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Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.05.03 17:54:00 -
[1] - Quote
So, every thread i see are tankers complaining about how tanks are screwed now, and will be even more screwed after uprising. They complain about stats. stats. stats. stats. But there is no "what do i expect to be paid, what is my tank supposed to be able to do, how many kills do i expect to get." Lets face it, if i could be a God on the battle field, an unkillable killing machine- i wouldnt complain. But reality needs to set in a little bit. So i will give my opinion on what tankers should be.
Firstly, like ive said in my title, im a full time tanker. When im not tanking (cause of a really good team on the other side), ill play as a militia medic (explaining my 2.1 KDR). I think the way tanks are now are completely broken. In some ways they are overpowered, and in other ways they are underpowered.
This is my definition of a tank: A Tank should be a Vehicular Killing Monster. As it stands now, tanks have a hard time killing infantry, but it isnt ~that~ difficult. You have to litterly get that little rectle on a hostile and keep it there... while they are running for a few hits. I AM A MAXED SKILLED TANK. I usually get 15ish kills a match. I would get much more if i wasnt running from a sniper with AV grenads. But that is the problem. If i wasnt running from that sniper, i would get MORE kills. And tbh, that is OP. But running from a single sniper is also ********. So how do we break this cycle?
Its pretty simple, SENSITIVITY. If you go to your options, you can raise/lower sensitivity. This also applies to tanks. A heavy is ~supposed~ to be a lumbering sack of sand, not able to turn quickly. But with precision at 80+, it is no problem. Precision also effects a tanks turrent and how fast it turns. 80+ sensitivity and im whiping that thing around everywhere. There needs to be a standard turret rotation speed. You guys see that tracking skill? (makes the turrent spin faster) I lol'd so hard, sensitivity is much better.
So, that is alot of typing, i could type forever about this topic. So ill wrap it up with this: Tanks should be a PAIN IN THE ASS to kill. I should not be running from AV, and militia swarms. However, if i go solo and everyone has AV and milita swarms, then i should be worried. BUT RUNNING AWAY FROM A SINGLE SNIPER IS CRAZY.
A maxed skilled tanker should be getting ~15 kills a match. They should be making enough money to where they have to live 3 ambushes to break even. CCP, if you feel the tank is overpowered, then bring out a heli and fighter varient. Tanks kill jeeps and soldiers, helis kill tanks, fighters kill helis. Everyone is happy. |
Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.05.03 17:58:00 -
[2] - Quote
AV grenades. These are beyond overpowered. They deal alot of damage and have no skill to use. Instead of a grenade launcher (aka noob toob), they make an entire gun nothing but noob tubes. And wonder why there is so much hate.
Now you have a grenade that is unlike any other grenade. It blows up when CONTACTED by a vehicle. No timers are involved. That is beyond ******* ******** CCP. Get your act together. |
XANDER KAG
Red Star. EoN.
110
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Posted - 2013.05.03 18:00:00 -
[3] - Quote
Busty M4rinara wrote:AV grenades. These are beyond overpowered. They deal alot of damage and have no skill to use. Instead of a grenade launcher (aka noob toob), they make an entire gun nothing but noob tubes. And wonder why there is so much hate.
Now you have a grenade that is unlike any other grenade. It blows up when CONTACTED by a vehicle. No timers are involved. That is beyond ******* ******** CCP. Get your act together. What if they SLIGHTLY reduced the damage of the grenades and got rid of the homing mechanic altogether would that be enough of a nerf? |
Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.05.03 18:04:00 -
[4] - Quote
XANDER KAG wrote:Busty M4rinara wrote:AV grenades. These are beyond overpowered. They deal alot of damage and have no skill to use. Instead of a grenade launcher (aka noob toob), they make an entire gun nothing but noob tubes. And wonder why there is so much hate.
Now you have a grenade that is unlike any other grenade. It blows up when CONTACTED by a vehicle. No timers are involved. That is beyond ******* ******** CCP. Get your act together. What if they SLIGHTLY reduced the damage of the grenades and got rid of the homing mechanic altogether would that be enough of a nerf?
In regards to my above post a few things need to happen: The tank needs more.... tank. Whether they increase tank HP or reduce damage from AV and swarms, that is up to CCP.
However when a AV does more damage than a swarm laucher, this is imbalanced. Greatly. AV needs to lose some of its damage, and NOTHING SHOULD HAVE HOMING CAPABILITIES. I can sympathize with the swarm launcher since it isnt instant damage. But a swarm should do much less damage compared to a forge gun because of that.
If it is a noob gun, crap damage (AVs, swarms, mass driver).
I still dont understand how CCP thought a mass driver was a good idea with the splash damage being that rediculous. Someone needs to slap them silly.
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Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.05.03 18:08:00 -
[5] - Quote
As for more tank balance.
A maxed skilled forge gunner shouldnt worry a maxed skilled tanker terribly. 2 maxed skilled forge gunners should greatly worry a tanker. 3, guaranteed tank death. |
XANDER KAG
Red Star. EoN.
115
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Posted - 2013.05.03 18:50:00 -
[6] - Quote
What about a compromise? AV accross the board get a slight nerf to damage and grenades lose homing.
Tanks get a heavy hp buff but deal reduced damage and railguns have RANGE (at least until bigger maps) even if it is still really long.
This seems logical to me as tanks will then TANK the damage but not be a "I WIN" button.
