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Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.19 06:43:00 -
[1] - Quote
First of covering the grenades.
I think flux and AV grenades need some tweaking currently the standard varients are very powerful. I would like to see them tweaked so the standard lose 300 damage overall and the advanced take a 200 damage nerf and have the proto will stay the same. This will teir these grenades to there counter parts of vehicles. Standard will work great at against millitant. Advanced against standard tanks and people will want to skill into proto to better handle proto tanks.
Second for the grenades I do think there needs to be longer throw time between grenade tosses. This should not be something you use as a primary force to kill tanks It should be something you start off with to break down a little HP or something you use to finish a tank low on heallth. Currently I can use standard lvl AV grenades as my primary force in melting tanks I do not need swarms or forge I just run behind a wall through down nano hives and as the tank drives by start chucking and get a easy kill. This will make forges and swarms the primary force in AVing tanks as it should be.
Next AV advantages against shield or armor. Currently I think the only thing that is making armor tanks considered is the bonus is to high. I personally think swarms should only gain a 5% bonus against armor and have only a 93% effectiveness against shields. You gain effectiveness for using it against armor tanks but it is not to the point that it is over effective like swarms currently are. Same with any AV that comes out with bonus against shield tanks.
Now onto forges and swarms.
I was talking to one of our forge users Kain Spero about his AVing experiences at the end right before the reset. And what he said was I never needed to use my proto forges why spend the money when I can do the same job with my advanced forge.
This statement really shows that running proto AV is not necesary you do not need to risk much to take out a fully pimped out proto tank. People should have to run proto AV if they want to effeciently take down proto HAVs LAVs and dropships.
Now with that being said I think Millitant/standard swarms need to loose 250 and millitant/standard forges need to loose 300 damage Advanced swarms need to take a 200 damage nerf and advance forges need to take a 250 damage nerf. Proto can be left alone.
Also on forges they 315m range is a little high I think it needs to be ton down a little militant forges should be only hitting 140m standard 200m advanced 225m proto 250m.
Militant swarms need to take 100m off there range. standard needs to loose 50m of there current range advanced should hold there current range and proto should gain another 50m on there range
This will teir out AV to there classes If someone wants to destroy proto vehicles effectively they will have to invest there skill points and isk for the job.
REWARDING AV for ther efforts:
Now with this being said. AVing needs a better WP system and also a better reward base system for vehicle kills.
First off the person who puts out the most damage onto a vehicle should earn the kill warpoints. You can set it on a 30 second timer from the last time the person has dealt damage to the vehicle. so if I do the highest amount of hitpoints in damage but not the killing blow I still get the vehicle kill while the person who hits last gets vehicle assist and kill on the people inside the vehicle.
you also need to bring back the 25 point damage system that was here in E3 build giving a little bit more warpoints to those who choose to hunt vehicles and keep them on par with the killers in the game on warpoints they earn.
LAVs need to be worth 50 wp dropships need to be worth 100 wp and HAVs should be worth 175 wp.
Next on the line is isk pays outs. Currently for killing expensive vehicles you earn crap for isk. Really the person who gets the kill pull in 20% of its total cost meaning if you pop a sagaris that its total build cost 2.5m you are rewarded 500k isk. If you get a assist on that sagaris you should get 5% of the profits netting 125k more isk for you.
I also think there needs to be a leaderboard stat that gives stat on average the total cost of vehicles you destroy in a match.
This will give people a reason to specialize in AV all around first off because if they want to take on higher end tanks they will need proto AV to effectively perform that job. And also they are getting rewarded for the work they do aka isk earned and wps and if you suit a leaderboard to show of there vehicle killing they have a stat to brag. |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.19 07:20:00 -
[2] - Quote
Caeli SineDeo wrote:First of covering the grenades.
I think flux and AV grenades need some tweaking currently the standard varients are very powerful. I would like to see them tweaked so the standard lose 300 damage overall and the advanced take a 200 damage nerf and have the proto will stay the same. This will teir these grenades to there counter parts of vehicles. Standard will work great at against millitant. Advanced against standard tanks and people will want to skill into proto to better handle proto tanks. Reasonable, but I would like to make a different suggestion. Add militia AV grenades that do as damage as you say the standard grenades should, and let you carry two instead of three. The less educated and the more frugal will be drawn to these grenades, and you will see a significant decrease in people using the standard variant, giving tankers a chance and also not making AV people mad with a nerf.
