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Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
128
|
Posted - 2013.04.20 14:12:00 -
[1] - Quote
http://www.reddit.com/r/dust514/comments/1ckz34/dust_514_developer_ama/c9j2cax
Tanks are completely broken- Yesterday, to create a tank that could survive more than 3 minutes in open combat, without retreating to the red line to snipe, I had to lay down 3 azeotropic shield extenders, 2 heavy azeotropic shield extenders, and 3 local PG upgrades, coming out to a total just under 10,000. I am NO scrub tanker, and I was still getting wrecked on the basis that I had to give up and ability to damage other tanks, regen, or move fast (Yes, I use a keyboard). A tank shouldnt have to give up everything to be a true tank. People complain about railgun snipers, but then ask to buff AV/nerf tanks, more. I, and the rest of the truly skilled tanking community, have found that railgun sniping is the only way to make a profit with tanks in pub matches, without pulling Suryas and Sagarises, which give anyone without Ishukones and Gastun's a chance in hell of getting a single kill, and if we lose one of those, we're set back about a week for ISK. AV needs a serious nerf, or ALL vehicles need a huge buff because as of now, only proto tanks running a full tanked fit can survive more than 5 seconds (bc assault forge charge time is 2.5) in the open. Vehicles will be the main players draining the money from Eve because every other type of merc (except, maybe, the heavy), is able to support themselves running proto in every match. Face it, CCP: you're making tanks obsolete. |
TheEnd762
Algintal Core Gallente Federation
24
|
Posted - 2013.04.20 14:28:00 -
[2] - Quote
I'm sorry everyone realized your 25/0 auto-win wuss-wagon is just a big flashing sign saying "ALL ENEMIES STOP WHAT YOU'RE DOING, TEAM UP, AND DESTROY ME".
Oh wait... no, I'm not sorry. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
129
|
Posted - 2013.04.20 15:32:00 -
[3] - Quote
to get 25/0 in a shield tank, one has to have absolutely no AV above STD level on the other team, use a rail, and stay in the red line or he will get 2-shotted. you're obviously not a tanker. go buy an aurum gunlogi and an aurum cannon, then tell me how many kills u get before a mlt forge burns you. |
Aythadis Smith
The Generals EoN.
2
|
Posted - 2013.04.20 15:43:00 -
[4] - Quote
First part, where are your boosters or sat least hardeners? Second, where is your infantry to deal with AV fits. Third, where is your sense of survival? Hit and run, or hit, camp and run. You are a shield tank. Your dna is shared with glass. Act like it. Also, I use all three types of turrets at 4th level or higher. On aa little Gunnlogi. How can I keep this tank on average 6 battles, yet you can't keep a Sag longer then 3 minutes. 3. Also, taking all week to get? What do you play, 2 matches a day? My little pub match Gun may not be an OMS tank, but it does see enough Skirmish to know what is up. My main fit only costs 800k ISK. 800. I can make that back between 4 to a max of 8. Seriously. Next, I only have 5m SP. My suits fit out at an A series scout, Crg shotgun, NT511, and a GEK. Wow. I don't even have legit Proto suit or gun. But I do as turrets.
Point is, if I can keep a Gunn alive in pub matches, and you can't in a Sag, no offense but. You did something wrong. Take a moment and breath and rethink your tank. You have to be doing something wrong. Also, I am a KBM tanker too.
Side note, 800 is my money maker, not my Corp Batt.
Also, get a damn booster on it. How the heck are you going to repps outside of passive? It will take all damn day. No one has time for that. You are adding no positives to your team having a red lined tank. |
Principus Shmoof Triariian
Deadly Blue Dots RISE of LEGION
5
|
Posted - 2013.04.20 16:10:00 -
[5] - Quote
Tanks are not good enough right now, no, but, I can do pretty well. I've lived all game and ripped them apart, blaster and railgun. Tanks need more improvement but you need to work on your skill i guess. |
Aythadis Smith
The Generals EoN.
4
|
Posted - 2013.04.20 16:13:00 -
[6] - Quote
Principus Shmoof Triariian wrote:Tanks are not good enough right now, no, but, I can do pretty well. I've lived all game and ripped them apart, blaster and railgun. Tanks need more improvement but you need to work on your skill i guess.
Truth. Character skill/ Player skill. Just because your toon can sit in it, doesn't mean the nut behind the KBM/ controller/wheel knows what he is doing. |
CYRAX SERVIUS
The Generals EoN.
