Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.13 08:30:00 -
[121] - Quote
Logi Bro wrote:Lots of bla bla bla So you want to go by the numbers
So lets so most people doing well on sp are going to be around 700k sp
To get your standard tank unlocked you have to have spent 380k sp so 700k- 380k-200k you start out with equals 120k sp left to spend that leaves me short of hybrid turrets which means i have to run militant which only does 89 dps per shot compared to the 115 i can do with a standard scattered blaster. Also you have a extra 4 cpu and 100 pg that the militant blaster requires for fitting. If you choose to put your SP into here you can fit better small turrets but then for go on skills needed to tank better.
gunnlogi CPU 330 PG 1805 Shield HP 2000 sica CPU 310 PG 1805 Shield HP 2600
Oh man you saying I just saved myself 100 PG going into standard blasters and gain tons of damage.
I am going to go with shield tanks because that is what I run but armor is very simular you have a couple options you can buff out your pg cpu skills which is usually needed to fit the better gear. Oh but if you spend your points here you do not have the better gear. You can spend SP into protoing out your shield extenders but oh ya you can not fit them with a militant blaster because it takes up to much PG and well you do not have the PG skills to needed to fit it.
So what does that mean your gunlogi is stuck fitting shield extenders that give 1710 each if you can fit 2 of them with how poor your skills are. While I can fit extenders that give 2185 per extender plus a blaster that does 33 more damage per shot if you count skills in also
so on my sica I can hit 6370 my sica I use 1 10% mode on and get 6570 on the gunlogi saying a gunlogi gets lucky and can fit 2 1710 extenders he gets 6020 then he is uses 3 10% damage modes which only protect the base hull so he will gain a extra HP because they only give 780 HP for the base 2600 so he has a total of 6800 HP So that means the gunlogi only has 230 more HP then my sica while I put out almost 28% more damge then he does and he only has 3.5% more health then me.
Looks like Caeli wins again. :)
some more facts for you lvl 3 resist skill on armor and shields cost 217k sp alone not including lvl 1 and 2
lvl 3 shield extenders and armor extenders cost 87k sp alone meaning getting it proto out will cost the remains of your 120k sp Booster mods are the same
getting standard large blasater turrets you need to spend 156k sp into small first meaning your 120k is not even enough to achieve first lvl of blasters let alone the 75k total needed to get into the standard lvl large scattered blaster.
Remember these results are going to be very simular for for soma/madrugar cases. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.13 08:32:00 -
[122] - Quote
Logi Bro wrote:Let this be a response to both Caeli and Zitro, because you two basically said the same thing.
You are talking about the small amount of SP we currently have? That's weird, it seems like you wouldn't be able to skill up into ALL proto mods by now, either. OH WAIT! You just admitted you were lying about that, Zitro, so why should I take anything you say verbatim anymore? Let me say it again, since you didn't get it before Caeli: You can't deny reality because you don't like me. Let me spell this out for you.... Since Zitro said armor tanks, I will use Somas and Madrugars as an example.
