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Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 05:30:00 -
[1] - Quote
Thanks to CCP, we now have an idea of what AV will look like with the new vehicle changes, which is great news. Now the only thing we need to discus is how will the finalized result look, as it stands, Vehicles appear to be getting buffed in a big way, while also getting nerfed, the buff comes in the form of specialization, now vehicles will be rewarded for fitting towards one playstyle, while the nerf comes towards anyone who tries too many things at once, so jack-of-all-trades vehicles will suffer for their lack of focus. AV is also getting nerfed on the other hand, which is long over due, AV grenades are receiving a respectable damage reduction for their versatility, sadly no mention of any buffs for proxi mines, Swarm Launchers happen to be taking the biggest hit, the damage reduction isn't an issue, as it's an easy to use weapon, so it shouldn't get massive rewards for so little effort, the only issue I see is the lock on range, from 400 to 175 is a big number drop for a weapon with limited uses.
I personally like the changes to AV, with the exception of the range nerf, the issue I have with it is tanks, the reduced damage means that LAVs and Dropships now have a respectable chance of withstanding Swarm shots from even proto swarms, while allowing tanks a fair chance to deal with swarms. But reduced range means that swarm users now have to be closer to their target to fire, this doesn't really change much for tanks, since tanks generally move slowly, but LAVs and dropships tend to move a lot faster which allows them distance themselves from most threats. I'm assuming that this is some sort of pseudo fix for the rendering issues vehicles have at longer ranges, which doesn't make this a bad solution, but this is still a big hit for the SL's effectiveness, I think a way to help counter this is to increase the projectile movement speed would help, LAVs and DSs would still have the distance and speed advantage but it won't be too huge of an overpowering edge, without effecting the outcome of infantry-tanks battles.
From what I'm seeing, SLs will be more for lightly deafened vehicles and with teamwork, could takeout a tank, while AV grenades seem to be more of a vehicle deterrent, which is a good thing. Again, no word on where proxies stand, while forge guns are being reviewed according to CCP, hopefully the stay mostly the same except for the assault, that thing is too good at everything, I'm hoping the FG is stays as the solution to heavily deafened targets.
That's my feedback on the matter, I'm mostly optimistic for all these possible changes, I hope CCP continues to make more changes like these! |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
134
|
Posted - 2013.10.26 05:51:00 -
[2] - Quote
Personally i think the damage change is acceptable. my only issue is with the lock on range for swarms. at 175m both dropships and redline rail tanks are gonna be pretty much invincible. Dropships already to hit an AB or fly to the ceiling to avoid my proto swarms 400m lock on and redline tank will just sit at 180m and happily sit sniping knowing they cant be locked.
i've also mentioned several times about some new Swarm skills that could be introduced to add more specialization and to help combat AB dropships.
Swarm Missile Flight Time - increases flight time of Swarm Missiles by 10% per level Swarm Missile Velocity - Increase flight speed of Swarm Missiles by 10% per level
have each equivalent multiplier to the proficiency and those who wish to skill them can do so an dit helps swarms hit those pesky speed ships and maybe land a hit or two
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Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 06:07:00 -
[3] - Quote
Nirwanda Vaughns wrote:Personally i think the damage change is acceptable. my only issue is with the lock on range for swarms. at 175m both dropships and redline rail tanks are gonna be pretty much invincible. Dropships already to hit an AB or fly to the ceiling to avoid my proto swarms 400m lock on and redline tank will just sit at 180m and happily sit sniping knowing they cant be locked.
i've also mentioned several times about some new Swarm skills that could be introduced to add more specialization and to help combat AB dropships.
Swarm Missile Flight Time - increases flight time of Swarm Missiles by 10% per level Swarm Missile Velocity - Increase flight speed of Swarm Missiles by 10% per level
have each equivalent multiplier to the proficiency and those who wish to skill them can do so an dit helps swarms hit those pesky speed ships and maybe land a hit or two
CCP has mentioned that they would be looking into redlining prevention methods, one of the ideas was to make all kills in the redline not count for points, so it would make redlining pointless.
