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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
317
|
Posted - 2013.07.24 09:36:00 -
[1] - Quote
I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
284
|
Posted - 2013.07.24 09:45:00 -
[2] - Quote
ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant?
Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
317
|
Posted - 2013.07.24 09:50:00 -
[3] - Quote
Yeah, but how exactly do we go about that? How many more slots? How much more CPU/PG? How much more basic EHP? Built in damage resistance? |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 09:56:00 -
[4] - Quote
ZeHealingHurts HurtingHeals wrote:Yeah, but how exactly do we go about that? How many more slots? How much more CPU/PG? How much more basic EHP? Built in damage resistance? 7 high/low 4high/low depending on type with 20-40% pg/cpu buff at least thats my opinion. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
317
|
Posted - 2013.07.24 09:59:00 -
[5] - Quote
richiesutie 2 wrote:ZeHealingHurts HurtingHeals wrote:Yeah, but how exactly do we go about that? How many more slots? How much more CPU/PG? How much more basic EHP? Built in damage resistance? 7 high/low 4high/low depending on type with 20-40% pg/cpu buff at least thats my opinion. That's more like it! Now to see what others think of this. I don't really care what happens, but I do want the information. I hear proto-tanks being thrown around as the solution, but nobody ever says what they think that means. |
LudiKure ninda
Trans Worlds Operations League of Infamy
2
|
Posted - 2013.07.24 10:07:00 -
[6] - Quote
richiesutie 2 wrote:ZeHealingHurts HurtingHeals wrote:Yeah, but how exactly do we go about that? How many more slots? How much more CPU/PG? How much more basic EHP? Built in damage resistance? 7 high/low 4high/low depending on type with 20-40% pg/cpu buff at least thats my opinion.
I am a tanker,i I can say wow this would be sick owerpowerd! but thumbs up for idea |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
317
|
Posted - 2013.07.24 10:09:00 -
[7] - Quote
And you'd suggest? |
Jack McReady
DUST University Ivy League
324
|
Posted - 2013.07.24 10:11:00 -
[8] - Quote
oh look another tank driver L2Pissue club, this is new and refreshing
Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. |
LudiKure ninda
Trans Worlds Operations League of Infamy
2
|
Posted - 2013.07.24 10:19:00 -
[9] - Quote
For shield 6 high, 3 low (4 would be insane) 15% more hp,10% resistance for shields and skill for pro tanks, 5% more pg and cpu,and range per lvl
One cost 2 mil isk. same for armour tanks,. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
285
|
Posted - 2013.07.24 10:24:00 -
[10] - Quote
Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually.
Yah, I'll agree with that when it costs 2 mil ISK to fit a suit with AV weapons, or proto tanks cost 150k ISK when fully outfitted. Now, quite being so ridiculous. |
|
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
318
|
Posted - 2013.07.24 10:40:00 -
[11] - Quote
Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing
wat |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 10:42:00 -
[12] - Quote
Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
|
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
318
|
Posted - 2013.07.24 10:46:00 -
[13] - Quote
Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
WIth the proto-AV we have now, what would the stats of a proto-tank be?
That's what i'm asking. |
Jack McReady
DUST University Ivy League
324
|
Posted - 2013.07.24 10:46:00 -
[14] - Quote
Son-Of A-Gun wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. Yah, I'll agree with that when it costs 2 mil ISK to fit a suit with AV weapons, or proto tanks cost 150k ISK when fully outfitted. Now, quite being so ridiculous. isk never was a balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). your arguments will mather as soon as you understand this. |
Korvin Lomont
United Pwnage Service RISE of LEGION
62
|
Posted - 2013.07.24 10:48:00 -
[15] - Quote
Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult.
This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win.... |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 10:49:00 -
[16] - Quote
LudiKure ninda wrote:For shield 6 high, 3 low (4 would be insane ) 15% more hp,10% resistance for shields and skill for pro tanks, 5% more pg and cpu,and range per lvl One cost 2 mil isk. same for armour tanks,. I'd happily pay 10mil a tank for 7/4 layout |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 10:49:00 -
[17] - Quote
ZeHealingHurts HurtingHeals wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
With the proto-AV we have now, what would the stats of a proto-tank be? That's what i'm asking.
Advanced: 5:3 / 3:6 Prototype 6:3 / 3:6
Increased CPU and PG. At this moment in time. Variants would possibly have an additional slot, bonuses slightly amplified for Proto. |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 10:51:00 -
[18] - Quote
richiesutie 2 wrote:LudiKure ninda wrote:For shield 6 high, 3 low (4 would be insane ) 15% more hp,10% resistance for shields and skill for pro tanks, 5% more pg and cpu,and range per lvl One cost 2 mil isk. same for armour tanks,. I'd happily pay 10mil a tank for 7/4 layout
I'm sure you would, OP Tank :P |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
318
|
Posted - 2013.07.24 10:51:00 -
[19] - Quote
Serioulsly, what is this?
Jack McReady wrote:tank driver L2Pissue club
Is that a new term that's been floating around? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
285
|
Posted - 2013.07.24 10:52:00 -
[20] - Quote
Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. |
|
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 10:53:00 -
[21] - Quote
Jason Pearson wrote:richiesutie 2 wrote:LudiKure ninda wrote:For shield 6 high, 3 low (4 would be insane ) 15% more hp,10% resistance for shields and skill for pro tanks, 5% more pg and cpu,and range per lvl One cost 2 mil isk. same for armour tanks,. I'd happily pay 10mil a tank for 7/4 layout I'm sure you would, OP Tank :P IF it ever happens be sure to join the duna truce!!!! |
Jack McReady
DUST University Ivy League
324
|
Posted - 2013.07.24 10:53:00 -
[22] - Quote
Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid?
again for you, isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this and wake up from your tunnelvision trance. |
Takahiro Kashuken
Red Star. EoN.
725
|
Posted - 2013.07.24 10:54:00 -
[23] - Quote
Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 10:57:00 -
[24] - Quote
Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV
I think it's a bad way to look at it, reduce price of vehicles/increase price of AV
5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good
Make AV cost similar prices to Turrets
Fixed.
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
285
|
Posted - 2013.07.24 10:58:00 -
[25] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid? again for you, isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this and wake up from your tunnelvision trance.
|
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 10:58:00 -
[26] - Quote
Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. or skills could play a larger part in tanks and would stack with the other occupants in the tank so instead of passengers being a nuisance the drivers would now flock to the tanks channels for AFK gunners. |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 11:00:00 -
[27] - Quote
richiesutie 2 wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. or skills could play a larger part in tanks and would stack with the other occupants in the tank so instead of passengers being a nuisance the drivers would now flock to the tanks channels for AFK gunners.
Or pilot suits for passengers adding additional bonuses?
Give two types of bonus on the suit stats
Pilot: Bonus here Passenger: Bonus here
So three people in a tank, you get the pilot and two passenger bonuses? :D |
Takahiro Kashuken
Red Star. EoN.
725
|
Posted - 2013.07.24 11:05:00 -
[28] - Quote
Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed.
Nope
1 AV player? **** no
I have to have a 2nd person watching my back half the time, i use teamwork in a tank even tho infantry tryhards wont accept it
Why should they be able to solo my proto tank if its fully fitted? shouldnt AV use teamwork?
Also the slot layouts suck, 1h/l slot per meta jump is good |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 11:09:00 -
[29] - Quote
Jason Pearson wrote:richiesutie 2 wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. or skills could play a larger part in tanks and would stack with the other occupants in the tank so instead of passengers being a nuisance the drivers would now flock to the tanks channels for AFK gunners. Or pilot suits for passengers adding additional bonuses? Give two types of bonus on the suit stats Pilot: Bonus here Passenger: Bonus here So three people in a tank, you get the pilot and two passenger bonuses? :D yh then with that av'ers can no longer complain about balance as they shouldn't be able to solo three people at once as that would be OP....right? |
Jason Pearson
Seraphim Initiative. CRONOS.
2088
|
Posted - 2013.07.24 11:09:00 -
[30] - Quote
Takahiro Kashuken wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed. Nope 1 AV player? **** no I have to have a 2nd person watching my back half the time, i use teamwork in a tank even tho infantry tryhards wont accept it Why should they be able to solo my proto tank if its fully fitted? shouldnt AV use teamwork? Also the slot layouts suck, 1h/l slot per meta jump is good
Add the Pilot suit into the mix, add additional bonuses from passengers (If they ever decided to do it like I suggested above) would turn that 1 AVer into 3 Proto AV needed
Also, you and I both know 7:4 would be OP
Edit: if prices of AV were level with Turrets, can you imagine a Proto Breach Forge Gunner ever on the battlefield? fielding a 900k Weapon? ^_^ |
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
285
|
Posted - 2013.07.24 11:11:00 -
[31] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid? again for you, isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this and wake up from your tunnelvision trance.
You know I can do that to:
why do you even post if you dont understand the basics? do you like to make yourself look stupid?
again for you, isk never was the primary balance factor for raw strength. a AVer offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont use AV (rule #1 of eve, dont use what you cant afford to lose). requiring a to to take down a tank would mean instant loose for every tanker, which is the way the game is now. 1 person to take care of one tank, would make it absolutely stupid to ever bring in a tank, which is the way it is now.
You want to go around calling people stupid for no good reason? You sir are a ******* sum bag.
Your argument is valid when "the team" actually starts paying for my tanks. Now why don't you go **** yourself. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 11:13:00 -
[32] - Quote
Son-Of A-Gun wrote:Jack McReady wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid? again for you, isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this and wake up from your tunnelvision trance. You know I can do that to: Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid? again for you, isk never was the primary balance factor for raw strength. a AVer offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a use AV (rule #1 of eve, dont use what you cant afford to lose). requiring a to to take down a tank would mean instant loose for every tanker, which is the way the game is now. 1 person to take care of one tank, would make it absolutely stupid to ever bring in a tank, which is the way it is now. You want to go around calling people stupid for no good reason? You sir are a ******* sum bag. Your argument is valid when "the team" actually starts paying for my tanks. Now why don't you go **** yourself. *scum ;) |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
318
|
Posted - 2013.07.24 11:15:00 -
[33] - Quote
All I wanted was hypothetical stats. Sheesh. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 11:28:00 -
[34] - Quote
ZeHealingHurts HurtingHeals wrote:All I wanted was hypothetical stats. Sheesh. Hey tanking and TBH vehicles in general are a really hot topic right now!!! |
Jason Pearson
Seraphim Initiative. CRONOS.
2089
|
Posted - 2013.07.24 11:30:00 -
[35] - Quote
ZeHealingHurts HurtingHeals wrote:All I wanted was hypothetical stats. Sheesh.
You asked for this, sorry :P |
Jack McReady
DUST University Ivy League
325
|
Posted - 2013.07.24 11:37:00 -
[36] - Quote
Son-Of A-Gun wrote:AVer offers the team something that nothing else is able to do thus the cost is well justified. except this is wrong.
the list of stuff that can deal with vehicles: installations equipment other vehicles
also AV is limited to AV while a HAV can deal with everything on his own.
in short: you still dont get it and have made yourself look even more stupid
|
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 11:41:00 -
[37] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:AVer offers the team something that nothing else is able to do thus the cost is well justified.
requiring a single AVer to take down a tank would mean instant loose for every tanker, which is the way the game is now. except this is wrong. the list of stuff that can deal with vehicles: installations equipment other vehicles also AV is limited to AV while a HAV can deal with everything on his own. HAV also cannot be brought down by a single guy using AV if you actually know what you are doing. in short: you still dont get it, have made yourself look even more stupid and made it certain that you are just another worthless noob What about grenades? Dem lai dai's really get up my ass |
SOGZ PANDA
The Southern Legion
5
|
Posted - 2013.07.24 11:46:00 -
[38] - Quote
haha i could just imagine the modules i could fit on my crappy tank skills numbers would be off the chart! |
Takahiro Kashuken
Red Star. EoN.
