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Tank Missile
Intara Direct Action Caldari State
58
|
Posted - 2013.12.11 05:02:00 -
[1] - Quote
I heard from a lot of people that ammunition in vehicles would lead to, "more meaningful tank vs tank combat." And now it all boils down to who has the most SP.
Did you max out the skill that increases active module duration by 5% per level? Even though that redtank over there is better at this game than you, and has fitted his tank exactly the same as you, he has only gotten that skill to 3, so his active module will last less time, and you will be able to kill him once his mods run out, and yours are still going. If you both survive the encounter and run away from one another, did you max the skill that reduces active module cooldown by 5%? If so, that redtank only got that skill to 3 as well, so now you can chase after him with all your mods up before his have cooled off. Do both of you run out of ammo in your blaster clips? No problem, you maxed the skill that lets you reload 25% faster, and that redtank didn't have enough SP to even start that skill yet.
I know what many of you are thinking: "But infantry have skills that are very similar, and maxing those out only give you a slight advantage, not an instant Iwin button."
Here lies the problem: TTK. With infantry, TTK is low and reloading faster means nothing if the guy you got into a firefight with is dead before you even empty half your clip. In tanks, where it is nearly impossible to kill a Gunnlogi that has a hardener active in a single blaster magazine, TTK is very high. Now, reloading suddenly becomes VERY important. When your combat is focused around the fact that you must be using active modules, skills that increase that duration literally make your character straight-up more powerful than a character that doesn't have that skill. Not slightly better, but significantly greater in power. What we had before was unbalanced, but this is just a completely different realm from any sort of idea of "balance." The guy with the bigger stick is the one that walks away, the other guy dies. Doesn't matter how l33t your fps skills are, your modules will not last as long as his modules, so now you're screwed.
/rant
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Tank Missile
Intara Direct Action Caldari State
58
|
Posted - 2013.12.11 05:31:00 -
[2] - Quote
*In a moment of clarity*
I suppose that no one really cares tho.....the only tankers left are vets, and they all have plenty SP to max all their skills. And AV'ers could care less about HAV vs HAV combat, they just want more powerful weaponry.
So in short, as I am the only tanker that has less than four million SP total, I am the only one that has this issue, and blatant imbalance is unimportant.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
199
|
Posted - 2013.12.11 05:36:00 -
[3] - Quote
Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's ***** |
LUGMOS
YELLOW JESUS EXP FORCE
195
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Posted - 2013.12.11 05:36:00 -
[4] - Quote
Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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Tank Missile
Intara Direct Action Caldari State
58
|
Posted - 2013.12.11 05:38:00 -
[5] - Quote
LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
351
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Posted - 2013.12.11 05:38:00 -
[6] - Quote
Tank Missile wrote:I heard from a lot of people that ammunition in vehicles would lead to, "more meaningful tank vs tank combat." And now it all boils down to who has the most SP.
Did you max out the skill that increases active module duration by 5% per level? Even though that redtank over there is better at this game than you, and has fitted his tank exactly the same as you, he has only gotten that skill to 3, so his active module will last less time, and you will be able to kill him once his mods run out, and yours are still going. If you both survive the encounter and run away from one another, did you max the skill that reduces active module cooldown by 5%? If so, that redtank only got that skill to 3 as well, so now you can chase after him with all your mods up before his have cooled off. Do both of you run out of ammo in your blaster clips? No problem, you maxed the skill that lets you reload 25% faster, and that redtank didn't have enough SP to even start that skill yet.
I know what many of you are thinking: "But infantry have skills that are very similar, and maxing those out only give you a slight advantage, not an instant Iwin button."