I think those are great ideas for skills, I'm not too sure on those exact values but I'm all for the idea, skills like these would make most issues with the 175m range acceptable. |
Spkr4theDead
Red Star. EoN.
1115
|
Posted - 2013.10.26 06:13:00 -
[4] - Quote
So a specialization is a buff? MLT hulls will have 2 HP tank slots, while STD hulls will have 3 HP tank slots. That's a buff? Active repair modules are being removed. That's a buff? |
Doc Noah
Algintal Core Gallente Federation
761
|
Posted - 2013.10.26 06:14:00 -
[5] - Quote
The limited range makes dropships invincible to swarms. 175m is nothing compared to high and how fast dropships can fly.
I'm not gonna comment on AV's effectiveness since CPM mentioned that HAVs are getting nerfed as well so I'll need first hand experience to see the difference. Basic LAVs will now be able to take 3 volley of swarms before dying to basic unmodded swarm launcher. |
Doc DDD
MoIden Heath PoIice Department EoN.
86
|
Posted - 2013.10.26 06:19:00 -
[6] - Quote
If a tank gets called in, 16 people on the other team will start charging their forges, good luck tankers. |
Jack McReady
DUST University Ivy League
772
|
Posted - 2013.10.26 06:37:00 -
[7] - Quote
Spkr4theDead wrote:So a specialization is a buff? MLT hulls will have 2 HP tank slots, while STD hulls will have 3 HP tank slots. That's a buff? Active repair modules are being removed. That's a buff? math says that despite the low amounts of slots highest end tanks will have 20k ehp... that is actually a buff.
the announced nerfed swarm would need half a minute of CONTINOUS shooting to kill the announced tanks. and this assumes the tank driver does not bother to actually move at all.
yes you read it right, half a minute... you can be sure that these changes either wont go live or tanks will sooner or later get a nerf again you would be very naiv expecting those values to stay. |
Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 06:38:00 -
[8] - Quote
Spkr4theDead wrote:So a specialization is a buff? MLT hulls will have 2 HP tank slots, while STD hulls will have 3 HP tank slots. That's a buff? Active repair modules are being removed. That's a buff?
That is the nerf part of the vehicle changes, the buffs are in the modules, a lot of modules are receiving some nice number changes that increase their overall effectiveness compared to their current versions, while turrets are getting a much needed damage buff, the finite ammo trade-off will be worth it.
There is more to the vehicle changes than just less slots, plus, with reduced slot values on the MLT and STD vehicles, it also leaves room for the development of ADV and maybe even PRO vehicles. The Devs have been saying that vehicles as they are don't leave much room for fitting improvement across the tiers, I believe IWS even dared the community to come up with a PRO tank design that didn't involve 5 highs and 5 lows. I might be getting a little too optimistic, but I feel these could open up some new opportunities for further vehicle development. |
Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 06:47:00 -
[9] - Quote
Jack McReady wrote:Spkr4theDead wrote:So a specialization is a buff? MLT hulls will have 2 HP tank slots, while STD hulls will have 3 HP tank slots. That's a buff? Active repair modules are being removed. That's a buff? math says that despite the low amounts of slots highest end tanks will have 20k ehp... that is actually a buff. the announced nerfed swarm would need half a minute of CONTINOUS shooting to kill the announced tanks. and this assumes the tank driver does not bother to actually move at all. yes you read it right, half a minute... you can be sure that these changes either wont go live or tanks will sooner or later get a nerf again you would be very naiv expecting those values to stay.
I haven't done all the math , but I do hope this isn't the outcome.
I'm sure CCP has made the appropriate changes to tanks since they released the vehicle stats, after all it was mostly put up so that we could get some kind of idea of their design process, I wouldn't consider it an exact reflection of the finished product. |
Delta 749
Kestrel Reconnaissance
2248
|
Posted - 2013.10.26 06:48:00 -
[10] - Quote
Here is the big problem with things as a "deterrent" If I know for a fact that what you carry has no chance of killing me before I kill you and considering that I can heal all the damage I have taken what is the incentive for me to avoid attacking you? |
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Heinz Doofenshertz
BetaMax.
