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Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 11:15:00 -
[91] - 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 to be expected. I've not heard him yet say his tank is "underpowered." How are your experiences so wildly divergent?
i run armor and tbh i dont lose my tank that much in a pub either but bs is bs, i can run around with the Breach AR and still rack up kills that dont mean the gun is not ****** i heavily invested most of my SP into my tank ofc i wont melt like butter with the bs militia and standard AV ppl bring for me
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 11:22:00 -
[92] - 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 -
[93] - 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 |
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 11:41:00 -
[94] - Quote
Drommy Hood wrote: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=unreadCCP 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
1. u can thank the community for forcing most tankers to sit back and hill snipe. Blaster tanks cant do that
2.swarms still bend around corners and seeing as swarms do bonus dmg to the SLOWER tank its harder to get away from them even when they lock onto u from across the map
3. tanks can even hide? pretty sure u can OB a tank thats sitting hiding still.
Try again with a better counter argument. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:10:00 -
[95] - Quote
Mavado V Noriega wrote:Drommy Hood wrote: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=unreadCCP 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 1. u can thank the community for forcing most tankers to sit back and hill snipe. Blaster tanks cant do that 2.swarms still bend around corners and seeing as swarms do bonus dmg to the SLOWER tank its harder to get away from them even when they lock onto u from across the map 3. tanks can even hide? pretty sure u can OB a tank thats sitting hiding still. Try again with a better counter argument. This ^^
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Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 17:16:00 -
[96] - Quote
Drommy Hood wrote: 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
LOL. Blown up enough tanks solo to tell you what you are saying applies to only rail tanks. A full squad of 2-3 scouts running packed AV nades can just run up behind any tank within the red lines or outside the red lines and blow it up. Its way to easy blowing up tanks. LMFAO.
Edit: Scout suit with packed AV nades = 4000 ISK. x3 = 12000 ISK. A minimum good fit tank = 1000000 ISK.
Do the math!
Edit 2: A soma goes down to 2-3 packed AV nades. Thats 4000 ISK to a 200000 ISK fiting. Absolute BS. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.02.25 17:20:00 -
[97] - Quote
I have no idea where you are driving your tanks, but a swarm guy cannot get long range locks if he loses LOS due to the tank moving. Being out in the open is your own damnable fault, just like infantry in the open will get snipped. I find it hit and miss whether a swarm will 90 degree around a corner and most of the time one or two missiles hit something on the way, the missiles have a pretty slow travel time and compared to the forge **** poor dps. The forge can also hurt infantry, unless there is a supply depot for easy access, swarms are weak as hell to infantry. I still find it a little BS that a swarm User will get a full clip volley at a tank at 300-400 meters. That is just a bad tank driver and a bad ground team. In Corp battles it will be very hard to be AV, unless your mates are very good slayers. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:20:00 -
[98] - Quote
Sentient Archon wrote:Drommy Hood wrote: 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
LOL. Blown up enough tanks solo to tell you what you are saying applies to only rail tanks. A full squad of 2-3 scouts running packed AV nades can just run up behind any tank within the red lines or outside the red lines and blow it up. Its way to easy blowing up tanks. LMFAO.
+1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest. |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 17:25:00 -
[99] - Quote
Y0UR NAME HERE wrote: +1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest.
Had a 5 mil corp match last night. The enemy got 2 tanks on the field. It didnt even cross their red line. BS!
Either tanks are weak or packed AV nades are strong.
PS: Waiting for the CCP overnerf SoonGäó! |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:25:00 -
[100] - Quote
William HBonney wrote:I have no idea where you are driving your tanks, but a swarm guy cannot get long range locks if he loses LOS due to the tank moving. Being out in the open is your own damnable fault, just like infantry in the open will get snipped. I find it hit and miss whether a swarm will 90 degree around a corner and most of the time one or two missiles hit something on the way, the missiles have a pretty slow travel time and compared to the forge **** poor dps. The forge can also hurt infantry, unless there is a supply depot for easy access, swarms are weak as hell to infantry. I still find it a little BS that a swarm User will get a full clip volley at a tank at 300-400 meters. That is just a bad tank driver and a bad ground team. In Corp battles it will be very hard to be AV, unless your mates are very good slayers.
Most of these maps are open and small.
You can't expect a tank to hide like a children behind the redline all game in skirmish.
By the time one set of swarms hit you, the rest are in the air.
Did you read the above posts? Proto swarms actually do more alpha then a rail tank without damage mods and can't simply be repped through due to pulse cycles and not constant Rep.
I don't play ambush so no idea there.
In skirmish swarm guys are everywhere, around every corner and always at range.
