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Thread Statistics | Show CCP posts - 1 post(s) |
Jack McReady
DUST University Ivy League
383
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Posted - 2013.08.14 08:18:00 -
[151] - Quote
I have no sympathy for tank drivers. against a top end of the line full skilled properly fitted tank the AV grenades are not that effective, even against armor tanked ones, atleast not when the driver isnt in rambo tunnelvision mode but plays with his brain activated. I have meet several (armor tanked ones too) tanks where I couldnt blow the tank up solo with my proto swarms or AV grenades and only forced the driver to reposition himself.
the actualy truth is, tanks can be very durable for a limited amount of time and if you simply do not overextend when your mods are on cooldown you are going to be fine. and if the tank driver sits still without even bothering to move and let a squad sitting on nanohives spam AV nades on him then he obviously deserves to explode.
the only thing I would change is => AV grenades should be restored a bit slower on hives and maybe carry a maximum of 2 but the damage is fine as it is. if a squad manages to spam all their proto nades on single tank at once it should blow up. tanks are meant to be zoning tools and not undestructible killing machines. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
30
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Posted - 2013.08.14 12:32:00 -
[152] - Quote
Gentlemen the seek works so awfully that you can see it start to go toward the vehicle and still miss |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1240
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Posted - 2013.08.14 12:41:00 -
[153] - Quote
Jack McReady wrote:I have no sympathy for tank drivers. against a top end of the line full skilled properly fitted tank the AV grenades are not that effective, even against armor tanked ones, atleast not when the driver isnt in rambo tunnelvision mode but plays with his brain activated. I have meet several (armor tanked ones too) tanks where I couldnt blow the tank up solo with my proto swarms or AV grenades and only forced the driver to reposition himself.
the actual truth is, tanks can be very durable for a limited amount of time and if you simply do not overextend when your mods are on cooldown you are going to be fine. and if the tank driver sits still without even bothering to move and let a squad sitting on nanohives spam AV nades on him then he obviously deserves to explode.
the only thing I would change is => AV grenades should be restored a bit slower on hives and maybe carry a maximum of 2 but the damage is fine as it is. if a squad manages to spam all their proto nades on single tank at once it should blow up. tanks are meant to be zoning tools and not undestructible killing machines. Yes I don't necessarily believe tanks need HP buff or resistance buff but I do believe speed buffs are in order.
Three tenets of Tank design are Fire Power, Armour, and Mobility. We have the first two but not the third, tanks are a lot more mobile in reality than I think we give them credence for.
However I dust its like piloting a boulder, slight speed buffs across vehicles would be beneficial IMO because not only would it make tanking more viable IMO but it would open up the specialised roles for tanks.
Black Ops- Armour and Mobility< fast moving spawn centres for infantry Enforcer- Fire Power and Mobility< flanking strike tanks Maruaders- Amour and Firepower< rolling fortresses with could possess Marauder Modules (reduces speed greatly increases damage res and heat build up for a shot period but greatly reduces speed till end of module cool down) |
LudiKure ninda
Trans Worlds Operations League of Infamy
10
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Posted - 2013.08.14 14:18:00 -
[154] - Quote
Basic AV,and advanced AV is fine but Proto AV is OP. remove PRO av untill you give us something,bechause we are sitting in expensive coffins right now...
I will hide in redline for killing infantry,and instalations with my railgun,or misles, but when I see enemy tank, I go into battlefield and try to kill enemy tank without camping in the redline and try to kill his tank like some other ***** players do with pro rails just sitting on the mountain ( redline). |
XANDER KAG
Red Star. EoN.
184
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Posted - 2013.08.15 06:10:00 -
[155] - Quote
broonfondle majikthies wrote:What about a distinction between anti LAV grenades and standard AV nades?
Personally I only use AV cus I'm fed up of getting run down by cheap LAV's (still happens) but now the tracking is less responsive (to the point it sometimes doesn't work even is it damn near lands in the drivers lap -_- ) perhaps a little buff to sleek grenades tracking? It won't threaten proper tanks but help against the murder taxies.
