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Alpha 443-6732
Not Guilty EoN.
12
|
Posted - 2013.07.10 03:34:00 -
[31] - Quote
Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere. |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:34:00 -
[32] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: Yes, one V one situations. tanks need to be balanced for 1v1 because that also effects times when ppl intervine. For Exmaple: What if the stronger tank recives help against the unbalanced, weaker tank? The stronger, OP tank wins. What happens when both tanks have help? the stronger, OP tank wins. What happens when the weaker, UP tank fights the stronger, OP tank? the OP tank still usally wins unless the UP tank gets a significant amount of help, wich will pull waaay too many ppl to deal with one tank. Kinda ruins everything. What happens when one tank is OP adn the other is UP? the OP tank wins 100% of the time and no one wants to play shield tanks. like what is happening now.
If shield tanks were balanced against armour tanks, then how balanced would they be against infantry AV? Lets assume AV isn't taken into account. Oh wait, there aren't just tankers in every single bloody game, and yes, there will be AV present. I used to say the best tankers know the map, know the escape routes, know the flanking routes, and know how to get their tanks to those routes, and know their tank's limits. Well, lets expand on that. The best tankers know how to take advantage of the fact that THEY ARE NOT THE ONLY ONES ON THE BATTLEFIELD. Your team is there, and they want points too. A shield blaster tank with 1 extra gunner who has 3 AV grenades can deal more damage than an armour tank with the same blaster and no gunners. A shield blaster tank with 2 extra gunners with 6 AV grenades and 1 swarm launcher can deal MUCH more damage than an armour tank with the same blaster and 1 gunner with 3 AV nades. An armour blaster tank with 2 extra gunners and 6 AV grenades can stomp a shield tank, ONLY if the shield tank lets the armour tank get close enough. And if the shield tank has a gunner who is willing to hop out, throw AV grenades and generally distract the armour tank as the shield tank uses his superior mobility to make haste for the hills, then the shield tank survives.
"I used to say the best tankers know the map, know the escape routes, know the flanking routes, and know how to get their tanks to those routes, and know their tank's limits." well,if this is true then a tanker can find a way to get the enemy tank on a 1v1, or 1v1 him by chance cuz they met on the roads or on a clearing in the infaintry war in witch they do not interfere (both of these happen quiet often) or are fighting each other across the map in a rail fight. it is very common for tanks to 1v1, just as common as other ppl intervine. I would know, i am a tanker. Also, tanks 1v1 veryy often in PC, not all the time but alot of the time in PC tanks single handly pull the AV for their team. If your tank can not do the AV because of the balancing issiues than your PC plans change.
And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:35:00 -
[33] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere.
So are you disagreeing and say it is better for the balance of the game that armor tanks remain faster than shield tanks? |
Alpha 443-6732
Not Guilty EoN.
12
|
Posted - 2013.07.10 03:37:00 -
[34] - Quote
Exmaple Core wrote:Alpha 443-6732 wrote:Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere. So are you disagreeing and say it is better for the balance of the game that armor tanks remain faster than shield tanks?
Sorry, just edited post. I think caldari needs to be buffed but not in the area of speed (passive regen and long range weaponry maybe). I think minmatar will fill that role instead. |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:59:00 -
[35] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote:Alpha 443-6732 wrote:Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere. So are you disagreeing and say it is better for the balance of the game that armor tanks remain faster than shield tanks? Sorry, just edited post. I think caldari needs to be buffed but not in the area of speed (passive regen and long range weaponry maybe). I think minmatar will fill that role instead. very fair point. Though it makes sence, were not getting long range weaponry or minmitar tanks for months, prolly even an entire year. going back to what the OP said, we shouldent have to wait another year for this to get fixed. needs to be fixed now |
Eurydice Itzhak
Militaires Sans Jeux
99
|
Posted - 2013.07.10 04:08:00 -
[36] - Quote
The Attorney General wrote:Knight SoIaire wrote:Just make the Shield Modules (Boosters and Hardeners in particular) match Armour modules.
