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Needless Sacermendor
Red Fox Brigade
332
|
Posted - 2013.08.15 20:31:00 -
[1] - Quote
No ... if you want World of Tanks please close the door behind you.
But also YES ... when a vehicle is being operated by multiple people it should take multiple people to counter it.
You can't simply say "HAVs cost loads so they should take more people to kill" or "I've spent X mil sp so I should be indestructible" ... isk and sp costs are irrelavant when looking at the balancing between 2 equal teams ... if one person calls in a HAV that requires 2 people to counter, you're left with 14 people getting stomped by 15 people and a HAV while 2 people try to survive long enough to co-ordinate an attack ... in this case simply remove AV weapons from the game as the only counter to a HAV is another HAV ... and as I said World of Tanks is that way --->
So as I've said balancing sp costs and isk values is a simple matter of CCP's choice without the player driven market, but balancing the effectiveness of vehicles can be done by giving skills for infantry to train so that when they are gunning in someone elses vehicle they provide bonuses to all sorts of things, from weapon tracking or damage to movement speed or acceleration or defensibility with bonuses to active repairers or resistance modules or even base hp values.
This way you can justify taking more players from the other team to counter it, if it's taking more players to operate it ... AND you're giving operators incentive not to try to solo dominate a battle if they are weak on their own.
For this to work you'd obviously NEED the ability to remove a lower skilled gunner in favour of a higher skilled one.
It could also operate like Fleet bonuses in Eve where the FC decides which person provides bonuses, so the operator selects the higher skilled gunner as the booster, but then you could add in a 50% increase (for example) to the bonus from having the third gunner seat filled.
This could be set up in different ways, but the best way I can figure would be the vehicle itself has the bonus from a gunners skill, so say the Caldari HAV has a shield boost bonus, so you'd need a gunner with the "Gunner shield subsystems" skill at level 5 with a third gunner to get the maximum bonus ... and gallente HAV could have an Armor Resist bonus from the "Gunner Armor subsystems" or Amarr having tracking bonuses from the "Gunner Electronics systems" ... the possibilities are endless (and the skill names need work I know !)
This way your sp and isk investments are secured by using teamwork, which then has the knock on effect that you want, requiring teamwork to counter it, while still leaving a balanced infantry fight going on around you.
[TLDR] = Too Lazy, Don't Reply
Digest / Disect / Discuss / but most important of all AGREE |
Blaze Ashra
Paladin Survey Force Amarr Empire
8
|
Posted - 2013.08.15 20:38:00 -
[2] - Quote
You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV. |
Needless Sacermendor
Red Fox Brigade
334
|
Posted - 2013.08.15 20:41:00 -
[3] - Quote
Blaze Ashra wrote:You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV. Agreed ... my thread was not just talking about HAVs ... imagine the bonuses you could get from carrying 2 gunners and 4 passengers in a dropship ! ... anyone heard the phrase "Dropships are OP" recently ... it's been a while come on !?
Edited ... by the way if you CAN remember ... you deserve a REST ! |
daishi mk03
Brutor Vanguard Minmatar Republic
63
|
Posted - 2013.08.15 20:44:00 -
[4] - Quote
I would like to operate my HAV alone. Maybe introduce dummy turret systems, which autofire or don't fire at all but give bonuses. Thx. |
Iron Wolf Saber
Den of Swords
7329
|
Posted - 2013.08.15 20:47:00 -
[5] - Quote
I think we are better off trying to balance around vehicles with the concept of time of engagement window.
Heavier the vehicle the longer the window when it likes it or not. Smaller vehicles have higher dictation of their own engagement window. However dedicated anti-vehicle infantry should always be allowed to FORCE widening the window. Half-arsed AV guys not so much but they can still contribute to the damage.
If the forced window is much longer than the pilot intended for then the vehicle would perish. So engaging and disengaging becomes an art form where the most amount of stressor of the opportunity to fight is going to be imposed by other vehicles.
There are tools in doing this, for example capacitor can be one thing, as long as the capacitor is all happy the HAV operator can keep his armor repper running indefinitely while becoming a slow moving all of death, however soon as he tries to over exert attacking and using speed he starts to overdrain and tax his capacitor to the point that his weapon may stop firing and the overdrive disegages and the armor repair unit offlines as well. The infantry can then throw down webifier grenades or EMP or cap drainers and the tank becomes really screwed. While all said equipment cannot be really carried by one person, one person with a great window of attack can and will still severely damage and kill the vehicle.