When collision is fixed to the point running ppl over takes skill then I'll very gladly switch to flux Actually this seems like a great Idea to me, I ONLY carry around my packed Av's because of all the darn LAV's running people over with impunity. I know I'm not a Av specialist or Tank specialist (I experiment with both) but this seems fair to me from outside this argument.
Maybe have the LAV Av's do significantly less damage to tanks but keeps the packed AV's seek range. (maybe different types of armor for lore purposes) While real AV's only seek within 1 meter or so since the target will be slower? (its harder than you think to judge where the grenade will go after you throw it)
Despite what you tankers may think this would help you A LOT, 1. AV has yet another SP sink 2. If they have Lav grenades they will pretty much be useless 3. Real grenades still require them to get close AND judge were the grenade will land
As much as I hate tanks I can avoid them for the most part, Lav's however are a nuisance since once they know were you are, they can be there in seconds. |
SponkSponkSponk
The Southern Legion
237
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Posted - 2013.08.22 04:08:00 -
[156] - Quote
imo:
* Remove homing on AV grenades. This makes them useless vs anything except tanks, and thus considerably less useful to always carry about.
* Buff prox mines to do at 2x an equivalent tier AV grenade - this is for killing LAVs with, and heavily damaging tanks.
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Synbot
Expert Intervention Caldari State
20
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Posted - 2013.08.22 04:16:00 -
[157] - Quote
They should just damage vehicles, period. |
Adiran Zanzalin
DUST University Ivy League
3
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Posted - 2013.08.25 12:55:00 -
[158] - Quote
(( I agree with OP on skills to separate flux/AV/explosive grenades. But I also am of a mind to get ride of homing all together to balance them. Leave them as is damage wise. That would make them a threat. But not a be all end all for even moving vehicles when the person has no player skill to aim with it.
Also add in the sticker bomb. ;) just saying I would love to walk up to a tank stick a bomb on it and blow its tracks off leaving him sitting there unable to move. Also RE sticky bombs would be fun to. Stick it on a ceiling of a hallway since they will always be looking down for the regular RE.))
For god and my Empress! |
Takahiro Kashuken
Red Star. EoN.
1048
|
Posted - 2013.08.25 13:48:00 -
[159] - Quote
You mean
The importance of a crutch for bad players who cant hit a tank the size of a barn door |
Midas Fool
Guardian Solutions DARKSTAR ARMY
192
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Posted - 2013.08.25 14:02:00 -
[160] - Quote
lowratehitman wrote:It takes lots of skill sneaking up on a one hit kill tank with av nades and destroying it...where is your infantry at thats supposed to protect you from av? I remember tank SQUADS that workerd to prevent av attacks...now the majority of players "rambo" it with their tanks and deserve to be destroyed. I was seriously concerned nobody would bring this up.
Do AV grenades do too much damage? Not when the guy trying to spam them is under fire.
I try to ride on tanks and shoot people coming at them with swarms and AV nades. Usually I do pretty well and keep the tank alive, whether he knows it or not. What thanks do I get? A message maybe? "Hey thanks for killing those AV guys". Nope; the second I fall off/get out of that tank he runs as far as he can. Sometimes he'll even shoot at me a couple of times just so the message gets through. Sorry I stole your kills, I guess. Sorry I stopped to blow up that rail turret. Wait, there's a red tank up ahead...sht, can't throw these far enough to help you...
Do tankers actually believe that they are supposed to be viable solo? I've seen numerous posts about how "real" tankers don't run with squads. It leads me to believe that all they want is to be nigh-invincible. They don't want to need a squad to be effective but you want a full squad minimum to have to take them out. Sounds a bit hypocritical. In real life tanks are only used to support infantry. And you don't want to know how easily they can go down.
