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Void Echo
Echo Galactic Industries
1038
|
Posted - 2013.08.24 19:49:00 -
[61] - Quote
also, if you were to separate the main gunner from the pilot seat, you would remove all incentive and want to skill up into driving it |
Surt gods end
Demon Ronin
854
|
Posted - 2013.08.24 19:56:00 -
[62] - 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. Balancethe 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. 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. The Current Problemthe current problem is the AV dominance is in the hands of infantry, wich 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. accurate problems mentioned in thread https://forums.dust514.com/default.aspx?g=posts&m=1216479#post1216479how 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 battleplans 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. 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 shouldnt be able to solo a tank as infantry they arnt 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 orented squad gameplay rather then the solo warrior gameplay we see now. AVers seem to think tankers want to nerf them so that they become invincable, 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.ClosingIn short tankers who argue for nerfs to av are doing it to create a place for tanks int he game, they are currently replaced by a single infantry wielding AV and its creating boring/ stale/ and unengaging gameplay. what tankers want is a role int he game, and most importantly they want a reason to exsist, 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 thembefore 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 invisable swarm footage for the curious skip to 5:50 and watch for left side impact, no trail, no explosive effect just impact physics http://www.youtube.com/watch?v=2HwiIU6rJCkif you watch a any vehicle youtube footage with invisable swarms in mind you can spot them everywhere.
Lower the price. You want to see vehicles all over the field? lower the damn price. BUT IN NO FPS GAME ARE VEHICLES PRIMARY. THEY, BECAUSE IN RL SERVE AS SECONDARY (SUPPORT) With all due respect to you, THERE IS A REASON WHY TANKS ARE NEVER PRIMARY IN ALMOST ALL FPS GAMES. |
Scheneighnay McBob
Bojo's School of the Trades
3127
|
Posted - 2013.08.24 19:56:00 -
[63] - Quote
Needless Sacermendor wrote: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. Like the OP says- vehicles vs AV is completely about developer preference. You can't statistically prove one is better than the other, because they're completely different. How vehicles vs AV should work is all your own opinion. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3291
|
Posted - 2013.08.24 19:57:00 -
[64] - Quote
Void Echo wrote:also, if you were to separate the main gunner from the pilot seat, you would remove all incentive and want to skill up into driving it That actually stabs directly at the issue I mentioned of this irrational perception of HAVs as a solo vehicle, but I gave up on that a LONG time ago.
No force of man or nature in the known world can make anyone listen to reason on THAT topic. |
Surt gods end
Demon Ronin
854
|
Posted - 2013.08.24 20:04:00 -
[65] - Quote
Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.24 20:11:00 -
[66] - Quote
Surt gods end wrote:Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. Quoted for the win ! |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.24 20:16:00 -
[67] - Quote
Scheneighnay McBob wrote:Like the OP says- vehicles vs AV is completely about developer preference. You can't statistically prove one is better than the other, because they're completely different. How vehicles vs AV should work is all your own opinion. Yeah, but it's not my opinion, I can only express my opinion here on the forums as I've done in this thread ... https://forums.dust514.com/default.aspx?g=posts&m=1182471#post1182471
which the OP seems to have missed when he said "this isnt happening in any tank VS AV disscussion on the forum"
At the end of the day, it's down to CCP how they wan their game to balance. |
Skyhound Solbrave
Rough Riders..
194
|
Posted - 2013.08.24 20:19:00 -
[68] - Quote
Void Echo wrote: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.
I'm glad you're not a dev. It should NEVER take more than one person to take out one other person. Your balancing sounds "fine" with small numbers, but increase the numbers a bit and you can see how unbalanced it is.
1 tank = 3 AV (half a squad to take out on person) 2 tanks = 6 AV (whole squad to take out 2 people) 5 tanks = 15 AV (whole team to take out a single squad)
See the pattern? That's not balance, that's a crutch.
It should take one DEDICATED AVer to take out one dedicated tanker of the same meta level. Not an assault suit with AV grenades, but a fully specced and fitted AVer.
