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Thread Statistics | Show CCP posts - 9 post(s) |
Spkr4theDead
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Posted - 2013.10.02 14:06:00 -
[1] - Quote
Lol, lol, and lol. One use of a heat sink module and blaster ammo is gone. Fewer slots than current MLT vehicles. A Limbus now will have more slots than the Madrugar once this comes. No 180mm plate.
One good thing is that we now get fitting optimization skills to reduce resource requirements.
What we really want is explanations as to why he made the changes this way and not any other way.
I mean seriously, armor we could get with one plate and one repper is less than 6000. |
Spkr4theDead
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Posted - 2013.10.02 14:09:00 -
[2] - Quote
Hexen Trickster wrote:Long time tanker here this sounds great. rail tanks have been so overpowerd due to there range and damage but hopfully ammo will make them less dominant
My small suggestion, add 1,2,3,4 for vehicle active mods. Granted this might make keyboards a tad more 'op' but i just hate the current system of middle mouse and then look at what you want most of the time causing my camera to follow which in a HAV is a pain in the wallet... i once went to use my repairer while escaping.. turret lifted up and hit a railing. Collision damage. Dead. You want your nose cut off because you don't like how it looks. Why should rails be gimped because you can't be bothered to fit a tank with one? |
Spkr4theDead
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Posted - 2013.10.02 14:11:00 -
[3] - Quote
The Attorney General wrote:I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever. Of course they did it that way. Higher tier will have an extra high slot for armor tanks. If we ever get ADV, maybe we'll get an extra low slot for an armor hull. |
Spkr4theDead
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Posted - 2013.10.02 14:18:00 -
[4] - Quote
So when are we going to get numbers for AV? |
Spkr4theDead
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Posted - 2013.10.02 14:22:00 -
[5] - Quote
The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. What two hardeners are you talking about? A plate and a repper, if we can fit them, then one hardener if we have anything left. Likely nothing in the highs.
I don't see any PG expansion units, or diagnostic units. Screwing over shield, again. |
Spkr4theDead
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Posted - 2013.10.02 14:23:00 -
[6] - Quote
The Attorney General wrote:While we are on it, assuming these plans get readied up for 1.7, how long after that until we get the higher tiers of tanks?
Reducing us to basic vehicles is tolerable for a month, but not three. I absolutely agree with that. The absolute base will become boring, as well as difficult to use if all anyone does is go straight to PRO AV again. |
Spkr4theDead
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Posted - 2013.10.02 14:30:00 -
[7] - Quote
Aeon Amadi wrote:Spkr4theDead wrote:Lol, lol, and lol. One use of a heat sink module and blaster ammo is gone. Fewer slots than current MLT vehicles. A Limbus now will have more slots than the Madrugar once this comes. No 180mm plate.
One good thing is that we now get fitting optimization skills to reduce resource requirements.
What we really want is explanations as to why he made the changes this way and not any other way.
I mean seriously, armor we could get with one plate and one repper is less than 6000. 180 plates were replaced with Complex 120's (roughly the same armor values) Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan. LOLLLLLL NOOOOO
180 poly gives me 3128 each. |
Spkr4theDead
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Posted - 2013.10.02 14:34:00 -
[8] - Quote
CCP Logibro wrote:Spkr4theDead wrote:The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. What two hardeners are you talking about? A plate and a repper, if we can fit them, then one hardener if we have anything left. Likely nothing in the highs. I don't see any PG expansion units, or diagnostic units. Screwing over shield, again. Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still. PG upgrade modules were put under scanner. That's why I missed it. |
Spkr4theDead
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Posted - 2013.10.02 14:36:00 -
[9] - Quote
The Attorney General wrote:CCP Logibro wrote:
Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still.
The Diagnostic Unit module granted a % increase to shields, shield recharge rate, and PG. Very good module for shield vehicles, not in the list anymore. I like switching the CPU mod to a high slot, because no one wanted to use one anyway. We rarely have problems with CPU anyway, so of course they became useless. |
Spkr4theDead
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Posted - 2013.10.02 14:41:00 -
[10] - Quote
The Attorney General wrote:Looking at the shield booster numbers they make no sense.
