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Rachoi
HavoK Core
22
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Posted - 2013.03.05 09:44:00 -
[1] - Quote
your ideas and math are mostly accurate, i'll give you that.
but as for them to do it right away... it does take a bit of working and reworking lots of code buried rather deep into game actions and equasions. if they accidentally add one digit too many they ruin the point of it all anyway |
Rachoi
HavoK Core
22
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Posted - 2013.03.05 11:04:00 -
[2] - Quote
gotta keep the liked and bumpified, cause its right |
Rachoi
HavoK Core
22
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Posted - 2013.03.05 14:11:00 -
[3] - 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 .
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. |
Rachoi
HavoK Core
22
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Posted - 2013.03.05 14:29:00 -
[4] - Quote
BulletSnitcheZ wrote: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.
didnt say sitting still, they can still keep mobile, but hiding in a way that makes it all risk and no reward to fight them means they are not even worth spawning.
honestly, most of these tansk i've run into can soak up AV fire like no tomorrow, even when mid combat. the ones that cant do anything more than hide are sad, and need to rethink their tanks if they need to hide.
only one thing i know is a sure fire for dropping a tank, and that is an orbital.
not seen enough teams work together on a tank. |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 15:02:00 -
[5] - Quote
slap26 wrote:Numbers you forgot to add in the splash damage, I am planing on doing some testing this weekend. I'll be testing with someone who doesn't have turret skills. (Best way to see if its the damage skills or mods)
Edit: I would like the maruder skill to effect railguns instead of missles
if i could i'd donate to you for that study, it'd be really pricey but worth it to have solid numbers |
Rachoi
HavoK Core
23
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Posted - 2013.03.06 02:38:00 -
[6] - Quote
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 |
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