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Heathen Bastard
Kang Lo Directorate Gallente Federation
313
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Posted - 2013.06.05 01:29:00 -
[1] - Quote
Seriously, nerf the flux grenades. I can tank just about anything except flux nades on my tank. 5.5k shields. 50ish% resist(passive) and these things rip me in half. why does an ANTI-INFANTRY/INFANTRY EQUIPMENT weapon do more damage to my tank than an opposing tank's RAILGUN. was the guy who designed these high?
then again, I know posting like this won't really help the situation.
Not to mention the fact that CCP seems to just hate Shield tanks with a passion. they're slower, can't get even close to the same health as an armor tank, their shield repair actives are laughable at best, and they might as well just take the active hardeners right off the market since no one in their right mind is going to use those pile of crap.
Armor tanks? here, have 1.5x the passive health, faster move speed even loaded down with plates, and active reps that will heal you right through an orbital, with the entire team hurling packed lai dais, and while tanking a salvo from a caldari enforcer. oh, and active hardeners that are actually worth a damn. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
313
|
Posted - 2013.06.05 01:44:00 -
[2] - Quote
sorry, don't have the SP for that. you know what I do? Shield tank, with a side of missiles.
and I hate myself as well for this, as yes, most of the weapons aren't designed to fight me, which is nice(I can basically laugh at proto swarms) but when I do encounter one that IS made for me(or, according to the description of the item, INFANTRY)? I can't outheal it, I can't outrun it, and now that guns can't depress at all anymore(at least missiles), I can't shoot them if they get within 20 meters of me(city, they outran my slow ass turret's turn speed, the missiles decide not to fire, etc.)
forge guns will take me out if they get the drop and cover my exit route. flux nades can't kill me on their own, but a single av nade/ LAV turret/ basically a moth landing on my tank will kill me in very short order after they use 2-3. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
314
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Posted - 2013.06.05 02:05:00 -
[3] - Quote
Cross Atu wrote:Running with a squad mate as a gunner, close support infantry or Logi LAV driver does wonders to address these problems. Dust is not a game for lone wolfing regardless of what you've specc'ed into (yep even good snipers aren't truly lone wolfing it).
Cheers, Cross
PS ~ Flux are anti shields more than anything else the type isn't really specific to vehicle or infantry. Both swarms and AV nades are anti-armor while the forge is a hybrid. In short most weapons that can really play AV will do extra damage to armor, the flux is one of the things that evens the playing field.
kinda sucks when your squadmates get DC'd or those *****ing blueberries tailed you and jacked their spot in the tank. Why should I need 3 people to kill 1-2?(my squadmates are usually outside the tank unless they need a ride somewhere and are somehow slower than my tank{heavy suit})
again, evens the field in the armor tank's favor. they have more EHP, their hardeners are worth a damn, their rep tends to heal significantly more than their taking from multiple sources, while they're taking it. and again, they're faster when loaded down with an extra few tons of armor than my shield tank which is loaded down with... what, are shields made of the heart of a white dwarf star or something? |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
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Posted - 2013.06.05 02:19:00 -
[4] - Quote
Tankin Tarkus wrote:last time i checked shield boosters work while underfire unless it was changed this build(was a shield tanker last build), already said armor tankers a slower once they use anything more than a single 60mm plate, i know from experience armor tankers cant outheal mutliple sources of AV unless of course that AV is railguns/forges with bad aim and they certainly cant outheal AV grenades, and by design shield tanks were made to fight at a distance with rails/missiles while armor tanks were up close and personal with blasters which means they needed to be fast and more durable
sadly atm tanks in general are underwhelming both shield and armor... almost every player in a match carries some form of av usually AV grenades simply because of all the LAV's and IMO the most common form of AV, the grenades is also the strongest simply because they work behind cover and when in range out DPS all other forms of AV short of a damage stacked proto breach forge(which i have yet to even see 1 of in this build)
which is also stupid. why should ANY grenade that anyone can carry be totally crippling/deadly to a TANK on it's own?