Nerfing Armour tanks will only make them worse Vs Armour Based AV, and they already are. That would make Armor tanks obsolete overnight. Why would I run a tank that is slightly faster without plates when I could run a tank that has better resistances to the two most popular forms of AV AND can run damage mods without completely sacrificing its tank? Not that I don't think shield tanks are UP right now, but I think we need to think about this about more thoroughly before we start throwing out possible solutions that the crackpots at CCP might take seriously.
Just throwing it out there that all gunnlogis have 2 pg extenders in their lows.
But i agree armor needs a small buff and shields need a huge buff. They should each fill a niche role and be able to compete. |
Alpha 443-6732
Not Guilty EoN.
12
|
Posted - 2013.07.10 04:11:00 -
[37] - Quote
Exmaple Core wrote: very fair point. Though it makes sence, were not getting long range weaponry or minmitar tanks for months, prolly even an entire year. going back to what the OP said, we shouldent have to wait another year for this to get fixed. needs to be fixed now
Possibly a significant increase in the CPU required and a significant decrease in the PG needed for railguns would discourage running a railgun on a madrugar, but not completely remove the possibility of it. Meaning it would be even more convenient to use railguns on a caldari tank than it would be for a gallente tank if they were to make this change, causing caldari to rule long range (it would be able to equip a good railgun turret and damage mods due to its large CPU pool, while retaining tankiness).
Also I think these changes should be made at a factor of 1.25x or 1.5x. |
Alpha 443-6732
Not Guilty EoN.
12
|
Posted - 2013.07.10 04:30:00 -
[38] - Quote
Nguruthos IX wrote:random derpship post
Derpship
That is all
Go home you annoying wasp, nobody wins the way you play. You're ruthless. If I were wanting to play cat and mouse I would go to my local kindergarten and sneak into their parachute/blanket.
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
548
|
Posted - 2013.07.10 04:36:00 -
[39] - Quote
The Attorney General wrote:Knight SoIaire wrote:Just make the Shield Modules (Boosters and Hardeners in particular) match Armour modules.
Nerfing Armour tanks will only make them worse Vs Armour Based AV, and they already are. That would make Armor tanks obsolete overnight. Why would I run a tank that is slightly faster without plates when I could run a tank that has better resistances to the two most popular forms of AV AND can run damage mods without completely sacrificing its tank? Not that I don't think shield tanks are UP right now, but I think we need to think about this about more thoroughly before we start throwing out possible solutions that the crackpots at CCP might take seriously.
Armor would have still more HP after that suggestion. Also, dual repping monsters would still have the speed advantage. Even with one 180mm plate the speed/agility is the same as shield tanks'.
Those are the most clear points for starters. |
Vyzion Eyri
The Southern Legion RISE of LEGION
874
|
Posted - 2013.07.10 04:37:00 -
[40] - Quote
Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew?
Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP.
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GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
30
|
Posted - 2013.07.10 04:49:00 -
[41] - Quote
I have specced into both armor and shield, because I wanted to be flexible but shield boosters and shield hardeners duration needs to improve dramatically. Lets not forget about the stacking passive penalties.
Shield tanks need to be bumped to be more competitive |
Beld Errmon
D3M3NT3D M1NDZ Orion Empire
705
|
Posted - 2013.07.10 05:01:00 -
[42] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP.
if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire. |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:51:00 -
[43] - Quote
Beld Errmon wrote:Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP. if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire.
pretty much |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
670
|
Posted - 2013.07.10 06:54:00 -
[44] - Quote
Beld Errmon wrote: if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire.
I will come out of that without a lick of flame.
My shields EHP are about 9000, and your swarms are going to do -20% anyways to me due to being explosive. |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:56:00 -
[45] - Quote
Xocoyol Zaraoul wrote:Beld Errmon wrote: if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire. I will come out of that without a lick of flame. My shields EHP are about 9000, and your swarms are going to do -20% anyways to me due to being explosive.