Ammo is another tool that can be used for window of engagement, very powerful weapons may have limited ammo so shots have to count. Modules could also be ammoed such as a ninite resistance coater or counter explosive armor or chaff. Without an ammo depot you can purposely exhaust a tank out of its ammo options forcing it to retreat and if caught by another vehicle fully stocked it will be in serious trouble. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1287
|
Posted - 2013.08.15 20:48:00 -
[6] - Quote
Needless Sacermendor wrote:No ... if you want World of Tanks please close the door behind you. But also YES ... when a vehicle is being operated by multiple people it should take multiple people to counter it. You can't simply say "HAVs cost loads so they should take more people to kill" or "I've spent X mil sp so I should be indestructible" ... isk and sp costs are irrelavant when looking at the balancing between 2 equal teams ... if one person calls in a HAV that requires 2 people to counter, you're left with 14 people getting stomped by 15 people and a HAV while 2 people try to survive long enough to co-ordinate an attack ... in this case simply remove AV weapons from the game as the only counter to a HAV is another HAV ... and as I said World of Tanks is that way ---> So as I've said balancing sp costs and isk values is a simple matter of CCP's choice without the player driven market, but balancing the effectiveness of vehicles can be done by giving skills for infantry to train so that when they are gunning in someone elses vehicle they provide bonuses to all sorts of things, from weapon tracking or damage to movement speed or acceleration or defensibility with bonuses to active repairers or resistance modules or even base hp values. This way you can justify taking more players from the other team to counter it, if it's taking more players to operate it ... AND you're giving operators incentive not to try to solo dominate a battle if they are weak on their own. For this to work you'd obviously NEED the ability to remove a lower skilled gunner in favour of a higher skilled one. It could also operate like Fleet bonuses in Eve where the FC decides which person provides bonuses, so the operator selects the higher skilled gunner as the booster, but then you could add in a 50% increase (for example) to the bonus from having the third gunner seat filled. This could be set up in different ways, but the best way I can figure would be the vehicle itself has the bonus from a gunners skill, so say the Caldari HAV has a shield boost bonus, so you'd need a gunner with the "Gunner shield subsystems" skill at level 5 with a third gunner to get the maximum bonus ... and gallente HAV could have an Armor Resist bonus from the "Gunner Armor subsystems" or Amarr having tracking bonuses from the "Gunner Electronics systems" ... the possibilities are endless (and the skill names need work I know !) This way your sp and isk investments are secured by using teamwork, which then has the knock on effect that you want, requiring teamwork to counter it, while still leaving a balanced infantry fight going on around you. [TLDR] = Too Lazy, Don't ReplyDigest / Disect / Discuss / but most important of all AGREE I genuinely think all of us AVers are downright ignorant jackasses who take our power over tanks for granted. Effin hell mate have you seen how easy it is t take down a tank? WAY TOO EASY, tanks need a rebalancing against us AV and IMO the way that should be done is to increase their base movement speed so they better represent the tenets of tanking, these being Armour, FIrepower, and Mobility. |
Needless Sacermendor
Red Fox Brigade
335
|
Posted - 2013.08.15 20:53:00 -
[7] - Quote
True Adamance wrote: I genuinely think all of us AVers are downright ignorant jackasses who take our power over tanks for granted. Effin hell mate have you seen how easy it is t take down a tank? WAY TOO EASY, tanks need a rebalancing against us AV and IMO the way that should be done is to increase their base movement speed so they better represent the tenets of tanking, these being Armour, FIrepower, and Mobility.
Oh and also nanohives should not grant us grenades so grenade use is more tactical. Sorry "mate" ... but what do you think my post is about, if it's not about balancing vehicles versus AV ? |
Blaze Ashra
Paladin Survey Force Amarr Empire
8
|
Posted - 2013.08.15 21:17:00 -
[8] - Quote
IWS post above intimidates me. |
Shokhann Echo
Kang Lo Directorate Gallente Federation
2
|
Posted - 2013.08.15 21:30:00 -
[9] - Quote
to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. |
Needless Sacermendor
Red Fox Brigade
337
|
Posted - 2013.08.15 21:31:00 -
[10] - Quote
Iron Wolf Saber wrote:I think we are better off trying to balance around vehicles with the concept of time of engagement window.
Heavier the vehicle the longer the window when it likes it or not. Smaller vehicles have higher dictation of their own engagement window. However dedicated anti-vehicle infantry should always be allowed to FORCE widening the window. Half-arsed AV guys not so much but they can still contribute to the damage.
If the forced window is much longer than the pilot intended for then the vehicle would perish. So engaging and disengaging becomes an art form where the most amount of stressor of the opportunity to fight is going to be imposed by other vehicles.
There are tools in doing this, for example capacitor can be one thing, as long as the capacitor is all happy the HAV operator can keep his armor repper running indefinitely while becoming a slow moving all of death, however soon as he tries to over exert attacking and using speed he starts to overdrain and tax his capacitor to the point that his weapon may stop firing and the overdrive disegages and the armor repair unit offlines as well. The infantry can then throw down webifier grenades or EMP or cap drainers and the tank becomes really screwed. While all said equipment cannot be really carried by one person, one person with a great window of attack can and will still severely damage and kill the vehicle.
Ammo is another tool that can be used for window of engagement, very powerful weapons may have limited ammo so shots have to count. Modules could also be ammoed such as a ninite resistance coater or counter explosive armor or chaff. Without an ammo depot you can purposely exhaust a tank out of its ammo options forcing it to retreat and if caught by another vehicle fully stocked it will be in serious trouble.
The end goal I would like to see is LAV supporting squads and HAVs as well as being the speedy harasser for other vehicles poking the eyes out if you will.
HAVs will be structured and vehicle destroyer basically the battering ram in breaking up hostile squad formations and positions.
Dropships being transport and support.
Under no circumstances should any vehicle be soloist and giving vehicles to invincibly laugh off damage they eat in window far shorter than their engagement time is unacceptable. Vehicle down time should be near 1:1 of engagement time. If a tank is engaged for 3 minutes it should be 3 minutes out of commission a fresh tank should be brought to replace it as the other goes off to restock and recharge. It's taken a while but I think I'm understanding your post ... am I right in thinking the highlighted part means HAVs would not be killing infantry so much but destroying installations and structures and other vehicles ?
