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PITCH- BLACK
Ahrendee Frontlinez Omega Commission
16
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Posted - 2013.06.18 22:14:00 -
[61] - Quote
Im a tanker, heres my input
I think its hilarious when people call for an AV nerf, especially AV grenades, if they nerf AV nades, what happens to the Taxi's then. If you nerf something, it will obviously effect something else. I think in Chromosome the vehicle warfare was perfect. Maybe CCP should just change a few things to the yellow Taxi since its the only thing killing people and making them come cry on forums.
Honestly I run proto AV- lai dai, those ***** are useless, unless you actually catch a well fitted tanker out of line. So currently vehicle warfare is decent. All I say, is fix pg on militia shield tanks and Gunnlogis. I can barely fit that much on them. And then again they nerf the speed of shield tanks, like they really needed a nerf. Then improved armor tanks, made them faster. |
Yeva Kalsani
Reckoners
145
|
Posted - 2013.06.18 22:15:00 -
[62] - Quote
Cyrius Li-Moody wrote:I rarely see guys who consider themselves maining in AV saying that vehicles need nerfed. It's mostly infantrymen complaining about vehicles that have only spec'd into grenades. I believe proximity explosives are really the only under performing antivehicle weapon at the moment.
I'd say most of us AV guys are happy with our tech currently. Well, most of the ones I see anyway.
Honestly I can't wait for the day for vehicle users to get something that will be extremely menacing but not overpowered. I'd love to run with a whole squad of fellow AVers fighting our own little battle against a machine. My thoughts, exactly.
I run AV. I strongly disagree with vehicles needing nerfs, if any, they need more love. Higher-grade HAVs, quite possibly the PG upgrades brought back, Enforcer HAVs need to be made better for their insane price, and Dropships need some SERIOUS buffs overall. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
164
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Posted - 2013.06.18 22:15:00 -
[63] - Quote
Scheneighnay McBob wrote:Plasma cannons
Although I've discovered by watching a video that they have 110% efficiency against vehicles
Well, there's a large problem with splash damage so that's understandable. I never see plasmas for this reason. I honestly forgot they existed, that's how often I see them.
Eurydice Itzhak wrote:I'm unsure as to where the imbalance from remote explosives comes from.
I run caldari and my LLAV will run over 6 proximity mines, no problem.
However, when I was in my rail tank with 5k shields 15, 15, 10% resists I believe it was either two or three remote explosives dropped by some tricky chuckefudge nearly instagibbed my tank.
Is there a vast difference between proximity mines and remote explosives?
EDIT: To clarify, I believe my LLAV is too strong when it comes to proximity mines but the other extreme feels a bit much aswell.
Honestly because there is no damage listed for them it's hard to tell which does more damage and to what (armor vs shields). RE's instakill drop suits but seem to do minimal damage to vehicles. If an LLAV is going fast enough it will trigger the proximity but do little to no damage. Really they're extremely unpredictable, which is a shame because I love setting traps.
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Void Echo
Internal Error. Negative-Feedback
225
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Posted - 2013.06.18 22:15:00 -
[64] - Quote
Poplo Furuya wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Not him, but driver. I love playing closely with other people and I would be far more satisfied with giving my brothers in the guns the best possible ride and lots of opportunities to put 'em to work than racking up a positive K/D myself. Being able to fully focus on reading the battlefield while they can fixate on aiming and observing would also raise the potential effectiveness of the vehicle. Mutual reliance relationships also foster some of the best moments in gaming, they really do. There are hiccups and randoms become a shaky bet to entrust yourself to but that's just a matter of finding yourself some people to buddy up with, acquire some regulars. Separation of duties also leads to a better tank all round when you really mesh with your crew. On top of all aspects of the vehicle seeing more focused attention there's also a morale side to it: as the driver you don't want to let your gunners down, as a gunner you're trying extra hard to not disappoint your driver.
if you like giving rides then go for LAVs, that what there for, and I disagree when im driving my tank, I don't care about the gunners, I wish I could eject them or replace the 2 turrets with an anti-swarm turret. I am a jerk when it comes to people getting in my ride but that's only because of every random blue dot trying to get into my tank hoping for a free joy ride to god mode, but that's not going to happen. |
Chankk Saotome
SyNergy Gaming EoN.
