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Arkena Wyrnspire
Turalyon 514
2807
|
Posted - 2013.08.28 23:24:00 -
[1] - Quote
Tanks and infantry are the subject of a lot of GÇÿdebateGÇÖ on the forums. The purpose of this topic is to have a reasonable discussion about the subject without everyone telling each other to go back to COD. If you post in this thread, please keep it civil. ItGÇÖs my hope that both sides can explain their concerns and needs and then we (or CCP) can think of a good compromise.
This does not concern the current state of balance. Tanks certainly do need a buff in their current state, but thatGÇÖs not the point of this thread - this is to think about where they should be in the future.
I will begin by listing the concerns (at least the ones IGÇÖm aware of, IGÇÖll update this list) of both sides.
HAV concerns: Not isk efficient, too expensive for their cost Too easy for a single AV specialist to destroy them or lock the field down for them Disparity in tech levels between tanks and AV - proto AV exists while proto tanks do not
Infantry concerns: Possibility of extremely hard to stop pubstomping machines Fear of a complete mechanical inability to stop a tank ravaging a team
Both sides have very valid concerns. If tanks are too strong, they could easily pubstomp endlessly, with infantry getting completely crushed bar some organised AV squads. At the same time, tankers are investing significant isk into their tanks, much more than is put into any individual dropsuit, and so it should certainly be capable of doing more damage than a single dropsuit.
If it only takes one AV specialist to kill a tank, then (as tanks are such large targets and AV weapons generally have excellent range) it doesnGÇÖt take much more to effectively lock down the field for other vehicles as well, especially if the time to kill is low. This is a problem. On the other hand, if it takes multiple AV to destroy one vehicle a solo HAV pilot is effectively worth multiple players and if there isnGÇÖt an organised AV group in every match then thereGÇÖll be heavy tank pubstomping.
ThereGÇÖs a balance to be found that keeps HAVs powerful machines of war in the right circumstances but still vulnerable in the wrong circumstances.
What do you think HAVs should be like in terms of power? Post your thoughts, and try to keep it civil please.
|
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3363
|
Posted - 2013.08.28 23:29:00 -
[2] - Quote
Arkena Wyrnspire wrote:Tanks and infantry are the subject of a lot of GÇÿdebateGÇÖ on the forums. The purpose of this topic is to have a reasonable discussion about the subject without everyone telling each other to go back to COD. If you post in this thread, please keep it civil. ItGÇÖs my hope that both sides can explain their concerns and needs and then we (or CCP) can think of a good compromise.
This does not concern the current state of balance. Tanks certainly do need a buff in their current state, but thatGÇÖs not the point of this thread - this is to think about where they should be in the future.
I will begin by listing the concerns (at least the ones IGÇÖm aware of, IGÇÖll update this list) of both sides.
HAV concerns: Not isk efficient, too expensive for their cost Too easy for a single AV specialist to destroy them or lock the field down for them Disparity in tech levels between tanks and AV - proto AV exists while proto tanks do not
Infantry concerns: Possibility of extremely hard to stop pubstomping machines Fear of a complete mechanical inability to stop a tank ravaging a team
Both sides have very valid concerns. If tanks are too strong, they could easily pubstomp endlessly, with infantry getting completely crushed bar some organised AV squads. At the same time, tankers are investing significant isk into their tanks, much more than is put into any individual dropsuit, and so it should certainly be capable of doing more damage than a single dropsuit.
If it only takes one AV specialist to kill a tank, then (as tanks are such large targets and AV weapons generally have excellent range) it doesnGÇÖt take much more to effectively lock down the field for other vehicles as well, especially if the time to kill is low. This is a problem. On the other hand, if it takes multiple AV to destroy one vehicle a solo HAV pilot is effectively worth multiple players and if there isnGÇÖt an organised AV group in every match then thereGÇÖll be heavy tank pubstomping.
ThereGÇÖs a balance to be found that keeps HAVs powerful machines of war in the right circumstances but still vulnerable in the wrong circumstances.
What do you think HAVs should be like in terms of power? Post your thoughts, and try to keep it civil please.
I think an HAV should be a powerful platform that presents a serious threat to infantry, but as a multi-person vehicle. Many of the complaints about the imbalance are coming from players who try to avoid having any infantry in their secondary turrets, which are there for the purpose of trying to take out or suppress enemy infantry that the HAV isn't focused on. |
Spkr4theDead
International-Fleet
509
|
Posted - 2013.08.28 23:33:00 -
[3] - Quote
It's simple, really. We want our tanks to be worth the investment in SP and ISK. We also don't believe we should be soloed by some scrub with Lai Dais. We do feel they should take teamwork to destroy. Got 3 guys with MLT swarms going against 2 spider tanking Gunnlogis? Those tanks should never drop below 4/5 of their max shield. Ever. Got 2 guys with assault forge guns? At least one dead tank. Got 3 guys with MLT swarms going against 2 spider tanking Madrugars? Laugh at the guys using swarms. Got 2 guys with Wiyrkomi swarms? Dead tanks.
