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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.14 14:21:00 -
[1] - Quote
I use the gunlogi with rails/small missile turrets
Slowed the turn rate of the large and small turrets. Blaster is fastest, followed by missile and then rail.
The turn rate for rails suck, its easier to turn the tank than it is to turn the turret itself but i bet this change was so that we couldnt track infantry targets tbh and for that purpose it does work, against tanks it isnt so bad since the tanks tend to be slow and shoot while being still half the time
Large Railgun - Reduced Splash Damage/Radius.
Once again altered to that infantry doesnt get hammered, even tho 2.5m sounds big enough i have shot infnatry at ther feet and they have taken no damage whatsoever, half the time i need a direct hit to get a kill and even scouts escape with little to next to no damage at all even tho they are ment to have paper thin armor, assualt and heavys tend to lose ther shields and a little bit of armor if it works but overall it takes several shots now
As for the AV buff swarms do cause more damage, forge a bit but dont really run into them, my shields do tend to get whacked into around 50-20% more and that is mostly from swarms
Infantry are a ***** when they get up next or close to the tank, my rail gun does **** all to them mostly unless i get a direct hit so tbh i need gunners to do the job for me and spam the area with missiles
For me scouts shouldnt escape a near point blank near direct hit at ther feet and escape with 50% shields and 100% armor, paper suit tbh they should be dead
Heavys are fine for me they are built to take on a tank head on so unless its a direct hit you will need gunners or just dont bother
Assualts seem to take up a bit of damage like the scouts do but not as much
The AV buff is fine but i do feel the nerfing of the turret turn rate is too much espc when you already nerfed the splash damage so infantry survive more and also nerf the spalsh radius so infantry survive more
For me i would have picked one of the 3
If you nerf the turn rate of the turret you make it so that the main gun is for other tanks, small guns for infantry
If you nerf the splash damage then it makes the driver more accurate, but the turn speed nerf makes it harder to track and accurately aim
If you nerf the splash damage then you need to be dead on because if you miss the nerf to splash radius means you will cause less damage and the tracking rate will just **** it up
Time will tell but 3 nerfs on a tank seems a bit much atm and gives the upper hand to infantry, but i will play more and see what happens but this is from a couple of hrs of playing |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 14:25:00 -
[2] - Quote
well 360 secondary turret got fixed for next build.
You will be getting tracking accelerator mods next build as well.
I think some of the nerfs all at once was bad the damage buff for example I think where not needed due to the bugs that need to be fixed by them.
At least the need for gunners and escorts seem to have gone up significantly now for anti-AV functions. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.14 14:30:00 -
[3] - Quote
Iron Wolf Saber wrote:well 360 secondary turret got fixed for next build.
You will be getting tracking accelerator mods next build as well.
I think some of the nerfs all at once was bad the damage buff for example I think where not needed due to the bugs that need to be fixed by them.
At least the need for gunners and escorts seem to have gone up significantly now for anti-AV functions.
yeah i guess we will have to wait and see how it all works, yeah like i hope dropships and lavs dont stay pwned, like Im cool with them getting owned, but like as long as if you spec them right they can at least take 1 massive hit, vs constantly getting 1 hit. i mean 750,000 on a dropship to get 1 shot is rough. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 14:32:00 -
[4] - Quote
Iron Wolf Saber wrote:well 360 secondary turret got fixed for next build.
You will be getting tracking accelerator mods next build as well.
I think some of the nerfs all at once was bad the damage buff for example I think where not needed due to the bugs that need to be fixed by them.
At least the need for gunners and escorts seem to have gone up significantly now for anti-AV functions.
Pendulum swings are pretty typical for honing in on some of this stuff. There are two design approaches here: A.) Only change one variable at a time and monitor the effect. Then adjust. This one takes a long time. B.) Major pendulum (such as this) from one side back to the other and monitor. Then adjust and hone in. This one takes less time (usually), but will not get you the fine grain like A.
