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Principus Shmoof Triariian
Defective by Design
25
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Posted - 2013.07.08 19:21:00 -
[1] - Quote
Delta 749 wrote:CharCharOdell wrote:Delta 749 wrote:Implying most tankers will ever grow balls, why do you think they chose to hide in big tin cans in the first place You're implying that tanks are easy to use. In fact, the only harder things to use are dropships, plasma cannons, and lasers. Take a ride in a tank and tell me how easy it is. For 11 cents, you can get your very own maddy with an ion cannon and lose it because you have no idea how to tank. All trolls aside, I'd appreciate a price reduction of 50%, so that my tank only has to last 3 rounds, instead of 6 (averaging 250k isk/game). 3 is much easier and any good tanker can manage that...6 is asking a bit much- i dont care who u are. haha See those three things you listed are actually difficult to use, the only thing "difficult" about the tank is its turning ability coming from a dead stop Militia tanks are just fine for learning the driving mechanics so dont try that "You havent spent millions of SP on them" its a weak argument and you know it However you can ramble about fitting them all you want since I dont know the optimal fits for the tanks we have right now Ok buddy, you think it's easy to manage such a large vehicle? Making sure you are positioned right, at the right range? In a Dropsuit you have to be aware of you immediate surroundings, in an HAV, you have to be aware of a huge area because you have the ability of the engage a much larger area. A tank can be the anchor of an assault, or can block enemies from coming close to an area. You have to know your strength and your weaknesses. An HAV is not invincible, knowing how to fight, where to fight, and for how long are critical to your effectiveness and survival. I've rolled into areas and have watched infantry scatter before me, I've pinned whole teams into little areas where they can't move. In an HAV not even heavies or protos can escape your firepower in a tank. Just cause I can't shoot an AR doesn't mean I can't influence the battlefield, and if I'm prudent when I need to be and aggressive where it's needed, nothing can stand in my way. When the maps start getting bigger, you're gonna want an HAV to attack the objectives because you can't manage the size of the maps in a suit. I can't wait for the day where Amarr laser turrets light up the sky, and Minmatar autocannons punish anything on two feet to compliment Caldari Missiles and Gallente Hybrids. I drive the big stuff to make sure your meet your demise is from the big guns, and you can't stop me. |
Principus Shmoof Triariian
Defective by Design
26
|
Posted - 2013.07.08 20:51:00 -
[2] - Quote
Eno Raef wrote:What if CCP greatly buffed the shielding and armor but reduced turret damage and ISK price by an equivalent amount? Also, a reduced price may still be in order depending on how much they cost now. 1 million per excellently equipped HAV seems sufficient to me. That's about 10 proto builds for some people.
Keep in mind, I don't use HAV and know little about them or their damage but buffing HP would increase their survivability while reducing the turret damage will reduce infantry from being extremely overpowered. This would make your HAV last longer without having to play overly conservative from worry that one or two proto forge gunner are sitting in wait to inhstantly destroy your HAV.
HAVs would then be able to enter a complex and not be instantly destroyed but the turret operators would have to be more precise with their aim. Reducing turret damage is a bad idea because then it makes the tank's turret poor and pointless, and missile turrets are already wonky and under powered. Pricing may be the middle ground with the AV vs Vehicle debate |
Principus Shmoof Triariian
Defective by Design
28
|
Posted - 2013.07.08 22:10:00 -
[3] - Quote
Svipdagr Hero wrote:Principus Shmoof Triariian wrote:Delta 749 wrote:CharCharOdell wrote:Delta 749 wrote:Implying most tankers will ever grow balls, why do you think they chose to hide in big tin cans in the first place You're implying that tanks are easy to use. In fact, the only harder things to use are dropships, plasma cannons, and lasers. Take a ride in a tank and tell me how easy it is. For 11 cents, you can get your very own maddy with an ion cannon and lose it because you have no idea how to tank. All trolls aside, I'd appreciate a price reduction of 50%, so that my tank only has to last 3 rounds, instead of 6 (averaging 250k isk/game). 3 is much easier and any good tanker can manage that...6 is asking a bit much- i dont care who u are. haha See those three things you listed are actually difficult to use, the only thing "difficult" about the tank is its turning ability coming from a dead stop Militia tanks are just fine for learning the driving mechanics so dont try that "You havent spent millions of SP on them" its a weak argument and you know it However you can ramble about fitting them all you want since I dont know the optimal fits for the tanks we have right now Ok buddy, you think it's easy to manage such a large vehicle? Making sure you are positioned right, at the right range? In a Dropsuit you have to be aware of you immediate surroundings, in an HAV, you have to be aware of a huge area because you have the ability of the engage a much larger area. A tank can be the anchor of an assault, or can block enemies from coming close to an area. You have to know your strength and your weaknesses. An HAV is not invincible, knowing how to fight, where to fight, and for how long are critical to your effectiveness and survival. I've rolled into areas and have watched infantry scatter before me, I've pinned whole teams into little areas where they can't move. In an HAV not even heavies or protos can escape your firepower in a tank. Just cause I can't shoot an AR doesn't mean I can't influence the battlefield, and if I'm prudent when I need to be and aggressive where it's needed, nothing can stand in my way. When the maps start getting bigger, you're gonna want an HAV to attack the objectives because you can't manage the size of the maps in a suit. I can't wait for the day where Amarr laser turrets light up the sky, and Minmatar autocannons punish anything on two feet to compliment Caldari Missiles and Gallente Hybrids. I drive the big stuff to make sure your meet your demise is from the big guns, and you can't stop me. well that got serious lol You betcha :)
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Principus Shmoof Triariian
Defective by Design
30
|
Posted - 2013.07.08 22:39:00 -
[4] - Quote
Eno Raef wrote:Principus Shmoof Triariian wrote:Eno Raef wrote:What if CCP greatly buffed the shielding and armor but reduced turret damage and ISK price by an equivalent amount? Also, a reduced price may still be in order depending on how much they cost now. 1 million per excellently equipped HAV seems sufficient to me. That's about 10 proto builds for some people.
Keep in mind, I don't use HAV and know little about them or their damage but buffing HP would increase their survivability while reducing the turret damage will reduce infantry from being extremely overpowered. This would make your HAV last longer without having to play overly conservative from worry that one or two proto forge gunner are sitting in wait to inhstantly destroy your HAV.
HAVs would then be able to enter a complex and not be instantly destroyed but the turret operators would have to be more precise with their aim. Reducing turret damage is a bad idea because then it makes the tank's turret poor and pointless, and missile turrets are already wonky and under powered. Pricing may be the middle ground with the AV vs Vehicle debate Reducing turret damage would be IMO the only way to increase HP for survivability. It was just a thought. If I was running HAVs, I'd want more HP than damage but I know that some people play more aggressively than I do. I remember in Chromosome, I would use my highly armored Soma as a transport. It cost about 250k and it didn't have more than standard turrets which I only used standard in order to reduce cpu and pg load vs militia. It could take a beating. I THINK I ran about 3k shields and 7k armor with hardeners, armor repair, and a CRU. It was a fun build. I miss running HAV's but I'd hate to lose the ISK they cost now. Leave the gun damage alone, that is something that should not be tampered with |
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