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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
|
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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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 13:21:00 -
[31] - Quote
xAckie wrote: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.
But tanks cannot even fufill the support role
I have driven into to a point to back up the infantry but the SL guy on the hill spams 4 shots quite quickly and if the normal enemy infantry have AV nades and spam them at me im ******, even if the infantry do get them away nades can fly quite a distance and instanting are homing in on my tank
The infantry should not have to go in 1st and then the tank follow tbh, the tank is ther to smash through the line take some serious damage and cover infantry and then gtfo when its too hot
Sure you could say infantry is ther to clear the way for the tank but then what is the tank used for after the infantry has done all the work?
The tank should not break through the line and have to back off because of 1 AV guy with a SL hiding in the hills |
Needless Sacermendor
98
|
Posted - 2012.09.17 14:01:00 -
[32] - Quote
Part of the problem is AV is ment to be a specialist role ... however since the HAV spamming of the last 2 builds it's become a necessity ... I'm sure people would rather run with infantry grenades but have skilled and now run with AV ones and many people who would just run with assault rifles have invested some points in an advanced swarm launcher because they've needed to.
We won't really know till after the next wipe how many will invest points into anything AV, if the HAVs aren't the same problem they have been until now, then you'll probably find just us select few dedicated AV guys griefing you, but you could go some matches without seeing anything fired against you ... it's possible.
I do think what you said about the railgun is wrong though ... it's been altered to be a specialist AV turret but then you're saying your main problem is with AV infantry not other vehicles ... so why still run the railgun ? Switch to the missiles for a good balance or blasters if you want to go full on for the infantry kills.
Also one AV guy should be able to make a HAV back off and rethink his approach, you shouldn't just be able to sit there repairing the damage. I'm talking about a similarly specced AV and HAV ... a proto swarm with double light damage mods should be able to harass an advanced HAV ( Sagaris Surya) with defence mods, not necessarily kill it solo unless it's a fail fit or driver error, but at least make it turn and run until infantry can clear the area of AV, or as I've said fit your blaster and 1 or 2 shot him/me |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 14:12:00 -
[33] - Quote
Needless Sacermendor wrote:Part of the problem is AV is ment to be a specialist role ... however since the HAV spamming of the last 2 builds it's become a necessity ... I'm sure people would rather run with infantry grenades but have skilled and now run with AV ones and many people who would just run with assault rifles have invested some points in an advanced swarm launcher because they've needed to.
We won't really know till after the next wipe how many will invest points into anything AV, if the HAVs aren't the same problem they have been until now, then you'll probably find just us select few dedicated AV guys griefing you, but you could go some matches without seeing anything fired against you ... it's possible.
I do think what you said about the railgun is wrong though ... it's been altered to be a specialist AV turret but then you're saying your main problem is with AV infantry not other vehicles ... so why still run the railgun ? Switch to the missiles for a good balance or blasters if you want to go full on for the infantry kills.
Also one AV guy should be able to make a HAV back off and rethink his approach, you shouldn't just be able to sit there repairing the damage. I'm talking about a similarly specced AV and HAV ... a proto swarm with double light damage mods should be able to harass an advanced HAV ( Sagaris Surya) with defence mods, not necessarily kill it solo unless it's a fail fit or driver error, but at least make it turn and run until infantry can clear the area of AV, or as I've said fit your blaster and 1 or 2 shot him/me
I keep the railgun because sods law a tank would turn up
Also a railgun shot at the feet of anyone barely touches ther shields tbh because splash damage has been nerfed, but tbh its a damn shell and its a large shell at that it should blow off the scouts legs but it doesnt
One AV guy with milita or even the very basic shouldnt really make a tank think again, even a gunlogi with resists should have a good enough tank and yes overtime the milita/basic would blow it up if he sat for long enough but as it is now milita/basic AV stuff is enough to make a tank turn around and a full clip will put it in half or close to half shields on ther own
As for using missiles or blasters the missiles may work a bit better but blasters wont as much and if a tank turns up im screwed mostly |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.17 14:27:00 -
[34] - 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. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.09.17 14:32:00 -
[35] - Quote
Sounds like HAV drivers aren't going 30-0 every game . |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 15:08:00 -
[36] - Quote
STB-stlcarlos989 EV wrote:Sounds like HAV drivers aren't going 30-0 every game .
