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Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.11.14 02:26:00 -
[151] - Quote
Reimus Klinsman wrote:Vehicles shouldn't be able to fill all roles on the battlefield. They need to lack something so if you deploy a vehicle, you are sacraficing some option you may need later.
If you deploy a forgegun, you forfiet anti infantry abilities. If you deploy a shottie scout, you forfiet the ability to defend an area. If you deploy an HMG, you forfiet the ability to be.. well you get the point.
Sound logic here.I know that many (especially tankers) won't agree with it,but it's true.
I'm not sure what a tank should be lacking,but you're right that it does need something.
Just for schitzengiggles,How about,as mentioned before,limit the ammo,or reduce the vertical firing angle just a touch.
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 02:29:00 -
[152] - Quote
Th3rdSun wrote:Reimus Klinsman wrote:Vehicles shouldn't be able to fill all roles on the battlefield. They need to lack something so if you deploy a vehicle, you are sacraficing some option you may need later.
If you deploy a forgegun, you forfiet anti infantry abilities. If you deploy a shottie scout, you forfiet the ability to defend an area. If you deploy an HMG, you forfiet the ability to be.. well you get the point. Sound logic here.I know that many (especially tankers) won't agree with it,but it's true. I'm not sure what a tank should be lacking,but you're right that it does need something. Just for schitzengiggles,How about,as mentioned before,limit the ammo,or reduce the vertical firing angle just a touch. How about they make it so tanks and other vehicles can't capture objectives?
That would provide an important role for infantry, right?
...
Oh yeah. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.11.14 02:33:00 -
[153] - Quote
Garrett Blacknova wrote:Th3rdSun wrote:Reimus Klinsman wrote:Vehicles shouldn't be able to fill all roles on the battlefield. They need to lack something so if you deploy a vehicle, you are sacraficing some option you may need later.
If you deploy a forgegun, you forfiet anti infantry abilities. If you deploy a shottie scout, you forfiet the ability to defend an area. If you deploy an HMG, you forfiet the ability to be.. well you get the point. Sound logic here.I know that many (especially tankers) won't agree with it,but it's true. I'm not sure what a tank should be lacking,but you're right that it does need something. Just for schitzengiggles,How about,as mentioned before,limit the ammo,or reduce the vertical firing angle just a touch. How about they make it so tanks and other vehicles can't capture objectives? That would provide an important role for infantry, right? ... Oh yeah.
Your sarcasm is lost on me.
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 02:38:00 -
[154] - Quote
Th3rdSun wrote:Your sarcasm is lost on me. No it isn't. You recognised it as sarcasm.
Also, not a tanker. I currently run Swarm Launcher or Shotgun Medic most of the time. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.14 03:35:00 -
[155] - Quote
personally find it funny ppl are struggling to take out tanks after the AV buff and heavy tank nerf tbh just confuses me..... |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.14 03:43:00 -
[156] - Quote
Someone give me a argument, Why tank should stay as they are? |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.11.14 03:47:00 -
[157] - Quote
Garrett Blacknova wrote:Th3rdSun wrote:Your sarcasm is lost on me. No it isn't. You recognised it as sarcasm.
LOL,but obviously you didn't.
|
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.14 04:15:00 -
[158] - Quote
4447 wrote:Someone give me a argument, Why tank should say as they are?
give me a logical reason why they need another nerf missiles need tweaking thats it.
