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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.29 01:38:00 -
[1] - Quote
Well i dont know how the other tankers are feeling but tank battles are getting boring and dull (tank vs tank). Mainly because its no fun anymore to challenge another tank simply because when you get to a certain lvl you 2 shot allmost any kind off tank. Ive enjoyed the last build more in that kinda aspect. Where you needed multiple hits+the help off your gunners to take out a enemy tank with yours. Another thing is that on the last build i was aible to even challenge a gunnlogi/sagaris with just a decent fit soma. I still remember that ive put some good armor modules, a railgun from salvage and 2 small missile launchers on it and it was ready to go head-head with other tanks. But now with damage mods+skillbook damage its quite impossible to go as a newbie tanker into a fight against a guy who is very high skilled into them. Also those militia tanks are allmost every time 1 shoted. I never remember to 1 shot a good fited militia tank on the last build. Now tank fights are basically who can get a better shot off to the enemy tank which is sitting in his redline. We came a long road downhill at the stage which we have now. extreme powerfull railgun turrets (damage mod+skillbook damage is the reason for that) on quite weak tanks with allmost no resistance. In my opinion get rid off damage mods/skillbook damage bonus, give the tanks their resistance back, buff missiles so that they actually work and buff small blasters to be a viable option. That would ecnourage tankers to actually go out again and not just sitting in their redline. And ive seen allmost no tank vs tank fights this build aswell. And no sitting in the redline and just shoting everything that moves doesnt count as tank fight.
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Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2012.11.29 01:43:00 -
[2] - Quote
Sounds like you leveled too quickly? |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.11.29 01:46:00 -
[3] - Quote
I hate reading wall texts like that, paragraphs trick the mind and makes it easier to read, try it out. Anyways -
Tanks 2 shot other tanks? I dont drive 'em, but I'd think maybe CCP would put some kind of damage modifier for vehicle vs vehicle so that one can't just pounce and destroy. If a tank + squad goes up against another tank + squad, and the tanks kill eachother before the squads even fire, that's a problem for the side that lost the tank too quickly. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.29 01:51:00 -
[4] - Quote
agree with certain points especially the passive dmg from skillbooks and dmg mods currently not giving a penalty disagree with no tank fights ive had alot actually tank fights just happen at a longer range now than before (no not redline) since resistances were nerfed hard its basically rail fights which is still entertaining but last build we had blaster fights where i would work the map and get in close to a rail shield tank and rip him apart due to his slower trackin speed and my faster rof in cqc
that doesnt happen anymore because well....lolarmor, lolswarms and the maps themselves we got atm dont lend themselves to epic fights
the best fights i think ive ever got were the old 5pt installation maps
Missiles needed a nerf to bring it in line with other turrets every other turret can overheat but missiles
ppl also need to make up their mind wtf missiles role are it cant be an all purpose turret ppl keep sayin its an AoE weapon but the same ppl that say that also say it should be accurate and fire straight....that cant work, cant have it both ways.
If its an AoE weapon u need some sort of spread, not random but a proper dispersion of sorts
Also agree that small blasters and small rails are a joke atm Small rails needs a buff in range and dmg imo. That would make Derpships a viable AV vehicle as well as helpin out tanks as well in AV fights
Small Blasters do less damage than ARs............nuff said |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
108
|
Posted - 2012.11.29 01:59:00 -
[5] - Quote
MY EYES!
After stemming the bleeding, I don't know.
My tank quite enjoys being a sniper. |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2012.11.29 02:01:00 -
[6] - Quote
The dark cloud wrote:Well i dont know how the other tankers are feeling but tank battles are getting boring and dull (tank vs tank). Mainly because its no fun anymore to challenge another tank simply because when you get to a certain lvl you 2 shot allmost any kind off tank. Ive enjoyed the last build more in that kinda aspect. Where you needed multiple hits+the help off your gunners to take out a enemy tank with yours. Another thing is that on the last build i was aible to even challenge a gunnlogi/sagaris with just a decent fit soma. I still remember that ive put some good armor modules, a railgun from salvage and 2 small missile launchers on it and it was ready to go head-head with other tanks. But now with damage mods+skillbook damage its quite impossible to go as a newbie tanker into a fight against a guy who is very high skilled into them. Also those militia tanks are allmost every time 1 shoted. I never remember to 1 shot a good fited militia tank on the last build. Now tank fights are basically who can get a better shot off to the enemy tank which is sitting in his redline. We came a long road downhill at the stage which we have now. extreme powerfull railgun turrets (damage mod+skillbook damage is the reason for that) on quite weak tanks with allmost no resistance. In my opinion get rid off damage mods/skillbook damage bonus, give the tanks their resistance back, buff missiles so that they actually work and buff small blasters to be a viable option. That would ecnourage tankers to actually go out again and not just sitting in their redline. And ive seen allmost no tank vs tank fights this build aswell. And no sitting in the redline and just shoting everything that moves doesnt count as tank fight.