728
|
Posted - 2013.07.24 11:48:00 -
[39] - Quote
Jason Pearson wrote:Takahiro Kashuken wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed. Nope 1 AV player? **** no I have to have a 2nd person watching my back half the time, i use teamwork in a tank even tho infantry tryhards wont accept it Why should they be able to solo my proto tank if its fully fitted? shouldnt AV use teamwork? Also the slot layouts suck, 1h/l slot per meta jump is good Add the Pilot suit into the mix, add additional bonuses from passengers (If they ever decided to do it like I suggested above) would turn that 1 AVer into 3 Proto AV needed Also, you and I both know 7:4 would be OP Edit: if prices of AV were level with Turrets, can you imagine a Proto Breach Forge Gunner ever on the battlefield? fielding a 900k Weapon? ^_^
I have a feeling pilot suit will either come out pre nerfed after the whining about the placeholder numbers plus i dont think they will stack even tho they should and hopefully they come out with modules that can be on the pilot suit and help enhance the vehicle even more
As for 7/4 i dont think its OP i think its more logical tbh, if you look at dropsuits from basic to proto the vast majority get a 100% increase in slots and 100% increase in CPU/PG
Turret prices is what makes the tank expenisve, the normal mods may add upto 200k but the turret whacks it up well over a mil and that is the pricing problem atm |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
285
|
Posted - 2013.07.24 11:58:00 -
[40] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:AVer offers the team something that nothing else is able to do thus the cost is well justified.
requiring a single AVer to take down a tank would mean instant loose for every tanker, which is the way the game is now. except this is wrong. the list of stuff that can deal with vehicles: installations equipment other vehicles also AV is limited to AV while a HAV can deal with everything on his own. HAV also cannot be brought down by a single guy using AV if you actually know what you are doing. in short: you still dont get it, have made yourself look even more stupid and made it certain that you are just another worthless noob
the list of stuff that can deal with vehicles: installations (large turret dumb***) equipment (part of infantry AV dumb***) other vehicles (other vehicles dumb***)
"also AV is limited to AV while a HAV can deal with everything on his own."
1. Forge gun (also anti-infantry dumb***) 2. plasma cannon (also anti-infantry dumb***) 3. Swarm launcher is the only one that can't combat infantry, which doesn't mean a damn thing because you can still equip sidarm in adition to every one of these weapons 4. Not only that but who need any of that bull**** when tanks can already be soloed with nothing but AV nades.
"HAV also cannot be brought down by a single guy using AV if you actually know what you are doing."
Bull**** dude, I've killed hundreds of tanks (litteraly) from every manner of tanker you can imagine (yes using AV). I know exactly what it takes to solo a tank. Getting tired of you talking out your ***.
"in short: you still dont get it, have made yourself look even more stupid and made it certain that you are just another worthless noob "
I've been playing this game for eleven months now dip****. And would be glad to take your dumb *** to school any day.
I'm not going to respond to your moronic bull**** anymore I'm done with your dumb ***. |
|
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 11:59:00 -
[41] - Quote
Takahiro Kashuken wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed. Nope 1 AV player? **** no I have to have a 2nd person watching my back half the time, i use teamwork in a tank even tho infantry tryhards wont accept it Why should they be able to solo my proto tank if its fully fitted? shouldnt AV use teamwork? Also the slot layouts suck, 1h/l slot per meta jump is good Add the Pilot suit into the mix, add additional bonuses from passengers (If they ever decided to do it like I suggested above) would turn that 1 AVer into 3 Proto AV needed Also, you and I both know 7:4 would be OP Edit: if prices of AV were level with Turrets, can you imagine a Proto Breach Forge Gunner ever on the battlefield? fielding a 900k Weapon? ^_^ I have a feeling pilot suit will either come out pre nerfed after the whining about the placeholder numbers plus i dont think they will stack even tho they should and hopefully they come out with modules that can be on the pilot suit and help enhance the vehicle even more As for 7/4 i dont think its OP i think its more logical tbh, if you look at dropsuits from basic to proto the vast majority get a 100% increase in slots and 100% increase in CPU/PG Turret prices is what makes the tank expenisve, the normal mods may add upto 200k but the turret whacks it up well over a mil and that is the pricing problem atm a 7/4 with 20-30% pg buff layout would easily be able to to attain 20k ehp so it may be a tad op |
Jack McReady
DUST University Ivy League
325
|
Posted - 2013.07.24 12:02:00 -
[42] - Quote
richiesutie 2 wrote:a 7/4 with 20-30% pg buff layout would easily be able to to attain 20k ehp so it may be a tad op tanks could achieve 20k ehp in the closed beta and where nerfed back then for a reason. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
|
Posted - 2013.07.24 12:08:00 -
[43] - Quote
Jack McReady wrote:richiesutie 2 wrote:a 7/4 with 20-30% pg buff layout would easily be able to to attain 20k ehp so it may be a tad op tanks could achieve 20k ehp in the closed beta and where nerfed back then for a reason. Exactly? |
Shion Typhon
Intara Direct Action Caldari State
197
|
Posted - 2013.07.24 12:47:00 -
[44] - Quote
You people are complete idiots, the argument is not how many people per tank. The problem is scalability.
Lets say it takes 3 or even 4 people to kill a proto tank. Those same 3 or 4 people can now deny the entire battlefield to all armour because they can break the tank of the strongest vehicle and they have access to effectively unlimited ammo.
On the flip side, if you only have X-1 AV users then tanks are unkillable win machines.
You need to address scaling and that won't happen when you use a "tank-stable" tanking model. You need to switch to an attrition model both in terms of the tank's defense and the missile user's ammo.
This needs a complete rethink of their tanking model because its counter to the EVE model of HP-stable repairing tanks (either through shields or armour). |
Takahiro Kashuken
Red Star. EoN.
730
|
Posted - 2013.07.24 13:46:00 -
[45] - Quote
richiesutie 2 wrote: a 7/4 with 20-30% pg buff layout would easily be able to to attain 20k ehp so it may be a tad op
Nah not really |
Purona
The Vanguardians
24
|
Posted - 2013.07.24 13:49:00 -
[46] - Quote
proto tanks will not have 7 high or low slots simply because the amount to keep track of and activate is to much the only thing proto tanks will have over the current tanks are more powergrid and cpu and a slightly higher base hp
adding more modules just makes things more convulted and complicated than it needs to be what we need is proto modules
id rather have 2 .34 armor hardeners when together gives .56 percent damage reduction than 3 .25 armor hardeners that together give .57 |
Takahiro Kashuken
Red Star. EoN.
734
|
Posted - 2013.07.24 14:10:00 -
[47] - Quote
Purona wrote:proto tanks will not have 7 high or low slots simply because the amount to keep track of and activate is to much the only thing proto tanks will have over the current tanks are more powergrid and cpu and a slightly higher base hp
adding more modules just makes things more convulted and complicated than it needs to be what we need is proto modules
id rather have 2 .34 armor hardeners when together gives .56 percent damage reduction than 3 .25 armor hardeners that together give .57
.34? what?
Nah its easy to track mods the problem for me is wheel where it ends up turning the wrong stuff on or off
If i could assign keys/face buttons to the mods or a few mods i would do |
Eurydice Itzhak
Militaires Sans Jeux
129
|
Posted - 2013.07.24 14:13:00 -
[48] - Quote
Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win....
They would pubstomp hard but they'd be perfectly balanced in pc. That's the hardest thing to handle until we get matchmaking/true high/low sec. Maybe only std allowed in high sec, adv in low, pro in null/pc? |
NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.07.24 14:24:00 -
[49] - Quote
ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant?
shield tank- 4500 shield 1500 armor, 2100 pg and 500 cpu and 8 high slots and 5 low slots... |
Korvin Lomont
United Pwnage Service RISE of LEGION
62
|
Posted - 2013.07.24 14:40:00 -
[50] - Quote
Eurydice Itzhak wrote:Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win.... They would pubstomp hard but they'd be perfectly balanced in pc. That's the hardest thing to handle until we get matchmaking/true high/low sec. Maybe only std allowed in high sec, adv in low, pro in null/pc?
The only difference in a PC match is that peaple are more organized. If you need 3 or 4 dedicated AV guys to bring one tank down and one team brings in 3 tank (at the same time) you would need 12 people just to deal with tanks. Whereas the tank team still has 13 people to rock the game. So this ratio would mean in a PC match the only viable counter to a tank is another tank. And that would be imbalanced... |
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 14:40:00 -
[51] - Quote
Eurydice Itzhak wrote:Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win.... They would pubstomp hard but they'd be perfectly balanced in pc. That's the hardest thing to handle until we get matchmaking/true high/low sec. Maybe only std allowed in high sec, adv in low, pro in null/pc?
If you know any thing about tanking, then you know that tanks have to not only deal with AV but must also deal with other tanks. And this is very dificult to deal with. It requires a lot of time in the over map, constantly checking to see if the enemy has droped in a tank somewhere. The proper 1v1 counter to a tank is a tank, not AV. You guys are aproaching this thing like tanks exist in a vacuum. Like only one team can call in tanks and the other team is forbidden. Out side of the imbalance between shield tank and armor tank, tank on tank combat is very viable right now. You talk about 16v16 pub stomps, well where we're the tankers on the other team. Maybe getting pub stomped is what is needed to get some people to skill into the proper 1v1 counter to tanks. |
Eurydice Itzhak
Militaires Sans Jeux
129
|
Posted - 2013.07.24 14:51:00 -
[52] - Quote
Son-Of A-Gun wrote:Eurydice Itzhak wrote:Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win.... They would pubstomp hard but they'd be perfectly balanced in pc. That's the hardest thing to handle until we get matchmaking/true high/low sec. Maybe only std allowed in high sec, adv in low, pro in null/pc? If you know any thing about tanking, then you know that tanks have to not only deal with AV but must also deal with other tanks. And this is very dificult to deal with. It requires a lot of time in the over map, constantly checking to see if the enemy has droped in a tank somewhere. The proper 1v1 counter to a tank is a tank, not AV. You guys are aproaching this thing like tanks exist in a vacuum. Like only one team can call in tanks and the other team is forbidden. Out side of the imbalance between shield tank and armor tank, tank on tank combat is very viable right now. You talk about 16v16 pub stomps, well where we're the tankers on the other team. Maybe getting pub stomped is what is needed to get some people to skill into the proper 1v1 counter to tanks.
If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved. |
Jack McReady
DUST University Ivy League
329
|
Posted - 2013.07.24 14:52:00 -
[53] - Quote
Shion Typhon wrote:Lets say it takes 3 or even 4 people to kill a proto tank. Those same 3 or 4 people can now deny the entire battlefield to all armour because they can break the tank of the strongest vehicle and they have access to effectively unlimited ammo. nope, sorry bro, this is not how a skilled tank driver would deal with such a situation. the tank driver will sit behind cover and only come out for a second to do a quick shot at long to medium range and then hide again. you are behind in 2-3 people that can fight on the frontline while constantly getting shot from a tank.
Son-Of A-Gun wrote: installations (large turret dumb***) equipment (part of infantry AV dumb***) other vehicles (other vehicles dumb***)
we got it already, you have nothing of value to say. beside that, remote explosives deal no damage against a tank and they are limited against vehicles only? oh wait....
Son-Of A-Gun wrote: 1. Forge gun (also anti-infantry dumb***) 2. plasma cannon (also anti-infantry dumb***) 3. Swarm launcher is the only one that can't combat infantry, which doesn't mean a damn thing because you can still equip sidarm in adition to every one of these weapons 4. Not only that but who need any of that bull**** when tanks can already be soloed with nothing but AV nades.
1. forge gun is the only AV weapon that actually can be used against infantry and you better hit and one shot me because you are going to die if you miss. you obviously havent used forge guns at all. 2. no one uses plasma cannons, and like the forge gun you better hit except it is much harder to hit and has to reload between every shot. this statement just increased your stupidity counter to over 9000! good joob scrub. 3. so what is your point? that everyone with a assault rifle is going to slaughter you? oh well you dont have one, we already got it after your first pointless post 4. if you allow someone to get close to a vehicle (and HAVs can outrun dropsuits easily) to spam AV nades on you while sitting on a nanohive you deserve to die. it is just your l2p issue. thanks for confirming that you are a worthless noob
Son-Of A-Gun wrote: Bull**** dude, I've killed hundreds of tanks (litteraly) from every manner of tanker you can imagine (yes using AV). I know exactly what it takes to solo a tank. Getting tired of you talking out your ***.
cool story bro... then you woke up and your bed was wet.
