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4447
Not Guilty EoN.
754
|
Posted - 2013.06.20 20:49:00 -
[1] - Quote
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. |
Stephen1st
Dogs of War Gaming DARKSTAR ARMY
0
|
Posted - 2013.06.20 20:53:00 -
[2] - Quote
tank are big and mass they Have a small box in side them that teleport in there ammo.
I think I don't know |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
367
|
Posted - 2013.06.20 20:57:00 -
[3] - Quote
The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact. |
4447
Not Guilty EoN.
754
|
Posted - 2013.06.20 21:00:00 -
[4] - Quote
Xocoyol Zaraoul wrote:The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact.
What if they take out the default one in your base? |
Arkena Wyrnspire
Turalyon Plus
1218
|
Posted - 2013.06.20 21:01:00 -
[5] - Quote
inb4 tanker tears |
N1ck Comeau
Pro Hic Immortalis
459
|
Posted - 2013.06.20 21:03:00 -
[6] - Quote
Tanks are fine with unlimited ammo.
Maybe when they give adv and pro tanks then ya sure. |
Aythadis Smith
The Generals EoN.
24
|
Posted - 2013.06.20 21:07:00 -
[7] - Quote
Half the tanks out there ( tanks, not MLT junk) are either armor or red line snipers. Usually die pretty quick. Sorry but.... Giving them limited ammo would just pull more tanks off te field and either to another game or on foot roles. |
4447
Not Guilty EoN.
754
|
Posted - 2013.06.20 21:12:00 -
[8] - Quote
N1ck Comeau wrote:Tanks are fine with unlimited ammo.
Maybe when they give adv and pro tanks then ya sure.
Unlimited ammo doesn't make the game flow in my opinion.
A)so your fighting over objective A, and a tank is spewing fire on the objective. there's no let up on objective and the tank is to strong for AV and the tank is a killing machine.
B) So your fighting over objective A, and a tank is spewing fire on the objective. just when you think this game has just been lost the tank has to resupply and and the game dynamics change. |
Senator Snipe
SOLDIERS OF THE UNDERGROUND
22
|
Posted - 2013.06.20 21:17:00 -
[9] - 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.
ikr, forge guns don't make ammo. They got to stop destroying them just to get 50 points, just 50. If you want to destroy something in an instant instead of taking 2 minutes to destroy, hit some installations. They are not as important as supply depots or CRUs.
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Xocoyol Zaraoul
Zumari Force Projection Caldari State
368
|
Posted - 2013.06.20 21:22:00 -
[10] - Quote
4447 wrote:[quote=N1ck Comeau] A)so your fighting over objective A, and a tank is spewing fire on the objective. there's no let up on objective and the tank is to strong for AV and the tank is a killing machine.
In DUST there is no such thing as "the tank is too strong for AV." If two-four people with REAL AV attack that tank, it will be forced to back off and recuperate or else be flat-out destroyed, especially when forgeguns are involved. Hell, with an ADV or PROTO forge you can do it with just one.
And again, I'll stop destroying enemy Supply Depots when the enemy stops camping them with AV. |
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Medic 1879
the tritan industries RISE of LEGION
458
|
Posted - 2013.06.20 21:25:00 -
[11] - Quote
4447 wrote:Xocoyol Zaraoul wrote:The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact. What if they take out the default one in your base?
Recall tank then call in another ammo worrys solved.
However being able to change the ammo would be nice like emp missles or something. |
4447
Not Guilty EoN.
755
|
Posted - 2013.06.20 21:33:00 -
[12] - Quote
Medic 1879 wrote:4447 wrote:Xocoyol Zaraoul wrote:The reason why tanks are so quick to destroy Supply Depots are due to AV infantry, something tells me I would still destroy Depots even if I had to track ammo, as I'd only leave the default blue one at base intact. What if they take out the default one in your base? Recall tank then call in another ammo worrys solved. However being able to change the ammo would be nice like emp missles or something.
If it changes the dynamic of the game for 30 secs then i'm all for it. |
Daily1 News
Sebiestor Field Sappers Minmatar Republic
37
|
Posted - 2013.06.20 21:34:00 -
[13] - 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. cool |
Cy Clone1
Ill Omens EoN.
21
|
Posted - 2013.06.20 21:39:00 -
[14] - Quote
do you have any idea how many missile volleys it takes to kill one foot soldier? even the other turret types would suck if they had ammo. Turrets already lost 25% damage from skills. Its not like we can destroying friendly depots, only ones that are controlled by the enemy. just like you would destroy a grenade spammers nano hive if you could. it hurts their logistics, and keeps tanks alive and in the fight. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
368
|
Posted - 2013.06.20 21:39:00 -
[15] - Quote
I'd be okay with ammo if it was balanced, I just don't see it saving supply depots. |
Severance Pay
Purgatorium of the Damned League of Infamy
433
|
Posted - 2013.06.20 21:47:00 -
[16] - 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. Did you know that, all vehicles can be repaired at supply depots? Depending on the depot's position it might be wiser to protect it rather than destroy it. |
stlcarlos989
SVER True Blood Public Disorder.
149
|
Posted - 2013.06.20 21:48:00 -
[17] - Quote
You have to admit it doesn't make much sense that dust vehicles are the only things in New Eden that have unlimited ammo. EVE pilots have to buy their ammo for their ships and as infantry we have a finite amount of ammo. Why can't I just duct tape a nanohive to my back and have a constant supply of ammo and just swap them out as needed? |
Django Quik
R.I.f.t
701
|
Posted - 2013.06.20 21:48:00 -
[18] - Quote
When capacitors are eventually introduced I reckon this whole discussion will become a moot point. |
Thumb Green
THE STAR BORN Dark Taboo
129
|
Posted - 2013.06.20 21:48:00 -
[19] - Quote
Cy Clone1 wrote:do you have any idea how many missile volleys it takes to kill one foot soldier?
