down (really, bipedal mechs? Stupid stupid stupid.) |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.14 15:44:00 -
[57] - Quote
Well give me 3 lots of chaff that will only work if i throw it out when the swarms are within I dont know 30 m. To restock I should have to go back to a supply depo. Give me that and I'm happy.
Tho more CPu and PG would make for more interesting fits thats for sure. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.14 15:46:00 -
[58] - Quote
Tony Calif wrote:
Yay for whiners. We get things done! A) (whining is purely perspective based. Chances are if you're saying "whiner won" then you lost.)
B) Dropship people, how would it be if you had more CPU/PG to fit more interesting options? Would that help at all? Or do we need chaff launchers / PDS to deal with incomming swarms? Forgeguns should wipe you out tbh... But I doubt there's much
C) Anyone thinking about MTACs, they will have weak points too, and hopefully be able to get knocked down (really, bipedal mechs? Stupid stupid stupid.)
A) mostly agree B) seems like a good tweak, allow dropships 1 more high and low slot and some more PG/CPU C) hoping they are open in the front or something so you can shoot the dropsuit like you can shoot a person on the LAV gun or Dropship gun |
Finn Kempers
BetaMax.
222
|
Posted - 2012.09.14 15:47:00 -
[59] - Quote
I'd say actually tanks are like what they are in BF3. Which is a tool that if it goes crazy and silly, dies quickly. If supported, will make your head half of one. They aren't overpowered, nor under. If anything they brought it to pre-E3 power. So stop crying. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 15:49:00 -
[60] - Quote
Paran Tadec wrote:HAV's are now useless expensive deathtraps that can take max 3-4 hits from a milita swarm launcher before going down. Also 0 chance of getting away as they turn slower than dogturds in molassas.
Once again CCP ruins gameplay because LAZY people can't be bothered to learn how to counter/defend themselves.
I would like to point out (again):
CCP Wolfman wrote: Hi everyone,
We have been listening to the feedback regarding vehicles and AV gameplay, particularly the HAVGÇÖs, after our last update. IGÇÖm happy to tell you we have spent some time looking over the data, discussing the issues, and making a number of changes we would like you to help us try out.
The changes are aimed at reducing the overall power of the HAVGÇÖs and their ability to solo without consequences on the battlefield. We do want the HAVGÇÖs to be powerful but we also want them to require more support from both their gunners and friendly infantry to reach their full potential on the battlefield.
To this end we will be streaming in the following changes, getting your feedback and looking at the resulting stats to gauge the overall impact the changes have on the effectiveness of the HAV.
...
These will of course not be the last updates in this area, we are working on more as we speak.
Cheers
CCP Wolfman
QFT from top GD sticky.
Where does it say that they hate HAVs and that they will stay nerfed forever? I just don't understand why folks get all up in arms when CCP is just trying to TEST ideas. C'mon already with this nonsense! |
|
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
|
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
|
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
|
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
|
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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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:31:00 -
[91] - Quote
Phantomnom wrote: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.
Not really. Its more about how many grenades you can spam. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:32:00 -
[92] - Quote
Paran Tadec wrote: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.
I like when they instantly do a 90 degree turn on a dime, fly 5 meters, do another 90 degree turn, then run into some random object. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:32:00 -
[93] - Quote
Phantomnom wrote: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. Aaand back to the "skill" bullshit. Look, can we just not talk about skill anymore? Everyone seems to gloss right over the fact that EVERYONE defines it differently. |
Phantomnom
Bragian Order Amarr Empire
505
|
Posted - 2012.09.14 16:34:00 -
[94] - Quote
Mobius Wyvern wrote:Phantomnom wrote: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. Aaand back to the "skill" bullshit. Look, can we just not talk about skill anymore? Everyone seems to gloss right over the fact that EVERYONE defines it differently.
