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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.
|
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! |
|
Omega FFV
What The French
14
|
Posted - 2013.01.21 08:54:00 -
[31] - Quote
slap26 wrote: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
Me with a standard forge + weaponry lvl 5 + a complex damager = 6-8 shots
With a friend that has a proto forge, it was 3-4 shots both of us.
And with 2 friends, one with proto (said above) and another with advanced one, it was 1 shot for both of us + another last shot from one of us to destroy it. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.21 09:55:00 -
[32] - Quote
Omega FFV wrote:slap26 wrote: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 Me with a standard forge + weaponry lvl 5 + a complex damager = 6-8 shots With a friend that has a proto forge, it was 3-4 shots both of us. And with 2 friends, one with proto (said above) and another with advanced one, it was 1 shot for both of us + another last shot from one of us to destroy it.
from what I'm reading there is no reason for a forge gunner to go into anything higher then a standard unless they want to solo a tank.
The amount of shots just scaled. To me it should take 2 guys 3-4 shots each if they are both using max skilled proto forge guns to kill a proto fit tank.
advanced should be 3 guys taking 3-4 shots
militia should be 4 guys taking 3-4 shots
But my biggest complaint isn't forge guns its the skill less swarm launcher that runs around cover and everyone and their mother has a free one. To me I would say take all militia gear out of the game, the only militia gear we should have is an AR and pistol the rest we should have to skill into
Edit: thanks for the response +1 btw |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 10:32:00 -
[33] - 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.
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.
Why is it every time I see you that you are driving a tank?? And you made a thread calling for AV nerfs??
Lets nerf anything that can dent the precious tank killing apree??
No thanks!! Been there and done that with tanks going 50 and 0. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.21 13:55:00 -
[34] - 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
Actually I would say that they should keep the homing ability but lower the range when the homing starts. They should make 3 types of AV nades.......Regular AV nades should have the same homing range of the packed AV, Packed AV needs an even lower homing range, and they should make a new one that specializes in homing that does 1/2 the dmg on the reg AV nade but has the same homing radius as the current AV nade.
I think this would make everyone happy and give plenty of options to play with. |
CHICAGOCUBS4EVER
TeamPlayers
117
|
Posted - 2013.01.21 14:56:00 -
[35] - Quote
xAckie wrote: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.
exactly... its VERY early on.. militia and low level tanks are going to be easier to kill early on vs later
and even now there are few who can solo a tank.. sure a militia tank is as suceptible as any, but there are zero proto tanks on the field atm, and few advanced, and even fewer that have a decent setup.
Here's an idea.... why don't we wait a few weeks and let things play out before crying for nerfs and changes. The current status of the battlefield is VERY difficult to gain insight on long term effects of any changes to weapons/vehicles etc.
Now I DO agree with a more structured reward system for taking out vehicles, but even that is cause im a money wh0re lol.
EVERYONE should have an AV fitting.. and with many people I play with, the second someone brings out a vehicle, we all switch to AV and go hunting.
my advice? stop wasting your money on low level tanks.. bide your time and skill up then bring it out... or just roll the dice you get into a room of clueless blueberries (plenty of them around) where your militia tank can yield 20+ kills and not even be blown up lol |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.01.21 15:13:00 -
[36] - Quote
Why even have militia vehicles if we decide that calling them in is going to be a waste of money? It's possibly to contribute to a team in militia infantry gear, why not in militia vehicles? |
CHICAGOCUBS4EVER
TeamPlayers
117
|
Posted - 2013.01.21 15:22:00 -
[37] - Quote
oh its definitely possible thats for sure, but thats the upshot to 'militia' you dont need to be skilled into them to use them.
another idea... bring in the militia tank and stay back.. you can be quite effective from a distance and does 1 of 2 things.. pulls people away from wherever you are covering to come at you, or you arent bothered and can actually survive..
many who complain about the current state are those who call in tank and treat it like this unstoppable vehicle roaming all over the map...
