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Sev Alcatraz
The Tritan Industries
200
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Posted - 2013.03.27 01:15:00 -
[1] - Quote
I started that every patch/update/build vehicles and turrets get nerfed in some way shape or form, HAV's did what HAV's do tank damage and make the enemy run in fear, dropships we're solid enough to take hits from a large turrets and still have enough hp to get your guys out alive without exploding, LAVs we're a practical weapon on the battle field you could use them to scout out objectives or lay down fire.
Sadly..things have changed and the company that manufactures our transportation is using exploding paint (yes exploding pain you know, the kind that explodes if you touch it?). HAV's run at the first sight of AV Dropships can get smacked out of the sky by the slightest breeze and LAV's are only a short term murder taxi that will inevitably explode after you bail out going full speed.
I see it like this, CCP will nerf everything until Dropships die from dust in the air, Until HAV's explode from getting shot at my a militia AR, and until LAV's explode when the turn to sharp.
when we, the pilots and drivers finally say "you know, it's not even worth pulling out my sagaris/anything else, it's just going to explode" and CCP see's that Vehicles are utterly useless unless there being used as moving death traps, That...That is when the nerfing will stop and CCP will think "you know we may have F'ed up"
That is when we will see our beloved tanks and dropships along with the LAVs restored to there former glory |
Noc Tempre
Imperfects Negative-Feedback
1279
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Posted - 2013.03.27 01:19:00 -
[2] - Quote
They regret promising mixed arms combat. That's what I got out of all of this.
Here's the lowdown. Once upon a time they actually nerfed AV because vehicles were too weak in organized play (i.e. corp battles). This lead to a massive shitstorm on the forums since they became hard to kill in pub matches. The smart response would have been to introduce the deployable turrets. Instead they just nerfed tanks to hell and they never recovered (they still have insane dps, too high in my opinion). |
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
171
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Posted - 2013.03.27 01:20:00 -
[3] - Quote
Great thread perfectly explained your stupidity .
If you want to do good in vehicles you have to spec into them
Meaning get the prototype stuff for them. Then watch the enemy's run in fear |
Sgt Kirk
SyNergy Gaming
508
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Posted - 2013.03.27 01:25:00 -
[4] - Quote
N1ck Comeau wrote:Great thread perfectly explained your stupidity .
If you want to do good in vehicles you have to spec into them
Meaning get the prototype stuff for them. Then watch the enemy's run in fear 514 Ladies and gentlemen, I present to you, a very P.R.O. statement. eugh |
Laheon
Osmon Surveillance Caldari State
277
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Posted - 2013.03.27 01:39:00 -
[5] - Quote
I've hit a DS three times in quick succession with a forge gun... It simply ran away after only just losing all its shields. LAV's should be easy to blow up. And I haven't really tried anything against a well-fit tank, but militia fits are really easy to take out. Three AV grenades. But that's kind of expected, they're the cheapest of the cheap. Low armor, but need some form of AV to take it out. |
blue gt
Algintal Core Gallente Federation
2
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Posted - 2013.03.27 02:51:00 -
[6] - Quote
what is really needed is a way to protect that investment when it becomes impractical to use it, you should be able to call for vehicle extraction. At least untill we have matches with over 100 players. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
223
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Posted - 2013.03.27 03:01:00 -
[7] - Quote
HAV's and Dropships are fine. (Though Dropships are a pain in the ass to pilot and need some love) LAV's have become disposable coffins and really need a buff >_> What we DO need are countermeasures. We need to be able to stop a Swarm in its tracks. If Militia vs Militia its a 50% chance that the countermeasure will work. If Militia vs Advanced its a 75% chance that the countermeasure will work. And Militia vs Proto is a 100% chance that the countermeasure will work.
Both should be able to equip modules to improve hit chance/ countermeasure success chance.
