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Ld Collins
RiP's Betaphase
12
|
Posted - 2013.07.07 05:04:00 -
[1] - Quote
CCP give tanks and dropships counter measures for av or either lower the damage of forge guns and swarms. Tanks and dropships should have missile jammers. Give entry Havs and DS more pg/cpu and an extra slot for a missle jammer module then make them standard on Tier 2 vehicles there is no reason to use an Enforcer tank they are slower and take less damage and are more expensive. Why can someone be allowed to carry a gun that does base 1500 damage from almost any distance i fit my tank with 1300 shields 8300 armor in less than 30s my tank is destroyed by 1 person. You cant run from the FG because you're always in range and you're too slow. I know AV is designed to take out vehicles but this is ridiculous. Why are LAV better than HAV you show us a trailer with great vehicle gameplay and in reality Tankers and Pilots are just looking over their shoulders constantly wondering where is the Av coming from. If you want to keep FGs unchanged make it more obvious that someone is using a FG. I find myself riding around and god is just striking me with lighting bolts. Have the FG give off a massive heat signature that can be picked up when you switch to turret view. Someone with that much power shouldn't be able to hide tanks cant hide dropships cant hide. |
DAMIOS82
Seituoda Taskforce Command Caldari State
14
|
Posted - 2013.07.07 06:13:00 -
[2] - Quote
i do believe there should be a jammer module, that could counter act the swarmlaunchers lock on mechanism or delay it for so much time, as for av and forge gun, i believe the first one or two hits should have less damage so that you have time to respond, but after that it should revert to its normal self, that way an av or fg user, has to hit you with more then one shot, to have an effect. |
Ld Collins
RiP's Betaphase
13
|
Posted - 2013.07.07 06:26:00 -
[3] - Quote
DAMIOS82 wrote:i do believe there should be a jammer module, that could counter act the swarmlaunchers lock on mechanism or delay it for so much time, as for av and forge gun, i believe the first one or two hits should have less damage so that you have time to respond, but after that it should revert to its normal self, that way an av or fg user, has to hit you with more then one shot, to have an effect. I have skilled 11 million + sp into vehicles and I'm regretting it. |
Stile451
Red Star. EoN.
112
|
Posted - 2013.07.07 07:19:00 -
[4] - Quote
The forge gun has a hard capped 200m range, no falloff damage at all. Your rail gun can fire across the map at players that can't even see you.
Most of the time I can get one shot into a dropship before he hits his afterburner and disappears into the sky, completely out of range of all AV(and visual range as well - they literally disappear and so do tanks).
A well fit tank can easily move out of range of any AV and survive, staying when you know that you will likely lose your tank is operator error. Hit your hardener and move out. If it's too hot for you then recall it. Also, it isn't only infantry that can make use of cover.
Standard vehicles can be well fit - get your passive skills up.
If you use a bad fit expect bad results.
Forge guns are more effective against shields, swarms are more effective against armor. Every player has a swarm fitting, few have forge gun fittings.
Militia vehicles don't deserve to live.
Counter measures vs swarms would be a welcome change. There should be no counter measures for forge guns though(it's a manually aimed weapon with no guidance to screw up).
Damage indicators definitely need to be fixed and improved. There is no way of knowing where the damage is coming from currently(the damage indicator lies). |
darkiller240
INGLORIOUS-INQUISITION
37
|
Posted - 2013.07.07 07:43:00 -
[5] - Quote
Iv wasted nearly 6mill SP for my DS Most of the time im putting scouts in hight places ;( And die istally as soon as a FG looks at me |
CharCharOdell
Shining Flame Amarr Empire
256
|
Posted - 2013.07.07 09:17:00 -
[6] - Quote
Ld Collins wrote:DAMIOS82 wrote:i do believe there should be a jammer module, that could counter act the swarmlaunchers lock on mechanism or delay it for so much time, as for av and forge gun, i believe the first one or two hits should have less damage so that you have time to respond, but after that it should revert to its normal self, that way an av or fg user, has to hit you with more then one shot, to have an effect. I have skilled 11 million + sp into vehicles and I'm regretting it.
i feel ya. i started speccing into to callogi masshole mode and im loving dust again bc im not forced into a million isk deathtrap anymore |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
52
|
Posted - 2013.07.07 09:21:00 -
[7] - Quote
Okay I now drop ships are up but I just saw dudes in one go 31 and 1 32 and 1 they must have some skill glad they were on our side. |
Jason Pearson
Seraphim Initiative. CRONOS.
