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Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
|
Posted - 2013.10.16 00:09:00 -
[1] - Quote
If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. |
Void Echo
Algintal Core Gallente Federation
1787
|
Posted - 2013.10.16 00:11:00 -
[2] - Quote
and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
|
Posted - 2013.10.16 00:12:00 -
[3] - Quote
Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit.
bf4 tanks are good... just letting CCP know...
btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3. |
Void Echo
Algintal Core Gallente Federation
1787
|
Posted - 2013.10.16 00:14:00 -
[4] - Quote
Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know...
in bf you put no personal investment into anything other than your infantry character in fact that's how every game is.
Dust514 allows you to actually put personal investment into vehicles for once. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
|
Posted - 2013.10.16 00:16:00 -
[5] - Quote
Void Echo wrote:Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... in bf you put no personal investment into anything other than your infantry character in fact that's how every game is. Dust514 allows you to actually put personal investment into vehicles for once.
personal investment into vehicles in dust is just a stupid way of spending your hard earned **** and having it blow up in your face in 5 seconds. I am fully specced into tanks and I barley ever fking take out a tank anymore. |
Cosgar
ParagonX
6076
|
Posted - 2013.10.16 00:18:00 -
[6] - Quote
Funny how changing one core skill could have prevented all this drama.... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
191
|
Posted - 2013.10.16 00:19:00 -
[7] - Quote
Cosgar wrote:Funny how changing one core skill could have prevented all this drama....
5% pg per level, nothing less... + they need to give back our marauder tanks with the HP buffs and the previous PG and CPU level. |
Iron Wolf Saber
Den of Swords
9435
|
Posted - 2013.10.16 00:46:00 -
[8] - Quote
Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80.
1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
195
|
Posted - 2013.10.16 00:51:00 -
[9] - Quote
Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2
Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. |
demonkiller 12
G.U.T.Z
279
|
Posted - 2013.10.16 00:55:00 -
[10] - Quote
i just want my 10mil sp back to put into something useful, like shotguns and scouts |
|
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
197
|
Posted - 2013.10.16 01:00:00 -
[11] - Quote
demonkiller 12 wrote:i just want my 10mil sp back to put into something useful, like shotguns and scouts
Shotguns and scout suck... seems like you need a lession on ARlogi514... |
Flix Keptick
Red Star. EoN.
770
|
Posted - 2013.10.16 01:02:00 -
[12] - Quote
AV CHANGES ARE NOT OUT YET, CALM THE **** DOWN PEOPLE (yes, I'm a ******* tanker) |
Harpyja
Royal Uhlans Amarr Empire
625
|
Posted - 2013.10.16 01:05:00 -
[13] - Quote
Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. *slap*
I am looking forward to 1.7. Everything is being reworked and will actually fill a role. Blasters were in need of change. They were simply best at everything: they had the highest DPS, best AV within their optimal, and best against infantry. I feel like a damage decrease is necessary, as it will be more useful against infantry than against other vehicles, giving it a well defined role.
Railguns and missiles are getting buffed, however, not nerfed as you claim. Railguns will have smaller heat costs with higher damage per shot. Missiles also get increased damage per missile, in addition to the large variants being fully automatic with a 12 round clip and .15s fire interval, which will make large missile turrets have the highest DPS in the game.
Also, the time spent in and out of battle will not be so different as you outline it. The current situation is more like you have outlined it: rush in, then bugger out in 10 seconds and wait for a minute to rep back to full and for modules to cooldown. Shield tanks are even worse because it takes a minute or two to get full shields from near depletion with a booster, while armor tanks only need 45 seconds before they can go back to battle from near death.
With the changes, the active modules are more powerful and last longer than what they are now, while their cooldown times are roughly the same.
I haven't done any math, but it doesn't seem like it's going to take more SP than it does now. It might actually take less SP, but I don't know. The racial skills have been removed which will let cross-training easier.
CCP, do not listen to this guy. |
Maken Tosch
DUST University Ivy League
4489
|
Posted - 2013.10.16 01:17:00 -
[14] - Quote
Sir,
Do your research and stop spewing bullshit. I looked at the skill requirements posted by CCP and the SP investment will have been reduced by a large factor by default. So large in fact that I will be amazed if CCP doesn't reimburse the pilots of the SP invested already in vehicles. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
685
|
Posted - 2013.10.16 01:22:00 -
[15] - Quote
Enough Said CCP is clueless on vehicles. |
Maken Tosch
DUST University Ivy League
4489
|
Posted - 2013.10.16 01:25:00 -
[16] - Quote
That thread is dated back to July. Is there a more updated one? |
Medic 1879
Forsaken Immortals Top Men.
1135
|
Posted - 2013.10.16 01:31:00 -
[17] - Quote
Well having small blasters do less damage than a MLT AR is crap I do hope that gets changed. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
685
|
Posted - 2013.10.16 01:34:00 -
[18] - Quote
Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2So please, find legitimate things to complain about instead of making up crap. 1) oh so CCP is compensating for how pathetic these vehicles will be? 2)https://forums.dust514.com/default.aspx?g=posts&t=93873 how much feedback did they take from this? give me a break dude 3) list one time CCP nerfed AV 4) just another nerf and better yet turrets remain bogged down by horrible hit detection
CCP cannot balance what isn't there to balance. We are missing two full racial lines, all modules meta level 4 and higher, advanced and proto hulls. I don't give a damn about your spreadsheet, when all that was needed was a little bit of listening on CCP's part. The fact the CPM members like yourself can't seem to wrap your heads around the bigger picture of this game is frightening.
What part of the absurd cool down times and ammo problems do you not understand. Is it fun to have to retreat every 60 seconds?
Where are active heat syncs? Speed mods? Remote Repairs? Why are shield tanks the same speed as armor tanks? Why are both tanks now 33%? slower than our current lolenforcers?
If CCP would sit down and talk with some vehicle pilots he might actually get it.
Sorry for ranting, but CCP and all of its lapdogs are in way over their heads. |
Void Echo
Algintal Core Gallente Federation
1796
|
Posted - 2013.10.16 01:35:00 -
[19] - Quote
Sir Dukey wrote:Void Echo wrote:Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... in bf you put no personal investment into anything other than your infantry character in fact that's how every game is. Dust514 allows you to actually put personal investment into vehicles for once. personal investment into vehicles in dust is just a stupid way of spending your hard earned **** and having it blow up in your face in 5 seconds. I am fully specced into tanks and I barley ever fking take out a tank anymore.
because the infantry have complained about everything they cant one shot or use minimal intelligence or effort to destroy and thus, its gotten to where even brain dead retards can kill us easily |
KenKaniff69
Subdreddit Test Alliance Please Ignore
685
|
Posted - 2013.10.16 01:36:00 -
[20] - Quote
Maken Tosch wrote:That thread is dated back to July. Is there a more updated one? Well, that is when a lot of great tankers left or stopped trying to get CCP to realize their mistakes and revert to what made sense. Since then they have removed every sign of trust/hope we had with CCP. They clearly have no clue what they are doing and their actions show it. |
|
low genius
The Sound Of Freedom Renegade Alliance
699
|
Posted - 2013.10.16 01:36:00 -
[21] - Quote
don't care. skill into something you like. stop qqing. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
686
|
Posted - 2013.10.16 01:39:00 -
[22] - Quote
low genius wrote:don't care. skill into something you like. stop qqing. AR or go home. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:41:00 -
[23] - Quote
Harpyja wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. *slap* I am looking forward to 1.7. Everything is being reworked and will actually fill a role. Blasters were in need of change. They were simply best at everything: they had the highest DPS, best AV within their optimal, and best against infantry. I feel like a damage decrease is necessary, as it will be more useful against infantry than against other vehicles, giving it a well defined role. Railguns and missiles are getting buffed, however, not nerfed as you claim. Railguns will have smaller heat costs with higher damage per shot. Missiles also get increased damage per missile, in addition to the large variants being fully automatic with a 12 round clip and .15s fire interval, which will make large missile turrets have the highest DPS in the game. Also, the time spent in and out of battle will not be so different as you outline it. The current situation is more like you have outlined it: rush in, then bugger out in 10 seconds and wait for a minute to rep back to full and for modules to cooldown. Shield tanks are even worse because it takes a minute or two to get full shields from near depletion with a booster, while armor tanks only need 45 seconds before they can go back to battle from near death. With the changes, the active modules are more powerful and last longer than what they are now, while their cooldown times are roughly the same. I haven't done any math, but it doesn't seem like it's going to take more SP than it does now. It might actually take less SP, but I don't know. The racial skills have been removed which will let cross-training easier. CCP, do not listen to this guy.