|
Sad Song
IMPSwarm Negative-Feedback
0
|
Posted - 2013.01.21 15:35:00 -
[38] - Quote
I think that if a tank sits still, one av heavy with forge gun should win. That being said it should be relatively easy for a tank to hit their reppers and take cover or kill their enemy. The problem with requiring the suggested 4 to 5 dedicated av (forge or swarm ) are obvious. For one, corp battle allow 8 MAX per team and squads will look like the tourney all av and vehicles. It is also unrealistic to have that many av in one pub match if you are suggesting that nades get nerfed. What you are suggesting takes away and dismisses all the other rolls that this game has. I do agree that a 1MIL tank should perform like one but nerfing others is not the answer. My suggestion would be increasing the effectiveness and dependence on a logi with repair tools to allow infantry to still be utilized and restricting said tank from just soloing with out support. I jst don't want to see this game turn into a vechicle vs vehicle fps. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.01.21 16:11:00 -
[39] - Quote
They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks |
Blondie Roads
Imperfects Negative-Feedback
7
|
Posted - 2013.01.21 16:14:00 -
[40] - Quote
William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks
Then they need to nerf militia vehicles, or remove. |
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Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 16:18:00 -
[41] - Quote
William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks
Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 16:21:00 -
[42] - Quote
Blondie Roads wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Then they need to nerf militia vehicles, or remove.
Double post here, but a standard militia tank, well has no tank and is easy to kill.....with skills backing it up like my Sica, at current I eat gunnlogis. But my fit also costs over 400k per. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.21 16:25:00 -
[43] - Quote
Caeli SineDeo wrote:First of covering the grenades. No. AV & Flux grenades are the punishment vehicle drivers get for not playing smart. If you run your tank without support and expect to solo the match, you deserve any AV coming your way. Same for any LAV's who go running over people. If you're gonna risk getting that close to someone, you deserve any nades they can pull on you. If you have support, they can clear ANY AV grenaders. They may not be AS helpful against swarmers, but you have a squad for a reason. Play smart and keep your tank, play dumb and loose it, or don't run tanks.
Caeli SineDeo wrote:Next AV advantages against shield or armor. 93% is getting pretty specific about where you want it. 95% would be fine, you don't need that last 2%. Shield tanks are way easier to beast out anyway.
Caeli SineDeo wrote: Now onto forges and swarms.
A) Yes, if a player was fully specced into forges all the way, were boosted up with complex damage mods, and could actually REACH the tank without getting caught in a crossfire/get sniped/avoid the tank's fire/not get hit by the second tank on the field while chasing your target (these days, there's almost never just one), then yes, they could 3 shot a Sagaris. That's no reason to call OP, that's working as intended. FORGE GUNS KILL TANKS.
This will start the whole QQ about how heavies fits are so cheap compared to a tank, but honestly if you are willing to risk that much money on the field, you had best KNOW your team is supporting your tank. If you DON'T know, then don't call it in. You're a tanker, so run a cheaper tank until you think you're in a match where you have the proper support. If you insist on bringing in the more expensive tank, you have no one to blame but yourself. And yes, a fully specced and maxed tank should take 3-5 shots from a fully specced and maxed forge gunner
B) If anything, swarms need a range BUFF, not a nerf. They are meant to be anti-air as well as anti-vehicle, and even now swarms can't reach their airborne targets 50% of the time. If you leave the standard alone and buff the range up from there, then OK, but the swarm launcher has suffered enough. And yes, that means no damage drop either. Not to be overly critical, but the notion of a swarm launcher doing LESS damage than it already does when half the time not all of the missiles hit due to terrain is a bit ridiculous.
Caeli SineDeo wrote: REWARDING AV for their efforts:
This I fully support |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.21 16:33:00 -
[44] - Quote
Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy.
I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.01.21 16:37:00 -
[45] - Quote
I am an AV guy...I honestly think it belittles my job when anyone can grab a free suit and do 75% of the damage my proto weapon can do...it makes me think what is the point? |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2013.01.21 16:40:00 -
[46] - Quote
Seems as if everybody wants everything that isn't an AR nerfed. Go back to Call of Duty. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.21 16:42:00 -
[47] - Quote
William HBonney wrote:I am an AV guy...I honestly think it belittles my job when anyone can grab a free suit and do 75% of the damage my proto weapon can do...it makes me think what is the point? If they widen the gap between tanks, they can then widen the gap between AV gear, but at the current rates it's not very doable without breaking something worse than it already is.
Apart from that, I thought you ran pistols? Did you decide to change up for the open beta? I like dodging your pistols.... =( |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 16:42:00 -
[48] - Quote
Baal Omniscient wrote:Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy. I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team.
Lol what team, u know last night of my like 12 man team, 9 we're snipers.......like I said, risk free crap is kinda the name of the game atm. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.01.21 17:18:00 -
[49] - Quote
So the general impression I'm getting is "if you call in a HAV in anything but a corp match, and use it for anything but hiding in the redline and sniping, you deserve to lose it." |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 17:26:00 -
[50] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:So the general impression I'm getting is "if you call in a HAV in anything but a corp match, and use it for anything but hiding in the redline and sniping, you deserve to lose it."
