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Dusters Blog
Galactic News Network
260
|
Posted - 2013.04.16 13:23:00 -
[1] - Quote
'Its obvious to anyone who plays Dust 514 that its a shooter cut from a different mold than any you often see in the genre. Take snipers for instance, historically a one shot kill weapon in most games, in Dust, snipers are more of a 'wounding' weapon until leveled up considerably. Even then, the mechanics like scope sway and small clip size punish poor marksmen who seek out the sniper role as a means of getting easy kills with little risk. Racking up cheap kills just isnt going to happen.
For this reason, the tank is puzzling. The Dust 514 HAV is easily the most dominant vehicle we have seen in the FPS landscape, it crushes new players and non-AV savvy veterans alike. AV fits almost have to be dedicated to their destruction or they can control an entire battlefield. Some of the fault lies on past shooters where players were trained that a specific amount of RPGs or mines would destroy or cripple a tank. This is anything but true in Dust where every tank experience is unique and each must first be identified, sized up and then focused on. We are curious why the decision was made to require team coordination to destroy a tank, but not to operate one.'
read the rest here: http://tinyurl.com/d39jkey |
Takahiro Kashuken
Red Star. EoN.
232
|
Posted - 2013.04.16 13:31:00 -
[2] - Quote
Such a poorly written article coming from someone who has never used a HAV
Should be like dropships? what useless and free WP for anyone who looks at it funny? dropships dont take teamwork and the gunners are useless because the turrets are useless and to kill ppl you gotta be low and nice and still so that FG can swat you out of the sky
1. Tank Drivers have access to no weaponry. While the tank driver should be able to switch to a 'gun seat' the vehicle should lose its movement abilities when they do. Each weapon on a tank should require a separate operator. - So then what happens to the skills? i need to lvl up skills in turrets to put them on, do i still have to lvl up the skills so someone else can use it? if so why im the driver not the gunner? also if you want a 4man tank, 3 gunners and 1 driver then lets see a big increase in HAV resistances and hp since that solo AV guy can still keep you away or destroy you altogther
2. A disabled mechanic where critically injured tanks can no longer move. Its odd to see tanks within an inch of destruction speeding along like they are brand new. - So that means each part of the tank needs a set amount of hp for itself so that you know how close you are to taking out the treads, yet again another buff to HAV hp please but also then each area would need its own lock box for hitting each area
3. Tanks like all vehicle assets should have locks that the operator can control preventing anyone from entering the driver seat or the vehicle at all. - yes it is needed
4. It would be nice to see RDVs have the ability to recover assets from the battlefield that the operators no longer require use of. - Problem is RDV are stupid and most likely will kill your vehicle or i in the tank will kill it
All this talk about how it should take teamwork to use a tank yet atm it takes no teamwork to take out a tank with AV since AV got buff after buff and vehicles got nerf after nerf so you can solo vehicles with ease |
Guinevere Bravo
SVER True Blood Unclaimed.
151
|
Posted - 2013.04.16 13:39:00 -
[3] - Quote
Takahiro Kashuken wrote:
All this talk about how it should take teamwork to use a tank yet atm it takes no teamwork to take out a tank with AV since AV got buff after buff and vehicles got nerf after nerf so you can solo vehicles with ease
Your post was fine until this appeared, And the exageration was just too strong.
Im running advanced swarms (Level 3 Swarm Launcher Skill) and to take a Gunlogi your going to need more than one (Madrugars i can solo). Or a lucky position were you can get above the tank an rain Packed AV nades on it. Both situations in Ambush maps arent very frequent.
If you play Skirmish 24/7 then ofcoarse your going to get the tank if its not well equiped or does something stupid, in ambush with the bad spawns its one sided. |
Beld Errmon
Internal Error. Negative-Feedback
572
|
Posted - 2013.04.16 13:41:00 -
[4] - Quote
*yawn* its groundhog day!
The crap on this forum has been repeated so many times that in the future lawyers are going to cite it for precedence. |
Takahiro Kashuken
Red Star. EoN.
