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CharCharOdell
Ametat Security Amarr Empire
62
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Posted - 2013.05.14 23:36:00 -
[1] - Quote
He had a 9K or maybe a standard with damage mods. I had a 5K shield gunlogi. It was...perfect. he could deny my access to an area, but never solo me unless I let him. I could still slaughter his teammates if he let me, but squared off against eachother, I could usually kill him, but half the time he'd get a couple of shots off and push me to another front. It was perfect. Why? BC it was std gear vs std modules. Against proto or even advanced gear I would have been 2-shotted, but this was balanced. I kept my distance to avoid AV nades, but it wasn't the 400 m distance expected. Maybe 50-200m max.
This ultimately means that either we need prototype vehicles or they need to lose prototype AV. It isn't a call for a buff or a nerf, but to fight fire with an equivalent amount of water; usually its like a campfire being put out by 7 fire trucks. |
CharCharOdell
Ametat Security Amarr Empire
63
|
Posted - 2013.05.14 23:45:00 -
[2] - Quote
Polish Hammer wrote:How did you know what his AV build was?
My tanker senses.... Jk, it was just a guess based on the damage I received per shot which was just shy of 2K so it for sure had seen damage mods on it. |
CharCharOdell
Ametat Security Amarr Empire
63
|
Posted - 2013.05.14 23:45:00 -
[3] - Quote
Gelan Corbaine wrote:CharCharOdell wrote:He had a 9K or maybe a standard with damage mods. I had a 5K shield gunlogi. It was...perfect. he could deny my access to an area, but never solo me unless I let him. I could still slaughter his teammates if he let me, but squared off against eachother, I could usually kill him, but half the time he'd get a couple of shots off and push me to another front. It was perfect. Why? BC it was std gear vs std modules. Against proto or even advanced gear I would have been 2-shotted, but this was balanced. I kept my distance to avoid AV nades, but it wasn't the 400 m distance expected. Maybe 50-200m max.
This ultimately means that either we need prototype vehicles or they need to lose prototype AV. It isn't a call for a buff or a nerf, but to fight fire with an equivalent amount of water; usually its like a campfire being put out by 7 fire trucks. You made a lot of money ........he made none.... I'm somehow failing to see how "perfect" it is ....
His fits cost a fraction of what mine cost. If I die once, I lose 1 mil. How is THAT balanced? |
CharCharOdell
Ametat Security Amarr Empire
67
|
Posted - 2013.05.14 23:52:00 -
[4] - Quote
gbghg wrote:Gelan Corbaine wrote:CharCharOdell wrote:He had a 9K or maybe a standard with damage mods. I had a 5K shield gunlogi. It was...perfect. he could deny my access to an area, but never solo me unless I let him. I could still slaughter his teammates if he let me, but squared off against eachother, I could usually kill him, but half the time he'd get a couple of shots off and push me to another front. It was perfect. Why? BC it was std gear vs std modules. Against proto or even advanced gear I would have been 2-shotted, but this was balanced. I kept my distance to avoid AV nades, but it wasn't the 400 m distance expected. Maybe 50-200m max.
This ultimately means that either we need prototype vehicles or they need to lose prototype AV. It isn't a call for a buff or a nerf, but to fight fire with an equivalent amount of water; usually its like a campfire being put out by 7 fire trucks. You made a lot of money ........he made none.... I'm somehow failing to see how "perfect" it is .... Both role did their intended jobs, and nether one overpowered the other. In a fight like that skill and tactics would have been the deciding factor.
The thing is, gear was perfectly matched. If I had the sagaris of chromosome or he had a prototype breach, tactics wouldn't have made a difference. |
CharCharOdell
Ametat Security Amarr Empire
67
|
Posted - 2013.05.15 00:58:00 -
[5] - Quote
Veritas Vitae wrote:Sometimes you sacrifice your income and stats in a match to be a better use to your team. Preventing a tank from steamrolling your team, even if you never kill the tank, is effectively removing the tank from the field of battle, making it so your infantry can focus on the enemy infantry. That is a vital, yet thankless role that AV plays. Watching an AV guy go 2-5 yet watching the enemy tank only get at most 10 kills when you know they could have gotten 30-40 without your AV guy is a beautiful thing.
Thank you. The purpose of AV is to deny tanks access to an area, not kill them. Only tanks and DS's should be as to solo tanks. |
CharCharOdell
Ametat Security Amarr Empire
71
|
Posted - 2013.05.15 02:36:00 -
[6] - Quote
Caeli SineDeo wrote:The problem does not come from dropships not able to tank forge round really I think they are at a okay place there. Might need a HP buff because of the change in overall HP to a resist bonus.
We can not kill forgers effectively att all. Blasters to kill a forger you have to get within 30-40m and hold still for the 3 seconds it takes to melt a heavy problem is you can not hold still and every movement even on the come in throws the blasters aim off. so you are ending op taking 6 seconds plus. all that time plus the time on you moving in to get in range on a heavy your a easy target. Even if you get the drop on the heavy he just turns and his first shot makes it impossible hence fourth to hit him any more.
What about missile turrets. 8+ splash hits to kill a heavy. Again trying to keep a projectile close to the heavy is almost impossible all the time because any movement throws it off by a long shot. Me and my gunner with damage mods dropped on a heavy got 3 shots into him before he turned on us and shot and after that we where forced to run barely saving the dropship. 3+ direct hits it takes. Just wrong in all accounts that a vehicle mounted turret can have the drop hit every time and still lose to the heavy. Both of us on even ground he was proto we where proto. Splash should be taking 2-4 shots on a proto heavy depding on if you use damage mods. 1-3 direct hit. again depending on damage mods. Most infantry should die from 1-2 direc hits and 2-3 splash. Not 5+ splash hits and 2+ direct.
The problem comes that turrets are under powered.
I should be a able to kill a heavy faster then he kills me. In reality he has the element of surprise at all times Dropships you can easily tell when they are on the map heavies are not so easy. Forges are a little op but close to being in a good place.
Small vehicle turrets have been nerfed to hell. And need some buffing.
+1 |
CharCharOdell
Ametat Security Amarr Empire
71
|
Posted - 2013.05.15 02:37:00 -
[7] - Quote
One way to solve the ISK descrepency is to increase the payout in insant battles. |
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