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BOZ MR
BurgezzE.T.F Orion Empire
67
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Posted - 2013.04.16 16:43:00 -
[31] - Quote
Prius Vecht wrote: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. If we are making real life references, let me tell you that there is not a single case of a tank destroyed by any kind of grenade. M1 Abrams has computers that are installed inside that assist you to find enemy infantry, vehicles, aircrafts. M1 Abrams has infra-red scope that lets you see and shoot infantry or vehicle that are a few km away with pin-point accuracy by calculating projectile mass, speed, wind, environmental factors, pressure. M1 Abrams can go 50+km/h but in game tanks can go only half the speed of Abrams. Do you want me to go on? |
howard sanchez
Zumari Force Projection Caldari State
495
|
Posted - 2013.04.16 16:53:00 -
[32] - Quote
Sephirian Fair wrote: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. QFT. Very good post. Worth the read. |
howard sanchez
Zumari Force Projection Caldari State
495
|
Posted - 2013.04.16 17:00:00 -
[33] - Quote
Bones McGavins wrote: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. Bones, the new SunTzu of armored war. Bad thread turning great! |
Prius Vecht
Red and Silver Hand Amarr Empire
46
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Posted - 2013.04.16 18:07:00 -
[34] - 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.
here we go with the whining. no nerfs were mentioned, not a single one. only separating the driver and main gun. if the tank is useless its only because the operator is.
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ReGnUM Public Relations
Imperfects Public Relations
126
|
Posted - 2013.04.16 18:13:00 -
[35] - Quote
+1 GNN
If a tank can dominate a battlefield then I should also be able too.
NERF UM CCP |
Comissar Skelus
Subdreddit Test Alliance Please Ignore
31
|
Posted - 2013.04.16 18:23:00 -
[36] - Quote
GeneralButtNaked wrote: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.
Speaking from experience from having my madrudgar clipped with you breathing down my neck.... |
Takahiro Kashuken
Red Star. EoN.
237
|
Posted - 2013.04.16 18:24:00 -
[37] - Quote
Prius Vecht wrote: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. here we go with the whining. no nerfs were mentioned, not a single one. only separating the driver and main gun. if the tank is useless its only because the operator is.
Its a nerf and complicated since who trains up the turret skills now?
Its like saying lets make the FG and SL a 2man operation, one to hold it and the other to pull the trigger in fact thats a good idea lets make it so |
Kushmir Nadian
Valor Coalition RISE of LEGION
153
|
Posted - 2013.04.16 18:26:00 -
[38] - Quote
+1 great suggestion. Especially the limited ammo.
Interesting to see all the tears about this. Shows who has the tanks so THEY can dominate versus the tank itself dominating.The funniest part? Their problem isnt because the tank wouldn't get kills...
But because THEY wouldn't.
This suggestion exposes the "me first" nature of most shooters. Shows the difference between dropship pilots and tanks as well. |
Comissar Skelus
Subdreddit Test Alliance Please Ignore
31
|
Posted - 2013.04.16 18:29:00 -
[39] - Quote
Although i'm guilty of parking my madrudgar on the southside of line harvest and sniping with an 80GJ, I do understand that even organized AV Can be thwarted simply by the tank being in constant motion, as well as having a vigilant crew of gunners.
A tank in constant motion with two great gunners and a logi riding on the back with a rep is nigh undefeatable |
Goric Rumis
Dead Six Initiative
148
|
Posted - 2013.04.16 18:35:00 -
[40] - Quote
My personal feeling:
1. Tanks should receive a teamwork buff. The unfortunate reality is that they need to be balanced as if only one person is inside, because they can be operated effectively with only one person. If three people are inside, it's substantially underpowered. The solution is for the HAV (or dropship, or LAV) to scale its effectiveness based on the entire crew (meaning pilots and turret ops, not including passengers). Currently the scaling is based solely on the ability to use more turrets. With some turret op support skills, and maybe even a turret operator dropsuit, you could increase resistances, add functionality, and/or increase the effectiveness of the turrets.
