| Pages: 1 2  :: [one page] | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 48
 
 
      | 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.
 | 
      
      
        |  Horizon Limit
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 10
 
 
      | Posted - 2013.05.12 17:27:00 -
          [2] - Quote 
 AV nades are OP, they should damage, half hp of a LAV, to be balanced.
 | 
      
      
        |  Ops Fox
 ZionTCD
 Unclaimed.
 
 259
 
 
      | Posted - 2013.05.12 17:36:00 -
          [3] - Quote 
 got to love em' but differently OP
 
 75% of what they do now would be good
 | 
      
      
        |  EXASTRA INVICTAS
 Crux Special Tasks Group
 Gallente Federation
 
 1
 
 
      | Posted - 2013.05.12 17:39:00 -
          [4] - Quote 
 I agree that AV nades are a little OP. I wouldn't mind if they got a LAV to 25% health on an untrained character using the free fit. They shouldn't be useless but they shouldn't be "let's effortlessly blow up that expensive equipment" either.
 
 Because you're not gonna see me spending that ISK on buying and fitting some LAVs and HAVs when I know it's gonna be trash after its first kill.
 | 
      
      
        |  Wojciak
 Soldiers Of One Network
 Orion Empire
 
 15
 
 
      | Posted - 2013.05.12 17:39:00 -
          [5] - Quote 
 Low lvl nades should do less damage an you should need a lot to kill high lvl tanks ( 10 or more), but high lvl AV nades should do high damage to low lvl tanks ( 2/6 nades). if the tank and the nades are the same lvl the it should be a two man team to take out a tank (6/8 total).
 
 i am not a tanker nor am i an AV (yet).
 | 
      
      
        |  Ops Fox
 ZionTCD
 Unclaimed.
 
 259
 
 
      | Posted - 2013.05.12 17:41:00 -
          [6] - Quote 
 you do know tanks and LAVs are getting a HP buff tomorrow. right? lets let that settle then decided.
 | 
      
      
        |  Ops Fox
 ZionTCD
 Unclaimed.
 
 259
 
 
      | Posted - 2013.05.12 17:44:00 -
          [7] - Quote 
 here it is. this was posted yesterday.
 
 Quote:Vehicle skills, modules and balance: We are listening to your feedback in balancing heavy vehicle experiences. It is a delicate act which has us wanting them to be able to perform their intended GÇ£tankGÇ¥ role on the battlefield, while not being overpowered. HereGÇÖs a quick break down of some of the changes that are being introduced:Vehicle Balance
 In order to enable to vehicles to last longer in combat for more fun, enduring engagements weGÇÖve increased hit point values for LAVs and HAVs accordingly.
 
 Std & Militia HAVs - 25% more hp
 Enforcer HAVs - 60% more hp
 Militia LAVs - 60% more hp
 Std & Scout LAVs - 50% more hp
 Charybdis Logistics LAV - 70% more hp
 Limbus Logistics LAV - 40% more hp
 
 
 | 
      
      
        |  Draco Dustflier
 Planetary Response Organisation
 
 49
 
 
      | Posted - 2013.05.12 17:46:00 -
          [8] - Quote 
 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.
 | 
      
      
        |  Ops Fox
 ZionTCD
 Unclaimed.
 
 259
 
 
      | Posted - 2013.05.12 17:50:00 -
          [9] - Quote 
 its all most impossible to use tanks now unless your team is already steamrolling the other side
 | 
      
      
        |  Horizon Limit
 Nexus Balusa Horizon
 DARKSTAR ARMY
 
 10
 
 
      | Posted - 2013.05.12 17:52:00 -
          [10] - 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. another guy who never drove a tank...
 | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 48
 
 
      | Posted - 2013.05.12 18:28:00 -
          [11] - 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.
 | 
      
      
        |  Kaze Eyrou
 ROGUE SPADES
 EoN.
 
 188
 
 
      | Posted - 2013.05.12 18:33:00 -
          [12] - Quote 
 
 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.
 Uh, I don't think there is any Militia AV nades. You have to skill at least into Grenedier I for AV nades.
 
 And before you say anything yes, I am aware of the Hacked Ex0 AV nades.
 