As for forge guns, I have no idea. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
166
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Posted - 2013.03.27 03:10:00 -
[8] - Quote
I agree with the above and I am by no means his alt. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
226
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Posted - 2013.03.27 03:12:00 -
[9] - Quote
Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. |
Noc Tempre
Imperfects Negative-Feedback
1279
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Posted - 2013.03.27 03:15:00 -
[10] - Quote
Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great.
How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. |
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Cat Merc
Planetary Response Organisation Test Friends Please Ignore
226
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Posted - 2013.03.27 03:33:00 -
[11] - Quote
Noc Tempre wrote:Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. The redline is an issue that exists for a lot of things, not only tanks. Until CCP comes out and says "We are not changing it" you can't balance stuff with it in mind. |
Noc Tempre
Imperfects Negative-Feedback
1279
|
Posted - 2013.03.27 04:18:00 -
[12] - Quote
Cat Merc wrote:Noc Tempre wrote:Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. The redline is an issue that exists for a lot of things, not only tanks. Until CCP comes out and says "We are not changing it" you can't balance stuff with it in mind.
Even if you ignore the redline, you still have the issue that the HAV can't actually push as well as infantry. They are more like howitzers and APCs than true tanks. |
Chances Ghost
Inf4m0us
32
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Posted - 2013.03.27 04:27:00 -
[13] - Quote
tanks are squad support, if you dont have infantry near you and looking out for you, then your going to explode.
I support my squad, i grant them orbitals, they protect me as i swat RDVs out of the sky and leave the reds without anything to drive.
Tank VS Tank is a game of chess where movements and positioning are just as important as what you drive
leave it all the hell alone (although give my railgun more range.... i should be able to match the range of a sniper rifle please.... |
Noc Tempre
Imperfects Negative-Feedback
1279
|
Posted - 2013.03.27 04:28:00 -
[14] - Quote
Chances Ghost wrote:tanks are squad support, if you dont have infantry near you and looking out for you, then your going to explode.
I support my squad, i grant them orbitals, they protect me as i swat RDVs out of the sky and leave the reds without anything to drive.
Tank VS Tank is a game of chess where movements and positioning are just as important as what you drive
leave it all the hell alone (although give my railgun more range.... i should be able to match the range of a sniper rifle please....
How does a squad of infantry protect you from forge guns at 400m? Because that's how corp battles vs competent teams go. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
226
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Posted - 2013.03.27 04:29:00 -
[15] - Quote
Noc Tempre wrote:Cat Merc wrote:Noc Tempre wrote:Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. The redline is an issue that exists for a lot of things, not only tanks. Until CCP comes out and says "We are not changing it" you can't balance stuff with it in mind. Even if you ignore the redline, you still have the issue that the HAV can't actually push as well as infantry. They are more like howitzers and APCs than true tanks. To be honest, I have no idea what to do with tanks. It will be a shitstorm either way. If I were CCP, I would change the role of tanks. Leave them as they are now, increase their speed slightly and give them 2 turret seats + 6 carrying seats. One turret seat would be the main cannon and the driver and the second would be just another turret like we have now. The 6 extra seats will hold soldiers that can't do much but hope it doesn't blow up before they get to their objective. It will be a combination of a tank and an APC. http://en.wikipedia.org/wiki/Merkava Like this. |
Noc Tempre
Imperfects Negative-Feedback
1279
|
Posted - 2013.03.27 04:46:00 -
[16] - Quote
The best solution (that would have vehicles and infantry be symbiotic instead of competitive) is to change the maps so objectives are indoors with exterior defensive lines. Just take biomass or communications, and add gates to the entrances that can only be lowered by infantry from the inside. Viola, you can buff tanks to have a lasting battlefield presence without breaking the game. |
TheBluBerry
Deep Space Republic
2
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Posted - 2013.03.27 04:56:00 -
[17] - Quote
Chances Ghost wrote:tanks are squad support, if you dont have infantry near you and looking out for you, then your going to explode.
