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Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.10 23:01:00 -
[1] - Quote
I think the FG has better damage than the rail turret for the simple reason that the FG is carried by a merc that will be OHK by any rail turret, while the tank/installation, will take, on the average, 3 hits to kill. Breach FG, with the longest charge time, also renders the wielder immobile while it's charging/charged making them an easy target.
Reducing the FG damage by 50% will result in the FG getting few to no kills as by the time the FG wielder fires 4 shots and reloads, the tank is usually out of range for the 5th shot. BTW... FG range is 300.
Disregarding militia vehicles, there is no AV weapon that can OHK a HAV except, maybe, an officer breach if there is one. However, a direct hit by a rail turret always results in a OHK against any infantry, even heavies.
Base charge times for forge guns, between each shot, are...
Assault: 2.5sec Standard: 3.5sec Breech: 6sec
Large rail turret base times are...
Regulated/Standard: .3sec charge with a 1sec fire interval. Regulated has better tracking. Compressed: .3sec charge with a 2.2sec fire interval.
So let's compare how many shots the large rail turret fires based on optimal base charge and fire of one shot from a FG if the two pulled the trigger at the same time.
Regulated/Standard Rail vs Assalt FG: 3 shots. Regulated/Standard Rail vs Standard FG: 4 shots. Compressed Rail vs Breach FG: 3 shots.
The dynamic changes a bit if you go with the average of 3 forge shots to kill an HAV. I'll try to take into account managing heat on the rail turret.
Regulated/Standard Rail vs Assalt FG: 6 shots. Regulated/Standard Rail vs Standard FG: 8 shots. Compressed Rail vs Breach FG: 8 shots.
So, when it comes to damage output over time, large rail tanks are way above FG not to mention that larg rail turrets have twice the range of a FG. |
Shijima Kuraimaru
WarRavens League of Infamy
213
|
Posted - 2013.06.10 23:03:00 -
[2] - Quote
Spkr4theDead wrote:PsychoLogiKal PsyDrei wrote:Likes and bump for summing up for the most part what is wrong with vehicle / av balance in uprising.
One thing that I'd like to see that would probably be the best equalizer for death taxis is that the amount of armor that a merc has left is transferred as incoming damage to the lav. No My Madrugar, which probably weighs more than an M1A1 Abrams, stops dead when I run someone over if I'm not on an incline. Why should a vehicle potentially 80 or more tons stop moving at all, or take damage when hitting something that's probably less than a ton? For LAVs, well... you have physics to put up with.
IMO... If I can flip an overturned LAV so easily, then I should be able to shoulder block it in my heavy suit. LOL |
Shijima Kuraimaru
WarRavens League of Infamy
216
|
Posted - 2013.06.12 01:22:00 -
[3] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:I think the FG has better damage than the rail turret for the simple reason that the FG is carried by a merc that will be OHK by any rail turret, while the tank/installation, will take, on the average, 3 hits to kill. Breach FG, with the longest charge time, also renders the wielder immobile while it's charging/charged making them an easy target.
Reducing the FG damage by 50% will result in the FG getting few to no kills as by the time the FG wielder fires 4 shots and reloads, the tank is usually out of range for the 5th shot. BTW... FG range is 300.
Disregarding militia vehicles, there is no AV weapon that can OHK a HAV except, maybe, an officer breach if there is one. However, a direct hit by a rail turret always results in a OHK against any infantry, even heavies.
Base charge times for forge guns, between each shot, are...
Assault: 2.5sec Standard: 3.5sec Breach: 6sec
Large rail turret base times are...
Regulated/Standard: .3sec charge with a 1sec fire interval. Regulated has better tracking. Compressed: .3sec charge with a 2.2sec fire interval.
So let's compare how many shots the large rail turret fires based on optimal base charge and fire of one shot from a FG if the two pulled the trigger at the same time.
Regulated/Standard Rail vs Assault FG: 3 shots. Regulated/Standard Rail vs Standard FG: 4 shots. Compressed Rail vs Breach FG: 3 shots.
The dynamic changes a bit if you go with the average of 3 forge shots to kill an HAV. I'll try to take into account managing heat on the rail turret.
Regulated/Standard Rail vs Assault FG: 6 shots. Regulated/Standard Rail vs Standard FG: 8 shots. Compressed Rail vs Breach FG: 8 shots.
