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Chances Ghost
Inf4m0us
431
|
Posted - 2013.08.24 09:19:00 -
[1] - Quote
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.
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 Problem
the 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.
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 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.
Closing
In 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 them |
Drud Green
Royal Uhlans Amarr Empire
172
|
Posted - 2013.08.24 09:23:00 -
[2] - Quote
Tanker......swap the T for a W and you have found the core of the issue. |
Silas Swakhammer
GamersForChrist Orion Empire
73
|
Posted - 2013.08.24 09:25:00 -
[3] - Quote
Thoughtful response to the recently increased vehicle drama. +1 |
Chances Ghost
Inf4m0us
431
|
Posted - 2013.08.24 09:27:00 -
[4] - Quote
Drud Green wrote:Tanker......swap the T for a W and you have found the core of the issue.
tell me what kind of vehicle gameplay you want to see int he game
then tell me the changes you would make to create that gameplay
|
Delta 749
Kestrel Reconnaissance
1834
|
Posted - 2013.08.24 09:37:00 -
[5] - Quote
You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 09:49:00 -
[6] - Quote
Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic
so you diddnt read the post
thats cool
right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like.
also not once did you meantion what kind of tank gameplay you want to see and how you want to get there.
second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer.
its a game and it works like a game.
so what role do you want tanks to have
what gameplkay do you see coming out of that
and how do you want to get there
answer those questions or every single opinion you have on balance is just plain irrelevant.
you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit?
meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now
meaning no reason for infantry AV to exsist.
essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless |
Nalhe Saldana
Forsaken Immortals Top Men.
132
|
Posted - 2013.08.24 09:50:00 -
[7] - Quote
One big problem is that tanks tanking ability scales up so much with skills and equipment, this should be normalized and then they can make their killing ability scale more instead.
Tanks regenerative ability should be kept low and buffer high so AVers can force tanks to leave but not kill them so easily.
Also infantry has the ability to hide and shoot AV from protected places, this isnt something tanks can do very good and thats enough reason in its own to make them more survivable. |
Spkr4theDead
International-Fleet
459
|
Posted - 2013.08.24 09:54:00 -
[8] - Quote
You can't argue logic against radical, feverish hatred of something. |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 09:55:00 -
[9] - Quote
Spkr4theDead wrote:You can't argue logic against radical, feverish hatred of something.
this thread is for those of us who can leave the other crap to the rest of the forums |
Spkr4theDead
International-Fleet
459
|
Posted - 2013.08.24 09:55:00 -
[10] - Quote
Nalhe Saldana wrote:One big problem is that tanks tanking ability scales up so much with skills and equipment, this should be normalized and then they can make their killing ability scale more instead.
Tanks regenerative ability should be kept low and buffer high so AVers can force tanks to leave but not kill them so easily.
Also infantry has the ability to hide and shoot AV from protected places, this isnt something tanks can do very good and thats enough reason in its own to make them more survivable. LOLLLLLLLLLLLLL
PRO swarms will be able to do 7000 damage in just a few seconds when 1.4 hits.
High buffer? You're talking about no less than 50%. Can't have that, because that's overpowered. |
|
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 09:56:00 -
[11] - Quote
Spkr4theDead wrote:Nalhe Saldana wrote:One big problem is that tanks tanking ability scales up so much with skills and equipment, this should be normalized and then they can make their killing ability scale more instead.
Tanks regenerative ability should be kept low and buffer high so AVers can force tanks to leave but not kill them so easily.
