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Baal Omniscient
L.O.T.I.S. Public Disorder.
831
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Posted - 2013.12.13 17:03:00 -
[91] - Quote
Skihids wrote:Takahiro Kashuken wrote:
The wave factor is still in
In each match periodically i have to retreat or i push my tank too far and risk losing it either against AV or other tanks
I cannot sit there and take a mountain of damage unless the enemy are idiots and are shooting at me with the wrong AV weapon or doing it when my hardeners are on or are just leaving me alone and firing an AR at me
Yday i went 41/0 in a blaster maddy and they did have swarms and were firing at me except i had my hardeners on and they just kept coming out to get shot at, not once did anyone flank and tbh i did get pushed back a few times and we did lose the game heavily anyways because the infantry were bad on my side and didnt push the bridge even tho i kept mowing them down
Even in that match i had to push when the time was right and retreat when i need to
The question is how much time you spent in active mode on the bridge vs. time hiding, and did that balance the extra DPS you brought to bear? At 41/0 it seems that your HAV made you at least as effective as two infantry units. If your side had four HAVs it would be the equivalent of having 20 players on your side. If that becomes the norm, then each side will run as many HAVs as they can and still cap objectives. In Ambush that may mean 100% tanks. I'm sorry Skihids, but you're wasting your time on this one. No matter how much logic and reason you throw at him, Snake always comes back with the 5-year old stance "but they have it this way, I don't care if mine's better, I should have that too!". I WOULD recommend saving your arguments for someone who listens, but I very much enjoy watching him get trounced by game balance logic. So if you don't mind wasting your time, please carry on.
It's dangerous to travel the forums alone, take this! (.:'*Honeyed'Lamb*':.)
FIX TTK & MINSUITS (GîÉ_GîÉ )
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Rei Shepard
The Rainbow Effect
1317
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Posted - 2013.12.13 17:08:00 -
[92] - 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
Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit.....
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Skihids
Unkn0wn Killers Renegade Alliance
2525
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Posted - 2013.12.13 17:53:00 -
[93] - Quote
I love piloting as much or more than AV so I'm not trying to nerf anything in particular. I'm looking for a fun challenge for everyone because this is a game after all.
A great mindset is to imagine you get to set the rules and your opponent gets to pick which role each of you play. That's the equivalent of the "You cut, I choose" method of cutting a desert in half.
Each role in the game needs to be balanced against the others. Each advantage must come with a disadvantage to balance.
You might think that you want an unbalanced OP role, but in reality that would get boring fast. Some folks play to get a trophy, but most really play for the challenge and a free trophy is meaningless to them. There are no bragging rights to fishing with dynamite. Sure, watching the explosions and counting the fish is fun at first, but after a day or so the fun would pale.
(Ok, not so good analogy, fishing is boring and explosions are ALWAYS fun)
Let's instead take bowling. The challenge is to knock down the pins and avoid the gutters. Now we alter the balance by dropping plastic bumpers into the gutters so you can't throw a gutter ball. Every initial throw is guaranteed to knock down some pins. How much fun is that game? Are you going to go bragging about your bumper bowling score? Now to make it even easier we add a ramp you can roll your ball down for perfect aim. Once you set it to get a strike each time will you continue to play? My guess is you would get bored fast.
The best game provides multiple roles, each with a unique set of challenges all balanced. Any role that has a clear advantage detracts from the whole.
So the basic idea of "waves of opportunity" is a good one. A single pilot can be as effective as several but for a reciprocal amount of time. That adds variety while maintaining balance. You just have to watch that your waves don't smooth out the the point they devolve into the equivalent of passive power. |
SHANN da MAN
D3LTA FORC3
108
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Posted - 2013.12.13 18:05:00 -
[94] - Quote
The problem with HAV vs. AV is that they removed PRO HAV's but didn't remove PRO AV ...
