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Mr Zitro
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417
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Posted - 2013.01.29 01:43:00 -
[1] - Quote
The problem is how fast you can spam them and how much damage they do because of the the spam. Throwing 3 av nades doing 1750 is 5250 in 3 seconds! Broken |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 01:51:00 -
[2] - Quote
Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. They can throw them 60m and an extra 10m with the magnetic feature they have |
Mr Zitro
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417
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Posted - 2013.01.29 01:54:00 -
[3] - Quote
LIFE RIPPER wrote:Mr Zitro wrote:The problem is how fast you can spam them and how much damage they do because of the the spam. Throwing 3 av nades doing 1750 is 5250 in 3 seconds! Broken Get good son. I here there is a book that teaches these things to whiny kids like you Lol can't even argue, maybe you should read my book and get better at trolling |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 02:00:00 -
[4] - Quote
Andrew Sheaffer wrote:there AV there ment to blowup tanks. mr. zitro is like all other imps. he just wants to be a god You are just like every other weak troll on the forum, troll better or gtfo my thread |
Mr Zitro
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417
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Posted - 2013.01.29 02:05:00 -
[5] - Quote
Vaerana Myshtana wrote:Mr Zitro wrote:Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. They can throw them 60m and an extra 10m with the magnetic feature they have That's consistent with a grenade, and it has far less range than any other AV device. The solution is screening infantry, precisely the solution used by real militaries against close quarters saboteurs. I expect that CCP will decide that AV Grenades are working as intended. Marauders are subject to RPS like everything else.
Av grenades have less range than swarms that go across the and a forge gun that has 200-300m yes it has less range. But it out dps all the other av weapons. And nothing is broken about that? |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 02:39:00 -
[6] - Quote
Vaerana Myshtana wrote:Mr Zitro wrote:Vaerana Myshtana wrote:Mr Zitro wrote:Vaerana Myshtana wrote:Don't they have to be rather close to you to use grenades?
It sounds like the infantry that should be covering you tank against saboteurs is the problem, not the grenades. They can throw them 60m and an extra 10m with the magnetic feature they have That's consistent with a grenade, and it has far less range than any other AV device. The solution is screening infantry, precisely the solution used by real militaries against close quarters saboteurs. I expect that CCP will decide that AV Grenades are working as intended. Marauders are subject to RPS like everything else. AV grenades have less range than swarms that go across the and a forge gun that has 200-300m yes it has less range. But it out dps all the other av weapons. And nothing is broken about that? No. That doesn't seem broken. Forge Gun does more DPS than Swarm Launchers, but at lower range. AV Grenades do more DPS than a Forge Gun, but at much lower range. That's a reasonable progression, especially since someone trying to use AV Grenades against a tank moving with an infantry screen is likely to die messily before they get close. Infantry screens are the Rock to the AV Grenade's Scissors. Wrong swarms out dps forges versus armor(extra 25-30% keep forgetting exact number). And av grenades out dps swarms versus armor. If your solution for everything is teamwork you are blinded to broken game mechanic. The only thing forges are good for is shield tanks. Why because they have 100% efficiency not 69% like av nades and swarms do. You should really try both classes before you say they are balanced |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 02:47:00 -
[7] - Quote
PSA:To all the weak trolls, GET GOOD :) |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 03:01:00 -
[8] - Quote
SoTa PoP wrote:Okay - let's try honesty. AV nades cost how much? Militia tanks who die to 3 cost how much?
It's a bit broken. But fixing it now seems like a horrible idea. Half my games are dominated by a blaster tank that speeds through all onslaughts to safety. Cost means nothing at all "honestly" and half the tanks are paper if you spent one of your deaths to simply pull out swarms and get high ground the tank is gone, |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 03:09:00 -
[9] - Quote
Magpie Raven wrote:AV grenades are fine. Could you not start a nerfrenzy on grenades! It takes two to take out a militia LAV which is fine. You can throw one and finish it off with the AR whatever. Against tanks. The ones ive thrown them at it takes all three to get through thier shields on a militia one. With others i cant take shields out.
AV grenades are perfectly fine now. With the tracking. That's against shield when they do 69% of the damage, but against armor they do 120-130%. Armor LAVs= joke. the problem is the efficiency should do a flat damage to all vehicles types. Shield vehicles are the only reason why you are so blind to the overpowered grenades |
Mr Zitro
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417
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Posted - 2013.01.29 03:10:00 -
[10] - Quote
Sleepy Zan wrote:Av nades should be buffed, it's very tedious and annoying to have to throw down a nano hive for the extra grenade to kill a militia tank. Nerf snipers they do too much damage they should tickle! Now stop trolling me zan |
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Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 03:14:00 -
[11] - Quote
IRuby Heart wrote:Mavado V Noriega wrote:slap26 wrote:they really need to show us how much damage AV grenades do. And AV grenades need there tracking "feature" removed tracking feature should stay distance u can toss them should thus be slightly reduced Because we should be throwing out these antivehicle nades from up close? Sorry, I think the AV need is perfect the way it is. Still takes a good 3 or 4 Av nades to take out a fully armored vehicle and I don't see them being used against infantry effectively to call for a change. I should be able to shot my AR +100m. Might want to either try vehicles or at least understand vehicle and anti-vehicle combat |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 03:19:00 -
[12] - Quote
Orin the Freak wrote:bottom line: Tanks can be a game changer, but just as specialized infantry, Tanks are specialized. if you are expecting to be able to have 30k EHP and just sit on an objective, you are sadly mistaken. every time you pull that tank out, expect to be the center of attention. it's the risk you run when pulling out expensive equipment (same for heavy DS, proto gear ETC) 30k EHP would be a tank not the 7652 EHP "tank" I have. Big names people draw attention, aur weapons draw attention, and I know tanks do, but being soloed by one guy with av nades and nanohives. That's equal to a proto heavy being meleed by a milita scout to death, that's how broken av nades are |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 03:26:00 -
[13] - Quote
Deadeyes Anterie wrote:Driving a tank into CQ means you are at risk of getting AV frag spammed as it should be. If you are saying someone can solo your tank out in the open, you must be really bad at killing people who are running at your tank, or you have poor battlefield awareness. You misunderstand, if I put my tank into that situation I expect it to die but not by a SINGLE guy with a nanohive. If someone could solo tanks in the open, tanks would be extinct and have no role in this game. If I'm really so bad at killing people with my tank get me kills... And if I have poor battlefield awareness why should my kd be so high in ambush where the battle happens all around you. I hate to take to people like they are children but DID YOU DO YOUR HOMEWORK? |
Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.01.29 05:56:00 -
[14] - Quote
Deadeyes Anterie wrote:I know who you are Zitro, I've played against and with you before back in the days when we were both codewish whores before the guns got recoil. I am saying if a tank pilot gets in a situation where they die out in the open from grenades they suck. I agree the nanohive spamming is a problem. I think a better solution is to lower the restock timer on grenades instead of nerf the damage. It takes 6-8 grenades to get through a well shielded tank, so lowering the damage on them would make them useless without a nanohive. Just fix the problem where it is caused. I have never said lower the damage on av nades, I have just been pointing out facts as to why they are broken. The only thing I have talked about damage is the "type" of damage it does. An anti vehicle grenade should do equal damage to shield and armor not do a higher damage to armor and a lower to shield. My fix to av nades would be no replenishing or a heavy replenish cost to eat the nanohive faster or change the toss time to 3-5 second "arming" period before you actually release the nade. |
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