232
|
Posted - 2013.04.16 13:44:00 -
[5] - Quote
Guinevere Bravo wrote:Takahiro Kashuken wrote:
All this talk about how it should take teamwork to use a tank yet atm it takes no teamwork to take out a tank with AV since AV got buff after buff and vehicles got nerf after nerf so you can solo vehicles with ease
Your post was fine until this appeared, And the exageration was just too strong. Im running advanced swarms (Level 3 Swarm Launcher Skill) and to take a Gunlogi your going to need more than one (Madrugars i can solo). Or a lucky position were you can get above the tank an rain Packed AV nades on it. Both situations in Ambush maps arent very frequent. If you play Skirmish 24/7 then ofcoarse your going to get the tank if its not well equiped or does something stupid, in ambush with the bad spawns its one sided.
Your doing it wrong
You use a FG to take the gunlogi down, flux if you want but they are unreliable unlike the auto seeking AV nades which do untold damage
Hit that battery pack at the back that even more damage
1st shot with FG is the best also, hit the tank when its cold get it running scared
Assault FG makes mincemeat out of it
Madrugars are just as easy aswell with the SL and extra DPS it does against armor, AV nades are also beast against it |
The dark cloud
Seraphim Initiative. CRONOS.
1247
|
Posted - 2013.04.16 13:44:00 -
[6] - Quote
Dusters Blog wrote:'Its obvious to anyone who plays Dust 514 that its a shooter cut from a different mold than any you often see in the genre. Take snipers for instance, historically a one shot kill weapon in most games, in Dust, snipers are more of a 'wounding' weapon until leveled up considerably. Even then, the mechanics like scope sway and small clip size punish poor marksmen who seek out the sniper role as a means of getting easy kills with little risk. Racking up cheap kills just isnt going to happen. For this reason, the tank is puzzling. The Dust 514 HAV is easily the most dominant vehicle we have seen in the FPS landscape, it crushes new players and non-AV savvy veterans alike. AV fits almost have to be dedicated to their destruction or they can control an entire battlefield. Some of the fault lies on past shooters where players were trained that a specific amount of RPGs or mines would destroy or cripple a tank. This is anything but true in Dust where every tank experience is unique and each must first be identified, sized up and then focused on. We are curious why the decision was made to require team coordination to destroy a tank, but not to operate one.' read the rest here: http://tinyurl.com/d39jkey lool another moron who wants that their militia swarm launcher should insta pop a sagaris. Just GTFO. And of course you need to specialise into AV to be efficent at it. And you havent seen the Ishukone assault forgegun on a proto heavy with tons of damage mods on it. That thing can deal 2000HP+ damage and thats allready with all the resistance added to it. Its more the other way around: a dedicated heavy forgegunner is capable to keep multiple tanks at bay. Whoever wrote that stupid article is a moron and probably never tried to use a tank vs decent infantry. Its extreme hard to keep a tank alive when facing decent players.Another thing is tanks are OB magnets. When people see a sagaris/surya on the field they want to see it dead And lol at seperating the main turret from the dirver. Dude seriously? The guy who calls in the vehicle pays for it and actually had to skill into the whole loadout. In order to gain access to the large turrets you need to spec small turrets up to lvl 4 and then you are allowed to get the main gun. Oh yeah and dont forget the "other vehicles" which have at the moment the function of disposable taxis cause their small turrets are garbage. So you want to tell me that i first off have to spend millions of SP and then i spend 2.5 million for my sagaris just to see that some blueberry uses the main gun on my tank? Hell no. |
Zekain Kade
BetaMax. CRONOS.
1226
|
Posted - 2013.04.16 13:51:00 -
[7] - Quote
I have been able to play on both sides when it comes to vehicles vs AV. I'm able to use both tank types, and both lav types.
I have the ability to use prototype forges, proto swarm launchers, and standard-advanced AV grenades, and Ave flux grenades.