59
|
Posted - 2013.04.20 22:57:00 -
[7] - Quote
Aythadis Smith wrote:Principus Shmoof Triariian wrote:Tanks are not good enough right now, no, but, I can do pretty well. I've lived all game and ripped them apart, blaster and railgun. Tanks need more improvement but you need to work on your skill i guess. Truth. Character skill/ Player skill. Just because your toon can sit in it, doesn't mean the nut behind the KBM/ controller/wheel knows what he is doing. This +1, made my 800k logi last whole match last night, went 11/0, as a new tanker I am happy with that. Let's squad tonight smitty. |
shaman oga
Nexus Balusa Horizon
24
|
Posted - 2013.04.20 23:35:00 -
[8] - Quote
we can deal with av weapons but av nades are totally OP. I agree tanks especially railgun ones are useless if not used behind the red line, of course if you are on a good team you can use them. Most of the time not worth it to use a tank, they cost too much. |
Harpyja
DUST University Ivy League
16
|
Posted - 2013.04.21 02:13:00 -
[9] - Quote
I'm heavily invested in HAVs myself and I see many things I don't like; but I'll never go as far as to say that they are broken. It took me a long time to find my optimal fit but now I lose tanks on rare occasions (last one due to a disconnect).
Like a previous poster, I drive the Gunnlogi. I know when to call it in, which type of turret, where to get myself involved, and when to GTFO. Last one is most important to tank survivability. Many times I've gotten out back to base while in armor and I never lost my 800k ISK Gunnlogi.
Learn to stick with infantry if you're going to blast other infantry. Never go too far deep into enemy territory unless you can GTFO alive. Learn tactics to beat other tankers. Today I played a game where two different tankers didn't know how to beat me. One was plain stupid, while the other used missiles on me. Plus I was orbitalled just before he ambushed me, so I was at 1/3 shields. I knew my way out, put distance and transversal so he couldn't hit me while I casually railgunned him.
So no, tanks are not broken. Just learn how to use HAVs and you'll see how your loss rate drops. |
CYRAX SERVIUS
The Generals EoN.
60
|
Posted - 2013.04.21 03:01:00 -
[10] - Quote
Harpyja wrote:I'm heavily invested in HAVs myself and I see many things I don't like; but I'll never go as far as to say that they are broken. It took me a long time to find my optimal fit but now I lose tanks on rare occasions (last one due to a disconnect).
Like a previous poster, I drive the Gunnlogi. I know when to call it in, which type of turret, where to get myself involved, and when to GTFO. Last one is most important to tank survivability. Many times I've gotten out back to base while in armor and I never lost my 800k ISK Gunnlogi.
Learn to stick with infantry if you're going to blast other infantry. Never go too far deep into enemy territory unless you can GTFO alive. Learn tactics to beat other tankers. Today I played a game where two different tankers didn't know how to beat me. One was plain stupid, while the other used missiles on me. Plus I was orbitalled just before he ambushed me, so I was at 1/3 shields. I knew my way out, put distance and transversal so he couldn't hit me while I casually railgunned him.
So no, tanks are not broken. Just learn how to use HAVs and you'll see how your loss rate drops. Absolutely agree, being a newer tanker you learn quick it is a thinking mans tool and keeping it alive sometimes isn't easy but it's a lot of fun. |
|
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
274
|
Posted - 2013.04.21 03:16:00 -
[11] - Quote
One of the more frustrating things is that a HAV's main survival technique is the tactical retreat. This isn't really a fun way to play for anyone involved.
For HAV pilots, this means fighting for thirty seconds, then spending ninety seconds hiding somewhere out of the way while you run your reps. Bo-ring.
For AV this results in otherwise successful AV troops being unable to kill a target because they simply couldn't keep up with it.
I look forward to techniques being implemented that will hopefully alleviate this. |
slypie11
Planetary Response Organisation
168
|
Posted - 2013.04.21 03:57:00 -
[12] - Quote
While I think tanks should be able to TANK, there just isn't a way to balance this easily like in other games where tanks are infinitely spawned. In other games, it doesn't matter if you lose a tank, or if you are killed by one. In here, every death matters, which is why everyone is QQing all the time. Honestly, I don't know what to say anymore. I used to think that tankers were just scrubs that wanted an easy win button they weren't getting, but now, I see that only an extremely skilled tanker can effectively use a tank. On the other hand, I've witnessed many times an entire team being steamrolled by one, two, or even three tanks, and not being able to fire a shot because we they were being killed before they could even see. So before you judge, think about the other side. Then state your opinion. |
GeneralButtNaked
ZionTCD
355
|
Posted - 2013.04.21 04:14:00 -
[13] - Quote
Running a tank with no boosters or hardeners shows that you are not a good tanker.