Also infantry has the ability to hide and shoot AV from protected places, this isnt something tanks can do very good and thats enough reason in its own to make them more survivable. LOLLLLLLLLLLLLL PRO swarms will be able to do 7000 damage in just a few seconds when 1.4 hits. High buffer? You're talking about no less than 50%. Can't have that, because that's overpowered.
pro swarms wont be able to do what your saying, they will have to re-lock between shots unlike now
meaning they are just MARGINALLY faster then what they are now
meaning fractions of a second |
sixteensixty4
CAUSE 4 C0NCERN
77
|
Posted - 2013.08.24 09:57:00 -
[12] - Quote
soo many tank threads, soo many tears you guys are too funny |
Cosgar
ParagonX
4548
|
Posted - 2013.08.24 09:58:00 -
[13] - Quote
Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. |
Delta 749
Kestrel Reconnaissance
1835
|
Posted - 2013.08.24 09:59:00 -
[14] - Quote
Chances Ghost wrote:Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic so you diddnt read the post thats cool right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like. also not once did you meantion what kind of tank gameplay you want to see and how you want to get there. second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer. its a game and it works like a game. so what role do you want tanks to have what gameplkay do you see coming out of that and how do you want to get there answer those questions or every single opinion you have on balance is just plain irrelevant. you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit? meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now meaning no reason for infantry AV to exsist. essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless
Whine more, the "This isnt the real world" excuse wears real thin when you have plenty of tankers cry "But its a tank, it should tank damage"
And if you cant suss out that my saying the tanks role is "heavy fire support" is somehow not me saying how I think tank gameplay should be and how suggesting certain buffs is not me saying how I think we should get there then your comprehension ability is terrible and you have no place attempting to tell people how relevant their opinions on a subject are
Even more so since so far you are doing what many other tankers have done, make a long winded statement when the core idea is "nerf this so I dont die" and getting salty when a post that you glossed over disagrees with you and then attempting to railroad the conversation, it betrays that you have no real interest in actually discussing the manner Oh and try not double spacing every line, it adds to the page length unnecessarily and is a lame way to extend the length of your post If I were going to play armchair psychologist I would say you do it in an attempt to overwhelm and frighten people off |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 09:59:00 -
[15] - Quote
Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. 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 |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 10:03:00 -
[16] - Quote
Delta 749 wrote:Chances Ghost wrote:Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic so you diddnt read the post thats cool right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like. also not once did you meantion what kind of tank gameplay you want to see and how you want to get there. second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer. its a game and it works like a game. so what role do you want tanks to have what gameplkay do you see coming out of that and how do you want to get there answer those questions or every single opinion you have on balance is just plain irrelevant. you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit? meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now meaning no reason for infantry AV to exsist. essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless Whine more, the "This isnt the real world" excuse wears real thin when you have plenty of tankers cry "But its a tank, it should tank damage" And if you cant suss out that my saying the tanks role is "heavy fire support" is somehow not me saying how I think tank gameplay should be and how suggesting certain buffs is not me saying how I think we should get there then your comprehension ability is terrible and you have no place attempting to tell people how relevant their opinions on a subject are Even more so since so far you are doing what many other tankers have done, make a long winded statement when the core idea is "nerf this so I dont die" and getting salty when a post that you glossed over disagrees with you and then attempting to railroad the conversation, it betrays that you have no real interest in actually discussing the manner Oh and try not double spacing every line, it adds to the page length unnecessarily and is a lame way to extend the length of your post If I were going to play armchair psychologist I would say you do it in an attempt to overwhelm and frighten people off
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
seriously DO IT
in simple terms, what EXACTLY do you believe they should be capable of, and how EXACTLY do you think they should acomplish this task, what changes should or shouldnt be made to create what you want. you have brought nothing to the discussion while telling me im doing the same.
currently both tanks and infantry AV are irrelevant, one exsists simply to torture those who willingly spec into and role with other not because of its power but because they just like tanks.
DO YOU BELIEVE that infantry should be the dominate anti- vehicle force, and WHY, and what effect will this have on the game.