The way it should work is - MLT/STD AV counters MLT/STD Vehicles - Installations ADV AV counters ADV Vehicles PRO AV counters PRO Vehicles
When they removed PRO HAV's they had to rebalance AV , so that now - MLT/STD AV counters MLT/STD LAV's - Installations - Ineffective vs. HAV's ADV AV counters ADV LAV - MIL/STD HAV PRO AV counters ADV HAV
Until they either add back PRO HAV's and rebalance, or remove PRO AV and rebalance, the AV vs. Vehicles will always be broken.
nothing to see here ... move along
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Skihids
Unkn0wn Killers Renegade Alliance
2525
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Posted - 2013.12.13 18:34:00 -
[95] - Quote
SHANN da MAN wrote:The problem with HAV vs. AV is that they removed PRO HAV's but didn't remove PRO AV ...
The way it should work is - MLT/STD AV counters MLT/STD Vehicles - Installations ADV AV counters ADV Vehicles PRO AV counters PRO Vehicles
When they removed PRO HAV's they had to rebalance AV , so that now - MLT/STD AV counters MLT/STD LAV's - Installations - Ineffective vs. HAV's or Dropships ADV AV counters ADV LAV - MIL/STD HAV and Dropships PRO AV counters ADV HAV and Dropships (but not very well)
Until they either add back PRO HAV's and rebalance, or remove PRO AV and rebalance, the AV vs. Vehicles will always be broken.
I'm not so sure they plan to add stronger vehicles. Regardless, the defensive modules are identical in strength so we have all the proto defenses to balance against.
It would appear that CCP wants all vehicles to have similar defensive strengths, just varying by how long they are active.
As such they can and should balance the full range of AV against the current vehicles. |
Takahiro Kashuken
Red Star. EoN.
1903
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Posted - 2013.12.13 18:44:00 -
[96] - Quote
Skihids wrote:Takahiro Kashuken wrote:
The wave factor is still in
In each match periodically i have to retreat or i push my tank too far and risk losing it either against AV or other tanks
I cannot sit there and take a mountain of damage unless the enemy are idiots and are shooting at me with the wrong AV weapon or doing it when my hardeners are on or are just leaving me alone and firing an AR at me
Yday i went 41/0 in a blaster maddy and they did have swarms and were firing at me except i had my hardeners on and they just kept coming out to get shot at, not once did anyone flank and tbh i did get pushed back a few times and we did lose the game heavily anyways because the infantry were bad on my side and didnt push the bridge even tho i kept mowing them down
Even in that match i had to push when the time was right and retreat when i need to
The question is how much time you spent in active mode on the bridge vs. time hiding, and did that balance the extra DPS you brought to bear? At 41/0 it seems that your HAV made you at least as effective as two infantry units. If your side had four HAVs it would be the equivalent of having 20 players on your side. If that becomes the norm, then each side will run as many HAVs as they can and still cap objectives. In Ambush that may mean 100% tanks.
Depends
1 is like 30secs i think, maybe 40
2 is perma resist
If i run 2 reps i get 350rep a sec
The bridge is open for infantry and was able to mow down because they kept standing in front of me, thats not my fault
Also we lost the match because no objective, doesnt matter how many tanks we have we still lost |
Takahiro Kashuken
Red Star. EoN.
1903
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Posted - 2013.12.13 18:45:00 -
[97] - Quote
Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit.....
Teamworks hurts
You want to solo with an AR?
How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc |
Skihids
Unkn0wn Killers Renegade Alliance
2526
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Posted - 2013.12.13 18:53:00 -
[98] - Quote
Takahiro Kashuken wrote:Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit..... Teamworks hurts You want to solo with an AR? How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc
We have restrictions. Infantry doesn't get to be invulnerable. That's a pretty big drawback compared to vehicles. |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 18:55:00 -
[99] - Quote
Skihids wrote:Takahiro Kashuken wrote:Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit..... Teamworks hurts You want to solo with an AR? How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc We have restrictions. Infantry doesn't get to be invulnerable. That's a pretty big drawback compared to vehicles.
Neither do we without active hardeners |
Jason Pearson
3340
|
Posted - 2013.12.13 19:00:00 -
[100] - Quote
Takahiro Kashuken wrote:Skihids wrote:Takahiro Kashuken wrote:Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit..... Teamworks hurts You want to solo with an AR? How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc We have restrictions. Infantry doesn't get to be invulnerable. That's a pretty big drawback compared to vehicles. Neither do we without active hardeners
Infantry don't get to become invulnerable for 30 seconds out in the open, we do.
