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Ninjanomyx
One Who Bears Fangs At GOD
133
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Posted - 2013.08.05 06:24:00 -
[1] - Quote
Delta 749 wrote:CoD isAIDS wrote:Karazantor wrote:CoD isAIDS wrote:Tech Ohm Eaven wrote:
Then heres why vehicles are like they are now: There used to be these tanks called Sagaris and Surya and when you had two of them on the field and you had ten, TEN!! PROTO! AV!! you ended up with ten DEAD! INFANTRY AV. It was the days of any tanker going 20 and 0 every game!!
It was the days of well fit tanks going 50 and 0 EVERY GAME!!!!!!!!!!!!!!!!!
It was the days of to kill a Sagaris or a Surya it was only if the phone distracted the tankers since proto AV by infantry was a joke.
Then came the days of dropships going 60 and 0 and well fit dropships going 100 and 0 Thats not a typo it really was 100 and 0 with an invincible flying gunship.
Thats why vehicles are the way they are today.
Those were the days when you couldn't solo tanks. You complained, so CCP nerfed tanks until you could. That's also when the vehicle-vehicle dynamic was perfect. If you didn't maintain situational awareness at all times among the squad, any tanks out would get popped instantly. Those were also the days when a glass cannon Soma could two-shot everything. Geez, having been in Beta during these rather unpleasant days, despite tanking being a lot harder now they are far more realistic. You do of course realize that real world tanks get 'solo'd' all the time anyway? Tank/Dropship stomping wasn't good for the game, despite the 'l33t' freaks thinking it's pretty awesome. And i'm a sometimes tanker, who mostly sucks. CCP is going to have to be very careful with the higher tier tanks or they risk getting back into that situation. Video you see of real tanks being "solo'd" is probably a couple of warheads strapped together, detonating simultaneously. Since we don't have those in Dust, well.... yeah. FGM 148 Javelin Available since the 90s and allows a single soldier to bust a tank by way of a SINGLE tandem warhead which just means it has multiple stages of detonation to defeat reactive armor on a tank Also happens to be a lock on fire and forget type weapon like our swarm launcher but even better since it has a top attack flight profile, that means it shoots up into the air then flies and lands on top of the tank avoiding any accident detonations on the terrain unlike the swarm launchers we have now
Now lets imagine you fired 6 of those at once and you get close to what a proto swarm launcher is, multiple warheads detonation at the same time on a single target
Explain to me why it should not do significant damage to your tank without crying about cost or using a hyperbolic argument like "Durr its a future tank and therefore stronger" keep in mind that weapons technology is generally ahead of defensive technology
This S**T again??? Trophy System. Now STFU & L2Logic. |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:29:00 -
[2] - Quote
Delta 749 wrote:Heathen Bastard wrote:Delta 749 wrote:
Need to add in something that you vehicle players always forget when talking about swarm launchers The after firing cooldown, it prevents you from reloading, re locking a target, switching weapons, or sprinting for 2.5-3 seconds and theres is absolutely nothing that can be done to prevent it or shorten the delay
now keep in mind that 2/3s of the time your swarms are invisible to us, and we generally can't trust our hit indicators because they blatantly lie about where we're getting hit from. Bad render distance is a known problem for everyone but really you guys are blaming hit indicators now? Whats next? My tank was blown up because my chair wasnt comfortable enough?
