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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. |
|
BOZ MR
BurgezzE.T.F Orion Empire
67
|
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
|
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.
|
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. |
|
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
|
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)
|
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 |
|
Rasatsu
Much Crying Old Experts
593
|
Posted - 2013.04.16 21:35:00 -
[61] - Quote
Sure OK.
Next; AV should require teamwork. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
80
|
Posted - 2013.04.16 21:59:00 -
[62] - Quote
the part about limited ammo for tanks the best part, thats crazy!!!! what do they have self replicating nanohives? there's no way rail tanks and missile tanks should spam away without ever needing ammo. blasters too. esp if lasers need ammo, no other energy weapon should have endless ammo. |
Goric Rumis
Dead Six Initiative
148
|
Posted - 2013.04.16 22:04:00 -
[63] - Quote
Rasatsu wrote:Sure OK.
Next; AV should require teamwork. Already implemented.
Next: Posting should require thinking. |
Bones McGavins
TacoCat Industries
78
|
Posted - 2013.04.16 22:04:00 -
[64] - Quote
It does. If any tank ever gets solo'd versus AV they are an idiot and should quit the game.
You have a speed advantage, a range advantage, a damage advantage, a health advantage. Not to mention the fact the AV is vulnerable to all sorts of other enemies while you are only vulnerable to AV.
Honestly, how are you dying to one AV unit?
I sometimes wonder if tankers dont realize the amount of AV units that take them on, and the amount of times those units died by other random guys in the process. Whenever I kill a tank its usually because 2 or 3 other guys were hitting it and I managed to get the last shot.
Usually if I do get a tank kill, its because i sprinted half way across the map to cut off the tanks retreat as soon as swarm or forgers start pelting it. Then i catch it as it comes around a corner, thinking its escaped the long range AV. But that requires the other couple AV units hitting it a bunch first, and then the tanker needs lack of squad support to allow me to get in the position (and be predictable in its escape, but most are). |
knight of 6
ZionTCD Legacy Rising
121
|
Posted - 2013.04.16 22:11:00 -
[65] - 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.
this argument is FABULOUS. cause, you know, i can solo a 500,000 isk tank with my 75,000 isk suit. AV total isn't killing tanks with ease. |
Mavado V Noriega
SyNergy Gaming EoN.
2766
|
Posted - 2013.04.16 23:30:00 -
[66] - 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.
lol ive been telling these ppl that exact thing this community is ********
PS: loldusters....all i gotta say on this latest "blog" |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.04.16 23:44:00 -
[67] - 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 +1 and /thread |
slypie11
Planetary Response Organisation
157
|
Posted - 2013.04.16 23:50:00 -
[68] - Quote
Nah, separating the driver and the gunner sounds dumb. I don't know it just does. I mean, dropships are meant to carry around infantry, not go directly into combat, but thats what tanks are supposed to do. I suggest adding a spotter seat. I do agree however that tankers are selfish and want to destroy entire teams of infantry, while infantry men are selfish and don't want to get completely murdered by tanks. So, make tanks cost less |
BOZ MR
BurgezzE.T.F Orion Empire
68
|
Posted - 2013.04.17 02:08:00 -
[69] - Quote
Goric Rumis wrote:Rasatsu wrote:Sure OK.
Next; AV should require teamwork. Already implemented. Next: Posting should require thinking. Where is AV teamwork? A guy throwing AV nades behind cover? Or the other dude that peek-a-booms swarms while standing behind cover? |
rebecca watson
Krusual Covert Operators Minmatar Republic
48
|
Posted - 2013.04.17 03:42:00 -
[70] - Quote
CCP Nerf Teamwork, Teamwork is OP. |
|
Gunner Nightingale
Internal Error. Negative-Feedback
537
|
Posted - 2013.04.17 06:20:00 -
[71] - Quote
The dark cloud wrote: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.
So you'll be ineffective in 2 vehicles instead of one?
Edit-Typical american |
Garrett Blacknova
Codex Troopers
2544
|
Posted - 2013.04.17 08:11:00 -
[72] - Quote
Goric Rumis wrote:Rasatsu wrote:Sure OK.
Next; AV should require teamwork. Already implemented. Next: Posting should require thinking. If you want to be serious, BOTH sides require teamwork.
A smart player can keep a tank alive without help from their teammates, but they won't achieve much, if anything for their team without help. A smart AV player can solo a lower-tier tank, but only if their teammates keep the infantry at bay.
AV requires teamwork unless the tank is bad. Tanks require teamwork unless THE ENTIRE ENEMY TEAM is bad. |
CommanderBolt
Anonymous Killers Mercenary Corporation
2
|
Posted - 2013.04.17 08:33:00 -
[73] - Quote
As a regular user of tanks, I can tell you they die often!
