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Chances Ghost
Inf4m0us
435
|
Posted - 2013.08.24 10:53:00 -
[31] - Quote
pegasis prime wrote:Chances Ghost wrote:Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank? it woudl change how we fit tanks, but it wouldnt change the overall outcome infantry would still be kings of AV, and tanks still wouldnt be viable in competitive play. that is of course my opinion, and i could very well be wrong on that account. i definatly think it would be a step in the right direction though, and i good buff to start from. just not sure about that being the only change thats needed Dude think about it with a base of +20% and 2 local power upgrades you gould fit 2 heavy shield boosters and 1 heavy extender allong with hardiners ohh yea. Or even 2 heavy extenders and a good heavy booster with hardners boom.
thats what we used to do back in the day
either that or heavy extender heavy extender/booster 3 resist
2x/3x damage mods |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
672
|
Posted - 2013.08.24 10:55:00 -
[32] - Quote
Chances Ghost wrote:pegasis prime wrote:Chances Ghost wrote:Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank? it woudl change how we fit tanks, but it wouldnt change the overall outcome infantry would still be kings of AV, and tanks still wouldnt be viable in competitive play. that is of course my opinion, and i could very well be wrong on that account. i definatly think it would be a step in the right direction though, and i good buff to start from. just not sure about that being the only change thats needed Dude think about it with a base of +20% and 2 local power upgrades you gould fit 2 heavy shield boosters and 1 heavy extender allong with hardiners ohh yea. Or even 2 heavy extenders and a good heavy booster with hardners boom. thats what we used to do back in the day either that or heavy extender heavy extender/booster 3 resist 2x/3x damage mods
Good times ..... good times. It acctually used to take 3 or 4 adv avers to break my shields oh how I miss thosegdays
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Levithunder
Nova Corps Marines Ishuk-Raata Enforcement Directive
35
|
Posted - 2013.08.24 11:03:00 -
[33] - Quote
I run laser rifles and am usally in high places so blaster tanks usally don't pick on me rail tanks make me paranoid :) but any ways What I want tank gameplay to be like: I will list how well all tier tanks should do against av in general from my point of view.
Militia - at max be able to attain 3-5 infantry kills maybe 1 other tank
Standard madragars/gunlogi's - 10-15 infantry kills 1-2 enemy tanks (depending on how built)
advanced enforcer class - 15-20 infantry kills 3-4 enemy tanks(to be honest I think Soma's are more scary then enforcers.
Proto tanks - 20-30 infantry kills 5 enemy tank take downs I miss being scared but to make proto tanks not be abused like 5 in 1 ambush have it so you can only bring maybe one or two into the field have it cost about a flat 3.5 million isk 4 just the tank
I miss the old days of holy crap enemy tank! now when someone brings out an enforcer I hear my whole squad go who can blow it up fastest wins! I want to be scared again but I think have 4 or 5 , 5 million dollar tanks on the field never being destroyed was a bit over kill. |
Takahiro Kashuken
Red Star. EoN.
1028
|
Posted - 2013.08.24 11:05:00 -
[34] - Quote
Lets see
CCP need to give us back the PG skill, also the HP skills as new skills we can keep the new resistance skill and tweek some skills to give reduction in PG instead of CPU on PG heavy things
Also give us some prof skills and fitting skills for our turrets
Onto the next problem
AV stronger and faster than every vehicle turret we have and upto adv/proto levels
Vehicles do no have adv/proto mods or hulls so we are fighting basic
@OP
Currently basic tank vs basic tank is quite a long battle, add in a proto turret for each side it can be 4-5 shots on a shield tank, on armor the resistance and repper can make the battle longer and it can be 7-8 or more
If both sides are backing off and playing peak a boo the match can go on all day
Proto AV on the otherhand will be able to deal 9k damage in 3 seconds, maybe just maybe shield may be able to take the hit but armor needs the repper to be active before the 1st strike hits
Take PC matches and not pub matches
PC matches its proto vs proto except for vehicles so we are routinely are going against proto AV but the tanks battles are fun and can be long but if AV joins in at proto level its over for one of the tanks
Until we get proto vehicles we wont know what it will be like but we know that it will have to be able to tank 9k of damage in 3seconds
I love my tanks battles but AV generally does ruin it on a daily basic
Just say it needs a tank to take out a tank, id be fine with that its a challenge
The problem is the infantry, they dont want to use teamwork, they want the ability to solo it so they wouldnt like another tank to take out a tank because it means they need more infantry with AV if they dont have a tank and that means teamwork |
Takahiro Kashuken
Red Star. EoN.