the skill lvl of the playerbase in this community is pretty low tbqh im sure once this game goes open beta or release and more actual fps hardcore players and clans come in u wont find all this QQ
alot of ppl are trying to "balance" **** they spend 0 time with how is that even sensible? u dont see me giving sniper feedback on how to fix/balance them no i leave that for our sniper to do |
General Stonewall
Royal Uhlans Amarr Empire
23
|
Posted - 2012.11.14 05:48:00 -
[159] - Quote
tanks are not OPed they are fine its the missles thats the problem with them i mean you get enough AV build guys out on field will take care of em that's assuming their all not running around like their heads been cut off like a chicken thats problem with blue dots . anyways point being anything needs tweaked/nerfed/gimped what ever you want to call it is the damn dropships their re*ardedly OPed and need something done to them . i still don't understand why CCP doesn't do something about the ships and the missles as well its been over a month with this build and still nothing has been done . |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 12:14:00 -
[160] - Quote
4447 wrote:Someone give me a argument, Why tank should say as they are? Tanks are already fragile enough that a well-fitted shield tank Sagaris is taking VISIBLE DAMAGE from my Militia Swarm Launcher.
When we have a Forge Gun as well, the only problem is getting past the wall of random explosions that seem to be coming from nowhere until the tank is close enough for the missile starting point to be in draw distance. If you can't see the tank, you can't see the missile trails, so all you get are random explosions with no source. If you can see the tank, you sometimes STILL don't see the missile trails until you get closer. |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.14 13:59:00 -
[161] - Quote
Seriously can ppl stop going on about vehicles having ammo when we the drivers have no ******* way to get rid of blue dots gunners who waste ammo and spam it everywhere like its bonfire night
If anything tank has cargohold driver buy ammo and bingo, plus you can add another skill linked to cargo so you can increase your cargoholds size
Anyone remember how tanks used to be a while ago?
They used to be feared, groups of AV had to use a long forgot trick called TEAMWORK and that was even for the basic gunlogis and mauraders but it could be done
Tank drivers then had more options turret wise, we only had passive resist mods but they were good enough to use, AV aswell was pretty good it required them to at least skill up to a decent level and be more organized than now and shield and armor tanks were equal so noone had an advantage
They were the good ole days
Now its all changed, circumstance has made shield tank king and missiles the only turret left tbh
Take Mavado he does drive a armor tank maurader i think, 2 missiles and a large railgun and i ran into him on the 4pt map, 1st time i saw him i basically hit him long range and it popped, 2nd time was in CQ and his railgun was too slow to turn tbh and it got popped easily again, i say easily because armor is weak against missiles but also he only has passive resist mods and a slow turning main turret while i have active resist mods and use missiles upto a pretty decent level atm, im not saying Mav is a bad tank driver but the difference between armor and shield tanks is like the size of the gap between the earth and the moon atm
Now Mav got a few hits with his railgun from long range on my tank and it hurt tbh like it should but i also had enemy forge guns hiding around the map taking potshots and they were doing equal if not more damage than Mavs large railgun which tbh shouldnt happen, large railgun > small railgun or it should be, forge should be inbetween the 2 if anything
If it wasnt for the few random enemy forge guns (sometimes it was that 1 forge gunner tbh and 2 OB strikes didnt help either) around the map i would have gone after Mavs tank alot more but because i was losing at least 1k shield per hit i really couldnt risk it and go for it because i could have easily been in half shield and used my mods up by the time i found his tank, i may still have won but i was in a weaker position where his railgun would hurt and missiles would easily finish the tank off