Pretty much. Av guys would like to see tanks become like the current missile turrets, make it worthless and easy to kill with free suits for free points, cuz good god spending sp in anything other then ar is a sin. Except for dedicated Av guys, proud of you for taking initiative. |
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Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.01.21 17:37:00 -
[51] - Quote
If tanks take 3-4 people to kill they better be removed from pub matches, because whenever I squad with people few of us will have av fittings and its unlikely you could get anyone outside of your squad to coordinate with you. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 17:42:00 -
[52] - Quote
Elijah Sol' Dzusaki wrote:If tanks take 3-4 people to kill they better be removed from pub matches, because whenever I squad with people few of us will have av fittings and its unlikely you could get anyone outside of your squad to coordinate with you.
Takes a team to keep a tank alive, should take a team to kill one.
Edit also everyone has militia Av fittings. Kinda what's been going on topic last few posts. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.21 18:31:00 -
[53] - Quote
Y0UR NAME HERE wrote:Elijah Sol' Dzusaki wrote:If tanks take 3-4 people to kill they better be removed from pub matches, because whenever I squad with people few of us will have av fittings and its unlikely you could get anyone outside of your squad to coordinate with you. Takes a team to keep a tank alive, should take a team to kill one. .
It used to a few builds ago |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 18:36:00 -
[54] - Quote
Takahiro Kashuken wrote:Y0UR NAME HERE wrote:Elijah Sol' Dzusaki wrote:If tanks take 3-4 people to kill they better be removed from pub matches, because whenever I squad with people few of us will have av fittings and its unlikely you could get anyone outside of your squad to coordinate with you. Takes a team to keep a tank alive, should take a team to kill one. . It used to a few builds ago
Which is how it should be tbh, not even two vehicle heavy remote reppers can keep a tank up vs 1 militia free forge gun suit. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.21 21:47:00 -
[55] - Quote
then you fail at fitting tanks. Because it's the modules that make or break the fit.
And once damage mods suffer from diminishing returns, AV will do less damage. so will lasers and your precious ARs. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 22:21:00 -
[56] - Quote
Baal Omniscient wrote:Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy. I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team.
Agreed. The problem is we have folks using MILITIA "tanks" with NO SKILLS and expecting them to work??
Now if I had maxxed out armour boosting skills plus max shield regen plus max shield boost plus max PG and CPU boost and we take that militia tank and fit it with proto mods then yeah!! then its run!!! little fragile infantry rabbits!!
Theres some guides from Nano Debacle on how to fit them but the two things that tankers need to learn is : No skills then no tank. And. If you stop your tank to see WHERE that funny BONG!! sound came from that just cut 1500 HP from your shield then hey then you deserve to have your tank be TOASTED!! |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 22:25:00 -
[57] - Quote
Tech Ohm Eaven wrote:Baal Omniscient wrote:Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy. I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team. Agreed. The problem is we have folks using MILITIA "tanks" with NO SKILLS and expecting them to work?? Now if I had maxxed out armour boosting skills plus max shield regen plus max shield boost plus max PG and CPU boost and we take that militia tank and fit it with proto mods then yeah!! then its run!!! little fragile infantry rabbits!! Theres some guides from Nano Debacle on how to fit them but the two things that tankers need to learn is : No skills then no tank. And. If you stop your tank to see WHERE that funny BONG!! sound came from that just cut 1500 HP from your shield then hey then you deserve to have your tank be TOASTED!!
I have proto mods on my Sica fool, xXDust BunnyXx is alt, and yes I can tear up gunnlogis atm and yes my fit costs around 500k+ on a militia tank, and yes 2 free militia forge gunners with no skills will eat me while 4 other buddies go to supply depot swap for swarms then when I'm dead right back to ar while taking cover and firing from behind the supply depot. Uber balanced ****.
EDIT and when I get my gunnlogi, nothing will change but better buffer really. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 22:32:00 -
[58] - Quote
Y0UR NAME HERE wrote:Tech Ohm Eaven wrote:Baal Omniscient wrote:Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy. I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team. Agreed. The problem is we have folks using MILITIA "tanks" with NO SKILLS and expecting them to work?? Now if I had maxxed out armour boosting skills plus max shield regen plus max shield boost plus max PG and CPU boost and we take that militia tank and fit it with proto mods then yeah!! then its run!!! little fragile infantry rabbits!! Theres some guides from Nano Debacle on how to fit them but the two things that tankers need to learn is : No skills then no tank. And. If you stop your tank to see WHERE that funny BONG!! sound came from that just cut 1500 HP from your shield then hey then you deserve to have your tank be TOASTED!! I have proto mods on my Sica fool, xXDust BunnyXx is alt, and yes I can tear up gunnlogis atm and yes my fit costs around 500k+ on a militia tank, and yes 2 free militia forge gunners with no skills will eat me while 4 other buddies go to supply depot swap for swarms then when I'm dead right back to ar while taking cover and firing from behind the supply depot. Uber balanced ****. EDIT and when I get my gunnlogi, nothing will change but better buffer really.