Missiles aren't an anti-infantry weapon. |
Void Echo
Internal Error. Negative-Feedback
243
|
Posted - 2013.06.20 22:10:00 -
[20] - Quote
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 |
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4447
Not Guilty EoN.
757
|
Posted - 2013.06.20 22:12:00 -
[21] - Quote
Xocoyol Zaraoul wrote:4447 wrote:[quote=N1ck Comeau] A)so your fighting over objective A, and a tank is spewing fire on the objective. there's no let up on objective and the tank is to strong for AV and the tank is a killing machine. In DUST there is no such thing as "the tank is too strong for AV." If two-four people with REAL AV attack that tank, it will be forced to back off and recuperate or else be flat-out destroyed, especially when forgeguns are involved. Hell, with an ADV or PROTO forge you can do it with just one. And again, I'll stop destroying enemy Supply Depots when the enemy stops camping them with AV.
So one man in a tank vs 4 AV guys? if so, that's balance then...? |
Cy Clone1
Ill Omens EoN.
21
|
Posted - 2013.06.20 22:14:00 -
[22] - Quote
Thumb Green wrote:Cy Clone1 wrote:do you have any idea how many missile volleys it takes to kill one foot soldier? Missiles aren't an anti-infantry weapon. your right they are supposed to destroy structures(crus, depots, and installations). But I guess people who use them should not fire at infantry and instead wait to fight a red line sniping tank.
But here's a solutions as infantry you have the ability to hack such structures. so hack them that way my shots don't do anything to them. |
Harry Hendersons
Royal Uhlans Amarr Empire
1
|
Posted - 2013.06.20 22:16:00 -
[23] - Quote
Xocoyol Zaraoul wrote:I'd be okay with ammo if it was balanced, I just don't see it saving supply depots.
True bummer.
I hate the tankers blowing up neutral ammo depots.
Hate it! |
Arkena Wyrnspire
Turalyon Plus
1220
|
Posted - 2013.06.20 22:18:00 -
[24] - 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
Nope. Railguns use electromagnetic fields to propel chunks of metal at high speeds. Thus, they use ammo. |
4447
Not Guilty EoN.
757
|
Posted - 2013.06.20 23:54:00 -
[25] - Quote
so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game. |
Void Echo
Internal Error. Negative-Feedback
244
|
Posted - 2013.06.20 23:59:00 -
[26] - Quote
4447 wrote:so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game.
thus nerfing tanks again. if you want it then fine but let us have our own ammo supply module that instead of heating up it runs out of ammo and we have to press something to reload but not make us go after a supply depot, that will nerf us even more. but come on, haven't tank drivers gone through enough already? chose another vehicle to nerf nonstop already. |
Cy Clone1
Ill Omens EoN.
22
|
Posted - 2013.06.21 00:01:00 -
[27] - Quote
4447 wrote:so everyone, giving tanks ammo would give the battlefield a new dynamic to the game thus giving it a better flow to gameplay thus introducing new tactics to the game.
If your going to push this so hard at least give an estimate of how much ammo each turret type will get.
this is just another tank nerf push. all this would do is create more red line sniping tanks. Tanks are rare enough as is. battlefield tanks don't have limited ammo.
For all you know our vehicles can reanimate ammo, just as crus can reanimate people. |
Cy Clone1
Ill Omens EoN.
22
|
Posted - 2013.06.21 00:06:00 -
[28] - Quote
4447 wrote:so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game.
While your at it why don't we give vehicles fuel. so that lavs have to go back to supply depots and refuel and infantry have to have eggs and bacon before being able to sprint again. |
4447
Not Guilty EoN.
757
|
Posted - 2013.06.21 00:06:00 -
[29] - Quote
I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:13:00 -
[30] - Quote
Cy Clone1 wrote:4447 wrote:so everyone, giving tanks ammo would give the battlefield a new dynamic to the game, Thus giving it a better flow to gameplay,Thus introducing new tactics to the game. While your at it why don't we give vehicles fuel. so that lavs have to go back to supply depots and refuel and infantry have to have eggs and bacon before being able to sprint again.
So you don't like games to flow then? |
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Cy Clone1
Ill Omens EoN.
22
|
Posted - 2013.06.21 00:14:00 -
[31] - Quote
4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase.
I can accept your proposal, but I would only consider it viable when the game has been more developed. atm this would really hinder the flow of tank game play. I would either be forced to depend on my teammates capturing depots in the filed, or return to a standard depot( if the map has one). Also tanks or infantry may still destroy depots and then I am left with no ammo. I apologise for my sarcastic comments earlier. |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:23:00 -
[32] - Quote
take out nano hives and have a lower supply rate of supply depot and buff tanks, I mean really buff their armor/shields and suvivablity and I might think about it as a balance idea but that HAV can't tank that well which leads me to believe we have supply depots built in for them making them squishy. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:24:00 -
[33] - Quote
4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing.
this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:28:00 -
[34] - Quote
Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage.
