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Tebu Gan
CrimeWave Syndicate
0
|
Posted - 2013.08.01 00:30:00 -
[1] - Quote
I've read dozens of threads here on the fourms about tanks. I've seen some good feedback and a lot of bad feedback on them. I currently shield tank, 5 mil into them at the moment. And I can say I love tanking, I really don't want to do anything else. The ground just isn't for me, there are plenty of games out there for that. I have seen many threads of people complaining about them being overpowered. I have read threads that say we would be better off without them. What I can say is that they are an integral part of this game. Without tanks, it certainly would not be the same game. I had a chat with a corp member by the name of Lone-Wolf last night, he armor tanks with 10,000+ sp in it thus far. He was fed up. He runs blasters but lost a great number of tanks. If you have ever faced him you would know that he is a top notch tanker, it was him that led me to tanking in the first place. This being said, I thought I might give CCP our feed back.
To start with, Shield tanks are, hmm how can I put this lightly, complete and utter ****. Oh well a bit harsh, but I really did not realize this until last night. What I love most about my shield tank is the ability to take nearly all forms of av rather well. Plus shields regenerate, it takes a god awful long time, but they do recharge. It is nice, but then I rolled around in my buddies armor tank. Now I have 5 mil SP into my shield tanks, which to some I feel from the fourms, isnt enough to make me credible. I will say that 5 mil is PLENTY considering the fact I run a STANDARD level tank. Currently I have all my modules unlocked and am only lacking on what I think is the most important at this moment, the 10% resistance from shields skill. I am at 6%, and no 4% isnt huge. A lot of the skills in shield tanks reduce cpu need, which I am swimming in an ocean of. So a lot of skills ARE NOT IMPORTANT FOR A STANDARD LEVEL GUNNLOGI!!! To be at level 5 that is. Now that I got that out of the way...
His armor tank, was the way I felt a tank should be. He was running a Scanner, 3 active hardeners(at my request, 1 min long effect with a 15 second cooldown compared to my version of 10 second effect with a 30 second cooldown!), a repairer of course and an active heat sink. This is WHY I say it felt like a tank, my wheel was nearly full! on my blaster tank my wheel consists of 2 things, A large heal and an active speed booster. On my rails, A small(WEAK) heal and a heat sink. I told him last night I am now going armor, hands down. There is a huge difference between the 2 tanks and not for the better I assure you.
So I will mention one thing at the moment. Speed should be a gunnlogis greatest asset. Armor I feel should be more the tanky tank, slower but able to take the punishment. With one plate, which is all an armor tank can fit, reduces their speed to match a gunnlogies speed. My new favorite style of play is a speed play. It has helped me tremendously with my shield tank. One vs One with my blaster I cannot ever hope to beat a good fit armor tank. You know what I'm ok with that, but I have no advantage whatsoever over them. They match me in speed and from what I'm to understand, hybrid weapons do a small bit of extra damage to shields. I see no balance between tanks in this current setup.
Understand that this is only one suggestion I give on to you. We as tankers do not ask of you to make us into GODS on the battlefield. I would very much like though to not LOSE a million isk tank in a match. Not to anyone, but if the field is full of swarmers( a huge problem at the moment) I would like to be able to do SOMETHING. I'm am so tired of redline sniping just to fit a few blasters and lose them like they are paper. Perhaps reduce the damage a blaster tank does(because we all know missiles are nearly useless in the current state) but bump the armor up considerably on both tanks fit for in your face action. I really also don't know how well I like that suggestion even but maybe it gets some gears turning.
Oh and I haven't got to level 3 on shield extenders on the tank because if I did, PG limits will never allow me to fit the best extender that the skill unlocks, without being forced to use a weak heal. The way your current setup is now, I feel, forces you to make choices that are simply unreasonable, extra hp, or the more important HEAL. Do I want my big heal on the tank to mitigate damage or do I want a bigger hp tank (of a weak 500 more hp) that my light heal will never be able to come close to mitigating? The trade off is obvious, bigger heal. Ok so I mention a few more things than I wanted to, but CCP, I really do hope you are working on tanks. Ok I know you are, but give us something to let us know you care. I've dumped $100 plus some into this game. Your idea, simply beautiful. You have something here, you really do. This could be one of the greatest FPS'ers of it's time. So throw us tankers a bone. I have much more to say on tanks but I will leave that for another day.