Soma Base Shield=690 Base Armor=2230 210 CPU 2540 PG 2 high power slots 4 low power slots
Madrugar Base Shield=900 Base Armor=2900 210 CPU 2690 PG 2 high power slots 5 low power slots
I can't expect you to figure this out on your own, so that's 880 more combined health points already. But if you had half a brain, even you would have figured out to skill up Field Mechanics to 5 by now. So with that maxed out it is actually 1047 more combined points, 837 of that being armor. The best 60mm plates will only get you 780 armor, so the Madrugar starts the game 1-0. But what If I equip two 60mm plates you ask. well if you wanted to do that, you would be a complete moron seeing as how you would be so slow you wouldn't be able to get away from those AV grenade spammers that this whole thread was SUPPOSED to be about, same goes for 120mm plates and 180mm. (but maybe that's why you were complaining about them, because you were stupid enough to use multiple armor plates on your tank, but I digress) The difference in PG is 150, but once again, if you had half a brain you would still know to max out Combat Engineering. So then the difference is 187 PG. This PG is incredibly useful for that 5th low slot, on which you can equip armor plates, resistance mods, armor hardeners, or anything that might give you a significant advantage over militia tanks. But I have proto and you have no more than advanced, you are saying now. First, my Madrugar has a natural armor boost of more than the best 60mm plate, which I can still use because it only requires level 2 Armor Upgrades. I am currently doing better than you. You equip the best resistance plate, guess what, it only takes level 3 Armor Adaptation to get that, I can afford it on my Madrugar. So now you equip the best armor repper. The best repper only takes level 3 Armor Repair Systems, I can afford that as well. So your fourth slot is up for grabs. Depending on how you play, that is what you will pick. I would personally go for an armor hardener, so let's look at that, shall we? Oh look! That only takes level 1 Armor Adaptation. I can afford it. So we currently have the same mods and I have a natural boost on your armor and another slot to use. Who's winning? Madrugar goes 999-0 Ok, you are saying, but you forgot turrets. Alright, I can now afford to use a standard, and as Zitro mentioned earlier, he uses an advanced. You got me there buddy, look now it's 999-1. High slots. Alright, you have the skills to get, what? A shield extender? That won't even make up for my natural 1047 boost over you, let alone put you ahead of me. Small turrets? Couldn't give less of a damn. You can have that point, 999-2
So yeah, Caeli, you beat the standards you meet, but who's to say they bothered to actually plan out their skills like I did just now? They probably flew by the seat of their pants and skilled into whatever they wanted at the time. You can now officially call yourself the king of tank pubbies, enjoy your title.
But hey, this was a post about AV grenades, right? F*cking trolls.
P.S. Protoman, I'm glad you said that, because I almost forgot to mention, skill plays a factor in this game as well, so there's also a case to be made whether those standard tanks you beat had half a brain themselves, if so, then you can call yourself the king of mentally handicapped tank pubbies, Caeli.
Anything else to tell me, I will gladly tell you to shove it up your a*s, because you can't deny what I said just because you don't like me. Deja vu.
blah blah blah i thought you said you don't spec into tanks....until you do leave all the tank talk to caeli and zitro cuz we know what we talking bout :) |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.13 08:34:00 -
[123] - Quote
Caeli SineDeo wrote:Logi Bro wrote:Lots of bla bla bla So you want to bo by the numbers So lets so most people doing well on sp are going to be around 700k sp to get your standard tank unlocked you have to have spent 380k sp so 700k- 380k-200k you start out with equals 120k sp left to spend that leaves me short of hybrid turrets which means i have to run militant which only does 89 dps per shot compared to the 115 i can do with a standard scattered blaster. Also you have a extra 4 cpu and 100 pg that the militant blaster requires for fitting. If you choose to put your SP into here you can fit better small turrets but then for go on skills needed to tank better. gunnlogi CPU 330 PG 1805 Shield HP 2000 sica CPU 310 PG 1805 Shield HP 2600 Oh man you saying I just saved myself 100 PG going I am going to go with shield tanks because that is what I run but armor is very simular you have a couple options you can buff out your pg cpu skills which is usually needed to fit the better gear. Oh but if you spend your points here you do not have the better gear. You can spend SP into protoing out your shield extenders but oh ya you can not fit them with a militant blaster because it takes up to much PG and well you do not have the PG skills to needed to fit it. So what does that mean your gunlogi is stuck fitting shield extenders that give 1710 each if you can fit 2 of them with how poor your skills are. While I can fit extenders that give 2185 per extender plus a blaster that does 33 more damage per shot if you count skills in also so on my sica I can hit 6370 my sica I use 1 10% mode on and get 6570 on the gunlogi saying a gunlogi gets lucky and can fit 2 1710 extenders he gets 6020 then he is uses 3 10% damage modes which only protect the base hull so he will gain a extra HP because they only give 780 HP for the base 2600 so he has a total of 6800 HP So that means the gunlogi only has 230 more HP then my sica while I put out almost 28% more damge then he does and he only has 3.5% more health then me. Looks like Caeli wins again. :)
and this is why you should just stop talking^ this guy just went to school on you....i hope you taking notes :/ |
lordjanuz
Norwegian Dust514 Corporation
88
|
Posted - 2013.01.13 11:02:00 -
[124] - Quote
I have the outmost respect for tank drives, and Sir Meode is a very good teamplayer, and tank driver. Since I dont drive a tank, I have to go deepdiving in the new weapons coming, if we do our homework tanks Are possible to take out, but the best drivers Are a pain in the a... To take out. But it should not be easy. |
charlesnette dalari
Creative Killers
159
|
Posted - 2013.01.13 12:53:00 -
[125] - Quote
Mr Zitro wrote:SILENTSAM 69 wrote:AV grenades are not as powerful as people are claiming. It takes quite a few from a Nanohive or Supply Depot to take down a good tank. Even a Militia tank takes more than one troop can hold.