Like I have said before on these forums, the Tanks require at least gunner or two to really be effective, same as to REALLY be effective at KILLING a tank you might need a few guys working in a squad together.
When this happends its very hard to keep my tanks alive and I usually run full armor tank fit.
OH yea and how about orbitals? They decimate tanks as long as they are dropped correctly. No if anything tanks are underpowered! |
Takahiro Kashuken
Red Star. EoN.
244
|
Posted - 2013.04.17 10:37:00 -
[74] - Quote
Goric Rumis wrote: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.
Im an awesome tank driver, im also pretty good with AV and have solo'd a fair few tanks
I play both sides of the coin and it is easy to keep a tank away |
Eurydice Itzhak
Militaires Sans Jeux
2
|
Posted - 2013.04.17 13:18:00 -
[75] - Quote
All of my SP so far invested solely into tanks. I will be respeccing when Uprising comes unless vehicles are changed. We are simply too easy to be locked down or killed. (Skirmish only experience. Vehicles in Ambush sounds HIGHLY imbalanced to me due to the crap spawns.)
Know what would be fair? if it required similar SP or ISK investment in AV to take down a tank. If I've got 4m sp into tanks it should take that much in AV to kill me. Thats like what, 4 Proto AV?
"But, that's not fair!" you cry.
I have ALL of my SP invested into tanks. if I'm spending 700k-1.7m on a vehicle with millions of SP invested into it, I should NOT be able to be locked down by ONE dedicated AV. He spent 1m SP on AV and 100k on a suit. Where's the fairness in that? He also has the ability to switch to other suits designed for other things.
I do not have that luxury because it requires all that SP into tanking to be halfway viable. if I'm not in a tank, im using merc gear.
tl;dr: Make AV require more SP/ISK, make tanks requires less SP/ISK, or make it so it takes a cumulative amount of SP/ISK in av to take down a tank (4m sp spread across 4 people to take down a 4m sp tank, 4m sp spread across 2 people to take down a 4m sp tank). |
Bones McGavins
TacoCat Industries
82
|
Posted - 2013.04.17 14:23:00 -
[76] - Quote
Fun fact, it takes more SP to get to logistics LAV than it does to the current highest tier tanks.
Its funny that you never see LAV or dropship users complaining. Why is that? They take just as much SP and ISK to use as tanks, and are pretty much just support units. They can die super easy (neither have the PGU to use heavy shield or armor and dropships are much easier to get LOS on).
Why do tanks complain that their killing machines are quite as effecient bang for buck as it could be, but LAV and Dropship users dont mind spending just as much SP and ISK to simply be a support role and have fun?
What tankers need to realize is you arent going to get a 1:1 ratio in SP/ISK investment to game impact. The reason being, that system would make it impossible for new players to compete.
A proto suit worth 10X as much as my starter gear is still easy for me to kill if I get the drop. So despite the fact that a smart tanker who is constantly mobile is pretty much immortal in the current game, tankers still complain that a 70K unit can kill their 500k? Well duh. Someones 200K proto suit easily dies by my free starter gear if I play right. Plus, the tank usually at least has enough time to react, headshots from my scrambler pistol will kill most proto suits before they can even do ANYTHING AT ALL.
This game is not meant for you to be able to BUY your way to victory. You buy an advantage, which tanks OBVIOUSLY have. |
Eurydice Itzhak
Militaires Sans Jeux
2
|
Posted - 2013.04.17 14:36:00 -
[77] - Quote
Bones McGavins wrote:Fun fact, it takes more SP to get to logistics LAV than it does to the current highest tier tanks.
Its funny that you never see LAV or dropship users complaining. Why is that? They take just as much SP and ISK to use as tanks, and are pretty much just support units. They can die super easy (neither have the PGU to use heavy shield or armor and dropships are much easier to get LOS on).
Why do tanks complain that their killing machines are quite as effecient bang for buck as it could be, but LAV and Dropship users dont mind spending just as much SP and ISK to simply be a support role and have fun?
What tankers need to realize is you arent going to get a 1:1 ratio in SP/ISK investment to game impact. The reason being, that system would make it impossible for new players to compete.
A proto suit worth 10X as much as my starter gear is still easy for me to kill if I get the drop. So despite the fact that a smart tanker who is constantly mobile is pretty much immortal in the current game, tankers still complain that a 70K unit can kill their 500k? Well duh. Someones 200K proto suit easily dies by my free starter gear if I play right. Plus, the tank usually at least has enough time to react, headshots from my scrambler pistol will kill most proto suits before they can even do ANYTHING AT ALL.