Good day Jemiles |
Harpyja
DUST University Ivy League
411
|
Posted - 2013.08.01 01:55:00 -
[2] - Quote
1.5 can't come fast enough...
Whenever I roll out my missile Falchion, seems like everyone wants to pop me, and I always go negative because proto turrets are too damn expensive (I could care less about the Falchion hull, I got 100 for fee and lost about 10 so far).
The only way I can go positive is with a compressed particle cannon fit Gunnlogi with dual damage mods. It's boring as hell but it gives me my paycheck. Bolas go down in three shots, most dropships take one while some take a couple, militia tanks take two shots, and Gunnlogis pop in three to four (sometimes in two if they are crap fit). Madrugars (skilled ones) are extremely problematic because they take around six shots at least, and they can usually get into cover and rep back up. I brought a Madrugar down to 0 armor earlier today, but I accidentally overheated trying to kill it quickly. And guess what happened: his armor repped back up to full health and he went to safety while I cooled down.
Even though it gets boring sitting on a mountain or moving between mountains for twenty minutes, I get about ten kills, 1.5k WPs, and typically place among the top on the killboard.
The only time when it's fun is when I insta kill those pesky LAVs. I've had the few lucky moments where I killed LLAV drivers and then their LLAV is a free juicy kill. I do come down from the mountains at times if I feel like just railgunning infantry at close range (and rather successfully too); it just exposes me to AV when I do that.
But yeah... I can't wait to see how Wolfman changes things! |
Tebu Gan
CrimeWave Syndicate
0
|
Posted - 2013.08.01 02:43:00 -
[3] - Quote
I hear ya on that, I haven't even bothered with the falchion, it almost seems a joke. But if i had them, i would use the **** out of them. Well after I wrote this post I rolled out in my gunnlogi and got several tank kills for the night. One guys had rails and dropped me to half health ( me running my rails), so I pull around down a hill, move to the left a ways, then pull up to my hill. I catch him just as he gets the angle to make the shot. Yet at the same time I've got him lined up. Couple of shots, nearly lose all my shields but he overheated while i was running a heatsink on my rails( which i find important on my rails for sustained dps). So he drops. Couple soma's on the field as well, np. All in all, tonight was a good night. Normally I have to grind a rails, tonight I was able to run my blaster and do some damage. I usually do the same on warpoints as you, average about 250k per match. So every 4 or 5 matches I can run a blaster.
Ahh took a tank out with my blaster as well tonight, that might be why I liked my play tonight. Usually I run a speed boost on my blaster, but tonight I switched it out with a heatsink and proto blaster. Other tank dropped me a bit but overheated( always a *****) and I never stopped until he blew up. Decent fit as well, good reps and res on him.
All in all, only a few people were carrying AV in the matches, so I could actually move away from the redline. :) nice when I can do that.
Harpyja wrote:1.5 can't come fast enough...
Whenever I roll out my missile Falchion, seems like everyone wants to pop me, and I always go negative because proto turrets are too damn expensive (I could care less about the Falchion hull, I got 100 for fee and lost about 10 so far).
The only way I can go positive is with a compressed particle cannon fit Gunnlogi with dual damage mods. It's boring as hell but it gives me my paycheck. Bolas go down in three shots, most dropships take one while some take a couple, militia tanks take two shots, and Gunnlogis pop in three to four (sometimes in two if they are crap fit). Madrugars (skilled ones) are extremely problematic because they take around six shots at least, and they can usually get into cover and rep back up. I brought a Madrugar down to 0 armor earlier today, but I accidentally overheated trying to kill it quickly. And guess what happened: his armor repped back up to full health and he went to safety while I cooled down.
Even though it gets boring sitting on a mountain or moving between mountains for twenty minutes, I get about ten kills, 1.5k WPs, and typically place among the top on the killboard.
The only time when it's fun is when I insta kill those pesky LAVs. I've had the few lucky moments where I killed LLAV drivers and then their LLAV is a free juicy kill. I do come down from the mountains at times if I feel like just railgunning infantry at close range (and rather successfully too); it just exposes me to AV when I do that.
But yeah... I can't wait to see how Wolfman changes things!
|
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
302
|
Posted - 2013.08.01 03:04:00 -
[4] - Quote
Things you should know:
That fit your friend gave you was ****.
Caldari HAV's aren't supposed to be the "speedy" ones. They sit, they snipe, they give cover fire.
Blasters on Caldari anything makes no sense, other than Dropships.
