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Godin Thekiller
Hellstorm Inc League of Infamy
1284
|
Posted - 2013.10.27 02:52:00 -
[31] - Quote
Anyone else want Dred's in Dust? |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.27 03:41:00 -
[32] - Quote
Godin Thekiller wrote:Anyone else want Dred's in Dust?
As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. |
Godin Thekiller
Hellstorm Inc League of Infamy
1286
|
Posted - 2013.10.27 20:09:00 -
[33] - Quote
Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance.
Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.28 20:43:00 -
[34] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything.
It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape.
Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles.
I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level.
HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes. |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.10.28 20:46:00 -
[35] - Quote
Shijima Kuraimaru wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape. Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles. I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level. HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes.
Not even going to ask wtf is wrong with you...... |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.31 22:35:00 -
[36] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape. Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles. I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level. HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes. Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3855
|
Posted - 2013.10.31 22:44:00 -
[37] - Quote
Shijima Kuraimaru wrote:
Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.[/quote]
Hardly do you know anything about EVE side Marauders? If so you would know that they are viable for a specific role, this being siege conflicts, but beyond that not much else.
In dust they would fulfil the same role.
Massive Armour/Shield res plus a unique weapons bonus, for the cost of their capacity to move for a set period of time. They would be the siege breakers of dust. Rolling up to a point, very expensive, running all Actives and becoming a static fortress. They could be taken down but not without a lot of effort once the Marauder module is active.... though to compensate the movement speed during the modules duration would reduce the speed of the tank to a crawl.... meaning after all actives are run that marauder would be very,very vulnerable.
That is not an I win vehicle, it is an I break this siege vehicle.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Godin Thekiller
Hellstorm Inc League of Infamy
1348
|
Posted - 2013.11.01 00:16:00 -
[38] - Quote
True Adamance wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:
Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle. Hardly do you know anything about EVE side Marauders? If so you would know that they are viable for a specific role, this being siege conflicts, but beyond that not much else. In dust they would fulfil the same role. Massive Armour/Shield res plus a unique weapons bonus, for the cost of their capacity to move for a set period of time. They would be the siege breakers of dust. Rolling up to a point, very expensive, running all Actives and becoming a static fortress. They could be taken down but not without a lot of effort once the Marauder module is active.... though to compensate the movement speed during the modules duration would reduce the speed of the tank to a crawl.... meaning after all actives are run that marauder would be very,very vulnerable. That is not an I win vehicle, it is an I break this siege vehicle.
Fixed
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1348
|
Posted - 2013.11.01 00:19:00 -
[39] - Quote
Shijima Kuraimaru wrote: Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.
Read True's post. Now go smash something hard over your head.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Awry Barux
Shining Flame Amarr Empire
180
|
Posted - 2013.11.01 05:54:00 -
[40] - Quote
+1 for more vehicle variety. Siege mode sounds very interesting. |
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Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.11.03 21:41:00 -
[41] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote: Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.
Read True's post. Now go smash something hard over your head.
You are a low functioning vegetable aren't you. LOL |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.11.03 21:44:00 -
[42] - Quote
Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting.
Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3889
|
Posted - 2013.11.03 23:32:00 -
[43] - Quote
Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head?
For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle.
Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
|
Shijima Kuraimaru
WarRavens League of Infamy
360
|
Posted - 2013.11.04 00:58:00 -
[44] - Quote
True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well.
So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable.
Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches. |
Godin Thekiller
Hellstorm Inc League of Infamy
1395
|
Posted - 2013.11.04 02:10:00 -
[45] - Quote
Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance.
It can't move, so being swarmed by AV, EWAR, or other HAV's is a possibility. The purpose is just hitting/defending an area, like a obj., or smash installations. It won't be good at anything else. AV maybe, but Doubtful unless using a long ranged turret, and that's if they don't sneak up on you with a short range turret and orbit you to hell.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1395
|
Posted - 2013.11.04 02:14:00 -
[46] - Quote
Shijima Kuraimaru wrote:True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well. So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable. Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches.
nah, picture a Maddy eHP, but moves slower. And no nitro, so you're really going to have to get help to get out of there, as there's going to be high resistance trying to take you out as soon as the siege module goes off. Plus, as I have stated already, unless the counters are in, this should not be in, as it would create an imbalance, as you stated. I don't want to see "tanks are OP! nerf them!" Threads again.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Shijima Kuraimaru
WarRavens League of Infamy
362
|
Posted - 2013.11.04 03:49:00 -
[47] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well. So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable. Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches. nah, picture a Maddy eHP, but moves slower. And no nitro, so you're really going to have to get help to get out of there, as there's going to be high resistance trying to take you out as soon as the siege module goes off. Plus, as I have stated already, unless the counters are in, this should not be in, as it would create an imbalance, as you stated. I don't want to see "tanks are OP! nerf them!" Threads again.
Yes my primary concern was with something like this coming in with what we have now. Actually I was, and am, more concerned with small teams having to cripple themselves to field Infantry AV for a single threat due to small team size. |
Godin Thekiller
Hellstorm Inc League of Infamy
1408
|
Posted - 2013.11.04 03:54:00 -
[48] - Quote
Shijima Kuraimaru wrote:
Yes my primary concern was with something like this coming in with what we have now. Actually I was, and am, more concerned with small teams having to cripple themselves to field Infantry AV for a single threat due to small team size.
Yea, I know. It's obvious that the team sizes are too small for this as of right now.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1463
|
Posted - 2013.11.09 03:13:00 -
[49] - Quote
bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1469
|
Posted - 2013.11.10 07:44:00 -
[50] - Quote
Godin Thekiller wrote:bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
105
|
Posted - 2013.12.01 03:30:00 -
[51] - Quote
Message from Godin: Still want this, and still wants my Surya back |
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