1028
|
Posted - 2013.08.24 11:10:00 -
[35] - Quote
Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank?
I have no idea
It might not change much because i use a 15% mod as it is now so 5% might not change much overall except for a few fits |
Chances Ghost
Inf4m0us
437
|
Posted - 2013.08.24 11:12:00 -
[36] - Quote
Levithunder wrote:I run laser rifles and am usally in high places so blaster tanks usally don't pick on me rail tanks make me paranoid :) but any ways What I want tank gameplay to be like: I will list how well all tier tanks should do against av in general from my point of view.
Militia - at max be able to attain 3-5 infantry kills maybe 1 other tank
Standard madragars/gunlogi's - 10-15 infantry kills 1-2 enemy tanks (depending on how built)
advanced enforcer class - 15-20 infantry kills 3-4 enemy tanks(to be honest I think Soma's are more scary then enforcers.
Proto tanks - 20-30 infantry kills 5 enemy tank take downs I miss being scared but to make proto tanks not be abused like 5 in 1 ambush have it so you can only bring maybe one or two into the field have it cost about a flat 3.5 million isk 4 just the tank
I miss the old days of holy crap enemy tank! now when someone brings out an enforcer I hear my whole squad go who can blow it up fastest wins! I want to be scared again but I think have 4 or 5 , 5 million dollar tanks on the field never being destroyed was a bit over kill.
the problem with measuring like that is that the amount of kills you get is dependant on skill rather then gear
my basic logi can go 40-0 on the right map
by usuing a measurement system like that aparently standard is OP and should be nerfed.
obviously not an ideal compairison but its player skill that will determin weather buddy in a basic tank kills 5 or 20 infantry |
Cosgar
ParagonX
4550
|
Posted - 2013.08.24 11:14:00 -
[37] - Quote
Takahiro Kashuken wrote:Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank? I have no idea It might not change much because i use a 15% mod as it is now so 5% might not change much overall except for a few fits You'd essentially have the same PG you had back in Chrome if that helps. |
Takahiro Kashuken
Red Star. EoN.
1028
|
Posted - 2013.08.24 11:19:00 -
[38] - Quote
Cosgar wrote:Takahiro Kashuken wrote:Cosgar wrote:Dead link, but while you're here, would you mind helping me settle a point with the OP? If you logged in today after downtime and found out that the vehicle engineering skill got buffed from 1% per level to 5% per level, how would that change how you fit your tank? I have no idea It might not change much because i use a 15% mod as it is now so 5% might not change much overall except for a few fits You'd essentially have the same PG you had back in Chrome if that helps.
Would it help me avoid 9k damage in 3seconds?
I dont think it would tbh but at least i would have a bit more resistance on my rail
But still 5% when we used to get 25% we still getting ****** |
R F Gyro
Circle of Huskarl Minmatar Republic
473
|
Posted - 2013.08.24 11:20:00 -
[39] - Quote
Chances Ghost wrote:that may balance them against infantry in general or rather justify their increased effectivness against infantry.
but where do you stand on Anti vehicle
should the ultimate anti tank power reside in tanks or infantry? would you strive to achieve a balance between the two?
I'd like to strike a balance. I'd like to see dedicated tank killer vehicles, for example: like a HAV but with a big railgun damage bonus, but really weak defenses. But I also like the idea that infantry can hold their own against tanks, as well as tank vs tank combat.
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Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
|
Posted - 2013.08.24 11:23:00 -
[40] - Quote
Vehicles need their own objectives to accomplish. Otherwise they have nothing to do but troll infantry, which leads to more people dumping points into AV. It is already to the point that by the time I can run to a supply depot, the threat is usually already taken care of. No vehicle will ever be able to withstand a full enemy team that can swap into AV at a moment's notice.
