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4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.12 17:46:00 -
[1] - Quote
Tank drivers say:
Quote:Oh, you need team work.
Quote:You need prototype weapons.
And what ever crap they spin...
CCP why do i need to play as a team player when tanks don't have to? If tanks are taking hits they can just hide in a corner and shield rep, Shouldn't they be using a Logi for that?
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Edu Ashbourne
Doomheim
54
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Posted - 2012.11.12 17:52:00 -
[2] - Quote
Well all shields in both Dust and Eve regenerate. That's the nature of them.
But you could nuff them so they're weaker and regenerate slower. I'd imagine tanks would be armor tanked by default. |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.12 17:58:00 -
[3] - Quote
A logi needs a role, supporting a tank, A tank just can't solo all the time. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.12 18:00:00 -
[4] - Quote
Keep it coming I need my laughs |
4447
ZionTCD Legacy Rising
649
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Posted - 2012.11.12 18:03:00 -
[5] - Quote
Paran Tadec wrote:Keep it coming I need my laughs
Tank drive, What a joke. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.12 18:08:00 -
[6] - Quote
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
No
Its the whole point of shields to begin with, they heal overtime
Take them off tanks take them off dropsuits aswell |
4447
ZionTCD Legacy Rising
649
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Posted - 2012.11.12 18:13:00 -
[7] - Quote
Tank driver, again. |
4447
ZionTCD Legacy Rising
649
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Posted - 2012.11.12 18:14:00 -
[8] - Quote
I can't think of what you call it, but when your low on shield, you press R2 and it reps your shield faster?
How come my heavy can't have that? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.12 19:20:00 -
[9] - Quote
4447 wrote:I can't think of what you call it, but when your low on shield, you press R2 and it reps your shield faster?
How come my heavy can't have that?
Active shield recharger.
And Dropsuit active modules don't exist. Yet.
Here's hoping. |
WHz DS9899
Doomheim
136
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Posted - 2012.11.12 20:56:00 -
[10] - Quote
Garrett Blacknova wrote:4447 wrote:I can't think of what you call it, but when your low on shield, you press R2 and it reps your shield faster?
How come my heavy can't have that? Active shield recharger. And Dropsuit active modules don't exist. Yet. Here's hoping.
this |
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Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.11.12 21:00:00 -
[11] - Quote
[tanks have to wait a while to even feel the effect of regen most of the time i just use the boosters so this wouldnt do anything besides havent you people nerfed tanks enough they are paper thin and only have one good turret left |
Sleepy Zan
Internal Error. Negative-Feedback
2048
|
Posted - 2012.11.12 21:57:00 -
[12] - Quote
To the OP i say no. |
tango 45
Doomheim
2
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Posted - 2012.11.12 22:25:00 -
[13] - Quote
yea, Tanks are to powerful with them missiles. |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.13 02:27:00 -
[14] - Quote
4447 wrote:Paran Tadec wrote:Keep it coming I need my laughs Tank drive, What a joke.
I havent really driven a tank since the E3 build cause they were super nerfed. It was only recently that I picked up a sica to try some of the new mods. Get a grip. |
Novas Prime
Algintal Core Gallente Federation
61
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Posted - 2012.11.13 02:49:00 -
[15] - Quote
like i've been saying, a finite ammo supply on ALL vehicles, this would 1) stop the spam and 2)give Logi's a bigger role
However with current tank build this wouldn't be possible until you can lock the tank to squad mates only, to stop the mental blue dots firing at random terrain features.
And i've seen other arguments from guys saying that 'oh but surely the tanks would have a built in Nano Hive', look im not trying to say that in the dust world they wouldn't possibly have that but you need to have a bit of give and take. Making them have a finite ammo supply would add an interesting and fun game dynamic which is frankly needed. Building more team play so that tanks cant simply operate on their own and spam missiles. They'd have to choose targets based on threat level and not simply rain indiscriminate destruction.
Also having the ability on tanks to deploy a smoke screen to screen their retreat from a sticky situation would be good, this could also confuse swarms by masking heat signatures? |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.13 02:59:00 -
[16] - Quote
Only if we take infantry shield regen away with it- then everything will equally make no sense.
There's no reason a HEAVY ASSAULT vehicle manned by 3 people should be easily destroyed by 1 person with AV gear at a fraction of the cost. Not to mention precision/orbital strikes, gunships, and bombers (after future builds) will easily take out tanks.