Essentially you do not see tanks vs tanks anymore, its always decided by the randoms on each others team, so for example if the enemy have more AV in general even if its milita its still gonna **** with my tank, you may say or why dont sniper kill them but they are blue dots who fail and you may say its an example of teamwork but its not because they are firing basic AV from the otherside of the map which will bend around my cover, is it really teamwork if you see 6ppl with basic and milita swarms firing from the otherside of the map? no its a consequence of the tank redlining them and the enemy trying to use what AV they have but the problem is even if one is using a basic SL and consistantly hits me its enough for me to cycle a few resists and boosters when really the tank should be able to tank that damage more effectively because its low level AV with less than 50k SP put into it, aswell as the SL being broke so they will continue to spam it because they know it will bend around cover and hit me
A couple of builds ago you saw teamwork on that 4pt map against tanks, proper 4man squads specced into decent level AV working together to lure tanks into a trap, and sometimes the tanks escpaed because they were strong enough to tank some damage and then gtfo. Now if you did that today they would get popped easily and barely be able to tank any damage whatsoever
Before tanks or AV can be changed the basics have to be sorted out, all HAV turrets move at the same rate and have armor active resist mods at least, AV SL remove that extra damage buff to armor and fix the tracking so they do not go around cover to hit that HAV, damage mods for tank have the same damage modifier bonus for all turrets, give a reload function to missiles on par with the other turrets small and large
How would the game play out when the enemy hide on that hill and spam SL at the tank but all it does is hit the hill the tank is behind and it doesnt fly around it and cause damage? it would force the SL users to actually move out and try to co-ordinate an attack and not just sit up on a hill, the tank users would feel more confindent about being more aggressive and not getting whacked anymore when they use cover, armor tanks would finally be used and so would the different turrets so we can see what happens against shield and railgun vs armor and blaster or what ever combinations ppl come up with
If the basics are fixed then we can see how tanks are balanced against each other and also against AV and we should see more variation at least but still expect QQ threads because an AR cant kill a tank (yet)
This thread is a shitstorm anyway but we at least need the basics to be fixed on both sides before anymore can be done or ****** up |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 14:52:00 -
[162] - Quote
Snake, great post.
I DON'T agree that Swarms should be nerfed on their armour damage, but I DO think armour itself needs a minor HP buff in general, and the armour mods need buffing, and some form of active armour resistance module is VERY much needed.
Basically, shield tanking is at about the right level, but armour isn't.
Also, the Swarm tracking needs to be fixed on BOTH ends - glitching through cover, AND randomly attacking buildings/hillsides/terrain features/objectives instead of locked targets. Since our last discussion on the topic, I've seen more examples of your problem than I had previously - but I'm still seeing more problems PREVENTING me from hitting when I should than giving me hits I didn't deserve. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.14 15:58:00 -
[163] - Quote
How is this thread still active? |
Tanis Jumes
Villore Sec Ops Gallente Federation
42
|
Posted - 2012.11.14 16:23:00 -
[164] - Quote
I read all comments and came to a conclusion. You're all complaining like CoD and Battlefield players! If you don't agree then don't post replies! Simple as that. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 16:31:00 -
[165] - Quote
Tanis Jumes wrote:I read all comments and came to a conclusion. You're all complaining like CoD and Battlefield players! If you don't agree then don't post replies! Simple as that. Yep.
That's how internet forums work.
|
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.14 19:43:00 -
[166] - Quote
EnglishSnake wrote:Seriously can ppl stop going on about vehicles having ammo when we the drivers have no ******* way to get rid of blue dots gunners who waste ammo and spam it everywhere like its bonfire night
If anything tank has cargohold driver buy ammo and bingo, plus you can add another skill linked to cargo so you can increase your cargoholds size
Anyone remember how tanks used to be a while ago?