Manage to achieve balance between PRO and a hypothetical PRO tank? Should take 2 PRO AV to destroy it. One to chase it away. No, you shouldn't be able to solo that PRO tank with your PRO AV. Why? How would you like it if the STD sniper rifle was a OHK on your ADV suit? |
Spkr4theDead
International-Fleet
509
|
Posted - 2013.08.28 23:38:00 -
[4] - Quote
Mobius Wyvern wrote:Arkena Wyrnspire wrote:Tanks and infantry are the subject of a lot of GÇÿdebateGÇÖ on the forums. The purpose of this topic is to have a reasonable discussion about the subject without everyone telling each other to go back to COD. If you post in this thread, please keep it civil. ItGÇÖs my hope that both sides can explain their concerns and needs and then we (or CCP) can think of a good compromise.
This does not concern the current state of balance. Tanks certainly do need a buff in their current state, but thatGÇÖs not the point of this thread - this is to think about where they should be in the future.
I will begin by listing the concerns (at least the ones IGÇÖm aware of, IGÇÖll update this list) of both sides.
HAV concerns: Not isk efficient, too expensive for their cost Too easy for a single AV specialist to destroy them or lock the field down for them Disparity in tech levels between tanks and AV - proto AV exists while proto tanks do not
Infantry concerns: Possibility of extremely hard to stop pubstomping machines Fear of a complete mechanical inability to stop a tank ravaging a team
Both sides have very valid concerns. If tanks are too strong, they could easily pubstomp endlessly, with infantry getting completely crushed bar some organised AV squads. At the same time, tankers are investing significant isk into their tanks, much more than is put into any individual dropsuit, and so it should certainly be capable of doing more damage than a single dropsuit.
If it only takes one AV specialist to kill a tank, then (as tanks are such large targets and AV weapons generally have excellent range) it doesnGÇÖt take much more to effectively lock down the field for other vehicles as well, especially if the time to kill is low. This is a problem. On the other hand, if it takes multiple AV to destroy one vehicle a solo HAV pilot is effectively worth multiple players and if there isnGÇÖt an organised AV group in every match then thereGÇÖll be heavy tank pubstomping.
ThereGÇÖs a balance to be found that keeps HAVs powerful machines of war in the right circumstances but still vulnerable in the wrong circumstances.
What do you think HAVs should be like in terms of power? Post your thoughts, and try to keep it civil please.
I think an HAV should be a powerful platform that presents a serious threat to infantry, but as a multi-person vehicle. Many of the complaints about the imbalance are coming from players who try to avoid having any infantry in their secondary turrets, which are there for the purpose of trying to take out or suppress enemy infantry that the HAV isn't focused on. How many times must we say this?
We get very stupid blue dots in our turrets practically every match. No, I don't want that idiot lighting me up on the map for Red Johnny Random to lock on to me with his cheap EZ-Mode Darkside CBR7s. I'd rather play half taxi to those idiot blue dots who may or may not jump out when I'm next to a red objective with no red dots in sight, where I KNOW for certain he can't light me up on the map, than stay in the redline for 1/3 of the match because the idiot gets mad at me that I won't give him air to shoot at.
You don't understand what it's like until you experience it for yourself. It's maddening to see some blue dot get angry at me because I won't ferry him around in my 80 ton limo (at least, that's how it seems to me how they themselves view blue dot tanks). |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5583
|
Posted - 2013.08.28 23:39:00 -
[5] - Quote
Aside from STD AV grenades, I didn't spec into AV (like the majority of people who get killed by tanks). I never felt that there was really no chance of victory against a tank. At their current power level tanks are fine, but the prices need to drastically be reduced considering how one guy with a PRO AV weapon can make a tanker cower in fear (my brother is a good 12 mill SP tanker). After rebalancing of 1.5, tanks should not ultimately be stronger, but they should be cheaper. |
Arkena Wyrnspire
Turalyon 514
2807
|
Posted - 2013.08.28 23:40:00 -
[6] - Quote
Spkr4theDead wrote:It's simple, really. We want our tanks to be worth the investment in SP and ISK. We also don't believe we should be soloed by some scrub with Lai Dais. We do feel they should take teamwork to destroy. Got 3 guys with MLT swarms going against 2 spider tanking Gunnlogis? Those tanks should never drop below 4/5 of their max shield. Ever. Got 2 guys with assault forge guns? At least one dead tank. Got 3 guys with MLT swarms going against 2 spider tanking Madrugars? Laugh at the guys using swarms. Got 2 guys with Wiyrkomi swarms? Dead tanks.
Manage to achieve balance between PRO and a hypothetical PRO tank? Should take 2 PRO AV to destroy it. One to chase it away. No, you shouldn't be able to solo that PRO tank with your PRO AV. Why? How would you like it if the STD sniper rifle was a OHK on your ADV suit?
That mostly seems quite fair. What do you think of the current costs of tanks? How much do you think it would be reasonable for a PRO tank to cost with that level of power, given that isk to power ratio gets higher at that point?