This game is not meant for you to be able to BUY your way to victory. You buy an advantage, which tanks OBVIOUSLY have.
I don't know a single person spec'd into LAVs. Dropships and LAVs have their own issues that I can't comment on because I don't pilot/drive them.
Most of your post just shows how little experience you have with the situation. a 500k tank is a Militia tank. a 70k unit can completely lock down a 1.7M tank.
Tanks are EXTREMELY fragile entities. Most tank "tactics" are compromised of "Do I run when someone gets within 30 feet of me, or 40?"
EDIT: Ate my post, hopefully this edit puts it back to normal. |
Bones McGavins
TacoCat Industries
82
|
Posted - 2013.04.17 14:44:00 -
[78] - Quote
A 70K unit cant touch a 1.7M tank by itself. How can it? If a ranged AV unit has LOS on you, you have LOS on it, if its using AV nades, MOVE. One unit will only own your tank if you suck horribly.
Meanwhile a free sniper can safely, without danger, kill a proto suit before it knows what hit it, regardless of how skilled that proto user is.
Which is more "unfair?" |
GeneralButtNaked
ZionTCD Legacy Rising
340
|
Posted - 2013.04.17 14:57:00 -
[79] - Quote
Eurydice Itzhak wrote:
Know what would be fair? if it required similar SP or ISK investment in AV to take down a tank. If I've got 4m sp into tanks it should take that much in AV to kill me. Thats like what, 4 Proto AV?
Forge Gun Operations 5 621,840 SP Forge Gun Proficiency 5 1,554,600 Heavy weapon upgrade 5 932,000 SP Heavy weapons upgrade Prof 5 1,865,520 Grenadier level 4 621,840 SP
That is 4.6 mill without a suit, armor, armor repairers and any other modules you choose to fit.
So when you consider that i have less health, less mobility, can be attacked by small arms fire, can be run over by LAVs, etc. How exactly is it unfair for me to work over a standard tank?
Tankers need to accept the fact that they are not the only specialists in Dust. Some people have specced right into AV with the sole intention of ripping vehicles apart. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
82
|
Posted - 2013.04.17 16:19:00 -
[80] - Quote
Ydubbs81 RND wrote: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.
QFT |
|
Eurydice Itzhak
Militaires Sans Jeux
3
|
Posted - 2013.04.17 17:15:00 -
[81] - Quote
GeneralButtNaked wrote:Eurydice Itzhak wrote:
Know what would be fair? if it required similar SP or ISK investment in AV to take down a tank. If I've got 4m sp into tanks it should take that much in AV to kill me. Thats like what, 4 Proto AV?
Forge Gun Operations 5 621,840 SP Forge Gun Proficiency 5 1,554,600 Heavy weapon upgrade 5 932,000 SP Heavy weapons upgrade Prof 5 1,865,520 Grenadier level 4 621,840 SP That is 4.6 mill without a suit, armor, armor repairers and any other modules you choose to fit. So when you consider that i have less health, less mobility, can be attacked by small arms fire, can be run over by LAVs, etc. How exactly is it unfair for me to work over a standard tank? Tankers need to accept the fact that they are not the only specialists in Dust. Some people have specced right into AV with the sole intention of ripping vehicles apart.
I would LOVE if it took that much SP to counter me. as it stands, it only takes the 621k to FGO to 5 to get advanced level AV which is all that's required.
EDIT: Weaponry (1x) Level 5 Forge Gun Operation (2x) Level 2
That's all it takes to get Assault Forge Guns. Just Sayin. |
GeneralButtNaked
ZionTCD Legacy Rising
340
|
Posted - 2013.04.17 18:23:00 -
[82] - Quote
Eurydice Itzhak wrote:
I would LOVE if it took that much SP to counter me. as it stands, it only takes the 621k to FGO to 5 to get advanced level AV which is all that's required.
EDIT: Weaponry (1x) Level 5 Forge Gun Operation (2x) Level 2
That's all it takes to get Assault Forge Guns. Just Sayin.
If one guy with a standard assault forge can kill you, you are not a tanker, and should go infantry on the respec.
Just because you have wasted SP on tanks skills doesn't mean that you know what you are doing.
Which if you are getting popped by solo forge gunners who haven't spent a boatload of SP is exactly what is the case.
Learn to tank before you complain about AV.
|
Eurydice Itzhak
Militaires Sans Jeux
3
|
Posted - 2013.04.17 18:52:00 -
[83] - Quote
GeneralButtNaked wrote: If one guy with a standard assault forge can kill you, you are not a tanker, and should go infantry on the respec.
