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General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.01.29 01:21:00 -
[1] - Quote
we know, and next time, put down some text.
being directed to the "we were ganked" page is annoying
EDIT: https://forums.dust514.com/error.htm?aspxerrorpath=/default.aspx#post502448 |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
152
|
Posted - 2013.01.29 01:30:00 -
[2] - Quote
I kill stuff with AV nades all the time. What's the problem? |
DigiOps
DUST University Ivy League
85
|
Posted - 2013.01.29 01:33:00 -
[3] - Quote
Full Metal Kitten wrote:I kill stuff with AV nades all the time. What's the problem? That may, in fact, be the problem. ;) |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2013.01.29 01:34:00 -
[4] - Quote
Same problem he has with heavies, they kill him. |
Fiddlestaxp
Sil3nt Assassins
30
|
Posted - 2013.01.29 01:38:00 -
[5] - Quote
I agree. Lets make locus and flux stronger to balance things out. |
Andrew Sheaffer
ZionTCD Legacy Rising
24
|
Posted - 2013.01.29 01:38:00 -
[6] - Quote
there AV there ment to blowup tanks. mr. zitro is like all other imps. he just wants to be a god |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 01:40:00 -
[7] - Quote
Is that because they kill your Marauders?
I'm not seeing how they are broken, sorry. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.01.29 01:42:00 -
[8] - Quote
if you get 2-4 people with ANY AV weapon, you're gonna lose your tank, unless you run away. singling out grenades is silly. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 01:43:00 -
[9] - 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 |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 01:47:00 -
[10] - Quote
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. |
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slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
463
|
Posted - 2013.01.29 01:49:00 -
[11] - Quote
they really need to show us how much damage AV grenades do. And AV grenades need there tracking "feature" removed |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 01:51:00 -
[12] - 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 |
LIFE RIPPER
Sanmatar Kelkoons Minmatar Republic
103
|
Posted - 2013.01.29 01:52:00 -
[13] - Quote
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 |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 01:54:00 -
[14] - 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
|
Posted - 2013.01.29 02:00:00 -
[15] - 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 |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 02:00:00 -
[16] - Quote
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. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.01.29 02:02:00 -
[17] - Quote
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 |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2013.01.29 02:04:00 -
[18] - Quote
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 If CCP changed the model and make it hunkier then I could agree with less range. Otherwise the way it's shaped is perfect for long range throws. |
LIFE RIPPER
Sanmatar Kelkoons Minmatar Republic
103
|
Posted - 2013.01.29 02:05:00 -
[19] - 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
Actually most of the imps I see on here have educated well though out discussions.
Its just Mr. zitro that whines like a school girl who lost her balloon.
All she can say is get good scrub, get my book scrub, and other random childish insults.
she really is the biggest cry baby of the forums and should get the pampers award. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 02:05:00 -
[20] - 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? |
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General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.01.29 02:07:00 -
[21] - Quote
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
to vehicles only, get over it |
Fiddlestaxp
Sil3nt Assassins
30
|
Posted - 2013.01.29 02:13:00 -
[22] - Quote
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? You continue to make great points. You are so right. Forges and swarms SHOULD do more damage. I knew you knew a thing or two about balance Zitro. |
Bleeding Antelope
SVER True Blood Unclaimed.
0
|
Posted - 2013.01.29 02:14:00 -
[23] - Quote
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
I agree, Av nades need to have a max of two to carry a buff on the damage with the tracking adjusted down a bit. |
Greek Hammer
Brutor Vanguard Minmatar Republic
7
|
Posted - 2013.01.29 02:16:00 -
[24] - Quote
Suck it up kid |
LIFE RIPPER
Sanmatar Kelkoons Minmatar Republic
103
|
Posted - 2013.01.29 02:18:00 -
[25] - Quote
Greek Hammer wrote:Suck it up kid
Yep every thread Mr zitro makes is waaaaaa waaaaaa waaaaaa
Cause he has Diarrhea of the mouth; constipation of the ideas.
|
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 02:19:00 -
[26] - Quote
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. |
Greek Hammer
Brutor Vanguard Minmatar Republic
7
|
Posted - 2013.01.29 02:20:00 -
[27] - Quote
LIFE RIPPER wrote:Greek Hammer wrote:Suck it up kid Yep every thread Mr zitro makes is waaaaaa waaaaaa waaaaaa Cause he has Diarrhea of the mouth; constipation of the ideas. I concur |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 02:39:00 -
[28] - 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
|
Posted - 2013.01.29 02:47:00 -
[29] - Quote
PSA:To all the weak trolls, GET GOOD :) |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2013.01.29 02:52:00 -
[30] - Quote
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. |
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Magpie Raven
ZionTCD Legacy Rising
161
|
Posted - 2013.01.29 02:54:00 -
[31] - Quote
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. |
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
Posted - 2013.01.29 02:55:00 -
[32] - Quote
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. |
IRuby Heart
DIOS EX.