Between proto-rails, the damage bonus from skills getting access to them and double damage mods, rail tanks are pretty much snipers now, where they are almost at the stage they can 1-2 shot any HAV regardless of EHP. Active hardners are becoming irrelevant due to how quick they can be popped.
Who was it that proposed an overall damage reduction for tank/AV across the board?
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Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
|
Posted - 2012.11.29 03:37:00 -
[7] - Quote
No paragraph breaks; didn't read. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.29 04:14:00 -
[8] - Quote
The dark cloud wrote:Well i dont know how the other tankers are feeling but tank battles are getting boring and dull (tank vs tank). Mainly because its no fun anymore to challenge another tank simply because when you get to a certain lvl you 2 shot allmost any kind off tank. Ive enjoyed the last build more in that kinda aspect. Where you needed multiple hits+the help off your gunners to take out a enemy tank with yours. Another thing is that on the last build i was aible to even challenge a gunnlogi/sagaris with just a decent fit soma. I still remember that ive put some good armor modules, a railgun from salvage and 2 small missile launchers on it and it was ready to go head-head with other tanks. But now with damage mods+skillbook damage its quite impossible to go as a newbie tanker into a fight against a guy who is very high skilled into them. Also those militia tanks are allmost every time 1 shoted. I never remember to 1 shot a good fited militia tank on the last build. Now tank fights are basically who can get a better shot off to the enemy tank which is sitting in his redline. We came a long road downhill at the stage which we have now. extreme powerfull railgun turrets (damage mod+skillbook damage is the reason for that) on quite weak tanks with allmost no resistance. In my opinion get rid off damage mods/skillbook damage bonus, give the tanks their resistance back, buff missiles so that they actually work and buff small blasters to be a viable option. That would ecnourage tankers to actually go out again and not just sitting in their redline. And ive seen allmost no tank vs tank fights this build aswell. And no sitting in the redline and just shoting everything that moves doesnt count as tank fight.
True that... |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.29 04:26:00 -
[9] - Quote
Mavado V Noriega wrote:Also agree that small blasters and small rails are a joke atm Small rails needs a buff in range and dmg imo. That would make Derpships a viable AV vehicle as well as helpin out tanks as well in AV fights
Small Blasters do less damage than ARs............nuff said
Small Rails never fire straight and effective damage vs vehicles is slightly lower than it should be (no high effectiveness because hard to miss projectile); Small Blasters have 49% effectiveness vs LAVs and has a high overheat rate but dmg vs dropsuit is okay (no it should not do similar dmg as militia Large blaster -_-).
Buff is needed. |
I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2012.11.29 09:44:00 -
[10] - Quote
I wish that tanks and other vehicles had a ton of HP, were weak to swarms and forge guns, but could withstand lots of heavy fire from other vehicles and turrets.
For instance, like 5x the amount of hp that they have right now, but AV weapons having only 4x the amount of damage. As long as you kept the turrets the same that they are now, turrets couldn't decimate other tanks unless they were rail guns. rail guns should also have an increase in power so they can be specialized for tanks that are specifically going to be anti-vehicle.
As long as the tank wasn't easily blown up with any type of turret, that's how I invision tanks actually working the way they should. |
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.29 09:46:00 -
[11] - Quote
I-Shayz-I wrote:I wish that tanks and other vehicles had a ton of HP, were weak to swarms and forge guns, but could withstand lots of heavy fire from other vehicles and turrets.
For instance, like 5x the amount of hp that they have right now, but AV weapons having only 4x the amount of damage. As long as you kept the turrets the same that they are now, turrets couldn't decimate other tanks unless they were rail guns. rail guns should also have an increase in power so they can be specialized for tanks that are specifically going to be anti-vehicle.
