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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Remnant
C C P C C P Alliance
476
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Posted - 2013.12.13 08:52:00 -
[61] - Quote
wripple wrote: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.
Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think? |
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Omareth Nasadra
Sanmatar Kelkoons Minmatar Republic
166
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Posted - 2013.12.13 09:26:00 -
[62] - Quote
+1 to this thread, i usually avoid tank thread cuz i'm an AV and don't drive them myself and ,most of the time tanker post are biased or utter bs, i want a game where tank are good and a force multiplier, just don't want them to be omfgwtfbbq OP game changer, i really respect your opinion Jason pearson and godin too, even more now, if only we could work something out that works for this game that is based on the opinions of guys like you, i'll vouch for it, theres still hope, all tankers are not deluded
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Jason Pearson
3330
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Posted - 2013.12.13 09:43:00 -
[63] - Quote
wripple wrote: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.
Reduce Damage and RoF for all tanks so we can't kill eachother? Nice one -¼_-¼ No, am all for a reduction, not outright 50%, gotta decrease it slowly see what the best fit is, but don't give it back through skills
If you're being dominated by new players as a "seasoned vet", you're definitely not a seasoned vet, when vets are breezing through new tankers, usually 2 v 1 in the newbs favour
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Korvin Lomont
United Pwnage Service RISE of LEGION
336
|
Posted - 2013.12.13 10:03:00 -
[64] - Quote
Commander Tzu wrote: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.
There are many reasons for this, first every one wants to try out the new stff and gets used to it, secondly currantly switching to AV is close to suicide for very little benefit. With all the new very powerfull rifles an AV guy is defenseless if you now count that the AV can at best repell a tank that he caught of food going AV is really not worth the risk anymore.
Third as soon as a shield tanker is on the field there is not much AV can do about we have NO Av weapon that is more effective vs Shields that is worth to mention. In theory you can flux a tank but lets be honest this is highl+¦y sutuational.
- You can't safely flux when blues are neaby in FW withou risking to get banned. - Fluxing works best to unawre tnakers - You need to get pretty close and even if you manage to get his shields damage he can mow you down and get away easily.
The worst part is even if you manage to force a tank to leave the field he will be back in nearly no time and your risk was in vain and you won't get any points.
With this amount of tanks AV is sadly rather pointless right now and tanks are lurking like sharks for easy infantry kills everywhere I know there are tankers that want to go after tannks but there are at least as much tankers that don't care for other tanks and just want cheap infantry kills :/
And now we have PROTO AV vs basic hulls, just imagine what wil happen once we get proto hulls...at we have to go through all this again. |
Guilbert 515
United Pwnage Service RISE of LEGION
21
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Posted - 2013.12.13 10:03:00 -
[65] - Quote
Tech Ohm Eaven wrote: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.
Yeah, please add shovels, so we can dig ourselfs into the ground when we see a tank coming and wait there until the match is over :)
"No reason to buy any of the packs without receiving aurum and boosters alongside, especially since BPOs are taken away"
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Rei Shepard
The Rainbow Effect
1315
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Posted - 2013.12.13 10:30:00 -
[66] - Quote
CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think?
In a racing game, don't you ussually start out with a crappy car, with crappy handling, acceleration, top speed and braking ?
Don't new players start out with a crappy MLT fit that when a Proto sneezes on it dies before they can say "Dafux"..
But supposedly starting tanks start at Super Speeds, Super DPS, Super Acceleration ? ...i don't really think i want to know or see what Proto Tanks are going to be like, before my second AV grenade hits a tank, its already on the other side of the map....Proto tanks are going to be able to tunnel below players as a feature ?
Though through seeing pretty much 4 tanks per game on either one side and none on the other is what is the problem, if one side does not field 4 counter tanks, its already game over. Add to that artificial way of mercs to create those huge lag spikes coupled to my suit being a 2 hit for a militia blaster ...Tanks are peachy right now ....
And while i get out my AV suit, it has traveled around the entire map already....
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Jason Pearson
3331
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Posted - 2013.12.13 10:45:00 -
[67] - Quote
Rei Shepard wrote:CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think? In a racing game, don't you ussually start out with a crappy car, with crappy handling, acceleration, top speed and braking ?
In a racing game you get put against the same level of competition as you, In New Eden, we don't have that comfort.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Korvin Lomont
United Pwnage Service RISE of LEGION
336
|
Posted - 2013.12.13 10:51:00 -
[68] - Quote
Jason Pearson wrote:Rei Shepard wrote:CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think? In a racing game, don't you ussually start out with a crappy car, with crappy handling, acceleration, top speed and braking ? In a racing game you get put against the same level of competition as you, In New Eden, we don't have that comfort. So why do we start with crappy starter fits?