2. Some of the SP burden should be shifted off the tank driver and onto the turret ops. You'll still need some skill to fit turrets, but as it stands it doesn't matter whether you have a complete newbie in the turret or a vet with millions of SP in terms of the raw effectiveness of the turret. I think it should require skill to even operate a turret, but that may be extreme. But you should definitely have the operator--not the driver--skilling into the vehicle equivalents of weapon proficiency, sharpshooter, rapid reload, etc.
Just throwing some ideas out there.
Bones McGavins wrote: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. QFT. People talk about "AV" as though all AV is created equal. Currently, it seems to me that unspecialized AV (grenades) is more effective than specialized AV (swarms and forge guns). That throws the balance way off. |
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Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
120
|
Posted - 2013.04.16 18:36:00 -
[41] - Quote
Yall are only mad at about 5% of the tanker population. Let's face it: most tanks are poorly piloted and die quickly. Even if drivers and gunners were seperate, certain tank crews would be even more unstoppable. Some guys can navigate a tank through urban mine infested terrain at top speed. Others can railgun snipe 8 guys in 8 seconds at point blank. Others provide situational awareness that enables a sica to solo a surya. If these roles were seperated, tank crews would become nothing short of legendary. Seperate roles if u want, but know that you are only spelling out your own doom bc the tankers make the tank, not the other way around. |
Takahiro Kashuken
Red Star. EoN.
237
|
Posted - 2013.04.16 18:38:00 -
[42] - Quote
Kushmir Nadian wrote:+1 great suggestion. Especially the limited ammo.
Interesting to see all the tears about this. Shows who has the tanks so THEY can dominate versus the tank itself dominating.The funniest part? Their problem isnt because the tank wouldn't get kills...
But because THEY wouldn't.
This suggestion exposes the "me first" nature of most shooters. Shows the difference between dropship pilots and tanks as well.
Wrong on so many levels
I dont mind if im just a driver, i did it in MAG quite a bit regulary getting over 100 assists as the guy in a main gun got over 100kills and kept the APC safe from AV
My problem is that its too complicated right now to split driver and gunner apart for the main cannon along with other problems
Who has the turret skills? does the driver need them so he can fit it? what about who buys the turret? does the driver and gunner need the same skills at the same lvl? plus we dont have a locking mechanism so johnny bluedot can jump in and like a ****** spam the turret at the MCC for the next 30min
It wont work, currently the driver of the tank has to dump all his SP into it so it can basically survive to begin with, the gunner put nothing towards the vehicle at all and plus we as vehicle drivers cannot control who gets in the tank to begin with
Everything is on the driver to keep the tank alive while he takes care of threats to the team and the tank
Everyone cries about wanting it to take teamwork to use a tank but what using teamwork to destroy a tank when it currently takes 1 AV guy to put the fear of god into him let alone whack him since hes a moving WP pinata, oh no cant say that ppl like to destroy tanks solo with as little SP put into AV as possible
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Casius Hakoke
Fenrir's Wolves
71
|
Posted - 2013.04.16 18:49:00 -
[43] - Quote
Charlotte O'Dell wrote:Yall are only mad at about 5% of the tanker population. Let's face it: most tanks are poorly piloted and die quickly. Even if drivers and gunners were seperate, certain tank crews would be even more unstoppable. Some guys can navigate a tank through urban mine infested terrain at top speed. Others can railgun snipe 8 guys in 8 seconds at point blank. Others provide situational awareness that enables a sica to solo a surya. If these roles were seperated, tank crews would become nothing short of legendary. Seperate roles if u want, but know that you are only spelling out your own doom bc the tankers make the tank, not the other way around.
Quoted for truth. Your right, doesn't really matter because a good tanker and squad in a militia tank can easily over come others in even the most advanced equipment if they don't really know how to use it effectively. |
Covert Clay
Red Star. EoN.