Son-Of A-Gun wrote: I've been playing this game for eleven months now dip****. And would be glad to take your dumb *** to school any day.
I'm not going to respond to your moronic bull**** anymore I'm done with your dumb ***.
your butthurt & tears fuel my forge guns... so you played for 11 months and still dont know how to play? I have bad news for you, this game is not for you, I guess hello kitty online is better suited. |
We are 138
Subdreddit Test Alliance Please Ignore
156
|
Posted - 2013.07.24 14:56:00 -
[54] - Quote
I think It would be cool if the proto tanks only had one or two more slots, 20%pg/cpu increase, but here is the kicker 5 turrets..... two large three small |
Sev Alcatraz
Bullet Cluster
307
|
Posted - 2013.07.24 14:57:00 -
[55] - Quote
i used to be able to get a sagaris up to about 9.5k shields with a proto rail and 10k with a missile turret even then 2 proto AV makes you run |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:03:00 -
[56] - Quote
@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
|
Eurydice Itzhak
Militaires Sans Jeux
129
|
Posted - 2013.07.24 15:07:00 -
[57] - Quote
Son-Of A-Gun wrote:@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
Because then you aren't watching for incoming infantry. Unable to respond to threats. No legit tanker does that man. You stay in communication with the squad. Ask for a visual.
Unless you're hiding in the red line when you do it? Then i can almost see usefulness in it but youre still being useless tp your team every second you waste in the overhead. Get squad mates. Communicate with them. |
Harpyja
DUST University Ivy League
368
|
Posted - 2013.07.24 15:07:00 -
[58] - Quote
I only read the first page of replies, and I'll say, why do people b**** about proto tanks owning pub matches. It will be NO different than proto pub stomping that we have now!
Also, there is so much proto AV out there already! Proto tanks would've been a problem early this year because there wasn't as much AV. But now almost every game I play has at least one form of proto AV on the field to kick my ass.
Stop b****ing as if there was nobody with proto AV. Because there is a lot out there. Proto tanks will be the perfect match for proto AV.
I say, 3 proto AV to kill a proto tank. 4 advanced, 5 standard, and 6 militia. All I got to say is "You don't have proto AV? Your problem."
How to do this? Perhaps giving them a base resistance equalling to a LLAV (those things almost feel like proto tanks!). With max skills and no resistance mods on a proto tank, it should be already hitting 35% resistances. Also maybe 6/3 high and 3/6 low slots. 20% more base armor and shield HP. More base PG and CPU but I can't say a number for this. |
Duran Lex
Silver Talon Corporation
87
|
Posted - 2013.07.24 15:08:00 -
[59] - Quote
Son-Of A-Gun wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. Yah, I'll agree with that when it costs 2 mil ISK to fit a suit with AV weapons, or proto tanks cost 150k ISK when fully outfitted. Now, quite being so ridiculous.
Then sir, i'll agree with you when putting on a forge gun gives me 7k HP, as fast of movement speed as a tank, with a rocket attached to the back of the gun to propel me even faster in a tight spot, the ability to move in and out of cover while firing effectively in any direction, and no charge time on it.
but i see how your isk increase isn't well justified... /sigh |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:12:00 -
[60] - Quote
@Jack McReady
Looked up your kdr scrub. 1.5 kd with 1500 kill. Now why don't you come back and talk to me when you get in to your big by pants. |
|
Gogo O'Dell
Psygod9 RISE of LEGION
49
|
Posted - 2013.07.24 15:13:00 -
[61] - Quote
5 high 5 low with a 50% PG buff, 2% damage resistance/level for armor or shields depending on the type. That's what it would take to combat proto av the same way standard tanks do, right now. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:22:00 -
[62] - Quote
Eurydice Itzhak wrote:Son-Of A-Gun wrote:@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
Because then you aren't watching for incoming infantry. Unable to respond to threats. No legit tanker does that man. You stay in communication with the squad. Ask for a visual. Unless you're hiding in the red line when you do it? Then i can almost see usefulness in it but youre still being useless tp your team every second you waste in the overhead. Get squad mates. Communicate with them.
You can't rely on your sqaud every second of every match, this is absurd. I don't like loosing tanks to someone how went to a secure location out on mine and my entire teams line of sight just to call in a tank to specifically to come up behind me from the rear me while I am other wise engauged. I use the over map because I'm not a stupid tanker. And I do quite well in my tank Thankyou. And while I do rail snipe on occasion it is by far the minority of the time. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:28:00 -
[63] - Quote
Duran Lex wrote:Son-Of A-Gun wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. Yah, I'll agree with that when it costs 2 mil ISK to fit a suit with AV weapons, or proto tanks cost 150k ISK when fully outfitted. Now, quite being so ridiculous. Then sir, i'll agree with you when putting on a forge gun gives me 7k HP, as fast of movement speed as a tank, with a rocket attached to the back of the gun to propel me even faster in a tight spot, the ability to move in and out of cover while firing effectively in any direction, and no charge time on it. but i see how your isk increase isn't well justified... /sigh
And I'll agree with you when you are as larg as a tank so I can find you whe you are hitting me from across the map. Do you know hard it is to target a forge gunner at some of these distances?
Also would love to know how to get my hand on one of these magical super fast tanks you're talking about. |
Duran Lex
Silver Talon Corporation
88
|
Posted - 2013.07.24 15:37:00 -
[64] - Quote
A tank is certainly faster then a Heavy suit (only suit you can use a forge gun on, ya know) . I thought connecting the dots was pretty easy, so my apologies if it wasn't.
And yea, I'll agree its hard to shoot me down sometimes...even though good tankers still kill me on a regular basis by aiming where the reticle turns red.
But shouldn't you want the rendering distance to be changed, which would fix that problem in its entirety? or simply just buff the **** out of your tank so outside influences that affect your performance is moot point?
The former seems more appealing to me. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
472
|
Posted - 2013.07.24 15:37:00 -
[65] - Quote
Not strictly related to proto-tanks specifically but the Powergrids skill could do with regaining a passive +5% PG per level.
Will pass on trying to work out reasonable jumps in slots/fitting for ADV and PRO HAVs.
Would like the option of a new set of HAVs which separate the driver from the main turret, leaving it to a gunner. In exchange for for needing 2 people to operate, preferably 3, it would get a huge boost in durability. If damage boosts from turret skills use the skills of both the gunner and the driver who called it in you'd be seeing a potential 15% damage boost over regular HAVs.
Basic principle is that as it requires a larger chunk of the team working together to operate it's more reasonable to necessitate a co-ordinated anti-vehicular effort to drive away or take down. 3 mercs with proper AV on overwatch to keep the 3 man tank threatened, at a distance.
But most importantly we need a game mode that isn't Skirmish or Ambush. The HAV's actual strengths are not put to use because in the current matches those strengths aren't called for, they're largely irrelevant. Same for the dropship. A great deal of problems stem from the failings of the current game types. |
Eurydice Itzhak
Militaires Sans Jeux
130
|
Posted - 2013.07.24 15:39:00 -
[66] - Quote
Son-Of A-Gun wrote:Eurydice Itzhak wrote:Son-Of A-Gun wrote:@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
Because then you aren't watching for incoming infantry. Unable to respond to threats. No legit tanker does that man. You stay in communication with the squad. Ask for a visual. Unless you're hiding in the red line when you do it? Then i can almost see usefulness in it but youre still being useless tp your team every second you waste in the overhead. Get squad mates. Communicate with them. You can't rely on your sqaud every second of every match, this is absurd. I don't like loosing tanks to someone how went to a secure location out on mine and my entire teams line of sight just to call in a tank to specifically to come up behind me from the rear me while I am other wise engauged. I use the over map because I'm not a stupid tanker. And I do quite well in my tank Thankyou. And while I do rail snipe on occasion it is by far the minority of the time.
Can't rely on squad. Lol. Goes into overhead during battle. Lol. Doesn't have enough situational awareness to not get snuck up on. Lol.
You would get annihilated in a competitive match man. Your strategy simply isn't viable in a real setting. I run with one other guy when i play mostly and we can see just about the entire map between the two of us. In a pc match you have 15 other eyeballs.
To harpyja (who i normally agree with) I could easily ruin the game for a lot of uncoordinated people and new people in pubs if I had something just a little bit stronger than a sagaris. I'm sure you could too. There's a ton of proto av on the field but they're almost all bad. We would need something to stop us ruining the lives of baddies/newbs. Just let high sec be an option for instant battles and no one can field gear further than adv. Low sec for everyone else. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:51:00 -
[67] - Quote
Eurydice Itzhak wrote:Son-Of A-Gun wrote:Eurydice Itzhak wrote:Son-Of A-Gun wrote:@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
Because then you aren't watching for incoming infantry. Unable to respond to threats. No legit tanker does that man. You stay in communication with the squad. Ask for a visual. Unless you're hiding in the red line when you do it? Then i can almost see usefulness in it but youre still being useless tp your team every second you waste in the overhead. Get squad mates. Communicate with them. You can't rely on your sqaud every second of every match, this is absurd. I don't like loosing tanks to someone how went to a secure location out on mine and my entire teams line of sight just to call in a tank to specifically to come up behind me from the rear me while I am other wise engauged. I use the over map because I'm not a stupid tanker. And I do quite well in my tank Thankyou. And while I do rail snipe on occasion it is by far the minority of the time. Can't rely on squad. Lol. Goes into overhead during battle. Lol. Doesn't have enough situational awareness to not get snuck up on. Lol. You would get annihilated in a competitive match man. Your strategy simply isn't viable in a real setting. I run with one other guy when i play mostly and we can see just about the entire map between the two of us. In a pc match you have 15 other eyeballs. To harpyja (who i normally agree with) I could easily ruin the game for a lot of uncoordinated people and new people in pubs if I had something just a little bit stronger than a sagaris. I'm sure you could too. There's a ton of proto av on the field but they're almost all bad. We would need something to stop us ruining the lives of baddies/newbs. Just let high sec be an option for instant battles and no one can field gear further than adv. Low sec for everyone else.
I've been in competitive play before. Killed five pro hick tanks in a PC before, only lost one. What do you got under your belt? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 15:54:00 -
[68] - Quote
Alright I'm done with being trolled by you ill-mannered pieces of garbage. I've made my points. Have fun. |
Eurydice Itzhak
Militaires Sans Jeux
130
|
Posted - 2013.07.24 15:55:00 -
[69] - Quote
Son-Of A-Gun wrote:Eurydice Itzhak wrote:Son-Of A-Gun wrote:Eurydice Itzhak wrote:Son-Of A-Gun wrote:@Eurydice Itzhak
If you don't use the over map to scan the battle field constantly and track the movement of tanks you have lost sight of the your just being foolish. Why would you not use such an amazingly useful tool such as this. How does using this make me a bad tanker? Honestly some people. Some people just want to be douches.
Because then you aren't watching for incoming infantry. Unable to respond to threats. No legit tanker does that man. You stay in communication with the squad. Ask for a visual. Unless you're hiding in the red line when you do it? Then i can almost see usefulness in it but youre still being useless tp your team every second you waste in the overhead. Get squad mates. Communicate with them. You can't rely on your sqaud every second of every match, this is absurd. I don't like loosing tanks to someone how went to a secure location out on mine and my entire teams line of sight just to call in a tank to specifically to come up behind me from the rear me while I am other wise engauged. I use the over map because I'm not a stupid tanker. And I do quite well in my tank Thankyou. And while I do rail snipe on occasion it is by far the minority of the time. Can't rely on squad. Lol. Goes into overhead during battle. Lol. Doesn't have enough situational awareness to not get snuck up on. Lol. You would get annihilated in a competitive match man. Your strategy simply isn't viable in a real setting. I run with one other guy when i play mostly and we can see just about the entire map between the two of us. In a pc match you have 15 other eyeballs. To harpyja (who i normally agree with) I could easily ruin the game for a lot of uncoordinated people and new people in pubs if I had something just a little bit stronger than a sagaris. I'm sure you could too. There's a ton of proto av on the field but they're almost all bad. We would need something to stop us ruining the lives of baddies/newbs. Just let high sec be an option for instant battles and no one can field gear further than adv. Low sec for everyone else. I've been in competitive play before. Killed five pro hick tanks in a PC before, only lost one. What do you got under your belt?
