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Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 16:43:00 -
[1] - Quote
in the last build i picked caldari tanks because they tracked faster than armor the speed was just a bonus tracking speed is why u will never see me with a railgun
this build i picked gallente because of the hardeners which i cant even use anyways due to KB/M wheel being broken again speed is just a bonus |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 17:28:00 -
[2] - Quote
so plates should be weaker and give a speed penalty on top of that? that would make plates worthless and would make the tank ment for the frontlines that much weaker...... even with the gallente tank being faster its still slow accelerating and being even weaker than it currently is would just make it free points points for all the AV nades....
before the hp buff my madrugar couldnt even survive 3 hacked EX-0 AV grenades with base shields full 4.7k armor and 26% damage resistance im not sure how well it would survive it now since i tend to try gunning players down from a distance now and players arent using as many of their hacked EX-0 even tho i know tons of players stocked up by the 1000s
we should all quit crying for the other race's vehicles to get nerfed and instead focus on trying to get CCP to buff them to where they are worth the crazy high pricetags they come with |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 18:08:00 -
[3] - Quote
ladwar wrote:Tankin Tarkus wrote:so plates should be weaker and give a speed penalty on top of that? that would make plates worthless and would make the tank ment for the frontlines that much weaker...... even with the gallente tank being faster its still slow accelerating and being even weaker than it currently is would just make it free points points for all the AV nades....
before the hp buff my madrugar couldnt even survive 3 hacked EX-0 AV grenades with base shields full 4.7k armor and 26% damage resistance im not sure how well it would survive it now since i tend to try gunning players down from a distance now and players arent using as many of their hacked EX-0 even tho i know tons of players stocked up by the 1000s
we should all quit crying for the other race's vehicles to get nerfed and instead focus on trying to get CCP to buff them to where they are worth the crazy high pricetags they come with the current modules are meant to be used on an Amarr HAV so yes and btw do flux hurt you that much, no so sshh I can't have shield after 3 flux nades so booster shield extenders? NO. they just need to stop trying to fix the game off of old data which said that swarm launchers did the most to HAVs and av nades did the most to HAVs, why because they have been more Armor HAVs and the plasma cannon was not there so there was a missing balance to swarms they should change the speeds back but if they want to go off of this crazy idea that gallente get a fractional bonus in speed then they have to take a fractional penalty somewhere and I rather they did not do that.
far more ppl carry AV than flux and do flux grenades destroy your tank? nope they just soften it for something else to destroy
a single guy with AV grenades can destroy an armor tank a single guy with flux would need another form of AV to actually destroy a shield tank
in all honesty rather than nerf something on armor tanks they should buff something for the shielders for example better natural shield regen for you guys my old tank's shields never bothered me when i was a caldari tanker it was the weaker repper that bothered me it was quite a bit weaker than armor reppers and the natural shield regen didnt really make up for it unless i wasted lots of valuable time hiding to let the natural regen work its magic |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 18:21:00 -
[4] - Quote
ImpureMort wrote:Jason Pearson wrote:*shrugs*
I don't know, I know I wish shields were a bit more nimble, maybe a faster turn speed and such, but It's not a massive issue to me, I do feel we need to work on the pros and cons a lot more with Shields vs Armor, Shield Tanks have quite a slow passive regen making that a non viable solution, also Armor Tanks are just as good as Shield Tanks when it comes to railgun snipers, and with their heavy armor reps they can get back into sniping position before my shields are ready.