CCP's decided to split Hybrid damage into 2 types of damages for Dust: Blaster-based, which does more to shields, and rail-based, which does more to armor.
The best shield extender has the least amount of PG requirements of all extenders.
Now that's out of the way, I agree with you on the fact that the skills bonuses being useless for vehicles, particularly, the engineering skill (because it used to have a way better bonus that everyone liked, but it got nerfed for no reason). I also halfway agree with you on missiles being useless against dropsuits. They're pretty good when used against other vehicles (other than dropships). It just needs a nerf in splash damage, and a buff in splash radius. I disagree with the rest, as it sounds like you're trying to do the same thing with both, then wondering why you lose. Use different tactics when using different gear, k?
Peace, Aizen |
Tebu Gan
CrimeWave Syndicate
0
|
Posted - 2013.08.01 23:22:00 -
[5] - Quote
Aizen Intiki wrote:Things you should know: That fit your friend gave you was ****. Caldari HAV's aren't supposed to be the "speedy" ones. They sit, they snipe, they give cover fire. Blasters on Caldari anything makes no sense, other than Dropships. CCP's decided to split Hybrid damage into 2 types of damages for Dust: Blaster-based, which does more to shields, and rail-based, which does more to armor. The best shield extender has the least amount of PG requirements of all extenders. Now that's out of the way, I agree with you on the fact that the skills bonuses being useless for vehicles, particularly, the engineering skill (because it used to have a way better bonus that everyone liked, but it got nerfed for no reason). I also halfway agree with you on missiles being useless against dropsuits. They're pretty good when used against other vehicles (other than dropships). It just needs a nerf in splash damage, and a buff in splash radius. I disagree with the rest, as it sounds like you're trying to do the same thing with both, then wondering why you lose. Use different tactics when using different gear, k? Peace, Aizen
These are fits I have been experimenting with. And I fully disagree with your statement.
I do not feel that they are stuck to one very specific role. The 2 tanks have a moderate amount of balance. For one the speed of both nearly match (Armor 1 point less then shields with a PLATE). Given the way shield modules work, Burst Healing and Burst RES, Basically BURST. This means a lot of **** happens in a few seconds, then you got nothing. I repeat nothing for 30 seconds. If I do want to run a blaster, I take this in to consideration and compensate with speed boost modules. Makes sense right? You are able to heal a lot of shield in a few seconds, so you move in with your speed boost, mark out your safe zone, fire away, and you start getting hit turn you heals on and back out with a speed boost.
Using speed modules has changed my game tremendously. I see your thinking very closed minded, though I see what you are saying. Blasters might be what confuses you, because I know, they do extra damage against shields. And you know what, missiles do extra damage against armor.
Blasters are Close range weapons
Missiles are Mid to Close range weapons
Rails are Long range weapons (Didnt know they did extra dmg against armor? I thought it was even dmg to both.)
So I should be using Missiles if i want a close range gunnlogi. And again, given the modules ( Which I can use the best of the best going with a missile fit) a speed fit gunnlogi is idea. Other blaster tanks wouldn't catch me, and i could keep them at mid range while staying out of range of the blasters. But missiles are poor against infantry (In most instances), whereas a blaster can be quite accurate and lethal to infantry.
Thing is with my speed fit, when I see another tank and I cant drop him, I back off and call my rails in. Yes I understand tactics. And I really don't mind losing tanks when I can afford them. As long as I do some damage with it I'm cool with that.
And no, The best shield extender does not give you the cheapest pg. The supplemental is the one I run on both my tanks.
Rails Small heal Heatsink II Supplemental Extender 2 ward shield amplifiers x2 10% damage mods Proto Rail
Blaster Big Heal x2Res mods Best speed booster Small heal or another amplifier(Passive or Active) x2 PG Boosters Proto blaster and weak rider missiles or Advanced Blaster and proto rider blasters
I believe that a big thing about Dust 514 is the ability to customize the way you play thru your fits. There are many ways to fit a dropsuit, or tank, or dropship, or anything. It all depends on how you plan to play that fit. |
ladwar
Dead Six Initiative Lokun Listamenn
1022
|
Posted - 2013.08.01 23:37:00 -
[6] - Quote
Aizen Intiki wrote:
CCP's decided to split Hybrid damage into 2 types of damages for Dust: Blaster-based, which does more to shields, and rail-based, which does more to armor.