90% of an av fit right now is "just equip av grenade/flux grenade"
at least separate the skills, or nerf the damage for the grenades. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 02:43:00 -
[5] - Quote
To Tarkin: for serious, the only thing I use my passive rep for is poor av players(crappy grade swarms and base grade av nades) the rest I have to back away from, hope one of my missiles that actually fired this time hits the guy and kills him, and eventually put my active on once I hit half health and then drive away so that I take no more damage or else I'll have to wait for it to regen my last few thousand health passively
328/second over 1 second, 5 pulses. 350/pulse, 1750/total. 30 second cool down. Shields.
414/second over 3 seconds, 5 pulses. 1242/pulse, 6210/total. 30 second cool down. Armor.
just going to let the numbers speak for themselves. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 02:57:00 -
[6] - Quote
Justin Tymes wrote:Heathen Bastard wrote:Tankin Tarkus wrote:last time i checked shield boosters work while underfire unless it was changed this build(was a shield tanker last build), already said armor tankers a slower once they use anything more than a single 60mm plate, i know from experience armor tankers cant outheal mutliple sources of AV unless of course that AV is railguns/forges with bad aim and they certainly cant outheal AV grenades, and by design shield tanks were made to fight at a distance with rails/missiles while armor tanks were up close and personal with blasters which means they needed to be fast and more durable
sadly atm tanks in general are underwhelming both shield and armor... almost every player in a match carries some form of av usually AV grenades simply because of all the LAV's and IMO the most common form of AV, the grenades is also the strongest simply because they work behind cover and when in range out DPS all other forms of AV short of a damage stacked proto breach forge(which i have yet to even see 1 of in this build)
which is also stupid. why should ANY grenade that anyone can carry be totally crippling/deadly to a TANK on it's own? 90% of an av fit right now is "just equip av grenade/flux grenade" at least separate the skills, or nerf the damage for the grenades. This is stupid, nothing wrong with Flux Nades vs tanks. They don't lock on, they aren't homing, and Shield tanks can outrun consecutive Flux Nades. Or maybe you just want to just sit there and eat them while you casually kill whoever is throwing them.
yeah no. I got hit with one, started backing up(full stop, reverse to get to the nearest cover) got hit with 2 more and an av nade to pop me. if I had taken up one of my shield slots with a nitro boost(active speed boost) or whatever it's called, maybe I could have made it out(unlikely) I would have taken one fewer to pop so I can either be fast enough to not quite outrun things, or not have enough ehp to survive the things I can't outrun anyways.
such choices! thanks CCP! |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 03:22:00 -
[7] - Quote
Tankin Tarkus wrote:Justin Tymes wrote: This is stupid, nothing wrong with Flux Nades vs tanks. They don't lock on, they aren't homing, and Shield tanks can outrun consecutive Flux Nades. Or maybe you just want to just sit there and eat them while you casually kill whoever is throwing them.
look at what hes using (caldari missile tank with active hardeners) many ppl still think missiles are far too inaccurate and will often stop to fire so if someone sneaks up on his tank and starts spamming flux grenades chances are he wont start moving till hes been damaged by the first and probably will get hit by the 2nd with how cheap genades are im sure many players carry atleast advanced so the damage from the grenades is probably in the 2k range each, in a situation like that considering how all tankers are hurting for the pg they need for extenders/plates these things definately seem as bad as AV grenades to shield tankers but i do agree that they arent really as bad as AV grenades are to armor tankers i just dont really see the need to throw around the word "stupid"
no, I stack passive since active is worse than worthless. I'm at almost 50% passive reduction. if I didn't have that, I'd be toast in at most 2 and an av nade.
and yes, it's teamwork to have two people in the same relative area see a tank and have the coordination to spam grenades at it. such a grand display of teamwork! oh wait, no it's just sheer dumb luck that those two had the right grenades and were in the right place, and that I then lost 1.5 million is for their investment of around 37k isk(I'm assuming proto packed lai dai av nades, even though the killfeed said standard.) I barely had enough time to tell my gunner to bail before I died.
good and balanced ccp. 2 people killed 2 people(he didn't get outside the range of the explosion), regardless of the fact that one was a tank, and spent the entire match shrugging off dedicated AV players. because grenades are better AV than dedicated weapons for the task.