Here lies the problem: TTK. With infantry, TTK is low and reloading faster means nothing if the guy you got into a firefight with is dead before you even empty half your clip. In tanks, where it is nearly impossible to kill a Gunnlogi that has a hardener active in a single blaster magazine, TTK is very high. Now, reloading suddenly becomes VERY important. When your combat is focused around the fact that you must be using active modules, skills that increase that duration literally make your character straight-up more powerful than a character that doesn't have that skill. Not slightly better, but significantly greater in power. What we had before was unbalanced, but this is just a completely different realm from any sort of idea of "balance." The guy with the bigger stick is the one that walks away, the other guy dies. Doesn't matter how l33t your fps skills are, your modules will not last as long as his modules, so now you're screwed.
/rant
It was always going to come down to who had the most SP, man. You can't penalize someone for being around longer and having more time put in. One guy having a better fit than another guy is the circle of life. I've lost quite a few tanks tonight, which I blame mostly on not having max level reload speed, but I'm having the most fun I've ever had in this game. Having a goal to work towards will keep me playing longer.
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DJINN Marauder
Ancient Exiles. Renegade Alliance
3273
|
Posted - 2013.12.11 05:39:00 -
[7] - Quote
LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Yup. Screw all you new players! You'll never be good!
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 3 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
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Tank Missile
Intara Direct Action Caldari State
59
|
Posted - 2013.12.11 05:40:00 -
[8] - Quote
Roger Cordill wrote:Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's *****
Best skills? I'm pretty sure I highlighted in my example that the guy with less SP had the better skills, and the same exact gear, so the guy with more SP wins, even though the other guy has more skill.
Oh, yeah, you are one of those vet tankers, so obviously you don't like the idea of giving newer players a fighting chance.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Vulpes Dolosus
SVER True Blood Public Disorder.
455
|
Posted - 2013.12.11 05:42:00 -
[9] - Quote
LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
It should be an advantage, sure, better gear means better stats means better odds of winning. But there should still be wiggle room for lesser-SP players, which his where tactics should come into play.
Just because I run around with my 'Dren' STD Scout suit and 'Dren' STD Shotgun doesn't mean I can't kill proto suits. I just have to play and strategize a little differently than if I was in a proto heavy.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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Cat Merc
Ahrendee Mercenaries EoN.
4601
|
Posted - 2013.12.11 05:43:00 -
[10] - Quote
And that's where better gear comes from. You bring the counter to his gear, no amount of SP will save him.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Tank Missile
Intara Direct Action Caldari State
59
|
Posted - 2013.12.11 05:43:00 -
[11] - Quote
Our Deepest Regret wrote:It was always going to come down to who had the most SP, man. You can't penalize someone for being around longer and having more time put in. One guy having a better fit than another guy is the circle of life. I've lost quite a few tanks tonight, which I blame mostly on not having max level reload speed, but I'm having the most fun I've ever had in this game. Having a goal to work towards will keep me playing longer.
But that is the problem, I am not saying the guy with the better FIT is the one winning, simply the guy with more SP into passive skills. 50% less time before shields regen, 25% longer mod duration, 25% less cooldown times, 25% more passive reps, etc. Massive bonuses that take up no CPU/PG, so you don't need to actually know how to make a good fit.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
351
|
Posted - 2013.12.11 05:46:00 -
[12] - Quote
Tank Missile wrote:Roger Cordill wrote:Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's ***** Best skills? I'm pretty sure I highlighted in my example that the guy with less SP had the better skills, and the same exact gear, so the guy with more SP wins, even though the other guy has more skill. Oh, yeah, you are one of those vet tankers, so obviously you don't like the idea of giving newer players a fighting chance.
It's fair. He earned those skill points and he's using them to cover his weaknesses. That's called being prepared. |
Tank Missile
Intara Direct Action Caldari State
59
|
Posted - 2013.12.11 05:47:00 -
[13] - Quote
Cat Merc wrote:And that's where better gear comes from. You bring the counter to his gear, no amount of SP will save him.