I support my squad, i grant them orbitals, they protect me as i swat RDVs out of the sky and leave the reds without anything to drive.
Tank VS Tank is a game of chess where movements and positioning are just as important as what you drive
leave it all the hell alone (although give my railgun more range.... i should be able to match the range of a sniper rifle please.... You obviously don't have much experience with tanks. Yes tanks are supposed to be supported by logis with armor repairers and assault to take out nearby AV classes, but against a forge gun hidden somewhere in those buildings? Please I S*** my pants every time and try to run away and most of the time I can get away unless I have some stupid team mates who for some reason decide its a good idea to get in my with LAVs other s**** tanks and what not, I always get blown up sky high unless the forge gunner isn't competent enough, and I have 6020 hp shields with 11% passive dmg resistance to shields plus 30% dmg resistance with shield hardener (which is complete f****** joke played on us shield tankers, 15 seconds and 30 second cooldown, seriously CCP?) I still have about 1/3 of shields taken out by one shot from a a forge gun from one guy, how the f*** is that fair? And GOOD TANKS aren't cheap, over 700k isk a pop. Someone explain how that is fair? I spend millions upon millions of SP and ISK to get a good tank on the field, and the AVs out there spend a few skill points and some isk to get a cheap a** forge gun and AV grenades to turn my beastly beauty into a pool of molten steel!!! CCP nerf forge guns, I don't care if "it's part of the lore of the gun, and its suppose to do bonus damage against shields, so stop QQing" how can it do that much damage? And make shield hardeners more worthwhile, make it a 30 second duration for 15 second cooldown, armor tanks get 60 second duration and 15 second |
TheBluBerry
Deep Space Republic
2
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Posted - 2013.03.27 05:01:00 -
[18] - Quote
Cat Merc wrote:Noc Tempre wrote:Cat Merc wrote:Noc Tempre wrote:Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. The redline is an issue that exists for a lot of things, not only tanks. Until CCP comes out and says "We are not changing it" you can't balance stuff with it in mind. Even if you ignore the redline, you still have the issue that the HAV can't actually push as well as infantry. They are more like howitzers and APCs than true tanks. To be honest, I have no idea what to do with tanks. It will be a shitstorm either way. If I were CCP, I would change the role of tanks. Leave them as they are now, increase their speed slightly and give them 2 turret seats + 6 carrying seats. One turret seat would be the main cannon and the driver and the second would be just another turret like we have now. The 6 extra seats will hold soldiers that can't do much but hope it doesn't blow up before they get to their objective. It will be a combination of a tank and an APC. http://en.wikipedia.org/wiki/MerkavaLike this. No thanks, don't want to be a troop transport, but I guess they can add that into the game, APC and main battlefield tank variations would make the game more interesting. |
Chances Ghost
Inf4m0us
32
|
Posted - 2013.03.27 05:09:00 -
[19] - Quote
Noc Tempre wrote:Chances Ghost wrote:tanks are squad support, if you dont have infantry near you and looking out for you, then your going to explode.
I support my squad, i grant them orbitals, they protect me as i swat RDVs out of the sky and leave the reds without anything to drive.
Tank VS Tank is a game of chess where movements and positioning are just as important as what you drive
leave it all the hell alone (although give my railgun more range.... i should be able to match the range of a sniper rifle please.... How does a squad of infantry protect you from forge guns at 400m? Because that's how corp battles vs competent teams go.
use cover? how does a squad help against a sniper at 499m? easy... they spot him and tell you his location so you can avoid giving the offending red an easy target..... |
Chances Ghost
Inf4m0us
32
|
Posted - 2013.03.27 05:13:00 -
[20] - Quote
TheBluBerry wrote:Chances Ghost wrote:tanks are squad support, if you dont have infantry near you and looking out for you, then your going to explode.
I support my squad, i grant them orbitals, they protect me as i swat RDVs out of the sky and leave the reds without anything to drive.