If your a shield tank, they can just be shrugged off. But they were balanced to harm shields more but the armor tanks weren't compensated during the AV buff. |
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Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:33:00 -
[101] - Quote
Sentient Archon wrote:Y0UR NAME HERE wrote: +1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest.
Had a 5 mil corp match last night. The enemy got 2 tanks on the field. It didnt even cross their red line. BS! Either tanks are weak or packed AV nades are strong. PS: Waiting for the CCP overnerf SoonGäó!
For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.25 17:35:00 -
[102] - 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] You want to double the HP of a tank? Fine, remove all damage reduction mods and reduce the repair speed of all tank HP.
Remove all resistance mods and half the HP recovery of all tank types, shield AND armor, and I'll agree everything else you mention in this post. How's that for coming to an agreement? |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 17:36:00 -
[103] - Quote
Y0UR NAME HERE wrote: For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car.
Here is the low down;-
Packed AV nades;- 100000 SP Minimum tank requirements (L1);- 450000 SP
Its easier to make a tank go boom than build it up. I see a major descrapancy here. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:39:00 -
[104] - Quote
Sentient Archon wrote:Y0UR NAME HERE wrote: For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car.
Here is the low down;- Packed AV nades;- 100000 SP Minimum tank requirements (L1);- 450000 SP Its easier to make a tank go boom than build it up. I see a major descrapancy here.
On top of that, AV Nades are supposed to be secondary AV weapons, yet they deal more damage then any primary AV main weapon in game. |
Scoot Medic
ZionTCD Legacy Rising
50
|
Posted - 2013.02.25 17:41:00 -
[105] - Quote
There are some things you're right about.
Collision damage needs to be reduced.
Railgun Splash Radius needs to be increased.
But Missiles following you around a corner is an over exaggeration. I've hopped in a friend's Hybrid HAV multiple times before and I've never experience that with Missiles, once I got around a corner I was safe. I was probably hit once or twice and if they can hit you anymore times than that before you turn a corner, you probably dont deserve to drive that HAV. I was a victim to the ridicilous collision damage though, backed up and was 1-hit killed by a wall while I was at half shields and full armour.
I also have an AV Fitting, lvl 3 Swarm Operation with AV grenades, I have not once experienced Swarm turning a corner.
You're just over exaggerating on that bit, Swarmers and AV grenades do what they were made to do, destroy vehicles. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:46:00 -
[106] - Quote
Scoot Medic wrote:There are some things you're right about.
Collision damage needs to be reduced.
Railgun Splash Radius needs to be increased.
But Missiles following you around a corner is an over exaggeration. I've hopped in a friend's Hybrid HAV multiple times before and I've never experience that with Missiles, once I got around a corner I was safe. I was probably hit once or twice and if they can hit you anymore times than that before you turn a corner, you probably dont deserve to drive that HAV. I was a victim to the ridicilous collision damage though, backed up and was 1-hit killed by a wall while I was at half shields and full armour.
I also have an AV Fitting, lvl 3 Swarm Operation with AV grenades, I have not once experienced Swarm turning a corner.
You're just over exaggerating on that bit, Swarmers and AV grenades do what they were made to do, destroy vehicles.
It's a well known fact that swarms turn corners. Since build one. They actually used to be even worse.
It's in the Dev feedback I do believe.
Also getting into a tank that one time and being a shield tank driver gives you no experience with armor tank vs swarms. |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 17:48:00 -
[107] - Quote
Y0UR NAME HERE wrote: no experience with armor tank vs swarms.
Swarms/AV nades/MDs do 30% additional damage on armor. And yes! I have taken out tanks with my MD |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:49:00 -
[108] - Quote
Baal Omniscient 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.
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] You want to double the HP of a tank? Fine, remove all damage reduction mods and reduce the repair speed of all tank HP. Remove all resistance mods and half the HP recovery of all tank types, shield AND armor, and I'll agree everything else you mention in this post. How's that for coming to an agreement?
Repairs come in pulses.
If you read through the thread you will find that one advanced swarm dude can actually deal more alpha then what an armor tank can Rep through. Due to Rep being pulse and not a constant Rep.
That's with 50% hardners running with large and small Rep.
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Scoot Medic
ZionTCD Legacy Rising
50
|
Posted - 2013.02.25 17:51:00 -
[109] - Quote
Yes armour fittings are underpowered.
But you've got to ask yourself in the first place, why are you building armour fittings if you know they're underpowered? |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.02.25 17:53:00 -
[110] - Quote
Y0UR NAME HERE wrote:Sentient Archon wrote:Y0UR NAME HERE wrote: +1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest.
