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XeroTheBigBoss
TeamPlayers EoN.
798
|
Posted - 2013.08.05 04:29:00 -
[61] - Quote
Void Echo wrote:DJINN leukoplast wrote:cedz636 wrote:As a tanker, if i dumped 10 mil SP into tanks (ONLY tanks), then militia AV shouldn't put a dent in my tank. I'd never complain about getting taken out by enemy AV, because if and when I do get taken down, it'll be by an adversary who's skilled into AV. I feel the balance of tank versus AV is ok. If AV personnel put a significant amount of SP into AV, it's only right that they are effective against my tank. You won't see me QQ when i get taken down. I'll blame it on my tactics, or my fit before i scream buff the tanks! then again, that's just me. there are alot of QQ tankers out there, however. The other issue is that tankers don't even have their proto tanks, yet proto AV is the only viable way to take down tanks now (unless they are just terribad, poorly fitted, or somehow end up in the worst possible spot with several low-end AV players raining hell down upon them). When tankers get their proto tanks back, our proto AV will become advanced AV, and they will just shrug us off like little insects biting at their ankles. if CCP doesn't buff the crap out of AV when proto tanks get released back in the wild, it's going to be a VERY rough couple of months until it eventually gets balanced out. It's already bad enough as it is now. Tanks are the iwin button of ambush, and while I don't play skirmish, I would imagine it is the same there. they need to be sure not to over buff AV again like theyv been doing the entire time. chromosome as I look back on it was the closest weve ever gotten for balance
The problem is when they nerf all these items they ALWAYS buff another item. By doing this total balance will never be reached. It's just promoting CASH TRAP. It tells people to buy boosters so they can spec into AV and to buy AUR gear of what they are specing into. |
Harpyja
DUST University Ivy League
453
|
Posted - 2013.08.05 04:30:00 -
[62] - Quote
Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks. Took the words straight out of my mouth |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
310
|
Posted - 2013.08.05 04:31:00 -
[63] - Quote
Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks.
He is 'crying' because half a team using AV gear, albeit militia, could take out only one real tank during a whole game. A head can go in the sand only that deep, you know. |
DJINN leukoplast
Hellstorm Inc League of Infamy
916
|
Posted - 2013.08.05 04:53:00 -
[64] - Quote
Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks.
Well, the tanks most people are using are the std variants right?
As you know, militia weapons have std stats, just with a higher fitting cost (some aren't as good as std, but most are identical). So it's really std vs std.
Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w.
Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right? |
Eurydice Itzhak
Militaires Sans Jeux
171
|
Posted - 2013.08.05 05:25:00 -
[65] - Quote
DJINN leukoplast wrote:Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks. Well, the tanks most people are using are the std variants right? As you know, militia weapons have std stats, just with a higher fitting cost (some aren't as good as std, but most are identical). So it's really std vs std. Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w. Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right? >proto av barely stands a chance against std tanks. God you suck. Hellstorm has fallen to pieces clearly if you are in their corp battles. |
Xender17
Intrepidus XI EoN.
413
|
Posted - 2013.08.05 05:40:00 -
[66] - Quote
DJINN leukoplast wrote:Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks. Well, the tanks most people are using are the std variants right? As you know, militia weapons have std stats, just with a higher fitting cost (some aren't as good as std, but most are identical). So it's really std vs std. Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w. Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right? Actually militia tanks are probably more common now. Excuse: A reason or explanation put forward to defend or justify a fault or offense. Their fault IS their isk cost and some much more. POV1: They should be owning tanks because it's a higher tier? So a proto SMG should be able to easily own a advanced HMG? POV2: Swarms already PWN tanks. You say otherwise because you're only thinking of Gunnlogis which suck. POV3: Proto AV barely stands a chance against std tanks? It takes 3-4 Lai Dai AV nades to kill a tank. Those are available to everyone. Instead of forge guns or swarms that are weapons meant to take on vehicles, people can skill into something equally as powerful and all they need is a grenade slot. AV grenades take players out of the AV>vehicles>infantry> cycle and allow them to be dangerous to both. It only takes 3 hits from an ishoken assault forge gun to kill most tanks. Tanks don't stand a chance unless the FGer is and idiot and is in shooting range of the tank. The range of the FG allows one FGer to shut down the entire map to vehicles. Proto swarms do 330x6=1980 - 30%(average gunnlogi resistance) + 6%(based on the lower average of how much a proto swarmer will skill into it) = 1469 dmg per shot 1980 - 20% (Madrugars usually hardly have any resistance so I'll give you benefit of the doubt.) = 1584 + 6% + 20% =1995 Dmg per shot. If you call me bias because I'm supporting vehicles... I am also proto Swarmer. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
78
|
Posted - 2013.08.05 05:48:00 -
[67] - Quote
Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks. He wasn't crying he was making a clear statement. Please shut up and read before you talk, he even said he was having fun. So yeah your statement is invalid thank you and have a beautiful night |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 05:53:00 -
[68] - Quote
DJINN leukoplast wrote:Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w. Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right?