Having a deep HP pool doesn't mean anything in Dust. It is all about the resistances.
I am completely trash in tanks, and even I know that. |
DeadlyAztec11
One-Armed Bandits Atrocitas
69
|
Posted - 2013.04.21 05:34:00 -
[14] - Quote
You know that your infantry is suppose to wreck AV. What noobs are you running with that can't take out AV? You need better squadmates... One-Armed Bandit is open for everyone... Even Tankers :P |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
31
|
Posted - 2013.04.21 05:38:00 -
[15] - Quote
There are several factors that go into the history of HAV vs infanttry in this that get overlooked since the last character wipe. It all boils down to one statement as to why tanks were considered OP, and are considered UP now:
Players didn't used to take AV seriously
Dust 514 rewards players for specialization. While tankers invested 100% of their SP into HAV, they got better and better while there were so few players that invested in AV. As more and more SP became available, it only got worse. Tankers could pubstomp ambush matches all by themselves, even under the flurry of militia swarm launchers with nothing to fear. The occasional person with standard AV grenades or higher tier forge guns could pose a problem, but the rest of the tanker's team could manage that if they weren't supported properly. The tides of a skirmish could be decided by a well fitted tanker with 3 squad mates.
Was it imbalanced: yes. Should tankers have been nerfed because they were playing their role as intended: kitten no!
Infantry cried OP and nerf, pointing the blame at CCP for the imbalance. Truth be told, they had no one to blame but themselves. If an effective counter so something exists and the majority of players ignore it, it shouldn't be considered OP or get nerfed. Tankers have been doing what they were supposed to all along: Get better at their field until they can be the most effective in that role as possible. If their counter to that role doesn't specialize to keep up, then tough kitten. There shouldn't be any special treatment.
Now, players are finally taking AV seriously. Just the other day, someone decided to drop a marauder into an ambush. Instead of everyone fleeing, I saw swarms of AV grenades, forge guns, swarm launchers coordinating to ruin that unfortunate pilot's day. When it got blown to hell, I smiled as the person who showed up on the kill feed was using a prototype swarm launcher. A few seconds after, the unfortunate pilot rage quitted before his flaming wreckage even disintegrated. If he had a squad communicating with him, or there was another tanker on the team to divide the damage between each other, the outcome could have easily gone the other way. As of right now, HAV need infantry support as much as AV need to coordinate with weapons to match or surpass the HAV's tech.
Everything is working as intended.
...But wait, there's more.
Obviously the rise of HAV didn't go ignored. More and more infantry players probably figured it would be in their best interest to go with the biggest gun. Unfortunately, it takes a lot of SP skill, and player skill to use that gun efficiently. It seems like more and more tanks are getting called in and instapopped since AV is taken more seriously and these fledgeling tankers just don't have the SP/skill to use their vehicles properly, thinking that they're supposed to be invincible.
Again, working as intended.
One thing that easily gets ignored for both pilots and infantry is core passive skills. Having a better dropsuit or vehicle doesn't mean it's that much better if you don't have simple skills like circuitry, combat engineering, field mechanics, shield control, shield boost systems, weaponry/turret operation, and dropsuit command. (somewhat optional if you're not a scout) Having all these maxed essentially give everything you use:
+25% base CPU for dropsuits and vehicles +25% base PG for dropsuits and vehicles +25% base Armor for dropsuits and vehicles +25% base shield for dropsuits and vehicles +25% base passive shield regeneration for dropsuits and vehicles +10% base damage for all handheld weapons/all turrets (for turret operation) -25% scan profile for all dropsuits (optional depending on role)
Pop quiz:
-HAV, would you rather have a Sagaris/Surya without core passive skills maxed, or a Gunlogi/Madruger with core passives maxed? -Infantry, would you rather have a VK.1/VK.0 fitting without core passives maxed or a Standard/Advanced fitting with core passives maxed?