Really? Utilizing your overhead map all the while right? And it wasn't even your gallente tank vs caldari tanks either huh? Did you also have to walk 5 miles in the snow uphill both ways from the pc match?
Pro hic needs to step up if true.
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 16:12:00 -
[70] - Quote
Eurydice Itzhak wrote:If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved.
Looked up your kdr also *cough* scrub *cough cough*.
1925 kills with a 3.43 kd.
All you have ever done is sit in a tank and the best kd you could manage was 3.43? You loose a tank after every three kills. *shakes his head* GTFO out of here with that **** man. |
|
Cosgar
ParagonX
3158
|
Posted - 2013.07.24 16:18:00 -
[71] - Quote
If you noticed, CCP is trying to get away from the whole STD, ADV, and Proto tiers with tanks. The higher tiers are have incomparable differences that make them better in different situations. With that said the Segaris and Surya tanks should provide a different option that tanks don't have right now- survivability. Possibly higher resistances and such while trading range or DPS. All tanks need to be buffed up though to be a force to be reckoned with while AV grenades need to be meant for soloing lighter vehicles. If you want to be able to solo a tank, you should at least have to give up a weapon slot. |
ZDub 303
TeamPlayers EoN.
1238
|
Posted - 2013.07.24 16:25:00 -
[72] - Quote
We need a better 'force multiplier' system before you can make these changes.
1 proto AV should be able to keep a proto tank at bay.. but once you get 1-2 LLAVs dropping support beams on that tanks... it should have to ability to last through 3 proto AVs.
We defo need a 1-1 back and forth if we're gonna be stuck with 16v16.
However it shouldn't be as easy to outright destroy a tank... given isk costs.
I feel like tanks should be high hp and low self reps.
Meaning LLAVs with remote reps can make up the difference... otherwise proto AV will knock down that big HP pool really quick and send that tank running (not just outright destroyed constantly).
Also, tanks are sloooooooow to respond to situations, we need to give tankers enough hp to be able to react to proto AV.
So yeah.. 1. nerf armor reps like intended 2. double/triple tank hp 3. remove packed av nades.
Just like that... tanks have high hp but low reps... they can't sustain AV fire for too long but they can take it for more than 1.5s...
I don't think slot count should change much tier to tier... but a 15% PG/CPU/base hp up from std to adv and then +1 slot, +40% PG/CPU/base hp for pro. |
The legend345
TeamPlayers EoN.
795
|
Posted - 2013.07.24 16:32:00 -
[73] - Quote
Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) |
Kekklian Noobatronic
Goonfeet Top Men.
213
|
Posted - 2013.07.24 16:34:00 -
[74] - Quote
Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult.
If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. |
Cosgar
ParagonX
3158
|
Posted - 2013.07.24 16:38:00 -
[75] - Quote
Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. We already have a balance issue with AV grenades, that affects other AV weapons. Why use a weapon when you can do the job with grenades without having to change fittings? |
Kekklian Noobatronic
Goonfeet Top Men.
213
|
Posted - 2013.07.24 16:39:00 -
[76] - Quote
Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed.
I'm a sneaky, win at all costs Proto AV player and there's some tanks that even I can't take down(Usually, when there are more than one on the field and they are working together). Beefing tanks up will make the great players truly unstoppable, and the crappy ones super hard to kill.
Tank strength should not be the single largest deciding factor in how much AV it takes to kill - player skill should be. |
The legend345
TeamPlayers EoN.
795
|
Posted - 2013.07.24 16:41:00 -
[77] - Quote
Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. Hey noob, its called tank vs tank :). |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
289
|
Posted - 2013.07.24 16:41:00 -
[78] - Quote
Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue.
AV is not the proper counter for a tank 1v1. The proper counter is another tank. Proper match making is what is needed to avoid pub stomps, not a ban on tanks. You want a proper 1v1 for tanks? Get to skilling. |
Takahiro Kashuken
Red Star. EoN.
740
|
Posted - 2013.07.24 16:44:00 -
[79] - Quote
Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue.
lol goonfeet being carebear looking after the noobs
Pretty rich coming from a corp that blows up miners for a good month
Anyways why should infantry be allowed to pubstomp in proto gear?
|
Cosgar
ParagonX
3162
|
Posted - 2013.07.24 17:07:00 -
[80] - Quote
Takahiro Kashuken wrote:Anyways why should infantry be allowed to pubstomp in proto gear? They want to be able to freely stomp without having to worry about a tank spoiling their fun. |
|
richiesutie 2
Seraphim Auxiliaries CRONOS.
191
|
Posted - 2013.07.24 17:08:00 -
[81] - Quote
Takahiro Kashuken wrote:Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. lol goonfeet being carebear looking after the noobs Pretty rich coming from a corp that blows up miners for a good month Anyways why should infantry be allowed to pubstomp in proto gear? yh if proto tanks are banned ban everything else that is proto including your beloved forge guns and swarms!!! |
Purona
The Vanguardians
24
|
Posted - 2013.07.24 18:16:00 -
[82] - Quote
Takahiro Kashuken wrote:Purona wrote:proto tanks will not have 7 high or low slots simply because the amount to keep track of and activate is to much the only thing proto tanks will have over the current tanks are more powergrid and cpu and a slightly higher base hp
adding more modules just makes things more convulted and complicated than it needs to be what we need is proto modules
id rather have 2 .34 armor hardeners when together gives .56 percent damage reduction than 3 .25 armor hardeners that together give .57 .34? what? Nah its easy to track mods the problem for me is wheel where it ends up turning the wrong stuff on or off If i could assign keys/face buttons to the mods or a few mods i would do 2 proto armor hardeners would be .34 if they kept going at the rate they are going
.20 .22 .25 .29 .34
|
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
39
|
Posted - 2013.07.24 18:20:00 -
[83] - Quote
If your getting Proto tanks then I'd like light aircraft
WHOOOOSH-DAKKA-DAKKA-DAKKA |
Korvin Lomont
United Pwnage Service RISE of LEGION
65
|
Posted - 2013.07.24 19:45:00 -
[84] - Quote
Cosgar wrote:Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. We already have a balance issue with AV grenades, that affects other AV weapons. Why use a weapon when you can do the job with grenades without having to change fittings?
Basicly because using AV nades ist a high risk I use them only as a last ressort or in a coordinated attack. But I admit they seem sometimes very powerful (sometimes not so much). Imho AV nades should get a damage bonus to LAVs and a penalty to HAVs so they are still usefull (and if is only to scare tankers :) ) but not a substitute for AV weapons |
Korvin Lomont
United Pwnage Service RISE of LEGION
65
|
Posted - 2013.07.24 19:48:00 -
[85] - Quote
The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :)
Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. |
THUNDERGROOVE
ZionTCD
101
|
Posted - 2013.07.24 19:48:00 -
[86] - Quote
LudiKure ninda wrote:richiesutie 2 wrote:ZeHealingHurts HurtingHeals wrote:Yeah, but how exactly do we go about that? How many more slots? How much more CPU/PG? How much more basic EHP? Built in damage resistance? 7 high/low 4high/low depending on type with 20-40% pg/cpu buff at least thats my opinion. I am a tanker,i I can say wow this would be sick owerpowerd! but thumbs up for idea
I wouldn't call it overpowered. More like, can't be killed with 4 advanced forge shots |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
22
|
Posted - 2013.07.24 20:01:00 -
[87] - Quote
ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Laugh at militia/standard level AV. That includes all - forge, grenades, swarms. Notices ADV level. All modules active to remain in the fight against PRO level AV. Larger shield extenders/armor plates, better boosters/reppers, much better shield hardeners, and a small increase to base HP. Different hull-specific bonuses from the enforcers, because they need to be original. Maybe + 1 or 2% to efficacy of modules on the hull, or faster cooldown for modules, or maybe an extra high/low slow (this MUST be for the hull's HP tank, NOT in a useless high slot if it's an armor tank). |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
22
|
Posted - 2013.07.24 20:05:00 -
[88] - Quote
Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. Sounds like you better start investing in tanks then.
As said by many, AV should be mostly a deterrent, AV grenades especially, not dealing such devastating blows per individual grenade.
Why shouldn't a PRO tank be the best thing to take on another PRO tank? What's the use of specialization then, if you're going to be a jack of all trades, having 10 different fits for just one suit? Why even have vehicles in the game in the first place, if you don't want tanks to battle each other? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
291
|
Posted - 2013.07.24 20:44:00 -
[89] - Quote
Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no.
There will eventually be hard counters to tanks. As one person mentioned above, we'll SOONtm be getting fighters. I wonder what the hard counter to fighters will be? can't wait to hear all the QQ from infantry when fighters squads start going on staffing runs. |
Cy Clone1
Internal Error. Negative-Feedback
157
|
Posted - 2013.07.24 20:47:00 -
[90] - Quote
Quote:I'd happily pay 10mil a tank
http://www.youtube.com/watch?v=cKb0hQ7Kmc4 |
|
Xender17
Intrepidus XI EoN.
381
|
Posted - 2013.07.24 21:33:00 -
[91] - Quote
Advanced Theia Race: Caldari Class: Heavy Vehicle Roll: Heavy Assault Vehicle(HAV) Slots: 6H / 3L Crew: 3 PG: 1985kw CPU: 385
Prototype Hyperion(Greek God, Lord of Light) Race: Caldari Class: Heavy Vehicle Roll: Heavy Assault Vehicle (HAV) Slots: 7H / 4L Crew: 3 PG: 2249kw CPU: 429tf
Race bonus: +5% of shield recharged from shield boosters per level. Class Bonus: +5% maximum PG per level.
|
Billi Gene
The Southern Legion
178
|
Posted - 2013.07.24 21:34:00 -
[92] - Quote
Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it.
it doesnt take 3 militia fits to take out a proto suit... your logic is flawed.
proto tanks should be harder to kill, not impossible. I played this toon during the -25% AV damage nerf period, and it didnt take long before it was Merely a case of who could co-ordinate the most tanks would win. Yes the maps were smaller, and we didnt have the same range of weapons, but the lesson still stands.
Diversity is the key to having a strategic shooter, and for diversity to work everything must have an effective counter.
one option might be to adjust the damage debuff non-AV weapons suffer when firing at vehicles, THEN it would be feasible to say 3xproto AV alone to take out a proto tank..... because with the debuff gone non-AV mercs would constantly chip away at HAVs, meaning dedicated AV fits, would pose a greater threat to the longevity of a tank, forcing HAV's to remain mobile, and not return us to the point we were at with the -25% AV nerf, where tanks would just park and rain doom without fear of consequence nor need for tactical retreat.
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
291
|
Posted - 2013.07.24 21:45:00 -
[93] - Quote
Billi Gene wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. it doesnt take 3 militia fits to take out a proto suit... your logic is flawed. proto tanks should be harder to kill, not impossible. I played this toon during the -25% AV damage nerf period, and it didnt take long before it was Merely a case of who could co-ordinate the most tanks would win. Yes the maps were smaller, and we didnt have the same range of weapons, but the lesson still stands. Diversity is the key to having a strategic shooter, and for diversity to work everything must have an effective counter. one option might be to adjust the damage debuff non-AV weapons suffer when firing at vehicles, THEN it would be feasible to say 3xproto AV alone to take out a proto tank..... because with the debuff gone non-AV mercs would constantly chip away at HAVs, meaning dedicated AV fits, would pose a greater threat to the longevity of a tank, forcing HAV's to remain mobile, and not return us to the point we were at with the -25% AV nerf, where tanks would just park and rain doom without fear of consequence nor need for tactical retreat.
I said three to two (hard for two). And yes I can take three militia fit militia drop suits all at one time, very easily. And yes I've taken these odds before in a stand up fight. Couldn't tell you if they were actually all militia fit milita suits, but you can't go any lawyer than militia, so what does it matter.