Militia has std damage, higher fitting cost, and less ammo. less ammo=more time reloading=SIGNIFICANTLY reduced DPS.
regular swarm 4 shots. militia swarm 2 shots.
both launch 4 missiles that deal 330 damage per missile and take one second to lock on and fire(travel removed as missiles would be reaching target at 1 second intervals) so that is a standing dps of 1320 per second
regular swarm can do 1320 dps for 4 seconds. In this time period, the militia will do 660 and have spent 2 seconds reloading.
they are in no way equal for their intended purpose. the proper way to take down a tank is high, sustained damage over time. the militia is at best, a minor distraction to a skilled into, well fit, properly driven tank.
My 7.5 million SP into my vehicles should invalidate your 0 into AV. Period. End of story. I have spent a mostly proto suit's SP into my standard vehicles(and only one type of tanking, shields) it should **** all over your nothing.
there is a massive gap between a proto-skilled std fit and a militia fit(50% hp, 15% extra damage, 15% faster reload, etc.). The only thing proto about tanks right now, besides turrets is the skill tree.
Scary part? I'm actually on the low end of vehicular warfare and skilling into it. and still have another 2.9 million to put into my enforcer tank for a 6 percent bonus to missiles, the redheaded stepchildren of turrets. and another 2 to max out my shielding tree, then comes finishing out hybrid turrets, thankfully, I'm only 720K from that. after that, I can start to branch out to other vehicles.
So, I only need to hit about 13-14 million to put out my core skills, turrets, finish off one tank, have my turrets ready(even though only 1-2 are worth a damn) then I can start all over again with armor tanks, go into murdertaxis, or take up the aerial self-screw.(Da Vinci joke. since dropships are something I'm happy to see on field. they're basically free, floating ISK to me and my rail turret.)
and keep in mind that I also maintain a ground suit for when there is ONE proto forger on the field. so I could also start skilling into that as well. then only a paltry 8 million and I'm good to go.
good thing it only takes someone with 2 million SP(proto forge on a militia heavy) to remove me(I'm either dead or running) from the field unless there are 4 of me, and coordinated to boot, or for once the blues actually kill the AV guys.
hell, let's highball that and say he's using a proto standard suit for the extra damage bonuses which he also skilled into. 4-5 million SP to kick me off the field.