Also should this in the last paragraph not be a longer window not a shorter one ... "giving vehicles to invincibly laugh off damage they eat in window far shorter than their engagement time" |
|
Needless Sacermendor
Red Fox Brigade
337
|
Posted - 2013.08.15 21:35:00 -
[11] - Quote
Shokhann Echo wrote:to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. I never said "required" |
Shokhann Echo
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.15 21:40:00 -
[12] - Quote
Needless Sacermendor wrote:Shokhann Echo wrote:to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. I never said "required" Edited : I also said Needless Sacermendor wrote:For this to work you'd obviously NEED the ability to remove a lower skilled gunner in favour of a higher skilled one.
your ignoring all my counters to your argument, avoidance. hm...
also do you rely on your team to keep your dropsuit safe? no you don't, you rely on yourself. |
Xender17
Ahrendee Mercenaries EoN.
450
|
Posted - 2013.08.15 21:46:00 -
[13] - Quote
http://www.quickmeme.com/meme/3vhq8g/ The ISK of vehicles vs ISK of AV... And you want vehicles to solo'd? We may kill 15+ of you... But we don't get any special bonus isk. I lose my tank... I have to play 3-6 matches to get it back.
|
Xender17
Ahrendee Mercenaries EoN.
450
|
Posted - 2013.08.15 21:48:00 -
[14] - Quote
Iron Wolf Saber wrote:I think we are better off trying to balance around vehicles with the concept of time of engagement window.
Heavier the vehicle the longer the window when it likes it or not. Smaller vehicles have higher dictation of their own engagement window. However dedicated anti-vehicle infantry should always be allowed to FORCE widening the window. Half-arsed AV guys not so much but they can still contribute to the damage.
If the forced window is much longer than the pilot intended for then the vehicle would perish. So engaging and disengaging becomes an art form where the most amount of stressor of the opportunity to fight is going to be imposed by other vehicles.
There are tools in doing this, for example capacitor can be one thing, as long as the capacitor is all happy the HAV operator can keep his armor repper running indefinitely while becoming a slow moving all of death, however soon as he tries to over exert attacking and using speed he starts to overdrain and tax his capacitor to the point that his weapon may stop firing and the overdrive disegages and the armor repair unit offlines as well. The infantry can then throw down webifier grenades or EMP or cap drainers and the tank becomes really screwed. While all said equipment cannot be really carried by one person, one person with a great window of attack can and will still severely damage and kill the vehicle.
Ammo is another tool that can be used for window of engagement, very powerful weapons may have limited ammo so shots have to count. Modules could also be ammoed such as a ninite resistance coater or counter explosive armor or chaff. Without an ammo depot you can purposely exhaust a tank out of its ammo options forcing it to retreat and if caught by another vehicle fully stocked it will be in serious trouble.
The end goal I would like to see is LAV supporting squads and HAVs as well as being the speedy harasser for other vehicles poking the eyes out if you will.
HAVs will be structured and vehicle destroyer basically the battering ram in breaking up hostile squad formations and positions.
Dropships being transport and support.
Under no circumstances should any vehicle be soloist and giving vehicles to invincibly laugh off damage they eat in window far shorter than their engagement time is unacceptable. Vehicle down time should be near 1:1 of engagement time. If a tank is engaged for 3 minutes it should be 3 minutes out of commission a fresh tank should be brought to replace it as the other goes off to restock and recharge. No body want to be forced to be a active type player. |
Sylwester Dziewiecki
Beyond Hypothetical Box
141
|
Posted - 2013.08.15 21:49:00 -
[15] - Quote
Needless Sacermendor wrote:(...)So as I've said balancing sp costs and isk values is a simple matter of CCP's choice without the player driven market, but balancing the effectiveness of vehicles can be done by giving skills for infantry to train so that when they are gunning in someone elses vehicle they provide bonuses to all sorts of things, from weapon tracking or damage to movement speed or acceleration or defensibility with bonuses to active repairers or resistance modules or even base hp values.(...) Imagine that you are running as infantry, and at the same time someone is playing with you mouse/DS3 sensitive, once you can aim easily, second letter something is broke. Same goes with vehicle speed, mobility, etc. it's very difficult to 'sense' vehicle when conditions are changing constantly - if we will give pilots that kind of bonuses, it's gone broke game. |
Scheneighnay McBob
Bojo's School of the Trades
2993
|
Posted - 2013.08.15 21:52:00 -
[16] - Quote
Support.
However, the effectiveness of light turrets needs to be significantly increased in order for this to be reasonable- more turrets wouldn't hurt either. I mean, having someone on a small missile turret won't do jack **** right now.
What would help: There's been an idea where someone (possibly the person in the turret) could paint targets for large missiles to lock onto and bombard- supposedly, artillery may work this way also. Imagine a tricky swarm user being taken out by bombardment onto their location.
Or simply put a sniper scope on small rails. |
Iron Wolf Saber
Den of Swords
7335
|
Posted - 2013.08.15 21:55:00 -
[17] - Quote
Needless Sacermendor wrote: It's taken a while but I think I'm understanding your post ... am I right in thinking the highlighted part means HAVs would not be killing infantry so much but destroying installations and structures and other vehicles ?