Team work should be required for infantry to solo a tank. Your reasoning is flawed sir. |
dr dreams
Condotta Rouvenor Gallente Federation
17
|
Posted - 2013.07.24 21:50:00 -
[94] - Quote
I think that would work fine, with the base cost of the tank being 4 million isk. |
Gogo O'Dell
Psygod9 RISE of LEGION
61
|
Posted - 2013.07.24 22:37:00 -
[95] - Quote
Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win....
So get your own tank. Nothing stopping you from getting a llav, flaylock, or duvolle, either. And do you hate teamwork? You do realize that if you destroyed that tank, your payout would be enormous, right? Plus tanks were never easy mode even when they were good. In Chromosome, 90% of tanks died in the first 3 minutes BC they were stupid. Only a handful were good enough to get all the QQs we had. Punish us for skill, right? |
Gogo O'Dell
Psygod9 RISE of LEGION
61
|
Posted - 2013.07.24 22:41:00 -
[96] - Quote
Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no.
But we're missing fighters and gunships which would require specialized AA weapons which would be countered by infantry units. |
Gogo O'Dell
Psygod9 RISE of LEGION
61
|
Posted - 2013.07.24 22:44:00 -
[97] - Quote
Poplo Furuya wrote:Not strictly related to proto-tanks specifically but the Powergrids skill could do with regaining a passive +5% PG per level.
Will pass on trying to work out reasonable jumps in slots/fitting for ADV and PRO HAVs.
Would like the option of a new set of HAVs which separate the driver from the main turret, leaving it to a gunner. In exchange for for needing 2 people to operate, preferably 3, it would get a huge boost in durability. If damage boosts from turret skills use the skills of both the gunner and the driver who called it in you'd be seeing a potential 15% damage boost over regular HAVs.
Basic principle is that as it requires a larger chunk of the team working together to operate it's more reasonable to necessitate a co-ordinated anti-vehicular effort to drive away or take down. 3 mercs with proper AV on overwatch to keep the 3 man tank threatened, at a distance.
But most importantly we need a game mode that isn't Skirmish or Ambush. The HAV's actual strengths are not put to use because in the current matches those strengths aren't called for, they're largely irrelevant. Same for the dropship. A great deal of problems stem from the failings of the current game types.
We need more maps like the bridge map...but 5x bigger with 25 objectives |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:12:00 -
[98] - Quote
Korvin Lomont wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. This is nearly impossible to balance in a 16vs 16 Team based match. If this become true Tanks would be unstoppable just throw in 3 Tanks that would force the entire opposing team to focus on AV leaving your Team with 13 people to murder the other teams AV = instant win.... Or the other team could have 3 tankers of equal strength and fitting.
It's the luck of the draw. This should be balanced for PC and FW, not ambush. I tank with someone better than I am in pub matches, and if the other team doesn't have enough AV to stop us, it's not our fault. We had absolutely nothing to do with who got pulled into our match on the other side.
Stop calling "balance" when you're talking about pub matches. They don't matter in the grand scheme of the Dust/EVE link. Your "balance" means one person with militia AV should be enough to keep 3 tankers away. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:44:00 -
[99] - Quote
NIGGSWORM wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? shield tank- 4500 shield 1500 armor, 2100 pg and 500 cpu and 8 high slots and 5 low slots... I'd pay 3.5mil ISK for that hull easily. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:45:00 -
[100] - Quote
Korvin Lomont wrote:So this ratio would mean in a PC match the only viable counter to a tank is another tank. And that would be imbalanced... LOL PLEASE tell me you're joking. |
|
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:49:00 -
[101] - Quote
Son-Of A-Gun wrote: You talk about 16v16 pub stomps, well where we're the tankers on the other team. Maybe getting pub stomped is what is needed to get some people to skill into the proper 1v1 counter to tanks. No, they'd just whine and complain that tanks are pub stomping in ambush, which seems to be the only thing anybody complains about concerning tanks, is lolstomping in ambush. I never see people complain about 'tank' and 'PC/FW' in the same sentence. It's always ambush. It makes me sad CCP didn't latch on to that so long ago and tell them to HTFU and quit crying about a mode that doesn't matter in the grand scheme of things. Then they'd say that tanks need to be nerfed, AND AV needs to be buffed, in the same thread. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:54:00 -
[102] - Quote
Son-Of A-Gun wrote:@Jack McReady
Looked up your kdr scrub. 1.5 kd with 1500 kill. Now why don't you come back and talk to me when you get in to your big by pants. LOL as if that matters. That tells me he spends his time in skirmish, rather than running an enforcer in ambush with 5 protobears to help keep AV away. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.24 23:59:00 -
[103] - Quote
Kekklian Noobatronic wrote:Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. If you want a tank that requires 3 people with proto AV to bring down, then it needs to be banned from public matches. Some teams might not even HAVE that much AV available, and if it takes 1/4th of a teams strength to counter 1 person, you have a SERIOUS balance issue. What balance issue? You want it balanced for pub matches? Why? |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.25 00:01:00 -
[104] - Quote
Kekklian Noobatronic wrote:Jason Pearson wrote:Takahiro Kashuken wrote:Basic - 5/2
Advanced - 6/3
Proto - 7/4
CPU/PG increase by 25%
Maybe also base HP increase by 25% also
Overall should take 2/3 proto AV to take down a proto HAV I think it's a bad way to look at it, reduce price of vehicles/increase price of AV 5:2 - 1 Standard AVer, 2 if players are bad or Pilot is good 5:3 - 1 Advanced AVer, 2 if players are bad or Pilot is good 6:3 - 1 Prototype AVer, 2 if players are bad or Pilot is good Make AV cost similar prices to Turrets Fixed. I'm a sneaky, win at all costs Proto AV player and there's some tanks that even I can't take down(Usually, when there are more than one on the field and they are working together). Beefing tanks up will make the great players truly unstoppable, and the crappy ones super hard to kill. Tank strength should not be the single largest deciding factor in how much AV it takes to kill - player skill should be. LOL "skill" means nothing when 4 Lai Dai is more than enough to destroy a standard-fit Madrugar. That's a problem with AV vs tank balance, not "player skill." |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
24
|
Posted - 2013.07.25 00:03:00 -
[105] - Quote
Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. Why should it be your way, rather than coming to a compromise? |
Gogo O'Dell
Psygod9 RISE of LEGION
63
|
Posted - 2013.07.25 02:12:00 -
[106] - Quote
CoD isAIDS wrote:Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. Why should it be your way, rather than coming to a compromise?
You are well on your way to replacing The Great and Powerful Charlotte O'Dell is the most vocal tanker on the forums. I'm so proud of you :') |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
559
|
Posted - 2013.07.25 02:26:00 -
[107] - Quote
Gogo O'Dell wrote:You are well on your way to replacing The Great and Powerful Charlotte O'Dell is the most vocal tanker on the forums. I'm so proud of you :') What ever happened to that loser? |
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 02:27:00 -
[108] - Quote
This is so funny.
Many HAV pilots appear to want "I win" buttons that AV is no threat to. So if the cries of the forged infantry wanting to not be able to be shot by forgers, and the cries of the AVed HAV/DS pilots who want their vehicles to be almost immune to AV are heeded, there would be no AV in the game at all as, in the end, it would be ineffective against everything but LAVs. Then tankers would thumb their noses at everyone else and say "This is the way it is, this game must be about HAVs as they have no effective counter but other HAVs and installations. Learn to drive one.".
Others want to make a number of AV players required to take their desired GOD vehicle down. How do would that work? No damage unless struck by X number of AV weapons within 0.2 seconds? Hmm. Then to balance that out better make an HAV inoperable without a full crew compliment.
When it takes 4 to 6 shots with my proto forge to crack an HAV, and they actually manage to escape most of the time, then you've realistically got nothing to complain about.
Now don't get me wrong, I do feel that you HAV pilots do need your proto hulls, I just don't believe they should be god machines that fear nothing but other HAVs and installations. |
NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
|
Posted - 2013.07.25 02:36:00 -
[109] - Quote
Son-Of A-Gun wrote:Eurydice Itzhak wrote:If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved. Looked up your kdr also *cough* scrub *cough cough*. 1925 kills with a 3.43 kd. All you have ever done is sit in a tank and the best kd you could manage was 3.43? You loose a tank after every three kills. *shakes his head* GTFO out of here with that **** man.
i got 8 mil sp into tanks and my kdr is .91 thats mostly because im working my ass off to get enough money back to payoff the tank i lost (enforcer or gunnlogi) to proto OP forgegun |
Logi Stician
The Vanguardians
79
|
Posted - 2013.07.25 02:41:00 -
[110] - Quote
ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant?
They will look like the technodrome and players will take damage for shooting it.
EDIT: And if you manage to breach it, whatever match you're in becomes an ambush with in the technoprotodrome! |
|
Billi Gene
The Southern Legion
180
|
Posted - 2013.07.25 03:40:00 -
[111] - Quote
Son-Of A-Gun wrote:Billi Gene wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. it doesnt take 3 militia fits to take out a proto suit... your logic is flawed. proto tanks should be harder to kill, not impossible. I played this toon during the -25% AV damage nerf period, and it didnt take long before it was Merely a case of who could co-ordinate the most tanks would win. Yes the maps were smaller, and we didnt have the same range of weapons, but the lesson still stands. Diversity is the key to having a strategic shooter, and for diversity to work everything must have an effective counter. one option might be to adjust the damage debuff non-AV weapons suffer when firing at vehicles, THEN it would be feasible to say 3xproto AV alone to take out a proto tank..... because with the debuff gone non-AV mercs would constantly chip away at HAVs, meaning dedicated AV fits, would pose a greater threat to the longevity of a tank, forcing HAV's to remain mobile, and not return us to the point we were at with the -25% AV nerf, where tanks would just park and rain doom without fear of consequence nor need for tactical retreat. I said three to two (hard for two). And yes I can take three militia fit militia drop suits all at one time, very easily. And yes I've taken these odds before in a stand up fight. Couldn't tell you if they were actually all militia fit milita suits, but you can't go any lower than militia, so what does it matter. Team work should be required for infantry to kill a tank. Your reasoning is flawed sir.
lol no my logic is not flawed. it does not need more than one militia suit to take out a proto suit. Your past exploits notwithstanding, meet Mr Militia Forge Gun, his damage is sufficient as is his range, that he is capable of taking out any Proto Suit given the right circumstances.
ergo, given the right circumstances, it should not be impossible to take out a proto tank with less than optimal force, Proto tank should not require another proto tank nor half a squad of dedicated proto AV to be taken out. We've been down that road already, and all that happened was a game called TANKS 514.
Proto should be strong, Proto should be scary, Proto should be more than effective at controlling swathes of land for a given period of time with the absence of its hard counters, but its tier and its cost in SP and isk should not entitle it to being immune from everything else in the game including destruction. That and that alone is my only real point.
Even if a Proto tank is hard to kill and a proto tank kill a rare occurrence, a return to invinci-tanks just shouldn't happen.... please dear god no not that again ... :( ....
|
Duran Lex
Silver Talon Corporation
89
|
Posted - 2013.07.25 03:42:00 -
[112] - Quote
NIGGSWORM wrote:Son-Of A-Gun wrote:Eurydice Itzhak wrote:If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved. Looked up your kdr also *cough* scrub *cough cough*. 1925 kills with a 3.43 kd. All you have ever done is sit in a tank and the best kd you could manage was 3.43? You loose a tank after every three kills. *shakes his head* GTFO out of here with that **** man. i got 8 mil sp into tanks and my kdr is .91 thats mostly because im working my ass off to get enough money back to payoff the tank i lost (enforcer or gunnlogi) to proto OP forgegun
This kid's only argument is KD/R ...even though it means **** to a tanker scrub pre uprising,....since they were OP since dust was released. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
328
|
Posted - 2013.07.25 03:42:00 -
[113] - Quote
Ugh. I forgot about this thread. I log on and I have 87 notifications.
Looked through and at least a few people actually gave some stats. |
Duran Lex
Silver Talon Corporation
89
|
Posted - 2013.07.25 03:45:00 -
[114] - Quote
ZeHealingHurts HurtingHeals wrote:Ugh. I forgot about this thread. I log on and I have 87 notifications.
Looked through and at least a few people actually gave some stats.
