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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
LuckyLuke Wargan
HavoK Core RISE of LEGION
254
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Posted - 2013.12.13 03:39:00 -
[31] - Quote
I like how this post is suposed to be unbias yet only tankers are posting... As a swarmer range has been nerf to a pulp, tankers are moving too fast for us to get a lock on, damage is too low as well, as it takes me 4 proto shot to down a militia tank, we are talking proto vs militia here, it prove that when proto tanks come out, swarm will be totally inefective. My 2 cents, I know my comment will be drowned by the masses of "unbias" tankers populating these forums.
"Cry HavoK!, and let slip the dogs of war!"
-Medical/Intel Logibro and Swarm Commando-
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Jason Pearson
3313
|
Posted - 2013.12.13 03:43:00 -
[32] - Quote
LuckyLuke Wargan wrote:I like how this post is suposed to be unbias yet only tankers are posting... As a swarmer range has been nerf to a pulp, tankers are moving too fast for us to get a lock on, damage is too low as well, as it takes me 4 proto shot to down a militia tank, we are talking proto vs militia here, it prove that when proto tanks come out, swarm will be totally inefective. My 2 cents, I know my comment will be drowned by the masses of "unbias" tankers populating these forums. Son did you even read the post? Or did you just jump straight in guns blazing to cry?
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
421
|
Posted - 2013.12.13 03:43:00 -
[33] - Quote
Jason Pearson wrote:Cosgar wrote:I think the tank speed is an indication that we'll be getting webs in 1.8. Even if we do, tank speed still seems a little to fast. *shrugs* I say that because am running away a lot. its a very obvious typo actually. the militia fuel injector gives 100% speed boost. The proto version gives 30% so i am betting it should only be 10%. |
Jason Pearson
3313
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Posted - 2013.12.13 03:45:00 -
[34] - Quote
Thurak1 wrote:Jason Pearson wrote:Cosgar wrote:I think the tank speed is an indication that we'll be getting webs in 1.8. Even if we do, tank speed still seems a little to fast. *shrugs* I say that because am running away a lot. its a very obvious typo actually. the militia fuel injector gives 100% speed boost. The proto version gives 30% so i am betting it should only be 10%.
Mate, seriously, you need to read. A lot of you need to learn to read things. I'm not talking about a bugged militia injector, WHICH is now fixed at 30% by the way. So stop.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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gbghg
L.O.T.I.S. Public Disorder.
4155
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Posted - 2013.12.13 03:48:00 -
[35] - Quote
LuckyLuke Wargan wrote:I like how this post is suposed to be unbias yet only tankers are posting... As a swarmer range has been nerf to a pulp, tankers are moving too fast for us to get a lock on, damage is too low as well, as it takes me 4 proto shot to down a militia tank, we are talking proto vs militia here, it prove that when proto tanks come out, swarm will be totally inefective. My 2 cents, I know my comment will be drowned by the masses of "unbias" tankers populating these forums. proto vehicles will never happen if CCP has any sense, and i get the feeling that the CPM would do everything in their power to stop it if was being taken seriously. so there's no need to worry their.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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AetherFall
Crux Special Tasks Group Gallente Federation
5
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Posted - 2013.12.13 04:04:00 -
[36] - Quote
Cosgar wrote:I think the tank speed is an indication that we'll be getting webs in 1.8.
AV will die too quickly to use them. And the AV suits will still cost more than the tanks... I don't think that is a balance. |
Jason Pearson
3318
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Posted - 2013.12.13 04:38:00 -
[37] - Quote
Bump..
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Skihids
Unkn0wn Killers Renegade Alliance
2513
|
Posted - 2013.12.13 05:04:00 -
[38] - Quote
Making "Waves of Opportunity" work
The "waves of opportunity" philosophy says a vehicle can engage very powerfully for a limited amount of time before disengaging for cool down.
The idea is that the advantage of near immunity is counter balanced by being out of combat for an extended period, leaving your team a man down.
For this to work the cool down must be proportional to the extra damage the player can inflict, and that seems to be where the plan is breaking down.