I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:31:00 -
[35] - Quote
what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:31:00 -
[36] - Quote
4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:36:00 -
[37] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove.
this will work and will give a better flow to the gameplay. |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:39:00 -
[38] - Quote
4447 wrote:ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove. this will work and get will give a better flow to the gameplay. not at what you are suggesting for balancing. it is like telling a sniper hey you only got the rounds in the gun which is 5 rounds and you can not get more with nano hives, only dieing or supply depots, but you have 10%more HP and 5% more damage, GO.....and fail. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:39:00 -
[39] - Quote
4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm?
have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:39:00 -
[40] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove.
Can't find this great post of yours. |
|
Mobius Wyvern
BetaMax. CRONOS.
2027
|
Posted - 2013.06.21 00:41:00 -
[41] - Quote
Arkena Wyrnspire wrote:inb4 tanker tears More like inb4 Mavado throws a ***** fit |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:41:00 -
[42] - Quote
4447 wrote:ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:I'm not nerfing tanks, i just feel that there should be a balance. i mean even giving tanks 20% extra hp with the ammo idea in play.
Edit: even a 10% damage increase. Edit: i want the game to flow and some tanks in the game, just stop the game from flowing. this is nerfing tanks once again, we just started recovering from our marauders being taken away and being replace with expensive militia ones, now your wanting to take away our effectiveness and make is even more scares...making us refill ammo will nerf us to almost non-existence in this game at the moment since we have maybe 2 things that work in our favor against av and infantry gameplay mechanics, this will just add on to the list of the 100+ things that make HAVs stand at a disadvantage. I'm not nerfing them, i'm giving you a 20% increase in hp but you have to rearm. Edit: would even give you 10% percent damage increase to. that wouldn't help one bit read my post for a real ideas if you plan on rebalancing/super dev hammer nerf, because ammo is over 50% of our survivability that you want to remove. Can't find this great post of yours. its even on this page... sad to re post
take out nano hives and have a lower supply rate of supply depot and buff tanks, I mean really buff their armor/shields and suvivablity to make them real tanks and I might think about it as a balance idea but that HAV can't tank that well which leads me to believe we have supply depots built in for them making them squishy.
im talking 300% more base HP and double the HP stats on all plates and extenders atleast. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:42:00 -
[43] - Quote
Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50%
it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. |
iceyburnz
Crux Special Tasks Group Gallente Federation
888
|
Posted - 2013.06.21 00:43:00 -
[44] - Quote
I think tanks having ammo is a good thing.
SImply because it offers another logistics role for LAVs and potentially dropships acting as resupply depots. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:45:00 -
[45] - Quote
[/quote] its even on this page... sad to re post
take out nano hives and have a lower supply rate of supply depot and buff tanks, I mean really buff their armor/shields and suvivablity to make them real tanks and I might think about it as a balance idea but that HAV can't tank that well which leads me to believe we have supply depots built in for them making them squishy.
im talking 300% more base HP and double the HP stats on all plates and extenders atleast.[/quote]
That's to much, you would have to increase AV. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:46:00 -
[46] - Quote
4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply.
yes it would, lets say this scenario for example:
im fighting an enemy tank that has a blaster and I have a rail gun, I hit all my shots on my target yet he doesn't die and the nearest supply depot is right next to him and he still has half of his ammo left in his cannon.. basically Im already dead in the water because of this nerf. |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:46:00 -
[47] - Quote
4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. how is removing unlimited ammo a buff? that's a nerf, hard and a buff to AV. giving HAVs 1,000 HP~ isn't going to help. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:46:00 -
[48] - Quote
iceyburnz wrote:I think tanks having ammo is a good thing.
SImply because it offers another logistics role for LAVs and potentially dropships acting as resupply depots.
Heavy needs a logi, so do tanks. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:48:00 -
[49] - Quote
ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. how is removing unlimited ammo a buff? that's a nerf, hard and a buff to AV. giving HAVs 1,000 HP~ isn't going to help.
Tanks are stopping the game from flowing, it's a big draw back to the game. |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:49:00 -
[50] - Quote
4447 wrote:ladwar wrote: its even on this page... sad to re post
take out nano hives and have a lower supply rate of supply depot and buff tanks, I mean really buff their armor/shields and suvivablity to make them real tanks and I might think about it as a balance idea but that HAV can't tank that well which leads me to believe we have supply depots built in for them making them squishy.
im talking 300% more base HP and double the HP stats on all plates and extenders atleast.
That's to much, you would have to increase AV. did, its called remove vehicle defense with offensive fire that is a buff to AV that covers more then the total HP of the HAV. |
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4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:49:00 -
[51] - Quote
Void Echo wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. yes it would, lets say this scenario for example: im fighting an enemy tank that has a blaster and I have a rail gun, I hit all my shots on my target yet he doesn't die and the nearest supply depot is right next to him and he still has half of his ammo left in his cannon.. basically Im already dead in the water because of this nerf.
time to think about tactics. |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 00:50:00 -
[52] - Quote
4447 wrote:ladwar wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. how is removing unlimited ammo a buff? that's a nerf, hard and a buff to AV. giving HAVs 1,000 HP~ isn't going to help. Tanks are stopping the game from flowing, it's a big draw back to the game. no, they really are not doing this. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:53:00 -
[53] - Quote
4447 wrote:Void Echo wrote:4447 wrote:Void Echo wrote:4447 wrote:what would you have the tanks like they are now, or 20 percent increase in hp; a 10 percent increase in damage but you have to rearm? have them as they are now. my effectiveness comes from my cannon and this will eliminate my effectiveness by over 50% it wouldn't, it would increase your effectiveness by 20 up to 40 percent from how far your away from the resupply. yes it would, lets say this scenario for example: im fighting an enemy tank that has a blaster and I have a rail gun, I hit all my shots on my target yet he doesn't die and the nearest supply depot is right next to him and he still has half of his ammo left in his cannon.. basically Im already dead in the water because of this nerf. time to think about tactics.
whats the point of having tactics if you don't have the ammunition needed to get it done? |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 00:59:00 -
[54] - Quote
Ladwar.
so, a tank on the field and and it's coming at me.
i have two choices
1) run and run like hell.