and dust is pay to win. period. You want the best gear, conducive to winning the fight? Pay for it. Since tank players have to pay out the nose(a well fit STD tank is over a million) they should be significantly harder to kill. |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:02:00 -
[69] - Quote
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 |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:05:00 -
[70] - Quote
Heathen Bastard wrote:DJINN leukoplast wrote:Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w. Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right? Militia has std damage, higher fitting cost, and less ammo. less ammo=more time reloading=SIGNIFICANTLY reduced DPS. regular swarm 4 shots. militia swarm 2 shots. both launch 4 missiles that deal 330 damage per missile and take one second to lock on and fire(travel removed as missiles would be reaching target at 1 second intervals) so that is a standing dps of 1320 per second regular swarm can do 1320 dps for 4 seconds. In this time period, the militia will do 660 and have spent 2 seconds reloading. they are in no way equal for their intended purpose. the proper way to take down a tank is high, sustained damage over time. the militia is at best, a minor distraction to a skilled into, well fit, properly driven tank. My 7.5 million SP into my vehicles should invalidate your 0 into AV. Period. End of story. I have spent a mostly proto suit's SP into my standard vehicles(and only one type of tanking, shields) it should **** all over your nothing. there is a massive gap between a proto-skilled std fit and a militia fit(50% hp, 15% extra damage, 15% faster reload, etc.). The only thing proto about tanks right now, besides turrets is the skill tree. Scary part? I'm actually on the low end of vehicular warfare and skilling into it. and still have another 2.9 million to put into my enforcer tank for a 6 percent bonus to missiles, the redheaded stepchildren of turrets. and another 2 to max out my shielding tree, then comes finishing out hybrid turrets, thankfully, I'm only 720K from that. after that, I can start to branch out to other vehicles. So, I only need to hit about 13-14 million to put out my core skills, turrets, finish off one tank, have my turrets ready(even though only 1-2 are worth a damn) then I can start all over again with armor tanks, go into murdertaxis, or take up the aerial self-screw.(Da Vinci joke. since dropships are something I'm happy to see on field. they're basically free, floating ISK to me and my rail turret.) and keep in mind that I also maintain a ground suit for when there is ONE proto forger on the field. so I could also start skilling into that as well. then only a paltry 8 million and I'm good to go. good thing it only takes someone with 2 million SP(proto forge on a militia heavy) to remove me(I'm either dead or running) from the field unless there are 4 of me, and coordinated to boot, or for once the blues actually kill the AV guys. hell, let's highball that and say he's using a proto standard suit for the extra damage bonuses which he also skilled into. 4-5 million SP to kick me off the field. and dust is pay to win. period. You want the best gear, conducive to winning the fight? Pay for it. Since tank players have to pay out the nose(a well fit STD tank is over a million) they should be significantly harder to kill.
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 |
|
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:11:00 -
[71] - Quote
Delta 749 wrote:
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
Keep in mind my shield tank is specifically built to defeat explosive weaponry. as in, those missiles only sting a little bit. DURR its the future and shield tech was made to combat explosives. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:13:00 -
[72] - Quote
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. |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:18:00 -
[73] - Quote
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? |
meri jin
Goonfeet Top Men.
214
|
Posted - 2013.08.05 06:19:00 -
[74] - Quote
Tallen Ellecon wrote:So just now I went into a pub skirmish match and the opposing team (no exaggeration) had 4 Tanks and 1 dropship. These weren't just militia tanks either these were top of the line your miltia AV won't make a dent tanks. So after being pushed to one outside objective, and eventually none, half the team switched to AV. We even coordinated to all fire on one tank in order to take it down. In the whole match we took down 2....... one being milita called in later. We had mostly AV but also one guy using Proto AV. Militia Forge guns and swarms didn't make a dent. The dropship went down, but it was foolish enough to stick around despite half the team firing swarms at it (no sympathy).
All in all is was a fun match, AV versus tanks running around trying to pick them off from the hills. Even with minimal success it was quite enjoyable. This team of tankers had a place and they worked well.
So what is my problem? If 6 militia AV can barely dent these standard tanks, then why all the QQ? Is it the cost? Retreat was always an option for them but they never had to. Is it the "OP" AV? You'd need 3 dedicated proto AV fits to take down one of those tanks.
So I'm starting to understand that many tankers have this mentality that anything other than a tank that can take them out is OP, regardless of how they use their tank.
NOTE: THIS IS NOT QQ, I HAD FUN!!!!
Well my tank got solod by a pro Forge Gun, not only once. I can't reach highs as a heavy can, and I can't hide my tank the way a heavy can. One Heavy Forge Gun sniper can take dropships and tanks sole. There is nothing you as a pilot can do about it.
I had once a situation where a heavy crashed his LAV in my tank, he jumped out and start firing his forge so close to me that I had to get out of the tank to kill him. He was extremely fast, don't know how he did that.
The tankers who need a whole squad to kill them are dedicated to tank, they have 10+ Mil of SP in tanks ONLY, and believe me, this people deserve it to be hard to kill.
|
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:20:00 -
[75] - Quote
Heathen Bastard wrote:Delta 749 wrote:
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
Keep in mind my shield tank is specifically built to defeat explosive weaponry. as in, those missiles only sting a little bit. DURR its the future and shield tech was made to combat explosives.
