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SoTa PoP
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1803
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Posted - 2013.03.30 23:59:00 -
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Knight SoIaire wrote:My tank that had 4k in Shields, was taken down by two players carrying only Flux and AV Nades, no Proto gear.
So, basically, this gets rid of the whole, "You need a squad full of people specced into AV to take out a tank" arguement that Infantry players always fall back on.
My tank cost 400k ISK, how much did you say their fittings cost? Hardly over 30k ISK.
So, yeah, you Infantry players can keep crying. Until you stop crying and learn how to deal with tanks, you're never going to be able destroy one.
All that time spent complaining on the forums wanting tanks nerfed could be spent using your brain to deal with them. Your tank sucks first off lol Secondly I've solo'd tanks with your stats with just ADV AV nades which takes little SP to get. If the idea is EVERY tank needs squad to kill them then the games unbalanced.
But I agree tanks aren't OP. AV Nades are - Nerf homing. |
SoTa PoP
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Posted - 2013.03.31 00:02:00 -
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DeadlyAztec11 wrote:Tanks are fine Swarms are fine Forge guns are fine AV grenades too As an AV guy, I can say that there have been MANY tanks I could not destroy. There have also been MANY I have destroyed in a couple seconds. No more complaining Was there a point to this post besides some biased sentiment that your own roll is fine ?
AV nades either need there own skill progression with higher SP cost or reduced homing. It's not balanced. |
SoTa PoP
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1804
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Posted - 2013.03.31 00:28:00 -
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The best tanker is hard to bring down like the best heavy or assault player. All would need help to bring down with there skill and wise SP investment. But your average tanker won't find it fair they lost 3 games worth of ISK to a weapon that cost less then 20,000 and no real SP investment. Now lets talk larger games where half the team is carrying AV nades. Poor tankers - 3 nades a person, takes 10 seconds to chuck all three, only takes 3 players to bring down the best tank. The math works in favor of AV nades in almost every level accept 1v1 encounters with a tank - which was never the point CCP wanted to begin with. AV nades need to be more SP heavy or cost a ton more. But I still want the homing gone. HAV is all ppl talk about - but I think of LAV when I say it. Notice the lack of LAV drivers. It's a moving tomb |
SoTa PoP
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1806
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Posted - 2013.03.31 00:34:00 -
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DeadlyAztec11 wrote:SoTa PoP wrote:DeadlyAztec11 wrote:Tanks are fine Swarms are fine Forge guns are fine AV grenades too As an AV guy, I can say that there have been MANY tanks I could not destroy. There have also been MANY I have destroyed in a couple seconds. No more complaining Was there a point to this post besides some biased sentiment that your own roll is fine ? AV nades either need there own skill progression with higher SP cost or reduced homing. It's not balanced. It is, there have been many times where I have thrown 3 AV grenades at a tank just to have it's shields go down 40%. Then it goes behind a hill and recharges it's shields. AV grenades are fine, you just need to skill up more I am a tank - but not one on wheel or tracks ;) *pets his HMG* I love it when this thing purs - it means someone died ;)
and you seem to be talking about 1v1ing tanks with AV nades. I'm speaking of how this game operates - team based. Tanks are perfect where they are - AV nades just need an adjustment so tankers aren't limited on how they can play against such a low cost in ISK/SP weapon that everyone on the other side could literally have and in my corp - does. |
SoTa PoP
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1806
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Posted - 2013.03.31 00:43:00 -
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Philipp Achtel wrote:Sev Alcatraz wrote:I'm maxed shield tanked, I have a 8k sagaris, it's sad when militia swarms send you running...5.6 million sp into Hav means nothing now =\
Edit: if you didn't know tanks had there passive resistant nerf Down to less them 8% Can someone dig up that quote by the devs along the lines of, "We don't want equipment to determine encounters. A skilled player with good gear should beat a skilled player with bad gear, but an unskilled player with good gear should not beat a skilled player with bad gear." The balancing in the game is all about diminishing returns. A militia swarm does 80% of the damange of an advanced swarm by design. You should never be able to say, "Oh, he's just running militia equipment. Nothing to worry about." That would be poor balance. SoTa PoP wrote:Was there a point to this post besides some biased sentiment that your own roll is fine ?