391
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Posted - 2013.06.18 22:28:00 -
[65] - Quote
As an armor LLAV (Gallente type) driver I can say that they're right where they should be after their investment. Scout-LAVs are painfully underpowered and with their limited module slots it's a waste of ISK and SP and you're better off just skilling into LLAVs and getting speed modules to compensate.
Proximity mines are painfully underpowered vs shields currently but then most AV is against shield tanking.
What we absolutely need is a visible Shield DMG Reduction stat but CCP seems to want to keep that information hidden so as not to let people know that with half the investment of armor tanking you can get your shields up to over 80% dmg reduction (combined passive and active) and since most AV is Armor DMG focused, shield tanking HAVs and LLAVs can just cruise through hordes of AV with a much lowered threat level than an armor tanker of an even higher level and SP investment.
I do feel LAVs in general are a bit strong with their instant speed and ability to cruise through a group of enemies with no threat of collision damage.
On the other hand, LAV collision damage currently is back to Codex levels where even scratching the paint of a building or tank (ally or enemy) is instant death. The best AV in most Carmageddon situations ends up being a kamikaze militia LAV just attempting to collide with an enemy LAV which is a bit absurd. Not for the lack of proper AV on a team but rather because a nearly 2mil SP, quarter mil ISK team support LLAV investment can be instantly lost to a free suit and free LAV. (I'm talking about LLAV with CRU, Scanner, and what support modules can be fit after that)
A bit off topic with this bit but why does Vehicle Electronics increase vehicle CPU but Vehicle Engineering only lowers the CPU of PG modules meaning you're forced to use up PG module slots to increase PG? Seems a definite lean toward Cal vehicle support from CCP on that end. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
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Posted - 2013.06.18 22:31:00 -
[66] - Quote
Void Echo wrote:Poplo Furuya wrote:Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote: quick question, are you AV or assault?
I've done everything really? then which would you spec into? Driver seat OR Gunner seat. pic which one you would go for if what your talking about was implimented Not him, but driver. I love playing closely with other people and I would be far more satisfied with giving my brothers in the guns the best possible ride and lots of opportunities to put 'em to work than racking up a positive K/D myself. Being able to fully focus on reading the battlefield while they can fixate on aiming and observing would also raise the potential effectiveness of the vehicle. Mutual reliance relationships also foster some of the best moments in gaming, they really do. There are hiccups and randoms become a shaky bet to entrust yourself to but that's just a matter of finding yourself some people to buddy up with, acquire some regulars. Separation of duties also leads to a better tank all round when you really mesh with your crew. On top of all aspects of the vehicle seeing more focused attention there's also a morale side to it: as the driver you don't want to let your gunners down, as a gunner you're trying extra hard to not disappoint your driver. if you like giving rides then go for LAVs, that what there for, and I disagree when im driving my tank, I don't care about the gunners, I wish I could eject them or replace the 2 turrets with an anti-swarm turret. I am a jerk when it comes to people getting in my ride but that's only because of every random blue dot trying to get into my tank hoping for a free joy ride to god mode, but that's not going to happen. 'Best possible ride' was more about driving well than zipping around. Not exposing yourself stupidly, communicating well, giving the gunners clear targets, that sort of thing. Being an effective presence on the field and a tank that's fun to gun for. The LAV comment is of zero relevance.