A large turret can out DPS a light infantry weapon by a fair multiple, but that's not the only advantage. The HAV pilot doesn't have to actively avoid return fire so he is more effective while invulnerable. That suggests the active period should be a small fraction of the cool down. Complex hardeners with L5 backup skills make this a near 1:1 ratio.
CCP intends vehicles to be used to breach a heavily defended objective, but the pilot doesn't just wait to be called in and may prefer to go after soft targets instead. A pilot wandering around the edge of battle might not have to activate hardeners at all. He can be invulnerable to light weapons for an extended period of time until engaged by serious AV.
All this suggests that a vehicle is a force multiplier. One player becomes as effective as two or more with boots on the ground.
I'm not sure what the best fix is. If you increase cool down times enough to balance them damage wise you risk benching them for 3/4 of the match and pilots will complain about boredom. Webifiers could achieve a decent balance and CCP alluded to that a year ago, but there's nary a word about it in months so it's not likely to help out soon. |
Zaria Min Deir
Ancient Exiles. Renegade Alliance
341
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Posted - 2013.12.13 05:04:00 -
[39] - Quote
I'd say something insightful, but I haven't slept properly in days... so +10000
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Heinz Doofenshertz
BetaMax.
596
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Posted - 2013.12.13 05:19:00 -
[40] - Quote
While I agree certain things should be done. and this is one of the better arguements I have seen, and is well laid out. it's not really a discussion of tanks vs AV, it's a discussion of tanks themselves. which is fine. AV is made to kill tanks, new tanks are made to counter the current av, then new av is made to counter that. it's a never ending waltz
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Commander Tzu
L.O.T.I.S. Public Disorder.
69
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Posted - 2013.12.13 05:24:00 -
[41] - Quote
The main problem I have seen is lack of AV in FW and pub. I ran a ton of gallente and minmatar FW, about 15 games, and saw a whopping 4 people try to kill me with AV. Two when I was in an armor tank and two when I was in shield tanks. The first time in the armor tank I was in a madrugar with proto modules and they used standard swarms; very low threat level. The second time though, I got hit with proto swarms and dayum: about 2k damage off my 5k armor right away. Put my hardener on and got hit two more times, made it out with about 1300hp thanks to a brave building that sacrificed itself =(. With the shield tank, a different story. I saw the swarms coming this time, and hit my hardener and these proto swarms bounced off, I actually tried to run him over but he got pushed to the side of my tank and threw flux nades at me. Let me tell you, when you only have 3.3k shield hp fluxs hurt even with 60% dmg reduction. Proto av is still potent, it is just not as common. Now, maybe some things need to change but right now I think it's difficult to tell what changes are really needed, people are running around with rail rifles and combat rifles even when there are tanks right in front of them. If we had as many proto AV in matches now as we did before 1.7 none of these militia tanks would survive and then people would stop calling them in and go back to their suits, then the proto av can concentrate on the proto tanks and then we can see how this all works out. |
The Robot Devil
Molon Labe. Public Disorder.
1315
|
Posted - 2013.12.13 06:05:00 -
[42] - Quote
I am a part time AV and you can keep the crazy speed of the HAV and all the modules the way they are as long as you provide a web version of every explosive grenade and mine. We need at least a light and heavy web grenade and at least two types of mines. I would suggest that one mine be wide area that deploys instantly like a NH and a smaller version that deploys like the RE. These four things would fix any speed problems we have and create more diversity in the game.
Some of the best things ever conceived was by accident and this bug could be one of them. I vote don't change anything and just add some counters to the screw up. The forums haven't been this positive in a while and I don't see why it's a bad thing or needs changing.
Standard Web Same range and stats as a standard flux but creates a 5m bubble with a 10% drop in speed for 7s where ever it lands.
Sleek Web Same range and stats as a sleek but creates a 3m bubble with a 10% drop in speed for 5s where ever it lands.
Packed Web Same range and stats as a packed but creates a 7m bubble with a 10% drop in speed for 7s where ever it lands.
Drop Web Works like a nanohive but has a 5 second deploy time and a 12m bubble dropping speed by 25%, the web would only last for one minute 30 seconds.