Vehicles are far too weak in this he right now. All it would take for me to kill a sagaris is 4-5 avd flux nades, and an avd swarm volly to put it down. I can fit all I need for that roll onto a raven suit. There is very little risk in involved on my side when I do that.
It would currently take me 5-6 vollies from a proto swarm launcher to kill a proto armor tank. If I were to upgrade the pro skill anymore, that number obviously shrink.
Forge guns are also death machines and used to fight anything. 4-5 shot for a shield tank. Then maybe 8 for an armor tank.
Tanks are supposed to be game chamgers.they are the things that push the front lines. but all I ever see them do is hide behind their team, and some massive object. It would be suicide to be aggressive against a non blueberry team. |
GeneralButtNaked
ZionTCD Legacy Rising
327
|
Posted - 2013.04.16 13:54:00 -
[8] - Quote
Do not make a driver position. I routinely destroy tanks when their pilot makes a mistake and clips an object of some sort.
Don't listen to dark cloud though, he is just a whiner for the other side of the coin. Look at him complain about someone spending 2 million SP into an AV weapon and doing well with it.
|
Sephirian Fair
ZionTCD Legacy Rising
49
|
Posted - 2013.04.16 13:55:00 -
[9] - Quote
In the current state, Tanks (nor dropships for that matter) have the tanking ability to warrant splitting up the driver and gunner. The reason why pilots are salivating at the mouth over these Assault Dropships is because they'll finally have control over their own destiny. They would need a massive defensive boost to compensate.
The reason why tanks dominate is because <.01% of Dust players have any AV skills and even fewer have Prototype level AV gear. They dominate pub matches, just like Heavies did in the early part of this build. Anyone coordinated squad with a dedicated AV specialist is going to absolutely wreck a lone tanker. No contest. Tanks require teamwork in their own right. They need spotters and communication to function properly and have efficient Infantry squad mates to eliminate HVT that pose a threat to the tank.
A tanker going alone is going to get wrecked by any squad effort. People put too much weight on the scores Tankers rack up going against Team Militia. It's a failure of matchmaking at that point, not the fault of the tank.
I agree with Point 3 and 4 of your blog, though. The Squad Lock and the Recover Asset function would be greatly appreciated across all vehicles. Another change is to increase or removal altogether the auto self-destruct function that vehicles possess after leaving the vehicle for a set amount of time. To make it less intensive, make it so Militia vehicles still have this functionality, but anything higher grade should NOT self-destruct.
"All this talk about how it should take teamwork to use a tank yet atm it takes no teamwork to take out a tank with AV since AV got buff after buff and vehicles got nerf after nerf so you can solo vehicles with ease"
While we disagree about the amount of teamwork it takes to destroy a tank, AV have received little to no changes in a long time. The Swarm Launcher is the only thing that has received significant changes over the past few builds, with it's mechanics changing greatly trying to balance it between its ability to hit tanks and dropships. Personally, I think the Swarm should be removed in favor of the Plasma Cannon and create a "Stinger" AV weapon that can properly balanced against aerial vehicles.