6
|
Posted - 2013.04.16 19:00:00 -
[44] - Quote
Guys calm down. They sent going to desperate the tank roles so that 1 guy drives and the other operates the main cannon. BF3 didn't do this and those tanks weren't considered overpowered. The tanks on BF3 even have IR smoke. |
rebecca watson
Krusual Covert Operators Minmatar Republic
48
|
Posted - 2013.04.16 19:02:00 -
[45] - Quote
I can't believe I'm replying to this and resurrecting it, but:
Lone tanking is very risky, and while you can pull it off some of the time, you will lose many vehicles.
Solo AV'ing is risky, and while you'll pull off kills some of the time, you'll lose many vehicles that get away.F
Teamwork buffs both sides. Feature working as intendedGäó |
Goric Rumis
Dead Six Initiative
148
|
Posted - 2013.04.16 19:04:00 -
[46] - Quote
Takahiro Kashuken wrote:Who has the turret skills? does the driver need them so he can fit it? what about who buys the turret? does the driver and gunner need the same skills at the same lvl? plus we dont have a locking mechanism so johnny bluedot can jump in and like a ****** spam the turret at the MCC for the next 30min
It wont work, currently the driver of the tank has to dump all his SP into it so it can basically survive to begin with, the gunner put nothing towards the vehicle at all and plus we as vehicle drivers cannot control who gets in the tank to begin with If you can actually separate the driver from the turret gunner, then what you're asking is the easy part. We're going to get a locking mechanism. One could relatively easily create a mechanism to kick people out of a seat. It's not something that currently exists, but neither is the separation of gunner and driver we're discussing. All of these mechanisms can be implemented simultaneously.
As for skills, I don't see a problem with shifting some of the skill dependency onto the turret operator, so the person who fits it needs certain skills to fit it at all, but the effectiveness will also be very dependent on the person operating it. This requires some rework of the skill system, but it can be done in a very fair and meaningful fashion.
Takahiro Kashuken wrote:Everyone cries about wanting it to take teamwork to use a tank but what using teamwork to destroy a tank when it currently takes 1 AV guy to put the fear of god into him let alone whack him since hes a moving WP pinata, oh no cant say that ppl like to destroy tanks solo with as little SP put into AV as possible Either you're upset at the moment, and expressing your feelings without thinking them through, or you're just terrible at driving a tank. There is literally no other way you would actually believe what you just said. Maybe you should try a different specialization. Try playing AV for some perspective. |
Garrett Blacknova
Codex Troopers
2534
|
Posted - 2013.04.16 19:09:00 -
[47] - Quote
I remember in closed beta, there was a discussion about the main gun on a tank being operated independent of the driver...
I also remember it got shot down because a key part of the balance for tanks is their reliance on the main turret's facing being the same as the tank's facing. It's difficult - impossible for most - to navigate the map while facing too far off your directon of travel. This reliance on the driver's facing leaves tanks with certain "blind spots" in which they can't shoot effectively while moving. If you separate the turret from the driver, you remove these blind spots, and in turn remove any chance that AV infantry have to reach effective firing positions.
(yes, this is similar to Charlotte O'Dell's comment at the top of this page, and +1 to her) |
Lord-of-the-Dreadfort
The Lions Guard
7
|
Posted - 2013.04.16 19:13:00 -
[48] - Quote
Takahiro Kashuken wrote: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
ahem, the swarm launcher got a huge re-make, and the FG got nerfed long ago. it takes a pack of AV mercs to pop a good tanker. an amazing one takes an entire team to kill (experince from pub matches)
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Goric Rumis
Dead Six Initiative
148
|
Posted - 2013.04.16 19:17:00 -
[49] - Quote
rebecca watson wrote:I can't believe I'm replying to this and resurrecting it, but:
Lone tanking is very risky, and while you can pull it off some of the time, you will lose many vehicles.