The best shield extender has the least amount of PG requirements of all extenders.
this part isn't true hybrid do better on shields than armor. rails have a bonus to shields and penalty to armor.(this also applies to forges as well.)
the best shield extender is one with the best hp/pg ratio but in terms of pg is the middle between supplemental(lowest) and standard(highest). sorry but have to call you out on that. |
Tebu Gan
CrimeWave Syndicate
0
|
Posted - 2013.08.01 23:51:00 -
[7] - Quote
ladwar wrote:Aizen Intiki wrote:
CCP's decided to split Hybrid damage into 2 types of damages for Dust: Blaster-based, which does more to shields, and rail-based, which does more to armor.
The best shield extender has the least amount of PG requirements of all extenders.
this part isn't true hybrid do better on shields than armor. rails have a bonus to shields and penalty to armor.(this also applies to forges as well.) the best shield extender is one with the best hp/pg ratio but in terms of pg is the middle between supplemental(lowest) and standard(highest). sorry but have to call you out on that.
Yeah, I thought hybrids where the shield busters, and missiles are the armor busters. Gonna have to try a speed built missile against a blaster and see what happens. |
Harpyja
DUST University Ivy League
421
|
Posted - 2013.08.02 01:15:00 -
[8] - Quote
Tebu Gan wrote:ladwar wrote:Aizen Intiki wrote:
CCP's decided to split Hybrid damage into 2 types of damages for Dust: Blaster-based, which does more to shields, and rail-based, which does more to armor.
The best shield extender has the least amount of PG requirements of all extenders.
this part isn't true hybrid do better on shields than armor. rails have a bonus to shields and penalty to armor.(this also applies to forges as well.) the best shield extender is one with the best hp/pg ratio but in terms of pg is the middle between supplemental(lowest) and standard(highest). sorry but have to call you out on that. Yeah, I thought hybrids where the shield busters, and missiles are the armor busters. Gonna have to try a speed built missile against a blaster and see what happens. You're better off with a damage modded railgun tank in the mountains than with a missile tank. There are just too many things that can go wrong with a missile tank. Madrugars are fast and can take a lot of damage, and they typically get within their optimal range to rip you apart before you destroy them. If you encounter a railgun sniper, chances are he's going to win 9/10 times because railguns are superior to missiles at range. It's also easy to have at least one missile miss at range, which reduces your damage by 25% per missile that misses, plus you also have to factor in travel time and predict the target's movement.
I'm sad that I have to say this, but railguns are better and much easier to operate than missiles. You need to lead your targets a minimal amount when compared to missiles, railgun projectiles go where you aim, their max range is more than twice that of a missile which allows the comforting safety of sniping from the mountains. The only easy part about missiles is when you spam them at a group of enemies at a distance from an elevated position.
I have been specced into proto missiles since Uprising deployed, hoping that someday they will truly become good again. But just a week ago I specced into proto railguns and I use those perhaps ten times more than my missiles. I rarely have to be up close which keeps me away from AV. I can also destroy Bolas in three shots from across the map (takes about 4 or 5 proto missile volleys to bring down a Bolas by the way, not to mention I have to be fairly close to the Bolas to even have chances of bringing it down). I lose a lot less tanks (and ISK) railgun sniping than with missile tanks. Just today I went a match with only 7 kills and 0 deaths, but I was constantly bringing down Bolas which brought me a little over 2.5k WPs and my ISK reward was a whopping 420k ISK. And my team lost, so my ISK reward may have been even higher if we had won.
As for a speed built tank, I actually tried that once a few days ago, but I found that I was giving up too much shields and my speed didn't account for anything if I didn't last long enough to get out. Sure it was a Sica, but I had fitted a Gunnlogi in the same manner for speed except that it had maybe a little more shield and a little more resistance. After my Sica got trashed in the first game by a proto assault forge gun in three shots, I deleted my Gunnlogi fit as it seemed that it would've suffered the same fate. |
Tebu Gan
CrimeWave Syndicate
1
|
Posted - 2013.08.02 20:08:00 -
[9] - Quote
Aizen Intiki wrote:
You're better off with a damage modded railgun tank in the mountains than with a missile tank. There are just too many things that can go wrong with a missile tank. Madrugars are fast and can take a lot of damage, and they typically get within their optimal range to rip you apart before you destroy them. If you encounter a railgun sniper, chances are he's going to win 9/10 times because railguns are superior to missiles at range. It's also easy to have at least one missile miss at range, which reduces your damage by 25% per missile that misses, plus you also have to factor in travel time and predict the target's movement.