Says you... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:45:00 -
[24] - Quote
low genius wrote:don't care. skill into something you like. stop qqing.
only thing thats worth skilling in to is some medium frame with **** ton of ehp but thats boring, i rather go scout or heavy but they suck so i went tank and they suck as well.. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
686
|
Posted - 2013.10.16 01:47:00 -
[25] - Quote
Sir Dukey wrote:low genius wrote:don't care. skill into something you like. stop qqing. only thing thats worth skilling in to is some medium frame with **** ton of ehp but thats boring, i rather go scout or heavy but they suck so i went tank and they suck as well.. Maybe if things were balanced, we wouldn't have these problems. |
Void Echo
Algintal Core Gallente Federation
1796
|
Posted - 2013.10.16 01:50:00 -
[26] - Quote
KenKaniff69 wrote:Sir Dukey wrote:low genius wrote:don't care. skill into something you like. stop qqing. only thing thats worth skilling in to is some medium frame with **** ton of ehp but thats boring, i rather go scout or heavy but they suck so i went tank and they suck as well.. Maybe if CCP didn't listen to all the whiners in closed beta and the noobs of today, we wouldn't have these problems.
fixed it for you |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:53:00 -
[27] - Quote
Void Echo wrote:KenKaniff69 wrote:Sir Dukey wrote:low genius wrote:don't care. skill into something you like. stop qqing. only thing thats worth skilling in to is some medium frame with **** ton of ehp but thats boring, i rather go scout or heavy but they suck so i went tank and they suck as well.. Maybe if things were balanced, we wouldn't have these problems. fixed it for you
fixed it for you.
|
Coleman Gray
GunFall Mobilization Covert Intervention
812
|
Posted - 2013.10.16 01:53:00 -
[28] - Quote
First, they said that those statistics are not concrete, variables and values can and probably WILL be changed, all that is what they have at the moment. We don't even know when that vehicle change WILL come, may not even be 1.7, plus we don't know what other changes are being made. Best thing to do is wait and see what happens, or give constructive critism and points.
When the tank changes come, and your still not happy, well you know what to do with the sp your gonna get back don't you? |
Meeko Fent
DUST University Ivy League
1195
|
Posted - 2013.10.16 01:54:00 -
[29] - Quote
Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you.
Just... |
Void Echo
Algintal Core Gallente Federation
1796
|
Posted - 2013.10.16 01:54:00 -
[30] - Quote
Sir Dukey wrote:Void Echo wrote:KenKaniff69 wrote:Sir Dukey wrote:low genius wrote:don't care. skill into something you like. stop qqing. only thing thats worth skilling in to is some medium frame with **** ton of ehp but thats boring, i rather go scout or heavy but they suck so i went tank and they suck as well.. Maybe if things were balanced, we wouldn't have these problems. fixed it for you fixed it for you.
this is going to go on forever lol |
|
Void Echo
Algintal Core Gallente Federation
1796
|
Posted - 2013.10.16 01:55:00 -
[31] - Quote
Coleman Gray wrote:First, they said that those statistics are not concrete, variables and values can and probably WILL be changed, all that is what they have at the moment. We don't even know when that vehicle change WILL come, may not even be 1.7, plus we don't know what other changes are being made. Best thing to do is wait and see what happens, or give constructive critism and points.
When the tank changes come, and your still not happy, well you know what to do with the sp your gonna get back don't you?
well, they could release the current numbers they have worked on since a month ago and show us their progress... but there waiting for the last week to show us what they are going to **** up |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:56:00 -
[32] - Quote
Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just...
AV has never and i mean NEVER been nerfed no need to get real results... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.10.16 01:59:00 -
[33] - Quote
Coleman Gray wrote:First, they said that those statistics are not concrete, variables and values can and probably WILL be changed, all that is what they have at the moment. We don't even know when that vehicle change WILL come, may not even be 1.7, plus we don't know what other changes are being made. Best thing to do is wait and see what happens, or give constructive critism and points.
When the tank changes come, and your still not happy, well you know what to do with the sp your gonna get back don't you?
sigh... yes, AR logi... |
Iron Wolf Saber
Den of Swords
9444
|
Posted - 2013.10.16 02:15:00 -
[34] - Quote
KenKaniff69 wrote: 1) oh so CCP is compensating for how pathetic these vehicles will be? 2)https://forums.dust514.com/default.aspx?g=posts&t=93873 how much feedback did they take from this? give me a break dude 3) list one time CCP nerfed AV 4) just another nerf and better yet turrets remain bogged down by horrible hit detection
CCP cannot balance what isn't there to balance. We are missing two full racial lines, all modules meta level 4 and higher, advanced and proto hulls. I don't give a damn about your spreadsheet, when all that was needed was a little bit of listening on CCP's part. The fact the CPM members like yourself can't seem to wrap your heads around the bigger picture of this game is frightening.
What part of the absurd cool down times and ammo problems do you not understand. Is it fun to have to retreat every 60 seconds?
Where are active heat syncs? Speed mods? Remote Repairs? Why are shield tanks the same speed as armor tanks? Why are both tanks now 33%? slower than our current lolenforcers?
If CCP would sit down and talk with some vehicle pilots he might actually get it.
Sorry for ranting, but CCP and all of its lapdogs are in way over their heads.
1. That's just your opinion. 2. Thread's dated. 3. Forge Gun Range Nerf Swarm Damage Reduction Forge Gun Damage Reduction Forge Gun Splash Reduction Swarm Launcher Dumbfire removed. Swarm Launcher Full Automatic Firing removed. Swarm Launcher speed nerf. Forge Gun Damage Nerf Swarm Launcher Damage Nerf Turret Installation AI dumbed down Turret Installation HP massive nerf Turret repairer removed. Light Poles nerfed. 4. Turrets are all WIP last I checked 5. Speed Mods are listed near the bottom both Afterburners and Fuel Injectors return both active. 6. CCP Can't balance vehicles if they do not have roles let alone those vehicles do not or fail horribly in reaching many players suggested roles, and some player suggested roles are very imbalanced 7. Removed for review to be later put back in, I am hoping they get made into small turrets instead. 8. Once Again WIP 9. We have no idea what the vehicle provided numbers are measuring , Unreasonable stupid measurement could be 78.75 km/s vs 2400 kms an hour Or 78.74km/h vs 2.4km/s. |
Iron Wolf Saber
Den of Swords
9444
|
Posted - 2013.10.16 02:16:00 -
[35] - Quote
Sir Dukey wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... AV has never and i mean NEVER been nerfed no need to get real results...
Wrong... Oh so very wrong... |
Meeko Fent
DUST University Ivy League
1196
|
Posted - 2013.10.16 02:19:00 -
[36] - Quote
Sir Dukey wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... AV has never and i mean NEVER been nerfed no need to get real results... You must not understand what a complete overhaul entails |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3712
|
Posted - 2013.10.16 02:24:00 -
[37] - Quote
Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about.
I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game".
Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. |
crazy space 1
Unkn0wn Killers
1840
|
Posted - 2013.10.16 02:33:00 -
[38] - Quote
Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3.
your ideas are bad
I think CCP should follow the idea they posted, making base hulls weak and modules stronger, sadly in the same dev bog they state that, they also state they are nerfing modules and buffing tank HP. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3166
|
Posted - 2013.10.16 02:37:00 -
[39] - Quote
Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. All I want is my Amarr HAV. I wouldn't care about balance and all that jazz and just run it for the awesome factor! |
Void Echo
Algintal Core Gallente Federation
1800
|
Posted - 2013.10.16 02:52:00 -
[40] - Quote
Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3.
its either have a complete overhaul or kill the remaining pilots off |
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
686
|
Posted - 2013.10.16 02:56:00 -
[41] - Quote
Iron Wolf Saber wrote: 2. Thread's dated.