Also there is good balance with AV grenades in distance thrown and DMG done when choosing grenades.
A smart group uses Flux grenades first and then AV grenades against a tank. This is especially important with a good tank.
Right now though we do not have much more than Militia vehicles and people with low grade equipment. Of course grenades seem more powerful again. A little handheld device doing 2k damage to armor tanks... Yep nothing wrong with that when you can just throw 3 in about 3 seconds
in all due respect a tank needs infantry support zitro. in dust and real life. a single infantryman in RL can one shot a tank with a tow missle or 3 shot with well placed rpg shots al being carried on the soldiers back (grenades in dust are smaller but hey its the future). i have heard you say in the past that nerfing ccp has done has dumbed down the game and i agree for the most part and yet in this thread you are asking for a nerf. so ask yourself would nerfing av make the game dumbed down that much more or would leaving things the way they are be the best solution since you now have to use strategy and teamwork.
no more lone wolf tanking. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.13 13:56:00 -
[126] - Quote
Mr Zitro wrote:I'm not that good at hide and seek. So where is the balance between tanks and av? How about difference in gear? Can someone help me find it The balance is I can suppress a tank(but not kill it) with a 20,000 ISK piece of equipment. If I have one other AV buddy, we can kill it. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.13 15:22:00 -
[127] - Quote
Caeli SineDeo wrote:Logi Bro wrote:Lots of bla bla bla So you want to go by the numbers So lets so most people doing well on sp are going to be around 700k sp To get your standard tank unlocked you have to have spent 380k sp so 700k- 380k-200k you start out with equals 120k sp left to spend that leaves me short of hybrid turrets which means i have to run militant which only does 89 dps per shot compared to the 115 i can do with a standard scattered blaster. Also you have a extra 4 cpu and 100 pg that the militant blaster requires for fitting. If you choose to put your SP into here you can fit better small turrets but then for go on skills needed to tank better. gunnlogi CPU 330 PG 1805 Shield HP 2000 sica CPU 310 PG 1805 Shield HP 2600 Oh man you saying I just saved myself 100 PG going into standard blasters and gain tons of damage. I am going to go with shield tanks because that is what I run but armor is very simular you have a couple options you can buff out your pg cpu skills which is usually needed to fit the better gear. Oh but if you spend your points here you do not have the better gear. You can spend SP into protoing out your shield extenders but oh ya you can not fit them with a militant blaster because it takes up to much PG and well you do not have the PG skills to needed to fit it. So what does that mean your gunlogi is stuck fitting shield extenders that give 1710 each if you can fit 2 of them with how poor your skills are. While I can fit extenders that give 2185 per extender plus a blaster that does 33 more damage per shot if you count skills in also so on my sica I can hit 6370 my sica I use 1 10% mode on and get 6570 on the gunlogi saying a gunlogi gets lucky and can fit 2 1710 extenders he gets 6020 then he is uses 3 10% damage modes which only protect the base hull so he will gain a extra HP because they only give 780 HP for the base 2600 so he has a total of 6800 HP So that means the gunlogi only has 230 more HP then my sica while I put out almost 28% more damge then he does and he only has 3.5% more health then me. Looks like Caeli wins again. :) some more facts for you lvl 3 resist skill on armor and shields cost 217k sp alone not including lvl 1 and 2 lvl 3 shield extenders and armor extenders cost 87k sp alone meaning getting it proto out will cost the remains of your 120k sp Booster mods are the same getting standard large blasater turrets you need to spend 156k sp into small first meaning your 120k is not even enough to achieve first lvl of blasters let alone the 75k total needed to get into the standard lvl large scattered blaster. Remember these results are going to be very simular for for soma/madrugar cases.