They used to be feared, groups of AV had to use a long forgot trick called TEAMWORK and that was even for the basic gunlogis and mauraders but it could be done
Tank drivers then had more options turret wise, we only had passive resist mods but they were good enough to use, AV aswell was pretty good it required them to at least skill up to a decent level and be more organized than now and shield and armor tanks were equal so noone had an advantage
They were the good ole days
Now its all changed, circumstance has made shield tank king and missiles the only turret left tbh
Take Mavado he does drive a armor tank maurader i think, 2 missiles and a large railgun and i ran into him on the 4pt map, 1st time i saw him i basically hit him long range and it popped, 2nd time was in CQ and his railgun was too slow to turn tbh and it got popped easily again, i say easily because armor is weak against missiles but also he only has passive resist mods and a slow turning main turret while i have active resist mods and use missiles upto a pretty decent level atm, im not saying Mav is a bad tank driver but the difference between armor and shield tanks is like the size of the gap between the earth and the moon atm
Now Mav got a few hits with his railgun from long range on my tank and it hurt tbh like it should but i also had enemy forge guns hiding around the map taking potshots and they were doing equal if not more damage than Mavs large railgun which tbh shouldnt happen, large railgun > small railgun or it should be, forge should be inbetween the 2 if anything
If it wasnt for the few random enemy forge guns (sometimes it was that 1 forge gunner tbh and 2 OB strikes didnt help either) around the map i would have gone after Mavs tank alot more but because i was losing at least 1k shield per hit i really couldnt risk it and go for it because i could have easily been in half shield and used my mods up by the time i found his tank, i may still have won but i was in a weaker position where his railgun would hurt and missiles would easily finish the tank off
Essentially you do not see tanks vs tanks anymore, its always decided by the randoms on each others team, so for example if the enemy have more AV in general even if its milita its still gonna **** with my tank, you may say or why dont sniper kill them but they are blue dots who fail and you may say its an example of teamwork but its not because they are firing basic AV from the otherside of the map which will bend around my cover, is it really teamwork if you see 6ppl with basic and milita swarms firing from the otherside of the map? no its a consequence of the tank redlining them and the enemy trying to use what AV they have but the problem is even if one is using a basic SL and consistantly hits me its enough for me to cycle a few resists and boosters when really the tank should be able to tank that damage more effectively because its low level AV with less than 50k SP put into it, aswell as the SL being broke so they will continue to spam it because they know it will bend around cover and hit me
A couple of builds ago you saw teamwork on that 4pt map against tanks, proper 4man squads specced into decent level AV working together to lure tanks into a trap, and sometimes the tanks escpaed because they were strong enough to tank some damage and then gtfo. Now if you did that today they would get popped easily and barely be able to tank any damage whatsoever
Before tanks or AV can be changed the basics have to be sorted out, all HAV turrets move at the same rate and have armor active resist mods at least, AV SL remove that extra damage buff to armor and fix the tracking so they do not go around cover to hit that HAV, damage mods for tank have the same damage modifier bonus for all turrets, give a reload function to missiles on par with the other turrets small and large
How would the game play out when the enemy hide on that hill and spam SL at the tank but all it does is hit the hill the tank is behind and it doesnt fly around it and cause damage? it would force the SL users to actually move out and try to co-ordinate an attack and not just sit up on a hill, the tank users would feel more confindent about being more aggressive and not getting whacked anymore when they use cover, armor tanks would finally be used and so would the different turrets so we can see what happens against shield and railgun vs armor and blaster or what ever combinations ppl come up with
If the basics are fixed then we can see how tanks are balanced against each other and also against AV and we should see more variation at least but still expect QQ threads because an AR cant kill a tank (yet)
This thread is a shitstorm anyway but we at least need the basics to be fixed on both sides before anymore can be done or ****** up
Nerf AV lol |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.14 19:52:00 -
[167] - Quote
I really don't get tank drivers? They want these tanks to be feared but how can they on a 16vs16 map. What i mean is if a tank can take 3 players to man 100%, Then shouldn't it take three players that are AV to take it out?
|
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.14 20:07:00 -
[168] - Quote
Tanis Jumes wrote:I read all comments and came to a conclusion. You're all complaining like CoD and Battlefield players! If you don't agree then don't post replies! Simple as that. if people don't agree then the game will get progressively worst if they don't reply.
it's like you never been on the internet before.
and as for that large bubble EnglishSnake said i have seen very few times where i can just pop a tank in one or two shots. the only tanks that people field are the well equip ones that can eat 12 shots of swarms each one doing 1800 damage equivilant of 18 militia. if they can't move after eating that many shots they aren't that great of a pilot or they put them in a location to where they can be taken out. smart tank pilots hide from AV untill they can go to a position where they are able to back out and hide. these tanks always **** me off the most because i can't kill them. they see the white lights comming from an area and if they can't kill the target that is firing them immediately they just back away to the red zone behind a mountain to avoid the missiles.
as for the red line you were blabbing on about. don't put yourself when you are redlining the enemy to be seen by the enemy.