So, when it comes to damage output over time, large rail tanks are way above FG not to mention that large rail turrets have twice the range of a FG. Some misinformation sir. Railguns have a 1.8 second fire interval. So this makes the Time to Fire 2.1 seconds. to the Assault forges 2.5. Except the Assault does way more damage. And the firing time can be reduced with skills. I would think that the forge gun MIGHT lose after having to reload except railguns have to cool down. (and forge guns can reduce their reload time via skills)
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:44:00 -
[4] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer.
No, the forge gun will out dmg the railgun every time. The forge has higher base damage, damage mods available, and basically the same TtF with the charge time skill and the reload skill. Ishokune Assault Forge > Particle Canon. All day. EDIT: To anyone and everyone who claims vehicles are balanced/op/viable, please take a look at PC. How many HAVs do you see? How many Dropships? Next to none? Maybe it is because they suck.... hard.
Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:48:00 -
[5] - Quote
Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?
That is how it works. Dropsuits have the same EHP across their race class. Only CPU/PG increase. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 10:08:00 -
[6] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else. I believe armor tanks can fit an active heat sink? I'm unsure. A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun. My armor tanking days died in Chromosome so I can't say for sure how they would fare.
Fine. Change it to a Falchion. The results would still be the same with two damage mods. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 20:48:00 -
[7] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
Nice try with stats Remember tho every single HAV needs at least 1 PG mod on it Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on. |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.15 21:32:00 -
[8] - Quote
EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything
So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both.
You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.16 01:54:00 -
[9] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen
Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them.
The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.16 05:49:00 -
[10] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks).
So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad.
The Forge is meant to take down heavy armored vehicles. That you and your buddy teamed up on a tank and took it out is great. I'm usually the only FG alternative to AV grenades and swarms in the matches I've played in. So if a Forge, even a militia one, shouldn't be killing tanks, then nothing should kill tanks and the entire match should just be a free fire shooting gallery for tankers. Thankfully, it's not like that. |
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Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.16 21:11:00 -
[11] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Gibberish The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. DPS over time your maths are wrong The compressed particle rail cannot fire 4 shots, it can only fire 3 then it overheats so the time it takes to fire 4 shots is even longer unless you use a heat sink if you can fit it on, by the time its stopped overheating the FG has reloaded and is firing again But lets be honest here, damage per second means nothing at all because you cant take comfort knowing that your tank can spit out more yet you can be dead in 3 shots anyways so that means jack **** DPS only matters between tanks because we are so weak to each other and we can end up firing 10shots at each other but if proto AV gets involved then someone is ****** Its about how hard it hits, if it takes 3k of your tanks health in a single shot currently all basic vehicles are ****** against proto AV because dun dun dun we dont have advanced/proto vehicles Your entire stat argument was flawed, you only picked what you wanted and totally ignored the vehicle side of things because you have never skilled up into anything vehicle wise and all you prob use is the milita LAV
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.16 21:36:00 -
[12] - Quote
Eurydice Itzhak wrote:R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned. You're the reason this is AR 514. Go home. You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC.
So you want it to be Tank 514? I haven't seen any suggestions for an alternate balance, only calls for changes to make all AV useless. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.17 05:23:00 -
[13] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish You can jump with the breach Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy Balanced lol its anything but A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret
Yes, yes. I know. The fearsome bunny hopping breach forge. Seriously, you need to stop making me laugh so hard. It's hard to type at times.
A heavy in an LAV I've seen. I do it to get from place to place because I can't run like a scout. At least I don't play murder taxi.
Shell drop is a constant. I see tankers landing shells on people all the time. Same with travel time. Forge does have scatter to their shots. I've experienced it. Times when the HAV, LAV, even an installation is filling a significant portion of my aim box and still, the shot goes high and to the side or hits the ground between the target and myself.
If you had a turret equivalent to the forge, you'd QQ about the way it shakes while it's charging/charged, then you'd QQ about it not being very accurate when you try to shoot infantry. You might also QQ about the time between shots and the max effective range of 300 meters.
What this finally comes down to is that neither one of us will change our minds so this conversation, that you've been treating like a personal affront to your ego, is at a stalemate. |
Shijima Kuraimaru
WarRavens League of Infamy
221
|
Posted - 2013.06.17 05:29:00 -
[14] - Quote
Eurydice Itzhak wrote:Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Packed Lai Dai do insane damage. You are missing something here.
