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XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
|
Posted - 2013.06.21 01:25:00 -
[61] - Quote
Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously. |
Scheneighnay McBob
Bojo's School of the Trades
1702
|
Posted - 2013.06.21 01:26:00 -
[62] - Quote
Void Echo wrote:RailGuns are electric based and require no real ammo, its an electric charge that sends out the shot. the blaster... I have to give you a point on that, its the same thing as an assault riffle only 5x bigger, missiles idgaf about Railguns have projectiles- you could use a foil-wrapped potato as a projectile, but it would still need to be something to fire.
And as far as supply depots, they're actually useful to vehicles right now- park next to them and they'll repair your armor.
|
XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
|
Posted - 2013.06.21 01:28:00 -
[63] - Quote
Scheneighnay McBob wrote:Void Echo wrote:RailGuns are electric based and require no real ammo, its an electric charge that sends out the shot. the blaster... I have to give you a point on that, its the same thing as an assault riffle only 5x bigger, missiles idgaf about Railguns have projectiles- you could use a foil-wrapped potato as a projectile, but it would still need to be something to fire. And as far as supply depots, they're actually useful to vehicles right now- park next to them and they'll repair your armor.
Yes you could even draw particulate matter out of the air, condense then shoot it, or how about electrons? Plenty of those about. |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 01:44:00 -
[64] - Quote
there is no reasoning with you infantry, I realize that now, your trying to kill of a class type because you cant control us a whole. weve been nerfed enough already to near uselessness. just stop already. |
4447
Not Guilty EoN.
759
|
Posted - 2013.06.21 02:08:00 -
[65] - Quote
XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously.
Yea because you want a easy ride in pub matches.
It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about.
I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver.
If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
130
|
Posted - 2013.06.21 02:10:00 -
[66] - Quote
4447 wrote:Like the title says...
Little bit of info for you all, if tanks had ammo they would have to decide to keep the ammo depot or destroy them.
this is such a bad idea, its bout to fuk over tanks one more time... aren't they bad enough? |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 02:11:00 -
[67] - Quote
4447 wrote:XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously. Yea because you want a easy ride in pub matches. It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about. I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver. If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV.
again if you separate the driver seat from the main cannon, youl eliminate the want to skill into actually driving the damn thing and end up with absolutely no tanks being called out again. and yes your suggestion would nerf us, I know you cant see this because your an assault player and assault players no nothing about driving tanks yet your able to dictate what we get and what gets taken away from us. also it takes a lot of skills to drive an HAV, we have to learn how to notice AV players, swarms coming in, which ways we can drive and not get stuck or caught between a rock and a squad of AV, we have to learn how to fight against enemy vehicles at the same time we are fighting enemy infantry and we have to learn a lot of **** to become a successful tank driver, the skills on the skill sheet only affect the vehicle mechanics, the driver's personal developed skills of driving are what we use to survive. |
4447
Not Guilty EoN.
759
|
Posted - 2013.06.21 02:13:00 -
[68] - Quote
Void Echo wrote:4447 wrote:XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously. Yea because you want a easy ride in pub matches. It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about. I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver. If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV. again if you separate the driver seat from the main cannon, youl eliminate the want to skill into actually driving the damn thing and end up with absolutely no tanks being called out again. and yes your suggestion would nerf us, I know you cant see this because your an assault player and assault players no nothing about driving tanks yet your able to dictate what we get and what gets taken away from us.
you have to have a carrot and we know it's all about the WP. |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
230
|
Posted - 2013.06.21 02:14:00 -
[69] - Quote
4447 wrote:Like the title says...
Little bit of info for you all, if tanks had ammo they would have to decide to keep the ammo depot or destroy them.
I was under the impression they were giving them ammo counts when they also get around to adding capacitor? Something to do with balance, I dunno. Fanfest was a crazy event.
(On an unrelated note, that's probably why we don't have Amarr tanks yet, as lasers draw off cap for ammo) |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 02:16:00 -
[70] - Quote
4447 wrote:Void Echo wrote:4447 wrote:XX-Heavy-Rain-XX wrote:Another horrible idea from people who clearly don't have any idea what its like driving a tank, leave the ammo alone. We are supposed to drive halfway across the map then run out of ammo? If your supply depot has been taken out then you are being shut down deal with it. Don't let it happen in the first place, have a counter tank use nano hives whatever, just stop trying to restructure the game around your performance. Restructure your performance around the game. I have seen very little in regards to broken gameplay, broken players however seem frequent.
