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Svipdagr Hero
Molon Labe. League of Infamy
5
|
Posted - 2013.07.08 02:50:00 -
[1] - Quote
Leave AV and Tanks alone - they are balanced enough. Vehicle users cry because when they die, once every 3 games, they lose 4 games worth of isk.
Chop the prices in half, keep it at 2-3 games cost for the risk value, but not at 4-5 games for the play value.
Currently, after reaching the low 4.8 mill SP, I hitting up 28-0 high side, 13-0 on the low side against proto gear even. But every once in a while, the opposing team rallys a squad of swarms to take me out and is victorious. So to adapt, check player lists and hesitate if I know something is up... However I think most tankers would be more ballsy if it was just 25-50 percent cheaper... Tankers KDR might be more realistic as well.
I know their are balancing threads out there, but I felt this was a different way to solve the issue.
-hero |
Delta 749
Kestrel Reconnaissance
845
|
Posted - 2013.07.08 02:54:00 -
[2] - Quote
Implying most tankers will ever grow balls, why do you think they chose to hide in big tin cans in the first place |
CharCharOdell
Shining Flame Amarr Empire
287
|
Posted - 2013.07.08 08:31:00 -
[3] - Quote
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 |
Sergeant Wiznowski
Seraphim Initiative. CRONOS.
57
|
Posted - 2013.07.08 08:32:00 -
[4] - Quote
I agree. Vehicle battles are the best. In closed beta there was a big price cut on HAVs and that was really fun (coupled with 8x 10 x sp that we have now).
Some complained about vehicle spam but it felt like batllefield, not run around with mobs. |
Delta 749
Kestrel Reconnaissance
875
|
Posted - 2013.07.08 08:48:00 -
[5] - Quote
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 |
Rei Shepard
Spectre II
360
|
Posted - 2013.07.08 08:58:00 -
[6] - Quote
Quote:Currently, after reaching the low 4.8 mill SP, I hitting up 28-0 high side, 13-0 on the low side against proto gear even. But every once in a while, the opposing team rallys a squad of swarms to take me out and is victorious. So to adapt, check player lists and hesitate if I know something is up... However I think most tankers would be more ballsy if it was just 25-50 percent cheaper... Tankers KDR might be more realistic as well.
Most guys that sport tanks all day, any day, every week of the month, don't actually lose any of them, they just cry about it as if they do.
Seeing that there are no balls underneath tank drivers its hard to take your post serious, then saying they would use their balls (that dont excist in the first place) to engage more in direct combat is flawed.
Because these guys, are sitting on tons of ISK, they don't care about loosing tanks, they however do care about loosing 0.1 KDR, hence they cry when they loose 0.1 and need their tanks buffed so they can keep stroking the E-Peen that is the KDR statistic.
|
Dr Allopathy
Raging Pack of Homos
72
|
Posted - 2013.07.08 08:59:00 -
[7] - Quote
It takes many games, many lost tanks, and different kinds of opponents to learn the driving strategies which fit you as a tank driver. Many drivers differ from each other in the way they maneuver.
I can understand how you can just drop in a MLT tank and drive around. What you haven't exposed yourself to is the difference between driving with dual light reppers versus a heavy repper and hardeners, etc. Fits define your strategy.
Aside from that, I don't think we need a price cut. We're driving a god damn tank, of course it's expensive. What needs to be fixed is the isk rewarded from what we destroy/damage. |
Jason Pearson
Seraphim Initiative. CRONOS.
1759
|
Posted - 2013.07.08 09:01:00 -
[8] - Quote
I think it might be a reasonable choice to go with.
I'm sorry, but 2.5mil for a single **** tank is pricey as ****. |
Kane Fyea
DUST University Ivy League
1124
|
Posted - 2013.07.08 09:20:00 -
[9] - 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 I two shot militia tanks with my swarms. |
ChromeBreaker
SVER True Blood Public Disorder.
642
|
Posted - 2013.07.08 09:20:00 -
[10] - Quote
1/4 the price of dropships. |
|
Delta 749
Kestrel Reconnaissance
877
|
Posted - 2013.07.08 09:22:00 -
[11] - Quote
Kane Fyea 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 I two shot militia tanks with my swarms.
