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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:02:00 -
[1] - Quote
I disagree |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:10:00 -
[2] - Quote
Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:13:00 -
[3] - Quote
Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:16:00 -
[4] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner.
Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:20:00 -
[5] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself.
Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:24:00 -
[6] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS Once again you haven't driven a tank lol. The way it works is close to the shooter they're dumb fire basically. Go straight. When they're within aaah 100 meters or less of the tank, they auto seek. Within 20 meters they auto turn corners.
Obviously you've never played with swarms :-)
Also I had suyra before the wipe, and was pretty leet with it. Reason I quit tanks is there was no fun in stomping over and over again. Only fun I used to have was chasing round other tanks. My dual large reppers on my madruger just tanked damage, reminded me of my hyperion, shame you can't fit cap boosters!! Or have cap for that matter :-p |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:27:00 -
[7] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. Yep which is why in OP I specially stated the shield vs swarm thing. You shouldn't be using swarms on shield. You should have a forge gun for that, that is the shields counter. Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do. Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor.
You might be right, but still if your well tanked either you have a 8k or more buffer, not including resistances. Or you have awesome resistances and reppers. Either way, your not getting solo'd
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:37:00 -
[8] - Quote
You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:48:00 -
[9] - Quote
Mavado V Noriega wrote:Drommy Hood wrote:You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense because loldmg mods are severely B R O K E N
Even with 2 proto's, with proto swarms that's 2100ish. Still shouldn't be anywhere near 2 shotting a decently fit tank. Let alone one with 7k at 50% res. and if it is, then again I apologise to the OP and agree, it's broken and the damage needs FIXING not nerfing |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:06:00 -
[10] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense 1800? Are you crazy? Yes discuss we must lol. 300x6x4 x30% Is 9360 damage per clip 50% harder is 4680 per clip. 30% more damage if shot in the back of a tank is 6084 damage per clip. 3042 per 2 shots so ya 3 shots will do it. When first one hits 99% of the time the rest are already in the air. God forbid you have 1 more swarm guy somewhere. So in your thoughts, should 1 Av kid be able to do this? And that's if I have both hardners running and not waiting for one to cool Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well. This is the CBR-7 Dark I'm taking damage from memory from
I guess if they've gone to the extent of 3 proto damage mods and proto launchers, meaning they must be using proto suit? (Maybe not I'm guessing at last bit but I know how hard they are to fit onto stuff)
Let's say it takes 5 seconds to lock and fire each shot. That's 15 seconds for 3 volleys to be in the air 414 repaired per large repper without skills per 3second pulse 5 pulses max 2000+ repaired in 15 seconds + 50% hardeners is 3kish ehp
So with 7k plus 2k repped plus res = 13500ish ehp without shields
3 vollys of swarms with proto launcher and proto suit packing 3 proto dmg mods(these are what needs fixing)
=7000ish ehp lost. Unless they hit u on the weak spot, which I'm not too sure about but if its 30% then ok it's 9100ish.
But if someone goes to the trouble of using 150k glass cannon voulnerable to everything on the bf, then yes I think 3 shots should have you running for cover |
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:08:00 -
[11] - Quote
Heimdallr69 wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS Lmao maybe you should actually play the game we are talking about..you clearly dont know anything about swarms
Maybe I'm just dead unlucky then or going about it the wrong way. But unless I catch something in the open I almost always watch my swarms crash into a rocky outcrop or a building that the tank hides behind by the time my second shot is firing |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:09:00 -
[12] - Quote
undeadsoldier90 wrote:Hey im just here to roll.... i say leave tanks the way they are, introduce automatic forge gun, LAV mounted swarm or anti armor blasters. Also knova knives that deal explosive dmg, HMG that shoots explosive rounds, lower the WP needed for an OB to 500 and then name the game call of AV.....