If you notice, it already works out like this if you pit Std AV gear against std tanks. There is no problen between AV and Tanks except for cost and the lack of ADV and PRO HAVs. |
Our Deepest Regret
Algintal Core Gallente Federation
55
|
Posted - 2013.08.24 20:30:00 -
[69] - Quote
What I reeeeeally, really want is to fit a high defense, low damage HAV. I'll happily trade damage-per-second for mitigation and survivability. In MMO games I enjoy rolling a (get ready for it) Tank, because I enjoy high defense characters and couldn't give a shih tzu about damage and kills. It just seems so funny to me that I can't tank with a tank. |
Bittersteel the Bastard
WarRavens League of Infamy
191
|
Posted - 2013.08.24 20:40:00 -
[70] - Quote
Skyhound Solbrave wrote:Void Echo wrote: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. I'm glad you're not a dev. It should NEVER take more than one person to take out one other person. Your balancing sounds "fine" with small numbers, but increase the numbers a bit and you can see how unbalanced it is. 1 tank = 3 AV (half a squad to take out on person) 2 tanks = 6 AV (whole squad to take out 2 people) 5 tanks = 15 AV (whole team to take out a single squad) See the pattern? That's not balance, that's a crutch. It should take one DEDICATED AVer to take out one dedicated tanker of the same meta level. Not an assault suit with AV grenades, but a fully specced and fitted AVer. If you notice, it already works out like this if you pit Std AV gear against std tanks. There is no problen between AV and Tanks except for cost and the lack of ADV and PRO HAVs.
Yep I was gone for a while but this sums up what I basically want. However I'd also like a separate class of tanks that REQUIRE multiple people to operate that will have the eHP and devastating ability that some tankers want.
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Void Echo
Echo Galactic Industries
1039
|
Posted - 2013.08.24 20:51:00 -
[71] - Quote
Skyhound Solbrave wrote:Void Echo wrote: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. I'm glad you're not a dev. It should NEVER take more than one person to take out one other person. Your balancing sounds "fine" with small numbers, but increase the numbers a bit and you can see how unbalanced it is. 1 tank = 3 AV (half a squad to take out on person) 2 tanks = 6 AV (whole squad to take out 2 people) 5 tanks = 15 AV (whole team to take out a single squad) See the pattern? That's not balance, that's a crutch. It should take one DEDICATED AVer to take out one dedicated tanker of the same meta level. Not an assault suit with AV grenades, but a fully specced and fitted AVer. If you notice, it already works out like this if you pit Std AV gear against std tanks. There is no problen between AV and Tanks except for cost and the lack of ADV and PRO HAVs.
so your saying that 3 av guys are too unreliable to destroy more than tank? |
Void Echo
Echo Galactic Industries
1039
|
Posted - 2013.08.24 20:53:00 -
[72] - Quote
with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off.. |
Pocket Rocket Girl
Psygod9
10
|
Posted - 2013.08.24 21:04:00 -
[73] - Quote
Playing as a AV about 80% of the tanks that i have come up against i can NOT kill on my own but then again these are the tankers that as soon as they are hit they move or hide behind cover the ones that i DO destroy on my own are the one that do NOT move and just sit there taking hit after hit after hit. most of the time i can not get past the shields before i loose sight of the tank. I dont think that there are any balancing problems just bad pilots. I understand that i as a AV unit am NOT expected to solo a tank but at least push it back away from its current position and my teammates |
Skyhound Solbrave
Rough Riders..
196
|
Posted - 2013.08.24 21:04:00 -
[74] - Quote
Void Echo wrote:with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off..
That's assuming the three tanks are seperated and can be dealt with individually. What if those tanks stick together? There are tankers that do this now and can completely dominate a match. Nice try grabbing at straws though. |
Bittersteel the Bastard
WarRavens League of Infamy
196
|
Posted - 2013.08.24 21:11:00 -
[75] - Quote
Void Echo wrote:with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off..
You realize if you stay in AV you are disadvantaged to infantry on your team? You'll still be 3 men down in infantry. |
Our Deepest Regret
Algintal Core Gallente Federation
55
|
Posted - 2013.08.24 21:28:00 -
[76] - Quote
I dunno, it just seems like the crux of the problem stems from Tanks having infinite ammunition. That's the most obvious reason they dominated so hard back in the dark ages. If Blaster tanks were penalized for their killing power by having to constantly resupply, there would never have been a need for AV grenades or overpowered swarm launchers.