The dictionary defines it as an ability to demonstrate an expertise in a subject. Seeing as sitting on a hill with uberstats takes little expertise and the dictionary is a stand up guy i'll go with what he says. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:37:00 -
[95] - Quote
lets not reduce this thread to a gripe-fest about "skill" and "noob weapons". |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 16:39:00 -
[96] - Quote
Pokey Dravon wrote:lets not reduce this thread to a gripe-fest about "skill" and "noob weapons".
too late |
ICECREAMK1NG WARRIORS
134
|
Posted - 2012.09.14 16:39:00 -
[97] - Quote
Paran Tadec wrote: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.
C'mon bruv, seriously, get a grip of yourself, who's QQing and whining now. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 16:53:00 -
[98] - Quote
ICECREAMK1NG WARRIORS wrote:Paran Tadec wrote: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. C'mon bruv, seriously, get a grip of yourself, who's QQing and whining now.
The differance is I never begged for AV guys toys to get nerfed, in fact, you can find posts where I asked for more AV toys. A tank should be a fearsome, deadly weapon on the battlefield. As it is currently its a joke, because no one fears something you can kill solo with Shock-Heavy default suit. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.09.14 16:57:00 -
[99] - Quote
LMFAO
I haven't seen Bad Furry post in FOREVER
Nerf tanks, bam, whining thread front and center
BWUAHHAHAHAHA
JUSTICE!!! |
Mira Adari
16
|
Posted - 2012.09.14 16:58:00 -
[100] - 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.
You know...that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. |
|
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 17:01:00 -
[101] - Quote
DUST Fiend wrote:LMFAO
I haven't seen Bad Furry post in FOREVER
Nerf tanks, bam, whining thread front and center
BWUAHHAHAHAHA
JUSTICE!!!
Heh - the pics were good though! |
H4rabec Weathers
16
|
Posted - 2012.09.14 17:02:00 -
[102] - Quote
whiners didnt suggest good alternatives? they lost? boom headshot. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 17:04:00 -
[103] - Quote
Mira Adari 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.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay.
Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 17:09:00 -
[104] - Quote
Paran Tadec wrote:Mira Adari 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.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire.
If someone gets that close to you, they should be rewarded by being able to do more DPS. Thats like complaining shotguns do too much damage if they get close. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.09.14 17:14:00 -
[105] - 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.
Welcome t the foot soldiers world the maps are the maps and there will be lots of them so that's not an excuse for anyone.
I just tried to solo a tank with my proto forge it didn't go so well i got three shots off instead of the usually one before he blew me up. His shields did go down to 0 though which felt good.
I chased this guy around the rest of the match and even with another guy shooting swarms and me pop shottin with my proto forge the tank lasted the whole match. Sounds balanced to me. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.14 17:14:00 -
[106] - Quote
Pokey Dravon wrote:Paran Tadec wrote:Mira Adari 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.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire. If someone gets that close to you, they should be rewarded by being able to do more DPS. Thats like complaining shotguns do too much damage if they get close.
Well, people can spawn anywhere currently. Spawning should be restricted to bases and clone units. The problem is more prevalent in ambush matches, and it allows tankers and dropship gunners to own objectives by constantly shelling them because.
Also, previously I could pop them with a well placed tank round to prevent them getting that close. Not anymore I feel. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.09.14 17:23:00 -
[107] - Quote
I can't wait to get back into the game, now. This is going to be epic!
Also, everybody needs to chill out. CCP is new to balancing FPS games, and Dust would be challenging to balance for anyone with the skill and market complexity.
Tanks appear to be getting a nerf in response to the AV nerf, which was in response to how overpowered AV was against non Tank vehicles. We're all getting wiped still, so none of this actually matters outside of the devs trying to figure out how to keep the game from being a tank fest without the AV weapons doing so much damage that they render all LAVs and dropships pointless.
Keep calm and carry on. By the end of this beta we will likely all have something we love nerfed to oblivion. If they have to do stuff like this now so that they don't have to do so once we stop getting wiped, so be it. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 17:26:00 -
[108] - Quote
Paran Tadec wrote:Pokey Dravon wrote:Paran Tadec wrote:Mira Adari 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.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire. If someone gets that close to you, they should be rewarded by being able to do more DPS. Thats like complaining shotguns do too much damage if they get close. Well, people can spawn anywhere currently. Spawning should be restricted to bases and clone units. The problem is more prevalent in ambush matches, and it allows tankers and dropship gunners to own objectives by constantly shelling them because. Also, previously I could pop them with a well placed tank round to prevent them getting that close. Not anymore I feel.