546
|
Posted - 2013.10.26 07:33:00 -
[11] - Quote
I posted the following on the weapons thread, but think it would be good information to have in a nonrant/fighting thread.
"Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats.
Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates
Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used
Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots
if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works."
While yes I do not have reps in yet, because coding them is rather diffcult and am working on it. all the changed weapons have Changes infront of the name, the new weapons don't because they are new. |
Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 07:51:00 -
[12] - Quote
Delta 749 wrote:Here is the big problem with things as a "deterrent" If I know for a fact that what you carry has no chance of killing me before I kill you and considering that I can heal all the damage I have taken what is the incentive for me to avoid attacking you?
The deterrent factor comes into play when a tank pilot gets too close to his enemies, there is a good chance that a few of his foes are carrying AV nades each with 3 shots at them, and if there are 3-7 AV carriers, the pilot could be in some serious trouble, a single AV nade should have never been able to a tank pilot, it should be the fear of multiple that makes them run. And with some of the changes coming to LAVs and turrets, we can expect them to play a more important role in scaring off LAVs with a more offensive role, while Dropships commonly flee from just the very sight of their EHP dropping more than just 20%.
I know it sounds a little far fetched, but I honestly believe this is the best course of action for AV nades, remember when murder-taxis were a big thing, every single player I knew started carrying AV nades to deal with them, if tanks start becoming a problem, players will respond accordingly. |
Absoliav
Tronhadar Free Guard Minmatar Republic
80
|
Posted - 2013.10.26 07:58:00 -
[13] - Quote
Heinz Doofenshertz wrote:I posted the following on the weapons thread, but think it would be good information to have in a nonrant/fighting thread. "Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works." While yes I do not have reps in yet, because coding them is rather diffcult and am working on it. all the changed weapons have Changes infront of the name, the new weapons don't because they are new.
Thanks!
This helps gives us a good idea of what we can expect to see, at least with the current data available, keep up the good work!
Question: Will you continue supporting this after vehicle changes are released, if so, do you have any plans to work with any other coders on the forums to make a more unified data hub? |
Atiim
Living Like Larry Schwag
379
|
Posted - 2013.10.26 08:19:00 -
[14] - Quote
Well since Swarms are now gonna be waterguns and the exact opposite of Anti-Vehicle, I think i'm gonna skill into PLCs
And then lololol when ppl say that PLCs are OP. |
Heinz Doofenshertz
BetaMax.
546
|
Posted - 2013.10.26 09:09:00 -
[15] - Quote
If you are checking out the link right now, it might be a bit buggy, I'm actually redoing some of the pages to enable me to expand it.
Absoliav: I talk to Bgoat, who does Dustcharts, Chirbba, who does basicly anything eve, and Gritbreather who is also working on some things. I am planing on expanding this tool at some point to allow you to fully fit a vehicle, maybe dropsuits, maybe, but it will still be a compare tool in that the main use would be to tell you how long it would take to kill X. Cuase it falls within my interests and Bgoat and Gritbreather challeneged me to do it. also there was alot of rage about the changes, and all the math was wrong.
To Topic Atiim I don't think they are a watergun, while the range decrease is a bit much, I think the damage isn't too bad of a change. Some may disagree, which is their right, but I want to see how it plays out. |
hamual jackson
OSG Planetary Operations Covert Intervention
37
|
Posted - 2013.10.26 09:53:00 -
[16] - Quote
Honestly if they took large blasters turrets away from tanks, tanker wouldn't complain about being destroyed by av grenades. Only the ones who run into a group of infantry have the av grenade problem. Tanks should vs vehicles not infantry. If thats what they call balancing game will continue to go down. If respect happen there will be nothing but tanks on a fps video game. |
Pent'noir
Algintal Core Gallente Federation
161
|
Posted - 2013.10.26 11:55:00 -
[17] - Quote
All of the fear and tears from everyone is unfounded. The changes wont make them into gods again. Even in their hay day it wasn't tank 514 24/7. Soloing may be a bit harder, but nothing is stopping av from getting on chat to coordinate with other av's.
