Pages: 1 [2] 3 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:34:00 -
[31] - Quote
TheAmazing FlyingPig wrote:Why are you trying to ruin my dual-rep setup already? >:o Because we're still too hard to solo with militia grade AV. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:35:00 -
[32] - Quote
The Attorney General wrote:The secret is triple light reps, with dual hardeners.
Blaster disaster. No extender/plate? Terrible tank |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:36:00 -
[33] - Quote
ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:38:00 -
[34] - Quote
Covert Clay wrote:Someththing someone hasn't pointed out yet is the fact that both skills are x8 skills. That's ALOT of SP. Exactly, over 2mil SP to be more specific. My grinding will be for that. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4265
|
Posted - 2013.07.03 00:39:00 -
[35] - Quote
Spkr4theDead wrote:ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? The only thing pathetically easy to use will be a tank with 50% module cooldowns |
zzZaXxx
The Exemplars Top Men.
36
|
Posted - 2013.07.03 00:40:00 -
[36] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
Having effective vehicles makes the game more interesting and dynamic. The problem is matchmaking and ability to counter. The open beta dudes will stomp on the rest of us whether they're in protos or tanks. The key is to have a balanced number of them on both teams. The other issue is that most players, myself included, haven't specd into swarm launchers (or plasma cannons?) and can't spec into forge guns, so we're just stuck refitting into AV grenades...and that only when we're already being overran and it's obviously a problem.
The answer--as always--is to do your best to be part of an organized squad that has balanced capabilities. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:40:00 -
[37] - Quote
DUST Fiend wrote:Spkr4theDead wrote:ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? The only thing pathetically easy to use will be a tank with 50% module cooldowns I hope you're being sarcastic. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:41:00 -
[38] - Quote
zzZaXxx wrote:The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. Having effective vehicles makes the game more interesting and dynamic. The problem is matchmaking and ability to counter. The open beta dudes will stomp on the rest of us whether they're in protos or tanks. The key is to have a balanced number of them on both teams. The other issue is that most players, myself included, haven't specd into swarm launchers (or plasma cannons?) and can't spec into forge guns, so we're just stuck refitting into AV grenades...and that only when we're already being overran and it's obviously a problem. The answer--as always--is to do your best to be part of an organized squad that has balanced capabilities. Wow, a reasoned response? It's gonna snow tomorrow. (no terraforming pun intended) |
DUST Fiend
OSG Planetary Operations Covert Intervention
4265
|
Posted - 2013.07.03 00:44:00 -
[39] - Quote
Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/
(not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) |
FATPrincess - XOXO
Shining Flame Amarr Empire
52
|
Posted - 2013.07.03 00:47:00 -
[40] - Quote
1/10 would not read again.
-XOXO |
|
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:48:00 -
[41] - Quote
DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless.
So now you'll have to bring someone along to destroy me. I think that sounds fair. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4266
|
Posted - 2013.07.03 00:50:00 -
[42] - Quote
Spkr4theDead wrote:So now you'll have to bring someone along to destroy me. I think that sounds fair. If you think 50% off of vehicle modules means we'll need to "bring someone along" then you clearly haven't had much luck driving tanks.... |
Balzich Rotaine
Rotaine Shipping Inc
132
|
Posted - 2013.07.03 00:51:00 -
[43] - Quote
Wow a pre nerf thread. I have truly seen it all now, ******* amazing. Choke yourself |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
635
|
Posted - 2013.07.03 00:51:00 -
[44] - Quote
hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all?
NO DUDE OMGFBRO IT'S ABOUT 1VS1 BALANCE!~!!@!TAHTS NOT FAIR SOME GUY IN TANK WIN?
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
336
|
Posted - 2013.07.03 00:56:00 -
[45] - Quote
Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field.