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R F Gyro
Circle of Huskarl Minmatar Republic
473
|
Posted - 2013.08.24 11:28:00 -
[41] - Quote
Ninjanomyx wrote:Ahem.....even the Battlefield Series (And many others.....) have Tank Operators control both Mobility & Weaponry. This is completely ILLOGICAL as nobody in their right mind would PAY to Gimp their Gameplay Experience. Sure....sounds delightful to pay 10-18x the ISK in order to hope 3 Friends are on, who are both Spec'd into Tank themselves, & are willing to spend time attached @ the hip..... And it's just SUPER to want to invest excessive amounts of SP in order to Chauffeur your buddies around (Should they be on....) while they have all the FUN shooting @ S**T. You Dead-Set CoDboitards need to get the hell back where you belong.....on CoD. F**K.....even CoD: W@W had Tanks, & guess what??? Driver SHOOTS!!!! *GASP* You are even Irrelevant in your own Element I'd share my Unbiased Alternatives.....but a Logical Discussion may not be had as long as these CoDboitards lurk about, shooting everything down @ every opportunity so as to further Skew the Demographic until ALL Vehicles & Non-AR Weapon Systems are Deleted from Tranquility (LOL @ Irony of Server Name.....) Wow, you are angry.
You also seem to be making some fairly massive assumptions about what I want the game to be like, assumptions which are very probably incorrect. The assumption that I've ever played CoD or WoW is incorrect at the very least.
If you feel capable of discussing this properly I'm more than happy to do so. Just ask a sensible question in a reasonable manner without insults and I'll answer as well as I can. |
Chances Ghost
Inf4m0us
443
|
Posted - 2013.08.24 11:58:00 -
[42] - Quote
R F Gyro wrote:Chances Ghost wrote:that may balance them against infantry in general or rather justify their increased effectivness against infantry.
but where do you stand on Anti vehicle
should the ultimate anti tank power reside in tanks or infantry? would you strive to achieve a balance between the two? I'd like to strike a balance. I'd like to see dedicated tank killer vehicles, for example: like a HAV but with a big railgun damage bonus, but really weak defenses. But I also like the idea that infantry can hold their own against tanks, as well as tank vs tank combat.
balance between the two would be a good direction, offers the most flexability in overall stratagy and makes HAVs non manditory for anti - HAV duity.
i do think it should take more than 1 invisable guy sitting on a nanohive on a tower though...
back in the day a solo AVer surprised you can caused retreat.
2 avers meant trouble if you diddnt have someone in your tank to gun them down
3 meant death in most cases
all of this of course was dependant on the skill of the player.
1 good aver could absolutly mess up the tank, 2 good avers meant certain death, only the best driver would survive.
as for the driver not controlling the main turret, thats probably a stretch beyond what most tankers are willing to tolerate. BUT redusing large turret effectivness against infantry and increasing small turrets effectivness against infantry would largly acomplish the same thing
that way a solo tanker could deal with other tanks, and provide some anti -infantry support but wouldnt really be ideal for the job
but a tanker with a full tank (3 man) would be quite effective against infantry and acomplish the notion of having 3 people in tanks to fully operate them
what do you think? a nerf to large turrets anti infantry abilitys and a buff to small turret Anti infantry in exchange for some extra survivability?
would that change be enough to encourage people to fill a tank rather then kick blueberrys out as a liability?
woudl that change be enough to justify an increase in survivability and increase the amount of tank on tank AV action?
most importantly would it match the idea of balance you wanted to achieve? |
R F Gyro
Circle of Huskarl Minmatar Republic
473
|
Posted - 2013.08.24 15:32:00 -
[43] - Quote
Chances Ghost wrote: balance between the two would be a good direction, offers the most flexability in overall stratagy and makes HAVs non manditory for anti - HAV duity.
i do think it should take more than 1 invisable guy sitting on a nanohive on a tower though...
back in the day a solo AVer surprised you can caused retreat.
2 avers meant trouble if you diddnt have someone in your tank to gun them down
3 meant death in most cases
all of this of course was dependant on the skill of the player.
1 good aver could absolutly mess up the tank, 2 good avers meant certain death, only the best driver would survive.
as for the driver not controlling the main turret, thats probably a stretch beyond what most tankers are willing to tolerate. BUT redusing large turret effectivness against infantry and increasing small turrets effectivness against infantry would largly acomplish the same thing
that way a solo tanker could deal with other tanks, and provide some anti -infantry support but wouldnt really be ideal for the job
but a tanker with a full tank (3 man) would be quite effective against infantry and acomplish the notion of having 3 people in tanks to fully operate them
what do you think? a nerf to large turrets anti infantry abilitys and a buff to small turret Anti infantry in exchange for some extra survivability?
would that change be enough to encourage people to fill a tank rather then kick blueberrys out as a liability?
woudl that change be enough to justify an increase in survivability and increase the amount of tank on tank AV action?
most importantly would it match the idea of balance you wanted to achieve?
