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CuuCH Crusher
Commando Perkone Caldari State
73
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Posted - 2013.07.05 06:08:00 -
[1] - Quote
Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
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TERMINALANCE
Zumari Force Projection Caldari State
99
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Posted - 2013.07.05 06:38:00 -
[2] - Quote
CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
Dont forget tanks are immune to sniper fire, have no fuel limits, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carreying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a take does have more DPS then a forge gun if they man the 2 small turrets inside. |
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Delta 749
Kestrel Reconnaissance
766
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Posted - 2013.07.05 06:44:00 -
[3] - Quote
TERMINALANCE wrote:CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
Dont forget tanks are immune to sniper fire, have no fuel limits, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carreying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a take does have more DPS then a forge gun if they man the 2 small turrets inside.
No man, forges, swarms, and av nades are still overpowered, you should have to spend 5 million isk to take out just the shields on a tank
/sarcasm |
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CharCharOdell
Shining Flame Amarr Empire
241
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Posted - 2013.07.05 06:45:00 -
[4] - Quote
CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
well...we do have to pay 1,000,000 per turret, but I don't really mind proto forge guns doing more dps bc ur aiming reticule sucks, your ROF is slow, your ammo is low, you glow in the dark, and you're in a squishy suit i can OHK from 600m away. i dont really mind that. i just wish turrets were cheaper. that's all. |
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CharCharOdell
Shining Flame Amarr Empire
241
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Posted - 2013.07.05 06:46:00 -
[5] - Quote
TERMINALANCE wrote:CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
Dont forget tanks are immune to sniper fire, have no fuel limits, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carreying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a take does have more DPS then a forge gun if they man the 2 small turrets inside.
they also cost more ISK than you can earn in 7 matches with decent payouts so, for them to be a viable career path, need to be able to last through just about anything. |
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CuuCH Crusher
Commando Perkone Caldari State
74
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Posted - 2013.07.05 10:03:00 -
[6] - Quote
CharCharOdell wrote:CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
well...we do have to pay 1,000,000 per turret, but I don't really mind proto forge guns doing more dps bc ur aiming reticule sucks, your ROF is slow, your ammo is low, you glow in the dark, and you're in a squishy suit i can OHK from 600m away. i dont really mind that. i just wish turrets were cheaper. that's all.
True tanks are very expensive. I wouldn't have a problem with CCP reducing the price. It just seems like every time I get on the forums, there's some jack hole trying to make it so tanks can just camp the middle of the map farming kills. From personal experience, it is extremely hard for a lone forge gunner to take down a tanker that knows what they are doing. The only time I take down tanks is when they are militia or they are camping. If the tank is moving, it's nearly indestructible. |
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Tharak Meuridiar
The Empyrean Agency
117
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Posted - 2013.07.05 10:24:00 -
[7] - Quote
If you are running a Caladri tank you can easily stick a couple of mods in that decrease charge time on railguns in the low slots. Even using the militia versions, that makes the refire rate just plain nasty. Add in the skills that buff turret damage (which can upgrade damage further and easier than the one that buffs forge gun damage) and you have a very deadly weapon. |
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Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
111
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Posted - 2013.07.05 10:24:00 -
[8] - Quote
CharCharOdell wrote:TERMINALANCE wrote:CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
Dont forget tanks are immune to sniper fire, have no fuel limits, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carreying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a take does have more DPS then a forge gun if they man the 2 small turrets inside. they also cost more ISK than you can earn in 7 matches with decent payouts so, for them to be a viable career path, need to be able to last through just about anything.
Maybe CCP never intended tanks to be a viable career path and only something you call in when you need something special. I also think CCP have learned not to balance using ISK as the last time they did it, it went horribly wrong. |
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CuuCH Crusher
Commando Perkone Caldari State
75
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Posted - 2013.07.05 10:30:00 -
[9] - Quote
Tharak Meuridiar wrote:If you are running a Caladri tank you can easily stick a couple of mods in that decrease charge time on railguns in the low slots. Even using the militia versions, that makes the refire rate just plain nasty. Add in the skills that buff turret damage (which can upgrade damage further and easier than the one that buffs forge gun damage) and you have a very deadly weapon.
What mods are you talking about? Are there really mods that can reduce charge time? Or are you talking about the forge gun operation skill?
Edit: My bad, I though you were talking about the FG |
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Mobias Wyvern
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.07.06 00:15:00 -
[10] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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GET ATMESON
NEW AGE EMPIRE The Family Syndicate
9
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Posted - 2013.07.06 00:23:00 -
[11] - Quote
Delta 749 wrote:TERMINALANCE wrote:CuuCH Crusher wrote:Like the title says, it doesn't have to make sense. I don't ever hear any of you tank guys complaining that tanks having unlimited ammo makes no sense.
If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. They just want buffs with out paying the price.
Dont forget tanks are immune to sniper fire, have no fuel limits, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carreying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a take does have more DPS then a forge gun if they man the 2 small turrets inside. No man, forges, swarms, and av nades are still overpowered, you should have to spend 5 million isk to take out just the shields on a tank /sarcasm
Tankers have to spend about the same. I agree with this. This Lai Dai Packed adv. hurts tanks and I spent alot into nads + foge gun proto |
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Thumb Green
THE STAR BORN Dark Taboo
169
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Posted - 2013.07.06 00:30:00 -
[12] - Quote
CuuCH Crusher wrote:From personal experience, it is extremely hard for a lone forge gunner to take down a tanker that knows what they are doing. The only time I take down tanks is when they are militia or they are camping. If the tank is moving, it's nearly indestructible.
Hell, it can be hard for a group to take down a tank crew that knows what they're doing. |
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CuuCH Crusher
Commando Perkone Caldari State
77
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Posted - 2013.07.06 11:04:00 -
[13] - Quote
Thumb Green wrote: Hell, it can be hard for a group to take down a tank crew that knows what they're doing.
Very true. I have a feeling that most of the people complaining about forge guns have no idea what they are doing in a tank. |
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