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Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:45:00 -
[31] - Quote
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 |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 01:48:00 -
[32] - Quote
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
No offense dude but I disagree without spelling out why you disagree is not a discussion. Look at nummies post vs your post. The op has taken some pain to think about it and type it out. The least you can do it atleast specify why you disagree.
From my side no comment;- for one I am really buzzed after 3 drinks and 2;- I dunno what 2 is. Anyways im outta here. Peace brah! |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:48:00 -
[33] - 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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:52:00 -
[34] - Quote
Drommy Hood wrote: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
They certainly do, but ya know.
I'm fine with swarm damage with the current damage mods.
Their simplicity to use is what's terrible.
I did like one idea in the past that said swarms should be launched then guided by the player to the target, unable to leave scope. If the player did the swarms would just go in random directions. |
Heimdallr69
Imperfects Negative-Feedback
128
|
Posted - 2013.02.25 01:58:00 -
[35] - Quote
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 |
undeadsoldier90
UnReaL.
113
|
Posted - 2013.02.25 02:04:00 -
[36] - Quote
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..... |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:06:00 -
[37] - 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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:06:00 -
[38] - 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.....
lololol.
You are awesome
+1 for effort lol |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:08:00 -
[39] - 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 -
[40] - 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 :-) |
|
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:12:00 -
[41] - Quote
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. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
460
|
Posted - 2013.02.25 02:12:00 -
[42] - 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. double would be too much just give the marauders a bit more hp
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. they need to let us know how much damage they do, from previous builds proto does an insane amount of damage from what i remember
I'd also like to see missile launchers be fixed. At this point they're wasting space in game. Missiles are borked right now, and definitely need to be fixed
Rails need around a 2.0 meter splash increase. I'm fine with how rails are atm
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. I think there was a ninja patch for this, My tank seems like it doesn't take as much collision damage
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. Swarms definitely need looking into, they are a skill less weapon
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. I would like to see the hardeners last 30 seconds with a 30 second cool down, shields are ment for dps rather then tank
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard. best way to do this would be to move the acceleration and brake to a button
The mouse needs to be fixed for tank turrets, its terribly bad. agreed, it turns terribly
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. ]we need siege mode
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]
I would also like the ability to fit a tank without secondary turrets |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:13:00 -
[43] - Quote
slap26 wrote: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. double would be too much just give the marauders a bit more hp
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. they need to let us know how much damage they do, from previous builds proto does an insane amount of damage from what i remember
I'd also like to see missile launchers be fixed. At this point they're wasting space in game. Missiles are borked right now, and definitely need to be fixed
Rails need around a 2.0 meter splash increase. I'm fine with how rails are atm
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. I think there was a ninja patch for this, My tank seems like it doesn't take as much collision damage
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. Swarms definitely need looking into, they are a skill less weapon
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. I would like to see the hardeners last 30 seconds with a 30 second cool down, shields are ment for dps rather then tank
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard. best way to do this would be to move the acceleration and brake to a button
The mouse needs to be fixed for tank turrets, its terribly bad. agreed, it turns terribly
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. we need siege mode
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] I would also like the ability to fit a tank without secondary turrets
Same here, the fitting requirements are a nuisance. |
undeadsoldier90
UnReaL.
113
|
Posted - 2013.02.25 02:16:00 -
[44] - Quote
Would an extra high or low on the proto tanks help with the AV? The only prob i see with buffing or nerfing is no matter what something will always be unbalanced. I do agree that dmg mods are stupid right now. fix that, and maybe we wont need to have anything nerfed or buffed. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.25 02:18:00 -
[45] - Quote
"thanks for the hate in advance" haha love it I like how you covered everything in the area of vehicles and anti vehicles. One thing I know I can definitely agree on is the atv grenades just being way to strong. Swarm launchers and forge guns are suppose to be a primary weapon to hit vehicles with atv grenades are suppose to be a secondary not something players use as a primary and can just spam with nanohives. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 02:24:00 -
[46] - 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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:27:00 -
[47] - Quote
undeadsoldier90 wrote:Would an extra high or low on the proto tanks help with the AV? The only prob i see with buffing or nerfing is no matter what something will always be unbalanced. I do agree that dmg mods are stupid right now. fix that, and maybe we wont need to have anything nerfed or buffed.
Well an extra tank slot for them would help.
The problem is currently, there is about 1% difference between standard and advanced tanks, not enough difference to spend say 600k on standard or 2 million on advanced.
Some of the AV items though, I mean as we talk about the damage numbers with advanced swarms.
Shouldn't it take 3-4 guys to do that kind of damage to a tank? Tanks should be game changers, they should take team work to destroy and team work to defend.
But 1 solo semi AV spec'd swarm vs armor tank will eat you.
Imagine fully spec'd plus a 3 man team effort, the tank is toast no matter what your team does ect.