Had a 5 mil corp match last night. The enemy got 2 tanks on the field. It didnt even cross their red line. BS! Either tanks are weak or packed AV nades are strong. PS: Waiting for the CCP overnerf SoonGäó! For the sp isk and roles, tanks a terrible atm. Yet people think we should run around the map and hide like LAV's lol Im not a car.
Im guessing here but you evidently have a Shield tank. If u think they are underpowered you should try LOL armor tanks. But yes you are right TANKS NEED BUFF's. Cost way to mant skill points/isk for surya or sagaris and they are no better then the madruger or gunnlogi and the 1 extra slot that they give isn't even woth it. they should have 2 extra slots.
Plus armor tanks need a passive armor hardener or passive repair module.
Missles are a joke. I have litterally soloed a missle gunnlogi with packed av. and the dude was shooting his lol missles at me the whole time. There is no way i shouldn't have died there were missles exploding all around me and i fragged his tank. LOL |
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Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
10
|
Posted - 2013.02.25 17:54:00 -
[111] - Quote
Scoot Medic wrote:There are some things you're right about.
Collision damage needs to be reduced.
Railgun Splash Radius needs to be increased.
But Missiles following you around a corner is an over exaggeration. I've hopped in a friend's Hybrid HAV multiple times before and I've never experience that with Missiles, once I got around a corner I was safe. I was probably hit once or twice and if they can hit you anymore times than that before you turn a corner, you probably dont deserve to drive that HAV. I was a victim to the ridicilous collision damage though, backed up and was 1-hit killed by a wall while I was at half shields and full armour.
I also have an AV Fitting, lvl 3 Swarm Operation with AV grenades, I have not once experienced Swarm turning a corner.
You're just over exaggerating on that bit, Swarmers and AV grenades do what they were made to do, destroy vehicles.
well you likely dont watch the flight of the Swarms since your likely behind walls as soon as you fire but the Swarms follow around corners doin 180 turns if need be, as soon as you fire a Swarm if their is no obstructions between you and a armour tank youve hit afterall armour tanks move too slow 2 hide and even if they do hide the swarms will follow, they very regular do 90 turns vs me with regular 180 turns.
AV nades are ment as a secondary AV weapon but are way too powerful as a couple can kill tanks instantly. AV nades should be more of a annoyance rather than the ultimate killer afterall its easy to understand the damage they do vs LAV but against tanks its way OP. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.25 17:56:00 -
[112] - Quote
I think the blaster tank should still be pretty vulnerable to AV grenades as it is THE infantry tank. Maybe the railgun tanks should get a nerf to putting blaster/missile turrets on them, but get a bigger resistance to AV as they wouldn't be working on infantry much any way.
What would be a nice stat from CCP.
isk destroyed by tanks vs. tanks destroyed...
If it is much more than an order of magnitude in favor of the tanks I'd say there ABSOLUTELY is no need to nerf AV. If it is in favor of AV destroying tanks, thats probably another story.
But my guess is that all of the pubstomping with tanks means that the curve is just broken for you tankers who want to eat AND have your cake. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 17:58:00 -
[113] - Quote
Scoot Medic wrote:Yes armour fittings are underpowered.
But you've got to ask yourself in the first place, why are you building armour fittings if you know they're underpowered?
Glad we're now in agreement.
1 armor tanks will killed shield tanks hands down 2 you totally just stated armor is at a disadvantage ty. 3 I prefer missiles but blasters are the only thing functioning in the tank world currently. I'd rather skill into something where your race turret damage skills actually apply 4 amarr tanks will be coming, armor needs fixed. Minmatar tanks are coming, usually they can fit armor or shield. 5 the tank world needs diversity instead of showing one side is underpowered in the AV world so eventually we abandon the armor tanks. |
Scoot Medic
ZionTCD Legacy Rising
50
|
Posted - 2013.02.25 18:03:00 -
[114] - Quote
I never said armour tanks were fine as is, dont know where you got that impression from.
Diversity? Its very careless spending if you feel the need to invest into armour tanks just to keep the 'Diversity' of tanks alive. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 18:04:00 -
[115] - Quote
Beren Hurin wrote:I think the blaster tank should still be pretty vulnerable to AV grenades as it is THE infantry tank. Maybe the railgun tanks should get a nerf to putting blaster/missile turrets on them, but get a bigger resistance to AV as they wouldn't be working on infantry much any way.
What would be a nice stat from CCP.
isk destroyed by tanks vs. tanks destroyed...
If it is much more than an order of magnitude in favor of the tanks I'd say there ABSOLUTELY is no need to nerf AV. If it is in favor of AV destroying tanks, thats probably another story.
But my guess is that all of the pubstomping with tanks means that the curve is just broken for you tankers who want to eat AND have your cake.