AV nades either need there own skill progression with higher SP cost or reduced homing. It's not balanced. I would think a more experienced player would have more perspective than this, but I suppose not. Where exactly should the balance be, do you figure? Exactly how much SP should it cost to "balance" AV grenades against tanks? When will the balancing be enough? The answer is there is no exact amount, and it will never be enough. Tank drivers will always whine about AV grenades because that's something that works. They will continue to whine as long as AV grenades are at all effective. How about instead of going on and on about nerf this nerf that, you adapt to the tools you have and the tools your enemy has? ? What? Who says I have problems killing or being a tanker? I've stated several times how it's unbalanced - it's up to you to read. A dumb version would be : Too little SP cost and ISK cost for the hefty effect it has on the largest SP/ISK toys in the game. My perspective is a heavy - the player base who hates the tankers the most. It's almost there - fact that it takes 2 people at least to take down a decent tanker is proof that there's balance. |
SoTa PoP
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1806
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Posted - 2013.03.31 02:22:00 -
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Philipp Achtel wrote:SoTa PoP wrote:Philipp Achtel wrote:I would think a more experienced player would have more perspective than this, but I suppose not. Where exactly should the balance be, do you figure? Exactly how much SP should it cost to "balance" AV grenades against tanks? When will the balancing be enough?
The answer is there is no exact amount, and it will never be enough. Tank drivers will always whine about AV grenades because that's something that works. They will continue to whine as long as AV grenades are at all effective.
How about instead of going on and on about nerf this nerf that, you adapt to the tools you have and the tools your enemy has? ? What? Who says I have problems killing or being a tanker? I've stated several times how it's unbalanced - it's up to you to read. A dumb version would be : Too little SP cost and ISK cost for the hefty effect it has on the largest SP/ISK toys in the game. My perspective is a heavy - the player base who hates the tankers the most. It's almost there - fact that it takes 2 people at least to take down a decent tanker is proof that there's balance. Do you understand what the word "exactly" means? I hope you do. The point you're completely ignoring, and I guess I have to say again word for word, "The answer is there is no exact amount, and it will never be enough. Tank drivers will always whine about AV grenades because that's something that works. They will continue to whine as long as AV grenades are at all effective." Sev Alcatraz wrote: I want you to run head on to a c-2 leopard and throw a Grenade at it, tell me how it goes
A fuking grenade should do the damage it does to a TANK a 1/4 lb object vs a 120,000 lb tank I see no balance
I was wondering how long it would take for someone to make a comparison to real life, as if "balance" between weapon systems is something that exists anywhere other than a video game. But fine, I'll bite. Have you ever heard of a land mine? Have you ever heard of an improvised explosive device? Light, cheap weapons destroy big, heavy expensive weapons all the time. Your argument is that a grenade should not be able to destroy a tank because it weighs less? SoTaPoP, here is a perfect example of what I'm talking about and the caliber of minds with which you're choosing to align yourself. lmao. Real life doesn't imply to this game, indeed. He should of said, however, that explosives aimed at taking out tanks do so by aiming at certan parts of the tanks - depending on the type. Most would have weakness below there tracks - mine takes care of mobility and makes a tank worthless, while a nade would be tossed as closely underneath the tracks as possible so the explosionwould be greater against the armor and floor, creating greater pressure to tear through tracks and other weak points.. we have nothing like that in dust, instead we have the RPG element of dmg vs consequence. And it's by that idea I call AV nades imbalance. the consequence compared to effect doesn't match up like most other gears do.
I could supply one side of a CB with the best AV nades in the game by myself if they could use it - a single tank would probably cost more then that entire expense. My side wouldn't even need to grind very much to be able to use the nade - maybe a singe day. Tankers on the other hand spend months gathering the SP to be effective.
And thanks for your compliment btw |
SoTa PoP
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Posted - 2013.03.31 04:04:00 -
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RECON BY FIRE wrote:SoTa PoP wrote:But I still want the homing gone. HAV is all ppl talk about - but I think of LAV when I say it. Notice the lack of LAV drivers. It's a moving tomb If people actually put SP into LAVs, particularly shield LAVs, it wouldnt be like this though. The few people that actually have points in LAVs really surprise me when I chuck an AV at them and they still run me over with half or quarter shield left. People cant call in a free LAV without modifying it at all and expect to live through a packed AV. lol, I know a few LAV guys, but they'll tell you first hand how easy it is to blow them up. May take an extra nade but you have 3. Takes quiet a bit of SP and ISK to get a decent LAV fit - takes nothing to kill it almost lol. |
SoTa PoP
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Posted - 2013.03.31 04:36:00 -
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*Looks at his HMG* I don't need another weapon besides this puppy and a side arm. I throw AV nades at people btw. They tend to run - right into my HMG lol |
SoTa PoP
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Posted - 2013.03.31 07:27:00 -
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Rusty Shallows wrote:Garrett Blacknova wrote: So there's no consequence when you bring AV nades?