Then again.. just yesterday I ambushed three Madrugars with a LLAV as back up in my Shield Tank and won (Killing the final just as I overheated hehe). We may not be as fast anymore, but with the bonuses to Missiles the Falchion gives us, that's where our advantage is, long range missile sniping. i agree with our advantages being in long range missile sniping ..actually i have to say that is our only advantage no there is no point in dropping regen module why so you can ap 19% to 22hps so 4.6 hp per second difference scoff worthless missiles the only turrent enhancment that effects them rotation speed and fmg mods ...jason your a tanker i repect so serious convo about missiles ive unlocked all turrents. proto accels seem just what they should be ...and proto fargs as well.....maybe a slight widening of the radius...but idc about the radius as it doesnt effect me. cycled .....ok in my ex with missile rate of fire sucks and enhanceing the rate of fire for missiles only speeds up the rate the missiles leave the gun NOT THE FIRE INTERVAL ...i FEEL like rof is a useless concept applyed to missiles i think the cycled bonus for doing less dmg shouldnt be that they are hard as **** to hit with but that the fire interval should be shorter. also explain why amor on a planet which HAS GRAVITY moves faster than shield which is an electric field an has no mass to weigh it down. i am upset because a madrugar can out run a caldari when it shouldnt people keep telling me ohhhh BUT SPACE SHIPs IN EVE ......space has no gravity you can get away with speed differences despite weight because in space there is no concept of weight
well in all honesty a tank ment to stay behind the frontlines launching volleys of missiles or railgun shots doesnt really need to be fast or sturdy as opposed to a tank ment to be in the frontlines using a short range cannon
i think both tanks need a buff atleast to the point a single player cant cripple either with flux/AV nades and in terms of balancing giving shield tankers better natural shield regen to help make up the difference between shield boosters and armor reppers
and maybe some sorta special bonus(like racial suits) to give players a reason to use the tank more towards the role it should fill |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 18:34:00 -
[5] - Quote
the aerodynamics make the tank frame faster the 6k armor on the other hand does infact weigh it down (25% speed reduction) but think about what kinda engine it would actually take to move either tank almost as fast as an LAV with that kinda power on the motor i could see it having only a slight problem dragging around all that extra armor |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 18:37:00 -
[6] - Quote
ImpureMort wrote:so are gallente suits faster than caldari suits ...no you say ...why? ..you ask because they are armor based AND ARMOR IS FREAKING HEAVY furthermore ccp picking up a keyboard should not add a jovian to all vehicles i am a sony girl i use controlles stop giving acceleration edge to keyboard i hate using this thing but if i dont im the slowest moving tank and while earlier after uprising i can be found saying u fixed this i was wrong you fixed the turrent with the mouse but not the acceleration using W.S.A.D keys. and just becuase i know some keyboard tanker is gunna go ohh but our equip wheel is all ****** up i know it is and it should be fixed.
actually if i remember correctly the caldari suit and the gallente suit are the same movement speed(amarr being slower and minmatar being faster) yet the gallente suit has more armor than the caldari strip away that armor and replace it with shield and the gallente would have been faster |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 18:53:00 -
[7] - Quote
well in a tank's case only the weight and aerodynamics matter tanks dont have inflated wheels to factor in they have solid tracks which arent going to deform and add resistance
so u have the armor which is going to slow down the tank and aerodynamics which is going to reduce the air resistance
besides how do we know that gallente doesnt use stronger motors since they do prefer their mobility not all vehicles were created equil which is often the case in real life and games |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 19:11:00 -
[8] - Quote
ImpureMort wrote:Tankin Tarkus wrote:well in a tank's case only the weight and aerodynamics matter tanks dont have inflated wheels to factor in they have solid tracks which arent going to deform and add resistance
so u have the armor which is going to slow down the tank and aerodynamics which is going to reduce the air resistance
besides how do we know that gallente doesnt use stronger motors since they do prefer their mobility not all vehicles were created equil which is often the case in real life and games its true all things are not made equal ..and the tire part obviously we have tracks...but that doesnt negate the fact thatt madrugars move faster deal more damage and take more damage than caldari's not only those factors either madrugars have better reppers2 more hp faster more resistances more damage more healing abilities ....tell me something what aspect do caldari tanks have that madrugars dont that better than what madrugars have. and dont say they have a regen pn our main hp we have already established thats worthlessness
well caldari tanks were designed for long range engagements(and are CPU base as opposed to the gallente tanks being PG based) your turrets(rails/missiles) pull more CPU and less PG than blasters making them fit better on your tanks
if u guys used the turrets ment for your vehicles and were more observant(most of the caldari tanks i destroy are too focused in on what they are doing giving me the first shot advantage) u guys could use your range to your advantage and heavily damage tanks like mine before we even get the the optimum range tanks like mine need
the few rail tanks that do spot and fire at my tank before i find them are usually camping way up in a mountain inside their redline making them easy to get away from
while the gallente tanks are faster caldari's are ment to have range in their favor and all they have to do is run/chase to keep them out of our tanks range and in caldari tank's range
if u guys are having problems with the gallentes getting to a safe spot too easily try setting up a trap getting them far enough away from their cover to destroy them