I am just going to focus on your responses to 2 since everything else went straight over your head.
The tank petition has over 150 supporters and was written in June. The game has not changed one bit since then besides the buff to swarms ROF, decreased draw distances, and less vehicle pilots-including the author of the post. Claiming the thread is dated ignores all of the suggestions that were compiled into the post by the OP after reading the responses by supporters. Most of the supporters aren't around anymore because they are tired of CCP's ignorance to the facts. Have you not noticed the number of tanks in Chrome compared to Uprising? It is like night and day. Have you noticed the AV in Chrome compared to Uprising? Again, like night and day.
SO... CCP's logic was to take tanks and nerf them hard, in anticipation that everyone would spec into Proto AV. Seeing that they were under powered, they gave us 25% more hull armor and 25% more hull shield. They also added a skill to provide a built in 10% (tops) resistance to each. To counter this they gave every weapon the weaponry bonus of Chrome FREE!
Then they messed with swarms and forge efficacy ratings to effect the only somewhat viable tank left, Gallente armor tanks. They boosted efficiency to 135% and 110% respectively for swarms and forges respectively vs armor. This is up from 110% and 90%.
Then they messed with an already pathetically reduced draw distance of 200m or so until now it is less than 100m at times. The whole time continually lying how they were working on it, but then it was working as intended.
Then swarms were buffed in their ROF over one magazine and over time. In addition, invisible AV began to run rampant due to draw distance mechanics.
Oh yeah and thanks for buffing orbitals as well. That 50% damage increase was really needed for those who don't even have AV. GJ CCP. Hard at work listening to player feedback I see. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
201
|
Posted - 2013.10.16 02:58:00 -
[42] - Quote
Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously.
please explain to me how I am wrong? Go straight ahead and tell me why each and every single thing that I said is wrong... |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
201
|
Posted - 2013.10.16 03:00:00 -
[43] - Quote
crazy space 1 wrote:Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... btw... did you want a vehicle overhaul because i surely fking didn't, all CCP had to do was buff shield tank speed, nerf proto fg, make shield hardners last 20 seconds and nerf the av nades so they cannot be replenished by nanos and make swarms the way they used to be in 1.3. your ideas are bad I think CCP should follow the idea they posted, making base hulls weak and modules stronger, sadly in the same dev bog they state that, they also state they are nerfing modules and buffing tank HP.
CCP dont know what they are doing, they try to make everything perfect and then they leave it for a long time. what they need to do is test thing and if they don't work, remove and try again. It doesn't matter if they give us the update during its testing (as in like nerfing/ buffing stuff to see if it works) |
Xender17
Ahrendee Mercenaries EoN.
790
|
Posted - 2013.10.16 03:40:00 -
[44] - Quote
There is a total 40% dif between armor and shield. If a madrugar player chose to play passively the madrugar would still win. both with 30% average resistance + another 1000 hp for the madrugar + and extra 1/3 armor rep per second compared to shield regens. Why don't they just make them the same? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3714
|
Posted - 2013.10.16 03:51:00 -
[45] - Quote
Sir Dukey wrote:Mobius Wyvern wrote:Sir Dukey wrote:Iron Wolf Saber wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. 1.) Total vehicle SP has dropped by near 32 multipliers. 2.) Stats on the New Vehicle sheet are preliminary and current WIP, while I would love to get an update of the information out CCP Wolfman is still processing the feedback. 3.) AV weaponry is getting adjusted in 1.7 4.) No such thing as scattered blasters in 1.7 yet. https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdFZ2ZzEyNW1neVdqYUF4bXU5NUdUOXc&usp=docslist_api#gid=2 Why go through the trouble when you can just buff us the way we wanted to be buffed... We want our PG skill, we want a nerf to proto AV (not a damage nerf), and we want a price reduction, we want our sagaris and suya back. And finally, we want a shield tank speed and active modules buff. Because you're wrong, and all that change would do is flip the unbalance in a direction that favors you, which seems to be all anyone around here cares about. I'm getting tired of this stupid viewpoint of "whatever makes me destroy people is good for the game". Seriously, people say politicians are retards, and then come here spouting the same crap they do and expect to be taken seriously. please explain to me how I am wrong? Go straight ahead and tell me why each and every single thing that I said is wrong... Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. |
Void Echo
Algintal Core Gallente Federation
1802
|
Posted - 2013.10.16 04:04:00 -
[46] - Quote
Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced.
because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. |
Meeko Fent
DUST University Ivy League
1197
|
Posted - 2013.10.16 04:10:00 -
[47] - Quote
Void Echo wrote:Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. Because then ANYBODY can be AV!
Herp-a-Derp. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:18:00 -
[48] - Quote
Meeko Fent wrote: Because then ANYBODY can be AV Herp-a-Derp.
Just like how anybody could be a good tanker and not get it blown up even in the current environment. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:22:00 -
[49] - Quote
Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
41
|
Posted - 2013.10.16 04:42:00 -
[50] - Quote
Iron Wolf Saber wrote: Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool
You have military experience? Or are we just talking out our ass here?
|
|
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
41
|
Posted - 2013.10.16 04:51:00 -
[51] - Quote
Since you're attempting to compare actual tanks with Dust tanks, here ya go:
Reactive Armor: http://www.youtube.com/watch?v=AUVnNk0aJBE Trophy Active Protective System: http://www.youtube.com/watch?v=na29pFmoBzk Smoke Screens: http://www.youtube.com/watch?v=CjlJi4l0cBs
Oh yeah, and here's a tank navigating bumpy terrain without taking massive hull damage: http://www.youtube.com/watch?v=eypmJ9gskDk
I can keep going... |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:51:00 -
[52] - Quote
MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote: Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool
You have military experience? Or are we just talking out our ass here?
Well when you have worked with pilots in keeping their planes in good repair you get to see a lot of mission footage. Tanks are the one thing you don't want to be in. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 04:53:00 -
[53] - Quote
Iron Wolf Saber wrote:Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool Usually, that tool costs at least one order of magnitude greater than a rifle. But everyone will QQ if proto AV cost ~450k each (~10x the cost of proto infantry weapons)
Just for comparison, the most commonly used rifle by the US is the M4, which costs about $1500. The most popular anti-tank/anti-air missile are the javelin and stinger, which cost $78,000 and $38,000 per missile, respectively. Yes this is sophisticated tech while an RPG can go for $1500 per warhead on the black market. However, Dust AV relates to Dust infantry weapons as sophisticated anti-tank/anti-air missiles relate to rifles in our world. |
Iron Wolf Saber
Den of Swords
9453
|
Posted - 2013.10.16 04:55:00 -
[54] - Quote
MUDFLAPS McGILLICUTTY wrote:
Reactive armor was defeated 10 years ago with introduction of Tandem Charged weapons.
Trophy system current does not work against kinetic kill weapons such as tank shells or larger missiles which do not have nose warheads. There is work on making a man portable system capable of defeating the trophy system.
Smoke screens are so millennia ago and are no longer and have not been that effective for decades now.
You make a good armor
Someone is going to make a better bullet. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 04:58:00 -
[55] - Quote
Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:03:00 -
[56] - Quote
Mobius Wyvern wrote:
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced.
Sounds like they used teamwork to me. Don't have a problem with it.
I see no problem with a tank being the best counter to another tank. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:04:00 -
[57] - Quote
Meeko Fent wrote:Void Echo wrote:Mobius Wyvern wrote:Hate to answer a question with a question, but in what way do you think effectively reverting vehicle/infantry balance to what it was before would help?
The idea now is to have vehicle assets fill roles rather than having a progression, which just causes power creep.
When Marauders go back in, I'll bet you anything they'll be the opposite of the Enforcers, having bonuses to defensive stats with no bonus to offense, thus making them better at getting in close and tangling with AV.
The old Marauders were just a straight upgrade from the standard HAVs, rendering those into a useless stepping stone toward getting Marauders.