Also, do you think that slightly lesser amounts of AV than your cited 'kill numbers' should be sufficient to make tanks take cover on occasion? |
Obodiah Garro
Tech Guard General Tso's Alliance
244
|
Posted - 2013.08.28 23:48:00 -
[7] - Quote
HAV atm have no clear mission in the game. They are a crutch, an extra 7k ehp for a lone soldier to roll around and shoot at infantry while still protected by whatever dropsuit they use.
Its hard to balance HAV ehp against AV because all AV are situational, there are no omni damage weapons that deal with the different types of HAV that are present.
Straight up, get rid of HAV or buff them and make the gunner and pilot seperate. Making AV work in groups against a HAV is only credible if it takes a group to operate a game changer like a HAV in the first place.
Otherwise, let single AV destroy HAV, the AV runner needs to take the risk to be inefficient against the primary threat (infantry) while at the same time the HAV pilot effectively has a second life (his dropsuit). |
BL4CKST4R
WarRavens League of Infamy
1284
|
Posted - 2013.08.28 23:48:00 -
[8] - Quote
Arkena Wyrnspire wrote:Tanks and infantry are the subject of a lot of GÇÿdebateGÇÖ on the forums. The purpose of this topic is to have a reasonable discussion about the subject without everyone telling each other to go back to COD. If you post in this thread, please keep it civil. ItGÇÖs my hope that both sides can explain their concerns and needs and then we (or CCP) can think of a good compromise.
This does not concern the current state of balance. Tanks certainly do need a buff in their current state, but thatGÇÖs not the point of this thread - this is to think about where they should be in the future.
I will begin by listing the concerns (at least the ones IGÇÖm aware of, IGÇÖll update this list) of both sides.
HAV concerns: Not isk efficient, too expensive for their cost Too easy for a single AV specialist to destroy them or lock the field down for them Disparity in tech levels between tanks and AV - proto AV exists while proto tanks do not
Infantry concerns: Possibility of extremely hard to stop pubstomping machines Fear of a complete mechanical inability to stop a tank ravaging a team
Both sides have very valid concerns. If tanks are too strong, they could easily pubstomp endlessly, with infantry getting completely crushed bar some organised AV squads. At the same time, tankers are investing significant isk into their tanks, much more than is put into any individual dropsuit, and so it should certainly be capable of doing more damage than a single dropsuit.
If it only takes one AV specialist to kill a tank, then (as tanks are such large targets and AV weapons generally have excellent range) it doesnGÇÖt take much more to effectively lock down the field for other vehicles as well, especially if the time to kill is low. This is a problem. On the other hand, if it takes multiple AV to destroy one vehicle a solo HAV pilot is effectively worth multiple players and if there isnGÇÖt an organised AV group in every match then thereGÇÖll be heavy tank pubstomping.
ThereGÇÖs a balance to be found that keeps HAVs powerful machines of war in the right circumstances but still vulnerable in the wrong circumstances.
What do you think HAVs should be like in terms of power? Post your thoughts, and try to keep it civil please.
*AV should stomp tanks, tanks should stomp infantry.
*AV should be effective even at basic level, Tanks should be effective even at basic level.
*Tanks should be cheap, about twice the price of a similar infatry fitting of the same tier.
*Increased battle rewards so it is easier to make money even if you get destroyed a couple of times. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3365
|
Posted - 2013.08.28 23:49:00 -
[9] - Quote
Spkr4theDead wrote:Mobius Wyvern wrote:Arkena Wyrnspire wrote:Tanks and infantry are the subject of a lot of GÇÿdebateGÇÖ on the forums. The purpose of this topic is to have a reasonable discussion about the subject without everyone telling each other to go back to COD. If you post in this thread, please keep it civil. ItGÇÖs my hope that both sides can explain their concerns and needs and then we (or CCP) can think of a good compromise.
This does not concern the current state of balance. Tanks certainly do need a buff in their current state, but thatGÇÖs not the point of this thread - this is to think about where they should be in the future.
I will begin by listing the concerns (at least the ones IGÇÖm aware of, IGÇÖll update this list) of both sides.
HAV concerns: Not isk efficient, too expensive for their cost Too easy for a single AV specialist to destroy them or lock the field down for them Disparity in tech levels between tanks and AV - proto AV exists while proto tanks do not
Infantry concerns: Possibility of extremely hard to stop pubstomping machines Fear of a complete mechanical inability to stop a tank ravaging a team
Both sides have very valid concerns. If tanks are too strong, they could easily pubstomp endlessly, with infantry getting completely crushed bar some organised AV squads. At the same time, tankers are investing significant isk into their tanks, much more than is put into any individual dropsuit, and so it should certainly be capable of doing more damage than a single dropsuit.
If it only takes one AV specialist to kill a tank, then (as tanks are such large targets and AV weapons generally have excellent range) it doesnGÇÖt take much more to effectively lock down the field for other vehicles as well, especially if the time to kill is low. This is a problem. On the other hand, if it takes multiple AV to destroy one vehicle a solo HAV pilot is effectively worth multiple players and if there isnGÇÖt an organised AV group in every match then thereGÇÖll be heavy tank pubstomping.