286 CPU, and a massive 1048 to be able to not even rep back one Ishukone Assault Forge round? And you can do that once every thirty seconds with max skills?
Sounds like fun being that tanker.
Move up, get hit, start to retreat, and pray that no one comes after you.
Seconded |
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Spkr4theDead
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Posted - 2013.10.02 14:54:00 -
[11] - Quote
Waiting for our resident tank whiners to chime in, even though they have no idea what it's like to pilot. |
Spkr4theDead
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Posted - 2013.10.02 14:56:00 -
[12] - Quote
Aeon Amadi wrote:The Attorney General wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this.
We all saw this coming. People thought tankers were just being cynical when we said they were going to nerf us again. Here we are, getting nerfed. Good thing these notes came out before I bought some aurum, now I know better. Thanks for saving me money CCP! So instead of whining about it, how about you propose something different? Have you missed a boatload of threads to improve tanks? |
Spkr4theDead
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Posted - 2013.10.02 15:15:00 -
[13] - Quote
Oh, and we're getting a PG nerf again. |
Spkr4theDead
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Posted - 2013.10.02 15:16:00 -
[14] - Quote
Aeon Amadi wrote:Spkr4theDead wrote:Aeon Amadi wrote:The Attorney General wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this.
We all saw this coming. People thought tankers were just being cynical when we said they were going to nerf us again. Here we are, getting nerfed. Good thing these notes came out before I bought some aurum, now I know better. Thanks for saving me money CCP! So instead of whining about it, how about you propose something different? Have you missed a boatload of threads to improve tanks? I have, because I honestly don't care. CCP has a good concept layed out and they have three months to work on it. If you don't like what they have, say something in this thread since they're asking for feedback. "Improve tanks" is largely opinionated and circumstantial with everyone wanting Tanks to be God Mode like they were when Marauders were around and "improve AV" is largely opinionated and circumstantial with everyone wanting Tanks to be paper thin. So, do what you want because any time someone throws out an opinion in one of these threads you just spew acid all over the place. Peace, I'm out. What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough? |
Spkr4theDead
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Posted - 2013.10.02 15:39:00 -
[15] - Quote
Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. You can throw AV grenades over a wall or around a corner and the homing ability does the rest.
The best counter to a tank should be another tank. Maybe that's what they're trying to do. |
Spkr4theDead
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Posted - 2013.10.02 15:43:00 -
[16] - Quote
Vin Mora wrote:People (Tankers mostly) are forgetting that the vehicles and WEAPONS are slated to rebalanced in the same patch.
Basically, we are going to have a whole new game when this 'patch' drops. But there hasn't been any mention in his post about AV rebalance. |
Spkr4theDead
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Posted - 2013.10.02 16:43:00 -
[17] - Quote
Aeon Amadi wrote:Sgt Buttscratch wrote:Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. Railgun that can shoot other vehicles at 10x the range, testing last night, turret installation not locked onto me took me to get with 168m range with a rail gun for it to render, when locked on it rendered at 230m.... infantry rendering for the most is pathetic, then every so often the game will allow you to see them at 200m. Large missile launchers that were changed to need virtually direct hits on infantry( a mass damage has a more effective splash system going) but good versus tanks and istallations. dange close AV.... Or just on the other side of a wall, or in a scout suit. Forge guns..... Still unsure about these TBO, my main issue is how cheap they are compared to turrets. Ishy FG does 100(ish) less damage than a 900k proto type rail turret. breach does 1k more damage. Rendering, while playing into the overall balance, isn't related to vehicle balancing. It's a symptom of a disease, not the disease itself. Just as well, Breach Forge Gun requires the user to be completely immobile and Forge Guns in their entirety require the user to move slower when charging. A small window but a window none-the-less. Even then they have a maximum range of <350m (I'm not sure of this number specifically, I just know they can't go beyond that). Fix the rendering and that's no longer a problem for Rail-guns with 600 meter (redline) range. I guess you've never jumped when using a breach forge before. |
Spkr4theDead
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Posted - 2013.10.02 19:08:00 -
[18] - Quote
Princeps Marcellus wrote:Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. It will be interesting to see how this plays out. Also nobody is going to believe that speel about "Temporarily" removing those dropships, since you said the same thing when you removed the marauders... EDIT: I do have a concern with the posted stats for shields, you said in theory the shields would allow you to "hit-and-run" and were supposed to have a faster recovery time but lower EHP then the armor equivalents... However, I'm worrying that your new HP values are going to make it difficult for any shield HAV to survive any "quick" engagement without being blown to smithereens. A fast recovery time is meaningless if your EHP is too low to survive the "run" part of hit-and-run... It honestly looks like shield tanks are even more fragile then they are now, and that is deeply concerning for me... IgniteableAura wrote:Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Lastly, no response on giving back SP for vehicles your are removing....Or a SP refund for all vehicle related skills since this is such a large change in how skills are effecting aspects of vehicles.