I got destroyed in a single clip from a missile turret earlier today in my Maddy. I came back with a Gunnlogi and still got killed because my hardeners ran out before his did, and he burst my health down. I would consider shields to be a counter to missiles.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 05:49:00 -
[14] - Quote
Tank Missile wrote:*In a moment of clarity*
I suppose that no one really cares tho.....the only tankers left are vets, and they all have plenty SP to max all their skills. And AV'ers could care less about HAV vs HAV combat, they just want more powerful weaponry.
So in short, as I am the only tanker that has less than four million SP total, I am the only one that has this issue, and blatant imbalance is unimportant.
Even so you're better off than 1.6 in you needed a very large amount of Sp to survive while tanking and when you did max out it came down to who shoots who first in a tank vs tank battle. It was very stupid and costly it really just required no skill it came down to armor vs armor who shoots who first shield vs armor range and railgun sniper vs everything else give up. In 1.6 I skilled into both caldari and gallente vehicles and spent about 15 mill Sp between the two. With that amount of Sp it was brutal i cant imagine someone trying to tank with 4 million sp in 1.6. Tanking is much more fun now that my Sp actually means something I hope CCP doesn't change it for a while.
All of my vehicle upgrades are now maxed I've maxed my blasters my missile turrets and prof lvl 3 for both and lvl 4 optimization for blaster and lvl 3 for missiles. I can't be more happy I lost my Lavs i lost my Dropships but my tanks function correctly. well aside from a few glitches with the large turrets not firing correctly and having no splash damage. |
Xocoyol Zaraoul
Superior Genetics
1664
|
Posted - 2013.12.11 05:51:00 -
[15] - Quote
It is a bit unfortunate that currently Vehicle versus Vehicle combat is so heavily skewed SP wise. Dropsuit VS Dropsuit you still have a very viable chance even in the crap starting suits, and a deadly ADV level suit is still not a bajillion SP away.
I'm still waiting for a few more weeks before casting a firm opinion though on things.
Closed Beta Vet
Reading the forums detracts from overall enjoyment of the game
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4056
|
Posted - 2013.12.11 05:52:00 -
[16] - Quote
Tank Missile wrote:LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage. Oh get off it. You know you're just bullshitting even as you type that.
I've watched Sicas survive entire teams of AV today while Madrugars drop in two shots or less. Player skill will always win out when you get enough practice.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 05:55:00 -
[17] - Quote
Xocoyol Zaraoul wrote:It is a bit unfortunate that currently Vehicle versus Vehicle combat is so heavily skewed SP wise. Dropsuit VS Dropsuit you still have a very viable chance even in the crap starting suits, and a deadly ADV level suit is still not a bajillion SP away.
I'm still waiting for a few more weeks before casting a firm opinion though on things. I'd like to believe but seeing that I only run starter fits with exile rifles I can't agree with you. Proto suits are very hard to kill proto users easily go 20-0 whether they are on my team or not. I rarely kill proto suits if im in their line of sight the battle is already lost. |
Heathen Bastard
The Bastard Brigade
730
|
Posted - 2013.12.11 05:55:00 -
[18] - Quote
Tank Missile wrote:Cat Merc wrote:And that's where better gear comes from. You bring the counter to his gear, no amount of SP will save him. I got destroyed in a single clip from a missile turret earlier today in my Maddy. I came back with a Gunnlogi and still got killed because my hardeners ran out before his did, and he burst my health down. I would consider shields to be a counter to missiles.
so you knew a head on assault wouldn't work and then tried a head on assault again...
Maybe try some tactics? they tend to have some kind of effect.
My best fight was against someone in a maddy against my tank. they very nearly killed me with an ambush by leading me around thinking they hadn't spotted me.
came round a corner and got my ass lit up like christmas. had 500 armor left, no missiles left to fire, and no cooldowns left to trigger. in a gunloggi. a guy with a mass driver could have killed me.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
351
|
Posted - 2013.12.11 05:56:00 -
[19] - Quote
Xocoyol Zaraoul wrote:It is a bit unfortunate that currently Vehicle versus Vehicle combat is so heavily skewed SP wise. Dropsuit VS Dropsuit you still have a very viable chance even in the crap starting suits, and a deadly ADV level suit is still not a bajillion SP away.