I'm sad that I have to say this, but railguns are better and much easier to operate than missiles. You need to lead your targets a minimal amount when compared to missiles, railgun projectiles go where you aim, their max range is more than twice that of a missile which allows the comforting safety of sniping from the mountains. The only easy part about missiles is when you spam them at a group of enemies at a distance from an elevated position.
I have been specced into proto missiles since Uprising deployed, hoping that someday they will truly become good again. But just a week ago I specced into proto railguns and I use those perhaps ten times more than my missiles. I rarely have to be up close which keeps me away from AV. I can also destroy Bolas in three shots from across the map (takes about 4 or 5 proto missile volleys to bring down a Bolas by the way, not to mention I have to be fairly close to the Bolas to even have chances of bringing it down). I lose a lot less tanks (and ISK) railgun sniping than with missile tanks. Just today I went a match with only 7 kills and 0 deaths, but I was constantly bringing down Bolas which brought me a little over 2.5k WPs and my ISK reward was a whopping 420k ISK. And my team lost, so my ISK reward may have been even higher if we had won.
As for a speed built tank, I actually tried that once a few days ago, but I found that I was giving up too much shields and my speed didn't account for anything if I didn't last long enough to get out. Sure it was a Sica, but I had fitted a Gunnlogi in the same manner for speed except that it had maybe a little more shield and a little more resistance. After my Sica got trashed in the first game by a proto assault forge gun in three shots, I deleted my Gunnlogi fit as it seemed that it would've suffered the same fate.
Yes, I know that rail sniping is the SAFEST way to go. I've tried missiles out on my gunlogi with very little success. I must say though there are many module combinations out there. Double damage mods with a proto rail (Plus a heatsink in your high slots) destroys. I earn roughly an average of 250 to 300k is a match with my rails and rarely worry about losing them as long as I keep back. I have trouble staying back though. I do know it safer, but I can't STAND to sit back for the whole match if they are not calling anything in (inner city maps are a good example). You know, the biggest part of the joy I get from this game is the ability to fit things many ways, with different result.
Made up a missile fit, with the biggest heal, 2 ward amplifiers, supplemental shield extender, and a speed boost on the high side. My low side is filled with two pg boosters. In place of the speed boost module you can fit another tank fitting, Light heal or another resistance (either passive or active) mod. A 3rd ward shield amplifier gives you roughly a 6 percent increase on resistance. I'm assuming an active one would be around 12 percent (That is assuming it uses the ward amplifiers for the stacking penalty first). More if it's uses the active as the first, which I doubt, but I'm not exactly sure. So as I see it, with a speed fit you don't lose an incredible amount of tanking ability. But you do gain a speed advantage in it's place. You just have to play with that in mind, and ALWAYS map out the route out to your safe zone before moving in.
Proto AV is a huge problem for tanks, yeah 3 shots from a forge gun is insane. Though even with a bit more tanky modules, you might bump that up to 4 SHOTS. ( though I have seen numerous posts just today of people saying tanks are balanced, now quit crying bullshit. And people still wanting to blow up tanks with milita or advanced av, crazyy.)
I'm looking for fun and excitement when I play my tanks, and I understand there are games out there where you HAVE to rail snipe. Either because they have rail tanks out, or meaner blasters( ie armor tanks).
I ask that the people of this community reach out and experiment with different fits and not get stuck in this one track thinking. I'm not the type to simply give up on something because it is "ineffective". If I get blown up, I reevaluate what happened and look for ways to get that edge over my opponent using a combination of my fit and tactics. Don't give up because you think a fit is crap (which btw sometimes they are) from the first go with it. It takes a bit of practice. Then make that determination. CCP has a ways to go with vehicles, though I hope my experimentation and others out there will help CCP make the right decisions. Let's get off this single track thinking and crawl out of the box a bit.
Shield tanks are crap, but I'm not going to give up on them! |
Stalken Pathfinder
Shadow Company HQ
35
|
Posted - 2013.08.02 20:30:00 -
[10] - Quote
Nice job OP! Good read.
I am an armor tanker myself and I favor blasters at the moment so needless to say I may not agree with all of what you said :) but I do agree with a lot of it. I think that the whole vehicle system needs to be readdressed. The whole system of trade offs as you suggested is a great place to start. But not just in terms of fittings, in terms of everything across the board. From risk/reward trade offs to monetary trade offs; power is something you should have to pay for. If you want greater survivability you should have to pay more for it. But right now these options aren't available to us. In fact the more expensive enforcer tanks are by all accounts weaker. This is also where the risk factor comes in and also the reward factor. More expensive tanks should be able to bring in higher scores and find more overall success. Because if you lose it you are losing more.
