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Cat Merc
BetaMax. CRONOS.
798
|
Posted - 2013.05.04 10:36:00 -
[1] - Quote
If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be? |
JW v Weingarten
SyNergy Gaming EoN.
397
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Posted - 2013.05.04 10:46:00 -
[2] - Quote
no, just no. it is a dumb and dumb idea and you should feel bad. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2794
|
Posted - 2013.05.04 10:46:00 -
[3] - Quote
Splitting the gunner and the driver would be such a buff to tanks, and I would actually want to drive one in that case. Let MAVs be the one man killing machine, HAVs should require more cooperation and coordination. |
xaerael Kabiel
Immobile Infantry
44
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Posted - 2013.05.04 10:52:00 -
[4] - Quote
Tanks should be 4 man vehicles. The driver should be nothing but the driver, and switching seats should have a 3-4 second cooldown to stop hotswapping seats (consider it a plug in / boot up timer).
End of the day, Tanks should be a team effort rather than an impenetrable aegis for one guy. And before anyone starts the "u jelly of tanx" nonsense, I've been running tanks for weeks, and find them duller than sniping. How someone can sit on a hill and railsnipe structures and find that an enjoyable gaming experience is beyond me. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
430
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Posted - 2013.05.04 10:52:00 -
[5] - Quote
Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank.
I wish to counter your question with a non related conclusion, ended with a question: AV is too effective and versatile. Imagine if you were a shield tanking caldari assault. Now imagine that everyone on the other side of the field had scrambler rifles, flux grenades, and viziams, specifically to deal with you. Congratulations, now you know what a pilot/driver of any vehicle feels like. AV grenade damage should be scaled down to sacrifice damage based on their versatility. Why even spec into swarms, forge gun, or even plasma cannon when you have 3 overly effective tank poppers in your mid slot at the fraction of the SP and probably a nanohive in your equipment slot to spam them? When a tank or any vehicle hits the field, there's a chance that up to 16 people have AV ready for them, which counts up to 48 thinks that can pop that vehicle very effectively. Hell, on the 6th, that's 72 of those little buggers ready to instapop a vehicle just because they can. So yeah, ask your self, is that really fair? |
Cat Merc
BetaMax. CRONOS.
800
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Posted - 2013.05.04 10:56:00 -
[6] - Quote
Cosgar wrote:Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank. I wish to counter your question with a non related conclusion, ended with a question: AV is too effective and versatile. Imagine if you were a shield tanking caldari assault. Now imagine that everyone on the other side of the field had scrambler rifles, flux grenades, and viziams, specifically to deal with you. Congratulations, now you know what a pilot/driver of any vehicle feels like. AV grenade damage should be scaled down to sacrifice damage based on their versatility. Why even spec into swarms, forge gun, or even plasma cannon when you have 3 overly effective tank poppers in your mid slot at the fraction of the SP and probably a nanohive in your equipment slot to spam them? When a tank or any vehicle hits the field, there's a chance that up to 16 people have AV ready for them, which counts up to 48 thinks that can pop that vehicle very effectively. Hell, on the 6th, that's 72 of those little buggers ready to instapop a vehicle just because they can. So yeah, ask your self, is that really fair? All the items you listed take out shields in under a second. Last time I checked my proto AV + 3x complex damage mods and maxed out damage skills can't take out shields and armor in one go. In exchange for the extra crew men you need you will get more damage and more eHP.
Tanks shouldn't just be overly expensive dropsuits. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3677
|
Posted - 2013.05.04 10:58:00 -
[7] - Quote
[quote=Cat Merc]If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?/quote]
Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well. |
Cat Merc
BetaMax. CRONOS.
802
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Posted - 2013.05.04 10:59:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:[quote=Cat Merc]If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?/quote]
Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well. Read below. We both know ISK balancing is a bad way to do it. Considering each team has 16 players, if three of those are AV the enemy has a huge advantage. So it should take the same amount of people for the enemy. In EVE this isn't a problem because you can field how many ships that you want. |
Jason Pearson
Seraphim Initiative. CRONOS.