I'm still waiting for a few more weeks before casting a firm opinion though on things.
I think Vehicle V. Vehicle has to be skewed toward SP. It just wouldn't feel right to get blown up by someone who didn't put their time in.
Keep in mind though, that I lost three gunlogis to a very good player in a railgun sica. Dude had my number cold, and he was using a militia RG. Getting humbled like that is a real eye opener. I'm really hoping that he was just a really talented glass cannon loaded with damage mods, but I have a feeling he was just that beast. |
Tank Missile
Intara Direct Action Caldari State
59
|
Posted - 2013.12.11 05:57:00 -
[20] - Quote
Mobius Wyvern wrote:Tank Missile wrote:LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage. Oh get off it. You know you're just bullshitting even as you type that. I've watched Sicas survive entire teams of AV today while Madrugars drop in two shots or less. Player skill will always win out when you get enough practice.
I took a Maddy with two STD reps and one STD hardener and stood stock-still shooting at two forge gunners and a swarm launcher while they launched everything they could at me. Never even got below 2k armor. Do you call that skill?
And, last time I checked this wasn't a discussion about AV vs HAVs, it's HAVs vs HAVs, but since you didn't grasp that concept, I can assume that you read my title and came here to rage without a clue what you were talking about. Maybe you are the one that should, "come off it."
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Pvt Numnutz
Black Phoenix Mercenaries
412
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Posted - 2013.12.11 06:00:00 -
[21] - Quote
However the lesser skill tanker fit turrets as he had more fitting because he ran lower teir equipment and had two forge gunners waiting to pop the tank. Team work is op |
Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
351
|
Posted - 2013.12.11 06:01:00 -
[22] - Quote
Tank Missile wrote:Mobius Wyvern wrote:Tank Missile wrote:LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage. Oh get off it. You know you're just bullshitting even as you type that. I've watched Sicas survive entire teams of AV today while Madrugars drop in two shots or less. Player skill will always win out when you get enough practice. I took a Maddy with two STD reps and one STD hardener and stood stock-still shooting at two forge gunners and a swarm launcher while they launched everything they could at me. Never even got below 2k armor. Do you call that skill? And, last time I checked this wasn't a discussion about AV vs HAVs, it's HAVs vs HAVs, but since you didn't grasp that concept, I can assume that you read my title and came here to rage without a clue what you were talking about. Maybe you are the one that should, "come off it."
Vehicles are at year zero. Current vehicle and AV performance is not going to be the continuing standard. They already warned us of this, months ago.
Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once weGÇÖve established a solid foundation we will start to introduce more types and build back out.
Just relax and remember that all things pass. |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:05:00 -
[23] - Quote
Tank Missile wrote:Mobius Wyvern wrote:Tank Missile wrote:LUGMOS wrote:Isn't that the point, whoever has the most SP should win unless they are retarted and cant shoot.
Problem is that even if you are "retarted" and can't shoot, then you will still win if you have a gross SP advantage. Oh get off it. You know you're just bullshitting even as you type that. I've watched Sicas survive entire teams of AV today while Madrugars drop in two shots or less. Player skill will always win out when you get enough practice. I took a Maddy with two STD reps and one STD hardener and stood stock-still shooting at two forge gunners and a swarm launcher while they launched everything they could at me. Never even got below 2k armor. Do you call that skill? And, last time I checked this wasn't a discussion about AV vs HAVs, it's HAVs vs HAVs, but since you didn't grasp that concept, I can assume that you read my title and came here to rage without a clue what you were talking about. Maybe you are the one that should, "come off it."