Remote Web Works like a RE with the bubble being activated whenever the merc wants. The bubble would not have a deploy timer. The 10m bubble would have a speed drop of 25% and only last for 25s.
Works on friend or foe and skills would change stats like deploy time, speed drop, lifespan and bubble area. Of course my numbers are me just me throwing things out so feel free to change what is needed. I don't think it is time to nerf anything, I think it is time to drop more skills and modules along with more suits and weapons. Lets use this opportunity to gain something.
No sympathy for the devil; keep that in mind. Buy the ticket, take the ride.
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Jason Pearson
3323
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Posted - 2013.12.13 06:14:00 -
[43] - Quote
The Robot Devil wrote:I am a part time AV and you can keep the crazy speed of the HAV and all the modules the way they are as long as you provide a web version of every explosive grenade and mine. We need at least a light and heavy web grenade and at least two types of mines. I would suggest that one mine be wide area that deploys instantly like a NH and a smaller version that deploys like the RE. These four things would fix any speed problems we have and create more diversity in the game.
Some of the best things ever conceived was by accident and this bug could be one of them. I vote don't change anything and just add some counters to the screw up. The forums haven't been this positive in a while and I don't see why it's a bad thing or needs changing.
Standard Web Same range and stats as a standard flux but creates a 5m bubble with a 10% drop in speed for 7s where ever it lands.
Sleek Web Same range and stats as a sleek but creates a 3m bubble with a 10% drop in speed for 5s where ever it lands.
Packed Web Same range and stats as a packed but creates a 7m bubble with a 10% drop in speed for 7s where ever it lands.
Drop Web Works like a nanohive but has a 5 second deploy time and a 12m bubble dropping speed by 25%, the web would only last for one minute 30 seconds.
Remote Web Works like a RE with the bubble being activated whenever the merc wants. The bubble would not have a deploy timer. The 10m bubble would have a speed drop of 25% and only last for 25s.
Works on friend or foe and skills would change stats like deploy time, speed drop, lifespan and bubble area. Of course my numbers are me just me throwing things out so feel free to change what is needed. I don't think it is time to nerf anything, I think it is time to drop more skills and modules along with more suits and weapons. Lets use this opportunity to gain something.
I think the web "grenades" should hit them rather than having a bubble, or have a bubble but forget the sleek and packed, keep it simple, Speed should also be massively reduced, I mean, by like 50-75% if we're keeping the current speed as you have suggested. R.Es should be the strongest, again slowing them down massively, and should also add a proxy version that isn't as strong. Makes for good traps :)
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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The Robot Devil
Molon Labe. Public Disorder.
1316
|
Posted - 2013.12.13 06:31:00 -
[44] - Quote
Makes for good traps and adds another role that a scout can outperform other suits. Scouts are fast tackle and I wouldn't be opposed to having a tool that drains speed or something similar. A squad of scouts could hold and destroy a vehicle with teamwork. Two tackle scouts and four PC scouts would be hard on a vehicle.
I am afraid that anything more than 20-25% speed reduction would be too much if multiple webs were used. It has to be fair to everyone and kept fun. We need fun and content, badly.
No sympathy for the devil; keep that in mind. Buy the ticket, take the ride.
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Jason Pearson
3323
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Posted - 2013.12.13 06:38:00 -
[45] - Quote
The Robot Devil wrote:Makes for good traps and adds another role that a scout can outperform other suits. Scouts are fast tackle and I wouldn't be opposed to having a tool that drains speed or something similar. A squad of scouts could hold and destroy a vehicle with teamwork. Two tackle scouts and four PC scouts would be hard on a vehicle.
I am afraid that anything more than 20-25% speed reduction would be too much if multiple webs were used. It has to be fair to everyone and kept fun. We need fun and content, badly.
Oh right, for multiple hits, I was looking at it as more of a one thing at a time kind of deal, didn't matter if 3 hit, the 1st would negate the rest. Reason being is I can see it now, everyone with web grenades just lobbing them and freezing anything that comes past lol.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
The Robot Devil
Molon Labe. Public Disorder.