 Don't expect those to be in your inventory on the 14th though. >:D
 | 
      
      
        |  Sylwester Dziewiecki
 BetaMax.
 CRONOS.
 
 61
 
 
      | Posted - 2013.05.12 19:02:00 -
          [13] - Quote 
 In this build all vehicle was heavily nerf by 25%PG. What it's mean is that now people however they are trying they can't fit to standard HAV proto armor plate, proto armor repair and adv L turret without PG module(not speaking about rest of the fit).
 That HP% boost that you are speaking about may sound awesome, and it would be awesome if HAV was not silently nerfed in first place - currently they are all broke without that 25%PG.
 
 As a HAV driver what moste I don't like in grenade is that they were meant to be use by stupid people(all they have to do is to spamm R2).
 All you have to do to kill HAV no metter with class, because all of they die after 5-7 grenades, is to:
 
 1. Find spot near the enemy HAV - preferably not on his sight.
 2. Drop nanohive under you feet.
 3. While working with your radar aim the tank or place behind he supposed to be.
 4. Spam "R2".
 5. And... you done it!
 
 Is that how you kill tanks in real word? Without any kind of knowledge about it, just spamming one button and that's it? Where is "Risk vs Reward"?
 
 How I see this:
 First of all Pilot should be able to relocate they "weak spot" where ever they want, and place extra resistance on other parts of the HAV(for example).
 Guy who chose to kill/try to kill HAV with grenade should program them first to auto-aim particular parts of HAV, but to do so he should first gather information about that HAV to be more successful at his attack, this information could be also give to him by Scout(who is awesome at gathering that kind of stuff). Grenadier could also set his grenade to aim HAV in general, but in that way grenade would deal much less total dmg; Hi could also play roulette at choosing that particular HAV part and that could bring him luck: biggest dmg per grenade, or weakest dmg that is possible(even then setting grenade to aim HAV in general).
 But that's not all, art of throwing should be involve to this as well. If you miss you throw, and grenade will hit the HAV but at wrong side of it - nothing will happen - grenade will not explode.
 HAV pilot will be alarmed about the danger, because his sensor pickup specific signature that indicate explosive material.
 
 | 
      
      
        |  Dezus 1000
 Reaper Galactic
 ROFL BROS
 
 21
 
 
      | Posted - 2013.05.12 19:31:00 -
          [14] - Quote 
 
 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.
 
 Well put. Tanks now are overall a mess and less effective, but require more SP to use. It is ridiculous and I am just waiting for the optional respec.
 | 
      
      
        |  Wojciak
 Soldiers Of One Network
 Orion Empire
 
 15
 
 
      | Posted - 2013.05.12 19:48:00 -
          [15] - Quote 
 
 Sylwester Dziewiecki wrote:IHow I see this:
 First of all Pilot should be able to relocate they "weak spot" where ever they want, and place extra resistance on other parts of the HAV(for example).
 Guy who chose to kill/try to kill HAV with grenade should program them first to auto-aim particular parts of HAV, but to do so he should first gather information about that HAV to be more successful at his attack, this information could be also give to him by Scout(who is awesome at gathering that kind of stuff). Grenadier could also set his grenade to aim HAV in general, but in that way grenade would deal much less total dmg;
 He could also play roulette at choosing that particular HAV part and that could bring him luck: biggest dmg per grenade, or weakest dmg that is possible(even then setting grenade to aim HAV in general).
 But that's not all, art of throwing should be involve to this as well. If you miss you throw, and grenade will hit the HAV but at wrong side of it - nothing will happen - grenade will not explode.
 HAV pilot will be alarmed about the danger, because his sensor pickup specific signature that indicate explosive material - that depend on sensor skills. Pilot should be also warned from with direction grenade came.
 It is not that hard ti kill an tank in real life, one RPG-7 can kill everyone in a tank. that satd thanks are a lot harder to kill now and in the future they will get harder and harder to take out. Your idea is ok, there should be a warning to where the danger is coming from. Each type of tank should have a week spot on different spots of the tank but the grenade should not have to be set for a spot on the tank and if you want a module that stops grenades going off, there are some people who have, i think that breaks the laws of Physics.
 | 
      
