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KING CHECKMATE
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Posted - 2013.09.24 22:14:00 -
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Now 1st off i must say we are doing this wrong. The community, me included, is fighting almost daily ,Tankers vs AV and now our posts are unproductive. Now OBVIOUSLY everyone has a different point of VIEW. ...
This post is NOT TO DISCUSS anything, but to share what WE THINK would help balance the game towards an enjoyable experience.Tankers and AVers are both invited now PLEASE take into consideration CCP might read this so keep it balanced and as less biased as possible. Now before you start with your; you are not a tanker crap i'll say.Im an AVer.But i have 2 tanker accounts now one over 8 mill armor tank and a new one 3 mil shield tanker (God those things are awful)
Im going to start:
-Armor tank HP buff (AT LEAST +50% more HP) + Slight speed reduction (So that when equipped with Torque increasing modules or/and Nitro they will be fast but not as fast as shield tanks) -Shield HP buff (At least +40% more HP,they would still have la lot less HP than Armored tanks) + Regenerator buff -Shield tanks are supposed to,same as shield dropsuits, to be hit and run abusers.They need at least a 100%-200% increase in shield regen per second (Say from 22 to 44 or 66 per second).This would make the hit and run strategy viable. -AV STAYS THE SAME -Both type of tanks have increased damage reduction vs non AV weapory. -Prox mines Have a big buff, making them the ULTIMATE AV weapon,but the most annoying to use This helps the balance since tanks would be a lot harder to kill with at least 8000-14000 HP (armor tanks) and AV in general will only be able to push them back, BUT if they eat some prox mines they would be highly damaged.This is balance: TAnks die less to AV in general, tanks die easily to Prox Mines, making ZONING and positioning the new AV vs Tank WAR. -AVers Get WP for Conecting hits to tanks, say 15-20WP per hit. THIS WAY Av specialists have an incentive to keep Tanks at bay. -Dropships need a Buff in general.HP,SPeed and WP gain -LAVs are good as they are.People who heavily invested in LAVs still have powerful vehicles, yet BPO and MLT are crap. I wouldnt touch it.LAV are balanced.
Again this is MY opinion and the idea of this thread is NOT to discuss them,but to provide YOUR opinion on what should be done. THIS IS NOT A DISCUSSION POST, just post your ideas on what needs to be balanced and PLEASE, TROLLS are not welcome , TY. |
KING CHECKMATE
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Posted - 2013.09.24 22:34:00 -
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Arkena Wyrnspire wrote:KING CHECKMATE wrote: -AVers Get WP for Conecting hits to tanks, say 15-20WP per hit. THIS WAY Av specialists have an incentive to keep Tanks at bay.
So per volley of a Wiyrkomi swarm, you're looking at 90-120 WP? The sky will rain with orbitals and tears.
NONO , I'll fix it so you get it.
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KING CHECKMATE
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Posted - 2013.09.24 22:37:00 -
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thanks for sharing. +1 |
KING CHECKMATE
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Posted - 2013.09.24 23:35:00 -
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Thanks everyone. Your input is appreciated.
Keep 'em coming. |
KING CHECKMATE
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Posted - 2013.09.25 00:55:00 -
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Please Please.
Try not to critisize other people. We are here JUST to share personal opinion on what could help to achieve vehicle - AV balance. Not to discuss these opinions.We have 20000+ posts about that , Thank you and keep posting. |
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Posted - 2013.09.25 01:58:00 -
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Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click
FAir enough. Thank you for your feedback. Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed....
+1 |
KING CHECKMATE
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Posted - 2013.09.25 02:07:00 -
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Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread.
You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. |
KING CHECKMATE
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Posted - 2013.09.25 02:16:00 -
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ladwar wrote: <-----level 5 swarms <----- level 4 FG(alt) <----- level 5 enforcer(shield) <----- assault DS pilot <----- logi DS pilot <----- old school LAV driver <----- level 3 plasma cannon <----- level 3 nades
does that make me both a pilot and AVer? btw yes i have over 19million SP.
-1st off i was not answering a post regarding you. -Being AV specialist is a game style.Not just taking out your AV when needed. -Yes it makes you both -In this thread you dont need to be level 5 in anything to post your opinions.Its a neutral Thread to accumulate opinions for CCP to read.
thats all.
Any further input is appreciated |
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Posted - 2013.09.25 02:20:00 -
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jerrmy12 kahoalii wrote:KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. AV is different, it take no skill, it's a lock on weapon, i destroyed 3 tanks in 1 game with MLT swarms while they had active modules on. so pathetic really
Whatever you say bro. cool |
KING CHECKMATE
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Posted - 2013.09.25 02:21:00 -
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Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click FAir enough. Thank you for your feedback.Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed.... +1 I might update it, as I thought it would take way too long to retype all of it. I might just put a summary for each, although in my summaries, I usually go full on and end up typing out the full time. So yea, later.
