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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 13:56:00 -
[1] - Quote
With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU |
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 14:59:00 -
[2] - Quote
Skihids wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU The issue is the balance of the "waves of opportunity" that underpins the current vehicle philosophy. As I understand it the invulnerability of the active hardener is supposed to be balanced by the time the vehicle is out of the fight and in cool down. The pilot is doing 3x the damage for 1/3 the time. If you increase the active time percentage you will throw off the balance unless you decrease the DPS done during the active phase. If a HAV is doing 4x the damage of a light weapon and is nigh invulnerable 50% of the time it is worth two sets of boots on the ground. At that point it makes sense to have more tanks than infantry. I understand the desire for more active time from a pilot's perspective, but we have to maintain an overall game balance or we will end up with TANK514.
So you put restrictions on tanks, what about infantry? 3dmg mods on a suit can be easily done but you dont hear about restrictions for infantry and thats double standards
If i have the skills to fit the mods i should be able to do so
If i want 3 hardeners on then thats my choice such as putting on 3 dmg mods on a suit
With 3 hardeners i may seem invulnrable but im not, a FG will hit me hard and sometimes i wish i had a 2nd hardener to put on at that moment and i run anyways but also i sacrifice the abilty to put on a dmg mod or a booster to kick start my shield regen
Once you start putting on restriction on things where does it stop? only 1 plate and repper allowed on everything now, this is supposed to be a game where you can put a sniper on a fat suit and no small turrets on your vehicles
Also your wrong on the HAV, i cant enter a building or go up the stairs and hack an objective, if i play FW and 3 obj are in a compound im useless, we dont have vehicle friendly maps to begin with because infantry has places they can move from and to where a tank cannot follow |
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 15:12:00 -
[3] - Quote
Vitharr Foebane wrote:Takahiro Kashuken wrote:Skihids wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU The issue is the balance of the "waves of opportunity" that underpins the current vehicle philosophy. As I understand it the invulnerability of the active hardener is supposed to be balanced by the time the vehicle is out of the fight and in cool down. The pilot is doing 3x the damage for 1/3 the time. If you increase the active time percentage you will throw off the balance unless you decrease the DPS done during the active phase. If a HAV is doing 4x the damage of a light weapon and is nigh invulnerable 50% of the time it is worth two sets of boots on the ground. At that point it makes sense to have more tanks than infantry. I understand the desire for more active time from a pilot's perspective, but we have to maintain an overall game balance or we will end up with TANK514. So you put restrictions on tanks, what about infantry? 3dmg mods on a suit can be easily done but you dont hear about restrictions for infantry and thats double standards If i have the skills to fit the mods i should be able to do so If i want 3 hardeners on then thats my choice such as putting on 3 dmg mods on a suit With 3 hardeners i may seem invulnrable but im not, a FG will hit me hard and sometimes i wish i had a 2nd hardener to put on at that moment and i run anyways but also i sacrifice the abilty to put on a dmg mod or a booster to kick start my shield regen Once you start putting on restriction on things where does it stop? only 1 plate and repper allowed on everything now, this is supposed to be a game where you can put a sniper on a fat suit and no small turrets on your vehicles Also your wrong on the HAV, i cant enter a building or go up the stairs and hack an objective, if i play FW and 3 obj are in a compound im useless, we dont have vehicle friendly maps to begin with because infantry has places they can move from and to where a tank cannot follow Be nice if we had heavy laser or plasma weapon so we could more easily counter shield tanks... Just this mercs opinion though
We need several things
All racial suits and weaopns and racial vehicles and there turrets
After that should be plenty of options |
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 15:38:00 -
[4] - Quote
Skihids wrote:Takahiro Kashuken wrote:Skihids wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU The issue is the balance of the "waves of opportunity" that underpins the current vehicle philosophy. As I understand it the invulnerability of the active hardener is supposed to be balanced by the time the vehicle is out of the fight and in cool down. The pilot is doing 3x the damage for 1/3 the time. If you increase the active time percentage you will throw off the balance unless you decrease the DPS done during the active phase. If a HAV is doing 4x the damage of a light weapon and is nigh invulnerable 50% of the time it is worth two sets of boots on the ground. At that point it makes sense to have more tanks than infantry. I understand the desire for more active time from a pilot's perspective, but we have to maintain an overall game balance or we will end up with TANK514. So you put restrictions on tanks, what about infantry? 