as far as the regen u guys are lucky enough to have it for your main source of hp alot of times i have to use my repper to restore just 500-1k hp which forces me out of the battle an extra 40 seconds while it reps and cools down but i do believe shield regen needs to be higher for you guys and ive been saying that in several posts in this thread |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 19:48:00 -
[9] - Quote
Vermaak Doe wrote:ladwar wrote:so basically ALL of you EVE bois are saying that gallente are low buffer high regen focused toward armor with a speed bonus but the only place this carries over is HAVs but they have largest buffer now? bs if you give them a bonus somewhere you need to balance it out somewhere and I say just reduce the armor slightly and reduce the amount of HP added with plates by 30% because they are not the massive buffer race that's Amarr. and if you setup a bonus in EVE that doesn't need to be added to dust because ship are not the same HAVs. and I want to point out that you(CCP) clearly already stated that in dust gallente have =speed as caldari and the minmatar are the ones with the speed bonus so you are breaking both dust and EVE traits and insulting us shield HAVs. The higher base spees is to compensate the lower acceleration and worse handling of plated Havs. While gallente havs get a great buffer, caldari wins in short skirmishes because of the ability to burst tank better and room for a higher dps when you don't overfit. Any idiot could tell you gallente are the speed based armor tankers because in Eve they have to brawl, and you could easily see the speed distribution looking at the Ares, malediction,, raptor, and stiletto. Which are the fastest ships of each race.
now sure how the caldari tanks handle but my gallente tank handles horribly it used to take turns fairly well but now i have to slow down for many turns i used to be able to take at full speed |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 20:57:00 -
[10] - Quote
ImpureMort wrote:General Hornet wrote:BulletSnitcheZ wrote:ImpureMort wrote:in CHROMOSOME if you play dust at all any caldari tanker would have told you that they're advantages over gallente was speed and dmg vs gallentes resilience and damage because gallente can use rails 2 and missiles were worthless. the only other advatage was we could fit one of our low powered on the gunlogi with dmg mod ...so 2 advatages 1 speed 2 dmg both gone. while half the tanking world quit and the majority of the remaining tankers switched to gallente because its better in all aspects. and then there is the few who stayed caldari who have no purpose left in dust and are waiting for a damn respec hoping that before the respec by some miracle ccp fixes this +1 This guy knows exactly what he's talking about. I've spent over 100 million ISK on shield tanks in this build. I've experimented with just about every fitting you can think of but nothing seems to work. Now i'm forced to use militia dropsuits because shield tanking just isn't worth it anymore. mort is a woman and yes she is right. tehe yeah i ama girl ...and yeah i am right and to you who wants to use eve to explain why gallente is faster than caldari EVE IS SPACE 0 GRAVITY MEAN WEIGHT DOES NOT EFFECT SPEED GALLENTE BEING SPEED IN DUST IS COMPLETELY UNREALISTIC. you cannot use spaceships as an example to explain speed differences on land craft as there are different factors to consider LIKE GRAVITY
since everyone keeps bringing up gravity guess u should also know that there is very little matter in space so aerodynamics are also irrelevant the only thing that would really matter would be the strength of the ship's thrusters which would go to say gallente uses stronger ones which if it carried over to their ground vehicles would mean their tanks use stronger engines than the other races aside from the minmatars |
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Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 21:15:00 -
[11] - Quote
@ImpureMort
if despite weight and aerodynamic gallente is still faster then that would mean that gallente is most likely using stronger engines to power their thrusters which if that is the case why wouldnt they apply the same to their ground vehicles which would explain why their frames are faster |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 21:26:00 -
[12] - Quote
[quote=ladwar I don't play EVE nor do I like playing eve. and btw armor tanks still accelerate faster then shield tanks so go bugger off. the handling for turns is the same as well so that too holds no value. so armor has more DPS, more HP more regained from repairers then booster and faster. what does shield HAVs have resistant to av nades and swarm launcher but armor HAV resistant to plasma cannon and flux nades so shield just has nothing going for it but it forces different type of AV weapons which can be said of armor too. armor has it all with no down sides, that has to change.[/quote]
pretty sure plasma launcher is actually hybrid like the rail's and forge's and while fluxes are dangerous to caldari tanks they arent as common on the battlefield cant home in on tanks and cant actually destroy anything other than the shields itsself
while caldari DPS is lower(when using the caldari turrets) they have much greater range and allow caldari to engage at much further distances keeping them out of harms way which if used to your advantage allows u guys to outdo gallente blaster tanks by crippling them before they can get into range to counter
i think CCP needs to push players more towards the role the vehicles were designed for by increasing the CPU and decreasing the PG of caldari vehicles and adjusting the modules that best suit them accordingly so that u see less caldari blaster tanks and gallente rail/missile tanks as well as buffing caldari vehicle shield regen to help balance the difference between their reppers |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 21:45:00 -
[13] - Quote
ladwar wrote: the plasma launcher does more to shields then it does to armor unlike rails and forges. last time I checked the range is the same, armor tanks can put on the same turrets as shields so that's complete BS. btw dude even with high CPU modules and turrets there I still have over 100 CPU left over so leave you bad balancing ideas behind because you have terrible ideas that have no reason behind them. check your fact there bro.