It sounds like to me AV is doing its job if there were a tank on the field with you you'd be annihilated. Everyone has their roles to play on the field I placed 10 Proxy mines on the field and waited and a HAV blew up I laid 10 more and another HAV blew up. Do you call that skill. This is a team based game and assuming you took your HAV without any small turrets you assumed you could Solo a tanker with more SP than you? |
crazy space 1
GunFall Mobilization Covert Intervention
2007
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Posted - 2013.12.11 06:06:00 -
[24] - Quote
Why can't my LAV catch tanks... |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:08:00 -
[25] - Quote
crazy space 1 wrote:Why can't my LAV catch tanks... You need a bigger net |
Tank Missile
Intara Direct Action Caldari State
59
|
Posted - 2013.12.11 06:10:00 -
[26] - Quote
Ld Collins wrote:It sounds like to me AV is doing its job if there were a tank on the field with you you'd be annihilated. Everyone has their roles to play on the field I placed 10 Proxy mines on the field and waited and a HAV blew up I laid 10 more and another HAV blew up. Do you call that skill. This is a team based game and assuming you took your HAV without any small turrets you assumed you could Solo a tanker with more SP than you?
Your argument isn't even sort of making sense anymore. So you are saying that ineffectually shooting at my god-tank is the job of AV? Getting back to the topic of HAV vs HAV, you also think that I am somehow supposed to know that the other tank has more SP than me? How would I know that? STD vs PRO modules don't actually show a visible difference, seeing as how they simply have lower CDs. His tank didn't say: this guy has way more SP than you, all it said was: Gunnlogi.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Garrett Blacknova
Codex Troopers
4114
|
Posted - 2013.12.11 06:12:00 -
[27] - Quote
Tank Missile wrote:Roger Cordill wrote:Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's ***** Best skills? I'm pretty sure I highlighted in my example that the guy with less SP had the better skills, and the same exact gear, so the guy with more SP wins, even though the other guy has more skill. Oh, yeah, you are one of those vet tankers, so obviously you don't like the idea of giving newer players a fighting chance. Best skills meaning in-game bought with SP skills, not best skills as in the best tactics to use in the situation (as defined by the term "best tactic")
The player with the best SKILLS as defined by the in-game term "skills" has an advantage. The player with the best gear has an advantage. The player using the best tactic has an advantage. |
8213
BIG BAD W0LVES
1007
|
Posted - 2013.12.11 06:13:00 -
[28] - Quote
Tanks were fine pre 1.7. Good tankers still dominated battlefields. They were a specialty class all onto themselves. Now anyone can use a tank and dominate with it. They've dumbed it down.
Tanks are now in the same family as ARs: skilless noob gear... |
Heathen Bastard
The Bastard Brigade
731
|
Posted - 2013.12.11 06:14:00 -
[29] - Quote
Garrett Blacknova wrote:Tank Missile wrote:Roger Cordill wrote:Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's ***** Best skills? I'm pretty sure I highlighted in my example that the guy with less SP had the better skills, and the same exact gear, so the guy with more SP wins, even though the other guy has more skill. Oh, yeah, you are one of those vet tankers, so obviously you don't like the idea of giving newer players a fighting chance. Best skills meaning in-game bought with SP skills, not best skills as in the best tactics to use in the situation (as defined by the term "best tactic") The player with the best SKILLS as defined by the in-game term "skills" has an advantage. The player with the best gear has an advantage. The player using the best tactic has an advantage.
and one of those trumps the other two. hint: It's tactical superiority.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Ninjanomyx
Imperfects Negative-Feedback
493
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Posted - 2013.12.11 06:14:00 -
[30] - Quote
Tank Missile wrote:I heard from a lot of people that ammunition in vehicles would lead to, "more meaningful tank vs tank combat." And now it all boils down to who has the most SP.