Also should this in the last paragraph not be a longer window not a shorter one ... "giving vehicles to invincibly laugh off damage they eat in window far shorter than their engagement time"
Sorry didn't do a full pass on my post.
Yes HAVs should be primarily anti-vehicle and anti-structure, anti-infantry and heavy squad support roles should be also possible still but I want it to be more equated to the HMG vs Forge sort of thinking, if they fit for anti-infantry then by no means they should be anywhere good at the other role. While it won't stop a blaster from killing tanks ultimately nor railguns killing infantry the wrong play style can be discouraged in other ways such as limited rail gun ammo that is better spent on real targets of threat. Trade one advantage for a disadvantage if you will. In this case a blaster would be an excellent anti-infantry weapon while the railgun would be more preferable for destroying other HAVs.
Back in the old beta test phases, there was tanks that with minimal 5 second down time allowed for about 2 minutes of undeterred engagement. There was even a time it was perpetually always engaged that there was no way to get the tanks to disengage and they were constantly engaging infantry much longer and harder than any other drop suit could ever do. On average a single drop suit loadout has about... oh 3 minutes total combat endurance about... 30 seconds of engagement time and near portional down time minus all the caveats of suit types and weapon and module selection.
Vehicles nearly simply ignored these time frames once upon a time which made for a bad infantry game (fun vehicle game though) |
Shokhann Echo
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.15 21:55:00 -
[18] - Quote
Sylwester Dziewiecki wrote:Needless Sacermendor wrote:(...)So as I've said balancing sp costs and isk values is a simple matter of CCP's choice without the player driven market, but balancing the effectiveness of vehicles can be done by giving skills for infantry to train so that when they are gunning in someone elses vehicle they provide bonuses to all sorts of things, from weapon tracking or damage to movement speed or acceleration or defensibility with bonuses to active repairers or resistance modules or even base hp values.(...) Imagine that you are running as infantry, and at the same time someone is playing with you mouse/DS3 sensitive, once you can aim easily, second letter something is broke. Same goes with vehicle speed, mobility, etc. it's very difficult to 'sense' vehicle when conditions are changing constantly - if we will give pilots that kind of bonuses, it's gone broke game.
its already a broken game and tanks had no part in doing that, its always been the scrubs crying nerf for everything they cant one shot with an AR like they can in Call of Duty |
Blaze Ashra
Paladin Survey Force Amarr Empire
8
|
Posted - 2013.08.15 21:55:00 -
[19] - Quote
Off topic but does anyone else feel that the drama is caused primarily because we don't have AV counter measures, specifically chaff and cloaking modules? |
Needless Sacermendor
Red Fox Brigade
340
|
Posted - 2013.08.15 22:00:00 -
[20] - Quote
Shokhann Echo wrote:Needless Sacermendor wrote:Shokhann Echo wrote:to counter your argument, Vehicles are NOT dropsuits, they are far bigger and more powerful than any dropsuit that will be created (unless they make dropsuits able to carry large rail gun turrets).
I am not longer against giving more power with a squad than running solo but I do not accept this as the only way to go, because for instance, the few main problems we have with this is that if it requires 3 people to operate then we skilled up into vehicles for nothing because we alone cannot do anything with them which will be bullshit. then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too ******* bad, if he need others to operate a single weapon then so do you).
the other reason is that mostly bluetards are in games and they screw up nearly everything they touch and tanks are no exception, they randomly shoot out of our turrets at nothing for no reason and they expect to get free points from riding in out vehicles, they also use our tanks to AFK and this is a major problem because nearly every time we die its because stupid *** infantry players stay in our small turrets and refuse to leave, thus killing us and making us waste all the ISK we used to get the vehicle in the 1st place, bottom line is no infantry can be trusted with what we put our own SP and ISK into...
other than that I see no problem with it and demand that the infantry inside the small turrets to give me their ISK so they can operate a turret, mainly because I bought the entire damn tank, and if it would require me to have someone else that would be bullshit also and the other guy should be required to pay the ISK to me in order to afford his own turret. I never said "required" Edited : I also said Needless Sacermendor wrote:For this to work you'd obviously NEED the ability to remove a lower skilled gunner in favour of a higher skilled one. your ignoring all my counters to your argument, avoidance. hm... also do you rely on your team to keep your dropsuit safe? no you don't, you rely on yourself. I'm sorry, which counters am I ignoring ... your post is reliant on you not being able to operate your vehicle solo ... I didn't say you wouldn't be able to ... I said if you were you wouldn't be forcing the other team to lose multiple regular infantry to counter you.
and yes I do rely on my team to keep me safe, when I'm running AV I only have a sidearm so I can't go anywhere without an AR by my side or I'm 200,000 isk down before I've got within sight of a target ... when I'm not running AV I'm carrying logistics so I'm an easy target again. If that answers your question. |
|
Iron Wolf Saber
Den of Swords
7338
|
Posted - 2013.08.15 22:00:00 -
[21] - Quote
Xender17 wrote:Iron Wolf Saber wrote:Stuff Nobody wants to be forced to be an active type player.
Not the point the point is that risk/reward ratio should be managed far better and using combat endurance, and window of engagement tug of war are excellent ways of distributing the risks and rewards.