984
|
Posted - 2013.05.04 11:00:00 -
[9] - Quote
IF you're playing solo as a tanker, chances are you're going to die unless you're a railgun tank. Time and time again I run with a Squad but they cannot stop the AVer from popping me because he's in the distance, or on a mountain, or in the redline, or on top of a tower. Three Shots with a proto forge, boom. |
Arkena Wyrnspire
Turalyon Plus
139
|
Posted - 2013.05.04 11:01:00 -
[10] - Quote
Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well.[/quote]
A 0 isk loadout can take out a 200k prototype loadout, why can't AV loadouts, which actually cost isk, take out tanks? AV is the hard counter to tanks. Of course it's going to kill them, it's designed to. |
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Cat Merc
BetaMax. CRONOS.
802
|
Posted - 2013.05.04 11:02:00 -
[11] - Quote
Jason Pearson wrote:IF you're playing solo as a tanker, chances are you're going to die unless you're a railgun tank. Time and time again I run with a Squad but they cannot stop the AVer from popping me because he's in the distance, or on a mountain, or in the redline, or on top of a tower. Three Shots with a proto forge, boom. And that's how it should be, a solo av can take out solo tanker. Solo AV won't be able to take out a two/three man tank.
|
Jason Pearson
Seraphim Initiative. CRONOS.
984
|
Posted - 2013.05.04 11:05:00 -
[12] - Quote
Cat Merc wrote:Jason Pearson wrote:IF you're playing solo as a tanker, chances are you're going to die unless you're a railgun tank. Time and time again I run with a Squad but they cannot stop the AVer from popping me because he's in the distance, or on a mountain, or in the redline, or on top of a tower. Three Shots with a proto forge, boom. And that's how it should be, a solo av can take out solo tanker. Solo AV won't be able to take out a two/three man tank.
States runs as a squad with Infantry Gets told he is running solo. Sits and scratches his head, confused. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
431
|
Posted - 2013.05.04 11:05:00 -
[13] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank. I wish to counter your question with a non related conclusion, ended with a question: AV is too effective and versatile. Imagine if you were a shield tanking caldari assault. Now imagine that everyone on the other side of the field had scrambler rifles, flux grenades, and viziams, specifically to deal with you. Congratulations, now you know what a pilot/driver of any vehicle feels like. AV grenade damage should be scaled down to sacrifice damage based on their versatility. Why even spec into swarms, forge gun, or even plasma cannon when you have 3 overly effective tank poppers in your mid slot at the fraction of the SP and probably a nanohive in your equipment slot to spam them? When a tank or any vehicle hits the field, there's a chance that up to 16 people have AV ready for them, which counts up to 48 thinks that can pop that vehicle very effectively. Hell, on the 6th, that's 72 of those little buggers ready to instapop a vehicle just because they can. So yeah, ask your self, is that really fair? All the items you listed take out shields in under a second. That was my point, vehicles have to deal with a field full of their direct counter because effectiveness isn't being sacrificed for versatility.
Quote:Last time I checked my proto AV + 3x complex damage mods and maxed out damage skills can't take out shields/armor in one go. My point again, why give up a LW slot for an AV weapon when you have grenades that are just as effective at a fraction of the SP investment. Eventually AV grenades are going to render AV light weapons obsolete.
Quote:In exchange for the extra crew men you need you will get more damage and more eHP. Sorry, I'm a LAV driver, not a tanker. But that sounds like a raw deal anyway. Basically tanks are just going to be dropships on treads. |
Cat Merc
BetaMax. CRONOS.
802
|
Posted - 2013.05.04 11:09:00 -
[14] - Quote
No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
432
|
Posted - 2013.05.04 11:13:00 -
[15] - Quote
Cat Merc wrote:No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. Because you don't have to give up your AR/LR/SR to use AV because the AV grenade can do the job just fine. Even if you have to get a bit closer, those things do an absurd amount of damage. I'm just saying make the grenades weaker, but AV light weapons more powerful to balance things out. |
Cat Merc
BetaMax. CRONOS.
