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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
213
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Posted - 2013.12.11 07:57:00 -
[1] - Quote
I destroyed a tank last night. Well that's not entirely true - WE destroyed a tank, all six of us, including another tank. It took 4 players with swarms to get the tank to retreat, and by chance a Forge gunner was on the other side of the bridge firing with a clear line of sight on the retreating tank, and even after this, a blueberry tank gave chase and managed to finish it off. Six people - one tank.
First of all, this seems like a high ratio of AV / Tank.
If we start looking at numbers:
- opposing team deploys a tank -> you deploy 4 AV (assuming they are coordinated and well equipped) OR you deploy a tank of equal strength
- opposing team deploys two tanks -> you deploy 8 AV (if they are to be countered simultaneously) OR you deploy two tanks
Naturally, the side fielding AV now has a reduced anti-infantry capacity. To level this, they can either deploy tanks OR not deploy AV at all - but thereby losing their anti-vehicle capacity, leaving an unstoppable anti-infantry machine roaming the map faster than any infantry can cover.
What this has done has created a type of zero-sum game: If I can deploy more vehicles than you, then I have the advantage on the field.
So now my side races to deploy as many vehicles as is allowed before you can deploy yours, and capitalize on those gains with the massive speed these provide (I can transport small numbers of infantry too, which will be used for capturing objectives if necessary, but now the infantry are peripheral to the action).
This has effectively transformed an INFANTRY based game into a VEHICLE based game, which it isn't or else there would be no limit on the number of vehicles we could deploy and also the terrain isn't entirely optimised for vehicles (numerous indoor areas, although last night I saw creative driving that put them in areas they previously could not go).
It's clear the current situation isn't optimal. Admiringly, the community has come up with a sandbox solution to a design issue - attaching RE's to LAV's and using these as missiles. It's pretty inspiring to see people try it, but it's very touch and go (tank just speeds out of the way, LAV gets destroyed, etc.) Having said that, I think it shows there is a disparity when people are creating their own AV solutions when those that are exclusively meant to destroy vehicles just simply do not work.
I'll leave the community to suggest solutions that don't swing the pendulum back to the other extreme -> one man Anti-vehicle killing machines... this is not ideal either. I feel we haven't found the sweet spot yet, but feel free to suggest your fixes.
Keep it constructive please. :)
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T8R Raid
BIG BAD W0LVES
50
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Posted - 2013.12.11 08:05:00 -
[2] - Quote
12 RE's, One LAV, One Supply Depot, Suit-swapping = one hilariously destroyed tank |
xSir Campsalotx
Ancient Exiles. Renegade Alliance
81
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Posted - 2013.12.11 08:06:00 -
[3] - Quote
Try syncing 2 breach forge gun rounds no tank can survive with his hardeners off, insta kill works quite nice interesting now that 1 av guy cant kill a tank. Teamwork the way it should be get a couple of proto av guys on a tower, no tank. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
214
|
Posted - 2013.12.11 08:08:00 -
[4] - Quote
T8R Raid wrote:12 RE's, One LAV, One Supply Depot, Suit-swapping = one hilariously destroyed tank
I admire your ingenuity. :)
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crazy space 1
GunFall Mobilization Covert Intervention
2011
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Posted - 2013.12.11 08:12:00 -
[5] - Quote
Hey! Didn't you read the dev blog?
Quote:Quote:We felt that the HAVGÇÖs were simply not yet enjoyable enough to drive. They often felt heavy and unresponsive and this produced more frustration than it did convey a sense of weight and power. Aside from the pure fun aspect, their low speed and sluggish handling also made it hard for pilots to react to the changing pace of battle. This meant they were not fulfilling their most basic functionality. Namely, to help break through entrenched enemy positions by destroying installation turrets, scatter ground forces and support infantry assaults by forcing the enemy to react and bring in AV weaponry of their own. Overall, HAVs are now a little more nimble, can get to critical battlefield locations quicker, donGÇÖt take damage from every little bump, and, hopefully, more fun to drive. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
214
|
Posted - 2013.12.11 08:15:00 -
[6] - Quote
crazy space 1 wrote:Hey! Didn't you read the dev blog? Quote:Quote:We felt that the HAVGÇÖs were simply not yet enjoyable enough to drive. They often felt heavy and unresponsive and this produced more frustration than it did convey a sense of weight and power. Aside from the pure fun aspect, their low speed and sluggish handling also made it hard for pilots to react to the changing pace of battle. This meant they were not fulfilling their most basic functionality. Namely, to help break through entrenched enemy positions by destroying installation turrets, scatter ground forces and support infantry assaults by forcing the enemy to react and bring in AV weaponry of their own. Overall, HAVs are now a little more nimble, can get to critical battlefield locations quicker, donGÇÖt take damage from every little bump, and, hopefully, more fun to drive.