tanks are able to be destroyed boo hoo. it no longer takes a dedicated team to take it out that needs to pump millions of points just so they are able to scratch a tank just to be shot up by enemy teamates militia weapons. |
Anuliadon Gortusk
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2012.11.14 21:29:00 -
[169] - Quote
I havent played in 2 months good to see the same discussions are still around |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.14 21:46:00 -
[170] - Quote
EnglishSnake wrote:Seriously can ppl stop going on about vehicles having ammo when we the drivers have no ******* way to get rid of blue dots gunners who waste ammo and spam it everywhere like its bonfire night
If anything tank has cargohold driver buy ammo and bingo, plus you can add another skill linked to cargo so you can increase your cargoholds size
Anyone remember how tanks used to be a while ago?
They used to be feared, groups of AV had to use a long forgot trick called TEAMWORK and that was even for the basic gunlogis and mauraders but it could be done
Tank drivers then had more options turret wise, we only had passive resist mods but they were good enough to use, AV aswell was pretty good it required them to at least skill up to a decent level and be more organized than now and shield and armor tanks were equal so noone had an advantage
They were the good ole days
Now its all changed, circumstance has made shield tank king and missiles the only turret left tbh
Take Mavado he does drive a armor tank maurader i think, 2 missiles and a large railgun and i ran into him on the 4pt map, 1st time i saw him i basically hit him long range and it popped, 2nd time was in CQ and his railgun was too slow to turn tbh and it got popped easily again, i say easily because armor is weak against missiles but also he only has passive resist mods and a slow turning main turret while i have active resist mods and use missiles upto a pretty decent level atm, im not saying Mav is a bad tank driver but the difference between armor and shield tanks is like the size of the gap between the earth and the moon atm
Now Mav got a few hits with his railgun from long range on my tank and it hurt tbh like it should but i also had enemy forge guns hiding around the map taking potshots and they were doing equal if not more damage than Mavs large railgun which tbh shouldnt happen, large railgun > small railgun or it should be, forge should be inbetween the 2 if anything
If it wasnt for the few random enemy forge guns (sometimes it was that 1 forge gunner tbh and 2 OB strikes didnt help either) around the map i would have gone after Mavs tank alot more but because i was losing at least 1k shield per hit i really couldnt risk it and go for it because i could have easily been in half shield and used my mods up by the time i found his tank, i may still have won but i was in a weaker position where his railgun would hurt and missiles would easily finish the tank off
Essentially you do not see tanks vs tanks anymore, its always decided by the randoms on each others team, so for example if the enemy have more AV in general even if its milita its still gonna **** with my tank, you may say or why dont sniper kill them but they are blue dots who fail and you may say its an example of teamwork but its not because they are firing basic AV from the otherside of the map which will bend around my cover, is it really teamwork if you see 6ppl with basic and milita swarms firing from the otherside of the map? no its a consequence of the tank redlining them and the enemy trying to use what AV they have but the problem is even if one is using a basic SL and consistantly hits me its enough for me to cycle a few resists and boosters when really the tank should be able to tank that damage more effectively because its low level AV with less than 50k SP put into it, aswell as the SL being broke so they will continue to spam it because they know it will bend around cover and hit me
A couple of builds ago you saw teamwork on that 4pt map against tanks, proper 4man squads specced into decent level AV working together to lure tanks into a trap, and sometimes the tanks escpaed because they were strong enough to tank some damage and then gtfo. Now if you did that today they would get popped easily and barely be able to tank any damage whatsoever
Before tanks or AV can be changed the basics have to be sorted out, all HAV turrets move at the same rate and have armor active resist mods at least, AV SL remove that extra damage buff to armor and fix the tracking so they do not go around cover to hit that HAV, damage mods for tank have the same damage modifier bonus for all turrets, give a reload function to missiles on par with the other turrets small and large