Hopefully, they will make vehicles return in the same condition they left in. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:00:00 -
[46] - Quote
DUST Fiend wrote:Spkr4theDead wrote:So now you'll have to bring someone along to destroy me. I think that sounds fair. If you think 50% off of vehicle modules means we'll need to "bring someone along" then you clearly haven't had much luck driving tanks.... Today was the first day ever while playing Dust, that I won more than I lost. And I'm going back to when you needed to restart every 2-3 games/beta code. So no, it's not fun going up against 2 full squads with ADV AV gear and better. |
Disturbingly Bored
The Strontium Asylum
374
|
Posted - 2013.07.03 01:01:00 -
[47] - Quote
IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:04:00 -
[48] - Quote
Cody Sietz wrote:Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field. Hopefully, they will make vehicles return in the same condition they left in. With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4266
|
Posted - 2013.07.03 01:06:00 -
[49] - Quote
Spkr4theDead wrote:With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. Try advancing with your infantry and sticking to cover at a distance and most of those problems will become null. (not saying AV vs vehicles doesn't still need some work, particularly vs dropships, but seriously, I watch tanks survive full matches all the damn time) |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:09:00 -
[50] - Quote
Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting.
No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. |
|
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:09:00 -
[51] - Quote
DUST Fiend wrote:Spkr4theDead wrote:With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. Try advancing with your infantry and sticking to cover at a distance and most of those problems will become null. (not saying AV vs vehicles doesn't still need some work, particularly vs dropships, but seriously, I watch tanks survive full matches all the damn time) See. Other. Thread. |
Drako Light
ZionTCD
15
|
Posted - 2013.07.03 01:10:00 -
[52] - Quote
Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting. 10% is still a joke lol! Maybe drop from 50 to 25 would be more fair but 10% is just a tease. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4267
|
Posted - 2013.07.03 01:10:00 -
[53] - Quote
Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:11:00 -
[54] - Quote
Spkr4theDead wrote:Cody Sietz wrote:Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field. Hopefully, they will make vehicles return in the same condition they left in. With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:12:00 -
[55] - Quote
DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad. I run dropships and even I think 50 percent is pretty nuts(not that it would have us that much anyway)
3-5 percent would be good. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:13:00 -
[56] - Quote
Let me add that tanks don't have room for multiple shield/armor modules. So as a madruger with a 3100hp adv plate you are getting 310 more armor. Whoopee, you passed 7k. It's hardly a big difference. The minmatar bonus is actually a slight buff on shield tanks, because unlike drop suits, passive turret mods are all low slots, and a madruger driver would have to make a big sacrifice to fit one. |
Exergonic
TeamPlayers EoN.
130
|
Posted - 2013.07.03 01:14:00 -
[57] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
I have to say i agree with dark cloud on this... not all of it but some
An easy fix would be to buff shield hardners to 15 second duration, buff shield boosters by atleast 10%, and reduce the Pilot suits CD skill to 5% per level
I know tanks need a buff (shields) but not that much O.o |
DUST Fiend
OSG Planetary Operations Covert Intervention
4267
|
Posted - 2013.07.03 01:14:00 -
[58] - Quote
Kinky Burrito wrote:Let me add that tanks don't have room for multiple shield/armor modules. So as a madruger with a 3100hp adv plate you are getting 310 more armor. Whoopee, you passed 7k. It's hardly a big difference. The minmatar bonus is actually a slight buff on shield tanks, because unlike drop suits, passive turret mods are all low slots, and a madruger driver would have to make a big sacrifice to fit one. No one's talking about those bonuses, those are normal and sane.
It's 50% off of module cooldown that's the issue. It's absurd at best and insulting at worst. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:15:00 -
[59] - Quote
Cody Sietz wrote: ]How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
How hard? You obviously don't know. Flat, open area vs swarms? They hit every time. Far enough away for the swarm to terminate? You better already be half its maximum distance away. They turn near 360-¦ to hit you around corners and everything else. How to have something in front of you to block the shot? Exactly that, pray they can lock on while you're behind something solid so the missiles hit whatever is in front of you.
Maybe you should see our side of it. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:16:00 -
[60] - Quote
DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad.
I agree, that is op. I was referring to your idea of giving minmatar 10% turret damage. That would be stupid compared to the 300 health gallente drivers would get from their 10% shield/armor mod bonus. |
|
|
|
|
Pages: 1 [2] 3 4 5 :: one page |
First page | Previous page | Next page | Last page |