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CharCharOdell
Shining Flame Amarr Empire
214
|
Posted - 2013.05.26 00:08:00 -
[1] - 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. If you support this, please only comment if you are dedicated to either vehicles or AV, with >70% of your total SP into either.
-Char 10 mil purely into vehicles and have been tanking since Chromosome was released. |
CharCharOdell
Shining Flame Amarr Empire
215
|
Posted - 2013.05.26 05:11:00 -
[2] - Quote
#shamelessselfbump |
calisk galern
BurgezzE.T.F Orion Empire
155
|
Posted - 2013.05.26 05:14:00 -
[3] - Quote
just so you know you are asking for the EHP of the free lav's to be less then my snipers ehp.
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CharCharOdell
Shining Flame Amarr Empire
215
|
Posted - 2013.05.26 05:21:00 -
[4] - Quote
They cost nothing and can kill proto suits. I think it's fair. |
Coleman Gray
GunFall Mobilization
296
|
Posted - 2013.05.26 05:25:00 -
[5] - Quote
Lots of good points here, but I feel free militia LAV's should be removed totally, what do you do when you give a child a toy only for him to abuse it say like hitting other children with it? you take it away. |
Cy Clone1
Ill Omens EoN.
10
|
Posted - 2013.05.26 05:33:00 -
[6] - Quote
even though we only have standard Havs, i think your right about av nades. People should have to specialize into different roles rather than be able to be effective vs everytype. I think decreasing the homing abillities of av nades would help stop the duck and chuck players tanks run into. This would make it so av nades are still powerful, but players would have to make them selves more vunerable to get a strike. |
DeadlyAztec11
One-Armed Bandits Unclaimed.
354
|
Posted - 2013.05.26 05:46:00 -
[7] - Quote
Good looks +1 |
Cy Clone1
Ill Omens EoN.
10
|
Posted - 2013.05.26 19:14:00 -
[8] - Quote
bump |
Scheneighnay McBob
Bojo's School of the Trades
1353
|
Posted - 2013.05.26 19:22:00 -
[9] - Quote
I was an LAV driver last build, and I agree that militia LAVs need a nerf right now. Starter fit LAVs were balanced last build by the fact that every AV weapon except militia swarms could OHK them. Now I need to waste 2 or 3 of my AV grenades to get them to stop buzzing around me. |
GeneralButtNaked
ZionTCD Unclaimed.
433
|
Posted - 2013.05.26 19:31:00 -
[10] - Quote
Remove free lavs, cut the PG of BPO lavs, and drop AV nades damage by 30% at basic, 25% at advanced, and 8% at proto. |
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Arkena Wyrnspire
Turalyon Plus
478
|
Posted - 2013.05.26 19:56:00 -
[11] - Quote
Whilst I agree with most of your points, the AV grenade damage cut you've suggested is far too big. I agree that it's too effective now, but proto grenades doing 750 damage? Even a militia tank would be able to shrug multiple people throwing them off, and any decently specced LAV would be practically invincible to them as well, effectively making them a tool for only dealing with militia LAVs. The militia LAV nerf suggested here is massive - wouldn't it be better instead to remove free LAVs and make them cost isk, and reverse the HP buff? |
Vermaak Doe
SVER True Blood Unclaimed.
752
|
Posted - 2013.05.26 20:17:00 -
[12] - Quote
Op, go biomass |
Obodiah Garro
Tech Guard General Tso's Alliance
35
|
Posted - 2013.05.26 20:18:00 -
[13] - Quote
I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. |
CharCharOdell
Shining Flame Amarr Empire
223
|
Posted - 2013.05.26 23:05:00 -
[14] - Quote
Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all.
I'm gonna take a wild guess that it was a gunlogi and he had 3 hardeners on at once. if you aren't melting tanks with those, im willing to bet he has a few hardeners on.
And on removing free LAVs: that won't solve the problem. They're still very cheap. Either mlt lavs need an HP nerf or they need to be completely removed and replaced with speeder bikes (much harder to run someone over when you have about .70m of ramming area vs 2m...or 4m with a tank.
AV grenades should not be considered a viable for of AV. They need to be enough to OHK a mlt LAV, yes, but it's ridiculous that 6 people, all equipped with ADV AV grenades, can put out 27,000pts of damage in 3 seconds- no tank can move that fast from a standstill. One AV grenade does ~1500dmg. That is enough to make ANY tank driver back off, i promise you. But multiply that by 3 and you have enough to solo a madrugar- im sure any player worth their salt here has done it. Reducing ADV AV grenade damage down to 600dmg would still wreak havoc on a madrugar (600+0.30(600)), but it would require more teamwork for a squad of ARs to kill a tank. This, however, would give shield tanks an edge. That being said, most tankers can agree that shield tanks need some kind of edge, as they have drastically lower acceleration than an armor tank and cannot rep, harden, or take the same beating as armor tanks can. It would just about level the playing field because (600-0.30(600) is easily shrugged off.
Ultimately, this wouldn't break the tank/av balance bc true AV players still have the power to decimate 95% of tankers before they cause any real damage. Now, the job of having good AV players or rail tanks in PC battles becomes paramount, as no squad of AR users can easily kill an experienced tanker- as it should be.