1697
|
Posted - 2013.07.07 09:22:00 -
[8] - Quote
CharCharOdell wrote:Ld Collins wrote:DAMIOS82 wrote:i do believe there should be a jammer module, that could counter act the swarmlaunchers lock on mechanism or delay it for so much time, as for av and forge gun, i believe the first one or two hits should have less damage so that you have time to respond, but after that it should revert to its normal self, that way an av or fg user, has to hit you with more then one shot, to have an effect. I have skilled 11 million + sp into vehicles and I'm regretting it. i feel ya. i started speccing into to callogi masshole mode and im loving dust again bc im not forced into a million isk deathtrap anymore
Tip, 500k Tank, Stabilized Blaster, smash everything, when AV comes out switch.
We need to learn to be more flexible, I'm speccin' heavy for the Forge and HMG so I don't need to be using the Blaster/Rail. Once that AV comes out we need to pull back and then rush them.
(On that note, kick from tank option pls)
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DAMIOS82
Seituoda Taskforce Command Caldari State
14
|
Posted - 2013.07.07 10:23:00 -
[9] - Quote
I tried running them over, but it never seems to work.
Quote:I have skilled 11 million + sp into vehicles and I'm regretting it now that was not to wise. but that beeing said i have about 4-5 mill in it aswell. the tanks i can survive, they give me something to play with, but i'm regreting the dropships, there completely useless and uncontrolable in my oppinion. if i had the change i would respec again and leave the dropships out of it. |
Ld Collins
RiP's Betaphase
16
|
Posted - 2013.07.07 13:44:00 -
[10] - Quote
Stile451 wrote:The forge gun has a hard capped 200m range, no falloff damage at all. Your rail gun can fire across the map at players that can't even see you.
Most of the time I can get one shot into a dropship before he hits his afterburner and disappears into the sky, completely out of range of all AV(and visual range as well - they literally disappear and so do tanks).
A well fit tank can easily move out of range of any AV and survive, staying when you know that you will likely lose your tank is operator error. Hit your hardener and move out. If it's too hot for you then recall it. Also, it isn't only infantry that can make use of cover.
Standard vehicles can be well fit - get your passive skills up.
If you use a bad fit expect bad results.
Forge guns are more effective against shields, swarms are more effective against armor. Every player has a swarm fitting, few have forge gun fittings.
Militia vehicles don't deserve to live.
Counter measures vs swarms would be a welcome change. There should be no counter measures for forge guns though(it's a manually aimed weapon with no guidance to screw up).
Damage indicators definitely need to be fixed and improved. There is no way of knowing where the damage is coming from currently(the damage indicator lies).
A well fit tank can out run a forge gun what do you consider well fit i have lvl 4 armor plates lvl 4 core maxed my armor reps and boosts 8317 armor 1125 shield -6% shield damage 10% armor damage and extra 9% damage for armor and shield. I have Active Heat Sink II, Heav IG-L Armor rep, x2 Local PG extender, 180 Polycrystalline Plate and 120 Polycrystalline Plate. I have soloed 2 on 1 tank battles and have won them i can handle 3 tanks in some scenarios. I can either set my tank up to defend my self from other tanks that will leave me completely vulnerable to av or i can set my tank up to be defense against av and leave myself completely open to tanks. i fit a gunnlogi with 5400 shield 5300 armor but its impractical because i dont have shield reps i can still be easily destroyed this makes no sense why should vehicles users have to sacrifice so much just to stay on the field when they have to go up against so much av. Av should do considerable damage but it shouldnt be the end all be all for tanks/dropships at least not with a projectile weapon if i were being blown to smithereens by mines i wouldnt care but some sneaky bastard who is just pretty much invisible to me and can move freely throughout the map and have multiple allies assisting him is just unfair. |
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pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
383
|
Posted - 2013.07.07 13:52:00 -
[11] - Quote
Stile451 wrote:The forge gun has a hard capped 200m range, no falloff damage at all. Your rail gun can fire across the map at players that can't even see you.