Proto swarms to attack the armor tank and proto forge to attack the sheild tank. there, their both dead |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
670
|
Posted - 2013.07.10 06:58:00 -
[46] - Quote
Exmaple Core wrote:Proto swarms to attack the armor tank and proto forge to attack the sheild tank. there, their both dead Now you're talking, though better yet a pair of forge-gunners since forge-guns do ridiculous damage at the higher tiers anyways, even with the -10% against shields a proto-forge will leave a whopping dent and they kill Madrugars just fine. |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:59:00 -
[47] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP.
Okay give the shield tank 2 cycled missle launchers and give the armor tank 2 rails and its pretty even, if anything an advantage for the armor tank cuz shield tanks dont have the resist, EHP, or rep that armor tanks do |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 07:02:00 -
[48] - Quote
Xocoyol Zaraoul wrote:Exmaple Core wrote:Proto swarms to attack the armor tank and proto forge to attack the sheild tank. there, their both dead Now you're talking, though better yet a pair of forge-gunners since forge-guns do ridiculous damage at the higher tiers anyways, even with the -10% against shields a proto-forge will leave a whopping dent and they kill Madrugars just fine.
none of this matters.... were talking about 1v1 not squad v squad. the only hypotheticals we should be talking about are the pilot suits. the armor tanks could use ethire allente or mini suits cuz it will work for them but the shield tanks will only be useful using the mini suit, wich doesent help the caldari tank survive at all |
Garrett Blacknova
Codex Troopers
3294
|
Posted - 2013.07.10 07:15:00 -
[49] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP. Voice of someone who's had a fully-crewed shield tank vs. fully-crewed armour tank fight.
To be more precise, all-Missile Gunnlogi (so perfect for anti-Armour) against a Blaster Madrugar with Small Missile Turrets (so not as perfectly anti-Shield), the Madrugar had taken some shield damage AND the Gunnlogi showed up behind the Madrugar after setting up an ambush.
Once it started taking fire, the Madrugar stopped moving, turned around, and just sat there firing at the Gunnlogi. The Gunnlogi, on the other hand, kept moving, trying to reduce the damage it was taking.
With a mobile target, there were occasional misses, or near-misses with splash damage from the Madrugar's Small Turrets, and even some of the Blaster fire was missing its mark. By contrast, the Gunnlogi landed almost every shot fired on the immobile Madrugar.
By the end of the fight, in spite of all the advantages it had, the Gunnlogi was on fire.
I'm sorry, but when you have a tank that's designed to be competent against any threat, and it goes up against a tank that's specifically designed for taking out that particular enemy, and the specialised tank has not only its preferred target but also an ambush going in its favour, AND a better driver, the fight should definitely NOT be close.
NOTE: Other than a few hits to the Madrugar's shields prior to the tank vs. tank encounter (which ended with infantry being wiped out by the Madrugar), there was no direct involvement from AV infantry. |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:23:00 -
[50] - Quote
Garrett Blacknova wrote:Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP. Voice of someone who's had a fully-crewed shield tank vs. fully-crewed armour tank fight. To be more precise, all-Missile Gunnlogi (so perfect for anti-Armour) against a Blaster Madrugar with Small Missile Turrets (so not as perfectly anti-Shield), the Madrugar had taken some shield damage AND the Gunnlogi showed up behind the Madrugar after setting up an ambush. Once it started taking fire, the Madrugar stopped moving, turned around, and just sat there firing at the Gunnlogi. The Gunnlogi, on the other hand, kept moving, trying to reduce the damage it was taking. With a mobile target, there were occasional misses, or near-misses with splash damage from the Madrugar's Small Turrets, and even some of the Blaster fire was missing its mark. By contrast, the Gunnlogi landed almost every shot fired on the immobile Madrugar. By the end of the fight, in spite of all the advantages it had, the Gunnlogi was on fire. I'm sorry, but when you have a tank that's designed to be competent against any threat, and it goes up against a tank that's specifically designed for taking out that particular enemy, and the specialised tank has not only its preferred target but also an ambush going in its favour, AND a better driver, the fight should definitely NOT be close. NOTE: Other than a few hits to the Madrugar's shields prior to the tank vs. tank encounter (which ended with infantry being wiped out by the Madrugar), there was no direct involvement from AV infantry.