The problem is your thread had no basis for an actual discussion period. your thread became exactly what you felt it should be : irrelevant. |
The legend345
TeamPlayers EoN.
808
|
Posted - 2013.07.25 03:48:00 -
[115] - Quote
Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. Shouldn't you be in a pub with a AR right now? Are you lost |
Eurydice Itzhak
Militaires Sans Jeux
130
|
Posted - 2013.07.25 03:53:00 -
[116] - Quote
NIGGSWORM wrote:Son-Of A-Gun wrote:Eurydice Itzhak wrote:If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved. Looked up your kdr also *cough* scrub *cough cough*. 1925 kills with a 3.43 kd. All you have ever done is sit in a tank and the best kd you could manage was 3.43? You loose a tank after every three kills. *shakes his head* GTFO out of here with that **** man. i got 8 mil sp into tanks and my kdr is .91 thats mostly because im working my ass off to get enough money back to payoff the tank i lost (enforcer or gunnlogi) to proto OP forgegun
My kdr came from when only ambush matches counted. I had to play in militia fits to pay for every tank lost. Now I'm profitable in tanks and do nothing else.
Since skirmish started counting it keeps going up and up and up. It will hit atleast 30 if I ever come back to this game. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.07.25 04:11:00 -
[117] - Quote
Gogo O'Dell wrote:CoD isAIDS wrote:Korvin Lomont wrote:The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :) Honestly this is a FPS and not world of Tanks, I want Tanks to be in this game but your suggestion makes no sense for a FPS. Every weapon that is only countered by itself is a source of imbalance. So honestly no. Why should it be your way, rather than coming to a compromise? You are well on your way to replacing The Great and Powerful Charlotte O'Dell is the most vocal tanker on the forums. I'm so proud of you :') I don't want to replace anybody, just that we need all the voices we can get, with whatever experience they have. We cannot allow ourselves to be shouted down by those that haven't seen our side of the argument. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.07.25 04:13:00 -
[118] - Quote
Duran Lex wrote:NIGGSWORM wrote:Son-Of A-Gun wrote:Eurydice Itzhak wrote:If you havent seen my name in any tank threads on the forums you must not come here often :0
I have never done anything but tank.
NO tanker spends any amount of time in the over map. Jesus christ how bad are you?
I agree with most of everything you said but if we got anything stronger than a sagaris it would absolutely ruin instant matchmaking unless it was imrpoved. Looked up your kdr also *cough* scrub *cough cough*. 1925 kills with a 3.43 kd. All you have ever done is sit in a tank and the best kd you could manage was 3.43? You loose a tank after every three kills. *shakes his head* GTFO out of here with that **** man. i got 8 mil sp into tanks and my kdr is .91 thats mostly because im working my ass off to get enough money back to payoff the tank i lost (enforcer or gunnlogi) to proto OP forgegun This kid's only argument is KD/R ...even though it means **** to a tanker scrub pre uprising,....since they were OP since dust was released. LOL Tanks overpowered? A Wiyrkomi and 3 damage mods say otherwise. Have you ever been in an armor tank and watched half of your armor melt away in half a second from just one volley? |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
373
|
Posted - 2013.07.25 04:21:00 -
[119] - Quote
Just putting this here again.
Tanks are the ultimate end game
one tank > one infantry unit..... l2thinkahead |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
328
|
Posted - 2013.07.25 04:32:00 -
[120] - Quote
Duran Lex wrote:ZeHealingHurts HurtingHeals wrote:Ugh. I forgot about this thread. I log on and I have 87 notifications.
Looked through and at least a few people actually gave some stats. The problem is your thread had no basis for an actual discussion period. your thread became exactly what you felt it should be : irrelevant.
Hmmmm...no-no, silly boy.
The thread had a basis for discussion. It DID generate discussion, just not the kind I hoped for. I thought some of the folks in the know would bounce around some ideas for proto-tanks since they are talked about, but nobody ever says what the should be like. What I got was some arguing. What I wanted is still there, just not as much as I was hoping. Even what I didn't want is still a look at what people think a proto-tank's capabilities should be, it's just layered under insults made in the heat of an argument.
I never felt it should become irrelevant. Not sure where you got that from. Did you read the OP and see the word irrelevant and ran away with that? Dat reading comprehension, bruh. I can tutor you if you want.
|
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CoD isAIDS
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.07.25 04:34:00 -
[121] - Quote
Shijima Kuraimaru wrote:This is so funny.
Many HAV pilots appear to want "I win" buttons that AV is no threat to. So if the cries of the forged infantry wanting to not be able to be shot by forgers, and the cries of the AVed HAV/DS pilots who want their vehicles to be almost immune to AV are heeded, there would be no AV in the game at all as, in the end, it would be ineffective against everything but LAVs. Then tankers would thumb their noses at everyone else and say "This is the way it is, this game must be about HAVs as they have no effective counter but other HAVs and installations. Learn to drive one.".
Others want to make a number of AV players required to take their desired GOD vehicle down. How do would that work? No damage unless struck by X number of AV weapons within 0.2 seconds? Hmm. Then to balance that out better make an HAV inoperable without a full crew compliment.
When it takes 4 to 6 shots with my proto forge to crack an HAV, and they actually manage to escape most of the time, then you've realistically got nothing to complain about.
Now don't get me wrong, I do feel that you HAV pilots do need your proto hulls, I just don't believe they should be god machines that fear nothing but other HAVs and installations. You say that because you're not a tank pilot, and have little say in the matter. |
Jake Diesel
The Shadow Cavalry Mercenaries DARKSTAR ARMY
8
|
Posted - 2013.07.25 04:49:00 -
[122] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
Like I said I'll agree with that when the AVers start paying over two mil ISK per AV fit. You want to go that route I'm all for it. why do you even post if you dont understand the basics? do you like to make yourself look stupid? again for you, isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this and wake up from your tunnelvision trance.
Props to you for having this understanding. It doesn't seem like many people do. When you can drop 4 super tanks in a match and it only takes 1 pilot per tank. Who's to say that these super tankers won't get together and roll out every match just so that they can dominate the majority if the games. And then eventually, more and more super tankers will be fielded just like any other overpowered weapon that's the flavor of the month and then DUST because an all out vehicle warfare of tanks. And you dropship pilots think forgers are a problem. Wait till this happens. You'll give up your wings cause there's nothing you can do against them.
I'm soo glad CCP monitors the metrics of this game and aren't gullible to listen to forum posters at 100%. If they did, DUST would be long gone. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
349
|
Posted - 2013.07.25 04:54:00 -
[123] - Quote
1 undistracted dedicated AV player should be able to take out a tank. 1 Standard AV vs. 1 Standard Tank 1 Proto AV vs. 1 Proto Tank
As unfair as this might seem to a tanker cost wise, running AV leaves the user vulnerable to infantry. People always think of the infantry being supported by the tank, but it works both ways. You need to have your infantry focus on taking out AV just as much as they are focusing on taking out your tank. A tank is cover, mobility, and raw power, but it shouldn't be unstoppable even at the highest levels.
The problem comes from Tanks being so crucial in battle, and being such a great help for their team, but having all the costs carried by one person, leaving it neglected by most of the rest of the team. This is where a corp needs to fund a tanker for PC. Reducing the cost of tanks would only lead to tank spam. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.07.25 05:22:00 -
[124] - Quote
Tallen Ellecon wrote:1 undistracted dedicated AV player should be able to take out a tank. 1 Standard AV vs. 1 Standard Tank 1 Proto AV vs. 1 Proto Tank
As unfair as this might seem to a tanker cost wise, running AV leaves the user vulnerable to infantry. People always think of the infantry being supported by the tank, but it works both ways. You need to have your infantry focus on taking out AV just as much as they are focusing on taking out your tank. A tank is cover, mobility, and raw power, but it shouldn't be unstoppable even at the highest levels.
The problem comes from Tanks being so crucial in battle, and being such a great help for their team, but having all the costs carried by one person, leaving it neglected by most of the rest of the team. This is where a corp needs to fund a tanker for PC. Reducing the cost of tanks would only lead to tank spam. Have you ever tried rolling around in a properly fit tank? |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 07:37:00 -
[125] - Quote
Son-Of A-Gun wrote: I said three to two (hard for two). And yes I can take three militia fit militia drop suits all at one time, very easily. And yes I've taken these odds before in a stand up fight. Couldn't tell you if they were actually all militia fit milita suits, but you can't go any lower than militia, so what does it matter.
Team work should be required for infantry to kill a tank. Your reasoning is flawed sir.
I see you are still in your tunnelvision mode? no one agrees with you, just accept that you have to l2p or just dont drive tanks
I can only quote myself
Quote:isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks because it changes the game into a 15vs13, 14vs10, 13vs7 etc.. (3 people busy to take care of one tank). it would change the game into tanks 514 sooner or later (over time anyone can get into tanks and get the isk to do so). your arguments will matter as soon as you understand this and wake up from your tunnelvision trance. |
Shijima Kuraimaru
WarRavens League of Infamy
278
|
Posted - 2013.07.25 08:22:00 -
[126] - Quote
CoD isAIDS wrote:Shijima Kuraimaru wrote:This is so funny.
Many HAV pilots appear to want "I win" buttons that AV is no threat to. So if the cries of the forged infantry wanting to not be able to be shot by forgers, and the cries of the AVed HAV/DS pilots who want their vehicles to be almost immune to AV are heeded, there would be no AV in the game at all as, in the end, it would be ineffective against everything but LAVs. Then tankers would thumb their noses at everyone else and say "This is the way it is, this game must be about HAVs as they have no effective counter but other HAVs and installations. Learn to drive one.".
Others want to make a number of AV players required to take their desired GOD vehicle down. How do would that work? No damage unless struck by X number of AV weapons within 0.2 seconds? Hmm. Then to balance that out better make an HAV inoperable without a full crew compliment.
When it takes 4 to 6 shots with my proto forge to crack an HAV, and they actually manage to escape most of the time, then you've realistically got nothing to complain about.
Now don't get me wrong, I do feel that you HAV pilots do need your proto hulls, I just don't believe they should be god machines that fear nothing but other HAVs and installations. You say that because you're not a tank pilot, and have little say in the matter.
You're right, I'm not an HAV pilot. I'm a dedicated forge gunner. Forge and SMG are my only weapon skills. And when ideas are brought up that would make even my AV nothing but a minor nuisance to an HAV rather than the threat it should be, then I have every right have a say in the matter.
But then I'm only speaking from the viewpoint of my main. You can go figure out the rest. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
270
|
Posted - 2013.07.25 08:44:00 -
[127] - Quote
Jack McReady wrote:I see that you are still in your tunnelvision troll logic mode? no one agrees with you, do yourself a favor and accept that you have to l2p or dont drive tanks I can only quote myself...
Nah, nobody agrees with him... Hold on a second... What is this?
Syther Shadows wrote:Just putting this here again.-á
Tanks are the ultimate end game-á
one tank > one infantry unit..... l2thinkahead
CoD isAIDS wrote: Sounds like you better start investing in tanks then.-á
As said by many, AV should be mostly a deterrent, AV grenades especially, not dealing such devastating blows per individual grenade.
Why shouldn't a PRO tank be the best thing to take on another PRO tank? What's the use of specialization then, if you're going to be a jack of all trades, having 10 different fits for just one suit? Why even have vehicles in the game in the first place, if you don't want tanks to battle each other?
Gogo O'Dell wrote:So get your own tank. Nothing stopping you from getting a llav, flaylock, or duvolle, either. And do you hate teamwork? You do realize that if you destroyed that tank, your payout would be enormous, right? Plus tanks were never easy mode even when they were good. In Chromosome, 90% of tanks died in the first 3 minutes BC they were stupid. Only a handful were good enough to get all the QQs we had. Punish us for skill, right?
The legend345 wrote:Proto AV shoudnt be much of a threat to proto tanks. Proto tanks take out proto tanks. Av should be a good suppressor but manly tank vs tank is how they should be destroyed. Also they should be stronger then the advanced tanks last build :)
Sorry I can only quote 5 times.