Just so you awesome rambo "real" tankers know, friendly snipers already see the guy setting up a nanohive behind your tank and kill him. Swarms are basically nice big glowing SNIPE ME PLEASE flags, and we'll kill him pretty fast, too. You never even knew we were watching. Not only that, but you're probably oblivious to the notion that you survival is the collective goal of a good portion of the team. Why? Because you are invincible to small arms. Tanks are excellent tools for pushing/defending points. Infantry want to defend you but you stay away because you selfishly don't want them in your turrets. But please go blow up that supply depot and CRU at Charlie. We won't need it after you hack it for us.
/rant. Good tankers are very much appreciated.
In all seriousness the separate skill idea sounds absolutely fine to me, as long as its not exorbitantly expensive. I would also be OK with maybe STD grenades getting a quantity reduction, I suppose. Giving up an infantry kill to hit tanks is harder than you think. Mines are fine where they are. No-effort weaponry shouldn't be rewarded. |
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gbghg
L.O.T.I.S.
3292
|
Posted - 2013.08.25 14:30:00 -
[161] - Quote
Personally I believe that AV bases should be a deterrent to heavy vehicles, not a viable AV route for one guy with a nanohive (and before anyone objects, I used to do that back in chrome, when tanks had decent tank). I would proper this
Reduce AV nade damage by a third, across all variants and tiers (to bring their DPS into line for what they are)
Reduce LAV health buff fron somewhere between 20% (an additional reduction to resists or HP for the LLAV may be required)
A significant buff to proxies (and making them anti infantry) and the introduction of the flux variant that was on the items list
By reducing the AV nades damage they become less of a threat to HAV's while remaining dangerous to light vehicles, the LAV health nerf is meant to reinforce that vunerability and bring Lav's closer to what they were in chromosome, to balance that out I would also buff their PG from anywhere to 10-15%, to allow better fitting and tanking with the right investment (afterall LAV's shouldn't be conpletely useless.
The buff to proxies is to allow infantry to gain a viable alternative to what av nades used to be like, used correctly they could r used to finish off a weakens tank or trap one, the introduction of the flux variant would allow for more deployment options and would balance them against shield tanks.
Or what jathienel said.
Just my 2 ISK. |
Charlotte O'Dell
0uter.Heaven
1103
|
Posted - 2013.08.25 15:26:00 -
[162] - Quote
STD 850 DMG ADV 980 DMG PRO 1100 DMG
Lose homing ability Reduce capacity to 2 |
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CCP Logibro
C C P C C P Alliance
778
|
Posted - 2013.08.26 13:05:00 -
[163] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Benjamin Ciscko
S.e.V.e.N.
5
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Posted - 2013.08.26 15:01:00 -
[164] - Quote
I have a tank with 6753 armor 1 repper and three N-1 type hardeners, someone hit me with all three nades before I knew what hit me and I blew up. I forget if they were Exo's or Lai Dai's but they did a ridiculous amount of damage, I've seen LAV's run through 8 proxy mines or more and live to tell the tale and my tank blows to a few grenades. I would at least suggest making them more detectable, when you see a forge gunner you know he has a forge gun, you can see the swarm launcher model scan for proxy's etc. My point is you have no Idea if that guy charging you has av or is trying to get underneath your turret range and if you have to activate your mods every time someone gets close you will always be on cool down for the real av. At least make it so when your aimed at them it says av adv grenade icon. |
Komodo Jones
Chaotik Serenity
61
|
Posted - 2013.08.26 17:09:00 -
[165] - Quote
I don't think AV grenades are too overpowered, unless you have some high ground you generally have to expose yourself to throw them whereas any other AV you can use from almost any distance, though I guess it doesn't make too much sense for them to do as much damage as a forge gun lol. Think the most I would do is have the damage dropped by about 20-25%, could still be used the same way but it would give most vehicles a little more time to activate mods and gtfo. |
Alena Ventrallis
Osmon Surveillance Caldari State
109
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Posted - 2013.08.26 17:26:00 -
[166] - Quote
Keep them the same. Only allow 1 to be carried at a time. If they can pop a fully fitted tank in just 3 nades, you should have to sit on a nanohive to get a kill. |
Doshneil Antaro
Dem Durrty Boyz
112
|
Posted - 2013.08.26 18:12:00 -
[167] - Quote
Arkena Wyrnspire wrote:Not much less damage, but being able to carry only 2 instead of 3 and less homing would help.
