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xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2012.09.17 12:35:00 -
[1] - Quote
Yes tanks blow up easier - though I am not convinced a militia swarm can take anything out but a badly fit tank. Proto grenades plus etc..
I actually quite like your comment/ idea of tanks in a supporting role, taking out installations, enemy clone spawns, and holding objectives but cant go solo on the field. Never did like the idea of tanks being the king of the jungle but thats just me.
But what are your thoughts on the following: Whilst, I kind of agree about the tank not being supported by infantry. But, is that because the infantry aren't supporting the tank, or they just arent interested in supporting the tank - its not their tank, or infantry arent very good generally.
I have been in games against where people who have grouped have dropped in tanks and owned the game. I am not saying the balance / nerf is right and may neeed to change again just an observation. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.17 14:27:00 -
[2] - Quote
I take your point about tanks breaking through the lines. But they arent being used as such. Admittedly the maps are small so taking out blasters etc and bullt in defences inst such an important role atm. However, they were rolling anti infantry - and I am more happy with the reduction in splash damage (and a tone down of accuracy would be nice) but will these just be compensated for by SP/ skill books like the turret speed supposedly will be. I have never seen tanks supported by infantry repping or by the llimbus say. I am sure some people re doing that - but it is not universal.
I am all for tanks being integral to the game / team. And the opposition when they see on come on the battlefield panick/ or change play styte or etc. But they are not being used in that way.
we still havent seen mines or other AV counters that CCP may be introducing so balancing this is rather difficult/pointless with the current build.
But if a tanks role is to just dominate everything rather than have a specialised role (as CCP is trying with the rest of the routes) then tanks will be what everyone specs into - in part to farm SP quickly - and as you pointed out in a previous post it is relatively qucik to spec into one. I think this point is important and follows on what Needless syas. If we are trying to build our assault or scout class toon AV will be secondary to that. Hence AV will be slower to the field than tanks. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:31:00 -
[3] - Quote
EnglishSnake wrote:Update 5
I now have the Sagaris with an extra low slot to boot but less CPU
I havnt took it out for a spin because im testing out fits for the sag with the gunlogi, such as filling the lows with nanofibers and be able to speed around the map at 30m/s and tbh it was nice to do that and it was fast suprisingly
Also im trying to test out the 4 resists or the 3 and a DC but since the numbers have changed and the mods dont say what the stacking penalties are so its guess work at best unless someone knows the actual numbers
Plus do the weapon damage modifiers work? im not sure they do and like the dropsuit ones they didnt work for time and they dont change the numbers either on the fitting screen which they should do tbh
Im also seeing tanks with blasters or missile as ther main turrets since its mostly best for infantry but its also easy to take out the tank anyways and i took out around 5 yday with the basic AV stuff by spamming the SL from the top of a hill, hell i run up to them now and spam nades and jump around and spam missiles and they **** themselves and cant do anything if im too close and they do not last the match either anymore
Shield wise i get 600+hp with the sag when compared to the gunlogi, prob equates to about a basic SL volley and it may help but atm fitting wise my CPU is down so im still tweeking stuff and realising i need more CPU so gunlogi is still around for now
so people are still going around the map by themselves with no support from infantry or a limbus or anything? Tbh AV nades FTW
This isn't a dig but I noticed in an earlier post you mentioned the cost of a tank being 1.5m . That seems very low to me for a 'game changer' (admittedly we dont have a player market so who knows what the price will be), basically you can earn a new tank on foot within 7 games. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:53:00 -
[4] - Quote
Tyas Borg wrote:xAckie wrote:This isn't a dig but I noticed in an earlier post you mentioned the cost of a tank being 1.5m . That seems very low to me for a 'game changer' (admittedly we dont have a player market so who knows what the price will be), basically you can earn a new tank on foot within 7 games. That cost is about right for a kitted out gunnlogi or just the Hull for the sagaris. A fitted sagaris will probably set you back 2-3mill. My Chakram costs 2.6mill for the hull alone. So I don't get to test that all that often anymore since I'm losing every tank I field at the minute. Fitted it comes in at 3.8-4 mill isk and anyone with a "Shock - Heavy" fit can kick it's arse.... HAV's are far from a game changer in their current state. The only way they change the game is that every noob on the field scrambles to get their AV out for the kill. I wish they'd of been that bothered about killing tanks pre-patch. Perhaps there would've been far less clueless people out there complaining AV was broken.