I don't think they support infantry assaults anymore - I believe the infantry support the vehicle assaults. |
crazy space 1
GunFall Mobilization Covert Intervention
2011
|
Posted - 2013.12.11 08:20:00 -
[7] - Quote
more fun to drive |
Chunky Munkey
Amarr Templars Amarr Empire
2557
|
Posted - 2013.12.11 08:20:00 -
[8] - Quote
Even surprising a tank with none of its modules available and no retreat, they can still survive me bearing down upon them with a militia fit. It's ridiculous.
I just played a domination in which a madrugar rolled around the field with impunity. Its armour lasted long enough to retreat from anything thrown at it. The only time it was destroyed was when two Sicas were used to physically pin it in place, and even then it often just mounted them and carried on regardless.
No.
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crazy space 1
GunFall Mobilization Covert Intervention
2011
|
Posted - 2013.12.11 08:20:00 -
[9] - Quote
I love how we don't have webs yet |
Operative 1171 Aajli
Bragian Order Amarr Empire
819
|
Posted - 2013.12.11 08:25:00 -
[10] - Quote
Justicar Karnellia wrote:crazy space 1 wrote:Hey! Didn't you read the dev blog? Quote:Quote:We felt that the HAVGÇÖs were simply not yet enjoyable enough to drive. They often felt heavy and unresponsive and this produced more frustration than it did convey a sense of weight and power. Aside from the pure fun aspect, their low speed and sluggish handling also made it hard for pilots to react to the changing pace of battle. This meant they were not fulfilling their most basic functionality. Namely, to help break through entrenched enemy positions by destroying installation turrets, scatter ground forces and support infantry assaults by forcing the enemy to react and bring in AV weaponry of their own. Overall, HAVs are now a little more nimble, can get to critical battlefield locations quicker, donGÇÖt take damage from every little bump, and, hopefully, more fun to drive. I don't think they support infantry assaults anymore - I believe the infantry support the vehicle assaults.
Lol, "a little more nimble".
Do your part. Join the revolution. Sabotage FW. Help this game burn!
BURN DUST 2014
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daishi mk03
BLACK-GUARD Die Fremdenlegion
498
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Posted - 2013.12.11 08:29:00 -
[11] - Quote
We tried some fun builds yesterday.
3 complex repair madrugar: 540 hp/s, can outtank one adv forger to infinity, can outtank most tanks, even some missiles, dies to burst damage of 2 missile tanks or 1 tank + 2 AV synch'ed
2 complex repair / 1 hardener: indestrucible, hardener brings your armor to 6666 ehp and your rep to 600 ehp/s ... sick
yeah, tanks are fun now
To know the true path, but yet, to never follow it. That is possibly the gravest sin.
The Scriptures,Book of Missions
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Vell0cet
SVER True Blood Public Disorder.
701
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Posted - 2013.12.11 08:35:00 -
[12] - Quote
Vehicle capacitors. Balance them around cap.
Quick/Dirty Test Range Idea
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
215
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Posted - 2013.12.11 08:37:00 -
[13] - Quote
Vell0cet wrote:Vehicle capacitors. Balance them around cap.
Interesting idea. Or maybe longer cooldowns on the modules? I don't know why, but it seems that shields regenerate passively even though hit by swarms.... not sure if this was intended or not? |
Chesyre Armundsen
Thanes Of Dust
18
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Posted - 2013.12.11 08:47:00 -
[14] - Quote
crazy space 1 wrote:more fun to drive
BROKEN!
There is no balance with vehicles at all anymore. I say anymore because with the previous changes to SL you could at least make a tank run for cover with a pair (2) of AVers. Now its an impossibility!