Fail troll is fail |
Needless Sacermendor
98
|
Posted - 2012.09.17 16:39:00 -
[37] - Quote
Kind of Ackie ... my point was that if HAVs aren't dominating every battle next build, then the majority won't need to spec any AV at all, those of us that specialise in the very tricky to train AV role (as you have to be effective supporting infantry too) should be able to at least hassle away a HAV to repair or if we've got a couple AV guys deal enough damage to take out the threat.
As I say we won't really know till next wipe, we'll see how much AV is trained up and how many HAV specialists we get. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.09.17 17:19:00 -
[38] - Quote
EnglishSnake wrote:STB-stlcarlos989 EV wrote:Sounds like HAV drivers aren't going 30-0 every game . Fail troll is fail
Not trolling just pointing out a fact. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.17 17:22:00 -
[39] - Quote
I've said this in other threads, but remember that pilot suits as well as (hopefully) passive skill bonuses in the next build will also help buff tanks up. I do agree that the hotfix went a little overboard, but I think they needed to be nerfed so the addition of additional bonuses would not make them capable of shooting the sun and making the the entire system burn in a supernova. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 17:53:00 -
[40] - Quote
Pokey Dravon wrote:I've said this in other threads, but remember that pilot suits as well as (hopefully) passive skill bonuses in the next build will also help buff tanks up. I do agree that the hotfix went a little overboard, but I think they needed to be nerfed so the addition of additional bonuses would not make them capable of shooting the sun and making the the entire system burn in a supernova.
Pilot suit will be intresting
Also will the bonuses for race ie Caldari missiles but also they do use blasters/railguns so i wonder if they will scrap them because i do like my railgun shield tank then again for infantry missiles are the best but come across another railgun tank then run
They went from one extreme to the other now with the hotfix, i think they wanted to see how the tanks would fair and now that my tank tends to be the only one in my match they will prob tweek but the 20% to SL is a generally bad move because it doesnt just effect HAVs
Tanks are easier to skill into atm but nerf wise the turret turn nerf and resistance mods were not needed i think because a very basic AV setup can easily solo a tank |
|
Needless Sacermendor
98
|
Posted - 2012.09.17 18:18:00 -
[41] - Quote
I've not heard anything about any racial bonuses, they were removed from Eve, I don't understand them wanting to introduce them to DUST.
They went from one extreme to the other because they realised HAV drivers had had an easy ride for too long (near 2 full builds) and it's about time they weren't the dominant soloable force on the battlefield.
And the 20% Swarm Launcher nerf at the start of this build and the Forge range cap were only ever temporary.
And finally a very basic AV setup has enough trouble with a militia fit LAV never mind a militia HAV and won't even see a HAV before it is gunned down by anything with a weapon and some things without ! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.17 18:25:00 -
[42] - Quote
Needless Sacermendor wrote:I've not heard anything about any racial bonuses, they were removed from Eve, I don't understand them wanting to introduce them to DUST.
They went from one extreme to the other because they realised HAV drivers had had an easy ride for too long (near 2 full builds) and it's about time they weren't the dominant soloable force on the battlefield.
And the 20% Swarm Launcher nerf at the start of this build and the Forge range cap were only ever temporary.
And finally a very basic AV setup has enough trouble with a militia fit LAV never mind a militia HAV and won't even see a HAV before it is gunned down by anything with a weapon and some things without !
So the SL essentially got a 40% buff and then take in account the nerf in resistance mods they will hit even harder
Basic AV setup can kill anything and ive done it, LAV die in 1 hit, milita HAV gets raped, Gunlogi or the armor version aint that much better and tbh ive yet to see the 1.5mil tanks about because they dont want to risk it, basic AV has no trouble with any vehicles |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 12:08:00 -
[43] - Quote
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 |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:31:00 -
[44] - 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. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.18 12:34:00 -
[45] - Quote
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. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.18 12:40:00 -
[46] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 12:43:00 -
[47] - Quote
xAckie wrote: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.
