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R F Gyro
Krusual Covert Operators Minmatar Republic
376
|
Posted - 2013.06.21 17:04:00 -
[181] - Quote
EnglishSnake wrote: With your own words
How is it balanced when it takes 3 players (with AV) to kill one player (in a HAV)? How does this not lead to everyone rolling around in tanks?
You assume that everyone would run to tanks if it takes 3 ppl to take it down, considering it takes millions of SP to get a fully fitted HAV you can skill up AV in half the time instead and kill them
If you make a 4man HAV then should it take 4 AV to take it down? maybe even more AV because it gets defensive bonuses
You cant balance it with players when a 3man HAV is the same when its just the driver
The balance is currently 2-3 std to take down a std tank and it will continue to be this way until we get adv/proto vehicles and also some basic changes done
We need everything in before we can change what we have
I don't think you've been reading my posts properly. My answer/response to all of that is already in this thread.
Anyway, good luck with this initiative. I really do think it is a good attempt to help CCP bring more balance to the game. My hope is that someone there is monitoring this thread and is able to see all the good ideas.
|
EnglishSnake
Zumari Force Projection Caldari State
1323
|
Posted - 2013.06.22 10:16:00 -
[182] - Quote
EDIT: Top small turret on the big gun should be independent from the big gun, so if the big turret moves left and the small turret is looking right the small turret doesnt move with the big gun like it currently does |
Purona
Militaires Sans Jeux
12
|
Posted - 2013.06.22 12:37:00 -
[183] - Quote
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
|
Akurabis
Dark Force Katana General Tso's Alliance
7
|
Posted - 2013.06.22 13:42:00 -
[184] - Quote
Spkr4theDead wrote:Jammer Jalapeno wrote:AV is alright the way it is.
The biggest problem is you have people using their Proto AV gear on advanced level tanks.
Once they release the Proto tanks, it should feel more balanced. We don't have ADV tanks.
noob, you didn't even read his post. He's saying that the basic logi suits are cheaper than the basic med (non specialized) suits.
ERGO, the BASIC marauder being more expensive than the BASIC non-specialized madrugar is whack.
especially considering the 'glass cannon' is a glass cannon. |
EnglishSnake
Zumari Force Projection Caldari State
1326
|
Posted - 2013.06.22 15:21:00 -
[185] - Quote
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 |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.22 18:29:00 -
[186] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1328
|
Posted - 2013.06.22 22:17:00 -
[187] - Quote
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
|
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 01:07:00 -
[188] - 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. |
Alpha 443-6732
G.R.A.V.E
8
|
Posted - 2013.06.23 02:58:00 -
[189] - Quote
Shijima Kuraimaru wrote: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 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 |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 08:56:00 -
[190] - 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. |
|
EnglishSnake
Zumari Force Projection Caldari State
1331
|
Posted - 2013.06.23 10:33:00 -
[191] - Quote
Shijima Kuraimaru wrote: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.
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 |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 11:25:00 -
[192] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1332
|
Posted - 2013.06.23 12:22:00 -
[193] - Quote
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 |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 21:13:00 -
[194] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1332
|
Posted - 2013.06.24 10:56:00 -
[195] - Quote
Shijima Kuraimaru wrote: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.
Its hard to run ppl over in a HAV, generally you push them around until they happen to get under your HAV then they get crushed, its easier with a LAV but i use a pimped out LLAV
Large rail turrets lol, need a direct hit because splash got nerfed to ****
Large blaster can be accurate but short range
Large missiles lolno they cant do **** to anything
In general like ive said all large installations shouldnt be auto shooting at anything unless someone is in it and chances are they are blown up anyways
HAVs only move faster when in a straight line, any kind of turning slows you right down and you catch anything its stops you dead pretty much not too mention we cant reverse as such unless we just hit reverse and try to guess our way through and enviromental damage wrecks a shield tank an armor not so much but its still enough
The only threat is AV and vehicles and installations and enviromental damage and concentrated small arms fire |
EnglishSnake
Zumari Force Projection Caldari State
1336
|
Posted - 2013.06.26 10:52:00 -
[196] - Quote
Its not dead yet |
Shijima Kuraimaru
WarRavens League of Infamy
232
|
Posted - 2013.06.27 00:31:00 -
[197] - Quote
Circular debate. Why repeat what's been said before. It was fun but now it's time to move on. |
EnglishSnake
Zumari Force Projection Caldari State
1341
|
Posted - 2013.06.27 10:01:00 -
[198] - Quote
EDIT: Vehicle recall - It is getting abused a little
Example - HAV getting whacked by an enemy, he jumps out and manages to recall it saving it
2 problems here for me
1. If the vehicle is getting whacked by an enemy and the enemy is causing damage you shouldnt be able to recall it till maybe 30secs after the last bit of damage - It stops players hopping out and instantly recalling it
2. If the vehicle is below 30% of its total HP it cannot be recalled - This gives the attacking AV or vehicle a chance to kill the vehicle and it stops johnny from nipping out and doing a 5sec button press to instantly recall it before its about to die
Now this would be ideal with squad lock and the ability to kick players out of vehicles because atm if someone is in your tank you cannot recall it or get rid of them or prevent them from entering your tank in the 1st place |
Purona
Militaires Sans Jeux
13
|
Posted - 2013.06.27 10:42:00 -
[199] - Quote
Shijima Kuraimaru wrote: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.