Right now the whole system is out of whack. Where is my motivation to call in a 2.8 million ISK enforcer when I can get solo'd by a 200k Dropsuit with Lai dai packers and a wyrikomi swarm? Too much risk and not enough reward.
Anyway I had a great fight with a lone wolf last night. Not sure if it was him or someone else using the name. He got me in my blaster, I almost returned the favor but couldn't finish him off :) great fight though! Looking forward to the next one. |
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Tebu Gan
CrimeWave Syndicate
1
|
Posted - 2013.08.02 21:04:00 -
[11] - Quote
Stalken Pathfinder wrote:Nice job OP! Good read.
I am an armor tanker myself and I favor blasters at the moment so needless to say I may not agree with all of what you said :) but I do agree with a lot of it. I think that the whole vehicle system needs to be readdressed. The whole system of trade offs as you suggested is a great place to start. But not just in terms of fittings, in terms of everything across the board. From risk/reward trade offs to monetary trade offs; power is something you should have to pay for. If you want greater survivability you should have to pay more for it. But right now these options aren't available to us. In fact the more expensive enforcer tanks are by all accounts weaker. This is also where the risk factor comes in and also the reward factor. More expensive tanks should be able to bring in higher scores and find more overall success. Because if you lose it you are losing more.
Right now the whole system is out of whack. Where is my motivation to call in a 2.8 million ISK enforcer when I can get solo'd by a 200k Dropsuit with Lai dai packers and a wyrikomi swarm? Too much risk and not enough reward.
Anyway I had a great fight with a lone wolf last night. Not sure if it was him or someone else using the name. He got me in my blaster, I almost returned the favor but couldn't finish him off :) great fight though! Looking forward to the next one.
Yes I totally agree with you, there is a lot wrong with the current system, though the purpose of my first post was narrow down the feedback a bit to a specific area. The risk vs reward trade off is no where close to being balanced. Over all I would say this is the biggest problem, it's just not profitable to run tanks in Pubs.
My buddy Lone-Wolf is big on this, it just isn't worth it to spend a million, just for the TANK. You rarely ever see an enforcer on the field and it's because it is NOT worth it unless maybe you are rail sniping. You can spend 200k isk to get a tank that is better in all fields then an enforcer, so why the hell use one????
I will say that as far as my shields go, I can take Standard and Advanced AV ok, as opposed to you armor boys that gotta back out early, not to mention the oh so slow heal you have. I think giving us back the PG we need to actually fit the higher level modules available to use would make a world of difference and make the tanks more viable, but that still wouldn't fully address the risk vs reward. Taking down a tank requires a group effort or should at least as far as I see it, not one dude with proto swarms or a forge gun, plus av nades.
And other thing, the av people always think they have to kill the tank. The damage is done when you push them back and hopefully keep them back ( common tactic with my rails ). You don't need to kill a tank to gratify your AV. We tankers just want to stop continuously losing tanks to invisible swarms and forge gunners, Ultra tracking swarms that follow you around buildings. There is nothing we can do about these things and if we don't know where it is coming from, how are we to pull our tank into a safe area to heal it back up. It can be very trying and difficult sometimes.
I'm with you man, I don't want tanks to be gods of the field, but I would like to quit grinding in the mountains for 5 games just to fit a blaster that goes down like paper to all the AV out. Everyone and their mother should not have AV!
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Stalken Pathfinder
Shadow Company HQ
35
|
Posted - 2013.08.02 21:12:00 -
[12] - Quote
Anyone got an umbrella?? It's raining wisdom up in here :)
Sorry for dragging your post off-topic! Message me in game on "Stalken II" if you are ever LFS or need another. |
Tebu Gan
CrimeWave Syndicate
2
|
Posted - 2013.08.02 21:27:00 -
[13] - Quote
Stalken Pathfinder wrote:Anyone got an umbrella?? It's raining wisdom up in here :)
Sorry for dragging your post off-topic! Message me in game on "Stalken II" if you are ever LFS or need another.
Haha, thanks my man, I appreciate it! I've read so much, to put it nicely, bullshit in the feed back section that I wanted to put my 2 cents out. My gun doesn't kill people, there must be something wrong with it or I'm getting killed by [insert weapon name], nerf plz.
