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Lurchasaurus
SVER True Blood Unclaimed.
808
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Posted - 2012.10.30 01:02:00 -
[1] - Quote
you guys are running out of things to nerf on tanks... |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:31:00 -
[2] - Quote
couple points...first of all, i think tank HP is in a good spot. if you want to alter it, play around with skills, mods and teammates. a fully manned tank has 3 people, basically a squad rolling around with high grade teamwork. no wonder they work well. i never see squads of av guys actually work together and when they do, tanks get popped, as it should be.
tanks arent some low profile, supportive little taxi ride like in battlefield, they are full on roles that we spec out for like heavy machine guns and sniper rifles. sometimes, there are simply good tank drivers
dont look at a tank's ability to destroy a militia installation and freak out. the tank has to have a special fitting to be able to do that with expensive mods. any forge gunner can also slap on a few mods and chew through installations.
i was asking for the reduction to the splash radius of raolgun shots since E3, and im glad they fixed that, but the splash damage nerf has made railguns obsolete. putting more splash is good, and people will know, if they get shot across the map, tanks arent op, they just got sniped by a good player. snipers can score headshots, but a tank, using a mounted railgun cant hit a body without having every non tank user screaming for the deletion of all things that kills them?
people also need to realize that swarms are the generic AV option. if you are specializing in av, use forges and mines and av nades. those pack punches and with a forge you can put the pilot so off balance that the ship dies upon a crash landing anyway.
i prefer armor tanks but shield tanks have the advantage now. you cannot judge a game as a whole yet until we have most of the pieces yet and there is a lot of stuff still missing for and against tanks. CCP knows this and they are acting accordingly, but everyone and their mother sees it necessary to try and kill tanks on the forums instead of ingame.
one last thing. everyone was so happy to see tanks be so ****** after the patch and there was a lot of gloating on the forums, but once a few of the serious tank drivers learn how to play again, people start whining. not much love for tanks unfortunately. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:35:00 -
[3] - Quote
Tony Calif wrote:I'm actually advocating giving tanks more base HP. And that splash damage from the large railgun is too low (maybe it would be better if people have them skilled up, but that's a lot of SP needed to make them effective vs weak infantry).
Just look at Dropships lurch. They can be forge gunned down pretty fast. 1 shotting installaions is not cool from my perspective. Or what you can do to a 800k pure tank no gank armour tank. What happens when Surya's get 2 shot from Sagaris? That's not balanced IMHO.
i think there should be an anti-dropship variant of swarms with higher missile velocity, but less damage since they would be lighter, faster missiles and not best for tanks. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:55:00 -
[4] - Quote
ahem...
im not forgetting anything. with the modules that are available right now, it is very easy to fit a tank with respectable shields and resists while leaving the low slots open on a shield tank. that leaves plenty of room for a driver to mod out his large turret. stop it with the tunnel vision here lol. its the most popular build right now with modded launchers, so of course its going to seem powerful. i will say however, each weapon is still good in its typical role and i will use different turrets based on the situation.
if the enemy team is not going to post any opposition however, i wont bother getting away from my missiles in a match. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 02:24:00 -
[5] - Quote
we'll see.... |
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