AV grenade spam is deadly to pretty much any vehicle that gets within throw range. Especially if the tossers are near a supply depot or nano hives. This is one of the times when I do agree that this type of AV is too effective. |
Shijima Kuraimaru
WarRavens League of Infamy
222
|
Posted - 2013.06.18 21:42:00 -
[15] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:
The breach variants are the only Forges capable of getting near, and breaking, 3k. On top of that, the breach variants have the longest charge times and completely immobilize the wielder. If you're dieing to a solo breach then the wielder got into a good position and caught you by surprise. As for my "flawed" argument, I compared on max skills and available mods for both, not what has been accepted as the "Must be fitted this way" ideology. It's not my problem if you can't accept the results of a balanced comparison. And you apparently still feel that a rail tank with twice the range, more mobility (don't confuse it with agility), Higher accuracy, and able to OHK anyone in their sights makes it underpowered.
More gibberish You can jump with the breach Max skills and mods but really you know nothing about vehicles or AV since your comparing a FG with tank and damage with a HAV with no tank but damage and then saying well its your choice but you have already picked the choices for your 'balanced comparision' which is lol worthy Balanced lol its anything but A FG in a LAV has more mobility, as for tank mobility ye if its going straight and on a road and not going over bumpy terrian because ya know enviromental damage lol Higher accuracy lol, the railgun has to hit dead on and in its a long shot aim slightly above the target because of shell drop and the target has to be stood still because splash is meh and next to nonexistant, it aint the railgun with the higher accuracy its the pilot who using the damn thing FG gets to aim at a massive target, no shell drop, no overheat, can do more base damage than a vehicle prototype railgun, sometimes i wish i could just put on a FG for my turret Yes, yes. I know. The fearsome bunny hopping breach forge. Seriously, you need to stop making me laugh so hard. It's hard to type at times. A heavy in an LAV I've seen. I do it to get from place to place because I can't run like a scout. At least I don't play murder taxi. Shell drop is a constant. I see tankers landing shells on people all the time. Same with travel time. Forge does have scatter to their shots. I've experienced it. Times when the HAV, LAV, even an installation is filling a significant portion of my aim box and still, the shot goes high and to the side or hits the ground between the target and myself. If you had a turret equivalent to the forge, you'd QQ about the way it shakes while it's charging/charged, then you'd QQ about it not being very accurate when you try to shoot infantry. You might also QQ about the time between shots and the max effective range of 300 meters. What this finally comes down to is that neither one of us will change our minds so this conversation, that you've been treating like a personal affront to your ego, is at a stalemate. You said breach FG makes you immobile, immobile means you cannot move at all but you can jump when using the breach FG which is movement - That is a fact Shell drop can be inconsistant, i can aim at someone and they not move and sometimes it misses, thats if the railgun doesnt misfire or even move slightly to the right after each shot FG barely shakes, its accurate whenever ive used it A stalemate lol ive took apart all of statements including the one with stats
You didn't take anything apart. You merely cherry picked points to intentionally misconstrue, misrepresent, and manipulate to make the veracity of your erroneous points appear more valid. If you'd had been better at concealing your attempted manipulations I'd recommend you for political office or religious ordainment. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:07:00 -
[16] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong.
Forge guns don't have lock on. That's SWARMS and AV grenades. I pop bad tankers regularly and sometimes I get a good tanker that makes a tactical mistake or just get's caught flat footed. But most of the time, good tankers manage to escape by leaving my field of fire or running for the red line denying them an area until I get run off by snipers, infantry support, or a rail gunner that can actually aim.
Then I notify the squad I'm in that I need support and snipers get hunted, infantry gets countered, and our own tanker, or other AV adds additional support. It's called playing tactically.
So perhaps I'm not doing so bad considering the only weapon skills I have actually put SP into is Forge and SMG. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:15:00 -
[17] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them. The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. You don't understand that a round guy with a glowing blue ball is a more difficult target to hit than a damn tank. I don't think he's the one that's stupid. Your use of grammar reminds me of pseudo-intellectual high school seniors trying to sound smart and informed. It's not working.
