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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.29 14:06:00 -
[1] - Quote
Logi Bro wrote:So as of now, I am writing this post while my game is running, I'm hiding in my team's red-zone base while three enemy tanks are roaming the game, insta-killing anything and everything with a single shot from their missile turrets. HAVs had their nerfs a long time ago, I know, but I am not asking for a nerf to HAVs, I'm asking that they are completely reworked. HAVs need to be completely changed from what they are now to a specific thing. What do I mean by a specific thing? Look at it this way: A logi is a support unit, it sacrifices armor, shields, and a secondary weapon slot to become a support unit, assault suits are exactly what their name says they are, they assault by sacrificing the ability to have a unique function by rounding out all stats to medium. HAVs, however, are everything that a vehicle can be at once. Anti-infantry, Anti-tank, Anti-LAV, Anti-dropship, has greater speed than the fastest dropsuit, has three weapons that can be fired simultaneously, more, more, etc. etc. The HAV is a jack-of-all-trades. What is my point? Simple. The HAV is overpowered. Yeah, I said it, but if you deny it's true, you are completely blind.
I blame the HAV's overpowered-ness partly on the complete unbalance of turret classes. There are blasters for infantry, railguns for anti-vehicle, and missile turrets for doing both twice as well as the other two. The first thing needed to rework the HAV is to fix this. Missile turrets need to decide what they are meant to do- anti-infantry or anti-vehicle- if they were meant to do both, they need to have a much lower effectiveness than the two specified turrets. Basically, it needs to do half as much damage to infantry as a blaster, and half as much damage to vehicles as a railgun, plus, it needs a smaller blast radius. Need I say more on this?
Another overpowered aspect of the HAV is its ability to repair itself so effectively. Obviously I am not going to say they should not be able to repair themselves at all, but having a shield booster that can regenerate shields faster than a large blaster turret can do damage is going over the line. Shield boosters and armor repair units need to repair their shields/armor to the same amount as they do now, but over a much longer period. Basically all this does is make them repair slower.
Another problem with the HAV is lack of AV choices. There are swarms for armor and forge guns for shields. There is zero middle-ground, tanks get missile turrets as a middle ground between blasters and railguns, so why can't AV units get a weapon that is a middle-ground between swarms and forges? Enough said.
There needs to be a two HAV maximum per team cap in both skirmish and ambush, once again, enough said.
I cant even say that this is enough to fix tanks, that's just how f*cked up they currently are, but it's a starting point.
TL;DR- HAVs are overpowered, to fix this we need: -Fixed turret class issues -Less effective repair rates -More AV power -Less tanks per game
Your not a HAV user are you?
They are not anti-dropship do you know how hard it is to hit a dropship with missiles or even the slow ass railgun? anti infantry so now they cant defend themselves from AV users you want the tank just to be able to fight other tanks? anti-LAV you do know most are milita and not even tanked so they are easy killable
HAV overpowered? so then why can a 20k AV fit destroy a 750k+ HAV?
Turret classes - Missiles are the middle ground between railgun and blaster, railgun is for pure dps against installations and other tanks, blaster mainly against MI but overall all 3 turrets can be used to kill anything and everything tbh, its all about how smart you are with the tank. Also last build the railgun had a large if not equal spalsh damage radius as the missile turrets, missiles should have spalsh damage its a missile not a bullet
So nerf the repair rate now? 20k less AV fit using the breach forge gun 2000DPS PER shot while the shield booster atm quick match can rep back 1500 hp in the 5 pulses, so its not hard to kill a tank but you want to make it easier to kill the tank by making sure it reps even slower than now
Lack of AV choices? av grenades/av mines/SL/forge guns, SL and forge guns let you hit the tank from the otherside of the map behind a hill which you will rarely see the AV ppl, forge gun massive DPS from a sniping distance, SL lock on and forget and will the current paper tanks all AV do hit hard
How abou you invest 3mil SP into tanks 1st then drive them for well over 100matches then come back to me |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.29 14:32:00 -
[2] - Quote
MyLAV FEEDSon yourTEARS wrote:EnglishSnake wrote:Logi Bro wrote:So as of now, I am writing this post while my game is running, I'm hiding in my team's red-zone base while three enemy tanks are roaming the game, insta-killing anything and everything with a single shot from their missile turrets. HAVs had their nerfs a long time ago, I know, but I am not asking for a nerf to HAVs, I'm asking that they are completely reworked. HAVs need to be completely changed from what they are now to a specific thing. What do I mean by a specific thing? Look at it this way: A logi is a support unit, it sacrifices armor, shields, and a secondary weapon slot to become a support unit, assault suits are exactly what their name says they are, they assault by sacrificing the ability to have a unique function by rounding out all stats to medium. HAVs, however, are everything that a vehicle can be at once. Anti-infantry, Anti-tank, Anti-LAV, Anti-dropship, has greater speed than the fastest dropsuit, has three weapons that can be fired simultaneously, more, more, etc. etc. The HAV is a jack-of-all-trades. What is my point? Simple. The HAV is overpowered. Yeah, I said it, but if you deny it's true, you are completely blind.