Take a sniper for example, many would say this is low risk, this is particularly true, but when someone wants to make it high risk they're going to do so in a real short and easy manner. A higher risk would be the front line assault soldier, sure he may have more opportunities to get killed but he has just as much opportunities to be killing.
The tools for the whole idea has to be intuitive though, less cumbersome and reasonable 'expectations' for example a decent fit should not cap out in 2 seconds in full 'beast mode' as one person would put it. However having one stay in beast mode for... 5 minutes is a bit absurd.
Countermeasures are an excellent way of allowing a pilot to expand his window of engagement, AV's main goals is to exhaust that timer as quickly as possible to force the vehicle to retreat or die. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1290
|
Posted - 2013.08.15 22:01:00 -
[22] - Quote
Needless Sacermendor wrote:True Adamance wrote: I genuinely think all of us AVers are downright ignorant jackasses who take our power over tanks for granted. Effin hell mate have you seen how easy it is t take down a tank? WAY TOO EASY, tanks need a rebalancing against us AV and IMO the way that should be done is to increase their base movement speed so they better represent the tenets of tanking, these being Armour, FIrepower, and Mobility.
Oh and also nanohives should not grant us grenades so grenade use is more tactical. Sorry "mate" ... but what do you think my post is about, if it's not about balancing vehicles versus AV ? Edited ... I've also highlighted a couple parts of the OP for you to read, since you didn't seem to read any of it. Oh you misinterpreted me. Its my habit to quote the OP though the dig is not directed at you but more the general community of AVers that always blindly defend their AV grenades, forges, and Swarms. Im shifting my focus into tanks and I agree. Im not fixing to make tanks all powerful but I agree with you when I say that acceleration and movement speed needs a buff.
Perhaps I should have been more clear.
Dig not at you or your topic, dig at ignorant AV community. |
Flux Raeder
WarRavens League of Infamy
151
|
Posted - 2013.08.15 22:05:00 -
[23] - Quote
Xender17 wrote:http://www.quickmeme.com/meme/3vhq8g/ The ISK of vehicles vs ISK of AV... And you want vehicles to solo'd? We may kill 15+ of you... But we don't get any special bonus isk. I lose my tank... I have to play 3-6 matches to get it back. COD fish. As you ought to. A tank is supposed to be a powerful force on the battlefield, it shouldn't be cheap, if anything CCP should balance if even more realistically, make each tank cost several million isk. I don't have anything specifically against tanks or tankers, but for the same of realism tanks need to be made into more of a luxury than something that can be bought and used to dominate by the average merc. |
Justin Tymes
Dem Durrty Boyz
317
|
Posted - 2013.08.15 22:07:00 -
[24] - Quote
Blaze Ashra wrote:You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV.
THe AV should be auto-win against vehicles, because that's what they were designed to do. If I lay a down proto-AV mines in one spot, they are useless for any other purpose other than AV, and those mines instantly let the vehicle user know where they are, they should auto-win against tanks and LLAV when they roll over them, not just chip on their shields. Same goes for swarms and AV nades that are working as intended right now, because they are useless for an other purpose. |
Needless Sacermendor
Red Fox Brigade
340
|
Posted - 2013.08.15 22:07:00 -
[25] - Quote
Iron Wolf Saber wrote:Needless Sacermendor wrote: It's taken a while but I think I'm understanding your post ... am I right in thinking the highlighted part means HAVs would not be killing infantry so much but destroying installations and structures and other vehicles ?
Also should this in the last paragraph not be a longer window not a shorter one ... "giving vehicles to invincibly laugh off damage they eat in window far shorter than their engagement time"
Sorry didn't do a full pass on my post. Yes HAVs should be primarily anti-vehicle and anti-structure, anti-infantry and heavy squad support roles should be also possible still but I want it to be more equated to the HMG vs Forge sort of thinking, if they fit for anti-infantry then by no means they should be anywhere good at the other role. While it won't stop a blaster from killing tanks ultimately nor railguns killing infantry the wrong play style can be discouraged in other ways such as limited rail gun ammo that is better spent on real targets of threat. Trade one advantage for a disadvantage if you will. In this case a blaster would be an excellent anti-infantry weapon while the railgun would be more preferable for destroying other HAVs. Back in the old beta test phases, there was tanks that with minimal 5 second down time allowed for about 2 minutes of undeterred engagement. There was even a time it was perpetually always engaged that there was no way to get the tanks to disengage and they were constantly engaging infantry much longer and harder than any other drop suit could ever do. On average a single drop suit loadout has about... oh 3 minutes total combat endurance about... 30 seconds of engagement time and near portional down time minus all the caveats of suit types and weapon and module selection. Vehicles nearly simply ignored these time frames once upon a time which made for a bad infantry game (fun vehicle game though) yeah E3 was fun ... I maxed the Surya when there were only a few of us in HAVs, then later found out the Sagaris was the better option and switched to my rockin Swarm SMG assault fit that dominated everything cos there were only a few Sagaris I couldn't get (your's was one) and SMGs kicked ass back then ... making a comeback now though :)
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Charlotte O'Dell
0uter.Heaven EoN.
