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Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.01.14 22:38:00 -
[1] - Quote
Tzaar Bomba wrote:As it stands it takes 1 infantry to take out 1 tank. They hide better, can climb into areas tanks cant get to, and can cut distances in half by climbing over hills. Tanks may take more then one shot to kill, but tanks, especially armor tanks, cannot exit an area quickly enough. To avoid the shots. Most swarm launchers get both shots off before i can even turn a corner in my Madruger.
Theres alot of solutions i could offer to fix this, but the primary one seems to be to make armor tanks have a natural damage resistance. Make it like 10% to all damage. Except of course to the tanks shields. The bonus a shield tank obtains could be 10% bonus to fire rate of turrets, or perhaps to turret cool down.
Armor tanks should have higher health and more resistance considering their primary role is to be in the thick of battle. Shield tanks should receive the turret bonus do to their aspects. Faster and they have **** quick shield regain. It will offset alot of the weaknesses put onto the tanks.
At the same time AV weaponry can maintain their pace. Militia weaponry is available for all to use, but its kind of messed up that i spend 500k isk on a madruger fitting and you destroy it for free, Atleast that easily.
Gotta disagree with a lot of things here...
Fitting a Surya to its full potential is devastating once it hits the battlefield, Madrugar comes close but still gets massive HP. For infantry battles it's mandatory that all Gallente tanks have a Speed boost on the high slots; heat sink for tank vs tank battles. Standard blasters are not enough, get ADV/PRO blasters to kill more infantry. For endurance only add one type of a armor plate and add other crucial modules (I will not specify). MAX OUT PG/CPU, THIS IS MANDATORY TO FIT CERTAIN GEAR.
Polish Hammer wrote:Hmmm....Alldin hasn't posted at all about this. When I played against him he seemed to do just fine against all the forge gunners and militia swarmers. I don't quite get how you're having such a hard time? Maybe take lessons from him?
A Surya having 26,000+ Armor HP by activating all modules is hard to take down right? |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.01.14 22:50:00 -
[2] - Quote
Tzaar Bomba wrote:Yes alldin you mean the guy in the imperfects that is constantly surrounded by team mates and doesnt advance unless hes sure the coast is clear? That alldin? Cause im talking about applying a solo aspect. You know, without support and actually moving where youre needed as opposed to where the infantry is to support your tank.
I suppose you lost quite a few tanks by strong AV hiding in nearby mountains or pipes...
I advance into new areas once I was sure that nobody got past me or if decent AV is no longer hiding in a unreachable spot. Of course, the way I fitted my Surya still allowed me to get past most infantry, just not the army of AV or damage mod PRO Forge that gave me some trouble to advance with only minimal damage taken.
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Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.01.14 22:52:00 -
[3] - Quote
Tzaar Bomba wrote:If youre going to be carried by your team mates your whole life whats the point of you investing any SP into an individual soldier? There is none, you might as all pull a russia and just flood enemy positions with militia fits and lose the moral war. Atleast you won the battle though right?
Point being if you rely too much on others you become soft. My tank should not be outmatched by some ass on foot never has been the case in history unless guerrilla tactics were used and that was if the person remained out of sight and unseen.
Correction: My tank carried the team... all the time.
Polish Hammer wrote:Eh, I've been spending most of my SP on core skills and HMG skills. I'd love to tangle with your tank once I get my Forge fit back up and running though
Not running tanks anymore, just militia fits. |
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