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Captain Africa Clone1
GRIM MARCH D.E.F.I.A.N.C.E
154
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Posted - 2013.12.13 12:16:00 -
[69] - Quote
LoL at the speed of tanks ......no need to nerf !
I had a word with my Combat Engineer and he designed Rolled Tungsten Spike Heads. It's pretty advanced stuff , you actually have to receive training to camouflage them with lev 5 you can hardly see the spikes on any road.
It doesn't stop a tank .....but the faster the tank goes over it the more effective it gets woven into the tracks slowing it down considerably.
I already have my AV guys training the skill. Its a nice add on to our AV division
Join the March ,see the universe , meet interesting people and kill them
G£¬
http://grimmarch.wix.com/grim-march-ver1
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David Spd
Caldari State
115
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Posted - 2013.12.13 13:16:00 -
[70] - Quote
CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think?
NOW you care about new players? Finally realized there's nothing for new people in this game, hmm?
Now all you lot have to do is give dropsuits the "vehicle treatment" and give everybody a full respec and we can ALL go back to enoying a mediocre game.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Takahiro Kashuken
Red Star. EoN.
1898
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Posted - 2013.12.13 13:56:00 -
[71] - 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 |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1251
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Posted - 2013.12.13 14:16:00 -
[72] - Quote
CCP Remnant wrote:No current plans to add microwarpdrives, no .
Come on now! Then at least give them real warp drives and let them fight eve players! |
chase rowland
The Enclave Syndicate Dark Taboo
115
|
Posted - 2013.12.13 14:26:00 -
[73] - 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 like the thread but I think cutting down active mods time is a bit much, maybe more cooldown? and I think tank speed is fine as long as there are webifier mines, but it needs to be visable by the tanker. |
Skihids
Unkn0wn Killers Renegade Alliance
2513
|
Posted - 2013.12.13 14:33:00 -
[74] - Quote
CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think?
That extends to AV as well.
If AV doesn't have a decent ROE nobody is going to skill into it and the only proto AV we will have are the vets who already skilled into it. Chasing armor away only to have it return again, ultimately getting no rewards will quickly kill any incentive to engage vehicles.
Bring back WPs for damage inflicted and you make it more enticing. |
InsertCoinHere
Pradox One Proficiency V.
177
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Posted - 2013.12.13 14:36:00 -
[75] - 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.
In other words in 2 days you already nerfing HAV lol funny CCP, funny
Balls Deep!!!
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chase rowland
The Enclave Syndicate Dark Taboo
115
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Posted - 2013.12.13 14:37:00 -
[76] - Quote
Skihids wrote:CCP Remnant wrote:wripple wrote: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. Problem with that is that if you start new players out with the worst handling and worst performing tank possible, they'd hardly be incentivized to skill into it, and even if they were it wouldn't be terribly fun until they did, don't you think? That extends to AV as well. If AV doesn't have a decent ROE nobody is going to skill into it and the only proto AV we will have are the vets who already skilled into it. Chasing armor away only to have it return again, ultimately getting no rewards will quickly kill any incentive to engage vehicles. Bring back WPs for damage inflicted and you make it more enticing. but AV doesn't have the massive SP sink like tanks. just invest 300k SP, BOOM you got proto. |
Commander Tzu
L.O.T.I.S. Public Disorder.
72
|
Posted - 2013.12.13 14:41:00 -
[77] - Quote
Korvin Lomont wrote:Commander Tzu wrote: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. There are many reasons for this, first every one wants to try out the new stff and gets used to it, secondly currently switching to AV is close to suicide for very little benefit. With all the new very powerfull rifles an AV guy is defenseless if you now count that the AV can at best repell a tank that he caught of food going AV is really not worth the risk anymore. Third as soon as a shield tanker is on the field there is not much AV can do about we have NO Av weapon that is more effective vs Shields that is worth to mention. In theory you can flux a tank but lets be honest this is highl+¦y sutuational. - You can't safely flux when blues are neaby in FW withou risking to get banned. - Fluxing works best to unawre tnakers - You need to get pretty close and even if you manage to get his shields damage he can mow you down and get away easily. The worst part is even if you manage to force a tank to leave the field he will be back in nearly no time and your risk was in vain and you won't get any points. With this amount of tanks AV is sadly rather pointless right now and tanks are lurking like sharks for easy infantry kills everywhere I know there are tankers that want to go after tannks but there are at least as much tankers that don't care for other tanks and just want cheap infantry kills :/ And now we have PROTO AV vs basic hulls, just imagine what wil happen once we get proto hulls...at we have to go through all this again.
