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TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.16 14:10:00 -
[31] - Quote
The dark cloud wrote: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.
I killed a tank with two flux grenades and one blast of my Forge Gun. Flux grenades ONLY takes out shield, which it intended to do. Try using it on a big crowd and they'll panic once their stack-up shield won't replenish in a certain time. |
D3LTA NORMANDY
Doomheim
101
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Posted - 2012.10.16 17:22:00 -
[32] - Quote
I really like that you bring out more tanks. More tanks = more meat for me |
Shijima Kuraimaru
WarRavens
164
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Posted - 2012.10.17 01:33:00 -
[33] - Quote
Swarms, counter to what someone stated earlier, do not have unlimited range. If they did, then I wouldn't have to launch a fresh cluster at a circling drop ship. My first cluster would last forever chasing the dropship until the dropship crashed, maneuvered them into hitting terrain, they hit the drop ship, or the match ended.
I have personal experience firing at a tank across the map and the swarms not getting there. That'll be how it is until I start leveling Heavy Weapon Sharpshooter, but that'll just increase the range, not make it unlimited.
As for forge guns, they take a considerable investment in SP and ISK. By their nature, they should be devastating. I'm not saying they should be OHK, but they should always be something a tank worries about just like AV heavies worry about snipers, grenades, CQcbt, gunnery installations, and the tanks shooting back. We're vulnerable to everything, we can just take the beating a bit better.
Since tanks can OHK a heavy with a direct hit, maybe tankers should stop complaining about forge gunners. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.10.17 03:18:00 -
[34] - 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. |
Sentient Archon
Red Star.
690
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Posted - 2012.10.17 11:53:00 -
[35] - Quote
The dark cloud wrote: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. Ty is right! I destroyed one of your tanks solo within the first minute of the game lulz! But we got screwed the rest of the game. Twas fun though! About it being imbalanced, I say nay! It prevents soloers from running around thinking they are rambos! You dont see bad furry on the top of the kills now that his sting has been taken away.
In the words of Sir Meode;- Adapt or Die! |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
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Posted - 2012.10.18 22:16:00 -
[36] - Quote
I think its just hard for most players to take the HAV perspective until they played it. There are some players who are genuinely amazing in tanks, you see them at the top of the leaderboards. These guys die maybe one if every 20 matches. That being said it costs them about 15 of those 20 matches to afford the tanks their running now, and when they hit an unlucky streak they go into the hole double digit millions. So its a slightly different balance for them too.
Real problem is these are the bad examples, because the good to slightly above average player that hops into a tank goes maybe 3 games before he dies, and that means that the only tank he can afford to consistently field is a Militia tank. Once he upgrades maybe 1 in 5-10 if he's really good, which translates to the cost of a standard to basic marauder.
Problem is people play 2 games in a row with a tank raping people, and don't see it destroyed, hop on the forums and start whining, assuming that the tanks just never die. Not realizing that the tank driver that just wiped two games probably hasn't even broken even yet from his last loss if he's like normal tank drivers.
Its stupid because players aren't ONLY suggesting nerfs, they're also suggesting tanks be more expensive. To be frank, you need to pick one, because right now for an HAV pilot most are only barely breaking even, what this means of course, is if your going to nerf, you can't INCREASE cost, but to keep the balance you need to DECREASE the cost of HAV's.
I don't care frankly so long as the reward to loss ratio remains roughly equal for the standard to slightly above average player. If that decreases then we have a problem. And at this point we have a way to measure such players in the win/loss ratio of the game since K/D ratio was unbalanced. So I think its fair to say if you look at most tank pilots, that they aren't all just noobs who can't play a shooter. Just saying. |
The Polish Hammer
Doomheim
373
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Posted - 2012.10.18 22:45:00 -
[37] - Quote
Zero Harpuia wrote:Avenger 245 wrote:Why would a forge is a forge being used to take out dropships? I hate those guns they can kill infantry, tanks and dropships with ease all it takes is minimal aiming and a match or two of practice. It's this kind of bitching that makes the 'HAV OP' threads start up. Fellow Forge users, unite against the sniping oppressors! Unite against those who think they should be safe because they are 300 meters away from you! To my fellow forge users, let your hunts go well. To cloud and his kind, may you prove good quarry. And to this guy who won't shut the kitten up about Forge Gun's, the f*ck do you want us to fire at tanks then, the ever so advanced 'rock'?
Ahhh....it's refreshing to see this. I love my forge gun and it loves me
And I can see how difficult it is making a post point out some of the few advantages that forge gunners have in this game, and then saying how "OP" they are. We're right were we need to be, no more no less. |
Cpl Quartz
127
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Posted - 2012.10.18 22:52:00 -
[38] - Quote
upi all suck you need to get out an play some games.
xyz ones.
dust isnt good. tribes ascend wasnt good.
at least i gave my honest opinion |
xMarauder
Doomheim
139
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Posted - 2012.10.26 11:45:00 -
[39] - Quote
I will see more tanks you say?
'Bout time.... I'm gettin tired of destroying drop ships...
Good hunting fellow forge users =ƒÿü |
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