Any quams about this would come from someone feeling it is unfair that they can't specialize in killing vehicles AND infantry equally as effectively, but that is the point. A forge gunner or professional swarmer spends all of his skill points to kill tanks; he should be extremely important if there is a tank wreaking havoc on his infantry.
The infantry would benefit from these changes because mlt lavs driven by drunk blueberries would just be easy WP; otherwise, the AV/tank balance would become ever closer to the true balance which is needed. |
Mother Facker
Ill Omens EoN.
2
|
Posted - 2013.05.26 23:13:00 -
[15] - Quote
Why should a proto AV grenade do so little damage? It costs 1.2 million skill points to get. With that you could get proto forge guns and swarm launchers. I do agree that free LAVs have far too much health for their sp and isk requirement. |
Charlotte O'Dell
TeamPlayers EoN.
332
|
Posted - 2013.05.26 23:16:00 -
[16] - Quote
Mother Facker wrote:Why should a proto AV grenade do so little damage? It costs 1.2 million skill points to get. With that you could get proto forge guns and swarm launchers. I do agree that free LAVs have far too much health for their sp and isk requirement.
I'd say reduce the Sp requirement by A LOT because we all know every AR user is going to get them at some point. Also, theyre relatively cheap compared to proto forges or swarms. |
Cy Clone1
Ill Omens EoN.
10
|
Posted - 2013.05.27 00:59:00 -
[17] - Quote
just reduce there abillity to home in on vehicles that way the range will be decreased and they will be harder to use. They will still be able to kill lavs coming at them as well as tankers that spend to much time stationary. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
515
|
Posted - 2013.05.27 01:10:00 -
[18] - Quote
Tbh, I think AV is fine where it is atm, and this is coming from a dedicated Gunnlogi pilot. I say this for two reasons:
1. We currently only have access to the Militia and Standard variants of tanks, as well as the Enforcers. Enforcers are (supposed to be) glass cannons, while the standard version exists to provide a balance between tank and gank. I'm waiting for our Marauders to come back to really lean one way or the other, but so far I see proto AV going against standard equipment.
2. A lot of tank drivers are idiots. Seriously. I see many people drive these things out into the open and start firing at individuals like they're a solo pubstoming infantry meatgrinder. These will be the guys that get snuck up on, blown up (I sometimes wonder what the severity of QQ would be if we had a C4 equivalent), and then come here to tell us that "I died. They too stronk". I find that my survivability is almost assured if I stay with the group (hell, sometimes I'll lag behind a bit) and have a backup plan ready instead of flooring it in reverse. |
Tailss Prower
501ST JFW Striker Unit
28
|
Posted - 2013.05.27 01:18:00 -
[19] - Quote
TheAmazing FlyingPig wrote:Tbh, I think AV is fine where it is atm, and this is coming from a dedicated Gunnlogi pilot. I say this for two reasons:
1. We currently only have access to the Militia and Standard variants of tanks, as well as the Enforcers. Enforcers are (supposed to be) glass cannons, while the standard version exists to provide a balance between tank and gank. I'm waiting for our Marauders to come back to really lean one way or the other, but so far I see proto AV going against standard equipment.
2. A lot of tank drivers are idiots. Seriously. I see many people drive these things out into the open and start firing at individuals like they're a solo pubstoming infantry meatgrinder. These will be the guys that get snuck up on, blown up (I sometimes wonder what the severity of QQ would be if we had a C4 equivalent), and then come here to tell us that "I died. They too stronk". I find that my survivability is almost assured if I stay with the group (hell, sometimes I'll lag behind a bit) and have a backup plan ready instead of flooring it in reverse.
I think what he mean't was the AV nades not AV weapons themself and I do agree about the AV nades being to much of a replacement and with me and my proto swarms I don't notmally have a issue blowing up a mlt LAV but thats me |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
515
|
Posted - 2013.05.27 01:22:00 -
[20] - Quote
Tailss Prower wrote:TheAmazing FlyingPig wrote:Tbh, I think AV is fine where it is atm, and this is coming from a dedicated Gunnlogi pilot. I say this for two reasons:
1. We currently only have access to the Militia and Standard variants of tanks, as well as the Enforcers. Enforcers are (supposed to be) glass cannons, while the standard version exists to provide a balance between tank and gank. I'm waiting for our Marauders to come back to really lean one way or the other, but so far I see proto AV going against standard equipment.
2. A lot of tank drivers are idiots. Seriously. I see many people drive these things out into the open and start firing at individuals like they're a solo pubstoming infantry meatgrinder. These will be the guys that get snuck up on, blown up (I sometimes wonder what the severity of QQ would be if we had a C4 equivalent), and then come here to tell us that "I died. They too stronk". I find that my survivability is almost assured if I stay with the group (hell, sometimes I'll lag behind a bit) and have a backup plan ready instead of flooring it in reverse. I think what he mean't was the AV nades not AV weapons themself and I do agree about the AV nades being to much of a replacement and with me and my proto swarms I don't notmally have a issue blowing up a mlt LAV but thats me
Ah, apologies then.