2)i take my time to change into AV, 30 secs later. i shoot a whole clip of forge into him his still standing, that was a waste of time and stop the game from flowing.
Don't say there should be more AV on the field for you to take the tank out. one tank driver his weakness is AV and i'm AV so why should that tank win against it's weakness? Av weakness should be everything but HAV, LAV, DS.
|
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 01:01:00 -
[55] - Quote
I'm assault, running up a hill to kill a tango but the tango is firing back who should win? |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
122
|
Posted - 2013.06.21 01:05:00 -
[56] - Quote
I love this Idea because one of my biggest peeves is tanks blowing up critical supply depots. Just a additional idea would be to add a high pg module that could replenish ammo on tanks. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 01:08:00 -
[57] - Quote
Enderr Wigginn wrote:I love this Idea because one of my biggest peeves is tanks blowing up critical supply depots. Just a additional idea would be to add a high pg module that could replenish ammo on tanks.
Yea, I was thinking that to. |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 01:14:00 -
[58] - Quote
4447 wrote:Enderr Wigginn wrote:I love this Idea because one of my biggest peeves is tanks blowing up critical supply depots. Just a additional idea would be to add a high pg module that could replenish ammo on tanks. Yea, I was thinking that to.
then the enemy gets a hold of it and pushes you away because they have unlimited ammo. |
Void Echo
Internal Error. Negative-Feedback
246
|
Posted - 2013.06.21 01:16:00 -
[59] - Quote
the one thing I hate most of this community is that the tank drivers get no change to the tanks that we want to happen, all the changes are the ones that infantry want to shove on us but then you cry "whaaa I got nerfed I got nerfed" when your advantages are stripped away, how the **** do you think we feel when you do this **** to us. you guys are hypocritical. |
4447
Not Guilty EoN.
758
|
Posted - 2013.06.21 01:18:00 -
[60] - Quote
Void Echo wrote:the one thing I hate most of this community is that the tank drivers get no change to the tanks that we want to happen, all the changes are the ones that infantry want to shove on us but then you cry "whaaa I got nerfed I got nerfed" when your advantages are stripped away, how the **** do you think we feel when you do this **** to us. you guys are hypocritical.
If they put ammo on tanks, i would spec into a tank. |
|
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. |
|
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). |
|
Void Echo
Internal Error. Negative-Feedback
249
|
Posted - 2013.06.21 03:33:00 -
[91] - 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" 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.
that tank wont be used, and it wont be an assault vehicle, it would be the support vehicle since it requires 3 people to operate (good luck finding a driver for that thing if they cant use the cannon), just like the enforcers are not used. internal error doesn't care what I do as long as it doesn't affect them. |
XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
|
Posted - 2013.06.21 03:43:00 -
[92] - 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?
To be honest as a tanker you have to do your own thing. It's not that we don't ever support the troops it's just if you let the infantry dictate where you go you WILL die. Only the Tank driver knows where and what is best for his survivability. He plays support as a lone ranger for the most part. |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 03:46:00 -
[93] - Quote
Void Echo wrote: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" 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. that tank wont be used, and it wont be an assault vehicle, it would be the support vehicle since it requires 3 people to operate (good luck finding a driver for that thing if they cant use the cannon), just like the enforcers are not used. internal error doesn't care what I do as long as it doesn't affect them.
I guarantee you it will see heavy use in whatever modes matter beyond the end of battle score, such as PC. If it has the raw power to offset the manpower drain, then it will probably be more of a staple than the current HAVs.
Also, when I said 'most media' I did in fact mean on Earth, because that is the media that you consume, and it is the media that made Void Echo think that a tank has x characteristics. There could be a Saturday morning cartoon named 'Sagaris and Friends' airing at 9:30 in the Citadel Constellation, but I'm pretty sure that isn't what you're basing your idea of a tank on. |
Void Echo
Internal Error. Negative-Feedback
250
|
Posted - 2013.06.21 04:15:00 -
[94] - Quote
in case you didn't get the memo, this game is NOT on earth, it is NOT is present day when you and I are alive in real life, this is NOT in the milky way galaxy, I hate when you people keep saying "well, its like this and that on earth" THIS IS NOT AN EARTH GAME, IT IS BASED IN A GALAXY ACROSS THE UNIVERSE 20000 YEARS FROM PRESENT DAY EARTH. |
Mobius Wyvern
BetaMax. CRONOS.
2028
|
Posted - 2013.06.21 04:30:00 -
[95] - Quote
And we're not talking about HAVs unless we're talking about ALL vehicles.
Let's not sit here and try to hammernerf a single asset because you don't like getting killed by it. |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 04:34:00 -
[96] - Quote
Void Echo wrote:in case you didn't get the memo, this game is NOT on earth, it is NOT is present day when you and I are alive in real life, this is NOT in the milky way galaxy, I hate when you people keep saying "well, its like this and that on earth" THIS IS NOT AN EARTH GAME, IT IS BASED IN A GALAXY ACROSS THE UNIVERSE 20000 YEARS FROM PRESENT DAY EARTH.