ThereGÇÖs a balance to be found that keeps HAVs powerful machines of war in the right circumstances but still vulnerable in the wrong circumstances.
What do you think HAVs should be like in terms of power? Post your thoughts, and try to keep it civil please.
I think an HAV should be a powerful platform that presents a serious threat to infantry, but as a multi-person vehicle. Many of the complaints about the imbalance are coming from players who try to avoid having any infantry in their secondary turrets, which are there for the purpose of trying to take out or suppress enemy infantry that the HAV isn't focused on. How many times must we say this? We get very stupid blue dots in our turrets practically every match. No, I don't want that idiot lighting me up on the map for Red Johnny Random to lock on to me with his cheap EZ-Mode Darkside CBR7s. I'd rather play half taxi to those idiot blue dots who may or may not jump out when I'm next to a red objective with no red dots in sight, where I KNOW for certain he can't light me up on the map, than stay in the redline for 1/3 of the match because the idiot gets mad at me that I won't give him air to shoot at. You don't understand what it's like until you experience it for yourself. It's maddening to see some blue dot get angry at me because I won't ferry him around in my 80 ton limo (at least, that's how it seems to me how they themselves view blue dot tanks). I have experienced it for myself, which is why a means of locking vehicles to players outside your squad is a necessity. Whenever I use an HAV, I try and get Corpmates I know are good at gunning to squad with me and help handle the infantry that try and get the drop on me. |
Spkr4theDead
International-Fleet
509
|
Posted - 2013.08.29 00:09:00 -
[10] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:It's simple, really. We want our tanks to be worth the investment in SP and ISK. We also don't believe we should be soloed by some scrub with Lai Dais. We do feel they should take teamwork to destroy. Got 3 guys with MLT swarms going against 2 spider tanking Gunnlogis? Those tanks should never drop below 4/5 of their max shield. Ever. Got 2 guys with assault forge guns? At least one dead tank. Got 3 guys with MLT swarms going against 2 spider tanking Madrugars? Laugh at the guys using swarms. Got 2 guys with Wiyrkomi swarms? Dead tanks.
Manage to achieve balance between PRO and a hypothetical PRO tank? Should take 2 PRO AV to destroy it. One to chase it away. No, you shouldn't be able to solo that PRO tank with your PRO AV. Why? How would you like it if the STD sniper rifle was a OHK on your ADV suit? That mostly seems quite fair. What do you think of the current costs of tanks? How much do you think it would be reasonable for a PRO tank to cost with that level of power, given that isk to power ratio gets higher at that point? Also, do you think that slightly lesser amounts of AV than your cited 'kill numbers' should be sufficient to make tanks take cover on occasion? Turret prices need to be reduced. Module prices could be reduced by a small percentage. Why does my extra HP cost more than a PRO AV weapon?
Enforcers should be removed, and PRO hulls should take up the cost of 1.2 mil ISK.
If one guy with MLT swarms is launching at a good fit Madrugar, no, the tank should stay there and laugh. |
|
BL4CKST4R
WarRavens League of Infamy
1284
|
Posted - 2013.08.29 00:12:00 -
[11] - Quote
Spkr4theDead wrote:Arkena Wyrnspire wrote:Spkr4theDead wrote:It's simple, really. We want our tanks to be worth the investment in SP and ISK. We also don't believe we should be soloed by some scrub with Lai Dais. We do feel they should take teamwork to destroy. Got 3 guys with MLT swarms going against 2 spider tanking Gunnlogis? Those tanks should never drop below 4/5 of their max shield. Ever. Got 2 guys with assault forge guns? At least one dead tank. Got 3 guys with MLT swarms going against 2 spider tanking Madrugars? Laugh at the guys using swarms. Got 2 guys with Wiyrkomi swarms? Dead tanks.
Manage to achieve balance between PRO and a hypothetical PRO tank? Should take 2 PRO AV to destroy it. One to chase it away. No, you shouldn't be able to solo that PRO tank with your PRO AV. Why? How would you like it if the STD sniper rifle was a OHK on your ADV suit? That mostly seems quite fair. What do you think of the current costs of tanks? How much do you think it would be reasonable for a PRO tank to cost with that level of power, given that isk to power ratio gets higher at that point? Also, do you think that slightly lesser amounts of AV than your cited 'kill numbers' should be sufficient to make tanks take cover on occasion? Turret prices need to be reduced. Module prices could be reduced by a small percentage. Why does my extra HP cost more than a PRO AV weapon? Enforcers should be removed, and PRO hulls should take up the cost of 1.2 mil ISK. If one guy with MLT swarms is launching at a good fit Madrugar, no, the tank should stay there and laugh.
Thats like saying if one guy is shooting at me with a MLT AR I should laugh. |
Spkr4theDead
International-Fleet
509
|
Posted - 2013.08.29 00:15:00 -
[12] - Quote
Obodiah Garro wrote:HAV atm have no clear mission in the game. They are a crutch, an extra 7k ehp for a lone soldier to roll around and shoot at infantry while still protected by whatever dropsuit they use.