Vehicle ammunition supply points would bring some much needed strategy to the tanking role, beyond the universally reviled "Park on a spawn point and squeeze the trigger" or the equally hated "run away when an av sneezes on you." High defense, limited ammo is the way to go. Take away easy gibs on both sides for god's sake. |
Void Echo
Echo Galactic Industries
1039
|
Posted - 2013.08.24 21:34:00 -
[77] - Quote
Bittersteel the Bastard wrote:Void Echo wrote:with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off.. You realize if you stay in AV you are disadvantaged to infantry on the other team? You'll still be 3 men down in infantry.
yeah, iv skilled into av before and I didn't spec to kill infantry, I skilled to kill vehicles.. |
Void Echo
Echo Galactic Industries
1039
|
Posted - 2013.08.24 21:35:00 -
[78] - Quote
Skyhound Solbrave wrote:Void Echo wrote:with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off.. That's assuming the three tanks are seperated and can be dealt with individually. What if those tanks stick together? There are tankers that do this now and can completely dominate a match. Nice try grabbing at straws though.
easy, just kill one at a time |
Cosgar
ParagonX
4565
|
Posted - 2013.08.24 22:17:00 -
[79] - Quote
Surt gods end wrote:Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. How come people can use RL examples on how the AR should be balanced, but when HAV come into play that goes out the window? Double standard much?
At the end of the day, everyone wants their time/ISK/SP invested in their role to mean something. (Most) Infantry have that, why not vehicles? |
Bittersteel the Bastard
WarRavens League of Infamy
197
|
Posted - 2013.08.24 22:23:00 -
[80] - Quote
Void Echo wrote:Skyhound Solbrave wrote:Void Echo wrote:with my version of it, if you have more than one tank on the field all you need is 3 AV guys on you team, they would be able to destroy each enemy tank in a 3 man group, your saying that AVers are too unreliable to take down more than one tank so you say it needs a full team...
why in your head does this mean that you need an entire team? in my head all you need is 3 people to kill us off, if 3 av = 1 tank, then those same 3 would be used to kill the others off.. That's assuming the three tanks are seperated and can be dealt with individually. What if those tanks stick together? There are tankers that do this now and can completely dominate a match. Nice try grabbing at straws though. easy, just kill one at a time
See answers like this just **** me off because you're essentially saying HTFU, yet tankers get pissy when we tell them the same.
Well here's some advice for all you tankers out there that is in line with the advice you just gave us.
"Easy, kill the AV" "Easy, avoid the AV" "Easy, don't use oversimplification in order to try and prove you nonexistent point" |
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Casius Hakoke
Molon Labe. League of Infamy
292
|
Posted - 2013.08.24 22:25:00 -
[81] - Quote
First I would like to say excellent OP and there are indeed some excellent suggestions in here for what people want to see with HAV's.
Second, I want to state that I am a HAV pilot and as being such am going to be a little biased in my opinions. But please note, that I am unwilling to dedicate my tank while not in a squad. I very much dislike playing dust solo, and do not use my tank solo. Come to me gunning squadmates.
Third, I would also like to state that when not running my HAV, for whatever reason, I always stock ADV AV grenades. So I do have some experience with AV grenades in this build.
Chances Ghost wrote:1.what kind of tank/av/infantry gameplay do you want to see 2.one suggestion on how to achieve that vision of balance
Personally I like to use my HAV as a mobile pillbox/cover for my squads/teams infantry. In other words, I like to take my gunners/squadmates to objectives/installations and cover them while they attempt to hack them. As most other tankers, I also love engaging other HAV's. They are some of the best fights I have had in game.
I feel that the best counter to a HAV should be another HAV. Wait a second before flaming me please, because I feel AV is very important still and does need a place. I feel that AV should be enough to keep an enemy HAV at bay, in fact it should be enough to force the pilot to turn around and find cover. Continual AV fire from multiple sources should be enough to take down any HAV that does not retreat to friendly areas if they have over extended.