Yeah i have had the same experiences but instead i used a Falshion with proto missles and enforcer 3. shield tanks are so bad! like you said, they can not win using a fit specifically set up to be anti armor tanks. cant even beat the standard madrugar. its pathetic how unbalanced it is, this is why ppl want respecs. so their not horrendously screwed over by balancing issues |
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Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:29:00 -
[51] - Quote
Eurydice Itzhak wrote:The Attorney General wrote:Knight SoIaire wrote:Just make the Shield Modules (Boosters and Hardeners in particular) match Armour modules.
Nerfing Armour tanks will only make them worse Vs Armour Based AV, and they already are. That would make Armor tanks obsolete overnight. Why would I run a tank that is slightly faster without plates when I could run a tank that has better resistances to the two most popular forms of AV AND can run damage mods without completely sacrificing its tank? Not that I don't think shield tanks are UP right now, but I think we need to think about this about more thoroughly before we start throwing out possible solutions that the crackpots at CCP might take seriously. Just throwing it out there that all gunnlogis have 2 pg extenders in their lows. But i agree armor needs a small buff and shields need a huge buff. They should each fill a niche role and be able to compete.
we may be able to use PG extenders but we need that to set ourselfs on par with armor tanks. Armor tanks have a atupid amount of PG and CPU, the amount is baffling and totally dwarfs the fitting ability of the shield tanks. We need those extender and you armor tanks do not, wich is a shame becuase that frees up 2 high slots for armor tanks to throw in active mods of litterally whatever they want. mobile CRU, fuell injectors for an even higher speed advantage over the shiled tank, damage controle for even more resist advantage, active heat sink to kill us even harder than what they normally do, sheild mods to prove that armor tanks can shield just as well as caldari.... So you see, caldari tanks are pluaged by PG enhancers cuz wwe actually need them. armor does not |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:35:00 -
[52] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote: very fair point. Though it makes sence, were not getting long range weaponry or minmitar tanks for months, prolly even an entire year. going back to what the OP said, we shouldent have to wait another year for this to get fixed. needs to be fixed now
Possibly a significant increase in the CPU required and a significant decrease in the PG needed for railguns would discourage running a railgun on a madrugar, but not completely remove the possibility of it. Meaning it would be even more convenient to use railguns on a caldari tank than it would be for a gallente tank if they were to make this change, causing caldari to rule long range (it would be able to equip a good railgun turret and damage mods due to its large CPU pool, while retaining tankiness). Also I think these changes should be made at a factor of 1.25x or 1.5x.
nooo bad, bad idea. Madrugers have an insaine amount of CPU and PG while both the caldari tanks have a very limited amount, its honestly unfair. This would hurt the caldari tanks more ebcause we are already having promblems stacking our damage mods and heat sinks, wich all cost a crazy amount of CPU. Caldari tanks wont be doing damage at that point because lack of damage mods or heat sinks but the armor tanks will have enough fitting to do whatever they want and will be uneffected. Droping the PG would make both tanks harder to kill and we already cant kill an armor tank. So this change would destroy us even more |
The Attorney General
ZionTCD
326
|
Posted - 2013.07.10 15:36:00 -
[53] - Quote
Exmaple Core wrote:
Yeah i have had the same experiences but instead i used a Falshion with proto missles and enforcer 3. shield tanks are so bad! like you said, they can not win using a fit specifically set up to be anti armor tanks. cant even beat the standard madrugar. its pathetic how unbalanced it is, this is why ppl want respecs. so their not horrendously screwed over by balancing issues
Honestly though, running damage mods on a 'Loggi or a Falchion is pretty much suicide if you don't have someone running shield transporters.
I think the only other way you can run a damage mod tank is if you are the anchor and you have another tank operating as a sweeper.
Even then if the other team can get a good fix on you, you will get dropped. A tank with damage mods is not surviving an OB, or a forge gunner prepared to die in the redline to take it out.