      
        |  nakaya indigene
 Defensores Doctrina
 
 58
 
 
      | Posted - 2013.05.12 20:24:00 -
          [16] - Quote 
 AV nades are a bit insane. people with the ability to kill infantry and vehicles with the same amount of effort. please.
 If you want to kill a tank make a commitment to actually do it. Right now we have people that can sit behind cover and spam grenades.
 | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 48
 
 
      | Posted - 2013.05.12 20:29:00 -
          [17] - 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...
 | 
      
      
        |  XV1
 Challenger 4
 
 8
 
 
      | Posted - 2013.05.12 20:46:00 -
          [18] - Quote 
 AV grenades are a little OP, but wouldn't be so bad if the hacked AV grenades did not exist. I personally believe that they should be removed ASAP. I can use the hacked with no SP in grenades and buy them for same price as the advanced level ones for same PG/CPU cost and same effect, it is utterly ridiculous.
 | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 49
 
 
      | Posted - 2013.05.12 20:53:00 -
          [19] - 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.
 | 
      
      
        |  Xender17
 Oblivion S.G.X
 
 62
 
 
      | Posted - 2013.05.12 21:08:00 -
          [20] - Quote 
 
 Kharga Lum wrote: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.
 I agree. AV nades will still be a problem.
 | 
      
      
        |  KING CHECKMATE
 Tal-Romon Legion
 Amarr Empire
 
 76
 
 
      | Posted - 2013.05.12 21:43:00 -
          [21] - Quote 
 
 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.
 | 
      
      
        |  KING CHECKMATE
 Tal-Romon Legion
 Amarr Empire
 
 76
 
 
      | Posted - 2013.05.12 21:54:00 -
          [22] - Quote 
 In other games , tanks take their distance because Close quarter explosives do more damage than long ranges AV weapons.
 In other games C-4 is the most dreaded anti tank weapon. Just be grateful that Remote explosives dont stick to surfaces... XD
 
 So yeah playing tanker is not a invincible game style, and at the moment your weakness are AV grenades?
 Dont get too close to spawn points or supply depos, cuz they will grenade the sh** out of you.
 
 Thats that.
 
 | 
      
      
        |  Illendar Cortharis
 Digital Mercs
 
 2
 
 
      | Posted - 2013.05.12 21:56:00 -
          [23] - Quote 
 
 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.
 | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 50
 
 
      | Posted - 2013.05.12 21:57:00 -
          [24] - 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.
 | 
      
      
        |  KING CHECKMATE
 Tal-Romon Legion
 Amarr Empire
 
 76
 
 
      | Posted - 2013.05.12 22:01:00 -
          [25] - 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. 
 Pretty much.
 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?
 
 | 
      
      
        |  KING CHECKMATE
 Tal-Romon Legion
 Amarr Empire
 
 76
 
 
      | Posted - 2013.05.12 22:03:00 -
          [26] - Quote 
 
 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.
 | 
      
      
        |  CharCharOdell
 Ametat Security
 Amarr Empire
 
 17
 
 
      | Posted - 2013.05.12 22:06:00 -
          [27] - 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. 
 Have you ever used a tank? NO? Well then don't comment here. Issues regarding vehicles vs AV should only be between vics and AV
 | 
      
      
        |  CharCharOdell
 Ametat Security
 Amarr Empire
 
 17
 
 
      | Posted - 2013.05.12 22:06:00 -
          [28] - Quote 
 
 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?
 | 
      
      
        |  CharCharOdell
 Ametat Security
 Amarr Empire
 
 17
 
 
      | Posted - 2013.05.12 22:07:00 -
          [29] - 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. 
 If you think tanks are OP, you don't know anyone who drives tanks.
 | 
      
      
        |  Kharga Lum
 Seraphim Initiative.
 CRONOS.
 
 50
 
 
      | Posted - 2013.05.12 22:07:00 -
          [30] - 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.
 | 
      
      
        |  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
 
 
      | 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:You're not even mention about proximity mines and remote explosive with supose to replace grenades at CQ.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?
 
 
 | 
      
        |  |  | 
      
      
        | Pages: 1 2  :: [one page] |