Second for the grenades I do think there needs to be longer throw time between grenade tosses. This should not be something you use as a primary force to kill tanks It should be something you start off with to break down a little HP or something you use to finish a tank low on heallth. Currently I can use standard lvl AV grenades as my primary force in melting tanks I do not need swarms or forge I just run behind a wall through down nano hives and as the tank drives by start chucking and get a easy kill. This will make forges and swarms the primary force in AVing tanks as it should be. Once again, this is a reasonable idea, but my own suggestion differs. Make a cooldown timer on earning grenades via supply depots and nanohives, not nerfing AV, but limiting their exploit of infinite grenade spamming.
Next AV advantages against shield or armor. Currently I think the only thing that is making armor tanks considered is the bonus is to high. I personally think swarms should only gain a 5% bonus against armor and have only a 93% effectiveness against shields. You gain effectiveness for using it against armor tanks but it is not to the point that it is over effective like swarms currently are. Same with any AV that comes out with bonus against shield tanks. Yes.
Now onto forges and swarms.
I was talking to one of our forge users Kain Spero about his AVing experiences at the end right before the reset. And what he said was I never needed to use my proto forges why spend the money when I can do the same job with my advanced forge.
This statement really shows that running proto AV is not necesary you do not need to risk much to take out a fully pimped out proto tank. People should have to run proto AV if they want to effeciently take down proto HAVs LAVs and dropships. Sure.
Now with that being said I think Millitant/standard swarms need to loose 250 and millitant/standard forges need to loose 300 damage Advanced swarms need to take a 200 damage nerf and advance forges need to take a 250 damage nerf. Proto can be left alone. Disagree. Swarm launchers are by no means overpowered.
Also on forges they 315m range is a little high I think it needs to be ton down a little militant forges should be only hitting 140m standard 200m advanced 225m proto 250m. I only agree to this if large railgun turrets also get this range nerf.
Militant swarms need to take 100m off there range. standard needs to loose 50m of there current range advanced should hold there current range and proto should gain another 50m on there range No, no, no, please no. Swarm launchers are anti-air just as much as they are anti-tank, and a range nerf would ruin their ability to take out dropships.
This will teir out AV to there classes If someone wants to destroy proto vehicles effectively they will have to invest there skill points and isk for the job.
REWARDING AV for their efforts: Yes to all of that.
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Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2013.01.19 07:46:00 -
[3] - Quote
I'm pretty happy with AV vs. vehicles right now. It doesn't seem too lopsided in either direction.
AV grenades seem fine as-is. If infantry are able to get close enough to you to use grenades, you're doing it wrong. Tanks shouldn't feel like they can just drive around, solo, and expect to stomp the entire team. Powerful AV grenades are the reward for infantry who manage to get close to tanks, either because the tank has no infantry support, or because the tank drove into an area with a lot of cover for infantry to attack from. I'm totally cool with tanks being easy to take out if they fight unsupported. Team games should emphasize teamwork. Lone players ought to lose every time. That includes people driving around in a tank, heedless of what their allies are up to.
The balance between swarms/forge guns and tanks is a harder thing to discuss. I believe it's more a mathematical equation than something you can talk about anecdotally with any sort of authority. I'll leave it in CCP's hands, in that case. Whatever their data shows as far as the effectiveness of these weapons against tanks, I'll go with. But for what it's worth, I don't think it was such a major imbalance last build, and it won't be much different this one once people get rolling with the proto tanks. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.19 08:09:00 -
[4] - Quote
Fivetimes Infinity wrote:I'm pretty happy with AV vs. vehicles right now. It doesn't seem too lopsided in either direction.
AV vs. vehicles is currently lopsided in the direction of AV. At the end of last build a proto forge could 3 shot a proto sagaris. To me that is imbalanced.
What you need to ask your self is how many people should it take to take down a well fit tank? To me it should take 4 or more guys to take down a proto tank if they are using militia or standard av, 3 guys using advanced, and 2 guys rocking proto.
also from a logic aspect I find the damage forgeguns compared to railguns laughable, how does a handheld weapon do more damage then a vehicle mounted weapon?
And +1 to you post Caeli |
zdowggg
SVER True Blood Unclaimed.
27
|
Posted - 2013.01.19 09:25:00 -
[5] - Quote
Fivetimes Infinity wrote:I'm pretty happy with AV vs. vehicles right now. It doesn't seem too lopsided in either direction.