its simple to actually participate in the thread rather then tear it down for exsisting, im simply asking for your opinion on the topic and a discussion on it
what your giving me is your opinion on the threads exsistance and telling me it shouldnt be said
|
Delta 749
Kestrel Reconnaissance
1835
|
Posted - 2013.08.24 10:10:00 -
[17] - Quote
Chances Ghost wrote:Delta 749 wrote:Chances Ghost wrote:Delta 749 wrote:You say all that but most tankers hate infantry, hate anyone that isnt them even looking at their vehicle, and have a care bear non aggression pact with other tank drivers so even if you do see them on the field they ignore each other for easy kills
You want to play against just tanks and not worry about infantry AV then world of tanks is just over there
And that whole "we want a place" is bullshit since the place tanks are now is the same place tanks are in the real world, heavy fire support It is not some end all be all rolling wall of steel and death that needs another juggernaut to stop it, militaries have been finding ways for a man on foot to bust them apart solo ever since they rolled onto the battlefield
Now if you want to talk about buffing tanks by giving them defensive systems in line with what we have now then Im all for that, giving them a TROPHY system that draws off X amount of swarms from a cluster fired at them or a Nakidka camo kit to make it more difficult to acquire a lock then Im all for that but crying and demanding nerfs is idiotic so you diddnt read the post thats cool right now a single AV infantry renders tanks obsolete, hence why you see nonagression pactsand the like. also not once did you meantion what kind of tank gameplay you want to see and how you want to get there. second this ISNT THE REAL WORLD, you cant draw parralels to the real world outside of tactics that may or may not transfer. its a game and it works like a game. so what role do you want tanks to have what gameplkay do you see coming out of that and how do you want to get there answer those questions or every single opinion you have on balance is just plain irrelevant. you think tanks are in a good place right now? where the only reason people use them is because they want to, and they arnt viable in competitive play even a little bit? meaning if you diddnt have tankers that just plain like tanks no matter how bad they are you wouldnt have any tanks ont he field right now meaning no reason for infantry AV to exsist. essentially in the current game neatiher tanks nor infantry AV needs to exsist to obtain the game level of gameplay we have now meaning both are worthless Whine more, the "This isnt the real world" excuse wears real thin when you have plenty of tankers cry "But its a tank, it should tank damage" And if you cant suss out that my saying the tanks role is "heavy fire support" is somehow not me saying how I think tank gameplay should be and how suggesting certain buffs is not me saying how I think we should get there then your comprehension ability is terrible and you have no place attempting to tell people how relevant their opinions on a subject are Even more so since so far you are doing what many other tankers have done, make a long winded statement when the core idea is "nerf this so I dont die" and getting salty when a post that you glossed over disagrees with you and then attempting to railroad the conversation, it betrays that you have no real interest in actually discussing the manner Oh and try not double spacing every line, it adds to the page length unnecessarily and is a lame way to extend the length of your post If I were going to play armchair psychologist I would say you do it in an attempt to overwhelm and frighten people off 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 seriously DO IT in simple terms, what EXACTLY do you believe they should be capable of, and how EXACTLY do you think they should acomplish this task, what changes should or shouldnt be made to create what you want. you have brought nothing to the discussion while telling me im doing the same. currently both tanks and infantry AV are irrelevant, one exsists simply to torture those who willingly spec into and role with other not because of its power but because they just like tanks. DO YOU BELIEVE that infantry should be the dominate anti- vehicle force, and WHY, and what effect will this have on the game. its simple to actually participate in the thread rather then tear it down for exsisting, im simply asking for your opinion on the topic and a discussion on it what your giving me is your opinion on the threads exsistance and telling me it shouldnt be said
I did do that and you not comprehending that, willingly I presume, and bringing it up again with much added fluff retreading what you have already said tells me that you have no good response and are stalling for time
1/10 try again |
R F Gyro
Circle of Huskarl Minmatar Republic
472
|
Posted - 2013.08.24 10:10:00 -
[18] - Quote
The fundamental problem here is that tankers believe one player in a tank should be more powerful than one infantry player, but the infantry players don't agree. We can talk about ISK and SP. proto and non-proto, engagement ranges etc. as much as we want, but until we address that core issue we're unlikely to come to any agreement.
It isn't like we don't have a simple solution even: make HAVs require three players to operate effectively, then make them three times as effective as one infantry player.