Regardless, the premise was about buffing tanks significantly if the role of driver and gunner were separated. A different tack is the addition of beefed up tanks with that separation, more potent but necessitating more hands to operate. The solo driver-gunner tank remains as it's lighter cousin. |
Void Echo
Internal Error. Negative-Feedback
225
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Posted - 2013.06.18 22:35:00 -
[67] - Quote
and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. |
Mortedeamor
Internal Error. Negative-Feedback
82
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Posted - 2013.06.18 22:40:00 -
[68] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:if you were to separate the driver seat from the main cannon, there wouldn't be any reason to spec into driving the thing at all, you don't get any rewards from the driver seat if you don't get to use the cannon to kill thus making the driver part of the tank pretty much hated. and on the subject of why, why should a single dropsuit match a 20-40 ton vehicle?
these are serious questions of mine We have to deal with the same thing in all the other vehicles. While dropship pilots are waiting for fighters, we can wait for mtacs or whatever they're called What I like to do in a group with dropships or LAVs, is more or less rotate who calls it in, and who does what. and because of that, do you know what people are doing? dropship pilots HATE that they cant kill with their own pilot gun and LAV drivers are running people over TO GET KILLS AND KILL POINTS, the HAV is the only vehicle that has the design right imo. (this is getting very interesting, keep it coming)
actually i havee PROTO av and PROTO logi...and i just run over people ..the reason...because if i get out to blow up a tank or to heal my team i immediately lose 150-300 k when some scrub takes and drives off with my charybdis. because a lock on the driver seat is just to damn complicated for ccp to do. ...furthermore taking the main gun from the driver of the tank would make tanks completely extinct instead of a endangered species. and when that happens there will only be logi lavs..av...and logi's running as assault. |
Berserker007
Imperfects Negative-Feedback
314
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Posted - 2013.06.18 23:01:00 -
[69] - Quote
hmmm, ok where to start. Simply background so know im not just winging it; but ive ran as a specc'd AV (be SL, FG, AVN) player for over 1 year; and have daballed in tanking here and there before resets and alt characters.
Here are my thoughts (though most will be based on the adv/proto levels, as that is where i think & see the problem is):
AV-N :
these work great on all vehicles, however are mostly affective against LAV's and real Armor Tanks (Std +, in my opinion). That said, at the PROTO level, they are quite effective against anything, yet im my opinion they need to be able to OHK starter & Militia LAV's , as they have no SP requirements to use; whereas the nades take 1.2M SP to skill into. In saying that, im NOT saying buff AVN's, but reduce the HP of starter/militia LAVs for sure; and even basic/logi as well (as even armor logi LAV's shouldnt take the same or more Lai Dai's then a tank). Reason for that, is atm Logi LAV's survive proto AVNs more effectively then tanks b/c of their passive skills buffs and effectiveness to outrun the tracking of AVN's, even if thrown infront of the LAV's so they run into its path. This is where tankers are weak in the sense they can't run away from them; though if you are getting hit by AVN's it may be your fault for getting into that situations as well.
SL:
Swarms are highly effective against starter/militia LAV's, and Militia Tanks, and highly effective against Armor tanks. I'd say this is probably one of the biggest disputed areas of the moment. At the moment Swarms makes armor tankers bend over and take it w/o lube. However, i have a bit a more more insight in this area b/c of my armor tanker alt (which only have 1.1M SP total). As it is, proto Swarms do ~2k damage per volley before anything is added to it. If you take into consideration some prof lv, damage mods and the effectiveness against armor (either 20o or 30% increase, dont remember which) you are looking at each volley doing ~3.2K damage. At the same time, SL users normally arent as "close" as say a FG user might be (b/c of the lock ability), so swams need to take travel time into account as a MASSIVE weakness of them, along w/ them begin mainly visible at launch. So if you are a skilled tanker (ill look to Noc, Caeli, Slap, etc), once they get hit by one volley they are running b/c they know what hit them. I won't lie, i've solo'd in 3-4 shots a Mady, but in doing so, that tank literally just stood in one place trying to take the swarms thinking they were militia or something. Also, armor tanks essentially can run a hardener all the time based on their how long the run & refresh time, so that is something that helps them against infantry, thus helps in survivability (compared to shield hardeners).