AV nades, from my perspective, are fine. I normally roll my tank out with a pack of infantry a bit ahead of me, and rare is the occasion that a redberry goes unnoticed by the squad I'm following.
I have read threads saying that AV nades will occasionally blow up LAV drivers, but leave the vehicle intact. As hilarious as this is, I can't say whether or not it's intended to work like that.
EDIT: I should mention that I roll Gunnlogi's, which have an innate explosive resistance, so that might influence my opinion. |
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Charlotte O'Dell
TeamPlayers EoN.
332
|
Posted - 2013.05.27 04:41:00 -
[21] - Quote
AV for the most part is fine. It's the balance between AV grenades and other forms of AV on terms of ISK spent and SP needed. It simply doesn't make sense when you do the math. AV grenades punch well above their ISK and SP requirements! Bring them back in line with the rest of AV, so they are not the best method of AV. |
Charlotte O'Dell
TeamPlayers EoN.
332
|
Posted - 2013.05.27 07:18:00 -
[22] - Quote
#favflave |
Spkr4theDead
Namtar Elite Gallente Federation
99
|
Posted - 2013.05.27 15:15:00 -
[23] - Quote
CharCharOdell wrote:They cost nothing and can kill proto suits. I think it's fair. The Exile can kill proto suits, nobody wants that nerfed. |
Spkr4theDead
Namtar Elite Gallente Federation
99
|
Posted - 2013.05.27 15:22:00 -
[24] - Quote
Mother Facker wrote:Why should a proto AV grenade do so little damage? It costs 1.2 million skill points to get. With that you could get proto forge guns and swarm launchers. I do agree that free LAVs have far too much health for their sp and isk requirement. I've put almost 10mil SP into vehicles, why should your investment, that's about 15% of what I put into vehicles, so easily and quickly destroy my tank? |
DUST Fiend
OSG Planetary Operations Covert Intervention
3257
|
Posted - 2013.05.27 15:38:00 -
[25] - Quote
The second they buffed free LAVs hitpoints through the roof while leaving dropships untouched was the second I confirmed my decision to spec out of vehicles for the next year |
WASTED MERC
The Southern Legion RISE of LEGION
12
|
Posted - 2013.06.13 14:05:00 -
[26] - Quote
Yeah dropships need a serious boost in many aspects, and defiantly need much easier control. They seem to be the least used item in the game. Maybe the solution to this AV/HAV should be if your side wins (or it self destructs) you can recover a (or some %age of the) base tank shells destroyed in the match. Use the repair or proxy excuse to justify it, but you still loose all modules. The only thing that changes is its easier to recover post match from loosing the tank. |
Ambiuris Zinum
EL Azteca Empire Amenaza Inminente
6
|
Posted - 2013.06.13 14:28:00 -
[27] - Quote
I did my skill respec because 10 mil SP into tanks and to have it destroyed by 1 merc with packed AV's was wrong. Now I'm a heavy and killing tanks with milt forge gun and level 1 AV grenades. When they fix tanks I will go back to tanks. CCP pleas help us tankers. Thanks. |
FatalFlaw V1
ISK Faucet Industries
92
|
Posted - 2013.06.13 14:34:00 -
[28] - Quote
Lowering MLT health to the point where it can be one-shot would probably go a long way towards reducing murder taxi's.
Something else they could consider would be making the driver and passengers take some amount of the damage that is dealt to the vehicle. I know the driver and passengers can be specifically targeted but this would help more with AV weapons that seem fairly weak vs MLT's lately and tend to lack accuracy to target the passengers. |
Knightshade Belladonna
WH0 G1VSA FL0CK GLOCKS
361
|
Posted - 2013.06.13 14:46:00 -
[29] - Quote
When did Av nades ever change , other than the fact they are no longer road mines. More people are becoming aware of thier uses, sounds like tanks need to become more aware of them being there. |
stlcarlos989
SVER True Blood Public Disorder.
107
|
Posted - 2013.06.13 14:53:00 -
[30] - Quote
If you think AV nades are too powerful then become a Shield Tanker because shield tanks are strong against explosive damage. I killed the driver out of a logistics LAV and I decided to destroy his LAV, I threw down a nanohive and it took 6 packed AV nades to destroy it. |
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WASTED MERC
The Southern Legion RISE of LEGION
12
|
Posted - 2013.06.13 14:56:00 -
[31] - Quote
stlcarlos989 wrote:If you think AV nades are too powerful then become a Shield Tanker because shield tanks are strong against explosive damage. I killed the driver out of a logistics LAV and I decided to destroy his LAV, I threw down a nanohive and it took 6 packed AV nades to destroy it.
