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XV1
Challenger 4
15
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Posted - 2013.05.25 01:32:00 -
[31] - Quote
Void Echo wrote:yeah..... no, your not a tank driver so you cant say what tanks are supostu be used for, that's reserved for the actual tank drivers, so stfu
I am not a tank driver, but I used to roll AV and the only tanks that were issues were shield based tanks and the fast tanks that ran away behind the red line. As of now only tanks that roll into a crowd of infantry packing AV weapons die, the ones that sit back some and avoid enemy infantry without their own infantry support are the ones that succeed. Right now I run a heavy suit for AV when it is necessary as the forge gun seems to be the best for fighting tanks and dropships. Swarm launcher seems ridiculously pathetic against everything but the militia vehicles. I would say that some balancing needs to be done, but overall most of the players that pilot dropships or drive tanks adapt instead of bitching. Fact is if you are a good tank driver up against 1-4 good AV you might succeed you might not, whats the problem? I have seem plenty of tanks take off when dedicated AV shows up because its the dedicated AV's job to eliminate the tank, whats wrong with that? I think LAVs have too much health for their speed, swarm launchers need to be faster with less tracking, and AV grenades need to be lowered as right now they seem too good against everything. Over all dropships do not seem to do much, unless of course they are used as mobile spawn points or to take small squads to hard to reach locations, after all nobody said it was a flying tank its a DROPship. Tanks are nice support but in the end everything needs a counterbalance, that is where AV comes in. You are in a tank if swarms hit you shoot the infantry with the swarms and within two seconds you are safe again.
By the way you do not have to be a tank driver or an AV player to see how things work. I do not play a heavy almost at all, that does not mean I do not know that they have tons of health and generally need support for ammo and healing between fights. |
Void Echo
Internal Error. Negative-Feedback
124
|
Posted - 2013.05.25 20:25:00 -
[32] - Quote
XV1 wrote:Void Echo wrote:yeah..... no, your not a tank driver so you cant say what tanks are supostu be used for, that's reserved for the actual tank drivers, so stfu I am not a tank driver, but I used to roll AV and the only tanks that were issues were shield based tanks and the fast tanks that ran away behind the red line. As of now only tanks that roll into a crowd of infantry packing AV weapons die, the ones that sit back some and avoid enemy infantry without their own infantry support are the ones that succeed. Right now I run a heavy suit for AV when it is necessary as the forge gun seems to be the best for fighting tanks and dropships. Swarm launcher seems ridiculously pathetic against everything but the militia vehicles. I would say that some balancing needs to be done, but overall most of the players that pilot dropships or drive tanks adapt instead of bitching. Fact is if you are a good tank driver up against 1-4 good AV you might succeed you might not, whats the problem? I have seem plenty of tanks take off when dedicated AV shows up because its the dedicated AV's job to eliminate the tank, whats wrong with that? I think LAVs have too much health for their speed, swarm launchers need to be faster with less tracking, and AV grenades need to be lowered as right now they seem too good against everything. Over all dropships do not seem to do much, unless of course they are used as mobile spawn points or to take small squads to hard to reach locations, after all nobody said it was a flying tank its a DROPship. Tanks are nice support but in the end everything needs a counterbalance, that is where AV comes in. You are in a tank if swarms hit you shoot the infantry with the swarms and within two seconds you are safe again. By the way you do not have to be a tank driver or an AV player to see how things work. I do not play a heavy almost at all, that does not mean I do not know that they have tons of health and generally need support for ammo and healing between fights.
you have to be a tank driver to see how they work, its like me saying that the md is for surprise attacks only, that's not the use it is made for, nobody can say what a tank can do but tank drivers and av users however the av users always want to be able to kill tanks off with militia gear only, that's your problem |
CharCharOdell
Shining Flame Amarr Empire
216
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Posted - 2013.05.26 06:54:00 -
[33] - Quote
A general concencus among tankers and dedicaated (that means 7mil+ SP into just killing tanks- not having a Darkside or AV grenades!) is that mlt LAVs have far too much HP and AV grenades are replacing forge guns and swarm launchers as the primary anti-tank weapon, as most tanks are killed by these things.
Why MLT LAVs need a nerf:
From the tanker's point of view: 1) Cannot be one-shotted by a particle cannon- ridiculous that the biggest, baddest weapon in the game can't one-shot the cheapest behicle (which is the purpose of railguns in the first place) 2) They do not deserve to have vehicles that are that difficult to kill if they cost NO ISK or SP. I have very powerful logi LAVs because I spent the SP to get all the proto modules and passive skills to fit them the way I do.
From the AV point of view: 1) There is no reason why a Wirykomi or Ishukone should have this much trouble killing a free vehicle for the same reason that particles can't. It'd be like if a Boundless HMG couldn't melt a starter assault fit at close range.