The Powergrid skill allowed you to give the vehicle a massive quantity of hitpoints while still increasing resistances as well, thus allowing someone with a good fit to be virtually indestructible.
Before you even try and argue with me, back in Chromosome I took my heavily armored Madrugar into a match that happened to have a full squad of WARRIORs on the other team led by Lisa Michelle. I rounded a rock formation and there were four of them with Ishukone Assault Forge Guns. I activated the Hardener and Armor Repairer I had equipped in addition to my armor plates, and I survived two full volleys before the third one killed me as I was trying to back up while still firing.
4 Proto AVers had to use 3 shots each to kill a Madrugar, not a Marauder. Please explain to me with your infinite wisdom how that scenario is in any way balanced. because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced. Because then ANYBODY can be AV! Herp-a-Derp. If you have ADV AV grenades, you're qualified as AV. Everybody is already AV because 99% of the playerbase bought the basically free Hacked EX-0 AV grenades. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
43
|
Posted - 2013.10.16 05:05:00 -
[58] - Quote
Iron Wolf Saber wrote: There is work on making a man portable system capable of defeating the trophy system.
Right, so since we're talking about infantry AV here, all of these would be "man portable", meaning something akin to Trophy would counter something like swarms. Regardless, there are NO countermeasures available for Dust tanks. Which is really the larger picture I was making here... Modern tanks have tons of countermeasures in place - Dust has none. In fact, worse than a lack of countermeasures, we don't even have the fundamental necessities to defend ourselves. Swarm launchers are invisible 75% of the time, draw distance is an utter failure and hit detection is a joke...
Iron Wolf Saber wrote:Smoke screens are so millennia ago and are no longer and have not been that effective for decades now.
Yeah, it's funny how thermal and other optics can cut through smoke. Hey, look, another thing we don't have - optics.
Iron Wolf Saber wrote:You make a good armor
Someone is going to make a better bullet.
You ruin a decent game
Someone is going to find a better game.
|
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:07:00 -
[59] - Quote
Iron Wolf Saber wrote:Meeko Fent wrote: Because then ANYBODY can be AV Herp-a-Derp.
Just like how anybody could be a good tanker and not get it blown up even in the current environment. LOL! |
Iron Wolf Saber
Den of Swords
9454
|
Posted - 2013.10.16 05:07:00 -
[60] - Quote
Spkr4theDead wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV.
Forge Gun Range Nerf Swarm Damage Reduction Forge Gun Damage Reduction Forge Gun Splash Reduction Swarm Launcher Dumbfire removed. Swarm Launcher Full Automatic Firing removed. Swarm Launcher speed nerf. Forge Gun Damage Nerf Swarm Launcher Damage Nerf Turret Installation AI dumbed down Turret Installation HP massive nerf Turret repairer removed. Nerfed AV grenade Land Mines Massively increased cluster consumption of grenades and AV weapons. Nerfed Nanohive clusters Light Poles nerfed. Collision Model Changes Collision Model Changes Collision Model Changes |
|
Broonfondle Majikthies
Bannana Boat Corp
327
|
Posted - 2013.10.16 05:13:00 -
[61] - Quote
I'm willing to give the new changes a go. But then I'm a scientist and I don' like measuring an outcome before it is resolved (I'm not an quantum physicist )
Though I understand your trepidation. Were used to outright tanking max HP and a very rapid armour recovery. The focus in the new build will be resistance speed and damage. We also have to consider the reintroduction of the specialist vehicle which will potentially change the way the mods are used.
Also have you noticed the 'Unlocks all race variants' ? in the command tree? That will greatly increase the versatility. If they applied this to the suit skill tree it would make the standard frames the 'I don't know which suits me, I'll try this one today' rather than forcing you down a specialist line straight away. It also gives a purpose to go proto in these areas if you wish - You sacrifice specialisation for diversity.
The same could be applied to the weapons. At the moment we don't really know where the AR racial variants will sit in the current tree, so some players (like me) are reluctant to spec into it or similar weapons not knowing where the change will come.
We need to test these new ideas, we can't just dismiss them outright because we don't know the full scope of the changes. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
43
|
Posted - 2013.10.16 05:14:00 -
[62] - Quote
Makes no sense... In "real life" a crafty combat engineer like myself would just strap a bunch of forge guns to the front of the tank instead of garbage missiles. They take a fraction of the PG and CPU and pump out as much damage as a large rail turret.
Stop comparing **** to real life. Real tanks don't blow up with a number reaches zero. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 05:16:00 -
[63] - Quote
Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote: Reactive armor was defeated 10 years ago with introduction of Tandem Charged weapons. Trophy system current does not work against kinetic kill weapons such as tank shells or larger missiles which do not have nose warheads. There is work on making a man portable system capable of defeating the trophy system. Smoke screens are so millennia ago and are no longer and have not been that effective for decades now. You make a good armor Someone is going to make a better bullet. Harpyja wrote:Iron Wolf Saber wrote:Void Echo wrote: because they were fighting a 50 ton vehicle with hardeners and repps on that are more powerful than a dropsuit module. tell me how a single guy throwing AV nades at me killing me in 3 seconds is balanced.
Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool Usually, that tool costs at least one order of magnitude greater than a rifle. But everyone will QQ if proto AV cost ~450k each (~10x the cost of proto infantry weapons) Just for comparison, the most commonly used rifle by the US is the M4, which costs about $1500. The most popular anti-tank/anti-air missile are the javelin and stinger, which cost $78,000 and $38,000 per missile, respectively. Yes this is sophisticated tech while an RPG can go for $1500 per warhead on the black market. However, Dust AV relates to Dust infantry weapons as sophisticated anti-tank/anti-air missiles relate to rifles in our world. RPG 25 is about 9k a pop, your typical chinese low grade stuff can range anywhere from 50 - 2k a pop, in general the amount of money it takes to kill a tank is always magnitudes far less than the tank. Also stingers are proximity type missiles, not shape charged types. Most tanks would laugh the damage off (if you could they're primarily designed for anti air) though using said missile would **** the hell out of the trophy system off the tank and making it vulnerable to the next missile designed for killing said tank. My point was about pricing in Dust. In general, the ratios are just way too far off but making them realistic would make tanks the equivalent of titans in EVE, except that a frigate can't kill a titan at full health in a few shots. I do think though that AV needs to cost somewhere between tanks and rifles (at least twice that of rifles) |
Iron Wolf Saber
Den of Swords
9454
|
Posted - 2013.10.16 05:17:00 -
[64] - Quote
MUDFLAPS McGILLICUTTY wrote:Makes no sense... In "real life" a crafty combat engineer like myself would just strap a bunch of forge guns to the front of the tank instead of garbage missiles. They take a fraction of the PG and CPU and pump out as much damage as a large rail turret.
Stop comparing **** to real life. Real tanks don't blow up with a number reaches zero.
Yup most real tanks die with 99% hp left. |
Spkr4theDead
Red Star. EoN.
1043
|
Posted - 2013.10.16 05:21:00 -
[65] - Quote
Iron Wolf Saber wrote:Spkr4theDead wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV. Forge Gun Range Nerf Swarm Damage Reduction Forge Gun Damage Reduction Forge Gun Splash Reduction Swarm Launcher Dumbfire removed. Swarm Launcher Full Automatic Firing removed. Swarm Launcher speed nerf. Forge Gun Damage Nerf Swarm Launcher Damage Nerf Turret Installation AI dumbed down Turret Installation HP massive nerf Turret repairer removed. Nerfed AV grenade Land Mines Massively increased cluster consumption of grenades and AV weapons. Nerfed Nanohive clusters Light Poles nerfed. Collision Model Changes Collision Model Changes Collision Model Changes Patch notes, not a randomly generated list with nothing to back it up. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
44
|
Posted - 2013.10.16 05:27:00 -
[66] - Quote
Spkr4theDead wrote:MUDFLAPS McGILLICUTTY wrote: Please do keep going.