You have to admit currently tanks are low health but they do VERY high damage. If we reverse that tanks could role on the front line with infantry to an extent and if done right tanks wont kill the entire team in seconds.
You have to see this at least a little from the infantry point of view, at the moment we have 2 options when we see a tank: Run like hell or grab proto AV and kill it. Problem is MOST of the community doesn't roll with AV in any form even AV grenades. Its just that the people who attack you that carry them. We don't pick them up until most of the time, the tanker does something stupid like falling for a trap. I personally go out of my way to just avoid tanks when they show up so I can say from the outside that both sides are OP. Any non-AV are dead immediately and the tanks die too soon sometimes. \
If this is stupid please calmly explain why.
"I do not claim these as my Ideas but I can't for my life think of what the guys name was, who I saw write something similar" |
Fox Gaden
DUST University Ivy League
296
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Posted - 2013.05.07 12:48:00 -
[7] - Quote
Busty M4rinara wrote:XANDER KAG wrote:Busty M4rinara wrote:AV grenades. These are beyond overpowered. They deal alot of damage and have no skill to use. Instead of a grenade launcher (aka noob toob), they make an entire gun nothing but noob tubes. And wonder why there is so much hate.
Now you have a grenade that is unlike any other grenade. It blows up when CONTACTED by a vehicle. No timers are involved. That is beyond ******* ******** CCP. Get your act together. What if they SLIGHTLY reduced the damage of the grenades and got rid of the homing mechanic altogether would that be enough of a nerf? In regards to my above post a few things need to happen: The tank needs more.... tank. Whether they increase tank HP or reduce damage from AV and swarms, that is up to CCP. However when a AV does more damage than a swarm laucher, this is imbalanced. Greatly. AV needs to lose some of its damage, and NOTHING SHOULD HAVE HOMING CAPABILITIES. I can sympathize with the swarm launcher since it isnt instant damage. But a swarm should do much less damage compared to a forge gun because of that. If it is a noob gun, crap damage (AVs, swarms, mass driver). I still dont understand how CCP thought a mass driver was a good idea with the splash damage being that rediculous. Someone needs to slap them silly. I have not used AV grenades. I do know that it is challenging to get regular grenades to go where you want them to. If you take away the homing capability of AV grenades most of them would likely miss their targets. If AV grenades are too powerful, then possibly removing their homing capability would balance them better as it would take a lot of skill to hit a tank with them. But since I have never used AV grenades I canGÇÖt say whether they need a nerf or not.
I have been running with a Swarm Launcher for a few weeks now. I got some tanks to back off using an Advanced Swarm Launcher, but I never managed to kill anything beyond a militia tank, even with help.
With the respec I have Proto Swarm Launchers now and I have been having more success with them. However all my tank kills, even with the Proto Swarm Launcher have involved other swarm launchers or other AV, and mostly I have just gotten kill assists.
Keep in mind that it takes about 4 seconds to lock onto the target with a swarm launcher, as well as the time it takes for the missiles to reach the target and the chance of missiles hitting rocks and buildings on the way. I have often been killed by tanks while trying to get that lock. Sure the missiles have homing capabilities, but you have to aim for 4 seconds first. Granted the aiming rectangle is fairly big, but it is still challenging to track a moving target for that time, particularly if they roll behind a rock and you loose your lock, and standing still for so long exposes you to getting sniped (by both tanks and infantry).
From my experience, while Swarm Launchers may be the easiest weapon to aim, the risk of death while using a Swarm Launcher is higher than just about any other activity in the game. I have learned that after taking a single shot with a Swarm Launcher you must sprint for a new location. Trying to take 2 shots in a row without moving is almost certain death.
Not to mention the fact that it takes two shots from a Proto Swarm Launcher to kill a militia LAV, I donGÇÖtGÇÖ see how you can say that Swarm Launchers are overpowered. Tanks are a lot tougher than LAVGÇÖs, and LAVGÇÖs have the speed to take cover before the Swarm Launcher is ready to get another lock.
As for the Mass Driver, unless you are in a scout suit the Mass Driver is not all that scary, and it is the hardest infantry weapon to use effectively. |
Fox Gaden
DUST University Ivy League
296
|
Posted - 2013.05.07 13:04:00 -
[8] - Quote
I find in many cases when the enemy has a good tank on the field it is better to just try to avoid the tank and continue to cap objectives. It takes so many infantry out of the fight to kill a tank that the other team usually cap most of the objectives while your team is busy with the tank. It is similar to having too many snipers in a game. It leaves you with not enough infantry on the front line. So I only focus on killing a tank when most of the enemy team is in vehicles.
The rest of the time I use my SMG as my primary weapon, and focus on objectives, just stopping to take a pot shot or two at tanks or drop ships when the opportunity arrises in order to drive them back to cover.
If you are trying to win the match, just keeping tanks on the defensive is usually more effective than wasting effort trying to kill them. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
267
|
Posted - 2013.05.07 13:12:00 -
[9] - Quote
XANDER KAG wrote:You have to admit currently tanks are low health but they do VERY high damage. If we reverse that tanks could role on the front line with infantry to an extent and if done right tanks wont kill the entire team in seconds. I have shared these sentiments for way too long. |
DigiOps
DUST University Ivy League
185
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Posted - 2013.05.07 13:12:00 -
[10] - Quote
I don't have much sympathy for tankers anymore. Poor sportsmanship. |
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