Likewise with DS having to be hovering over an installation for you to be able to reach them with a strike.
CHRIST! I'll take a single fire PlsmCannon that will target 250m if it'll lock, and hit a tank/DS for 3000. Give me a 5 sec reload to keep it "balanced" if you have to.
In the real world a $3,000 rocket launcher can kill a $1,000,000 jet or armor. If there's an economy at work sell us hardware that'll kill what we're aiming at!
"May the gods place the burden upon us"
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Spkr4theDead
Red Star. EoN.
1463
|
Posted - 2013.12.11 08:53:00 -
[15] - Quote
Justicar Karnellia wrote:
This has effectively transformed an INFANTRY based game into a VEHICLE based game,
This was never an infantry-only or vehicle-only game. That kind of mindset poisoned the whole playerbase, and led to the near lifetime of nerfs that tanks suffered.
Also, how is it unfair to force you to take out AV? That's a childish thing to say.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
215
|
Posted - 2013.12.11 09:00:00 -
[16] - Quote
Spkr4theDead wrote:Justicar Karnellia wrote:
This has effectively transformed an INFANTRY based game into a VEHICLE based game,
This was never an infantry-only or vehicle-only game. That kind of mindset poisoned the whole playerbase, and led to the near lifetime of nerfs that tanks suffered. Also, how is it unfair to force you to take out AV? That's a childish thing to say.
Hey there.
I don't think it's unfair to force infantry to change to an AV build. What I do find unfair is even with 3-4 of them switching to an exclusively AV build, it still doesn't nullify the one vehicle (manned by usually one person). There should be a natural counter, it probably wasn't a natural counter when it was one AV vs one tank (although some might argue this is fair), but 4 or more AV is a bit much don't you think?
Also, there's nothing wrong with having a hybrid infantry/vehicle game - battlefield balances this perfectly, but Dust hasn't found that sweet spot. I didn't say it was infantry only or vehicle only. To me, Dust is infantry based with vehicles in a support role, as CCP themselves say (again, if they played a central role, why limit them).
Anyway more fuel for the fire. :)
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Korvin Lomont
United Pwnage Service RISE of LEGION
313
|
Posted - 2013.12.11 09:01:00 -
[17] - Quote
Spkr4theDead wrote:Justicar Karnellia wrote:
This has effectively transformed an INFANTRY based game into a VEHICLE based game,
This was never an infantry-only or vehicle-only game. That kind of mindset poisoned the whole playerbase, and led to the near lifetime of nerfs that tanks suffered. Also, how is it unfair to force you to take out AV? That's a childish thing to say.
I have no problem with beeing forced to take out AV, but currently the best AV options is remote Explosives and thats stupid. Tanks can outrun swarms (a tank faster than missiles).
Instead of creating some kind of balance CCP just flipped the coin now vehicles are overpowerd again. And the only reason smart AV is still able to kill them is they either pay no attention or aren't smart at all (well or both).
Once a smart tanker hit the field there is nothing AV can do about it, well except fitting a LAV with remotes but this works not so well in FW.
AV should always be able to fight of Vehicles (thats why its called AV and thats why AV sacrifices 90% of their AI capacity) currently there is no reason to take your swarm or god beware the PLC to fight tanks and even the forge gun works better against the slower infantry.
Even militia tanks are able to throw of proto AV or simply drive away.
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Medic 1879
Forsaken Immortals Top Men.
1389
|
Posted - 2013.12.11 09:17:00 -
[18] - Quote
Chunky Munkey wrote:Even surprising a tank with none of its modules available and no retreat, they can still survive me bearing down upon them with a militia fit. It's ridiculous.
I just played a domination in which a madrugar rolled around the field with impunity. Its armour lasted long enough to retreat from anything thrown at it. The only time it was destroyed was when two Sicas were used to physically pin it in place, and even then it often just mounted them and carried on regardless.
Wait maybe I am reading this wrong but are you complaining you couldn't solo a tank in a milita fit?
TEST signature please help me think of a better one.