Writing down like its gonna be on the test! what else? |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.13 15:35:00 -
[128] - Quote
3 AV nades and 2 milita forge gun hits and i did take out a milita tank
The AV nades currently have a homing device inside them so if you do throw them wide or even over the vehicle it doesnt matter because it homes in onto the vehicle thus you can never miss
This has to be removed, normal grenades for infantry do not have this and if they did it would totally break the game and make it into a nade fest because you can always hit your target and get a kill thus making it unskilled and eazy mode yet with that being said why do we allow this to be used for vehicles? Why should the game make up for your bad positioning on the field if the nade cannot reach to hit hit the tank, why should the game make up for your bad aim when you cannot throw it at the tank and miss?
Milita FG/SL each do 1200 damage - This requires no skills at all to use and also weaponry 5 will also change the damage output by 10% not including any additional damage modifiers you choose to put on
So really milita AV if anything should be ther to scare that tank away and if the driver is an idiot eventually be able to kill it overtime
My suggestion is to reduce the damage by 50% (at least) and make lvl 1 FG/SL do 800 damage and then scale it where lvl2 is slightly less than 1200 but maybe leave lvl 3-5 the same
With the current milita options no one has to skill up AV if they have to, they are not forced to do so and the weapons themselves are very good to use, maybe milita AV should be removed altogether but even then lvl 1 FG/SL is very easy to lvl upto and they do 1200 damage but with a bigger clip so you have more shots to kill the tank so you still have the same problem which is little investment/risk/isk to kill something which requires much much much more investment/isk
The answer is to scale the damage back a bit
The FG itself some variations do more damage than a vehicle mounted railgun which normall requires 900PG and maybe 100 or something CPU and its massive and needs to be put onto a vehicle because its that big and needs so much energy to be used
Basically the handheld railgun which requires very little to use should never out damage the proto vehicle mounted railgun, i dont mind the FG if it does more damage than say a lvl2 railgun but it should never do more base damage than advanced railguns and higher
Tank turrets - Missiles - Its needs its splash back, a mass driver does more spash in a bigger radius, missiles should have the biggest splash radius compared to all atm and reduce direct hit damage, problem is ther room for missiles between the blasters and railguns? prob not
As for the tanks they have already gone through several nerfs as it is while AV got buffs, AV needs to be changed 1st to see how they are performing against nerfed tanks because soloing a tank atm is easy |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.01.13 15:44:00 -
[129] - Quote
Mr Zitro wrote:Logi Bro wrote:But your proto blaster tank can literally OHK militia and standard infantry it is so powerful. Your proto railgun can OHK infantry with blast-damage. And your proto missile launcher can OHK with blast-damage as well.
But proto AV gear can't OHK any kind of tank, militia or otherwise, so I think you HAV drivers have the better side of things. Wrong proto av OHK all kinds of LAVs.... HAVs don't feel like tanks they feel like slow moving death traps waiting to find an ambush
who the hell has proto tanks/ av at this point already???? IMO i feel like things are balanced the way they are. I mean be honest here, how often did you run into a proto forge in pub matches last build? It cant have been THAT often, and even if your in a militia tank you can still take a hit from one without dying. I always felt like there were WAYYYY more proto tank drivers then proto AV and the reason for that is VERY SIMPLE.
When one specs into tanks, the tank is such a versatile vehicle that it can cover a broad range of functions. A tank can work as AV, it can also work as AI, it can cover infantry advances and also hold down an objective. By skilling into tanks you get a lot of bang for your buck, where as with AV........
When somebody skills into AV its for one soul purpose..... AV. Its very specific in what it does and the only time its useful is when vehicles are around. The only exception is how Forge gunners occasionally go Forge sniping, but the efficiency for that is pathetic in most cases. Not to mention how a heavy is just as slow as a tank is proportionally anyway.
