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Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 12:33:00 -
[1] - Quote
So with the new patch comes a new SP system, this new system will affect vehicle users the most as it take a lot of SP to get a half decent vehicle. At the moment I have around 9.5m SP and almost all of that has been put into HAV use, I'm still around 4m SP from having a full proto vehicle. That is around 14m SP in total.
With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle. Proto > Miltia. so being a vehicle user will be a waste of time or very expensive. I suggest skill up into vehicles last because you will just be face rolled by paytowin AV and people who pay for boosters.
I would just like to say gg to all the cry babies who got vehicles nerfed and AV buffed. You won't need to worry about any "unbeatable" vehicles for atleast 2years.
Even with boosters, passive and active, no one will hit there cap every day so it will still take around the same time period to get to the proper levels.
And I thought CCP wanted this free to play where there would be no pay to win |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2013.01.09 12:36:00 -
[2] - Quote
You bring up an excellent point. But you could of done without that last line.
Either way - it sounds ridiculous. I hope CCP gets that fixed for you all. Tankers may **** me off - but I'd be more upset to see something like this happen to them.
And on another note: YAY Now I don't have to play whack a mole with tanks - where I'm the damn mole. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2013.01.09 12:39:00 -
[3] - Quote
It seems you forgot about 24k passive SP. Each day you can get 27k active SP and 24k passive SP. This is without any boosters. Therefore you need 14000/51=275 day. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
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Posted - 2013.01.09 12:42:00 -
[4] - Quote
Buff missiles Buff vehicles Nerd av |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2013.01.09 12:52:00 -
[5] - Quote
lol standard breach FG is all peeps gonna need to pop tanks for a long time ***** stupid how a standard breach FG has more base dmg than a proto railgun thats gonna take a long ass time to get
hate to say it but vehicles are gonna need a buff again when playercount rises tbh
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.01.09 12:55:00 -
[6] - Quote
AV is a response to vehicles, though, whereas vehicles can be lucrative (in terms of WP/SP) regardless of what else is on the field. Rarely, if ever, do you see someone spec immediately and exclusively into AV skills in the hope that they will be competitive in the WP/SP arena. You see a few people on the forum talk about doing that, but I think they're rare.
The problem with claiming AV is ever really overpowered is that there's a simple solution to making it irrelevant--you don't use vehicles. I know that's going to rub a lot of people the wrong way, but AV isn't really meant as a standalone role (as the game is now) and therefore it shouldn't cost anywhere near what it would for vehicles.
AV is entirely contingent upon a very specific type of object on the battlefield in moderate to significant numbers--without that, it quickly becomes inefficient for anyone to use for an extended period of time, and it sort of fades away on its own. In a way, it self-balances with vehicles...unless vehicles become overpowered enough to make AV irrelevant, which we had a couple builds ago and was horrible. |
G Torq
ALTA B2O
88
|
Posted - 2013.01.09 12:55:00 -
[7] - Quote
Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ?
Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs.
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Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 12:59:00 -
[8] - Quote
Umbat Boki wrote:It seems you forgot about 24k passive SP. Each day you can get 27k active SP and 24k passive SP. This is without any boosters. Therefore you need 14000/51=275 day.
it was intend that I didn't factor in passive SP as you can only use passive on one character. with passive Proto AV would be 3 months rather than 6. |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.09 13:01:00 -
[9] - Quote
As Ive said in another post recently I have around 8 mil sp and about 1 mil of that isn't invested in my Swarm SMG fitting ... and guess what ... I haven't got a proto suit or proto SMG or complex armor modules or anything in the way of speed/agility skills or profile dampening / scan resolution skills.
You might say, well you don't need those to take out a HAV ... you just need a proto swarm and complex damage mods. Well if you can't retreat and survive or avoid an infantry engagement you're not going to survive a HAV encounter.
Don't get me wrong I'm not saying there is nothing wrong with the balance at the moment, the Sagaris and Surya do seem weak these days, I can solo them if they're daft enough to expose themselves too much, but your sp complaint is off the mark ... AV specialists have probably as many skills to invest in as HAV drivers do to get to proto spec ... and I bet we won't get invisibilty when we are there ! |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.09 13:03:00 -
[10] - Quote
Sir Meode wrote:Umbat Boki wrote:It seems you forgot about 24k passive SP. Each day you can get 27k active SP and 24k passive SP. This is without any boosters. Therefore you need 14000/51=275 day. it was intend that I didn't factor in passive SP as you can only use passive on one character. with passive Proto AV would be 3 months rather than 6. Does passive only affect the AV skilling ... I always thought it affected yours too ! |
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Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2013.01.09 13:03:00 -
[11] - Quote
G Torq wrote:Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ? Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs.
it may be single operated but what most ppl in the community dont get is that u actually need infantry support if ppl are hittin u with AV. U dont need and tbqh its a stupid game mechanic to make HAVs require more than 1 person when it already requires teamwork to keep one up from a dedicated AV duo/squad
and to answer ur earlier claims yes ppl will dump all their SP into specific roles if their corp is big enough at the beginning. in my corp one of my heavies went into FGs 1st ignoring HMGs |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.01.09 13:05:00 -
[12] - Quote
Just make tanks cheep again problem solved |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.09 13:11:00 -
[13] - Quote
@Mavado ... your Forge gunner can do that because the fg can be used against infantry ... the swarm launcher needs the SMG skilled alongside.