You can still pop them off, it just requires more skill because it has to be a direct hit. Even so, no tank should be safe without 2 support gunners WITH active communication. Since the pilot has the widest field of vision, they need to be calling out infantry targets to their support gunners since the support gunners are really the best equipped to deal with nearby infantry threats. The main turret isn't helpless...but it should be difficult to use, especially if you go with a railgun.
For ambush, random spawning is really necessary lest people spend 80% of the match running to the battle...that's not going to fly. As for Skirmish, I just consider objectives as indestructible CRUs, I don't think people spawning at a location they captured is unreasonable.
As for your range concerns, in EVE, missiles and railguns have the longest ranges in the game, and since swarms are missiles and forge guns are basically railguns...this seems reasonable. The fact that railgun range got reduced is kinda stupid in that regard, but it does make the sharpshooter skill actually useful so I don't mind that so much.
The key is that some maps are simply not going to be good for tanks, and that's exactly how it should be. Plateaus for example is a HAV's wet dream, whereas Communications can be a nightmare if a dropship shows up. I mean this goes for any weapon, not just vehicles. I run a shotgun and SMG, and the Spire map is HORRIBLE for me since I need to run towards a firing squad of snipers across an open field...thats just the nature of the game. No weapon, vehicle, role, or class should be effective in all situations, because if it is then everyone will spec into that all the time and it kills the diversity of the game. Unfortunatly with this build, because AV got hit so hard, it made HAVs pretty damn effective in almost any situation (Trust me, when I drive one its MUCH easier this build because AV weapons are so horrible) and as a result so many people specced into them...that's not good. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 17:54:00 -
[109] - Quote
Knarf Black wrote:I can't wait to get back into the game, now. This is going to be epic!
Also, everybody needs to chill out. CCP is new to balancing FPS games, and Dust would be challenging to balance for anyone with the skill and market complexity.
Tanks appear to be getting a nerf in response to the AV nerf, which was in response to how overpowered AV was against non Tank vehicles. We're all getting wiped still, so none of this actually matters outside of the devs trying to figure out how to keep the game from being a tank fest without the AV weapons doing so much damage that they render all LAVs and dropships pointless.
Keep calm and carry on. By the end of this beta we will likely all have something we love nerfed to oblivion. If they have to do stuff like this now so that they don't have to do so once we stop getting wiped, so be it.
+1 KCCO |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.14 18:07:00 -
[110] - Quote
eventually everything will be nerfed to 1 health and 1 damage then we will nerf some more lol |
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Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.09.14 18:17:00 -
[111] - Quote
This goes back to a point I've made several times that tanks have no place on the battlefield currently other than to ruin gunfights. If they can't go around and squash infantry with impunity then they're considered useless.
They have no real purpose as of yet gameplay or strategy wise that can't be achieved with infantry. Maybe once installations become a part of battle strategy the different tank types will come into their own a bit as well.
Simply enhancing infantry and boosting team WP gain potential may be their place after all, though. I suggest they be given a permanent WP bonus bubble for a certain radius, similar to what you get with a defense order, that extends to the whole platoon, not just the squad of the tank. to encourage a sort of synergy between infantry and tank. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.09.14 18:21:00 -
[112] - Quote
Ignatius Crumwald wrote:This goes back to a point I've made several times that tanks have no place on the battlefield currently other than to ruin gunfights. If they can't go around and squash infantry with impunity then they're considered useless.
They have no real purpose as of yet gameplay or strategy wise that can't be achieved with infantry. Maybe once installations become a part of battle strategy the different tank types will come into their own a bit as well.
Simply enhancing infantry and boosting team WP gain potential may be their place after all, though. I suggest they be given a permanent WP bonus bubble for a certain radius, similar to what you get with a defense order, that extends to the whole platoon, not just the squad of the tank. to encourage a sort of synergy between infantry and tank.