Wouldn't that lead to a simple standoff? The tank can't kill the AV infantry, the infantry can't kill the tank?
I agree with you that tankers probably won't agree to a separation of main gun from driver. That is probably why CCP aren't implementing it, but it is also why I truly believe the AV vs Tanks argument will never be settled.
For the record, I don't think that one AV guy should be able to kill a tank (assuming reasonably matched in terms of player skill). I don't think invisible swarms are a good thing. I think rendering limits need to be fixed. I think a large turret should do really nasty things to someone hiding in a tower. In fact I agree with most of what the HAV drivers are asking for, I just believe that in order to justify this they have to give up the solo tank operator capability. |
Kaheli
Rautaleijona Top Men.
0
|
Posted - 2013.08.24 15:58:00 -
[44] - Quote
There's few things i see as a main problems currently with tanks and AV:
1. Tank main gun very very effective against infantry (especially incase of blaster), while it should be used against other vehicles and installations.
If you look how tanks are used today, main guns are used to take out other vehicles and installations, not to splatter infantry (except if the infantry is crossing open ground in masses, but that's just suicide anyway). the .50 cal machine guns are in the tank to handle infantry.
2. AV infantry soloing tanks.
No infantry should be able to solo a tank with just grenades. I think Infantry AV should be squad effort. 1 swarm against you not a big deal. 3 swarms guys (supported by riflemen) against a tank should be a big threat to a tank. And if you wanna use AV grenades? Well, better make sure your squadmates have them also and take the tank down as a squad.
3. Tanks running to redline for safety.
I thinks it's bullshit that tanks can run to the hills where the enemy AV squad can't follow (or harm it) or rail tank sitting in the redline. I think one fix to this could be Swarm range and speed increase maybe paired with making the redline have no cover. If you bring a tanks into the game without any infantry support i think it's just right if you die against enemy AV infantry.
Running tanks and killing tanks should be a squad based tactic, not something you do solo. You wanna be effective against infantry? Better bring some squadmates to man those small turrets. You wanna bring down enemy tanks with infantry? Make sure you have squadmates with AV too.
And how i'd like to see tanks used? Spearheading attacks and supporting advancing infantry by giving them moving cover and firesupport, destroying installations and enemy vehicles, or defending tactically critical place\installation and provinding cover and firesupport for infantry. Not a solo machines who own against bad opponents and die horribly to one good proto AV grenade guy.... |
Charlotte O'Dell
0uter.Heaven
1086
|
Posted - 2013.08.24 16:15:00 -
[45] - Quote
I want tanks to completely dominate open battlefields with incredible tank, firepower, and range; their purpose should be anti-infantry support, the main AV method, and destruction of hard targets. However, we should allow tanks a major weakness in their design:
Tankers should be allowed to change where they want their resistance to be strongest over six faces: top, bottom, left, right, front, rear. Let's assume a tank at full proto level has 200dmg pts which equates to a total of 200% damage resistance that can be spread over the six surfaces. This way, a tank could never take damage from the top of front, but would take immediate hull (just like in eve) damage if hit anywhere else. This means that a single landmine could kill a tank, while a 5000 DPS railgun wouldn't scratch it from the front. This created a fun game of guessing what a tank's weak point is based on his behavior and also allows customization and proxy mines.would make a comeback.
That being said, a tank would need huge amounts of armor/ shields to evenly distribute evenly over his tank like a blanket. Even if a tank had 10000 shields, without resistance covering it, a forge gun could rip it off, quite easily, meaning that if a forge gun hits a part of the tank with 10% shield resistance, and tears it all off, then the shield buffer is lost EVERYWHERE, and getting jit by even a small grenade on a resistance-less face would result in a penetration of the hull and destruction.
This means that in an open environment where tanks can position themselves with their strong faces toward the enemy, they are invulnerable, but if they were to come into a city where they can be hit from all 6 angles, the would be almost instantly destroyed by a few guys with AV grenades BC they can't control the flow of battle in such a confined space.
This would also require removal of the redline, though.
I'd also appreciate a skill that allowed scout suits a 10% chance to hijack a vehicle of they got onto the turret so even in the open, infantry have a chance of hijacking vehicles if their own infantry doesn't support them. |
Xender17
Ahrendee Mercenaries EoN.