Just because you have wasted SP on tanks skills doesn't mean that you know what you are doing.
Which if you are getting popped by solo forge gunners who haven't spent a boatload of SP is exactly what is the case.
Learn to tank before you complain about AV.
Not kill, but remove me from the conflict. Please read previous posts before responding again. |
Kushmir Nadian
Valor Coalition RISE of LEGION
153
|
Posted - 2013.04.17 19:01:00 -
[84] - Quote
LOL! Agree with YDubbs and General here. The engagement is weighted considerably to the tanks advantage (as it should be) i've willingly died countless times to add to the damage on a tank--most have. Most AV specialists will die multiple times in the pursuit of a tank kill. Tell me more about this fantasy world where the mere sight of the slowest soldier on the battlefield causes tanks to run in fear...
Complaining about one fat suit with a tier 2 assault forge?
MY GOD. Please make yourself useful, pick up a sniper rifle and find the nearest red line. |
Kushmir Nadian
Valor Coalition RISE of LEGION
153
|
Posted - 2013.04.17 19:02:00 -
[85] - Quote
repost |
Eurydice Itzhak
Militaires Sans Jeux
3
|
Posted - 2013.04.17 19:09:00 -
[86] - Quote
Kushmir Nadian wrote:LOL! Agree with YDubbs and General here. The engagement is weighted considerably to the tanks advantage (as it should be) i've willingly died countless times to add to the damage on a tank--most have. Most AV specialists will die multiple times in the pursuit of a tank kill. Tell me more about this fantasy world where the mere sight of the slowest soldier on the battlefield causes tanks to run in fear...
Complaining about one fat suit with a tier 2 assault forge?
MY GOD. Please make yourself useful, pick up a sniper rifle and find the nearest red line.
ADV forge is something to fear. Two people with adv forges is gg for your tank.
However, one assault forge can force a Sniping Sagaris to retreat. That Sagaris is no longer part of the battlefield.
Anyone who is an "AV specialist" has NO issues removing tanks from combat/destroying them. The problem is it is EXTREMELY cheap SP wise to become an "AV specialist."
My main is Eurydice Itzhak. I have about 4m SP into tanking and tanking alone.
My alt is I Kill Tanks. I have almost 2m SP into AV, with some more put into general infantry.
I Kill Tanks is far more effective at anti vehicle than Eurydice is at being an effective tanker despite the vast SP difference. Also I Kill Tanks can switch to a decent fit for combat if no tanks present themselves. |
I Kill Tanks
Storm Wind Strikeforce Caldari State
0
|
Posted - 2013.04.17 19:10:00 -
[87] - Quote
Killing tanks is easy. |
Bones McGavins
TacoCat Industries
83
|
Posted - 2013.04.17 19:11:00 -
[88] - Quote
Mathmatically, I dont remotely understand how the jump from standard to advanced forge could be that different. Its like a few 100 HP. Against a unit that has what, 8K? EDIT: I mean, i get the difference between standard versus assault, assault clealry does a signifigant amount of DPS more than standard. But how much more per shot does a higher teir assault do? |
Eurydice Itzhak
Militaires Sans Jeux
3
|
Posted - 2013.04.17 19:16:00 -
[89] - Quote
Bones McGavins wrote:Mathmatically, I dont remotely understand how the jump from standard to advanced forge could be that different. Its like a few 100 HP. Against a unit that has what, 8K? EDIT: I mean, i get the difference between standard versus assault, assault clealry does a signifigant amount of DPS more than standard. But how much more per shot does a higher teir assault do?
The damage difference from a recruit rifle to a GEK is 1.5 I believe. Everyone notices (and loves) that jump. |
Bones McGavins
TacoCat Industries
83
|
Posted - 2013.04.17 21:44:00 -
[90] - Quote
In the 2.5 seconds it takes to fire a round of the forge gun (and get a 126 damage bonus from the upgrade to a tank which is like 1% of the health of the tank you are fighting) you get 46.875 extra damage from the upgrade from AR to gek. That is like 20% the health of some scouts, like 10% the health of most units, and 5% the health of unit with a lot of health.
So you can see how that jump would be more impactful... |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
268
|
Posted - 2013.04.17 22:00:00 -
[91] - Quote
Assuming all Vs in related skills and 2x complex damage mods it takes 5 hits from an assault forge to kill an 8k eHP HAV. With a DAU-2 Assault forge it takes 4 hits. It's only a 10% increase in damage per hit, but it reduces the hits-to-kill by 20%.
Plus, if I recall correctly, forge guns have a four-shot magazine. That means you don't have to reload to kill the HAV if you're using the DAU-2.
So yeah, there's definitely a reason to move up to the next one. |
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