Edited : along with a LOT of sidearm sharphooter before it's any use ! |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 13:12:00 -
[14] - Quote
Mavado V Noriega wrote:G Torq wrote:Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ? Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs. it may be single operated but what most ppl in the community dont get is that u actually need infantry support if ppl are hittin u with AV. U dont need and tbqh its a stupid game mechanic to make HAVs require more than 1 person when it already requires teamwork to keep one up from a dedicated AV duo/squad and to answer ur earlier claims yes ppl will dump all their SP into specific roles if their corp is big enough at the beginning. in my corp one of my heavies went into FGs 1st ignoring HMGs How exactly is having an Hav require multiple people in it a stupid mechanic? A decent gunner or two should fill the teamwork needed to keep the Hav alive and it usually works for me even with blue dots in my tank |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 13:19:00 -
[15] - Quote
Vermaak 'Fatal' Kuvakei wrote:Mavado V Noriega wrote:G Torq wrote:Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ? Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs. it may be single operated but what most ppl in the community dont get is that u actually need infantry support if ppl are hittin u with AV. U dont need and tbqh its a stupid game mechanic to make HAVs require more than 1 person when it already requires teamwork to keep one up from a dedicated AV duo/squad and to answer ur earlier claims yes ppl will dump all their SP into specific roles if their corp is big enough at the beginning. in my corp one of my heavies went into FGs 1st ignoring HMGs How exactly is having an Hav require multiple people in it a stupid mechanic? A decent gunner or two should fill the teamwork needed to keep the Hav alive and it usually works for me even with blue dots in my tank
Not all gunners will get out to go kill the AV at the other side of the map.
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Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 13:22:00 -
[16] - Quote
They don't need to when you have a decent railgun on, and the only people who do are usually corp mates on coms |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2013.01.09 13:23:00 -
[17] - Quote
Sir Meode wrote:Vermaak 'Fatal' Kuvakei wrote:Mavado V Noriega wrote:G Torq wrote:Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ? Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs. it may be single operated but what most ppl in the community dont get is that u actually need infantry support if ppl are hittin u with AV. U dont need and tbqh its a stupid game mechanic to make HAVs require more than 1 person when it already requires teamwork to keep one up from a dedicated AV duo/squad and to answer ur earlier claims yes ppl will dump all their SP into specific roles if their corp is big enough at the beginning. in my corp one of my heavies went into FGs 1st ignoring HMGs How exactly is having an Hav require multiple people in it a stupid mechanic? A decent gunner or two should fill the teamwork needed to keep the Hav alive and it usually works for me even with blue dots in my tank Not all gunners will get out to go kill the AV at the other side of the map.
THIS.
apparently dude thinks all AV players kamikaze ur tank most AV players stay as far away as possible ur gunners arent gonna do anything to peeps on a roof or far off ur gonna need ur foot soldiers to support u |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.01.09 13:31:00 -
[18] - Quote
And in three months the proto AV guys will get killed by proto everything else because they only skilled for AV.
In corp matches you'll have infantry guys covering you from AV. |
Tectonious Falcon
The Southern Legion
395
|
Posted - 2013.01.09 13:34:00 -
[19] - Quote
Mavado V Noriega wrote:G Torq wrote:Sir Meode wrote: With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle.
Is it a valid assumption that some players will skill specifically into Anti-Armor/Anti-Vehicle, at the cost of of ignoring other things? Also, is it a valid assumption that it either take a single Anti-Armor setup to kill a HAV, OR that the proportion of people skilling into Anti-Armor will match the proportion of mercs it takes to take down a (single-merc operated) HAV ? Yes, you can get into issues quickly with very powerful mercs being able to take out your HAV, but played correctly your HAV should be able to defeat most individual mercs. it may be single operated but what most ppl in the community dont get is that u actually need infantry support if ppl are hittin u with AV. U dont need and tbqh its a stupid game mechanic to make HAVs require more than 1 person when it already requires teamwork to keep one up from a dedicated AV duo/squad and to answer ur earlier claims yes ppl will dump all their SP into specific roles if their corp is big enough at the beginning. in my corp one of my heavies went into FGs 1st ignoring HMGs
This is what a lot of people don't get. HAV's are very ineffective without infantry support. They can't hack objectives in skirmish, for example.
I see people on the forums whining about tanks not pushing objectives or tanks sitting in the redline, but they don't realise that tanks can't push forwards without infantry helping them. I don't know about you guys, but I'm not going to put my expensive tank on the line, if people don't move with me. Quite often I know where the swarmers/forgers are and quite often they pin me down, but since no one supports me, I'm forced to camp there until my modules cooldown or I see an opening.
Basically what I'm saying is: if you have a tank on your team, use it to your advantage, support it and push the objectives that it's pushing (or hack other objectives while the enemies are distracted) and for gods sake don't leave it by itself as there's only so much we can do. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 13:41:00 -
[20] - Quote
@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? |
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Tectonious Falcon
The Southern Legion
395
|
Posted - 2013.01.09 13:45:00 -
[21] - Quote
Vermaak 'Fatal' Kuvakei wrote:You do realize a decent sniper on your side or a railgun fit counters long range Av right?
You do realise most snipers are **** right? Also railguns are terrible at anti infantry compared to the other turrets, and a good forge gunner or swarmer will still be able to outdistance a rail gun. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 13:46:00 -
[22] - Quote
Vermaak 'Fatal' Kuvakei wrote:You do realize a decent sniper on your side or a railgun fit counters long range Av right?
