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Serimos Haeraven
Deep Space Republic Top Men.
98
|
Posted - 2013.07.07 04:08:00 -
[1] - Quote
The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. |
Kane Fyea
DUST University Ivy League
586
|
Posted - 2013.07.07 04:12:00 -
[2] - Quote
Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. I've destroyed quite a few dropships with the railgun installations. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
103
|
Posted - 2013.07.07 04:15:00 -
[3] - Quote
Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly.
What's new about this again?
The most broken part about it is they are basically immune to being killed, except for maybe a lucky orbital. Anything else, they just roll back behind their little mountain and recall.
CCP doesn't actually intend for Dropships to be used in normal games. |
Serimos Haeraven
Deep Space Republic Top Men.
98
|
Posted - 2013.07.07 04:22:00 -
[4] - Quote
Felix Faraday wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. What's new about this again? The most broken part about it is they are basically immune to being killed, except for maybe a lucky orbital. Anything else, they just roll back behind their little mountain and recall. CCP doesn't actually intend for Dropships to be used in normal games. The main reason i consider it to be new is because never before have i seen such an influx of users who do it, literally every single game i join has a railgun sniper in it, mainly because it's extremely useful now that there has been the range drop-off limits for other handheld guns like the forge gun, but no real range de-buff to tanks, basically creating a new rush of users who want to.. I don't know, play unfairly to reap the benefits that are earned from doing so. |
Serimos Haeraven
Deep Space Republic Top Men.
98
|
Posted - 2013.07.07 04:23:00 -
[5] - Quote
Kane Fyea wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. I've destroyed quite a few dropships with the railgun installations. Railgun installiations are the least of my worries as a dropship pilot. I know when I'm being hit by a Railgun installation, and because they are un-moddable they don't do that much damage to my dropship. Not to mention with my XT-missle launchers they only take around 5 shots to completely destroy. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1446
|
Posted - 2013.07.07 04:52:00 -
[6] - Quote
There's really not much more we can do aside from redlining. Potent AV has become more and more common. I still try to stay with the group in my Gunnlogi, but I've noticed that there are a lot more AV'ers out there, forcing me to hide and recall. |
Billi Gene
The Southern Legion RISE of LEGION
160
|
Posted - 2013.07.07 04:56:00 -
[7] - Quote
yes well historically long range artillery is usually a pain in the butt, countered only by finding their position... which would be the job of well... aircraft usually.... with the extended map for aerial units, a dropship is actually the one unit capable of destroying rail snipers with any frequency. |
DAMIOS82
Seituoda Taskforce Command Caldari State
14
|
Posted - 2013.07.07 05:05:00 -
[8] - Quote
you can look at it this way, if we where on the battlefield then all you would have to do is fly circle's around us to take us out, since our turrets don't go that far up, making it impossible to kill you's. Meaning we can only kill you from a distance with a rail tank. That and the fact that now a days it only take's one hit from an av grenade or a swarm launcher and the tank is gone, so most of us either snipe or risk loosing that one tank. |
Nguruthos IX
Hellstorm Inc League of Infamy
698
|
Posted - 2013.07.07 05:28:00 -
[9] - Quote
Felix Faraday wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. What's new about this again? The most broken part about it is they are basically immune to being killed, except for maybe a lucky orbital. Anything else, they just roll back behind their little mountain and recall. CCP doesn't actually intend for Dropships to be used in normal games.
It's extra crappy because of how OP their damage is, how terrible (THE BEST) ds survivability is, and the fact that in anything other than Ambush you will have large rail guns, be them tanks or turrets, shooting at you with absolute impunity for the entire 15 minutes. If you get hit at all, you're likely dead. First hit will either kill you, send you into a ground/wall collision, or destabilize you making the second shot even easier to nail. Killing blow!
redlines in general are stupid. But this is just ******** |
Nguruthos IX
Hellstorm Inc League of Infamy
698
|
Posted - 2013.07.07 05:29:00 -
[10] - Quote
TheAmazing FlyingPig wrote:There's really not much more we can do aside from redlining. Potent AV has become more and more common. I still try to stay with the group in my Gunnlogi, but I've noticed that there are a lot more AV'ers out there, forcing me to hide and recall.
What a load Pig, If AV was non existent it would not preclude or curb the existence of redline rail tanking in ANY way.
Agreed, AV is ridiculous but please quit pretending that if we buff tanks or nerf AV that red rails will disappear. We're not that stupid. And PS, tank recall is being abused. |
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Nguruthos IX
Hellstorm Inc League of Infamy
698
|
Posted - 2013.07.07 05:34:00 -
[11] - Quote
DAMIOS82 wrote:you can look at it this way, if we where on the battlefield then all you would have to do is fly circle's around us to take us out, since our turrets don't go that far up, making it impossible to kill you's. Meaning we can only kill you from a distance with a rail tank. That and the fact that now a days it only take's one hit from an av grenade or a swarm launcher and the tank is gone, so most of us either snipe or risk loosing that one tank.
Ive been told to play a vehicle (esp flying) you need ground game running around to tank out AV. Sounds like tanks just need a single AV player to keep DS away (truth, that's all it takes). Its a team game. Redline is different than playing smart or having a good team to cover all positions. It's just boring and cheap.
I don't blame tankers though. I blame the game mechanics. This is something CCP needs to address, you'll never stop player behavior because it's unsavory or bad for the game overall.
If AFKing is a problem, CCP needs to prevent it. If MCC sniping is a problem, CCP needs to stop it. If Redline playing is a problem, CCP needs to alter or abolish the redline.
Till then, keep at it but know I'm not impressed :P |
Serimos Haeraven
Deep Space Republic Top Men.
100
|
Posted - 2013.07.07 05:58:00 -
[12] - Quote
Nguruthos IX wrote:DAMIOS82 wrote:you can look at it this way, if we where on the battlefield then all you would have to do is fly circle's around us to take us out, since our turrets don't go that far up, making it impossible to kill you's. Meaning we can only kill you from a distance with a rail tank. That and the fact that now a days it only take's one hit from an av grenade or a swarm launcher and the tank is gone, so most of us either snipe or risk loosing that one tank. Ive been told to play a vehicle (esp flying) you need ground game running around to tank out AV. Sounds like tanks just need a single AV player to keep DS away (truth, that's all it takes). Its a team game. Redline is different than playing smart or having a good team to cover all positions. It's just boring and cheap. I don't blame tankers though. I blame the game mechanics. This is something CCP needs to address, you'll never stop player behavior because it's unsavory or bad for the game overall. If AFKing is a problem, CCP needs to prevent it. If MCC sniping is a problem, CCP needs to stop it. If Redline playing is a problem, CCP needs to alter or abolish the redline. Till then, keep at it but know I'm not impressed :P My point exactly. |
Eurydice Itzhak
Militaires Sans Jeux
88
|
Posted - 2013.07.07 06:00:00 -
[13] - Quote
Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
105
|
Posted - 2013.07.07 14:35:00 -
[14] - Quote
Billi Gene wrote:yes well historically long range artillery is usually a pain in the butt, countered only by finding their position... which would be the job of well... aircraft usually.... with the extended map for aerial units, a dropship is actually the one unit capable of destroying rail snipers with any frequency.
Except you can't kill these things. They sit so far back in the redline you can barely fire on them, and if you do they just roll back further and recall.
I understand tankers have it tough. I'm just annoyed that their broken game is getting in the way of our broken game. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4497
|
Posted - 2013.07.07 14:37:00 -
[15] - Quote
Red line rail tanks are new?