487
|
Posted - 2013.08.24 16:38:00 -
[46] - Quote
Chances Ghost wrote:alot of angry discussion has been going around about tank vs AV balance and alot of flame wars have been started as a result.
Balance
the core of it seems to stem from everyones definition of "Balance"
they try to use metrics like 1v1, and justify things with ISK cost or SP cost or other factors that really dont belong in the discussion. You are disregarding major flaw in AV vs HAVs by saying it doesn't belong in any discussions.
let me explain something about balance in a video game, or any game for that matter.
something is balanced when it creates the type of gameplay you want to see in the game. thats it, thats all there is to it. so something that completly dominates absolutly everything would be perfectly balanced in a game where that was the intended result.
imbalance is when gameplay isnt happening how you want it to and its creating circumstances that invalidate other areas of the game.
in terms of tank vs AV in Dust 514 we have to ask ourselves what we cant tank gameplay to be like and how do we get there.
The gameplay we want to see?
Naturally this means that any discussion about balancing these two things HAS to include discussion about what you want tank VS AV gameplay to look like and how you want that to interact with Infantry VS Infantry gameplay and every other interaction.
this isnt happening in any tank VS AV disscussion on the forum so lets bring it here
well what DO we want it to look like
well its a givin that we want vehicles to have a place in the game we want them to have a reason to be on the field and we want them to be useful.
currently they dont, infantry hold ALL the power and it renders tanks without a role. infantry are better at killing other infantry, and infantry are better at killing tanks, with a few exceptions.
the only advantage to a tank is that it takes specific AV weaponry to do damage to you making it easyer for you to engage infantry while remaining safe from their fire. 4 of 5 weapons do major damage to it. SLs, FGs, AVnades and Flux nades. The 5th is the PC however no where in the weapons description does talk about anything remotely AV.
The Current Problem
the current problem is the AV dominance is in the hands of infantry, which means infantry are more effective at the anti tank role than tanks are.
this creates a situation where tanks are in a role where they are slightly more effective against infantry in exchange for infantry being able to wipe them off the face of the each on a whim. AV grenades man.
how can we fix this?
that depends on what kind of gameplay you want to see?
currently theres no reason in competitive play to bring out a tank, it serves no function in any battle plans other than you really want to use one.
IF we want to see vehicle combat then obviously we need to change some things.
one way to do this would be to make tanks better at taking out tanks then infantry are. They already are. Madrugars murder every other HAV out there.
this would change it so that the best way to take out a tank would be to use another tank, without a tank you would have to group up a number of infantry and come at the tank in numbers to take it out
this is what most tankers refer to when they say you shouldn't be able to solo a tank as infantry
they arn't trying to make themselves invulnerable, they are just trying to make it so that they fight tanks for vehicle dominance while not rendering infantry AV obsolete.
this change would make infantry AV an AV support role, working WITH the tanks to take out other tanks rather then replacing them as they currently do. this would also change it so that tanks would carry around gunner specfed into AV to give them an edge in tank VS tank wars, creating tank oriented squad gameplay rather then the solo warrior gameplay we see now.
AVers seem to think tankers want to nerf them so that they become invincible, and thats not true, they want to nerf you so that they have a place in the game, and most importantly they want to play with you, be in squads with you, and co-operate with you instead of you not needing tanks at all.
Closing
In short tankers who argue for nerfs to av are doing it to create a place for tanks in he game, they are currently replaced by a single infantry wielding AV and its creating boring/ stale/ and not engaging gameplay.
what tankers want is a role in he game, and most importantly they want a reason to exist, as currently they roll in tanks because they want to rather then it being viable.
TLDR - tankers just want to love AV players and squad with them so stop hating them What we want are features that have been left out and not being soloed by things we cost in every way 8x more. AV grenades solo tanks so that would make HAV costs 20x more.
before posting answer 2 questions
1:what kind of tank/av/infantry gameplay do you want to see 1:one suggestion on how to achieve that vision of balance Replies are in bold print. |
Chances Ghost
Inf4m0us
467
|
Posted - 2013.08.24 16:49:00 -
[47] - Quote
i meant doesnt belong in THIS discussion, im sure it is applicable in some discussions, just not this one.
yes the gameplay you want to see, how do you see a game going with tanks on both sides of the field? how do you imagine them interacting with the infantry. how do you see them changing the flow of battle, what do you see their role being (more than just "support" but support in what manner)
you know, what do you want tanks to DO in a game.
balance is achieved when what you wanted tanks to do in a game is whats happening in game.