How do we make tanks need 3 players to operate? Player 1 (driver) drives the tank, has the front small gun and limited field of view; player 2 (gunner) has the main gun, and also a limited field of view; player 3 (commander) has the top small gun and the external view.
|
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 10:16:00 -
[19] - Quote
Delta 749 wrote:
I did do that and you not comprehending that, willingly I presume, and bringing it up again with much added fluff retreading what you have already said tells me that you have no good response and are stalling for time
1/10 try again
all youve said is tank/av balance is fine
wich is proven to be un-true
so i asked for you to justify it
and you essentially said because "real world"
the real world isnt balanced, and it makes for a terrible game, a very not fun, imbalanced, stompy good time game
nobody wants to play that game.
games dont work like real life, they achieve balance, and work towards creating and maintaining a certain type of gameplay
unlink real life, where you throw money at things and you win.
so do you have a rebuttal, to the statement that AV infantry renders tanks obsolete, and there is no reason for tanks to exssit when you can bring one guy with a forge gun and LAV and a logi?
at wich point you no longer need the guy with the forge gun |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 10:18:00 -
[20] - Quote
R F Gyro wrote:The fundamental problem here is that tankers believe one player in a tank should be more powerful than one infantry player, but the infantry players don't agree. We can talk about ISK and SP. proto and non-proto, engagement ranges etc. as much as we want, but until we address that core issue we're unlikely to come to any agreement.
It isn't like we don't have a simple solution even: make HAVs require three players to operate effectively, then make them three times as effective as one infantry player.
How do we make tanks need 3 players to operate? Player 1 (driver) drives the tank, has the front small gun and limited field of view; player 2 (gunner) has the main gun, and also a limited field of view; player 3 (commander) has the top small gun and the external view.
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? |
|
Cosgar
ParagonX
4549
|
Posted - 2013.08.24 10:22:00 -
[21] - Quote
Chances Ghost wrote:Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. 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 If you do the above, nothing would need to be changed and we wouldn't be having this discussion. Infantry players don't give a crap about pilots and pilots have a chip on their shoulders against infantry. This topic is going to wind up going 10+ pages of back and forth valid points from both sides that will eventually degrade into who has the best insults to exert their e-peen. The end result will be another topic being ignored and the devs will continue on trying to re-balance two game mechanics around a nerf that shouldn't have happened in the first place if they had taken the advice of the majority of the community and made matchmaking a top priority. What you say matter as much as the next guy on here, but in the end, unwarranted self importance while standing on a virtual soap box will amount to nothing while the elephant in the room continues to be ignored. I've given you a valid fact that I've been stating on these god forsaken forums since the day it happened, and again it seems like I'll go ignored because everything we say on here doesn't matter when the developers are going to pick and choose the topics they want to read whether the CPM brings it to their attention or not. The sooner you realize this harsh truth, the better. |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 10:28:00 -
[22] - Quote
Cosgar wrote:Chances Ghost wrote:Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. 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 If you do the above, nothing would need to be changed and we wouldn't be having this discussion. Infantry players don't give a crap about pilots and pilots have a chip on their shoulders against infantry. This topic is going to wind up going 10+ pages of back and forth valid points from both sides that will eventually degrade into who has the best insults to exert their e-peen. The end result will be another topic being ignored and the devs will continue on trying to re-balance two game mechanics around a nerf that shouldn't have happened in the first place if they had taken the advice of the majority of the community and made matchmaking a top priority. What you say doesn't matter as much as what I have to say, but in the end, unwarranted self importance while standing on a virtual soap box will amount to nothing while the elephant in the room continues to be ignored. I've given you a valid fact that I've been stating on these god forsaken forums since the day it happened, and again it seems like I'll go ignored because everything we say on here doesn't matter when the developers are going to pick and choose the topics they want to read whether the CPM brings it to their attention or not. The sooner you realize this harsh truth, the better.
the problem wiht it i believe is that it wont actually fix the problem
you may have more survivable tanks yes, but anti tank will still be infantry dominant, basically rendering tanks obsolete no matter how survivable they are,
the previous tanks back in chromosome were in their infancy, nobody really knew what was up and tehre were alot of bugs hidden around
tanks were doing roughly 2x the damage they are now due to a bug in the way passive skills stacked.
there were next to no players speced into proto AV as well so the tanks wernt really being attacked all that agressivly by individual players and most tank deaths were being caused by other tanks.
thats no longer the case, and now that infantry are the kings of anti-vehicle i dont think a simple increase in powergrid (and therefor survivability and extreme fit variety) is going to be enough to justify their exsistance on a competitive level |
Ninjanomyx
TeamPlayers EoN.