As for supply depots I always leave the home one and destroy enemy controlled ones, What? It's not like any of the fools on my team are hacking it and it neutralizes the enemies defences so my teams infantry can move in. You heard of nanohives right?
I sure hope the ccp people reading this website don't take all these knee jerk reactions seriously. Yea because you want a easy ride in pub matches. It's a great idea and i would love to see it done. If you want to see players kill a class just look at heavies... But i'm not killing a class i'm making the game flow and giving tankers more things to think about. I would love to see tanks been controlled by a spotter, gunner for the main canon and a driver. If you give tanks ammo then logi drop ships could resupply the HAV and a logi LAV could also... I'm not here to nerf, i'm here to make the game flow but also giving players more skill to drive a HAV. again if you separate the driver seat from the main cannon, youl eliminate the want to skill into actually driving the damn thing and end up with absolutely no tanks being called out again. and yes your suggestion would nerf us, I know you cant see this because your an assault player and assault players no nothing about driving tanks yet your able to dictate what we get and what gets taken away from us. you have to have a carrot and we know it's all about the WP.
no its not about the WP, I don't care about the WP, I don't even know what they are good for other than getting orbitals, for me and other tank drivers its about the thrill of killing and being in the epic but rare tank battles and being the best asset to the team when in a match. the feeling when you see the victory screen knowing you were a major contributor to that is priceless. |
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4447
Not Guilty EoN.
760
|
Posted - 2013.06.21 02:26:00 -
[71] - Quote
So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do? |
Void Echo
Internal Error. Negative-Feedback
248
|
Posted - 2013.06.21 02:33:00 -
[72] - Quote
4447 wrote:So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do?
no not exactly, we don't need teamwork to be effective but we do need teamwork to dominate. fact. at least for those of us that know what were doing... |
4447
Not Guilty EoN.
760
|
Posted - 2013.06.21 02:38:00 -
[73] - Quote
Void Echo wrote:4447 wrote:So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do? no not exactly, we don't need teamwork to be effective but we do need teamwork to dominate. fact. at least for those of us that know what were doing...
I would love to spec into tanking if it was more of a thinking mans games.
I would be a tanker if...
Ammo Weaker armour at the back of the tank, Stronger at the front. Tanks need logistics, LAVs repairing me. better map lay out so tanks could do what the are built for and push lines. |
Void Echo
Internal Error. Negative-Feedback
248
|
Posted - 2013.06.21 02:41:00 -
[74] - Quote
4447 wrote:Void Echo wrote:4447 wrote:So what every tanker is trying to say, is they don't have to have team work to be a tanker. The AV guys do? no not exactly, we don't need teamwork to be effective but we do need teamwork to dominate. fact. at least for those of us that know what were doing... I would love to spec into tanking if it was more of a thinking mans games. I would be a tanker if... Ammo Weaker armour at the back of the tank, Stronger at the front. Tanks need logistics, LAVs repairing me. better map lay out so tanks could do what the are built for and push lines.
so if tanks were worse than dropships are.... HAHAHAHA.. oh wait. your infantry...oh **** |
Void Echo
Internal Error. Negative-Feedback
248
|
Posted - 2013.06.21 02:45:00 -
[75] - Quote
Ammo: Nerf to effectiveness and eliminates more than half of their usefulness in all truth.
Weaker armour at the back of the tank, Stronger at the front: this is a present day earth feature, this is a galaxy on the other side of the universe 20000 years from now
Tanks need logistics, LAVs repairing me: they can already do this, its called remote shield transporter and remote armor repair
better map lay out so tanks could do what the are built for and push lines: they can barely do this now, but yeah it would be good to get better maps, this one I agree with.
I apologize for the sarcasm in the other post. |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 02:49:00 -
[76] - Quote
XX-Heavy-Rain-XX wrote:Scheneighnay McBob wrote:Void Echo wrote:RailGuns are electric based and require no real ammo, its an electric charge that sends out the shot. the blaster... I have to give you a point on that, its the same thing as an assault riffle only 5x bigger, missiles idgaf about Railguns have projectiles- you could use a foil-wrapped potato as a projectile, but it would still need to be something to fire. And as far as supply depots, they're actually useful to vehicles right now- park next to them and they'll repair your armor. Yes you could even draw particulate matter out of the air, condense then shoot it, or how about electrons? Plenty of those about. That's not how a railgun works, and definitely not how a Hybrid-Class weapon in EVE works.