Did you max out the skill that increases active module duration by 5% per level? Even though that redtank over there is better at this game than you, and has fitted his tank exactly the same as you, he has only gotten that skill to 3, so his active module will last less time, and you will be able to kill him once his mods run out, and yours are still going. If you both survive the encounter and run away from one another, did you max the skill that reduces active module cooldown by 5%? If so, that redtank only got that skill to 3 as well, so now you can chase after him with all your mods up before his have cooled off. Do both of you run out of ammo in your blaster clips? No problem, you maxed the skill that lets you reload 25% faster, and that redtank didn't have enough SP to even start that skill yet.
I know what many of you are thinking: "But infantry have skills that are very similar, and maxing those out only give you a slight advantage, not an instant Iwin button."
Here lies the problem: TTK. With infantry, TTK is low and reloading faster means nothing if the guy you got into a firefight with is dead before you even empty half your clip. In tanks, where it is nearly impossible to kill a Gunnlogi that has a hardener active in a single blaster magazine, TTK is very high. Now, reloading suddenly becomes VERY important. When your combat is focused around the fact that you must be using active modules, skills that increase that duration literally make your character straight-up more powerful than a character that doesn't have that skill. Not slightly better, but significantly greater in power. What we had before was unbalanced, but this is just a completely different realm from any sort of idea of "balance." The guy with the bigger stick is the one that walks away, the other guy dies. Doesn't matter how l33t your fps skills are, your modules will not last as long as his modules, so now you're screwed.
/rant
Vehicles got Tiericided..... I was in a Soma this morning wrecking face & now I'm in a Madrugar wrecking face..... We lost our Passive Damage & EHP Efficacy bonuses. Infantry has all of the above & then some, & up to Officer Tier..... You are simply bad @ Tanking. Go back to your Main & shoot face. Your obviously not Tanker Material & thusly have no place in Balancing Discussions......all offense. |
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Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:17:00 -
[31] - Quote
Tank Missile wrote:Ld Collins wrote:It sounds like to me AV is doing its job if there were a tank on the field with you you'd be annihilated. Everyone has their roles to play on the field I placed 10 Proxy mines on the field and waited and a HAV blew up I laid 10 more and another HAV blew up. Do you call that skill. This is a team based game and assuming you took your HAV without any small turrets you assumed you could Solo a tanker with more SP than you? Your argument isn't even sort of making sense anymore. So you are saying that ineffectually shooting at my god-tank is the job of AV? Getting back to the topic of HAV vs HAV, you also think that I am somehow supposed to know that the other tank has more SP than me? How would I know that? STD vs PRO modules don't actually show a visible difference, seeing as how they simply have lower CDs. His tank didn't say: this guy has way more SP than you, all it said was: Gunnlogi.
Well you said he blew you up then you called in another tank and got blown up again so your argument isn't even sort of making sense. Also Av requires team work or can be done solo with mines. |
Ld Collins
The Phalanx Inc
82
|
Posted - 2013.12.11 06:23:00 -
[32] - Quote
8213 wrote:Tanks were fine pre 1.7. Good tankers still dominated battlefields. They were a specialty class all onto themselves. Now anyone can use a tank and dominate with it. They've dumbed it down.
Tanks are now in the same family as ARs: skilless noob gear... There were very few good tankers pre 1.7 you really needed a massive amount of SP to be good and for new players tanking was a nightmare. Tanking will now become more about team play than ever before. Those vet tankers are really going to lead the way higher Sp will allow them to fit small turrets giving them extra fire power which will turn the tides. Having a crew will be much more vital and the low cost will encourage more tank battles especially in FW. Which is the best thing that could ever happen to tankers. |
Lynn Beck
Granite Mercenary Division Top Men.
328
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Posted - 2013.12.11 06:24:00 -
[33] - Quote
Umm... I killed like 4 proto tanks today, as well as tons others. In a militia railgunsica. That and i almost killed a maddy with 3 clips of cbr8swarmies, and 3 av nades.
Tanks are NOT about who has more SP.
