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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
2
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Posted - 2013.08.27 19:13:00 -
[1] - Quote
Ok here we go....
Definition: Strengths: Long range, heavy armor, and devastating attacks. Team unit.
Weakness: Infantry at Close quarters (Think C4 charges low throw distance high damage triggered effect), mines, high value target, high powered unguided rockets, lower powered targeted rockets. Grenades doing little to no damage.
CCP Definition: Finite ammo, "lift your skirt and run away after 15 seconds", pull up to supply depot / Shell Gas Station to refill every 3 minutes.
Weakness: Forge Guns, lasers, harsh language, sharp sticks, bumps in the terran inflicting 1000's of damage, infantry hand held grenades that match damage of 20 ton barrel mounted on 50 tons of metal. I think what kills me is the grenades in this game doing insane damage, who thought that one up?
I am sure someone noted that sometimes your Active Boosters DO NOT FUNCTION PROPERLY! So thanks for adding more emphasis on a broken link in programming.
In closing get your sheet together. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
3
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Posted - 2013.08.27 23:24:00 -
[2] - Quote
Heinrich Jagerblitzen wrote:Flyingconejo wrote:To be honest, what I've read so far looks like a nerf to vehicles, but we won't really know if you don't tell us the numbers.
CCP, we can't give you meaningful feedback without numbers.
All we have are vague worlds like "long cool down timers", "short engagements", "ultra long cool down timers", "too slow to be used in the heat of battle", etc.... For all we know it could be a buff, but until you give us proper numbers we wont be able to give you good feedback.
We need numbers like:
- Hull specifics: ISK cost, slot layout, CPU/PG, base HP, etc...
- Module specifics: ISK cost, CPU/PG requirements, bonus, duration, cooldown, etc...
- Turret specifics: ISK cost, CPU/PG requirementes, damage, ammo, rof, etc...
There are a lot of experienced pilots and AV guys in the community. Give them those numbers in advance, and they will help you make this work. I think you're missing the point of this thread. We've been asking CCP for months now not to just post numbers up right before a patch is released, but to engage the community in more advanced discussion about design intent - before they even get to the stage where numbers start being adjusted. Thankfully, they've obliged and I hope that this is the beginning of a new trend. It's exactly the sort of communication that the CPM has been pushing for. When balancing anything, whether its weapons, dropsuits, or vehicles - you have to start with an outline of how you want the game to play out on the battlefield - and this discussion doesn't have to include numbers in any way. Once you establish good goals, numbers become the means to an end - the tools with which you execute a design strategy. Typically, all players have received in the past are those numbers - and without the accompanying discussion of intent. This is completely backwards: there is little value in CCP wasting time balancing numbers according to a plan that the players may or may not agree with. What's the point in "fixing" vehicles if CCP disagrees on what needs to be fixed? All that to say - numbers come in to play towards the end of this discussion, once goals are tweaked and finalized. If there's any major red flags here, CCP is saving a ton of time and money by allowing you to point them out now before they sit down to crunch numbers. This is also why all the QQ about "OMG THIS NERFS MY ________" is fairly irrelevant and premature - no one should be making assumptions about other variables (AV weaponry, WP accrual) being fixed. AV will certainly need adjustment, that goes without saying. Again, tweaking AV numbers to balance against this new design strategy is something that is done during its execution - not during the initial community sanity-check, which is what this thread is really about. Once they move into the number-tweaking phase, you can than evaluate the values adjusted based on the criteria established by the design strategy: They'll clearly either support the concept or they won't. Many thanks to those that HAVE been patient and realize that this sort of communication is exactly what we want to encourage CCP to participate in - and shelved the bitching and moaning about buffs, nerfs, and numbers for the time being to focus on the merits (or lack thereof) in the strategy outlined in the OP.