Any possibility for someone to build/release a fitting tool?
Thanks for your hard work I was rather surprised at the railgun ammo count, too. In BF4 (first Battlefield title to have vehicle ammo, I think) tanks have about 25 shells. Of course, in BF4, you'd expect your tank to die within a few minutes, too. Probably gonna refill if someone else drives it. |
Spkr4theDead
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Posted - 2013.10.03 23:19:00 -
[19] - Quote
CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) He posted on this thread? Where? |
Spkr4theDead
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Posted - 2013.10.04 00:15:00 -
[20] - Quote
CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. |
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Spkr4theDead
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Posted - 2013.10.04 01:06:00 -
[21] - Quote
John Demonsbane wrote:Spkr4theDead wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. You can't give full respecs for this to pilots, everyone else would QQ MOAR RESPCTS endlessly and I honestly would have to kill myself. I should think that what makes the most sense (may or may not logistically be easier for CCP, who knows) is the following in terms of respecs all around: 1) This vehicle stuff goes down: Your entire vehicle tree gets reset and SP refunded so you start clean with what is basically a whole new tree. 2) The full line of racial weapons comes out: Entire weapon tree gets reset/refunded, same deal. 3) The line of racial suits comes out: Hopefully you see where this is going.... That way everyone gets a partial and legitimately needed respec when their particular stuff gets reworked, we don't have to deal with respecs every other month, and maybe, just maybe, there will be less QQ. As for the AV weapons, as a proto swarm user I'm OK with just the SP refund down to whatever level of swarms are left, I can wait for the weapon reset to go all crazy with my SP. Losing just the one weapon doesn't justify changing the whoe thing. Obviously ISK and/or AUR cost of anything taken away needs to be refunded as well, that's just common sense. Is infantry as a whole being changed????? Can you answer that? |
Spkr4theDead
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Posted - 2013.10.04 16:05:00 -
[22] - Quote
Thang Bausch wrote:jerrmy12 kahoalii wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. please do full respec, some my infintry choices were, bad, and i wont have enough sp for my tank.... I would also argue that given all the rebalancing to weapons and suits, a full respec is becoming more warranted. No, that's called nerfing the flavor of the month. |
Spkr4theDead
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Posted - 2013.10.04 16:20:00 -
[23] - Quote
CCP Logibro wrote:As far as the removed vehicle types go, we are looking to return them. However, we need to battle test the base variants first so we have a solid platform to work from.
As far as modules go, we will also looking at returning some (but not necessarily all) of them. Again, we need to cut down and get the basics battle tested before we can throw back in all sorts of good stuff.
As good as number crunching and internal playtesting may be, it's not as good as you guys fighting each other with these vehicles live. Is there any way we could get to test them? |
Spkr4theDead
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Posted - 2013.10.04 16:26:00 -
[24] - Quote
Quil Evrything wrote:TiMeSpLiT--TeR wrote:Finite ammunition? Is this a good thing? This is the first game that I know that does this. How are we going to refill ammunition? recall/resummon. or.... supply depot, obviously. Maybe this will teach tank jerks to QUIT BLOWING THEM UP!! This argument of infantry not bothering to take the depot first, so we fix the problem for the rest of the match.
Why blow up something that takes too long for 50 WP, when we can destroy a turret in seconds for 100 WP? Does not compute. |
Spkr4theDead
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Posted - 2013.10.05 02:56:00 -
[25] - Quote
EternalRMG wrote:i had lost all hopes for this game, but after seeing what they are doing, hell i will give them another chance
PS: if you see a derpship killing you on 1.6, it might be me Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
It's been pushed back from 1.6. It's coming after that patch. |
Spkr4theDead
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Posted - 2013.10.07 10:52:00 -
[26] - Quote
Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away. |
Spkr4theDead
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Posted - 2013.10.07 14:45:00 -
[27] - Quote
Takahiro Kashuken wrote:Spkr4theDead wrote:Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away. 5km by 5km district Eventually all that red area they will want us to use at some point but that will take time But even now blaster/missile cannot shoot more than 300m, rail is 600m with new stats and AV yet to see, but assume swarms and FG still have 300m range minimum, it means hitting the redline rail tank is a ***** to get to since you have to get through the AV nade spamming infantry if it still exists Oh, that's what you meant by 5km. |
Spkr4theDead
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Posted - 2013.10.08 09:41:00 -
[28] - Quote
Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight. |
Spkr4theDead
Red Star. EoN.
978
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Posted - 2013.10.09 12:04:00 -
[29] - Quote
toasterwaffles wrote:Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations If you run out of dropship shots then you are useless Are they being removed indefinitially We don't yet have the Black Ops HAVs or the Marauders back. I'm not saying this to be rude, but figure it out for yourself. Anything infantry can't solo with a minimal amount of gear and effort must either be nerfed, or removed. |
Spkr4theDead
Red Star. EoN.
978
|
Posted - 2013.10.09 12:06:00 -
[30] - Quote
ChromeBreaker wrote:We need some AV numbers. How can we say what we think about the changes if i can one shot them with a militia forge? If upon the day the changes come out, people have done the work on here with permanent numbers instead of placeholders, and I see that it's just not worth it, I'm going full heavy, and an angry one at that. Angry enough that my forge will be used against infantry instead of tanks. |
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Spkr4theDead
Red Star. EoN.
979
|
Posted - 2013.10.09 12:35:00 -
[31] - Quote
Fristname Family name wrote:Spkr4theDead wrote:toasterwaffles wrote:Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations If you run out of dropship shots then you are useless Are they being removed indefinitially We don't yet have the Black Ops HAVs or the Marauders back. I'm not saying this to be rude, but figure it out for yourself. Anything infantry can't solo with a minimal amount of gear and effort must either be nerfed, or removed. I think av needs a small nerf but only nerf the damage to the vehicals so the forge does regular damage to turrents and infantary. Also if they are making a proto or logk and assult hav make the proto or assult hav have 2 large turrents for maximen damage. ( this would only work for blaster prehaps make a cannon turrent and the missle turrent insted of 2 guns that It alredy has it could have a vehical lock on with heatseeking missles or gps system. Also railguns could have a lager blast radius (5.00m ) and faster fire rate ) Ps .. I have not read every post here if you have qustions just ask and I will answer asap also I know it has nothing to do with the quote im pretty shur Small nerf? Small nerf? Packed Lai Dai do ~2000 each to armor. You could one-shot a bunch of tanks from low to medium level fits with a Wiyrkomi breach if they're not moving at all. Swarms turn complete 180-¦ turns on a dime to follow vehicles. Wiyrkomi swarms do ~2500 per volley against armor.
Base HP of hulls is being increased, but the amount of HP gained by modules is being reduced. I think the numbers we have right now are placeholders, but they're pathetically small compared to what we have right now. The coming 120mm complex armor plates will add less than 2000 armor, while the 180mm polycrystalline plate adds a little over 3100 armor. The max amount of armor we could have is being nerfed hard. Armor reps have become passive now, instead of active. Adding a shield extender to a shield hull reduces its recharge rate. Don't have that problem with dropsuits. As it stands now, resource upgrade modules require a small amount of resources to fit. Don't have that for dropsuits either. |
Spkr4theDead
Red Star. EoN.
991
|
Posted - 2013.10.10 16:24:00 -
[32] - Quote
Noc Tempre wrote:So... SP Respec for vehicle skills? There better be, because now skilling into vehicles will be more expensive SP-wise. |
Spkr4theDead
Red Star. EoN.
1021
|
Posted - 2013.10.14 08:06:00 -
[33] - Quote
KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Because you know, heaven forbid tanks should have something effective against infantry, and it's asking too much for infantry to use teamwork to destroy us. |
Spkr4theDead
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Posted - 2013.10.14 17:58:00 -
[34] - Quote
Harpyja wrote:KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Infantry have always cried about anything that required teamwork or skill. Back then, infantry only cared about their gun game and there was very little AV. Of course tanks will decimate them if there's only a couple of militia AV on the field. But now the times have changed. Many players have skilled into proto AV. Missiles don't need to be nerfed anymore. Infantry lost the right to their crutch some time ago. We need large blast radii for our missiles. If we want to bombard at mid range, 1.5m is simply too little. It also makes no sense for a kinetic projectile with no explosives to have a larger "blast" radius. Full auto won't decimate infantry. A full clip will be use for one, two, or three infantry at most. Then a 7.5s reload (I intend on maxing the reload skill). I do expect infantry to cry how they can't evade 12 missiles fired at them in full auto. I'll second this. |
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Posted - 2013.10.16 03:25:00 -
[35] - Quote
Anoko Destrolock wrote:The most important thing is to make tanks cheaper.
The biggest frustration with tanking is when you lose 1, you know itll take a ton of games in militia fits to pay for it. If tanks are cheaper in the future and more sustainable, instead of an isk pit, tanks will be a lot of fun.
OMG the Large Missile launcher sounds REALLY fun with fully auto, i just hope its buffed enough to be able to use it. As it is now, with 1.5 m blast itll take all 12 shots to kill 1 guy and then you have to reload for 10 secs (lol) But this doesn't fix the problem. It's like government throwing money at a problem hoping it fixes itself. Making tanks cheap does nothing. It doesn't change the fact that packed Lai Dais are more effective than particle cannons in a CQC situation, and more effective than blasters and missiles too. The STD level breach forge does far more base damage than the compressed particle cannon. Firing a Wiyrkomi forge with level 5 proficiency and 2 damage mods at the weak point of a shield tank would put all but buffer Gunnlogis into armor, if not outright one-shot them. Firing a Wiyrkomi swarm at an armor tank is like punishment, like, how dare you decide to drive a vehicle making me unable to kill this red dot fresh out the battle academy with my Duvolle. So he takes out a Wiyrkomi swarm with level 5 proficiency and 5 damage mods on his PRO Caldari assault suit and proceeds to melt the armor off a tank, as if the tank was thrown towards the sun. |
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Posted - 2013.10.16 06:02:00 -
[36] - Quote
Lanius Pulvis wrote:Okay, so on a longer look I've decided the turrets are all a joke. Really, the only turret that out ranges swarms is a large rail turret!? I assume these changes will affect the AI turrets as well. Clearly you don't intend to bring back Enforcer tanks. The range of the small blasters should probably be increased as well. It would only make sense to use them on LAVs with the current range, once again ensuring the SP cost as well as ISK is inordinately high for tankers and DS pilots. Speaking of which, cost is still not being addresed that I've seen. The enforcers are terrible. |
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Posted - 2013.10.17 17:56:00 -
[37] - Quote