Most of the time I can get one shot into a dropship before he hits his afterburner and disappears into the sky, completely out of range of all AV(and visual range as well - they literally disappear and so do tanks).
A well fit tank can easily move out of range of any AV and survive, staying when you know that you will likely lose your tank is operator error. Hit your hardener and move out. If it's too hot for you then recall it. Also, it isn't only infantry that can make use of cover.
Standard vehicles can be well fit - get your passive skills up.
If you use a bad fit expect bad results.
Forge guns are more effective against shields, swarms are more effective against armor. Every player has a swarm fitting, few have forge gun fittings.
Militia vehicles don't deserve to live.
Counter measures vs swarms would be a welcome change. There should be no counter measures for forge guns though(it's a manually aimed weapon with no guidance to screw up).
Damage indicators definitely need to be fixed and improved. There is no way of knowing where the damage is coming from currently(the damage indicator lies).
Firstly wour wrong on tge range its 300m . When inside a tank the enimy ony render on your screen within 200m so if you are 250 m away and fireing on us we cant see you litterally. Iv put on a malitia forge gun and tested this I stood about 220 m away from this rail tank right in front of it and started pounding it. He was looming and firing every whare exept from where I was lol bit as I closed in to 200m I must have appeared to him and he got me in 1.
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Ld Collins
RiP's Betaphase
16
|
Posted - 2013.07.07 14:17:00 -
[12] - Quote
Lets not forget this 1 FG user can have a squad with swarms and av's that can be thrown very far and rapidly any times ive found my self being bombarded by av nades running away is next to impossible and once you do escape the nades here comes the swarms that can perform circus tricks. If theres a cbr7 n the field just dont bring a vehicle into the game. I understand foot soldiers die more than tankers but at least they die having fun knowing that they have been bested by someone. A foot soldier doesnt have an entire squad or team solely focus on killing him we deserve better defensives. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
|
Posted - 2013.07.07 14:21:00 -
[13] - Quote
Ld Collins wrote:Lets not forget this 1 FG user can have a squad with swarms and av's that can be thrown very far and rapidly any times ive found my self being bombarded by av nades running away is next to impossible and once you do escape the nades here comes the swarms that can perform circus tricks. If theres a cbr7 n the field just dont bring a vehicle into the game. I understand foot soldiers die more than tankers but at least they die having fun knowing that they have been bested by someone. A foot soldier doesnt have an entire squad or team solely focus on killing him we deserve better defensives.
Plus, they can still make a profit wearing their best gear if they die. It's literally impossible unless the enitre squad gives some ISK to cover the loss. |
CLONE117
Planetary Response Organization
19
|
Posted - 2013.07.07 14:34:00 -
[14] - Quote
lets look at this from my veiw point...
there r weak av...
and weak vehicles...
mix those in with ppl who have put all there sp into them and fitted them well..
what do we get?
every1 complaining about everything right here.... |
Scheneighnay McBob
Blueberry Gunners
1942
|
Posted - 2013.07.07 15:07:00 -
[15] - Quote
A Falchion with a railgun destroyed my Madrugar yesterday. however, due to my use of nitrous and my idea to ram (and accidentally drive on top of) the enemy HAV, I took it down with me. |
Ld Collins
RiP's Betaphase
16
|
Posted - 2013.07.07 15:08:00 -
[16] - Quote
CLONE117 wrote:lets look at this from my veiw point...
there r weak av...
and weak vehicles...
mix those in with ppl who have put all there sp into them and fitted them well..
what do we get?
every1 complaining about everything right here.... Wrong vehicles are are just extremely vulnerable to AV but when its Vehicle vs Vehicle its fine there is more Av in the game than there needs to be. I have the solution and im pretty sure everyone would agree. Lets forget what i said in my OP.
A Gunnlogi has 3250 shields and a passive shield repair rate of 22hp. A Madrugar has 1125 shields and a passive shield repair rate of 8hp.