Invisible Swarms + Incorrect Hit Indicator Direction = Escaping in the wrong direction. If I shoot you in the Face w/ a BB Gun & your Body registers a Hit to your A*SHOLE, you will run forward to eat more Lead. Idiot posting Stupidity is Irrelevant, GTFO |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:36:00 -
[3] - Quote
Delta 749 wrote:Ninja the Javelin also offers direct fire avoiding the trophy systems anti air abilities Herp derp learn what you are talking about, informations only a google search away
This discussion was already had on these very Forums. Result??? Trophy System & w/e the Russian Variant was are capable of stopping Direct Fire as per ADVANCEMENTS in TECHNOLOGY. Learn2Forum, Learn2Research, The More You Know
"FUTURE!!!!!!!!!!!!!!!" - Squidward |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:39:00 -
[4] - Quote
Delta 749 wrote:Ninjanomyx wrote:Delta 749 wrote:Heathen Bastard wrote:Delta 749 wrote:
Need to add in something that you vehicle players always forget when talking about swarm launchers The after firing cooldown, it prevents you from reloading, re locking a target, switching weapons, or sprinting for 2.5-3 seconds and theres is absolutely nothing that can be done to prevent it or shorten the delay
now keep in mind that 2/3s of the time your swarms are invisible to us, and we generally can't trust our hit indicators because they blatantly lie about where we're getting hit from. Bad render distance is a known problem for everyone but really you guys are blaming hit indicators now? Whats next? My tank was blown up because my chair wasnt comfortable enough? Invisible Swarms + Incorrect Hit Indicator Direction = Escaping in the wrong direction. If I shoot you in the Face w/ a BB Gun & your Body registers a Hit to your A*SHOLE, you will run forward to eat more Lead. Idiot posting Stupidity is Irrelevant, GTFO I have never seen a tank run in the wrong direction from fire or a person for that matter But you are right, you are an idiot posting stupidity and are irrelevant
Irrelevant Floor Scrub & Troll continues.... Do you even Vehicle bro??? You do not. Go back to praying to God King AR & GTFO of here |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:45:00 -
[5] - Quote
Heathen Bastard wrote:Delta 749 wrote:Heathen Bastard wrote:Delta 749 wrote:
Need to add in something that you vehicle players always forget when talking about swarm launchers The after firing cooldown, it prevents you from reloading, re locking a target, switching weapons, or sprinting for 2.5-3 seconds and theres is absolutely nothing that can be done to prevent it or shorten the delay
now keep in mind that 2/3s of the time your swarms are invisible to us, and we generally can't trust our hit indicators because they blatantly lie about where we're getting hit from. Bad render distance is a known problem for everyone but really you guys are blaming hit indicators now? Whats next? My tank was blown up because my chair wasnt comfortable enough? If you get shot, you turn and shoot the guy, or get to cover using the hit indicator as to define where is "safe" from the enemy's fire. If I get shot, I have to spend 3 seconds turning then I see that there is nothing over on my right because the guy was on my left, or I go for cover, only to learn that I'm going right toward whatever was shooting me later. I then turn for another 5 seconds and by then, if the guy isn't mentally borked he'll be long gone, along with somewhere between 1000 of my shielding(swarms), or me getting popped(forges, other tanks) because the systems I use to judge where is prudent to take cover are malfunctioning. and really, how often do other players stop rendering when you look directly at them? this happens all to often with tank to tank warfare at railgun distances. get out of cockpit view, you can see him. get into it so you can actually aim properly, boom, they're invisible, and your dot won't turn red. 50/50 on it happening to him at the same time. the hit indicator problem seems to go hand in hand with the rendering issue, if I can't render them or their munitions, then for some reason my hit indicators start going random. on me. as in I've gotten hit from the front by inviso-swarms(third person view, explosions off front armor) and my indicator said they came from left,right, and behind me. I know that at least one of those was a lie as behind me was the redline, and all explosions were on the front armor.
IKR..... Doesn't help that we also have to deal with Terrain veering our shots miles from our Crosshairs.....or the Turret Direction in 3rd Person aiming Dead Center only to Scope In & find you are now Magically facing 55 Degrees to the Left..... |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 07:12:00 -
[6] - Quote
Delta 749 wrote:Ninjanomyx wrote:Delta 749 wrote:Ninja the Javelin also offers direct fire avoiding the trophy systems anti air abilities Herp derp learn what you are talking about, informations only a google search away This discussion was already had on these very Forums. Result??? Trophy System & w/e the Russian Variant was are capable of stopping Direct Fire as per ADVANCEMENTS in TECHNOLOGY. Learn2Forum, Learn2Research, The More You Know "FUTURE!!!!!!!!!!!!!!!" - Squidward Prove there wont be advancements to counteract the trophy system since you want to toss around the future