Tank VS Tank is a game of chess where movements and positioning are just as important as what you drive
leave it all the hell alone (although give my railgun more range.... i should be able to match the range of a sniper rifle please.... You obviously don't have much experience with tanks. Yes tanks are supposed to be supported by logis with armor repairers and assault to take out nearby AV classes, but against a forge gun hidden somewhere in those buildings? Please I S*** my pants every time and try to run away and most of the time I can get away unless I have some stupid team mates who for some reason decide its a good idea to get in my with LAVs other s**** tanks and what not, I always get blown up sky high unless the forge gunner isn't competent enough, and I have 6020 hp shields with 11% passive dmg resistance to shields plus 30% dmg resistance with shield hardener (which is complete f****** joke played on us shield tankers, 15 seconds and 30 second cooldown, seriously CCP?) I still have about 1/3 of shields taken out by one shot from a a forge gun from one guy, how the f*** is that fair? And GOOD TANKS aren't cheap, over 700k isk a pop. Someone explain how that is fair? I spend millions upon millions of SP and ISK to get a good tank on the field, and the AVs out there spend a few skill points and some isk to get a cheap a** forge gun and AV grenades to turn my beastly beauty into a pool of molten steel!!! CCP nerf forge guns, I don't care if "it's part of the lore of the gun, and its suppose to do bonus damage against shields, so stop QQing" how can it do that much damage? And make shield hardeners more worthwhile, make it a 30 second duration for 15 second cooldown, armor tanks get 60 second duration and 15 second
TLDR
remember where i said movement was as important as fit? learn to position your tank properly and a forge gun will have to get REALLY close to you to mess you up
a forge can really put a dent into me, but unless im not paying any attention whatsoever, its isnt going to kill me, just make me either hide a little, or reposition for better cover
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Judge Rhadamanthus
Shining Flame Amarr Empire
26
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Posted - 2013.03.27 08:56:00 -
[21] - Quote
From a Drop Ship perspective :
AV in it's current iteration is too strong, the vehicles too weak. You think it's OP against tanks, try a DS. Forge guns are Bovine excrement. Huge range, easy use, cheap as chips compared to their targets.
DS are broken. They are just too weak. A forge gun can destroy my shields in a single hit. Due to the nature of the 3rd person view enemies are kind of small so it is very hard to see a shot coming or work out where it hit from. Even a HMG can strip my shields completely by the time I drop in and deliver then evac.
I'm a sitting duck all up in the air in clear view of almost anyone. Killer cheap fire and forget super smart swarms, AI rail gun turrets with super rotation speed and dead eye aim, any small arms fire, Forge guns, tanks, LAV turrets... B.R.O.K.E.N. I'm strong against nothing and vulnerable to everyone on the field.
I think the fix is not too hard a concept - Drop ships should be really really hard to kill and to counter that very weak at killing. Leave the killing to the gunships and the tanks(Soon tm). All i need is to get in then out or provide a spawn point while providing some covering fire if needed. |
Zion Shad
ZionTCD Legacy Rising
1665
|
Posted - 2013.03.27 09:18:00 -
[22] - Quote
The Idea right now in CCP is overhaul vehicles and then add a weak point to each of them. Like an Achilles Heel so that you can have your all powerful tank, but if you don't watch you weak area then you can lose it fast. |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
91
|
Posted - 2013.03.27 13:19:00 -
[23] - Quote
Cat Merc wrote:Noc Tempre wrote:Cat Merc wrote:Now that I think about it: A squad of coordinated AV SHOULD pwn a tank no matter what. That's where a fireteam of players defending the tank come in, removing any AV threat. So if they just revert it to how it first worked that would be great. How, pray tell, do you remove a pair of forge gunners sniping from 400m away with infantry support? Especially if said heavies are behind the redline? A sniper would take longer to kill one than the pair would to kill the tank. The redline is an issue that exists for a lot of things, not only tanks. Until CCP comes out and says "We are not changing it" you can't balance stuff with it in mind. Honestly I'm not sure how much longer the redline will be a problem. We've heard that maps are going to be far larger (if you zoom out by holding L2/R2 (not sure which) you can see the full map), so if they simply made it so that no bases were even in sight of any areas on a redline the things wouldn't matter. It'd also be harder to get redlined because arguably you will have a far larger border the enemy needs to hold steady against LAVs and dropships.