In my opinion, the pwnage that proto swarms do against Armor tanks atm is justified, B/C a Mady is a STANDARD tank. Now, when they actually put in proto and adv tanks, i dont see this being as much of an issue; as figure a adv tank will probably take 4-6 shots, then proto 6+ meaning 2 people needed. In doing soe the SL user is require to reload or then chase the tanker, as if ANY tanker tries to sit through 4+ volleys of proto swarms i have no sympathy for destroying you tank
FG:
i haven't used the FG since last build, but i believe it had the effectiveness against shields of 120% and 80% on armor; the opposite of SL. That said, i strictly remember my FG being able to kill Mady as well simply b/c even though it has overall less damage, its DPS per second was quite high, plus it was harder for a tanker to"evade" in sense it was LOS (line of sight) shooting. FG is also more effective against dropships then SL (if disagree then you aren't a good DS pilot, the good ones will know why w/o me having to say anything). FG also have different variants that help you pending on the situation you want and tanks you are facing; along w/ having an officer variant. The FG also allows for effective AI usage that swarms dont, and PC just isnt used much. The use of the FG has went down for AV use b/c of the lack of shield tanks; though have been ripping apart shield LAVs, as they are "easier" to hit as they cant use the ground to evade like for swarms.
The big stick people complain about is that the FG is more powerful then a rail gun. That may be true, however the railgun has oo ammo ; can be fired faster (in some cases), and has a longer range, and you have more ehp then a heavy does. Along w/ that the FG user needs to be weary of EVERYTHING, being tanks, lavs, DS, and infantry. If you're a tanker using a rail, more then likely you are worry about AV and other tanks, as small arms fire doesn't concern you. I think the FG damage is as intended atm, but may change pending on if/when shield tanks become a viable option then (which i think is reason people complain so much about swarms, is b/c everyone runs armor tanks, and b/c you get the free SL starter fit).
PC:
unknown as only ever seen it used 2-3 times in a game. Only thing i can say is i feel is it massively underpowered.
PM:
Proxy mines need a "buff", in the sense that im not sure if anything changed from Chromosome to Uprising, but LAV's can run over them and take no damage (especially they logi and scout). It seems like Proxies went to a times explosion, where it should be an explosion on contact (like contact nades). I think that be another great way to hinder the massive LAV spam
Vehicles:
Can't fully say; but know thing i do believe is needed is the +5% PG bonus from the engy skill as i think that will allow tankers to change and alter their fits a bit more, and may change how AV affects them. Then for tanks, at least a bit more HP bonus to their respective area (shield -> shield, armor to armor). The only "negative" change i could think of atm is LAVs need a health &/or resistance |
Straum Arjn
Scholae Evocati
21
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Posted - 2013.06.18 23:12:00 -
[70] - Quote
Tanks do not need to have the driver and the main turret separated. Teamwork already exists in that space in abundance with the two small turrets. The small turrets call out the most important targets the large turret cannot see, obstacles in the way of movement if the big gun is not facing the driving direction and when they have spare time even shooting some stuff. A very good tank with their one or two main gunners is actually more efficient than the sum of it's parts where a tank with one dude in it is about as efficient as a forge gun of that tier. Now we can seriously stop talking about that, it is not the cause or fix for vehicle/av balance. The fact that their are no PRO HAVs, or that LLAVs eat more damage than some HAVs, or that Forge Guns are AWESOME (I am forge gunner and I am practicing with Railgun Tanks). We really can't say what the balance will be because we are missing KEY factors to that balance, the PRO tier. You should also consider the PC game mode when considering balance as well, not just pub matches. Void Echo points out that Tanks aren't even used that much because they actually don't have the same weight as a dropsuit does on the things that matter. Not to say they are useless, but that a dropsuit can still do a tanks job as well as a tank and still cap a point. Being unable to do anything but shoot at stuff (unless you're in ambush) is another hinderance that AV doesn't have to deal with. |
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EnglishSnake
Zumari Force Projection Caldari State
1309
|
Posted - 2013.06.18 23:14:00 -
[71] - Quote
I have an 8page thread which has turned into a mild shitstorm anyways
No matter how many threads we have it will always turn to ****
We need to fix the basic problems 1st with everything, then balance what is unbalanced and then finally add in the missing pieces and then take it from ther while we try to keep everything usable |
Goric Rumis
Dead Six Initiative Lokun Listamenn
173
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Posted - 2013.06.18 23:14:00 -
[72] - Quote
Eurydice Itzhak wrote:Poplo Furuya wrote:Scheneighnay McBob wrote:I've spent plenty of times doing both AV and driving all 3 vehicle types.
