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Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.10.23 14:35:00 -
[1] - Quote
the tanks have had thier killing ability serverly droped and have lost thier status as a major threat, i think a general buff to HP along with increasing turret speeds would once agian make them powerful weapons of war that teams call in. but to keep them from becoming OP they should be limited by the team that uses them ability to coordinate, make thier guns requrie ammo and make a equipment piece for resupplying vehicle ammo. next seperate the main gun from the driver and force it to be a two man operation.
these change would once again make tanks powerful vehicles capable of chargin the line and engaging enemy blobs, but would require that a tank be funded, supplied, and crewed by a team. this would cause tanks to once agian be powerful and able to devaste teams but it would force people to rely on teams to have tanks and use them. which is how it should be
and dont when more AV stuff is added tanks wont be so OP even if the buffs happen however if the futrue AV equipment is added now tanks would be worthless and wouldnt be sued by any team.
so simple fix make them powerful, but make them require a team effort
[note] armor and shield tanking needs to be looked at and rebalanced
[note] strucutre should be added to vehicles |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.23 15:31:00 -
[2] - Quote
If your talking about have a 4man tank then it really need to be a strong tank and not a 4man paper tank
That means armor and shield increase so it can survive and onslaught from AV guys for a bit, milita gear should scratch the paint work and thats it, you would have to have AV guys invest some serious SP into AV to cause damage |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.10.24 20:11:00 -
[3] - Quote
EnglishSnake wrote:If your talking about have a 4man tank then it really need to be a strong tank and not a 4man paper tank
That means armor and shield increase so it can survive and onslaught from AV guys for a bit, milita gear should scratch the paint work and thats it, you would have to have AV guys invest some serious SP into AV to cause damage
this...
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Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.10.24 20:42:00 -
[4] - Quote
Railguns need to move faster, and need a slight splash increase, but not to previous levels. Tanks need to actually tank damage. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.24 20:49:00 -
[5] - Quote
This actually sounds decent... but I doubt too many tank users will look on it favorably due to the best part (seperate gun/pilot). Most tankers I know were furious last time someone brought this up because they want to use the gun, but don't want to hand over control to someone else.
Let me be clear. Tanks are the ONLY vehicle that can be piloted and fire at the same time with a single mercenary. Anyone who wants to whine about how Avenger's idea would be killing tanks can shut right up if that's the angle they're going for. Avenger doesn't have it in for tanks, only Forge Guns :P
That said, if we have a SHAV (Super Heavy Armored Vehicle), we'd need it to also be slower than a current HAV. Maybe add a 'Breach' like variant to Swarms, and make the Breach Swarm Launcher and Breach Forge Gun the most effective ways to deal with these greater tanks, balanced out by slower locking speed and immonbility while charging, respectively, for the additional power. Remember, every power needs to have a counter thought up for it. That's why we have Dreadnaughts.
In fact, maybe we can make these the 'Marauder' class vehicles, and just make the Surya and Sagaris Prototype-tier HAVs, or possibly give them Siege capability and have them grow powerful enough to deal damage directly to the MCC if you can get it close enough, making them Dreadnaught-class ground vehicles.
EDIT: also, in response to the notes, KITTEN YES. Armor tanking is a joke that has LONG since ceased having an amusement value. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.24 21:00:00 -
[6] - Quote
Avenger 245 wrote:the tanks have had thier killing ability serverly droped and have lost thier status as a major threat, i think a general buff to HP along with increasing turret speeds would once agian make them powerful weapons of war that teams call in. but to keep them from becoming OP they should be limited by the team that uses them ability to coordinate, make thier guns requrie ammo and make a equipment piece for resupplying vehicle ammo. next seperate the main gun from the driver and force it to be a two man operation.
these change would once again make tanks powerful vehicles capable of chargin the line and engaging enemy blobs, but would require that a tank be funded, supplied, and crewed by a team. this would cause tanks to once agian be powerful and able to devaste teams but it would force people to rely on teams to have tanks and use them. which is how it should be
and dont when more AV stuff is added tanks wont be so OP even if the buffs happen however if the futrue AV equipment is added now tanks would be worthless and wouldnt be sued by any team.
so simple fix make them powerful, but make them require a team effort
[note] armor and shield tanking needs to be looked at and rebalanced
[note] strucutre should be added to vehicles I would say that you could give the driver the front small turret as compensation, and keep it a 3-man vehicle. If CCP does finally go through with vehicle capacitors, I can only imagine how frustrating driving, gunning, operating the modules, and balancing the capacitor would be for a single player. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.10.24 21:56:00 -
[7] - Quote
I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion. |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.10.25 01:59:00 -
[8] - Quote
Oh wow people do listen to him occasinally, dang guess I owe him a 5.