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Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
|
Posted - 2013.07.07 14:53:00 -
[16] - Quote
Weapon locks in the redline fixes redline snipers and rail tanks. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
|
Posted - 2013.07.07 14:55:00 -
[17] - Quote
Nguruthos IX wrote:TheAmazing FlyingPig wrote:There's really not much more we can do aside from redlining. Potent AV has become more and more common. I still try to stay with the group in my Gunnlogi, but I've noticed that there are a lot more AV'ers out there, forcing me to hide and recall. What a load Pig, If AV was non existent it would not preclude or curb the existence of redline rail tanking in ANY way. Agreed, AV is ridiculous but please quit pretending that if we buff tanks or nerf AV that red rails will disappear. We're not that stupid.
Fixed |
Vos Nuwem
OMNI Endeavors
33
|
Posted - 2013.07.07 15:22:00 -
[18] - Quote
Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ"
redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair?
Guys this is adapt or die. This is war. |
J Lav
Opus Arcana Covert Intervention
108
|
Posted - 2013.07.07 15:24:00 -
[19] - Quote
I don't say this to be impertinent, but I don't see any compelling argument tin your posts to abolish long range sniping tanks. You obviously don't like them, but it is an effective force on the battlefield and is not without its drawbacks . There are some maps that are more prone to this than others, have a look at why they are and it may help you understand that drop ships aren't always a good choice. As afellow pilot, i suggest that the problem is more likely with dropships than with tanks.. for what is worth ifeel your pain, but by the same token, at sometime, I've raged at just about every weapon in the game.
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loumanchew
Ametat Security Amarr Empire
51
|
Posted - 2013.07.07 15:27:00 -
[20] - Quote
Billi Gene wrote:yes well historically long range artillery is usually a pain in the butt, countered only by finding their position... which would be the job of well... aircraft usually.... with the extended map for aerial units, a dropship is actually the one unit capable of destroying rail snipers with any frequency.
You are wrong, you cannot get into the red zone long enough to destroy any tank hiding like a little kitycat
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Vos Nuwem
OMNI Endeavors
34
|
Posted - 2013.07.07 15:31:00 -
[21] - Quote
If this helps dropships at all, the magic number seems to be 600m, that is the hard render/falloff i have found with railguns. |
S3dINS Destiva
Third Rock From The Sun
3
|
Posted - 2013.07.07 15:33:00 -
[22] - Quote
Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war.
This. |
N1ck Comeau
Pro Hic Immortalis
604
|
Posted - 2013.07.07 15:46:00 -
[23] - Quote
Redline tanks are really annoying and the only way i have found a way to kill them is for me to hit the tank as many times i can with my Ishukone Assault Forge gun, with 2 damage mods. then drop an OB on his head. |
Serimos Haeraven
Deep Space Republic Top Men.
104
|
Posted - 2013.07.07 16:06:00 -
[24] - Quote
Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war. The problem with your argument is that you're comparing red-line sniper tanks (which are impossible to shoot) to Howitzers and artillery, which isn't what they are. They are tanks, suited with turrets that are designed to take out enemies at long range, but not to cheat by sitting behind their red line where absolutely NO ONE can reach them, and use their overly powered range to their advantage. If you want to sit behind the redline then fine, but the least that needs to be done is a reduction to the railgun range, because when i am being shot 1,500 meters in the air and 2000 meters across the map, there is something severely wrong here. Howitzers don't attack helicopters either, so seriously, get rid of your idea that "this is war" and they are "howitzers", because this is Dust 514, and the devs have proven they have a long way to go before they address all of the issues surrounding un-balanced and un-fair gameplay. |
Mobius Wyvern
BetaMax. CRONOS.
2213
|
Posted - 2013.07.07 16:32:00 -
[25] - Quote
Felix Faraday wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. What's new about this again? The most broken part about it is they are basically immune to being killed, except for maybe a lucky orbital. Anything else, they just roll back behind their little mountain and recall. CCP doesn't actually intend for Dropships to be used in normal games. Don't worry, my friend! This will all be solved by CCP Blam!'s new Bomber Dropships! |
Heathen Bastard
Kang Lo Directorate Gallente Federation
326
|
Posted - 2013.07.07 16:35:00 -
[26] - Quote
Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war.
So real howitzers get shot once, and then the driver rolls it back, calls it out, and brings a shiny new one onto the field 15 seconds later?
I've been using tanks and I think that's just ****ing borked. make it so you can't call in vehicles for a minute or something after using the callback. |
Mobius Wyvern
BetaMax. CRONOS.
2213
|
Posted - 2013.07.07 16:37:00 -
[27] - Quote
Heathen Bastard wrote:Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war. So real howitzers get shot once, and then the driver rolls it back, calls it out, and brings a shiny new one onto the field 15 seconds later? I've been using tanks and I think that's just ****ing borked. make it so you can't call in vehicles for a minute or something after using the callback. No.
Better.
Make an RDV actually come out and retrieve the vehicle.
That way my Forge Bros and I can wait for it to latch on, and then take out both vehicles in one shot. |
Serimos Haeraven
Deep Space Republic Top Men.
104
|
Posted - 2013.07.07 16:37:00 -
[28] - Quote
What i find even more humiliating to certain corps is that in literally every single PC i have participated in, factions like ILL OMENS, Synergy, and a few more i can't remember at this time have all used red-line sniper tanks during the PC matches. That's one thing i hate most about those "top corporations" the only reason many of them are at the top is because they understand the overpowered items and use them with 0 humility or understanding that it's completely unfair. And i know all they would say to that is "tough ****, we are the best because we don't consider right and wrong", but a corp that knows what's completely unfair and choses to say "i don't think we will participate in that" is really a corp that deserves to be on top. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1447
|
Posted - 2013.07.07 16:41:00 -
[29] - Quote
Nguruthos IX wrote:TheAmazing FlyingPig wrote:There's really not much more we can do aside from redlining. Potent AV has become more and more common. I still try to stay with the group in my Gunnlogi, but I've noticed that there are a lot more AV'ers out there, forcing me to hide and recall. What a load Pig, If AV was non existent it would not preclude or curb the existence of redline rail tanking in ANY way. Agreed, AV is ridiculous but please quit pretending that if we buff tanks or nerf AV that red rails will disappear. We're not that stupid. And PS, tank recall is being abused.
If AV were nonexistent, this wouldn't be a fun game. I like being shot at. It means someone has decided that I'm a big enough threat to them that they need to go out of their way to target me specifically, meaning the other blueberries don't have to worry too much about him going after them.
If you've read a few of my walls of text in the past, I actually believe tanks and dropships are in good spots right now. The HP values allow for taking a handful of shots to the face, allowing decent enough time to find cover. A few values need to be tweaked, but for the most part, the problem stems from how easy it is to skill into these weapons, and I can't honestly come up with a viable solution aside from "LOLMORESPSINKS", which no one wants.
I also know that redline tanks will never go away until there is no redline. The path of least resistance will always be favorable. Why risk going out in the open when I'm safe behind these hills? I like moving with the blue dots, popping installations / would-be murder taxi's, but the ease, power, and quantity of AV on the field is forcing me further and further back until there's really no point in me calling in vehicles anymore, putting my 10m SP to waste because the other guy spent under 1m on his proto swarm. |
Mobius Wyvern
BetaMax. CRONOS.