As long as the tank wasn't easily blown up with any type of turret, that's how I invision tanks actually working the way they should.
That could be summed up so much cleaner as simply dropping turret damage (especially after skills start piling up). |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
|
Posted - 2012.11.29 09:57:00 -
[12] - Quote
To be fair, historically speaking that's an accurate depiction of armoured warfare between AFVs of comparable performance. Most MBTs will affectively destroy/neutralise eachother on the first shot. Whoever lands the first blow is likely to come out the victor.
Now, if you want armoured warfare that is a slugging match you need to look back to early WWII or perhaps WWI for a time when tanks had a bigger bark than their bite. I think you'll find it actually makes for boring gameplay however having played a few sims. Essentially you need to get in close or flank for a chance to penetrate the enemy armour with your inadequate main gun.
Stalking an equally lethal tank is far more enjoyable in terms of sense of achievement when you take out the other guy. Perhaps the issue is that the fights are boring because the 'fear of death' associated with losing your tank is low? Perhaps there needs to be armoured warfare maps where the engagement ranges aren't so suicidally close and unavoidable? Perhaps CCP need to make armoured warfare a bit more sophisticated in Dust? Reward flank shots and introduce some 'sweet spots' where armour is less to reward smart tankers who flank and exploit the weaknesses of enemy equipment while punishing those lazy players that expose themselves to disadvantaged engagements (barrelling down a road with no infantry support and an enemy tank hiding behind rubble in wait)
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.29 10:02:00 -
[13] - Quote
The dark cloud wrote:Well i dont know how the other tankers are feeling but tank battles are getting boring and dull (tank vs tank). Mainly because its no fun anymore to challenge another tank simply because when you get to a certain lvl you 2 shot allmost any kind off tank. Ive enjoyed the last build more in that kinda aspect. Where you needed multiple hits+the help off your gunners to take out a enemy tank with yours. Another thing is that on the last build i was aible to even challenge a gunnlogi/sagaris with just a decent fit soma. I still remember that ive put some good armor modules, a railgun from salvage and 2 small missile launchers on it and it was ready to go head-head with other tanks. But now with damage mods+skillbook damage its quite impossible to go as a newbie tanker into a fight against a guy who is very high skilled into them. Also those militia tanks are allmost every time 1 shoted. I never remember to 1 shot a good fited militia tank on the last build. Now tank fights are basically who can get a better shot off to the enemy tank which is sitting in his redline. We came a long road downhill at the stage which we have now. extreme powerfull railgun turrets (damage mod+skillbook damage is the reason for that) on quite weak tanks with allmost no resistance. In my opinion get rid off damage mods/skillbook damage bonus, give the tanks their resistance back, buff missiles so that they actually work and buff small blasters to be a viable option. That would ecnourage tankers to actually go out again and not just sitting in their redline. And ive seen allmost no tank vs tank fights this build aswell. And no sitting in the redline and just shoting everything that moves doesnt count as tank fight.
As always, i agree HAVs are kinda too weak now. Probably because of the resistance modules nerf.
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.29 10:07:00 -
[14] - Quote
RedRebelCork wrote:To be fair, historically speaking that's an accurate depiction of armoured warfare between AFVs of comparable performance. Most MBTs will affectively destroy/neutralise eachother on the first shot. Whoever lands the first blow is likely to come out the victor.
Now, if you want armoured warfare that is a slugging match you need to look back to early WWII or perhaps WWI for a time when tanks had a bigger bark than their bite. I think you'll find it actually makes for boring gameplay however having played a few sims. Essentially you need to get in close or flank for a chance to penetrate the enemy armour with your inadequate main gun.