I guessed at the price, maybe 1.5-1.8mil
Support from infantry with randoms is prob a no tbh unless you want to risk grouping up then hard freezing and losing your 1.5mil tank
I solo'd tanks with all the gunner slots taken and even if ther is infantry around with the SL just be far away with a clear line of site its all you need
The black ops HAV i wont use tbh, it has 4low and 4 high which isnt bad but can it tank anything? |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.09.18 12:45:00 -
[48] - 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.
Actually people didn't before the patch because it was pointless because it took at least 4 guys to take out a well fitted HAV and that is if you could get in a good position to not get killed by the HAV or enemy infantry. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 12:52:00 -
[49] - Quote
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 |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:53:00 -
[50] - 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. |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 12:55:00 -
[51] - Quote
STB-stlcarlos989 EV wrote: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. Actually people didn't before the patch because it was pointless because it took at least 4 guys to take out a well fitted HAV and that is if you could get in a good position to not get killed by the HAV or enemy infantry.
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 |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.09.18 12:58:00 -
[52] - 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
|
Posted - 2012.09.18 13:02:00 -
[53] - 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....
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 13:10:00 -
[54] - Quote
xAckie wrote: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...
With the turret they hit it with 3 nerfs but they all effect each other
1. Turret turn speed - This stops the tank tracking infantry, it also stops it tracking vehicles to an extent like LAV/dropships
2. Splash damage reduction - Again a change for infantry
3. Splash damage radius reduction - Another change for infantry
For me it they took off the turret turn speed nerf i would be happier because it helps with tracking vehicles, i turn the tank now because its quicker than turning the turret
As for the other 2 nerfs im sorta okay with, annoyed with a PB shot to the feet does next to no damage i only just fired a high velocity large shell at your foot why are you not cut in half
The resist nerfs also hurt alot more when added with the AV buff
The railgun got most of the nerfs tbh, blaster got a buff and missile got toned down |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.18 13:14:00 -
[55] - Quote
xAckie wrote: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....
Seems basic
I wonder if cap will be added in time to tanks so that means neuts/vamps also active hardeners plus cap boosters/rechargers will we have ammo types i hope and T2 things which require more SP plus rigs to boot |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.19 16:58:00 -
[56] - Quote
Update 6
Ive decided to go with the 4 resists, but with the sagaris lower CPU i may have to swap one for a DC incase i upgrade my weapons a little bit more
That leaves me with either a shield extender or a shield booster to choose from, problem is tho because AV is about so much even if its milita its just easier to have the booster to rep any serious damage but because you have 4k of shield then you will use it
I can run a shield extender and booster with 3 resists but i would need 2 PG mods and possibly a CPU mod in the lows, so i would be more tanked but also slower, the nanofibers allow me to GTFO alot quicker
Today i gave my sagaris a run out and it was okay, enough tank so take damage with enough speed to run away, in an ambush match i did **** about in the middle of the road and decided to turn around while everyone spammed nades at me and SL and luckly with my speed i was able to escape but in half armor, if it was my gunlogi i would have died
With this current fit i find myself speeding around the map not doing too much sometimes just annoying ppl and escaping SL, with gunners they can do okay and make ppl hide and with the speed of the tank in general im quick enough to catch ppl which does take them by suprise if i have 3 turrets all shooting at him its like rabbit in the headlights
More of a hit and run fit which i do like because simply put scouts with a SL do find it hard to get me and heavys well they wont run
Ive put down the extra tank and booster for a 4th resist because it allows me to put nanos on instead of PG upgrades because even with a 6k tank sure it can take more damage but it takes longer to rep it back up but also you are slower so in general, it needs that tank incase you get hit while the tank warms up and actually moves
I may have given up an extra 2k of tank but the bonus it gets for speed more than makes up for it, AV have currently struggled to destroy the tank atm because it GTFO at speed and behind cover |
Goliath Raven
Osmon Surveillance Caldari State
80
|
Posted - 2012.09.19 18:47:00 -
[57] - Quote
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.