What this change means to me is that instead of using my most expensive fit (to solo), I'll be using more conservative fits and trying to see if any others on the team wants to hunt. So odd as it sounds, I'll be spending less isk to do the same job I do right now because I'm being forced to try and reach out for teamwork. |
Takahiro Kashuken
Red Star. EoN.
1524
|
Posted - 2013.10.26 12:18:00 -
[18] - Quote
Jack McReady wrote:Spkr4theDead wrote:So a specialization is a buff? MLT hulls will have 2 HP tank slots, while STD hulls will have 3 HP tank slots. That's a buff? Active repair modules are being removed. That's a buff? math says that despite the low amounts of slots highest end tanks will have 20k ehp... that is actually a buff. the announced nerfed swarm would need half a minute of CONTINOUS shooting to kill the announced tanks. and this assumes the tank driver does not bother to actually move at all. yes you read it right, half a minute... you can be sure that these changes either wont go live or tanks will sooner or later get a nerf again you would be very naiv expecting those values to stay.
A tank has trouble getting 20k EHP now so how will it get that when it loses 2 slots? |
Delta 749
Kestrel Reconnaissance
2248
|
Posted - 2013.10.26 12:20:00 -
[19] - Quote
Absoliav wrote:Delta 749 wrote:Here is the big problem with things as a "deterrent" If I know for a fact that what you carry has no chance of killing me before I kill you and considering that I can heal all the damage I have taken what is the incentive for me to avoid attacking you? The deterrent factor comes into play when a tank pilot gets too close to his enemies, there is a good chance that a few of his foes are carrying AV nades each with 3 shots at them, and if there are 3-7 AV carriers, the pilot could be in some serious trouble, a single AVnader should have never been able to take on a tank pilot, it should be the fear of multiple that makes them run. And with some of the changes coming to LAVs and turrets, we can expect them to play a more important role in scaring off LAVs with a more offensive role, while Dropships commonly flee from just the very sight of their EHP dropping more than just 20%. I know it sounds a little far fetched, but I honestly believe this is the best course of action for AV nades, remember when murder-taxis were a big thing, every single player I knew started carrying AV nades to deal with them, if tanks start becoming a problem, players will respond accordingly.
If we are talking just grenades then its extremely foolish to just assume everyone with a grenade was blowing up tanks left right and center, they only time a person on foot using just grenades would blow up a tank was if they were using an unfitted militia tank or if that particular tank driver was just out and out bad and even then it requires resupplying and staying in a limited area so you could resupply from a hive or supply depot and lets not forget tanks movement speed is far above that of infantry or even the throwing speed of a grenade so like I said only bad tankers were getting blown up by a single person with only grenades The scenario you describe of several guys throwing at once was exactly what was happening before
As for tanks becoming a problem with these nerfs there is now very little than can be done, grenades have the same limitations as before in addition to drastically reduced damage, and swarms are a joke when you compare the stats For instance an unfitted militia tank, sica or soma it doesnt matter, has enough EHP to eat a full clip from a proto level swarm Please let that sink in a bit, militia level gear with 0 SP put into is not threatened by proto level gear Now lets say I do actually fit that tank, I get hit by one proto level swarm which doesnt even do enough damage to take down the shields of an armor tank no less and now I know I have more than a second to flip on my hardeners and such so the follow up shots bounce off of me and give me more than enough time to cruise to safety out of range since they cant keep up on foot Its pretty much the exact definition of pay to win if to destroy a militia tank before he can turn on modules and cruise away you need to hit him with four proto level shots all within a fraction of a second of each other The absolute only way this would be acceptable to balance is if a tank required a crew to operate or there was some way of disabling its mobility such as damaging the treads to force it to remain stationary |
Takahiro Kashuken
Red Star. EoN.