Stalking an equally lethal tank is far more enjoyable in terms of sense of achievement when you take out the other guy. Perhaps the issue is that the fights are boring because the 'fear of death' associated with losing your tank is low? Perhaps there needs to be armoured warfare maps where the engagement ranges aren't so suicidally close and unavoidable? Perhaps CCP need to make armoured warfare a bit more sophisticated in Dust? Reward flank shots and introduce some 'sweet spots' where armour is less to reward smart tankers who flank and exploit the weaknesses of enemy equipment while punishing those lazy players that expose themselves to disadvantaged engagements (barrelling down a road with no infantry support and an enemy tank hiding behind rubble in wait)
All fair points. A resistance profile that is different from sides to front to back would be a great addition. Especially if there were modules to buff or trade-off the normal arrangement. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.29 12:36:00 -
[15] - Quote
2 things i wanna see happen
1. tank fights brought back 2. rewards for poppin another tank (av infantry or tanker) buffed significantly. Both WPs and ISK for destroying HAVs is pathetic imo |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.29 12:56:00 -
[16] - Quote
Mavado V Noriega wrote:2 things i wanna see happen
1. tank fights brought back 2. rewards for poppin another tank (av infantry or tanker) buffed significantly. Both WPs and ISK for destroying HAVs is pathetic imo
Destroyed 3 Sagaris one round, reward at end was 200k. This was during the triple isk weekend no less. Rewards are not working correctly at all. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.29 13:30:00 -
[17] - Quote
Tank vs tank is now who saw who 1st
For example yday Meode joined a match in which it was mostly empty and he called down his tank which a 2shot from the sky as it was called in, i nearly did it again but he got it and 2shot me back
Same with metimagic i nearly 1 shot his Sagaris tbh yday but it was 2shot
On any shield tank i can 2 shot it with my current setup, milita gets 1 shot, bolas 2 shots
Missiles are not used, blasters are kinda rare but atm railguns>all mostly due to the fact of the pure damage they give out
Also its more psychological now with the tanks and trying to get the upperhand so you can get that 1st shot off and then that quick 2nd or trying to survive that 1st shot you recieved
Forge guns in general can pretty much 3 shot a shield tank
So atm we do have powerful turret - Railgun, with a weak hull and crap small turrets
TBH the railgun should stay the same damage wise, it should not get nerfed because the forge gun should not be better than a large railgun, increase its turn speed and let it overheat after 3 cont shots
Missiles no random missile spread, maybe decrease direct damage up splash and radius damage, increase range a bit
Blasters seem fine mostly
Tanks resistances need to be put back so more options are available, more tank HP in general id say aswell
Swarms need fixing, no lock on through cover/jumping while firing/missiles bending around cover
Forge gun reduce the range a bit, no splash damage, no jumping while charging either
Also skillbook wise take away the extra damage from skill up turrets and the prof in general, just keep it to the turret skillbook and damage mods tbh and instead give the the turetts and the prof advantages to using that turret like 5% less cooldown to hybrid or whatever
Amror needs active mods, also swarms take away 30% damage against armor |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.29 14:00:00 -
[18] - Quote
EnglishSnake wrote:Tank vs tank is now who saw who 1st
For example yday Meode joined a match in which it was mostly empty and he called down his tank which a 2shot from the sky as it was called in, i nearly did it again but he got it and 2shot me back
Same with metimagic i nearly 1 shot his Sagaris tbh yday but it was 2shot
On any shield tank i can 2 shot it with my current setup, milita gets 1 shot, bolas 2 shots
Missiles are not used, blasters are kinda rare but atm railguns>all mostly due to the fact of the pure damage they give out
Also its more psychological now with the tanks and trying to get the upperhand so you can get that 1st shot off and then that quick 2nd or trying to survive that 1st shot you recieved
Forge guns in general can pretty much 3 shot a shield tank
So atm we do have powerful turret - Railgun, with a weak hull and crap small turrets
TBH the railgun should stay the same damage wise, it should not get nerfed because the forge gun should not be better than a large railgun, increase its turn speed and let it overheat after 3 cont shots
Missiles no random missile spread, maybe decrease direct damage up splash and radius damage, increase range a bit
Blasters seem fine mostly
Tanks resistances need to be put back so more options are available, more tank HP in general id say aswell
Swarms need fixing, no lock on through cover/jumping while firing/missiles bending around cover
Forge gun reduce the range a bit, no splash damage, no jumping while charging either
Also skillbook wise take away the extra damage from skill up turrets and the prof in general, just keep it to the turret skillbook and damage mods tbh and instead give the the turetts and the prof advantages to using that turret like 5% less cooldown to hybrid or whatever
Amror needs active mods, also swarms take away 30% damage against armor
I want candy |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.11.29 14:16:00 -