EDIT: I also wish grenades weren't restockable by nanohives and only came back at supply depots. Homing is fine, they still can easily miss a moving target. All grenades should be supply depot only. Grenades should add to the fight, not be the main force in it . I would agree with less damage, but until we see how much the lav nerd will be, I say leave that alone.
Also, fluxes need an av variant with the seek ability, as well as the anti-personal tweaked. Personal Flux should have the same damage as locus, but be able to download damage vs armor, with bonus to shield and nerd to armor. |
Void Echo
Echo Galactic Industries
1073
|
Posted - 2013.08.26 18:43:00 -
[168] - Quote
Komodo Jones wrote:I don't think AV grenades are too overpowered, unless you have some high ground you generally have to expose yourself to throw them whereas any other AV you can use from almost any distance, though I guess it doesn't make too much sense for them to do as much damage as a forge gun lol. Think the most I would do is have the damage dropped by about 20-25%, could still be used the same way but it would give most vehicles a little more time to activate mods and gtfo.
countless people spam them over walls and around corners. |
West Warder
Death in Two Strikes
1
|
Posted - 2013.08.26 19:05:00 -
[169] - Quote
Being more a foot soldier than a LAV, HAV or Dropship driver, I have nonetheless some thoughts about the perks and issues of all 4 types of presences in the battlefield.
There must be danger risks for everyone. Foot soldiers can get one-hit killed by LAVs, or be shot to death in three or five big blaster shots from a HAV. LAVs can go fast, but as it is light, they shouldn't have too much resistance to enemy AV weapons. HAVs can have 3 turrets aiming almost everywhere, but Swarm Missiles are enough to scare them away or be destroyed. Dropships are like paper buses, any heavy shot (dealing 1000+ dmg) will force them to evacuate asap.
As a foot soldier: Switching from an anti-infantry fit to an anti-vehicle fit is something that everyone has to keep in mind. No, I don't expect to take down a LAV with my Assault Rifle. For that, the best choice is to use a Forge Gun + AV Grenades. The latter weapons, they need a better homing system, that's right, but their damage is good enough to make LAVs and HAVs think twice before entering enemy zone again. They are an effective way to stop murder taxis from spamming around. Also, they need to do the same damage to shields and armor.
As a LAV driver: Perhaps this is the presence that, right now, is being abused because of its OHK capabilities. I look forward to see that capability nerfed in next patch. There is a need to emphasize the turrets usage, instead of relying in stepping on enemies. There is a need to emphasize SP race to get the better LAVs with more module slots OR just greater CPU/PG pool for better weapons. (Also, as I said before, LAVs shouldn't ever be able to resist heavy fire, they should need to rely in mobility to avoid it.)
As a HAV driver: Tanks work pretty well overall. Big blaster for rapid-dealing with infantry, big railguns for effective dealing with other vehicles. Missile turrets are the weird cousin of the family: they are UNBELIEVABLY INACCURATE. Sure they pack quite a punch, but there's too many shot opportunities wasted because of their poor precision. Need to be redefined. Also, tanks and dropships need to have a "beeping alarm" system whenever a Swarm Missile Launcher is locking on them, just to know there is danger coming at 'em.
It shoud be said that, as soloing a tank is unfair, it is also unfair if half of your team has to go anti-vehicle just to take down 1 tank while there are 15 foot enemies shooting at your team with ARs or the likes. It is also unfair that 3 LAVs can decide the direction of the battle just by running over many enemies, while there are 13 foot soldiers hacking and defending objective points on Skirmish and Domination, for example. There should be some kind of relation: Tanks cannot be invincible, LAVs cannot be grim reapers hitting and fading away. Infantry units are already weak enough against them. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
198
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Posted - 2013.08.26 21:22:00 -
[170] - Quote
i kinda of feel that av nades should be more like the concussion grenades on star wars battlefront 1 in terms of damage...