I am getting the point that CCP pays no attention to problems facing tanks. -Invisible Swarmers. -Active Boosters failing to Activate. -No Locking tone to warn them of missles. -Cheap Forge guns with abilities to do damage that rivals a tank turret. -Grenades that inflict TERRIBLE damage to them. -Dropships being paper soaked in gasoline. -A complete LACK of understanding about a tank being a mobile weapons platform and turning it into a "fast attack with long cooldowns" vehicle.
Here is a link so they can get an idea of what a tank should be.... http://en.wikipedia.org/wiki/Tank
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ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
3
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Posted - 2013.08.30 18:42:00 -
[3] - Quote
I think I have come to grips with the problems.
Dust Players get nothing special, small ecosystem with a few highly contested planets. (Patched Later)
Do we have connected Market with Eve? No (Patched Later)
Do we have issues where a suit that a person paid ISK/Aurum for dies because of poor game mechanics? Yes (Patch Later)
Do you think this game will get better? Yes (Patched Later)
Will we have cool new vehicles? Yes (Patched Later)
Will you fix the fact that tanks that cost millions of ISK and SP to get into are taking down with relative ease? Yes (Patched Later)
Will you lock vehicles so that only owners can use them? Maybe (Patched Later)
I am seeing a trend with promises and no delivery. I am also seeing a trend that we are given the short end of the stick under the guise that everything will be cool.
Stop selling dreams CCP and lets start seeing some forward progress. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
7
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Posted - 2013.09.05 14:08:00 -
[4] - Quote
Temba Fusrodah wrote:I hopped on a HAV in a FW match today and it completely dominated. The new map gave him lots of places to seek cover and we survived the entire match. Only once did we get very low on armor.
So I think the fear of this patch being a nerf for HAVs is wrong.
Totally with you on this one, but I also think the new maps are better constructed. Since playing a dozen games on 1.4 I have only lost one tank and that was due to heavy drinking on my part. The swarms really have not changed at all.
Side Note: The older maps allow for more complete rooftop camping with forge guns. The 4 pillars of doom where a person can hit everything on the map comes to mind. If they removed those pillars the map would be a lot more balanced but who am I anyway..... |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
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Posted - 2013.09.13 18:05:00 -
[5] - Quote
Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
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Posted - 2013.09.13 18:59:00 -
[6] - Quote
Temba Fusrodah wrote:ABadMutha13 wrote:Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. So everybody wants invulnerability from the little armored soldiers running around, lol, get a clue! You are all taking parts of the game you like and saying " make me special because I spent isk to get this" lol, this game comes from CCP. In Eve players blow up trillions of isk worth of ships and stations and stuff daily. Even the biggest ship worth trillions of isk can be captured by a warp bubble from a ship a fraction of the cost. Stop whining and man up! Your HAV and your dropship are not going to ever be invulnerable, this is a kill and be killed game that is part of the kill and be killed sandbox created by CCP. Do not deploy any vehicle you don't want to see blown up, keep it shiny, nice, and safe in your assets and bring stuff to the battlefield you can afford to lose.
So you are saying that the higher level vehicles should be as weak as a cheap suit and a cheap gun? And you comparing it to Eve is completely off, because you don't see cheap fighters killing EVERYTHING if you did then everyone would be flying those and no one would invest in larger weaker ships.
Its simple logic lost on your even smaller mind.
Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya.
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ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
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Posted - 2013.09.13 19:57:00 -
[7] - Quote
Temba Fusrodah wrote:Suanar Daranaus wrote: Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya."
__--Depends on where you hang out in EVE space. If you are Only in empire, ( which I'm NOT saying you are ), you could be right.
The absolute foolishness of this statement is laughable. No where in Eve is safe, let me repeat that for emphasis, NO WHERE IN EVE IS SAFE! My corp specializes in high security ganking, and war decs, it's what we do. If you undock in high or low secuirity space we can kill you, if you flee to your player owned station we can blow it and you up. If you are in Null security space everyone you meet not in your corp or alliance might blow you up. Do not speak of what you do not know. So I believe no dropsuit, no vehicle in Dust514 will ever be invulnerable, remember it's kill and be killed!
Well I suspected and I was right....
Keep on trolling kid. |
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