1316
|
Posted - 2013.12.13 06:47:00 -
[46] - Quote
yeah, a tool @ 10% and two mines @ 25% would drop something about 50% of its speed. Add another mine @ 25% would knock it down to only about 40%. Too much more and more than a few webs would make it crawl. The acutal percentage drop would probably be lower than the ones I have. It maybe even closer to half of the values I use.
No sympathy for the devil; keep that in mind. Buy the ticket, take the ride.
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CCP Remnant
C C P C C P Alliance
470
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Posted - 2013.12.13 07:20:00 -
[47] - Quote
ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it.
We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them.
That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs. |
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Cosgar
ParagonX
8627
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Posted - 2013.12.13 07:22:00 -
[48] - Quote
CCP Remnant wrote:ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it. We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them. That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs. Any chance on buffing REs or converting the "bugged" militia injector into a micro warp drive?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Lurchasaurus
SVER True Blood Public Disorder.
2149
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Posted - 2013.12.13 07:24:00 -
[49] - Quote
CCP Remnant wrote:ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it. We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them. That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs.
War points for infantry for doing vehicle damage and chasing them away is so necessary. It should have the same priority as fixing those militia nitros lol. Its the same as when vehicles didnt get any love when CCP bragged about infantry scanners giving points lol. The new gameplay is better but this one thing would make it SOOOO much better for everyone and would make AV gameplay properly rewarded.
"He shouldve realized at that point I was lying as I'd already had my morning poo and I don't read newspapers."
CB Vet
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2244
|
Posted - 2013.12.13 07:24:00 -
[50] - Quote
RE buff PLEASE. There's no reason to spec beyond lvl 1 except for multiple triggers (which only one suit can do anyway). Sitting on a nanohive to restock them to get any benefit from leveling up the skill is just ridiculous for how these things need to be used for something other than trolling infantry.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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The Robot Devil
Molon Labe. Public Disorder.
1317
|
Posted - 2013.12.13 07:25:00 -
[51] - Quote
Cosgar wrote: Any chance on buffing REs or converting the "bugged" militia injector into a micro warp drive?
This, adding content is needed and we should take this bug as the blessing that is was to add things that are fun.
No sympathy for the devil; keep that in mind. Buy the ticket, take the ride.
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CCP Remnant
C C P C C P Alliance
470
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Posted - 2013.12.13 07:26:00 -
[52] - Quote
No current plans to add microwarpdrives, no . |
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Rei Shepard
The Rainbow Effect
1313
|
Posted - 2013.12.13 07:31:00 -
[53] - Quote
CCP Remnant wrote:No current plans to add microwarpdrives, no .
Could have fooled me, i thought they came standard on all the new tank hulls....
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Kane Fyea
Scions of Athra
2378
|
Posted - 2013.12.13 07:31:00 -
[54] - Quote
CCP Remnant wrote:No current plans to add microwarpdrives, no . Can you by any chance poke the devs and ask them about implementing a new range sytem for swarms. Here's a little bit of info of how I would like it to be. Or possibly just a range buff (Or make it temporary until you guys are able to implement a new range system?)
Kane Fyea wrote:I personally think swarms could use a new range system. Something along the lines of the closer you are the more effective your swarms are and the farther you are the less effective you're swarms are (Kind of like the regular weapon ranges). This would allow you to not have a hard cap on range but discourage longer range combat with swarms and maybe even give a bonus to people who fight closer to combat. It could be like when you're within 25-50 meters you get a large boost to projectile speeds while when you go further out the projectile speed and damage starts decreasing. I don't know this is just something I was thinking of earlier. |
Ld Collins
The Phalanx Inc
94
|
Posted - 2013.12.13 07:33:00 -
[55] - Quote
Cosgar wrote:CCP Remnant wrote:ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it. We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them. That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs. Any chance on buffing REs or converting the "bugged" militia injector into a micro warp drive? I don't think REs need to be buffed 1500 damage is pretty effective. 4 RE's do 7500 damage if you add the 25% any tank caught with its hardeners down will die if you use 3 RE's which would be 5625 damage. |
Spectral Clone
Dust2Dust. Top Men.