Yes and I would have sniper cover over gunners any day of the week but that's not the point. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.09 13:49:00 -
[23] - Quote
Whoa....14m sp for a proto tank? I've been very active in the last build and I've accumulated 10m sps as of this week. I doubt there is anyone with 12m sps and proto tanks have been running on the battlefield for weeks now.
What is the vehicle skill for a proto tank? Like a 10x multiplier? That's something around 3m total skill points. Definitely nowhere near 2 years to acquire.
Also, gunnlogis are able to do some serious damage out there on the battlefield if STD tanks doesn't fit you well. People have been saying MLT or PRO in every situation. But fail to look at the ADV gear....which in most cases, is all you really need. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 13:51:00 -
[24] - Quote
Tectonious Falcon wrote:Vermaak 'Fatal' Kuvakei wrote:You do realize a decent sniper on your side or a railgun fit counters long range Av right? You do realise most snipers are **** right? Also railguns are terrible at anti infantry compared to the other turrets, and a good forge gunner or swarmer will still be able to outdistance a rail gun. I'm not talking about some run of the mill blue dot who uses the militia sniper rifle, I'm talking about a dedicated sniper who pores all of their sp into the necessary skills for sniping (which every corp should have at least one person doing such) and at a range the rail needs to turn less to keep on target with infantry and ir usually ohks most AV |
Tectonious Falcon
The Southern Legion
395
|
Posted - 2013.01.09 13:52:00 -
[25] - Quote
Ydubbs81 RND wrote:Whoa....14m sp for a proto tank? I've been very active in the last build and I've accumulated 10m sps as of this week. I doubt there is anyone with 12m sps and proto tanks have been running on the battlefield for weeks now.
What is the vehicle skill for a proto tank? Like a 10x multiplier? That's something around 3m total skill points. Definitely nowhere near 2 years to acquire.
Also, gunnlogis are able to do some serious damage out there on the battlefield if STD tanks doesn't fit you well. People have been saying MLT or PRO in every situation. But fail to look at the ADV gear....which in most cases, is all you really need.
It's a 12x multiplier. Also I think the OP means full proto tank, not just a proto tank because a shitfit proto, isn't any better than a shitfit militia. Worse in fact as its much more expensive. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 13:53:00 -
[26] - Quote
Sir Meode wrote:Vermaak 'Fatal' Kuvakei wrote:You do realize a decent sniper on your side or a railgun fit counters long range Av right? Yes and I would have sniper cover over gunners any day of the week but that's not the point. This post was actually ment for someone else, I'll fix it now
Ps it would be the point because they wouldn't have to leave the tank at all |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 14:02:00 -
[27] - Quote
Ydubbs81 RND wrote:Whoa....14m sp for a proto tank? I've been very active in the last build and I've accumulated 10m sps as of this week. I doubt there is anyone with 12m sps and proto tanks have been running on the battlefield for weeks now.
What is the vehicle skill for a proto tank? Like a 10x multiplier? That's something around 3m total skill points. Definitely nowhere near 2 years to acquire.
Also, gunnlogis are able to do some serious damage out there on the battlefield if STD tanks doesn't fit you well. People have been saying MLT or PRO in every situation. But fail to look at the ADV gear....which in most cases, is all you really need.
I've not seen anything above a Sagaris/Surya, what about the chacram? "spelling sorry" which btw is a x12 skill then there's the turrets, boosters, hardeners, extenders. you wouldn't just skill for the vehicle then take it out with not putting modules on. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.09 14:17:00 -
[28] - Quote
Damn SP cap never thought of it that way tbh
I mean i skilled up for both the Surya and Sagaris with perfect support skills for the shield tank and missing a couple of levels for the armor reps and turret wise i had mostly hybrids skilled up and lolmissiles but i could use the majority if not all mods anyways
But yes AV is way too easy to skill up tbh and also way too easy to use
SL lock on through cover then jump fire when in mid air and forget while they follow you around cover
FG more damage than a vehicle mounted railgun yea go figure
Then again who needs to skill up AV? why bother you have beast milita AV stuff to use and flux nades which do 1200 or just normal AV which home to the vehicle to make up for your bad positioning
We could defo call this hard cap another nerf to the vehicle user
I was on the fence about going for vehicles again and see if the move to TQ also includes any fixes or alterations to mods and equipment etc because it may help vehicles but i dunno if anything will change |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 14:23:00 -
[29] - Quote
Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right?
Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 15:01:00 -
[30] - Quote
I think the daily cap is worse than the weekly one. The gap between hardcore and casual players will be more evident now than ever. |
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Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 15:04:00 -
[31] - Quote
NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2013.01.09 15:07:00 -
[32] - Quote
Well all what im going to lvl up vehicle sided is LAV's with a scattered blaster. Tanks are to expensive, consume to much SP and in the end 1 forgegunner on a hill is enough to make you look stupid. And look how good LAV's actually are. Theyare fast, you can put a decent amount of shields on them and the small turret does a decent job. And it has 3 seats perfect to assault a objective. I say its cost efficent. A tank is slow and a easy target for every forgegunner and dropships can be shot down with a swarm launcher from anywhere on the map. |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 15:11:00 -
[33] - Quote
Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun
It helps if the gunner has some turret skills. Again its effective against installations and vehicles. Infantry has to be extremely lucky shot. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.09 15:13:00 -
[34] - Quote
NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun It helps if the gunner has some turret skills. Again its effective against installations and vehicles. Infantry has to be extremely lucky shot.
