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Mavado V Noriega
SyNergy Gaming
2318
|
Posted - 2013.03.05 09:36:00 -
[1] - Quote
Been wanting to get this done for a while but been lazy and tbh im not seeing enough complaints on the forums about how broken this **** really is, maybe on IRC but needs to be stressed here as well so here goes. This is part 1 of my 3 part series on fixing tanks. Part 2 will focus on lolmissiles and Part 3 will focus on buffin shield tanks more specifically shield hardeners.
Rails, Damage Mods and Passive Skill Bonuses:
Passive Skills: Turret Operation: 2% extra dmg per lvl => 10% Large Hybrid Turret Operation: 3% dmg per lvl => 15% Large Hybrid Turret Proficiency: 2% dmg per lvl => 10%
Broken Damage Mods: 1st mod: 1.1 2nd mod: 1.21 3rd mod: 1.33
Rail Damage: Prototype Compressed Railgun: 1798.1* (could be slightly off here with value atm)
TOTAL Damage even with Broken dmg mods should be at max: 3228.5 (1798.1 x 1.35 x 1.33)* (calculation could be off) yet dmg values are known to exceed 6000 per shot. Even with hardeners on it makes no difference.
(DCU should give FULL 9% and not have stacking penalty, it doesnt in EVE, no one cares about it having a useless effect on burn damage, make this an actual useful mod)
Armor tank with 3 hardeners + DCU = 62.5% resistance yet still gets 2-3 shotted when the rail should only be doing 37.5% dmg (1210.7) per shot which would mean my current Madrugar fit of 6607 armor should take SIX shots to go down with the mods active and my current Surya fit should be able to take SEVEN shots before goin down yet this isnt even close to the amount of shots it can tank.
Armor tanks favour high defense yet it has no counter to a shield dmg modded rail tank atm even if u manage to get close and unload with a blaster. That takes away the risk vs reward factor when no matter what Rails will always win even if a guy was able to get in close.
Before CCP broke the dmg mods beyond belief i was able to absorb a few hits (this was before armor even had hardeners *GASP*) and if i managed to close the gap and get in optimal range i was able to beat rail tanks with blasters. It was a RISK for me to take to try and get in close now there is no risk vs reward involved just dmg mod heavy rails dominating all other vehicles, defense matters little.
Im asking CCP Blam to go back and carefully look at the dmg mods and explain how it is i was able to one shot every dropship even one with 5500 shields when if u do the math i should NOT be gettin that high of a dmg output from ONE single shot. The value at which dmg mods raise your dmg doesnt add up and it RUINS tank v tank fights because every tank regardless of resists , HP will always get 2-3 shotted. It turns rail fights into the CoD of tank fights aka 1st to shoot wins or camp tactics, no skill involved just pure positioning and does not reward the skilled tanker who actually took a risk to actually PUSH another tank.
The sad part is when/if u actually fix this is that it screws the only thing shield tankers have goin for them atm which is sad. I'll post my suggested missile fix in another thread.
PS: This is an honest question but does CCP even play their own game? because one would think some simple calculations like this would of been corrected like 6 months ago right?
Also who thought it was smart to give the DCU a stackin penalty when it doesnt have one in EVE? like srsly? do u play ur game? because atm the DCU gives me a whoppin 2.5% extra resists when it SHOULD give me the full 9% but somebody thought it was kool to have a stacking penalty and add a special feature that affects burn dmg like ppl actually give a damn about burn damage. Tell Blam to step his **** up cuz this is some srs bs goin on with vehicle play atm and once again because of the bs Armor tanks are screwed.
Why go armor for high defense when u CANT defend because dmg mods pump out a 300% increase in dmg and DCUs are pointless? i should be rockin 69% resistance on my tank and i should be able to take 4-6 shots from a rail not 2-3. Before u broke the mods tank play took more skill than simply landing 2 hits, u had to work together with AV, outsmart the other driver or work with another tanker flankin or focus firing to get ppl down quickly not this cod type **** of 1st shoot wins or camp somewhere and peek.
TL;DR FIX YO VEHICLES CCP |
Mavado V Noriega
SyNergy Gaming
2321
|
Posted - 2013.03.05 11:38:00 -
[2] - Quote
ChromeBreaker wrote:pretty valid points... other things need fixing first tho (lol dropships)
Dropships get partly fixed with this the reason dropships get 1 shotted so often is because of the broken dmg mods if u do the math a WELL fitted dropship can take 2 hits at least maybe even 3 if the enemy tank isnt dmg mod heavy
Dropships do need an HP buff on top of that tho. The same way Infantry players do not like quick easy deaths in this game its the same for vehicle players CCP. We dont want quick unsatisfactory kills, we want skill and teamwork to be involved and atm your broken system ruins the fun that once was tank v tank gameplay.