2213
|
Posted - 2013.07.07 16:46:00 -
[30] - Quote
TheAmazing FlyingPig wrote:Nguruthos IX wrote:TheAmazing FlyingPig wrote:There's really not much more we can do aside from redlining. Potent AV has become more and more common. I still try to stay with the group in my Gunnlogi, but I've noticed that there are a lot more AV'ers out there, forcing me to hide and recall. What a load Pig, If AV was non existent it would not preclude or curb the existence of redline rail tanking in ANY way. Agreed, AV is ridiculous but please quit pretending that if we buff tanks or nerf AV that red rails will disappear. We're not that stupid. And PS, tank recall is being abused. If AV were nonexistent, this wouldn't be a fun game. I like being shot at. It means someone has decided that I'm a big enough threat to them that they need to go out of their way to target me specifically, meaning the other blueberries don't have to worry too much about him going after them. If you've read a few of my walls of text in the past, I actually believe tanks and dropships are in good spots right now. The HP values allow for taking a handful of shots to the face, allowing decent enough time to find cover. A few values need to be tweaked, but for the most part, the problem stems from how easy it is to skill into these weapons, and I can't honestly come up with a viable solution aside from "LOLMORESPSINKS", which no one wants. I also know that redline tanks will never go away until there is no redline. The path of least resistance will always be favorable. Why risk going out in the open when I'm safe behind these hills? I like moving with the blue dots, popping installations / would-be murder taxi's, but the ease, power, and quantity of AV on the field is forcing me further and further back until there's really no point in me calling in vehicles anymore, putting my 10m SP to waste because the other guy spent under 1m on his proto swarm. The issue is faceroll Swarms.
You can fit a suit to give Proto Swarms more damage than a ******* Forge Gun, on a SEEKER weapon.
What really frustrates me is how no one seems to realize how ******** that is.
If you could get that kind of damage from a Plasma Cannon, that would be perfectly fine, because it's an UNGUIDED weapon.
If you want to not have to aim, you should lose damage output as a counter. |
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Vos Nuwem
OMNI Endeavors
34
|
Posted - 2013.07.07 16:51:00 -
[31] - Quote
if i were to rage about swarms being over powered, id be called a troll odds are. they only do 3k dmg with all my hardeners running and can take hairpin turns with ease :D |
Mobius Wyvern
BetaMax. CRONOS.
2215
|
Posted - 2013.07.07 17:17:00 -
[32] - Quote
Vos Nuwem wrote:if i were to rage about swarms being over powered, id be called a troll odds are. they only do 3k dmg with all my hardeners running and can take hairpin turns with ease :D Pffft, there aren't many people left that would actually seriously defend those things anymore. They've been stupidly overpowered for ages. |
Spycrab Potato
Hold-Your-Fire
99
|
Posted - 2013.07.07 17:23:00 -
[33] - Quote
As a rail tanker, i love it when people call in drop ships. They are very easy targets. |
Ninjanomyx
Internal Error. League of Infamy
90
|
Posted - 2013.07.07 17:50:00 -
[34] - Quote
Railgun Sniping ain't what you are all making it out to be..... The Draw Distance makes spotting anything finicky @ best. More often than not I can't see a Dropship before it gets into its Optimal Position (On top of a Structure) where it is thusly recalled. What proceeds is an unavoidable Time-Sink of HAVs & Dropships no longer being called out on the opposite side (LAVs are mostly exempt) due to the now impervious positioning of an Assault FG & LOLSwarm (You only need 1, but 2 = Map Win). Add a Sniper to the mix (In a Logi Suit of course....) & you now have a 3-Man Cell capable of Total Map Control with no fear of opposition.
An Assault Dropship can essentially frustrate & pin a Tank if the Pilot is skilled. Couple the Draw Distance Issues (Often targets disappear even as I move CLOSER to it.....) with a quick moving Vehicle that can hide out of range of EVERYTHING & swoop down overhead to persistently pester, causing a game of Cat & Mouse to commence where nobody wins. Then, from out of nowhere, the hidden Dropship deploys AV right next to you, & there goes the Tank.
Dropships are technically in a better place than Tanks due to Applications & Flight Ceiling Abuse. Not to say they don't need some love (WP/Spawn) but I assure you that a Skilled Pilot will survive just fine. Tanks will continue Redline Sniping b/c EVERYTHING is their Counter:
LAV + Lai Dai Packed = FEAR Proto Assault Forge (Idk why a faster RoF gets more Damage than Standard.....illogical, Variant is OP) = Terror ***Proto Swarms = Auto-Loss (Pre-Module Activated @ Full Shield before hit on Max Madrugar = 2/3 Armor HP left, only survives if Insta-Recall after 1st hit)*** Dropship dropping off AV or playing Hide 'n Seek w/ Flight Ceiling Other Redline Sniping Tank....
The only thing not an issue to Vehicles are Plasma Cannon (Dumbfire w/ Arc & low Damage/Range). So until there is Balance to where 1 AV guy can't Solo the Map (Even w/o OP height advantage.....) & Draw Distance Issues are fixed, there is no incentive to stop Redline Rail Sniping. Everyone tries to protect their investment.....& ours (Vehicles minus LAV) runs the Wallet into the Red for 5-10 Matches (STD & ENF respectively) @ the loss of just 1. Anyone b**ching about someone trying to avoid Death is an ignoramus & a liability on the field of Battle. |
Serimos Haeraven
Deep Space Republic Top Men.
105
|
Posted - 2013.07.07 19:08:00 -
[35] - Quote
Ninjanomyx wrote: Railgun Sniping ain't what you are all making it out to be..... The Draw Distance makes spotting anything finicky @ best. More often than not I can't see a Dropship before it gets into its Optimal Position (On top of a Structure) where it is thusly recalled. What proceeds is an unavoidable Time-Sink of HAVs & Dropships no longer being called out on the opposite side (LAVs are mostly exempt) due to the now impervious positioning of an Assault FG & LOLSwarm (You only need 1, but 2 = Map Win). Add a Sniper to the mix (In a Logi Suit of course....) & you now have a 3-Man Cell capable of Total Map Control with no fear of opposition.
An Assault Dropship can essentially frustrate & pin a Tank if the Pilot is skilled. Couple the Draw Distance Issues (Often targets disappear even as I move CLOSER to it.....) with a quick moving Vehicle that can hide out of range of EVERYTHING & swoop down overhead to persistently pester, causing a game of Cat & Mouse to commence where nobody wins. Then, from out of nowhere, the hidden Dropship deploys AV right next to you, & there goes the Tank.
Dropships are technically in a better place than Tanks due to Applications & Flight Ceiling Abuse. Not to say they don't need some love (WP/Spawn) but I assure you that a Skilled Pilot will survive just fine. Tanks will continue Redline Sniping b/c EVERYTHING is their Counter:
LAV + Lai Dai Packed = FEAR Proto Assault Forge (Idk why a faster RoF gets more Damage than Standard.....illogical, Variant is OP) = Terror ***Proto Swarms = Auto-Loss (Pre-Module Activated @ Full Shield before hit on Max Madrugar = 2/3 Armor HP left, only survives if Insta-Recall after 1st hit)*** Dropship dropping off AV or playing Hide 'n Seek w/ Flight Ceiling Other Redline Sniping Tank....
