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immortal ironhide
SyNergy Gaming
80
|
Posted - 2013.03.05 23:31:00 -
[31] - Quote
BulletSnitcheZ wrote:
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.
again...where did he say anything his tank fitting being adaptable in every situation?
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. |
Mavado V Noriega
SyNergy Gaming
2358
|
Posted - 2013.03.05 23:58:00 -
[32] - 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 |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.06 00:35:00 -
[33] - 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 |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2013.03.06 00:45:00 -
[34] - Quote
BulletSnitcheZ wrote: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
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. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.06 01:17:00 -
[35] - 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? |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2013.03.06 01:27:00 -
[36] - 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?
where did i say railguns shouldnt be able to kill tanks in 4-5 shots? im saying that being able to 2-3 shot a tank is ********. can 1 shot a miltia tank.
and how to stop an armor tank? that is easy. AV nades, swarms, forges, orbitals, dropships, crashing lavs into it, another armor tank. plenty of ways to stop a tank, just use teamwork. |
Rachoi
HavoK Core
23
|
Posted - 2013.03.06 02:38:00 -
[37] - 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 |
Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 04:08:00 -
[38] - 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. |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.06 04:48:00 -
[39] - 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. |
Beld Errmon
Tal-Romon Legion Amarr Empire
501
|
Posted - 2013.03.06 06:13:00 -
[40] - Quote
Wow, Im surprised people bother to argue with you, you are clearly a waste of oxygen I dare say an oxygen thief.
I love that old argument "wait till everything is released before balancing stuff! one day there will be jets!" if CCP had done that tanks would still be almost entirely invincible and rails would still have a 6m dmg radius and the same tracking as blasters, and armor tanks would be almost completely nonexistent because missile tanks would 2 shot them from across the map. |
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Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 06:38:00 -
[41] - 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. |
Mavado V Noriega
SyNergy Gaming
2360
|
Posted - 2013.03.06 13:08:00 -
[42] - Quote
Would like to know if CCP even read this series yet??? some communication, acknowledgement would be nice that these problems are being addressed |
BulletSnitcheZ
Seykal Expeditionary Group Minmatar Republic
6
|
Posted - 2013.03.06 13:23:00 -
[43] - 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. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.06 13:27:00 -
[44] - Quote
Mavado V Noriega wrote:Would like to know if CCP even read this series yet??? some communication, acknowledgement would be nice that these problems are being addressed First, thank you for this excellent feedback (all four parts), which I agree with for the most part.
Secondly, it would be great to have devs responding to more threads in the feedback forum for several reasons. First and foremost so that people know for a fact that the devs are reading most threads and taking them into account, but also to get a better constructive discussion going in those threads (if they keep responding to them and giving all kinds of input).
Right now I have the feeling very few threads are being read, or at least being used for something. It seems like they might have a few people reading the threads, but they never forward it to the people in charge of the specific area the thread is touching on. For example this thread should be forwarded to CCP Blam (or another vehicle guy). And even better, if he would then respond to thread with his own inputs. That way we would get a constructive discussion going.
A while ago I posted the thread regarding objective spawning to CCP Frame in IRC asking if he knew if the map guys were discussing the ability to spawn on objectives. His response was something along the lines of "good thread, I've favorited it". I see some problems with this since he didn't seem to even know the thread existed even though it was made several days prior and was still on the first page with a lot of replies. It also seemed to me like he didn't forwarded it to the map guys or anything (I can't know for sure though).
|
immortal ironhide
SyNergy Gaming
81
|
Posted - 2013.03.06 13:53:00 -
[45] - Quote
BulletSnitcheZ wrote: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.
Tank gameplay is imbalanced right now because railguns > all other turrets.
You realize that a Sagaris is capable of taking 6 shots from a Proto railgun by the currently damage they SHOULD be doing?
Fixing the turrets will make tank fights entertaining again, instead of who shoots first wins. If you think that is fun for tank fights then im sorry. When did you start playing the beta by the way?
And how would this issue not effect tank v tank gameplay? The reason tankers hide in hills and redlines is becuase they cant let another tank get even 1 shot on them or they are dead. |
Sir Meode
Seraphim Initiative. CRONOS.
334
|
Posted - 2013.03.06 16:10:00 -
[46] - Quote
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. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
486
|
Posted - 2013.03.07 00:40:00 -
[47] - Quote
Mavado V Noriega wrote: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
Splash should be included with the direct hit damage in your math |
Necrodermis
GunFall Mobilization Covert Intervention
471
|
Posted - 2013.03.07 00:56:00 -
[48] - Quote
i remember having one of my tanks get 3 shotted.
i had a 6700 armor madrugar with 3 hardeners going with 1k shields and before i could even do anything a enemy madrugar with a prototype railgun with nothing but damage mods, destroyed 3 similar tanks in the first 5 minutes of battle.
it was hilarious how he sat on the mountain and just melted 3+ tanks with his one vehicle.
mods really need to be fixed. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
486
|
Posted - 2013.03.07 00:58:00 -
[49] - Quote
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. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
16
|
Posted - 2013.03.07 01:05:00 -
[50] - 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 .