876
|
Posted - 2013.12.13 07:38:00 -
[56] - Quote
CCP Remnant wrote:No current plans to add microwarpdrives, no .
Just revert the militia fuel injector, add another 0 for 1000% speed boost and implement a launching ramp.
This way we can fight back against EVE ships with RE rigged LAVs.
Boom. Minmatar anti spaceship artillery.
KDR > ALL
ME > KDR
ME > ALL
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Bendtner92
Imperfects Negative-Feedback
1430
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Posted - 2013.12.13 07:45:00 -
[57] - Quote
Hardeners (shield ones at least) certainly need some rework. 2-3 hardener setups are insane since you can have one up at all times, and with 3 you can even have two up a lot of the time.
Either you need to be restricted to one hardener or cooldown needs to be increased more than a bit. I'm not sure I like the increased cooldown as it seriously makes the 1 hardener setups quite bad, so I'm more a fan of the restriction. Unless you tone down the resistance instead to something like 40%.
I agree with a toning down of the speed. Not so much the top speed, but I feel that the acceleration of both shield and armor HAVs shoud be decreased a bit.
I also feel that a slight nerf to armor reps could be in order. It shouldn't be something major but as with the shield hardeners, running 2-3 armor reps is pretty insane.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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wripple
warravens League of Infamy
104
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Posted - 2013.12.13 07:55:00 -
[58] - Quote
Quote:We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them.
That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs.
May I make a suggestion? -Greatly reduce the damage and RoF for all turrets by 25% and have the operation bonus increase it by 5% per level -Reduce the speed and torque for all HAVs by 50% and make HAV operation give 10% back per level. As it currently stands anyone can pick up a militia stock fit HAV and completely dominate even seasoned vets. This suggestion would grant only those who spend the SP full power of the HAV. Tanks will still have the damage and speed they do now, you just have to get level 5 in order to use it. |
crazy space 1
GunFall Mobilization Covert Intervention
2074
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Posted - 2013.12.13 08:26:00 -
[59] - Quote
CCP Remnant wrote:ratamaq doc wrote:Roger Cordill wrote:Message from Godin:
1: 10-15%speed or 20% acceleration nerf.
2: hardeners are fine. 2 hardener settups can't perma run it, and 3 has no repps. (Not sure if 3 can even perma run it)
No, but 2 cplx hardeners leave only a 14 second engagement window. I like these ideas, the more ways to engage the better, it makes intel gathering worth it as appose to "look tank, switch to my AV Swarm fit, never heard of the guy, let's roll with a STD setup" it felt good to rebuild a flux swarm fit last night. I bought a few AUR PLCs to give them a try also. I may run out of fitting room though if we get all new grenades and equipment, I've already reached my limit. I would like to make this suggestion though. Though I do agree that I'm here to kill vehicles, not detour them. I was in a game the night before last one peaks where two tank took the high ground above C, one was a Rail, the socket was the one where the hack point was completely exposed from that vantage point. C was unhackable on our side but the team managed to deny it to the reds also. Manus peaks, 4 - 5 minutes into the game and C is still yellow 0.o. Anyway I knew I wasn't going to kill these fools alone, but I swapped to AV anyway and suppressed them for half the game. When 3-1, dealt over 50k damage, was the reason we were able to capture that point, was sitting like 12th on the leader board. It was boring as **** , but needed to be done. What would be a fair way to compensate me for that that would not be exploitable? If there is an argument to be made about infantry doing there job if they are causing tanks to disengage, then we should be compensated for it, because there are times when it is the strategically correct thing to do. Thoughts there? Another thing you didn't touch on was price. I think tanks were too expensive before, but now they are ridiculously Cheap. So cheap that it really isn't worth going after. The thing I think tankers forget is that I didn't start the game in an AV fit, by going after them I am no longer supporting my team, hacking points, or shooting reds which is what I WANT to be doing. I would never consider driving all the way to a supply depot to change out fits for a single proto merc on the field. Knowing that I am removing upwards of 500k average ISK was worth it. We had damage-based WP many moons ago but they were removed because of WP farming. Now, however, we have a global limiter that prevents mass-WP farming so it's definitely something I'd like to add back. If it's not possible to hot-fix in I'll poke the guys about getting in for 1.8. I think it's fair enough that you get rewarded for chasing off vehicles if not being able to outright destroy them. That said, we hot-fixed the militia fuel injector last night. And right now we're testing increased recharge times on fuel injectors and slightly reduced speed on HAVs.