Solo AV'ing is risky, and while you'll pull off kills some of the time, you'll lose many vehicles that get away.F
Teamwork buffs both sides. Feature working as intendedGäó My problem is that the effectiveness of the tank doesn't scale to the number of people inside. Some tanks are just a little too tough for only one person to be operating them (SOME tanks, not all, and I think this is just because people have figured out how to fit them really, really well), but none of the tanks that I've seen get substantially improved performance from having additional gunners.
Consequently, I don't see this as a "nerf tanks" idea, I see it as a "buff teamwork" idea. Tanks are fine as they are for solo players, because everyone has been driving them solo and so that's how they've been balanced. Not to mention you can't specialize into turret operation--all you can do is jump in, at which point neither your SP skills nor your equipment matter.
I don't know, maybe this is only my impression because I feel like an add-on when I'm operating a tank turret, like I'm just along for the ride. Could be that drivers more experienced with teamwork can utilize the turret ops with increased effectiveness. |
Kushmir Nadian
Valor Coalition RISE of LEGION
153
|
Posted - 2013.04.16 19:21:00 -
[50] - Quote
Takahiro Kashuken wrote:Kushmir Nadian wrote:+1 great suggestion. Especially the limited ammo.
Interesting to see all the tears about this. Shows who has the tanks so THEY can dominate versus the tank itself dominating.The funniest part? Their problem isnt because the tank wouldn't get kills...
But because THEY wouldn't.
This suggestion exposes the "me first" nature of most shooters. Shows the difference between dropship pilots and tanks as well. Wrong on so many levels I dont mind if im just a driver, i did it in MAG quite a bit regulary getting over 100 assists as the guy in a main gun got over 100kills and kept the APC safe from AV My problem is that its too complicated right now to split driver and gunner apart for the main cannon along with other problems Who has the turret skills? does the driver need them so he can fit it? what about who buys the turret? does the driver and gunner need the same skills at the same lvl? plus we dont have a locking mechanism so johnny bluedot can jump in and like a ****** spam the turret at the MCC for the next 30min It wont work, currently the driver of the tank has to dump all his SP into it so it can basically survive to begin with, the gunner put nothing towards the vehicle at all and plus we as vehicle drivers cannot control who gets in the tank to begin with Everything is on the driver to keep the tank alive while he takes care of threats to the team and the tank Everyone cries about wanting it to take teamwork to use a tank but what using teamwork to destroy a tank when it currently takes 1 AV guy to put the fear of god into him let alone whack him since hes a moving WP pinata, oh no cant say that ppl like to destroy tanks solo with as little SP put into AV as possible
You sure Snake? Because you only "really" complained about separating the gunner and driver.
You didn't really like the disabled stuff but basically agreed with everything else.
I dont really buy the "gotten used to it" excuse people are making either. I'm really good at driving LAVs in Dust but they are changing the driving system. Do you see me complaining about EZ mode, "I'm used to what we have" or casual or anything like that? Used to it? Good. Go ahead and get "used to" the new system? SIMPLE.
In the end the driving system is being improved as a whole and thats whats important. Not me being part of some little club of people who claim we are elite drivers so we can feel special.
Its all about progress. Tanks crews would be better...NOT WORSE. |
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Bones McGavins
TacoCat Industries
78
|
Posted - 2013.04.16 19:36:00 -
[51] - Quote
Even right now, I cant imagine how deadly tanks would be if they had crew manning the smaller turrets. Imagine me with my AV nades running at a tank that actually had folks on the smaller turret, theyd be chomping at the bits for a chance to shoot something and I'd be a perfect target. Small turrets arent great, but theyd make mince meat of of a scout sprinting at you...
Honestly the balance for AV nades is already there, and it involves having the other seats filled. (Ill mentioned active scanners again too...but maybe those are bugged since nobody uses them?).