i dont know what your fitting your tank with but i know last build i was able to go over the gunlogi's max CPU using no proto turrets with lv3 circuitry gallente vehicles have even less CPU
if u wanted a properly fit madrugar with proto missiles(which pull the most CPU) im pretty sure u would run into CPU somewhere(especially with what im recommending)
i would test things for myself but i currently dont have access to my ps3 for another 4-5 hours |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 22:27:00 -
[14] - Quote
ladwar wrote:ImpureMort wrote:Tankin Tarkus wrote:
i think CCP needs to push players more towards the role the vehicles were designed for by increasing the CPU and decreasing the PG of caldari vehicles and adjusting the modules that best suit them accordingly so that u see less caldari blaster tanks and gallente rail/missile tanks as well as buffing caldari vehicle shield regen to help balance the difference between their reppers
i couldnt agree with this portion of your statement more ...however will the optimize the caldari good attributes my gunlogi uses missiles and rails ....and that is ok ...but the module need serious reworking better modules need to come first, you can't balance for what isn't there. games like this are usually constantly adding new content so of course they cant balance what isnt there yet but they can balance what is there and worry about balancing new stuff when its time comes and thats what needs to happen
and as far as what i said goes maybe currently cpu isnt a problem for either tank but what im suggesting is making it a problem for the vehicles to put on turrets/modules that werent ment specificly for that vehicle(not to a point where they couldnt do it but to a point where it would prevent optimum performance compared to a tank fit with turrets/modules made for it) |
Tankin Tarkus
Quafe Runners
9
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Posted - 2013.05.17 22:45:00 -
[15] - Quote
ya between the engineering nerf and the EX-0 grenades tanks as a whole were almost completely destroyed
without all the EX-0 my tank is alittle more usable but without the PG skill it still doesnt pull profits i can usually get it to last 2-3 matches but need about 5-7 to profit
i can only imagine how bad the caldari tankers are suffering from the whole dropsuit skills for tanker skills problem(speaking of which did they ever refund the sp for players that lost sp cuz of the fix?) |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.18 22:27:00 -
[16] - Quote
actually the enforcer tanks are (at lv5) +15% damage and range +10 zoom to their specific turrets range wise favors caldari more since missiles already come with much greater range and the fact that missile damage doesnt drop with distance
as far as missiles go they arent that bad at all just takes a bit of leading your shot i sometimes use large missiles usually either the one with blast radius or faster missiles and they work wonders against installations(usually 3 shots) at any range depending on how accurate i am
EDIT: and if i remember correctly CCP actually stated themselves that making the caldari tanks faster was a mistake ill look around for a link to see if i can find it again |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.18 22:35:00 -
[17] - Quote
when i said faster i ment flight time not fire rate i know the cycled dont have their fire rate bonus anymore(probably a bug) |
Tankin Tarkus
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15
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Posted - 2013.05.18 23:22:00 -
[18] - Quote
lol probably not i think most ppl assume missiles are still broken and wont go near them
my only issue with them is blast radius shots that look like they should hit dont but other than that i like em |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 02:49:00 -
[19] - Quote
i have to agree the missiles are almost where they need to be my only problem with them is shots that shoulda hit atleast with splash wont always hit
as far as the speed thing goes it isnt specificly the armor thats faster its the race that made the tank gallente are users of short range weapons so they need the speed to be able to catch their targets they just happen to prefer armor over shields the only thing that really makes sense is since gallente needs the speed to catch their enemys they use more powerful engines than other races just like shotguners use scout suits to move faster to get into the range they need
caldari prefering long range engagements dont have a specific need for speed they rather fire from a distance and let their large shields absorb and repair what little damage they take |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 17:17:00 -
[20] - Quote