The way that most HAV battles take place is about how much dps we can maintain and how much our damage mitigation and reppers can repair. When it comes to AV, AV operates the opposite, in that it is not maintaining dps, but the amount of spike damage it can do. Currently HAV's are setup to handle damage over time, when the type of damage they are receiving is the opposite of that.
The best example, in fact, one of the best ideas that has been continually posted for several months is the one that Mobius Wyvern posted.
Mobius Wyvern wrote: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.
I also feel like Void Echos suggestion of bonuses applied from multiple people skilled into HAV's applying a kind of 'set' bonus when they all operate the vehicle together.
Void Echo wrote: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.
But I do feel that it would need to be balanced very carefully.
Over all my primary addition to this discussion, other than pointing at those two ideas, is that the big imbalance between AV and vehicles is that AV does massive spike damage while most vehicles are setup to handle damage over time. If AV could be balanced around dps instead of spike damage, it would change the dynamic to achieve what most people are looking for, teamwork. |
Surt gods end
Demon Ronin
856
|
Posted - 2013.08.24 22:46:00 -
[82] - Quote
Cosgar wrote:Surt gods end wrote:Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. How come people can use RL examples on how the AR should be balanced, but when HAV come into play that goes out the window? Double standard much? At the end of the day, everyone wants their time/ISK/SP invested in their role to mean something. (Most) Infantry have that, why not vehicles?
We don't use RL examples for HAV's cause if that was the case, havs drivers would throw more of a fit. lol
In RL it takes one guy to take our a tank. two at most. Tanks in RL play support roles. hence why it's that way in many FPS games. |
Void Echo
Echo Galactic Industries
1040
|
Posted - 2013.08.24 23:05:00 -
[83] - Quote
Surt gods end wrote:Cosgar wrote:Surt gods end wrote:Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. How come people can use RL examples on how the AR should be balanced, but when HAV come into play that goes out the window? Double standard much? At the end of the day, everyone wants their time/ISK/SP invested in their role to mean something. (Most) Infantry have that, why not vehicles? We don't use RL examples for HAV's cause if that was the case, havs drivers would throw more of a fit. lol In RL it takes one guy to take our a tank. two at most. Tanks in RL play support roles. hence why it's that way in many FPS games.
ROFL that's all infantry ever uses against vehicles here is real life |
Cosgar
ParagonX
4567
|
Posted - 2013.08.24 23:07:00 -
[84] - Quote
Surt gods end wrote:Cosgar wrote:Surt gods end wrote:Again cause some on here would rather not hear it, for the simple fact of "DUST IS NOT A FPS! IT DOESNT HAVE TO FOLLOW ITS RULES!"
There is a reason why in Almost all FPS games, TANKS ARE NOT A PRIMARY ROLE. THEY ALWAYS FALL UNDER "SUPPORT"
You want to see tanks and DS all over the field? LOWER THE PRICE. BUT to those that feel that you need 4 guys to down a tank, come on!
So a scrub that never touched a FPS can jump in a tank and wipe the floor with PLAYERS THAT HAVE PLAYED FPS GAMES? 50-2 for a fairy that never touched a FPS game? NO. How come people can use RL examples on how the AR should be balanced, but when HAV come into play that goes out the window? Double standard much? At the end of the day, everyone wants their time/ISK/SP invested in their role to mean something. (Most) Infantry have that, why not vehicles? We don't use RL examples for HAV's cause if that was the case, havs drivers would throw more of a fit. lol In RL it takes one guy to take our a tank. two at most. Tanks in RL play support roles. hence why it's that way in many FPS games. Most FPS games have more of an infantry focus with tanks peppered in. In dust tanks are another role just like infantry. Right now, the skill gap for anyone that would have any interest in tanking is too wide because of a nerf that was put in place of a matchmaking system. In Chrome, tanks were a force multiplier where pilots would throw their money on the field in hopes of turning the tide of a battle. With proper squad support, good gunners, and disorganized opponents they were invincible. Hell, anything can be invincible with proper teamwork. In Uprising, tanks have degraded to a liability and an afterthought. Think about it, when's the last time someone legitimately complained about tanks in Uprising? If people aren't complaining, something is obviously broken. Same with the laser, shotgun, HMG, and even the mass driver in earlier patches. Tanks need to be beefed up to **** people off again or there's no point in having the role at all. |
Skyhound Solbrave
Rough Riders..