Both lead to points on a graph that indicate problem/solution areas. It would seem in the interest of keeping the masses happy, they felt a major pendulum swing was in order to help motivate certain elements that they are trying to test.
It's nice to actually see a tank go up in smoke once in a while. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 14:39:00 -
[5] - Quote
Dane Stark wrote:Iron Wolf Saber wrote:well 360 secondary turret got fixed for next build.
You will be getting tracking accelerator mods next build as well.
I think some of the nerfs all at once was bad the damage buff for example I think where not needed due to the bugs that need to be fixed by them.
At least the need for gunners and escorts seem to have gone up significantly now for anti-AV functions. Pendulum swings are pretty typical for honing in on some of this stuff. There are two design approaches here: A.) Only change one variable at a time and monitor the effect. Then adjust. This one takes a long time. B.) Major pendulum (such as this) from one side back to the other and monitor. Then adjust and hone in. This one takes less time (usually), but will not get you the fine grain like A. Both lead to points on a graph that indicate problem/solution areas. It would seem in the interest of keeping the masses happy, they felt a major pendulum swing was in order to help motivate certain elements that they are trying to test. It's nice to actually see a tank go up in smoke once in a while.
Balance style B is a vodoo magic that allows you to say you are doing something while actually doing A (which could be fast, heck change the stats every 2 downtimes for all we care) in the background. If they are not doing A we are screwed as they will never find a good balance. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.14 14:41:00 -
[6] - Quote
There are some in IRC that think they just took route a. |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.09.14 14:42:00 -
[7] - Quote
from CCP Frame himself: "These will of course not be the last updates in this area, we are working on more as we speak. "
like Dane said, they're not finished. they mike big changes and adjust from there. i'm actually very happy with the way CCP tests things. this is by far the best beta i've ever participated in |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.14 14:45:00 -
[8] - Quote
Ima Leet wrote:from CCP Frame himself: "These will of course not be the last updates in this area, we are working on more as we speak. "
like Dane said, they're not finished. they mike big changes and adjust from there. i'm actually very happy with the way CCP tests things. this is by far the best beta i've ever participated in
This is basically not only undoing a major improvement in tank health (that they needed believe it or not) but making it worse. That's not balancing, that's saying shut up while we take our time doing it right (one hopes at least). The turrets are still completely out of balance and this fix barely touched on that. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.09.14 15:13:00 -
[9] - Quote
good that i have invested half of my SP into infantry and not just 100% tank like some other people did. Oh well time to camp some nano hives and spam sleek av grenades. |
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.09.14 15:15:00 -
[10] - Quote
Noc Tempre wrote:Ima Leet wrote:from CCP Frame himself: "These will of course not be the last updates in this area, we are working on more as we speak. "
like Dane said, they're not finished. they mike big changes and adjust from there. i'm actually very happy with the way CCP tests things. this is by far the best beta i've ever participated in This is basically not only undoing a major improvement in tank health (that they needed believe it or not) but making it worse. That's not balancing, that's saying shut up while we take our time doing it right (one hopes at least). The turrets are still completely out of balance and this fix barely touched on that. i agree, this is not a perfect fix all. it is a shut up while we take our time. i'm not mad though |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.14 15:18:00 -
[11] - Quote
The dark cloud wrote:good that i have invested half of my SP into infantry and not just 100% tank like some other people did. Oh well time to camp some nano hives and spam sleek av grenades.
I did the same, i used the free 1mil to hit up tanks because its less SP that to perfect my scout fit
I will still use tanks tbh and just use them in certain matches like i do now but i will prob make sure i have gunners tbh because i need them now that the railgun is only good against tanks/stationary targets |
Laz Ulian Sol
Pink Fluffy Bounty Hunterz RISE of LEGION
187
|
Posted - 2012.09.14 15:29:00 -
[12] - Quote
As an armor tanking vehicle pilot/driver I'm more worried about how the av buff will affect LAVs and Dropships now.