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
102
|
Posted - 2013.12.11 09:24:00 -
[19] - Quote
Spkr4theDead wrote:Justicar Karnellia wrote:
This has effectively transformed an INFANTRY based game into a VEHICLE based game,
This was never an infantry-only or vehicle-only game. That kind of mindset poisoned the whole playerbase, and led to the near lifetime of nerfs that tanks suffered. Also, how is it unfair to force you to take out AV? That's a childish thing to say.
So since tanks are immune to ground based infantry, the same infantry they are meant to slaughter...
Can I get an anti-tank option that is immune to tanks but can be killed by infantry? Wouldn't that be fair? You know, rock paper scissors? |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
102
|
Posted - 2013.12.11 09:25:00 -
[20] - Quote
Medic 1879 wrote:Chunky Munkey wrote:Even surprising a tank with none of its modules available and no retreat, they can still survive me bearing down upon them with a militia fit. It's ridiculous.
I just played a domination in which a madrugar rolled around the field with impunity. Its armour lasted long enough to retreat from anything thrown at it. The only time it was destroyed was when two Sicas were used to physically pin it in place, and even then it often just mounted them and carried on regardless. Wait maybe I am reading this wrong but are you complaining you couldn't solo a tank in a milita fit?
I know, especially when a militia tank can solo proto suits that cost more than it ALL DAY LONG. |
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Jack McReady
DUST University Ivy League
825
|
Posted - 2013.12.11 09:26:00 -
[21] - Quote
Justicar Karnellia wrote:I destroyed a tank last night. Well that's not entirely true - WE destroyed a tank, all six of us, including another tank. It took 4 players with swarms to get the tank to retreat, and by chance a Forge gunner was on the other side of the bridge firing with a clear line of sight on the retreating tank, and even after this, a blueberry tank gave chase and managed to finish it off. Six people - one tank.
First of all, this seems like a high ratio of AV / Tank.
If we start looking at numbers:
- opposing team deploys a tank -> you deploy 4 AV (assuming they are coordinated and well equipped) OR you deploy a tank of equal strength
- opposing team deploys two tanks -> you deploy 8 AV (if they are to be countered simultaneously) OR you deploy two tanks
Naturally, the side fielding AV now has a reduced anti-infantry capacity. To level this, they can either deploy tanks OR not deploy AV at all - but thereby losing their anti-vehicle capacity, leaving an unstoppable anti-infantry machine roaming the map faster than any infantry can cover.
What this has done has created a type of zero-sum game: If I can deploy more vehicles than you, then I have the advantage on the field.
So now my side races to deploy as many vehicles as is allowed before you can deploy yours, and capitalize on those gains with the massive speed these provide (I can transport small numbers of infantry too, which will be used for capturing objectives if necessary, but now the infantry are peripheral to the action).
This has effectively transformed an INFANTRY based game into a VEHICLE based game, which it isn't or else there would be no limit on the number of vehicles we could deploy and also the terrain isn't entirely optimised for vehicles (numerous indoor areas, although last night I saw creative driving that put them in areas they previously could not go).
It's clear the current situation isn't optimal. Admiringly, the community has come up with a sandbox solution to a design issue - attaching RE's to LAV's and using these as missiles. It's pretty inspiring to see people try it, but it's very touch and go (tank just speeds out of the way, LAV gets destroyed, etc.) Having said that, I think it shows there is a disparity when people are creating their own AV solutions when those that are exclusively meant to destroy vehicles just simply do not work.
I'll leave the community to suggest solutions that don't swing the pendulum back to the other extreme -> one man Anti-vehicle killing machines... this is not ideal either. I feel we haven't found the sweet spot yet, but feel free to suggest your fixes.
Keep it constructive please. :)
I mentioned this several times, as long a tank can be piloted by a single guy a single guy with AV should be able to hold a tank off otherwise you create artificial number advantage for the team with more tanks. this will turn the game into tanks 514 sooner or later. no one cared, only CoD kids responded with troll answers.
and to clear things up, pre patch tanks were not soloable in reasonable timeframe when driven by a nonscrub. the problem was that AV scaled too fast compared to tanks. tanks required massive SP investments to shine while you could skill up AV with damage mods in a week. tanks maybe lacked a slight hp boost to survive initial bursts of damage, thats it. I and several other people posted the math several times how long it takes to down a SP maxed tank with proper fit solo pre patch months ago and the question is, what was the tank driver doing in those 20 to 30 seconds while being shot by a single guy? masturbating? tank whines only serve a single thing, highlight which player is just bad at tank driving.