2.2 Mill for my Sagaris.
But either way, why should specing into a tank and using a tank be view as a hobby?!?! Why do most of the AV guys view it this way? What if you had to play as a logi to pay for your little AV hobby? Tanks, when piloted correctly, SHOULD be able to make a living like any other class. When they are not able to do that, they are not balanced correctly. Only sub-par users of any class should have to fall back on militia gear to save up, or else why even have an economy. This "Tank drivers should save up" argument just irritates the hell out of me.
Now, tanks were OP, I do not deny that. My last number crunch on my sagaris was a 42% drop in ehp this build. 42 freaking percent! On top of that the new fit costs almost 1million more isk. Then couple that with AV guys doing 25% more damage these days and what you have is a bunch of paper tigers rolling around the field, not worth the alloys they are made out of.
Tanks need a boost. LAV's need a boost (So that they can actually survive a militia swarm again). Dropships need a HUGE boost. If this doesn't happen, congrats to those who wanted only infantry battles, you now have them. I can't even afford to replace my tank anymore, I can't make money/sp in a dropship. I can't live for but a few seconds in a LAV. I was a pure speced vehicle pilot and in one patch they have nerfed every vehicle into worthless status. I'm out for a while. I'll see you guys next build. I'm heading back to Eve for now.
P.S. To all the AV guys who had to suffer through this under the Tank boost patch. I feel your pain. I'ts our turn. I realize that. I hope it doesn't last as long though. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.19 20:06:00 -
[58] - Quote
Goliath Raven 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.
2.2 Mill for my Sagaris. But either way, why should specing into a tank and using a tank be view as a hobby?!?! Why do most of the AV guys view it this way? What if you had to play as a logi to pay for your little AV hobby? Tanks, when piloted correctly, SHOULD be able to make a living like any other class. When they are not able to do that, they are not balanced correctly. Only sub-par users of any class should have to fall back on militia gear to save up, or else why even have an economy. This "Tank drivers should save up" argument just irritates the hell out of me. Now, tanks were OP, I do not deny that. My last number crunch on my sagaris was a 42% drop in ehp this build. 42 freaking percent! On top of that the new fit costs almost 1million more isk. Then couple that with AV guys doing 25% more damage these days and what you have is a bunch of paper tigers rolling around the field, not worth the alloys they are made out of. Tanks need a boost. LAV's need a boost (So that they can actually survive a militia swarm again). Dropships need a HUGE boost. If this doesn't happen, congrats to those who wanted only infantry battles, you now have them. I can't even afford to replace my tank anymore, I can't make money/sp in a dropship. I can't live for but a few seconds in a LAV. I was a pure speced vehicle pilot and in one patch they have nerfed every vehicle into worthless status. I'm out for a while. I'll see you guys next build. I'm heading back to Eve for now. P.S. To all the AV guys who had to suffer through this under the Tank boost patch. I feel your pain. I'ts our turn. I realize that. I hope it doesn't last as long though.
The ****?
You cant make money?
The thing is espc for me, i dont drive my tank like a tank, i drive the tank like its a glass ship and GTFO at sign of danger
I may do **** all and still earn 200k, i just wont do as much, i can do better out of a tank but i dont want to get out of my tank for some games and i want to play tank man for a while since DUST has offered me the option to do so but at the same time they have taken away the option aswell because i am less useful than support
|
Goliath Raven
Osmon Surveillance Caldari State
80
|
Posted - 2012.09.19 22:22:00 -
[59] - Quote
EnglishSnake wrote:Goliath Raven 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.