lol small railgun for long range AV lolno
They have no range at all, a forge gun has more range |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 15:17:00 -
[35] - Quote
NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun It helps if the gunner has some turret skills. Again its effective against installations and vehicles. Infantry has to be extremely lucky shot. Not really, forge gunners move slow and swarm users usually jump which helps predict where they'll be so you can hit them or I and the vast majority of everyone who's gunned for me is extremely lucky. Just because the description says that's it's main purpose doesn't make ir correct |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
324
|
Posted - 2013.01.09 15:20:00 -
[36] - Quote
With the way Dust is going now I don't see a role for HAVs on the battlefield, at all. They're so fragile that a squad can force them to retreat by switching to militia / standard gear for a single spawn.
Proxy explosives, AV nades, nanohives and militia / basic swarms. You can put down 3 mines, reload 3 more mines from the hive and put those down as well. That's 6 mines per player and they persist after you die. A squad can block off whole areas of the map to ground vehicles this way. Even a gunnlogi has to retreat to the red zone when that happens. Subdreddit has been using this strategy for a week or so now and while I didn't really want to give it away, because it's hilarious to kill / scare off so many vehicles, I don't really want ground vehicles to be 100% ineffective.
It's very easy to skill into these things. 25k sp for the explosives, grenades 1 for the AV nades and swarms 1 for the basic swarm launcher. An AV fit with these items costs somewhere around 18k isk per suit, so if needed a whole squad can suicide a few of them and utterly remove vehicles as a factor in a match.
Vehicles probably only need a very minor buff, and perhaps a big reduction in SP and isk costs. If they're going to be fragile they have to be more disposable. |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 15:29:00 -
[37] - Quote
Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun It helps if the gunner has some turret skills. Again its effective against installations and vehicles. Infantry has to be extremely lucky shot. Not really, forge gunners move slow and swarm users usually jump which helps predict where they'll be so you can hit them or I and the vast majority of everyone who's gunned for me is extremely lucky. Just because the description says that's it's main purpose doesn't make ir correct
I have tried the Proto small ones too, have a hard time hitting infantry with the Large Proto RG tbh. Yes do i get them once in a while, but its not easy. Proto Small Accelerated missiles are so far the best support you can get in your HAV imo. Specially if its fitted on a sagaris or your gunner has similar skills as my gunner. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.09 15:32:00 -
[38] - Quote
Sir Meode wrote:I think the daily cap is worse than the weekly one. The gap between hardcore and casual players will be more evident now than ever.
Agreed. And it's not so much hardcore vs casual than "every day player" vs "2-3 days players". A guy that plays 2-3 days 4 hours each time is way more hardcore than the 1 hours every day dude.
Regarding vehicles, your first post raises a serious question. Now, CCP can pretty much change skill requirement any time so maybe there's something planned.
But the real matter lies in how AV works. This has been said over and over and over again but here we go again :
=> Swarmlaunchers auto tracking with their insane lock distance is way too efficient as it can damage an HAV from miles away. => Forge Gun's range are still getting the benefit of the late range boost they got when the first vehicle nerf happend 2 builds ago. Thus making them once again huge snipers. Also, their base damage is off compared to railgun turrets, i agree with mavado there. But, i dont think higher tier of forge gun should be nerfed. The main problem is still range. if FG users had to be way closer to the HAV than what they can afford now, then the mechanics of infantry supporting HAV would work better. Same goes for the swarmlauncher.
Doesnt matter if you have 4 foot soldiers escorting your HAV if 2 FG users can snipe your HAV from 200m away.
Or, the other solution would be to buff slightly base HP of lower tier HAV. Higher tier HAV seems to be ok from where i'm standing (most of the times dead right next to it or hiding miles away) |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 15:38:00 -
[39] - Quote
Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:@Mavado You do realize a decent sniper on your side or a railgun fit counters long range Av right? Thats correct. But Railgun fit is hardly effective against infantry, unless the infantry is stationary for over 3-4 seconds. The little splash damage the RG does is not enough to take out a long rang Forge gunner. You cant run around and support your infantry with a Railgun fit. You need the blaster for it. RG is good for taking out installations and tanks from a distance. But bring a RG infront of a decent fit Blaster, it wont last very long. On top of everything else, all you have to do is to call in a OB on the tank if its a RG and using distance to its advantage. A well fitted Surya over 10K HP with dual Armor reps activated, isnt enough. Blaster is the way to go (its not like you can change turrets once you've deployed the tank)... You should know I'm referring to the gunner using the small railgun, not one as a main gun It helps if the gunner has some turret skills. Again its effective against installations and vehicles. Infantry has to be extremely lucky shot. Not really, forge gunners move slow and swarm users usually jump which helps predict where they'll be so you can hit them or I and the vast majority of everyone who's gunned for me is extremely lucky. Just because the description says that's it's main purpose doesn't make ir correct
I have tried the Proto small ones too, have a hard time hitting infantry with the Large Proto RG tbh. Yes do i get them once in a while, but its not easy. Proto Small Accelerated missiles are so far the best support you can get in your HAV imo. Specially if its fitted on a sagaris or your gunner has similar skills as my gunner.