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
2526
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Posted - 2013.12.13 19:14:00 -
[101] - Quote
Infantry has zero access to hardener modules.
With access to hardener modules comes the need for some counterbalance.
There has to be some restrictions on vehicle use of hardeners since infantry gets NO use of them.
That's the point of comparison, not armor plates or damage mods. |
Takahiro Kashuken
Red Star. EoN.
1903
|
Posted - 2013.12.13 19:17:00 -
[102] - Quote
Skihids wrote: Infantry has zero access to hardener modules.
With access to hardener modules comes the need for some counterbalance.
There has to be some restrictions on vehicle use of hardeners since infantry gets NO use of them.
That's the point of comparison, not armor plates or damage mods.
So you want infantry to have hardeners? |
Kharga Lum
Xeno Labs Security
154
|
Posted - 2013.12.13 19:51:00 -
[103] - Quote
The madrugar with proto speed booster fitted can hit 1,360 km/h. This is through the sound barrier. |
Skihids
Unkn0wn Killers Renegade Alliance
2526
|
Posted - 2013.12.13 19:52:00 -
[104] - Quote
Takahiro Kashuken wrote:Skihids wrote: Infantry has zero access to hardener modules.
With access to hardener modules comes the need for some counterbalance.
There has to be some restrictions on vehicle use of hardeners since infantry gets NO use of them.
That's the point of comparison, not armor plates or damage mods.
So you want infantry to have hardeners?
Are you being deliberately obtuse?
We are speaking about balancing infantry and vehicles, therefore we have to address the differences.
A major advantage vehicles possess is the use of hardeners that give them the increased ability to tank damage. That is a deliberate design decision to add diversity to the game. Give it to infantry and you thwart your effort at variety.
So with great power comes the need for an equal disadvantage. That is the cool down period where a vehicle is more vulnerable.
It's Superman's kryptonite. As a hero he would be very boring without his vulnerability. The comics would be dull and people would tire of reading of his pounding the bad guy if he was never in any danger of losing. |
NextDark Knight
Hellstorm Inc League of Infamy
111
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Posted - 2013.12.13 20:13:00 -
[105] - Quote
So far the speed of tanks are fine, The forge damage seams to be OK but then again I'm prof 5. The ROF needs to return to Assault forge guns and so does the splash damage. I like that the tanks are the current speed, also the super fast LOL tanks where so much fun I wish we had a few more days of that non-sense.
Ninja Edit : I would like to see Webs or ECM to be used on tanks. It would be nice if ECM made tanks so they couldn't tell if the enemies are red or blue.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
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Baal Omniscient
L.O.T.I.S. Public Disorder.
831
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Posted - 2013.12.13 22:27:00 -
[106] - Quote
Takahiro Kashuken wrote:Skihids wrote:Takahiro Kashuken wrote:Rei Shepard wrote:Takahiro Kashuken wrote:With the current levels of tank speed i do expect webifiers to be put in next to counter act it
Also 1 hardener for each tank? lolno because without hardeners the tank is squishy as it is, thats the whole point of active hardeners but they come with a big consequence of PG/CPU Oh wow aswesome, then we would need 1 guy to web it and 3 guys to shoot it to counter 1 guy in a tank that costs roughly as much as my proto-suit..... Teamworks hurts You want to solo with an AR? How about we put restrictions on suits too so you can only have 1 dmg mod 1 rep 1 plate etc We have restrictions. Infantry doesn't get to be invulnerable. That's a pretty big drawback compared to vehicles. Neither do we without active hardeners OH! So you're saying AV players should get active hardners on their suits so they can tank your damage while they lay into you? And they should get speed boosters so they can chase you down on foot so you can't run away? Great idea bro...
(incase that was missed, *HEAVY* sarcasm)
It's dangerous to travel the forums alone, take this! (.:'*Honeyed'Lamb*':.)
FIX TTK & MINSUITS (GîÉ_GîÉ )
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Baal Omniscient
L.O.T.I.S. Public Disorder.
831
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Posted - 2013.12.13 22:28:00 -
[107] - Quote
Double post, sorry: Skihids for CPM!!!!!!!