YES! Bring back damage based WP gain! :D |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
975
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Posted - 2013.12.13 08:46:00 -
[60] - Quote
Jason Pearson wrote:Hello. So as usual with most of my longer posts, CCP I must state this is a general discussion not feedback nor any other board you feel necessary to place it in, while I would like you to read and take interest in the following ideas, I would like to start a discussion with the community, most of which spend their time in GD rather than feedback. So onto the topic of my post, the balancing of AV and Vehicles. There's a problem and a rather large problem that presents itself currently, now before anyone QQs about me being an AV scrub crying about tanks, I am an experienced Tanker and many times I have been biased in the vehicle favour and despite loving this build (am loving it) there is a line in which must admit we're strong for what we are. In this post I suggested we look at removing the speed of the Tanks, not just their nitrous injectors, but their overall movement speed, because it's unfair to those who wait around for their hardeners to drop, timing it correctly only to have the enemy speed away. But I don't think this will be the end of balance, and I also don't think balance can be achieved with the current items in play. You see, if AVers and Tankers continue to ***** at one another and demand nerfs and buffs to their play styles, we're going to be in a never ending tug of war, personally it's not one I'm going to enjoy if we continue this, as many of you feel throughout these nerfs and buffs. Over time we've had godly tanks, then godly AV, then other random things and now we're here, Tanks are strong, AV isn't as strong but can still kill things though not very easily. Which while Tankers will claim it's only fair because teamwork makes tanks easy kills, so? Tanks using teamwork make for easy games full stop. So what we actually need is more content, rather than fight over the same things as of old, we need new ways to kill each other. We've got a great platform right now, you cannot deny these things are a lot more challenging and fun to fight, especially if you're smart, but still (most of the time) offer a way to kill them through vulnerabilities in their actives. So in list format, we need things like these:
- Speed Nerfs - Tanks run away too easily, it's ridiculous
- One Hardener on a fit - imo, though I do not speak the views of everyone, two-three hardener setups are ridiculous, and if we ever get advanced/proto tanks with these it's just going to be sad
- Webifiers - EVE Desc. These things would slow tanks down to a crawl, perhaps Grenade and Mine format, allow Infantry to trigger mines (or both, I'm not your mother)
- Webifier Counters - The ability to counter a webifier mine/grenade, by activating a module that sends out a wave removing the one that hit you, long cooldowns of course.
- EMP Weaponry - Weaponry that increases cooldowns, or removes the active on at the time, or just decreases the duration left on the vehicle
- EMP shielding - more sacrifices allowing you to be immune/less affected by EMP weapons
Honestly there's a lot more we can think of if we put our heads together offering viable attacks and counters to make it fair for both parties, it increases diversity and makes the game a lot more enjoyable for all. And before people say "CCP needs to add all these graphics and effects for this to work", you don't. For webifiers, you need a funky sound effect, and maybe something showing the vehicle slowing down, but EMPs just need flux like animations. Again, this platform is wonderful, it's more interesting and more of a laugh, numbers don't mean **** in tank battles any more either, just timing and tactics. If anything else should be added for tanks, it should be more viability to assist one another through the use of modules that buff/debuff other vehicles. Thank you for reading, if you read this far, for the TL;DR just read the list and then say something about it, I'll answer you back asap, that is if anyone actually interested in reading this -¼_-¼ EDIT: IMPORTANT, NITROUS GLITCH IS FIXED. https://forums.dust514.com/default.aspx?g=posts&t=128294&find=unread
If the game engine supported it then all you need to balance tanks going too fast is a shovel.
It worked since the dawn of tanks in real life.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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