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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3752
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Posted - 2013.10.29 22:58:00 -
[31] - Quote
I was always of the opinion that the HAV's role should have been.
1.) Anti Vehicle 2.) Breaching the Enemies Lines (aka Anti Infantry) 3.) Mobile Artillery
And due to this my question always was why do we even have large blaster turrets, why don't we have Main Battle Cannons, single shot, multi shot mag, AoE rounds.
Tanks just don't feel right when they can spray and pray as they see fit and when one turret, the large blaster is king.
Why not have 2 types of turret.
Assault Turrets- Much large ammo cap, Artillery Vibe, wider AoE but lesser direct damage
Battle Cannon Turrets- High Alpha, lowered ammo counts, moderate AoE
E.G
Caldari Tanks
Assault Turret- Heavy Missile Turrets Battle Cannon Turret- Rail Guns
Amarr
Assault Turret- Flayer Launcher Battle Cannon Turret- Heavy Laser Beam or Arc Cannon
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Jrakraa5
ZilchmobZ Industries
15
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Posted - 2013.10.29 23:09:00 -
[32] - Quote
the only problem is that in real life you don't have just a lone tank or two. they rely on each other for support and we don't have that in this game. what people need to do is realize a single tank is better on the hit and run than a whole out firefight. unless you skill into modules your best chance is a mid to long range guerrilla warfare style fighting. that's all there is too it.
Recruiting at ZilchMobZ Industries. visit my site here! ZilchMobZ
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
39
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Posted - 2013.10.29 23:10:00 -
[33] - Quote
I am not knocking your concept . Like I said , " it's a good ideal " but when you talk about , personal in exchange for repairers ( so to speak ) I had to just disagree on that point , that's all . You know as someone who uses tanks , that you are not always around people and to speak plainly , they can go places that HAV's can't and normally they ( people ) do . They don't always stay together and I just don't see someone walking and running around following a tank especially if another tank is heading in that direction , even with a swarm launcher . Not saying it's not possible , just saying that I don't see it .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Jrakraa5
ZilchmobZ Industries
15
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Posted - 2013.10.29 23:16:00 -
[34] - Quote
i think a lot of times when people think there op they forget how much these vehicle cost to run. i use a falchion that's got mostly proto on it and ill looking at 8k hp. i'm also looking at around 2.5 to 3 million in isk per vehicle. i better sure as hell take quite a few hits before i go down!
Recruiting at ZilchMobZ Industries. visit my site here! ZilchMobZ
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
39
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Posted - 2013.10.29 23:29:00 -
[35] - Quote
I like blasters and that's part of the appeal of the HAV's for me . If they were just cannons ( especially on this game ) with the way people can boost their speed and how they can jump and the unpredictability of your adversary , blasters are a perfect tool . It's like crowd control . Yeah they can get away but they will suffer some damage . I have hit people with my scattered neutron cannon and it just seems like the magically survive by some fluke . It HAS to be RIGHT on them for them to die and I MEAN RIGHT on them .That's why I can agree when it comes to those who say that they need to increase the splash damage at least .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
39
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Posted - 2013.10.29 23:31:00 -
[36] - Quote
Jrakraa5 wrote:i think a lot of times when people think there op they forget how much these vehicle cost to run. i use a falchion that's got mostly proto on it and ill looking at 8k hp. i'm also looking at around 2.5 to 3 million in isk per vehicle. i better sure as hell take quite a few hits before i go down!
That's all I'm saying .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3756
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Posted - 2013.10.29 23:49:00 -
[37] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I like blasters and that's part of the appeal of the HAV's for me . If they were just cannons ( especially on this game ) with the way people can boost their speed and how they can jump and the unpredictability of your adversary , blasters are a perfect tool . It's like crowd control . Yeah they can get away but they will suffer some damage . I have hit people with my scattered neutron cannon and it just seems like the magically survive by some fluke . It HAS to be RIGHT on them for them to die and I MEAN RIGHT on them .That's why I can agree when it comes to those who say that they need to increase the splash damage at least . Yeah but I feel they destroy the purpose of a tank. medium to long range delivery of incredible ordinance. There are reasons why Tanks don't simply rock up to other tanks and broadside them.
Currently I think the Blaster is cool and all but unbalanced as hell. Would you settle for a big nerf to RoF, Damage buffs to say 900 per shot and smaller proposed clip sizes from say 80 down to 8, with an AoE effect now.
Most Tank engagements happen as point blanc range... no strategy other than can I get behind him or are my modules better.
The idea to make one blaster round the equivalent of 10 rapid fire ones for longer, more engaging, and realistic tank battles and to balance against infantry.