PS: Edited main post, 4 part series. Part 4 is on the Marauder class tanks and giving it a real role and not just a slightly upgraded standard tank |
Mavado V Noriega
SyNergy Gaming
2325
|
Posted - 2013.03.05 12:38:00 -
[3] - Quote
J Lav wrote:Agree with the above numbers, though have no idea how you've been able to collect some of them. If they're accurate, something's seriously broken.
I think everyone agrees that the dropships are either terribly broken, or terrible period. If I happen to fly over a tank, I get dropped, so maybe we should really be calling them "dropshits" instead.
I collected the data via msgs. I stacked on 3 dmg mods when the old manus peak was still around (yea thats how long ***** been broken) one shot a dropship. got mail at the end of the game asking HOW i was able to drop his dropship in 1 hit and he told me he had 5500 HP which means my rail did MORE than 5500 HP
Slap26 , one of the best rail tankers in the game from PFBHz, told me at the end of the last wipe his tank was doing 5400 dmg per shot
The value the broken mods show is 1.33 with 3 mods stacked but this is infantry dont think the dmg mods show the value it increases the dmg on vehicles cuz that is also broken.
ur suppose to get a PENALTY for stacking mods but instead u get a BONUS for stacking them.......dumb IKR. Everything vehicle wise and AV wise is broken atm due to broken dmg mods for both infantry and vehicles |
Mavado V Noriega
SyNergy Gaming
2337
|
Posted - 2013.03.05 14:50:00 -
[4] - Quote
BulletSnitcheZ wrote: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 .
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 |
Mavado V Noriega
SyNergy Gaming
2342
|
Posted - 2013.03.05 19:50:00 -
[5] - Quote
BulletSnitcheZ wrote: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 =/
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. |
Mavado V Noriega
SyNergy Gaming
2342
|
Posted - 2013.03.05 19:51:00 -
[6] - Quote
Caeli SineDeo wrote:Mav you are overlooking splash damage also.
But if they decide to fix that **** they better overhaul shield tanks big time. Otherwise armor will own the game.
Explain splash tbh ive never had a problem with how splash was before or how it is now altho im not a fan of splash being the main reason ppl get kills like how the old missiles were |
Mavado V Noriega
SyNergy Gaming
2344
|
Posted - 2013.03.05 21:54:00 -
[7] - Quote
BulletSnitcheZ wrote: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.
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 |
Mavado V Noriega
SyNergy Gaming
2358
|
Posted - 2013.03.05 23:58:00 -
[8] - Quote
BulletSnitcheZ wrote: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.
god ur special. gallente deal with hybrid weapons its gonna be a hybrid weapon meaning equal dmg to both shields and armor so no the plasma AV launcher is not shield oriented.
and ffs ur telling me on teamwork? LOL where did i say my tank fitting should be adaptable to evry situation god ur ********. If i was sayin that i would say i want my blaster to have long range like the rails
lol @ cod comment when i postd in my OP that the current broken systm turns vehicle play into actual cod because rails are now adaptable to every situation like u just said
I posted the math for u and u still argue against it LIKE HOW LOL once the dmg is fixed to output the CORRECT values tanks will naturally be able to take more than 2 hits HOW is that so hard to comprehend |
Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 04:08:00 -
[9] - Quote
Rachoi wrote:BulletSnitcheZ wrote: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? 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
Hes ignoring the clear facts ive laid out in my OP and just rambling now tbh Dmg Mods currently have no stacking penalty u actually get a stacking bonus atm as Ironhide said any tank atm will get 2-3 shotted and dominates all ranges vs another turret.