The only thing not an issue to Vehicles are Plasma Cannon (Dumbfire w/ Arc & low Damage/Range). So until there is Balance to where 1 AV guy can't Solo the Map (Even w/o OP height advantage.....) & Draw Distance Issues are fixed, there is no incentive to stop Redline Rail Sniping. Everyone tries to protect their investment.....& ours (Vehicles minus LAV) runs the Wallet into the Red for 5-10 Matches (STD & ENF respectively) @ the loss of just 1. Anyone b**ching about someone trying to avoid Death is an ignoramus & a liability on the field of Battle. The issue i have with redline tanks is that assault dropships cannot pin a tank at all, i say this with 100% certainty because i have tried it countless amounts of times, attempting to hover over the tank but being ultimately unable to because of the redline making the time i have to lower only 16 seconds before it forces me to commit suicide. And even if they aren't behind the redline, if they are a proto tank with resist mods my XT-Accelarated Launchers (the best turret a DS can have) still do absolutely nothing to the proto fitted tank, And to say that tanks are completely vulnerable is ridiculous, i good tank can get around 5000-6000 shield with resistance mods on, making it nearly unstoppable if its used correctly, While a fully tanked dropship gets only 4,600 shields with absolutely 0 resist mods available because all of the highslots are then used. The balance between dropship and tank is certaintly not in the DS's favor at all, because tanks have the ability to at least be tanked very well if they apply the proto fits that are needed to do so, but even with proto fits on a DS, it still stands absolutely no chance against redline tank snipers, and still costs the same amount to restock as a proto tank. |
CharCharOdell
Shining Flame Amarr Empire
268
|
Posted - 2013.07.07 19:09:00 -
[36] - Quote
I'm a tanker and I try not to redline snipe like I did in Chromosome (42:0 on Man us Peak was average), but it's hard. See, if we get too close to AV, we can get soloed. If tankers were 50% cheaper, we could make a profit by living through 3 matches instead of six, and therefore, would be less inclined to rail snipe.
That being said, drop ships need a major defensive and offensive buff. Rail guns are fine the way they are. At least y'all don't render past 300m and we don't do 5000 DMG per shot anymore.
Drop ships need to cos t 10% of wut they do now |
CharCharOdell
Shining Flame Amarr Empire
268
|
Posted - 2013.07.07 19:11:00 -
[37] - Quote
Ninjanomyx wrote: Railgun Sniping ain't what you are all making it out to be..... The Draw Distance makes spotting anything finicky @ best. More often than not I can't see a Dropship before it gets into its Optimal Position (On top of a Structure) where it is thusly recalled. What proceeds is an unavoidable Time-Sink of HAVs & Dropships no longer being called out on the opposite side (LAVs are mostly exempt) due to the now impervious positioning of an Assault FG & LOLSwarm (You only need 1, but 2 = Map Win). Add a Sniper to the mix (In a Logi Suit of course....) & you now have a 3-Man Cell capable of Total Map Control with no fear of opposition.
An Assault Dropship can essentially frustrate & pin a Tank if the Pilot is skilled. Couple the Draw Distance Issues (Often targets disappear even as I move CLOSER to it.....) with a quick moving Vehicle that can hide out of range of EVERYTHING & swoop down overhead to persistently pester, causing a game of Cat & Mouse to commence where nobody wins. Then, from out of nowhere, the hidden Dropship deploys AV right next to you, & there goes the Tank.
Dropships are technically in a better place than Tanks due to Applications & Flight Ceiling Abuse. Not to say they don't need some love (WP/Spawn) but I assure you that a Skilled Pilot will survive just fine. Tanks will continue Redline Sniping b/c EVERYTHING is their Counter:
LAV + Lai Dai Packed = FEAR Proto Assault Forge (Idk why a faster RoF gets more Damage than Standard.....illogical, Variant is OP) = Terror ***Proto Swarms = Auto-Loss (Pre-Module Activated @ Full Shield before hit on Max Madrugar = 2/3 Armor HP left, only survives if Insta-Recall after 1st hit)*** Dropship dropping off AV or playing Hide 'n Seek w/ Flight Ceiling Other Redline Sniping Tank....
The only thing not an issue to Vehicles are Plasma Cannon (Dumbfire w/ Arc & low Damage/Range). So until there is Balance to where 1 AV guy can't Solo the Map (Even w/o OP height advantage.....) & Draw Distance Issues are fixed, there is no incentive to stop Redline Rail Sniping. Everyone tries to protect their investment.....& ours (Vehicles minus LAV) runs the Wallet into the Red for 5-10 Matches (STD & ENF respectively) @ the loss of just 1. Anyone b**ching about someone trying to avoid Death is an ignoramus & a liability on the field of Battle.
|
Rynoceros
Rise Of Old Dudes
209
|
Posted - 2013.07.07 19:11:00 -
[38] - Quote
I've taken down 3 dropships already today with AV grenades. This is my favorite new thing. |
Serimos Haeraven
Deep Space Republic Top Men.
105
|
Posted - 2013.07.07 19:11:00 -
[39] - Quote
CharCharOdell wrote:I'm a tanker and I try not to redline snipe like I did in Chromosome (42:0 on Man us Peak was average), but it's hard. See, if we get too close to AV, we can get soloed. If tankers were 50% cheaper, we could make a profit by living through 3 matches instead of six, and therefore, would be less inclined to rail snipe.
That being said, drop ships need a major defensive and offensive buff. Rail guns are fine the way they are. At least y'all don't render past 300m and we don't do 5000 DMG per shot anymore.
Drop ships need to cos t 10% of wut they do now I have seen your tank posts before and know you're a pretty experienced tanker, and honestly this is an idea i would support. If my ADS that's totally proto-fitted could actually do decent damage to a Proto-tank, i honestly wouldn't have much of an issue. But even when the tank is exposed, my turrets do absolutely nothing to it. And I'm not so sure about the render thing... I'm telling you, there was a railgun tank sniper that seemed to be able to see me where-ever i was in the entire map, even when i was extremely high. |
Serimos Haeraven
Deep Space Republic Top Men.
105
|
Posted - 2013.07.07 19:13:00 -
[40] - Quote
Rynoceros wrote:I've taken down 3 dropships already today with AV grenades. This is my favorite new thing. Honestly you must have been taking out noob Viper militia fits, because i can be honest, AV grenades are useless when they are thrown against my 31% resist mod with 1,860 shield as well on my ADS. |
|
Soldiersaint
Reaper Galactic
17
|
Posted - 2013.07.07 19:16:00 -
[41] - Quote
Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. |
Serimos Haeraven
Deep Space Republic Top Men.
105
|
Posted - 2013.07.07 19:24:00 -
[42] - Quote
Soldiersaint wrote:Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. Except it's completely unreasonable to have anti-air tanks when you already have tanks that are completely capable of being "anti-air" with their redline railgun sniping, so why you would even want an "anti-air" tank is stupid, because you already have the best all around anti-vehicle, anti-air, anti-infantry vehicle in the entire game. Well, apart from their also game-breaking "Murder taxi" that makes this game mario-cart 514 for many infantry players getting ran over and unable to do anything about it. Also, Eurydice, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one. |
Operative 1171 Aajli
D3LTA ACADEMY Inver Brass
44
|
Posted - 2013.07.07 23:23:00 -
[43] - Quote
Why I redline snipe:
Because there is always a redline sniper rail tank on the other side.
I got sick of running a blaster tank only for the opposition to just call down a rail tank on the hill and get me before I can tell what direction they are actually firing from.
So. I have become THAT guy.
However, I would suggest running a redline sniper tank if you want to learn how to better use your dropship.
I am a much better dropship pilot now knowing where and how that tank will operate. |
Serimos Haeraven
Deep Space Republic Top Men.
106
|
Posted - 2013.07.07 23:28:00 -
[44] - Quote
Operative 1171 Aajli wrote:Why I redline snipe:
Because there is always a redline sniper rail tank on the other side.
I got sick of running a blaster tank only for the opposition to just call down a rail tank on the hill and get me before I can tell what direction they are actually firing from.
So. I have become THAT guy.