Solution: Bring free LAVs HP down to 500 points total. This will allow even HMGs to kill them, as well as being OHK'd by any AV, or in just under 2 seconds by a large blaster. Also, it'd be an easy victim of impact damage if poorly driven- which they usually are.
Why AV nades need a nerf:
From the tanker's point of view: 1) For the most part, tankers respect the fact that someone who dedicated themselves to killing tanks should be able to do so with relative ease, as we have dedicated ourselves to destroying installations, vehicles, and infantry with relative ease. However, AV nades kill more tanks than any other weapon. In Chromosome, most tank kills were made by railguns, blasters, and forge guns- this is how it should be. Now, any assault trooper can walk up to a tank and do 4500 dmg in 3 seconds, and if they have a nanohive, (1500) X (seconds at nanohive). This means a single person can kill a madrugar by themselves with little to no SP spent, and 2000 isk spent to kill a 1.6 mil ISK vehicle. It simply is too powerful for its cost and skill requirement compared to swarm launchers, railguns, and forge guns.
From the AV point of view: 1) AV nades have replaced forge guns and swarm launchers as the most effective AV weapon for skill and isk needed, as well as killing a lot fast. A swarm launcher can take 2 seconds to lock on, and then up to five to track and hit the target. A forge gun can take 2.5-6 seconds to charge, and then they must lead the target as well as be able to aim with a poor crosshair- that takes a lot of skill (especially at ranges beyond 300m). AV nades, however, take 1 second to throw, do as much damage as an ishukone forge, and home onto their targets. That would be like a person with a mass driver aiming into the sky, and having their rounds guided by satellite onto someone's head every single time. Ultimately, this affects the AV player by making him less valuable to the team. Nobody in their right mind bring someone who invested all their SP into killing tanks into a PC match where someone who can hold objectives, kill infantry, and kill tanks could work just as well. Preventing your team from being destroyed by tanks should require that you bring a fully specced forger or rail tank to the fight, rather than it being just good enough to have everyone bring AV nades. From my point of view as a tanker, rarely has a team brought someone with fully specced AV to the fight; instead, everyone just uses AV nades.
The solution: Bring AV nade damage down to 600 for STD, 675 for ADV, and 750 for PRO. More than enough to kill a LAV, but not enough to solo any tank; yet able to drive a tank who is getting too careless away.
These two issues, if solved as stated here, will make AV players much more valuable on the market, as well as tanks becoming much more survivable. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
303
|
Posted - 2013.05.26 07:51:00 -
[34] - Quote
CharCharOdell wrote:A general concencus among tankers and dedicaated (that means 7mil+ SP into just killing tanks- not having a Darkside or AV grenades!) is that mlt LAVs have far too much HP and AV grenades are replacing forge guns and swarm launchers as the primary anti-tank weapon, as most tanks are killed by these things.
Why MLT LAVs need a nerf:
From the tanker's point of view: 1) Cannot be one-shotted by a particle cannon- ridiculous that the biggest, baddest weapon in the game can't one-shot the cheapest behicle (which is the purpose of railguns in the first place) 2) They do not deserve to have vehicles that are that difficult to kill if they cost NO ISK or SP. I have very powerful logi LAVs because I spent the SP to get all the proto modules and passive skills to fit them the way I do.
From the AV point of view: 1) There is no reason why a Wirykomi or Ishukone should have this much trouble killing a free vehicle for the same reason that particles can't. It'd be like if a Boundless HMG couldn't melt a starter assault fit at close range.
Solution: Bring free LAVs HP down to 500 points total. This will allow even HMGs to kill them, as well as being OHK'd by any AV, or in just under 2 seconds by a large blaster. Also, it'd be an easy victim of impact damage if poorly driven- which they usually are.
Why AV nades need a nerf:
From the tanker's point of view: 1) For the most part, tankers respect the fact that someone who dedicated themselves to killing tanks should be able to do so with relative ease, as we have dedicated ourselves to destroying installations, vehicles, and infantry with relative ease. However, AV nades kill more tanks than any other weapon. In Chromosome, most tank kills were made by railguns, blasters, and forge guns- this is how it should be. Now, any assault trooper can walk up to a tank and do 4500 dmg in 3 seconds, and if they have a nanohive, (1500) X (seconds at nanohive). This means a single person can kill a madrugar by themselves with little to no SP spent, and 2000 isk spent to kill a 1.6 mil ISK vehicle. It simply is too powerful for its cost and skill requirement compared to swarm launchers, railguns, and forge guns.