802
|
Posted - 2013.05.04 11:17:00 -
[16] - Quote
Cosgar wrote:Cat Merc wrote:No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. Because you don't have to give up your AR/LR/SR to use AV because the AV grenade can do the job just fine. Even if you have to get a bit closer, those things do an absurd amount of damage. I'm just saying make the grenades weaker, but AV light weapons more powerful to balance things out. Nah. AV light weapons are already beasts, no need to "balance things out" if you nerf AV nades. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
433
|
Posted - 2013.05.04 11:21:00 -
[17] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:No loss of effectiveness? How do you figure? If I have a swarm launcher I give up an AR/LR/SR, which are all anti infantry weapons. I will be left with a SMG.
AV grenades force you to get close and personal with a tank, if its a blaster tank that's the last thing you want to do. Because you don't have to give up your AR/LR/SR to use AV because the AV grenade can do the job just fine. Even if you have to get a bit closer, those things do an absurd amount of damage. I'm just saying make the grenades weaker, but AV light weapons more powerful to balance things out. Nah. AV light weapons are already beasts, no need to "balance things out" if you nerf AV nades. Do you agree that AV 'nades are the problem then? |
Sir Meode
Seraphim Initiative. CRONOS.
467
|
Posted - 2013.05.04 11:21:00 -
[18] - Quote
Cat Merc wrote: And that's how it should be, a solo av can take out solo tanker. Solo AV won't be able to take out a two/three man tank.
Im afraid you sir have no idea, that is not how it should be.
Arkena Wyrnspire wrote:Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well.
A 0 isk loadout can take out a 200k prototype loadout, why can't AV loadouts, which actually cost isk, take out tanks? AV is the hard counter to tanks. Of course it's going to kill them, it's designed to.
Militia forge gun fit is free, it can take out 2m ISK proto tanks. your argument is invalid |
Jason Pearson
Seraphim Initiative. CRONOS.
984
|
Posted - 2013.05.04 11:23:00 -
[19] - Quote
AV isn't balanced, go and look at the Dedicated AV thread, we expect those guys to kill us, they are our hard counters, the people that specialize in taking Vehicles out, but people who put a couple of k SP into Grenades should be more of a distraction solo, not a threat unless it's 3-4 of them.
This coming from someone who runs proto AV aswell as "proto tanks", and regularly runs in infantry squads with people that have proto nades and have no issue against Sagaris/Suryas. |
Takahiro Kashuken
Red Star. EoN.
408
|
Posted - 2013.05.04 11:37:00 -
[20] - Quote
Tanks is generally not a solo thing to do unless you are railgun tanking even then you can get caught easily by AV because its just you
I generally tank with one other person who watches my back and generally everything else - thats is a 2man job and is called teamwork
The AV hunting me is solo and can dish out enough damage that i stay away or it kills me
Tanking is a major time/SP/ISK sink where AV is not, i have to train up skills for stuff i wont even use
Why should AV be solo but tanking require teamwork? |
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Rums McCuUladh
Seraphim Initiative. CRONOS.
2
|
Posted - 2013.05.04 11:48:00 -
[21] - Quote
Maybe AV grenades should have the damage nerfed but add some sort of 'Disabling' feature so not any scrub can destroy a tank with a few nades but can still stop a tank from simply waltzing in and destroying everything without resistance.
So the disabling feature could come in the form of deactivating the turrets and/or tracks leaving the tank vulnerable to other proper AV specialist moving up on the but if none of them are around then at least the scrub with a few nades can't destroy the tank without a full squad spamming the tank for ages.
Not a perfect solution but better than just nerfing everything! |
Don Von Hulio
Not Guilty EoN.
215
|
Posted - 2013.05.04 11:49:00 -
[22] - Quote
Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
We both know that money is not the way to balance (Pooping Titans on demand).
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank.