Tell me again how effective your AV Grenades are against infantry...
Thank you for bringing that bit up. My buddy fits AVs and dies all the time without throwing a single one. Sometimes I remind him to blow up an empty LAV just to get out a few extra WP. He prefers Locus more but with all the roadkill happy psychos out there you almost need to keep AVs handy. Aside if a tank is lingering within grenade toss range then he's doing something wrong. ....
Okay... so if your friend uses AV nades he gets killed quick - but he's fine with locus? didn't realize aesthetics changed everything so much - or people could tell what nades you have in your pack... unless your saying he's so bad he needs nades to be competitive. |
SoTa PoP
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Posted - 2013.03.31 07:46:00 -
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Ninjanomyx wrote: AV Grenades are OP as they stand atm. AV Nades should be a Supplement.......not a GoTo as it devalues the Main AV Weapons. & the Range & Homing is obscene. Try jumping before a toss, & even w/o jumping you can 1/4 Map toss on most Ambush Maps. Bowl??? 1/2 to 2/3 Map tosses w/o jumping. Mind you this is Packed AV........god forbid I try tossing Sleeks, lol. Damage needs a Nerf for obvious reasons. When Damage Mods get fixed (If........) the Forges & Swarms will be ineffective compared to the George Foreman Grill of AV which never had nor needed Mods to rival most Main AV Weapons. Why not be both Infantry & AV Efficient @ all times??? Spec AV??? LOL!!!!!!! Save SP, spec Nades, WIN. ^ He gets it. |
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SoTa PoP
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Posted - 2013.03.31 10:59:00 -
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Ydubbs81 RND wrote:Ninjanomyx wrote: AV Grenades are OP as they stand atm. AV Nades should be a Supplement.......not a GoTo as it devalues the Main AV Weapons. & the Range & Homing is obscene. Try jumping before a toss, & even w/o jumping you can 1/4 Map toss on most Ambush Maps. Bowl??? 1/2 to 2/3 Map tosses w/o jumping. Mind you this is Packed AV........god forbid I try tossing Sleeks, lol. Damage needs a Nerf for obvious reasons. When Damage Mods get fixed (If........) the Forges & Swarms will be ineffective compared to the George Foreman Grill of AV which never had nor needed Mods to rival most Main AV Weapons. Why not be both Infantry & AV Efficient @ all times??? Spec AV??? LOL!!!!!!! Save SP, spec Nades, WIN. What a nonsense post right there. Everything in that post is bull**** Don't know why you won't classify AV grenades as a "main AV weapon" when they are the only AV weapon with "AV" in their title.
nades are and always will be a secondary weapon in dust. |
SoTa PoP
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Posted - 2013.03.31 18:37:00 -
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Philipp Achtel wrote:Otavio Martins wrote:My tank got 1392 shields and 9925 armor and freaking infantry can still destroy it. Quoted to reinforce that tank drivers will never be happy until they are invincible. Actually, not just "unhappy". They will never stop whining and QQing until they are invincible. These are the kind of people the anti-AV squad are fighting for. Is this the "balance" you're looking for? SoTa PoP wrote:Ninjanomyx wrote: AV Grenades are OP as they stand atm. AV Nades should be a Supplement.......not a GoTo as it devalues the Main AV Weapons. & the Range & Homing is obscene. Try jumping before a toss, & even w/o jumping you can 1/4 Map toss on most Ambush Maps. Bowl??? 1/2 to 2/3 Map tosses w/o jumping. Mind you this is Packed AV........god forbid I try tossing Sleeks, lol. Damage needs a Nerf for obvious reasons. When Damage Mods get fixed (If........) the Forges & Swarms will be ineffective compared to the George Foreman Grill of AV which never had nor needed Mods to rival most Main AV Weapons. Why not be both Infantry & AV Efficient @ all times??? Spec AV??? LOL!!!!!!! Save SP, spec Nades, WIN. ^ He gets it. You choose to compliment this rambling, nonsensical rant? Yikes. Let me translate then. AV nades are a secondary weapon that can be used as a main weapon against very large and expensive toys. This takes away from the necessity or even value of the Forge or Swarm. I.E. could just make it a must that all members need EX-08 AV nades in CB - effectively stopping any tank push with our strong gun game to support it. And it would cost our members next to nothing to set it up ISK and SP wise. That stuff about throwing is mostly untrue - but the homing - even reduced - has made sure my accuracy on throw is almost 100%. When games get larger with more people AV nades are going to show increase effectiveness as more people are able to throw in unison. The only balance to this so far is AV nades suck vs shield. |
SoTa PoP
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Posted - 2013.03.31 19:56:00 -