As far as I was concerned the swarm damage plus physical shove was ample threat to a dropship and LAV. With the extra damage it makes it even tougher to use these vehicles. Especially with the loss in armor damage reductions.
It's also true of LAVs in similar kind to that regard; though, it is a lot easier to get missiles to impact on walls.
The big thing I'm worried about is the turret speed on dropships and especially LAVs. Missiles are pretty much the only go to option in those vehicles because of how vehicle movement completely screws up the shots. Making them slower tracking in those vehicle types will make them even weaker. It's already extremely rare to see dropships
So really, it's my opinion that by trying to solve the HAV problem they've pretty much made already weak platforms even weaker in terms of survivability and effectiveness. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.14 15:32:00 -
[13] - Quote
Swarm got a right buff tbh but with the way the missiles fly they hit the floor half the time or just hide behind the rock, a dropship tho is ****** and LAV are like paper anyways |
Needless Sacermendor
98
|
Posted - 2012.09.14 16:00:00 -
[14] - Quote
With the tracking nerf to large turrets LAVs should at least be able to run rings round a HAV, I'm thinking shield transporters and remote armor reps but I'm also thinking neuts and nos and web etc. could open up loads more fun to be had.
I agree and I've already said in another post, certainly dropships could use a hp or resistance buff, a good one should last a couple of my proto swarms with damage mods, but LAVs should be fairly weak ... it's an open top dune buggy ! a good one should survive a single salvo but be heavily damaged and have to hide and repair. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.14 16:10:00 -
[15] - Quote
Needless Sacermendor wrote:With the tracking nerf to large turrets LAVs should at least be able to run rings round a HAV, I'm thinking shield transporters and remote armor reps but I'm also thinking neuts and nos and web etc. could open up loads more fun to be had.
I agree and I've already said in another post, certainly dropships could use a hp or resistance buff, a good one should last a couple of my proto swarms with damage mods, but LAVs should be fairly weak ... it's an open top dune buggy ! a good one should survive a single salvo but be heavily damaged and have to hide and repair. This probably serves as an indication that we could use a more combat oriented LAV, since the one we have right now operates like an armed scout vehicle. That's in addition by the way, not saying that the current ones need to be re-purposed or something. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.14 17:27:00 -
[16] - Quote
Mobius Wyvern wrote:Needless Sacermendor wrote:With the tracking nerf to large turrets LAVs should at least be able to run rings round a HAV, I'm thinking shield transporters and remote armor reps but I'm also thinking neuts and nos and web etc. could open up loads more fun to be had.
I agree and I've already said in another post, certainly dropships could use a hp or resistance buff, a good one should last a couple of my proto swarms with damage mods, but LAVs should be fairly weak ... it's an open top dune buggy ! a good one should survive a single salvo but be heavily damaged and have to hide and repair. This probably serves as an indication that we could use a more combat oriented LAV, since the one we have right now operates like an armed scout vehicle. That's in addition by the way, not saying that the current ones need to be re-purposed or something.
We should get more LAV tbh we still have a lvl5 skill |
Zane Hollgren
4
|
Posted - 2012.09.14 18:21:00 -
[17] - Quote
Hello everyone,
First of all, awesome thread man, great feedback and I like your attitude to the nerfs, Snake. Now I'm not a HAV driver but as LAV driver I can say that even before the turret turning rate nerf it was possible to run circles around a tank in good circumstances. I'm not saying I was dominating tanks but I did destroy and got destroyed a lot of times and not least by EnglishSnake himself.
I think the changes on tanks are very heavy handed but I think things will be better as new vehicle modules come to the market. I kind of like the idea of eliminating some of these new weaknesses by customizing your tank. For example the module that increases turret speed. Perhaps there should also be a larger difference between different large turrets, for example another railgun that has larger splash radius?
What I do like about what you mentioned is that the extra turret gunners in a tank are becoming more essential and not just some dudes shooting their little guns like fireworks. Now only if they made small blasters and railguns viable too...
Anyways Snake, keep driving that tank man. I love playing against you guys!