However, I would suggest running a redline sniper tank if you want to learn how to better use your dropship.
I am a much better dropship pilot now knowing where and how that tank will operate. I would but it would cost too much SP to skill into just to learn, and i do have a very good idea on how to avoid them, but that doesn't mean the good ones can abosolutely demolish me if i don't notice them at first. I have learned as a DS pilot where they like to hide, and the relative range they can look up and see me at. But still the issue remains that they can shoot from such far distances, it's ridiculously unfair. So much so that it's forcing people to do it like yourself because it's just so powerful. |
CharCharOdell
Shining Flame Amarr Empire
273
|
Posted - 2013.07.07 23:36:00 -
[45] - Quote
Serimos Haeraven wrote:Soldiersaint wrote:Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. Except it's completely unreasonable to have anti-air tanks when you already have tanks that are completely capable of being "anti-air" with their redline railgun sniping, so why you would even want an "anti-air" tank is stupid, because you already have the best all around anti-vehicle, anti-air, anti-infantry vehicle in the entire game. Well, apart from their also game-breaking "Murder taxi" that makes this game mario-cart 514 for many infantry players getting ran over and unable to do anything about it. Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one.
Oh, contrare! Here is the thread you seek: https://forums.dust514.com/default.aspx?g=posts&t=92566&find=unread |
CharCharOdell
Shining Flame Amarr Empire
273
|
Posted - 2013.07.07 23:38:00 -
[46] - Quote
Serimos Haeraven wrote:Operative 1171 Aajli wrote:Why I redline snipe:
Because there is always a redline sniper rail tank on the other side.
I got sick of running a blaster tank only for the opposition to just call down a rail tank on the hill and get me before I can tell what direction they are actually firing from.
So. I have become THAT guy.
However, I would suggest running a redline sniper tank if you want to learn how to better use your dropship.
I am a much better dropship pilot now knowing where and how that tank will operate. I would but it would cost too much SP to skill into just to learn, and i do have a very good idea on how to avoid them, but that doesn't mean the good ones can abosolutely demolish me if i don't notice them at first. I have learned as a DS pilot where they like to hide, and the relative range they can look up and see me at. But still the issue remains that they can shoot from such far distances, it's ridiculously unfair. So much so that it's forcing people to do it like yourself because it's just so powerful.
It actually isn't that powerful compared to Chromosome...at least you get to know you're going to die before you die. Instead of asking for tank nerfs, ask for dropship buffs. Nobody will be against this. You have my vote. It'd be fun to have to work as a team to take out a dropship. |
Serimos Haeraven
Deep Space Republic Top Men.
108
|
Posted - 2013.07.07 23:43:00 -
[47] - Quote
CharCharOdell wrote:Serimos Haeraven wrote:Soldiersaint wrote:Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. Except it's completely unreasonable to have anti-air tanks when you already have tanks that are completely capable of being "anti-air" with their redline railgun sniping, so why you would even want an "anti-air" tank is stupid, because you already have the best all around anti-vehicle, anti-air, anti-infantry vehicle in the entire game. Well, apart from their also game-breaking "Murder taxi" that makes this game mario-cart 514 for many infantry players getting ran over and unable to do anything about it. Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one. Oh, contrare! Here is the thread you seek: https://forums.dust514.com/default.aspx?g=posts&t=92566&find=unread Charchar, please don't troll on these threads, i have already read that topic as a matter of fact and completely disregarded it because not only is it completely false, it's also ignoring the mass differences between tanks and dropships, and how the proto fits of both are extremely unbalanced. If you were really being serious about that thread... it would be very contradictory to how reasonable you often seem on the forums. |
Serimos Haeraven
Deep Space Republic Top Men.
108
|
Posted - 2013.07.07 23:44:00 -
[48] - Quote
CharCharOdell wrote:Serimos Haeraven wrote:Operative 1171 Aajli wrote:Why I redline snipe:
Because there is always a redline sniper rail tank on the other side.
I got sick of running a blaster tank only for the opposition to just call down a rail tank on the hill and get me before I can tell what direction they are actually firing from.
So. I have become THAT guy.
However, I would suggest running a redline sniper tank if you want to learn how to better use your dropship.
I am a much better dropship pilot now knowing where and how that tank will operate. I would but it would cost too much SP to skill into just to learn, and i do have a very good idea on how to avoid them, but that doesn't mean the good ones can abosolutely demolish me if i don't notice them at first. I have learned as a DS pilot where they like to hide, and the relative range they can look up and see me at. But still the issue remains that they can shoot from such far distances, it's ridiculously unfair. So much so that it's forcing people to do it like yourself because it's just so powerful. It actually isn't that powerful compared to Chromosome...at least you get to know you're going to die before you die. Instead of asking for tank nerfs, ask for dropship buffs. Nobody will be against this. You have my vote. It'd be fun to have to work as a team to take out a dropship. Then why on your thread are you asking for "OP dropships" to be nerfed? |
Nguruthos IX
Hellstorm Inc League of Infamy
722
|
Posted - 2013.07.07 23:45:00 -
[49] - Quote
The biggest thread to dropships is CCP |
Baal Roo
Subdreddit Test Alliance Please Ignore
1825
|
Posted - 2013.07.07 23:47:00 -
[50] - Quote
Billi Gene wrote:yes well historically long range artillery is usually a pain in the butt, countered only by finding their position... which would be the job of well... aircraft usually.... with the extended map for aerial units, a dropship is actually the one unit capable of destroying rail snipers with any frequency.
yeah, except it's not possible to even get to them to do any damage. |
|
Baal Roo
Subdreddit Test Alliance Please Ignore
1825
|
Posted - 2013.07.07 23:53:00 -
[51] - Quote
Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ"
I agree. Instead, the redline should basically be a big shield system that incinerates all incoming and outgoing ballistics. You can't fire into it, you can't fire out of it.
Quote: redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair?
Guys this is adapt or die. This is war.
Yeah, I absolutely expect that if there is an enemy on the field, I should be able to engage them in battle. There is no "redline" in real life. Sure the howitzers may be way back in the back of the engagement, but if they can shoot at me, there should be some way in which I can get to them and return fire.
|
Serimos Haeraven
Deep Space Republic Top Men.
114
|
Posted - 2013.07.08 00:27:00 -
[52] - Quote
Baal Roo wrote: Yeah, I absolutely expect that if there is an enemy on the field, I should be able to engage them in battle. There is no "redline" in real life. Sure the howitzers may be way back in the back of the engagement, but if they can shoot at me, there should be some way in which I can get to them and return fire.
Well put, and again emphasizes the need to get rid of this outrageous flaw in Dust. |
SnakeSix
Pradox One
12
|
Posted - 2013.07.08 00:41:00 -
[53] - Quote
There's like 0 love in this game for DS pilots |
Nguruthos IX
Hellstorm Inc League of Infamy
763
|
Posted - 2013.07.08 00:43:00 -
[54] - Quote
Serimos Haeraven wrote:Soldiersaint wrote:Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. Except it's completely unreasonable to have anti-air tanks when you already have tanks that are completely capable of being "anti-air" with their redline railgun sniping, so why you would even want an "anti-air" tank is stupid, because you already have the best all around anti-vehicle, anti-air, anti-infantry vehicle in the entire game. Well, apart from their also game-breaking "Murder taxi" that makes this game mario-cart 514 for many infantry players getting ran over and unable to do anything about it. Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one.
LOL the only "air" currently is dropships and for the next 2 years the only air will be dropships.