Pub stomping means nothing. You are going against RANDOMS and alot of new guys who don't have AV skilled.
As my AV voice from redstar has agreed with most things. That's Why I want responses from skilled AV players and skilled HAV players. Not randoms who went against that tank once and watches them stomp pub matches. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 18:06:00 -
[116] - Quote
Scoot Medic wrote:I never said armour tanks were fine as is, dont know where you got that impression from.
Diversity? Its very careless spending if you feel the need to invest into armour tanks just to keep the 'Diversity' of tanks alive.
If no one does it, then no one will know where the problems are.
Why would Ccp add these items and tanking styles if they're made not to work?
someone has to bite the bullet and deal, so it can be worked on. Not just tossed on the side. |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 18:07:00 -
[117] - Quote
Y0UR NAME HERE wrote:That's Why I want responses from skilled AV players and skilled HAV players.
Best of luck with that! All you are gonna get is "Boo hoo hoo! that big bad Soma with 600 shield and 2000 armor kept killing me in my Enforcer suit. I fired at him and but didnt do a thing. I went 0-17 and he went 52 -1! Nerf that tank!" |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.25 18:08:00 -
[118] - Quote
Y0UR NAME HERE wrote:Sentient Archon wrote:Y0UR NAME HERE wrote: For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car.
Here is the low down;- Packed AV nades;- 100000 SP Minimum tank requirements (L1);- 450000 SP Its easier to make a tank go boom than build it up. I see a major descrapancy here. On top of that, AV Nades are supposed to be secondary AV weapons, yet they deal more damage then any primary AV main weapon in game. First:
If you are able to get within throwing distance of an infantry slaughtering blaster turret with 2 small turrets attached watching all around the main, then you deserve some boosted damage. Swarms and forge guns can be used from FAR away, so since AV grenades put you in more danger than other AV weapons, they SHOULD yield more damage. And let's not get into the big talk about nade spamming, we've gone over it SO much. If you are willing to run your tank into an area that hasn't been cleared by your team first, then you deserve any AV spamming you get, no matter how strong it is. Oh, but it's a pub match? Don't trust your blue dots? Don't run your tank solo then. Anyway, not getting into that, just addressing points.
Second:
Tank MINIMUM requirements- 0 SP. I have a tank. I have invested 0 SP into it. And it still holds up well to packed AV grenades. I spec Methana LAV's, so I have lvl 1 basic armor adaptation, so that also gives me a bonus I guess. Ok, so how much was that? 30,000 ish for lvl 1?
Ok, so I have a militia tank with 5500 ish armor, 11% passive armor damage reduction mod, 25% active armor damage reduction mod, 9% damage control unit, and a heavy repair mod. It cost me 30,000 ish SP and takes both swarms and basic/packed AV nades like a champ.
But I get your point, however tier 1 gear is supposed to be able to take out tier 1 vehicles. That's just the way it goes. If you don't like AV grenades, read the first part of this post labeled "First", it'll give you some pointers on how to avoid them.
Lastly:
AV grenades are low SP vs tanks. However you are giving up a slot in your setup in the HOPES that a vehicle will pass nearby. If one doesn't, you've lost your ability to use real grenades to flush out enemies or to drop the shields of that B-Series that's coming around the corner while you are still recovering from the last fire fight.
Blaster turrets have a longer range than any player can throw a grenade (unless they are on top of a mountain or something). If you let yourself get within their range, it's not their fault, it's yours. And if they are able to sneak up on you, that's them being good at sneaking, not AV grenades being OP. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 18:10:00 -
[119] - Quote
Sentient Archon wrote:Y0UR NAME HERE wrote:That's Why I want responses from skilled AV players and skilled HAV players. Best of luck with that! All you are gonna get is "Boo hoo hoo! that big bad Soma with 600 shield and 2000 armor kept killing me in my Enforcer suit. I fired at him and but didnt do a thing. I went 0-17 and he went 52 -1! Nerf that tank!"
lololol this has been the problem for ever now.
People need to skill things and learn before speaking.
I love how several spec'd AV and tank dudes have taken the time to respond to this thread and all have great input.
Then others with no skills come in and spout random stuff out |
Sentient Archon
Red Star.
690
|
Posted - 2013.02.25 18:15:00 -
[120] - Quote
Y0UR NAME HERE wrote: lololol this has been the problem for ever now.
People need to skill things and learn before speaking.
I love how several spec'd AV and tank dudes have taken the time to respond to this thread and all have great input.
Then others with no skills come in and spout random stuff out
Now hopefully CCP can spend some time and scrim through all these nice posts out here and put a balance in place.
But betcha $20.00 the overnerf hammer is coming |
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