And what, this is a blank check for nothing to make sense? There are certain standards which need to be followed when certain terminology is used, and certain levels of consistency that need to be kept to maintain the lore. All things in EVE and DUST have limited ammo, ergo vehicles in DUST should also have limited ammo. A tank is a tank is a tank, so if you call a tank a tank and it looks like a tank it should behave like.... well, certainly not a duck. The DUST vehicles already have weakpoints dotted along their hulls, so we know such a feature is being implemented. This may be 'a galaxy acorss the universe' but it isn't nearly 20k years later, and it is also after a long 'Dark Age' directly after the collapse of the EVEGate.
IN SHORT, if your tank can not be limited by the common idea of a tank, then my shotgun should be effective at 150 meters because spacefutures. Once again, sounds a tad silly, eh? |
Void Echo
Internal Error. Negative-Feedback
251
|
Posted - 2013.06.21 04:47:00 -
[97] - Quote
Zero Harpuia wrote:Void Echo wrote:in case you didn't get the memo, this game is NOT on earth, it is NOT is present day when you and I are alive in real life, this is NOT in the milky way galaxy, I hate when you people keep saying "well, its like this and that on earth" THIS IS NOT AN EARTH GAME, IT IS BASED IN A GALAXY ACROSS THE UNIVERSE 20000 YEARS FROM PRESENT DAY EARTH. And what, this is a blank check for nothing to make sense? There are certain standards which need to be followed when certain terminology is used, and certain levels of consistency that need to be kept to maintain the lore. All things in EVE and DUST have limited ammo, ergo vehicles in DUST should also have limited ammo. A tank is a tank is a tank, so if you call a tank a tank and it looks like a tank it should behave like.... well, certainly not a duck. The DUST vehicles already have weakpoints dotted along their hulls, so we know such a feature is being implemented. This may be 'a galaxy acorss the universe' but it isn't nearly 20k years later, and it is also after a long 'Dark Age' directly after the collapse of the EVEGate. IN SHORT, if your tank can not be limited by the common idea of a tank, then my shotgun should be effective at 150 meters because spacefutures. Once again, sounds a tad silly, eh?
tell me plain and simple, whats your argument? |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 05:10:00 -
[98] - Quote
Void Echo wrote:Zero Harpuia wrote:Void Echo wrote:in case you didn't get the memo, this game is NOT on earth, it is NOT is present day when you and I are alive in real life, this is NOT in the milky way galaxy, I hate when you people keep saying "well, its like this and that on earth" THIS IS NOT AN EARTH GAME, IT IS BASED IN A GALAXY ACROSS THE UNIVERSE 20000 YEARS FROM PRESENT DAY EARTH. And what, this is a blank check for nothing to make sense? There are certain standards which need to be followed when certain terminology is used, and certain levels of consistency that need to be kept to maintain the lore. All things in EVE and DUST have limited ammo, ergo vehicles in DUST should also have limited ammo. A tank is a tank is a tank, so if you call a tank a tank and it looks like a tank it should behave like.... well, certainly not a duck. The DUST vehicles already have weakpoints dotted along their hulls, so we know such a feature is being implemented. This may be 'a galaxy acorss the universe' but it isn't nearly 20k years later, and it is also after a long 'Dark Age' directly after the collapse of the EVEGate. IN SHORT, if your tank can not be limited by the common idea of a tank, then my shotgun should be effective at 150 meters because spacefutures. Once again, sounds a tad silly, eh? tell me plain and simple, whats your argument?
My 'argument' is that your excuse of allcaps 'it's da future' just doesn't cut it. Just because it's the future doesn't mean that the vehicles can be out of line with every other aspect of the world fiction and of the preconceptions of the role of a tank. You can call a tank a rabbit and set it on the forest moon of Endor, but we'll all still call it a tank and expect it to act like a tank while firing lasers because it's in Star Wars. Similarly, you can call it an HAV and plonk it on the desolate surface of Moldon Heath II, but we'll all call it a tank, expect it to act like a tank, and expect it to have limited ammo like every Blaster Rifle, Autocannon, Scout, Frigate, Dropsuit and Ship in the entirety of the EVE universe. |
Void Echo
Internal Error. Negative-Feedback
251
|
Posted - 2013.06.21 05:18:00 -
[99] - Quote
Zero Harpuia wrote:Void Echo wrote:Zero Harpuia wrote:Void Echo wrote:in case you didn't get the memo, this game is NOT on earth, it is NOT is present day when you and I are alive in real life, this is NOT in the milky way galaxy, I hate when you people keep saying "well, its like this and that on earth" THIS IS NOT AN EARTH GAME, IT IS BASED IN A GALAXY ACROSS THE UNIVERSE 20000 YEARS FROM PRESENT DAY EARTH. And what, this is a blank check for nothing to make sense? There are certain standards which need to be followed when certain terminology is used, and certain levels of consistency that need to be kept to maintain the lore. All things in EVE and DUST have limited ammo, ergo vehicles in DUST should also have limited ammo. A tank is a tank is a tank, so if you call a tank a tank and it looks like a tank it should behave like.... well, certainly not a duck. The DUST vehicles already have weakpoints dotted along their hulls, so we know such a feature is being implemented. This may be 'a galaxy acorss the universe' but it isn't nearly 20k years later, and it is also after a long 'Dark Age' directly after the collapse of the EVEGate. IN SHORT, if your tank can not be limited by the common idea of a tank, then my shotgun should be effective at 150 meters because spacefutures. Once again, sounds a tad silly, eh? tell me plain and simple, whats your argument? My 'argument' is that your excuse of allcaps 'it's da future' just doesn't cut it. Just because it's the future doesn't mean that the vehicles can be out of line with every other aspect of the world fiction and of the preconceptions of the role of a tank. You can call a tank a rabbit and set it on the forest moon of Endor, but we'll all still call it a tank and expect it to act like a tank while firing lasers because it's in Star Wars. Similarly, you can call it an HAV and plonk it on the desolate surface of Moldon Heath II, but we'll all call it a tank, expect it to act like a tank, and expect it to have limited ammo like every Blaster Rifle, Autocannon, Scout, Frigate, Dropsuit and Ship in the entirety of the EVE universe.