[19] - Quote
1.5second charge 0.8 second fire rate Tank battles now last 2.3 seconds. Max. Lameness :P Also a blaster doesn't stand a chance vs rail, even up close. Except getting behind the rail... Which is quite hard to do when they're redline railsniping. |
ICECREAMK1NG
WARRIORS 1NC
391
|
Posted - 2012.11.29 17:21:00 -
[20] - Quote
Screw tanks. |
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Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.29 20:23:00 -
[21] - Quote
EnglishSnake wrote:Tank vs tank is now who saw who 1st
For example yday Meode joined a match in which it was mostly empty and he called down his tank which a 2shot from the sky as it was called in, i nearly did it again but he got it and 2shot me back
Same with metimagic i nearly 1 shot his Sagaris tbh yday but it was 2shot
On any shield tank i can 2 shot it with my current setup, milita gets 1 shot, bolas 2 shots
Missiles are not used, blasters are kinda rare but atm railguns>all mostly due to the fact of the pure damage they give out
Also its more psychological now with the tanks and trying to get the upperhand so you can get that 1st shot off and then that quick 2nd or trying to survive that 1st shot you recieved
Forge guns in general can pretty much 3 shot a shield tank
So atm we do have powerful turret - Railgun, with a weak hull and crap small turrets
TBH the railgun should stay the same damage wise, it should not get nerfed because the forge gun should not be better than a large railgun, increase its turn speed and let it overheat after 3 cont shots
Missiles no random missile spread, maybe decrease direct damage up splash and radius damage, increase range a bit
Blasters seem fine mostly
Tanks resistances need to be put back so more options are available, more tank HP in general id say aswell
Swarms need fixing, no lock on through cover/jumping while firing/missiles bending around cover
Forge gun reduce the range a bit, no splash damage, no jumping while charging either
Also skillbook wise take away the extra damage from skill up turrets and the prof in general, just keep it to the turret skillbook and damage mods tbh and instead give the the turetts and the prof advantages to using that turret like 5% less cooldown to hybrid or whatever
Amror needs active mods, also swarms take away 30% damage against armor
Agree with bolded Bolded underlined i think needs to be done asap to bring **** in line i dont mind swarms get a bonus dmg to armor but if u gonna keep the FREE militia swarms then that **** needs to be like 600 dmg , 1200 dmg + 30% bonus to armor is ******* ****
passive damage from skillbooks is R E T A R D E D when ppl wanted skills to give passive bonuses so it "can be like EVE" ccp went the easy route and just added bonus damage instead of thinking up other useful bonuses for each turret
id love if blasters get a heat build up reduction from training skills
small rails and small blasters need looking into srsly
|
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2012.11.29 20:50:00 -
[22] - Quote
i agree that passive skill damage bonus are too much, i think that hybrids should get a heat buildup reduction and missiles a reduction to the spread. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.11.29 22:58:00 -
[23] - Quote
EnglishSnake wrote:(...)
Forge gun reduce the range a bit, no splash damage, no jumping while charging either
(...) We are now playing the small section map, that include 3 to 5 PI structures. I think Forges doesn't need messing around range or we will have replay from previously build when Forge Gun whose completely useless. Besides, it would be cool if CCP try to fix effective range indicator on Forges in first place - proto Breach always show 100% but it never reach same target that Assault do(400m.~). I think splash dmg in general thing is something logical on forges . But, hey let's think of it in term of game, Let's Imagine a situation when Forges will not have splash dmg at all - every tank he hitting could be constantly repairing by gang of logibro use tank as a cover, and tanks would be killable only on close or to kill a tank you will required several snipers(hell yea!). I never thought that I could jump while charging Forge gun, but if you're talking about aim that shake and jump wile charging I need to tell it have no affect on shooting from Forge.
Back to OP: I think that something need to be change, because right now situation of tanks is deadly boring(from Forge gunner perspective). If tank is camping from the hill I cannot shoot him(because each time he get some decent dmg he instantly hide). If tank driver decide to roll from the hill and be a hero at the middle of map, he is dies after 3 to 4 shots. It's cool thing to kill tank it really is, but I would rather owed GÇïGÇïit to tactics I use or intelligence() rather than physical skills of aiming, fiting, character skills and pressing the "R1" button in the regular intervals.. I would like to see DropShip's that actually co-operate with tank drivers on the field and do 'logistic' things for them or LAV that remotely boost they turrets capability. I want that Forge gunner role on field was not limited to that few shots, and if HAV could have support from other vehicle that would be cool if AV guy's have something like that to. |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2012.11.30 23:23:00 -
[24] - Quote
Martin0 Brancaleone wrote:i agree that passive skill damage bonus are too much, i think that hybrids should get a heat buildup reduction and missiles a reduction to the spread.