938
|
Posted - 2013.08.15 22:16:00 -
[26] - Quote
lol. you say this now but when you have a 3-man tank team killing 50 guys even with proto av fighting them in their 14,000hp tank (without hardeners on), a turret that never overheats, and is impossible to sneak up on, you will QQ even more. |
Charlotte O'Dell
0uter.Heaven EoN.
938
|
Posted - 2013.08.15 22:18:00 -
[27] - Quote
Flux Raeder wrote:Xender17 wrote:http://www.quickmeme.com/meme/3vhq8g/ The ISK of vehicles vs ISK of AV... And you want vehicles to solo'd? We may kill 15+ of you... But we don't get any special bonus isk. I lose my tank... I have to play 3-6 matches to get it back. COD fish. As you ought to. A tank is supposed to be a powerful force on the battlefield, it shouldn't be cheap, if anything CCP should balance if even more realistically, make each tank cost several million isk. I don't have anything specifically against tanks or tankers, but for the same of realism tanks need to be made into more of a luxury than something that can be bought and used to dominate by the average merc.
Only if they give us tanks that can be pimped out to 14,000 HP, 2 hardeners, 50% built in resistance, a proto turret, 2 damage mods, etc....i only tank in PC anyway so i wouldnt mind needing to be funded if I had a super tank that only other tanks could kill. |
Needless Sacermendor
Red Fox Brigade
340
|
Posted - 2013.08.15 22:19:00 -
[28] - Quote
True Adamance wrote:Needless Sacermendor wrote:True Adamance wrote: I genuinely think all of us AVers are downright ignorant jackasses who take our power over tanks for granted. Effin hell mate have you seen how easy it is t take down a tank? WAY TOO EASY, tanks need a rebalancing against us AV and IMO the way that should be done is to increase their base movement speed so they better represent the tenets of tanking, these being Armour, FIrepower, and Mobility.
Oh and also nanohives should not grant us grenades so grenade use is more tactical. Sorry "mate" ... but what do you think my post is about, if it's not about balancing vehicles versus AV ? Edited ... I've also highlighted a couple parts of the OP for you to read, since you didn't seem to read any of it. Oh you misinterpreted me. Its my habit to quote the OP though the dig is not directed at you but more the general community of AVers that always blindly defend their AV grenades, forges, and Swarms. Im shifting my focus into tanks and I agree. Im not fixing to make tanks all powerful but I agree with you when I say that acceleration and movement speed needs a buff. Perhaps I should have been more clear. Dig not at you or your topic, dig at ignorant AV community. Fair enough ... the problem with the physical balance is obviously the lack of proto level vehicles, and nothing can really be set in stone with AV damages and vehicle resistances until they are introduced ... at that point you can balance the levels of AV against the levels of vehicles, but I think it should also be balanced against the number of occupants versus the number of AV needed to destroy or force retreat. Otherwise you've got 2 HAVs a dropship and a couple LAVs forcing the entire enemy team into AV suits for your remaining 11 infantry to destroy ... at worst case scenario ! |
Needless Sacermendor
Red Fox Brigade
340
|
Posted - 2013.08.15 22:27:00 -
[29] - Quote
Charlotte O'Dell wrote:Flux Raeder wrote:Xender17 wrote:http://www.quickmeme.com/meme/3vhq8g/ The ISK of vehicles vs ISK of AV... And you want vehicles to solo'd? We may kill 15+ of you... But we don't get any special bonus isk. I lose my tank... I have to play 3-6 matches to get it back. COD fish. As you ought to. A tank is supposed to be a powerful force on the battlefield, it shouldn't be cheap, if anything CCP should balance if even more realistically, make each tank cost several million isk. I don't have anything specifically against tanks or tankers, but for the same of realism tanks need to be made into more of a luxury than something that can be bought and used to dominate by the average merc. Only if they give us tanks that can be pimped out to 14,000 HP, 2 hardeners, 50% built in resistance, a proto turret, 2 damage mods, etc....i only tank in PC anyway so i wouldnt mind needing to be funded if I had a super tank that only other tanks could kill. That's the other option I've stated elsewhere ... have them as endgame items like Capital ships ... that are only used when you really need them |
Blaze Ashra
Paladin Survey Force Amarr Empire
8
|
Posted - 2013.08.15 22:54:00 -
[30] - Quote
Justin Tymes wrote:Blaze Ashra wrote:You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV. THe AV should be auto-win against vehicles, because that's what they were designed to do. If I lay a down proto-AV mines in one spot, they are useless for any other purpose other than AV, and those mines instantly let the vehicle user know where they are, they should auto-win against tanks and LLAV when they roll over them, not just chip on their shields. Same goes for swarms and AV nades that are working as intended right now, because they are useless for an other purpose.
No. I think you are misinterpreting that statement. I did not say AV should not be a threat or incapable of destroying vehicles and I do believe there should be a way to survive longer then 5 seconds. Right now that's not the case for any vehicle outside of LLAV's and HAV's.
Think about it like this. If we had flares then we could redirect already targeted swarm volleys/AV nades away and retreat but you'ld still be able to fire new ones. If cloaking was enabled we would still be able to be locked on by swarms and av nades but would be safer against forge guns and rail tanks. For the tankers flare would be better, for LAV's and dropships cloak would be better.