I worry for the day tanks actually have gunners. Or hell, even just a fatsuit sitting there waiting to pop out and HMG any AV unit who gets too close. Would destroy a lot of my current AV plans... |
Sloth9230
Reaper Galactic
892
|
Posted - 2013.04.16 19:50:00 -
[52] - Quote
Why can I not man my own LAVs turret? Why da fuq is the driver even exposed?
Let me shoot my own turret dammit! |
Garrett Blacknova
Codex Troopers
2536
|
Posted - 2013.04.16 19:56:00 -
[53] - Quote
Sloth9230 wrote:Why da fuq is the driver even exposed? Because of how much fun it is to sidestep your LAV and shoot you in the face with my Shotgun...
...well, maybe not YOU, but I've done it to other people, and it's always satisfying. I think I've only seen your LAV at long range while I have a Swarm Launcher. |
noob 45
Syndicate of Gods
45
|
Posted - 2013.04.16 20:02:00 -
[54] - Quote
Tanks are so OP that a number of good tankers have expressed that they will likely not train up in tanks right away when given the option to respec. |
Sloth9230
Reaper Galactic
892
|
Posted - 2013.04.16 20:03:00 -
[55] - Quote
Garrett Blacknova wrote:I think I've only seen your LAV at long range while I have a Swarm Launcher. Always ruining my fun man all I wanted was some strawberry jam |
Garrett Blacknova
Codex Troopers
2536
|
Posted - 2013.04.16 20:07:00 -
[56] - Quote
Sloth9230 wrote:Garrett Blacknova wrote:I think I've only seen your LAV at long range while I have a Swarm Launcher. Always ruining my fun man all I wanted was some strawberry jam And all I wanted was some pretty fireworks.
We can't all get what we want.... but I did. |
Noraa Anderson
Nox Aeterna Security
188
|
Posted - 2013.04.16 20:48:00 -
[57] - Quote
Meh, CCP devs probably couldn't even code this if they wanted to implement it. Just give us better maps that don't leave infantry flat out in the open for easy tank raep. |
Sylwester Dziewiecki
BetaMax. CRONOS.
38
|
Posted - 2013.04.16 21:01:00 -
[58] - 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
Dusters Blog wrote:require team coordination to destroy a tank Are you ****** kidding me?! Two guys with proto swarms can eat Surya with best tank in game without problems. Best plate, 3x hardeners 25% and best ARU not gone safe your tank, so wtf are you telling? Another bullsh!tblog, just die already |
Ydubbs81 RND
Ahrendee Mercenaries
1050
|
Posted - 2013.04.16 21:15:00 -
[59] - Quote
A lot of gou guys are talking theoretics. Sure, on paper it taakes 4-5 shots forge shots.....or, maybe 6 proto grenades, or 4-5 flux grenades, etc to destroy a tank. But it is easier said than done.
A good tanker isn't going to sit there and allow you to hit him. They drive around....they use cover. Ok, as a forge gunner, you have to find a good elevated spot or runn close to the tank. With grenades...you have to get close enough to the tank and hope the tank doesn't kill you. For swarm launchers and forges, you are vulnerable to infantry. It is not easy., in the slightest, to kill a good tank with a good tank driver. You may die 3 or 4 times in the process. In order for that tank to go boom really fast....you need teamwork.
And that is my point....I don't want the powers at be to read posts like these and be misinformed. |
Ydubbs81 RND
Ahrendee Mercenaries
1050
|
Posted - 2013.04.16 21:16:00 -
[60] - Quote
Sylwester Dziewiecki 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 Dusters Blog wrote:require team coordination to destroy a tank Are you ****** kidding me?! Two guys with proto swarms can eat Surya with best tank in game without problems. Best plate, 3x hardeners 25% and best ARU not gone safe your tank, so wtf are you telling? Another bullsh!tblog, just die already
"Two" implies teamwork |
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