Ok. seems legit. I'll be around. TY again. |
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Posted - 2013.09.25 02:46:00 -
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(( I now have changed my Tanker account to a Shield tank. I dont even know where to start with them to be honest, so i posted just general thoughts on it.But for the 1st time i felt tanks as UP....)) |
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Posted - 2013.09.25 03:53:00 -
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Spkr4theDead wrote: LOL
You're crazy
AV is easy. I'm using cheap stuff right now because I want to be cheap. Cheap tanks, cheap dropsuits. I could easily use my ADV heavy suits with PRO forge guns, but right now I'd rather use skinweave with ADV assault forge guns. I know how it is. It's pathetically easy.
Good for you man. Still, not thread related. |
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Posted - 2013.09.25 04:29:00 -
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nakaya indigene wrote: 30 is way too high.. try 10 . its closer to squad leader bonus.. then the regulat wp for kills.. but yeah.. i can get behind this post . some points are better than others tho.
Ty man. But regarding the WP related to ''pushing back'', thats why i posted the:''This WP were assigned to have some relation between them but it might be a smaller amount per hit/ Just used as examples.'' |
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Posted - 2013.09.25 04:47:00 -
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FATPrincess - XOXO wrote:It's sooooo much simpler to nerf the hell out of AV. What happened to tanks should only be destroyed by full squad of dedicated AV? Now a lone Assault FG is enough to destroy a tank in less than 20 seconds. Is it because back in Chromosome no one had dedicated AV?
We all know tanks got to this place because of CCP Blam!'s fault, which was a total failure. But since vehicle rebalance is such a hard work that can't be done in less than 1 month at least an AV nerf hotfix should keep tankers happy till vehicle patch. Then once you have the new tanks you can buff AV again if it's needed. And lol at 1.3? swarm buff. Clearly no idea how to balance the game.
-XOXO
Thanks for your input.Is much appreciated.
Keep em coming, i wanna grab all ideas and take the once we all most agree on and maybe make a resume later on.TY again. |
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Posted - 2013.09.25 21:33:00 -
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Keri Starlight-''I'm totally stunned to hear the words "buff" and "tanks" in the same sentence coming from you! '' I've never been against improving vehicles per se.I might have exagerated.What really triggers me off is NERF AV threads X3
CharCharOdell-You got a tanker alt? hmm...well, at least you are trying. come to 'Honey Badger' chat and identify yourself. I'll even give you a proto tank to try out. I have 2 Alts with Tanks, 1 with Dropships (which i cant still fly for s****).1 Uses Gallante tanks (9mill sp) ,the new one a Caldari tank (3mill , i know sad). If you want to be better at your job , know your enemy right? Plus i dont have anything to do with my ISK in my main account KC....
All in all, not bad ideas, but buffing the base HP won't do anything good, because it's so low. Buffing the modules is what would help. either that or a massive (35% pg buff). Well, i think a Base HP buff would help all and all (THE PG BUFF IS ALSO A MUST I MUST SAY),of course your ideas are more detailed and i do like the idea of making tanks Invencible/Berserk mode for 60 secs and then squishy again. This promotes support/Hit and run and will separate real tankers from whiny b*tches.....
+1 to ur ideas to.Ty for sharing.
Duran Lex- Or you can wait to see what changes they are doing for vehicles, THEN create posts. AS IT IS, i prefer having everyone sharing their opinions on how best it would be to balance this tahn having 30000 TAnks vs AV rage posts that promote nothing but insults. PLUS, its not too late,maybe some of us come with some great idea CCP might use,and vehicle patch wont come till 1.6 ... |
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Posted - 2013.09.26 00:49:00 -
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CharCharOdell wrote:
I hate to bring lore into the equation, but ultimately, this is what will become of tanks (i think)
CALDARI = best glass cannons because they have fast enough shield recharge to get hit once, when OHKing something from 500m away, then drop back, charge up in 20 seconds, and shoot again. No other tank can use the railgun the same way a caldari tank can.
MINMITAR = Basically the Gunlogi in Chrome. Super fast, lightly defended, and with the ability to stack a good damage mod, while still being able to 'speed tank'; this enables it to run in, kill everything it can in 10 seconds, and run away. It is either the weakest tank, or the tankiest LAV; much like the winmitar assault suit.
GALLENTE = Fast armor tankers. Make the best tankers for shock tactics. Able to become nearly invincible for a minute and fight on the front, then run away with exceptional speed and rep back up in the rear.
AMARR = Slow omni-tanks. The highest HP of all tanks. Not fast enough to close distance, hit, and run away, but fighting at a medium to long distance, and providing direct fire support; while being able to fend off even gallente tanks, slug it out with caldari in long range engagements, and tank most of the winmitar's damage. However, the loss of speed and poor shield recharge, combined with e necessity to use armor plates, disables this tank from being a good glass cannon, or a powerful offensive tank for more than one engagement.
MAn an Amarr Tank does sound tasty..... |
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Posted - 2013.09.26 02:35:00 -
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Thanks for keeping this post civil.Keep the ideas for balancing coming. Im reading all of them and we have some good stuff here.
TY again. |
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