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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 |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 09:44:00 -
[2] - 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 |
JW v Weingarten
SyNergy Gaming
315
|
Posted - 2013.03.05 09:53:00 -
[3] - Quote
Word |
ChromeBreaker
SVER True Blood Unclaimed.
217
|
Posted - 2013.03.05 10:28:00 -
[4] - Quote
pretty valid points... other things need fixing first tho (lol dropships) |
Beld Errmon
Tal-Romon Legion Amarr Empire
497
|
Posted - 2013.03.05 10:43:00 -
[5] - Quote
I nominate this for feedback thread of the year. |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 11:04:00 -
[6] - Quote
gotta keep the liked and bumpified, cause its right |
Mavado V Noriega
SyNergy Gaming
2321
|
Posted - 2013.03.05 11:38:00 -
[7] - 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 |
J Lav
Lost-Legion
30
|
Posted - 2013.03.05 12:18:00 -
[8] - Quote
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. |
Pent'noir
Algintal Core Gallente Federation
66
|
Posted - 2013.03.05 12:22:00 -
[9] - Quote
Yes, pls fix the dmg mods, but since that effects everyone, do it in a hotfix with nothing else and see how it effects av vs vehicles. If vehicles still seem weak, then buff them and leave av alone. Don't adjust both of them at once. |
Mavado V Noriega
SyNergy Gaming
2325
|
Posted - 2013.03.05 12:38:00 -
[10] - 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 |
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Mobius Wyvern
BetaMax.
1227
|
Posted - 2013.03.05 12:56:00 -
[11] - Quote
Part of what I'd really like to see is a re-spec on HAVs in the following manner.
MAV set up as a tank. Original tanks were set up to be dedicated anti-infantry platforms, which is what some of the turrets allow for our current HAVs, only that starts to cause issues with damage discrepancy, such as with the old Large Missile turrets being able to waste groups of infantry before they can even turn around.
Instead, put in an MAV using Medium turrets designed to attack infantry, with only one secondary Small turret. Medium turrets would be able to rotate far faster than Large ones so as to better engage infantry. MAVs would be lighter and slightly faster than HAVs, but would need to be careful trying to take on an HAV one-on-one.
Now, for the HAV, buff it up into one of these: http://en.wikipedia.org/wiki/Tank_Destroyer
Continue the current trend of reducing splash for Large turrets to specialize them more for killing vehicles, and keep the current rotation rates. Possibly increase the size and reduce the speed slightly in conjunction with increasing hitpoints to give them more staying power at the cost of mobility, making them a serious threat to enemy vehicles, but still allowing those vehicles to have a chance to defend themselves. |
Kesi Raae Kaae
Much Crying Old Experts
44
|
Posted - 2013.03.05 13:02:00 -
[12] - Quote
Rachoi wrote:gotta keep the liked and bumpified, cause its right
|
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
4
|
Posted - 2013.03.05 13:49:00 -
[13] - 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 . |
JW v Weingarten
SyNergy Gaming
315
|
Posted - 2013.03.05 13:59:00 -
[14] - Quote
Kesi Raae Kaae wrote:Rachoi wrote:gotta keep the liked and bumpified, cause its right
|
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 14:11:00 -
[15] - 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. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
4
|
Posted - 2013.03.05 14:22:00 -
[16] - 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. |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 14:29:00 -
[17] - 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. |
Mavado V Noriega
SyNergy Gaming
2337
|
Posted - 2013.03.05 14:50:00 -
[18] - 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 |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
484
|
Posted - 2013.03.05 15:00:00 -
[19] - Quote
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 |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 15:02:00 -
[20] - 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 |
|
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
484
|
Posted - 2013.03.05 15:45:00 -
[21] - Quote
Rachoi wrote: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
Shouldn't be to much isk, I'm just using 5 proto rails on 5 different soma's each with an increasing number of damage mods, just need 4 other people to sit in them while we do testing, as long as they don't blow up it should be cheap
|
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
220
|
Posted - 2013.03.05 16:22:00 -
[22] - Quote
slap26 wrote:Rachoi wrote: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 Shouldn't be to much isk, I'm just using 5 proto rails on 5 different soma's each with an increasing number of damage mods, just need 4 other people to sit in them while we do testing, as long as they don't blow up it should be cheap
I'll be around this weekend, broseph.
Can sit in one of your testing tanks and even hook up the PVR if you want to record the action. Might be a good idea to have someone sitting in your tank with the PVR and then have testing tanks occupied by at least one person with a PVR as well. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
15
|
Posted - 2013.03.05 16:47:00 -
[23] - Quote
Buffing one kind of tank and leaving the other out is unfair, however, proto AV weapons DESTROY tanks even faster than the best railgun money can buy (damage mods aside). I have no problem with proto weapons doing a lot of damage, but how is the best tank not able to stand against those weapons for more than a couple shots!? The marauder tanks need to be worth the 1.2 million isk, bc right now, it's only a low power slot that differs the gunlogi vs sagaris. it should have incredible base health! and yes, missile tanks are useless right now so those need a buff too. In fact, buff everything about tank bc they aren't powerful enough- no sarcasm. Like, look at our m1a2 abrams- the best AT weapons in the world have trouble killing it....in fact...it's never been killed. ever. the high level tanks should be able to sit in the middle of the battle and tank lots of fire. im talking shield tanks with a base total HP of 6000 at the higher levels and armour tanks with 9000 base hp. thatd be fair, taking into account the speed difference. |
Caeli SineDeo
Imperfects Negative-Feedback
301
|
Posted - 2013.03.05 16:51:00 -
[24] - Quote
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. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
5
|
Posted - 2013.03.05 18:00:00 -
[25] - 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 =/ |
Mavado V Noriega
SyNergy Gaming
2342
|
Posted - 2013.03.05 19:50:00 -
[26] - 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 -
[27] - 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 |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.05 21:38:00 -
[28] - 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. |
Mavado V Noriega
SyNergy Gaming
2344
|
Posted - 2013.03.05 21:54:00 -
[29] - 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 |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.05 22:36:00 -
[30] - 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. |
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