6 to destroy an LAV how many to destroy a HAV 7?
|
Scheneighnay McBob
Bojo's School of the Trades
1558
|
Posted - 2013.06.13 16:55:00 -
[32] - Quote
I think the biggest problem atm is that nobody ever runs AV in pub matches. We have blueberries that will never ever get a kill, but they don't think to pick up a swarm launcher |
Charlotte O'Dell
Molon Labe. League of Infamy
462
|
Posted - 2013.06.14 00:27:00 -
[33] - Quote
WASTED MERC wrote:stlcarlos989 wrote:If you think AV nades are too powerful then become a Shield Tanker because shield tanks are strong against explosive damage. I killed the driver out of a logistics LAV and I decided to destroy his LAV, I threw down a nanohive and it took 6 packed AV nades to destroy it. 6 to destroy an LAV how many to destroy a HAV 7?
lol, well a maddy has about 6700 armor when properly fitted, so assuming someone raked the shields off it, maybe 3 hacked av nades. 1500+30%=dmg vs armor. That'd be about 3 grenades. 4 if the shields are still up. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
339
|
Posted - 2013.06.14 00:43:00 -
[34] - Quote
TheAmazing FlyingPig wrote:Tbh, I think AV is fine where it is atm, and this is coming from a dedicated Gunnlogi pilot. I say this for two reasons:
1. We currently only have access to the Militia and Standard variants of tanks, as well as the Enforcers. Enforcers are (supposed to be) glass cannons, while the standard version exists to provide a balance between tank and gank. I'm waiting for our Marauders to come back to really lean one way or the other, but so far I see proto AV going against standard equipment.
2. A lot of tank drivers are idiots. Seriously. I see many people drive these things out into the open and start firing at individuals like they're a solo pubstoming infantry meatgrinder. These will be the guys that get snuck up on, blown up (I sometimes wonder what the severity of QQ would be if we had a C4 equivalent), and then come here to tell us that "I died. They too stronk". I find that my survivability is almost assured if I stay with the group (hell, sometimes I'll lag behind a bit) and have a backup plan ready instead of flooring it in reverse.
This all the way.
Also...
The Gallente tanks will murder other tanks the best but explode in wonderful glory against explosives (such as AV grenades and Swarms), where the Caldari tanks just simply don't care as much against explosive AVs and are handicapped against fighting armor HAVs.
HAVs move fast, they are mobile, so as long as smart HAV pilots keep moving, continually finding new areas (Always keep the other team's AV infantry guessing where you are, stick around and they will home in on you en-mass), then AV grenades are enough to make you move but not kill you unless you are already under extreme duress or are a moron for sticking around/ignoring the beelining infantryman.
The Gallente ones rock against vehicles and are murdered against AV, and the Caldari ones are the opposite, I'm perfectly fine about this.
Honestly the only AV gear I have a problem with are forge guns, as the militia and base ones are fine, but the Advanced and Proto ones do a bit too much damage and could tone it down a smidge.
I have a cheap, low-tech fit, half a million per Caldari tank, that has three 15% damage reduction mods, a 274/pulse for five pulses shield booster, and a total of 5150 shields and 1250 armor... And AV grenades are not a threat, they simply don't matter unless I am staying in one place and someone lays down a nanohive or brings a bunch of buddies, in which case it is entirely my fault for dying. |
Reign Omega
Quafe Runners
25
|
Posted - 2013.06.14 03:19:00 -
[35] - Quote
This is the 2nd LAV/HAV VS AV thread I have posted on in the past 2 days. I run Wyrkomi swarms + Proficiency 3, with Proto AV grenades and F45 mines for added effect when I'm playing CHiPs. I blow up MLT LAV in 1 shot most of the time unless they get a lucky bank off and don't get hit by all missiles. Logi LAV are a serious problem, not an OP problem, just meaning I have to focus a bit of effort and set a few road traps to get one. Any HAV driver without the foresight to not leave his back open, I blow him/her up. I AM however using Prototype gear to do this. Not everyone is specced to deal with the threat like I am, and in matches where there aren't an abundance of vehicles I feel like a dummy running around with AV gear. I would say I am about 3-4 mil into AV and another 4 Into suits/passives/light weapons. I chose AV as my primary function mainly because...I like to blow things up. Am I gimped on the ground VS real infantry? Yes. I. Am. Am I a niche player who isn't always useful? Yes. I. Am. But when I Am useful, I'm DARN useful. I think the Poster is correct about MLT vehicles though. They should not be able to sub the effort/SP put in by real drivers. I Vote for removing MLT BPO LAV entirely, and lowering the EHP of MLT LAV all around. Tier the AV to deal with the Vehicles properly, it shouldn't be HARD for Proto Swarms/Forges to take out MLT/Standard Vehicles. |
lowratehitman
Subdreddit Test Alliance Please Ignore
670
|
Posted - 2013.06.14 06:38:00 -
[36] - Quote
AV grenades.....when you are ABLE to throw them across the map and they follow or "hone" onto their target as it states on paper......than we can work on nerfing them....
