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Sylwester Dziewiecki
BetaMax.
33
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Posted - 2013.02.16 19:12:00 -
[31] - Quote
xxwhitedevilxx M wrote:Tanks. Tanks everywhere. Since yesterday every skirmish pub match you join is full of tanks; The real problem is when you have against you 4 well fitted tanks. Av grenades, tier 2 swarm launchers, Flux Grenades seems to be absolutely inefficient against a couple "good" gunnlogis even if your whole 4 men squad tries to take them down, and when you have 4 tanks in a pub match...well, people just prefer to stay in the MCC and the match dies. I don't really want tanks to be nerfed because as a former "tanker" I know how many SPs and ISKs you have to put on it, but seriously if you want to take down 2 of the typical 6000+ shield + shield hardeners gunnlogi (or even worse Sagaris) you should cooperate with your whole 16 men squad; And that's the real problem: when your whole squad is there trying to take down those tanks, the enemy infantry is easily capping all the letters and you just lose the game. Forge Guns are good against shields, but using 4 men just to take down two guy is like "ok f*ck the kdr, f*ck this game, f*ck the null cannons, f*ck the WPs, I just want to set these tanks on fire" So I'd like to suggest some solutions:
Nerf is not always the solution. But a slight HP nerf on shield tanks and a serious PG/CPU nerf would be ok.
add the driver only and the gunner only seat
Buff AV against shields, or at least put in something really effective against them ( not LOLflux)
WP reward should be proportional at how difficult it is to take it down: what's the point in destroying it for just 150 WP???
Of course these are just some suggestions, of course i might be wrong. What do you guys think? They die after 4-6AFG shoots - depend did you start from they weak spot(at back below turret). |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2013.02.16 19:33:00 -
[32] - Quote
xxwhitedevilxx M wrote:Tanks. Tanks everywhere. Since yesterday every skirmish pub match you join is full of tanks; The real problem is when you have against you 4 well fitted tanks. Av grenades, tier 2 swarm launchers, Flux Grenades seems to be absolutely inefficient against a couple "good" gunnlogis even if your whole 4 men squad tries to take them down, and when you have 4 tanks in a pub match...well, people just prefer to stay in the MCC and the match dies. I don't really want tanks to be nerfed because as a former "tanker" I know how many SPs and ISKs you have to put on it, but seriously if you want to take down 2 of the typical 6000+ shield + shield hardeners gunnlogi (or even worse Sagaris) you should cooperate with your whole 16 men squad; And that's the real problem: when your whole squad is there trying to take down those tanks, the enemy infantry is easily capping all the letters and you just lose the game. Forge Guns are good against shields, but using 4 men just to take down two guy is like "ok f*ck the kdr, f*ck this game, f*ck the null cannons, f*ck the WPs, I just want to set these tanks on fire" So I'd like to suggest some solutions:
Nerf is not always the solution. But a slight HP nerf on shield tanks and a serious PG/CPU nerf would be ok.
add the driver only and the gunner only seat
Buff AV against shields, or at least put in something really effective against them ( not LOLflux)
WP reward should be proportional at how difficult it is to take it down: what's the point in destroying it for just 150 WP???
Of course these are just some suggestions, of course i might be wrong. What do you guys think?
Of the statement: " it takes four AV guys to take down a tank" the question never asked is this: WHY??? does it take FOUR AV guys to take down a tank and it only take ONE GUY to operate a tank??
Perhaps a better balance is: ONE guy can call in a tank and MOVE it/REPAIR boosts but NO GUNS work.(tank is unable to fire).
TWO guys in the tank and ONLY MAIN GUN shoots.
THREE guys in a tank and MAIN GUN shoots and BOTH SMALL turrets fire.
THREE guys operating a tank VERSUS FOUR AV guys. This sounds more balanced IMHO.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2013.02.18 07:10:00 -
[33] - Quote
Notice how everyone left the topic?? But yeah folks want balanced tanks.......sure....... |
MC2044-Razgriz Polaris
BetaMax Beta
2
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Posted - 2013.02.18 08:37:00 -
[34] - Quote
xxwhitedevilxx M wrote:Tanks. Tanks everywhere. Since yesterday every skirmish pub match you join is full of tanks; The real problem is when you have against you 4 well fitted tanks. Av grenades, tier 2 swarm launchers, Flux Grenades seems to be absolutely inefficient against a couple "good" gunnlogis even if your whole 4 men squad tries to take them down, and when you have 4 tanks in a pub match...well, people just prefer to stay in the MCC and the match dies. I don't really want tanks to be nerfed because as a former "tanker" I know how many SPs and ISKs you have to put on it, but seriously if you want to take down 2 of the typical 6000+ shield + shield hardeners gunnlogi (or even worse Sagaris) you should cooperate with your whole 16 men squad; And that's the real problem: when your whole squad is there trying to take down those tanks, the enemy infantry is easily capping all the letters and you just lose the game. Forge Guns are good against shields, but using 4 men just to take down two guy is like "ok f*ck the kdr, f*ck this game, f*ck the null cannons, f*ck the WPs, I just want to set these tanks on fire" So I'd like to suggest some solutions:
Nerf is not always the solution. But a slight HP nerf on shield tanks and a serious PG/CPU nerf would be ok.
add the driver only and the gunner only seat
Buff AV against shields, or at least put in something really effective against them ( not LOLflux)
WP reward should be proportional at how difficult it is to take it down: what's the point in destroying it for just 150 WP???