I am not really sure how we can go about getting a sort of balance between the two, but I think the first step is to remove the movement penalty from the Falchion entirely. Having it be that slow makes it completely useless as an "enforcer".
The Gunloggi needs a speed bump as well, and both could use a bump in shield regen.
None of that is going to really help it in combat vs a Madrugar though, and that is where the problem lies.
Just saying Shield tanks are for anti-infantry work and armor tanks are for AT doesn't seem like a good solution.
It would be great if the vehicle devs were not so MIA so we could get a better understanding of what they intend the vehicles to be. |
Takahiro Kashuken
Red STar. EoN.
644
|
Posted - 2013.07.10 15:47:00 -
[54] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=925183#post925183
Somewhere in ther |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 15:49:00 -
[55] - Quote
The Attorney General wrote:Exmaple Core wrote:
Yeah i have had the same experiences but instead i used a Falshion with proto missles and enforcer 3. shield tanks are so bad! like you said, they can not win using a fit specifically set up to be anti armor tanks. cant even beat the standard madrugar. its pathetic how unbalanced it is, this is why ppl want respecs. so their not horrendously screwed over by balancing issues
Honestly though, running damage mods on a 'Loggi or a Falchion is pretty much suicide if you don't have someone running shield transporters. I think the only other way you can run a damage mod tank is if you are the anchor and you have another tank operating as a sweeper. Even then if the other team can get a good fix on you, you will get dropped. A tank with damage mods is not surviving an OB, or a forge gunner prepared to die in the redline to take it out. I am not really sure how we can go about getting a sort of balance between the two, but I think the first step is to remove the movement penalty from the Falchion entirely. Having it be that slow makes it completely useless as an "enforcer". The Gunloggi needs a speed bump as well, and both could use a bump in shield regen. None of that is going to really help it in combat vs a Madrugar though, and that is where the problem lies. Just saying Shield tanks are for anti-infantry work and armor tanks are for AT doesn't seem like a good solution. It would be great if the vehicle devs were not so MIA so we could get a better understanding of what they intend the vehicles to be.
Yeah, they really dont work with us at all and we are suffering for it. i dont want to play tanks anymore because of how lopsided, predictable, and non profitable it has become in this build. Ive yet to see any tanker disagree, wed all rather go infaintry. But, i have a double damage mod gunlogi and i have had many victorys, works in PC as well and in pubs with crazy AV. mind you im very tactical with it,and i even used to be able to destroy most armo tanks because before the triple SP event most armor tanks were not resist madrugers and now they are so im pretty boned. Nothing works anymore, period.
Also, i wouldent say that shield tanks need a speed buff but armor tanks need to go back to chromosome speed, shield tanks are were they are in chromosome speeds. Ill also point out that active sheild mods are unusable and are complete garbage that should never, ever be considered, no matter what. Their that bad, were armor hardners are what wins them all these battles. 10 sec activation time with a 30 sec cool down for 30% resist VS 1 min activation time with 30 sec cool down for 25% resist. not very fair, perhaps we can buff that durration of the shild hardners effictive use from 10 sec to 30 sec, that would be worth having and still no were near as powerful as armor mods. It needs to be at least half as effective., because passive resist is not strong enough to make the differnece for caldari. so buff passive hardners for caldari mods? one or the other, we need something to stand up to you guuys |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 15:50:00 -
[56] - Quote
Takahiro Kashuken wrote:https://forums.dust514.com/default.aspx?g=posts&m=925183#post925183
Somewhere in ther were not talking about AV. this is hardly revelant, were discussing balance between armor and shield tanks |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 16:00:00 -
[57] - Quote
Can we get CCP Blam to give us some feedback? jus work with us here, let us know your listening or something, at least give us some hope |
gbh08
Seituoda Taskforce Command Caldari State
62
|
Posted - 2013.07.10 16:01:00 -
[58] - Quote
i love my gunlogi and tbh im glad i specced into it still
but yeah, being against a madruger is pretty much game over for me, unless i pull back and try to snipe it with rail, but i prefer to run mssiles
id be content if gunlogi went a little faster as i'll be popping missiles at maddy not missing yet he will tank that **** and drive straight up to me then blast me to bits or \ also , maybe the missile turrets could fire a little faster than the 2.5 delay they have |
The Attorney General
ZionTCD
329
|
Posted - 2013.07.10 16:04:00 -
[59] - Quote
Exmaple Core wrote:
Yeah, they really dont work with us at all and we are suffering for it. i dont want to play tanks anymore because of how lopsided, predictable, and non profitable it has become in this build. Ive yet to see any tanker disagree, wed all rather go infaintry. But, i have a double damage mod gunlogi and i have had many victorys, works in PC as well and in pubs with crazy AV. mind you im very tactical with it,and i even used to be able to destroy most armo tanks because before the triple SP event most armor tanks were not resist madrugers and now they are so im pretty boned. Nothing works anymore, period.