272
|
Posted - 2013.08.24 10:28:00 -
[23] - Quote
R F Gyro wrote:The fundamental problem here is that tankers believe one player in a tank should be more powerful than one infantry player, but the infantry players don't agree. We can talk about ISK and SP. proto and non-proto, engagement ranges etc. as much as we want, but until we address that core issue we're unlikely to come to any agreement.
It isn't like we don't have a simple solution even: make HAVs require three players to operate effectively, then make them three times as effective as one infantry player.
How do we make tanks need 3 players to operate? Player 1 (driver) drives the tank, has the front small gun and limited field of view; player 2 (gunner) has the main gun, and also a limited field of view; player 3 (commander) has the top small gun and the external view.
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.....) |
Cosgar
ParagonX
4549
|
Posted - 2013.08.24 10:33:00 -
[24] - Quote
Chances Ghost wrote:Cosgar wrote:Chances Ghost wrote:Cosgar wrote:Here's a radical idea: Get the devs to buff the vehicle engineering skill back to 5% per level and focus on matchmaking to help new players instead of punishing veterans that invested their time/SP/ISK into their trade. 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 If you do the above, nothing would need to be changed and we wouldn't be having this discussion. Infantry players don't give a crap about pilots and pilots have a chip on their shoulders against infantry. This topic is going to wind up going 10+ pages of back and forth valid points from both sides that will eventually degrade into who has the best insults to exert their e-peen. The end result will be another topic being ignored and the devs will continue on trying to re-balance two game mechanics around a nerf that shouldn't have happened in the first place if they had taken the advice of the majority of the community and made matchmaking a top priority. What you say doesn't matter as much as what I have to say, but in the end, unwarranted self importance while standing on a virtual soap box will amount to nothing while the elephant in the room continues to be ignored. I've given you a valid fact that I've been stating on these god forsaken forums since the day it happened, and again it seems like I'll go ignored because everything we say on here doesn't matter when the developers are going to pick and choose the topics they want to read whether the CPM brings it to their attention or not. The sooner you realize this harsh truth, the better. the problem wiht it i believe is that it wont actually fix the problem you may have more survivable tanks yes, but anti tank will still be infantry dominant, basically rendering tanks obsolete no matter how survivable they are, the previous tanks back in chromosome were in their infancy, nobody really knew what was up and tehre were alot of bugs hidden around tanks were doing roughly 2x the damage they are now due to a bug in the way passive skills stacked. there were next to no players speced into proto AV as well so the tanks wernt really being attacked all that agressivly by individual players and most tank deaths were being caused by other tanks. thats no longer the case, and now that infantry are the kings of anti-vehicle i dont think a simple increase in powergrid (and therefor survivability and extreme fit variety) is going to be enough to justify their exsistance on a competitive level If you don't think +20% PG matters then something is wrong. Ask any dedicated pilot how tough it is trying to actually fit something. Not like it matters, because like I said earlier, this is going to get buried under several pages of infantry and pilots having a pissing contest. Welcome to the dust merc condition. |
Takahiro Kashuken
Red Star. EoN.