This in itself should be considered a balance between tanks and forges because of how niche a forge gunner is compared to something like a tank which covers many differen't niches. A few other points is how the cost of a good forge gun fitting rivals that of a militia tank, but in most cases the forge gunner wont have even a third of a militia tanks HP, and still will have to atleast two shot it. Not to mention the speed of a heavy on foot, compared to a tank.
anyway my point is that, sure it sucks to lose a 1million isk tank, and sometimes its easiar to blame the game for inbalance because of that, but in reality 90% of the time someone loses a tank like that its because of user error. Errors such as going through the center of a map, or staying in one spot for too long, or idk..... camping in one spot on a F*CKING MOUNTAIN the entire match until a sqaud of av guys can put an end to it. Really things are balanced the way they are, and this is how it probably should be, because the difficulty of using a good forge gun fitting far outweighs the difficulty of using a good tank fitting IMO. |
DUST Fiend
Immobile Infantry
1899
|
Posted - 2013.01.13 17:33:00 -
[130] - Quote
Spider tank |
|
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.13 18:25:00 -
[131] - Quote
Caeli SineDeo wrote:Logi Bro wrote:Lots of bla bla bla I didn't read any of what you said and decided to write an essay that has nothing to do with what you just said, ignoring all your facts.
You could have fooled me. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.13 18:38:00 -
[132] - Quote
GoD-NoVa wrote:Caeli SineDeo wrote:Logi Bro wrote:Lots of bla bla bla So you want to bo by the numbers So lets so most people doing well on sp are going to be around 700k sp to get your standard tank unlocked you have to have spent 380k sp so 700k- 380k-200k you start out with equals 120k sp left to spend that leaves me short of hybrid turrets which means i have to run militant which only does 89 dps per shot compared to the 115 i can do with a standard scattered blaster. Also you have a extra 4 cpu and 100 pg that the militant blaster requires for fitting. If you choose to put your SP into here you can fit better small turrets but then for go on skills needed to tank better. gunnlogi CPU 330 PG 1805 Shield HP 2000 sica CPU 310 PG 1805 Shield HP 2600 Oh man you saying I just saved myself 100 PG going I am going to go with shield tanks because that is what I run but armor is very simular you have a couple options you can buff out your pg cpu skills which is usually needed to fit the better gear. Oh but if you spend your points here you do not have the better gear. You can spend SP into protoing out your shield extenders but oh ya you can not fit them with a militant blaster because it takes up to much PG and well you do not have the PG skills to needed to fit it. So what does that mean your gunlogi is stuck fitting shield extenders that give 1710 each if you can fit 2 of them with how poor your skills are. While I can fit extenders that give 2185 per extender plus a blaster that does 33 more damage per shot if you count skills in also so on my sica I can hit 6370 my sica I use 1 10% mode on and get 6570 on the gunlogi saying a gunlogi gets lucky and can fit 2 1710 extenders he gets 6020 then he is uses 3 10% damage modes which only protect the base hull so he will gain a extra HP because they only give 780 HP for the base 2600 so he has a total of 6800 HP So that means the gunlogi only has 230 more HP then my sica while I put out almost 28% more damge then he does and he only has 3.5% more health then me. Looks like Caeli wins again. :) and this is why you should just stop talking^ this guy just went to school on you....i hope you taking notes :/
Ya I think I scared Logi Bro off with my logic he has yet to come back and talk sense. I think he relized that he is wrong and no way to be correct.
|
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.13 18:42:00 -
[133] - Quote
Someone can't read. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.14 02:22:00 -
[134] - Quote
Why do av grenades do more damage to armor than shields, should it not be a grenade that deal equal damage to all vehicles? CCP can you explain your hate towards armor? |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.14 03:10:00 -
[135] - Quote
Mr Zitro wrote:Why do av grenades do more damage to armor than shields, should it not be a grenade that deal equal damage to all vehicles? CCP can you explain your hate towards armor?