I like this guys game :-) |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:24:00 -
[13] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense 1800? Are you crazy? Yes discuss we must lol. 300x6x4 x30% Is 9360 damage per clip 50% harder is 4680 per clip. 30% more damage if shot in the back of a tank is 6084 damage per clip. 3042 per 2 shots so ya 3 shots will do it. When first one hits 99% of the time the rest are already in the air. God forbid you have 1 more swarm guy somewhere. So in your thoughts, should 1 Av kid be able to do this? And that's if I have both hardners running and not waiting for one to cool Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well. This is the CBR-7 Dark I'm taking damage from memory from I guess if they've gone to the extent of 3 proto damage mods and proto launchers, meaning they must be using proto suit? (Maybe not I'm guessing at last bit but I know how hard they are to fit onto stuff) Let's say it takes 5 seconds to lock and fire each shot. That's 15 seconds for 3 volleys to be in the air 414 repaired per large repper without skills per 3second pulse 5 pulses max 2000+ repaired in 15 seconds + 50% hardeners is 3kish ehp So with 7k plus 2k repped plus res = 13500ish ehp without shields 3 vollys of swarms with proto launcher and proto suit packing 3 proto dmg mods(these are what needs fixing) =7000ish ehp lost. Unless they hit u on the weak spot, which I'm not too sure about but if its 30% then ok it's 9100ish. But if someone goes to the trouble of using 150k glass cannon voulnerable to everything on the bf, then yes I think 3 shots should have you running for cover I agree fully, but most of the time, especially from behind your not going to have reps on. Figure 3 seconds to smack on your reps, then 3-4 secs for them to actually activate and began rep. This is if you survive 3 alpha swarm shots, because by the time you turn your reps on, 2nd volley has hit you, by the time the reps activate you may escape the third but the alpha will probably put you in bleed out mode, another rep pulse, remb they have pulse intervals so there's no true rep per second, the final shot will defenitly get you. So you may survive if you see them coming and are prepared fully and are starting full retreat. If not.........your dead. Also keep in mind this is ONE guy with swarms lol. All extra damage counts from dozens of other threats on field.
I totally get where your coming from, and yeh if there's one proto 150k av guy shooting you and a free militia, and you stick your head out long enough for them to get 3 - 4 shots of each then your dead.
I wouldn't have thought you'd meet many full proto av guys though. He'll even when I use the aurum version of proto swarm I use it on a basic suit so I can only fit 1 damage mod, because its to expensive to loose over and over again in pub matches. Trying to get that glass cannon into position for the kill on a tank whizing round the bf is extremely hard. If your fitted with full proto at like 150k and you do that every match, your gonna run outta funds pretty darn quick.
Corp matches are when proto av will be mainly used, and at the minute you have 2 squads. So likelihood of 1 team having more than 1 dedicated av player seems low.
I'm not saying I think your wrong, I'm just saying there's 2 sides to every argument
Boe boes for me now anyways. Look forward to playing with ya's on the bf. hf dude |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 10:07:00 -
[14] - Quote
If stacking was fixed on damage mods, and tanks didn't have a weak spot, or you kept your nose into the battle then the overall damage would be vastly reduced. If we're saying that damage mods add 30% damage and all your calculations are using the weak spot at an extra 30%.
1800 + 3*10% damage mods would give more like 2000-2100 with stacking penalty
Even if they keep the week spot in 2900-3000 from a full proto suit running full proto gear, hitting you in this week spot, that he cant aim at with swarms you have to present that spot for them, and swarms generally go in higher than the grill anyway. I personally am all for them removing weak spots, it's not the new Eden way.
After sleeping on it, I really think swarms aren't the issue here. It's damage mods, and maybe the weak spot
In summery ehp of 13000 armour, max damage of 2100ish would take 7 direct hits from proto swarms which would take 1 player roughly 30 seconds. Not including any shields (shields given base res maybe 9?)
And 7 or 9 shots to kill a tank is no where near overpowered. Even with 3 man squad that would be hard to pull off unless you just sat in the open murdering new berries
That's how to fix the issues I believe
Nerfing damage on account of broken dmg mods and including the weak point in damage calculations is just doomsaying. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 10:57:00 -
[15] - Quote
Buzzin Fr0g wrote:Y0UR NAME HERE wrote:Elijah Sol' Dzusaki wrote:Why are you always complaining about your incompetence with HAVs?
Stack Hardeners and you can become invisible. Have you driven one? Lol, I'm fine in HAV. They're broken. Why? Because of constant QQ My corpmate seems to routinely go 50-60+ and 0 per pub match. Corp battles are different, but that's too be expected. I've not heard him yet say his tank is "underpowered." How are your experiences so wildly divergent?
This ^^ |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 11:22:00 -
[16] - Quote
Buzzin Fr0g wrote:This may be a good time to consider some things, including a tank's role on the battlefield. In the 20th and 21st Centuries tanks were certainly behemoths that could stand up to a relatively large amount of punishment from infantry. Dust 514 is not set in the 21st Century. Interstellar travel, compact RAILGUNS being used as sniper rifles, shields that absorb kinetic energy, etc. should indicate the colossal technological advancements made by militaries of New Eden. As such, I don't see a tank fulfilling the same roles that it would in a modern FPS. Their higher susceptibility to man-portable weapon platforms isn't a shock to me. When used more conservatively, I have seen tanks act as nearly insurmountable force multipliers. When run into the fray as if they were wading through infantry outfitted with 20/21st Century arms these tanks are reduced to smoldering chassises. And before someone brings it up, I don't think they would have scaled with AV. Their seems to be, with the technology at hand, more cost effective ways to achieve similar results to what an old tank might have sought. So again, a re-imagining of what a "tank" is is probably in order.
They're still pretty leet. An AR user can drop a heavy in like 2 seconds and I have 1000hp. Why should a tank be able to withstand 30 seconds of fire from a specialised killer of vehicles. In other games and in rl no tank could sustain 6 AT rounds. So why are we complaining about it in dust. Most other games count 3 as a sure kill. With advanced weapons even less |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 11:25:00 -
[17] - Quote
Mavado V Noriega wrote:Drommy Hood wrote:If stacking was fixed on damage mods, and tanks didn't have a weak spot, or you kept your nose into the battle then the overall damage would be vastly reduced. If we're saying that damage mods add 30% damage and all your calculations are using the weak spot at an extra 30%.
1800 + 3*10% damage mods would give more like 2000-2100 with stacking penalty
Even if they keep the week spot in 2900-3000 from a full proto suit running full proto gear, hitting you in this week spot, that he cant aim at with swarms you have to present that spot for them, and swarms generally go in higher than the grill anyway. I personally am all for them removing weak spots, it's not the new Eden way.
After sleeping on it, I really think swarms aren't the issue here. It's damage mods, and maybe the weak spot
In summery ehp of 13000 armour, max damage of 2100ish would take 7 direct hits from proto swarms which would take 1 player roughly 30 seconds. Not including any shields (shields given base res maybe 9?)
And 7 or 9 shots to kill a tank is no where near overpowered. Even with 3 man squad that would be hard to pull off unless you just sat in the open murdering new berries
That's how to fix the issues I believe
Nerfing damage on account of broken dmg mods and including the weak point in damage calculations is just doomsaying. Swarms are still a BIG issue it takes Z E R O skill for its ease of use. Fire and forget at incredible range is bs, like i said deployment on construction map all the ******* way to C and back u can get locked onto and HIT W T F. i wont have a problem with that sort of range IF the user had to put himself at risk like a forge user and expose themselves by having to maintain a lockon. https://forums.dust514.com/default.aspx?g=posts&t=44430&find=unread
CCP this is how u fix swarms dammit
They risk a lot more than the tanks that snipe from the tips of hills and slink round the corner soon as they see the swarms coming. The av units can't hide from the infantry quite as easilly |
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