i use large missiles every now and only use STD ones they work fairly well for me the only problem i have with them is hit detection but when they do hit properly they work wonders for me |
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Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 17:42:00 -
[21] - Quote
the gallente enforcer bonus only applys to blasters so i dont see how its bonus is better i have used both shield lav's and armor lav's the gallente lav definately handles alot better all the shield one does is spin out i havent used shield dropships
and as far as dropsuits go gallente would be faster than caldari if it wasnt weighed down by armor its a human in that suit u cant just add in a better engine minmatar fits its lore it has the lowest armor and shields so its the fastest and amarr is the tanked suit so its the slowest |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 19:24:00 -
[22] - Quote
the gallente tank is ment for close range engagements where escape isnt going to be quick and easy they get the longer hardeners because of this
the caldari tank is ment to fight at a range where escape is far easier and the hardeners are only ment to last till u get behind your cover
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Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 19:31:00 -
[23] - Quote
caldari enforcers gets a range AND damage boost to missiles which are strong against armor |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 23:15:00 -
[24] - Quote
ladwar wrote:Tankin Tarkus wrote:caldari enforcers gets a ZOOM AND damage boost to missiles which are strong against armor HAVs ONLY FIXED btw the range boost for the whole enforcer is 30m not much of a bonus because they easy to avoid at anything past 100m by everthing so range is still basically the same with them, its like they didn't even get a range bonus.
how about instead of falsely correcting me u actually read the skill
ill quote it right now straight from the game
"Unlocks the ability to use Caldary Enforcer HAVs. +3% to missile DAMAGE and RANGE per level. +2% to maximum ZOOM per level."
it does all 3 |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.19 23:21:00 -
[25] - Quote
BulletSnitcheZ wrote:Tankin Tarkus wrote:caldari enforcers gets a range AND damage boost to missiles which are strong against armor It's true that Missiles have a damage bonus to armor, but at the same time, Blaster tanks will always kill Missile tanks because they have better DPS. It takes at least 2 - 3 volleys from a missile turret to destroy the shields on an armor tank. Each volley has a 2.5 second interval, so it takes 5 - 7.5 seconds JUST to destroy the shields on an armor tank. By the way, shield hardeners are a complete joke. 10 seconds of resistance is not enough to protect your tank from sustained fire. Using shield hardeners instead of resistance amplifiers puts you at a huge risk because it doesn't give you constant protection like armor hardeners do.
my madrugar has 1100 shield the fragmented missile launcher(STD) does 370 direct damage a hit(1482 damage total) i believe explosions do 30% less damage to shields so a single volley is just shy of taking out the shield in one shot the 2nd volley will use about 100 damage total to finish the shields off and the other 1300 damage is gunna do 1700 damage to their armor |
Tankin Tarkus
Quafe Runners
15
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Posted - 2013.05.20 00:00:00 -
[26] - Quote
ladwar wrote:Tankin Tarkus wrote:ladwar wrote:Tankin Tarkus wrote:caldari enforcers gets a ZOOM AND damage boost to missiles which are strong against armor HAVs ONLY FIXED btw the range boost for the whole enforcer is 30m not much of a bonus because they easy to avoid at anything past 100m by everthing so range is still basically the same with them, its like they didn't even get a range bonus. how about instead of falsely correcting me u actually read the skill ill quote it right now straight from the game "Unlocks the ability to use Caldary Enforcer HAVs. +3% to missile DAMAGE and RANGE per level. +2% to maximum ZOOM per level." it does all 3 you need to learn to read better. it seems you didn't read all of it and well that's a shame on you not me.
if u cant hit anything past 100 meters with the missiles thats your problem not the game's
i was able to get them to hit dropships out of the sky when tanks couldnt even aim up all u have to do is lead your shot and let them drive into the missiles.....
u correcting me with false info then contradicting yourself is "a shame on you not me" |
Tankin Tarkus
Quafe Runners
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Posted - 2013.05.20 09:13:00 -
[27] - Quote
just the enforcer tanks |
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