Also, i wouldent say that shield tanks need a speed buff but armor tanks need to go back to chromosome speed, shield tanks are were they are in chromosome speeds. Ill also point out that active sheild mods are unusable and are complete garbage that should never, ever be considered, no matter what. Their that bad, were armor hardners are what wins them all these battles. 10 sec activation time with a 30 sec cool down for 30% resist VS 1 min activation time with 30 sec cool down for 25% resist. not very fair, perhaps we can buff that durration of the shild hardners effictive use from 10 sec to 30 sec, that would be worth having and still no were near as powerful as armor mods. It needs to be at least half as effective., because passive resist is not strong enough to make the differnece for caldari. so buff passive hardners for caldari mods? one or the other, we need something to stand up to you guuys
Actually, I very much enjoy tanking in this build. I enjoy the challenge of fighting off AV that I know can destroy me very quickly if I make a mistake. It can be very difficult, and there are times where everything goes wrong in a match, but generally I am having lots of fun tanking.
I do agree that active resists on shield tanks are completely worthless. Before 1.2, any time I saw a shield tank activate hardeners, I knew they were dead.
As for changes to hardeners, giving shield tankers a 30 active 30 cooldown doesn't seem out of balance to me, as it still allows armor tanks to have the staying power that we think the devs want them to have.
However, does it really make a difference in a tank 1 v 1? Look at the match we had the other day. Would having better resists got you out of there? Sort of a split. The first Loggi you lost would have gotten away to cover if you had better resists, and the first Falchion might have made it back into the deployment. The second one would have been popped anyway, because I was able to close you down enough that you couldn't run away. The next Gunloggi would have gone down anyway because you got between two tanks, and the last gunloggi was going to die because I knew you were coming and had all my modules ready for you.
So out of those 5 tanks, resists would have kept one alive, might have kept a second alive, and would have made that last fight closer.
Now, I have to ask, were you running damage mods on those blaster gunnloggis at the end? If so, maybe running the PG extenders to get some more HP would be a better solution?
That raises the different issue of why have damage mods if no one can run them without getting popped, but I am just trying to figure out if there is some area where there is a viability for shield tanking that we may have missed.
Because as it stands, I am in agreement with you that shield tanks need love, but I don't know if just bumping the resists would be enough.
I'm thinking crazy here, but how much more PG would a shield tank need from base to be be able to run an extender and a booster with one damage mod? That could open up a whole new can of worms, but I can't really think of a good way of levelling the field without doing some drastic stuff. |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 16:05:00 -
[60] - Quote
gbh08 wrote:i love my gunlogi and tbh im glad i specced into it still but yeah, being against a madruger is pretty much game over for me, unless i pull back and try to snipe it with rail, but i prefer to run mssiles id be content if gunlogi went a little faster as i'll be popping missiles at maddy not missing yet he will tank that **** and drive straight up to me then blast me to bits or \ also , maybe the missile turrets could fire a little faster than the 2.5 delay they have
Speed will not help you in a tank battle. You cant run away and shoot the enemy tank chasing you at the same time, oul run into stuff and blow yourself. But yeah, buffing missles would do something, then we can win using our races preferred weapon. the same weapon that is supposed to beat armor tanks, and doesn't now.... |
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