Why do I even bother? I saw your "tank" and you do not have shield regen maxxed plus shield boost maxxed along with the other skills as it takes over two million SP and we are at what? 1 M sp?/ LOL.
|
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.21 22:36:00 -
[59] - Quote
it's an instant gratification thing. they want to be invulnerable NOW!
AV is fine. Tanks are not, nor should they be, sacrosanct. Kill them all. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 22:41:00 -
[60] - Quote
Breakin Stuff wrote:it's an instant gratification thing. they want to be invulnerable NOW!
AV is fine. Tanks are not, nor should they be, sacrosanct. Kill them all.
Hell yeah!! Kill them all!!
Quote from the Animatrix.
If anything AV is going to need a slight buff as once we begin to see the real tanks( Sagaris/Surya) with folks that spent four million skill points on them then its going to be run infantry rabbits, run!!
I am ok with real tanks going 30 and 0 but not MILITIA tankers going 30 and 0.
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Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.21 22:48:00 -
[61] - Quote
Tech Ohm Eaven wrote:Y0UR NAME HERE wrote:Baal Omniscient wrote:Y0UR NAME HERE wrote:William HBonney wrote:They NEED to nerf the militia and standard AV weapons to force people to actually spec into them if they want to hunt high end tanks. Having good militia and standard gear makes AV builds pointless if everyone can just switch to their av loadouts, kill the threat and then switch back. A true AV loadouts suffers a great deal when it comes to infantry ...so having someone deepening AV means they are all but useless against everything else...so if no tanks are called...it kind of sucks Totally agree with this, why risk a 3-4 mill proto tank when the opposing team can all simply swap out at supply depot and **** ur face with risk free gear, I think there will be ppl on both sides of the fence, tank drivers....meh alt that loved it when there was 50-0 and AV dudes that wanna solo proto tanks, all I'm saying as input is there shouldn't be a free militia version to counter high end isk items, at least make it take level 1 something ffs. As for new players, I could see there being Av in starter fits but a very very nerfed version, militia should be nothing more then an idea of how you wanna play the game, not a viable solution to not needing skill points in that area, u wanna kill a tank, lav or dropship, train for it. Easy. A full team can't all switch to forge guns because then the infantry on the tank's side will mop them up. A team in pub battles has to hope that someone will take care of it while they keep the infantry busy. I understand what you guys are saying here, but this would do nothing but imbalance things further. You guys know as well as anyone that a well specced tank with a good support team can dominate. If you don't want to worry about losing that ISK investment, then don't field the tank until you are in a battle where you are confident in your team. Agreed. The problem is we have folks using MILITIA "tanks" with NO SKILLS and expecting them to work?? Now if I had maxxed out armour boosting skills plus max shield regen plus max shield boost plus max PG and CPU boost and we take that militia tank and fit it with proto mods then yeah!! then its run!!! little fragile infantry rabbits!! Theres some guides from Nano Debacle on how to fit them but the two things that tankers need to learn is : No skills then no tank. And. If you stop your tank to see WHERE that funny BONG!! sound came from that just cut 1500 HP from your shield then hey then you deserve to have your tank be TOASTED!! I have proto mods on my Sica fool, xXDust BunnyXx is alt, and yes I can tear up gunnlogis atm and yes my fit costs around 500k+ on a militia tank, and yes 2 free militia forge gunners with no skills will eat me while 4 other buddies go to supply depot swap for swarms then when I'm dead right back to ar while taking cover and firing from behind the supply depot. Uber balanced ****. EDIT and when I get my gunnlogi, nothing will change but better buffer really. Why do I even bother? I saw your "tank" and you do not have shield regen maxxed plus shield boost maxxed along with the other skills as it takes over two million SP and we are at what? 1 M sp?/ LOL.
Point is mine took sp right? Took isk right? So why the hell is there starter fits free with 0 isk or risk cost and 0 sp need? You really find that balanced? That a viable solution to the tank "problem" is free anti tank gear? I could careless if level 1's had same damage as current militia av gear, as long as they had to invest something to be able to do it, and like you said why do i even bother, the "anti" vehicle ppl who'd rather not see vehicles in this game won't ever see it any other way.