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. |
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Mavado V Noriega
SyNergy Gaming
2363
|
Posted - 2013.03.07 03:22:00 -
[51] - 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 -
[52] - 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 -
[53] - 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 -
[54] - Quote
moar feedback , especially from devs plz |
Takahiro Kashuken
Intara Direct Action Caldari State
126
|
Posted - 2013.03.09 18:05:00 -
[55] - Quote
So basically you want the stacking bonuses to become stacking penalties like they should be and DCU to be like EVE
But about the railgun anyways
Passive skills add alot more damage, as in EVE skills for guns and missiles add more damage and other skills add other bonuses so like missile bombardment = missile sharpshooter and the missiles have a larger range
The problem is turrets have very few skills, we cannot decrease PG/CPU lvls/sharpshooter/ROF passivily with skills, yea with mods but the infantry doesnt have to
So tank battles could still be the COD fights about who see who 1st but to change that tanks need to be more like tanks and not glass cannons which you can solo with milita stuff
Sure fixing shields will help to an extent but even if stacking penalties are added any tank with 3 damage mods and skills will prob still hit double what its capable of because tanks got nerfed heavily
As for blasters beating a railgun it can happen but you need to be able to get behind the railgun tank and also stop him from either turning the turret or the tank but if ther is any AV watching you you will be in half tank because of random AV and homing AV nades and wont last long enough because AV is easy |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2013.03.09 22:17:00 -
[56] - Quote
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. Infantry AV is a counter to shield tanks. Armor tanks counter AV infantry. Skill matters a lot too. I recall a recent battle where Slap 1v2 a shield tank w/railgun AND an armor tank at the same time. That's not because shield tanks are OP, especially since the other side had a shield tank too. That's just because slap is crazy good.
There's another problem that's coming into play right now too. Blaster armor tanks have higher DPS than a shield rail tank, even though damage mods are "broken". The skill "Marauder" gives a 4% bonus to race-specific turret damage per level. Unfortunately, the bonus to shield tanks is to missile turrets only. The bonus to armor tanks is for blasters. Once you are able to get enough SP into that skill, you'll have better DPS and be able to solo rail tanks (even those who use broken damage mods) at close range.
It comes down to this:
> a single AV infantry can counter a shield tank with a railgun > a single armor rep tank can counter a single AV infantry > a single shield tank at close range with a railgun can counter an armor rep tank > a single armor tank at close range can counter a shield tank with a railgun
IMO having a hard counter isn't a big deal. What you're asking CCP to do is make railguns ineffective against other tanks as well as being ineffective against enemy infantry. There needs to be some difference between the different vehicles too, beyond "one is shield and one is armor".
And just in case you're wondering, I am currently a shield tank, but I am starting to save up points for my armor fit. Armor tanks are so much better at blasters and CQC than shield tanks. It's almost never worth it to use a shield tank with a blaster, and a shield tank with a blaster will always lose to an armor tank with a blaster. If done correctly, an armor tank will always beat a shield at close range too.
Shield tanks also use a railgun that overheats quickly. Missing one shot is almost certain death, and missing two means GG. Since railguns on tanks take time to reach their targets (unlike sniper rifles), you have to lead your target and time your shot. Railguns on tanks also have a slow turn speed. This can be compensated with mods, but those mods reduce damage (less slots for dmg mods) or tank (in the high slots). It's not like a railgun is a "no-skill" weapon with no weaknesses.
In terms of damage, an ADVANCED breach forge gun's damage is 2,310. The PROTO railgun on a tank (compressed) does 1798.7 damage. If you look at the "assault" variants of each gun, the prototype forge gun (Ishukone) does 1512 damage. The proto rail deals 1438.9 damage.
As you can see, a hand-held weapon can somehow do more damage than a huge gun on a tank already. Yes, the tank is slightly more maneuverable while charging its main weapon, but it is also a huge target that cannot accelerate quickly, and costs over ten times as much as a proto heavy fit (200,000-ish isk for heavy, 2,000,000-ish isk for a Sagaris).
What I think is sad is that the two best shield tankers in the game, Caeli and Slap26, are saving points for armor, have a plan set up for going armor, and/or already have points in armor tanking. This is directly related to something that you pointed out. The only advantage that shield tanks have over armor tanks is the ability to put damage mods on their railgun that the armor tanks cannot. If CCP fixes damage mods without doing something like making the Marauder skill increase railgun damage for shield tanks, there will be absolutely no point to using a shield tank at all. An armor tank will do the same damage as a shield tank with a railgun.
I also disagree with you about the Marauder class tank being under powered and not worth the price in ISK and SP over the standard. The Marauder class gives more PG, more CPU, an extra slot, and more HP. The Marauder class also gives a large damage boost (Marauder skill gives 20% extra damage to an armor tank's blaster, and since the shield tanks have no skill that increases the damage output of their railgun, they are able to do something similar with damage mods).
I'm not one who usually goes on forums asking for nerfs whenever something kills me. The current balance is alright. I would definitely love it if CCP made it so that a small, hand-held weapon does less damage than a gigantic weapon on a HAV, but atm I can deal with it. As someone who is planning to max out both shield tanking and armor, and who plays with people who use both (and many already have both) I think the current balance is fine. I've seriously been going back and forth with corp mates about postponing my 100% sp into shield so I can get a basic armor fit for a much better blaster fit. |
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Posted - 2013.03.09 22:17:00 -
[57] - Quote
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 |
Mavado V Noriega
SyNergy Gaming
2381
|
Posted - 2013.03.10 00:23:00 -
[58] - 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 -
[59] - 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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Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2013.03.10 00:30:00 -
[60] - Quote
Mavado V Noriega wrote:Rail tanker isnt that good if he cant snipe infantry
Head glitch, no turret depression, and poor turret elevation.
:P
I hope CCP has logs tho lol. |
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