Correct me if I am wrong, but I believe the Forge Gun has NOT been touched since the World of Tanks Build a while back, where it received a huge nerf to its range (Going from Infinite to <200), which proved it to be utterly useless as an AV weapon and was buffed to back to have its current range. Outside of that, I am almost certain that the Forge Gun has received no changes since then. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
312
|
Posted - 2013.04.16 13:58:00 -
[10] - Quote
Completely awful. You should feel bad. |
|
Tolen Rosas
Kang Lo Directorate Gallente Federation
78
|
Posted - 2013.04.16 14:02:00 -
[11] - Quote
tanker butthurt strong this morning. +1 to this and especially crippling. |
Ninjanomyx
Imperfects Negative-Feedback
29
|
Posted - 2013.04.16 14:03:00 -
[12] - Quote
Dusters Blog wrote:'Its obvious to anyone who plays Dust 514 that its a shooter cut from a different mold than any you often see in the genre. Take snipers for instance, historically a one shot kill weapon in most games, in Dust, snipers are more of a 'wounding' weapon until leveled up considerably. Even then, the mechanics like scope sway and small clip size punish poor marksmen who seek out the sniper role as a means of getting easy kills with little risk. Racking up cheap kills just isnt going to happen. For this reason, the tank is puzzling. The Dust 514 HAV is easily the most dominant vehicle we have seen in the FPS landscape, it crushes new players and non-AV savvy veterans alike. AV fits almost have to be dedicated to their destruction or they can control an entire battlefield. Some of the fault lies on past shooters where players were trained that a specific amount of RPGs or mines would destroy or cripple a tank. This is anything but true in Dust where every tank experience is unique and each must first be identified, sized up and then focused on. We are curious why the decision was made to require team coordination to destroy a tank, but not to operate one.' read the rest here: http://tinyurl.com/d39jkey
Every "BLOG" you post only further solidifies yourself as the "Running Gag of New Eden". Why have you not yet quit attempting to feign being a Gamer??? And as a "Reporter" you spit more meaningless propaganda than FOX News..... Maybe Court Jester or Circus Clown better fit your Skillsets??? |
GeneralButtNaked
ZionTCD Legacy Rising
327
|
Posted - 2013.04.16 14:04:00 -
[13] - Quote
Tolen Rosas wrote:tanker butthurt strong this morning. +1 to this and especially crippling.
QFT. |
Prius Vecht
Red and Silver Hand Amarr Empire
46
|
Posted - 2013.04.16 14:10:00 -
[14] - Quote
The dark cloud wrote: lool another moron who wants that their militia swarm launcher should insta pop a sagaris. Just GTFO. i first off have to spend millions of SP and then i spend 2.5 million for my sagaris just to see that some blueberry uses the main gun on my tank? Hell no.
I was torn but after seeing poor logic like this, I support it. instapop? did we read the same thing? they didnt mention anything about nerfing the piece talks about separating the driver and gunner. Isnt this the same thing dropship pilots have to do? |
Ninjanomyx
Imperfects Negative-Feedback
29
|
Posted - 2013.04.16 14:17:00 -
[15] - Quote
Prius Vecht wrote:The dark cloud wrote: lool another moron who wants that their militia swarm launcher should insta pop a sagaris. Just GTFO. i first off have to spend millions of SP and then i spend 2.5 million for my sagaris just to see that some blueberry uses the main gun on my tank? Hell no.
I was torn but after seeing poor logic like this, I support it. instapop? did we read the same thing? they didnt mention anything about nerfing the piece talks about separating the driver and gunner. Isnt this the same thing dropship pilots have to do?
Dropship is to LAV.......... This Post is irrelevant. Wait 'till Gunships, Jets & Mechs hit & you will realize how utterly ignorant you sound today. |
Zekain Kade
BetaMax. CRONOS.
1226
|
Posted - 2013.04.16 14:30:00 -
[16] - Quote
Ninjanomyx wrote:Prius Vecht wrote:The dark cloud wrote: lool another moron who wants that their militia swarm launcher should insta pop a sagaris. Just GTFO. i first off have to spend millions of SP and then i spend 2.5 million for my sagaris just to see that some blueberry uses the main gun on my tank? Hell no.
I was torn but after seeing poor logic like this, I support it. instapop? did we read the same thing? they didnt mention anything about nerfing the piece talks about separating the driver and gunner. Isnt this the same thing dropship pilots have to do? Dropship is to LAV.......... This Post is irrelevant. Wait 'till Gunships, Jets & Mechs hit & you will realize how utterly ignorant you sound today. They will all be weaker then tanks, and would probably require less effort to kill them. |
BOZ MR
BurgezzE.T.F Orion Empire
66
|
Posted - 2013.04.16 14:31:00 -
[17] - Quote
The people who say tankers are butthurt are the people who are butthurt because of tankers.
|
The dark cloud
Seraphim Initiative. CRONOS.