1524
|
Posted - 2013.10.26 12:21:00 -
[20] - Quote
Heinz Doofenshertz wrote:I posted the following on the weapons thread, but think it would be good information to have in a nonrant/fighting thread. "Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works." While yes I do not have reps in yet, because coding them is rather diffcult and am working on it. all the changed weapons have Changes infront of the name, the new weapons don't because they are new.
At least you put a disclaimer in but tech its still wrong and misleading numbers |
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Delta 749
Kestrel Reconnaissance
2249
|
Posted - 2013.10.26 12:24:00 -
[21] - Quote
Takahiro Kashuken wrote:Heinz Doofenshertz wrote:I posted the following on the weapons thread, but think it would be good information to have in a nonrant/fighting thread. "Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works." While yes I do not have reps in yet, because coding them is rather diffcult and am working on it. all the changed weapons have Changes infront of the name, the new weapons don't because they are new. At least you put a disclaimer in but tech its still wrong and misleading numbers
Do you have more accurate numbers? Because as he said the only thing missing is reps and those just serve to increase the time it takes to kill a tank |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 12:41:00 -
[22] - Quote
hamual jackson wrote:Honestly if they took large blasters turrets away from tanks, tanker wouldn't complain about being destroyed by av grenades. Only the ones who run into a group of infantry have the av grenade problem. Tanks should vs vehicles not infantry. If thats what they call balancing game will continue to go down. If respect happen there will be nothing but tanks on a fps video game.
1: tanks takes out infantry irl
2: You can still take out infantry with rails and missiles easily
3: Gallente's primary weapon is blasters
These three facts makes the answer to a definite no. |
Takahiro Kashuken
Red Star. EoN.
1524
|
Posted - 2013.10.26 12:51:00 -
[23] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Heinz Doofenshertz wrote:I posted the following on the weapons thread, but think it would be good information to have in a nonrant/fighting thread. "Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works." While yes I do not have reps in yet, because coding them is rather diffcult and am working on it. all the changed weapons have Changes infront of the name, the new weapons don't because they are new. At least you put a disclaimer in but tech its still wrong and misleading numbers Do you have more accurate numbers? Because as he said the only thing missing is reps and those just serve to increase the time it takes to kill a tank
I use pen and paper with a calc for mine, everyone can do it
I just disagree with spamming these numbers as fact when its not |
Delta 749
Kestrel Reconnaissance
2249
|
Posted - 2013.10.26 12:54:00 -
[24] - Quote
Takahiro Kashuken wrote: I use pen and paper with a calc for mine, everyone can do it
I just disagree with spamming these numbers as fact when its not
So you deny his data but refuse to supply any of your own? Interesting But you are right, his numbers are under ideal conditions that will never happen IE an unmoving tank that you can fire at uninterrupted and not have to worry about ammo resupply, when you consider that and what real in game conditions are like you realize those numbers climb even higher |
Takahiro Kashuken
Red Star. EoN.
1524
|
Posted - 2013.10.26 13:01:00 -
[25] - Quote
Delta 749 wrote:Takahiro Kashuken wrote: I use pen and paper with a calc for mine, everyone can do it
I just disagree with spamming these numbers as fact when its not
So you deny his data but refuse to supply any of your own? Interesting But you are right, his numbers are under ideal conditions that will never happen IE an unmoving tank that you can fire at uninterrupted and not have to worry about ammo resupply, when you consider that and what real in game conditions are like you realize those numbers climb even higher
Im lazy
Most pilots work it out for themselves or generally believe what other well know pilots have put down but may stil double check it but also with the amount of fits we can make (currently) each fit is different and produces different results
Also them numbers could also get lower |
Atiim
Living Like Larry Schwag
380
|
Posted - 2013.10.26 14:29:00 -
[26] - Quote
hamual jackson wrote:Honestly if they took large blasters turrets away from tanks, tanker wouldn't complain about being destroyed by av grenades. Only the ones who run into a group of infantry have the av grenade problem. Tanks should vs vehicles not infantry. If thats what they call balancing game will continue to go down. If respect happen there will be nothing but tanks on a fps video game. Yep. In a world where all people with AV can do is "scare" off a tank, which won't work once they realize that you can't kill them with what your carrying and there is no reason for them to not try to attack you, tanks will become OP unless you have a tank.