I think in that aspect larges are fine, and since I'll be going for a Surya I'm sticking with hybrids |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.09 15:43:00 -
[40] - Quote
EnglishSnake wrote:Damn SP cap never thought of it that way tbh
I mean i skilled up for both the Surya and Sagaris with perfect support skills for the shield tank and missing a couple of levels for the armor reps and turret wise i had mostly hybrids skilled up and lolmissiles but i could use the majority if not all mods anyways
But yes AV is way too easy to skill up tbh and also way too easy to use
SL lock on through cover then jump fire when in mid air and forget while they follow you around cover
FG more damage than a vehicle mounted railgun yea go figure
Then again who needs to skill up AV? why bother you have beast milita AV stuff to use and flux nades which do 1200 or just normal AV which home to the vehicle to make up for your bad positioning
We could defo call this hard cap another nerf to the vehicle user
I was on the fence about going for vehicles again and see if the move to TQ also includes any fixes or alterations to mods and equipment etc because it may help vehicles but i dunno if anything will change
Snake the lock onto vehicle thing from cover has been fixed since the last build at least because I cant lock on from cover. However it can look like I am locking on from cover because of the head glitch. (Bullets shoot out of your eyeballs not the gun in this game) |
|
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.01.09 15:59:00 -
[41] - Quote
AV requires you to run on the field with a smg or pistol. Most people cannot succeed that way and will lose lots of money because they will never be on top of the game wp and therefore will not gain their money back. AV have to level up the av weapon of choice, sidearm of choice, and to have AnY chance vs infantry they also have to level sidearn secondary skills, primarily sharpshooter, and for pistols the extra ammo is a must.
I have yet to be able to solo Aldin's tank and when I hunt vehicles, as my choice of av goes, I die many more times then if I just run and gun ...and I get much less wp because there is a chance I don't get the last hit on the tank.
I love how the OP compared a total proto fit tank, which can kill infantry and vehicles alike and are more likely to survive multiple battles, to leveling a proto weapon without any supporting skills....a proto weapon is about 100k and the survivability of that suit would be next to nothing. There are always two sides to the story.
Do I think tankers have it easy? Not at all, but it isn't because of the sp need. It is because people have access to basis AV very easily...a guy going AR can use fluxes or AV nades and once the tank is dealt with change his loadout.
Honestly the best fix I can think of is reduce the dmg of militia and standard AV stuff. If everyone can have easy access to that stuff it shouldn't be so affective. What that does is make tanks weaker and less viable, but it also makes going AV less needed and less viable. |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 16:01:00 -
[42] - Quote
Same here... Surya is the Beast. If the AV and HAVs are balanced it would be a great contest. But Tank Vs Tank (No infantry) any shield tank tank with watever Proto Fit should stay away from blasters (LVL 4 and Above). Sagaris didnt even last few seconds when it tried to go head on against my Surya. I wasnt even using Proto Blaster, the Heat meter didnt even reach a quarter tbh LOL
Red Star Surya didnt last against my 5k Armor Madrugar Blaster head on with infantry supporting that tank. So far, tank vs tank Armor tank is the way to go. (Rail guns on top of a hill, different story however) |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 16:08:00 -
[43] - Quote
NAV HIV wrote:Same here... Surya is the Beast. If the AV and HAVs are balanced it would be a great contest. But Tank Vs Tank (No infantry) any shield tank tank with watever Proto Fit should stay away from blasters (LVL 4 and Above). Sagaris didnt even last few seconds when it tried to go head on against my Surya. I wasnt even using Proto Blaster, the Heat meter didnt even reach a quarter tbh LOL
Red Star Surya didnt last against my 5k Armor Madrugar Blaster head on with infantry supporting that tank. So far, tank vs tank Armor tank is the way to go. (Rail guns on top of a hill, different story however) Nice, I currently only use my gunloggi to take down other tanks and if the lav spam gets too high. My tank "Respect My Authority " is used to sustai a lot of damage for a short time then retreat if possible |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 16:14:00 -
[44] - Quote
Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Same here... Surya is the Beast. If the AV and HAVs are balanced it would be a great contest. But Tank Vs Tank (No infantry) any shield tank tank with watever Proto Fit should stay away from blasters (LVL 4 and Above). Sagaris didnt even last few seconds when it tried to go head on against my Surya. I wasnt even using Proto Blaster, the Heat meter didnt even reach a quarter tbh LOL
Red Star Surya didnt last against my 5k Armor Madrugar Blaster head on with infantry supporting that tank. So far, tank vs tank Armor tank is the way to go. (Rail guns on top of a hill, different story however) Nice, I currently only use my gunloggi to take down other tanks and if the lav spam gets too high. My tank "Respect My Authority " is used to sustai a lot of damage for a short time then retreat if possible
I try not to shoot the LAVs, i prefer ramming into them. Also laser rifles make me chuckle. They get excited when they see my shield go down quickly LOL....
