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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.10.15 21:13:00 -
[1] - Quote
Well because everybody is speccing again into Assault rifles you know whats going to happend again? Tank stomping. And Shield tanks have the upper hand now. Why you may ask? Well lets take a look shall we? Shield tanks have alot of modules and now even more then ever to choose from. Be it speed mods or more resistance. And because spider tanking with remote armor repairs has beeing toned down aswell shields are the better option. But i get later to that point lets begin: -turret skills now give you a bonus on damage on either small or large turrets -marauders (sagaris/surya) have a inbuild damage modifier which can be increased with the marauder skill -Shields have a 30% natural resistance against AV grenades, Swarms and missiles means the most common AV weapons. -there are now active shield hardeners which can give the tank additioal 30% resistance against any damage for 10 secs -Remote shield boosters have a shorter cooldown compared to their armor variants -more fitting options -skills that increase CPU/PG for dropsuits also have the same effect on vehicles -modules that allow vehicles to accelerate faster
In around 2 weeks we will have again people who will make topics about Tanks beeing overpowered cause nobody was smart enough to drop some skillpoints into AV. We have it allready with dropships cause no 1 wants to spec into forgeguns. And do you know why im speccing again into tanks? Cause im not the guy on the other side off the turret who is going to die. And to be aible to fight off other tanks. Seraphim initiative allready has 3 players who are having a focus on tanks. Thats Sir Meode, Ty "sweet cheeks" borg and me. The corps who where fighting us learned their lesson and so should you. If you dont have decent tank drivers in your corp then you are doomed. Simple due to the fact that the other corps doesnt have tank drivers or decent AV. And Tanks are allmost unstoppable when backed up by infantry. A swarmer on top of a hill can easy be picked off by one of our dedicated snipers. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.10.15 21:17:00 -
[2] - Quote
flux grenades dont have a homing feature like AV grenades and they are still bugged even if you are inside of the explosion barely anything happend. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.10.15 22:03:00 -
[3] - Quote
Darth Tyrannnus wrote:smeh, keep your tanks, im still going heavy suit+HMG. i can survive runing past you and still pop you infantry support. done every build up till now, dont see any problems you cant capture stuff in a tank, i just flank you and wait for your turret operators to pop out and mow em down You want to outrun a tank in a heavy suit? Excuse me but are we playing the same game? |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.10.17 03:18:00 -
[4] - Quote
Ty 'SweetCheeks' Borg wrote:Whilst I see where your coming from Dark, I have to disagree pretty strongly with it in places.
My main issue is that one guy is still more than capable of destroying a tank worth millions, both with very little risk and minute investment in both sp and Isk. That's not perfect imbalance, that's blatant imbalance.
Any form of easy to access AV and any form of militia AV should be removed from the game imo. Players should not even have the option to fire at a tank that has so much invested, if that player hasn't even bothered to invest anything to counter them.
I wouldn't have an issue at all if it was 2 guys working in tandem, but in the game's current state one guy with a forge will annhiliate any tank in game, usually without even reloading.
Swarms track with ridiculous precision and even navigate around corners in a lot of cases.
AV grenade bug means you have tonnes of people spamming them on roads as soon as anyone calls in a LAV, let alone HAV's.
The railgun is still totally useless. Considering the forge gun is pretty much a handheld version it beats it in every way. The splash is bigger, the price is cheaper when you look at risk to deploy and it's a damn site more manuevarble and easy to use.
Compared to the "easy mode" that is large missile turrets and the fact Blasters actually work now, there's no place for the current railgun other than pure AV, which lets be realistic here, a grunt can do a million times better at the minute with the most basic of skills.
Couple this with the SP gain being beyond poor and people will need to skill for weeks to get a decent HAV.
It will take a random noobie grunt less than a few matches to be able to destroy it with ease. The system is broken. Yes AV grenade minefields are a bid problem at the moment and i havent beeing be soloed by 1 forgegunner on his own. It takes minimum 2 to defeat me which is fair. But without cover a forgegunner will die damn fast and you forget that he is handicapped against infantry. have to agree with railguns they are useless apart from beeing AV except you can shot somebody stright into the face with it which is not very common. Thats why im speccing into other turrets as soon the SP cap gets lifted again for the new game week. And swarms doesnt really bother me cause they doesnt really hurt my gunnlogi. And dont forget when you shot a heavy with a missile his aim is getting off and he might miss you so engaging the forgegun is sometimes the better option to survive then running away from it. A Tank is still a enemy that you better have some respect for cause it can turn a match upside down and i think we proved it with the corp battles pretty much. And the AV grenade minefielding people will just hurt themself with that what they doing at the moment. Doesnt seem like if the people doesnt learn from their mistakes with the repair points abusing. |
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