That is not a bad idea. As long as it is minor compared to actual squad bonuses. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 18:27:00 -
[113] - Quote
Knarf Black wrote:Ignatius Crumwald wrote:This goes back to a point I've made several times that tanks have no place on the battlefield currently other than to ruin gunfights. If they can't go around and squash infantry with impunity then they're considered useless.
They have no real purpose as of yet gameplay or strategy wise that can't be achieved with infantry. Maybe once installations become a part of battle strategy the different tank types will come into their own a bit as well.
Simply enhancing infantry and boosting team WP gain potential may be their place after all, though. I suggest they be given a permanent WP bonus bubble for a certain radius, similar to what you get with a defense order, that extends to the whole platoon, not just the squad of the tank. to encourage a sort of synergy between infantry and tank. That is not a bad idea. As long as it is minor compared to actual squad bonuses.
Yeah, a small bump makes sense when in vicinity. That would encourage support/surround your heavies. A bump in hazard pay would be good too. And maybe a boost to your loot chances. |
Obama DAT
Doomheim
389
|
Posted - 2012.09.14 18:32:00 -
[114] - Quote
These tears taste sooo good. |
STB DEADPOOL5241 EV
Doomheim
352
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Posted - 2012.09.14 18:32:00 -
[115] - Quote
Dane Stark wrote:Knarf Black wrote:I can't wait to get back into the game, now. This is going to be epic!
Also, everybody needs to chill out. CCP is new to balancing FPS games, and Dust would be challenging to balance for anyone with the skill and market complexity.
Tanks appear to be getting a nerf in response to the AV nerf, which was in response to how overpowered AV was against non Tank vehicles. We're all getting wiped still, so none of this actually matters outside of the devs trying to figure out how to keep the game from being a tank fest without the AV weapons doing so much damage that they render all LAVs and dropships pointless.
Keep calm and carry on. By the end of this beta we will likely all have something we love nerfed to oblivion. If they have to do stuff like this now so that they don't have to do so once we stop getting wiped, so be it. +1 KCCO
+1 the KCCO, Chive on brother |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 18:39:00 -
[116] - Quote
STB DEADPOOL5241 EV wrote:Dane Stark wrote:Knarf Black wrote:I can't wait to get back into the game, now. This is going to be epic!
Also, everybody needs to chill out. CCP is new to balancing FPS games, and Dust would be challenging to balance for anyone with the skill and market complexity.
Tanks appear to be getting a nerf in response to the AV nerf, which was in response to how overpowered AV was against non Tank vehicles. We're all getting wiped still, so none of this actually matters outside of the devs trying to figure out how to keep the game from being a tank fest without the AV weapons doing so much damage that they render all LAVs and dropships pointless.
Keep calm and carry on. By the end of this beta we will likely all have something we love nerfed to oblivion. If they have to do stuff like this now so that they don't have to do so once we stop getting wiped, so be it. +1 KCCO +1 the KCCO, Chive on brother
Yup..me luvs me some chives! :) |
Andius Fidelitas
Algintal Core Gallente Federation
51
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Posted - 2012.09.14 19:45:00 -
[117] - Quote
Quote:You can still pop them off, it just requires more skill because it has to be a direct hit. Even so, no tank should be safe without 2 support gunners WITH active communication. Since the pilot has the widest field of vision, they need to be calling out infantry targets to their support gunners since the support gunners are really the best equipped to deal with nearby infantry threats. The main turret isn't helpless...but it should be difficult to use, especially if you go with a railgun.
For ambush, random spawning is really necessary lest people spend 80% of the match running to the battle...that's not going to fly. As for Skirmish, I just consider objectives as indestructible CRUs, I don't think people spawning at a location they captured is unreasonable.
As for your range concerns, in EVE, missiles and railguns have the longest ranges in the game, and since swarms are missiles and forge guns are basically railguns...this seems reasonable. The fact that railgun range got reduced is kinda stupid in that regard, but it does make the sharpshooter skill actually useful so I don't mind that so much.