Right now, HAVs seem to be the main issue people are arguing about. Drivers say that it should take several AVers to down one, while AVers also argue that 1 person should able to be beaten by 1 person.
I personally think that the driver's seat of the HAV needs to be separate from the main turret, and they should get a buff to eHP. That way, HAVs and AVers will both need teamwork. This is the way that makes most sense to me. I'm an AV guy but I want HAVs to be tough, to be a real presence on the field, it's just that having 1 person be the equivalent of 3 or 4 because he's in a tank presents problems. The most obvious solution as McBob says is to make a HAV require 3 operators to be at 100% effectiveness. Driver who controls movement and active modules, a primary gunner and a secondary gunner. Requires manpower and teamwork to take down, requires manpower and teamwork to operate. I disagree with the notion that 1 tank is equal to 3 blueberries. He has the killing potential of 3 blueberries, maybe. But he lacks the vision, hacking capabilities, spawning capabilities, etc of a dropsuit. There is a reason that tanks see little to no PC time. It's because they can't fulfill the roles that infantry can. The pressure that dropsuits can put on a point via dropuplinks and respawning is insane. A tank can't put that same pressure when they need to retreat or lose all the time of dropping another tank. The "1 tank equals 3 blueberries" argument is an issue of balance. In previous incarnations of this game, you could field two or three tanks and effectively nullify the opposing team, because so much AV was required to counter a tank that there was no one left running anti-infantry. So you can't require 4 AV to kill 1 tank of equal level, because just a couple of tanks would throw the battle so far out of balance it wouldn't be a fight. (That's barring other factors--using the ad infinitum argument, a tank that requires 16 AV to kill, but can't hurt anyone itself, is not overpowered, because there's no need for infantry to counter it in the first place.)
Tanks can currently be operated with great effectiveness by a single person. This means everything about a tank, from its damage to its HP to the effectiveness of AV, is balanced around one person in a tank. Add two more people to a tank and you increase situational awareness and damage output, but not proportionally. A tank with three people in it just isn't as effective as it should be, because the aim has been to balance the tank assuming only one person is inside.
Here's the interesting thing. If you split up the driver from the main gun, you will end up with a tank that is rarely used in pubs but more commonly used in PC. Why? Because then it will have to be balanced for team play. It will be tougher, more fearsome, and be the "tank" that everyone thinks the word "tank" implies, simply because you're balancing for two people instead of one. Balancing the current tank for PC would make it terribly overpowered in public matches.
I'm not convinced this is THE solution, but it's a compelling concept.
I think there's room to have two different kinds of tanks, one that's balanced for team play, and one that you can drive around doing your solo thing. |
Eurydice Itzhak
Militaires Sans Jeux
82
|
Posted - 2013.06.18 23:15:00 -
[73] - Quote
To whoever replied to my remote mine thought, you are correct. Remote mines aren't triggering on time and thus I take next to no damage from them.
Remote mines however do insane damage even with my resistance to explosives being that I run Caldari. I imagine they shred through armor tanks in 2 or 3 hits.
To the people wanting to separate the gunner from the driver seat, tanking would disappear completely except in PC, except that tanks are weak in PC... (catch the drift? they would just be gone)
No one ever tries to comment or argue with the fact that tanks don't have much of a role at all in PC due to them being ineffective in the meta and ineffective because their counter being so readily available.
EDIT:
@Goric
I kinda like the idea of the current tanks only having the main turret. Maybe have 2 slots in the tank for "passengers" or maybe not.
I know you weren't really suggesting it, moreso the opposite really, but you put that idea in my mind. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
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Posted - 2013.06.18 23:27:00 -
[74] - Quote
Void Echo wrote:and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. Right. It doesn't exist or have any indicator of it's stats other than 'buffed significantly' and it's categorically 'worthless'. This clearly isn't about looking at it from a gameplay perspective but one of personal preference, the outright dismissal isn't for a valid enough reason. Well, unless it's some notion about the simultaneous existence of team tanks and solo tanks phasing out your preferred role, the latter. Ideally it shouldn't. Solo will be more popular for pubs while team tanks will be of greater value in PC, that it's not balanced around 1 person using it means it can be buffed up into the mighty engine of destruction that a tank is meant to be.