More Countermeasures:
ECM Jamming Devices counter remote detonated explosives: http://www.youtube.com/watch?v=1VcD_0L6NQg
Physical/explosive activation systems counter landmines and other pressure detonated explosives: http://www.youtube.com/watch?v=GGbI9OeZo90
|
Iron Wolf Saber
Den of Swords
9454
|
Posted - 2013.10.16 05:28:00 -
[67] - Quote
Harpyja wrote:
My point was about pricing in Dust. In general, the ratios are just way too far off but making them realistic would make tanks the equivalent of titans in EVE, except that a frigate can't kill a titan at full health in a few shots. I do think though that AV needs to cost somewhere between tanks and rifles (at least twice that of rifles)
I wont argue against raising the prices of the devices but there is the catch of what the prices would do when the economy is released. We can't go around balancing around price tags anyways. Same can be said for tanks, if tanks become really unpopular they either go super cheap or super expensive because of how supply and demands are made.
In order of magnitudes however the price of the 'hull' should be based on how often its expected to die. Tanks are a bit up there and still die too easily, however... out of all the price to survival ratios out there, Dropships have it the worst, and military grade Tanks are currently even with the all the fubar stuff with the av and vehicles are the only vehicle with a lifespan average of that greater than one match.
Then there is the issue of ownership.
Tanks in battlefield feel good, you want to know why?
They're free.
They cost nothing and have no set backs other than blowing one up early means waiting for it to respawn eventually.
Dying has to still matter in this game. Back in the worst days of AV, I could have blown up a sagaris to no effect because the pilot was insanely rich already constantly going 40+/0 several matches in a row, a 4 million isk tank meant nothing to him.
|
Iron Wolf Saber
Den of Swords
9454
|
Posted - 2013.10.16 05:34:00 -
[68] - Quote
MUDFLAPS McGILLICUTTY wrote:
ECCM is a thing you know http://www.youtube.com/watch?v=vjvUMwRDKMw Prevents AWACs aircraft from jamming it.
Why have land mines that have to get ran over when you can have land mines that hunt seek and destroy their targets? http://www.youtube.com/watch?v=2upxZigECyk
You'd think CoD would be teaching people a thing or two... |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
45
|
Posted - 2013.10.16 05:40:00 -
[69] - Quote
Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote:Makes no sense... In "real life" a crafty combat engineer like myself would just strap a bunch of forge guns to the front of the tank instead of garbage missiles. They take a fraction of the PG and CPU and pump out as much damage as a large rail turret.
Stop comparing **** to real life. Real tanks don't blow up with a number reaches zero. Yup most real tanks die with 99% hp left.
If only they could disappear past 200 meters because of draw distance. (or lack therof)
I'd entertain the "real life" comparison if this game had any physics going for it - but it doesn't.
CCP needs to stop tweaking and fix the fundamentals. Hit detection, draw distance, frame rates in games with lots of equipment, etc... We're getting regurgitated material instead of actual new content. I know this patch is going to be terrible - simply because its patching something that isn't broken. Some changes to a few core skills could solve all of this and all of that manpower could be solving these other game-breaking issues.
Seriously, I'm done beating a dead horse. |
Iron Wolf Saber
Den of Swords
9454
|
Posted - 2013.10.16 05:44:00 -
[70] - Quote
MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote:Makes no sense... In "real life" a crafty combat engineer like myself would just strap a bunch of forge guns to the front of the tank instead of garbage missiles. They take a fraction of the PG and CPU and pump out as much damage as a large rail turret.
Stop comparing **** to real life. Real tanks don't blow up with a number reaches zero. Yup most real tanks die with 99% hp left. If only they could disappear past 200 meters because of draw distance. (or lack therof) I'd entertain the "real life" comparison if this game had any physics going for it - but it doesn't. CCP needs to stop tweaking and fix the fundamentals. Hit detection, draw distance, frame rates in games with lots of equipment, etc... We're getting regurgitated material instead of actual new content. I know this patch is going to be terrible - simply because its patching something that isn't broken. Some changes to a few core skills could solve all of this and all of that manpower could be solving these other game-breaking issues.Seriously, I'm done beating a dead horse.
CCP Team Kong has little to do with draw distance and frame rate however. Hid detection is not all of his thing either but he helps out there.. And lets be honest, vehicles will still be garbage with 60-260 more grid. That is about one and a half of prototype's module's worth of upgrade and you're looking at running out of CPU then. |
|
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
45
|
Posted - 2013.10.16 05:46:00 -
[71] - Quote
I love how you think you're arguing against me, but you're really arguing my point for me.
Dust has none of this fun, high-tech equipment you expect to come with the battlefield of the future. Such is my point... All of the equipment that you and I just mentioned exists now, on the modern battlefield. Yet we don't even have the simplest of countermeasures (smoke) even though (according to you) it's been around for 1000 years.
So we're fighting in a universe where ships travel the stars, yet modern combat technology trumps everything we have access to on the ground. You just helped me prove that point, and for that, I thank you. |
Iron Wolf Saber
Den of Swords
9455
|
Posted - 2013.10.16 05:53:00 -
[72] - Quote
MUDFLAPS McGILLICUTTY wrote:
I love how you think you're arguing against me, but you're really arguing my point for me.
Dust has none of this fun, high-tech equipment you expect to come with the battlefield of the future. Such is my point... All of the equipment that you and I just mentioned exists now, on the modern battlefield. Yet we don't even have the simplest of countermeasures (smoke) even though (according to you) it's been around for 1000 years.
So we're fighting in a universe where ships travel the stars, yet modern combat technology trumps everything we have access to on the ground. You just helped me prove that point, and for that, I thank you.
I love how you think you have a point that is shared with mine.
At some point the military evolution is going to render the thinking of said device no longer valid.
Rocks Sticks Sticks with Rocks Yo-yos Sling Shots Knights Cross Bows Castles Calvary Battleships Tanks by most accounts is next on the extinction list and is much nearer than Piloted Aircraft
and by Dust 514 standards our HAVs and LAVs are pre clone tech. They were originally we're not designed with having shields or dealing with forge guns. One of the most effective anti vehicle weapons out there not being deployed by us is a hunter drone. Clone tech stuff keeps getting better and better than all the old world standards. Which is probably why the Amarrians even with their full lineup of vehicles are not on the field because they know the clone soldiers are a generation ahead and it would be a near total waste to send those to their deaths against cloners when it can be more effectively used against non cloners. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
45
|
Posted - 2013.10.16 06:04:00 -
[73] - Quote
Iron Wolf Saber wrote:CCP Team Kong has little to do with draw distance and frame rate however. Hid detection is not all of his thing either but he helps out there..
Ummm... what?
Iron Wolf Saber wrote:And lets be honest, vehicles will still be garbage with 60-260 more grid. That is about one and a half of prototype's module's worth of upgrade and you're looking at running out of CPU then.
Do you even tank? You seem to have no idea what you're talking about.
|
Kasote Denzara
A Vulture
448
|
Posted - 2013.10.16 06:07:00 -
[74] - Quote
Am I one of the people that honestly does not give a **** about the vehicles?
I'm honestly more hurt about how I can't be a Gallentean heavy... |
Iron Wolf Saber
Den of Swords
9457
|
Posted - 2013.10.16 06:19:00 -
[75] - Quote
MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote:CCP Team Kong has little to do with draw distance and frame rate however. Hid detection is not all of his thing either but he helps out there.. Ummm... what? Iron Wolf Saber wrote:And lets be honest, vehicles will still be garbage with 60-260 more grid. That is about one and a half of prototype's module's worth of upgrade and you're looking at running out of CPU then. Do you even tank? You seem to have no idea what you're talking about.
You do the math then tell me how that power grid skill is going to suddenly give tanks a role, LAVs a use, and dropships from being pathetic. Only two real winners would be the madruger and the python.
I bet you in nearly every instance where you have died so far there was already another attack against your vehicle on the way. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
45
|
Posted - 2013.10.16 06:37:00 -
[76] - Quote
Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote:CCP Team Kong has little to do with draw distance and frame rate however. Hid detection is not all of his thing either but he helps out there.. Ummm... what? Iron Wolf Saber wrote:And lets be honest, vehicles will still be garbage with 60-260 more grid. That is about one and a half of prototype's module's worth of upgrade and you're looking at running out of CPU then. Do you even tank? You seem to have no idea what you're talking about. You do the math then tell me how that power grid skill is going to suddenly give tanks a role, LAVs a use, and dropships from being pathetic. Only two real winners would be the madruger and the python.