People didnt bother before the nerf because they thought it was pointless and there was no grouping for AV coordiantion. Though even when I saw grouping I thought they were op. After the nerf, group think realised it can be done so everyone pulls out their AV. Admittedly with a militia swarm with some damage mods so no SP needed to be spent. So not much realisation needed.
I presume the nerf was to appease the majority of players who dont use vehicles as the next build is round the corner. So why continue the tank fest we had. These changes will be redundant in 1 to 2 weeks.
personally, we wont know if they are OP until all the counters in. What I would like to see which I mentioned before is that tanks have a specialised role rather than what they are now - do everything. I would also like to see them being supported by infantry or limbus' etc. Perhaps the nerf was to see if this happened at all. But what i have seen it doesnt. We just let tanks on our own side run around and do their own thing.
I put alot of SP into dropships so I could learn to fly. Now thats funny...
I take your point about the cost variants of the other tanks. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:58:00 -
[5] - Quote
EnglishSnake wrote:Tyas Borg wrote:I've tried various fits and tanks this build. From what I've come to realise is that this nerf has crippled shield tanks and the armour ones have a bit of survivability. Obviously both types are pretty broken at the minute, but this is what I've found experimenting. The only builds that seem to work/survive are Gallente.
Resistances and the DC aren't worth using from what I've noticed. They make little difference so it's better to ignore them and go for more shield/armour instead.
Nanofibers whilst decreasing your HP actually increase survivability now, but only in the sense that it gets you out of harms way quicker. It certainly doesn't guarantee safety but at least you can sometimes get around a corner to break line of sight.
The rail gun nerf has literally put the weapon into a role that I don't quite understand what it's suppoed to do tbh.
Currently the Large Missile is very competant at taking out infantry and not bad on taking out other tanks. The Large Blaster can hit infantry and track them well due to the turret turn speed, it can also rip tanks to pieces at short to medium range.
This leaves the railgun in the position of what I can only think is a anti tank sniper. It's useless for infantry unless you hit them dead on and the turret tracking just can't keep up.
Now I'm not sure about anyone else but I'm fairly sure that sitting on the edge of the map hitting other AV is gonna be the artillery's job. I'm assuming that the Laser turrets will be the snipers?, who knows I'm guessing here.
That means the railgun has no place in usefullness compared to the other types. It's just not effective at anything now where as the others can easily do the job of the rail if not shame it. Railgun seem to be long range atm and anti tank, tracking sucks on all turrets it seems but railgun is the worst plus the splash annoys me even when i hit a scout at his feet he takes next to no damage Im not swapping it out for the missile/blaster since tbh if a railgun tank comes up im ****** but even then it doesnt seem worth it Nano is did experiment with yday on the gunlogi and going a 30 it was fast all i did was circle the map tbh and ppl were in AV trying to hit me and they did but i wasnt around long enough for the AV guys but neither was i so i didnt really do much except annoy the enemy Artillery for me also long range like a tank shell massive splash damage and hard hitting
See I am relatively happy with the nerf to the splash damage. Tanks are anti vehicle, anti installation...... - and then accurate anti infantry. Its the last one I am not convinced by. Heavy artillery on a location is different to the sniping that occurs/ ed.
As to scouts....meh...nothing damages scout suits... |
xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2012.09.18 13:02:00 -
[6] - Quote
EnglishSnake wrote:
Mostly 4 guys in basic AV stuff because it takes too long to skill up to it, also ISK prices play apart of it and when AV your defense against infantry in general sucks and the AV nerf also ****** things up
Last build 2 proto guys could cause serious damage to a proto tank but since the update a number of different changes has put it all to whack
I totally agree with you on SP part /skill up as a counter. Though it might be the right length of time for AV just that speccing into tanks is too quick which means AV isnt on the field at the same time causing an imbalance.
I am looking forward to seeing how many new skills vehicle drivers will need to get their tank working cause at the moment I presume what we are seeing is very basic. though I may be way off here....
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