May be more difficult, but still OHK. I've lost many suits to rail tankers in a fire fight. Damage over time is a calculation based on statistical data of the equipment in question, not one's personal ability to hit the target.
As for my use of grammar, I am actually educated. If you don't like my utilization of the English vocabulary, that's not my problem.
Lastly, I never called him stupid. I simply stated that he seemed to have an issue with comprehension, or just a stubborn refusal, of basic statistical facts. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:23:00 -
[18] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice. LOLOLOLOLOLOL. Has never used a tank, or at least not since uprising. You literally get NO say in anything. I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV. Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). So you're implying that there's some fitting nutzi standing over every tanker's shoulder every time they go to fitting to make sure it's fit just so with no variation allowed. Or do you mean to imply that the tanks come pre-fit and no alterations are allowed? It looked to me that it was always the tankers choice how to fit their tanks good or bad. You didn't get the previous point. We're always trying to decide whether we want more damage output, or more defenses. You can get a heavy with an Ishukone forge, one damage mod, then two plates and two reppers. That's a better, sneakier alternative to a tank.
Perhaps, minus the superior EHP, minus the speed, minus the unlimited ammunition, minus the superior resistance to small arms fire, minus the superior range (except for blaster turrets), minus the ability to kill infantry by running them over, etc.
Drawbacks for tanks? Bigger and easier to hit than infantry. Can get locked onto by SWARMS and AV Grenades. Cannot be god modded with both high resistance and high damage, must choose between one or the other or a middle ground.
Obviously I don't consider ISK cost or SP investment a factor. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:27:00 -
[19] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:, Higher accuracy, and able to OHK anyone in their sights makes it underpowered. You're missing that point, too. We one hit kill things with less than 1000 HP, because our rail turrets cause damage at over 1000 HP per shot. I don't see what your problem is with that.
I actually don't have a problem with that. It's just something a lot of the QQing tank jocks can't remember. Take me out with a rail turret I say "Good shot", go back out in another forge suit, and try again to get you before you, your snipers, and your infantry get me. But I don't do it alone. Alliance squads I'm in usually supply pretty good support for my efforts while I try to cover theirs. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:35:00 -
[20] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:R F Gyro wrote:Eurydice Itzhak wrote:People shouldn't be SOLOing tanks. People keep saying this, without any justification. While a tank can be operated solo, I see no valid game balance reason why infantry shouldn't be able to kill them solo. As I see it, you have three options here:-
- Provide a game balance justification for your statement that people should not be soloing tanks
- Accept that game balance requires 1 player in a tank to be about equal to 1 player not in a tank, and soloing is OK
- Require multiple people to operate a tank, and the same number of people to counter it
Option 3 means infantry can't solo a tank (which is what you want) but we still have a balanced game. It is clearly the best option as far as I'm concerned. You're the reason this is AR 514. Go home. You people think that tanks should be taken solo with ease. This is why tanks suck in PC. This is why everything but ARs suck in PC. So you want it to be Tank 514? I haven't seen any suggestions for an alternate balance, only calls for changes to make all AV useless. How pathetically easy it is to use swarms and AV grenades makes tanks useless. We're calling for balance between those. I don't care if they buff the forge guns at all, they're fine because they require aim. You don't need to aim AV grenades or swarm launchers. Infantry gets two weapons that home in on vehicles, while vehicle users get remote modules that are difficult to use. Maybe we should get mass driver turrets instead, or something that launches fused locus grenades...
Well as a dedicated FG wielder... 99% of the time I'm not in range to use AV grenades. I don't use SWARMS. That's why my counter statements are focused on heavy w/forge performance. I've had experience with many things through beta, including rail tanks, until they announced the last SP respec in which I went dedicated Forge, because I like the challenge of going against armor. So if you don't have a problem with Forge Guns, then we have nothing to butt heads about. So see you on the battlefield. And if you manage to nail me down with your rail tank... GOOD SHOT SIR!!! |
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Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.19 23:42:00 -
[21] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Commander Tuna wrote:Am I missing something here? The only times I see an av nade take out a tank is on the milltia variants. If your multimillion dollar tanks are getting destroyed by av nades, your doing it wrong. Also lol at av nades being an "exploit". Packed Lai Dai do insane damage. You are missing something here. AV grenade spam is deadly to pretty much any vehicle that gets within throw range. Especially if the tossers are near a supply depot or nano hives. This is one of the times when I do agree that this type of AV is too effective. Finally something logical from you.