Math? I don't need math...
-Lack of a "role" for tanks: The lack of a role for tanks isn't even a problem. I'm not even going to dignify that with an answer.
-Lack of a "use" for LAVs: LAVs aren't used for things because they aren't rewarded for them and they're impractical.
---Simple fixes: ---------Change repair kits and view on LLAVs so that they can easily lock-on and give great WP for repairing friendly units/vehicles to encourage their use. --------- Drop the gun on the non-logistics version and make it a 4 seater fast-transport. ----------Give the driver, gunner and occupants some protection. LAV occupants and gunners are too vulnerable to small arms fire.
-Dropships are "pathetic":
I don't fly dropships, so I don't know too much about them. Seems as though there ought to be some counter-measures on those as well. To be honest, the assault dropship is trying to fill the role of an attack jet - It's just nonsensical. I view dropships as transport vehicles primarily, yet not fully unarmed. The Assault can continue to fill an attack/transport role, and then make a new class (you can just copypasta the assault dropship and edit the stats - I know CCP loves doing that) -- Have the new dropship be an "Attack Dropship" to fill the next few years until you implement jets. Give it two small turrets that both face front and are both controlled by the pilot. No other seats than the pilot - pure attack vehicle...
Or ya know... You could put all that on the backburner and fix the ******* draw distance and hit detection... You know, those fundamental principles that make a game playable?
I'm done here.
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Iron Wolf Saber
Den of Swords
9457
|
Posted - 2013.10.16 06:46:00 -
[77] - Quote
First off I am not a developer, I fix nothing.
Lack of a real role for the HAV is a problem, its the most massive problem with the damn vehicle. What is it supposed to do, I can get dozens of answers and the HAV literally fails at just about all of them cept save one: Expensive Target.
What you and I call rewards are two different things because destroying equipment is an reward even if it provided no war points, if I could design something where player behavior will see to the said action without reward then its a good system. Rewards should be sugar on top.
HD is pretty good when it comes to vehicles and unless you're rail sniping DD isn't too bad. I am more pissed off about Dysncing issues instead, lack of awareness, and better hit sounds and UI inferring where I am getting hit from. |
Spkr4theDead
Red Star. EoN.
1044
|
Posted - 2013.10.16 06:48:00 -
[78] - Quote
Kasote Denzara wrote:Am I one of the people that honestly does not give a **** about the vehicles?
I'm honestly more hurt about how I can't be a Gallentean heavy... So then why are you posting on here? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3345
|
Posted - 2013.10.16 06:49:00 -
[79] - Quote
ITT: "I have no idea what CCP has in store for the Vehicle/AV rebalance, despite them showing us all the details available on vehicle rebalance and stating that they intend to rebalance AV as a direct result of this and because of this I am crying tears of fury in a blatant attempt to get everyone else to join me despite the basis being assumption, speculation and information gained from a magic crystal ball."
Edit: Also, Planetside 2 has vehicle ammunition count and since you guys are always going on about how it's God's gift to FPS games, you'd think this wouldn't be the highest on our list of problems. |
Kasote Denzara
A Vulture
450
|
Posted - 2013.10.16 06:59:00 -
[80] - Quote
Spkr4theDead wrote: So then why are you posting on here?
It's simple, really. Tanks have been in since beta.
All the racial suits have been in si-... oh. |
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Medical Crash
Pro Hic Immortalis
154
|
Posted - 2013.10.16 07:02:00 -
[81] - Quote
CCP is understaffed, that has to be the reason for the slow progress. I can't blame them, the CELL on the PS3 is harder to program for. I hope they are secretly developing a PS4 version of DUST, from what I've read it takes only three months to learn how to program for it, the same as the original PS1, that's great news to me. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3348
|
Posted - 2013.10.16 08:44:00 -
[82] - Quote
Medical Crash wrote: CCP is understaffed, that has to be the reason for the slow progress. I can't blame them, the CELL on the PS3 is harder to program for. I hope they are secretly developing a PS4 version of DUST, from what I've read it takes only three months to learn how to program for it, the same as the original PS1, that's great news to me.
Think they'd be better off spending their money on re-vamping the Carbon engine to work on consoles =P |
Mortedeamor
Internal Rebellion
466
|
Posted - 2013.10.16 09:15:00 -
[83] - Quote
Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. i agree if ccp doesnt want vehicles that cool ps2 has great tank or so i hear |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3715
|
Posted - 2013.10.16 11:37:00 -
[84] - Quote
MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote: Usually in real life a tank dies in 0.2 seconds when engaged with the proper tool
You have military experience? Or are we just talking out our ass here? You can see examples of that just by browsing YouTube. Ever seen what happens to a tank hit by a TOW rocket or one from a Javelin? Let's not forget that an anti-armor weapon hitting a tank in the vulnerable rear radiator/exhaust grille is pretty much guaranteed to disable or destroy it.
The idea of "waves of opportunity" is actually very similar to the concept of the "Active Defense" system on vehicles in Battlefield 2142 (since so many people talk about Battlefield in this thread).
In that game, when the driver spotted a lot of incoming AV, he could activate a 3-second period of complete invulnerability that would then have a long cooldown time and leave him vulnerable. If he exercised good enough timing with the activation, he could successfully weather an attack that would have killed him otherwise, and withdraw to try and repair and prepare to re-engage.
Our current Enforcers have bonuses to weapon damage. So say that Marauders have a bonus to defensive stats and no bonuses to weapons?
Why not have one of those bonuses be to Active Module duration? Since an Gallente Enforcer only receives bonuses to blasters, but I think it's pretty obvious that that is due to their no being a long-range Gallente weapon in the game as of yet. |
Takahiro Kashuken
Red Star. EoN.
1374
|
Posted - 2013.10.16 12:36:00 -
[85] - Quote
Iron Wolf Saber wrote:Spkr4theDead wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV. Forge Gun Range Nerf - Still hits from 300m, top of towers or rings and can still prevent vehicles access to nearly all the mapSwarm Damage Reduction - 3k per volley is a reduction?Forge Gun Damage Reduction - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Forge Gun Splash Reduction - FG still has better splash than a vehicle mounted large railgun Swarm Launcher Dumbfire removed. - Only because it was hurting AV, FG are doing the same to AV right now but no one seems to be bothered, when it was the vehicle mounted railgun tho everyone QQ until it got nerfed to nothingSwarm Launcher Full Automatic Firing removed. - 0.3sec relock time, might aswell been auto still since it can spit out 9k damage with 3 volleys in 3secsSwarm Launcher speed nerf. - Still catches all LAVs, DS are the only ones who can actually escape by flying to the othter end of the mpaForge Gun Damage Nerf - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Swarm Launcher Damage Nerf - 9k damage from 3 volleys, stronger than a large vehicle mounted missile launcher and fires more missiles, so noTurret Installation AI dumbed down - installation lock onto you automatically even if no one is in it and will shoot at you until you are behind cover or dead, so no Turret Installation HP massive nerf - It has about 6k in healthTurret repairer removed. - Because that was so OPNerfed AV grenade Land Mines - The AV nades wasnt working as intended, AV mines were but no one used them because AV nades were bugged and were better and still are Massively increased cluster consumption of grenades and AV weapons. - Really? my K2 nanos i can sit on and spam nades, same at the depot as well so noNerfed Nanohive clusters - Thats a nerf to all ammo so not a nerf to AV but a standard nerf to everything which uses ammoLight Poles nerfed. - Nope, can still do 3k damage to you Collision Model Changes - Collision to what? i can smack a shield tank with an armor tank and pop it
So nerfs to AV you were saying?
No more like buffs
You forgot the reduced lock time for swarms, the reduced relock time for swarms, the reduced reloading speed for swarms and that was 1.4
AV still have proto AV vs a basic tank with basic mods and your trying to say AV has been nerfed?
