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DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
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Posted - 2013.10.27 00:30:00 -
[1] - Quote
It should be harder tokill people with vehicles, though vehicles should also be harder to destroy.
Our current "insta-kill" system for both AV operators and vehicle pilots is clearly not working. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
|
Posted - 2013.10.27 00:47:00 -
[2] - Quote
It should still take one AV Operator to kill a vehicle. This is on the basis that it still takes only one Pilot to operate a vehicle.
Vehicle HP should be increased substantially (by way of increase to HP modules and vehicle base values).
Damage done by Vehicle turrets should be hampered very much so.
Vehicle shield and armor recharge rates decreased across the board.
AV Ammo increased.
I believe that HAV's should take 3 times as long to kill
LAV's should take 1.5 Times longer to kill
Dropships should take 5 times as long to kill |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
|
Posted - 2013.10.27 00:52:00 -
[3] - Quote
THEAMAZING POTHEAD wrote:I agree, tanks would be allowed by the player base to be much harder to kill if tanks couldn't instantly slay an entire team along with any AV. If you're potential to kill is decreased, your ability to stay alive has a right to be increased. Its like the charybdis, it used to be able to run people over & go 30/0 while being next to impossible to kill, while now that its still nigh impossible to kill, no one cares because it isnt slaying everything. Snipers are still like this, ridiculously hard to kill(requires your own sniper, while heavy snipers are pretty much invincible except to multiple enemy snipers or orbitals) yet snipers can kill extremely easily and effectively. Its risk vs reward and for tanks the risk vs reward is too damn extreme, they either completely r@pe, or completely get r@ped. Thank you for at least entertaining the concept. You certainly gave better input than the majority of the tankers here.
Let us be constructive.
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DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2300
|
Posted - 2013.10.27 02:13:00 -
[4] - Quote
Cosgar wrote:Atiim wrote:Cosgar wrote:I think they're gearing for hard to kill, but easier to disable tanks. So if we disable them, then what is the point of them being their in the first place The point is that it adds a healthy challenge on both ends instead of this kill or be killed nonsense. Let's face the facts- tanking isn't fun and when nobody was smart enough to spec into AV, dealing with tanks wasn't fun. The idea is to have a highly expensive asset that people invest heavy amounts of ISK and SP into be relevant in combat that doesn't have to be outright destroyed to compete against. In EVE, you don't just try to destroy a ship- you try to dsiable it as well. Throw off its aim through speed tanking or scramblers, slow it down with webifiers, drain its capacitor with nosferatu and various other ways. I'd like to see more of that dimension of combat being used in Dust instead of a guy with a proto forge gun able to shut down an entire team's vehicle usage. Indeed. I would like to add that weak points should be established on vehicles. Hard tidbit areas that inflict more damage.
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DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2300
|
Posted - 2013.10.27 06:02:00 -
[5] - Quote
Commander Tzu wrote:LOL, another of these posts. Guys, I really don't think forum posts about this topic are going to change anything. First of all, I think the render issue that still plagues my large turrets means we can't get very accurate data on this subject. If I can't see the people shooting swarms or forge gun shots at me they are practically invincible from my point of view. They might destroy my tank or I might just leave the area and stay away from it, but if I was able to actually see them I might have a third option: retaliation. It's possible I might see they are actually just standing in the middle of a flat field and easily neutralized. Or, maybe they have a really defensible position, lots of cover with multiple AV weapons and nanohives, in which case I could then find suitable cover and try to maneuver to a better position. Second of all, this is just a beta for the PS4 DUST, call me a cynic but I really don't think they are taking this seriously right now, not trying to sound like I'm after CCP or anything but I think they are just trying out all these ideas and changes on us so they can be ready for the real game on PS4. Scanners already exist my friend.
Also, I'm afraid to say that CCP is trying their best. To tell you the truth, CCP has been changing the creative director of Dust 514 at a problematic rate, twice in a year now? Any how, the idea I'am getting at is that the roadmap has changed several times, making it hard for CCP to get things done. Not an excuse, just an explanation. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2307
|
Posted - 2013.10.28 02:21:00 -
[6] - Quote
Commander Tzu wrote:Cosgar wrote:Commander Tzu wrote:THUNDERGROOVE wrote:DPS of a standard scattered blaster is the same as an assault rifle
/thread Which AR? Standard. Duvolle actually has higher DPS than a large blaster. How are you getting that figure, because I have not seen anything that would support it and if it's true then WTF lol. There are a couple different ways to do this but I am using standard blaster here for this example and (D * RPM)/60 where D = Damage per shot and RPM = Rounds per Minute. (105 * 428.6) / 60 Multiply the damage per shot by rounds per minute to get the damage per minute, then divide by 60 to find the Damage Per Second. 45,003 / 60 = 750.05 DPS Same with the Standard assault rifle. (34 * 750) / 60 = 25500 / 60 = 425 DPS Perhaps he is taking range(damage drop off)into mind? |
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