I am suprised that the devs went live with those changes, now we have tanks twice as tough, as fast as LAVs and AV that deals 30% less damage you have the complete opposite to before, and it is certain that history will repeat, sooner or later tanks will get nerfed again. I will just watch and again collect the tears from bad tank drivers.
and has anyone actually be able to kill a dropship with a pilot that is not afk masturbating with swarms now? just saying. |
Yagihige
Crux Special Tasks Group Gallente Federation
451
|
Posted - 2013.12.11 09:27:00 -
[22] - Quote
crazy space 1 wrote:I love how we don't have webs yet
I'm hoping this was designed with webs in mind and hopefully they're being worked on and deployed into the game soon enough. Those things could play a major part in AV tactics.
em ta kool t'nod
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Bhor Derri
Legion of Eden Covert Intervention
138
|
Posted - 2013.12.11 09:31:00 -
[23] - Quote
I don't want to add more fuel to the flames right now but the changes have improved dust much more than any other point release to date, if I were to explain this with new eden logic (which I must because some of you are still unfamilliar with it) would look like this:
Let's take scout suits as frigs, lightest suits in the game that would make assaults,logis cruisers and heavies battlecruisers.
With the current skillset and modules vehicles in Dust resemble capitals in eve than anything else; different skills that affect differnt modules , separate command and core skills and vice versa, but the HAVs in dust seem to be like battleships now more than ever, the closed beta vets will remember the surya and the sagaris , they were supposed to have siege mods, but it was more like the bastion mod in the 'marauders' in EVE(!).
So you are saying than it is hard for you to take out a battleship/dread with inferior gear and tactics and claim that it is wrong somehow; this is in no way a personal attack but if you think you can take out a target several leagues above you without thought nor tactics you are gravely mistaken.
To, perhaps make it easier to deal with tanks, get a tank of your own. It will make life much better for you, unless you have not a notion of how different vehicles are to dropsuits and their different pros and cons don't incite discussions absent purpose.
If you have a proper reason to why you are right please let me know. |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
103
|
Posted - 2013.12.11 09:38:00 -
[24] - Quote
Bhor Derri wrote:I don't want to add more fuel to the flames right now but the changes have improved dust much more than any other point release to date, if I were to explain this with new eden logic (which I must because some of you are still unfamilliar with it) would look like this:
Let's take scout suits as frigs, lightest suits in the game that would make assaults,logis cruisers and heavies battlecruisers.
With the current skillset and modules vehicles in Dust resemble capitals in eve than anything else; different skills that affect differnt modules , separate command and core skills and vice versa, but the HAVs in dust seem to be like battleships now more than ever, the closed beta vets will remember the surya and the sagaris , they were supposed to have siege mods, but it was more like the bastion mod in the 'marauders' in EVE(!).
So you are saying than it is hard for you to take out a battleship/dread with inferior gear and tactics and claim that it is wrong somehow; this is in no way a personal attack but if you think you can take out a target several leagues above you without thought nor tactics you are gravely mistaken.
To, perhaps make it easier to deal with tanks, get a tank of your own. It will make life much better for you, unless you have not a notion of how different vehicles are to dropsuits and their different pros and cons don't incite discussions absent purpose.
If you have a proper reason to why you are right please let me know.
That is a horrible analogy.
Battleships are not immune to frigates, cruisers, or battlecruisers Battleships are not faster than frigates, cruisers, or battlecruisers
Battleships have an incredibly difficult time hitting frigates and fast cruisers Battleships are incredibly slow moving and turning A battleship is a sitting duck to 2 of anything (unless specifically fit for those two, and even then its a toss up)
In eve 2 assault frigates can easily destroy, a battleship. In eve 1 EAS can take 2 battleships out of the battle.
I could keep going and going...
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Spkr4theDead
Red Star. EoN.