AV grenades seem fine as-is. If infantry are able to get close enough to you to use grenades, you're doing it wrong. Tanks shouldn't feel like they can just drive around, solo, and expect to stomp the entire team. Powerful AV grenades are the reward for infantry who manage to get close to tanks, either because the tank has no infantry support, or because the tank drove into an area with a lot of cover for infantry to attack from. I'm totally cool with tanks being easy to take out if they fight unsupported. Team games should emphasize teamwork. Lone players ought to lose every time. That includes people driving around in a tank, heedless of what their allies are up to.
The balance between swarms/forge guns and tanks is a harder thing to discuss. I believe it's more a mathematical equation than something you can talk about anecdotally with any sort of authority. I'll leave it in CCP's hands, in that case. Whatever their data shows as far as the effectiveness of these weapons against tanks, I'll go with. But for what it's worth, I don't think it was such a major imbalance last build, and it won't be much different this one once people get rolling with the proto tanks.
yes but same goes for the infantry one solo infantry should not be able to kil la tank like that it should also take team effort |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.19 10:59:00 -
[6] - Quote
The changes read fine and agree with them but also a couple of things you have missed out
1. FG should never do more damage than a vehicle mounted railgun
2. AV grenades need to lose the homing ability they have since you can be quite far away but still throw nades and know they will hit anyways because of the homing crap since the game makes up for the players bad positioning
|
137H4RGIC
WarRavens
26
|
Posted - 2013.01.19 11:09:00 -
[7] - Quote
slap26 wrote:
also from a logic aspect I find the damage forgeguns compared to railguns laughable, how does a handheld weapon do more damage then a vehicle mounted weapon?
And +1 to you post Caeli
Exactly. You got a like there. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.19 15:41:00 -
[8] - Quote
I am glad that I am getting good response.
Hope ccp can take some of this in consideration. Make AV a actual career choice but reward them correctly for it.
Zdogg also brought up a good thing. Lately everyone has been talking about tanks need to be a team effort that is why you are getting killed. AV also needs to be a team effort and currently it is not one. Soloing vehicles is very possible as a AV person. And they need that to be team effort also. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.01.19 16:06:00 -
[9] - Quote
I miss flying with Caeli. His insistence on referring to Militia gear as "militant" was a constant source of humor for me.
I agree with the overall message of "Make AV for challenging, but more rewarding", though I'm not familiar enough with AV gear to be able to comment on any particular point. Except, perhaps, that FG v dropship needs some work. I'd like to be able to survive at least one hit without having to spend 600k on shield mods. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.01.19 16:38:00 -
[10] - Quote
Support |
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lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.01.19 17:28:00 -
[11] - Quote
I am with you on a lot but sometimes measuring how many people it takes to kill a vehicle is a non factor to me. The battlefield is too complex. We are forgetting the complete domination low end tanks once had on the battlefield. If I hit a vehicle with six AV nades while sitting on my hive... and then he runs a I put a swarm or forge on him then I do solo a tank. Remember he has reppers and hardeners. If he used them or forgot to use them ...or did not equip them...complex. It is difficult to balance. I like AV nades, they keep the tanks at bay and make tanks depend on infantry support in order to go into a blob of red.
A good tanker has the ability to rep... and harden. This has a potential to almost double it's surface HP. One thing I would like to point out. Tanks nowadays and late last build rarely had a full 3 man tank. Players had good suit and guns so why take a small turret. Tanks as of late have been weaker offensively (therefore take more damage by logic hence they take longer to kill the AV). This may have added to the perception that tanks are losing the AV war. Remember the grenade skill is not cheap...4x. Careful the nerfs you ask for because buffs are rare.
One does not want a game where the only way to kill a tank is with a tank. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.19 17:33:00 -
[12] - Quote
Caeli SineDeo wrote:LAVs need to be worth 65 wp, dropships need to be worth 90 wp and HAVs should be worth 175 wp.
Fixed. |
Nazz'Dragg
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
6
|
Posted - 2013.01.19 18:32:00 -
[13] - Quote
Takahiro Kashuken wrote:The changes read fine and agree with them but also a couple of things you have missed out
1. FG should never do more damage than a vehicle mounted railgun
2. AV grenades need to lose the homing ability they have since you can be quite far away but still throw nades and know they will hit anyways because of the homing crap since the game makes up for the players bad positioning
1. Equally mounted rail guns shouldn't have scopes because forge guns don't also they should make the vehicle there slow or stop while firing because that what forge guns do. also tanks with rail guns shouldn't move faster than a heavy with a forge gun.