However, this goes back to the argument that the main gun should be controlled by a separate seat than the driver's seat. (Which I agree with, before you start freaking out- I'm an LAV driver)
Now watch you say "Z0MG t4nk driv3r n00b" because I disagree with you. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2012.11.13 05:24:00 -
[17] - Quote
Passive shield regen needs a nerf for vehicles and suits or armour reppets need to he majorly buffed |
xMarauder
Doomheim
139
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Posted - 2012.11.13 06:17:00 -
[18] - Quote
Scheneighnay McBob wrote:Only if we take infantry shield regen away with it- then everything will equally make no sense.
There's no reason a HEAVY ASSAULT vehicle manned by 3 people should be easily destroyed by 1 person with AV gear at a fraction of the cost. Not to mention precision/orbital strikes, gunships, and bombers (after future builds) will easily take out tanks.
However, this goes back to the argument that the main gun should be controlled by a separate seat than the driver's seat. (Which I agree with, before you start freaking out- I'm an LAV driver)
Now watch you say "Z0MG t4nk driv3r n00b" because I disagree with you. Only a weak ass tank can be destroyed by 1 AV guy. I run proto forge guns and have no trouble taking out gunlogis and below. It's those marauder tanks that really need team work by multiple AV guys. Which by the way, I'm seeing more often in skirmishes and ambush.
Btw my definition of weak a55 tank may be different from yours.
Edit: By gunlogiis I of course only meant bad- decently fitted ones. No one alone can take out a good fitted gunlogi.unless driver sucks. |
Bhor Derri
Legion of Eden
95
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Posted - 2012.11.13 10:11:00 -
[19] - Quote
Why CCP why? Why have armor tanks if they are useless pieces of BS so that we are easy targets for noobs that pick the most retardedely overpowered tanks and can't even get kills against a good player so CCP makes easy to kill armor tanks to keep the noobs playin? I'm telling you , you are losing more and more 'testers' everyday within a month or so all the feedback you get From your new testers will be: ooh nerf armor ah:buff missiles Fix this!! |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.11.13 11:35:00 -
[20] - Quote
Ahahahahahahahahahahahah +1 good joke thread man, you're such a funny guy. |
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.13 13:07:00 -
[21] - Quote
Paran Tadec wrote:Keep it coming I need my laughs
this. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.13 13:12:00 -
[22] - Quote
Novas Prime wrote:like i've been saying, a finite ammo supply on ALL vehicles, this would 1) stop the spam and 2)give Logi's a bigger role
However with current tank build this wouldn't be possible until you can lock the tank to squad mates only, to stop the mental blue dots firing at random terrain features.
And i've seen other arguments from guys saying that 'oh but surely the tanks would have a built in Nano Hive', look im not trying to say that in the dust world they wouldn't possibly have that but you need to have a bit of give and take. Making them have a finite ammo supply would add an interesting and fun game dynamic which is frankly needed. Building more team play so that tanks cant simply operate on their own and spam missiles. They'd have to choose targets based on threat level and not simply rain indiscriminate destruction.
Also having the ability on tanks to deploy a smoke screen to screen their retreat from a sticky situation would be good, this could also confuse swarms by masking heat signatures?
also lol @ this suggestion yup gonna make fighters when they drop land at a supply depot for ammo....seems smart, seems fun alot of the vehicle QQ comes from ppl who are
1. not good at taking them out 2. arent specced into anything to take them out so they complain 3. arent vehicle pilots themselves so dont see anything from the other side
i honestly still dont get HOW ppl QQ so much when tanks have already been heavily nerfed like srsly how much help do ppl need?
Missile turrets are the only current issue imho with vehicles and those are being looked into capacitors are coming as well but imo if caps are coming then vehicles will prob need an HP buff |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:16:00 -
[23] - Quote
Meh, shield regen isnt the problem. It may be their rate tbh. But even then, aint the problem with HAV at the moment.
PS: i just love self +1 obvious people. lol. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:18:00 -
[24] - Quote
Mavado V Noriega wrote:Novas Prime wrote:like i've been saying, a finite ammo supply on ALL vehicles, this would 1) stop the spam and 2)give Logi's a bigger role
However with current tank build this wouldn't be possible until you can lock the tank to squad mates only, to stop the mental blue dots firing at random terrain features.
And i've seen other arguments from guys saying that 'oh but surely the tanks would have a built in Nano Hive', look im not trying to say that in the dust world they wouldn't possibly have that but you need to have a bit of give and take. Making them have a finite ammo supply would add an interesting and fun game dynamic which is frankly needed. Building more team play so that tanks cant simply operate on their own and spam missiles. They'd have to choose targets based on threat level and not simply rain indiscriminate destruction.