Its hard to balance HAV ehp against AV because all AV are situational, there are no omni damage weapons that deal with the different types of HAV that are present.
Straight up, get rid of HAV or buff them and make the gunner and pilot seperate. Making AV work in groups against a HAV is only credible if it takes a group to operate a game changer like a HAV in the first place.
Otherwise, let single AV destroy HAV, the AV runner needs to take the risk to be inefficient against the primary threat (infantry) while at the same time the HAV pilot effectively has a second life (his dropsuit). LOLWUT
Homing swarms that do ~2500 per volley is a crutch. AV grenades that do ~2000 each are a crutch. It's pathetically easy to solo a tank if the pilot isn't paying attention.
Obodiah Garro wrote:Straight up, get rid of HAV
At least you're honest about it. Fine. I'll accept that if you agree to lose all level 5 gear. |
Spkr4theDead
International-Fleet
509
|
Posted - 2013.08.29 00:16:00 -
[13] - Quote
BL4CKST4R wrote:Spkr4theDead wrote:Arkena Wyrnspire wrote:Spkr4theDead wrote:It's simple, really. We want our tanks to be worth the investment in SP and ISK. We also don't believe we should be soloed by some scrub with Lai Dais. We do feel they should take teamwork to destroy. Got 3 guys with MLT swarms going against 2 spider tanking Gunnlogis? Those tanks should never drop below 4/5 of their max shield. Ever. Got 2 guys with assault forge guns? At least one dead tank. Got 3 guys with MLT swarms going against 2 spider tanking Madrugars? Laugh at the guys using swarms. Got 2 guys with Wiyrkomi swarms? Dead tanks.
Manage to achieve balance between PRO and a hypothetical PRO tank? Should take 2 PRO AV to destroy it. One to chase it away. No, you shouldn't be able to solo that PRO tank with your PRO AV. Why? How would you like it if the STD sniper rifle was a OHK on your ADV suit? That mostly seems quite fair. What do you think of the current costs of tanks? How much do you think it would be reasonable for a PRO tank to cost with that level of power, given that isk to power ratio gets higher at that point? Also, do you think that slightly lesser amounts of AV than your cited 'kill numbers' should be sufficient to make tanks take cover on occasion? Turret prices need to be reduced. Module prices could be reduced by a small percentage. Why does my extra HP cost more than a PRO AV weapon? Enforcers should be removed, and PRO hulls should take up the cost of 1.2 mil ISK. If one guy with MLT swarms is launching at a good fit Madrugar, no, the tank should stay there and laugh. Thats like saying if one guy is shooting at me with a MLT AR I should laugh. What, you don't have better than MLT gear yourself?
What part of tank eludes you? |
Void Echo
Echo Galactic Industries
1095
|
Posted - 2013.08.29 00:31:00 -
[14] - Quote
Obodiah Garro wrote:HAV atm have no clear mission in the game. They are a crutch, an extra 7k ehp for a lone soldier to roll around and shoot at infantry while still protected by whatever dropsuit they use.
Its hard to balance HAV ehp against AV because all AV are situational, there are no omni damage weapons that deal with the different types of HAV that are present.
Straight up, get rid of HAV or buff them and make the gunner and pilot seperate. Making AV work in groups against a HAV is only credible if it takes a group to operate a game changer like a HAV in the first place.
Otherwise, let single AV destroy HAV, the AV runner needs to take the risk to be inefficient against the primary threat (infantry) while at the same time the HAV pilot effectively has a second life (his dropsuit).
that actually counters all meaning for the personal vehicle investment in the game.
I did NOT skill into tanks for someone else to use the main aspects of it.
that thinking only comes from regular FPS games, in regular FPS games, there is no personal investment towards anything, in this game its towards EVERYTHING.
I would understand a single AVer destroying a tank by himself if the weapon or dropsuit hes using was the size of a vehicle. |
Obodiah Garro
Tech Guard General Tso's Alliance
246
|
Posted - 2013.08.29 00:36:00 -
[15] - Quote
Void Echo wrote: that actually counters all meaning for the personal vehicle investment in the game.
I did NOT skill into tanks for someone else to use the main aspects of it.
that thinking only comes from regular FPS games, in regular FPS games, there is no personal investment towards anything, in this game its towards EVERYTHING.
I would understand a single AVer destroying a tank by himself if the weapon or dropsuit hes using was the size of a vehicle.
What is the main aspect of a HAV then? Aside from your personal murder wagon?
Single AVs have been destroying tanks since tanks were invented I dont see the difference in this game, however if they change the fundamentals of HAV operation to make it more of a squad/tandem design, then yea that would warrant a greater response from the opposing team.
1 trooper rolling about in a HAV himself? Gtfo lol, let that thing die to solitary FG and SL all day long.
|
Void Echo
Echo Galactic Industries
1097
|
Posted - 2013.08.29 02:56:00 -
[16] - Quote
Obodiah Garro wrote:Void Echo wrote: that actually counters all meaning for the personal vehicle investment in the game.