Edit: I was going to make a second post, but I'll just throw them all in one.
Judge Rhadamanthus wrote:From a Drop Ship perspective :
AV in it's current iteration is too strong, the vehicles too weak. You think it's OP against tanks, try a DS. Forge guns are Bovine excrement. Huge range, easy use, cheap as chips compared to their targets.
DS are broken. They are just too weak. A forge gun can destroy my shields in a single hit. Due to the nature of the 3rd person view enemies are kind of small so it is very hard to see a shot coming or work out where it hit from. Even a HMG can strip my shields completely by the time I drop in and deliver then evac.
I'm a sitting duck all up in the air in clear view of almost anyone. Killer cheap fire and forget super smart swarms, AI rail gun turrets with super rotation speed and dead eye aim, any small arms fire, Forge guns, tanks, LAV turrets... B.R.O.K.E.N. I'm strong against nothing and vulnerable to everyone on the field.
I think the fix is not too hard a concept - Drop ships should be really really hard to kill and to counter that very weak at killing. Leave the killing to the gunships and the tanks(Soon tm). All i need is to get in then out or provide a spawn point while providing some covering fire if needed. Going right along with what I just said, dropships will be more powerful when we get these larger maps. We'll have places to run! If you're getting shot up by a forge or whatever else, you don't have to have a single designated safe spot. These valleys are rimmed on all sides by mountains, just jump over those and into the next valley over. On top of that, transport vehicles are never intended to stay in one place. You come in, pick up/drop off, and leave. If you've done your job right, enemy AV won't even have time to notice you're there.
A second point, you've mentioned that a forge can take out your shields in one shot. Well... I hate to give you tough advice, but you need to skill up more. My Myron has ~4300 shield, and it probably takes about 3 direct hits from a forge or rail to put me on fire. Swarms kinda feel like mosquito bites. Annoying as ****, but they'll never kill me. |
Garrett Blacknova
Codex Troopers
2163
|
Posted - 2013.03.27 14:41:00 -
[24] - Quote
N1ck Comeau wrote:get the prototype stuff for them. Then watch the enemy's run in fear This is true.
It's also probably NOT what the poster was intending to say when he typed it, but that doesn't make it not true. It just proves that mistakes are sometimes more accurate than what you were trying to say.
Where the word "enemy's" was typed with the apostrophe, I believe the quoted post SHOULD have instead had the word "enemies". Assuming we make that correction, the above post suggests that more than one enemy - hence the plural - will run in fear from a prototype tank. This means they (again, plural) run from you.
What it ACTUALLY says, with the apostrophe instead of the presumed correction, is the singular possessive. In this case, the running of a single enemy is enough to make the person in the tank watch in fear. This means that YOU, as a tanker, are scared of a single person running.
So, as stated, this is correct.
But to be quite honest, I haven't actually seen how (if at all) tanks have been nerfed with this latest update. Good AV could already dominate tanks pretty hard before it, so i'm hoping that the nerf wasn't too much of one. I think it's fair for 3 or 4 coordinated AV players to kill multiple tanks in a single battle, but I also think it's fair for a Militia Shotgun to 3-shot an Advanced Heavy suit, so what would I know? |
Judge Rhadamanthus
Shining Flame Amarr Empire
26
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Posted - 2013.03.27 15:13:00 -
[25] - Quote
Garrett Blacknova wrote:
Lastly, you've mentioned that a forge can take out your shields in one shot. Well... I hate to give you tough advice, but you need to skill up more. My Myron has ~4300 shield, and it probably takes about 3 direct hits from a forge or rail to put me on fire.