1247
|
Posted - 2013.04.16 14:33:00 -
[18] - Quote
The assault dropship will probs be the direct counter against tanks. And do you guys know why? Cause a tank is not capable to shot anything thats flying stright above it. And sure crippling effect why dont we add that to dropsuits aswell? If i shot your right hand you are unable to use any kind of weapon at all. Makes perfect sense.... NOT! |
Moren DeKaza
OPERATIVES OF THE GOAT
1
|
Posted - 2013.04.16 14:33:00 -
[19] - Quote
I greatly agree with most of the blog however I do think that it might be relatively too late to change things now that everyone use to how the tanks run. If for example ccp had cut out the second small turret and left the 3 positions such as main turret, driver, and small turret, the tank would in my opinion would be even more effective than it already is and tank crews would be highly sought after commodities in new eden. For example the turrets concentrate on killing things and the drive focuses on keeping the tank alive and out of harms way. That i think is balanced and might even push tanks more firmly into their respective role as game changers but with more teamwork as far as running it properly. Also, damaging a tank or critically wounding it i think is all part of the strategy of taking it out, however i disagree with this point considering that in new eden there exists modules and equipment designed specifically for disabling ships and vehicles which will no doubt be introduced in the coming months.
Just my opinion, good thread though. |
Noc Tempre
Imperfects Negative-Feedback
1303
|
Posted - 2013.04.16 14:36:00 -
[20] - Quote
Want to know a secret? Combining the driver/main gunner actually makes the HAV significantly LESS powerful. |
|
BOZ MR
BurgezzE.T.F Orion Empire
66
|
Posted - 2013.04.16 14:36:00 -
[21] - Quote
The dark cloud wrote:Dusters Blog wrote:'Its obvious to anyone who plays Dust 514 that its a shooter cut from a different mold than any you often see in the genre. Take snipers for instance, historically a one shot kill weapon in most games, in Dust, snipers are more of a 'wounding' weapon until leveled up considerably. Even then, the mechanics like scope sway and small clip size punish poor marksmen who seek out the sniper role as a means of getting easy kills with little risk. Racking up cheap kills just isnt going to happen. For this reason, the tank is puzzling. The Dust 514 HAV is easily the most dominant vehicle we have seen in the FPS landscape, it crushes new players and non-AV savvy veterans alike. AV fits almost have to be dedicated to their destruction or they can control an entire battlefield. Some of the fault lies on past shooters where players were trained that a specific amount of RPGs or mines would destroy or cripple a tank. This is anything but true in Dust where every tank experience is unique and each must first be identified, sized up and then focused on. We are curious why the decision was made to require team coordination to destroy a tank, but not to operate one.' read the rest here: http://tinyurl.com/d39jkey lool another moron who wants that their militia swarm launcher should insta pop a sagaris. Just GTFO. And of course you need to specialise into AV to be efficent at it. And you havent seen the Ishukone assault forgegun on a proto heavy with tons of damage mods on it. That thing can deal 2000HP+ damage and thats allready with all the resistance added to it. Its more the other way around: a dedicated heavy forgegunner is capable to keep multiple tanks at bay. Whoever wrote that stupid article is a moron and probably never tried to use a tank vs decent infantry. Its extreme hard to keep a tank alive when facing decent players.Another thing is tanks are OB magnets. When people see a sagaris/surya on the field they want to see it dead And lol at seperating the main turret from the dirver. Dude seriously? The guy who calls in the vehicle pays for it and actually had to skill into the whole loadout. In order to gain access to the large turrets you need to spec small turrets up to lvl 4 and then you are allowed to get the main gun. Oh yeah and dont forget the "other vehicles" which have at the moment the function of disposable taxis cause their small turrets are garbage. So you want to tell me that i first off have to spend millions of SP and then i spend 2.5 million for my sagaris just to see that some blueberry uses the main gun on my tank? Hell no. +1
|
Zekain Kade
BetaMax. CRONOS.