1v1/isk cost/sp cost/all those metics are poor measurements of balance not to be ignored, but not the basis of what it means to be balanced.
4-5 weapons out of 20 something... aka a low enough number to qualify as specific av designated weapons.
i kill madrugers in my gunnlogi all the time, its harder, imbalanced but not impossable. fixing the rep will restore the balance between the two types of tanks.
did you seriously comment on my TLDR??? you know that thing people put at the bottom for laughs?
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Scheneighnay McBob
Bojo's School of the Trades
3124
|
Posted - 2013.08.24 16:53:00 -
[48] - Quote
Your idea of balance is correct, but your view of the current problem in-game is not.
My militia HAV (standard railgun) destroys enemy vehicles much more quickly than my advanced infantry AV fits.
vehicles vs AV is indeed broken, but it's not broken the way tankers say. The main problems: Broken AV WP mechanics (WP gain is too slow, and it's too easy for an AVer to lose an assist)
Terrible turrets- small turrets are worthless, while large missiles rely on luck to hit infantry.
ISK cost- vehicles are far more expensive than they should be.
Map design- it's nearly impossible for counter-AVers to remove AVers from certain positions
Redline abuse- this is something for both vehicles and AVers. AVers can safely AV from the redline (sometimes shooting dropships with railgun installations). HAVs can snipe even more safely from the redline than infantry snipers. All vehicles can retreat to the redline to safely repair.
Recall abuse- getting shot at by AVers? You can now make your HAV vanish, then call it in on the redline!
Hit marker issues- they're pretty buggy and usually don't show where the vehicle is really coming from.
I'm not going to mention invisible swarms, because it never happened to me- I always see them before they hit, or as least hear them behind me. |
Chances Ghost
Inf4m0us
467
|
Posted - 2013.08.24 17:01:00 -
[49] - Quote
Scheneighnay McBob wrote:Your idea of balance is correct, but your view of the current problem in-game is not.
My militia HAV (standard railgun) destroys enemy vehicles much more quickly than my advanced infantry AV fits.
vehicles vs AV is indeed broken, but it's not broken the way tankers say. The main problems: Broken AV WP mechanics (WP gain is too slow, and it's too easy for an AVer to lose an assist)
Terrible turrets- small turrets are worthless, while large missiles rely on luck to hit infantry.
ISK cost- vehicles are far more expensive than they should be.
Map design- it's nearly impossible for counter-AVers to remove AVers from certain positions
Redline abuse- this is something for both vehicles and AVers. AVers can safely AV from the redline (sometimes shooting dropships with railgun installations). HAVs can snipe even more safely from the redline than infantry snipers. All vehicles can retreat to the redline to safely repair.
Recall abuse- getting shot at by AVers? You can now make your HAV vanish, then call it in on the redline!
Hit marker issues- they're pretty buggy and usually don't show where the vehicle is really coming from.
I'm not going to mention invisible swarms, because it never happened to me- I always see them before they hit, or as least hear them behind me.
all very very awesome points, thank you.
for invisable swarms if you want to replicate it, grab a friend and go into a merc battle, have him grab a swarm launcher and you in a militia tank, have him start in your visual range then move backwards untill hes outside your rendering range.
he should be able to see you due to the vehicle being a higher rendering priority, if not have him change elevation untill it evens out and he can see you but you cant see him.
then just simply have him shoot at you, on flat roads theres issues getting it to work, but once you add elevation changes to the mix its alot easyer for the swarmer to get the advantage.
it works both when the swarmer is higher and lower than you, and while it does work on even surfaces its not 100% in that case |
Chances Ghost
Inf4m0us
469
|
Posted - 2013.08.24 18:50:00 -
[50] - Quote
Invisable swarm footage
skip to 5:50 and watch the left side.
no trail, no explosive effect (as seen in the other swarm hits in the footage) just imact physics and damage
also not my footage... stolen from youtube
http://www.youtube.com/watch?v=2HwiIU6rJCk |
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Vrain Matari
ZionTCD
746
|
Posted - 2013.08.24 19:00:00 -
[51] - Quote
+1 Chances Ghost. Great analysis...and education. |
Bittersteel the Bastard
WarRavens League of Infamy
188
|
Posted - 2013.08.24 19:04:00 -
[52] - Quote
Until it takes multiple people to operate a HAV, I believe it shouldn't take multiple people to take down an HAV.
