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Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.09.16 14:55:00 -
[1] - Quote
As it is hard to post anywhere else about tanks without incessant asshats trolling and gloating (see any tank thread where tankers have tried to discuss tanks), I will post my feedback here:
TLDR: Return railgun turn rate, boost splash to 3.0 from 2.5 (5.0 previously). Boost resistance mods or increase their stacking penalty on HAV's. Remove 20% dmg from swarms, remove infinite flight time, and rework their tracking Decrease forgegun range some, make them ambush weapons, not solopwnsuits
Railgun splash damage - needs a slight increase, shooting at people standing in the same spot for 20 secs, can't hit them unless the reticle is right on them. If a railgun round lands at your feet it should kill you, but currently it doesn't. Splash is currently 2.5m.
Railgun turn rate - absolutely horrible and UNFUN. The previous turn rate was slow, but manageable, the current one feel like trying to steer a canoe through molasass. Infact, its preferable just to turn the tank instead of the turret. It has effectively removed one of my favorite activites, popping LAV's while they are on the move perpendicular to me.
Resist modules - the 25% to 15% nerf was a bit much. 20% would be ok, or go back to 25% and just increase the diminishing returns for tanks. Currently there is a huge negative effect on dropships and LAV's using these modules as well.
Shieldbooster/Armor repper - I havent used these since the nerf so I can't comment on their use. However, before the nerf they seemed to work ok, still lost tanks when using them, so the nerf may have been unnecessary.
Swarms - the 20% boost in damage is unnecessary. I ran solo the first day of the nerf and killed 2 gunnlogis and a madrugar in a single match, without anyone else on the team with so much as shooting an assault rifle at the tanks. Its also incredibly easy (read: boring) now to run up to the tank and spam swarms into it without locking on. It should require lock before firing. Also, swarms tend to want to hug terrain for some reason, and often hit the terrain. When I aim them up, they fly low to the ground, they should travel some distance where I aim them and then track the target. They also seem to be able to stop in midair and do a 180 degree turn and take out dropship pilots that evade them, in addition to their never running out of fuel.
Forgeguns - Range is currently too much. Previous range was too short. Find a good inbetween. Currently people are sniping infantry with forgeguns. These really should be high damage close range ambush weapons.
AV toys - we need more AV toys, the tanks ability to run and repair would be 100% ok if webbing equipment was in the game. A nerf to tank speed + webbing would be too much.
Missile turrets - any plans to make a dumbfire rocket version that is the current version, and a lockon only version for antiair?
Tanks should not be overpowered, no tanker wants that. BUT, they should be powerful in the right hands, and only be brought down through good teamwork. Before this tank nerf me and 2 other guys were bringing down Sagarises by waiting and luring them into ambushes. A challenge to take down, but not impossible. REWARDING. Its too easy to solo a tank into oblivion now. The increased abilities also have a huge adverse affect on other vehicles, to the point you dont see anything on the field except for the Baloch - Impact.
Now, alot of people have been saying that tanks need infantry support, and I agree. I've only used my tank to support infantry, providing physical cover with the tank itself so others could cap objectives and shelling an area to clear it so my team can move in. BUT, even with infantry support, if a forgegun or swarmer is out of their range, the tank has to take it out, but the ability to do this has been severely nerfed. All one has to do to take out a tank now is just spawn the AV class of choice and pull the trigger. (I use swarms and forgeguns, and it is way too easy). AV playstyle should require AV's to draw a tank into an ambush, or overwhelm it with numbers, which is there the webbing modules would play a valuable role.
I fear that the majority of the feedback that CCP has listened to about tanks has come from mostly new players who don't understand how to fit AV and use the terrible Shock-Heavy default and get owned. The AV starter class should be on an assault or logi suit. Heavy should come with a militia HMG. Many of my railgun kills were against stationary players as well, or people spawning at an objective when the tank is there, and this is what you would call operator error, so tanks shouldnt be punished for that. The same people get owned by protoassault suits when they stand still and spawn on an objective when reds are there.
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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.16 14:58:00 -
[2] - Quote
reserved for other thoughts. comments |
Bendtner92
Imperfects Negative-Feedback
369
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Posted - 2012.09.16 15:29:00 -
[3] - Quote
Well, I disagree on the Railguns. Their primary role shouldn't be anti-infantry, so unless you hit them dead on you shouldn't be able to kill them. |
Jexct Doc
Circle of Huskarl Minmatar Republic
14
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Posted - 2012.09.16 15:32:00 -
[4] - Quote
Is it balanced for a player, while skilling up into tanks, to get to drive around in a lower tier tank every game that takes a team or squad to take down?
Good tanks with good tank drivers still do take a few people to take out. Getting there, as it is now, requires a player to either go negative every game in ISK or spend a few points in soldier skills to help get them there. Is this how it should be?
Is it fair to the other players on the field that your preferred playstyle, even at lower tiers, makes you so powerful that other players want to quit the game? Because that is what was happening before. |
Vesta Ren
ZionTCD Legacy Rising
33
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Posted - 2012.09.16 15:33:00 -
[5] - Quote
Agreed, the nerf was a little bit to hard with this patch. 2 or 3 of the changes would have been enough, now its just rediculous. |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.09.16 16:49:00 -
[6] - Quote
Jexct Doc wrote:Is it balanced for a player, while skilling up into tanks, to get to drive around in a lower tier tank every game that takes a team or squad to take down?
Good tanks with good tank drivers still do take a few people to take out. Getting there, as it is now, requires a player to either go negative every game in ISK or spend a few points in soldier skills to help get them there. Is this how it should be?
Is it fair to the other players on the field that your preferred playstyle, even at lower tiers, makes you so powerful that other players want to quit the game? Because that is what was happening before.
Even before the milita lvl tanks were easy to take down solo. Gunnlogis and madrugers required a couple people to take down and they are a serious isk and sp investment. Each one fully fitted can cost between .8-1.2 mil ISK, compared to what, a 50k isk setup for each dropsuit? I think you are also overlooking the fact that by the time people have these tanks in the final build they wont be playing in the low stakes matches new players will get thrown into.
Also, before you even skill into tank, you have to skill into assault or something else to get the SP to get into tanks. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.16 16:53:00 -
[7] - Quote
Bendtner92 wrote:Well, I disagree on the Railguns. Their primary role shouldn't be anti-infantry, so unless you hit them dead on you shouldn't be able to kill them.
Try it yourself. SHooting at someone's feet no longer works, even if they are standing still, unless you hit 3-4 times, even against assault and logis. The way it was previously still required skill, the splash was just too big. The way it is currently its not even good for fighting against tanks because it turns so slow other tanks can get away. The blaster turret on the other hand is perfect. |
Encharrion
L.O.T.I.S. Legacy Rising
104
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Posted - 2012.09.16 19:36:00 -
[8] - Quote
The railgun splash nerf was good, and needed, the railgun should be a long range anti-vehicle/anti-installation weapon, not something to destroy infantry with. The missile turret should have its direct damage decreased to nerf its anti-tank ability, giving a good role to railguns. Nerfing the railgun turn speed was overdoing it I think. |
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