2.2 Mill for my Sagaris. But either way, why should specing into a tank and using a tank be view as a hobby?!?! Why do most of the AV guys view it this way? What if you had to play as a logi to pay for your little AV hobby? Tanks, when piloted correctly, SHOULD be able to make a living like any other class. When they are not able to do that, they are not balanced correctly. Only sub-par users of any class should have to fall back on militia gear to save up, or else why even have an economy. This "Tank drivers should save up" argument just irritates the hell out of me. Now, tanks were OP, I do not deny that. My last number crunch on my sagaris was a 42% drop in ehp this build. 42 freaking percent! On top of that the new fit costs almost 1million more isk. Then couple that with AV guys doing 25% more damage these days and what you have is a bunch of paper tigers rolling around the field, not worth the alloys they are made out of. Tanks need a boost. LAV's need a boost (So that they can actually survive a militia swarm again). Dropships need a HUGE boost. If this doesn't happen, congrats to those who wanted only infantry battles, you now have them. I can't even afford to replace my tank anymore, I can't make money/sp in a dropship. I can't live for but a few seconds in a LAV. I was a pure speced vehicle pilot and in one patch they have nerfed every vehicle into worthless status. I'm out for a while. I'll see you guys next build. I'm heading back to Eve for now. P.S. To all the AV guys who had to suffer through this under the Tank boost patch. I feel your pain. I'ts our turn. I realize that. I hope it doesn't last as long though. The ****? You cant make money? The thing is espc for me, i dont drive my tank like a tank, i drive the tank like its a glass ship and GTFO at sign of danger I may do **** all and still earn 200k, i just wont do as much, i can do better out of a tank but i dont want to get out of my tank for some games and i want to play tank man for a while since DUST has offered me the option to do so but at the same time they have taken away the option aswell because i am less useful than support
I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.19 22:39:00 -
[60] - Quote
Goliath Raven wrote:EnglishSnake wrote:Goliath Raven 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.
2.2 Mill for my Sagaris. But either way, why should specing into a tank and using a tank be view as a hobby?!?! Why do most of the AV guys view it this way? What if you had to play as a logi to pay for your little AV hobby? Tanks, when piloted correctly, SHOULD be able to make a living like any other class. When they are not able to do that, they are not balanced correctly. Only sub-par users of any class should have to fall back on militia gear to save up, or else why even have an economy. This "Tank drivers should save up" argument just irritates the hell out of me. Now, tanks were OP, I do not deny that. My last number crunch on my sagaris was a 42% drop in ehp this build. 42 freaking percent! On top of that the new fit costs almost 1million more isk. Then couple that with AV guys doing 25% more damage these days and what you have is a bunch of paper tigers rolling around the field, not worth the alloys they are made out of. Tanks need a boost. LAV's need a boost (So that they can actually survive a militia swarm again). Dropships need a HUGE boost. If this doesn't happen, congrats to those who wanted only infantry battles, you now have them. I can't even afford to replace my tank anymore, I can't make money/sp in a dropship. I can't live for but a few seconds in a LAV. I was a pure speced vehicle pilot and in one patch they have nerfed every vehicle into worthless status. I'm out for a while. I'll see you guys next build. I'm heading back to Eve for now. P.S. To all the AV guys who had to suffer through this under the Tank boost patch. I feel your pain. I'ts our turn. I realize that. I hope it doesn't last as long though. The ****? You cant make money? The thing is espc for me, i dont drive my tank like a tank, i drive the tank like its a glass ship and GTFO at sign of danger I may do **** all and still earn 200k, i just wont do as much, i can do better out of a tank but i dont want to get out of my tank for some games and i want to play tank man for a while since DUST has offered me the option to do so but at the same time they have taken away the option aswell because i am less useful than support I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank.
I have 16mil but then again i wont use a tank every game so i pick and choose the time for using a tank plsu i didnt tank up till recently so i have ISK saved
It can be done |
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Goliath Raven
Osmon Surveillance Caldari State
80
|
Posted - 2012.09.19 22:53:00 -
[61] - Quote
EnglishSnake wrote:Goliath Raven wrote:EnglishSnake wrote:Goliath Raven 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.