LETS GET THE ACTUAL MECHANICS RIGHT BEFORE WE GO MESSING SOMETHING ELSE UP...thanks
I use proto av and I have to be right on top of a tank to destroy it, would that not be the DRIVERS fault for driving his tank into a AV area and not being cautious? |
lowratehitman
Subdreddit Test Alliance Please Ignore
670
|
Posted - 2013.06.14 06:41:00 -
[37] - Quote
I mean.... you want videos from 4 months ago where 1 proto av could take out a free lav? and 20 did nothing to a tank? |
lowratehitman
Subdreddit Test Alliance Please Ignore
670
|
Posted - 2013.06.14 06:46:00 -
[38] - Quote
And why can i not choose an AV orbital strike if I choose? I remember when a orbital would actually kill a tank, until people got those nerfed as well.
nerfing hurts the game if a balance is not created.... you have 7 mil sp in your tank? I have 14 mil in my suit and still get hung up on a piece of grass on the ground and a militia grenade can kill me..lol |
WASTED MERC
The Southern Legion RISE of LEGION
13
|
Posted - 2013.06.16 14:01:00 -
[39] - Quote
care to explain why a hand held AR does more damage then a vehicle mounted small blaster turret?
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Mortedeamor
Internal Error. Negative-Feedback
72
|
Posted - 2013.06.16 14:31:00 -
[40] - Quote
1 .the mlt baloch should become limited and restock able at mlt isk prices upon graduation of scrub academy. 2. the hp a mlt is capable of having now with liittle to no skills is far to much the mlt lavs should have been excluded from the buffs. 3. the infinite bolach only pushes people away from speccing into a decent lav 4. ..considering av nerf.....tanks hp modules need a buff the heavy azeotropic shield extender should offer somewhere around 3200-4 k hp ...shield tanks need higher end regens and tanks in general need they're protos.... 5. myself and a friend of mine who is specced fully gallente are currently testing av...well we will be again in a few hours my ps3 ylod..is in repair shopbut anyways..we find that even with me fully specced av in a proto suit running stnd av it iseven and balanced it would take 2 skilled or 3-5 unskilled adv av people to wipe out a fully specced maddy ..assuming the use STANDARD WEAPONS. ...as far as av grenade spamming goes ccp has fixed it....we have only 3 av nades i have proto nano's and sometimes they dont work at all being glitchy and all...but when they are working they do not resupply at a rate that makes nade spamm viable anymore when running solo.. the fact is tanks are bad atm because of module unbalance between caldari and gallente..and lack of proto equivalence. |
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Mortedeamor
Internal Error. Negative-Feedback
75
|
Posted - 2013.06.16 14:32:00 -
[41] - Quote
oh and charlotte ..do you has a specced falchion yet.?? ide like to match a specced falshion vs 1 adv swarm and adv av nades....2 adv swarm and adv flux..hmu on enjin |
Charlotte O'Dell
Molon Labe. League of Infamy
509
|
Posted - 2013.06.17 09:06:00 -
[42] - Quote
Mortedeamor wrote:oh and charlotte ..do you has a specced falchion yet.?? ide like to match a specced falshion vs 1 adv swarm and adv av nades....2 adv swarm and adv flux..hmu on enjin
i don't believe in enforcer tanks because I've never been killed by one. It's always the maddy's that get me. |
Charlotte O'Dell
Molon Labe. League of Infamy
509
|
Posted - 2013.06.17 09:08:00 -
[43] - Quote
Mortedeamor wrote:1 .the mlt baloch should become limited and restock able at mlt isk prices upon graduation of scrub academy. 2. the hp a mlt is capable of having now with liittle to no skills is far to much the mlt lavs should have been excluded from the buffs. 3. the infinite bolach only pushes people away from speccing into a decent lav 4. ..considering av nerf.....tanks hp modules need a buff the heavy azeotropic shield extender should offer somewhere around 3200-4 k hp ...shield tanks need higher end regens and tanks in general need they're protos.... 5. myself and a friend of mine who is specced fully gallente are currently testing av...well we will be again in a few hours my ps3 ylod..is in repair shopbut anyways..we find that even with me fully specced av in a proto suit running stnd av it iseven and balanced it would take 2 skilled or 3-5 unskilled adv av people to wipe out a fully specced maddy ..assuming the use STANDARD WEAPONS. ...as far as av grenade spamming goes ccp has fixed it....we have only 3 av nades i have proto nano's and sometimes they dont work at all being glitchy and all...but when they are working they do not resupply at a rate that makes nade spamm viable anymore when running solo.. the fact is tanks are bad atm because of module unbalance between caldari and gallente..and lack of proto equivalence.
BAMSIS |
Mortedeamor
Internal Error. Negative-Feedback
75
|
Posted - 2013.06.18 10:47:00 -
[44] - Quote
Charlotte O'Dell wrote:Mortedeamor wrote:oh and charlotte ..do you has a specced falchion yet.?? ide like to match a specced falshion vs 1 adv swarm and adv av nades....2 adv swarm and adv flux..hmu on enjin i don't believe in enforcer tanks because I've never been killed by one. It's always the maddy's that get me. for some reason...lai dais do less dmg to the falchion than they do to the gunlogi lol...same resistance build used on both |
Greg Dopson
Shining Flame Amarr Empire
0
|
Posted - 2013.06.19 04:50:00 -
[45] - Quote
You got a proto tank?