AKA- Infantry don't survive a ******* 100+mm cannon to the guts, they can dodge, but damage to infantry is done more with AoE than direct damage.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Ulysses Knapse
Condotta Rouvenor Gallente Federation
548
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Posted - 2013.10.30 07:31:00 -
[38] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Ulysses Knapse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You had me on the turrets until you talked about , " how the armor repairer shouldn't repair the turrets ." Then they should have a turret repairer ??? One more thing that you can't place on your tank due to the computer and programming capacity and also the slot limits . The turrets damaging effecting the performing overall makes since but they should be repairable and WITHOUT help from SQUAD MATES I'm not sure if you've seen this, but... Ulysses Knapse wrote:The damage meter automatically goes down over time I said this already. Furthermore, it was in the middle of the post, which I know you read from start to finish. I did but " over time " ??? How do you define that ???? Is it like if you had your shields knocked out and you don't have a charger mod or shield booster available so it's like , tic ... tock ... tic , aw come on already ???? The way you had the scenario going made it seem like if you didn't have support and you were to encounter another tank or swarms or even a few forge gunners and troops with av's ( just the luck you need and that can happen even now to someone who doesn't have the RIGHT mods ) then you will be dead in a heartbeat ???? It just seemed like there was no way that you had given to speed up this process without personal to support you . "Over time" is a very, very simple term. Unless specified, it almost always means gradually over time. Secondly, I didn't specify how long it would take because I'm not good with pulling statistics out of my arse. Thirdly, that's right, there's no way to repair it faster using vehicle modules (because that would be such an incredibly situational module that it wouldn't be worth it). Fourthly, why do you assume it will be easy to take a turret out of commission? They aren't made out of paper mache, you have to do quite a bit of direct damage to the turret or it won't be disabled at all. It would usually be a better idea to simply do whatever does the most damage to the HAV instead of disabling it's turret.
Humanity is the personification of change.
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
41
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Posted - 2013.10.31 00:22:00 -
[39] - Quote
Ulysses Knapse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Ulysses Knapse wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You had me on the turrets until you talked about , " how the armor repairer shouldn't repair the turrets ." Then they should have a turret repairer ??? One more thing that you can't place on your tank due to the computer and programming capacity and also the slot limits . The turrets damaging effecting the performing overall makes since but they should be repairable and WITHOUT help from SQUAD MATES I'm not sure if you've seen this, but... Ulysses Knapse wrote:The damage meter automatically goes down over time I said this already. Furthermore, it was in the middle of the post, which I know you read from start to finish. I did but " over time " ??? How do you define that ???? Is it like if you had your shields knocked out and you don't have a charger mod or shield booster available so it's like , tic ... tock ... tic , aw come on already ???? The way you had the scenario going made it seem like if you didn't have support and you were to encounter another tank or swarms or even a few forge gunners and troops with av's ( just the luck you need and that can happen even now to someone who doesn't have the RIGHT mods ) then you will be dead in a heartbeat ???? It just seemed like there was no way that you had given to speed up this process without personal to support you . "Over time" is a very, very simple term. Unless specified, it almost always means gradually over time. Secondly, I didn't specify how long it would take because I'm not good with pulling statistics out of my arse. Thirdly, that's right, there's no way to repair it faster using vehicle modules (because that would be such an incredibly situational module that it wouldn't be worth it). Fourthly, why do you assume it will be easy to take a turret out of commission? They aren't made out of paper mache, you have to do quite a bit of direct damage to the turret or it won't be disabled at all. It would usually be a better idea to simply do whatever does the most damage to the HAV instead of disabling it's turret.
How would an turret repair mod be situational if this is something that you have suggested ???? ( i.e. turret damage ) Shouldn't a tank user have a way to repair something that effects his or her tank's performance ??? Shouldn't that become an option ...???... just like your proposal ??? A turret is a part of a tank and actually one of the MAIN parts of it because it produces offence and defense and without the turrets , what is it then ????
They are made of paper mache as you have stated . Try using a SICA or a SOMA even with advance turrets and mods and see how far that will get you . THEY ARE HORRIABLE and are not worthy of being called tanks . But I guess that's why they are re-working the vehicles .
I'm going to stop commenting on this topic because clearly you don't understand me and vise versa . I just felt that as a tank user , that maybe I could add something but it's clear that I was wrong .
Good luck .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Vyzion Eyri
The Southern Legion The Umbra Combine
1641
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Posted - 2013.10.31 00:37:00 -
[40] - Quote
Ulysses Knapse wrote: I don't think it's a good idea for HAVs, since they are supposed to be able to shoot under intense fire..
For HAVs to be able to put out damage under intense fire. This would be a key role for HAVs, so there we go. Progression has been made amongst debate.
The ability to shoot under fire implies it can TAKE substantial amounts of damage (another key role of HAVs, I'd say) as opposed to being instapopped by AV (as can happen to some tanks currently) and I feel if it isn't penalised in some way after taking lots of damage, it's role becomes something too broad, and hence too powerful.
What I envisaged with my suggestion with accuracy reduction as you take damage is that in a tank 1v1, eventually both tanks cripple each other so severely that neither can 'finish off' the other. That's when the battle comes down to which side has infantry supporting the tank.