1028
|
Posted - 2013.08.24 10:33:00 -
[25] - Quote
Old swarms patch
New swarms patch
Look at the pic http://i.imgur.com/tLiMw1K.png?1 |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
670
|
Posted - 2013.08.24 10:37:00 -
[26] - Quote
Takahiro Kashuken wrote:Old swarms patch New swarms patch Look at the pic http://i.imgur.com/tLiMw1K.png?1Current Swarm Launcher Timeline 1.2 seconds: 1st volley launched (1.2 second lock-on time) 3.2 seconds: Fire interval delay finished 4.4 seconds: 2nd volley launched 6.4 seconds: Fire interval delay finished 7.6 seconds: 3rd volley launched 9.6 seconds: Fire interval delay finished 10.8 seconds: 4th volley launched (SL Operation 5 increases clip size to 4) 15.3 seconds: Finished reloading (4.5 second reload time) 16.5 seconds: 5th volley launched 18.5 seconds: Fire interval delay finished 19.7 seconds: 6th volley launched Uprising 1.4 Swarm Launcher Timeline 1.05 seconds: 1st volley launched (1.05 second lock-on time with 25% reduction from SL Operation 5) 1.35 seconds: Fire interval delay finished 2.4 seconds: 2nd volley launched 2.7 seconds: Fire interval delay finished 3.75 seconds: 3rd volley launched 8.25 seconds: Finished reloading (SL Operation no longer increases clip size, 4.5 second reload time) 9.3 seconds: 4th volley launched 9.6 seconds: Fire interval delay finished 10.65 seconds: 5th volley launched 10.95 seconds: Fire interval delay finished 12 seconds: 6th volley launched
That link has mafe me cry. Im now going to go start lubeing up in oreperation for the shafting im going to recieve in1.5.
|
Cosgar
ParagonX
4549
|
Posted - 2013.08.24 10:37:00 -
[27] - Quote
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? |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
671
|
Posted - 2013.08.24 10:39:00 -
[28] - 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?
Ohh lord that would put my shields right where they should be. I had an amazing variety of fits in orevious builds witg all sorts of gizmos and I didnt have to sacrifice too much tank to do it. |
Chances Ghost
Inf4m0us
434
|
Posted - 2013.08.24 10:45:00 -
[29] - 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?
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 |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
672
|
Posted - 2013.08.24 10:50:00 -
[30] - Quote
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. |
|
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
|
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.
|
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.
|
|
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?
|
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 |
|
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. |
|
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.
|
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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Chances Ghost
Inf4m0us
488
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Posted - 2013.08.25 03:39:00 -
[91] - Quote
for instance lets take a look at tank gameplay now
its ability give it a shock trooper feel
you bring in tanks to give your infantry the power of push to take a well blockaded objective.
tanks currently dont have staying power, so it requires tactical choice on when you want to spend this is for the power of push and you have to assume they are dead the moment you call them out.
they are currently disposable frontal assault weapons that are used to remove infantry from well entrached positions and give your infantry a chance to move in and mop in the mess before the tanks bet blown to smithereens
THATS what i mean about creating a picture of gameplay.
and THATS PERFECTLY BALANCED in a game where thats the intended gameplay.
the problem is we have no idea what the inteded gameplay is so we just see something that costs 1mil isk and dies
so we assume its imbalanced, when in reality it could be perfectly balanced to create this gameplay
now since they are doing a rework of balance we can assume that this ISNT the intended gameplay and that in the developers mind they had a different idea in mind when they wanted tanks in the game.
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Vrain Matari
ZionTCD
753
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Posted - 2013.08.25 14:28:00 -
[92] - 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. True, but it's not an absolute. I've done an awful lot of successful point defense/delay with a toxin smg.
They are gimped in range and lack of grenades, no argument there.
I think AV infantry are worth about half an AI infantry as long as they choose their battles correctly and don't try to be the superman. |
Chances Ghost
Inf4m0us
511
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Posted - 2013.08.25 15:25:00 -
[93] - Quote
Vrain Matari wrote:
True, but it's not an absolute. I've done an awful lot of successful point defense/delay with a toxin smg.
They are gimped in range and lack of grenades, no argument there.
I think AV infantry are worth about half an AI infantry as long as they choose their battles correctly and don't try to be the superman.
they are still quality infantry
they can hack objectives, they trade infantry stopping power for vehicle stopping power (commandos dont even have to make that trade but ehy are a different can of worms lets not go there)
they dont even lose ALL their infantry stopping power, just some of it
and lets not forget they are still another target to shoot at, wich is a concept known as target saturation. aka the tactic in the invasion of normandy |
Needless Sacermendor
Red Fox Brigade
355
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Posted - 2013.08.26 11:58:00 -
[94] - Quote
Our Deepest Regret wrote: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. This would go a long way to solving the problem of HAVs dominating where no AV exists, AND the problem of HAVs destroying Supply Depots that are easily being overun by blue infantry ready to hack and supply themselves with hives and switch from their AV fit they no longer need as there are 3 blue HAVs on the field (happened last night so I made it my purpose to deny them the CRU kills by hacking them early before the red dots were killed, lets face it, I couldn't switch to my AR and be useful cos they blew the Supply Depot we had secured already.)