It is not my Job nor Perogative to prove ANYTHING about Current & Future Gen V -> AV Relations. It was my intention to shut down your Incorrect & Irrelevant Statement with FACTS. Mission Accomplished. The Intention was to get your COMPLETELY Out-of-Place Argument on IRL Comparisons as far away from here as possible. You are an Incorrigible Ignoramus, thus Mission Incomplete. IRL BS has no place in Discussions about Balance in a Video Game. You are a MAJOR Contributing Factor in the De-Evolution of DUST 514 & should feel bad about it. But.....what the heck, I'll take my OP Trophy Tank since you so graciously want IRL "Balance". Screw that.....I'll just Spec into Stealth Nuke & call it a day |
Ninjanomyx
One Who Bears Fangs At GOD
141
|
Posted - 2013.08.07 00:58:00 -
[7] - Quote
RAGING GIGGLES wrote:As a dedicated AV forgegunning, metal melting, vehicle vivisectionist, i would like to say tanks need to be brought up to par with the proto AV that is available now, it is simply far too easy to kill Ninjanomyx while he hides in the redline. CCP should give him a stronger tank, because after i solo his maddy in a pub match i get a flood of mails with his tears soaking the envelopes.......poor guy
Says the Infant who sends Unprovoked Love Letters when he has not, nor can ever pop my Tank. This guy is a Prime Example of a Bad AVer who couldn't hit the broad side of a Barn, then tells the Barn it's a B**CH for Standing Still..... Then tells the World his "Fish Stories" of how he totally smashed that Barn. BTW the Barn is a Lie.....look behind you!!!! It's OK my little PET, you may go back to begging for FREE Kills that may never come
PS: I saved the Love Letters so I may put them on Display & Fap to them using your Tears as Lubricant |
Ninjanomyx
One Who Bears Fangs At GOD
141
|
Posted - 2013.08.07 01:08:00 -
[8] - Quote
Void Echo wrote:DJINN leukoplast wrote:One of the other major issues with vehicles is the hardeners, resistance, and booster modules. A LLAV could show as having 2800 shield HP, but after hitting them three times with an assault forge equipped with an enhanced damage mod, and their shields only drop ~20%, you know something is terribly wrong. Especially when the forge is best against shields. And boosters are just pure BS, what is this crap? Would be acceptable, maybe, if it was a one time-use module. But no, you just wait 30 seconds and you can gain an additional 1645 HP whenever you feel like it. IMO hardeners, resistance, and booster modules need to get the boot. Vehicles need to be like our suits, you get shield extension and armor extension... that is IT when it comes to boosting your health. The only other non-visible variable should be the shields vs armor in terms of explosive resistance and whatnot. Vehicles are a cancer to this game in their current form, we might as well call the game Vehicle 514. And the sooner vehicle scrubs realize this and stop trying to make themselves 100% invincible by QQing to the devs about trivial problems, the better this game can get. go back to bf scrub
Wow.....we agree on something??? *ARMAGEDDON BEGINS*
Leuko.....either God-Tier Troll or Infinite Ignoramus. Surely my Full EHP should take 3 Seconds to Full Regen (Shield) & 1.5 Seconds with a Core Focused Rep Tool (Armor) |
Ninjanomyx
One Who Bears Fangs At GOD
143
|
Posted - 2013.08.07 05:13:00 -
[9] - Quote
ZDub 303 wrote:Despite his dramatic statements, Leuko does have one point I think we can all agree is probably the focus of much QQ with tanks.
You can work your ass off whittling a tank down to 1 HP, and then they pop that repper on and are at full health in seconds. That is quite frustrating and makes it feel like all that AV work you put into that tank was worthless.
I would like to see vehicles have a larger focus on EHP and resistance and less on self reps. Having it take lots of punishment but not bouncing back from it in seconds. This would also bring a larger focus to spider tanking, and making an invincible tank be more of a group effort so that it justifies needing multiple AV guys to tank down what is essentially a vehicle squad.
This would probably also have to come with some sort of change to the way vehicles are recalled so you can't abuse the mechanic by constantly calling in a fresh HAV after yours has taken some damage.
Something along the lines of doubling the EHP on a tank while halving its rep/s (just as an example).
Sure.....b/c spending 1 Minute & 30 Seconds out of Combat after a 20 Second Engagement (Or 3-5 Seconds if hit by 1 PRO AVer) is sooooo much "Fun"..... That is based on Current Reps on x2 HP (Assuming Hardeners were Active when taking Damage). So now 1/2 of that.....hmmmmm..... 3 Minutes of pretty much AFKing & Praying for No OBs.... You do realize that Reps are the ONLY reason we even come out to "Play".....right??? Even w/ a Max Pilot Suit (Assuming they do the whole Cooldown Buff) that is basically bringing it back down to 2 Minutes of AFKing. So if I am correct here.....a Tank should be Still Soloed by 1 PRO AVer, & be out of the Fight for even LONGER??? & Slower Recall even though it's like Hacking an Objective w/ No Skills???
GG Bro.... If (I should say "When"...) this falls through just sign me up for that Respec so I may go "GROUND GAME GRRRR MURIKA!!!" w/ the rest of the CoDboitards.....AGAIN. Better yet, Delete Vehicles, we has Feet Bro |
Ninjanomyx
One Who Bears Fangs At GOD
143
|
Posted - 2013.08.07 06:59:00 -
[10] - Quote
ZDub 303 wrote:Ninjanomyx wrote:ZDub 303 wrote:Despite his dramatic statements, Leuko does have one point I think we can all agree is probably the focus of much QQ with tanks.