So really what he asked for, and when CCP granted people is an "Anti dropship tank". Which is -absolutely- outrageous |
Serimos Haeraven
Deep Space Republic Top Men.
138
|
Posted - 2013.07.08 00:57:00 -
[55] - Quote
Nguruthos IX wrote:Serimos Haeraven wrote:Soldiersaint wrote:Eurydice Itzhak wrote:Don't forget we are getting a HAV specifically designed for anti aircraft. No one asked for it, but here it comes. Ccp doesn't read about or play this game.
Ccp is like the honey badger. It don't care. ive been asking for aa tanks for months now guy. so yes people have been asking for them. Except it's completely unreasonable to have anti-air tanks when you already have tanks that are completely capable of being "anti-air" with their redline railgun sniping, so why you would even want an "anti-air" tank is stupid, because you already have the best all around anti-vehicle, anti-air, anti-infantry vehicle in the entire game. Well, apart from their also game-breaking "Murder taxi" that makes this game mario-cart 514 for many infantry players getting ran over and unable to do anything about it. Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one. LOL the only "air" currently is dropships and for the next 2 years the only air will be dropships. So really what he asked for, and when CCP granted people is an "Anti dropship tank". Which is -absolutely- outrageous What i really don't get is that these redline tanks have proven there already is such a thing as an "anti-air" tank, themselves. And you're right, trying to implement a tank that's specifically designed to take down dropships would be so unbelievable, i doubt they would do it at all. Time will tell, and I'll certainly be paying attention to what happens. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
580
|
Posted - 2013.07.08 01:00:00 -
[56] - Quote
Serimos Haeraven wrote:Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one.
There is one, under [Veteran_Xocoyol Zaraoul] somewhere in early closed beta, back when it was a neat concept and dropships were not made of glass. Can't think of any recent ones though... For obvious reasons. |
Serimos Haeraven
Deep Space Republic Top Men.
138
|
Posted - 2013.07.08 01:02:00 -
[57] - Quote
Xocoyol Zaraoul wrote:Serimos Haeraven wrote:Also, Soldiersaint, link me to a well-supported thread where there is a mass conscientious for "anti-air" tanks, because there isn't one. There is one, under [Veteran_Xocoyol Zaraoul] somewhere in early closed beta, back when it was a neat concept and dropships were not made of glass. Can't think of any recent ones though... For obvious reasons. My point exactly, having one now would be the biggest mistake of CCP in all of their history in updating. Dropships are so innafective in their current state it's nearly impossible to manage a profit of any kind. |
Nexus Tau
DIOS X. II
43
|
Posted - 2013.07.08 01:25:00 -
[58] - Quote
Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. Don't get me wrong, redline snipers have always been present in the world of Dust, however the recent addition of range-to-damage drop off with handheld weapons (such as the forge gun) has created a larger incentive to take a railgun tank behind the redline and snipe with it instead of use the formally overpowered forge-gun. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. And even when i do actually locate them, it's absolutely impossible for me to even get 1 shot on them because of the extremely short range of the small missle launchers on my DS (even though they are XT prototype launchers), and also because they are so far behind the redline even while flying a dropship very fast to him, There's not even enough time to get close enough to take 1 shot, which wouldn't even do anything to them because tanks are able to have such high shields and armor, so the tank is able to sit there and take out as many vehicles as he/she wants while no one can do anything about it, even if they do know exactly where they are. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. Words, way to many. |
Serimos Haeraven
Deep Space Republic Top Men.
142
|
Posted - 2013.07.08 01:29:00 -
[59] - Quote
Nexus Tau wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. Don't get me wrong, redline snipers have always been present in the world of Dust, however the recent addition of range-to-damage drop off with handheld weapons (such as the forge gun) has created a larger incentive to take a railgun tank behind the redline and snipe with it instead of use the formally overpowered forge-gun. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. And even when i do actually locate them, it's absolutely impossible for me to even get 1 shot on them because of the extremely short range of the small missle launchers on my DS (even though they are XT prototype launchers), and also because they are so far behind the redline even while flying a dropship very fast to him, There's not even enough time to get close enough to take 1 shot, which wouldn't even do anything to them because tanks are able to have such high shields and armor, so the tank is able to sit there and take out as many vehicles as he/she wants while no one can do anything about it, even if they do know exactly where they are. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. Words, way to many. If you think that's a lot of words man, I feel sorry for ya.. it's about a 2 minute read. |
Operative 1171 Aajli
D3LTA ACADEMY Inver Brass
54
|
Posted - 2013.07.08 01:49:00 -
[60] - Quote
Baal Roo wrote:Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" I agree. Instead, the redline should basically be a big shield system that incinerates all incoming and outgoing ballistics. You can't fire into it, you can't fire out of it. Quote: redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair?
Guys this is adapt or die. This is war.
Yeah, I absolutely expect that if there is an enemy on the field, I should be able to engage them in battle. There is no "redline" in real life. Sure the howitzers may be way back in the back of the engagement, but if they can shoot at me, there should be some way in which I can get to them and return fire.
The redline represents "the front". The front is that point where you just can't push any further because the enemy is sitting en masse.
You can't have hundreds of troops et al in this game without it lagging hence the virtual redline.
That redline is needed considering in a real war you wounldn't just have people leaping and bounding right on over to your side or tearassing around in LAV and surviving long enough to actually put the hurt on you.
If they made this game more realistic in the ease with which one could die and NOT come back to the game then maybe you could get rid of the virtual redline.
I like that there is a place on the very small maps to stage from. You have to have a safe staging area well behind enemy lines. Since we can't get well behind enemy lines this is a work around for it. |
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Serimos Haeraven
Deep Space Republic Top Men.
147
|
Posted - 2013.07.08 02:08:00 -
[61] - Quote
Operative 1171 Aajli wrote:Baal Roo wrote:Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" I agree. Instead, the redline should basically be a big shield system that incinerates all incoming and outgoing ballistics. You can't fire into it, you can't fire out of it. Quote: redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair?
Guys this is adapt or die. This is war.
Yeah, I absolutely expect that if there is an enemy on the field, I should be able to engage them in battle. There is no "redline" in real life. Sure the howitzers may be way back in the back of the engagement, but if they can shoot at me, there should be some way in which I can get to them and return fire. The redline represents "the front". The front is that point where you just can't push any further because the enemy is sitting en masse. You can't have hundreds of troops et al in this game without it lagging hence the virtual redline. That redline is needed considering in a real war you wounldn't just have people leaping and bounding right on over to your side or tearassing around in LAV and surviving long enough to actually put the hurt on you. If they made this game more realistic in the ease with which one could die and NOT come back to the game then maybe you could get rid of the virtual redline. I like that there is a place on the very small maps to stage from. You have to have a safe staging area well behind enemy lines. Since we can't get well behind enemy lines this is a work around for it. Well i mean, that much is obvious, but you shouldn't be able to shoot from your front while no one can get "behind enemy lines" and take you out all the same. There was always a front in war, but in many circumstances enemies breached eachothers fronts constantly. |
J Lav
Opus Arcana Covert Intervention
114
|
Posted - 2013.07.08 11:32:00 -
[62] - Quote
I'm still only hearing "It's not fair!" without any reasonable argument as to what isn't fair about it. The premise seems to be "Because my dropship can't shoot them, it's not fair..."
Maybe a dropship shouldn't be able to fly under a massive flying death dealing ship called an MCC, and survive to shoot someone under it.?
There are drawbacks to sniping, in a tank or otherwise. ie. no presence on the objectives, and CCP has kindly obscured line of sight to key locations on the map. Use this to your advantage. And by the way, swarms, Forge guns and Rail tanks are an effective counter to pushing a redline sniper off their hill and disrupt their aim for a time. Not to mention, when shooting that far in a tank, the render fall off prevents you from seeing what you're shooting at.