Of course these are just some suggestions, of course i might be wrong. What do you guys think?
How is this a problem? Deploying good tanks to keep the enemy pinned allows your infantry freedom of maneuver. Valid tactic in reality and it seems to be a valid tactic in DUST. I say keep the tanks and such just the way they are. You wanna take out tanks? Deploy AV infantry or go airmobile and get a dropship fitted to tear em apart. Good post OP and I can see where you're coming from but as i said...its a valid tactic and a great use of game mechanics when this is done right. |
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CCP Frame
C C P C C P Alliance
470
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Posted - 2013.02.18 08:52:00 -
[35] - Quote
Thread moved to the feedback section. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2013.02.18 09:13:00 -
[36] - Quote
The issue isn't the HAVs themselves, they've been nerfed to hell as it is, especially with how easy AV grenades are to use (Dont get me wrong I love them too). The issues is not that someone can call in a badass HAV, its that 4 people on one side can call in all equally badass HAVs and completely lock down all objectives. Do you fix that by limiting the number of HAVs on the field? Perhaps, but that comes with its own issues as well. So the solution is a tricky one.
As for shield tanks specifically, I honestly thing a big part of it is the lack of any decent anti-shield AV weapons. All of the AV grenades, mines, remote explosives, and swarm launchers are all explosive damage, and very weak against shields. Forge gun is Kinetic which isnt slightly less awful against shields than explosives, but still not ideal. The only thing that is half decent is the Flux Grenade. So give us AV Flux Grenades or mines or whatever. We need more EM and Thermal AV weapons. Hopefully Plasma Cannon helps a bit in that regard.
Also I think its bull that War Barge Orbitals are capable of popping almost all HAVs, (I can armor rep through one under the right conditions, but most of the time I'll still explode). Basically if you bring in an HAV against any corp who has a clue about how to play the game...you're going to lose your HAV to an orbital. Either you're going to sit still and get nuked from space, or you're going to run around like and idiot nonstop, be incapable of really doing anything meaningful because you're afraid to stop moving, or you'll run into an enemy trap because you're afraid of stopping. Basically you're screwed in most cases if the other side has a clue how to earn WP.
War Barge Orbital should destroy infantry and very weakened HAVs, but not ones at or near full health. Now if you drop an EVE Laser Strike on my HAV and score a direct hit...then yeah, I should pop faster than I know what hit me...but the 'crappy' NPC strike? I dont think so.
Honestly its my hope that the advent of new Thermal AV weapons will help deal with shield tanks since armor is getting screwed right now, and that pilot suits will allow us to add some much needed protection from the incredibly powerful AV that we're seeing now. I should not be able to solo kill a Gunloggi with a Militia Swarm, Nanohive, and AV Grenades...that's wrong. |
Israckcatarac
Opus Arcana Orion Empire
3
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Posted - 2013.02.18 12:15:00 -
[37] - Quote
xxwhitedevilxx M wrote:Tanks. Tanks everywhere. Since yesterday every skirmish pub match you join is full of tanks; The real problem is when you have against you 4 well fitted tanks. Av grenades, tier 2 swarm launchers, Flux Grenades seems to be absolutely inefficient against a couple "good" gunnlogis even if your whole 4 men squad tries to take them down, and when you have 4 tanks in a pub match...well, people just prefer to stay in the MCC and the match dies. I don't really want tanks to be nerfed because as a former "tanker" I know how many SPs and ISKs you have to put on it, but seriously if you want to take down 2 of the typical 6000+ shield + shield hardeners gunnlogi (or even worse Sagaris) you should cooperate with your whole 16 men squad; And that's the real problem: when your whole squad is there trying to take down those tanks, the enemy infantry is easily capping all the letters and you just lose the game. Forge Guns are good against shields, but using 4 men just to take down two guy is like "ok f*ck the kdr, f*ck this game, f*ck the null cannons, f*ck the WPs, I just want to set these tanks on fire" So I'd like to suggest some solutions:
Nerf is not always the solution. But a slight HP nerf on shield tanks and a serious PG/CPU nerf would be ok.
add the driver only and the gunner only seat
Buff AV against shields, or at least put in something really effective against them ( not LOLflux)
WP reward should be proportional at how difficult it is to take it down: what's the point in destroying it for just 150 WP???
Of course these are just some suggestions, of course i might be wrong. What do you guys think?
A Proto tank easil can cost 10 games worth of isk and you thin 1 person should be able to throw some grenades and BOOM get real. There fine the way they are. You want to make them go boom then spec your char for it
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Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.02.18 12:24:00 -
[38] - Quote
WHAAAT? AV grenades are seriously OP. Im a tank driver and ran into a prototype forge gunner today. You want to know how that ended up? Badly.
Not my fault i have 1m isk on the field and you have a team of militia forge gunners. But trust me, i lose more isk than i make on tanks. AV grenades and missiles cutting corners are rediculous.
And if there are 4 tanks on the field, then that is ALOT of isk on a match and use your orbital strike. |
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