My 6mill sp tanker alt has 3 different setups to work with. First match, i skilled rails to 1, shield stuff to 1, and reload to 1. Killed 2 maddys, a sica and a gunny. One had an ion cannon.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I haz knife. Me get steak?
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
400
|
Posted - 2013.12.11 06:59:00 -
[34] - Quote
Roger Cordill wrote:Message from Godin: Just like it is in EVE. Whoever has the best skills, the best gear, and the best tactic, or a combo of the three (or one of them being skewed ridiculously in your favor) wins. Get over it. Welcome to new Eden. It's about to make you it's ***** In EVE you don't have to manually target enemies, they just auto-lock and fire. Accuracy is an entirely new front for this.
If you can read this, it means you are reading.
Unless you are skimming
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Jason Pearson
3265
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Posted - 2013.12.11 07:41:00 -
[35] - Quote
Actually, it's not such a major increase, it's worthwhile sure, but for example..
You have the two skills, Core Grid Management increases the recharge rate for your active modules by 5% per level, so a little faster and Engine Core Calibration increase the duration of your active modules by 5% per level
Let's look at a Complex Shield Hardener, it has a active duration of 24 seconds and a cooldown of 60 seconds
Level 0 AD: 24 - CD: 60
Level 1 AD: 25.2 - CD: 57
Level 2 AD: 26.4 - CD: 54
Level 3 AD: 27.6 - CD: 51
Level 4 AD: 28.8 - CD: 48
Level 5 AD: 30 - CD: 45
So sure, you shave off 15 seconds from the cooldown and you get a full extra 6 seconds if the skills are maxed, the vet has a slight advantage and can maintain the fight a little longer, but if the lower SP player is smart he knows he needs to activate his modules AFTER the enemy, to make sure he survives and his enemy doesnt..
(Forgive me if any numbers are wrong, I've got the flu, am dying and I've been tanking all night)
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Baal Omniscient
L.O.T.I.S. Public Disorder.
824
|
Posted - 2013.12.11 09:54:00 -
[36] - Quote
Tank Missile wrote:I heard from a lot of people that ammunition in vehicles would lead to, "more meaningful tank vs tank combat." And now it all boils down to who has the most SP.
Did you max out the skill that increases active module duration by 5% per level? Even though that redtank over there is better at this game than you, and has fitted his tank exactly the same as you, he has only gotten that skill to 3, so his active module will last less time, and you will be able to kill him once his mods run out, and yours are still going. If you both survive the encounter and run away from one another, did you max the skill that reduces active module cooldown by 5%? If so, that redtank only got that skill to 3 as well, so now you can chase after him with all your mods up before his have cooled off. Do both of you run out of ammo in your blaster clips? No problem, you maxed the skill that lets you reload 25% faster, and that redtank didn't have enough SP to even start that skill yet.
I know what many of you are thinking: "But infantry have skills that are very similar, and maxing those out only give you a slight advantage, not an instant Iwin button."
Here lies the problem: TTK. With infantry, TTK is low and reloading faster means nothing if the guy you got into a firefight with is dead before you even empty half your clip. In tanks, where it is nearly impossible to kill a Gunnlogi that has a hardener active in a single blaster magazine, TTK is very high. Now, reloading suddenly becomes VERY important. When your combat is focused around the fact that you must be using active modules, skills that increase that duration literally make your character straight-up more powerful than a character that doesn't have that skill. Not slightly better, but significantly greater in power. What we had before was unbalanced, but this is just a completely different realm from any sort of idea of "balance." The guy with the bigger stick is the one that walks away, the other guy dies. Doesn't matter how l33t your fps skills are, your modules will not last as long as his modules, so now you're screwed.
/rant You know what this makes me think of?