If HAVs needed the supply depots as much as infantry did, we might see more balanced fights between nonAV skilled infantry and HAVs, if they could control the Supply Depots denying the enemy HAVs of ammunition would be a valid tactic. Obviously maps would need to be adjusted to account for vehicles dependancy and you could even incorporate vehicle ammo supply modules for logistics LAVs n dropships etc. ... give them a purpose too. |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
703
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Posted - 2013.08.26 12:03:00 -
[95] - 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.
The reason tanks seemd invinsible in previous builds was because not many folks skilled properly into av as many thought av nades were good enough. Now that we have many many proto av scrubs tanks are taking an unnessisary pounding. |
ThouArtGorey
Death in Two Strikes
0
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Posted - 2013.09.04 13:00:00 -
[96] - Quote
1. What should tank/av/infantry gameplay be like? 2. One way of getting there.
Well so far no one even knows the true role of tanks, maybe because they have none. So ask any serious tanker or anyone who touches a tank why they'll call it down in a game. Or rather, keep reading and get my reasoning on this.
Why do I call down my tank? If it's not because I see another decent tank and get excited, It's to kill people. Granted, I'll bust out a rail and break some installations but those are threats to my tank, and as such I have justification for beaking them... and anyone can buy a sica and do the same, which they do. But like I said, main reason I'll ever call in my tank is to kill people, and I have special builds just for that. So as for the role of my tank or any tank? It's a situational super-slayer.
So now that we know the role of our tanks (and I'd bet people will actually agree) I'm gonna answer your question. Tanks balanced against infantry and infantry av methods are just that, pretty well balanced. Although player behavior is what seems to throw off that balance. ie forge shots and swarm missiles raining from the heavens to the far reaches of the map. No matter what anyone says or how anyone tries to do this, no swarm launcher or forge gun will ever kill a well fitted tank (pilot skills don't matter) with just one shot/volley/salvo/burst. Never. Tanks aren't meant to die with one shot, and then we sit there and gun down every other dude and his mom.
That's what I see, and that's what tank/av/infantry gameplay should look like. Tanks can't be one shot killed, and have to be killed by building a ton of spike damage, which it can't handle. That implies that if you wanna kill a decent tank, you better grab a bud and use good ol' fashioned teamwork. Wanna hack an objective? Grab a bud. Wanna defend that objective? Grab a bud. Wanna take out that heavy? Grab a bud. Wanna be a heavy? Grab a LogiBro bud... Wanna take out that tank? You grab a bud. And just so there are no double standards tanks are better and more effective with designated gunners. Namely guys in assault suits packing av grenades. Those are the tanks that'll really get you worked up because you can never ever kill them because you always die first. Those tankers that run with squadmates and designated gunners, as I said. This game encourages teamwork (quite obviously) and that's why you shouldn't be able to solo a decent tank. Luck, situation, experience and player skill aside. Not that you ever can solo one anyway.
That's a good thing. Because that implies that tanks are working as intended. They're high power killing machines that won't die to an assault rifle. They're like the super heavy suits if you will. That's why people continue to skill into them and use them on a regular basis with no true role on the battlefield. Because no matter what game mode you play. People spawn in with guns and get shot up. So that's why you'll always keep seeing that "situational super-slayer" you love so much. Armor tanks need rebalancing against shield tanks, but only stat and number wise. Against av methods, they should reverse the 1.4 swarm buff as it's coming to be known. The tracking and damage on wiyrkomi swarms are 2 good enough strong points that they don't need unlimited range. One change I'd make to get there.
My piece. ^ |
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