They should however lower the cost of the tanks. |
Chances Ghost
Inf4m0us
470
|
Posted - 2013.08.24 19:06:00 -
[53] - Quote
Bittersteel the Bastard wrote:Until it takes multiple people to operate a HAV, I believe it shouldn't take multiple people to take down an HAV.
They should however lower the cost of the tanks.
it takes 3 people to operate an HAV fully
theres just no incentive to do so, and usually is a liability more than an advantage.
so you probably mean "some way to force tankers to have gunners"? or at least enough incentive for them to have gunners? |
Void Echo
Echo Galactic Industries
1038
|
Posted - 2013.08.24 19:24:00 -
[54] - Quote
Drud Green wrote:Tanker......swap the T for a W and you have found the core of the issue.
HAHAHAHAHA ROFLMFAO OMG I CANT BREATH AHAHAHAHA
+1 that's just too funny |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.24 19:34:00 -
[55] - Quote
I look forward to my sidearm Swarms when they're not effective AV. |
Scheneighnay McBob
Bojo's School of the Trades
3125
|
Posted - 2013.08.24 19:37:00 -
[56] - Quote
This thread also brings up a very very good point- there can be no such thing as balance between vehicles and infantry AV, simply because vehicles aren't infantry AV.
Balance refers to things being equally effective at a given role. Swarm launcher vs Plasma cannon, or Madrugar vs Gunnlogi would be a balance issue, not Swarm Launcher vs Madrugar. |
Bittersteel the Bastard
WarRavens League of Infamy
189
|
Posted - 2013.08.24 19:38:00 -
[57] - Quote
Chances Ghost wrote:Bittersteel the Bastard wrote:Until it takes multiple people to operate a HAV, I believe it shouldn't take multiple people to take down an HAV.
They should however lower the cost of the tanks. it takes 3 people to operate an HAV fully theres just no incentive to do so, and usually is a liability more than an advantage. so you probably mean "some way to force tankers to have gunners"? or at least enough incentive for them to have gunners?
Yes if tanks need multiple people to take down then they should be forced to have multiple people operating it. As it is now I find many tankers complaining about the ISK loss and how because they spent so much ISK they should not be taken down by AV.
You cannot justify wanting to have supremacy over the battlefield just because you paid to do so. That is the very definition of P2W.
Yes I understand that tanks cost a lot (so they should reduce the price). However by making it so that multiple people are required to take down a tank the opposing side loses players to PTFO or to handle the enemy infantry. It becomes on 1-3, where one team now has 13 players facing 15 and has no become disadvantaged through no fault of their own. |
Void Echo
Echo Galactic Industries
1038
|
Posted - 2013.08.24 19:46:00 -
[58] - Quote
Bittersteel the Bastard wrote:Chances Ghost wrote:Bittersteel the Bastard wrote:Until it takes multiple people to operate a HAV, I believe it shouldn't take multiple people to take down an HAV.
They should however lower the cost of the tanks. it takes 3 people to operate an HAV fully theres just no incentive to do so, and usually is a liability more than an advantage. so you probably mean "some way to force tankers to have gunners"? or at least enough incentive for them to have gunners? Yes if tanks need multiple people to take down then they should be forced to have multiple people operating it. As it is now I find many tankers complaining about the ISK loss and how because they spent so much ISK they should not be taken down by AV. You cannot justify wanting to have supremacy over the battlefield just because you paid to do so. That is the very definition of P2W. Yes I understand that tanks cost a lot (so they should reduce the price). However by making it so that multiple people are required to take down a tank the opposing side loses players to PTFO or to handle the enemy infantry. It becomes on 1-3, where one team now has 13 players facing 15 and has no become disadvantaged through no fault of their own.
you mean something like this?
the way I would balance things is like this:
1 prototype tank = 3 prototype AV 1 advanced tank = 3 advanced AV 1 standard tank = 3 standard AV
however, if you have blue in your turrets, they will give you an extra survivability only if they have the same skill set as you do, this would also be needing the vehicle lock function we all want, that way if the right people were in the tank, it would be indestructible, but if its only the pilot, the tank would be killable but still do massive amounts of damage, nothing less.