Well yeah, those ones are made of paper with the default load out but the driving mechanics are the same as all the others I dont get what point you were trying to make |
Kane Fyea
DUST University Ivy League
1124
|
Posted - 2013.07.08 09:30:00 -
[12] - Quote
Delta 749 wrote:Kane Fyea 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 I two shot militia tanks with my swarms. Well yeah, those ones are made of paper with the default load out but the driving mechanics are the same as all the others I dont get what point you were trying to make Re read my post. |
Takahiro Kashuken
Red STar. EoN.
618
|
Posted - 2013.07.08 09:48:00 -
[13] - Quote
Depends on the fit but its about average 1.2mil to 1.7mil
Currently the turrets are the most expensive part about the tank, without the turret i would be running 500k fits
I wish i could use my tanks without turrets or even put on 3 small turrets lol |
Svipdagr Hero
Molon Labe. League of Infamy
8
|
Posted - 2013.07.08 17:57:00 -
[14] - Quote
Dr Allopathy wrote: Aside from that, I don't think we need a price cut. We're driving a god damn tank, of course it's expensive. What needs to be fixed is the isk rewarded from what we destroy/damage.
In reality, the heavy dropsuit would cost near the same amount - if you are using this type of logic in a science fiction world. The suit itself and the tech it takes would make every drop suit near 1 mill + or more because smaller can be more expensive... |
Meeko Fent
Seituoda Taskforce Command Caldari State
176
|
Posted - 2013.07.08 18:57:00 -
[15] - Quote
Sergeant Wiznowski wrote:I agree. Vehicle battles are the best. In closed beta there was a big price cut on HAVs and that was really fun (coupled with 8x 10 x sp that we have now).
Some complained about vehicle spam but it felt like batllefield, not run around with mobs. Yep.
Only Problem back them was the Free Tanks.
But that was EXTREMELY fun to play with.
Unlimited Tanks, Ahhh... Good Times. |
D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 19:10:00 -
[16] - Quote
Svipdagr Hero wrote:Leave AV and Tanks alone - they are balanced enough. Vehicle users cry because when they die, once every 3 games, they lose 4 games worth of isk.
Chop the prices in half, keep it at 2-3 games cost for the risk value, but not at 4-5 games for the play value.
Currently, after reaching the low 4.8 mill SP, I hitting up 28-0 high side, 13-0 on the low side against proto gear even. But every once in a while, the opposing team rallys a squad of swarms to take me out and is victorious. So to adapt, check player lists and hesitate if I know something is up... However I think most tankers would be more ballsy if it was just 25-50 percent cheaper... Tankers KDR might be more realistic as well.
I know their are balancing threads out there, but I felt this was a different way to solve the issue.
-hero
i think this could be effective, because it give both tankers and antiarmor people a reason to se them and spec into them.
remember these are just standard tanks there are NO advanced or PROTO tanks yet. so the prices need to be drastically reduced.
a good bench make would be to make the price 2 times the price of a proto heavy suit. and drop ships need to much much much cheaper those things get shot out the sky really fast, and when CCP unleashes the endless maps (the whole 10 killometer battle areas of the planet) we are going to need LAVs that can sustain some damage, and dropships that are cheaper.
tbh thoug, these tanks should have higher EHP, because right now the gap between LAV and HAV is too close, where are the MAVs going to fit in when LAVs have 2500sheild, and tanks right now cant survive 2 seconds under milita AV fire.
decreasing the price at least aliviates the prolem of risk v. loss |
Vell0cet
Royal Uhlans Amarr Empire
46
|
Posted - 2013.07.08 19:15:00 -
[17] - Quote
Dr Allopathy wrote:Aside from that, I don't think we need a price cut. We're driving a god damn tank, of course it's expensive. What needs to be fixed is the isk rewarded from what we destroy/damage.