I think this is supposed to be based on the type of damage the AV nades do, which I believe is kinetic which is the same for swarms. There is no love for armor right now, it takes more skill to use and there is nothing but draw backs for it. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.14 03:24:00 -
[136] - Quote
Goat of Dover wrote:Mr Zitro wrote:Why do av grenades do more damage to armor than shields, should it not be a grenade that deal equal damage to all vehicles? CCP can you explain your hate towards armor? I think this is supposed to be based on the type of damage the AV nades do, which I believe is kinetic which is the same for swarms. There is no love for armor right now, it takes more skill to use and there is nothing but draw backs for it. That is why shields need drawbacks (which I am I high leaning towards) or my armor stuff gets more health |
Superluminal Replicant
Isuuaya Tactical Caldari State
35
|
Posted - 2013.01.14 03:27:00 -
[137] - Quote
Just wait till my forge skills are maxed then you can cry some more zitro. muahah |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.14 03:34:00 -
[138] - Quote
I have never see you... But you can say hi to my tank ^_^ |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2013.01.14 03:34:00 -
[139] - Quote
Mr Zitro wrote:Why do av grenades do more damage to armor than shields, should it not be a grenade that deal equal damage to all vehicles? CCP can you explain your hate towards armor?
|
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.14 21:41:00 -
[140] - Quote
Mr Zitro wrote:Goat of Dover wrote:Mr Zitro wrote:Why do av grenades do more damage to armor than shields, should it not be a grenade that deal equal damage to all vehicles? CCP can you explain your hate towards armor? I think this is supposed to be based on the type of damage the AV nades do, which I believe is kinetic which is the same for swarms. There is no love for armor right now, it takes more skill to use and there is nothing but draw backs for it. That is why shields need drawbacks (which I am I high leaning towards) or my armor stuff gets more health
There was a post in the suggestion/feedback post that CCP does every week usually, that stated that armor is getting more to level the playing field but of course it does not go into state what it is getting. Hopefully it is not just more health maybe something a little bit more skill base as well. I just like using the things that require more skill to be effective with. |
|
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.14 22:01:00 -
[141] - Quote
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. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.01.14 22:09:00 -
[142] - Quote
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? |
xAkantor
Carbon 7
5
|
Posted - 2013.01.14 22:10:00 -
[143] - Quote
Logi Bro wrote:This is quickly becoming a "classic" thread, so I will try to put this down before it is buried under thousands of argument comments between the AV people and the HAV pilots.
You can't be asking for balance before anyone has gotten to standard tanks yet, the AV grenade is a standard piece of equipment, and the tanks in use currently are militia, so it is hardly a comparison. A standard locus grenade can OHK militia heavies, so you should be so lucky that three standard AV grenades will only severely damage your militia tank.
I have the gunloagi fitted with a heavy shield booster, 2x militia shield extenders, 1 shield amplifier, 1 damage control unit. my tank has over 3500 Shield and i get taken down by so many starter forge guns and swarm launchers, i have gotten down to just not calling in a tank at all, its practically useless currently. |
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.14 22:26:00 -
[144] - Quote
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.
They may not be for bogarding and taking control of a map. However i should have 0 issues taking out a guy with a swarm launcher 10 feet in front of me. Kind of the point of you know, the big ass gun, the armor, the mass, the repair modules, you know...the tank. Hell even when a tank hits next to its targets in present day the pressure waves generated from impact can severely damage the nervous system.
I can only imagine in the future those effects would get greater.
By the way shield tanks can retreat much faster then armor tanks to begin with. Shield tanks are hit and run. Basically just food if they try to brawl with an armor tank head on with no support. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.01.14 22:31:00 -
[145] - 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.
They may not be for bogarding and taking control of a map. However i should have 0 issues taking out a guy with a swarm launcher 10 feet in front of me. Kind of the point of you know, the big ass gun, the armor, the mass, the repair modules, you know...the tank. Hell even when a tank hits next to its targets in present day the pressure waves generated from impact can severely damage the nervous system.
I can only imagine in the future those effects would get greater.
By the way shield tanks can retreat much faster then armor tanks to begin with. Shield tanks are hit and run. Basically just food if they try to brawl with an armor tank head on with no support.
Thank you for pointing out the apparently all too difficult to understand idea of support going along with your tank.
If you solo around the map in your tank, don't complain when you get rocked. /thread |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.14 22:38:00 -
[146] - 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? |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.01.14 22:42:00 -
[147] - Quote
Alldin Kan wrote: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?
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 |
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.14 22:43:00 -
[148] - Quote
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. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.14 22:50:00 -
[149] - 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.
|
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.14 22:52:00 -
[150] - 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. |
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |