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Thread Statistics | Show CCP posts - 0 post(s) |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
4
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Posted - 2013.03.05 13:49:00 -
[1] - Quote
I agree that damage mods are broken at the moment. However, your proposal would make Shield Tanks utterly useless against Armor Tanks. It would even make Missile turrets and Railgun turrets practically obsolete compared to Blaster Turrets.
7 shots from a prototype railgun to take out your Surya, are you kidding me? By the time the 3rd shot hits you, you'd already be behind cover, armor repping your tank. I know you want an invincible armor tank dude, but it just isn't fair.
Railguns are supposed to be an anti-vehicle weapon, Blaster Turrets are supposed to be an anti-infantry weapon, and Missile Turrets are supposed to be...... umm, anti-nothing i guess . |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
4
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Posted - 2013.03.05 14:22:00 -
[2] - Quote
Rachoi wrote:
Missiles are supposed to be midground between blaster and rail. neither excelling or failing
as for making the tanks able to take on each other.. i'm rather sad you guys have to run and hide, you're only able to hurt tank on tank, or such, since most of us infantry are not really useful against your rolling hulks of metal and sheilds..
Missiles fail at everything. BTW, i completely agree with you on that "run and hide" idea of yours. Tank pilots shouldn't try to tactically evade incoming fire, nope, they should just sit in the middle of the battlefield, absorbing AV fire and orbital strikes like a BAWS. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
5
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Posted - 2013.03.05 18:00:00 -
[3] - Quote
Mavado V Noriega wrote:
that concept of blasters being anti infantry tbh is bs a blaster should be effective against a vehicle within its optimal range.
did u even READ my missile fixes and fixes in general for shield tanks? this is just part ONE there are THREE other parts last time i made a big ass list of different fixes in 1 thread fanbois QQ'd and posted forum rules for me so i made each fix seperate this time
please read ALL before commenting
i never said i want an invincible armor tank, thats just ********. Do u know how easy it is to land 2-3 shots on a tank atm? if im back behind cover that means u've stopped my push and i gotta rethink my approach on u again. why do ppl want easy kills?
u do realise i asked for missiles and shield hardeners and DCUs to be buffed right? (dcu not so much a buff but a fix) and if missiles are fixed shield tanks have their weapon against armor in cqc along with buffed hardeners
Well, then you probably shouldn't complain when a railgun is effective at killing you within its OPTIMAL RANGE.
CCP most likely made this game with the intention that Blasters, Railguns, and Missiles would all be highly effective at certain roles on the battlefield (like anti-infantry). To balance the game, they designed the turrets to counter each other in certain situations. A railgun tank should be highly effective at killing your blaster tank from long-range. This is why it's important to use teamwork and strategy to supplement what your tank isn't designed for.
Btw, i agree with almost everything you said in your 3 part series. I don't think your armor tank should be able to take 7 shots from a Prototype Railgun though =/ |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.03.05 21:38:00 -
[4] - Quote
Mavado V Noriega wrote:
are u srsly stupid? where was i complaining about rails killing me within its optimal range? im showing u the numbers on how Rail dmg doesnt add up wtf cant u read?????
Rails will always Be king of AV due to the range it can hit u at but it doesnt make sense that currently with broken dmg mods u get a 300% increase in damage out GO READ THE POST PROPERLY.
its actually 4 parts. good reading.
You made a reference to disliking "camp tactics" in your initial post. If you don't like when railgun tanks "camp" to destroy targets, what else do you want us to do?
Btw, if a shield tanker is simply camping with 3 damage mods equipped, he's sacrificing a lot in terms of his defensive capabilities. If you can organize a 3 - 4 man anti-vehicle squad in your corporation, they can simply engage the shield tank with fast-moving LAVs. 4 - 6 AV grenades should break the shield tank like glass. If you have 1 or 2 decent forge gunners in your corp, all they'd have to do fire at the shield tank while hiding behind cover.
Don't expect your Surya to be 100% adaptable/survivable in every tank vs tank situation. Even the game developers for DUST 514 said that tanks need help from infantry personnel. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.03.05 22:36:00 -
[5] - Quote
Mavado V Noriega wrote: ur not very good at fitting tanks are u? where did i ask my surya to be surviveable jesus ur special.
Did u even take a look at the math before posting? also shield tanks dont give up defense for offense thats ARMOR TANKS since the dmg mods are in low slots Lrn2FitTanks
I mention camp tactics because thats all tank v tank play comes down to atm there is no risk vs reward when dmg mods increase rail dmg by 300%
if u werent tanking back before they broke the mods u would have 0 idea how tank v tank play was and how it should return. Shield tanks still dominated because they had Missiles along with rails. But nothing was 1-2 shotted like a cheap cod game. It took ppl 4-6 hits to drop a WELL fitted marauder tank.
Back then it took skill and teamwork and rewarded the skilled tanker who was able to also find a way to close the gap on a rail tank and unload on him in cqc.
ATM in CQC rails will still beat a blaster because it does over 6K per shot when its suppose to be doing around HALF of that but because mods have been broken for so long ppl dont realise that. How can ppl be so blind and not do some SIMPLE calculations that show u that rails + dmg mods are outputtin far more dmg than they should.
And to address ur how many shots it will take comment thats due to 1. dmg mods being fixed which will naturally increase the amount of shots it takes to drop a tank 2. ppl that actually fit hardeners and go for a high defense can naturally tank more hits which isnt the case atm. 3. incase u didnt realise the DCU change favours shield more than armor and also Shields can STILL fit a rail and have high HP PLUS HIGH DMG thus still making them hard to take down , armor has to choose between high offense and no defense or high defense and low offense.
Please learn tanking before making judgements ive been at this for a long time now.