199
|
Posted - 2013.08.24 23:17:00 -
[85] - Quote
Cosgar wrote: In Chrome, tanks were a force multiplier where pilots would throw their money on the field in hopes of turning the tide of a battle. With proper squad support, good gunners, and disorganized opponents they were invincible. Hell, anything can be invincible with proper teamwork. In Uprising, tanks have degraded to a liability and an afterthought. Think about it, when's the last time someone legitimately complained about tanks in Uprising? If people aren't complaining, something is obviously broken. Same with the laser, shotgun, HMG, and even the mass driver in earlier patches. Tanks need to be beefed up to **** people off again or there's no point in having the role at all.
Are you kidding me? Chrome saw the rise of Tank514. Just call in one tank in an Ambush and go 24-0. It wasn't that long ago, not sure why you would think we would have forgotten about this. :|
Also @VoidEcho okay Strawman, have fun with your straw.
How to solve the problem in chronological order: Lower the cost of tanks > bring out matchmaking > bring out proto/adv tanks > ??? > Profit!
There is no way we can pretend to know about AV/Tank balance at this stage because it's idiotic to compare STD Tanks to Proto AV. Believe it or not, compare a STD tank to MLT AV and you would see that it's just as unbalanced in favor of the tank. |
Cosgar
ParagonX
4568
|
Posted - 2013.08.24 23:23:00 -
[86] - Quote
Skyhound Solbrave wrote:Cosgar wrote: In Chrome, tanks were a force multiplier where pilots would throw their money on the field in hopes of turning the tide of a battle. With proper squad support, good gunners, and disorganized opponents they were invincible. Hell, anything can be invincible with proper teamwork. In Uprising, tanks have degraded to a liability and an afterthought. Think about it, when's the last time someone legitimately complained about tanks in Uprising? If people aren't complaining, something is obviously broken. Same with the laser, shotgun, HMG, and even the mass driver in earlier patches. Tanks need to be beefed up to **** people off again or there's no point in having the role at all. Are you kidding me? Chrome saw the rise of Tank514. Just call in one tank in an Ambush and go 24-0. It wasn't that long ago, not sure why you would think we would have forgotten about this. :| Also @VoidEcho okay Strawman, have fun with your straw. How to solve the problem in chronological order: Lower the cost of tanks > bring out matchmaking > bring out proto/adv tanks > ??? > Profit! There is no way we can pretend to know about AV/Tank balance at this stage because it's idiotic to compare STD Tanks to Proto AV. Believe it or not, compare a STD tank to MLT AV and you would see that it's just as unbalanced in favor of the tank. People had issues with tanks in Chrome because there were so few people specced into AV while full time tankers invested 100% of their SP into HAV. The game is supposed to reward you for specializing, so it was working as intended for the most part. I used to think tanks were OP back then too until I got proto swarms and worked with other AV users to land calculated strikes. Even camping a nanohive and lobbing some Lai Dais usually did the trick too. Is game mechanic truly OP if everyone ignores that mechanic's hard counter?
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Argo Filch
Cannonfodder PMC
52
|
Posted - 2013.08.24 23:26:00 -
[87] - Quote
Just for clarification, i only read the OPs first post because i got pointed to this thread in IRC.
My thoughts on this matter is... tanks are pointless atm. They have no role in this game that would befit a Heavy Assault Vehicle.
Atm i usually only see tanks brought forth in pub/fw (don't play PC so no clue there) matches to be infantry killing machines. And either if it's cheap, stoopid fit tanks, they die fast or if it's a real tanker behind the wheel with skills and the right tank and fit, he either dominates the landscape and kills everything in sight, or he just vanishes in the redline and recalls his tank if he meets heavy, organized AV resistance. The other thing i see is that the real tankers drive around the map in circles with their speed mods and just pick off infantry that pops up before their sight. Makes it also hard for AV on foot to get them. So you would really need to bring another tank yourself to kill them.
Nevertheless tanks atm are nothing more then infantry killing machines and have no other purpose and are usually a dominating force in pub matches, especially if you encounter 2-3 tanks at once on the enemy side. Which is not that unusual.