What sense does this make these repair rates are utterly and completely useless. To make matters worse they are the same for enforcer vehicles.
Give the Gunnlogi 152hp/s passive repair and give the Madrugar 132hp/s repair Carry this over to Enforcers but bring passive armor reps of 154hp/s for Vayu and 186hp/s for Falchion
Remove the ability for LLavs to repair vehicles allow them to only repair people and installations |
Stile451
Red Star. EoN.
112
|
Posted - 2013.07.07 16:07:00 -
[17] - Quote
Ld Collins wrote:A well fit tank can out run a forge gun what do you consider well fit i have lvl 4 armor plates lvl 4 core maxed my armor reps and boosts 8317 armor 1125 shield -6% shield damage 10% armor damage and extra 9% damage for armor and shield. I have Active Heat Sink II, Heav IG-L Armor rep, x2 Local PG extender, 180 Polycrystalline Plate and 120 Polycrystalline Plate. I have soloed 2 on 1 tank battles and have won them i can handle 3 tanks in some scenarios. I can either set my tank up to defend my self from other tanks that will leave me completely vulnerable to av or i can set my tank up to be defense against av and leave myself completely open to tanks. i fit a gunnlogi with 5400 shield 5300 armor but its impractical because i dont have shield reps i can still be easily destroyed this makes no sense why should vehicles users have to sacrifice so much just to stay on the field when they have to go up against so much av. Av should do considerable damage but it shouldnt be the end all be all for tanks/dropships at least not with a projectile weapon if i were being blown to smithereens by mines i wouldnt care but some sneaky bastard who is just pretty much invisible to me and can move freely throughout the map and have multiple allies assisting him is just unfair. Have you thought about using hardeners? They allow you to survive both tanks and AV but not indefinitely. Nitrous will get you out of there very fast as well. Just like any fitting it's a balancing act.
Also, armor on a Gunlogi is not the best way to use your fitting space. Armor is weak vs all AV except forge guns(and plasma cannons but who uses those).
pegasis prime wrote:Firstly wour wrong on tge range its 300m. You are correct(I swear I wasn't able to hit something at 292m though - weird).
Ld Collins wrote:Lets not forget this 1 FG user can have a squad with swarms and av's that can be thrown very far and rapidly any times ive found my self being bombarded by av nades running away is next to impossible and once you do escape the nades here comes the swarms that can perform circus tricks. If theres a cbr7 n the field just dont bring a vehicle into the game. I understand foot soldiers die more than tankers but at least they die having fun knowing that they have been bested by someone. A foot soldier doesnt have an entire squad or team solely focus on killing him we deserve better defensives. The only reason an entire squad is trying to kill you is because you have the potential to wreak havoc on infantry(and because LAVs are so prevalent). Tanks with squad support are nigh invincible.
If you are being bombarded by AV grenades then either you have a coordinated squad against you or you've moved far too close - the large blaster turret has a range that is better than AV grenades. You need to be aware of your situation either way.
As for fair, if you are getting hit by multiple forms of AV then that's a sign that you aren't welcome and need to get out quick.
I've seen tanks live through 2 swarms and a forge gun. I've hunted tanks by myself for 5 minutes and they have lived(using swarms on a scout suit) - they aren't very useful when running around the map(and neither am I) but it stops them from sitting in one place firing at infantry with impunity.
Handy tip: a supply depot will regenerate your armor at a significant speed(faster than a heavy repper). If you need to dig in then this is where to do it.
There is a disparity between tanks and AV as we have prototype AV but only advanced tanks. I would expect prototype tanks to make a reappearance shortly now that people have specced into AV(most people don't spec into AV but this time many have to get rid of those pesky LLAVs). |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
49
|
Posted - 2013.07.07 16:11:00 -
[18] - Quote
Stile451 wrote:[ If you are being bombarded by AV grenades then either you have a coordinated squad against you or you've moved far too close - the large blaster turret has a range that is better than AV grenades. You need to be aware of your situation either way.
.