Post messed up from 5 quote rule |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.01.21 22:56:00 -
[62] - Quote
Baal Omniscient wrote:William HBonney wrote:I am an AV guy...I honestly think it belittles my job when anyone can grab a free suit and do 75% of the damage my proto weapon can do...it makes me think what is the point? If they widen the gap between tanks, they can then widen the gap between AV gear, but at the current rates it's not very doable without breaking something worse than it already is. Apart from that, I thought you ran pistols? Did you decide to change up for the open beta? I like dodging your pistols.... =( I am still running pistols despite the huge nerf they got. But the militia av weapons do 75% the damage of proto av and they are either free (swarms) or cost 90% less ....there is an issue in general with militia gear vs proto...I don't use tanks but I think it should take effort to kill them...I can solo tanks very easily...it isn't cool or fun...it is just sad. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 23:11:00 -
[63] - Quote
Garbage AV fits versus garbage "tanks"= tossup. Garbage AV fits versus REAL TANKS= DEAD infantry. Proto AV fits versus garbage "tanks"=dead garbage tanks. Proto TANKS versus garbage AV fits= DEAD infantry.
Working as intended.
Get some skills yo. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.22 00:39:00 -
[64] - Quote
Everyone one that is against this thinks I am nerfing AV. But really I am not.
Proto gear is not getting hit at all. I want people to run proto gear to take down my sagaris. And if they take me down I want them rewarded. As Doc mentioned it is really discourageing to go proto AV because everyone with militant gear can almost do the same. This way when doc has his proto swarms and he sees a surya he knows he is going to be the one messing it up and getting the kill. Then with my reward system he gets rewarded well for that kill to pay for his efforts.
In the end this is a gaint buff for true AV people. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.22 02:21:00 -
[65] - Quote
militia AV isn't as useful as everyone seems to think, unless there's three of them focusing fire.
However. I don't really give a crap about militia equipment, anyone who uses it so they never lose money is missing the point.
Proto heavy AV Vs. Sagaris = slight stacking in Sagaris' favor
Advanced heavy Vs. Sagaris = Advanced heavy best do everything right or his ass is grass
Sagaris with militia/basic fits = dog chow to any AV in the game.
Also, the forge guns do more damage than tank turrets if you have the damage mods loaded and locked.
Tanks can load damage mods as well, also hardeners and crap. The Armor tanks are rigged so they can crank up damage modifications without sacrificing tank.
HOWEVER. Shield tanks are primarily a defensive measure, so the damage mods have to be sacrificed, but you can load things like torque mods to increase the acceleration and speed of a tank.
But if you cannot use a fit that exclusively uses advanced modules, you have no business deploying a Sagaris.
If you're stacking damage mods on a shield tank you're gimping your survivability and AV will eat you.
Shields can be optimized for mobility and defense, and the armor seem more optimized for what people in EVE refer to as DPS tank. IE, your heavy ass armor fit ain't really that great but you can vomit out death and pain at a phenomenal rate. If you see swarms fly get cover and let the infantry clear a few rooms before re-engaging.
While you CAN kill infantry with a forge, it's not as easy as people think, unless the person being shot is being REALLY weirdly dumb. Past that it's a skillshot even to hit a distant, moving tank.
but a marauder with full proto fit being solo'd in four shots by a forgegun won't happen. To suggest that's a viable thing is laughable at best unless you have put all DPS modules and Speed modules with no other consideration.
But if you did that why the flaming hell didn't you just call in an LAV? |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.22 10:31:00 -
[66] - Quote
Takahiro Kashuken wrote:Y0UR NAME HERE wrote:Takes a team to keep a tank alive, should take a team to kill one. . It used to a few builds ago And the tankers ruled every battle.
If it takes a team to keep one alive, it makes sense that it shouldn't require a whole team to kill it, otherwise you wouldn't need a whole team to keep it alive in the first place. If it takes a team to drop a tank, then who's protecting that whole team of AV? Unless all AV weapons become sidearms or sidearms become just as viable as main weapons, then you cannot dedicate a whole team to taking out a tank.
Tech Ohm Eaven wrote:Y0UR NAME HERE wrote:I have proto mods on my Sica fool, xXDust BunnyXx is alt, and yes I can tear up gunnlogis atm and yes my fit costs around 500k+ on a militia tank, and yes 2 free militia forge gunners with no skills will eat me while 4 other buddies go to supply depot swap for swarms then when I'm dead right back to ar while taking cover and firing from behind the supply depot. Uber balanced ****.