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
689
|
Posted - 2013.10.16 13:36:00 -
[86] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:Spkr4theDead wrote:Meeko Fent wrote:Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80. Sigh, can't wait to QQ before you get the numbers on AV can't you. Just... Point out one time CCP has nerfed AV. Forge Gun Range Nerf - Still hits from 300m, top of towers or rings and can still prevent vehicles access to nearly all the mapSwarm Damage Reduction - 3k per volley is a reduction?Forge Gun Damage Reduction - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Forge Gun Splash Reduction - FG still has better splash than a vehicle mounted large railgun Swarm Launcher Dumbfire removed. - Only because it was hurting AV, FG are doing the same to AV right now but no one seems to be bothered, when it was the vehicle mounted railgun tho everyone QQ until it got nerfed to nothingSwarm Launcher Full Automatic Firing removed. - 0.3sec relock time, might aswell been auto still since it can spit out 9k damage with 3 volleys in 3secsSwarm Launcher speed nerf. - Still catches all LAVs, DS are the only ones who can actually escape by flying to the othter end of the mpaForge Gun Damage Nerf - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Swarm Launcher Damage Nerf - 9k damage from 3 volleys, stronger than a large vehicle mounted missile launcher and fires more missiles, so noTurret Installation AI dumbed down - installation lock onto you automatically even if no one is in it and will shoot at you until you are behind cover or dead, so no Turret Installation HP massive nerf - It has about 6k in healthTurret repairer removed. - Because that was so OPNerfed AV grenade Land Mines - The AV nades wasnt working as intended, AV mines were but no one used them because AV nades were bugged and were better and still are Massively increased cluster consumption of grenades and AV weapons. - Really? my K2 nanos i can sit on and spam nades, same at the depot as well so noNerfed Nanohive clusters - Thats a nerf to all ammo so not a nerf to AV but a standard nerf to everything which uses ammoLight Poles nerfed. - Nope, can still do 3k damage to you Collision Model Changes - Collision to what? i can smack a shield tank with an armor tank and pop it So nerfs to AV you were saying? No more like buffs You forgot the reduced lock time for swarms, the reduced relock time for swarms, the reduced reloading speed for swarms and that was 1.4 AV still have proto AV vs a basic tank with basic mods and your trying to say AV has been nerfed? In addition all AV is invisible now due to draw distance issues. CCP also messed with efficacy ratings to hurt armor, the only viable tank left, swarms up to 135% form 110% and forges up to 110% from 90%. |
Iron Wolf Saber
Den of Swords
9471
|
Posted - 2013.10.16 15:01:00 -
[87] - Quote
Takahiro Kashuken wrote:
Forge Gun Range Nerf - Still hits from 300m, top of towers or rings and can still prevent vehicles access to nearly all the map Swarm Damage Reduction - 3k per volley is a reduction? Forge Gun Damage Reduction - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Forge Gun Splash Reduction - FG still has better splash than a vehicle mounted large railgun Swarm Launcher Dumbfire removed. - Only because it was hurting AV, FG are doing the same to AV right now but no one seems to be bothered, when it was the vehicle mounted railgun tho everyone QQ until it got nerfed to nothing Swarm Launcher Full Automatic Firing removed. - 0.3sec relock time, might aswell been auto still since it can spit out 9k damage with 3 volleys in 3secs Swarm Launcher speed nerf. - Still catches all LAVs, DS are the only ones who can actually escape by flying to the othter end of the mpa Forge Gun Damage Nerf - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Swarm Launcher Damage Nerf - 9k damage from 3 volleys, stronger than a large vehicle mounted missile launcher and fires more missiles, so no Turret Installation AI dumbed down - installation lock onto you automatically even if no one is in it and will shoot at you until you are behind cover or dead, so no Turret Installation HP massive nerf - It has about 6k in health Turret repairer removed. - Because that was so OP Nerfed AV grenade Land Mines - The AV nades wasnt working as intended, AV mines were but no one used them because AV nades were bugged and were better and still are Massively increased cluster consumption of grenades and AV weapons. - Really? my K2 nanos i can sit on and spam nades, same at the depot as well so no Nerfed Nanohive clusters - Thats a nerf to all ammo so not a nerf to AV but a standard nerf to everything which uses ammo Light Poles nerfed. - Nope, can still do 3k damage to you Collision Model Changes - Collision to what? i can smack a shield tank with an armor tank and pop it
So nerfs to AV you were saying?
No more like buffs
You forgot the reduced lock time for swarms, the reduced relock time for swarms, the reduced reloading speed for swarms and that was 1.4
AV still have proto AV vs a basic tank with basic mods and your trying to say AV has been nerfed?
1. You could not refute all the points made out 2. this list was very incomplete. 3. It sounds like you don't have any horror stories of getting nailed by theses AV before they got nerfed. 4. the logic used is poor, I can declare HAVs never got nerfed and apply the same tact in return |
Halador Osiris
Dead Six Initiative Lokun Listamenn
696
|
Posted - 2013.10.16 15:04:00 -
[88] - Quote
Sir Dukey wrote:they have to retreat to the red line for 2 minutes after 10 seconds of combat. Wow, this sounds like what dropships have been going through since before I started in January. Stupid tanker QQ. |
Takahiro Kashuken
Red Star. EoN.
1381
|
Posted - 2013.10.16 15:21:00 -
[89] - Quote
Iron Wolf Saber wrote:Takahiro Kashuken wrote:
Forge Gun Range Nerf - Still hits from 300m, top of towers or rings and can still prevent vehicles access to nearly all the map Swarm Damage Reduction - 3k per volley is a reduction? Forge Gun Damage Reduction - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Forge Gun Splash Reduction - FG still has better splash than a vehicle mounted large railgun Swarm Launcher Dumbfire removed. - Only because it was hurting AV, FG are doing the same to AV right now but no one seems to be bothered, when it was the vehicle mounted railgun tho everyone QQ until it got nerfed to nothing Swarm Launcher Full Automatic Firing removed. - 0.3sec relock time, might aswell been auto still since it can spit out 9k damage with 3 volleys in 3secs Swarm Launcher speed nerf. - Still catches all LAVs, DS are the only ones who can actually escape by flying to the othter end of the mpa Forge Gun Damage Nerf - Still stronger than every vehicle mounted railgun turret on base stats, breach is about 1k more damage, so no Swarm Launcher Damage Nerf - 9k damage from 3 volleys, stronger than a large vehicle mounted missile launcher and fires more missiles, so no Turret Installation AI dumbed down - installation lock onto you automatically even if no one is in it and will shoot at you until you are behind cover or dead, so no Turret Installation HP massive nerf - It has about 6k in health Turret repairer removed. - Because that was so OP Nerfed AV grenade Land Mines - The AV nades wasnt working as intended, AV mines were but no one used them because AV nades were bugged and were better and still are Massively increased cluster consumption of grenades and AV weapons. - Really? my K2 nanos i can sit on and spam nades, same at the depot as well so no Nerfed Nanohive clusters - Thats a nerf to all ammo so not a nerf to AV but a standard nerf to everything which uses ammo Light Poles nerfed. - Nope, can still do 3k damage to you Collision Model Changes - Collision to what? i can smack a shield tank with an armor tank and pop it
So nerfs to AV you were saying?
No more like buffs
You forgot the reduced lock time for swarms, the reduced relock time for swarms, the reduced reloading speed for swarms and that was 1.4
AV still have proto AV vs a basic tank with basic mods and your trying to say AV has been nerfed?
1. You could not refute all the points made out 2. this list was very incomplete. 3. It sounds like you don't have any horror stories of getting nailed by theses AV before they got nerfed. 4. the logic used is poor, I can declare HAVs never got nerfed and apply the same tact in return
I countered all your points
You say nerfs but they are still infact better than a large turret which needs a vehicle to work and also are alot cheaper ISK wise
The list was incomplete because you made it so, whos fault is that?