And some people want the best counter to a tank to be another tank? So when people get fed up with getting roflstomped and buttplugged by tanks, they are just gonna start using tanks too. Tanks will become the new FOTY, not month, but year because of how long CCP takes with their "balancing" updates.
And some people called me stupid when I said that this game will go to hell and become Tank 514.
It will become this, whether people realize it or not. The only way I could see this happening fairly would be to reduce the team quota to 2 tanks |
Atiim
Living Like Larry Schwag
380
|
Posted - 2013.10.26 14:35:00 -
[27] - Quote
Godin Thekiller wrote:hamual jackson wrote:Honestly if they took large blasters turrets away from tanks, tanker wouldn't complain about being destroyed by av grenades. Only the ones who run into a group of infantry have the av grenade problem. Tanks should vs vehicles not infantry. If thats what they call balancing game will continue to go down. If respect happen there will be nothing but tanks on a fps video game. 1: tanks takes out infantry irl 2: You can still take out infantry with rails and missiles easily 3: Gallente's primary weapon is blasters These three facts makes the answer to a definite no. AV can destroy vesicles in real life with ease, (Guided Missiles and drones anyone?)
And yeah save for that one Mimmitar scout carrying Lai Dais , only tankers who drive into crowds of infantry have to deal with AV grenades, which is why I use missiles. because I don't have to be in CQC to be effective with them |
TechMechMeds
Swamp Marines Kleenex Inc.
958
|
Posted - 2013.10.26 14:42:00 -
[28] - Quote
Atiim wrote:Godin Thekiller wrote:hamual jackson wrote:Honestly if they took large blasters turrets away from tanks, tanker wouldn't complain about being destroyed by av grenades. Only the ones who run into a group of infantry have the av grenade problem. Tanks should vs vehicles not infantry. If thats what they call balancing game will continue to go down. If respect happen there will be nothing but tanks on a fps video game. 1: tanks takes out infantry irl 2: You can still take out infantry with rails and missiles easily 3: Gallente's primary weapon is blasters These three facts makes the answer to a definite no. AV can destroy vesicles in real life with ease, (Guided Missiles and drones anyone?) And yeah save for that one Mimmitar scout carrying Lai Dais , only tankers who drive into crowds of infantry have to deal with AV grenades, which is why I use missiles. because I don't have to be in CQC to be effective with them
That's what I user on my tanker char, the accelerated large ADV turret. |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
152
|
Posted - 2013.10.26 17:26:00 -
[29] - Quote
Absoliav wrote:Nirwanda Vaughns wrote:Personally i think the damage change is acceptable. my only issue is with the lock on range for swarms. at 175m both dropships and redline rail tanks are gonna be pretty much invincible. Dropships already to hit an AB or fly to the ceiling to avoid my proto swarms 400m lock on and redline tank will just sit at 180m and happily sit sniping knowing they cant be locked.
i've also mentioned several times about some new Swarm skills that could be introduced to add more specialization and to help combat AB dropships.
Swarm Missile Flight Time - increases flight time of Swarm Missiles by 10% per level Swarm Missile Velocity - Increase flight speed of Swarm Missiles by 10% per level
have each equivalent multiplier to the proficiency and those who wish to skill them can do so an dit helps swarms hit those pesky speed ships and maybe land a hit or two
CCP has mentioned that they would be looking into redlining prevention methods, one of the ideas was to make all kills in the redline not count for points, so it would make redlining pointless. I think those are great ideas for skills, I'm not too sure on those exact values but I'm all for the idea, skills like these would make most issues with the 175m range acceptable.