Did you max out that skill that gives you a passive armor bonus of 5% per level? Even though that redguy over there is better at this game than you, and has fitted his dropsuit the same as you, he has only gotten his skill to 3, so his armor reserves will last less time, and you will be able to kill him once his armor runs out, and you are still going. If both of you survive the encounter and run away from one another, did you max out the skill that increases repair mod efficacy by 5%? If so, that redguy only got that skill to 3 as well, so now you can chase after him will all of your armor up before his are back up. Do you both run out of ammo in your blaster rifle clips? No problem, you maxed out the skill that lets you reload 15% faster, and that redguy didn't have enough SP to even start that skill yet.
TTK for infantry needs to be closer to what it is for tanks (not QUITE that long, but about halfway between tanks and what it is now). But that aside, tanks are tactical. You work with your squad to find other tanks and get the jump on them, or you fit an active scanner so you know when you are about to come around a corner on one. If you get the drop on a higher SP player you increase your chances, and if you ACTUALLY WORK WITH YOUR SQUAD to kill the enemy tank, there is no tank you cannot kill with less SP. Teamwork beats out SP, and when that fails you have to rely on tactics. With infantry, you can put a 20,000,000SP player head to head with a 500,000SP player 1v1, and 9 times out of 10 the 20,000,000SP player will win because of SP investment alone, however using tactics and playing smart let's militia suits drop proto suits every day in Dust. Especially with the introduction of these new nitro boosters stats, tank combat has gotten FAR more tactical.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Bubba Brown
Militaires Sans Jeux
224
|
Posted - 2013.12.11 23:40:00 -
[37] - Quote
haven't played in months did they ever make matchmaking not **** so 12mil sp veterans aren't constantly paired with 2mil sp newbies fresh from the academy? |
Xender17
Ahrendee Mercenaries EoN.
957
|
Posted - 2013.12.11 23:55:00 -
[38] - Quote
Its all bout who has more skill..........
points
Prt SL, SCR, SR . ADV FGs, MDs, LaZor, KNs.
Gunnlogi, Falchion, Python, Caldari LDS. (+require)
Prt L. Am, Adv HVY, LGS
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Ld Collins
The Phalanx Inc
86
|
Posted - 2013.12.12 10:43:00 -
[39] - Quote
Jason Pearson wrote:Actually, it's not such a major increase, it's worthwhile sure, but for example..
You have the two skills, Core Grid Management increases the recharge rate for your active modules by 5% per level, so a little faster and Engine Core Calibration increase the duration of your active modules by 5% per level
Let's look at a Complex Shield Hardener, it has a active duration of 24 seconds and a cooldown of 60 seconds
Level 0 AD: 24 - CD: 60
Level 1 AD: 25.2 - CD: 57
Level 2 AD: 26.4 - CD: 54
Level 3 AD: 27.6 - CD: 51
Level 4 AD: 28.8 - CD: 48
Level 5 AD: 30 - CD: 45
So sure, you shave off 15 seconds from the cooldown and you get a full extra 6 seconds if the skills are maxed, the vet has a slight advantage and can maintain the fight a little longer, but if the lower SP player is smart he knows he needs to activate his modules AFTER the enemy, to make sure he survives and his enemy doesnt..
(Forgive me if any numbers are wrong, I've got the flu, am dying and I've been tanking all night)
Actually this is not entirely true the noob tankers are using militia fits or racial fits but they cannot fit modules that can best a more experienced tanker. For example a soma has 2 high 2 low and a maddy has 2 high 3 low. They are able to fit similar fits and have the same amount of armor and shield but the maddy can fit one small turret and a damage mod plus and ion cannon with enhanced and complex mods. If the maddy has another pilot inside his tank the only way a soma would kill that tank is if approached from behind. Or a maddy with experience can fit 2 damage mods and complex mods with an ion cannon and pretty much incinerate any tank in its path even with hardeners activated. Yesterday I spawned in my maddy with 2 damage mods and another tank saw my tank being delivered by the rvd and tried to blow it up before I got in. He did some pretty decent damage but the minute I got in my tank I applied my hardener and both damage mods and I blow his tank into dust. |
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