Didnt think so. the swarms/forge and others are balanced against the proto tank, so just wait awhile and it will be balanced automagically. |
WASTED MERC
The Southern Legion RISE of LEGION
16
|
Posted - 2013.06.19 09:23:00 -
[46] - Quote
lol, balance
how ccp balances things
1 ~= 2
find the difference double it and add twice to make sure, so we now have 3 and 2
"everyone its been balanced" (if they even bother to tell people its been balanced) .... i dont get it, we balanced it correctly what is everyone complaining about? |
Charlotte O'Dell
Molon Labe. League of Infamy
550
|
Posted - 2013.06.20 01:17:00 -
[47] - Quote
WASTED MERC wrote:lol, balance how ccp balances things 1 ~= 2 find the difference double it and add twice to make sure, so we now have 3 and 2 "everyone its been balanced" (if they even bother to tell people its been balanced) .... i dont get it, we balanced it correctly what is everyone complaining about? yes |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.06.20 03:09:00 -
[48] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Mobius Wyvern
BetaMax. CRONOS.
2013
|
Posted - 2013.06.20 03:24:00 -
[49] - Quote
http://www.youtube.com/watch?v=t2nWNZfKFSI |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.20 05:46:00 -
[50] - Quote
I completely agree about the AV grenades. |
|
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.20 05:49:00 -
[51] - Quote
Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. You must be doing it wrong. |
WASTED MERC
The Southern Legion RISE of LEGION
20
|
Posted - 2013.06.20 08:43:00 -
[52] - Quote
Yeah, tanks seem to either: a. explode when hitting the awesome blades of grass ccp devoted 90% of there workforce and spent months developing or b. can not be killed and never get stuck on any of the new and improved map bugs |
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.20 23:06:00 -
[53] - Quote
Videos have been made proving terrain kills vehicles. Ccp refuses to admit this.
Transparancy sells f2p, ask soe and PS2 |
Void Echo
Internal Error. Negative-Feedback
243
|
Posted - 2013.06.20 23:12:00 -
[54] - Quote
Mortedeamor wrote:oh and charlotte ..do you has a specced falchion yet.?? ide like to match a specced falshion vs 1 adv swarm and adv av nades....2 adv swarm and adv flux..hmu on enjin
have you seen what I do to "enforcers" lately, 1 second you see a vayu or falchion get deployed, the next second you see it as a burning pile of ashes with me rolling next to it turning my cannon to my next target, enforcers are expensive militia tanks. the highest payout of been giving from a pub match is 700K isk and in that match I destroyed 3 enforcers, dropships and 5 standard HAVs, that's how dangerous I am. |
Void Echo
Internal Error. Negative-Feedback
243
|
Posted - 2013.06.20 23:15:00 -
[55] - Quote
Greg Dopson wrote:You got a proto tank
Didnt think so. the swarms/forge and others are balanced against the proto tank, so just wait awhile and it will be balanced automagically.
there are no prototype tanks, the realization of it is that the enforcers are CCP's official advanced tanks for now but the tank drivers have set up our own class of systems.
Militia Tanks
Falchion & Vayu
Standard Tanks
Sica & Soma
Advanced Tanks
Gunnlogi & Madrugar.
Prototype Tanks
SoonTM |
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 18:22:00 -
[56] - Quote
Needs proto tanks. Where did they go? |
CharCharOdell
Shining Flame Amarr Empire
231
|
Posted - 2013.06.27 22:01:00 -
[57] - Quote
Void Echo wrote:Greg Dopson wrote:You got a proto tank
Didnt think so. the swarms/forge and others are balanced against the proto tank, so just wait awhile and it will be balanced automagically. there are no prototype tanks, the realization of it is that the enforcers are CCP's official advanced tanks for now but the tank drivers have set up our own class of systems Militia TanksFalchion & Vayu Standard TanksSica & Soma Advanced TanksGunnlogi & Madrugar. Prototype TanksSoonTM
LOL |
Delta 749
Kestrel Reconnaissance
613
|
Posted - 2013.06.27 22:11:00 -
[58] - Quote
CharCharOdell wrote:Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. I'm gonna take a wild guess that it was a gunlogi and he had 3 hardeners on at once. if you aren't melting tanks with those, im willing to bet he has a few hardeners on. And on removing free LAVs: that won't solve the problem. They're still very cheap. Either mlt lavs need an HP nerf or they need to be completely removed and replaced with speeder bikes (much harder to run someone over when you have about .70m of ramming area vs 2m...or 4m with a tank. AV grenades should not be considered a viable for of AV. They need to be enough to OHK a mlt LAV, yes, but it's ridiculous that 6 people, all equipped with ADV AV grenades, can put out 27,000pts of damage in 3 seconds- no tank can move that fast from a standstill. One AV grenade does ~1500dmg. That is enough to make ANY tank driver back off, i promise you. But multiply that by 3 and you have enough to solo a madrugar- im sure any player worth their salt here has done it. Reducing ADV AV grenade damage down to 600dmg would still wreak havoc on a madrugar (600+0.30(600)), but it would require more teamwork for a squad of ARs to kill a tank. This, however, would give shield tanks an edge. That being said, most tankers can agree that shield tanks need some kind of edge, as they have drastically lower acceleration than an armor tank and cannot rep, harden, or take the same beating as armor tanks can. It would just about level the playing field because (600-0.30(600) is easily shrugged off. Ultimately, this wouldn't break the tank/av balance bc true AV players still have the power to decimate 95% of tankers before they cause any real damage. Now, the job of having good AV players or rail tanks in PC battles becomes paramount, as no squad of AR users can easily kill an experienced tanker- as it should be. Any quams about this would come from someone feeling it is unfair that they can't specialize in killing vehicles AND infantry equally as effectively, but that is the point. A forge gunner or professional swarmer spends all of his skill points to kill tanks; he should be extremely important if there is a tank wreaking havoc on his infantry. The infantry would benefit from these changes because mlt lavs driven by drunk blueberries would just be easy WP; otherwise, the AV/tank balance would become ever closer to the true balance which is needed.