I'll leave these unanswered since the obvious choices is... well... obvious.
For a more economically sound and efficient merc:
I don't specialize in HAV, but this is still applicable with the life lesson: Just because you have access to superior tech doesn't mean you need to use it 24/7. I have access to advanced dropsuits, prototype/advanced modules, prototype weapons, and prototype equipment. Want to know what I usually use?
Standard/Militia
You're probably scratching your head right now, but let me share something with you I've learned from observation: I have a friend that I regularly play with that has access to advanced gear and prototype weapons. Very skilled player with a good gun game, situational awareness, teamwork and all that good stuff. But when he dies, all you'll hear for the remainder of the match is how much his fitting cost and how he's not going to get any money from this match if he dies again, he's going to probably go negative, and how did he die to someone using standard gear.
To sum it up: He spends more time worrying about losing his expensive gear than making the most out of it.
My day to day fittings cost probably 1/10th of what he uses. I'm just as efficient if not more because I try to do more with less. Occasionally, I'll switch to my absolute best fittings an play lights out! Not just because the superior tech is making be a better player, but because I'm not worried about what I'm going to lose, I'm focused on the battle.
If you're bringing out your Sagaris/Surya and getting popped too often, downgrade to your Gonlogi/Madruger, or even your Sica/Soma for a while. Once you feel more comfortable, upgrade again and notice how better your experience gets.
To sum things up, here's a popular saying from EVE Online:
If you can't afford to lose it, then don't use it! |
slypie11
Planetary Response Organisation
169
|
Posted - 2013.04.21 05:49:00 -
[16] - Quote
Cosgar wrote:There are several factors that go into the history of HAV vs infanttry in this that get overlooked since the last character wipe. It all boils down to one statement as to why tanks were considered OP, and are considered UP now:
Dust 514 rewards players for specialization. While tankers invested 100% of their SP into HAV, they got better and better while there were so few players that invested in AV. As more and more SP became available, it only got worse. Tankers could pubstomp ambush matches all by themselves, even under the flurry of militia swarm launchers with nothing to fear. The occasional person with standard AV grenades or higher tier forge guns could pose a problem, but the rest of the tanker's team could manage that if they weren't supported properly. The tides of a skirmish could be decided by a well fitted tanker with 3 squad mates.
Was it imbalanced: yes. Should tankers have been nerfed because they were playing their role as intended: kitten no!
Infantry cried OP and nerf, pointing the blame at CCP for the imbalance. Truth be told, they had no one to blame but themselves. If an effective counter so something exists and the majority of players ignore it, it shouldn't be considered OP or get nerfed. Tankers have been doing what they were supposed to all along: Get better at their field until they can be the most effective in that role as possible. If their counter to that role doesn't specialize to keep up, then tough kitten. There shouldn't be any special treatment.
Now, players are finally taking AV seriously. Just the other day, someone decided to drop a marauder into an ambush. Instead of everyone fleeing, I saw swarms of AV grenades, forge guns, swarm launchers coordinating to ruin that unfortunate pilot's day. When it got blown to hell, I smiled as the person who showed up on the kill feed was using a prototype swarm launcher. A few seconds after, the unfortunate pilot rage quitted before his flaming wreckage even disintegrated. If he had a squad communicating with him, or there was another tanker on the team to divide the damage between each other, the outcome could have easily gone the other way. As of right now, HAV need infantry support as much as AV need to coordinate with weapons to match or surpass the HAV's tech.
Everything is working as intended.
...But wait, there's more.
Obviously the rise of HAV didn't go ignored. More and more infantry players probably figured it would be in their best interest to go with the biggest gun. Unfortunately, it takes a lot of SP skill, and player skill to use that gun efficiently. It seems like more and more tanks are getting called in and instapopped since AV is taken more seriously and these fledgeling tankers just don't have the SP/skill to use their vehicles properly, thinking that they're supposed to be invincible.
Again, working as intended.