Rails are long range no one is saying a railgun shouldnt own ur ass if u are careless at range, im saying the values which ive CLEARLY outlined dont add up. Around 3K max dmg is fine with triple dmg mods and all skills yet this isnt the case at all u do 5-6K dmg per shot instead. |
Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 06:38:00 -
[10] - Quote
BulletSnitcheZ wrote: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. In order for his idea to work, the entire tank vs tank gameplay system would have to be re-worked
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. |
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Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 13:08:00 -
[11] - Quote
Would like to know if CCP even read this series yet??? some communication, acknowledgement would be nice that these problems are being addressed |
Mavado V Noriega
SyNergy Gaming
2363
|
Posted - 2013.03.07 03:22:00 -
[12] - Quote
slap26 wrote:Mavado V Noriega wrote:Around 3K max dmg is fine with triple dmg mods and all skills yet this isnt the case at all u do 5-6K dmg per shot instead. 3k dmg is not fine, Team Aldin had a Surya with 20,000+ ehp last build. With 3k dmg a shot you are looking at a minimum of 7 proto railgun shots to kill an armor tank. This would effectively eliminate shield tanking as a profession. 5k damage is what we should be putting out. Whether or not damage mods are broken "testing this weekend," I feel Rails are doing the amount of damage that they should be for an Anti Vehicle turret. Blasters **** infantry, rails can **** infantry in the right hands but for the most part don't. Surya's get a bonus to Blasters, They are meant to be an Anti Infantry tank. Sagaris' get a bonus to LOL missles, the only positive is that you can go glass cannon with a rail and provide Anti Vehicle duties. If damage mods are "broken" CCP just needs to give us a larger percentage damage mod to do the same damage When missiles wrecked everything they had a 20% damage mod and that is why they were OP, people blamed the turret not the mod.
I have that alldin fit FYI its not 20K EHP when rails do more than u can actually rep back and u will be down long before his reps are do max reps. So no sir u will not take 7 shots to take down alldins 20K EHP tank because he will never get full reps out his tank before u go through it. My EHP is pretty close to 20K and u dropped it in 3 shots because my reps cant rep back all the dmg u did in 1 pulse. im reppin back about 451 dmg while ur doin over 5000 per shot and u can get 2 shots off before 2 rep pulses so ur lookin at over 10K dmg before i even rep back a little over 800 armor.
Simple maths my friend.
read my other posts on buffin shield tanks because the missile bonus to sagaris is devasting ccp needs to unfuck the missiles
a tank is a tank sayin one tank is only good at anti infantry and one only good at AV is dumb the turrets themselves are equally capable of killing infantry. a good rail tanker can still snipe the **** out of infantry so a good blaster tanker that gets in his optimal range should be able to down a rail tanker in cqc altho it will obviously be alot harder for the blaster tanker to even get close unless the rail tanker is clueless.
deciding a fight is over just because u have a rail tank is ******** because then the only counter to a rail tank vehicle wise is another rail tank which takes away any skill involved in a blaster tank possibly outsmarting the rail tanker to close the gap and get in his optimal.
EVE is also about optimal ranges. u see ppl keep their ships out of others optimal range so they wont do max dmg. Thats how tank fights were , a good rail tanker had to keep the blaster tank at range to beat it not just land 2 hits and win.
As for missiles ppl said missiles were OP for a number of reasons. One being dmg mods being 20% and alot had to do actually with splash dmg being too high combined with splash radius. Splash dmg has been reduced but CCP also made the dumb move to nerf splash radius as well. |
Mavado V Noriega
SyNergy Gaming
2364
|
Posted - 2013.03.07 03:48:00 -
[13] - Quote
Sir Meode wrote:I have to agree that a tank should not be able to take 6-7 shots from a proto rail gun with 3 damage mods.
Also you can't fit 3 damage mods on a Sagaris with proto rail gun and have high HP it's doesn't have enough power grid to do it. it's either high damage or high HP not both.
It's quite possible to make a Sagaris with over 10k HP but you can't fit an adv turret on it or any damage mods or a repper. At best you could get 6k on a railgun Sagaris and that's with skills maxed.
If they changed damage mods they would have to overhaul Shield tanking completely to make it balanced or it will just be an Armour cluster f*ck.
i highly doubt slap was 2 shotting me on his no booster all extender remote rep to get back shields tank with only 2 dmg mods , if so then its even more broken than i thought cuz at 62% resists to still go down in 2-3 hits is lulzy. Agree 7 hits is too much but a HIGH defense tank should be able to tank 4-6 if i didnt have my resists id be pretty much 1 shotted or barely just survive 1 shot.
Also before ppl QQ about the obv math ive laid out for them read the other threads as well TWO of which i outline to BUFF Shield Tanks |
Mavado V Noriega
SyNergy Gaming
2364
|
Posted - 2013.03.07 03:55:00 -
[14] - Quote
Charlotte O'Dell wrote:BulletSnitcheZ wrote: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 . Yes. For railguns tyo be practical, we need obscene range and damage bc at close range, we dont stand a chance. Missiles are useless, too, CCP- fix them, please.