Just because I disagree with those who believe the Heavy with a Forge Gun is OP, doesn't mean I disagree that all AV is OP. If you've read my posts, you'll see that I never argued in favor of SWARMS on the basis that I don't use them. And my statement for AV grenades being to effective vs HAVs is based on my experience using those. AVG vs LAV is fine IMO. But I feel that they should be a deterrent to HAVs, not a solution unless the HAV is just going to sit there while AVGs rain down on them. Leave that to the Forge, SWARM, and maybe proximity mines. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.20 07:51:00 -
[22] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:
May be more difficult, but still OHK. I've lost many suits to rail tankers in a fire fight. Damage over time is a calculation based on statistical data of the equipment in question, not one's personal ability to hit the target.
As for my use of grammar, I am actually educated. If you don't like my utilization of the English vocabulary, that's not my problem.
Lastly, I never called him stupid. I simply stated that he seemed to have an issue with comprehension, or just a stubborn refusal, of basic statistical facts.
Lol with the quality of even an Ivy League education failing, that really just doesn't mean much. If you went to MIT, that's great. If Harvard, well, have fun paying back your loans. Not that you won't be able to, but we have enough lawyers in the world. More than enough, really.
Ick. Lawyers. I've actually spoken with a few that were more interested in their win/loss ratio, and wallet, rather than truth or justice. Foul parasites. They give a bad name to the whole lot of them. |
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.20 07:56:00 -
[23] - Quote
Spkr4theDead wrote:Shijima Kuraimaru wrote:Spkr4theDead wrote:Shijima Kuraimaru wrote:
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Tell me how you feel when a main weapon is able to lock on to your dropsuit. I'm still winning out some 1 v 1 when I have a militia forge gun. Dunno what you're doing wrong. Forge guns don't have lock on. That's SWARMS and AV grenades. I pop bad tankers regularly and sometimes I get a good tanker that makes a tactical mistake or just get's caught flat footed. But most of the time, good tankers manage to escape by leaving my field of fire or running for the red line denying them an area until I get run off by snipers, infantry support, or a rail gunner that can actually aim. Then I notify the squad I'm in that I need support and snipers get hunted, infantry gets countered, and our own tanker, or other AV adds additional support. It's called playing tactically. So perhaps I'm not doing so bad considering the only weapon skills I have actually put SP into is Forge and SMG. Thank you for telling me something I figured out a long time ago, why I've forgotten it until now. The only AV I can respect is a forge gun because those require significant investment for the suit as well, plus they actually require aim to hit. You don't see me saying to nerf forge guns, because I respect the hell out of them. My beef is with AV grenades and swarm launchers. Never used swarms the previous build because they were too damn easy.
The first time I used SWARMS, I felt sort of let down. It just doesn't fit my play style. I still run AVGs to try to hard counter murder taxis. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.22 18:29:00 -
[24] - Quote
EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank
You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 01:07:00 -
[25] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Purona wrote:I don't think CCP will ever give us prototype tanks. Since at most it will give us an low slot on shield tanks or an extra high slot on armor tanks and an increase in powergrid CPU armor and shields.