Grunt Shade wrote:I want my sp back. There are to many changes. Seems like asking for changes has took away from us tankers or atleast on paper it looks that way. Less modules and limited ammo Bye bye rail and missle turret unless your a really good shot and more power to you if you are. Av can currently shred a tank. Especially considering most people who stuck with dust have the option for proto gear. Guess we'll see how all this works when the shooting starts. Biggest problem with this game vechile wise is to many want a god tank and to many want a one shot one kill av weapon. Thats enough complaining from me ccp will be getting plenty of tickets soon im sure. We don't want god tanks, we want our SP and ISK investment to be worth it, and for the tank battles of Chromosome to be brought back. Why did infantry complain about tanks, yet so few were equipped to handle the better tankers? That deserved a HTFU from CCP, not CCP coddling them like children and nerfing tanks so many builds in a row. |
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Posted - 2013.11.04 16:40:00 -
[38] - Quote
Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Posted - 2013.11.04 16:53:00 -
[39] - Quote
daishi mk03 wrote:Spkr4theDead wrote:Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what? Heavy Attack Vehicle Command is a skill tankers skill, to be able to operate STD tanks. There are two versions of it, one for Gallente and one for Caldari. Another possibility is, that he means he skilled many vehicle skills to level 5. Tankers do this, to be able to use better modules, increase their efficiency and be able to use better fittings. e.g. less PG need to fit plates You are welcome. Tell me something else!
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Posted - 2013.11.17 10:49:00 -
[40] - Quote
Big Burns wrote:Shinobi MumyoSakanagare ZaShigurui wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this. As an AV player, and sometimes tanker on an alt, every single one of these changes looks like pure garbage to me. I see so many problems with this system that I cannot even begin to try and suggest changes to it. At least theres a plus side for me, Ill get to kill more tanks and do so easier. Wish I could give you a hundred likes . You said it . They actually made tanks weaker and the people who are touting these changes ( no offence intended ) need to have their head's examined . I WANT OUT OF VEHICLES and I hope that CCP will give me all the skill points that I placed in to my vehicles . Then I will be the ultimate assault / sniper . This will be what I need to stoke the fire of vengeance in my belly and I will become to those who wield vehicle's , their WORST NIGHTMARE !!!! Please release and free my skill points so I can move on . I will have no ill will or hard feelings . I put my request in so you know where I stand . I want NO parts of these changes !!!! The reason why no one is mad, is because they are taking out the "Enforcer Tanks", which means we will be getting at least a milSp back. While this isn't a full reimburse, it's enough to go proto in a new weapon or dropsuit. Besides, I for one, have been so psyched about the player market that I don't even care what happens to tanks. I believe I speak for every tanker when I say, that we are over it. CCP made us wait too long, so much to the point that we have taken matters into our own hands. Over the last few months I have gained enough Sp to go full Logi and skilled into Forge guns as well...I haven't looked back ever since. The only time I use tanks now is to get my 1kWp, from destroying installations at the beginning of a match. In conclusion, I would like to make a final statement as to why tanks have, and always will be a forgotten art. Before CCP created OP AV, people like Kain Spero made tanks obsolete. Such observations became clear during the IMP/STB war. As STB was, and always has been, known for their tankers, Kain Spero proved them invaluable. All he, or anyone had to do, was get to a roof top. 1 man, 1 Forge. He controlled the battlefield. After that war it became clear to everyone that tanks were useless, regardless of what CCP did to buff tanks or nerf AV. The issue is and always has been the "high ground" as stated by "Ted Nugget" and others. No one expects CCP to change all of their maps and so the dream has been long gone, and our wounds have had some time to heal. Thank You for reading. Sincerely, Big Burns Chromosome-Tank Veteran Pupil of : Ted Nugget, Ragewardog, The Amazing Pot Head, SmokethatKush, The Attorney General, and Earl James. Gunnlogis will reign.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
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Posted - 2013.11.17 11:02:00 -
[41] - Quote
Kilrex n'Drazi wrote:Will vehicle weapon ranges be nerfed to prevent redline spamming? Especially since swarms will no longer be able to reach them. LOL vehicles get another nerf. Every aspect has been nerfed for at least 5 builds in a row.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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