Now if tanks had actually something to do that befit their killing power and resistance. Like take out some kind of installations to win the battle. If we had something like the fabled Skirmish 1.0 where you had to take out 2 installations in the first phase as an attacker, then you could use tanks to speed up the getting rid process by killing those installations instead of having them hacked for self destruction. Infantry could also defend these attacking tanks from enemy infantry. And the defender could get out tanks to prevent this from happening. This would give tanks a role.
But as it is right now, i'd rather tanks be banned in pub matches. But the improved matchmaking might get rid of the "tanks stomp everything on the map" problem because those players would be matched against ppl that have a change against tanks.
And i usually find it kinda funny that i always read "one AV infantry guy can take out any tank"... that infantry guy has to have very decent AV skills to pull that off. And not everyone specs into proto nades and other AV weaponry because he needs to get rid of pesky tanks that annoy people in pub matches. At least i didn't for now. And, if i go solo, i also seem to be always thrown into matches where nobody else has either. |
Surt gods end
Demon Ronin
856
|
Posted - 2013.08.24 23:44:00 -
[88] - Quote
@cosgar
Would it be a liability if the price of tanks was dropped? and people have complained about tanks dude. lol That never stopped.
I view a tank as a tank. (I'm coming from a FPS POV)
what I notice is that some on here view tank as a MMO ROLE "TANK". and I think that has to do with a lot of the conflict. But reducing the price would put more tanks on the field.
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hgghyujh
Expert Intervention Caldari State
81
|
Posted - 2013.08.25 00:12:00 -
[89] - Quote
well put but I dont think making tanks more effective infantry killers will make them work, instead they need a rep-rate debuff and a tank buff, this would allow them to be a legitimate threat on the field for longer and force them off the field for linger periods if not destroyed.
of course all of this requires that tanks cant be recalled with less then 2/3-3/4 their total HP |
Chances Ghost
Inf4m0us
488
|
Posted - 2013.08.25 03:26:00 -
[90] - Quote
some of you have missed the point.
balance in a game is measured by the devs
dev states it wasnts this unit to be able to acomplish this task.
balance is achieved when the dev gets what he wants.
aka a heavy machine gunner that took 5 guys to take down would be perfectly balanced in a game designed to have a HMG user that takes 5 men to take town.
a game where a single tank wreaks absolute havok on the battleground is balanced in a game where the dev decided they wanted tanks to be absolute havok ont he battleground.
you basolutly cannot use metrics like price, or how many people cant take it out to measure if something is balanced
something is balanced when it does what you want it to in a game, and its imbalanced when it starts to do things you DIDDNT want it to.
flaylock was nerfed because it wasnt doing what they wanted it to, it was being used as a primary weapon, so they nerfed it back to something you would use as a secondary.
caldari logis got nerfed because they were being used as assault classes over actual assault classes.
notice the connections, things get nerfed when they start doing things they wernt designed to do, the definition of unbalanced is something that is being used in ways the developers feel are causing types of gameplay they dont want to see in the game.
Assault rifles are blanced because we still see alot of weapon divercity, back when the TAC AR was king it was nerfed because nearly every single player was using it causing unwanted gameplay.
sure the numbers belong in talks of WHY somethings balanced or imbalanced, as as explaination of why its warping the intended gameplay.
but balance is about CREATING INTENDED GAMEPLAY. so you cant have a talk about balancing without discussing
its role (support isnt clear enough of a definition, everyone in the game is effin support to everyone else)
how oftin you want to see them on the battlefield, if you want them to be a 1 a game thing, you would lie 1-3 tanks on either side of a game?
do you want the same people to be financially able to bring tanks to EVERY battle? or do you want it to be a tactical desision?
in order what should be the best methods of killing tanks rated best to worst.
these are the types of questions developers use to measure somethings place in the game and balance it.
and it requireing 10 people to take out a tank is perfectly balanced in a gamewhere are tank was purposly designed to require 10 people to take out
conversly it requireing only 1 infantry to take out a tank is ALSO perferctly balanced
the only difference is what kind of gameplay we will see in both those cases.
balance is about greating specific gameplay |
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