I did NOT skill into tanks for someone else to use the main aspects of it.
that thinking only comes from regular FPS games, in regular FPS games, there is no personal investment towards anything, in this game its towards EVERYTHING.
I would understand a single AVer destroying a tank by himself if the weapon or dropsuit hes using was the size of a vehicle.
What is the main aspect of a HAV then? Aside from your personal murder wagon? Single AVs have been destroying tanks since tanks were invented I dont see the difference in this game, however if they change the fundamentals of HAV operation to make it more of a squad/tandem design, then yea that would warrant a greater response from the opposing team. 1 trooper rolling about in a HAV himself? Gtfo lol, let that thing die to solitary FG and SL all day long.
this is where it all differs.
it comes down to a simple question...
Why should you decide how HAVs work when you do not have anything invested in them, why not let the drivers decide what their purpose is? why are you the only opinion that should matter when deciding the fate of other styles that you do not even use? |
Draxus Prime
BurgezzE.T.F
1402
|
Posted - 2013.08.29 03:07:00 -
[17] - Quote
your tank was almost mine void echo remember? |
Obodiah Garro
Tech Guard General Tso's Alliance
256
|
Posted - 2013.08.29 03:11:00 -
[18] - Quote
Void Echo wrote: this is where it all differs.
it comes down to a simple question...
Why should you decide how HAVs work when you do not have anything invested in them, why not let the drivers decide what their purpose is? why are you the only opinion that should matter when deciding the fate of other styles that you do not even use?
Am not speaking from any bias but from a perspective of achieving balance. For instance all my SP invested in SL would be a waste if there was no vehicles to shoot at. On the other hand why would a HAV pilot want to give away any of his advantage?
I enjoy shooting HAV/LAV/DS but I do need targets, I dont think what I said was so unreasonable a suggestion than say, HAV pilots wanting to be in a position where 1 player necessitates a response from more than 1 other on the opposing team.
Its not even the players fault that there are so many HAV/AV hate threads going about, CCP released PRO AV and not their counterparts, am in favour of losing PRO AV if CCP have a plan to balance vehicles on the whole at STD level, the problem isnt just with dealing with HAV though, AV runners need to deal with all vehicles and if HAV are slow then **** man, thats your problem. However it becomes everybodies problem if HAV become powerful to the extent that it breaks the game. Why would people log in to the threat of getting stomped by HAV if the game itself forces people to spec into FG/SL to take out errant HAV or otherwise just be murdered?
I cant speak of the effectiveness of STD FG against your HAV but am damn sure if your a good pilot then STD SL wont be causing you greif if its comming from 1 red. **** needs to be balanced. |
Our Deepest Regret
Algintal Core Gallente Federation
85
|
Posted - 2013.08.29 03:12:00 -
[19] - Quote
What I've taken from Wolfman's posting about how survivability is going to work for tanks, is that Pilots can either use high defense machines with low killing power, or they can build high damage fragile models that can use defensive modules with high cooldowns, but the era of the murder machine with consistently great defense isn't coming back. You gotta choose one or the other. Makes sense to me. |
Sgt Kirk
SyNergy Gaming EoN.
1361
|
Posted - 2013.08.29 03:13:00 -
[20] - Quote
Void Echo wrote:this is where it all differs.
it comes down to a simple question...
Why should you decide how HAVs work when you do not have anything invested in them, why not let the drivers decide what their purpose is? why are you the only opinion that should matter when deciding the fate of other styles that you do not even use? Simple
Infantry 514
Coming late 2013 |
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Void Echo
Echo Galactic Industries
1099
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Posted - 2013.08.29 03:16:00 -
[21] - Quote
Draxus Prime wrote:your tank was almost mine void echo remember?
I remember that, try to be less quiet when trying to sneak up on me, I can hear everything pretty easily even with the loud as engine |
Void Echo
Echo Galactic Industries
1099
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Posted - 2013.08.29 03:19:00 -
[22] - Quote
Our Deepest Regret wrote:What I've taken from Wolfman's posting about how survivability is going to work for tanks, is that Pilots can either use high defense machines with low killing power, or they can build high damage fragile models that can use defensive modules with high cooldowns, but the era of the murder machine with consistently great defense isn't coming back. You gotta choose one or the other. Makes sense to me.
it really does make sense when you bring in the original order of the game, in order to be viable in one thing, you have to sacrifice effectiveness in another thing..
I just don't want my personal investment in vehicles to go to waste because the infantry to like it. (which is whats been happening for over a year now) |
Void Echo
Echo Galactic Industries
1099
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Posted - 2013.08.29 03:25:00 -
[23] - Quote
Obodiah Garro wrote:Void Echo wrote: this is where it all differs.
it comes down to a simple question...
Why should you decide how HAVs work when you do not have anything invested in them, why not let the drivers decide what their purpose is? why are you the only opinion that should matter when deciding the fate of other styles that you do not even use?
