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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
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Posted - 2013.05.22 09:45:00 -
[1] - Quote
EnglishSnake wrote:We need proto HAVs
i agree ccp need to stop putting us through the proto av grinder with standard gear im sure ill get banned for this statment 2 but tanks are the most worthless aspect in dust 514 they are so easy to destroy its laughable and im not just sayng this as a tank in the past 2 days ive been running adv swarms and nades on a mlt heavy ina lav ....seems to be more of a tank than tanks dmg dealt per battles ranges from 15k-90k and recieved rangers from 1-10 ...thats disgusting ...21/0 in a lav ...3 tanks destruction and a durp ship....tanking in this game is a giant joke. and the way ccp banns every tanker to get support for making them worth it i doubt they ever will be anything other than a joke |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
|
Posted - 2013.05.22 09:48:00 -
[2] - Quote
i agree with the 30/30 hardener timers...but oly if the caldari's speed were back to normal ....ninja spent a good portion of last night trying caldari havs on my character laughing at ccp...so stupid..if not ..all we will be seeingg in dust are armor tankers....it would take more than just the speed and making our res worth it...they would need to make the regen hasa point again...and give caldari havs a weapon that isnt pure ****. the missiles were dug from the bottom of a latrine |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
61
|
Posted - 2013.05.22 11:39:00 -
[3] - Quote
these missile fail epicly for bombardment the are useless..i think instead of the crappy bombardment missiles ccp should give caldai tanks a wide range built in passiv scanner ...wide range being more than the pathetic 100 m range im talking about a range to equate to the farthest redline sniper for a proto tank. then they should scrap they're missiles and make them swarm lock on missiles ...give them like a 40 or 50 m straight shot before the missiles vear towards targets make them av only...a caldari could trule post and lock on to av within his sensory range and fire missiles with equviliant tracking to swarms but with forge range to counter the rail gun on armor tanks effectively this aspect alone would keep me personally in love with missile tanks we should be the ultimate post av defence. ...also make scanner modules for vehicles boost that inate scan there should also be a skill tree entirely around the scanning abilities of the owner and the missile capabilities maybe a skill that allows the driver to fire a bit faster ..there is currently nothing i dust 514 that effects missiles fire interval |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
63
|
Posted - 2013.05.23 13:56:00 -
[4] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
what do you think of this https://forums.dust514.com/default.aspx?g=posts&t=80949&find=unread |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.05 11:55:00 -
[5] - Quote
ladwar wrote:has nothing to with the op or this^ post but I am wonder if/when we get a dev response and will it be filled with bad news. HAV need a reason to be on the field or we will just put out the much cheaper LLAVs and cause more nerf LAV threads just because of the new skill tree. well the obvious reason for havs to be on the field is so av specialists can blow them up ..caldari's are such bull now..easily soloable armor tanks not that much better really |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:00:00 -
[6] - Quote
demonkiller 12 wrote:Can't we just reduce the amount of AV/Flux held to like 1 or 2? I remember another post talking about how taking down a well fitted HAV is a team task and not something a guy with 500ksp should be able to do alone, and I completely agree with that, tanks are there to dominate the battlefield and you should have to work together to take him down. fixing tans is far more complex than nerfing any one 2 or even all av. ....that would just lead to slow boring tank fights....no fun...tanks need the following i feel. 1 the need serious buff to stats...as far as shield tankers go there are issues with regen stacking active resistances 2 missiles need a serious over haul...i would prefer they were just completely redone with swarm lock on type firing system...and make caldari av only...with extreme sensory capabilities to counter rails range...make the like a mega swarm launcher mini guns as well 3 the keyboard adds allot of acceleration like having a free jovian its rediculus 4 all vehicles need to have a means to lock the driver seat and to kick people from they're vehicle. i would prefer adding in a L2 L3 combo wheel like squad command with the following options..lock driver seat ...should hold to anyone but tanker..and tankers direct corpmates....a way to kick people....highligh they name release thy pop out and are denied acess to the hav for a 20 sec interval.... for drop ships it should auto inertial damp them....and it should prohibit ejections over enemy airspace.. 5. when impacting a suit any vehicle should have damage relevant to the hp and frame and res of the suit hit just a few of my thoughts of vehicles in general i suppose oh also radar and active sensors need a huge range buff to be effective.
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ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:15:00 -
[7] - Quote
the math on the repper s nice now do the math on resistances and active res.. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 11:17:00 -
[8] - Quote
ImpureMort wrote:the math on the repper s nice now do the math on resistances and active res.. the shield res ext skills should give +3 % res for starts....if there is no pg skill then the local powergrid exp need to give much more pg. |
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