I blame the HAV's overpowered-ness partly on the complete unbalance of turret classes. There are blasters for infantry, railguns for anti-vehicle, and missile turrets for doing both twice as well as the other two. The first thing needed to rework the HAV is to fix this. Missile turrets need to decide what they are meant to do- anti-infantry or anti-vehicle- if they were meant to do both, they need to have a much lower effectiveness than the two specified turrets. Basically, it needs to do half as much damage to infantry as a blaster, and half as much damage to vehicles as a railgun, plus, it needs a smaller blast radius. Need I say more on this?
Another overpowered aspect of the HAV is its ability to repair itself so effectively. Obviously I am not going to say they should not be able to repair themselves at all, but having a shield booster that can regenerate shields faster than a large blaster turret can do damage is going over the line. Shield boosters and armor repair units need to repair their shields/armor to the same amount as they do now, but over a much longer period. Basically all this does is make them repair slower.
Another problem with the HAV is lack of AV choices. There are swarms for armor and forge guns for shields. There is zero middle-ground, tanks get missile turrets as a middle ground between blasters and railguns, so why can't AV units get a weapon that is a middle-ground between swarms and forges? Enough said.
There needs to be a two HAV maximum per team cap in both skirmish and ambush, once again, enough said.
I cant even say that this is enough to fix tanks, that's just how f*cked up they currently are, but it's a starting point.
TL;DR- HAVs are overpowered, to fix this we need: -Fixed turret class issues -Less effective repair rates -More AV power -Less tanks per game Your not a HAV user are you? They are not anti-dropship do you know how hard it is to hit a dropship with missiles or even the slow ass railgun? anti infantry so now they cant defend themselves from AV users you want the tank just to be able to fight other tanks? anti-LAV you do know most are milita and not even tanked so they are easy killable HAV overpowered? so then why can a 20k AV fit destroy a 750k+ HAV? Turret classes - Missiles are the middle ground between railgun and blaster, railgun is for pure dps against installations and other tanks, blaster mainly against MI but overall all 3 turrets can be used to kill anything and everything tbh, its all about how smart you are with the tank. Also last build the railgun had a large if not equal spalsh damage radius as the missile turrets, missiles should have spalsh damage its a missile not a bullet So nerf the repair rate now? 20k less AV fit using the breach forge gun 2000DPS PER shot while the shield booster atm quick match can rep back 1500 hp in the 5 pulses, so its not hard to kill a tank but you want to make it easier to kill the tank by making sure it reps even slower than now Lack of AV choices? av grenades/av mines/SL/forge guns, SL and forge guns let you hit the tank from the otherside of the map behind a hill which you will rarely see the AV ppl, forge gun massive DPS from a sniping distance, SL lock on and forget and will the current paper tanks all AV do hit hard How abou you invest 3mil SP into tanks 1st then drive them for well over 100matches then come back to me Fristly, the tank does need a nerf. The idea that one tank can dominate a 16v16 player game concerns me greatly.
1 tank cannot dominate an entire match, all you need is a forge gun
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.29 14:51:00 -
[3] - Quote
Akua Shuzen wrote:EnglishSnake wrote:MyLAV FEEDSon yourTEARS wrote:EnglishSnake wrote:Logi Bro wrote:So as of now, I am writing this post while my game is running, I'm hiding in my team's red-zone base while three enemy tanks are roaming the game, insta-killing anything and everything with a single shot from their missile turrets. HAVs had their nerfs a long time ago, I know, but I am not asking for a nerf to HAVs, I'm asking that they are completely reworked. HAVs need to be completely changed from what they are now to a specific thing. What do I mean by a specific thing? Look at it this way: A logi is a support unit, it sacrifices armor, shields, and a secondary weapon slot to become a support unit, assault suits are exactly what their name says they are, they assault by sacrificing the ability to have a unique function by rounding out all stats to medium. HAVs, however, are everything that a vehicle can be at once. Anti-infantry, Anti-tank, Anti-LAV, Anti-dropship, has greater speed than the fastest dropsuit, has three weapons that can be fired simultaneously, more, more, etc. etc. The HAV is a jack-of-all-trades. What is my point? Simple. The HAV is overpowered. Yeah, I said it, but if you deny it's true, you are completely blind.