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Philipp Achtel wrote:SoTa PoP wrote:Let me translate then. AV nades are a secondary weapon that can be used as a main weapon against very large and expensive toys. This takes away from the necessity or even value of the Forge or Swarm. I.E. could just make it a must that all members need EX-08 AV nades in CB - effectively stopping any tank push with our strong gun game to support it. And it would cost our members next to nothing to set it up ISK and SP wise. That stuff about throwing is mostly untrue - but the homing - even reduced - has made sure my accuracy on throw is almost 100%. When games get larger with more people AV nades are going to show increase effectiveness as more people are able to throw in unison. The only balance to this so far is AV nades suck vs shield. And AV grenades are useless against anything but vehicles. And they take PG and CPU that could be used to fit better modules. And you have to be close enough to throw a grenade near the target. AV grenades are not a substitute for swarms or forge guns. They are a backup primarily useful against LAVs. If you get a squad who are all holding AV grenades within throwing range of a tank, and if that tank is unescorted by infantry, and if the tank has no line of retreat, then you will destroy the tank. This does happen, but eight times out of ten, it's because the tank driver put himself in a vulnerable position or the squad decided to suicide bum rush the tank and managed to get behind it without being noticed. This AV homing vs. not homing argument is a distraction. The tank drivers who want AV nerfed want to be able to waltz around the battlefield with no threats whatsoever because they've convinced themselves that their 2,000,000 ISK tank shouldn't be destroyed by anything other than another 2,000,000 ISK tank. That isn't the way things work in real life, and it's not the way things work here. If you can't deal with that, then the solution is to stop using tanks, not appeal for rule changes in your favor. I am not a tanker. I'm a Heavy. And AV nades carried by all members in a squad is indeed a replacement for main AV weapons. |
SoTa PoP
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1836
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Posted - 2013.03.31 20:05:00 -
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Ydubbs81 RND wrote:SoTa PoP wrote:Philipp Achtel wrote:SoTa PoP wrote:Let me translate then. AV nades are a secondary weapon that can be used as a main weapon against very large and expensive toys. This takes away from the necessity or even value of the Forge or Swarm. I.E. could just make it a must that all members need EX-08 AV nades in CB - effectively stopping any tank push with our strong gun game to support it. And it would cost our members next to nothing to set it up ISK and SP wise. That stuff about throwing is mostly untrue - but the homing - even reduced - has made sure my accuracy on throw is almost 100%. When games get larger with more people AV nades are going to show increase effectiveness as more people are able to throw in unison. The only balance to this so far is AV nades suck vs shield. And AV grenades are useless against anything but vehicles. And they take PG and CPU that could be used to fit better modules. And you have to be close enough to throw a grenade near the target. AV grenades are not a substitute for swarms or forge guns. They are a backup primarily useful against LAVs. If you get a squad who are all holding AV grenades within throwing range of a tank, and if that tank is unescorted by infantry, and if the tank has no line of retreat, then you will destroy the tank. This does happen, but eight times out of ten, it's because the tank driver put himself in a vulnerable position or the squad decided to suicide bum rush the tank and managed to get behind it without being noticed. This AV homing vs. not homing argument is a distraction. The tank drivers who want AV nerfed want to be able to waltz around the battlefield with no threats whatsoever because they've convinced themselves that their 2,000,000 ISK tank shouldn't be destroyed by anything other than another 2,000,000 ISK tank. That isn't the way things work in real life, and it's not the way things work here. If you can't deal with that, then the solution is to stop using tanks, not appeal for rule changes in your favor. I am not a tanker. I'm a Heavy. And AV nades carried by all members in a squad is indeed a replacement for main AV weapons. lol...getting your tank blown by a solo heavy is worse than getting meleed or nova knived by a heavy kudos to any1 who can solo a tank worth over a mil with AV nades lol. |
SoTa PoP
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Posted - 2013.03.31 20:59:00 -
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Philipp Achtel wrote:SoTa PoP wrote:I am not a tanker. I'm a Heavy. And AV nades carried by all members in a squad is indeed a replacement for main AV weapons. I was using the hypothetical "you". I know you don't run tanks, but you're defending their terrible arguments, and I'm not quire sure why. Anyway, I'm sure you're right. Now that AV grenades exist, I'm sure you've never brought out your forge gun to fire on any enemy vehicle from range. Why would you when you can just walk right up to a Sagaris and take it out with a few AV grenades risk free? Mmm, Maybe you're right. Pub games may of skewed my opinion of how effective AV nades are. |
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