2. tanks shouldn't be able to move and fire. firing should totally disable movement for a few seconds. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.19 18:35:00 -
[14] - Quote
Nazz'Dragg wrote:Takahiro Kashuken wrote:The changes read fine and agree with them but also a couple of things you have missed out
1. FG should never do more damage than a vehicle mounted railgun
2. AV grenades need to lose the homing ability they have since you can be quite far away but still throw nades and know they will hit anyways because of the homing crap since the game makes up for the players bad positioning
1. Equally mounted rail guns shouldn't have scopes because forge guns don't also they should make the vehicle there slow or stop while firing because that what forge guns do. also tanks with rail guns shouldn't move faster than a heavy with a forge gun. 2. tanks shouldn't be able to move and fire. firing should totally disable movement for a few seconds.
Poor points
1. Its a HAV its made for moving about with a massive gun on top of it, heavy have to stop or slow down because its a powerful weapon while the HAV has a powerful engine so it can keep on moving
2. Yes they should and they currently can and they are made for it because they are a moving weapons platform
|
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.19 19:16:00 -
[15] - Quote
AV guys I could use your feedback on the question of
"How many guys do you think it should take to take down a fully fit proto tank? using gear lvls please |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.01.19 19:40:00 -
[16] - Quote
slap26 wrote:Fivetimes Infinity wrote:I'm pretty happy with AV vs. vehicles right now. It doesn't seem too lopsided in either direction.
AV vs. vehicles is currently lopsided in the direction of AV. At the end of last build a proto forge could 3 shot a proto sagaris. To me that is imbalanced. What you need to ask your self is how many people should it take to take down a well fit tank? To me it should take 4 or more guys to take down a proto tank if they are using militia or standard av, 3 guys using advanced, and 2 guys rocking proto. also from a logic aspect I find the damage forgeguns compared to railguns laughable, how does a handheld weapon do more damage then a vehicle mounted weapon? And +1 to you post Caeli
+1 guys but to be serious HAV's need a HP buff Espesially armor they are a waste of time cause everyone has AV. Way to expensive and not worth it .....unless u sit on a redline sniping with a rail. (boring) And thats sad for those who do it.
If they dont there is no reason to ever take out a HAV with a blaster or a Missle turret. I was a perty dedicated tanker last few builds, but it aint worth it now and i havn't even thought about specking into Tanks, Why when a Suyra costs 1,250,000 just for the tank aother mill for ur mods turrets at addvanced or betterand all it takes it one or 2 dude's with militia forge or swarms to make u run for cover like a B!%C#. Way unbalanced.
It should take a squad of dudes to kill ur tank worth 2 million isk and what like 3 million Skill points about (i never had Proto) its probably like 3 million for the tank and mods/turrets and 4 million worth of SP. +1 +1+1 to anything that brings tanks to the level they should be at. |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.01.19 19:46:00 -
[17] - Quote
Caeli SineDeo wrote:I am glad that I am getting good response.
Hope ccp can take some of this in consideration. Make AV a actual career choice but reward them correctly for it.
Zdogg also brought up a good thing. Lately everyone has been talking about tanks need to be a team effort that is why you are getting killed. AV also needs to be a team effort and currently it is not one. Soloing vehicles is very possible as a AV person. And they need that to be team effort also.
+1 when i was tanking i never minded losing one when i got gang banged buy a whole team or 3 or 4 its the 1 or 2 dudes taking me down was BS. +1 +1 to anything that make a tank a tank and not wet toilet paper to swarms and fg. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.19 20:04:00 -
[18] - Quote
+1
AV is ridiculous, especially its range and people defending its range just want to keep their GETRIDOFTHEVEHICLE Button. Since this new spawn system for ambuh happened, everyone has decided to sit on the red line firing swarms at the Dropship with no consequence, we can't snipe them due to them being hidden away, we cannot use infantry because of how far into the redzone they are and we cannot fly over to kill them because the **** deals 1200 damage. So then we're pinned at our Red line having to fly further into the redzone just to escape it because we can't even tank the damage lol.
(Just my point on range, most people forget about the other vehicles "BUT MY FORGE GUN CANT KILL THE TANK!" but you can certainly two shot my Dropship no matter what mods are on it) |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.01.19 20:44:00 -
[19] - Quote
AV nades need a range reduction it already has a homing function yet can still be tossed very far
As for WP rewards i personally think WP should depend on the lvl of gear A proto tank should net u a base 250 WPs, standard 200 and militia 150 same can be applied to other vehicles in have the WPs tier off for the lvl of vehicle u destroyed
As for caelis OP, i agree with most of what he said. Imo swarms need to be redesigned to having to maintain a lock tbh too easy to use and having to depend on AI to deliver ur payload is sometimes hit an miss........bring skill into the Swarm use plz
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Reimus Klinsman
BetaMax.