More importantly I agree tanks dont seem more like XL dropsuits now, I think making them require team effort to use would great it would make the for the well organized AND well funded to use, and if tanks had those limitation then a buff would be required they are two squishy as is. Not to mention in a 4 man squad the odd man out wont be wandering around while his buddies have a joy ride. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.25 03:41:00 -
[9] - Quote
Nova Knife wrote:I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion. This. In fact this build gives you the ability for +100% more damage. Which is crazy. Because E3 marauders one hit killed anything. They only had 50% Silly CCP. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.10.25 03:44:00 -
[10] - Quote
Tony Calif wrote:Nova Knife wrote:I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion. This. In fact this build gives you the ability for +100% more damage. Which is crazy. Because E3 marauders one hit killed anything. They only had 50% Silly CCP.
You can dress it up as being a 'buff', but the point still stands that it makes firing a tank as much of a team operation as using any other vehicle offensively. Two people working together is stronger than one? You don't say? I wouldn't call it a buff, but it IS blatantly more powerful if the two are working together. |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.25 03:52:00 -
[11] - Quote
Nova Knife wrote:I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion.
That would make tanks just like dropships, and we all know what just happened to them.
Apparently all vehicles are OP. With dropships out of the way look for LAV's to be the next target. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.25 13:34:00 -
[12] - Quote
Nova Knife wrote:I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion.
Not really a driver+main gun knows where's he's going and.can turn the tank to help the turret, by forcing it ti be a team effort the driver and gunner must communicate. Hower by putting limitation on tank there's going to multiple the tanks weakness they are hard to control especially once you having to communicate, and the other issue tanks are to soft if there is any AV around then the tank withers. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.25 16:10:00 -
[13] - Quote
Avenger 245 wrote:Nova Knife wrote:I don't think you realize how massive a buff separating the driver from the gunner is. Currently, the Driver generally needs to keep the gun in the direction he's traveling so he can see where he's going. Especially the case when taking fire and the driver needs to move to avoid dying, this massively limits his killing power as he can't shoot at the dude behind him while he's driving forward, without driving blind.
But if the gunner is separate? A tank could easily have his gunner snipe the dude while he's driving away merrily. All that would do is allow tanks to 'circle strafe the map' even more than they do now.
Vehicle HP in general is too low, they are far too easy to kill now. But the turrets are still stupidly strong. They've always been OP. Making them stronger is kind of a funny suggestion. Not really a driver+main gun knows where's he's going and.can turn the tank to help the turret, by forcing it ti be a team effort the driver and gunner must communicate. Hower by putting limitation on tank there's going to multiple the tanks weakness they are hard to control especially once you having to communicate, and the other issue tanks are to soft if there is any AV around then the tank withers. YES, thank you! I'm stilled just vexed as to why so many people don't understand this. As much as the separation seems like a limitation, its actually a boost to the vehicle's effectiveness in equal measure. A change like this has the potential to finally make both sides happy as far as tank vs infantry. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.25 17:17:00 -
[14] - Quote
If you seperate the gunner and the driver it means its a 4man tank which is a full squad atm which is quite good because no one is left behind
I would then go from driver/gunner to just a driver who looks after the tank while the 3 gunners shoot at anything red and plus the driver can just drive and not worry about having to move the turret because the turret somehow forces the tank to move in odd directions or not reverse in a straight line, also they can look after the tank better by activating boosters because they are not firing and moving while trying to activate stuff
As for turrets, missiles is strong because the main turret fires 4 and small are strong in general, railgun is precise and strong but anti mi its not, blasters fast low DPS. Put it this way if the turrets are not strong against infantry then what is the point? they should be your in a metal/cloth meatbag tbh only the heavy should be able to survive a few shots tbh because they are ment to be built like a brick shithouse tbh
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