Frankly it's initial popularity doesn't matter. That it has the capacity to play the role of a heavier tank is what matters, a HAV to be reckoned with at the cost of more people behind it. Won't be popular at first, no, necessitated teamwork never is when there's an alternative. There is some calling for it though, both in playstyle preference and the solution it provides to one of the problems of heavily empowering a vehicle.
Consider it as it's own thing, in a holistic light please. Ya ain't gonna be strapped down and forced to drive it if you don't want to.
For the purpose of that consideration just pretend we have a game mode that's actually good, where HAVs have sway in aiding the push against a focused defence or in holding it, stopping any such advances. I say this because what we currently have is pretty bad all 'round and what vehicles can potentially do doesn't matter much in them. It's a very poor template for gauging vehicular capabilities since it doesn't call for most of them. |
Vethosis
843 Boot Camp
357
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Posted - 2013.06.18 23:31:00 -
[75] - Quote
Join the tank channel Void? pm this acc ingame if u don't have it. |
Void Echo
Internal Error. Negative-Feedback
225
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Posted - 2013.06.18 23:35:00 -
[76] - Quote
Poplo Furuya wrote:Void Echo wrote:and that lighter cousin will be the majority of tanks being used and this separated one will be like the enforcers, not used because its worthless. Right. It doesn't exist or have any indicator of it's stats other than 'buffed significantly' and it's categorically 'worthless'. This clearly isn't about looking at it from a gameplay perspective but one of personal preference, the outright dismissal isn't for a valid enough reason. Well, unless it's some notion about the simultaneous existence of team tanks and solo tanks phasing out your preferred role, the latter. Ideally it shouldn't. Solo will be more popular for pubs while team tanks will be of greater value in PC, that it's not balanced around 1 person using it means it can be buffed up into the mighty engine of destruction that a tank is meant to be. Frankly it's initial popularity doesn't matter. That it has the capacity to play the role of a heavier tank is what matters, a HAV to be reckoned with at the cost of more people behind it. Won't be popular at first, no, necessitated teamwork never is when there's an alternative. There is some calling for it though, both in playstyle preference and the solution it provides to one of the problems of heavily empowering a vehicle. Consider it as it's own thing, in a holistic light please. Ya ain't gonna be strapped down and forced to drive it if you don't want to. For the purpose of that consideration just pretend we have a game mode that's actually good, where HAVs have sway in aiding the push against a focused defence or in holding it, stopping any such advances. I say this because what we currently have is pretty bad all 'round and what vehicles can potentially do doesn't matter much in them. It's a very poor template for gauging vehicular capabilities since it doesn't call for most of them.
if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:37:00 -
[77] - Quote
the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:38:00 -
[78] - Quote
Can someone fill me in to why people thing armor HAVs are way better than shield HAVs?
The way I see it, when used correctly (armor tanks with blasters at short range, shield tanks at long range) shield tanks are more effective. Armor tanks get hit by lots of explosive AV in close quarters, while shield tanks can just see the AV coming, duck behind corners and have their shields regen (much more quickly than shields on armor tanks)
I've had more luck with a shield HAV (everything militia except for a STD missile turret) than an armor HAV (mostly STD mods mixed with militia, and a standard blaster) |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:39:00 -
[79] - Quote
Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff
AV is already much better when using teamwork, because they can cut off a vehicle's escape |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:40:00 -
[80] - Quote
Scheneighnay McBob wrote:Can someone fill me in to why people thing armor HAVs are way better than shield HAVs?
