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Mavado V Noriega
SyNergy Gaming
2286
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Posted - 2013.02.26 12:22:00 -
[31] - Quote
Posting my same comment in this thread incase the devs didnt see/read the same general discussion thread on this topic
Mavado V Noriega wrote:
1. Double HP? lolno , a bigger buff to marauders yes but not double HP thats dumb
2. AV nades dmg is fine, the range u can toss those things at needs reducing
3. Decrease Missile dmg a bit so they wont 1 shot armor tanks like before, increase splash radius , make em shoot straighter, problem solved
4. Rails are fine as is
5. Collision dmg in general needs to be fixed, cant be hittin small bumps and losing a bunch of shields an ****
6. Swarms need a drastic range reduction or have to maintain a lockon to reach that far. This would diminish the bs, lockon behind cover peek a boo bs along with firing swarms all the ******* way from deployment to ******* C on the construction map.
7. FGs fine. agreed.
8. Shield Hardeners buffed to 15-20 secs, cooldown is fine. Shield tanks arent meant to sit in a hotzone sponging too much dmg.
9. Agreed on kb/m being faster than controller bs needs to be fixed
10. Never played with mouse but here the turrets move slow with it.
11. Marauders need seige modules ASAP to set it apart from standard tanks. Atm its just a beefed up standard tank but not by that much.
Also side note, there is also alot of bs that gives bonus dmg to armor tanks but atm no shield specific infantry AV weapon (no the plasma launcher is not shield oriented its a Hybrid weapon so equal dmg)
I dont know how good LRs are at AV vs proper fitted tanks but i doubt it could be that useful
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Korvin Lomont
United Pwnage Service RISE of LEGION
4
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Posted - 2013.02.26 13:23:00 -
[32] - Quote
Thor Thunder Fist wrote:the problem right now is almost all gunnlogi's and madraugers have proto mods on them. and you were trying to kill them with standard tier stuff(ok maybe a little above standard) you SHOULD have trouble takin out a tank with proto mods. I don't think tanks need a buff they good as is it's the mods that could use a buff(they got an incognito nerf a little while ago) more then 1 guy with proto AV= dead tank 1 guy with proto AV will take out everything but a smart proto tank driver. AV people always forget tiers
Hmm I rarely see Proto AV in games so you may be right on this one. But you have to consider a Proto AV guy is highly specialized for one thing. He can't take on Infantry and gets murdered even by milita infantry. A good tank on the other hand can be good against infantry and vehicles as well. So this seems to be balanced to some degree. |
Hexen Trickster
The Southern Legion
12
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Posted - 2013.02.26 14:06:00 -
[33] - Quote
My opinion as both a tank driver and a av heavy
Av grenades are to powerful and to easy to use atm 2 options are 1) remove the homing and make it a regular grenade 2) reduce the damage it does In a buffer fit armor tank 3 packed av grenades will take me out and in the time it takes for a merc to throw them i cant move away from there homing ability since they have no sort of delay
Swarm launchers atm are fine if anything i say reduce there range a little
Forge guns, fine
Tanks themselfs, as an armor tank user its just way to slow off the line granted its buffer fit with 2 plates Fix for this only needs to be little, just a 10% mass reduction would be fine |
Sir Meode
Seraphim Initiative. CRONOS.
319
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Posted - 2013.02.26 14:44:00 -
[34] - Quote
Hexen Trickster wrote:My opinion as both a tank driver and a av heavy
Av grenades are to powerful and to easy to use atm 2 options are 1) remove the homing and make it a regular grenade 2) reduce the damage it does In a buffer fit armor tank 3 packed av grenades will take me out and in the time it takes for a merc to throw them i cant move away from there homing ability since they have no sort of delay
Swarm launchers atm are fine if anything i say reduce there range a little
Forge guns, fine
Tanks themselfs, as an armor tank user its just way to slow off the line granted its buffer fit with 2 plates Fix for this only needs to be little, just a 10% mass reduction would be fine
Agree about nades and to some extent swarms but forge guns are not fine, they maybe ok against armour but they r*pe shields. With 6k shields and 30% hardeners forge guns can 3 shot a shield tank. And that's not even proto forge gun.
And armour tanks are slow off the mark that's the way there supposed to be. If you want to reduce the massive the right module (nanofibre) |
Lillica Skysweeper
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.02.26 15:24:00 -
[35] - Quote
I am a Caldari Missile tank commander. Currently, I run a Gunnlogi. To begin, I think the AV people do exactly what they should. Forge guns are fine, and if you see a brave soul running at you instead of away you can guess it means AV grenades. By ducking into cover in time, swarms can be avoided.
However I do agree with you on fixing missile tanks. I think they might have the worst range out of all other tanks. Worse yet, skilling into them only gives you access to the small missile turrets from the IV small missile turret operation prerequisite. Small missile turrets are awful to aim when the tank is moving or turning its Large turret. Skilling into hybrid turrets on the other hand grants access to both small railgun and blaster turrets. The small blaster turrets have no problems with aim while moving. Additionally, I want to address the missile range. Large Missile Turret descriptions claim state of the art guidance and tracking systems on every missile. Unfortunately this isn't reflected in the small missile turrets, and neither small nor large can go very far. What gets to me is that large missile installations have near infinite range, but after mounting the same technology on a tank it decreases drastically. Moreover, handheld swarm launchers have greater range and lock on than a large missile turret mounted on a tank. If the missile turrets on a tank can't be improved, I would at least like to see some consistency within the missile technology.