One thing that easily gets ignored for both pilots and infantry is core passive skills. Having a better dropsuit or vehicle doesn't mean it's that much better if you don't have simple skills like circuitry, combat engineering, field mechanics, shield control, shield boost systems, weaponry/turret operation, and dropsuit command. (somewhat optional if you're not a scout) Having all these maxed essentially give everything you use:
+25% base CPU for dropsuits and vehicles +25% base PG for dropsuits and vehicles +25% base Armor for dropsuits and vehicles +25% base shield for dropsuits and vehicles +25% base passive shield regeneration for dropsuits and vehicles +10% base damage for all handheld weapons/all turrets (for turret operation) -25% scan profile for all dropsuits (optional depending on role)
For a more economically sound and efficient merc:
I don't specialize in HAV, but this is still applicable with the life lesson: Just because you have access to superior tech doesn't mean you need to use it 24/7. I have access to advanced dropsuits, prototype/advanced modules, prototype weapons, and prototype equipment. Want to know what I usually use?
You're probably scratching your head right now, but let me share something with you I've learned from observation: I have a friend that I regularly play with that has access to advanced gear and prototype weapons. Very skilled player with a good gun game, situational awareness, teamwork and all that good stuff. But when he dies, all you'll hear for the remainder of the match is how much his fitting cost and how he's not going to get any money from this match if he dies again, he's going to probably go negative, and how did he die to someone using standard gear.
To sum it up: He spends more time worrying about losing his expensive gear than making the most out of it.
My day to day fittings cost probably 1/10th of what he uses. I'm just as efficient if not more because I try to do more with less. Occasionally, I'll switch to my absolute best fittings an play lights out! Not just because the superior tech is making be a better player, but because I'm not worried about what I'm going to lose, I'm focused on the battle.
If you're bringing out your Sagaris/Surya and getting popped too often, downgrade to your Gonlogi/Madruger, or even your Sica/Soma for a while. Once you feel more comfortable, upgrade again and notice how better your experience gets.
To sum things up, here's a popular saying from EVE Online:
If you can't afford to lose it, then don't use it! True that. I usually run standard/militia fits, simply because no matter if I win or lose, I still get the isk, and I seem to do only marginally better with my proto fits than with my miltia ones. Anyone getting a good shot on me is still going to kill me, no matter what, and this also goes vice versa. If I get a good hit with my AR, with all my skills invested, almost nobody can take more than half my clip, especially when I try for headshots. |
Jathniel
G I A N T EoN.
171
|
Posted - 2013.04.21 10:39:00 -
[17] - Quote
Sorry, OP. Tanks are mostly fine, OP. The main issue with AV are the AV nades and their stupid homing ability. The Assault forge is very potent, especially damage modded, but it's damage is well mitigated by hardened armor, and swarms are well mitigated against hardened shields.
Roll with some more experienced tankers, and try to imitate their fits. You'll get it...
I've seen guys with well over 9k armor HP, get blown to bits, in seconds, simply because they don't have hardeners or good support.
It's not just HP capacity that's important. All your modules have to complement each other well. Hardeners, reppers, sinks, "afterburners", a good entrance and exit strategy, positioning, AND a Logi Bro. (Logis are there to help, really!)
It's about teamwork. A good tank team (3 people) are one of the deadliest forces in a match. Tanker, logi, and auxiliary gunner (usually an assault). You drive your tank, they man your guns. Auxiliary gunner jumps out to shoot AVers with his AR, and logi jumps out to provide additional reps if you're getting harrassed. PLAY SMART! :)
|
KalOfTheRathi
Talon Strike Force LTD
345
|
Posted - 2013.04.21 11:22:00 -
[18] - Quote
I can profit enough for your super tank in one night. Double that if I stick to the cheap suits. |
shaman oga
Nexus Balusa Horizon
24
|
Posted - 2013.04.21 11:51:00 -
[19] - Quote
playing as a tank is not that easy, a tank must provide suppression fire, clean some points and destroy installation, breach the enemy lines alone is a suicide, unless you don't care about Isk or all the other team don't use AV |
Takahiro Kashuken
Red Star. EoN.
256
|
Posted - 2013.04.21 13:38:00 -
[20] - Quote
Cosgar wrote:There are several factors that go into the history of HAV vs infanttry in this that get overlooked since the last character wipe. It all boils down to one statement as to why tanks were considered OP, and are considered UP now:
Players didn't used to take AV seriously
Dust 514 rewards players for specialization. While tankers invested 100% of their SP into HAV, they got better and better while there were so few players that invested in AV. As more and more SP became available, it only got worse. Tankers could pubstomp ambush matches all by themselves, even under the flurry of militia swarm launchers with nothing to fear. The occasional person with standard AV grenades or higher tier forge guns could pose a problem, but the rest of the tanker's team could manage that if they weren't supported properly. The tides of a skirmish could be decided by a well fitted tanker with 3 squad mates.