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CLONE117
Planetary Response Organization Test Friends Please Ignore
198
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Posted - 2013.08.26 21:25:00 -
[171] - Quote
the thing about lavs is that the turret gunner can be shot out of them...and thats just one prob of many... |
West Warder
Death in Two Strikes
1
|
Posted - 2013.08.26 21:34:00 -
[172] - Quote
CLONE117 wrote:the thing about lavs is that the turret gunner can be shot out of them...and thats just one prob of many... True. But having high mobility speeds reduces the chance for the gunner to die, and, if he/she dies, you can always come back to your allies to pick up another one if they want. |
Killar-12
The Corporate Raiders
666
|
Posted - 2013.08.26 22:00:00 -
[173] - Quote
Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicles and AV. So remember, what we post here is what they may listen to. Lets start with AV nades. What are your guys thoughts? Personally, i find these weapons too versatile and easy to use because you get 3 of them, they hone in your targets, do a massive amount of damage (av naders can bring high passive resist shield tanks down to half shields in 3 throws) and do not require line of sight to destroy vehicles (can throw over cover plus hone in, no accuracy required). They are also effective land mines, and one person can solo a tank with a nano hive. Also, they do not penalize the user in fitting or combat efficiency too much cuz their jus grenades, and you can get proto AV nades by just specing grenadier, there should probably be a skill for AV nades, locus and flux grenades, separately that's my input, feel free to correct or add on your thoughts but whatever you say, SAY WHY!! We want to give good reasoning behind our opinions I'd say make each grenade take it's own skill and grenadier unlocks each skill Grenadier x2 unlocks various grenade variants Locus Grenades x2 Requires Level 1 Grenadier AV grenades x2 requires level 5 Grenadier Flux Grenades x2 requires level 3 Grenadier
Also ADV AV grenades will take a 10% damage nerf and PRO AV grenades will take a 20% damage nerf
ADV and PROTO Sleek and Packed Locus Grenades should be returned to the market
Fluxes are fine atm. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
211
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Posted - 2013.08.26 22:16:00 -
[174] - Quote
AV grenades should primarily be for dealing with LAV's. Right now, specializing into AV seems redundant when anyone can do just as well with AV grenades. Meanwhile, HAV's are suffering because they're legitimately afraid both of being too close to infantry and of being out in the open. If there's a threat to getting close to infantry, it should be a fear that there could be an AV somewhere in the mix that will fire missiles up your tailpipes from 10m away, not that a bunch of assaults will actually be able to drop you.
The problem I have with telling tankers complaining about AV, "you're rock, I'm paper," is that scissors can also beat rock because of these things. And whereas my militia medic fit has taken out AV players who were trying to destroy friendly tanks, I don't have that kind of scissors-on-paper option with an assault carrying AV grenades.
If AV grenades are weakened against HAV's, or if they require some real specialization not just in SP but in fitting, then we can talk about a more even footing with forges and swarms in terms of damage. Until then, they're putting both vehicles and dedicated anti-vehicle infantry out of a job. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
199
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Posted - 2013.08.27 00:32:00 -
[175] - Quote
well the blaster tanks would have toi avoid the city areas and more specifcally a red supply depot..
ive managed to kill a 9k armor maddy with std av nades funny as hell threw around 10 or 15....
id say its his fault for bringing a tank next to my supply depot...
ive actually done this quite a few times... |
Killar-12
The Corporate Raiders
676
|
Posted - 2013.08.27 00:33:00 -
[176] - Quote
Goric Rumis wrote:AV grenades should primarily be for dealing with LAV's. Right now, specializing into AV seems redundant when anyone can do just as well with AV grenades. Meanwhile, HAV's are suffering because they're legitimately afraid both of being too close to infantry and of being out in the open. If there's a threat to getting close to infantry, it should be a fear that there could be an AV somewhere in the mix that will fire missiles up your tailpipes from 10m away, not that a bunch of assaults will actually be able to drop you.