EDIT and when I get my gunnlogi, nothing will change but better buffer really. Why do I even bother? I saw your "tank" and you do not have shield regen maxxed plus shield boost maxxed along with the other skills as it takes over two million SP and we are at what? 1 M sp?/ LOL. Problem with that tank of yours is that you EXPECT it to hold up to two forge gunners and several swarmers. Tanks aren't SUPPOSED to hold up to that, they are supposed to have support teams who take that stuff out for them. WE HAVE AV SO WE CAN KILL VEHICLES, NOT SO VEHICLES CAN LAUGH OFF THE DAMAGE THEY DO. If you don't want to loose you're tank, no matter how good it may or may not be, then don't use it when you don't have support. It's you're own stupidity killing your tank "fool", not the AV on the field.
Y0UR NAME HERE wrote:Lol what team, u know last night of my like 12 man team, 9 we're snipers.......like I said, risk free crap is kinda the name of the game atm. And it would be stupid to call in a tank into a situation like that, no one to cover you at all. Of course you would run risk free crap in a match like that. If you call in a tank in a situation like that, you deserve to loose it. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.22 13:33:00 -
[67] - Quote
Very well fitted tanks should be able to hold up to FG/SL if they are milita/basic for at least a few seconds and be able to tank damage instead of getting hit and having to retreat at the 1st site of AV
AV ppl should have to specialize into advanced and proto just like tanker have to because milita sucks and every milita tank ive come accross has died quickly either by my hand or maybe a couple of us, even gunlogis die quickly atm just to 2 guys and milita or even 1 |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.22 19:20:00 -
[68] - Quote
Takahiro Kashuken wrote:Very well fitted tanks should be able to hold up to FG/SL if they are milita/basic for at least a few seconds and be able to tank damage instead of getting hit and having to retreat at the 1st site of AV
AV ppl should have to specialize into advanced and proto just like tanker have to because milita sucks and every milita tank ive come accross has died quickly either by my hand or maybe a couple of us, even gunlogis die quickly atm just to 2 guys and milita or even 1
People with the skills into forgeguns lugging around an Ishukone Forge Gun make a guy with a militia forge look like a five year old with a popgun.
I assure you, the militia forge is weak by comparison. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.01.22 23:10:00 -
[69] - Quote
Tech Ohm Eaven wrote:Garbage AV fits versus garbage "tanks"= tossup. Garbage AV fits versus REAL TANKS= DEAD infantry. Proto AV fits versus garbage "tanks"=dead garbage tanks. Proto TANKS versus garbage AV fits= DEAD infantry.
Working as intended.
Get some skills yo. Garbage AV vs REAL LAVs= dead LAV, with a high price tag for the pilot Proto AV vs garbage LAVs= dead LAV, with a small price tag for the pilot, and a high one when the AVer gets killed by infantry |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.01.22 23:12:00 -
[70] - Quote
Breakin Stuff wrote: I assure you, the militia forge is weak by comparison.
But it still OHKs all but the most expensive LAVs |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.01.23 00:33:00 -
[71] - Quote
Y0UR NAME HERE wrote:I have proto mods on my Sica fool, xXDust BunnyXx is alt.
Your name seems strangely familiar... |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.01.23 01:51:00 -
[72] - Quote
a lone dude with AV nades and a nanohive an take out a tank before he knows what hit him or even what is hitting him let alone reacts activates shield extenders and hardeners(which you have to pretty much stop to do) and retreats. need to remove the homing feature so that you have to place the nades or reduce the damage a lot. forge guns do more damage then the same teir railgun without upgrades(with upgrades railguns can do far more). this tank of mine isn't the best but it's one of the best out there right now it can survive orbitals even when already damaged but if a dude with AV nades get close I'm insta dead. I bought a militia forge and a militia heavy suit and was almost able to solo a madrauger with pretty nice upgrades. we have to wait to see how AV does against tanks late in the build but as it is right now militia stuff could use a small nerf from what I've seen and AV nades need a large nerf. my opinion on AV nades are to kill small vehicles and weaken large vehicles and soften them up for the real guns not do actually blow up large vehicles I may be wrong on this but this is how I see an AV nade |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.23 02:24:00 -
[73] - 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
It's simple. The Forge Gun is made for AV, so it does more damage to vehicles. They don't want to do something stupidly overcomplicated and add a multiplier for vehicle damage, so they just make the damage higher because in that range, it doesn't matter anymore. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.01.23 06:31:00 -
[74] - Quote
Zero Harpuia wrote: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 It's simple. The Forge Gun is made for AV, so it does more damage to vehicles. They don't want to do something stupidly overcomplicated and add a multiplier for vehicle damage, so they just make the damage higher because in that range, it doesn't matter anymore.