Also, I keep hearing you say you get this '50% nerf' if your ammo is limited, but where is the math for this? You just pulling another number from your exhaust port? And your example of rushing a Blaster Tank at a Depot using a Railgun Tank... what kind of moron are you? Do Snipers rush Heavies, or do they attack them from a comfortable range? Do people have a right to complain when they get shot in the middle of nowhere while rushing the entrenched? |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
231
|
Posted - 2013.06.21 02:50:00 -
[77] - Quote
Void Echo wrote:Ammo: Nerf to effectiveness and eliminates more than half of their usefulness in all truth.
Weaker armour at the back of the tank, Stronger at the front: this is a present day earth feature, this is a galaxy on the other side of the universe 20000 years from now
Tanks need logistics, LAVs repairing me: they can already do this, its called remote shield transporter and remote armor repair
better map lay out so tanks could do what the are built for and push lines: they can barely do this now, but yeah it would be good to get better maps, this one I agree with.
I apologize for the sarcasm in the other post.
Apology accepted, though while i'm not fussed about either side of this debate i'll throw my ore in all the same:
Ammo: The starships in space still use ammo so I imagine the vehicles will still need it. To be honest, this will be a balance issue considered (most likely) when they add Amarr vehicles, which are reliant on Capacitor for everything, including shooting (Assuming they continue the tradition of lasers in EVE taking cap rather than ammo)
Armour: This is a balance issue. If we make it so tanks die quicker to rear shots, make side shots about as powerful as they are now, but make glacias shots do almost nothing, i'd say that's fair! Tankers might have to learn the art of Hull Down then (I keep banging on about this...)
Logistics: There is indeed a LAV that can perform logistics. Wish you saw em more as a LOGISTICS vehicle and not a f*cking bumper car instead.
Map design: Eh. Right now I don't think tanks SHOULD be able to push lines. They should be able to SUPPORT a push but they should not BE the push. Though bigger maps would always be nice. |
4447
Not Guilty EoN.
760
|
Posted - 2013.06.21 02:51:00 -
[78] - Quote
Void Echo wrote:Ammo: Nerf to effectiveness and eliminates more than half of their usefulness in all truth.
Weaker armour at the back of the tank, Stronger at the front: this is a present day earth feature, this is a galaxy on the other side of the universe 20000 years from now
Tanks need logistics, LAVs repairing me: they can already do this, its called remote shield transporter and remote armor repair
better map lay out so tanks could do what the are built for and push lines: they can barely do this now, but yeah it would be good to get better maps, this one I agree with.
I apologize for the sarcasm in the other post.
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
|
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
231
|
Posted - 2013.06.21 02:53:00 -
[79] - Quote
4447 wrote:
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
An unfortunate truth :( Tanks are rumored to be phased out and in the next 10-20 years the British Army won't even HAVE tanks.
But then again this debate comes up every 10 years or so apparently and every time tanks have prooven they have a place. Just the idea of a massive armored box and huge cannon being called a tank may not exist, the class of 'heavy support' most certainly will. (Stryker with 120m for example) |
4447
Not Guilty EoN.
760
|
Posted - 2013.06.21 03:01:00 -
[80] - Quote
Vallud Eadesso wrote:4447 wrote:
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
An unfortunate truth :( Tanks are rumored to be phased out and in the next 10-20 years the British Army won't even HAVE tanks. But then again this debate comes up every 10 years or so apparently and every time tanks have prooven they have a place. Just the idea of a massive armored box and huge cannon being called a tank may not exist, the class of 'heavy support' most certainly will. (Stryker with 120m for example)
The debate will go on, but UAV's will test the tank soon... |
|
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:02:00 -
[81] - Quote
Ammo: The starships in space still use ammo so I imagine the vehicles will still need it. To be honest, this will be a balance issue considered (most likely) when they add Amarr vehicles, which are reliant on Capacitor for everything, including shooting (Assuming they continue the tradition of lasers in EVE taking cap rather than ammo): this would only be effective if there was a module that gave us more ammo that we can equipped onto the vehicles so that we are not screwed when the enemy has control or im in the middle of a fire fight. plus this is not eve, its an extension of eve for console. while some things from eve would benefit dust 514, other things would not
Armour: This is a balance issue. If we make it so tanks die quicker to rear shots, make side shots about as powerful as they are now, but make glacias shots do almost nothing, i'd say that's fair! Tankers might have to learn the art of Hull Down then (I keep banging on about this...): we already have tons of **** to worry about in battles and this will just add to them, it wont make things better, itl add to the stress of tanking and make in more undesirable, plus there is already a soft spot on the tanks, I don't know where it is so youl have to look it up
Logistics: There is indeed a LAV that can perform logistics. Wish you saw em more as a LOGISTICS vehicle and not a f*cking bumper car instead: that a player issue, not a mechanic issue, plus I don't care about lavs, there just another moving target for me.
