Pages: 1 2 3 4 5 6 [7] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.30 13:39:00 -
[181] - Quote
Laurent Cazaderon wrote: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.
Tanks need infantry around the clock at all distances now since it can barely tank anything to begin with and depending on that main turret you have they always engage at long range because its safe and half the time next to a supply depot
Forge gun idea is so bad, they already have the damage and can 3 shot any tank tbh, they also have long range and spam it from the otherside of the map to begin with because they can and dont have to get in close in case they get mullered
Tank fights will never last more than a few seconds if AV infantry can do basically the same, the forge gun is like a handheld large railgun which really it should be smack between the small and large railgun in damage/range/splash damage and radius. Plus swarms are just if not more broken with the ability to lock on through cover and jump when firing and also the missile avoiding stuff in the way and cover to hit the HAV
As for the large railgun its kinda where it should be which is heavy damage dealing, the turret is already the slowest turning turret and it overheats after 2 cont shots with a 15sec cooldown, the problem is with the tank hulls
The tanks themself with no weapons are weak, passive resistances got nerfed across all mods, active mods for shield are meh 10sec use 30sec cooldown, even the remote shield reps suck compared to the armor ones and in general armor got the short straw because swarms pummle it easily with 30% extra damage against armor and it also has no active mods
I cant even make a brawler tank fit because its too weak no matter how much armor i put on it
The whole balance between AV and vehicles has become even more unbalanced due to the latest patch, vehicles got another turret nerfed while AV remains unchanged and broken
Armor is still weaker when compared to shields
That tank is on that hill even more now because the community put it up that hill and at this rate it wont be coming down anytime soon |
Thomas Ashman
CrimeWave Syndicate
4
|
Posted - 2012.11.30 14:33:00 -
[182] - Quote
im sorry but this bs of missiles being op is just too funny to me, i laugh when i get killed by one, reason, it's a missile im a clone, missile is explosive, clone is soft, makes sence to me that one can kill one in one shot, dont like it, well guess it sux to be you |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.11.30 19:29:00 -
[183] - Quote
EnglishSnake wrote:Laurent Cazaderon wrote: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. Tanks need infantry around the clock at all distances now since it can barely tank anything to begin with and depending on that main turret you have they always engage at long range because its safe and half the time next to a supply depot Forge gun idea is so bad, they already have the damage and can 3 shot any tank tbh, they also have long range and spam it from the otherside of the map to begin with because they can and dont have to get in close in case they get mullered Tank fights will never last more than a few seconds if AV infantry can do basically the same, the forge gun is like a handheld large railgun which really it should be smack between the small and large railgun in damage/range/splash damage and radius. Plus swarms are just if not more broken with the ability to lock on through cover and jump when firing and also the missile avoiding stuff in the way and cover to hit the HAV As for the large railgun its kinda where it should be which is heavy damage dealing, the turret is already the slowest turning turret and it overheats after 2 cont shots with a 15sec cooldown, the problem is with the tank hulls The tanks themself with no weapons are weak, passive resistances got nerfed across all mods, active mods for shield are meh 10sec use 30sec cooldown, even the remote shield reps suck compared to the armor ones and in general armor got the short straw because swarms pummle it easily with 30% extra damage against armor and it also has no active mods I cant even make a brawler tank fit because its too weak no matter how much armor i put on it The whole balance between AV and vehicles has become even more unbalanced due to the latest patch, vehicles got another turret nerfed while AV remains unchanged and broken Armor is still weaker when compared to shields That tank is on that hill even more now because the community put it up that hill and at this rate it wont be coming down anytime soon
I fit my blaster tank to take out shield tanks, when their using their railgun and slap me down to half health on armor and I slap their shields away they start running. pegged one off in three seconds once its shields were gone. Shields may be strong but an armor tanker like myself who knows that they are weak once you peg their shields down, its quite lol.
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.01 13:17:00 -
[184] - Quote
DarkShadowFox wrote:EnglishSnake wrote:Laurent Cazaderon wrote: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. Tanks need infantry around the clock at all distances now since it can barely tank anything to begin with and depending on that main turret you have they always engage at long range because its safe and half the time next to a supply depot Forge gun idea is so bad, they already have the damage and can 3 shot any tank tbh, they also have long range and spam it from the otherside of the map to begin with because they can and dont have to get in close in case they get mullered Tank fights will never last more than a few seconds if AV infantry can do basically the same, the forge gun is like a handheld large railgun which really it should be smack between the small and large railgun in damage/range/splash damage and radius. Plus swarms are just if not more broken with the ability to lock on through cover and jump when firing and also the missile avoiding stuff in the way and cover to hit the HAV As for the large railgun its kinda where it should be which is heavy damage dealing, the turret is already the slowest turning turret and it overheats after 2 cont shots with a 15sec cooldown, the problem is with the tank hulls The tanks themself with no weapons are weak, passive resistances got nerfed across all mods, active mods for shield are meh 10sec use 30sec cooldown, even the remote shield reps suck compared to the armor ones and in general armor got the short straw because swarms pummle it easily with 30% extra damage against armor and it also has no active mods I cant even make a brawler tank fit because its too weak no matter how much armor i put on it The whole balance between AV and vehicles has become even more unbalanced due to the latest patch, vehicles got another turret nerfed while AV remains unchanged and broken Armor is still weaker when compared to shields That tank is on that hill even more now because the community put it up that hill and at this rate it wont be coming down anytime soon I fit my blaster tank to take out shield tanks, when their using their railgun and slap me down to half health on armor and I slap their shields away they start running. pegged one off in three seconds once its shields were gone. Shields may be strong but an armor tanker like myself who knows that they are weak once you peg their shields down, its quite lol.