Because of tracking, that's bullshit. Oh, and not to mention the **** falloff. |
Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
19
|
Posted - 2013.07.07 17:35:00 -
[19] - Quote
A properly fitted tank with a decent driver is already too powerful. Don't forget that tanks aren't supposed to be one man death machines. Your anti AV for your tank? That's called your squad. If you're not in a squad that has snipers to help clear AV infantry that's your own fault. Tanks should not be able to deal with every situation. For the most part games should be paper rock scissors. If a tank is rock and you take away paper what the hell is supposed to take you out? Sounds to me like you just want an easy way out of having to use some skill and work as a team. |
darkiller240
INGLORIOUS-INQUISITION
43
|
Posted - 2013.07.07 17:38:00 -
[20] - Quote
No help to dropships :( |
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Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
50
|
Posted - 2013.07.07 17:46:00 -
[21] - Quote
Captain Wontubulous wrote:A properly fitted tank with a decent driver is already too powerful. Don't forget that tanks aren't supposed to be one man death machines. Your anti AV for your tank? That's called your squad. If you're not in a squad that has snipers to help clear AV infantry that's your own fault. Tanks should not be able to deal with every situation. For the most part games should be paper rock scissors. If a tank is rock and you take away paper what the hell is supposed to take you out? Sounds to me like you just want an easy way out of having to use some skill and work as a team.
So you want soloable paperweigts that cost more than 50 of you Dropsuits? You've lost all credibility. Maybe I had a decent team guarding my HAV and I ****** you without second thought. |
CLONE117
Planetary Response Organization
19
|
Posted - 2013.07.07 17:57:00 -
[22] - Quote
derpships need better turrets make a midsized turret thats in the middle between large and small... that might solve dropships. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
51
|
Posted - 2013.07.07 17:59:00 -
[23] - Quote
CLONE117 wrote:derpships need better turrets make a midsized turret thats in the middle between large and small... that might solve dropships.
No. It's a transport, not a Gunship. |
CLONE117
Planetary Response Organization
19
|
Posted - 2013.07.07 18:03:00 -
[24] - Quote
yes its a transport it it needs the power to kill tanks and other vehicles on the ground.
its a support unit..
how else can a dropship protect it self other than flying really high?
its just cannon fodder and it needs something to fight back with.... |
Ld Collins
RiP's Betaphase
16
|
Posted - 2013.07.08 01:53:00 -
[25] - Quote
Stile451 wrote:Ld Collins wrote:A well fit tank can out run a forge gun what do you consider well fit i have lvl 4 armor plates lvl 4 core maxed my armor reps and boosts 8317 armor 1125 shield -6% shield damage 10% armor damage and extra 9% damage for armor and shield. I have Active Heat Sink II, Heav IG-L Armor rep, x2 Local PG extender, 180 Polycrystalline Plate and 120 Polycrystalline Plate. I have soloed 2 on 1 tank battles and have won them i can handle 3 tanks in some scenarios. I can either set my tank up to defend my self from other tanks that will leave me completely vulnerable to av or i can set my tank up to be defense against av and leave myself completely open to tanks. i fit a gunnlogi with 5400 shield 5300 armor but its impractical because i dont have shield reps i can still be easily destroyed this makes no sense why should vehicles users have to sacrifice so much just to stay on the field when they have to go up against so much av. Av should do considerable damage but it shouldnt be the end all be all for tanks/dropships at least not with a projectile weapon if i were being blown to smithereens by mines i wouldnt care but some sneaky bastard who is just pretty much invisible to me and can move freely throughout the map and have multiple allies assisting him is just unfair. Have you thought about using hardeners? They allow you to survive both tanks and AV but not indefinitely. Nitrous will get you out of there very fast as well. Just like any fitting it's a balancing act. Also, armor on a Gunlogi is not the best way to use your fitting space. Armor is weak vs all AV except forge guns(and plasma cannons but who uses those). pegasis prime wrote:Firstly wour wrong on tge range its 300m. You are correct(I swear I wasn't able to hit something at 292m though - weird). Ld Collins wrote:Lets not forget this 1 FG user can have a squad with swarms and av's that can be thrown very far and rapidly any times ive found my self being bombarded by av nades running away is next to impossible and