|
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.01.09 16:19:00 -
[45] - Quote
NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Same here... Surya is the Beast. If the AV and HAVs are balanced it would be a great contest. But Tank Vs Tank (No infantry) any shield tank tank with watever Proto Fit should stay away from blasters (LVL 4 and Above). Sagaris didnt even last few seconds when it tried to go head on against my Surya. I wasnt even using Proto Blaster, the Heat meter didnt even reach a quarter tbh LOL
Red Star Surya didnt last against my 5k Armor Madrugar Blaster head on with infantry supporting that tank. So far, tank vs tank Armor tank is the way to go. (Rail guns on top of a hill, different story however) Nice, I currently only use my gunloggi to take down other tanks and if the lav spam gets too high. My tank "Respect My Authority " is used to sustai a lot of damage for a short time then retreat if possible I try not to shoot the LAVs, i prefer ramming into them. Also laser rifles make me chuckle. They get excited when they see my shield go down quickly LOL.... I shoot lavs because I like to kill the passengers then destroy the vehicle, and I usually do the same to dropships, especially when the doors are open |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 16:23:00 -
[46] - Quote
Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Vermaak 'Fatal' Kuvakei wrote:NAV HIV wrote:Same here... Surya is the Beast. If the AV and HAVs are balanced it would be a great contest. But Tank Vs Tank (No infantry) any shield tank tank with watever Proto Fit should stay away from blasters (LVL 4 and Above). Sagaris didnt even last few seconds when it tried to go head on against my Surya. I wasnt even using Proto Blaster, the Heat meter didnt even reach a quarter tbh LOL
Red Star Surya didnt last against my 5k Armor Madrugar Blaster head on with infantry supporting that tank. So far, tank vs tank Armor tank is the way to go. (Rail guns on top of a hill, different story however) Nice, I currently only use my gunloggi to take down other tanks and if the lav spam gets too high. My tank "Respect My Authority " is used to sustai a lot of damage for a short time then retreat if possible I try not to shoot the LAVs, i prefer ramming into them. Also laser rifles make me chuckle. They get excited when they see my shield go down quickly LOL.... I shoot lavs because I like to kill the passengers then destroy the vehicle, and I usually do the same to dropships, especially when the doors are open
Yeah whats with the Dropships flying so low these days? I can easily take em with the blaster... |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.09 16:27:00 -
[47] - Quote
William HBonney wrote:
Honestly the best fix I can think of is reduce the dmg of militia and standard AV stuff. If everyone can have easy access to that stuff it shouldn't be so affective. What that does is make tanks weaker and less viable, but it also makes going AV less needed and less viable.
All milita is too good tbh
Espc AV all the next upgrade gives you is more ammo i think and maybe a bigger clip but milita is good enough |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.01.09 16:32:00 -
[48] - Quote
William HBonney wrote:
Honestly the best fix I can think of is reduce the dmg of militia and standard AV stuff. If everyone can have easy access to that stuff it shouldn't be so affective. What that does is make tanks weaker and less viable, but it also makes going AV less needed and less viable.
why make tanks weaker and less viable?? I don't understand your reasoning with this. Tanks should be as viable as anything else if not then what's the point of having them in the game at all? |
Django Quik
R.I.f.t
219
|
Posted - 2013.01.09 16:33:00 -
[49] - Quote
I'm pretty much a dedicated AV player and love nothing more than destroying all your delicious tanks but I have to agree that it is far too easy to skill into and the militia AV gear is far too powerful.
I love seeing militia tanks coming out because they're easy kills but well fitted standard tanks take a little more effort and advanced ones can be royal pain but I can still occasionally solo them with only ADV swarms, 2 complex DMG mods and some packed AV nades.
It doesn't take much effort for anyone to spec into effective AV gear and even a squad of militia AV could take down most tanks with good teamwork. Militia AV needs a massive damage nerf, like take a missile out of the swarm and halve FG damage but more importantly something needs to be done about the way swarms can be used - you should never be able to fire a missile mid jump, that's crazy ridiculous. Also movement speed needs to be drastically reduced or even completely removed whilst aiming with either SL or FG. This would mean that it would take a whole lot more skill to get into position and take some well timed shots to be effective, even though this would make my job a whole lot more difficult |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 16:35:00 -
[50] - Quote
William HBonney wrote:AV requires you to run on the field with a smg or pistol. Most people cannot succeed that way and will lose lots of money because they will never be on top of the game wp and therefore will not gain their money back. AV have to level up the av weapon of choice, sidearm of choice, and to have AnY chance vs infantry they also have to level sidearn secondary skills, primarily sharpshooter, and for pistols the extra ammo is a must.
I have yet to be able to solo Aldin's tank and when I hunt vehicles, as my choice of av goes, I die many more times then if I just run and gun ...and I get much less wp because there is a chance I don't get the last hit on the tank.
I love how the OP compared a total proto fit tank, which can kill infantry and vehicles alike and are more likely to survive multiple battles, to leveling a proto weapon without any supporting skills....a proto weapon is about 100k and the survivability of that suit would be next to nothing. There are always two sides to the story.
Do I think tankers have it easy? Not at all, but it isn't because of the sp need. It is because people have access to basis AV very easily...a guy going AR can use fluxes or AV nades and once the tank is dealt with change his loadout.
Honestly the best fix I can think of is reduce the dmg of militia and standard AV stuff. If everyone can have easy access to that stuff it shouldn't be so affective. What that does is make tanks weaker and less viable, but it also makes going AV less needed and less viable.