PS: AV nades work better on armor #justsayin
Not necessarily. If i equip 2-3 PowerGrid Upgrade units on a shield tank, i'd be able to use much better defensive modules while sacrificing some of my offensive capabilities (damage mods).
Also, I think you're overlooking the fact that many vehicles/modules haven't even been released yet. For example, while your Armor tank might be highly ineffective against my Railgun Tank, a Heavy Aircraft vehicle equipped with blaster turrets might be able to get close enough to kill me or distract me long enough for you to move in for the kill.
Another example would be the Plasma AV weapons that have yet to be released, they're supposed to be very effective against shield tanks. We could even talk about the fact that maps are eventually going get larger, which would surely effect gameplay/tactics. In the future, we might even able to traverse an entire planet, who knows?
Anyway, i just think you should look more towards teamwork/strategy first before you say that something is completely imbalanced. Like i said before, this is not call of duty, don't expect your tank fitting to be adaptable to every situation. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.03.06 00:35:00 -
[6] - Quote
immortal ironhide wrote:
EVERY tank will be better once the rail damage is fixed and taken down to where it SHOULD be. A 300% increase in damage is absolutely ********.
Should reread ALL of Mavado's threads then rethink ur responses. And LOL at thinking he doesnt know about teamwork, pretty sure before broken dmg mods and ****** up rail damage me and mav had some of the best teamwork for AV.
Sometimes, in order to achieve balanced gameplay, game developers choose to buff certain weapons instead of nerfing others. This is what i think should be done in this situation. Perhaps CCP could introduce a specialized module that protects against Railgun Turrets or maybe they could release armor tanks that give better damage reduction against Railgun Turrets. The possibilities are endless.
As of right now, Armor Tanks equipped with Blaster turrets are quite strong. They can mow through infantry personnel in a heartbeat. At close to mid range, the only tank that can destroy a good Armor tank is a another good armor tank. If Railguns can't kill tanks in 4 - 5 shots from long-range with 2 or 3 damage mods, please tell me what they'd be good for.
P.S. I like how you and movado ignore key parts of my argument to suit your invincible armor tank agenda |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.03.06 01:17:00 -
[7] - Quote
immortal ironhide wrote:
i run shield tanks...try again bud.
i can 2-3 shot ANY tank right now...that is not right. And i have taken out blaster madrugars in CQC with my railgun since i can land 2-3 shots faster than they can drain my shields. Currently shield tanks > all since you can have defense AND damage mods.
and nowhere did a nerf get mentioned. just a return the the VALUE THAT THE MATH CALCULATES FOR THE DAMAGE. This is not a nerf. This is fixing erronous coding or a glitch in the game. Nerfing would be saying that the base damage should be dropped, or the damage bonus from skills should be dropped. I run solely railguns aswell and have not lost to a blaster tank since i got advanced rails, even ones that get the drop on me, which is absolutely broken.
I'm highly suspicious of these supposed 2 - 3 shot kills with advanced proto railguns. When i was first using advanced Railguns with double Damage mods, my turret sometimes overheated while shooting Madrugars, and by then, it would have already armor repped itself back to full hp. If you can even get close enough to kill an armor tank from close range with a railgun, the enemy team must be downright incompetent =/
Once again, if you don't think railguns should be able to kill tanks with 4 - 5 shots from long-range, please tell me what they'd be good for. What else would be able to stop an armor tank from destroying everything on the battlefield? |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.03.06 04:48:00 -
[8] - Quote
Rachoi wrote: i love how you're trying to deflect the idea of fixing the broken code for mods.
These guys make solid points and i agree wholeheartedly, because all the damage mods are broken.
there will never be a truly perfect tank, not when they fix what is broken. that is why i love this game, since no set up will be absolutely perfect. i've seen armor tanks rolling around, dominating the field, then jsut.. BOOM, since they hit a pile of mines, and couldnt run away from the follow up AV grenades. Shield tanks on the other hand are fast enough to duck into holes in combat, but most of those shield babies are hiding off in he mountains, not moving but jsut doing what snipers do.
i'd rather like to see something added that prevents a tank driver from sitting in one place the whole match
The point i'm trying to make here is that Railguns should still be able to kill tanks as efficiently as they do right now. If CCP decides to fix the percentage on damage mods, fine, but the damage dealt by rails should still remain the same. If the damage on Railguns are altered to the point where this guy can take 7 shots before dying, then tank vs tank gameplay would become even more imbalanced than it is right now.
Why did this guy choose to post this topic in the feedback section if this is more of a technical support issue? I'll tell you why, it's because he wants a highly adaptable armor tank that can somehow withstand 7 shots from a prototype railgun. Keep in mind that a railgun will overheat after about 4 consecutive shots unless you have have an active heat-sink fitted to your tank. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.06 13:23:00 -
[9] - Quote
Mavado V Noriega wrote: Just stop breathing. Srsly. u are not a tanker and if u are u are a newbie who only was around from the current broken mechanics and not from before so u dont know anything other than this current broken system. Arguing with u is like arguing with ignorance itself.
The fact still remains that you shouldn't be able to take even 6 shots from a prototype railgun tank equipped with 3 damage mods. With tank gameplay as imbalanced as it is right now, a change like this would only swing things in favor of armor tanks equipped with blaster turrets. Armor tanks already dominate everything from close - mid range and for some reason you want your Surya to survive 7 prototype Railgun shots from long-range? Please tell me how this would bring balanced tank vs tank gameplay to DUST 514.
There's no need for you to result to to name calling and insults, it doesn't really do anything other than to expose how weak of an argument you have. You continually gloss over my counterpoints by saying childish things like "stop breathing" or "you're just a newbie". Go post this thread in the Technical support section, because as far as i'm concerned, this issue should not effect tank vs tank gameplay as it is right now. |
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