1463
|
Posted - 2013.12.11 09:39:00 -
[25] - Quote
Chesyre Armundsen wrote:crazy space 1 wrote:more fun to drive BROKEN! There is no balance with vehicles at all anymore. I say anymore because with the previous changes to SL you could at least make a tank run for cover with a pair (2) of AVers. Now its an impossibility! Likewise with DS having to be hovering over an installation for you to be able to reach them with a strike. CHRIST! I'll take a single fire PlsmCannon that will target 250m if it'll lock, and hit a tank/DS for 3000. Give me a 5 sec reload to keep it "balanced" if you have to. In the real world a $3,000 rocket launcher can kill a $1,000,000 jet or armor. If there's an economy at work sell us hardware that'll kill what we're aiming at! Upset your crutch doesn't work as well anymore? Maybe you should squad with a competent tanker.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
103
|
Posted - 2013.12.11 09:43:00 -
[26] - Quote
Spkr4theDead wrote:Chesyre Armundsen wrote:crazy space 1 wrote:more fun to drive BROKEN! There is no balance with vehicles at all anymore. I say anymore because with the previous changes to SL you could at least make a tank run for cover with a pair (2) of AVers. Now its an impossibility! Likewise with DS having to be hovering over an installation for you to be able to reach them with a strike. CHRIST! I'll take a single fire PlsmCannon that will target 250m if it'll lock, and hit a tank/DS for 3000. Give me a 5 sec reload to keep it "balanced" if you have to. In the real world a $3,000 rocket launcher can kill a $1,000,000 jet or armor. If there's an economy at work sell us hardware that'll kill what we're aiming at! Upset your crutch doesn't work as well anymore? Maybe you should squad with a competent tanker.
Maybe 1 person in a tank should be countered by 1 person in an anti-tank role.
1 tank can take out a squad of infantry easily, with little to no fear for its own safety because that is it's role.
Lets keep that logic shall we....
1 AVer should be able to take out a squad of tanks, with little or no fear for its own safety because that is it's role.
Make AV'ers immune to tanks!
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Spkr4theDead
Red Star. EoN.
1463
|
Posted - 2013.12.11 09:44:00 -
[27] - Quote
Crimson Cerberes wrote:Medic 1879 wrote:Chunky Munkey wrote:Even surprising a tank with none of its modules available and no retreat, they can still survive me bearing down upon them with a militia fit. It's ridiculous.
I just played a domination in which a madrugar rolled around the field with impunity. Its armour lasted long enough to retreat from anything thrown at it. The only time it was destroyed was when two Sicas were used to physically pin it in place, and even then it often just mounted them and carried on regardless. Wait maybe I am reading this wrong but are you complaining you couldn't solo a tank in a milita fit? I know, especially when a militia tank can solo proto suits that cost more than it ALL DAY LONG. Let's see... you're complaining that MLT costs less than PRO?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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IraqiFriendshipExplosive
Edimmu Warfighters Gallente Federation
28
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Posted - 2013.12.11 09:44:00 -
[28] - Quote
I just came out of a match where I killed about 3 tanks by myself. A 4th tank was taken out easily with the help of someone else.
Heavy suit , 2 complex heavy damage mods and a militia forge gun. 3 shots and those tanks die easily.
I guess I could have been very lucky with the module timings but I was hidden away popping up where they least expected me. |
Chesyre Armundsen
Thanes Of Dust
19
|
Posted - 2013.12.11 09:44:00 -
[29] - Quote
Bhor Derri wrote:I don't want to add more fuel to the flames right now but the changes have improved dust much more than any other point release to date, if I were to explain this with new eden logic (which I must because some of you are still unfamilliar with it) would look like this:
Let's take scout suits as frigs, lightest suits in the game that would make assaults,logis cruisers and heavies battlecruisers.
With the current skillset and modules vehicles in Dust resemble capitals in eve than anything else; different skills that affect differnt modules , separate command and core skills and vice versa, but the HAVs in dust seem to be like battleships now more than ever, the closed beta vets will remember the surya and the sagaris , they were supposed to have siege mods, but it was more like the bastion mod in the 'marauders' in EVE(!).
So you are saying than it is hard for you to take out a battleship/dread with inferior gear and tactics and claim that it is wrong somehow; this is in no way a personal attack but if you think you can take out a target several leagues above you without thought nor tactics you are gravely mistaken.
To, perhaps make it easier to deal with tanks, get a tank of your own. It will make life much better for you, unless you have not a notion of how different vehicles are to dropsuits and their different pros and cons don't incite discussions absent purpose.