320
|
Posted - 2013.01.19 20:59:00 -
[20] - Quote
Forge guns need their range increased and accuracy improved. Hitting a tank at 200m can be difficult because of the inaccuracy, especially when you have to worry about avoiding all infantry and the tank itself. Stack that on the fact that the round has travel time, you may need to move to keep with your target, and the target can hide the majority of itself while still able to easily hit the AV.
I would gladly trade 10-20% of my forgegun damage for improved range and accuracy (Also a scope would be helpful). |
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xXDust BunnyXx
Bragian Order Amarr Empire
11
|
Posted - 2013.01.19 21:17:00 -
[21] - Quote
I support the OP's message. if anyone really thinks av vs vehicles are balanced. please drive a tank and find out for yourself. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.01.19 21:24:00 -
[22] - Quote
Reimus Klinsman wrote:Forge guns need their range increased and accuracy improved. Hitting a tank at 200m can be difficult because of the inaccuracy, especially when you have to worry about avoiding all infantry and the tank itself. Stack that on the fact that the round has travel time, you may need to move to keep with your target, and the target can hide the majority of itself while still able to easily hit the AV.
I would gladly trade 10-20% of my forgegun damage for improved range and accuracy (Also a scope would be helpful). HA! |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2013.01.19 21:49:00 -
[23] - Quote
In particular, AV grenades are fine. standard are pretty useless.
They are not causing OP problems on the field.
Also, Swarms are pretty broke - but presuming this is because shield tanking beats armour and swarms work best on armour. And Forge seems balanced to me. Wanted to go swarm with SMG but Swarms and SMG have been rubbish since the E3 build. It was skiling into Forge when i realised swarms were pointless.
In response to OP's convo with a corp mate before the reset: I skilled into forge last build up to lvl 4 proficiency. I didnt use the proto because it was too expensive and I preferred breach. But against a properly fit tank and capable driver I needed to be part of an AV team to have a chance to take out a decent tank. This would be a mix of players with proto grenades and speced up foge gunners
Overall, we have hardly skilled in to anything due to the reset and you are calling for nerfs. There aren't any decent fit tanks on the field yet...
I am going to leave it here because this is just another nerf thread. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2013.01.19 21:59:00 -
[24] - Quote
xXDust BunnyXx wrote:I support the OP's message. if anyone really thinks av vs vehicles are balanced. please drive a tank and find out for yourself.
For anyone who thinks AV is OP, try fielding swarms or a forge gun.
Right now, things are pretty balanced when you look at the battle as a whole.. But still Tanks will often be a wrecking force while AV struggles the whole match to kill a single tank. Sometimes things work out in favor of the AV, but god it a shot and you'll see that AV is frustrating. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.01.19 22:19:00 -
[25] - Quote
I've been on both sides of a tank and have mixed feelings about HAV's vs AV.
One thing I noticed that isn't mentioned often is that AV isn't nearly easy as HAV's to spot. Your whole team knows when the enemy drops a tank, but a player can switch out to a heavy fitting at a SD in the blink of an eye or just spawn in with it.
If there's a rail tank on the map I'm hyper aware of it and take that into account in my driving. However at the same time I don't know how many FG or SL users there are dotted around the map. The first I'm made aware of the FG is after his first bite of my shields. That means there is a second shot coming my way in less than two seconds, and another a couple seconds after that. In that time I have to place him and determine if I can fire back or run to block his next shot. Given his range and the hills surrounding every map he could be just about anywhere.
The element of surprise is devastating. For that reason I'm actually more afraid of the FG than I am of another tank. |
Wicked Glory
Internal Error. Negative-Feedback
98
|
Posted - 2013.01.19 22:30:00 -
[26] - Quote
Yup. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.21 03:22:00 -
[27] - Quote
how many av guys should it take to take down a proto fit tank? |
Kincate
Algintal Core Gallente Federation
27
|
Posted - 2013.01.21 05:09:00 -
[28] - Quote
Jason Pearson wrote:+1
AV is ridiculous, especially its range and people defending its range just want to keep their GETRIDOFTHEVEHICLE Button. Since this new spawn system for ambuh happened, everyone has decided to sit on the red line firing swarms at the Dropship with no consequence, we can't snipe them due to them being hidden away, we cannot use infantry because of how far into the redzone they are and we cannot fly over to kill them because the **** deals 1200 damage. So then we're pinned at our Red line having to fly further into the redzone just to escape it because we can't even tank the damage lol.