I blame the HAV's overpowered-ness partly on the complete unbalance of turret classes. There are blasters for infantry, railguns for anti-vehicle, and missile turrets for doing both twice as well as the other two. The first thing needed to rework the HAV is to fix this. Missile turrets need to decide what they are meant to do- anti-infantry or anti-vehicle- if they were meant to do both, they need to have a much lower effectiveness than the two specified turrets. Basically, it needs to do half as much damage to infantry as a blaster, and half as much damage to vehicles as a railgun, plus, it needs a smaller blast radius. Need I say more on this?
Another overpowered aspect of the HAV is its ability to repair itself so effectively. Obviously I am not going to say they should not be able to repair themselves at all, but having a shield booster that can regenerate shields faster than a large blaster turret can do damage is going over the line. Shield boosters and armor repair units need to repair their shields/armor to the same amount as they do now, but over a much longer period. Basically all this does is make them repair slower.
Another problem with the HAV is lack of AV choices. There are swarms for armor and forge guns for shields. There is zero middle-ground, tanks get missile turrets as a middle ground between blasters and railguns, so why can't AV units get a weapon that is a middle-ground between swarms and forges? Enough said.
There needs to be a two HAV maximum per team cap in both skirmish and ambush, once again, enough said.
I cant even say that this is enough to fix tanks, that's just how f*cked up they currently are, but it's a starting point.
TL;DR- HAVs are overpowered, to fix this we need: -Fixed turret class issues -Less effective repair rates -More AV power -Less tanks per game Your not a HAV user are you? They are not anti-dropship do you know how hard it is to hit a dropship with missiles or even the slow ass railgun? anti infantry so now they cant defend themselves from AV users you want the tank just to be able to fight other tanks? anti-LAV you do know most are milita and not even tanked so they are easy killable HAV overpowered? so then why can a 20k AV fit destroy a 750k+ HAV? Turret classes - Missiles are the middle ground between railgun and blaster, railgun is for pure dps against installations and other tanks, blaster mainly against MI but overall all 3 turrets can be used to kill anything and everything tbh, its all about how smart you are with the tank. Also last build the railgun had a large if not equal spalsh damage radius as the missile turrets, missiles should have spalsh damage its a missile not a bullet So nerf the repair rate now? 20k less AV fit using the breach forge gun 2000DPS PER shot while the shield booster atm quick match can rep back 1500 hp in the 5 pulses, so its not hard to kill a tank but you want to make it easier to kill the tank by making sure it reps even slower than now Lack of AV choices? av grenades/av mines/SL/forge guns, SL and forge guns let you hit the tank from the otherside of the map behind a hill which you will rarely see the AV ppl, forge gun massive DPS from a sniping distance, SL lock on and forget and will the current paper tanks all AV do hit hard How abou you invest 3mil SP into tanks 1st then drive them for well over 100matches then come back to me Fristly, the tank does need a nerf. The idea that one tank can dominate a 16v16 player game concerns me greatly. 1 tank cannot dominate an entire match, all you need is a forge gun One tank can't dominate a 16v16 match? Bullshit. 1 Gunnlogi with main missile turret and 2 smaller turrets demolish everything and anything. I was in a game last night where we got oushed back and spawn trapped by 2 HAVs at both spawns. People were using swarms and a couple forges but they backed up, repped, then started firing again all within 20 seconds. HAVs are too OP when it comes to missile launchers, large or small. You're probably one of the HAV users that DOES smash a match with a Gunnlogi missile launcher, you're just not admitting it. All missile launchers = nerf Tanks = agree with OP.
All you need is 1 guy with a forge to put some hurt on the tank, not too mention will always be a few with SL
Also depends if you play against randoms, most randoms are idiots hence why i can roll around the map and put you back into the spawn but even as a HAV user i dont always roll around the map and tend to stick around certain areas just because i know at anytime it can get popped easy by forges |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 10:56:00 -
[4] - Quote
Conraire wrote:For the Bone heads that go oh tanks should be super armored and able tank anything short of another tank or whole unit of swarms/forgers. An RPG 27 (RPG7s big brother) Costs around $500. The m1 Abrams tank costs $6.21m US. That $500 RPG can tank out that $6.2m tank in 1 to 2 hits, they're made to penetrate armor 750mm thick. Thats just some food for thought.
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Challenger 2 tank took 70 odd RPGs and the soliders inside were safe as houses
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