Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
|
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. |
Atiim
Living Like Larry Schwag
397
|
Posted - 2013.10.27 00:34:00 -
[2] - Quote
DeadlyAztec11 wrote: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. Please show me your numbers. I want to have a good argument here
How many people should it take? |
Cosgar
ParagonX
6632
|
Posted - 2013.10.27 00:35:00 -
[3] - Quote
I think they're gearing for hard to kill, but easier to disable tanks. |
DJINN Marauder
Ancient Exiles
2222
|
Posted - 2013.10.27 00:36:00 -
[4] - Quote
It should take 3 tanks to kill a infantry. |
Atiim
Living Like Larry Schwag
397
|
Posted - 2013.10.27 00:36:00 -
[5] - Quote
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 |
Atiim
Living Like Larry Schwag
397
|
Posted - 2013.10.27 00:37:00 -
[6] - Quote
DJINN Marauder wrote:It should take 3 tanks to kill a infantry. XD |
THUNDERGROOVE
ZionTCD Public Disorder.
1179
|
Posted - 2013.10.27 00:42:00 -
[7] - Quote
Scattered Ion Cannon: 1.2 damage 10 RPM 40 degrees of dispersion
Then give tanks infinite slots and PG/CPU |
THEAMAZING POTHEAD
Nyain San Proficiency V.
473
|
Posted - 2013.10.27 00:43:00 -
[8] - Quote
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. |
Cosgar
ParagonX
6633
|
Posted - 2013.10.27 00:44:00 -
[9] - Quote
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. |
CharCharOdell
Shining Flame Amarr Empire
1291
|
Posted - 2013.10.27 00:44:00 -
[10] - Quote
So how about every tank gets 60,000 HP, but only 100dps? AV gets 200 DPS. To be fair. |
|
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
|
Posted - 2013.10.27 00:47:00 -
[11] - 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 |
Meeko Fent
expert intervention Caldari State
1304
|
Posted - 2013.10.27 00:48:00 -
[12] - Quote
TBH, I found tanking to be ok in pubs.
Never really had a cost issue, because I never fielded top-shelf gear.
While I like the way the vehicle rework turned out, I didn't quite think it was needed from my POV in pubs. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2299
|
Posted - 2013.10.27 00:52:00 -
[13] - 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.
|
General John Ripper
MoIden Heath PoIice Department EoN.
3923
|
Posted - 2013.10.27 01:14:00 -
[14] - Quote
DeadlyAztec11 wrote: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. please don't |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2300
|
Posted - 2013.10.27 02:13:00 -
[15] - 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.
|
CharCharOdell
Shining Flame Amarr Empire
1292
|
Posted - 2013.10.27 04:06:00 -
[16] - 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.
I would enjoy some E-war but only if vehicle can equip them |
CharCharOdell
Shining Flame Amarr Empire
1292
|
Posted - 2013.10.27 04:07:00 -
[17] - Quote
DeadlyAztec11 wrote: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.
Only of the front of tanks gets am equivilant damage resistance all the time. |
Jason Pearson
Animus Securities
3075
|
Posted - 2013.10.27 04:07:00 -
[18] - Quote
Less Gank more Tank plox.
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Atiim
Living Like Larry Schwag
401
|
Posted - 2013.10.27 04:10:00 -
[19] - Quote
DeadlyAztec11 wrote: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 disable 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. Yeah well swarms just go hit where ever they feel like on the tank. We can't control that.
This seems like something that only FG users can benefit from. Although considering how bad heavies suck now, I think they deserve it. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1572
|
Posted - 2013.10.27 04:40:00 -
[20] - Quote
I figure the cost for a dropsuit mainly comes from technology involved in creating such complex bodily protection and enhancement.
The cost from tanks, however, most likely comes from the sheer amount of materials used in making the thing, because I don't see any particularly advanced tech on the hulls.
So assuming the material costs are cheaper for tanks than the costs for developing dropsuits due to their complexity (like how a decent gaming computer costs as much as an one of those latest iPads) why not drop hulls to dropsuit prices? The turrets are already ridiculously expensive and it makes sense, because turrets are where the weapons technology goes into making. |
|
Rynoceros
Rise Of Old Dudes
1090
|
Posted - 2013.10.27 04:49:00 -
[21] - Quote
How much of this BS could've been avoided by simply adjusting the market prices?
Maybe some HP/DPS incremental adjustments...
Too simple? |
Cosgar
ParagonX
6645
|
Posted - 2013.10.27 05:01:00 -
[22] - Quote
CharCharOdell wrote:I would enjoy some E-war but only if vehicle can equip them That's what I'm thinking and not just EWAR, but more translations of EVE modules. ECM countermeasures for swarms or any other homing AV that might come in the game, micro warp drives for dropships, stasis webifiers that work on vehicles and infantry, disruption fields to set up ambushes, tracking disruptors to throw off people's aim... the sky's the limit. Shooting and blowing each other up is fun, but it gets boring after a while. There's a whole level of combat that still hasn't been tapped into yet. That's what can set Dust apart from other FPS. |
Commander Tzu
L.O.T.I.S. Public Disorder.
24
|
Posted - 2013.10.27 05:40:00 -
[23] - Quote
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. |
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2300
|
Posted - 2013.10.27 06:02:00 -
[24] - 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. |
Commander Tzu
L.O.T.I.S. Public Disorder.
24
|
Posted - 2013.10.27 06:27:00 -
[25] - Quote
DeadlyAztec11 wrote: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.
Highest tier scanner scans 100m, infantry starts to disappear usually around 130m, the closest I had invisible AV was 112m, I know this because I lost a tank to av that was invisible and on the kill screen it said he was 112m away. I may have to look it up again but last I checked 130 was more than 100. Although to be fair the 112m kill was a militia tank with standard regulated railgun and active turret rotation module I was using just to see how fast I could make a railgun turn, pretty fast it turns out lol, still though, I couldn't see the guy or the swarms.
|
THUNDERGROOVE
ZionTCD Public Disorder.
1179
|
Posted - 2013.10.27 07:24:00 -
[26] - Quote
DPS of a standard scattered blaster is the same as an assault rifle
/thread |
Commander Tzu
L.O.T.I.S. Public Disorder.
25
|
Posted - 2013.10.27 22:47:00 -
[27] - Quote
THUNDERGROOVE wrote:DPS of a standard scattered blaster is the same as an assault rifle
/thread
Which AR? |
Cosgar
ParagonX
6688
|
Posted - 2013.10.28 00:44:00 -
[28] - Quote
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. |
Commander Tzu
L.O.T.I.S. Public Disorder.
25
|
Posted - 2013.10.28 02:17:00 -
[29] - Quote
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
|
DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2307
|
Posted - 2013.10.28 02:21:00 -
[30] - 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? |
|
Commander Tzu
L.O.T.I.S. Public Disorder.
25
|
Posted - 2013.10.28 02:26:00 -
[31] - Quote
Well, I think the scattered trades it's high damage for higher damage falloff so maybe it's possible but in a practical sense I think the accuracy of blasters would be more of a factor. |
|
|
|
Pages: 1 2 :: [one page] |