335
|
Posted - 2013.01.29 02:56:00 -
[33] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.01.29 02:59:00 -
[34] - 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. It's not just tanks. The 3 rapid-throw AV grenades can easily take down any LAVs within range of their blaster turrets, before the driver can pick up speed again. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.01.29 02:59:00 -
[35] - Quote
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) |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 03:01:00 -
[36] - 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, |
Deadeyes Anterie
Crimson Ravens Talons RISE of LEGION
269
|
Posted - 2013.01.29 03:08:00 -
[37] - Quote
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. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 03:09:00 -
[38] - 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 |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.01.29 03:09:00 -
[39] - 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
Um no, we already are. Get your head out of your ass. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 03:10:00 -
[40] - 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
|
Posted - 2013.01.29 03:14:00 -
[41] - 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
|
Posted - 2013.01.29 03:19:00 -
[42] - 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
|
Posted - 2013.01.29 03:26:00 -
[43] - 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? |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:27:00 -
[44] - Quote
Mr Zitro wrote: 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
I have used them. I remember your tank popping my swarmer on the north side of B on Manus Peak and driving all the way around to the east and popping my forger in the back right after I respawned at the CRU.
I'm not complaining that your tank is too fast. You are very good with it. However, you like to drive close to cover way faster than an infantry screen could keep up.
AV Grenades are specifically designed to nerf YOU.
Given the KDR you get even with them in the game, I'd say they are totally balanced. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.01.29 03:27:00 -
[45] - Quote
Mr Zitro wrote: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
If you are having tank problems I feel bad for you son. I got 99 problems but a tank aint one. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:29:00 -
[46] - Quote
Scheneighnay McBob 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. It's not just tanks. The 3 rapid-throw AV grenades can easily take down any LAVs within range of their blaster turrets, before the driver can pick up speed again.
LAVs are supposed to be easy to kill when not moving. Speed is their protection. The inaccuracy of the gun while moving is supposed to make the driver decide between safety and kills. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 03:32:00 -
[47] - 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)
^This. |
Deadeyes Anterie
Crimson Ravens Talons RISE of LEGION
269
|
Posted - 2013.01.29 04:57:00 -
[48] - Quote
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. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.01.29 05:56:00 -
[49] - 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. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 14:23:00 -
[50] - Quote
Mr Zitro wrote: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.
Which would make them pretty much useless.
They are SUPPOSED to eat vehicles. That's why they are called Anti-Vehicle Grenades.
It is also worth noting that AV Grenades are explosives, which according to the damage rules that CCP publishes on those help screens we see during loading, do more damage to Armor than Shields.
So, as I said before, they are working as intended. Don't drive next to cover (and be open to Swarms and Forges) or get an infantry screen and stay close to buildings.
|
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Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.29 14:26:00 -
[51] - Quote
Remove the homing part from AV nades
Why should the game make up for your bad positioning? |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.29 14:50:00 -
[52] - Quote
Mr Zitro wrote: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.
Your time delay for throwing the nades would make them worthless Zitro.....so I completely disagree there. I can agree with a longer restocking time for nades of all kinds....make it take every 2 ticks of normal ammo restock to restock a nade....IE starting off ammo ammo nade ammo ammo nade ammo ammo nade. This would severely limit the spamming of nades even by supply depots but still make them a viable option for AV. I agree that nades should not take into account shield vs armor tank. As AV nades can eat an armor tank very quickly while it takes a long time to get through shields. But I think that if you just change the resupply for all nades then that might just take care of the issue.
Oh and yes AV nades should be replenished....just slower. They already have a high replenishment cost as they eat a nanohive quickly.