Map design: Eh. Right now I don't think tanks SHOULD be able to push lines. They should be able to SUPPORT a push but they should not BE the push. Though bigger maps would always be nice: tanks are not meant for support, if youl read they are for plowing through infantry opening a way for your team to take control. |
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:03:00 -
[82] - Quote
Vallud Eadesso wrote:4447 wrote:
first statement, 20000 years from now tanks will have no use on the battle of the future. If you read up about tanks now they are coming to the end of their life cycle.
An unfortunate truth :( Tanks are rumored to be phased out and in the next 10-20 years the British Army won't even HAVE tanks. But then again this debate comes up every 10 years or so apparently and every time tanks have prooven they have a place. Just the idea of a massive armored box and huge cannon being called a tank may not exist, the class of 'heavy support' most certainly will. (Stryker with 120m for example)
that's what were doing in dust 514.. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
145
|
Posted - 2013.06.21 03:08:00 -
[83] - Quote
4447 wrote:Like the title says...
Little bit of info for you all, if tanks had ammo they would have to decide to keep the ammo depot or destroy them.
when tanks do more damage than swarm launchers forge guns and plasma cannons.
so more or less OHK ANYTHING ANYTIME |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 03:13:00 -
[84] - Quote
Void Echo wrote: tanks are not meant for support
HAHAHAHA, ah, good one mate... wait you're serious?! Oi...
A tank is a large vehicle and a staple of supporting a group of infantry, but it is only support. Without infantry it will rapidly cave under the fire of AV if that AV does not have to worry about enemy troops. What do you do if some AV spec scout gets too close to your tank and you can't turn fast enough? You die like a lamb to slaughter because you fought alone. Furthermore with the one-man tank crews in DUST, you can't make the argument that tanks are meant to be major frontline weapons, as these are far simpler than a standard tank. In games like Red Orchestra and Planetside One, tanks can be forces of immense power because they need multiple people to run. In games like Halo and DUST, the one-man tank cannot multiply your strength too much or else it becomes endgame tech and outmodes the lighter weapons. |
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:14:00 -
[85] - Quote
Zero Harpuia wrote:Void Echo wrote: tanks are not meant for support
HAHAHAHA, ah, good one mate... wait you're serious?! Oi... A tank is a large vehicle and a staple of supporting a group of infantry, but it is only support. Without infantry it will rapidly cave under the fire of AV if that AV does not have to worry about enemy troops. What do you do if some AV spec scout gets too close to your tank and you can't turn fast enough? You die like a lamb to slaughter because you fought alone. Furthermore with the one-man tank crews in DUST, you can't make the argument that tanks are meant to be major frontline weapons, as these are far simpler than a standard tank. In games like Red Orchestra and Planetside One, tanks can be forces of immense power because they need multiple people to run. In games like Halo and DUST, the one-man tank cannot multiply your strength too much or else it becomes endgame tech and outmodes the lighter weapons.