I think slap's point is that turrets got nerfed to hell and back yes they still kill people but now the AV weapons do more damage then a mounted turret. the railgun is ment for AV aswell and it's pretty much a bigger version of the forge gun so why does the forge gun have more base damage? I agree with slap unless there is a large difference in equipment 1 forge gunner shouldn't be able to solo a tank. I know my militia forge gun with 0 points in heavy weapons can solo most standard tanks, it shouldn't be able to do that. and my standard AV nades can solo or pin down a standard tank, also shouldn't be able to do that. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.01.23 06:33:00 -
[75] - Quote
reread OP and deff need to get the +25's for doing damage back can't tell you how many times today I've taken them down to almost 0 them gotten away back to full then back to almost 0 again XD |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.23 14:02:00 -
[76] - Quote
Scheneighnay McBob wrote:Breakin Stuff wrote: I assure you, the militia forge is weak by comparison.
But it still OHKs all but the most expensive LAVs Not true. I have a baloch with around 1950 armor and 10% damage reduction that can take a forge hit and keep rolling. It requires a logi to fix it up since I had to ditch the repper, but all it costs me is around the price of a nanofibre plate and a militia armor damage reduction mod and I can survive 1 hit from any militia or basic AV. As it should since I invested in it. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.23 16:54:00 -
[77] - Quote
First off I am reading some peoples conclusion on how tanks are and they are way off. You can tell they know nothing about tanks.
First off Proto AV vs Proto tank pimped to the max. Proto AV wins anyday. Some proto forge set ups can currently 3 shot fully tanked sagaris. Sorry it is a broken system
Now to the teamwork question. Yes it should take teamwork to take down a tank. And when we say teamwork I am not saying everyone needs to switch to AV now I am saying 2-3 guys switching to there proto AV and 2-3 guys protecting them so they can do there work. Right now all it takes is one guy with a forge gun to get up on a highpoint where he can see most of the map and bang the tanks on the enemy team are cornered or dead. He does not need to have anyone work with him because he does not need to move or put himself into risky situations to get close enough to use his power house weapon. Right now AV rarely ever uses teamwork. Because there is no need. You can solo the most expensive and skill intensive careers out there.
People expect a tank driver to have all 3 squadmates groveling around him killing all AV for the tank driver. While a AVer expects to solo a tank and then cries because he is having trouble because ground troops keep killing him and AV vs tank is unfair. AV needs to become more teamwork orriented. With current map sizes forge guns need to loose some range to cut down on there soloing AV power Once ccp decides to make maps bigger maybe then they can slightly bring back the range. I want to see a forge guy running with with a swarmer and then 2 squad mates to protect him.
Currently I am blessed with a very very good corp and they help alot and go out of there way for that single av person. Sorry but AV needs to be forced to start using a team and if CCP keeps pushing the way it is tanks and dropships will become extincted career paths. I am trying to blance the forces of AV and tanks and make them both fear each other equally. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.23 17:13:00 -
[78] - Quote
Caeli SineDeo wrote:First off Proto AV vs Proto tank pimped to the max. Proto AV wins anyday. Some proto forge set ups can currently 3 shot fully tanked sagaris. Sorry it is a broken system
Which brings me to this question:
Whose brilliant idea was it to put an oversized battery pack behind a Caldari tank for all to see and shoot? |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.01.23 19:42:00 -
[79] - Quote
Alldin Kan wrote:Caeli SineDeo wrote:First off Proto AV vs Proto tank pimped to the max. Proto AV wins anyday. Some proto forge set ups can currently 3 shot fully tanked sagaris. Sorry it is a broken system Which brings me to this question: Whose brilliant idea was it to put an oversized battery pack behind a Caldari tank for all to see and shoot?
O.O there is a battery pack god I gotta pay more attention..... I knew it had weak points but didn't know there was a texture on the weak point..... |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.28 00:53:00 -
[80] - Quote
Get this back up to the top and see if we can get some AV pros commenting in here also. :) Hope CCP takes some of these deeply in mind and gets AV on a more balanced scale. |
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1LTNORFLEET
Lost-Legion
24
|
Posted - 2013.01.28 01:02:00 -
[81] - Quote
um sir the av gernades have already been nerfed if you would stop using militia gear and using high tier vehicle maybe you will see a diffrence |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.29 18:42:00 -
[82] - Quote
Alldin Kan wrote:Caeli SineDeo wrote:First off Proto AV vs Proto tank pimped to the max. Proto AV wins anyday. Some proto forge set ups can currently 3 shot fully tanked sagaris. Sorry it is a broken system Which brings me to this question: Whose brilliant idea was it to put an oversized battery pack behind a Caldari tank for all to see and shoot?