2.2 Mill for my Sagaris. But either way, why should specing into a tank and using a tank be view as a hobby?!?! Why do most of the AV guys view it this way? What if you had to play as a logi to pay for your little AV hobby? Tanks, when piloted correctly, SHOULD be able to make a living like any other class. When they are not able to do that, they are not balanced correctly. Only sub-par users of any class should have to fall back on militia gear to save up, or else why even have an economy. This "Tank drivers should save up" argument just irritates the hell out of me. Now, tanks were OP, I do not deny that. My last number crunch on my sagaris was a 42% drop in ehp this build. 42 freaking percent! On top of that the new fit costs almost 1million more isk. Then couple that with AV guys doing 25% more damage these days and what you have is a bunch of paper tigers rolling around the field, not worth the alloys they are made out of. Tanks need a boost. LAV's need a boost (So that they can actually survive a militia swarm again). Dropships need a HUGE boost. If this doesn't happen, congrats to those who wanted only infantry battles, you now have them. I can't even afford to replace my tank anymore, I can't make money/sp in a dropship. I can't live for but a few seconds in a LAV. I was a pure speced vehicle pilot and in one patch they have nerfed every vehicle into worthless status. I'm out for a while. I'll see you guys next build. I'm heading back to Eve for now. P.S. To all the AV guys who had to suffer through this under the Tank boost patch. I feel your pain. I'ts our turn. I realize that. I hope it doesn't last as long though. The ****? You cant make money? The thing is espc for me, i dont drive my tank like a tank, i drive the tank like its a glass ship and GTFO at sign of danger I may do **** all and still earn 200k, i just wont do as much, i can do better out of a tank but i dont want to get out of my tank for some games and i want to play tank man for a while since DUST has offered me the option to do so but at the same time they have taken away the option aswell because i am less useful than support I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank. I have 16mil but then again i wont use a tank every game so i pick and choose the time for using a tank plsu i didnt tank up till recently so i have ISK saved It can be done
Entered this patch with roughly 16 mill. Didn't last long as a vehicle pilot.
Yah, I used to fly dropships, drive LAVs and HAVs but I am speced strictly into vehicles. No skill points in anything else. As it stands HAV's have the best chance on the battlefield as small as that chance is, as everything else gets one hit. I'd have to pull out a militia lav again to make money, or hoof it as a 0sp noob. I'd rather play Eve. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.09.20 08:03:00 -
[62] - Quote
Goliath Raven wrote:I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank. You really expect to be able to make money driving a Sagaris or Surya every single match?
Advanced and Prototype dropsuits aren't meant to be used every single match, so infantry will need to "save up ISK" in Milita and Standard gear (and Milita gear won't be free soon). Likewise Advanced and Prototype tanks shouldn't be used every single match, so try using Milita and Standard tanks most of the time, and then bring out the big boys for the big battles.
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Goliath Raven
Osmon Surveillance Caldari State
80
|
Posted - 2012.09.20 14:00:00 -
[63] - Quote
Bendtner92 wrote:Goliath Raven wrote:I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank. You really expect to be able to make money driving a Sagaris or Surya every single match? Advanced and Prototype dropsuits aren't meant to be used every single match, so infantry will need to "save up ISK" in Milita and Standard gear (and Milita gear won't be free soon). Likewise Advanced and Prototype tanks shouldn't be used every single match, so try using Milita and Standard tanks most of the time, and then bring out the big boys for the big battles.
Advanced gear is not meant to make isk. Oh that makes sense. If only the Sica could survive for 15 seconds out there against swarm launchers.
Seriously, I's there one, above par player out there who cannot make isk with an advanced dropsuit? |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.09.20 14:13:00 -
[64] - Quote
Goliath Raven wrote:Bendtner92 wrote:Goliath Raven wrote:I make about 140k usually, sometimes 200k. If I can keep my tank alive for 11-15 battles I can replace 1 tank. I can't keep my tank alive for 11-15 battles currently. So no, I can't make money in my tank. You really expect to be able to make money driving a Sagaris or Surya every single match? Advanced and Prototype dropsuits aren't meant to be used every single match, so infantry will need to "save up ISK" in Milita and Standard gear (and Milita gear won't be free soon). Likewise Advanced and Prototype tanks shouldn't be used every single match, so try using Milita and Standard tanks most of the time, and then bring out the big boys for the big battles. Advanced gear is not meant to make isk. Oh that makes sense. If only the Sica could survive for 15 seconds out there against swarm launchers. Yes, the tanks are underpowered right now. They'll get better. Oh, and the Sica and Soma aren't completely worthless in the hands of a great driver, even in their current state.