From the AV point of view: 1) AV nades have replaced forge guns and swarm launchers as the most effective AV weapon for skill and isk needed, as well as killing a lot fast. A swarm launcher can take 2 seconds to lock on, and then up to five to track and hit the target. A forge gun can take 2.5-6 seconds to charge, and then they must lead the target as well as be able to aim with a poor crosshair- that takes a lot of skill (especially at ranges beyond 300m). AV nades, however, take 1 second to throw, do as much damage as an ishukone forge, and home onto their targets. That would be like a person with a mass driver aiming into the sky, and having their rounds guided by satellite onto someone's head every single time. Ultimately, this affects the AV player by making him less valuable to the team. Nobody in their right mind bring someone who invested all their SP into killing tanks into a PC match where someone who can hold objectives, kill infantry, and kill tanks could work just as well. Preventing your team from being destroyed by tanks should require that you bring a fully specced forger or rail tank to the fight, rather than it being just good enough to have everyone bring AV nades. From my point of view as a tanker, rarely has a team brought someone with fully specced AV to the fight; instead, everyone just uses AV nades.
The solution: Bring AV nade damage down to 600 for STD, 675 for ADV, and 750 for PRO. More than enough to kill a LAV, but not enough to solo any tank; yet able to drive a tank who is getting too careless away.
These two issues, if solved as stated here, will make AV players much more valuable on the market, as well as tanks becoming much more survivable.
I like this. Maybe give free lavs a bit more than 500hp total, but everything else is spot on. |
Tankin Tarkus
Quafe Runners
21
|
Posted - 2013.05.26 09:26:00 -
[35] - Quote
the free LAV's should be around what they used to be maybe alittle weaker before the buff a clean hit from swarms would total most free LAV's
or what about instead of 100% free LAV's the lav BPO was body only and players would have to buy their turret and repper(and anything else they wanted on it) |
Still blazn
Intergalactic Cannibus Cartel
19
|
Posted - 2013.05.26 12:38:00 -
[36] - Quote
BOZ MR wrote:Blam! please go read forums even AV guys laugh at how easy to kill tanks.
thas a lie.. Im level 5 Prof in swarms, and I cant kill tanks or Dropships for ****.. Unless they are the cheap ones.. If the operation has any SP's involved..
Swarms completely ineffective.. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
117
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Posted - 2013.05.26 12:51:00 -
[37] - Quote
pegasis prime wrote:Dude iv been Running heavy since last august and tanking since the start of chromasome so iv seen the changes in vehicles at the moment I can go 20-30/0 because I know how to tank . But if ccp really wants us to be an intrinsic and tacticle battlefield assets that can have a variety of roles I.e. electronic warfair mobile crus and defence platforms then a little exra pg is needed otherwise most tankers will end out redline sniping (not fun for me personally, I like to get right into the thick of it) .
most tankers ive met are cowards and weaklngs but not this guy. i have only had the good fortune of being on the same team as him but hes a beast.
shout out to the cavalry. good job pegasis you too herrick |
Beld Errmon
Internal Error. Negative-Feedback
633
|
Posted - 2013.05.26 12:58:00 -
[38] - Quote
The problem is that tanks have been balanced with pub games in mind and they've used pub game stats to draw conclusions from, if they really want to see the state of tanks they need to watch corp battles and see how tanks are used and destroyed.
Right now I think they are only used because the other team uses them and they provide a distraction for unfocused teams to get hung up on. |
Brasidas Kriegen
The Southern Legion RISE of LEGION
5
|
Posted - 2013.05.26 14:41:00 -
[39] - Quote
For HAVs to get the changes that are asked for, or particularly the AV grenade nerf, then there has to be a way to stop these vehicles from being deployed in public matches, or at least certain game modes. Because without AV grenades as they are if a team in a pub match doesn't happen to have any dedicated AV then the tank completely changes the face of the battlefield. This can still happen with dedicated AV if the other team has a decent infantry game going on. But this is probably all part of the "pubstomping in proto" argument. I would love to see a militia only game mode, although it is probably difficult to implement.
The militia LAVs definitely need to be a lot weaker though, should be at most 2 AV grenades, unless they have some mod on them that someone actually paid for. As they stand it is way to easy to just spam militia LAVs and run people over. Vehicles that take significant sp and isk investment should have some survivability, but LAVs should not be hanging around when a HAV shows up. Also killing a HAV should take teamwork, so a rebalancing in regards to AV grenades could help, but advanced levels, and particularly prototype level grenades, should still be very effective. I consider training to use grenades and taking proto AV grenades a form of AV specialisation as it means a player has lost the ability to use grenades against infantry for that versatility.
Also I don't know about this 1 second to throw grenades business. It takes me at least as long to throw a grenade as it does to change weapon and half the time the grenade button doesn't work at first so I have to spam it until it does, and then when throwing the grenade the action itself takes 2-3 seconds so all in all it takes at least as long for me to throw a grenade as it does to charge a militia forge gun. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2013.05.26 14:54:00 -
[40] - Quote
AV is fine. HAV drivers need to stop thinking they're driving solo pubstomp infantry grinders and stay with the group.
Dedicated Gunnlogi pilot. |
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