I'm not asking for AV to be irrelevant I'm just saying that something needs to be done about the current situation that is screwing over people who have to run multiple rounds just to be able to play how they want for 5 or so minutes on the off chance they even get their vehicles brought in successfully. |
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Reav Hannari
Red Rock Outriders
959
|
Posted - 2013.08.15 23:12:00 -
[31] - Quote
Shokhann Echo wrote:... then I would say that forge gunners should require 2 people to operate them, one player to carry ammunition and the other to use the weapon (not fair you say? you skilled into that weapon and deserve to use it on your own you say? too f***ing bad, if he need others to operate a single weapon then so do you) ...
This is a very good point. Forge guns are causing havoc to both vehicles and infantry. Ammo could be reduced to pretty much require standing on a nanohive to be of any use. But, most times I've seen them dominating there was a Logistics there dropping hives for them. They could also require more nanite clusters per forge shot so that hives don't last very long.
Maybe add more travel time to the ball of plasma so that long range shots are harder to place on moving vehicles. It doesn't have to be much but enough to require more player skill.
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Shokhann Echo
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.15 23:28:00 -
[32] - Quote
Justin Tymes wrote:Blaze Ashra wrote:You know there are 2 other types of vehicles in dust 514. The AV shouldn't be an auto win on vehicles and vehicles shouldn't be an auto win against infantry but all the vehicles should have relatively similar survivability when facing each other or AV. THe AV should be auto-win against vehicles, because that's what they were designed to do. If I lay a down proto-AV mines in one spot, they are useless for any other purpose other than AV, and those mines instantly let the vehicle user know where they are, they should auto-win against tanks and LLAV when they roll over them, not just chip on their shields. Same goes for swarms and AV nades that are working as intended right now, because they are useless for an other purpose.
if that's the case then HAVs should be the most dominant weapon able to be used and the most power item in the game, and its not, so no |
Telleth
DUST University Ivy League
103
|
Posted - 2013.08.16 02:38:00 -
[33] - Quote
I think the big problem with AV vs vehicles (can't forget the LAV's and dropships) is the inability to counter the high alpha damage from a lot of the AV. Forge guns and AV nades mostly.
It's hard to balance current AV vs vehicles right now because of the large difference in hp's between vehicles, but the same AV being used against all vehicles.
While the capacitor/engagement time idea does sound pretty good, and would make this section of the game much more intricate, it also sounds very difficult to balance properly, particularly when new vehicles/AV come out.
How about something along the lines of signature radius from EVE. Each vehicle would have its own signature radius, and each weapon would deal damage based off of that sig radius. This allows balancing of AV against each individual vehicle instead of all of them as a whole. This could also add in a layer of EWAR into vehicles that could be built upon in the future, such as sig reducing and sig effect reducing modules and skills.
HAV balance is pretty close to where it should be at the moment, maybe toning down forge shots on them just a little. I think the major point of contention is the price of both learning to use them and of using a fully kitted out tank are a bit high. Halving the price on turrets would probably do the trick there.
LAV balance is a bit tougher, a standard one is fairly easy, but kinda should be,and a LLAV is kinda excessive to take down. Keep the LAV about where it is at, and the LLAV should accelerate a bit slower, have a bit higher signature than a standard LAV, with their primary weakness being to AV nades, about 3 would be right. Might be a way to work plasma cannons into here as well. SLAV's... I dunno, I've only seen one used in a match, never used one myself... But imagine a low signature would be appropriate.
Dropships, this is where I feel like a good amount of attention should be paid. Currently I've noticed that whenever I die in one, mostly it's to a forge gun. The high single shot damage and quick rate of fire compared to how quick a dropship can leave an area they are operating in just eliminates dropships. I think a lower signature/effect felt from forge guns would give them a fighting chance. Though a price reduction on turrets would go a long way too.
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Iron Wolf Saber
Den of Swords
7350
|
Posted - 2013.08.16 02:45:00 -
[34] - Quote
Well signature radius could be a tool as well into the combat endurance and engagement time. Ie activating afterburners or sensors makes you easier to hit/lock by others. Increasing your signature radius to gain an advantage carries the risk of greatly lowering your window as a pilot. This is how it works in the real world most often.
During Gulf War 1, there was only 1 incident of a old world russian tank mission killing an abrams. The only reason why this tank got the lucky hit was it was offline at the time and was not generating any sensory noise whatsoever during a night attack. The gunnery crew loaded the gun, eyeballed the target and fired, striking the abrams to the side forcing the crew to abandon the vehicle. The abrams and crew was later recovered and repaired to full service, the offending tank and mostly every other tank in the division it belonged to got just simply annihilated. This is the only ground to ground vehicle incident and example I can remember. Sub to surface, sub to sub, Air to air and air to ground has far many more examples I could use. |
Shokhann Echo
Kang Lo Directorate Gallente Federation
8
|
Posted - 2013.08.16 02:47:00 -
[35] - Quote
Iron Wolf Saber wrote:Well signature radius could be a tool as well into the combat endurance and engagement time. Ie activating afterburners or sensors makes you easier to hit/lock by others. Increasing your signature radius to gain an advantage carries the risk of greatly lowering your window as a pilot. This is how it works in the real world most often.