Goliath Raven wrote:Seriously, I's there one, above par player out there who cannot make isk with an advanced dropsuit Please tell me where I said good players can't afford running Advanced/Prototype all the time right now. Of course they can when they're up against crap players. Don't expect them to be able to against an entire team of good players. |
Goliath Raven
Osmon Surveillance Caldari State
80
|
Posted - 2012.09.20 14:30:00 -
[65] - Quote
Bendtner92 wrote:Goliath Raven wrote: Advanced gear is not meant to make isk. Oh that makes sense. If only the Sica could survive for 15 seconds out there against swarm launchers.
Yes, the tanks are underpowered right now. They'll get better. Oh, and the Sica and Soma aren't completely worthless in the hands of a great driver, even in their current state.
Ok, first we have to agree on a measurable standard for the value of a Sica and a Soma. The most obvious to me is isk. Now, how do we determine if a great driver is able to utilize a Sica and a Soma without it being completely worthless. I would argue that two criteria have to be met.
- The driver cannot lose isk while, and only while using the tank. wp on foot or other activities outside of tank cannot be taken into account. Pulling out a militia tank for 5 seconds at the end of a battle does'nt mean your tank made you 200k isk.
- The driver must be helpful to his team. Assisting towards the team goal of a victory. Not just hiding at spawn and ducking every time a shot comes his way as I see so many tanks doing these days.
Since the first criteria is so difficult to seperate when using booth dropsuit and vehicle, lets make things simple and say only FULL tank matches, that is a match where all wp are earned in a tank, count.
Now a good fit for a Sica or a Soma is about 500k right now and the base fit is what? 182k? Not looking at the screen right now so I cannot say for sure.
Ok, if one person can provide an example of using a Sica or a Soma to a positive isk gain, I'd be very surprised. However I welcome the numbers, they would be very interesting. Currently with no data, I do not believe the claim that a militia tank is not completely useless in the best of hands.
Bendtner92 wrote:Goliath Raven wrote:Seriously, I's there one, above par player out there who cannot make isk with an advanced dropsuit Please tell me where I said good players can't afford running Advanced/Prototype all the time right now. Of course they can when they're up against crap players. Don't expect them to be able to against an entire team of good players.
Bendtner92 wrote:Advanced and Prototype dropsuits aren't meant to be used every single match, so infantry will need to "save up ISK" in Milita and Standard gear My understanding is that the only reason you would have to save up is if you were losing money. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.09.20 14:43:00 -
[66] - Quote
Goliath Raven wrote:Ok, if one person can provide an example of using a Sica or a Soma to a positive isk gain, I'd be very surprised. However I welcome the numbers, they would be very interesting. Currently with no data, I do not believe the claim that a militia tank is not completely useless in the best of hands. Like I said, the tanks are underpowered right now, but will get better. Therefore you can't really make money using them right now, Milita or Prototype. That doesn't mean they're completely worthless.
I was doing some testing in tanks a few days back. I was running in about 400k fits (Somas). I was playing by myself, so I only got some random gunners that were crap to be honest. I didn't find the tank worthless, and I'm not even that good at driving tanks.
Goliath Raven wrote:My understanding is that the only reason you would have to save up is if you were losing money. And you don't think you would be losing ISK using nothing but Proto suits against a full team of good players? |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.20 17:46:00 -
[67] - Quote
I dont view a tank as money making perse
For me to make money on the tank it has to survive the whole round intact and for currently 10 matches lets say if i make 200k
Currently i can do very little and make 150k easy and if i kill a few ppl and vehicles then it goes up a bit more even if i lose, maybe i should care about the win but not when a 50k AV fit can pummel my 2+ mil tank
I now am very careful, do very little and **** everyone else i will not leeroy jenkins my tank in any match i make the AV users work to even get a shot on it, if i could cloak this glass ship i would |
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