Also having the ability on tanks to deploy a smoke screen to screen their retreat from a sticky situation would be good, this could also confuse swarms by masking heat signatures? also lol @ this suggestion yup gonna make fighters when they drop land at a supply depot for ammo....seems smart, seems fun alot of the vehicle QQ comes from ppl who are 1. not good at taking them out 2. arent specced into anything to take them out so they complain 3. arent vehicle pilots themselves so dont see anything from the other side i honestly still dont get HOW ppl QQ so much when tanks have already been heavily nerfed like srsly how much help do ppl need? Missile turrets are the only current issue imho with vehicles and those are being looked into capacitors are coming as well but imo if caps are coming then vehicles will prob need an HP buff
this. Even though finite ammo suppl isnt such a bad idea. Regarding fighters, would need some tweaking. Why not some resupply module for DS. Air re-supply ! Nice ! ^^ |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.13 13:18:00 -
[25] - Quote
How many times are you gonna make the same thread 4447?. Granted this is dressed differently, but it's still a tank whine thread.
Seriously I answered pretty much every thread you've made about it until this one. Now your just crying like a baby and I honestly cba explaining it all again.
If you can't take out tanks solo good, get some friends like everyone else and work together. Failing that, just quit the game. It's obviously not for you. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.13 13:36:00 -
[26] - Quote
xMarauder wrote:Scheneighnay McBob wrote:Only if we take infantry shield regen away with it- then everything will equally make no sense.
There's no reason a HEAVY ASSAULT vehicle manned by 3 people should be easily destroyed by 1 person with AV gear at a fraction of the cost. Not to mention precision/orbital strikes, gunships, and bombers (after future builds) will easily take out tanks.
However, this goes back to the argument that the main gun should be controlled by a separate seat than the driver's seat. (Which I agree with, before you start freaking out- I'm an LAV driver)
Now watch you say "Z0MG t4nk driv3r n00b" because I disagree with you. Only a weak ass tank can be destroyed by 1 AV guy. I run proto forge guns and have no trouble taking out gunlogis and below. It's those marauder tanks that really need team work by multiple AV guys. Which by the way, I'm seeing more often in skirmishes and ambush. Btw my definition of weak a55 tank may be different from yours. Edit: By gunlogiis I of course only meant bad- decently fitted ones. No one alone can take out a good fitted gunlogi.unless driver sucks. If tank shields don't regen (armor already doesn't), one semi-patient AV guy- regardless of weapons (they just need a supply depot or nanohives) can easily take out a tank. Right now, the tiny hits from weak weaponry (or people trying to solo a tank with decent weaponry) are ignored-as they should be- from shield regen.
if they have all the time in the world to take out a vehicle specifically meant to take a beating for a long time, without having to worry about shields coming back, the only thing that matters is the amount of ammo the AVer has.
A militia swarm shouldn't be able to take out a tank manned by a smart driver. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.13 14:07:00 -
[27] - Quote
Laurent Cazaderon wrote:Meh, shield regen isnt the problem. It may be their rate tbh. But even then, aint the problem with HAV at the moment.
PS: i just love self +1 obvious people. lol.
lol shield regen rate
24-30hp a second lol isnt that slow enough for you? |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.13 14:15:00 -
[28] - Quote
I with a militia fit wiped out half a gunlogi shield with a swarm and AV nades the importance of this was lost on me till I stated driving a tank I didn't take out 25% of his health I took out 30 to 40% of his total hp. This wasn't some weak tank either and the important thing I did this with a slighty modifed starter fit vs a high end gunlogi. What can you do with 3 guys in basic or advanced swarms not to mention I've been one shot by a forge in my 5600 hp tank.
Leave the regen add fimite ammo and separate the gunner also allow squad lock. This would balance tanks out |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.13 14:16:00 -
[29] - Quote
EnglishSnake wrote:Laurent Cazaderon wrote:Meh, shield regen isnt the problem. It may be their rate tbh. But even then, aint the problem with HAV at the moment.
PS: i just love self +1 obvious people. lol. lol shield regen rate 24-30hp a second lol isnt that slow enough for you?
What's the delay on it? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 14:22:00 -
[30] - Quote
EnglishSnake wrote:Laurent Cazaderon wrote:Meh, shield regen isnt the problem. It may be their rate tbh. But even then, aint the problem with HAV at the moment.
PS: i just love self +1 obvious people. lol. lol shield regen rate 24-30hp a second lol isnt that slow enough for you?
Natural rate is indeed low compared to HAV's amount of HP. I was more refering to active shield reppers but even then, it's their purpose. I'll stick to what i say. Shield regen isnt the problem with HAV. In fact, they will probably a little too weak once CCP will decide to rebalance turret's damage, especially missile.
As when HAV will need to come a lot close to use blasters on infantry, they'll be blown up way too fast imo.
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