point taken, but seriously, every aspect of the game that's an argument always gets "this is how it is on earth". that's annoying and a scape goat for people who don't understand the future from the present. I have a very wild imagination |
Niuvo
The Phoenix Federation
26
|
Posted - 2013.06.21 05:21:00 -
[100] - Quote
^ They need to work on some sort of limited ammo supply though. |
|
Ninjanomyx
Imperfects Negative-Feedback
77
|
Posted - 2013.06.21 05:25:00 -
[101] - 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"
Seriously.......STFU Null Gecko, you are seriously a Novice @ FPS, have no idea what you are talking about (CoD =/= Teamwork....), have proven to have no "Ground Game", & are at best a Passable Tanker. Everyone else is a CoDboi who wants Vehicles out of DUST.
PS: Tank Weak Point is dead center of Rear (Generator) right below the Turret & slightly above Ground Level. Also the entire Bottom of the Tank. Good AVers know this well, & good Tankers know it best.
If you ignoramus wish to Cap our Ammo then we get Real Wide AOE 1-Shot to Infantry (Real Tanks do this....Zzzzzzzz). Tanks in DUST are Paper Mach+¬ Pi+¦atas VS Proper AV (Solo) & Moderate AV (Duo). What is left of us is the Best of us & we just make this **** look Good. I've stepped into your shoes & ISK Farmed all day in my CoDboi Disguise. Ya'll step into our Shoebox & I guarantee you will be Broke in a Day, Week tops :P |
Void Echo
Internal Error. Negative-Feedback
252
|
Posted - 2013.06.21 05:33:00 -
[102] - Quote
Ninjanomyx 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" Seriously.......STFU Null Gecko, you are seriously a Novice @ FPS, have no idea what you are talking about (CoD =/= Teamwork....), have proven to have no "Ground Game", & are at best a Passable Tanker. Everyone else is a CoDboi who wants Vehicles out of DUST. PS: Tank Weak Point is dead center of Rear (Generator) right below the Turret & slightly above Ground Level. Also the entire Bottom of the Tank. Good AVers know this well, & good Tankers know it best. If you ignoramus wish to Cap our Ammo then we get Real Wide AOE 1-Shot to Infantry (Real Tanks do this....Zzzzzzzz). Tanks in DUST are Paper Mach+¬ Pi+¦atas VS Proper AV (Solo) & Moderate AV (Duo). What is left of us is the Best of us & we just make this **** look Good. I've stepped into your shoes & ISK Farmed all day in my CoDboi Disguise. Ya'll step into our Shoebox & I guarantee you will be Broke in a Day, Week tops :P
oh my, now that's a rager lol and please speak English, on a side note the stuff I can read, I have been in your shoes I went av infantry the 1st week of uprising and guess what, I didn't go broke, I soloed over 20 HAVs with av grenades nothing else. and whats your excuse for wanting to nerf us to extinction then? if its not because this isn't as easy as cod.
p.s. your raging a lot for an imperfect. |
Ninjanomyx
Imperfects Negative-Feedback
78
|
Posted - 2013.06.21 06:08:00 -
[103] - Quote
Void Echo wrote:Ninjanomyx 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" Seriously.......STFU Null Gecko, you are seriously a Novice @ FPS, have no idea what you are talking about (CoD =/= Teamwork....), have proven to have no "Ground Game", & are at best a Passable Tanker. Everyone else is a CoDboi who wants Vehicles out of DUST. PS: Tank Weak Point is dead center of Rear (Generator) right below the Turret & slightly above Ground Level. Also the entire Bottom of the Tank. Good AVers know this well, & good Tankers know it best. If you ignoramus wish to Cap our Ammo then we get Real Wide AOE 1-Shot to Infantry (Real Tanks do this....Zzzzzzzz). Tanks in DUST are Paper Mach+¬ Pi+¦atas VS Proper AV (Solo) & Moderate AV (Duo). What is left of us is the Best of us & we just make this **** look Good. I've stepped into your shoes & ISK Farmed all day in my CoDboi Disguise. Ya'll step into our Shoebox & I guarantee you will be Broke in a Day, Week tops :P oh my, now that's a rager lol and please speak English, on a side note the stuff I can read, I have been in your shoes I went av infantry the 1st week of uprising and guess what, I didn't go broke, I soloed over 20 HAVs with av grenades nothing else. and whats your excuse for wanting to nerf us to extinction then? if its not because this isn't as easy as cod. p.s. your raging a lot for an imperfect.
Wow.....you are even more ignorant than I previously knew (FACT). You were Infantry & almost always went Negative (Unless in a Murder Taxi No Skill, which was all you did). You even Voiced & Alliance Chatted how you were no good on the Ground & wanted back in your Tank. I, on the other hand, Adapted w/ my Bumblebee TAC w/ Hacked Exos & maintained Relevance. I hopped back in my Tank b/c nobody else would & I am Proficient as hell in it. You couldn't even pop me w/ AV Support (Proven)..... & you still don't realize you are talking to a Tanker??? You lack Reading & Comprehension & are telling me to "Speak English".....lol!!!! Seriously Scrub.....go back to Umbrella Corp, you are not welcome in NF in my honest opinion.