What kind of design is that, other than stupid design? bad design? |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 04:02:00 -
[8] - Quote
Tankin Tarkus wrote:if u have 3 15% passives after the stacking penalty its only 32% damage resistance(i tried 3 15% on my armor tank and thats what i got instead i went with 2 for 26% since i needed the 3rd slot for a PG expansion anyways, o and i use passives on my tank because im a KB/M player so the module wheel is useless if i have more than 2 active modules)
so then I'm at 42%(10% base from shield skill) I was off by 8, and it still only takes 3 to burn through my 5500 shields.
more math time.
5500(slightly lower than my tanks hp, rounding down) base +azeotropic heavy
1800x0.58(42% resistance, so only 58% of its damage goes through)=1044 damage
1044x3=3132 that doesn't add up, I know. lets try a different approach.
5500/3=1833.33... so, through my resist modules and skill, I'm taking GREATER than the listed damage. that means that flux grenades deal roughly 2602 damage without resistance modules(1833x1.42=2602)
so, the proto Flux grenade deals about 1.5x it's listed damage
what is the point of using that much on something listed for infantry, at 1800(listed value) its already basically 3x the highest possible shields for infantry. at 2600... its significantly MORE powerful than the assault forge gun, even at proto, with full proficiency and stacked mods.
1512x1.15=1738.8
lets say that he's using 3 complex heavy mods(32% with stacking penalties which we assume is in effect as well.
1512x1.47=2222.64
now, I'll be the first to admit that my major isn't math, but I learned how to tell what number is bigger when I was in elementary school.
2223<2602
so, it's stronger than the "best" AV weapon, works against infantry, and also fries out deployed equipment within its radius. what's the downside? oh right, it doesn't hurt armor. but wait, what's this?! you have a gun for that? well, no reason not to carry them for 90% of engagements. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 04:14:00 -
[9] - Quote
Tankin Tarkus wrote:pretty solid hp my madrugar with a proto blaster only got up to 5900 after the hp buff since i dont have the pg for a 180mm plate without downgrading to a standard grade large missile...
I can either keep a high tank, or a very slightly less crappy repair rate. I went with the tank so that I(in theory) have plenty of time to react.
If only I could have my acceleration back. dunno why ccp took that from me. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 04:23:00 -
[10] - Quote
Tankin Tarkus wrote:that was changed due to racial traits minmatar will probably fill the fast shield tank roll while amarr will fill the slow heavily tanked roll
so basically, I'm going to need to wait 6+ months to use the tank we had for the last year, while the armor tankers have actually gotten a better tank. |
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Heathen Bastard
Kang Lo Directorate Gallente Federation
315
|
Posted - 2013.06.05 04:31:00 -
[11] - Quote
Justin Tymes wrote:Tankin Tarkus wrote:the problem with AV grenades is anyone can carry them without making a huge dent in their abilities to work as AI flux grenades(while taking more luck/skill) work great for heavily damaging shield tanks while working incredibly well fo AI also, which IMO limits the need to bother with true AV weapons(other than the plasma cannon to finish off that wounded shield tank and slaughter any shieldless suits with its splash damage) Have you tried throwing AV or Flux Nades at dropships? They are less than effective. Dedicated AVs still have a purpose; Assault FG is the best AV weapon in the game capable of taking down any vehicle the fastest, and is also useful against infantry. Swarms allow you to hit any vehicle from a distance with Lock-on and they can't hit you back, and with Contact Nades you aren't even that vulnerable to 1 vs 1 encounters. Fused Nades(or Thunkers) will be the go-to grenade starting now against infantry, and if you're not using them, you're going to be at a noticeable disadvantage against infantry that do use them. You're sacrificing that to for the ability to make tankers retreat if you're alone. You always take a risk when using Flux Nades; as anti-Infantry they are inferior to contact Nades, and as an AV weapon, Armor tankers laugh at them.
got it, forge guns are for taking down the laughably weak dropships. and they brought back thukkers. really? my god, did they learn nothing the first time they had to remove them for being OP?
I think I might just stop playing for a while, the game is actually going backwards now. see you in a year when we're back to "tank or GTFO" play. |
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