Oh and I would like to see the homing lessened personally. I think normal homing nades should have the same amount of homing as the packed nades....the packed nades should have even less homing than they do now....and if CCP wanted to add a high homing nade then half the dmg of the nade and make their homing the same distance as the current regular AV. |
CHICAGOCUBS4EVER
TeamPlayers
117
|
Posted - 2013.01.29 15:08:00 -
[53] - Quote
how bout we all stop crying about nerf this, fix that, trollin up 1/3 pound WHINEburgers all the time. this is what the 4th or 5th build now? many of us have seen how things balance themselves over time. How bout we focus on giving CCP feedback on issues that NEED to be fixed if this game is going to succeed...
spawning, terrain glitches, core gameplay issues that have yet to be remedied.
weapons are fine as is.. u dont wanna get sauced by AV nades, dont be a dumbass and drive your tank into a pile of people.
since when were tanks used in CQC? with the current map playlist.. most maps its just silly to bring out a tank, but some idiots do it anyway cause with the influx of open (clueless) beta testers, some can get away with rollin out a tank and just smashing an entire team, leading to a ridiculous k/d.
once the new players catch on, some of which already have, those tanks now become a heap of junk when u run into a crowd.
so stop thinking you are dealing with a busted mechanic in the game, and just lay off the juice for a minute.
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Kaiden Solian
Red Lightning Industries
8
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Posted - 2013.01.29 15:09:00 -
[54] - Quote
@OP
Nope.avi |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.01.29 15:18:00 -
[55] - Quote
Are you talking about the tier 1 AV nades or just all levels of AV nades in general? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2013.01.29 15:21:00 -
[56] - Quote
And yet i never heard any WTF tanker complain for the moment. |
Ricky MarshaLL
Seraphim Initiative. CRONOS.
22
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Posted - 2013.01.29 16:30:00 -
[57] - Quote
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
broken my ass ! the only thing thats broken is you tank |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.29 16:36:00 -
[58] - Quote
AV Grenades are broken.
Really they should have a 3 second delay between throws. This way people can not sit and spam on nano hives. But AV grenades are still great start off combos or finishing combos
A Person can throw a AV nade quick then charge up there forge or lock on with swarms and take there shot with that then if the tank driver is still stupid to be in AV grenade range they can throw another one quick and then use there AV weapon again.
Right now all a team needs to invest in is AV grenades you have 4 guys running around with them no single tank will survive the process. You can eat up any type of tank quickly. And I think it is pretty cheap that they do not have to have a dedicated AV person to fight back with. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.29 18:07:00 -
[59] - Quote
Caeli SineDeo wrote:AV Grenades are broken. Right now all a team needs to invest in is AV grenades you have 4 guys running around with them
4 people with no anti-infantry nades is unfair to the one tank? It's four guys. Between the number of players and how close they have to get, this situation is perfectly fair. |
Kaiden Solian
Red Lightning Industries
8
|
Posted - 2013.01.29 18:09:00 -
[60] - Quote
A single remote pack can take the tank down in one and 1 AV for LAV see the problem |
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Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 19:03:00 -
[61] - Quote
Caeli SineDeo wrote:AV Grenades are broken.
Really they should have a 3 second delay between throws. This way people can not sit and spam on nano hives. But AV grenades are still great start off combos or finishing combos
A Person can throw a AV nade quick then charge up there forge or lock on with swarms and take there shot with that then if the tank driver is still stupid to be in AV grenade range they can throw another one quick and then use there AV weapon again.
Right now all a team needs to invest in is AV grenades you have 4 guys running around with them no single tank will survive the process. You can eat up any type of tank quickly. And I think it is pretty cheap that they do not have to have a dedicated AV person to fight back with.
Infantry screen. Infantry screen. Infantry screen.
If your tank does not have one and you are close enough to cover for infantry to sneak into AV Grenade range, then you deserve to blow up.
Either get an infantry screen and stick with them (I've watched plenty of tankers do this) or stay well out into the open.
Every choice has advantages and disadvantages. That is the Dust (EVE) way.
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Vaerana Myshtana
ScIdama Endless Renaissance
205
|
Posted - 2013.01.29 19:11:00 -
[62] - Quote
Kaiden Solian wrote:A single remote pack can take the tank down in one and 1 AV for LAV see the problem
No. One bomb does not seem OP.
http://www.youtube.com/watch?v=EoUb7jiFj5Q
It has been the case since at least WWII, and it remains the case today. |
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