Shouldnt AV need infantry support? No one should be able to run around and kill infantry and HAV at the same time (SMGs are good and work as a good defense weapon) . As suggested by all the AV users, HAV's should have infantry support. Shouldnt AVs have that too? |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.09 16:42:00 -
[51] - Quote
Sir Meode wrote:William HBonney wrote:
Honestly the best fix I can think of is reduce the dmg of militia and standard AV stuff. If everyone can have easy access to that stuff it shouldn't be so affective. What that does is make tanks weaker and less viable, but it also makes going AV less needed and less viable.
why make tanks weaker and less viable?? I don't understand your reasoning with this. Tanks should be as viable as anything else if not then what's the point of having them in the game at all?
He means having milita AV makes tanks less viable because its good enough to use and that everyone has access to it straight away
Thus if it got a reduction in damage hopefully it would force scrubs to at least put some pts into AV and skill up a bit so specialized AV ppl would be needed instead of johnny changing to noob FG to shoot at the proto tank because he can |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.01.09 16:43:00 -
[52] - Quote
steadyhand amarr wrote:Just make tanks cheep again problem solved
Terrible and wrong suggestion. -1 1st Isk cost does NOTHING on battlefield balance in the end. 2nd CCP can't fix prices after mineral requirements in free market.
Bendtner92 wrote:And in three months the proto AV guys will get killed by proto everything else because they only skilled for AV.
In corp matches you'll have infantry guys covering you from AV.
A very good post. +1
Also good points are: - Infantry will be spending SP on multiple things - Investing in (pure) counters usually lags behind to subject needing to be countered, so if tanks would be uncommon then max speccing AV is to be expected rare.
|
NAV HIV
The Generals
151
|
Posted - 2013.01.09 16:52:00 -
[53] - Quote
Django Quik wrote:I'm pretty much a dedicated AV player and love nothing more than destroying all your delicious tanks but I have to agree that it is far too easy to skill into and the militia AV gear is far too powerful.
I love seeing militia tanks coming out because they're easy kills but well fitted standard tanks take a little more effort and advanced ones can be royal pain but I can still occasionally solo them with only ADV swarms, 2 complex DMG mods and some packed AV nades.
It doesn't take much effort for anyone to spec into effective AV gear and even a squad of militia AV could take down most tanks with good teamwork. Militia AV needs a massive damage nerf, like take a missile out of the swarm and halve FG damage but more importantly something needs to be done about the way swarms can be used - you should never be able to fire a missile mid jump, that's crazy ridiculous. Also movement speed needs to be drastically reduced or even completely removed whilst aiming with either SL or FG. This would mean that it would take a whole lot more skill to get into position and take some well timed shots to be effective, even though this would make my job a whole lot m
I would gladly lay down my tanks infront of dedicated AV users, not low skilled lucky kills. Whats the point if everything is so easy? It shoud give AV guys some extra health buff and FIX the AV weapons and make everything challenging for everyone. HAVs should be scared and tactical so should AV users. |
Z00KU
BetaMax.
0
|
Posted - 2013.01.09 16:53:00 -
[54] - Quote
If you look at eve online, you can get into a good cruiser fit pretty fast, but cant get into a battle ship fit that is competitive. like eve you need to work to get the goodies, this is not like a fps where all the good stuff is provided. their needs to be a time sink to reward players for playing so it needs to be harder to get the good heavy tanks and gear. IMO
Sir Meode wrote:So with the new patch comes a new SP system, this new system will affect vehicle users the most as it take a lot of SP to get a half decent vehicle. At the moment I have around 9.5m SP and almost all of that has been put into HAV use, I'm still around 4m SP from having a full proto vehicle. That is around 14m SP in total.
With the new SP system that will take 1 and a half years if I hit the SP cap everyday without any boosters.
For an AV player to get to proto level they probably spend in SP 3-4m? which is a quater of the time.
So in 6 months there will be Proto AV running around while vehicle users will still be running Miltia fit Vehicle. Proto > Miltia. so being a vehicle user will be a waste of time or very expensive. I suggest skill up into vehicles last because you will just be face rolled by paytowin AV and people who pay for boosters.
I would just like to say gg to all the cry babies who got vehicles nerfed and AV buffed. You won't need to worry about any "unbeatable" vehicles for atleast 2years.
Even with boosters, passive and active, no one will hit there cap every day so it will still take around the same time period to get to the proper levels.
And I thought CCP wanted this free to play where there would be no pay to win |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.01.09 17:10:00 -
[55] - Quote
Kristoff Atruin wrote: . . Proxy explosives, AV nades, nanohives and militia / basic swarms. You can put down 3 mines, reload 3 more mines from the hive and put those down as well. That's 6 mines per player and they persist after you die. A squad can block off whole areas of the map to ground vehicles this way. Even a gunnlogi has to retreat to the red zone when that happens. Subdreddit has been using this strategy for a week or so now and while I didn't really want to give it away, because it's hilarious to kill / scare off so many vehicles, I don't really want ground vehicles to be 100% ineffective. . .
O_o This is first time anyone even implied that proxy mines would be good.
Yeah they have their uses (vs slow LAV's) but they are so weak they could even be left out of the list of AV methods...
(How I know? I've been using proxies in both builds before, even now when they were fixed they're so unreliable and weak. And I'm using proto proxies as well. And usually a set of 9 mines, sometimes even a set of friggin' 18)
Sorry for slight off-topic, got to correct.
|
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2013.01.09 18:05:00 -
[56] - Quote
The dark cloud wrote:Well all what im going to lvl up vehicle sided is LAV's with a scattered blaster. Tanks are to expensive, consume to much SP and in the end 1 forgegunner on a hill is enough to make you look stupid. And look how good LAV's actually are. Theyare fast, you can put a decent amount of shields on them and the small turret does a decent job. And it has 3 seats perfect to assault a objective. I say its cost efficent. A tank is slow and a easy target for every forgegunner and dropships can be shot down with a swarm launcher from anywhere on the map.