(Just my point on range, most people forget about the other vehicles "BUT MY FORGE GUN CANT KILL THE TANK!" but you can certainly two shot my Dropship no matter what mods are on it)
Agreed, I dont know how AV handles with dropships and tanks but I drive LAVs, and no not drive them like a bumper car, Ive got an actualy gunner. I dont mind the damage quite as much because hey, its an LAV right, but that swarm launcher lock is what kills me. I can have no idea where they are but they can see me lock me from way to far of a distance. AV grenades could stand to use their homing ability as well because honestly theyre pretty darn effective damage wise against an LAV. |
Patoman OfallColors
Angels of Darkness
3
|
Posted - 2013.01.21 06:40:00 -
[29] - Quote
AV grenades should be good as the tier it is fighting, tech 1 being able to handle tech 1 and millita (milita frag should be able to mess up the free jeep more, and any real anti tank weapon breathing on it turn it to slag). One tech 1 AV nade being able to handle a purchasable jeep (if it hits) and 3 for the heavy tank. Likewise scaling with higher tech, |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.21 08:23:00 -
[30] - Quote
YourDeadAgain76 wrote: It should take a squad of dudes to kill ur tank worth 2 million isk and what like 3 million Skill points about (i never had Proto) its probably like 3 million for the tank and mods/turrets and 4 million worth of SP. +1 +1+1 to anything that brings tanks to the level they should be at.
CCP has never given niche protection to you for spending more ISK than someone else. I don't think they should start. The counter to AV infantry is, and should always be a buncha assault monkeys who chase down and kill them.
Second, earlier point made earlier is awesomely valid. the effectiveness of AV is based on the fittings of the HAV. if you fit an armor tank on a gunnlogi, you have problems. If you shieldfit a soma, you're missing the point.
Second, a lot of tank drivers flat out fail to react when they start taking big hits. Forge gunners who stick to it, and max it out (including the damage mods) have pumped in a massive SP investment to become effective tank killers.
If you're having trouble getting three-shotted by a forge gunner, I might suggest a dual rep platform to give you more time to get away. If your tank doesn't take the hint and leave when weapons meant to kill it start firing, then you deserve to lose the tank to the AV gunner.
Also folks, whenever you lose a tank you only see the killshot. If 2-3 forge gunners are unloading shot after shot from assault forges, you won't know it. Only swarms are obvious there.
I absolutely disagree that AV should eat a nerf, because i think that it will encourage tankers to LOLroll and not THINK. If you keep losing tanks over and over, I'm sorry it's time to examine what you are driving, how you are driving it and how you are fitting it. I have killed many many idiots in gunnlogi with the militia forge because they sit there like they're invulnerable. But I've encountered sica drivers I couldn't kill with my assault forge because they overtanked the ******, then proceeded to maneuver whenever they'd take a hit off me so they can repair.
When I was driving a soma I'd ditch the combat area after I saw the second swarm fly because I knew I'd need to repair. i went 27/0 in the damn thing and I lose my militia fit to militia weapons all the time. I consider this working as intended.
I routinely murder people in proto suits using free fits. also working as intended. because if you let me get that close with a shotgun you deserve to fry.
Every person who has argued for a major AV nerf has absolutely refused to examine tactics they could have used to better survive. Also, If you put tanks on the field sooner or later some enterprising smartass will kill it. You will be forced to buy another. This is also intended as part of the game. If you deploy it, it will die.
But back to tactics. Any time someone brings up tactics as a consideration over pure game mechanics it's either ignored entirely, or someone pipes up with that "keep your filthy realism out of my games" crap.
Lemme share with you words of wisdom.
Insanity is defined as doing the same thing over and over again and yet still expecting a different result.
So when you present your evidence, gove examples, tell us your tactics, your fit, what you were doing, and how you were doing it because these arguments to nerf heavies come off entirely as "I don't like it so it needs to be nerfed."
Not "It's unbalanced" but "I don't like it." Because the whole picture is not being presented.
TL;DR version: LOL no AV nerf because tankers are lazy! btw n00b, PICS OR IT DIDN'T HAPPEN! |
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