hehehe, thought that would make someone laugh, your argument is a little weak though, iv proven time and time again that solo tanks are effective on the battle field and that random blues that you say will help teamwork are worthless in my turrets. once again, this is a mercenary game not call of duty, call of duty works with teamwork, dust 514 specifically say "mercenary" |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 03:19:00 -
[86] - Quote
Void Echo wrote:Zero Harpuia wrote:Void Echo wrote: tanks are not meant for support
HAHAHAHA, ah, good one mate... wait you're serious?! Oi... A tank is a large vehicle and a staple of supporting a group of infantry, but it is only support. Without infantry it will rapidly cave under the fire of AV if that AV does not have to worry about enemy troops. What do you do if some AV spec scout gets too close to your tank and you can't turn fast enough? You die like a lamb to slaughter because you fought alone. Furthermore with the one-man tank crews in DUST, you can't make the argument that tanks are meant to be major frontline weapons, as these are far simpler than a standard tank. In games like Red Orchestra and Planetside One, tanks can be forces of immense power because they need multiple people to run. In games like Halo and DUST, the one-man tank cannot multiply your strength too much or else it becomes endgame tech and outmodes the lighter weapons. hehehe, thought that would make someone laugh, your argument is a little weak though, iv proven time and time again that solo tanks are effective on the battle field and that random blues that you say will help teamwork are worthless in my turrets. once again, this is a mercenary game not call of duty, call of duty works with teamwork, dust 514 specifically say "mercenary"
In all seriousness there are two kinds of tank. To simplify, there is the Main Battle Tank which is what you see in most media, and the Support Tank, a smaller, flimsier creature designer more for hit-and-run and fighting MBTs. DUST HAVs are STs, not MBTs. WOOO ACRONYMS! |
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:22:00 -
[87] - Quote
Zero Harpuia wrote:Void Echo wrote:Zero Harpuia wrote:Void Echo wrote: tanks are not meant for support
HAHAHAHA, ah, good one mate... wait you're serious?! Oi... A tank is a large vehicle and a staple of supporting a group of infantry, but it is only support. Without infantry it will rapidly cave under the fire of AV if that AV does not have to worry about enemy troops. What do you do if some AV spec scout gets too close to your tank and you can't turn fast enough? You die like a lamb to slaughter because you fought alone. Furthermore with the one-man tank crews in DUST, you can't make the argument that tanks are meant to be major frontline weapons, as these are far simpler than a standard tank. In games like Red Orchestra and Planetside One, tanks can be forces of immense power because they need multiple people to run. In games like Halo and DUST, the one-man tank cannot multiply your strength too much or else it becomes endgame tech and outmodes the lighter weapons. hehehe, thought that would make someone laugh, your argument is a little weak though, iv proven time and time again that solo tanks are effective on the battle field and that random blues that you say will help teamwork are worthless in my turrets. once again, this is a mercenary game not call of duty, call of duty works with teamwork, dust 514 specifically say "mercenary" In all seriousness there are two kinds of tank. To simplify, there is the Main Battle Tank which is what you see in most media, and the Support Tank, a smaller, flimsier creature designer more for hit-and-run and fighting MBTs. DUST HAVs are STs, not MBTs. WOOO ACRONYMS!
most media? are you talking about earth ****, this isn't earth, this is across the universe 20000 years from now. |
Vallud Eadesso
Subdreddit Test Alliance Please Ignore
231
|
Posted - 2013.06.21 03:23:00 -
[88] - Quote
Void Echo wrote: Ammo: this would only be effective if there was a module that gave us more ammo that we can equipped onto the vehicles so that we are not screwed when the enemy has control or im in the middle of a fire fight. plus this is not eve, its an extension of eve for console. while some things from eve would benefit dust 514, other things would not
Armour: we already have tons of **** to worry about in battles and this will just add to them, it wont make things better, itl add to the stress of tanking and make in more undesirable, plus there is already a soft spot on the tanks, I don't know where it is so youl have to look it up
Logistics: that a player issue, not a mechanic issue, plus I don't care about lavs, there just another moving target for me.
Map design: tanks are not meant for support, if youl read they are for plowing through infantry opening a way for your team to take control.
Ammo: That's probably not needed. I hate to bring it up but Planetside 2 had a very clever solution to this: another vehicle brings the ammo. A LAV roaming behind you not only reparing you but restocking you in the same way Nanohives work for infantry is perfectly viable. Also CCP go for a certain level of consistency and realisim across their universe (Hence the hundreds of 'Chronicles' stories). While it's true they may scrimp on some things for the sake of gameplay, only CCP can say that. Time will tell!
Armour: That's the joys of being a tanker, i'm afraid. If CCP don't want to add armour facing then all I can say is you're going to have to settle for them dying as quickly as they do now. Can't have it both ways~
Logistics: Well the fact they're used as bumper cars is a mechanics issue. it shows their design is not meeting their intended role. A logi who hangs back in a safe spot and keeps tanks patched who fall back to him up would be incredibly valuable in larger scale tank engagements. Something we admittedly don't have yet. Shame.