For those saying they don't have the SP to "try rail sniping" a Sica, with a couple of militia mods is cheaper than a proto suit, and requires no SP to use. |
Sollemnis Aelinos
89th Infantry Division
55
|
Posted - 2013.07.08 11:40:00 -
[63] - Quote
why not do wat they did in bf3, allowed dropships and fighters to go past the red line |
howard sanchez
DUST University Ivy League
597
|
Posted - 2013.07.08 13:33:00 -
[64] - Quote
Serimos Haeraven wrote:Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war. The problem with your argument is that you're comparing red-line sniper tanks (which are impossible to shoot) to Howitzers and artillery, which isn't what they are. They are tanks, suited with turrets that are designed to take out enemies at long range, but not to cheat by sitting behind their red line where absolutely NO ONE can reach them, and use their overly powered range to their advantage. If you want to sit behind the redline then fine, but the least that needs to be done is a reduction to the railgun range, because when i am being shot 1,500 meters in the air and 2000 meters across the map, there is something severely wrong here. Howitzers don't attack helicopters either, so seriously, get rid of your idea that "this is war" and they are "howitzers", because this is Dust 514, and the devs have proven they have a long way to go before they address all of the issues surrounding un-balanced and un-fair gameplay. The reason people have no room to QQ about bringing back redline shooting is because it's a feature that is easily considered abuse of the game. No one can reach those tanks, and the only reason they sit back there is because they know that their range is extremely over powered for the damage they are able to do at such a long range, it's an abusive tactic and there's no doubt in my mind that that kind of behavior is just taking advantage of a mis-coding in CCP's script. Maybe you should post another fat block of text whine that has no basis in reality. -1 JLav is exactly correct in his position. Opinions are a dime a dozen but your argument in support of your opinion isn't worth the dime |
Scheneighnay McBob
Blueberry Gunners
1986
|
Posted - 2013.07.08 14:03:00 -
[65] - Quote
Dropships got another stealth nerf that makes them even less viable.
Now, they explode before they it the ground, so you have no chance to recover your altitude by using an armor rep. |
gbghg
L.O.T.I.S. RISE of LEGION
2317
|
Posted - 2013.07.08 14:27:00 -
[66] - Quote
Redline rail tanks are incredibly boring to play as, have despite some people protestations, good line of sight on most of the objectives on the map (and if jot directly on them then on the area around them), and are far too effective for how little they risk. |
Laurent Cazaderon
What The French CRONOS.
1752
|
Posted - 2013.07.08 14:41:00 -
[67] - Quote
the more i think about tanks, the more i tend to think having long range turrets for them is a crappy idea. |
The Final Fantasy
Regime Of Shadow Marines
10
|
Posted - 2013.07.08 15:20:00 -
[68] - Quote
Felix Faraday wrote:Serimos Haeraven wrote:The most concerning, game-breaking component of Dust as far as Dropships are concerned are Railgun tank red-line snipers. It's a mouthfull, but that use of the tank makes it so over powered its ridiculous. There are moments i have been literally about 1,500 feet in the air and out of no where all i hear is a little "tick" noise and more than half of my ADS's shield is down (mind you i have a 31% shield resist) and there is absolutely no way to tell where the shot came from. When i lower the ds down to investigate where exactly the shot came from, i get hit yet again because the tank is constantly able to watch me behind the red-lined area of their side. It's the most pathetic, useless, and disgusting tactic i have ever witnessed in all of my time playing Dust, and i hope it's abolished quickly. What's new about this again? The most broken part about it is they are basically immune to being killed, except for maybe a lucky orbital. Anything else, they just roll back behind their little mountain and recall. CCP doesn't actually intend for Dropships to be used in normal games. you talking about a Red line tank right? the only thing the dropship can do is fly to the the ceiling and spawn off ppl they cant even do what they're ment for dropping ppl and taking hits to extract them from the "heat" of the battle |
The Final Fantasy
Regime Of Shadow Marines
10
|
Posted - 2013.07.08 15:25:00 -
[69] - Quote
Laurent Cazaderon wrote:the more i think about tanks, the more i tend to think having long range turrets for them is a crappy idea. true long range tank will always be the perfect tank you can kill ppl from a distance and not get killed yourself. my motto is "If it can kill you, I should too" but sadly u cant because of redline and ppl abusing it |
Serimos Haeraven
Deep Space Republic Top Men.
153
|
Posted - 2013.07.08 15:41:00 -
[70] - Quote
howard sanchez wrote:Serimos Haeraven wrote:Vos Nuwem wrote:Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. no this just makes it way safer to redline an entire team, "oh noes we lost all our objectives, why cant i shoot back? CCP BRING BACK REDLINE SHOOTING QQ" redline artillery is a very viable way to play this game, do you expect a bank of howitzers to sit where you can come and shoot them because it is fair? Guys this is adapt or die. This is war. The problem with your argument is that you're comparing red-line sniper tanks (which are impossible to shoot) to Howitzers and artillery, which isn't what they are. They are tanks, suited with turrets that are designed to take out enemies at long range, but not to cheat by sitting behind their red line where absolutely NO ONE can reach them, and use their overly powered range to their advantage. If you want to sit behind the redline then fine, but the least that needs to be done is a reduction to the railgun range, because when i am being shot 1,500 meters in the air and 2000 meters across the map, there is something severely wrong here. Howitzers don't attack helicopters either, so seriously, get rid of your idea that "this is war" and they are "howitzers", because this is Dust 514, and the devs have proven they have a long way to go before they address all of the issues surrounding un-balanced and un-fair gameplay. The reason people have no room to QQ about bringing back redline shooting is because it's a feature that is easily considered abuse of the game. No one can reach those tanks, and the only reason they sit back there is because they know that their range is extremely over powered for the damage they are able to do at such a long range, it's an abusive tactic and there's no doubt in my mind that that kind of behavior is just taking advantage of a mis-coding in CCP's script. Maybe you should post another fat block of text whine that has no basis in reality. -1 JLav is exactly correct in his position. Opinions are a dime a dozen but your argument in support of your opinion isn't worth the dime I would really be interested in hearing your argument as to why my statement has "no basis in reality". I mean, explain to me how protesting the red-line abuse is in a sense not having a grip on things, because it seems to me the conscientious of nearly everyone here is that redline, long-range railgun tanks were a bad idea in general from CCP, even with a CPM agreeing with that point exactly. So if you're going to argue that my opinion has no basis in reality when you yourself present no argument to state why, it makes perfect sense why you're still in Dust University... still learning. And my opinion isn't worth a dime? I think my topics state otherwise. |
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Halador Osiris
Dead Six Initiative Lokun Listamenn
418
|
Posted - 2013.07.08 15:57:00 -
[71] - Quote
I want bigger maps.. If the MCC spawn was an entire valley away from the nearest objective, nobody would hang out in the red line because they wouldn't be able to hit anything from it. Also, LAVs and dropships would actually be needed for their primary purpose: transport. Also, if the objectives were in entirely different valleys then this would give a DS pilot options. If it's too hot over at A, fly over to B which is entirely out of sight and out of range of A.
If this happened, I would support buffing tank health. As is, a tank out of the red line is likely going to die by my dropship (fully skilled out missile launchers / ADS skill + 2 proto damage mods), but a tank in the red line will just infuriate me. Opening the maps up so that red lines are no longer an issue would make tanks sitting ducks, so they'd need a larger buffer to run to cover or higher reps to be able to tank the damage (but not both, they would have to consciously choose between buffer and rep). |
Serimos Haeraven
Deep Space Republic Top Men.