I'm testing the Prom atm.
1285 Shields (1 Extender and 1 amp) - CPU issues atm with the prom being so low on base cpu which limits shiels options. 3156 tank (Armour Hardeners and reppers)
Going by your math we are in similar ships, just different racial variants with their respective slot differences. So it's not so much my skills in this case just the forges ability to 1 shot my weaker shields. Where this is an issue is it is very easy for them to open up my armour to the OP swarm and AV. Swarms are a real pain with their tracking.
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Thor Thunder Fist
Better Hide R Die
89
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Posted - 2013.03.27 16:25:00 -
[26] - Quote
I've been flying around in a standard gallente ship with 2.5k armor and a 25% armor hardener and I was one shotted by an enemy forge gun. now all the mods I have one my ship are proto mods and it was not a proto forge that did that so tell me that is ballanced? yes normally swarms are my bane and when I see them I GTFO but this forge gun just OHK'd my dropship and meand my squad mate were like WTF |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
92
|
Posted - 2013.03.27 18:01:00 -
[27] - Quote
Judge Rhadamanthus wrote:Halador wrote: Lastly, you've mentioned that a forge can take out your shields in one shot. Well... I hate to give you tough advice, but you need to skill up more. My Myron has ~4300 shield, and it probably takes about 3 direct hits from a forge or rail to put me on fire.
I'm testing the Prom atm. 1285 Shields (1 Extender and 1 amp) - CPU issues atm with the prom being so low on base CPU which limits shield options. 3156 tank (Armour Hardeners and reppers) Going by your math we are in similar ships, just different racial variants with their respective slot differences. So it's not so much my skills in this case just the forges ability to 1 shot my weaker shields. Where this is an issue is it is very easy for them to open up my armour to the OP swarm and AV. Swarms are a real pain with their tracking. Ah gotcha. Sorry, when you said it was 1-shotting your shields I assumed you were shield tanked. When my shields are gone I consider myself effectively dead, so I thought you were saying that your ship is being one shotted entirely by the forge. My mistake :(
Also, I'd like to add on that generally in EVE it's considered a bad practice to combine shield and armor tanks. The reason is that if you are still in shield, all of your armor modules are currently useless. Conversely, if you're into armor then your shield mods are useless. Considering modules for your tank are VERY expensive in a powergrid/CPU sense (and you mentioned yourself that you're having CPU issues), you might be better off fitting something like an afterburner into one of those high slots. Last point, I believe I've heard that shield amplifiers aren't quite worth it until you reach 4-5k shields. |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
92
|
Posted - 2013.03.27 18:18:00 -
[28] - Quote
Thor Thunder Fist wrote:I've been flying around in a standard gallente ship with 2.5k armor and a 25% armor hardener and I was one shotted by an enemy forge gun. now all the mods I have one my ship are proto mods and it was not a proto forge that did that so tell me that is ballanced? yes normally swarms are my bane and when I see them I GTFO but this forge gun just OHK'd my dropship and meand my squad mate were like WTF I'm not 100% sure I did this math right, but that puts your armor at an EHP of 3,333. I'm pretty sure a forge can't do that no matter what. |
Daedric Lothar
Onslaught Inc
35
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Posted - 2013.03.27 18:49:00 -
[29] - Quote
Yea, I do think tanks need to just WTFPWN everyone they come across, especially when piloted by multiple people. Maybe getting huge shield and armor bonuses per person in the tank as the suits are jacking into and giving extra power to the tank. They are hugely expensive and there is a dedicated subclass of kit to deal with them. I just happen to sometimes spawn as AV when I see a tank, but they should be fearsome enough that people just straight up spawn AV because everyone dies if they dont. |
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