I want to address your "A squad with grenades focusing fire shouldnt destroy a tank" That idea is ******* ********, if as a tank you let 6 infantry get within range of you for grenades to be effective then you are doing something wrong as a driver It means you either drove up next to infantry cover, stopped stock still somewhere, went without even token infantry support, or anything else on a list of just being a bad player and driver
If you doing think a squad of players should be able to kill your toy then Ill give you that if you agree to needing a full tank crew to operate it |
CharCharOdell
Shining Flame Amarr Empire
231
|
Posted - 2013.06.27 22:13:00 -
[59] - Quote
Delta 749 wrote:CharCharOdell wrote:Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. I'm gonna take a wild guess that it was a gunlogi and he had 3 hardeners on at once. if you aren't melting tanks with those, im willing to bet he has a few hardeners on. And on removing free LAVs: that won't solve the problem. They're still very cheap. Either mlt lavs need an HP nerf or they need to be completely removed and replaced with speeder bikes (much harder to run someone over when you have about .70m of ramming area vs 2m...or 4m with a tank. AV grenades should not be considered a viable for of AV. They need to be enough to OHK a mlt LAV, yes, but it's ridiculous that 6 people, all equipped with ADV AV grenades, can put out 27,000pts of damage in 3 seconds- no tank can move that fast from a standstill. One AV grenade does ~1500dmg. That is enough to make ANY tank driver back off, i promise you. But multiply that by 3 and you have enough to solo a madrugar- im sure any player worth their salt here has done it. Reducing ADV AV grenade damage down to 600dmg would still wreak havoc on a madrugar (600+0.30(600)), but it would require more teamwork for a squad of ARs to kill a tank. This, however, would give shield tanks an edge. That being said, most tankers can agree that shield tanks need some kind of edge, as they have drastically lower acceleration than an armor tank and cannot rep, harden, or take the same beating as armor tanks can. It would just about level the playing field because (600-0.30(600) is easily shrugged off. Ultimately, this wouldn't break the tank/av balance bc true AV players still have the power to decimate 95% of tankers before they cause any real damage. Now, the job of having good AV players or rail tanks in PC battles becomes paramount, as no squad of AR users can easily kill an experienced tanker- as it should be. Any quams about this would come from someone feeling it is unfair that they can't specialize in killing vehicles AND infantry equally as effectively, but that is the point. A forge gunner or professional swarmer spends all of his skill points to kill tanks; he should be extremely important if there is a tank wreaking havoc on his infantry. The infantry would benefit from these changes because mlt lavs driven by drunk blueberries would just be easy WP; otherwise, the AV/tank balance would become ever closer to the true balance which is needed. I want to address your "A squad with grenades focusing fire shouldnt destroy a tank" That idea is ******* ********, if as a tank you let 6 infantry get within range of you for grenades to be effective then you are doing something wrong as a driver It means you either drove up next to infantry cover, stopped stock still somewhere, went without even token infantry support, or anything else on a list of just being a bad player and driver If you doing think a squad of players should be able to kill your toy then Ill give you that if you agree to needing a full tank crew to operate it
I'll agree to that when it takes more than one capsuleer to pilot a ship.