OH SHIIIIEEEET YOU JUST INVADED THE FORUMS WITH LOGIC. ****!
|
Sev Alcatraz
The Tritan Industries RISE of LEGION
265
|
Posted - 2013.05.04 12:03:00 -
[23] - Quote
Why should i put skill points into something someone else id going to use
Dumb idea is dumb
We have ship that are 30km long and can be piloted by one man, yet you think a tank less the 10 feet wide and 25 feet long needs a crew? Get out dont let the door hit you on the way out |
Rums McCuUladh
Seraphim Initiative. CRONOS.
2
|
Posted - 2013.05.04 12:19:00 -
[24] - Quote
Sev Alcatraz wrote:Why should i put skill points into something someone else id going to use
Dropships...
And we don't even get adecent WP return for it :/ |
Don Von Hulio
Not Guilty EoN.
215
|
Posted - 2013.05.04 12:23:00 -
[25] - Quote
Sev Alcatraz wrote:Why should i put skill points into something someone else id going to use
Dumb idea is dumb
We have ship that are 30km long and can be piloted by one man, yet you think a tank less the 10 feet wide and 25 feet long needs a crew? Get out dont let the door hit you on the way out
Your comment doesnt really make sense. What i am reading it sounds like you dont want people to skill the way you do because you think you know something.... now what that something is.... could it be, tanks arent as bad as people say? |
Icy TIG3R
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
112
|
Posted - 2013.05.04 12:24:00 -
[26] - Quote
Cat Merc wrote:KAGEHOSHI Horned Wolf wrote:[quote=Cat Merc]If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?/quote]
Tank driving has a much much much higher ISK cost, and I'm pretty sure its more SP costly as well. Read below. We both know ISK balancing is a bad way to do it. Considering each team has 16 players, if three of those are AV the enemy has a huge advantage. So it should take the same amount of people for the enemy. In EVE this isn't a problem because you can field how many ships that you want. By that logic, tanks should.cost 300 k total. |
Coleman Gray
GunFall Mobilization Covert Intervention
228
|
Posted - 2013.05.04 12:31:00 -
[27] - Quote
Cat Merc wrote:If tankers want for it to take 3 people to take out your tank then it should take 3 people to man the tank. Why should you be allowed to solo when you think AV shouldn't be?
We both know that money is not the way to balance (Pooping Titans on demand).
Couple of ways to do it: Have a driver and a gunner instead of the driver doing everything. And also a third guy activating modules. OR Give bonuses to defense and offense the more people you have in your tank.
Because packed grenades dmg goes from standard=2000 adv= 3000 and proto is 4000, so lets go off protogear comparisons here.
Proto swarm launched 6 missles each doing a base damage of 300, so 6x300= 1800 dmg a barrage with missles that A: need to travel and could miss by hitting terrain ect. Forge guns require you to charge up and maintain LOS with the target and deals something like 1700-1800 per hit.
But Proto AV grenades deal 4000 base, as long as you throw it into the general direction of the target it'll home in and hit, you can throw them over terrain so you don't need LOS, and even if they miss they'll either home into the nearest target or lay on the ground still active for awhile. So it does really take mulitple people to take a tank out using swarm launchers and Forge guns but only one grenadier to take the tank out with supreme ease in comparison while still having an effective primary weapon for infantry.
The real problem is simply AV grenades, they defeat the purpose of over AV weapons. Why should one man be able to take out 500,000+ isk of tank with 25,000 of gear that doesn't hamper you in anyway? |
Charlotte O'Dell
Faabulous
255
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Posted - 2013.05.04 12:35:00 -
[28] - Quote
Only when eve ships require 2 pilots. |
Coleman Gray
GunFall Mobilization Covert Intervention
228
|
Posted - 2013.05.04 12:38:00 -
[29] - Quote
However Cat Merc I like the idea o your last suggestion, turret skills of each pilot has all contributing to the tank |
Don Von Hulio
Not Guilty EoN.
216
|
Posted - 2013.05.04 12:42:00 -
[30] - Quote
Those numbers are useless on Shield tanks. AV is ballz. |
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