TBH if i see a blaster tank i lol if im in my railtank
Distance is my friend and i can whack you before you even cover half the distance to reach me
Only way blasters are good is if you manage to get the jump on them and suprise them and its even better if you catch them on ther blind side or the back, problem is most railgun users are in a position where this is not possible and they will see you well before you see them
|
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.01 14:27:00 -
[185] - Quote
EnglishSnake wrote:
TBH if i see a blaster tank i lol if im in my railtank
Distance is my friend and i can whack you before you even cover half the distance to reach me
Only way blasters are good is if you manage to get the jump on them and suprise them and its even better if you catch them on ther blind side or the back, problem is most railgun users are in a position where this is not possible and they will see you well before you see them
what snake said problem is also the maps the old 5pt map with the middle installation i could of flanked a tanker with my blaster fit get in close and rip his shields apart tbh that was the best map in terms of balance with vehicle and infantry |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.12.01 15:33:00 -
[186] - Quote
blaster tanks have no chance against a railgun tank. Espacially if the railgun tank has a good spot to overview. And most tankers if they are smart are getting in cover and looking on the tactical map to see a big black square moving. Thats the indicator off a enemy tank. You can only fight a enemy railgun tank if you have yourself a railgun tank. You dont even need a big investment to kill a enemy tank. Just get a soma, compressed railgun, 4 damage mods, a large shield extender and you basically can 2 shot allmost every tank on this game while the other tank needs aswell to take 2 shots to destroy your tank. |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
63
|
Posted - 2012.12.01 15:48:00 -
[187] - Quote
http://www.youtube.com/watch?v=VgvM7av1o1Q
This is all I can say. From CCP directly, they tell you exactly what to do in the first words. >.> |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.01 18:18:00 -
[188] - Quote
The dark cloud wrote:blaster tanks have no chance against a railgun tank. Espacially if the railgun tank has a good spot to overview. And most tankers if they are smart are getting in cover and looking on the tactical map to see a big black square moving. Thats the indicator off a enemy tank. You can only fight a enemy railgun tank if you have yourself a railgun tank. You dont even need a big investment to kill a enemy tank. Just get a soma, compressed railgun, 4 damage mods, a large shield extender and you basically can 2 shot allmost every tank on this game while the other tank needs aswell to take 2 shots to destroy your tank.
Actually Blaster tanks have a chance against the lower damage shield tanks where people invest in shields and not cannons, I ripped one to shreads. once its shield was gone. |
beejeebus
Doomheim
0
|
Posted - 2013.01.04 04:41:00 -
[189] - Quote
When you think of the word "tank", what do you think? Tanks are suppose to be an infantryman's worse nightmare. Tanks get taken out by a nanohive and AV nade spam. I laugh when someone drops a militia tank hence they're so weak. Tanks are expensive, the most expensive item in game to date. Tanks hardly survive a battle unless the operator is skilled and knows what he/she is doing. Tanks are like any other weapon, I see people get many kills in a tank; I see many people not. I see many people getting many kills with snipers. I see many people getting many kills with HMGs. I see many people getting many kills with assault rifles. Are these all OP as well? A maxed out Prototype anything is suppose to be hard to kill. Militia nubs aren't suppose to be able to kill them. Try skilling into AV if you think its too weak. Its not.
Sincerely, A merc. who has been on both ends and actually knows what both ends are like.
P.S. If you think tanks are OP; skill into it and drive one yourself. You may be surprised. |
Sleepy Zan
Internal Error. Negative-Feedback
2046
|
Posted - 2013.01.04 04:42:00 -
[190] - Quote
beejeebus wrote:When you think of the word "tank", what do you think? Tanks are suppose to be an infantryman's worse nightmare. Tanks get taken out by a nanohive and AV nade spam. I laugh when someone drops a militia tank hence they're so weak. Tanks are expensive, the most expensive item in game to date. Tanks hardly survive a battle unless the operator is skilled and knows what he/she is doing. Tanks are like any other weapon, I see people get many kills in a tank; I see many people not. I see many people getting many kills with snipers. I see many people getting many kills with HMGs. I see many people getting many kills with assault rifles. Are these all OP as well? A maxed out Prototype anything is suppose to be hard to kill. Militia nubs aren't suppose to be able to kill them. Try skilling into AV if you think its too weak. Its not.
Sincerely, A merc. who has been on both ends and actually knows what both ends are like.
P.S. If you think tanks are OP; skill into it and drive one yourself. You may be surprised. Um.............. Why the **** did you bring this thread back |
|
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2013.01.04 05:02:00 -
[191] - Quote
This i what I think about all the QQ that tanks are op
http://i.chzbgr.com/completestore/2009/12/7/129046742968601664.jpg
P.S. fear my sagaris
and have nice day |
Go Away Putz
Doomheim
11
|
Posted - 2013.01.04 05:17:00 -
[192] - Quote
4447 wrote:Paran Tadec wrote:Tanks have already been nerfed. Stop crying. I'm not crying. No, you are freaking whining. Cheesy whining with little Kitten sounds. So cute in a pathetic, I cannot get to one shot a tank from across the map way. Whaa. They are so mean. So not cute, btw.
STFU. Seriously, take a depleted uranium round and stuff it in the place all the Kitten QQ is coming from.
Lord help us, if one time you cannot get to kill a DS. "DS is OP because my tissue box wouldn't kill it".
And your original complaint was about the map, but you didn't even realize that. No, it is about the big mean OP Tank. |
Terram Nenokal
BetaMax.
115
|
Posted - 2013.01.04 05:20:00 -
[193] - Quote
Holy **** this thread is old. |
|
|
|
Pages: 1 2 3 4 5 6 [7] :: one page |
First page | Previous page | Next page | Last page |