You can work your ass off whittling a tank down to 1 HP, and then they pop that repper on and are at full health in seconds. That is quite frustrating and makes it feel like all that AV work you put into that tank was worthless.
I would like to see vehicles have a larger focus on EHP and resistance and less on self reps. Having it take lots of punishment but not bouncing back from it in seconds. This would also bring a larger focus to spider tanking, and making an invincible tank be more of a group effort so that it justifies needing multiple AV guys to tank down what is essentially a vehicle squad.
This would probably also have to come with some sort of change to the way vehicles are recalled so you can't abuse the mechanic by constantly calling in a fresh HAV after yours has taken some damage.
Something along the lines of doubling the EHP on a tank while halving its rep/s (just as an example). Sure.....b/c spending 1 Minute & 30 Seconds out of Combat after a 20 Second Engagement (Or 3-5 Seconds if hit by 1 PRO AVer) is sooooo much "Fun"..... That is based on Current Reps on x2 HP (Assuming Hardeners were Active when taking Damage). So now 1/2 of that.....hmmmmm..... 3 Minutes of pretty much AFKing & Praying for No OBs.... You do realize that Reps are the ONLY reason we even come out to "Play".....right??? Even w/ a Max Pilot Suit (Assuming they do the whole Cooldown Buff) that is basically bringing it back down to 2 Minutes of AFKing. So if I am correct here.....a Tank should be Still Soloed by 1 PRO AVer, & be out of the Fight for even LONGER??? & Slower Recall even though it's like Hacking an Objective w/ No Skills??? GG Bro.... If (I should say "When"...) this falls through just sign me up for that Respec so I may go "GROUND GAME GRRRR MURIKA!!!" w/ the rest of the CoDboitards.....AGAIN. Better yet, Delete Vehicles, we has Feet Bro Heavy suits have the same problem. May want to look into how they handle it? Oh teamwork! Yeah! Just cause you have a big bad tank doesn't mean you should be a solo death machine. Lets give LLAVs a reason to exist.
Murder Taxi & Repping, while providing AVers a Cheap & Effective means of Circumventing the Redline Timer isn't enough??? The Point you are not Comprehending is that extending HP does nothing but Nerf the Vehicle if Reps are Demi..... So what takes us 45 Seconds to Recycle (35 for Shields.....but they are UP), not even counting Startup Delay, as of Current will now take 4x as long. Essentially we can last about 25% longer (VS Solo AV), & that translates to 1-3 Seconds in Actuality, yet we are even more Vulnerable for a longer Duration (EXCESSIVELY Longer).
Regardless of Team Support you essentially requested for the LLAV AVer to get Easier Kills (LLAV w/ more EHP = REALLY???) & the Tank/Dropship to Play less of the Game (We already Peek-A-Boo....now Hide & Go Seek???), which is basically calling for a NERF.....
As for how Heavy Suits "Handle It" I already know..... HMG @ Objective on Spamohive, LLAV AV (Infantry & Tank Killing Efficiency), & Dropship to High Tower w/ FG. 2 of the 3 require No Teamwork.....guess which 1 does??? (Technically neither do, but I digress) With Teamwork a Tank can.....oh wait, we're @ the Redline w/ no Reps & Hardeners almost down. According to your Proposed Changes, even with Support of 2 others, LLAV comes in w/ 3 AVers & AV Nadespam begins. Even if the Supports are God-Tier Shots that's 3 AV Nades out before they can Engage, 2nd Volley incoming, 1 or 2 die (150K ISK each), last AV Nader survives to pelt Unreppable Remaining HP & PROFIT as 1.5-3 Mil is lost.
At 1/2 Rep Efficacy this Scenario lasts a daunting 4x as long, or risk the Proposed Longer Recall. 4x is an Underball as Subsequent Assaults (Should you by some Miracle Survive.....) will indefinitely Extend this Duration. So basically Tank Unfielded 4/5 of a Match, & that's if 1 PRO AVer is not on a Roof playing "PIN-Ball". Hence 3-Players (Support) are out of the Fight while LLAV roams & Roadkills, Hacks, Pops Tank, Repeat.
Like I said before.....if your Proposed Changes get Greenlit I'm going CoDboi, Delete Vehicles, "Problem Solved" |
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