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Kharga Lum
Seraphim Initiative. CRONOS.
48
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Posted - 2013.05.12 17:11:00 -
[1] - Quote
8.8m SP into tanks, just over 5800 shield HP and 5 milita AV nades kill me. This is not including my shield booster...active hardeners only last 10 seconds which enough time to absorbe a 1-2 shots before shutting down.
I understand the use of AV nades, my thinking is that the time and effort spent skilling into each is disproportional for their effect. |
Kharga Lum
Seraphim Initiative. CRONOS.
48
|
Posted - 2013.05.12 18:28:00 -
[2] - Quote
Draco Dustflier wrote:no. if you're stupid enough to drive your tank near a bunch of infantry without a cover squad or mewns of repair, i should be able to kill you with av grenades. tanks dont need more health. drivers need to get better.
Tanks are slow to accelerate, low top speed and take all day to turn. Visibility is also terrible. You could stand on an elevation or even behind a box and throw AV from behind cover. Even swarms can be fired from a concealed position.
This would be easier if the primary gun and driver position were separated. As it is, it's very hard for the operator to fire at and withdraw from a hotspot at the same time. I'm either looking at my target or where I'm going. Should the tank gently bump into a wall or box it can take up to 500pts of damage.
If that happened to infantry you'd die every time you touched a wall....
I've you never used a tank or AV please refrain from trolling this thread. |
Kharga Lum
Seraphim Initiative. CRONOS.
48
|
Posted - 2013.05.12 20:29:00 -
[3] - Quote
It's the dismissive easy you can casually chuck a brick at a tank, in casual passing, causing the tank to explode behind you. Almost like every Merc is an action hero wanting to slowly walk away from an explosion looking bad ass.
...only that explosion is me...in my tank... |
Kharga Lum
Seraphim Initiative. CRONOS.
49
|
Posted - 2013.05.12 20:53:00 -
[4] - Quote
There's an HP buff coming for vehicles (Except Dropships...for some reason, I dunno) but I'm not convinced this will fix the problem.
I can't fit more then 1 Heavy shield module on my heavy tank anyway since the PG is so low even with 2 PG extending modules. |
Kharga Lum
Seraphim Initiative. CRONOS.
50
|
Posted - 2013.05.12 21:57:00 -
[5] - Quote
KING CHECKMATE wrote:Kharga Lum wrote:8.8m SP into tanks, just over 5800 shield HP and 5 milita AV nades kill me. This is not including my shield booster...active hardeners only last 10 seconds which enough time to absorbe a 1-2 shots before shutting down.
I understand the use of AV nades, my thinking is that the time and effort spent skilling into each is disproportional for their effect. AV grenades are a LITTLE too powerful, but not OP. The mere concept of getting CLOSE to a tank to throw something at it is ridiculous. Forge guns and swarm launchers can damage a tank at great distances and grenades can't. Without AV grenades there wouldnt be a way to kill / scare away tanks at Close range making tanks even more OP. Dont want AV grenades? keep your distance.
This is not a thread about eliminating AV nades. I believe they have a place and should remain in game. But "...making tanks even more op" makes me think that you're missing the point. Tanks aren't currently functioning in the roll they are/were designed for.
I'm saying that, as it currently is, AV does a disproportional amount of damage for their cost in both SP and ISK compared to that of the tank. No where did I say I didn't want AV nades. I'm having a discussion about the balance between tanks and their counters. Taking any of these things out of the game would not even address the issue at all.
Even the Anti-Armor starter suit is devastating to vehicles of all kinds. There is no sp or isk investment in that at all. |
Kharga Lum
Seraphim Initiative. CRONOS.
50
|
Posted - 2013.05.12 22:07:00 -
[6] - Quote
Illendar Cortharis wrote:Kharga Lum wrote:8.8m SP into tanks, just over 5800 shield HP and 5 milita AV nades kill me. This is not including my shield booster...active hardeners only last 10 seconds which enough time to absorbe a 1-2 shots before shutting down.
I understand the use of AV nades, my thinking is that the time and effort spent skilling into each is disproportional for their effect. Stop crying, don't engage close range.
*eye rolling
It's not about this...and neither am I "crying" about it. Before trolling this thread with your insight I suggest you try tanking. Gain perspective of both using AV on tanks and having AV used on your tank.
Using AV against a tank is easier then running from AV in a tank. Be it AV nades, forge gun or swarm launcher. Some of which can harras you from incredible distance
The investment vs effect of each is skewed towards AV in this build by a fair margin. |
Kharga Lum
Seraphim Initiative. CRONOS.
50
|
Posted - 2013.05.12 22:17:00 -
[7] - Quote
Quote:Basically this thread is like someone wearing a PROTO suit complaining about why Regular Assault Rifles kill them.....
This is possible, but remote...if it happened as easily as what we're discussing here I"m sure there'd be a thread about that too. But regarding a proto suit and militia riffle there is a sizeable difference between those two things that, more or less, matches the isk and sp investment between them. The escalation here works fairly well.
The escalation between proto tank and militia av does not progress at a similar rate. |
Kharga Lum
Seraphim Initiative. CRONOS.
50
|
Posted - 2013.05.12 22:20:00 -
[8] - Quote
KING CHECKMATE wrote:CharCharOdell wrote: If you think tanks are OP, you don't know anyone who drives tanks.
I used tanks in chromosome. I had bad games where everybody seemed to be using Forge guns.. And games where i would go in between objectives and go 42-0, or in Ambush lol.... I know that Forge guns and swarm launchers cant stop you if you are at CQ range.....
Since the update on the 6th tanks and av are very, very different. I have been tanking in every build since the first round of closed beta. This build, so far, is one of the worst for tanks. |
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