Best regards, Zane Hollgren |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.09.14 18:58:00 -
[18] - Quote
Yeah we need a Hummvee and Stryker style LAV / MAV.. one big enough to carry a squad, slower and not so open.. yet more vulnerable to AV fire than a tank. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.14 19:03:00 -
[19] - Quote
Zane Hollgren wrote:Hello everyone,
First of all, awesome thread man, great feedback and I like your attitude to the nerfs, Snake. Now I'm not a HAV driver but as LAV driver I can say that even before the turret turning rate nerf it was possible to run circles around a tank in good circumstances. I'm not saying I was dominating tanks but I did destroy and got destroyed a lot of times and not least by EnglishSnake himself.
I think the changes on tanks are very heavy handed but I think things will be better as new vehicle modules come to the market. I kind of like the idea of eliminating some of these new weaknesses by customizing your tank. For example the module that increases turret speed. Perhaps there should also be a larger difference between different large turrets, for example another railgun that has larger splash radius?
What I do like about what you mentioned is that the extra turret gunners in a tank are becoming more essential and not just some dudes shooting their little guns like fireworks. Now only if they made small blasters and railguns viable too...
Anyways Snake, keep driving that tank man. I love playing against you guys!
Best regards, Zane Hollgren
Thx man
Everyone has gone mental since the update but i tried to stay logical
Either way my tank will need gunners in it but its more open to infantry now because of the 3 big turret changes, SL with 20% more damage will be hella annoying and tbh me and my gunners will have it hard trying to hit em so i may not roam as much and pick ppl off from distance
Maybe will have to change my setup a bit too since mods have also been altered, turret changes are big tho and effect all of them in someway
I will keep using tanks but my playstyle will have to change, ive been close 10% shield after the changes mainly because SL spam from ppl i cannot shoot at
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I-SHAYZ-I
24
|
Posted - 2012.09.14 19:09:00 -
[20] - Quote
I think their idea with the tank/AV update is to give a bigger emphasis on teamwork instead of a single person in a tank getting lots of kills.
The main gun of the tank should be for fighting other tanks, destroying installations, etc, while people around you should be defending the tank.
having a heavy play a defensive role in a tank should be a great way to counter other tanks that might pop in to destroy you. A logi could help repair armor damage in an emergency situation, and a assault class with a shotgun could pop out and kill anyone that gets too close to the tank.
But by no means should the tank be a big advantage by itself. In order for them to be effective they need more cooperation, and I feel that not enough people even show that while just running around on a skirmish map. |
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.14 19:17:00 -
[21] - Quote
Got over 13 mil sp in tanks dropships and LAV's Its loltastic \o/ |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.09.15 00:41:00 -
[22] - Quote
Wish I didn't have to wait 15+ hours to test this new build. I'm eager to try out and see how these nerfs affect my style when tanking. I'm fairly confident my 'light speed anti-infantry' style won't be harmed all that much, though I might get half as many kills. Guess I'll just throw away my Somas by An Hero'ing them into the opposition.