Here's one way to solve this. Whenever you kill a dropsuit/vehicle the ISK value of that kill gets carved up according to the following formula. 50% is permanently destroyed (this is to keep inflation in check). 25% is added to a pool that gets distributed equally to the entire team at the end of the match. This helps keep noobs playing, and rewards your teammates who most likely had a hand in making that kill possible (like that redline sniper on your team that killed the AV guy allowing you to blow up that dropship, or the poor noob keeping the protobears busy killing him so you can get that kill). The final 25% gets paid out based on the damage done to whatever was killed, so if player A does 65%, Player B does 10% and Player C does the final 25% then they get that last 25% split by those percentages. This means if you're good with a tank (and focus on blowing up expensive stuff) you can easily sustain your habit, if you're not good, you may need to grind in militia.
You don't hear titan pilots in EVE complaining that it's not affordable to loose them. Tanks are VERY powerful (as they should be) but there should be great risk in loosing them or else the balance is broken.
Also they need to fix vehicle recall too, but that's a different (although related) subject. |
Principus Shmoof Triariian
Defective by Design
25
|
Posted - 2013.07.08 19:21:00 -
[18] - 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. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.07.08 20:23:00 -
[19] - Quote
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. |
BatKing Deltor
Tank Bros. DARKSTAR ARMY
74
|
Posted - 2013.07.08 20:32:00 -
[20] - Quote
I'd like a bit of a reduction in turret pricing, that would make me happy.
The enforcer should cost somewhere of about 500k or so. Something of about half its current price being a specialized STANDARD tank. |
|
Cyrille Fodeux
Ostrakon Agency Gallente Federation
15
|
Posted - 2013.07.08 20:48:00 -
[21] - Quote
They will be priced again when Proto vehicles come out. |
Principus Shmoof Triariian
Defective by Design
26
|
Posted - 2013.07.08 20:51:00 -
[22] - 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 |
Soldiersaint
Reaper Galactic
49
|
Posted - 2013.07.08 20:52:00 -
[23] - Quote
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 Because being a foot soldier SUCKS! |
Svipdagr Hero
Molon Labe. League of Infamy
11
|
Posted - 2013.07.08 21:45:00 -
[24] - Quote
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 |
Principus Shmoof Triariian
Defective by Design
28
|
Posted - 2013.07.08 22:10:00 -
[25] - 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 :)
|
CharCharOdell
Shining Flame Amarr Empire
294
|
Posted - 2013.07.08 22:13:00 -
[26] - 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
haha. hit me up in game and ill GIVE you a 1.4mil ISK tank. if you make it last for more than 10 minutes on the frontline, ill never cry about tanks again.
If you think tanks are easy to use, you've never tried it. There is a reason only a very small handful of us make a profit with them without redline sniping every game. Hell, if you can break even you're a damn good tanker. |
CharCharOdell
Shining Flame Amarr Empire
294
|
Posted - 2013.07.08 22:17:00 -
[27] - Quote
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
If turret damage is reduced, then you will only see rail tanks because rails are the only turret dependable enough to kill a forge gunner fast enough to survive. That means more rail sniping and since only rail sniper can kill rail snipers now- they wont bc nobody will do enough damage to kill eachother and tanks will never die. Damage mod power actually needs to be increased so that shield tanks can take on armor tanks again. And HP in general needs a buff OR we need a 50% price reduction so that a tank only needs to last 3 battles instead of 6 which is pretty much impossible if you take it on the frontlines every match. |
low genius
The Sound Of Freedom Renegade Alliance
152
|
Posted - 2013.07.08 22:25:00 -
[28] - Quote
Dr Allopathy wrote:It takes many games, many lost tanks, and different kinds of opponents to learn the driving strategies which fit you as a tank driver. Many drivers differ from each other in the way they maneuver.
I can understand how you can just drop in a MLT tank and drive around. What you haven't exposed yourself to is the difference between driving with dual light reppers versus a heavy repper and hardeners, etc. Fits define your strategy.
Aside from that, I don't think we need a price cut. We're driving a god damn tank, of course it's expensive. What needs to be fixed is the isk rewarded from what we destroy/damage.
i'd like to add that you also have to lose your team a lot of battles while learning to use your tank, and then you lose your team lots of battles because you think you're good at it. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.07.08 22:35:00 -
[29] - Quote
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. |
Principus Shmoof Triariian
Defective by Design
30
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Posted - 2013.07.08 22:39:00 -
[30] - 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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