Same here man. through Codex and Chromosome I went about as far as one could go with Armor LAV's and I can safely say I have no regret at all.
|
trollsroyce
Seraphim Initiative. CRONOS.
164
|
Posted - 2013.01.09 18:23:00 -
[57] - Quote
Let's take an analogy from eve. A newbie rushes battleship and gets killed by the newbie that focused frigate for the couple of months. A frigate tries to take on a veteran battleship and dies or resolves in a getaway. Working as intended. |
trollsroyce
Seraphim Initiative. CRONOS.
164
|
Posted - 2013.01.09 18:27:00 -
[58] - Quote
From the useful perspective, this means the metagame will see strong infantry in the start and switch towards tanks later on. Snipers should have a fun start... |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.09 18:37:00 -
[59] - Quote
trollsroyce wrote:Let's take an analogy from eve. A newbie rushes battleship and gets killed by the newbie that focused frigate for the couple of months. A frigate tries to take on a veteran battleship and dies or resolves in a getaway. Working as intended.
EVE ref then
Milita = frig Basic = destroyer Adv = cruiser Proto = battlecruiser
Atm frig can destroy battlecruiser every easily |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
324
|
Posted - 2013.01.09 18:48:00 -
[60] - Quote
KEROSIINI-TERO wrote:Kristoff Atruin wrote: . . Proxy explosives, AV nades, nanohives and militia / basic swarms. You can put down 3 mines, reload 3 more mines from the hive and put those down as well. That's 6 mines per player and they persist after you die. A squad can block off whole areas of the map to ground vehicles this way. Even a gunnlogi has to retreat to the red zone when that happens. Subdreddit has been using this strategy for a week or so now and while I didn't really want to give it away, because it's hilarious to kill / scare off so many vehicles, I don't really want ground vehicles to be 100% ineffective. . .
O_o This is first time anyone even implied that proxy mines would be good. Yeah they have their uses (vs slow LAV's) but they are so weak they could even be left out of the list of AV methods... (How I know? I've been using proxies in both builds before, even now when they were fixed they're so unreliable and weak. And I'm using proto proxies as well. And usually a set of 9 mines, sometimes even a set of friggin' 18) Sorry for slight off-topic, got to correct.
If you think proxy mines are bad, then you're simply wrong. We've been taking vehicles out of the fight in every match since we started using this strategy a couple weeks ago. One proxy mine won't **** up a good HAV, but 3 to 6 of them will. The most advanced ones won't die from that, but they'll be hurt pretty bad and running into the things all over the place. Their choice at that point is to stay in the battle and face certain death, or run and hide. The whole point of this strategy is organization...you get 4 guys to put down 6 proxies each at places the tanks have to drive through to do anything in the fight. That's 24 mines with one squad, or 48 with two. Add to that the AV nades and swarms and this can take out *any* tank in the game, no matter how blinged out it is. It's cheap as hell and hilarious to do.
We actually made Bad Furry hide 2 miles in the red zone using this, right from the start of the match. He couldn't bail out of his tank and fight us on foot either, because some scrub would jump in it and get it killed. Noobs in militia gear got more kills than him that match. Even out there he was taking enough damage to need his shield boosters. |
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DeeJay One
BetaMax.
9
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Posted - 2013.01.09 19:28:00 -
[61] - Quote
EnglishSnake wrote:trollsroyce wrote:Let's take an analogy from eve. A newbie rushes battleship and gets killed by the newbie that focused frigate for the couple of months. A frigate tries to take on a veteran battleship and dies or resolves in a getaway. Working as intended. EVE ref then Milita = frig Basic = destroyer Adv = cruiser Proto = battlecruiser Atm frig can destroy battlecruiser every easily
Well, I'd say that proto should be more like tech 3 ships in Eve. Problem is people got used to running proto fits as a standard and accessing them in a matter of days instead of months. Every attempt from CCP to make them the tech 3 equivalent was and is met with so much QQ on the forums that it's unbelievable... IMHO there should be the possibility to put more different skills in each tier, like for example you need skills in Eve to run assault missiles, event though they're pretty much on the same level as standard ones.
When skilling into a proper HAV (IMO the battleship is the proper equivalent to it in EVE) finally takes many skill points and time and also ISK, then we can think of nerfing the AV a bit, as the HAV won't be such a game breaker then. IMHO right now a properly operated tank with infantry support is a machine to red line the opposing team into oblivion... |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
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Posted - 2013.01.09 20:40:00 -
[62] - Quote
EnglishSnake wrote:trollsroyce wrote:Let's take an analogy from eve. A newbie rushes battleship and gets killed by the newbie that focused frigate for the couple of months. A frigate tries to take on a veteran battleship and dies or resolves in a getaway. Working as intended. EVE ref then Milita = frig Basic = destroyer Adv = cruiser Proto = battlecruiser Atm frig can destroy battlecruiser every easily That's misguided, a major underestimation based on size. Unlike here, in eve larger ships have trouble hitting small ships and when they do, a lot less damage is done. If your assumption was true, stuff like this would never happen
Btw I saw it daily in high sec |
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