During Gulf War 1, there was only 1 incident of a old world russian tank mission killing an abrams. The only reason why this tank got the lucky hit was it was offline at the time and was not generating any sensory noise whatsoever during a night attack. The gunnery crew loaded the gun, eyeballed the target and fired, striking the abrams to the side forcing the crew to abandon the vehicle. The abrams and crew was later recovered and repaired to full service, the offending tank and mostly every other tank in the division it belonged to got just simply annihilated. This is the only ground to ground vehicle incident and example I can remember. Sub to surface, sub to sub, Air to air and air to ground has far many more examples I could use.
this isn't real life, or earth. |
Our Deepest Regret
Algintal Core Gallente Federation
25
|
Posted - 2013.08.16 02:52:00 -
[36] - Quote
I say, divide tanks between high attack and high defense models. Give unlimited ammo and higher speed to the damage models, and let the slower defensive models have better armor, resistances, and health. Why should I, a defensive oriented player, have to suffer because other players were overpowered in the past? People who want to play a protective role in this game deserve better options. |
Iron Wolf Saber
Den of Swords
7350
|
Posted - 2013.08.16 02:54:00 -
[37] - Quote
Shokhann Echo wrote:Iron Wolf Saber wrote:Well signature radius could be a tool as well into the combat endurance and engagement time. Ie activating afterburners or sensors makes you easier to hit/lock by others. Increasing your signature radius to gain an advantage carries the risk of greatly lowering your window as a pilot. This is how it works in the real world most often.
During Gulf War 1, there was only 1 incident of a old world russian tank mission killing an abrams. The only reason why this tank got the lucky hit was it was offline at the time and was not generating any sensory noise whatsoever during a night attack. The gunnery crew loaded the gun, eyeballed the target and fired, striking the abrams to the side forcing the crew to abandon the vehicle. The abrams and crew was later recovered and repaired to full service, the offending tank and mostly every other tank in the division it belonged to got just simply annihilated. This is the only ground to ground vehicle incident and example I can remember. Sub to surface, sub to sub, Air to air and air to ground has far many more examples I could use. this isn't real life, or earth.
No no no, Real Life is great for inspiration of game mechanics, specifically not good for balance however.
Sensors generally work in two modes. Passive and Active.
Passives just soak up the local surroundings and use that to feed you information. Example on human body is your ears. Your ears are unable to do anything but passively listen.
Active sensors use a method to reach out and measures what that reach did. Shouting for someone however gives your own position away to anyone else running passive.
This has been oftenly used in cat and mouse like games in just about every sort of modern warfare, including navy warfare which is the most mindful of science fiction needs of a 360 x 360 spherical battlefield.
What if you can break a missile lock by simply turning off your tacnet? Throw an active scanner decoy onto the field that takes the heat while helping you out? Forcing a HAV's shielding to reverberate to make it loud enough on sensors that an eve online ship pilot can pick up and send a single shell down onto that target where previously the eve pilot was blind to that tank being there because of the topside paint. |
Iron Wolf Saber
Den of Swords
7350
|
Posted - 2013.08.16 02:57:00 -
[38] - Quote
Our Deepest Regret wrote:I say, divide tanks between high attack and high defense models. Give unlimited ammo and higher speed to the damage models, and let the slower defensive models have better armor, resistances, and health. Why should I, a defensive oriented player, have to suffer because other players were overpowered in the past? People who want to play a protective role in this game deserve better options.
My point is that the HAVs should have the strongest combat endurance and widest window capabilities, with proper infantry escort the hostile AVs would have a very hard time forcing that window wider. A nearby logi could de-arm the web mines, assault players killing AV armed players. That the only things tanks would be really vulnerable to is getting caught alone or during its cool off period while it recharges and restocks. |
LUGMOS
YELLOW JESUS EXP FORCE
23
|
Posted - 2013.08.16 03:11:00 -
[39] - Quote
Iron Wolf Saber wrote:Our Deepest Regret wrote:I say, divide tanks between high attack and high defense models. Give unlimited ammo and higher speed to the damage models, and let the slower defensive models have better armor, resistances, and health. Why should I, a defensive oriented player, have to suffer because other players were overpowered in the past? People who want to play a protective role in this game deserve better options. My point is that the HAVs should have the strongest combat endurance and widest window capabilities, with proper infantry escort the hostile AVs would have a very hard time forcing that window wider. A nearby logi could de-arm the web mines, assault players killing AV armed players. That the only things tanks would be really vulnerable to is getting caught alone or during its cool off period while it recharges and restocks.
Great points, but you would need a sniper to kill long rang forge gunners and swarms. IMO swarms shouldn't have as much range as they have now, Forges are supposed to be the long range. Also, you could is sibyl add a breach forge effect on the swarms, where you can't move, or you move slower and can't jump. |
Our Deepest Regret
Algintal Core Gallente Federation
25
|
Posted - 2013.08.16 03:12:00 -
[40] - Quote
Iron Wolf Saber wrote: My point is that the HAVs should have the strongest combat endurance and widest window capabilities, with proper infantry escort the hostile AVs would have a very hard time forcing that window wider. A nearby logi could de-arm the web mines, assault players killing AV armed players. That the only things tanks would be really vulnerable to is getting caught alone or during its cool off period while it recharges and restocks.
That sounds really involved for 16 v. 16 gameplay. I'm a simple guy, I like the idea of tradeoffs. Want High defense? Then accept low speed and damage. Want high damage and speed? Then accept lower defense and health. That's sustainable game design. Why make this complex? |
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