The shield/armour balance comes into it through the fact that only armour damage reduces accuracy. Armour tanks have the capability to repair armour damage and return to fights (endurance) with restored accuracy, whereas shield tanks who take little armour damage assuming they get away from fights just as their shields are depleted lose accuracy and cannot restore it independently; they need infantry with a repper, another remote repairing vehicle or a supply depot.
BTW: I only tank on an alt. with about 4m SP. My experience with HAVs is limited to that and a little dabbling in Chromosome, so there may be some... inaccuracies in my assumptions.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Ulysses Knapse
duna corp
615
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Posted - 2013.10.31 00:59:00 -
[41] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:How would an turret repair mod be situational if this is something that you have suggested ???? ( i.e. turret damage ) Shouldn't a tank user have a way to repair something that effects his or her tank's performance ??? Shouldn't that become an option ...???... just like your proposal ??? A turret is a part of a tank and actually one of the MAIN parts of it because it produces offence and defense and without the turrets , what is it then ???? 1. Unless the enemy is intentionally targeting your turret, the amount of damage it will take is minimal. 2. Even if the turret is targeted, it likely won't be disabled, just weakened. 3. You're in more danger of having your HAV popped than you are of having your turret disabled. 4. It's better to have an extra slot for tanking than to waste a slot for "just in case".
Shinobi MumyoSakanagare ZaShigurui wrote:They are made of paper mache as you have stated . Try using a SICA or a SOMA even with advance turrets and mods and see how far that will get you . THEY ARE HORRIABLE and are not worthy of being called tanks . But I guess that's why they are re-working the vehicles . When did I imply that I was talking about the vehicles themselves? I thought it would be understood by the context that I was referring to the turrets.
Shinobi MumyoSakanagare ZaShigurui wrote:I'm going to stop commenting on this topic because clearly you don't understand me. That's just your assumption. I understand what you are saying, but I'm trying to tell you that it's not that big of a problem. As I have already said, even if your turret is being targeted in an attempt to disable it, keeping your tank alive is a bigger priority than keeping your gun in peak condition because 1. turrets wouldn't be that easy to disable and 2. even if your turret is disabled, you don't auto-pop.
Humanity is the personification of change.
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Negris Albedo
Nuevo Atlas Corporation
32
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Posted - 2013.11.23 14:01:00 -
[42] - Quote
+1. |
Samael Artico
Company of Marcher Lords Amarr Empire
0
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Posted - 2013.11.24 01:58:00 -
[43] - Quote
I agree. HAVs clearly have no defined role. CCP needs to do better research. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
817
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Posted - 2013.12.20 05:27:00 -
[44] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Jrakraa5
ZilchmobZ Industries
26
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Posted - 2013.12.21 00:03:00 -
[45] - Quote
Nova Knife wrote:The problem is basically that CCP's trying to do pretty much everything, with everything.
If you ignore the terrible balance relationship between HAV survivability and AV weapons for a moment, and consider the HAV.
Literally every large turrets' damage numbers are balanced around taking out other vehicles, whilst still being able to combat infantry. Those numbers in turn when used against infantry mean that they're pretty much always going to get instablapped by HAV, creating the 'unfun' experience.
CCP's all about toting the 'side grade', so why isn't there AV and AP variants of the turrets that allow a pilot to excel in one of the two, and disadvantage themselves against the other?
If specialization is indeed the key, then an 'all around' tank should (In equal circumstances, even though those do not exist) be less ideal and lose against an AV spec tank, whereas that AV spec tank will have a harder time killing infantry (Though ideally not impossible) and likewise with an AP spec tank having a hard time killing an AV spec or 'all around' tank in turn.
I do not think "HAV" qualifies as a role in and of itself, and that unless CCP allows for an actual specialization, we're always going to be struggling to find a good place for HAV to shine on the grand scheme of balance.
If we set aside the 'real life' examples of what tanks do, I think it's safe to assume that in a video game that will always be pretty much completely out the window. In certain competitive environments you might see some pretty amazing and organized infantry + tank maneuvers, but at the end of the day while you should aim for high end play when doing balancing work, if you set that bar at the /very top/ then you uaually fail to account for the daily 'stupid factor' of the majority of people on the internet, which will pretty much break any illusions you had about how people will use your stuff. (Failing to account for stupid and/or player greed has been one of CCP's greatest shortcomings in terms of gameplay design and balance thus far) AV TANK: railgun. INFANTRY TANK: Blaster. seems simple to me.
Member of ZilchMobZ Industries. we have EVE pilots! join today! FacebookZilchmobz
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Ulysses Knapse
Knapse and Co. Mercenary Firm
846
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Posted - 2013.12.21 00:34:00 -
[46] - Quote
Jrakraa5 wrote:AV TANK: railgun. INFANTRY TANK: Blaster. seems simple to me. Uh, don't you understand why that concept is broken?
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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