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MONKEY CHEEKS
Mikramurka Shock Troop Minmatar Republic
11
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Posted - 2013.05.26 03:41:00 -
[1] - Quote
we have dropships, light attack vehicles, light slow piece of expnsive sht attack vehicles, when will we have real tanks? |
Nguruthos IV
Namtar Elite Gallente Federation
77
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Posted - 2013.05.26 03:42:00 -
[2] - Quote
We have drop-ships? I thought they were just over-priced, easily two-shot, flying windows into what playing an alpha game might be like for all the bugs they've collected. |
HIV in yourHAV
Zumari Force Projection Caldari State
5
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Posted - 2013.05.26 03:43:00 -
[3] - Quote
My tank works just fine, apart from the fact that I need 10X more SP to get where I was in Chrome. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
468
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Posted - 2013.05.26 03:44:00 -
[4] - Quote
I drove a tank. Blew some stuff up.
Was pretty fun. |
CharCharOdell
Shining Flame Amarr Empire
215
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Posted - 2013.05.26 05:24:00 -
[5] - 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. |
First Prophet
Jaguar Elite
115
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Posted - 2013.05.26 06:14:00 -
[6] - Quote
Can I get any sort of Minmatar vehicle? I don't care if it's a tank or a dropship or a LAV or a fighter. I'm sick of running around everywhere, but I refuse to put any SP into anything that isn't at least 40% rust or duct tape. |
TEBOW BAGGINS
GHETTOSTAR GALACTICA
570
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Posted - 2013.05.26 07:06:00 -
[7] - Quote
we had real tanks last summer but they were nerfed along with/before everything else
HTFU and respec into tac AR |
MONKEY CHEEKS
Mikramurka Shock Troop Minmatar Republic
12
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Posted - 2013.05.26 14:51:00 -
[8] - Quote
Rmor tanks are fine... they have a sht load of pg but the shield tanks is what im talking bout... they are just freking retarted.... we can get about 2350 pg max which 1400 is used on the turrets, so were left to work with 1000 pg... in that i can only fit on heavy shield extender and one light then i have to put on worthless mods...i don't even get a heavy shield booster... when will CCP ever understand that the 5% pg skill is one of the most important skills that shield tanks require.... its like taking the jet engine out of a jet.... |
MONKEY CHEEKS
Mikramurka Shock Troop Minmatar Republic
17
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Posted - 2013.05.28 20:00:00 -
[9] - Quote
you can literally blow up shield tanks by ramming into them with a soma... and armor tanks are faster and come with with more ehp |
WASTED MERC
The Southern Legion RISE of LEGION
12
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Posted - 2013.06.13 13:28:00 -
[10] - Quote
Once i backed into one of my own teams LAVs oops |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
857
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Posted - 2013.06.13 13:31:00 -
[11] - Quote
WASTED MERC wrote:Once i backed into one of my own teams LAVs oops How much SP did it take to get Necro Thread 5? |
Severance Pay
Purgatorium of the Damned League of Infamy
356
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Posted - 2013.06.13 13:42:00 -
[12] - Quote
Nguruthos IV wrote:We have drop-ships? I thought they were just over-priced, easily two-shot, flying windows into what playing an alpha game might be like for all the bugs they've collected. One of my favorite movies,"Blackhawk Down" I don't think dropships are supposed to be flying tanks. |
Sleepy Shadow
L.O.T.I.S. RISE of LEGION
24
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Posted - 2013.06.13 14:34:00 -
[13] - Quote
CharCharOdell wrote:Sorry, this was so long I had to leave it out
I think one of the main reasons AV grenades have replaced all other AV weapons is the lack of supply depots. I find it to be a big contributor to both the murder taxi problem and lack of AV variety on the field.
I can carry my main weapon which is effective against infantry with nades in my pocket to damage or destroy vehicles. All I need for supply is a nanohive, which I also happen to have in my pocket. In Chromosome there were more supply depots around which allowed swift suit changes. I had several different suits for a variety of situations. But in the current build I donGÇÖt want to be stuck with a swarm launcher when the closest place for me to change back to my main is in our base spawn. It takes too long to get there and back, especially when I don't want to leave the objective. |
WASTED MERC
The Southern Legion RISE of LEGION
12
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Posted - 2013.06.13 14:50:00 -
[14] - Quote
TheAmazing FlyingPig wrote:How much SP did it take to get Necro Thread 5?
~2-3 weeks = necro thread?
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