once you do escape the nades here comes the swarms that can perform circus tricks. If theres a cbr7 n the field just dont bring a vehicle into the game. I understand foot soldiers die more than tankers but at least they die having fun knowing that they have been bested by someone. A foot soldier doesnt have an entire squad or team solely focus on killing him we deserve better defensives. The only reason an entire squad is trying to kill you is because you have the potential to wreak havoc on infantry(and because LAVs are so prevalent). Tanks with squad support are nigh invincible. If you are being bombarded by AV grenades then either you have a coordinated squad against you or you've moved far too close - the large blaster turret has a range that is better than AV grenades. You need to be aware of your situation either way. As for fair, if you are getting hit by multiple forms of AV then that's a sign that you aren't welcome and need to get out quick. I've seen tanks live through 2 swarms and a forge gun. I've hunted tanks by myself for 5 minutes and they have lived(using swarms on a scout suit) - they aren't very useful when running around the map(and neither am I) but it stops them from sitting in one place firing at infantry with impunity. Handy tip: a supply depot will regenerate your armor at a significant speed(faster than a heavy repper). If you need to dig in then this is where to do it. There is a disparity between tanks and AV as we have prototype AV but only advanced tanks. I would expect prototype tanks to make a reappearance shortly now that people have specced into AV(most people don't spec into AV but this time many have to get rid of those pesky LLAVs).
Dont pass out some ****** ass tips to me about supply depots Ive been playing this game for too damn long. How do HAVs have the potential to wreak havok on infantry if they are armed with an excessive amount of av. Heres the ultimate one man tank killer logi with logistical lav bails ramming your tank spams av nades at you then launches a swarm.
The DAU-2/A Assault Forge Gun and 2 CBR7's is this what youve seen a tank survive if you did you're full of ****. Dau-2/a 1524 damage stock CBR7 330hp per missile 330x5=1650x2=3300 if each player got one shot thats 4824 damage and you want me to fit a tank with 6k armor and a hardener. |
Stile451
Red STar. EoN.
114
|
Posted - 2013.07.08 06:57:00 -
[26] - Quote
Aizen Intiki wrote:Stile451 wrote:If you are being bombarded by AV grenades then either you have a coordinated squad against you or you've moved far too close - the large blaster turret has a range that is better than AV grenades. You need to be aware of your situation either way. Because of tracking, that's bullshit. Oh, and not to mention the **** falloff. I was killed by a Madruger with a large blaster turret on manus peak today. He was just outside of B on a line between B and A, I was at the center of the complex at C with 750 HP. There is no way I can throw a grenade that far(maybe sleek grenades but even then I have my doubts).
AV grenades sit active on the ground for a while after they are thrown and if you drive over them they will hit you - this may be what you are experiencing.
That tank survived the entire match with one proto and one standard AV going after it. It also tanked several packed AV grenades and only lost around 2/3 of it's armor - we destroyed another tank rather easily that match as well.
Ld Collins wrote:Dont pass out some ****** ass tips to me about supply depots Ive been playing this game for too damn long. How do HAVs have the potential to wreak havok on infantry if they are armed with an excessive amount of av. Heres the ultimate one man tank killer logi with logistical lav bails ramming your tank spams av nades at you then launches a swarm.
The DAU-2/A Assault Forge Gun and 2 CBR7's is this what youve seen a tank survive if you did you're full of ****. Dau-2/a 1524 damage stock CBR7 330hp per missile 330x5=1650x2=3300 if each player got one shot thats 4824 damage and you want me to fit a tank with 6k armor and a hardener. You would be surprised how many so called hardcore tankers don't know that a supply depot will repair armor.
I see HAVs regularly go 30-0 this build, I've seen them go 45-0 in previous builds - there's your potential to wreak havoc on infantry and why you are targeted so fiercely.
Interesting strategy with the logi LAV(does the LAV live or does it explode? If it lives then it definitely needs to be changed).
It would have been standard AV at range. Of course 3x advanced AV is going to kill you, what do you expect when you're driving an advanced tank? One AV player using advanced gear should not be able to kill a good driver normally(your logi LAV strategy being an anomaly).