Was it imbalanced: yes. Should tankers have been nerfed because they were playing their role as intended: kitten no!
Infantry cried OP and nerf, pointing the blame at CCP for the imbalance. Truth be told, they had no one to blame but themselves. If an effective counter so something exists and the majority of players ignore it, it shouldn't be considered OP or get nerfed. Tankers have been doing what they were supposed to all along: Get better at their field until they can be the most effective in that role as possible. If their counter to that role doesn't specialize to keep up, then tough kitten. There shouldn't be any special treatment.
Now, players are finally taking AV seriously. Just the other day, someone decided to drop a marauder into an ambush. Instead of everyone fleeing, I saw swarms of AV grenades, forge guns, swarm launchers coordinating to ruin that unfortunate pilot's day. When it got blown to hell, I smiled as the person who showed up on the kill feed was using a prototype swarm launcher. A few seconds after, the unfortunate pilot rage quitted before his flaming wreckage even disintegrated. If he had a squad communicating with him, or there was another tanker on the team to divide the damage between each other, the outcome could have easily gone the other way. As of right now, HAV need infantry support as much as AV need to coordinate with weapons to match or surpass the HAV's tech. !
I agree with this part
Back in the day all the turrets did work, even small turrets
We had a choice of 4 mods for everything so shield/armor/resistance plates/CPU/PG the whole lot, that got nerfed to only 3mods
The mods that did remain got nerfed, so i remember best resistance plate offered 25% that got nerfed to 15% and all the other mods got nerfed down
Then the turrets each got nerfed
AV at that time was very specialized, i knew a few who did spec into AV and it was good but you did require teamwork to take out that top HAV, you couldnt solo it because that tank was fitted well and was strong as a consquence, you had to set up a trap and hit it hard
But the difference from then and now is that vehicles and mods got repeated nerfs and AV got buffs and milita variations meaning you dont really have to spec up if you dont want to
Now AV is only being taken seriously because vehicles in general are alot weaker than they used to be, you can skill into basic or adv AV and solo it, hell ive used milita and solo'd it. They are free WP pinatas and just require you to blow on them to force them into the redline
You can skill it up with your assault guy and still take out tanks with relative ease, im a HAV driver and i have a few SP into AV and can swap to AV to take out a tank if i dont feel like bringing out my tank
AV is not a true specialization when compared to vehicles |
|
Thor Odinson42
OPERATIVES OF THE GOAT
86
|
Posted - 2013.04.21 18:53:00 -
[21] - Quote
Sounds like the game is getting better then. Tanks shouldn't be able to cruise around without fear. |
Jathniel
G I A N T EoN.
173
|
Posted - 2013.04.21 19:00:00 -
[22] - Quote
Cosgar wrote:There are several factors that go into the history of HAV vs infanttry in this that get overlooked since the last character wipe. It all boils down to one statement as to why tanks were considered OP, and are considered UP now:
Players didn't used to take AV seriously
Dust 514 rewards players for specialization. While tankers invested 100% of their SP into HAV, they got better and better while there were so few players that invested in AV. As more and more SP became available, it only got worse. Tankers could pubstomp ambush matches all by themselves, even under the flurry of militia swarm launchers with nothing to fear. The occasional person with standard AV grenades or higher tier forge guns could pose a problem, but the rest of the tanker's team could manage that if they weren't supported properly. The tides of a skirmish could be decided by a well fitted tanker with 3 squad mates.
Was it imbalanced: yes. Should tankers have been nerfed because they were playing their role as intended: kitten no!
Infantry cried OP and nerf, pointing the blame at CCP for the imbalance. Truth be told, they had no one to blame but themselves. If an effective counter so something exists and the majority of players ignore it, it shouldn't be considered OP or get nerfed. Tankers have been doing what they were supposed to all along: Get better at their field until they can be the most effective in that role as possible. If their counter to that role doesn't specialize to keep up, then tough kitten. There shouldn't be any special treatment.