ATM Rails with broken dmg mods > Blaster at cqc it wins at all ranges which is what the point of this thread is about skill is taken out the equation
lemme quote something i was tellin my corp mates on how tanking was before CCP broke the system
Quote:the tank v tank should play out like this: if i drop my armor blaster and slap drops his rails i should not AUTOMATICALLY LOSE because he dropped rails because that now means i should go park my tank in the back and bring out a rail tank. It should now be a battle of wits to see if slap has what it takes to keep me at bay or if i can somehow figure out a way to get close without him landing 5-6 shots on me.
He immediately has the advantage if we start off at range so i gotta find a way to get close while he has to make sure and keep his distance to keep me out my optimal range, which is what we used to do before with angel keepin a tank attention from the front with his tank while i go on a flank while his attention occupied or vice versa....thats the beauty of 2v2 tanking that me and angel fell in love with |
Mavado V Noriega
SyNergy Gaming
2378
|
Posted - 2013.03.09 17:08:00 -
[15] - Quote
moar feedback , especially from devs plz |
Mavado V Noriega
SyNergy Gaming
2381
|
Posted - 2013.03.10 00:23:00 -
[16] - Quote
0 Try Harder wrote:Mavado, shield tanks with a railgun are a counter to armor tanks. Infantry AV can't deal with armor tanks because they are able to use hardeners 24/7 and repair any damage done to them. The high alpha of the rail is what makes it so that armor rep tanks do not win in every situation.
One single good AV can keep a rail tank out of the battle.
Wrong. Rail tanker isnt that good if he cant snipe infantry
armor tanks can be taken down easily vs Infantry AV Its actually easier considering swarms, av nades get 30% bonus and lock on. reps only last for 15 secs and when u can have 2 good swarm guys dealing 3000 dmg a piece armor is very vulnerable vs infantry especially since slower. Use the right weapons for the job and both shields and armor go down quick vs Infantry AV
Anyway edited my OP to include caelis new findings on dmg mods and passive skills |
Mavado V Noriega
SyNergy Gaming
2381
|
Posted - 2013.03.10 00:25:00 -
[17] - Quote
0 Try Harder wrote:Idk, I'm still undecided lol. I really like being the best at one thing, and then figuring out how to use that advantage against others in multiple different situations, but I also like being as effective as I can be in multiple different situations. It's hard! Kind of thinking out loud atm, but if I'm on a map where a blaster is better, I'm at a serious disadvantage in shield. Not only do I not have the marauder skill (for better blaster damage), but I don't have the damage reduction and repair that the armor tanks do. I have a slight advantage in acceleration, but the armor tank can move faster overall and chase me down, so I'll have to get the jump or engage at long range. If I need to engage at long range, I might sacrifice DPS for a blaster with better range so I can attempt to stay out of the armor tank's max effective range. I can't use damage mods. The shield tanks are low on PG, and the blaster takes much more PG to use than the railgun, so I need to use PG mods to increase my tank. I want something that's an HAV, and not an LAV lol. The longer-range blaster uses more PG than the short range high dps one, so I might sacrifice too much tank to fit that too.
arggghhhhhh does anyone else go through this too? QQ I have alts, but none in tanking so I can't satisfy my want to branch out right now on them. It's only on 0 try. I'm kind of hoping that someone will convince me to go armor too, because slap said he'd kick my ass if I stopped maximizing my shield tank early T.T
if CCP fixes dmg mods w/o buffing something for shield, I'm using armor 100% of the time like the rest of them anyways, so it's not like I'm hurting myself too much. Plus, I'm going armor for blaster too! I only need to put like 500-600sp into armor for a standard tank I think. That's like only -2 weeks of sp hmmm
edit: I just read some people's comments about blaster always losing to rail even at CQC. Slap recently took on an armor tank and a shield tank at the same time, and killed them both. Shield tank =/= OP (especially because the other side had one out too). Slap is OP!
If the devs want to see, I'm sure they can check the logs xD
edit edit edit lol>.< maybe after the tourny ends I'll go armor, shouldn't need it for a bit after that, yah? I'm sooooooo conflicted QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
zomg edit: but if it's a battle map that's better for blaster, wouldn't it make sense to get armor now? >.<
ok, is eve like this? do you go back and forth over fits? I kind of don't want to log on for a few months so I can put SP into everything I want LOL
more edit: maybe after stb battle, armor tank did not go so well against them lolllll
this is why missiles need to be fixed. Missile shield tank is ur answer to cqc vs armor blaster tank |
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