I do second the motion for an "APC" though. A tough, armored ground vehicle that can haul 6 passengers and has only 1 or 2 light turrets for defense, but can take almost as much abuse as a tank. So we have 3 ways to get troops into tough areas... the super-fast but fragile dropship that ignores terrain, the medium-speed yet agile LAV that obeys terrain but can use it for cover, and the slow, tough-as-nails troop carrier that has to punch through the hard way to deliver its payload. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.15 11:27:00 -
[23] - Quote
Update
Since the mods have also been reduced it even makes the tank easier to kill, the DC mod has dropped from 14% to 9% and the shield resists have dropped from 18% to 11% for the ones i use. Meaning 30% resist is simply not possible on my current fit, even tho my shield resists are not the top ones yet even with them equppied i may get 40%
Combine the mod changes with the overall turret nerfs meaning you have to kill the AV guy quickly and you aint going to do that unless you have the main turret as a missile because if not you will need gunner but even then it may not work
2 AV guys managed to take out 2 of my tanks yday, the swarms are the worst because anyone in a milita suit can fit em on, sure the gunlogi is not as good but even if i did upgrade and got 500more shield it still really wouldnt have mattered
Now its gone from a tank dominating the infantry to the other way around, 1 AV guy with swarms is enough to make a tank back off simply because with the turret changes you wont kill him quick enough, tbh this seems like the BF3 vehicle nerf where a tank would get disabled my 1 RPG and turned it into Call of field 3
I would say the resists and DC didnt deserve a nerf tbh because the main and small turrets got hit with more nerfs so its harder to kill infantry but also the SL got a big buff which might aswell be a nerf to the tank also
I will still use my tank but its becoming more and more about infantry, dropships and LAV are next to useless if the SL hits em, but the tanks now need major support to do anything but even then a AV guy with a SL can just lock on and launch from quite a distance and still cause enough damage on his own
A gunlogi can be killed by one AV guy on his own, same with the next tank which costs 1.5mil, that aint a tank its a rolling kill on treads |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.15 15:53:00 -
[24] - Quote
Update 2
So far kill wise the railgun is crap against infantry, against a tank it works well but it put me in the middle of a **** situation tbh, i could use the large missile lanucher to pwn infantry i hope unless that got hit with the nerf bat aswell but if a tank comes into play im pretty much screwed
Killwise maybe hit about 10+ a couple of time but thats because im mostly killing LAVs and drivers, my gunners when i have some are doing okay but the small missile turrets still take a few shots
Tank vs Tank havnt really done any since the update, milita tanks i 2-3 shot them, i did get a proper tank earlier today but that was from distance and out of sight
My shield resistances have dropped quite a bit, swarms hit harder and today i have been quite lucky to escape with 10% of my shield, 1 game i had a guy chasing me around the map with a SL and i dont think it was even proto and when it hit it hurt so i hide rep my shields but the ****** chases me and i cant kill him with the main gun and neither can my gunner who has to get out to kill him eventually because all he did was spam the SL at me and forced me to run
Now the tank isnt feared, it isnt a tank its more like a pussycat when to make it run you just spam SL at it endlessly and the thing is it has range and is dead easy to do, ive had SL guys basically run upto my tank because they know i cant kill em with the main gun and spam point blank SL shots
I made around 4 tank fits which do okay but the one with booster seems to be the best because it can repair, i made a shield recharging one which is meh and i made a dual shield extender one and have 7.5k shield hp on it but once the swarms lay into it and knock it down it takes forever to recharge
Im trying to make it to the next tank for which i need around 1mil SP tbh, it may give me an extra 1k of shield hp and an extra low so maybe have a couple more options but at 1.5mil a tank its gonna be an expenisve loss |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.15 16:16:00 -
[25] - Quote
https://docs.google.com/a/nd.edu/spreadsheet/ccc?key=0Am5BtW91ldk3dGIxcWRBVDM3NnJZQlIyVmpZbjBYNEE#gid=0
Have you seen these numbers? The top end sagaris is now a joke. 8 0 sp (not even weaponry, which is technically impossible) militia swarms or 4 prototype swarms with two damage mods will trash it. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.15 17:19:00 -
[26] - Quote
Noc Tempre wrote:https://docs.google.com/a/nd.edu/spreadsheet/ccc?key=0Am5BtW91ldk3dGIxcWRBVDM3NnJZQlIyVmpZbjBYNEE#gid=0
Have you seen these numbers? The top end sagaris is now a joke. 8 0 sp (not even weaponry, which is technically impossible) militia swarms or 4 prototype swarms with two damage mods will trash it.
8 milita swarms is that right?