|
Delta 749
Kestrel Reconnaissance
613
|
Posted - 2013.06.27 22:17:00 -
[60] - Quote
CharCharOdell wrote:Delta 749 wrote:CharCharOdell wrote:Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. I'm gonna take a wild guess that it was a gunlogi and he had 3 hardeners on at once. if you aren't melting tanks with those, im willing to bet he has a few hardeners on. And on removing free LAVs: that won't solve the problem. They're still very cheap. Either mlt lavs need an HP nerf or they need to be completely removed and replaced with speeder bikes (much harder to run someone over when you have about .70m of ramming area vs 2m...or 4m with a tank. AV grenades should not be considered a viable for of AV. They need to be enough to OHK a mlt LAV, yes, but it's ridiculous that 6 people, all equipped with ADV AV grenades, can put out 27,000pts of damage in 3 seconds- no tank can move that fast from a standstill. One AV grenade does ~1500dmg. That is enough to make ANY tank driver back off, i promise you. But multiply that by 3 and you have enough to solo a madrugar- im sure any player worth their salt here has done it. Reducing ADV AV grenade damage down to 600dmg would still wreak havoc on a madrugar (600+0.30(600)), but it would require more teamwork for a squad of ARs to kill a tank. This, however, would give shield tanks an edge. That being said, most tankers can agree that shield tanks need some kind of edge, as they have drastically lower acceleration than an armor tank and cannot rep, harden, or take the same beating as armor tanks can. It would just about level the playing field because (600-0.30(600) is easily shrugged off. Ultimately, this wouldn't break the tank/av balance bc true AV players still have the power to decimate 95% of tankers before they cause any real damage. Now, the job of having good AV players or rail tanks in PC battles becomes paramount, as no squad of AR users can easily kill an experienced tanker- as it should be. Any quams about this would come from someone feeling it is unfair that they can't specialize in killing vehicles AND infantry equally as effectively, but that is the point. A forge gunner or professional swarmer spends all of his skill points to kill tanks; he should be extremely important if there is a tank wreaking havoc on his infantry. The infantry would benefit from these changes because mlt lavs driven by drunk blueberries would just be easy WP; otherwise, the AV/tank balance would become ever closer to the true balance which is needed. I want to address your "A squad with grenades focusing fire shouldnt destroy a tank" That idea is ******* ********, if as a tank you let 6 infantry get within range of you for grenades to be effective then you are doing something wrong as a driver It means you either drove up next to infantry cover, stopped stock still somewhere, went without even token infantry support, or anything else on a list of just being a bad player and driver If you doing think a squad of players should be able to kill your toy then Ill give you that if you agree to needing a full tank crew to operate it I'll agree to that when it takes more than one capsuleer to pilot a ship.
And since when were Dust mercs capsuleers |
|
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
220
|
Posted - 2013.06.27 22:29:00 -
[61] - Quote
Just to let you guys know, we never had Adv. or PROTO HAV's. Always STD. The "PROTO" HAV's were T II hulls. |
CharCharOdell
Shining Flame Amarr Empire
231
|
Posted - 2013.06.27 23:26:00 -
[62] - Quote
Delta 749 wrote:CharCharOdell wrote:Delta 749 wrote:CharCharOdell wrote:Obodiah Garro wrote:I agree with mlt LAV getting nerfed/removed but for the love of god AV grenades need a boost! Ive tossed em at some tanks and they barely dmg them at all. I'm gonna take a wild guess that it was a gunlogi and he had 3 hardeners on at once. if you aren't melting tanks with those, im willing to bet he has a few hardeners on. And on removing free LAVs: that won't solve the problem. They're still very cheap. Either mlt lavs need an HP nerf or they need to be completely removed and replaced with speeder bikes (much harder to run someone over when you have about .70m of ramming area vs 2m...or 4m with a tank. AV grenades should not be considered a viable for of AV. They need to be enough to OHK a mlt LAV, yes, but it's ridiculous that 6 people, all equipped with ADV AV grenades, can put out 27,000pts of damage in 3 seconds- no tank can move that fast from a standstill. One AV grenade does ~1500dmg. That is enough to make ANY tank driver back off, i promise you. But multiply that by 3 and you have enough to solo a madrugar- im sure any player worth their salt here has done it. Reducing ADV AV grenade damage down to 600dmg would still wreak havoc on a madrugar (600+0.30(600)), but it would require more teamwork for a squad of ARs to kill a tank. This, however, would give shield tanks an edge. That being said, most tankers can agree that shield tanks need some kind of edge, as they have drastically lower acceleration than an armor tank and cannot rep, harden, or take the same beating as armor tanks can. It would just about level the playing field because (600-0.30(600) is easily shrugged off. Ultimately, this wouldn't break the tank/av balance bc true AV players still have the power to decimate 95% of tankers before they cause any real damage. Now, the job of having good AV players or rail tanks in PC battles becomes paramount, as no squad of AR users can easily kill an experienced tanker- as it should be. Any quams about this would come from someone feeling it is unfair that they can't specialize in killing vehicles AND infantry equally as effectively, but that is the point. A forge gunner or professional swarmer spends all of his skill points to kill tanks; he should be extremely important if there is a tank wreaking havoc on his infantry. The infantry would benefit from these changes because mlt lavs driven by drunk blueberries would just be easy WP; otherwise, the AV/tank balance would become ever closer to the true balance which is needed. I want to address your "A squad with grenades focusing fire shouldnt destroy a tank" That idea is ******* ********, if as a tank you let 6 infantry get within range of you for grenades to be effective then you are doing something wrong as a driver It means you either drove up next to infantry cover, stopped stock still somewhere, went without even token infantry support, or anything else on a list of just being a bad player and driver If you doing think a squad of players should be able to kill your toy then Ill give you that if you agree to needing a full tank crew to operate it I'll agree to that when it takes more than one capsuleer to pilot a ship. And since when were Dust mercs capsuleers
Have you ever played Eve? Do you understand the lore? Obviously not. If one clone can pilot a titan, one clone can pilot a tank. your argument is invalid, just on that. |
Scheneighnay McBob
Bojo's School of the Trades
1798
|
Posted - 2013.06.27 23:38:00 -
[63] - Quote
There are more to vehicles than tanks, you know |
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