Now, players are finally taking AV seriously. Just the other day, someone decided to drop a marauder into an ambush. Instead of everyone fleeing, I saw swarms of AV grenades, forge guns, swarm launchers coordinating to ruin that unfortunate pilot's day. When it got blown to hell, I smiled as the person who showed up on the kill feed was using a prototype swarm launcher. A few seconds after, the unfortunate pilot rage quitted before his flaming wreckage even disintegrated. If he had a squad communicating with him, or there was another tanker on the team to divide the damage between each other, the outcome could have easily gone the other way. As of right now, HAV need infantry support as much as AV need to coordinate with weapons to match or surpass the HAV's tech.
Everything is working as intended.
...But wait, there's more.
Obviously the rise of HAV didn't go ignored. More and more infantry players probably figured it would be in their best interest to go with the biggest gun. Unfortunately, it takes a lot of SP skill, and player skill to use that gun efficiently. It seems like more and more tanks are getting called in and instapopped since AV is taken more seriously and these fledgeling tankers just don't have the SP/skill to use their vehicles properly, thinking that they're supposed to be invincible.
Again, working as intended.
One thing that easily gets ignored for both pilots and infantry is core passive skills. Having a better dropsuit or vehicle doesn't mean it's that much better if you don't have simple skills like circuitry, combat engineering, field mechanics, shield control, shield boost systems, weaponry/turret operation, and dropsuit command. (somewhat optional if you're not a scout) Having all these maxed essentially give everything you use:
+25% base CPU for dropsuits and vehicles +25% base PG for dropsuits and vehicles +25% base Armor for dropsuits and vehicles +25% base shield for dropsuits and vehicles +25% base passive shield regeneration for dropsuits and vehicles +10% base damage for all handheld weapons/all turrets (for turret operation) -25% scan profile for all dropsuits (optional depending on role)
Pop quiz:
-HAV, would you rather have a Sagaris/Surya without core passive skills maxed, or a Gunlogi/Madruger with core passives maxed? -Infantry, would you rather have a VK.1/VK.0 fitting without core passives maxed or a Standard/Advanced fitting with core passives maxed?
I'll leave these unanswered since the obvious choices is... well... obvious.
For a more economically sound and efficient merc:
I don't specialize in HAV, but this is still applicable with the life lesson: Just because you have access to superior tech doesn't mean you need to use it 24/7. I have access to advanced dropsuits, prototype/advanced modules, prototype weapons, and prototype equipment. Want to know what I usually use?
Standard/Militia
You're probably scratching your head right now, but let me share something with you I've learned from observation: I have a friend that I regularly play with that has access to advanced gear and prototype weapons. Very skilled player with a good gun game, situational awareness, teamwork and all that good stuff. But when he dies, all you'll hear for the remainder of the match is how much his fitting cost and how he's not going to get any money from this match if he dies again, he's going to probably go negative, and how did he die to someone using standard gear.
To sum it up: He spends more time worrying about losing his expensive gear than making the most out of it.
My day to day fittings cost probably 1/10th of what he uses. I'm just as efficient if not more because I try to do more with less. Occasionally, I'll switch to my absolute best fittings an play lights out! Not just because the superior tech is making be a better player, but because I'm not worried about what I'm going to lose, I'm focused on the battle.
If you're bringing out your Sagaris/Surya and getting popped too often, downgrade to your Gonlogi/Madruger, or even your Sica/Soma for a while. Once you feel more comfortable, upgrade again and notice how better your experience gets.
To sum things up, here's a popular saying from EVE Online:
If you can't afford to lose it, then don't use it!
The truth in this post tugged on my heartstrings. +1 homie.... +1..... |
bacon blaster
Taiyou Corporation
15
|
Posted - 2013.04.22 11:17:00 -
[23] - Quote
Tanks are fine, if not a tad op. I've been playing for a while, and in ambush, I frequently end up on the wrong side of one or two tanks that basically spawn kill my entire team across the map. No, it's not 'cause we suck, or what not, we simply don't get time to react when the tanks are already there and firing at you as you spawn.
They are not broken, look at your fit, and how you use it. |
Takahiro Kashuken
Red Star. EoN.
264
|
Posted - 2013.04.22 14:09:00 -
[24] - Quote
bacon blaster wrote:Tanks are fine, if not a tad op. I've been playing for a while, and in ambush, I frequently end up on the wrong side of one or two tanks that basically spawn kill my entire team across the map. No, it's not 'cause we suck, or what not, we simply don't get time to react when the tanks are already there and firing at you as you spawn.
They are not broken, look at your fit, and how you use it.
lolambush |
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