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KING CHECKMATE
Tal-Romon Legion Amarr Empire
76
|
Posted - 2013.05.12 22:07:00 -
[31] - Quote
CharCharOdell wrote:KING CHECKMATE wrote:Kharga Lum wrote: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. Th problem is, people think that because vehicles are so expensive they'll get some magic advantage since they spent SO MUCH SP. TRUE AV grenades should not do THAT much damage unless they are proto, but Tank players are not playing smart. If you get killed by AV grenades, you weren't supposed to be there bro. Basically this thread is like someone wearing a PROTO suit complaining about why Regular Assault Rifles kill them..... So you want us back in the hills rail sniping?
i dont mind, do what you have to. i prefer you up there than in my face 5 mts away from an objective to be honest. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
76
|
Posted - 2013.05.12 22:10:00 -
[32] - Quote
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..... |
Kharga Lum
Seraphim Initiative. CRONOS.
50
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Posted - 2013.05.12 22:17:00 -
[33] - 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 -
[34] - 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. |
Sylwester Dziewiecki
BetaMax. CRONOS.
62
|
Posted - 2013.05.13 11:01:00 -
[35] - Quote
KING CHECKMATE wrote: I mean AV grenades are the only thing stopping tanks to get into CQC where there is no other weapon suited to take them out.
Grenades: Damage High / Range close Swarm launchers: Damage Mid / Range Mid-Mid long - Not very useful in CQ situations Forge gun: Damage High / Range Long - Not very useful in CQ situations
Thats pretty much it....You want to nerf the only viable option at CQ to take care of a tank?
You're not even mention about proximity mines and remote explosive with supose to replace grenades at CQ.
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