TL:DR: I do not like you & you are irrelevant. |
Zero Harpuia
WarRavens League of Infamy
521
|
Posted - 2013.06.21 06:44:00 -
[104] - Quote
I remember you Ninja, you hopped into our squad a few days ago when my group was seeing off one of our guys for surgery. Thanks for the help, you and your tank made her last game one of her best :3 |
IMMORTAL WAR HERO
Ill Omens EoN.
2
|
Posted - 2013.06.21 06:59:00 -
[105] - Quote
I used to sniper tank I was good at it but its really boring lol the only time u move is to back up over you hills so swarm luanchers hit the hill in front I now run gunnlogi with blaster. ilike armor tanks better 4 blasters better but I use gunnlogis and falchion/ frame gunnlogi as ive always preferred caldari and their vehicles since the day chromazone build became available |
IMMORTAL WAR HERO
Ill Omens EoN.
2
|
Posted - 2013.06.21 07:01:00 -
[106] - Quote
if ccp added ammo capacity I think a lot of people would be fu im playing bf3 wich is now an overrated game |
ladwar
Dead Six Initiative Lokun Listamenn
652
|
Posted - 2013.06.21 07:11:00 -
[107] - Quote
for is change a massive and sweeping changes need to HAV and switch the name to MBT and throw on a ton of HP 3x the base atleast and double the HP stats on extenders and plates which would take a butt load of time and money to change on issue that few small number of people have an issue with. |
Ninjanomyx
Imperfects Negative-Feedback
79
|
Posted - 2013.06.21 09:16:00 -
[108] - Quote
Zero Harpuia wrote:I remember you Ninja, you hopped into our squad a few days ago when my group was seeing off one of our guys for surgery. Thanks for the help, you and your tank made her last game one of her best :3
Glad I could be of service. I has teh fuzzy feels in my heart-hole :P
This is what plays in my head when I Tank:
http://www.youtube.com/watch?v=eGTZLuuTPi8
This Clip has it all, from LAVtards to Blueberry Tank Jackers & The Tanker's Creed which I live by
http://www.youtube.com/watch?v=gFbanN5Gs4Q
Need Vehicle Lock ASAP CCP....... |
4447
Not Guilty EoN.
766
|
Posted - 2013.06.21 09:21:00 -
[109] - Quote
Ninjanomyx wrote:Zero Harpuia wrote:I remember you Ninja, you hopped into our squad a few days ago when my group was seeing off one of our guys for surgery. Thanks for the help, you and your tank made her last game one of her best :3 Glad I could be of service. I has teh fuzzy feels in my heart-hole :P This is what plays in my head when I Tank: http://www.youtube.com/watch?v=eGTZLuuTPi8 This Clip has it all, from LAVtards to Blueberry Tank Jackers & The Tanker's Creed which I live by http://www.youtube.com/watch?v=gFbanN5Gs4Q Need Vehicle Lock ASAP CCP.......
No, This is what plays in your head when you tank. |
Charlotte O'Dell
Molon Labe. League of Infamy
559
|
Posted - 2013.06.21 12:13:00 -
[110] - Quote
N1ck Comeau wrote:Tanks are fine with unlimited ammo.
Maybe when they give adv and pro tanks then ya sure. This |
|
Duran Lex
Silver Talon Corporation
12
|
Posted - 2013.06.21 12:15:00 -
[111] - Quote
Strangely enough, the fact that tanks don't have ammo never crossed my mind until this.
It would be a fun implementation, but as of right now it would be too unbalancing.
Someday perhaps, someday. |
EnglishSnake
Zumari Force Projection Caldari State
1323
|
Posted - 2013.06.21 12:28:00 -
[112] - Quote
OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm |
Charlotte O'Dell
Molon Labe. League of Infamy
559
|
Posted - 2013.06.21 12:31:00 -
[113] - Quote
EnglishSnake wrote:OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm The fun has been doubled! |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
315
|
Posted - 2013.06.21 12:49:00 -
[114] - Quote
In built extra special nanohive . There we are . Thats why we have a bazillion bulits. |
4447
Not Guilty EoN.
788
|
Posted - 2013.06.21 13:38:00 -
[115] - Quote
EnglishSnake wrote:OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm
Why would ammo cost at this point of time? Maybe in the future though. I mean it's all about balance.
|
XeroTheBigBoss
TeamPlayers EoN.
534
|
Posted - 2013.06.21 13:40:00 -
[116] - Quote
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.[/quote]
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"[/quote]
Seriously.......STFU Null Gecko, you are seriously a Novice @ FPS, have no idea what you are talking about (CoD =/= Teamwork....), have proven to have no "Ground Game", & are at best a Passable Tanker. Everyone else is a CoDboi who wants Vehicles out of DUST.
PS: Tank Weak Point is dead center of Rear (Generator) right below the Turret & slightly above Ground Level. Also the entire Bottom of the Tank. Good AVers know this well, & good Tankers know it best.