Map: Tanks are nothing BUT support. Tanks are very much supposed to stay out in open areas and use concealment of terrain to mask them, they shouldn't rely on their armour and they certainly should't be pushing a front line. Tanks are not battering rams, they're heavy support for infantry. The fact this is not 100% true in Dust is down to poor implementation, not intention, and will likely change in time. |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 03:29:00 -
[89] - Quote
Void Echo wrote:Zero Harpuia wrote:Void Echo wrote: tanks are not meant for support
HAHAHAHA, ah, good one mate... wait you're serious?! Oi... A tank is a large vehicle and a staple of supporting a group of infantry, but it is only support. Without infantry it will rapidly cave under the fire of AV if that AV does not have to worry about enemy troops. What do you do if some AV spec scout gets too close to your tank and you can't turn fast enough? You die like a lamb to slaughter because you fought alone. Furthermore with the one-man tank crews in DUST, you can't make the argument that tanks are meant to be major frontline weapons, as these are far simpler than a standard tank. In games like Red Orchestra and Planetside One, tanks can be forces of immense power because they need multiple people to run. In games like Halo and DUST, the one-man tank cannot multiply your strength too much or else it becomes endgame tech and outmodes the lighter weapons. hehehe, thought that would make someone laugh, your argument is a little weak though, iv proven time and time again that solo tanks are effective on the battle field and that random blues that you say will help teamwork are worthless in my turrets. once again, this is a mercenary game not call of duty, call of duty works with teamwork, dust 514 specifically say "mercenary"
Your turrets are not where the teamwork lies, and Mercenaries create things called PMCs for a reason. When fighting randoms with randoms, your HAV may seem like an unstoppable force. When pub stomping, it may actually almost become one. But in a full on, everything on the table fight a DUST HAV is not meant to lead the charge. I'm sure your corp, Internal Error, didn't get to where it was by having their entire membership care only about themselves and their next paycheck, yes? You seem to not understand the definition of the term 'mercenary.' A mercenary is a person that does things for the major result of getting paid. To do so, many of the murder-type of mercenary form groups because they know they can get farther with a team than on their own.
More on topic, I believe there should be a bigger, slower, tankier tank that requires three people as the MBT of DUST, and that all vehicles should have ammo restraints. The current tanks are fine as Support Tanks and should remain that way sans infinite ammo.
A single man's experiences on the battlefield do not epitomize the class as a whole. I've seen someone go 25 and 2 with Nova Knives, doesn't mean that they are what they aren't. |
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:29:00 -
[90] - Quote
Ammo: That's probably not needed. I hate to bring it up but Planetside 2 had a very clever solution to this: another vehicle brings the ammo. A LAV roaming behind you not only reparing you but restocking you in the same way Nanohives work for infantry is perfectly viable. Also CCP go for a certain level of consistency and realisim across their universe (Hence the hundreds of 'Chronicles' stories). While it's true they may scrimp on some things for the sake of gameplay, only CCP can say that. Time will tell!: this isn't planetside, this is dust 514, get that straight, this is not a regular game, this is the 1st game to successfully intertwine 2 different gaming platforms.
Armour: That's the joys of being a tanker, i'm afraid. If CCP don't want to add armour facing then all I can say is you're going to have to settle for them dying as quickly as they do now. Can't have it both ways: with the infantry controlling ccp, no we cant have ****.
Logistics: Well the fact they're used as bumper cars is a mechanics issue. it shows their design is not meeting their intended role. A logi who hangs back in a safe spot and keeps tanks patched who fall back to him up would be incredibly valuable in larger scale tank engagements. Something we admittedly don't have yet. Shame: that's the result of the infantry crying "nerf the heavies" now theyv adapted and killing people the best way they know how.
Map: Tanks are nothing BUT support. Tanks are very much supposed to stay out in open areas and use concealment of terrain to mask them, they shouldn't rely on their armour and they certainly should't be pushing a front line. Tanks are not battering rams, they're heavy support for infantry. The fact this is not 100% true in Dust is down to poor implementation, not intention, and will likely change in time: if you want a pure support vehicle, don't look to the HAV, it even says it in its name. HAV (HEAVY ASSAULT VEHICLE). |
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