So you complain about rifles being so powerful you can't survive, and acknowledge the fact fewer people are going into AV, partly because of it. I fail to see how either of these are the fault of tank balancing, people have been saying do something about the time to kill forever now. And with fewer people running AV, there are fewer good AV players, AV isn't easymode anymore but anyone who says it can't do it's job is a trolling scrub. I'm sympathetic to the flux grenade problem of hitting blueberries in FW, maybe they should change the flux so when it comes close to an enemy vehicle it acts like an AV nade. As far as getting mowed down, what are you doing? I have been tanking a lot since 1.7 came out and as far as I can tell blasters still don't go through walls, so you could try, I dunno, taking cover and tossing flux nades over?
And what to do about shield tanks? Forge guns. They can hit a shield tank before it can put it's hardeners up, and I can tell you from first hand experience good forge gunners can take 50% or more of a Gunnlogis shield. Sure my hardener gives a 60% damage resistance but when you only have 1300 shield left that 60% starts to feel a lot smaller. Right now if I fit all proto gear on my Madrugar I fit only the low slots because complex gear takes a lot of fitting. I could add two small turrets and some hi slot modules but then I would have to add PG and CPU, to the low slot where I keep my armor. Is it possible we will have to make some changes when proto hulls arrive? Sure. But hopefully by then AVers will have read the manuals that came with their weapons. |
Vitharr Foebane
Blood Money Mercenaries
375
|
Posted - 2013.12.13 14:41:00 -
[78] - Quote
proto SUIT not MODULES geebus. Love the people who go straight to proto suits with no modules as even a HMG heavy can kill em and I know they can't afford to run that stuff. Edit: See above for proto weapons. they mean nothing but an isk sink if you dont have the modules to back it up
TBA IS NOT A NAME!
At least give the heavy laser a name so we know you MIGHT be working on it.
|
Commander Tzu
L.O.T.I.S. Public Disorder.
72
|
Posted - 2013.12.13 14:43:00 -
[79] - Quote
AV can have webs if HAVs can get drone bays =D |
Skihids
Unkn0wn Killers Renegade Alliance
2514
|
Posted - 2013.12.13 14:44:00 -
[80] - Quote
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. |
|
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 14:59:00 -
[81] - 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 |
Vitharr Foebane
Blood Money Mercenaries
375
|
Posted - 2013.12.13 15:03:00 -
[82] - Quote
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
TBA IS NOT A NAME!
At least give the heavy laser a name so we know you MIGHT be working on it.
|
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 15:12:00 -
[83] - 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 |
Skihids
Unkn0wn Killers Renegade Alliance
2514
|
Posted - 2013.12.13 15:21:00 -
[84] - Quote
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.
|
Atom Heart Mother
Nazionali Senza Filtro
75
|
Posted - 2013.12.13 15:23:00 -
[85] - Quote
My opinion, CCP you should rebuff AV as it was b4 1.7 patch, I think the game should get balanced this way. |
Jason Pearson
3337
|
Posted - 2013.12.13 15:24:00 -
[86] - Quote
Atom Heart Mother wrote:My opinion, CCP you should rebuff AV as it was b4 1.7 patch, I think the game should get balanced this way.
-¼_-¼ Make your own opinion thread.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
|
Takahiro Kashuken
Red Star. EoN.
1898
|
Posted - 2013.12.13 15:38:00 -
[87] - 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 |
Flix Keptick
Red Star. EoN.
1577
|
Posted - 2013.12.13 15:50:00 -
[88] - 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, YEEEESSSSSS!!!!! finaly a dev response that is not (insert meaningless stuff here). Wp for damage would go a long way to solve AV/V problems. If they can't destroy me than at least they get awarded for chassing me off. Oh and if you ever do, can you please just tweak speed and not absolutely nerf it into the ground until it's dead.
Making AV an actual role
GÿåTank DriverGÿå
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Skihids
Unkn0wn Killers Renegade Alliance
2516
|
Posted - 2013.12.13 16:42:00 -
[89] - Quote
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. |
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
975
|
Posted - 2013.12.13 17:02:00 -
[90] - Quote
Guilbert 515 wrote:Tech Ohm Eaven wrote: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. Yeah, please add shovels, so we can dig ourselfs into the ground when we see a tank coming and wait there until the match is over :)
lol no!
how did hunters lol kill mamoths??
go read dolans cadillac or watch the movie.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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