3dmg mods on a suit can be easily done but you dont hear about restrictions for infantry and thats double standards If i have the skills to fit the mods i should be able to do so If i want 3 hardeners on then thats my choice such as putting on 3 dmg mods on a suit With 3 hardeners i may seem invulnrable but im not, a FG will hit me hard and sometimes i wish i had a 2nd hardener to put on at that moment and i run anyways but also i sacrifice the abilty to put on a dmg mod or a booster to kick start my shield regen Once you start putting on restriction on things where does it stop? only 1 plate and repper allowed on everything now, this is supposed to be a game where you can put a sniper on a fat suit and no small turrets on your vehicles Also your wrong on the HAV, i cant enter a building or go up the stairs and hack an objective, if i play FW and 3 obj are in a compound im useless, we dont have vehicle friendly maps to begin with because infantry has places they can move from and to where a tank cannot follow I'm not advocating specific restrictions, but rather a balance. HAVs are supposed to be "Bunker Busters" that multiply the DPS of one merc to break through a heavy defense. That multiplication must be balanced somehow or it becomes a necessity to run to not be at a disadvantage. The "Wave" philosophy uses time out of the fight as the balance factor. I am cautioning you that if you remove the balance factor you break the philosophy. Yes there are other subtle balance factors the enter the equation as well. A HAV pilot can't hack a point while in his vehicle. That just means you can't have a team of 100% pilots, it doesn't mean you can't have a team of 50% pilots. We don't have to restrict infantry modules to run the balance calculation. Simply take the average DPS by a dropsuit and use that as the base value for comparison to the HAV turret. If the STD large turret is putting out 4x the DPS of the average DPS of the STD light weapon you should start with a base 1:4 ratio of active to cooldown. I say base because you may want to tweak it based on factors like not being able to enter certain spaces.
The wave factor is still in
In each match periodically i have to retreat or i push my tank too far and risk losing it either against AV or other tanks
I cannot sit there and take a mountain of damage unless the enemy are idiots and are shooting at me with the wrong AV weapon or doing it when my hardeners are on or are just leaving me alone and firing an AR at me
Yday i went 41/0 in a blaster maddy and they did have swarms and were firing at me except i had my hardeners on and they just kept coming out to get shot at, not once did anyone flank and tbh i did get pushed back a few times and we did lose the game heavily anyways because the infantry were bad on my side and didnt push the bridge even tho i kept mowing them down
Even in that match i had to push when the time was right and retreat when i need to |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 18:44:00 -
[5] - Quote
Skihids wrote:Takahiro Kashuken wrote:
The wave factor is still in
In each match periodically i have to retreat or i push my tank too far and risk losing it either against AV or other tanks
I cannot sit there and take a mountain of damage unless the enemy are idiots and are shooting at me with the wrong AV weapon or doing it when my hardeners are on or are just leaving me alone and firing an AR at me
Yday i went 41/0 in a blaster maddy and they did have swarms and were firing at me except i had my hardeners on and they just kept coming out to get shot at, not once did anyone flank and tbh i did get pushed back a few times and we did lose the game heavily anyways because the infantry were bad on my side and didnt push the bridge even tho i kept mowing them down
Even in that match i had to push when the time was right and retreat when i need to
The question is how much time you spent in active mode on the bridge vs. time hiding, and did that balance the extra DPS you brought to bear? At 41/0 it seems that your HAV made you at least as effective as two infantry units. If your side had four HAVs it would be the equivalent of having 20 players on your side. If that becomes the norm, then each side will run as many HAVs as they can and still cap objectives. In Ambush that may mean 100% tanks.
Depends
1 is like 30secs i think, maybe 40
2 is perma resist
If i run 2 reps i get 350rep a sec
The bridge is open for infantry and was able to mow down because they kept standing in front of me, thats not my fault
Also we lost the match because no objective, doesnt matter how many tanks we have we still lost |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 18:45:00 -
[6] - Quote
Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit.....
Teamworks hurts
You want to solo with an AR?
How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 18:55:00 -
[7] - Quote
Skihids wrote:Takahiro Kashuken wrote:Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit..... Teamworks hurts You want to solo with an AR? How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc We have restrictions. Infantry doesn't get to be invulnerable. That's a pretty big drawback compared to vehicles.
Neither do we without active hardeners |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 19:17:00 -
[8] - Quote
Skihids wrote: Infantry has zero access to hardener modules.
With access to hardener modules comes the need for some counterbalance.
There has to be some restrictions on vehicle use of hardeners since infantry gets NO use of them.
That's the point of comparison, not armor plates or damage mods.
So you want infantry to have hardeners? |
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