If you have a proper reason to why you are right please let me know.
Simply put this is not EVE. This is not space navy, ship to ship combat. Dust was pitched as the ground component In New Eden, but was never supposed to be EVE with suits instead.
You cannot compare a straight vehicle combat situation to one which is varied between the vehicles available and infantry. Its ridiculous. Limiting the game to "bring out a tank to counter a tank" is a surefire way to kill this game as it would become Tank 514.
"May the gods place the burden upon us"
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Spkr4theDead
Red Star. EoN.
1463
|
Posted - 2013.12.11 09:45:00 -
[30] - Quote
Jack McReady wrote:Justicar Karnellia wrote:I destroyed a tank last night. Well that's not entirely true - WE destroyed a tank, all six of us, including another tank. It took 4 players with swarms to get the tank to retreat, and by chance a Forge gunner was on the other side of the bridge firing with a clear line of sight on the retreating tank, and even after this, a blueberry tank gave chase and managed to finish it off. Six people - one tank.
First of all, this seems like a high ratio of AV / Tank.
If we start looking at numbers:
- opposing team deploys a tank -> you deploy 4 AV (assuming they are coordinated and well equipped) OR you deploy a tank of equal strength
- opposing team deploys two tanks -> you deploy 8 AV (if they are to be countered simultaneously) OR you deploy two tanks
Naturally, the side fielding AV now has a reduced anti-infantry capacity. To level this, they can either deploy tanks OR not deploy AV at all - but thereby losing their anti-vehicle capacity, leaving an unstoppable anti-infantry machine roaming the map faster than any infantry can cover.
What this has done has created a type of zero-sum game: If I can deploy more vehicles than you, then I have the advantage on the field.
So now my side races to deploy as many vehicles as is allowed before you can deploy yours, and capitalize on those gains with the massive speed these provide (I can transport small numbers of infantry too, which will be used for capturing objectives if necessary, but now the infantry are peripheral to the action).
This has effectively transformed an INFANTRY based game into a VEHICLE based game, which it isn't or else there would be no limit on the number of vehicles we could deploy and also the terrain isn't entirely optimised for vehicles (numerous indoor areas, although last night I saw creative driving that put them in areas they previously could not go).
It's clear the current situation isn't optimal. Admiringly, the community has come up with a sandbox solution to a design issue - attaching RE's to LAV's and using these as missiles. It's pretty inspiring to see people try it, but it's very touch and go (tank just speeds out of the way, LAV gets destroyed, etc.) Having said that, I think it shows there is a disparity when people are creating their own AV solutions when those that are exclusively meant to destroy vehicles just simply do not work.
I'll leave the community to suggest solutions that don't swing the pendulum back to the other extreme -> one man Anti-vehicle killing machines... this is not ideal either. I feel we haven't found the sweet spot yet, but feel free to suggest your fixes.
Keep it constructive please. :)
I mentioned this several times, as long a tank can be piloted by a single guy a single guy with AV should be able to hold a tank off otherwise you create artificial number advantage for the team with more tanks. this will turn the game into tanks 514 sooner or later. no one cared, only CoD kids responded with troll answers. and to clear things up, pre patch tanks were not soloable in reasonable timeframe when driven by a nonscrub. the problem was that AV scaled too fast compared to tanks. tanks required massive SP investments to shine while you could skill up AV with damage mods in a week. tanks maybe lacked a slight hp boost to survive initial bursts of damage, thats it. I and several other people posted the math several times how long it takes to down a SP maxed tank with proper fit solo pre patch months ago and the question is, what was the tank driver doing in those 20 to 30 seconds while being shot by a single guy? masturbating? tank whines only serve a single thing, highlight which player is just bad at tank driving. I am suprised that the devs went live with those changes, now we have tanks twice as tough, as fast as LAVs and AV that deals 30% less damage you have the complete opposite to before, and it is certain that history will repeat, sooner or later tanks will get nerfed again. I will just watch and again collect the tears from bad tank drivers. and has anyone actually be able to kill a dropship with a pilot that is not afk masturbating with swarms now? just saying. Or, you know, you could squad with a competent tanker.
(why do I have to keep saying this?)
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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