Its set up very bad atm. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:29:00 -
[48] - Quote
Drommy Hood wrote: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
I see a spec'd Av guy per match now.
My Av fit with damage mods isn't glass though, its an armor suit that is armor tank. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:36:00 -
[49] - Quote
Eris Ernaga wrote:"thanks for the hate in advance" haha love it I like how you covered everything in the area of vehicles and anti vehicles. One thing I know I can definitely agree on is the atv grenades just being way to strong. Swarm launchers and forge guns are suppose to be a primary weapon to hit vehicles with atv grenades are suppose to be a secondary not something players use as a primary and can just spam with nanohives.
Yes personally with my damage mod'd swarm fit,
I will lie in wait behind a rock waiting for the tank to come my way while sitting on a nanohive.
When the tank comes up the road towards my position I chuck all Av grenades I can until he's past me then, 1 shot him with swarms. |
Vermaak Doe
SVER True Blood Unclaimed.
383
|
Posted - 2013.02.25 02:42:00 -
[50] - Quote
Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing |
|
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:44:00 -
[51] - Quote
Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing
Cover is negated by swarms.
Forge gun is the only real working and fully game functioning game mechanic that is working imo. |
Vermaak Doe
SVER True Blood Unclaimed.
383
|
Posted - 2013.02.25 02:50:00 -
[52] - Quote
Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades |
XXfootnoteXX
ZionTCD Legacy Rising
76
|
Posted - 2013.02.25 02:51:00 -
[53] - Quote
Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver.
I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf.
I think AV grenades need to focus on armor damage just like flux grenades focus on shields. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 02:53:00 -
[54] - Quote
Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades
Agreed AV grenades are a big issue, and as was put, are used as a main AV weapon instead of its intended purpose as a secondary.
But if you read the numbers above, swarms are just as broke vs armor tank,
Do to the QQ on them, when all along people have used them to counter shield tanks and balanced them so.
When shields have the highest resist towards them, leaving armor helpless, because no one used them as much and still don't. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 02:55:00 -
[55] - Quote
XXfootnoteXX wrote:Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver. I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf. I think AV grenades need to focus on armor damage just like flux grenades focus on shields.
If the homing was gone, then I'm down for that.
I'd prefer no dps Nerf on swarms, but would like to see a re work.
+1 on post broskie. |
Vermaak Doe
SVER True Blood Unclaimed.
383
|
Posted - 2013.02.25 02:57:00 -
[56] - Quote
Y0UR NAME HERE wrote:Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades Agreed AV grenades are a big issue, and as was put, are used as a main AV weapon instead of its intended purpose as a secondary. But if you read the numbers above, swarms are just as broke vs armor tank, Do to the QQ on them, when all along people have used them to counter shield tanks and balanced them so. When shields have the highest resist towards them, leaving armor helpless, because no one used them as much and still don't. I think their damage type should be changed and therefore lowering their damage bonus vs armor |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2013.02.25 03:00:00 -
[57] - 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]
THIS MAN SPEAKS THE TRUTH! ^ this will make HAV worth the 3 million + sp to get a decent tank |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 03:00:00 -
[58] - Quote
Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades Agreed AV grenades are a big issue, and as was put, are used as a main AV weapon instead of its intended purpose as a secondary. But if you read the numbers above, swarms are just as broke vs armor tank, Do to the QQ on them, when all along people have used them to counter shield tanks and balanced them so. When shields have the highest resist towards them, leaving armor helpless, because no one used them as much and still don't. I think their damage type should be changed and therefore lowering their damage bonus vs armor
Ya that would honestly solve it.
But that still makes a dps Nerf.
But there isn't a hard shield counter either.....
Let alone a free one.
Ya flux but you know what I mean, I see no em swarms for shields lol. |
XXfootnoteXX
ZionTCD Legacy Rising
76
|
Posted - 2013.02.25 03:02:00 -
[59] - Quote
Y0UR NAME HERE wrote:XXfootnoteXX wrote:Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver. I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf. I think AV grenades need to focus on armor damage just like flux grenades focus on shields. If the homing was gone, then I'm down for that. I'd prefer no dps Nerf on swarms, but would like to see a re work. +1 on post broskie.
If they called it magnetic, rather than homing, and it only had a 1-2 meter pull then I think that would be good. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 03:06:00 -
[60] - Quote
XXfootnoteXX wrote:Y0UR NAME HERE wrote:XXfootnoteXX wrote:Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver. I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf. I think AV grenades need to focus on armor damage just like flux grenades focus on shields. If the homing was gone, then I'm down for that. I'd prefer no dps Nerf on swarms, but would like to see a re work. +1 on post broskie. If they called it magnetic, rather than homing, and it only had a 1-2 meter pull then I think that would be good.
Ya but now it has a good pull plus max throw range, terrible design, especially with damage amount. |
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