The key is that some maps are simply not going to be good for tanks, and that's exactly how it should be. Plateaus for example is a HAV's wet dream, whereas Communications can be a nightmare if a dropship shows up. I mean this goes for any weapon, not just vehicles. I run a shotgun and SMG, and the Spire map is HORRIBLE for me since I need to run towards a firing squad of snipers across an open field...thats just the nature of the game. No weapon, vehicle, role, or class should be effective in all situations, because if it is then everyone will spec into that all the time and it kills the diversity of the game. Unfortunatly with this build, because AV got hit so hard, it made HAVs pretty damn effective in almost any situation (Trust me, when I drive one its MUCH easier this build because AV weapons are so horrible) and as a result so many people specced into them...that's not good.
Well put on this bro. THIS is what I am talking about. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 19:47:00 -
[118] - Quote
Andius Fidelitas wrote:Quote:Well, people can spawn anywhere currently. Spawning should be restricted to bases and clone units. The problem is more prevalent in ambush matches, and it allows tankers and dropship gunners to own objectives by constantly shelling them because.
Also, previously I could pop them with a well placed tank round to prevent them getting that close. Not anymore I feel. You can still pop them off, it just requires more skill because it has to be a direct hit. Even so, no tank should be safe without 2 support gunners WITH active communication. Since the pilot has the widest field of vision, they need to be calling out infantry targets to their support gunners since the support gunners are really the best equipped to deal with nearby infantry threats. The main turret isn't helpless...but it should be difficult to use, especially if you go with a railgun. For ambush, random spawning is really necessary lest people spend 80% of the match running to the battle...that's not going to fly. As for Skirmish, I just consider objectives as indestructible CRUs, I don't think people spawning at a location they captured is unreasonable. As for your range concerns, in EVE, missiles and railguns have the longest ranges in the game, and since swarms are missiles and forge guns are basically railguns...this seems reasonable. The fact that railgun range got reduced is kinda stupid in that regard, but it does make the sharpshooter skill actually useful so I don't mind that so much. The key is that some maps are simply not going to be good for tanks, and that's exactly how it should be. Plateaus for example is a HAV's wet dream, whereas Communications can be a nightmare if a dropship shows up. I mean this goes for any weapon, not just vehicles. I run a shotgun and SMG, and the Spire map is HORRIBLE for me since I need to run towards a firing squad of snipers across an open field...thats just the nature of the game. No weapon, vehicle, role, or class should be effective in all situations, because if it is then everyone will spec into that all the time and it kills the diversity of the game. Unfortunatly with this build, because AV got hit so hard, it made HAVs pretty damn effective in almost any situation (Trust me, when I drive one its MUCH easier this build because AV weapons are so horrible) and as a result so many people specced into them...that's not good. Well put on this bro. THIS is what I am talking about.
We need more of you. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.14 20:08:00 -
[119] - Quote
Iron Wolf Saber wrote:Ultra Heavy Suits needed a nerf and you're exaggerating on the swarm launches and its the turret that got slowed down not the tank body.
Also if you ever played AV you'd understand that 100% of our available tools has bugs that prevent them from fully working. This damage buff is probably temporary until they fix the bugs.
The tanks are slower from what I can tell. Noticeably so even. And while 4 shots from a militia SL wouldn't kill a Standard tank, 4-5 shots from a proto will. Someone here on the forum used the term "Lone wolfing" tanks is not viable.
I have a hard time figuring out why anyone can't see this as being a problem. 3-4M SP and 4-500k isk or more. consistently being able to be defeated by someone with less than a million SP invested, and barely half that isk. |
Kengfa
138
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Posted - 2012.09.14 20:08:00 -
[120] - Quote
Paran Tadec wrote:Iron Wolf Saber 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.
You sir fail at tank fitting then. Nope, its maxed out with currently available gear. Ward amps went from 25% to 15%. Effectly removed almost 1/3rd of the tank's EHP.
It's possible to hit a madrugar to 16k EHP using just a single resist mod, and some other low powered ****. Learn to fit a tank, before whining about it. |
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