Back in the day HAVs and other vehicles were really good to use, to solo one took some doing but to make the job easier and kill it required teamwork and also AV was alot more expensive and players prefered to tryhard with an AR because it was easier and AV was harder, but also the best counter to a tank was another tank
The logic is fine, you are just changing the goalposts yet again like you did in that proto thread you made, you can try and say HAVs never got nerfed but a loss of skills/mods/vehicles and changing of skill descriptions to something less useful such as no bonus or it being an SP sink you cannot counter against - These are facts
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MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
52
|
Posted - 2013.10.16 15:42:00 -
[90] - Quote
Mobius Wyvern wrote: EDIT: Also, if you payed any attention, you'd know that IWS actually does have military experience.
If I payed any attention? To what, his post history? I've never talked w/ the guy outside of this thread. Sounds like he had a non-combat role anyway - get off his nuts. He suggested that armored vehicles just pop instantly in real life and he's basing that on some mash-up videos he saw of pilots dropping JDAMs on **** which somehow makes him a resident expert. I don't buy it, the same way I don't buy him talking about (Dust514) tank statistics as if he actually drove them. He doesn't now **** about either. I've been in multiple vehicles hit by IEDs and RPGs and driven right through the hit with marginal damage - because the vehicles I was in were intended to survive explosions and had the correct countermeasures in place. My argument isn't about tanks or survivability - it's the complete lack of countermeasures on Dust vehicles. I listed tons of MODERN counters that aren't even available to us on Dust.
When CCP implements jets, maybe I'll take your fanboy "everything CCP does is good" commentary slightly more seriously... But to be honest, I'm not waiting around 5 years to have that conversation.
Herp derp - How is any of this blathering relevant to dust? It's not - because this game has zero physics and doesn't relate to "real life" even remotely - as I've said numerous times.
In real life, running and jumping around like the Easter Bunny doesn't make you temporarily immune to bullets.
In real life, driving 200 meters away from something doesn't suddenly make you invisible.
In real life, an explosive the size of a slice of pizza doesn't do **** to an armored vehicle.
Stop comparing things you clearly don't understand.
CCP is a failure because they can't fix basic game mechanics (draw distance/hit detection) and instead are back to tweaking things and calling it "new content." It's a ******* joke. Can't wait until they paint a scout suit bright green and call it a pilot suit. I'm just not willing to wait til 2015 for "new" content that is just a regurgitation of old content.
LOL |
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ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
48
|
Posted - 2013.10.16 15:45:00 -
[91] - Quote
Void Echo wrote:Sir Dukey wrote:Void Echo wrote:Sir Dukey wrote:Void Echo wrote:and you think we don't know this?
were just letting CCP decide for themselves if they want to kill pilots off or try to revive us.
were tired of their bullshit. bf4 tanks are good... just letting CCP know... in bf you put no personal investment into anything other than your infantry character in fact that's how every game is. Dust514 allows you to actually put personal investment into vehicles for once. personal investment into vehicles in dust is just a stupid way of spending your hard earned **** and having it blow up in your face in 5 seconds. I am fully specced into tanks and I barley ever fking take out a tank anymore. because the infantry have complained about everything they cant one shot or use minimal intelligence or effort to destroy and thus, its gotten to where even brain dead retards can kill us easily
Infantry bitching accounts for most of the feedback, its a numbers game.
Infantry Flaylocks.....Changed QUICK Infantry Movements....Changed QUICK
The tanking population is smaller so it gets less attention.
Always happy to die by a fellow tanker! But dying to a guy with heat seeking grenades standing on top of a 20 story building tries my patience.
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Flix Keptick
Red Star. EoN.
777
|
Posted - 2013.10.16 16:39:00 -
[92] - Quote
Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote:Iron Wolf Saber wrote:MUDFLAPS McGILLICUTTY wrote:Makes no sense... In "real life" a crafty combat engineer like myself would just strap a bunch of forge guns to the front of the tank instead of garbage missiles. They take a fraction of the PG and CPU and pump out as much damage as a large rail turret.
Stop comparing **** to real life. Real tanks don't blow up with a number reaches zero. Yup most real tanks die with 99% hp left. If only they could disappear past 200 meters because of draw distance. (or lack therof) I'd entertain the "real life" comparison if this game had any physics going for it - but it doesn't. CCP needs to stop tweaking and fix the fundamentals. Hit detection, draw distance, frame rates in games with lots of equipment, etc... We're getting regurgitated material instead of actual new content. I know this patch is going to be terrible - simply because its patching something that isn't broken. Some changes to a few core skills could solve all of this and all of that manpower could be solving these other game-breaking issues.Seriously, I'm done beating a dead horse. CCP Team Kong has little to do with draw distance and frame rate however. Hid detection is not all of his thing either but he helps out there.. And lets be honest, vehicles will still be garbage with 60-260 more grid. That is about one and a half of prototype's module's worth of upgrade and you're looking at running out of CPU then. So you are admiting that vehicles are garbage *busted*
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CharCharOdell
Shining Flame Amarr Empire
1179
|
Posted - 2013.10.16 17:28:00 -
[93] - Quote
calm down. the blaster stats were not changed so we dont know what adv or proto will be. turrets actually got a buff. tanks now have MORE EHP than they do now. Shield tanks can become invulnerable to explosives and everything else except lasers will tickle. Armor tanks get the 0.4 resistance from 1 module vs .45 from two. to fully spec one tank type (shield or armor) and one turret, it is slightly over 14,000,000 SP, which is actually less than it costs, now. A decent tank with proto turrets and complex modules and 3 prof in most things will only be 3,109,200 SP. To fit a basic tank with std turret and basic modules is around 750,000 SP.
So, actually, tanks need less SP, do MORE damage, and take MORE hits- not to mention how nitros will make us move at 48m/s. haha. yeah. please do math before you tell people that they're wrong. |
Uravm0d groundforce
molon labe. RISE of LEGION
21
|
Posted - 2013.10.16 17:51:00 -
[94] - Quote
Kasote Denzara wrote:Spkr4theDead wrote: So then why are you posting on here?
It's simple, really. Tanks have been in since beta. All the racial suits have been in si-... oh.
All the racial tanks have been in si-... oh. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
327
|
Posted - 2013.10.16 17:57:00 -
[95] - Quote
Sir Dukey wrote:If a thread is made about abolishing 1.7 and has 30 signatures, 1.7 will be abolished. 1.7 is making tanks a bigger sp sink and nerfing tanks into the groud to a point where they have to retreat to the red line for 2 minutes after 10 seconds of combat. Shame on you CCP, And i better be able to fking one shot infantry cuz you giving us limited ammo, in no fking game in the world do vehicles have limited ammo except those stupid ones. Please-buff tanks not nerf. Nerfing is not the solution. Also to people who are tanker, the turrets are getting a huge nerf. scat blasters now doing 105 dmg instead of 150.1 and on top of that, you only have 480 rounds in which im guessing that you reload after 80.
Dude, don't be so naive. The only thing being added in 1.7 is a cappuccino machine. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
210
|
Posted - 2013.10.16 19:09:00 -
[96] - Quote
CharCharOdell wrote:calm down. the blaster stats were not changed so we dont know what adv or proto will be. turrets actually got a buff. tanks now have MORE EHP than they do now. Shield tanks can become invulnerable to explosives and everything else except lasers will tickle. Armor tanks get the 0.4 resistance from 1 module vs .45 from two. to fully spec one tank type (shield or armor) and one turret, it is slightly over 14,000,000 SP, which is actually less than it costs, now. A decent tank with proto turrets and complex modules and 3 prof in most things will only be 3,109,200 SP. To fit a basic tank with std turret and basic modules is around 750,000 SP.
So, actually, tanks need less SP, do MORE damage, and take MORE hits- not to mention how nitros will make us move at 48m/s. haha. yeah. please do math before you tell people that they're wrong.
14 million is ******* berzerk!! |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
210
|
Posted - 2013.10.16 19:10:00 -
[97] - Quote
Halador Osiris wrote:Sir Dukey wrote:they have to retreat to the red line for 2 minutes after 10 seconds of combat. Wow, this sounds like what dropships have been going through since before I started in January. Stupid tanker QQ.
Dropships are fking pointless, stupid dropship noob... |
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