this would greatly encourage the teamwork you want us to use, but it would have to be done right, and by right, I mean the pilot needs to have complete dominance over his own asset, otherwise tanks and vehicles in general would just be like BF.
also:
Pay to Win: Games that let you buy better gear or allow you to make better items then everyone else at a faster rate and then makes the game largely unbalanced even for people who have skill in the game without paying. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3289
|
Posted - 2013.08.24 19:46:00 -
[59] - Quote
Charlotte O'Dell wrote:I want tanks to completely dominate open battlefields with incredible tank, firepower, and range; their purpose should be anti-infantry support, the main AV method, and destruction of hard targets. However, we should allow tanks a major weakness in their design:
Tankers should be allowed to change where they want their resistance to be strongest over six faces: top, bottom, left, right, front, rear. Let's assume a tank at full proto level has 200dmg pts which equates to a total of 200% damage resistance that can be spread over the six surfaces. This way, a tank could never take damage from the top of front, but would take immediate hull (just like in eve) damage if hit anywhere else. This means that a single landmine could kill a tank, while a 5000 DPS railgun wouldn't scratch it from the front. This created a fun game of guessing what a tank's weak point is based on his behavior and also allows customization and proxy mines.would make a comeback.
That being said, a tank would need huge amounts of armor/ shields to evenly distribute evenly over his tank like a blanket. Even if a tank had 10000 shields, without resistance covering it, a forge gun could rip it off, quite easily, meaning that if a forge gun hits a part of the tank with 10% shield resistance, and tears it all off, then the shield buffer is lost EVERYWHERE, and getting jit by even a small grenade on a resistance-less face would result in a penetration of the hull and destruction.
This means that in an open environment where tanks can position themselves with their strong faces toward the enemy, they are invulnerable, but if they were to come into a city where they can be hit from all 6 angles, the would be almost instantly destroyed by a few guys with AV grenades BC they can't control the flow of battle in such a confined space.
This would also require removal of the redline, though.
I'd also appreciate a skill that allowed scout suits a 10% chance to hijack a vehicle of they got onto the turret so even in the open, infantry have a chance of hijacking vehicles if their own infantry doesn't support them. That's a little too much like Planetside 2 for my liking. In that game, it just resulted in every tank having to fit heavy frontal resistance, and they'd just get shredded from any other direction.
I still like the idea of a vehicle capacitor that modules run from instead of having cooldowns. This way you could run modules like hardeners perpetually, but an Armor Repairer or Shield Booster would take large amounts of energy, and if you didn't keep an eye on it, it could drain your cap and shut down all your modules, leaving you vulnerable.
If necessary, you could give infantry NON-SEEKING/HOMING grenades that drain energy from vehicles in the blast radius, allowing a skilled AV player to get close and attempt to bring down the vehicle's defenses to make it easier to destroy. However, this would still require the player to get close to the vehicle, and actually AIM their throw properly, which also means that HAVs would have additional incentive to use all three of their guns slots, and allow them additional AV defense.
I think vehicle capacitors would drastically improve the game for vehicle operators across the board. |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.24 19:49:00 -
[60] - Quote
Scheneighnay McBob wrote:This thread also brings up a very very good point- there can be no such thing as balance between vehicles and infantry AV, simply because vehicles aren't infantry AV.
Balance refers to things being equally effective at a given role. Swarm launcher vs Plasma cannon, or Madrugar vs Gunnlogi would be a balance issue, not Swarm Launcher vs Madrugar. I don't really agree with that ... you still have to balance vehicles against infantry and AV infantry in the same way you have to balance infantry Av against regular infantry.
It's unbalanced if AV infantry is gimped to the point it can't withstand a single bullet from an assault rifle ... conversely it's unbalanced if AV infantry isn't gimped at all and can stand toe to toe with regular infantry, as I used to manage with the flaylock :-) ... this is also an issue with the Forge being, in my opinion, a bit too effective against infantry, but that's another debate.
balance is about making the game fun for everyone ... HAV's running the field un-impeded by anything but a stronger HAV as they did back in E3 is unbalanced in the same way the Caldari Logi was unbalanced against other infantry, or Heavies were in Mordus Trials, or Missile Turrets or anything else we've seen.
Basically anything that makes your game fun, makes someone elses game not fun ... THAT is what needs to be balanced, and it's not something I'd want to crunch numbers for when there are so many variables in a game like DUST. |
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