I would leave turret skill as is, increasing damage on all turrets, but change the specific turret skills to amplify them. Range on rail? Heat build up on blasters? Increase splash size for missiles? |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.09 08:22:00 -
[25] - Quote
I know this is old but, I keep ripping apart rails with my blaster... guess I just know how to fit my tank ;D
also their called HAV's stop saying tank it confuses people. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.09 13:53:00 -
[26] - Quote
DarkShadowFox wrote:I know this is old but, I keep ripping apart rails with my blaster... guess I just know how to fit my tank ;D
also their called HAV's stop saying tank it confuses people.
If you came up against any decent rail tanker you would get whacked before you would be able to get close enough |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.09 16:08:00 -
[27] - Quote
EnglishSnake wrote:DarkShadowFox wrote:I know this is old but, I keep ripping apart rails with my blaster... guess I just know how to fit my tank ;D
also their called HAV's stop saying tank it confuses people. If you came up against any decent rail tanker you would get whacked before you would be able to get close enough
Location is a key factor aswell though aswell as individual player skill. Rails > Everything else isn't really correct. I use blasters as a main weapon, rails for when I feel like denying players vehicles in their redzone. I've come across quite a few Railgun users and the majority die, unless they camp somewhere, like on their redline. I'm a pretty reckless tank driver so one of my main tactics is rushing an enemy tank. I enjoy smashing into the side of an enemy tank, because it knocked them upwards and they're unable to shoot me anymore. Blasters and Missiles (in TvT) seems quite balanced but Rails do hurt quite a bit. Perhaps lowering the damage slightly (not NERF, but TWEAK) whilst keeping the range will make it a useful but balanced weapon. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.12.09 16:18:00 -
[28] - Quote
As with everything in Dust, Gank > Tank. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.12.10 10:08:00 -
[29] - Quote
Sylwester Dziewiecki wrote:EnglishSnake wrote:(...)
Forge gun reduce the range a bit, no splash damage, no jumping while charging either
(...) We are now playing the small section map, that include 3 to 5 PI structures. I think Forges doesn't need messing around range or we will have replay from previously build when Forge Gun whose completely useless. Besides, it would be cool if CCP try to fix effective range indicator on Forges in first place - proto Breach always show 100% but it never reach same target that Assault do(400m.~). I think splash dmg in general thing is something logical on forges . But, hey let's think of it in term of game, Let's Imagine a situation when Forges will not have splash dmg at all - every tank he hitting could be constantly repairing by gang of logibro use tank as a cover, and tanks would be killable only on close or to kill a tank you will required several snipers(hell yea!) . I never thought that I could jump while charging Forge gun, but if you're talking about aim that shake and jump wile charging I need to tell it have no affect on shooting from Forge. Back to OP: I think that something need to be change, because right now situation of tanks is deadly boring(from Forge gunner perspective). If tank is camping from the hill I cannot shoot him(because each time he get some decent dmg he instantly hide). If tank driver decide to roll from the hill and be a hero at the middle of map, he is dies after 3 to 4 shots. It's cool thing to kill tank it really is, but I would rather owed GÇïGÇïit to tactics I use or intelligence( ) rather than physical skills of aiming, fiting, character skills and pressing the "R1" button in the regular intervals.. I would like to see DropShip's that actually co-operate with tank drivers on the field and do 'logistic' things for them or LAV that remotely boost they turrets capability. I want that Forge gunner role on field was not limited to that few shots, and if HAV could have support from other vehicle that would be cool if AV guy's have something like that to.
And people need to learn, or remember, that the Forge Gun is a man portable heavy rail gun firing a projectile three or four times the size of a fifty caliber machine gun bullet at 7000+ meters per second. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.10 11:27:00 -
[30] - Quote
It would be nice to see some real tank maps again. no the old five point was great for that because there was room for every one to have fun. |
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