View distances need to be extended by at least double what they are all around though. |
CLONE117
Planetary Response Organization
19
|
Posted - 2013.07.09 00:25:00 -
[27] - Quote
oh plz everybody yells hey i see a derpship lets grab our swarms and shoot it down!!!!!!!!
besides dropships and gun ship a technically the same.
they perform the same roles.
and adding some midzised turrets onto a dropship will not make it a heavily armed and armored gunship.
gunships have lock on missles maching guns all at the pilots command..
alll im suggesting is taking those weak small turrets on on the dropship and beefing them up to midsized turrets so that can take out tanks..
or at least do enough damage to get the enemy team running... |
Kadeim
Third Rock From The Sun
19
|
Posted - 2013.07.09 02:23:00 -
[28] - Quote
Ld Collins wrote:DAMIOS82 wrote:i do believe there should be a jammer module, that could counter act the swarmlaunchers lock on mechanism or delay it for so much time, as for av and forge gun, i believe the first one or two hits should have less damage so that you have time to respond, but after that it should revert to its normal self, that way an av or fg user, has to hit you with more then one shot, to have an effect. I have skilled 11 million + sp into vehicles and I'm regretting it.
I totally agree on regretting all the SP into tanks... I have the Enforcer and loose it so d***** quickly, one to two blast and it is gone. I can't move fast enough, and at a base price of 1.2m, without all the mod's added onto that price, it is not worth it. I get more for less with the cheaper tanks.
The only way I would bring out an enforcer now, is if the weapon had a farther range where I could have a better chance to survive. It costs way to much to chance loosing it so quick. |
DROPSHIP CAPTAIN
HIT4HIRE
0
|
Posted - 2013.07.09 03:36:00 -
[29] - Quote
darkiller240 wrote:Iv wasted nearly 6mill SP for my DS Most of the time im putting scouts in hight places ;( And die istally as soon as a FG looks at me Me too they have also have swarm launchers do just as much damage and I have at least that much you have in SP for my DS what the heck...... I dont get it we have PRO DS's and they can be destroyed my the simplest things FIX IT CCP!!!!!!! |
Ld Collins
RiP's Betaphase
18
|
Posted - 2013.07.12 14:35:00 -
[30] - Quote
Stile451 wrote: You would be surprised how many so called hardcore tankers don't know that a supply depot will repair armor.
I see HAVs regularly go 30-0 this build, I've seen them go 45-0 in previous builds - there's your potential to wreak havoc on infantry and why you are targeted so fiercely.
Interesting strategy with the logi LAV(does the LAV live or does it explode? If it lives then it definitely needs to be changed).
It would have been standard AV at range. Of course 3x advanced AV is going to kill you, what do you expect when you're driving an advanced tank? One AV player using advanced gear should not be able to kill a good driver normally(your logi LAV strategy being an anomaly).
View distances need to be extended by at least double what they are all around though.
You said you see tanks go 30-0 this build why did that happen did they not attack the tank because in your own words you say 3 AVers can take the tank out easily so who's fault is it the tank went 30-0. You also dont consider how much tanks/dropships cost to run in comparison to Av gear. The worst of all offensives is that no AVers are complaining about how utterly useless installations are against tanks. They simply don't have to complain because Forge Guns Swarms and Av nades are far more deadlier. This is a serious imbalance that must be addressed Tanks/Dropships with good gunners don't fear railgun/missle/blaster installations. Av should be used as defensive weapons to suppress vehicles an deny access to areas and vehicles should be used to destroy vehicles. Technically Avers are the engineers of the battlefield they should be supporting and repairing vehicle users while strategically laying traps for enemy vehicles who happen to breach their defenses.
For example
Your team has captured the city there are turrets at the gate there should be a need to keep those turrets alive mines should be placed at the entrance in case tank or lav breaches the gate. Swarms or FG should be placed in anti air positions to take out dropships destroy lavs installations and that pesky sniping tank. There should be Avers in vehicles to support in a tank vs tank battle this is where you surprise your opponent with av or flux nades. LLavs should be deployed to keep equipment alive whether its repping a tank ds or installations.
This is just not how the game is played those people are too badass with Av gear that this type of strategic play is not needed. Instead people can go Rambo on tanks/dropships |
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