The way I see it, when used correctly (armor tanks with blasters at short range, shield tanks at long range) shield tanks are more effective. Armor tanks get hit by lots of explosive AV in close quarters, while shield tanks can just see the AV coming, duck behind corners and have their shields regen (much more quickly than shields on armor tanks)
I've had more luck with a shield HAV (everything militia except for a STD missile turret) than an armor HAV (mostly STD mods mixed with militia, and a standard blaster)
because for some reason armor tanks are faster right now... |
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Vethosis
843 Boot Camp
357
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Posted - 2013.06.18 23:40:00 -
[81] - Quote
Tanks R Us, tankers join that channel. |
Vethosis
843 Boot Camp
357
|
Posted - 2013.06.18 23:41:00 -
[82] - Quote
void i drive llavs and i heal tanks, i carry a forge gun with me. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:42:00 -
[83] - Quote
Scheneighnay McBob wrote:Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff AV is already much better when using teamwork, because they can cut off a vehicle's escape
teamwork is fine and all but its not the point of this game, if you listen to it says your a merc fighting for yourself and your own views or for your wallet, your not fighting for your team unless you decide to. don't try to force teamwork onto the true mercs here. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:42:00 -
[84] - Quote
Vethosis wrote:void i drive llavs and i heal tanks, i carry a forge gun with me.
whats your point |
Vethosis
843 Boot Camp
357
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Posted - 2013.06.18 23:43:00 -
[85] - Quote
is tehre a certain chat channel for this ? u made the OP but how r we gonna get together. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
35
|
Posted - 2013.06.18 23:47:00 -
[86] - Quote
Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance.
Why do you keep bringing up Enforcers, anyway? The problems with that tank have absolutely zero relevance to what we're talking about. |
Devil Music
Intara Direct Action Caldari State
26
|
Posted - 2013.06.18 23:50:00 -
[87] - Quote
Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal
not getting the feed back you hoped for? tankers should have a chaff module. keep off swarms for 10 seconds. also it would be sweet for AV to damage tracks and weapons on a tank. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:51:00 -
[88] - Quote
Poplo Furuya wrote:Void Echo wrote:if it were to get implemented, tanks would completely disappear, but if it were an option, I guarantee you that nobody would use that option. why do you think that nobody uses the enforcers, because they are worthless expensive militia tanks. Think we're going to have to agree to disagree on this one. I think they'd have a very viable place in the scheme of things. So long as they do their popularity isn't of prime importance. Why do you keep bringing up Enforcers, anyway? The problems with that tank have no relevance to what we're discussing that I can see.
its actually relevant because its an example of what happens to something that's forced onto tank drivers that we don't want, it never gets used and other people wonder why. |
Void Echo
Internal Error. Negative-Feedback
225
|
Posted - 2013.06.18 23:52:00 -
[89] - Quote
Devil Music wrote:Void Echo wrote:Scheneighnay McBob wrote:As to the argument of the driver not getting kills, I think there's a simple solution: If you're the driver, vehicle kill assists should be +50 instead of +35
And as to HAV drivers having no way to get kills with the "seperate turret" system, I think the solution should be similar to assault dropships. The front small turret on all HAVs should be controlled by the driver that would make everything worse, the front turret is basically a blind piece of metal not getting the feed back you hoped for? tankers should have a chaff module. keep off swarms for 10 seconds. also it would be sweet for AV to damage tracks and weapons on a tank.
actually it was more interesting than the feedback I hoped for but I didn't expect it from so little amount of players. |
Scheneighnay McBob
Bojo's School of the Trades
1666
|
Posted - 2013.06.18 23:52:00 -
[90] - Quote
Void Echo wrote:Scheneighnay McBob wrote:Void Echo wrote:the drive of this game isn't to use teamwork, its to develop your own merc and your own skills and fill up your own wallet, something many of you have forgotten But teamwork should be well rewarded- that's why I think small turrets need an all-around buff AV is already much better when using teamwork, because they can cut off a vehicle's escape teamwork is fine and all but its not the point of this game, if you listen to it says your a merc fighting for yourself and your own views or for your wallet, your not fighting for your team unless you decide to. don't try to force teamwork onto the true mercs here. Did you read my post? Buffing small turrets doesn't force teamwork in vehicles- it rewards it.
And I already clarified that tanks should only be changed once there are more solo options for drivers |
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