How would the game play out when the enemy hide on that hill and spam SL at the tank but all it does is hit the hill the tank is behind and it doesnt fly around it and cause damage? it would force the SL users to actually move out and try to co-ordinate an attack and not just sit up on a hill, the tank users would feel more confindent about being more aggressive and not getting whacked anymore when they use cover, armor tanks would finally be used and so would the different turrets so we can see what happens against shield and railgun vs armor and blaster or what ever combinations ppl come up with
If the basics are fixed then we can see how tanks are balanced against each other and also against AV and we should see more variation at least but still expect QQ threads because an AR cant kill a tank (yet)
This thread is a shitstorm anyway but we at least need the basics to be fixed on both sides before anymore can be done or ****** up
pretty accurate yea 2 hits with ur missiles and my 10+ EHP armor tank pops the way i am forced to win tank fights is keep it at range and outsmart the other driver there were times i wanted to push ur flank but u had lolswarms on the map pinning me back
when u came around my flank the 2nd time i knew u were coming for w/e reason my 1st rail hit and my FG shot got no dmg but either way i was already dead being that close and me being armor means i take the full volley of ur lolmissiles
and yea the difference between shield and armor is like heaven and earth tbh **** is ********. sad thing is i only lose tank fights against well fitted good shield tankers which is kinda sad |
|
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.11.15 01:06:00 -
[171] - Quote
Mavado V Noriega wrote:sad thing is i only lose tank fights against well fitted good shield tankers which is kinda sad
some tankers just have no clue..... |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2012.11.29 22:22:00 -
[172] - Quote
Just wanted to give this another look, I think tanks could be tweeked a little more.
|
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.11.30 00:53:00 -
[173] - Quote
4447 wrote:All the people who say you should use teamwork, What i say to you is STFU. Tanks snipe across the map, This isn't like a forge when you snipe and may take 2,3,4,5 shots to kill a tango across the map, it's one shot with a tank.
But you should use team work? Teamwork ok so, how do you kill a tank when the maps are designed to corridor me down ever path i take, and my team mates take?
Then get up high? how can i get up high, when my forge only works so far, and the tanks range is infinite?
At the end of the day 16 vs 16 can't have tanks that are nearly immortal on the field. Now i'm not saying make tanks easy to kill on your own, but at least give me a try maybe 4 shots with a forge?
CCP at least maybe take tanks and drop ships out of the game for maybe a week, let me enjoy the game?
The problem with getting killed by a tank in DUST 514, isn't that i've been killed by someone, it's that the person i've got killed by hasn't any skill. Face it Vehicles are pretty a much a weapon in this game. Also what forge are you using? 5 shots with certain forges means you are facing an ISKillionaire. People skill into vehicles just like you skill into weapons or whatnot. Vehicles have weaknesses too. Complaining that they have no rightful place in this game is like declaring that all weapons should be removed from EVE so you can mine some asteroids or something (never played it just got an overview) Plus vehicles are way more expensive than guns, so they deserve to have more killing power or something. Never cry nerf or OP, always cry "Too Cheap!" |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.30 02:28:00 -
[174] - Quote
Cyn Bruin wrote: Just wanted to give this another look, I think tanks could be tweeked a little more.
I agree.
They're not as much of a threat as they should be now. Especially missile tanks. |
Obodiah Garro
Serenity Prime Kraken.
10
|
Posted - 2012.11.30 07:22:00 -
[175] - Quote
I like the idea that tanks should have 1 person needed for driving and 1 for main turret operation. And ofc the other gunner seats for whoring |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.11.30 09:48:00 -
[176] - Quote
I agree with the author. I think nerfing tanks further is not an answer though. As is with missile nerf tank offensive capability is kinda crap TBH, so it's not even clear what they should be at anymore.