10 million isk vehicle
impossible |
EnglishSnake
Zumari Force Projection Caldari State
1345
|
Posted - 2013.06.27 11:10:00 -
[200] - Quote
No its possible
Basic 200k
Enforcer lol - 1.2mil
Advanced - 2.5mil or more
Proto - 5mil at least
1mil turret and mods can add another 2mil then pilot suit and mods also would crank it up
10mil is a high estimate but it could be |
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Takahiro Kashuken
Red Star. EoN.
571
|
Posted - 2013.06.28 11:39:00 -
[201] - Quote
Back to the top |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:29:00 -
[202] - Quote
Bump - Come on CCP Blam wake up |
Medic 1879
Tritan's Onslaught RISE of LEGION
480
|
Posted - 2013.06.29 10:38:00 -
[203] - Quote
Going to ask this here before I make a bug report or start searching the bug section.
Well my question is thus I have a vehicle using alt when driving in a LAV all my modules work fine, however when driving a HAV armour rep's sometimes dont activate well they do I bring the wheel up select the rep it highlights and starts the cycling however it doesn't actually do anything to repair my armour just cycles then enters cool down. Is this a known issue? |
Takahiro Kashuken
Red Star. EoN.
575
|
Posted - 2013.06.29 10:52:00 -
[204] - Quote
Medic 1879 wrote:Going to ask this here before I make a bug report or start searching the bug section.
Well my question is thus I have a vehicle using alt when driving in a LAV all my modules work fine, however when driving a HAV armour rep's sometimes dont activate well they do I bring the wheel up select the rep it highlights and starts the cycling however it doesn't actually do anything to repair my armour just cycles then enters cool down. Is this a known issue?
Yea it is
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Takahiro Kashuken
Red Star. EoN.
587
|
Posted - 2013.07.03 11:12:00 -
[205] - Quote
So we have seen the values that AV nades finally do
Basic AV nade - around 1k
Packed AV - over 1.2
Ex-?? - 1.2+
Lai Dai - Nearly 1.8k
Other nades are less in general but eventually everyone would use proto anyways espc in PC
So spec into the top proto AV nades and you can cause 5.4k damage in 3 nades thats not including the damage bonus against armor, thats 3/4 of a current armor tank fitted
Proxy mines tho are different, 750damage but splash but you can carry more mines, proto lvl 6 can be active so you can cause 4.5k damage which is less than 3 top AV nades which i find is BS
For me which may anger vehicle drivers is that why are handheld nades more powerful than a mine?
When you think of a mine its packed explosives in the ground where as nades are smaller in general and great for infantry
Shouldnt the values be reversed so proxy mines are more powerful than the AV nades?
I think mines should do more damage, but they would have to give up the extra mines they get to carry for the damage buff
As for the AV nades it would be a damage reduction for me of 50% because they are ment to be a detterent to vehicles and add a bit of DPS to help weaken a vehicle not pop it in 4 nades |
Spkr4theDead
Namtar Elite Gallente Federation
248
|
Posted - 2013.07.03 12:10:00 -
[206] - Quote
Shijima Kuraimaru wrote:[ 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. So how do you think those 9 slots would be filled, hm?
Gimme what you think both a decent armor and shield fit would be. |
Spkr4theDead
Namtar Elite Gallente Federation
248
|
Posted - 2013.07.03 12:16:00 -
[207] - Quote
EnglishSnake wrote:EDIT: Vehicle recall - It is getting abused a little
Example - HAV getting whacked by an enemy, he jumps out and manages to recall it saving it
2 problems here for me
1. If the vehicle is getting whacked by an enemy and the enemy is causing damage you shouldnt be able to recall it till maybe 30secs after the last bit of damage - It stops players hopping out and instantly recalling it
2. If the vehicle is below 30% of its total HP it cannot be recalled - This gives the attacking AV or vehicle a chance to kill the vehicle and it stops johnny from nipping out and doing a 5sec button press to instantly recall it before its about to die
Now this would be ideal with squad lock and the ability to kick players out of vehicles because atm if someone is in your tank you cannot recall it or get rid of them or prevent them from entering your tank in the 1st place Don't forget, like I said a few days ago, Johnny the Idiot firing a small turret at an installation before you're ready to engage it. |
Judge Rhadamanthus
Kapow Heavy Industries
204
|
Posted - 2013.07.03 12:21:00 -
[208] - Quote
I noticed recently that when hit by a forge gun or a rail turret that the dropship hit indicator often indicates the hit from the wrong direction. To save you a read I put it into a video with gameplay, examples, freeze frames. Sit back and see the bug.
It matters because its hard in a dropship. We donGÇÖt need our equipment to lie to us.
Forged Forge |
Takahiro Kashuken
Red Star. EoN.
591
|
Posted - 2013.07.03 15:37:00 -
[209] - Quote
Judge Rhadamanthus wrote:I noticed recently that when hit by a forge gun or a rail turret that the dropship hit indicator often indicates the hit from the wrong direction. To save you a read I put it into a video with gameplay, examples, freeze frames. Sit back and see the bug. It matters because its hard in a dropship. We donGÇÖt need our equipment to lie to us. Forged Forge
Hit from behind which you can easily tell yet red area straight in front problem im guessing is that maybe splash damage so that spalsh may hit the front also somehow yet the thinks its from the front maybe |
steadyhand amarr
Royal Uhlans Amarr Empire
750
|
Posted - 2013.07.03 15:53:00 -
[210] - Quote
Odd idea your isk reward is influenced by what u bring into the battle. So u deploy a tank you get at least half the cost back. The other half of your isk payout is based as normall. No idea what affect this would have but it would isk payouts in matches |
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