Am not speaking from any bias but from a perspective of achieving balance. For instance all my SP invested in SL would be a waste if there was no vehicles to shoot at. On the other hand why would a HAV pilot want to give away any of his advantage? I enjoy shooting HAV/LAV/DS but I do need targets, I dont think what I said was so unreasonable a suggestion than say, HAV pilots wanting to be in a position where 1 player necessitates a response from more than 1 other on the opposing team. Its not even the players fault that there are so many HAV/AV hate threads going about, CCP released PRO AV and not their counterparts, am in favour of losing PRO AV if CCP have a plan to balance vehicles on the whole at STD level, the problem isnt just with dealing with HAV though, AV runners need to deal with all vehicles and if HAV are slow then **** man, thats your problem. However it becomes everybodies problem if HAV become powerful to the extent that it breaks the game. Why would people log in to the threat of getting stomped by HAV if the game itself forces people to spec into FG/SL to take out errant HAV or otherwise just be murdered? I cant speak of the effectiveness of STD FG against your HAV but am damn sure if your a good pilot then STD SL wont be causing you greif if its comming from 1 red. **** needs to be balanced.
and that's where it needs to start.. vehicles are not dropsuits and shouldn't be balanced as such, they are entirely different from vehicles, it needs to be separated from infantry balances entirely if anything were to be done properly. |
Obodiah Garro
Tech Guard General Tso's Alliance
257
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Posted - 2013.08.29 03:29:00 -
[24] - Quote
Void Echo wrote: and that's where it needs to start.. vehicles are not dropsuits and shouldn't be balanced as such, they are entirely different from vehicles, it needs to be separated from infantry balances entirely if anything were to be done properly.
So then as a HAV pilot what do you consider a balanced AV response to the threat you bring to the battlefield? In your opinion what is the fair equaliser to HAV in terms of manpower the other team needs to bring in?
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Void Echo
Echo Galactic Industries
1104
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Posted - 2013.08.29 03:41:00 -
[25] - Quote
Obodiah Garro wrote:Void Echo wrote: and that's where it needs to start.. vehicles are not dropsuits and shouldn't be balanced as such, they are entirely different from vehicles, it needs to be separated from infantry balances entirely if anything were to be done properly.
So then as a HAV pilot what do you consider a balanced AV response to the threat you bring to the battlefield? In your opinion what is the fair equaliser to HAV in terms of manpower the other team needs to bring in?
in my version of balance, all the enemy team would need to compete against a tank would be 3 proto AVers. and I know what your going to say "well if that's the case, then 4 tanks will equal 12 AVers and the whole team will have to bring out AV", to that I say, no your wrong... if it only takes 3 people to kill a single tank, then those 3 people would be all you need to deal with the other tanks on the enemy team..
every time iv brought this up, people have complained that the way I design it would be an entire team would equal a few tanks, that not true, see if you have 3 prototype AVers, those 3 would be the ones going after all the tanks on the enemy side. see?
a tank has 3 seats, it should take 3 people to kill it. however tanks would need an incentive to have more than just the pilot, thus they would need to have the right set of skills in order to max out the tank's effectiveness.
the pilot controlling alone would be just survivable and still to massive damage, but when the other 2 seats are filled with people who have the right skill sets, the tank's survivability instantly gets stronger. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
411
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Posted - 2013.08.29 03:47:00 -
[26] - Quote
Draxus Prime wrote:your tank was almost mine void echo remember?
Your face is mine Prime |
Obodiah Garro
Tech Guard General Tso's Alliance
262
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Posted - 2013.08.29 04:08:00 -
[27] - Quote
Void Echo wrote: in my version of balance, all the enemy team would need to compete against a tank would be 3 proto AVers. and I know what your going to say "well if that's the case, then 4 tanks will equal 12 AVers and the whole team will have to bring out AV", to that I say, no your wrong... if it only takes 3 people to kill a single tank, then those 3 people would be all you need to deal with the other tanks on the enemy team..
I can agree that small AV runner squads is probably the most preferable outcome for taking out enemy tanks, however in a setting with 32 max players that just wouldnt work. Your suggestion would require 3 people who are working together to be available to run AV given the situation of HAV on the field, thats surprisingly hard to pull off in public games.
Not everyone is equipped to be good AV, fewer yet will be squadded up ready to react, and if am wrong, there still is the problem of a multiple HAV encounter. By your math currently 1 AV runner could take out a tank and sweep around taking out HAV as they see fit. As someone who has smoked 100s of HAV I can tell you that isnt the case. Especially the likes of red line HAV or logi boosted HAV it just isnt going to happen. Already it takes 3 AV runners deal with a HAV if the pilot has the appropiate support.
Actually like your idea but I think the player count makes it impossible to have such a scenario plausible, having good AV on hand is up to luck, 1 player can call down a HAV anytime he likes though.
The reason why I think it would be a good idea to have a pilot drive and a gunner shoot in HAV is simply that, HAV should be a force multiplier purely on the basis that it is a balanced 1.
There is nothing worst than trying to take down a good HAV pilot than getting AR in the face or sniped or dealing with all other battlefield concerns whilst the HAV pilot just needs to worry about me.