I think it's just you being a troll. Obvious troll is obvious. |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 09:00:00 -
[128] - Quote
Ignoble Son wrote:I think it's just you being a troll. Obvious troll is obvious. you cant read cant you? only one quote can be considered as "agreeing" with him and all those quote do not cover anything he said especially cause he havent stated any valid opinion except the regular "AV IS TOO STRONK I CANT DRIVE MY TANK"
it is also funny that you quote this:
Syther Shadows wrote:Just putting this here again.
Tanks are the ultimate end game
one tank > one infantry unit..... l2thinkahead because it is actually the opposite of agreeing. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
270
|
Posted - 2013.07.25 09:09:00 -
[129] - Quote
Jack McReady wrote:Ignoble Son wrote:I think it's just you being a troll. Obvious troll is obvious. you cant read cant you? only one quote can be considered as "agreeing" with him and all those quote do not cover anything he said especially cause he havent stated any valid opinion except the regular "AV IS TOO STRONK I CANT DRIVE MY TANK" it is also funny that you quote this: Syther Shadows wrote:Just putting this here again.
Tanks are the ultimate end game
one tank > one infantry unit..... l2thinkahead because it is actually the opposite of agreeing.
I think it's you who needs to learn how to read. And I am quite certain that it Is painfully obviouse to everyone here that you're nothing but a horrid little troll. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
25
|
Posted - 2013.07.25 09:18:00 -
[130] - Quote
Jack McReady wrote:Son-Of A-Gun wrote:Jack McReady wrote:oh look another tank driver L2Pissue club, this is new and refreshing Son-Of A-Gun wrote:ZeHealingHurts HurtingHeals wrote:I mean, if that is the way we're going to go about things, how much? I'm interested in the specifics. I've been thinking about this for a while and kept forgetting to ask, but reading that forge nerf thread made me remember and i'll just forget if I don't do it now.
Any super tankers around to give me an estimate? Before the vehicle balance patch rolls in and makes it irrelevant? Proto tank = three people with proto AV to take down. It very well coordinated two people, but it should be very difficult. that would be ok if you would need 3 people to actually drive a tank and as long this is not the ture a single AV weapon should be enough to scare the tank away with continous fire which is the case with the current HAVs actually. Yah, I'll agree with that when it costs 2 mil ISK to fit a suit with AV weapons, or proto tanks cost 150k ISK when fully outfitted. Now, quite being so ridiculous. isk never was the primary balance factor for raw strength. a tank offers the team something that nothing else is able to do thus the cost is well justified. if 2m isk is a problem for you then dont drive a tank (rule #1 of eve, dont use what you cant afford to lose). requiring a 3 people to take down a tank would mean instant win for the team with more tanks and would change the game into tanks 514 sooner or later. your arguments will matter as soon as you understand this. The number of tanks doesn't mean ****. In best case scenarios I have taken down 7 enemy tanks down in one match with my one tank. Sometimes taking on as many as 3 enemy tanks at a time. It is not the number of tanks that means anything. It is the skill of the tank drivers and the fittings. But as it is now, one below average AV guy with Proto Swarm can take down any tank, no matter shield or armor. Tanks should always be the best way to taking down tanks, not those no-skill cheap*** Proto Swarms... |
|
Purona
The Vanguardians
24
|
Posted - 2013.07.25 09:40:00 -
[131] - Quote
the thing about AV vs Tanks
is that the best fitted tanks with all mods on are pushed back by a single person with anything above standard AV and are out right destroyed when proto Av shows up
with all modules on it should be hard for prototype AV players to kill the best fitted tanks in game which is not the case
in fact it is extremely easy for proto av to take down best fitted tanks in game
one shot from proto swarms forces any armor tanker to turn on all modules if they arent already turned on after that we are barely kept alive as our armor repper trys to repair to no avail as the swarms continue to hit after 15 seconds when the armor repair times out we are already low on armor and the enemy swarms are at there strongest
if you made it to cover pray to god that there is no one else close by with any kind of AV until your repper comes back
current AV is to strong it makes it so that tanks have to go full defense in order to barely survive which makes fits like Armor repair tanks as well as Active scanner and MCRU type tanks completely impossible to keep fielded |
SGT NOVA STAR
No Corporation Specified
73
|
Posted - 2013.07.25 09:58:00 -
[132] - Quote
Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
it should take 1 guy to destroy a proto tank? please just be quiet. let the vets answer this question. i would say 1,000 more PG, 2,000 more armor, 7 low slots, no increased high slot, 20% more resistance, ISK price 3.7 mill base. of course im talking about proto ARMOR tank. the reason the stats are such a big jump is because were talking about LVL 5, were ignoring the LVL 3 tank. |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 10:34:00 -
[133] - Quote
MarasdF Loron wrote:But as it is now, one below average AV guy with Proto Swarm can take down any tank, no matter shield or armor. Tanks should always be the best way to taking down tanks, not those no-skill cheap*** Proto Swarms...
Purona wrote:The thing about AV vs Tanks. Is that the best fitted tanks with all mods on are pushed back by a single person with anything above standard AV and are out right destroyed when proto Av shows up.
With all modules on it should be hard for prototype AV players to kill the best fitted tanks in game which is currently not the case.
one shot from proto swarms forces any armor tanker to turn on all modules if they aren't already turned on after that we are barely kept alive as our armor repper tries to repair to no avail as the swarms continue to hit after 15 seconds when the armor repair times out we are either dead or have no way of keeping healed
and if you made it to cover pray to god that there is no one else close by with any kind of AV until your repper comes back
good thing that CCP collects data by themself and does not listen to biased QQ from uninformed people in the forums otherwise this game would be already dead.
a character with high SP in vehicles can even tank up an LAV to absorb a full proto swarm magazine, get away and hide behind an obstacle to recover. if you sit in the open standing still right next to the enemy infantry then you are not hit by a single guy but by a whole squad tossing AV nades at you and forge gun blasts into your tanks weakspots eager. if you rambo with your militia tank then it is going to blow up quickly against proto weapons, deal with it. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
604
|
Posted - 2013.07.25 10:41:00 -
[134] - Quote
Proto tanks should not be superior in all counts, especially on both kill power and survivability at the same time.
CCPs has hinted that their intention is indeed to make proto tanks specialized in having superior capability on one thing and weakness on the other.
TIERICIDE FTW. |
Purona
The Vanguardians
24
|
Posted - 2013.07.25 10:44:00 -
[135] - Quote
SGT NOVA STAR wrote:Jason Pearson wrote:Stop.
The answer OP, is that it wouldn't have to be much stronger, if the standard AV and tanks were weaker ^_^ Or it would be a lot stronger if the Proto AV was stronger.
It shouldn't take 3 AVers to kill a Tank, the argument is flawed. It should take a single good AVer with the right AV to combat a single good tanker, if the AVers are bad it'll take more.
it should take 1 guy to destroy a proto tank? please just be quiet. let the vets answer this question. i would say 1,000 more PG, 2,000 more armor, 7 low slots, no increased high slot, 20% more resistance, ISK price 3.7 mill base. of course im talking about proto ARMOR tank. the reason the stats are such a big jump is because were talking about LVL 5, were ignoring the LVL 3 tank.
at least be reasonable with your suggestions
the most you could hope for is that CCP gives you a tank that has increased armor resistance per ranking of skill maybe 4 percent per rank bringing the base armor of that hav to 4500 adding one high slot allowing for additional combinations of tanks
anything added to the HAV in terms of powergrid or cpu would have to also coincide with an addition in armor extenders and repair modules
and it seems like CCP wasnt expecting to add anything higher than the extenders and repairers we have
|
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 10:55:00 -
[136] - Quote
Purona wrote:@ jack
i see you are only taking into accoutn the best situation to happen for your tank
1000 shield isnt always up the only time you have1000 shields is if you have not been in combat with that tank
so saying oh your shield will absorb the initial damage when it is not up most of the time you are tanking and no armor tanker is going to wait 2 minutes for there shields to come back up every time it goes down that is where your awareness comes into play. if you already took damage then simply down go into town but stay back. you can see red dots and have huge field of view thus you should easily see where you should not drive into. tanks have high range for a reason and there is plenty of cover on the maps. if AV tries to take you down, you simply hide and only move out to shoot something for a few seconds and hide again. the AV dudes will just waste time and the enemy is one or more players behind in raw firepower at the frontline while you still contribute in firepower. |
Purona
The Vanguardians
24
|
Posted - 2013.07.25 11:02:00 -
[137] - Quote
Jack McReady wrote:Purona wrote:@ jack
i see you are only taking into accoutn the best situation to happen for your tank
1000 shield isnt always up the only time you have1000 shields is if you have not been in combat with that tank
so saying oh your shield will absorb the initial damage when it is not up most of the time you are tanking and no armor tanker is going to wait 2 minutes for there shields to come back up every time it goes down that is where your awareness comes into play. if you already took damage then simply down go into town but stay back. you can see red dots and have huge field of view thus you should easily see where you should not drive into. tanks have high range for a reason and there is plenty of cover on the maps. if AV tries to take you down, you simply hide and only move out to shoot something for a few seconds and hide again. the AV dudes will just waste time and the enemy is one or more players behind in raw firepower at the frontline while you still contribute by killing stuff from safety and preventing enemy movement.
if i wanted to hide and shoot something for a few seconds i would use my proto rail tank its easier more efficient safer and puts out more damage
stop assuming that every map has cover for a tank in every position that the enemy runs in
most objectives are covered and are in compounds and i refuse to go into compounds most ways to get near the enemy is to go through the open fields since that is where the enemy is fighting your allies protecting objectives from your allies
theres barely any true cover for tanks due to how the maps are created with such high terrain swarms are easy to get anywhere they need to |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
38
|
Posted - 2013.07.25 11:03:00 -
[138] - Quote
Tanks are GODS , according to some , yeah according to those who cant kill LLAV's. |
TERMINALANCE
Zumari Force Projection Caldari State
193
|
Posted - 2013.07.25 11:04:00 -
[139] - Quote
-1 tanks are they only unit in the game that can double and trile their health already and they want MORE? screw that.
Hey im immune to 99% of weapons in the game
Now if i can just convince the playerbase to let me be able to beat the 1% that counter me!
Eat a ****. |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 11:15:00 -
[140] - Quote
Purona wrote:Jack McReady wrote:Purona wrote:@ jack
i see you are only taking into accoutn the best situation to happen for your tank
1000 shield isnt always up the only time you have1000 shields is if you have not been in combat with that tank
so saying oh your shield will absorb the initial damage when it is not up most of the time you are tanking and no armor tanker is going to wait 2 minutes for there shields to come back up every time it goes down that is where your awareness comes into play. if you already took damage then simply down go into town but stay back. you can see red dots and have huge field of view thus you should easily see where you should not drive into. tanks have high range for a reason and there is plenty of cover on the maps. if AV tries to take you down, you simply hide and only move out to shoot something for a few seconds and hide again. the AV dudes will just waste time and the enemy is one or more players behind in raw firepower at the frontline while you still contribute by killing stuff from safety and preventing enemy movement. if i wanted to hide and shoot something for a few seconds i would use my proto rail tank its easier more efficient safer and puts out more damage stop assuming that every map has cover for a tank in every position that the enemy runs in most objectives are covered and are in compounds and i refuse to go into compounds most ways to get near the enemy is to go through the open fields since that is where the enemy is fighting your allies protecting objectives from your allies theres barely any true cover for tanks due to how the maps are created with such high terrain swarms are easy to get anywhere they need to stop assuming that a tank is supposed to be a solo undestructible killing machine. it is not, tank is a zoning tool. tank driver with maxxed SP and proper tank fit correctly driven is an annoyance and can hardly be taken out. it already gives you several time the EHP of dropsuits, depending on weapon 100-600m range, faster movement and other advantages and you want more? bad news for you, this aint gonna happen. do yourself a favor and stop argueing, it is quite obvious that you dont know about the capabilities of a tank. |
|
Purona
The Vanguardians
24
|
Posted - 2013.07.25 11:18:00 -
[141] - Quote
I don't run solo you are assuming i drive a certain way when you don't know a god damn thing about the way of i drive my tank
when it comes to it you are only thinking about what your tank can do
and not what everyone can do
when driving a tank you cant just think about swarm launchers those are just a part of a list of things that can destroy your tank
you have railguns av nades swarm launchers AV nades dropships
there are multiple positions and multiple vulnerabilities to anyplace you want to position a tank
just because your think a place is safe just makes it an obvious place to get targeted |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 11:20:00 -
[142] - Quote
Purona wrote:i dont run solo you idiot god damn you are assuming i drive a certain way when you dont know a god damn way of how i drive my tank I never said you drive solo but you showed us how little you know about tanks |
Purona
The Vanguardians
24
|
Posted - 2013.07.25 11:26:00 -
[143] - Quote
Jack McReady wrote:Purona wrote:i dont run solo you idiot god damn you are assuming i drive a certain way when you dont know a god damn way of how i drive my tank I never said you drive solo but you showed us how little you know about tanks
"stop assuming that a tank is supposed to be a solo undestructible killing machine. "
your speaking to me
"stop assuming" means you believe i think a certain way
and you belive i think tanks are "solo destructible killing machines
so yes you do believe i drive solo |
Shadow of War88
0uter.Heaven EoN.