Then what are you bitching for |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:24:00 -
[76] - 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 -
[77] - 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 |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:30:00 -
[78] - Quote
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 |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:31:00 -
[79] - Quote
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 |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:36:00 -
[80] - 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 -
[81] - 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 |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:40:00 -
[82] - 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?
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. |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 06:45:00 -
[83] - 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..... |
ADAM-OF-EVE
Svartur Bjorn
165
|
Posted - 2013.08.05 06:50:00 -
[84] - Quote
i'm a proto swarm user as many murder taxi mercs know very well. i spend most matches killing lav's and sometimes their occupants but my main task is to force tanks back behind the redline to which i am very good at. if im lucky i get some militia tanks to kill but as for the others types, if you don't stop moving and don't get caught in the open you have nothing to worry about from me. swarms don't fly around corver and run out of steam at 400m. also if your vigilant you can hide your tank, jump out with a sniper rifle and take me out before i swarm you, well you can try anyway :) |
Delta 749
Kestrel Reconnaissance
1609
|
Posted - 2013.08.05 06:54:00 -
[85] - Quote
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 |
Racro 01 Arifistan
The Surrogates Of War
15
|
Posted - 2013.08.05 07:08:00 -
[86] - Quote
iam a tanker i have no problems with forge guns (decent damage to annoy the **** out of me i want to hunt you down and kill you. and some people are terrible shots with forge guns.) swarms are iffy with me. decent damage enough to prob kill me in 3 volleys from wykomi swarms. (the iffy part is sitting behind cover and still being hit but 90 degree turing missiles. or ones that come from spires where cover dont mean **** thier bieng fied from so high they hit the top of you anyway. and some glitchy ones that fly through cover.) my only problem is av nades. why the hell should i take more damage from standard packed av nade when a actual proto swarm/forge should be doing more. swarms/forges are anooying and should be put down as soon as you see the guy with guy. av nades are screwed up more damge than the actual av guns. as for the plasma cannon....................only the proto one should be feared. |
Ninjanomyx
One Who Bears Fangs At GOD
133
|
Posted - 2013.08.05 07:12:00 -
[87] - 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 |
Delta 749
Kestrel Reconnaissance
1615
|
Posted - 2013.08.05 10:25:00 -
[88] - Quote
Ninjanomyx wrote: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
So what you are saying is that you are lord of QQ and cant handle your little tin can getting blown up and have to resort to just spamming meaningless words instead of coming up with any sort of real reply
And you people wonder why we dont take tankers seriously |
Dimitri Rascolovitch
The Immortal Knights
23
|
Posted - 2013.08.05 11:17:00 -
[89] - Quote
Delta 749 wrote:gbghg wrote:Delta 749 wrote:Eurydice Itzhak wrote:You're crying because militia gear couldn't kill non militia tanks.
Jesus Christ.
Just as bad as the people crying that their AR can't kill tanks. I have never heard anyone say an AR should kill a tank and Ive been on this board for several months now You vehicle players always say the cutest things though Actually you missed a thread back during the OP days of the tac AR, in it, it was calculated that a prototype TAR was doing more DPS than an advanced large blaster turret, and that furthermore with several people concentrating fire it would be possible to kill well fitted tanks relatively quickly. Despite the ludicrousness of this people were still defending the TAR. Also complaining about militia AV being useless? Of course it's useless, you need some incentive to spec out of it don't you? And it's blatantly clear that the vehicle/AV balance needs some major work, things are kinda bad right now. Ugh thats ********, did they all just happen to magically forget that all vehicles greatly resist small arms damage and that turrets by pass that resistance? Like I said, **** like that is why its hard to take vehicle players seriously, they come up with wild accusations backed by faulty math and expect us to not call them on their BS
if this is true, why was it that i was able to melt a mlt tank with an adv hmg |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1001
|
Posted - 2013.08.05 11:19:00 -
[90] - Quote
Delta 749 wrote:They QQ precisely because it takes a squad to kill them, if they had their way they would be invulnerable to everything except possibly other tanks and even then they would just avoid each other to gank infantry TBH I look at games like Battlefield and **** and tanks in that go down so easily. Why do tanks in this game complain, they cannot be OHKOed can they? |
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