Nice so instead of a tank which actually took some training and SP a brand new noob can just spam missiles at a proto tank and kill it with no skills |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.16 13:57:00 -
[27] - Quote
Update 3
In the 3 point skirmish matches my gunlogi seems useless and only serves as a distraction at best, mainly used for destroying LAVs and the odd kill but other than that my railgun is useless but i dont want to take it off because sods law an enemy tank would turn up and wreck my ****
I find i am consistantly running and hiding espc from swarms, forge guns can mean certain death and yday i escaped with like 1% of my shields intact its just the fact that my tank can move a quick enough pace that i can escape, even milita and the basic stuff i will run from because i have a paper tank and spend most of my time being careful and making sure i have a GTFO route i can use
In Ambush its so-so and because ppl have to change to AV they tend to get shot at anyways mostly and i escape
If i have gunners they do spam the area but tbh they do also get bored because my tank isnt a tank and in some games they will hop out, other times they will stay in
AV now chase me around the map in ther scout suits and SL with AV nades and i cant do anything to stop them tbh, even my gunners turrets are meh at best which i may upgrade but even then they hop around the place and spam missiles at me
I want to get the next tank up and hope that i can change up the fitting options a bit more and have more tank and see if it makes a big enough difference but it dont think it will but i can try at least |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.09.16 16:22:00 -
[28] - Quote
Tanks are now stand-off weapons instead of brawling death machines. Anything that gets relatively close and has AV weaponry will simply wreck you.
I understand about the desire to pack the Railgun since it's better at these ranges. And it's pretty much junk against anything other than tanks or installations--but not having it usually mean's the other team magically spawns a Railgun tank at about the same time yours lands and you're screwed.
The way I see it, the rocket tanks have to keep their distance now, where before you could just roll up next to people and make them kaboom. If they're in the middle of an open area, there's no way you'll actually kill them up close. If they're in cramped spaces you could maybe splash them next to the wall or something, but most of them will take 2 salvos... even Scouts. But... you CAN use them like roving sniper platforms, and the rocket ones are pretty good at taking out installations. Keep your distance and stay near terrain clumps and/or buildings and you can usually avoid the Swarms.
Forge guns, however, are another matter. Unless they are using the 'I must stand still to fire' variety, you're going to have issues as they do a crapton of damage, the 'beam' projectile travels quick, and it does a solid chunk of damage. One skilled dude with a Forge gun can easily do over 2/3rds of your tank's health before you realize what's going on and where he's at.
The ones that use the 'stand still' Forge, however, are easy meat, as it's possible to get 2 direct hits on them and they pop or barely survive while being knocked around and force to re-orient.
Remember you can change from vehicle view to turret view. This makes it great for 'sniping', as you can zoom in and precisely poke away at people. In most cases the Rocket Turret will aim for one 'notch' below the center on normal view, but dead center in turret mode. I've switched away from the +splash radius missiles to the 'accelerated' variety on my Speed Sicas, and it seems to be working decently well.
I have no desire to risk non-Militia vehicles to the enemy at this time until I've adapted, however. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 12:00:00 -
[29] - Quote
Update 4
I hope to get my new tank today or at least grind 300k in SP for it which is doable
I am seeing alot less tanks now, even if one appears all it takes is 1 AV guy with a SL and a nanohive to **** you off and force you to retreat even if its a milita SL
Im also now picking my maps and modes for my tank, the 5pt skirmish is a no-no and even then ambush can be the same
Also i can go AV aswell much easier, i soloed the armor version of the gunlogi alone yday in skirmish where he was camping on that hill, i put down a nanohive and spammed AV grenades at him then spammed by SL at him until he and his gunners blew up, they couldnt hit me at all and the splash barely dented my shields, i had an I WIN button against a tank, in other games the tank is feared at least and you dont solo it espc on foot against the driver and 3 gunners
I try to think that the tank has now been put into the 'supporting infantry' role but it cant even do that because one AV guy can kill you without even trying and the infantry cant really help you either, i cant think where the tank fits in apart from the scrapyard where lucky players will recieve one as salvage and moan that its useless salvage and would rarther have a gun or a useful mod
I hope to get my new tank soon, 1.5mil will be annoying to lose but these days i barely leave the red line |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.17 12:35:00 -
[30] - 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. |
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