The problem I have with telling tankers complaining about AV, "you're rock, I'm paper," is that scissors can also beat rock because of these things. And whereas my militia medic fit has taken out AV players who were trying to destroy friendly tanks, I don't have that kind of scissors-on-paper option with an assault carrying AV grenades.
If AV grenades are weakened against HAV's, or if they require some real specialization not just in SP but in fitting, then we can talk about a more even footing with forges and swarms in terms of damage. Until then, they're putting both vehicles and dedicated anti-vehicle infantry out of a job. Sidearm and Nade Slot? |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
332
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Posted - 2013.08.27 01:26:00 -
[177] - Quote
I think AV nades are fine. Someone mentioned LAVs running through proxies but that just means the proxies need a buff. That and the LLAV need a little nurf as nothing should be able to pass through a proxy mine field and just "Shake it off".
AV>Vehicles Vehicles>Infantry Infantry>AV
I find that to be fare as everything has a good counter. Hmm... now that I think about it, an infantry using just AV nades actually shouldn't take out a fully tanked HAV as that kinda make the AV weapons less valuable so if there is gonna be a nurf I would say just drop it down to 2 nades instead of 3. This way players can still deal with those pesky MLT taxis using STD AV nades (STD should always beat MLT).
Another thought just accrued to me. What if the lock-on distance for AV Nades was determined by the vehicle. AV could lock-on to LAVs from farther away then Tanks or dropships. This would make hitting LAVs easier while forcing you to be more accurate when attack a dropship (no change vs tanks).
`Sigh. Just another fun game of DUST. |
843 nerfnut96
BurgezzE.T.F
46
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Posted - 2013.08.27 02:12:00 -
[178] - Quote
I would like to see AV 'nades homing ability end as soon as they hit the ground, this would take away the ability to make a pile of them in the road ahead of a tank and when he rolls up he gets hit by 6 or 7 at once.
And also i think militia swarms need to be knocked back to either 2 or 3 rockets per shot. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
334
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Posted - 2013.08.27 08:07:00 -
[179] - Quote
843 nerfnut96 wrote:I would like to see AV 'nades homing ability end as soon as they hit the ground, this would take away the ability to make a pile of them in the road ahead of a tank and when he rolls up he gets hit by 6 or 7 at once.
And also i think militia swarms need to be knocked back to either 2 or 3 rockets per shot.
No on both.
AV nades would be made useless because they don't go off immediately when you throw them and hit a vehicle directly. They, instead, bounce off, lock-on, attack, AND THEN detonate. The game would register the first collision as an impact and therefore end it's lock-on. This means that hitting a moving vehicle would be impossible as it would bounce off then just sit there. Secondly, this tactic makes it somewhat possible to take out LLAVs since it would take 3+ AV nades to take them out anyway. Throw one, get a hit, then it drives off. So being able to hit it with multiple at once is our way of...well...balance.
MLT Swarms are worthless without there rockets. I don't want to have to fire 3 valleys to take out a dam MLT LAV. That's just madness! (Moves away from bottomless pit) If you want to reduce the damage of the individual missiles a little then fine (give a reason to continue to STD) but MLT Swarms should be able to take out a MLT LAV with as little as 2 volleys.
`Sigh. Just another fun game of DUST. |
General12912
Gallente Marine Corps Dark Taboo
10
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Posted - 2013.09.05 04:20:00 -
[180] - Quote
Ive never liked AV nades. A grenade that only explodes on vehicles doesnt make any sense considering the explosions dont harm players... i mean come on! If it does that much damage to a vehicle, shouldnt it one-hit-kill a player. It is for this very reason i wish they would be rid of them. There are guns already for anti vehicle purposes, a grenade taking up space for more realistic grenades such as the flux or the locus grenade is just plain pointless. And, yes. I use AV grenades myself |
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