153
|
Posted - 2013.07.08 16:03:00 -
[72] - Quote
Halador Osiris wrote:I want bigger maps.. If the MCC spawn was an entire valley away from the nearest objective, nobody would hang out in the red line because they wouldn't be able to hit anything from it. Also, LAVs and dropships would actually be needed for their primary purpose: transport. Also, if the objectives were in entirely different valleys then this would give a DS pilot options. If it's too hot over at A, fly over to B which is entirely out of sight and out of range of A.
If this happened, I would support buffing tank health. As is, a tank out of the red line is likely going to die by my dropship (fully skilled out missile launchers / ADS skill + 2 proto damage mods), but a tank in the red line will just infuriate me. Opening the maps up so that red lines are no longer an issue would make tanks sitting ducks, so they'd need a larger buffer to run to cover or higher reps to be able to tank the damage (but not both, they would have to consciously choose between buffer and rep). Believe me, I want nothing more than for CCP to get their asses in gear and actually make this game a 24v24 game like they promised it would be when Uprising was released, but it's more than likely not going to happen for quite some time considering the fact they haven't even given us a roadmap at all. So keeping all of that in mind, I'm just trying to push for the little things they can hopefully handle, and not overplay my hand in bargaining for what CCP can't do... yet... or in quite a while. |
Oso Peresoso
RisingSuns
155
|
Posted - 2013.07.08 16:14:00 -
[73] - Quote
Aizen Intiki wrote:Weapon locks in the redline fixes redline snipers and rail tanks. it also means if your team gets redlined they'll be vulnerable to getting shot without being able to shoot back. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.07.08 16:16:00 -
[74] - Quote
Serimos Haeraven wrote:What i find even more humiliating to certain corps is that in literally every single PC i have participated in, factions like ILL OMENS, Synergy, and a few more i can't remember at this time have all used red-line sniper tanks during the PC matches. That's one thing i hate most about those "top corporations" the only reason many of them are at the top is because they understand the overpowered items and use them with 0 humility or understanding that it's completely unfair. And i know all they would say to that is "tough ****, we are the best because we don't consider right and wrong", but a corp that knows what's completely unfair and choses to say "i don't think we will participate in that" is really a corp that deserves to be on top. Look at it this way: The fact that corps abuse everything mercilessly means that looking at a corp vs corp game will show you the imbalanced aspects of the game. Preventing "cheap" tactics is the responsibility of the game/developers, not the players. The players shouldn't be responsible for making the game playable by artificially creating rules that might not even be clear cut or possible to enforce.
So, basically, I'm all for abusing the **** out of the entire game. A good game will get more interesting if you use all tactics - A bad game will get boring. Some of the best games got that way because people started abusing minor bugs, for example. That's why multiplayer games have rather short patch cycles.
I really hope CCP takes a look at high-level play. THAT is where the truth of balance comes to light, not in forums.
To be fair, low-level balance is different from high-level balance and the former might suffer from the latter. But that concern should be secondary, as higher high-level balance makes the game more enjoyable the more you play, while a focus on low-level balance makes the game more annoying the better you get. |
Serimos Haeraven
Deep Space Republic Top Men.
153
|
Posted - 2013.07.08 16:27:00 -
[75] - Quote
Sole Fenychs wrote:Serimos Haeraven wrote:What i find even more humiliating to certain corps is that in literally every single PC i have participated in, factions like ILL OMENS, Synergy, and a few more i can't remember at this time have all used red-line sniper tanks during the PC matches. That's one thing i hate most about those "top corporations" the only reason many of them are at the top is because they understand the overpowered items and use them with 0 humility or understanding that it's completely unfair. And i know all they would say to that is "tough ****, we are the best because we don't consider right and wrong", but a corp that knows what's completely unfair and choses to say "i don't think we will participate in that" is really a corp that deserves to be on top. Look at it this way: The fact that corps abuse everything mercilessly means that looking at a corp vs corp game will show you the imbalanced aspects of the game. Preventing "cheap" tactics is the responsibility of the game/developers, not the players. The players shouldn't be responsible for making the game playable by artificially creating rules that might not even be clear cut or possible to enforce. So, basically, I'm all for abusing the **** out of the entire game. A good game will get more interesting if you use all tactics - A bad game will get boring. Some of the best games got that way because people started abusing minor bugs, for example. If no one ever abuses anything, the game will not get better. Because the issues won't become known. That's why multiplayer games have rather short patch cycles. I really hope CCP takes a look at high-level play. THAT is where the truth of balance comes to light, not in forums. To be fair, low-level balance is different from high-level balance and the former might suffer from the latter. But that concern should be secondary, as higher high-level balance makes the game more enjoyable the more you play, while a focus on low-level balance makes the game more annoying the better you get. Personally, I have trouble wrapping my head around dropship controls. I really wish there was some kind of offline test map for training. I'm not opposed to those corps abusing those bugs and mis-balances on the part of CCP, i was just saying that i wish they would understand the complete rediculousness that redline sniping gives, i mean, not only is it completely boring to camp behind your mcc in a railgun tank, it also is completely maddening to the players who get shot from out of no where, and those gunners know that. But i have to disagree about the forums not giving light to balance issues, because the top players in corps often use the forums more than any ordinary player, because they are so invested in the game as it is. I have seen a ton of replies to my topics from people in big corperations, and they all often raise extremely good points as to the issues and answers to Dust's shortcomings. If anything, the forums are the BEST way for CCP to see the problems and also get ideas from all of the suggestions made by the experienced players on here as to how to fix it. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.07.08 17:20:00 -
[76] - Quote
Someone voicing their opinion will always have an agenda. They might give good feedback, (And, judging from opinions on CCP's approach towards balance patches, this might actually be necessary) but it will never be unbiased. Using data gained from actual games, however, is quite unbiased. (You need to look in-depth in order to see why it is the way it is, though) The good players win because they do everything to win. So if you look at how they play, you will see exactly what is most efficient in the current metagame. Then again, you need a few months for the metagame to settle. Looking at high-level play directly after a balance change will just show you horribly skewed results, due to heavy amounts of testing and confusion. Worst case scenario, someone will figure out a counter to something supposedly overpowered half a year after the balance issue was "fixed", causing the originally "overpowered" element to be horribly underpowered in the new metagame.
Actually, the game might really profit from replay features or something like that. It would speed up the metagame and make balance issues even more apparent. That would help turning discussions away from name-calling and hypothetical situations and actually give them legs to stand on.
But I think we are getting too far off topic. |
CPL Bloodstone
Neanderthal Nation Public Disorder.
107
|
Posted - 2013.07.08 17:43:00 -
[77] - Quote
read a lot of this lately and i have a simple fix:
Set weapons safety automatically to "on" while in the red zone. Done. have a nice day.
got red lined, not much you are going to be able to do any way since you in fact got your a$$ handed to you which put you in the red line |
Serimos Haeraven
Deep Space Republic Top Men.
157
|
Posted - 2013.07.08 17:44:00 -
[78] - Quote
CPL Bloodstone wrote:read a lot of this lately and i have a simple fix:
Set weapons safety automatically to "on" while in the red zone. Done. have a nice day.
got red lined, not much you are going to be able to do any way since you in fact got your a$$ handed to you which put you in the red line ...that's not why people are in the redline. I could care less about noobs who get redlined because they have no bases to cap, but redline tanks do it regardless. |
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