Probably best to pick up on this thread again after 1.5 to see how truly balanced (or ******) we are after the changes. At present I cannot accept 1 HAV pilot should reign terror with his only downside being to replace his HAV with isk and the other teams downside is to get their **** together and play better or be whelped.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1417
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Posted - 2013.08.29 04:20:00 -
[28] - Quote
Just stronger than they are now. Not with HP buffs or anything but with slightly better module values and I think the Engineering skill is kinda underwhelming. What I want to see for tanks is a huge buff to their movement speed especially turning and reversing.
One of the modern tenets of Tank design is Mobility and Dusts tanks handle like ****. If I could run my tank as a Light Scout Tank I would be much happier than I am now. I understand Soma's are pieces of utter crap but seriously give tanks a movement buff and I would run armoured recon for my team.
And personally I would like to see tank orientation matter.
Resistance to damage from the sides, top and front, but increased damage from the rear and beneath the tank. |
Spkr4theDead
International-Fleet
521
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Posted - 2013.08.29 04:23:00 -
[29] - Quote
Obodiah Garro wrote:Void Echo wrote: and that's where it needs to start.. vehicles are not dropsuits and shouldn't be balanced as such, they are entirely different from vehicles, it needs to be separated from infantry balances entirely if anything were to be done properly.
So then as a HAV pilot what do you consider a balanced AV response to the threat you bring to the battlefield? In your opinion what is the fair equaliser to HAV in terms of manpower the other team needs to bring in? Bring in a more powerful tank. |
Charlotte O'Dell
0uter.Heaven
1229
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Posted - 2013.08.29 04:53:00 -
[30] - Quote
I want them to be used to absolutely wreck fortified positions. For 10-30 seconds (shields) or 30-60 seconds (armor), tanks need to be nearly unstoppable. However, when their modules wear off or capacitor depletes, they should be as weak as militia dropsuits against a mass driver.
Then a tank can be a tank in the hands of a good driver, but in the hands of an idiot, wont last a minute. |
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KalOfTheRathi
Black Phoenix Mercenaries
603
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Posted - 2013.08.29 04:55:00 -
[31] - Quote
Arkena Wyrnspire wrote: -- snip position paper -- There is no reason to start a debate until 1.5 arrives.
It is already done or nearly so. The established pattern is to develop the next patch release then send it to QA for a month of Polish. That means 1.4 is finishing QA and will be dropped on 3 Sept. with 1.5 getting its time in QA. When 1.5 drops 1.6 will go to QA and 1.7 will start development. It might be time to discuss 1.7 or 1.8 but anything earlier might as well be forged in steel.
All of which means CCP/Shanghai has already made all the decisions they want made. They are only telling us when it is too late to actually change what is happening. Get used to this behavior as it is truly consistent with this bunch.
Either way, Tanks are getting drastic changes and the only ones we have to worry about are the same Devs that routinely break this game. The changes are massive because the entire vehicle class was not well put together in the first place. While it is a good thing they are willing to attempt the change it is unlikely to turn out well. Expect the Skill Tree to change, significantly. The documented bonuses will not work. Half the new or readjusted features will use more CPU or not get benefits while costing more SP.
Obviously I have little hope they will do it right. History is on my side.
Chromosome isn't even a memory for most of the current DUST crop. They don't know what we have already lost. |
Obodiah Garro
Tech Guard General Tso's Alliance
265
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Posted - 2013.08.29 04:58:00 -
[32] - Quote
Charlotte O'Dell wrote:I want them to be used to absolutely wreck fortified positions. For 10-30 seconds (shields) or 30-60 seconds (armor), tanks need to be nearly unstoppable. However, when their modules wear off or capacitor depletes, they should be as weak as militia dropsuits against a mass driver.
Then a tank can be a tank in the hands of a good driver, but in the hands of an idiot, wont last a minute.
This is what they are aiming at with 1.5 BUT
Give HAV a damn role, give us fortications that can only be destroyed by them, or let them kill NULL cannons or something, give them a damn role because vs infantry they will fail, after the bastards killed my uncle Skippy I vowed to destroy each and everyone of those sons a bitches with my milita swarm launcher! |
Arkena Wyrnspire
Turalyon 514
2812
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Posted - 2013.08.29 11:55:00 -
[33] - Quote
Spkr4theDead wrote: Turret prices need to be reduced. Module prices could be reduced by a small percentage. Why does my extra HP cost more than a PRO AV weapon?
If one guy with MLT swarms is launching at a good fit Madrugar, no, the tank should stay there and laugh.
Your extra HP costing more than a PRO AV weapon is exactly what allows you to make the argument that you should be able to survive them better. It's unreasonable to cost the same but be much more effective.
The tank 'staying there and laughing' at lower tiers is potentially a problem though. What happens when you take a PRO tank into a match where there isn't multiple PRO AV? Do you completely stomp the match? That's one of the main fears of infantry arguing against you - the possibility of nigh-unstoppable tanks because not enough people on their team specced into AV. |
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