That doesn't tell CCP anything!
When you have a problem, ask yourself why!
Scientific method has been around for a while now, USE IT!!!
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pegasis prime
BIG BAD W0LVES Eternal Syndicate
614
|
Posted - 2013.08.02 22:03:00 -
[14] - Quote
Harpyja wrote:1.5 can't come fast enough...
Whenever I roll out my missile Falchion, seems like everyone wants to pop me, and I always go negative because proto turrets are too damn expensive (I could care less about the Falchion hull, I got 100 for fee and lost about 10 so far).
The only way I can go positive is with a compressed particle cannon fit Gunnlogi with dual damage mods. It's boring as hell but it gives me my paycheck. Bolas go down in three shots, most dropships take one while some take a couple, militia tanks take two shots, and Gunnlogis pop in three to four (sometimes in two if they are crap fit). Madrugars (skilled ones) are extremely problematic because they take around six shots at least, and they can usually get into cover and rep back up. I brought a Madrugar down to 0 armor earlier today, but I accidentally overheated trying to kill it quickly. And guess what happened: his armor repped back up to full health and he went to safety while I cooled down.
Even though it gets boring sitting on a mountain or moving between mountains for twenty minutes, I get about ten kills, 1.5k WPs, and typically place among the top on the killboard.
The only time when it's fun is when I insta kill those pesky LAVs. I've had the few lucky moments where I killed LLAV drivers and then their LLAV is a free juicy kill. I do come down from the mountains at times if I feel like just railgunning infantry at close range (and rather successfully too); it just exposes me to AV when I do that.
But yeah... I can't wait to see how Wolfman changes things!
Dude ive seen you in game a few times and felt like sending you a mail afterwords as you made quite a few mistakes that led to the destruction of your tank leading you to red line railing . Somthing as you have seen I dont really do and I allways come out posative 90% of the time. You are a good tanker vut you need some work on your technique esoecilly your front line rail fit as iv seen it and it gas less ehp than my proto turret front line rail fit .
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Doshneil Antaro
Dem Durrty Boyz
107
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Posted - 2013.08.02 23:08:00 -
[15] - Quote
Though I do believe shield should be faster than armor, I'll let them have it. My only issue on balance is the armor reppers repair better than intend (bug), while the shield are worse than intended. Fix those two issues and then let's see how balanced things are.
I run my proto rail, pass through both sides looking for vehicles and turrets to start, then try to push into big blueberry blobs moving on the field. My tank provides cover by blocking objs while they hack, as well as a retreat when they are taking damage. Blueberries are normally dumb, but when you do as I said, they happily return the favor and take down av, as well as spot any vehicles being called in. I do all of this on an alt of course. |
Tebu Gan
CrimeWave Syndicate
3
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Posted - 2013.08.02 23:27:00 -
[16] - Quote
Doshneil Antaro wrote:Though I do believe shield should be faster than armor, I'll let them have it. My only issue on balance is the armor reppers repair better than intend (bug), while the shield are worse than intended. Fix those two issues and then let's see how balanced things are.
I run my proto rail, pass through both sides looking for vehicles and turrets to start, then try to push into big blueberry blobs moving on the field. My tank provides cover by blocking objs while they hack, as well as a retreat when they are taking damage. Blueberries are normally dumb, but when you do as I said, they happily return the favor and take down av, as well as spot any vehicles being called in. I do all of this on an alt of course.
Well what really gets me is the active Hardeners for an armor tank last 60 seconds, with a 15 second cool down. On top of that they do 25% dmg reduction. While our best does 30% for 10 seconds and a 30 second cool down. Almost better off not using them period, 10 seconds is nothing, then you have to wait half a minute to use it again! While an armor tank can cycle (and this can be difficult to do with the wheel) the hardeners and have one on at all times. With one on they nearly match us in resist, if you run 2 passive amplifiers. Then they have a second and a third.
Here lately it seems I'm able to take my tank out more, though I just had one with proto AV on the towers keeping me pushed back. Blueberries are doing the opposit thing tonight to me. Just had a match with a dude constantly sitting in my tank firing randomly, he gets out and I run for it, up a mountain. He proceeds to call in a lav and drive near me, then shoot me from the gunner seat. Rather annoying because the FF does affect my screen and aim. Oh well I was pinned down and nearly useless anyways! |
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