I don't have any secret agenda and I often play as an AV and never as a tank driver. I will say the following though - we need a short range ultra high damage FG for balancing, so that it takes 2 shots to drop a tank at close range with this special FG. What this would accomplish is that: 1. tanks would have to rely on infantry when they move to close quarters for protection 2. AV ppl would have a fighting chance against tanks |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2012.11.30 10:29:00 -
[177] - Quote
Ludvig Enraga wrote:
I don't have any secret agenda and I often play as an AV and never as a tank driver. I will say the following though - we need a short range ultra high damage FG for balancing, so that it takes 2 shots to drop a tank at close range with this special FG. What this would accomplish is that: 1. tanks would have to rely on infantry when they move to close quarters for protection 2. AV ppl would have a fighting chance against tanks
That is a very bad Idea, Forge guns are already OP enough
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.30 10:56:00 -
[178] - Quote
Ludvig Enraga wrote:we need a short range ultra high damage FG for balancing, so that it takes 2 shots to drop a tank at close range with this special FG. What this would accomplish is that: 1. tanks would have to rely on infantry when they move to close quarters for protection 2. AV ppl would have a fighting chance against tanks 1. They already DO need infantry to support them, and they need infantry support at mid-range and long-range as well as in close quarters. 2. AV players have plenty of fighting chance against tanks. Competent players with a Forge Gun and a Swarm Launcher, backed by a couple of guys fitted for anti-personnel oprations, will be a deadly threat to any enemy armour. If they have Flux and/or AV Grenades on anyone in the squad on top of the other weapons, then you've pretty much already won the fight. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 11:24:00 -
[179] - Quote
Garrett Blacknova wrote:Ludvig Enraga wrote:we need a short range ultra high damage FG for balancing, so that it takes 2 shots to drop a tank at close range with this special FG. What this would accomplish is that: 1. tanks would have to rely on infantry when they move to close quarters for protection 2. AV ppl would have a fighting chance against tanks 1. They already DO need infantry to support them, and they need infantry support at mid-range and long-range as well as in close quarters. 2. AV players have plenty of fighting chance against tanks. Competent players with a Forge Gun and a Swarm Launcher, backed by a couple of guys fitted for anti-personnel oprations, will be a deadly threat to any enemy armour. If they have Flux and/or AV Grenades on anyone in the squad on top of the other weapons, then you've pretty much already won the fight.
Whoah those ideas suck Ludvig... At the moment, i'd say that 3 very good AV would give more hurt to 2 pretty damn good HAVs than the opposite. Missiles are gone and they were actually hiding the real problem about HAVs. Their durability. Wich should be their number one perk instead of insta-kill AOE weapon. An HAV should be able to hold a point alone by containing (not OSing) enemy infantry progression while sustaining at least 10 good FG shots using Temporary raise. Giving time to its friendlies to move forward.
Same goes with HAV fights ! they should LAST for christ sake. So the infantry supporting the HAV can actually have the time to make a difference. I'd say that Railguns large turrets are too painfull at the moment. They only tend to make HAVs fights insta-kill...... Harsh for such expensive piece of vehicle. Thus, it kills a lot of the possibility for HAV fitting. Why use a speed boost if you have no chance to use it to get away as one/two shots insta kill it. I'm no expert on HAV but i dont think they would say otherwise.
CCP if you hear me. Quickly add a small hotfix to restore old resistance modules and add ones for armor. I think it would already help HAVs a lot. And help prepare further adjustments. FOR ONCE, do it step by step. not WITH ONE MASSIVE hotfix....
Last but not least, there needs to be an end to the red line camp trick... As much as i can feel the pain of HAVers with their paper made HAVs, i just can't stand playing games where the dudes runs back to red line, or sticks to it. Same goes with snipers, SL dudes aiming at LAVs etc... It pretty much kills any chance of their teamates and gives the opponent a goddamn boring fight.
You're warned CCP. Next build better be good. |
Washlee
UnReaL.
131
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Posted - 2012.11.30 11:54:00 -
[180] - Quote
Haha Tanks OP'd , You must be a huge scrub.
If your so butthurt about tanks invest in a forge gun and see how quick you kill a tank. |
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