1226
|
Posted - 2013.04.16 14:38:00 -
[22] - Quote
Moren DeKaza wrote:I greatly agree with most of the blog however I do think that it might be relatively too late to change things now that everyone use to how the tanks run. If for example ccp had cut out the second small turret and left the 3 positions such as main turret, driver, and small turret, the tank would in my opinion would be even more effective than it already is and tank crews would be highly sought after commodities in new eden. For example the turrets concentrate on killing things and the drive focuses on keeping the tank alive and out of harms way. That i think is balanced and might even push tanks more firmly into their respective role as game changers but with more teamwork as far as running it properly. Also, damaging a tank or critically wounding it i think is all part of the strategy of taking it out, however i disagree with this point considering that in new eden there exists modules and equipment designed specifically for disabling ships and vehicles which will no doubt be introduced in the coming months.
Just my opinion, good thread though. Have you even been in the drivers seat of a tank? You have no idea what you are talking about.
Nerfing tanks to oblivion will not make them mire tactical. It'll just make them useless. |
Sephirian Fair
ZionTCD Legacy Rising
50
|
Posted - 2013.04.16 14:45:00 -
[23] - Quote
The dark cloud wrote:The assault dropship will probs be the direct counter against tanks. And do you guys know why? Cause a tank is not capable to shot anything thats flying stright above it. And sure crippling effect why dont we add that to dropsuits aswell? If i shot your right hand you are unable to use any kind of weapon at all. Makes perfect sense.... NOT!
Well, to be fair Dark, it probably won't be as significant a weakness as it was before Missiles were nerfed. The Assault Dropship's turret will likely (Or should be) fixed and would probably be directly ahead of them. The wouldn't be able to aim straight down without risking dive bombing right into the tank.
If they are as mobile as some hope, it would be able to circle strafe a tank with ease and thus kill them. Still an advantage over the tank, but leaves the Pilot a lot less room for error if he messes up and the HAV gets a bead on him. If the conditions were favorable,even with current dropships, it would be incredibly easy to destroy current tanks. That's nothing new. Aerial Forces > Ground Armor. It will probably be that way until AA Turrets are released for HAV's. I say probably, because it's hard to trust CCP's track record with anything that flies. >.< |
Moren DeKaza
OPERATIVES OF THE GOAT
1
|
Posted - 2013.04.16 14:52:00 -
[24] - Quote
Zekain Kade wrote:Moren DeKaza wrote:I greatly agree with most of the blog however I do think that it might be relatively too late to change things now that everyone use to how the tanks run. If for example ccp had cut out the second small turret and left the 3 positions such as main turret, driver, and small turret, the tank would in my opinion would be even more effective than it already is and tank crews would be highly sought after commodities in new eden. For example the turrets concentrate on killing things and the drive focuses on keeping the tank alive and out of harms way. That i think is balanced and might even push tanks more firmly into their respective role as game changers but with more teamwork as far as running it properly. Also, damaging a tank or critically wounding it i think is all part of the strategy of taking it out, however i disagree with this point considering that in new eden there exists modules and equipment designed specifically for disabling ships and vehicles which will no doubt be introduced in the coming months.
Just my opinion, good thread though. Have you even been in the drivers seat of a tank? You have no idea what you are talking about. Nerfing tanks to oblivion will not make them mire tactical. It'll just make them useless.
I just believe that certain pieces of equipment shouldn't be run solo, and the majority of drivers do, at least when i kill them i only get one kill for the clone and 150 for the tank. Don't get me wrong, when people support the tank, it should dominate the field and they usually do. If anything, taking out the small turret and separating roles would actually make the tank more powerful when run by a good squad who works together. A tank that can strafe me while running from an orbital is even scarier than one with a driver who has to multi-task. |
The dark cloud
Seraphim Initiative. CRONOS.