16
|
Posted - 2013.07.25 11:29:00 -
[144] - Quote
Sagaris |
TERMINALANCE
Zumari Force Projection Caldari State
194
|
Posted - 2013.07.25 12:09:00 -
[145] - Quote
Purona wrote:Jack McReady wrote:Purona wrote:i dont run solo you idiot god damn you are assuming i drive a certain way when you dont know a god damn way of how i drive my tank I never said you drive solo but you showed us how little you know about tanks "stop assuming that a tank is supposed to be a solo undestructible killing machine. " you're speaking to me "stop assuming" means you believe i think a certain way "solo indestructible killing machines and you think i think that i think tanks are solo indestructibel killing machines so i guess you showed me how little you can think about the whole picture accoding to your post there is always cover within 100 meters of every enemy that is impossible for anyone to come near be it LAVs rail gun tanks or dropships
Maybe sometimes your supposed to die like the rest of us mortals?
Im sorry your immune to 99% of weapons in game and 1% of them can counter you
Im sorry you can triple your health at proto tank and no infantry can
Im sorry you can resistances to your counter like no other suit can
Im sorry that 1% of weapons in game that counter you can counter you well.
Im sorry your tank blew up O Wait no im not.... |
Jack McReady
DUST University Ivy League
340
|
Posted - 2013.07.25 12:24:00 -
[146] - Quote
Purona wrote: accoding to your post there is always cover within 100 meters of every enemy that is impossible for anyone to come near
again, awareness is part of tank driving skills. hills and buildings are around everywhere on the map and again how about not driving into the group of red dots. your denial and butthurt is too obvious.
there is a easy fix for your problems: turn of your tunnelvision mode, take your head out of your ass and finally l2p. |
Billi Gene
The Southern Legion
181
|
Posted - 2013.07.25 13:17:00 -
[147] - Quote
Lets be real, tanks do not need more base HP to be effective. More slots and increased CPU/PG, akin to suit progression would more than create the possibilities required for HAV progression.
With such a setup, proto tankers could choose how much tank or spank they require for a fitting or playstyle.
actual numbers of slots and cpu/pg would require playtesting for balance.
This of course is merely my opinion, and i understand this :P |
Charlotte O'Dell
Molon Labe. League of Infamy
738
|
Posted - 2013.07.25 19:29:00 -
[148] - Quote
TERMINALANCE wrote:-1 tanks are they only unit in the game that can double and triple their health already and they want MORE? screw that.
Hey im immune to 99% of weapons in the game
Now if i can just convince the playerbase to let me be able to beat the 1% that counter me!
You're an idiot. Go play PC and then talk about tanks. You'll see what happens when literally every player on the every tea. Has a proto AV fit and you have a tank.
I bet you play ambush a lot, too. |
Harpyja
DUST University Ivy League
376
|
Posted - 2013.07.25 19:34:00 -
[149] - Quote
Billi Gene wrote:Lets be real, tanks do not need more base HP to be effective. More slots and increased CPU/PG, akin to suit progression would more than create the possibilities required for HAV progression.
With such a setup, proto tankers could choose how much tank or spank they require for a fitting or playstyle.
actual numbers of slots and cpu/pg would require playtesting for balance.
This of course is merely my opinion, and i understand this :P
edit: the main AV i have problems with are organised teams or tower camped FG.
Every map has undulations and protrusive or architectural elements.
Controlling distances via use of active scanner and general UI awareness negates grenades, MD and FLP.
OB's do not kill my tanks... i rarely even bother to move out of them nowadays.
when all is said and done: you can't take every random variable into account, and you will lose a tank when you react erroneously to a surprise. I get to lol every now and then when i see a pro tanker lose their baby... :P even if they are in my squad :P
ps: dont bother quoting my kd/r i neither play for kd/r nor use my active (non forum troll) toons in a way that may garner battlefield bias :P Do you run armor tanks? Those things survive orbitals like nobody's business. Shield tanks die from those no matter how much HP you have and how high your resists are. My highest EHP shield tank dies to orbitals, unless I'm in a lucky spot where most of the strikes don't apply their damage to me. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
26
|
Posted - 2013.07.25 20:33:00 -
[150] - Quote
Jack McReady wrote:MarasdF Loron wrote:But as it is now, one below average AV guy with Proto Swarm can take down any tank, no matter shield or armor. Tanks should always be the best way to taking down tanks, not those no-skill cheap*** Proto Swarms... Purona wrote:The thing about AV vs Tanks. Is that the best fitted tanks with all mods on are pushed back by a single person with anything above standard AV and are out right destroyed when proto Av shows up.
With all modules on it should be hard for prototype AV players to kill the best fitted tanks in game which is currently not the case.
one shot from proto swarms forces any armor tanker to turn on all modules if they aren't already turned on after that we are barely kept alive as our armor repper tries to repair to no avail as the swarms continue to hit after 15 seconds when the armor repair times out we are either dead or have no way of keeping healed
and if you made it to cover pray to god that there is no one else close by with any kind of AV until your repper comes back good thing that CCP collects data by themself and does not listen to biased QQ from uninformed people in the forums otherwise this game would be already dead. those 2 quotes are the best examples what happens when people not knowing how to drive a tank or what a tank is a capable of start to "argue" about it. first of all, the majority of damage on the first swarm hit will be absorbed by the shield on an armor tanked hav, plenty of time to active the modules before the next volley hits. I didn't even bother to read any further because you clearly know nothing about tanks. Now, when I was talking about AV, I was talking about it from my own point of view. I don't consider myself in any way a good AV player and I have yet to come across any tank that wouldn't either get destroyed by my alt's Proto Swarms or go into hiding and eventually possibly even recall. Now, you are also assuming that everyone uses controller because active tanks are broken on KB&M so I'm just gonna say that the best fitted passive Armor tank loses all shields and 1/4 of armor when the first volley of Proto AV with damage mods hits. Guess what happens when the next volley hits? Which happens to be before repper has activated (YES IT TAKES 3 SECONDS TO ACTIVATE). The answer is we are on fire. A lot of good that repper does at that point.... Oh and yes of course I am assuming that I am getting hit from behind because only an idiot would engage tank from the front unless you are out of tank's draw distance or the tank is already at low health. Oh sorry, I forgot that even if you engage tank from the front you can still destroy the tank in 3-4 shots of Proto Swarms. I rest my case.
Purona wrote:biggest map currently in rotatoin where A is on a bridge and C and B are in a compound while everything else is in the open
you might be able to get to cover in a tank but its never true cover unless you are at base or underneath a structure out of range and surrounded by allies I just want to add that on that said map you are not protected even behind the redline, especially if your team is on the northside of the map. There could e swarms on the high towers in the compound which can reach all the way to your initial spawn (I have lost a tank that way before it ever landed). And the redline is so short anyway that even enemy tank can drive up there and take you down and live (I know because I have done this). Or you could climb up the cliff with AV and take down enemy tank there. It all works. |
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Shijima Kuraimaru
WarRavens League of Infamy
278
|
Posted - 2013.07.25 20:56:00 -
[151] - Quote
MarasdF Loron wrote:Jack McReady wrote:MarasdF Loron wrote:But as it is now, one below average AV guy with Proto Swarm can take down any tank, no matter shield or armor. Tanks should always be the best way to taking down tanks, not those no-skill cheap*** Proto Swarms... Purona wrote:The thing about AV vs Tanks. Is that the best fitted tanks with all mods on are pushed back by a single person with anything above standard AV and are out right destroyed when proto Av shows up.
With all modules on it should be hard for prototype AV players to kill the best fitted tanks in game which is currently not the case.
one shot from proto swarms forces any armor tanker to turn on all modules if they aren't already turned on after that we are barely kept alive as our armor repper tries to repair to no avail as the swarms continue to hit after 15 seconds when the armor repair times out we are either dead or have no way of keeping healed
and if you made it to cover pray to god that there is no one else close by with any kind of AV until your repper comes back good thing that CCP collects data by themself and does not listen to biased QQ from uninformed people in the forums otherwise this game would be already dead. those 2 quotes are the best examples what happens when people not knowing how to drive a tank or what a tank is a capable of start to "argue" about it. first of all, the majority of damage on the first swarm hit will be absorbed by the shield on an armor tanked hav, plenty of time to active the modules before the next volley hits. I didn't even bother to read any further because you clearly know nothing about tanks. Now, when I was talking about AV, I was talking about it from my own point of view. I don't consider myself in any way a good AV player and I have yet to come across any tank that wouldn't either get destroyed by my alt's Proto Swarms or go into hiding and eventually possibly even recall. Now, you are also assuming that everyone uses controller because active tanks are broken on KB&M so I'm just gonna say that the best fitted passive Armor tank loses all shields and 1/4 of armor when the first volley of Proto AV with damage mods hits. Guess what happens when the next volley hits? Which happens to be before repper has activated (YES IT TAKES 3 SECONDS TO ACTIVATE). The answer is we are on fire. A lot of good that repper does at that point.... Oh and yes of course I am assuming that I am getting hit from behind because only an idiot would engage tank from the front unless you are out of tank's draw distance or the tank is already at low health. Oh sorry, I forgot that even if you engage tank from the front you can still destroy the tank in 3-4 shots of Proto Swarms. I rest my case.
Proto SWARMs destroy well fit tanks with good drivers easier than I can with my Ishukone Assault Forge? Maybe I speced into the wrong AV... No. I love my forge. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
26
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Posted - 2013.07.25 21:07:00 -
[152] - Quote
Shijima Kuraimaru wrote:Proto SWARMs destroy well fit tanks with good drivers easier than I can with my Ishukone Assault Forge? Maybe I speced into the wrong AV... No. I love my forge. Forges are perfectly fine, I don't think they need any balancing done. They take skill to use: they need to be charged and aimed and you are slow when you are charging it, heck, you are slow even when not charging it because you gotta run heavy suit. If Swarms were skillshot weapons like Forges I would have no problem with them at all. The only problem I have with Forges is the render distance. They can see me from 4x the distance that I can see them. Even being high up in a tower or table top doesn't bother me, they have to actually get up there and then it becomes even more skillshot due to the distance. |
Shijima Kuraimaru
WarRavens League of Infamy
279
|
Posted - 2013.07.25 21:31:00 -
[153] - Quote
MarasdF Loron wrote:Shijima Kuraimaru wrote:Proto SWARMs destroy well fit tanks with good drivers easier than I can with my Ishukone Assault Forge? Maybe I speced into the wrong AV... No. I love my forge. Forges are perfectly fine, I don't think they need any balancing done. They take skill to use: they need to be charged and aimed and you are slow when you are charging it, heck, you are slow even when not charging it because you gotta run heavy suit. If Swarms were skillshot weapons like Forges I would have no problem with them at all. The only problem I have with Forges is the render distance. They can see me from 4x the distance that I can see them. Even being high up in a tower or table top doesn't bother me, they have to actually get up there and then it becomes even more skillshot due to the distance.
Draw distance is a problem for everyone so I sympathize with you on that one. There have been a few occasions where I've spooked a tank, well within range of my Forge, where all I could see was the HUD marker on it's location. More occasions where a tank within AR range killed me because neither it, nor the HUD marker, rendered until after it killed me. |
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