What we need are better modules. The modules are what makes the tank . You can put a madrugar on the field with no modules and die in moments.Put a soma on the field with modules and you can easily out live the madrugar
right now modules stop at level 3
.25 for an active hardener imagine if it was .35 or even .40 instead of 414 every second for 15 second what if it was 522 or even near 600
Ive mentioned modules Compared to dropsuit mods they go upto lvl 5 and are basic/adv/proto where as vehicles are lvl 1-3 and are just basic and then a bit better As for the tanks i suspect it maybe like the sagari and surya, 1 extra slot in a secondary area which tends to be useless I would like with adv to have at least 1 extra slot for BOTH high and low slots and then the same again for proto or even maybe 2 extra because you can have a basic dropsuit being 2h/2L and get a proto suit with 5h/4L If its anything like the enforcers then we are screwed because they claim to be advanced by they have what the slot layout of basic+ but the CPU/PG of a milita tank You want 9 slot proto hulls? How about 5 slot proto hulls? If PG/CPU gets fixed, a 9 slot proto hull tank, I'm pretty sure, would be nearly, if not completely, immune to infantry based AV. 5 slot proto hulls are milita hulls Basic are 7 Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh 9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
While I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 08:56:00 -
[26] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:[quote=Purona]Basic are 7
Enforcer/sagaris/surya are 8slot hulls but the slots are in the wrong places and also the PG/CPU increases are meh
9slot hull should be advanced at least, 1 slot extra per high and low so it would be 3h/6l and then proto 4h/7l with PG/CPU increases for it to be useful
I stand corrected. However, while I agree HAVs should be useful, and they are, and I agree that they need a PG/CPU fix, I think HAVs should have to balance between tank and gank. To be able to fit the best of both would probably make them too strong and subject to nerf hammering. I wish I had 8 slots. LOL Keep in mind we only have HANDHELD av and weak proximity mines in here atm (not including other tanks and basic installations). Custom large installations and more av vehicles should be coming. Also, this "rock paper scissors" thing is also flawed, because AV users are also infantry at the same time, not dedicated AV. Handheld AV should not directly counter heavy tanks and ruin its day. Dedicated AV emplacements, AV mines, etc should directly counter heavy tanks and ruin its day. EDIT: Also, proximity mines need a large buff
Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 11:25:00 -
[27] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do
Tank and gank? You're obviously talking about assault suits.
I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 21:13:00 -
[28] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:Shijima Kuraimaru wrote:EnglishSnake wrote: Yeah because you know my SMG is just so terrifyingly effective for close encounters right? It's not like I can use my SMG and FG akimbo.
I only agree with you as far as AV Grenades, well maybe proximity mines too, but I have no experience using them. But SWARMS should make a HAV jock cautious, and the Forge should make a HAV jock sweat.
Dont worry use the new command suit of whatever Heavy suit , duvolle in 1 slot swarms in the other I see the dropsuits have proto with big slot increases but yet again infantry says vehicles cant have the same because they would be too strong' or 'be able to fit tank and gank' like some dropsuits can already do Always the same, infantry get everything vehicle users get nothing We need and deserve proper advanced/proto vehicles and if it turns on out my basic slot estimation on them is right then great, if its not then i expect for some damn good passive skills on the tanks to be useful because we need tanks that can stand up to these proto AV weapons which dish out more damage than out turrets can ever do Tank and gank? You're obviously talking about assault suits. I'm not disagreeing that HAV jocks should get advanced and proto vehicles. I just don't think it should make dedicated infantry based AV useless VS the HAV which is what Heavy/Forge is for at the moment. I don't use SWARMS. I personally don't like them. I prefer the challenge of aiming my shots. Besides, SWARMS are much more effective on assault drop suits than on heavies. But AV is a specialization is it not? some players go AV all day everyday and love wrecking vehicles Same with AR tryhards and vehicle users Why should vehicle users get ****** over yet again? why should AV have it so eazy? In PC ther will be proto vehicles fighting each other with proto AV around also In pub matches i dont care if the entire team only has milita AV against my 10mil ISK proto HAV, tough luck its a pub match you roll the dice and you get randoms its PC where it counts
Yeah, AV has it so easy. OHK buy front bumper of LAV, HAV tread, large Rail Turrets, and death in less than three seconds by large Blaster Turrets and large Missile Turrets.
And I'm sure it has been mentioned more than once, even by some of your fellow HAV jocks, that where Forge AV is concerned HAVs move five times faster than a heavy and have ten times the HP. Not to mention the infantry heavy being equally vulnerable to all battlefield threats where a HAV isn't.
Yes vehicles love killing infantry whether or not it's AV. So on the inverse, if you take your 10mil ISK vehicle into a pub match and it gets wrecked, tough luck. You roll the dice and take your risks.
Just remember that with all the weapons out there, the only threat to your beloved vehicles is Infantry AV and another HAV. That means that of all the weapons available, your HAV is vulnerable to less than 30% of them. Must be nice as the only two don't affect me are SWARM and AV Grenades. Not sure if proximity mines detonate on infantry. |
Shijima Kuraimaru
WarRavens League of Infamy
232
|
Posted - 2013.06.27 00:31:00 -
[29] - Quote
Circular debate. Why repeat what's been said before. It was fun but now it's time to move on. |
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