1247
|
Posted - 2013.04.16 14:53:00 -
[25] - Quote
What people dont get is that the turret on dropships are inaccurate cause the driver/gunner position is seperated and causes some serious accuracy problems. on tanks however the turret allways hits regardless if moving or not. And dont forget that small blasters do have splash damage. Just wait till i rain death from above. Well having to decide if you go full on infantry or full on vehicles has some advantages. Like beeing aible to ditch all infantry related skills and put them into other vehicles. |
Garrett Blacknova
Codex Troopers
2517
|
Posted - 2013.04.16 15:24:00 -
[26] - Quote
Dusters Blog wrote:non-AV savvy veterans ...
...
Wait... you were serious? |
Knight SoIaire
Better Hide R Die
177
|
Posted - 2013.04.16 15:33:00 -
[27] - Quote
Guinevere Bravo wrote:Takahiro Kashuken wrote:
All this talk about how it should take teamwork to use a tank yet atm it takes no teamwork to take out a tank with AV since AV got buff after buff and vehicles got nerf after nerf so you can solo vehicles with ease
Your post was fine until this appeared, And the exageration was just too strong. Im running advanced swarms (Level 3 Swarm Launcher Skill) and to take a Gunlogi your going to need more than one (Madrugars i can solo). Or a lucky position were you can get above the tank an rain Packed AV nades on it. Both situations in Ambush maps arent very frequent. If you play Skirmish 24/7 then ofcoarse your going to get the tank if its not well equiped or does something stupid, in ambush with the bad spawns its one sided.
"I cant get my armour based weapon to take out a shield tank, buff swarm plz!?!"
Pretty much. Wait till Plasma Canons are introduced. |
Bones McGavins
TacoCat Industries
68
|
Posted - 2013.04.16 15:57:00 -
[28] - Quote
I love tank drivers complaining about AV. You are just bad at the game if you lose 1on1 to AV. All these complaints about packed AV.
WHY ARE YOU LETTING ME GET NEXT TO YOU WITH PACKED AV!?
Have some situational awareness. Use the tools given to you. You have scanners. Maybe you need to sacrifice some DPS or armor to equip one, but it will let you know when pesky AV is getting near you.
Tank drivers just want to be able to park and be invincible.
A tank that is bad, and just sits in one spot can be snuck up on and killed by 1 talented AV player.
A tank that is decent, but still just sits in one spot will kill 1 talented AV player, but will lose to a coordinated attack.
A tank that is good and actually moves is very difficult to kill even with a coordinated effort. Ranged AV dont do enough DPS to take them out before they get behind cover, and closer AV is hard to get in range for since they move a lot.
A tank that is good and has squad support is REALLY REALLY hard to kill even with a dedicated squad. AV weapons leave you exposed to sniper fire and AR/Lazer file. A shotgun scout near the tank will destroy any packed AV users who try to get close to throw it.
The problem with tank balance is that tankers lone wolf it and then complain AV is too strong. But then with even minimal squad support, AV is too weak. Being able to disable the tank from retreating would help a long way to balance this. AV doesnt need a buff. Hell, you can nerf close range AV but give ability to stop tanks from retreating and wed be fine.
TLDR: Long range AV is **** right now, close AV is OP, but with a good squad supporting a tank close AV has a hard time getting anything done. Thus, lone wolf tanks get destroyed by close AV, but squad supported tanks feel OP. |
Covert Clay
Red Star. EoN.
6
|
Posted - 2013.04.16 16:17:00 -
[29] - Quote
Takahiro Kashuken wrote: 3. Tanks like all vehicle assets should have locks that the operator can control preventing anyone from entering the driver seat or the vehicle GÇô yes it is needed.
+1 |
Prius Vecht
Red and Silver Hand Amarr Empire
46
|
Posted - 2013.04.16 16:32:00 -
[30] - Quote
BOZ MR wrote:The people who say tankers are butthurt are the people who are butthurt because of tankers.
doubt it. most organized groups counter tanks just fine. they dont OHK them but they dont run from them.
he's right tho. M1 Abrams has a 4man crew. kind of odd a dropship pilot cant fire but a tank driver can. |
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