Thus concludes your friendly neighborhood missile tank commander's opinion. |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2013.02.26 15:29:00 -
[36] - Quote
there are two things wrong with that. 1. forge guns are an effective anti infantry weapon. 2. you seem to be forgetting how powerful the side arms are sure they are no AR but even the militia pistol can OHK the militia starter fits with a headshot. |
BOZ MR
BurgezzE.T.F Orion Empire
15
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Posted - 2013.02.26 18:55:00 -
[37] - Quote
I do accept that swarms are ridiculous. GÇóThey can pretty much go across the map , (nerf the distance) GÇóThey can turn the corner, making turns greater than 130 degree, GÇóThey are ok againt shield tanks but I can say that even the militia ones can pose a great threat to my 800K "decent" armor tank. GÇóThey can lock on under a second behind cover and shoot without going out the cover. (Not going to teach you how.) Av Nades GÇóIt requires no effort to throw them, GÇóThey deal ridiculous amount of damage if you take homing ability into consideration, GÇóThey can be spammed behind a cover with a nanohive, GÇóNow their one and most annoying common feature is GÇó!*^ Those freakin things require almost no skill points invested compared to my tank which has already eaten out more than 3M skill points. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
2
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Posted - 2013.02.27 22:18:00 -
[38] - Quote
#1 Give tank missile turrets the same range as their stationery cousins.
#2 Reduce AV grenade damage bc right now, one little grenade is better than four missles.
#3 Keep everything else the way it is.
#4 Rails have range, blasters have RPM, and missiles NEED a greater blast radius. |
Alex Bradshaw
NEW AGE EMPIRE
3
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Posted - 2013.02.28 01:09:00 -
[39] - Quote
Y0UR NAME HERE wrote:There's a few issues with tanks I'd like to have a chat about.
Currently skilled AV can do terrible things to our tanks that will make us corner cry and hide behind the redline or simply die.
It takes only 1 mind you, and AV isn't a hard thing to skill into, the SP requirements are very low compared to tanks.
What I'd like to see is tanks have a double hp buff.
I think it would solve a lot of issues currently,
Some AV things need looked at. AV grenades for 1, we don't even know how much damage they do, but its a lot.
I'd also like to see missile launchers be fixed. At this point they're wasting space in game.
Rails need around a 2.0 meter splash increase.
Shield tanks need collision corrected, you hit one with an LAV or armor tank, and it blows up. Hell you hit a wall and they blow up.
Swarm launchers need either a range reduction or damage decrease. Yes yes people will say they do nothing, that's because your shooting a shield tank, they're made to resist missiles. Armor, not at all. Proto is ridiculous, even advanced your looking at 300 damage per missile times 6 missiles times 4 in a clip.
When one hits you, the others are in the air, combined with range and peek a boo tactics, good luck.
Forge guns are fine. They do exactly what they should.
Shield tanks def need either hp buff or for their hardners to run longer with a shorter cool down.
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard.
The mouse needs to be fixed for tank turrets, its terribly bad.
The Surya and Sagaris need to have a better role definition, add siege mode to them, or give them appropriate slots to set them apapart from standard tanks, give Surya 1 more low and Sagaris 1 more high.
Any other thoughts ideas, disagreements are welcome.
I'd like to see what people say and see if we can come to an agreement.
The player base is 90% AR 1% AV 9% assortment.
So please don't just give some wack answer because you drove a militia tank this one time, or use your starter fits.
I'm looking for comments from skilled AV players and tank drivers alike to see where we went wrong in closed beta on balancing these things.
Thanks for the hate in advance!
[Y0UR NAME HERE]
Can you confirm you have invested at least 3 million skill points in your tank, & you have upgraded the large turret? If you have not, then you have not invested enough in tanks, and should not be asking for changes to the game.
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Y0UR NAME HERE
Imperfects Negative-Feedback
455
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Posted - 2013.02.28 01:21:00 -
[40] - Quote
Korvin Lomont wrote:Thor Thunder Fist wrote:the problem right now is almost all gunnlogi's and madraugers have proto mods on them. and you were trying to kill them with standard tier stuff(ok maybe a little above standard) you SHOULD have trouble takin out a tank with proto mods. I don't think tanks need a buff they good as is it's the mods that could use a buff(they got an incognito nerf a little while ago) more then 1 guy with proto AV= dead tank 1 guy with proto AV will take out everything but a smart proto tank driver. AV people always forget tiers Hmm I rarely see Proto AV in games so you may be right on this one. But you have to consider a Proto AV guy is highly specialized for one thing. He can't take on Infantry and gets murdered even by milita infantry. A good tank on the other hand can be good against infantry and vehicles as well. So this seems to be balanced to some degree.
Except almost all AV can be used away from the range of the tank and his support.
If people only play ambush and not skirmish, do not post in this thread.
I have a discussion thread in discussion section with 180 posts in it.
Read it first.
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