If you ignoramus wish to Cap our Ammo then we get Real Wide AOE 1-Shot to Infantry (Real Tanks do this....Zzzzzzzz). Tanks in DUST are Paper Mach+¬ Pi+¦atas VS Proper AV (Solo) & Moderate AV (Duo). What is left of us is the Best of us & we just make this **** look Good. I've stepped into your shoes & ISK Farmed all day in my CoDboi Disguise. Ya'll step into our Shoebox & I guarantee you will be Broke in a Day, Week tops :P[/quote]
oh my, now that's a rager lol and please speak English, on a side note the stuff I can read, I have been in your shoes I went av infantry the 1st week of uprising and guess what, I didn't go broke, I soloed over 20 HAVs with av grenades nothing else. and whats your excuse for wanting to nerf us to extinction then? if its not because this isn't as easy as cod.
p.s. your raging a lot for an imperfect.[/quote]
Wow.....you are even more ignorant than I previously knew (FACT). You were Infantry & almost always went Negative (Unless in a Murder Taxi No Skill, which was all you did). You even Voiced & Alliance Chatted how you were no good on the Ground & wanted back in your Tank. I, on the other hand, Adapted w/ my Bumblebee TAC w/ Hacked Exos & maintained Relevance. I hopped back in my Tank b/c nobody else would & I am Proficient as hell in it. You couldn't even pop me w/ AV Support (Proven)..... & you still don't realize you are talking to a Tanker??? You lack Reading & Comprehension & are telling me to "Speak English".....lol!!!! Seriously Scrub.....go back to Umbrella Corp, you are not welcome in NF in my honest opinion.
TL:DR: I do not like you & you are irrelevant.[/quote]
Lol is this another ruse where Imps are fighting each other? Not buying it! |
EnglishSnake
Zumari Force Projection Caldari State
1323
|
Posted - 2013.06.21 13:53:00 -
[117] - Quote
4447 wrote:EnglishSnake wrote:OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm Why would ammo cost at this point of time? Maybe in the future though. I mean it's all about balance.
6 points
Only comments on 1
Thread is done, everyone out, bad idea is bad and not thought out
Clear the thread its over |
Zero Harpuia
WarRavens League of Infamy
521
|
Posted - 2013.06.21 16:37:00 -
[118] - Quote
EnglishSnake wrote:4447 wrote:EnglishSnake wrote:OP didnt even think it through because suprise suprise he doesnt use vehicles (free LAV excluded)
Lets go through why its a bad idea
1. No squad lock/kick - Johnny useless bluedot jumps into my tank and spams the small turrets like a ****** wasting my ammo and my ISK since ammo costs
2. Ammo - where to buy it and how much? also i want diff ammo types so i can throw on some kinetic ammo t hurt a shield tank more or some explosive to hurt that armor tank more
3. Cargohold - I want a big cargohold so i can carry 100k of ammo if i want to
4. Where to get ammo from if in match? is it going to be from supply depots? if it is then some depots better be dropped down to where tanks can access it instead of being out of reach, is it a nanohive? if so we need a new nanohive
5. Turret clips - How many in clip and how long it takes to reload?
6. Skills - Like being able to increase the size of a cargohold, to be able to increase the size of turret clips and how much ammo is in a clip like all small weapons have
Thats all i can think of atm Why would ammo cost at this point of time? Maybe in the future though. I mean it's all about balance. 6 points Only comments on 1 Thread is done, everyone out, bad idea is bad and not thought out Clear the thread its over Points 2, 3, and 6 all assume we are playing with EVE's idea of ammo capacity as opposed to DUST, but I assure you they'll add 'more ammo' skills in the turrets section to mirror the 'more ammo' weaponry skills.
Point 1 also assumes this is EVE with each individual bullet costing money. There should be some form of security, say only squaddies can jump into a tank without a hacking sequence, but if they spam the weak turrets it doesn't cost you anything.
Point 4 is obviously Supply Depots, as I believe the OP has a point in needing to make the Depots more important to vehicle drivers by way of ammo restoration. Possibly a LLAV module that functions like a nanohive could be added as well, something like 3-5 pulses, 1 second between pulses, 30-60 second cooldown.
Finally, point 5. If you listen to your tank, all of them are reloading already. That is the time between shots. Missiles(ROCKETS) reload, as do Railguns, and Blasters appear to be belt-fed. This will limit the ammo count, but there won't be any major difference in fire rate.
I hope these answers were satisfactory. |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
|
Posted - 2013.06.22 04:41:00 -
[119] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
mollerz
Minja Scouts
489
|
Posted - 2013.06.22 04:46:00 -
[120] - Quote
SPAM
|
|
Void Echo
Internal Error. Negative-Feedback
266
|
Posted - 2013.06.22 04:52:00 -
[121] - Quote
Ninjanomyx wrote: Wow.....you are even more ignorant than I previously knew (FACT). You were Infantry & almost always went Negative (Unless in a Murder Taxi No Skill, which was all you did). You even Voiced & Alliance Chatted how you were no good on the Ground & wanted back in your Tank. I, on the other hand, Adapted w/ my Bumblebee TAC w/ Hacked Exos & maintained Relevance. I hopped back in my Tank b/c nobody else would & I am Proficient as hell in it. You couldn't even pop me w/ AV Support (Proven)..... & you still don't realize you are talking to a Tanker??? You lack Reading & Comprehension & are telling me to "Speak English".....lol!!!! Seriously Scrub.....go back to Umbrella Corp, you are not welcome in NF in my honest opinion.
TL:DR: I do not like you & you are irrelevant.
who gives a **** what you like, I definitely don't, and yes I didn't do well as pure infantry, nothing wrong with that its a game, and I never used LAVs, I don't give a **** if you are a tanker, umbrella hasn't existed for over 6 months, also your not the only one in NF and your not in charge of where I am.
seriously, raging like this on the forums? serious immaturity |
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 19:15:00 -
[122] - Quote
Explosive ammo would be cool at night |
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