yeah if they eliminate red line point gain then that would be great. it would hopefully help reduce snipers too. as i say the main issue is with dropships hitting the ceiling out of range. with the velocity skill then at least missiles have a chance to reach ships before they run |
Absoliav
Tronhadar Free Guard Minmatar Republic
82
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Posted - 2013.10.26 21:11:00 -
[30] - Quote
Delta 749 wrote:Absoliav wrote:Delta 749 wrote:Here is the big problem with things as a "deterrent" If I know for a fact that what you carry has no chance of killing me before I kill you and considering that I can heal all the damage I have taken what is the incentive for me to avoid attacking you? The deterrent factor comes into play when a tank pilot gets too close to his enemies, there is a good chance that a few of his foes are carrying AV nades each with 3 shots at them, and if there are 3-7 AV carriers, the pilot could be in some serious trouble, a single AVnader should have never been able to take on a tank pilot, it should be the fear of multiple that makes them run. And with some of the changes coming to LAVs and turrets, we can expect them to play a more important role in scaring off LAVs with a more offensive role, while Dropships commonly flee from just the very sight of their EHP dropping more than just 20%. I know it sounds a little far fetched, but I honestly believe this is the best course of action for AV nades, remember when murder-taxis were a big thing, every single player I knew started carrying AV nades to deal with them, if tanks start becoming a problem, players will respond accordingly. If we are talking just grenades then its extremely foolish to just assume everyone with a grenade was blowing up tanks left right and center, they only time a person on foot using just grenades would blow up a tank was if they were using an unfitted militia tank or if that particular tank driver was just out and out bad and even then it requires resupplying and staying in a limited area so you could resupply from a hive or supply depot and lets not forget tanks movement speed is far above that of infantry or even the throwing speed of a grenade so like I said only bad tankers were getting blown up by a single person with only grenades The scenario you describe of several guys throwing at once was exactly what was happening before As for tanks becoming a problem with these nerfs there is now very little than can be done, grenades have the same limitations as before in addition to drastically reduced damage, and swarms are a joke when you compare the stats For instance an unfitted militia tank, sica or soma it doesnt matter, has enough EHP to eat a full clip from a proto level swarm Please let that sink in a bit, militia level gear with 0 SP put into is not threatened by proto level gear Now lets say I do actually fit that tank, I get hit by one proto level swarm which doesnt even do enough damage to take down the shields of an armor tank no less and now I know I have more than a second to flip on my hardeners and such so the follow up shots bounce off of me and give me more than enough time to cruise to safety out of range since they cant keep up on foot Its pretty much the exact definition of pay to win if to destroy a militia tank before he can turn on modules and cruise away you need to hit him with four proto level shots all within a fraction of a second of each other The absolute only way this would be acceptable to balance is if a tank required a crew to operate or there was some way of disabling its mobility such as damaging the treads to force it to remain stationary
I understand your point, but I think you misunderstood my OP, from what the new SL stats show, it looks like the SL isn't going to be built to take on tanks, at least not solo, the current state of AV is that all AV is as equally effective as the next, with the exception of proxies. The current state doesn't allow for much diversity amongst AV weapons, the new stats stongly suggest that SLs will be more effective on LAVs and DSs, while leaving tanks for FGs. I understand a lot of people will not be happy about this, but this is a good thing, AV weapons have been suffering a huge lack of weapon focus, and they made each other redundant, while also disregarding weapon profiles, an example of this is the Kaalakiota Forge Gun(proto) compared to the Wiyrkomi Swarm Launcher(proto), the Kaala's base damage is only 1584 and the Wiyr is 1980, how can a heavy weapon be outclassed by a light weapon so easily.
I know a lot of people are looking at the new tanks as the new FOTM, but I think that's because people only rely too heavily on SL as their best solution to tanks, while FGs used for infantry and DSs. I think the new SLs will be an effective AV weapon, but I also think FGs will start being used more appropriately. SL aren't the only/best form of AV and it shouldn't be, I we can agree on that. |
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