And another thing shouldn't the shield be covering the battery pack? How is that a weakspot? |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 18:53:00 -
[83] - Quote
Y0UR NAME HERE wrote:Elijah Sol' Dzusaki wrote:If tanks take 3-4 people to kill they better be removed from pub matches, because whenever I squad with people few of us will have av fittings and its unlikely you could get anyone outside of your squad to coordinate with you. Takes a team to keep a tank alive, should take a team to kill one.
It does. IF both sides are playing smartly.
The buffed out tank needs an infantry screen to protect it from Forge Guns and AV Grenades.
The Forge Gunner needs an infantry screen to let him get close enough to the tank to nuke it. An AV grenadier can only get close enough through an infantry screen by being really stealthy, again probably because some other infantry are distracting them.
Anytime a Forge Gun or AV grenadier gets close enough to attack a tank effectively (three shots, at least), then the tank's driver or team screwed up in keeping them at bay. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.02.02 18:59:00 -
[84] - Quote
AV vs vehicle is ******* broken, One goddamn AV guy can solo a ******* tank. The to top it off a ******* forge gun is better at splash then a ******* missile launcher. All of you AV qq;'s succsfully are turning this ******* game into COD514. Buff missiles back to where they were. Buff Rails back to where they were.
Or mongoloid CCP will just listen to the COD scrubs and nerf tanks some more while buffing ******* retards.
Oh and whos ******* ******** Idea was it to put in a shoot here box and do a ton of damage to the back of tanks.
MONGOLOID BALANCING CCP |
BOZ MR
BurgezzE.T.F Orion Empire
15
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Posted - 2013.02.02 19:38:00 -
[85] - Quote
+1 to OP |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.02 21:29:00 -
[86] - Quote
slap26 wrote:how many av guys should it take to take down a proto fit tank?
If we're talking apples to apples, and proto AV gear vs proto tank, I'd say no more than two guys. Each guy having to hit you twice. That's the MAX. This would mean that: 1. You'll still have enough time to escape if you take the first couple shots, unless you put yourself in a bad spot. 2. Also, if there's only 1 proto and 1 adv level, then it'll take more than 4 shots, so you'll have plenty of time kill them or escape. 3. Or it'll take 3 or 4 guys to kill you (if they're using lower end gear) |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.02 21:33:00 -
[87] - Quote
slap26 wrote:AV vs vehicle is ******* broken, One goddamn AV guy can solo a ******* tank. The to top it off a ******* forge gun is better at splash then a ******* missile launcher. All of you AV qq;'s succsfully are turning this ******* game into COD514. Buff missiles back to where they were. Buff Rails back to where they were.
Or mongoloid CCP will just listen to the COD scrubs and nerf tanks some more while buffing ******* retards.
Oh and whos ******* ******** Idea was it to put in a shoot here box and do a ton of damage to the back of tanks.
MONGOLOID BALANCING CCP
AV would prob be fine if they bumped up the missile spash again. It'd give tankers more offensive ability, to counter AV guys. I think nerfing AV tools, would only set us back to a few builds back where high level tanks were invincible. I say invincible because it would take 5 guys using proto AV gear to have a CHANCE at killing a tank. This was because AV was weaker AND tanks had crazy offensive capability. |
JohnDS Wolf
Exit Wound Heavy Industries
10
|
Posted - 2013.02.02 21:45:00 -
[88] - Quote
seams like people still don't get how to use the tank, you're Not suppost to sit there. if you do, LIKE ANYONE ELSE IN THE FIELD, you're a sitting duck, just Waiting to get scraped. i killed a gunlogi with my Milita Fusion Cannon. How you ask? Because the Ftard just sat there while i was taking pot shots at it.
It takes a Hell of a lot to take out tanks with a strait up Milita Fusion Cannona/Swarmer Launcher. This is with NO skills. i end up fireing 5-6 shots to scrap a high end tank. Which, IMMHO, is fair, any thing less and they become WAY to powerful. You're NOT invincable, you're a BIG TARGET with a BIG GUN.
Also, there are stories of a single soilder taking out a tank with Smaws/RPGs out there. So, yah, totaly possable.
Tanks are NOT OP, AV munitions are currently NOT OP. Blame the Smerfs or YOUR SELF for not switching to a AV class. Or blame the driver OR YOUR SELF if you just got killed while you SAT THERE. if you die to a AV while you where moving and were firing at him, give the AV props. That, right there, was real skill. |
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