Edit:
Skihids wrote:Takahiro Kashuken wrote:So you want infantry to have hardeners? Are you being deliberately obtuse? We are speaking about balancing infantry and vehicles, therefore we have to address the differences.
I did warn you didn't I? Like argueing with a 5 year old. I should know, mine kid's 7 and still hasn't grown out of it.
Double edit (on a double post.... hmmm who'da think it....):
If you keep this shizz up Skihids, you are gonna end up farming a LOT of likes off of me.
It's dangerous to travel the forums alone, take this! (.:'*Honeyed'Lamb*':.)
FIX TTK & MINSUITS (GîÉ_GîÉ )
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Skihids
Unkn0wn Killers Renegade Alliance
2535
|
Posted - 2013.12.14 03:51:00 -
[108] - Quote
Baal Omniscient wrote:Double post, sorry: Skihids for CPM!!!!!!! Edit: Skihids wrote:Takahiro Kashuken wrote:So you want infantry to have hardeners? Are you being deliberately obtuse? We are speaking about balancing infantry and vehicles, therefore we have to address the differences. I did warn you didn't I? Like argueing with a 5 year old. I should know, my kid's 7 and still hasn't grown out of it. Double edit (on a double post.... hmmm who'da think it....): If you keep this shizz up Skihids, you are gonna end up farming a LOT of likes off of me.
Yes, yes you did.
But I can't help it. I really want this game to succeed and to be fun for everyone (which is pretty much the same thing).
I assume that everyone is rational until liven otherwise. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
707
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Posted - 2013.12.14 04:20:00 -
[109] - 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
I highly agree! As someone who barely dabbles in AV, I'm always afraid to speak my mind about both tanks and AV because either party could shut me down with some info I might not know but your post pretty much gets to the meat without forcing some bias. I do believe tanks should be able to escape but at the same time if they should be able to really swiftly get away, so should heavies? Heavies with higher speeds than scouts...yikes.
Anyways, I like that you're expanding the AV role from what we have right now. Makes skilling into AV/demolition more diverse.
Would love webifier mines to come in and screw over LAVs. I'd just wait with my Swarm Launcher and Flux grenades until a LAV comes up and wreck it @_@
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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MetalWolf-Cell
ROGUE SPADES
4
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Posted - 2013.12.14 04:54:00 -
[110] - Quote
Skihids wrote:Baal Omniscient wrote:Double post, sorry: Skihids for CPM!!!!!!! Edit: Skihids wrote:Takahiro Kashuken wrote:So you want infantry to have hardeners? Are you being deliberately obtuse? We are speaking about balancing infantry and vehicles, therefore we have to address the differences. I did warn you didn't I? Like argueing with a 5 year old. I should know, my kid's 7 and still hasn't grown out of it. Double edit (on a double post.... hmmm who'da think it....): If you keep this shizz up Skihids, you are gonna end up farming a LOT of likes off of me. Yes, yes you did. But I can't help it. I really want this game to succeed and to be fun for everyone (which is pretty much the same thing). I assume that everyone is rational until liven otherwise.
Hadn't posted hear yet but since after this patch, the forums are now a battleground so I want to add my 2 ISK.
I like vehicles, been driving them since open beta when Black Ops tanks were like LAVs. But at any rate, vehicle drivers have to face it...These things are borderline OP. Now notice I said Borderline, My view of OP is if something cannot be killed at all, not even itself. You can still eradicate tanks, just much more difficult then 1.6. I seen my fair share of tanks this build getting destroyed by tanks and forge guns, and even AV nades. so yeah, AV may not be as useful, but still are all the same.
The only problem is when there is 7 of them on the field at once. Then AV just becomes mosquitoes.
I think that is one of the reasons why they are becoming OP, they are cheap and can just be fielded and if destroyed, only loses a coupled hundred thousand ISK. I mean I love tanks, But I'm discouraged to drive them sometimes because of the hate towards them now that they are buffed immensely.
I feel both sides in this discussion. AV needs to be viable by being able to take pilots like me out of the picture before I wreck havoc on their squadron. Swarm Launchers should be something to look out for armor tanks, and Forge Guns should be the bane to shields, there now neither...until the hardners turn off, but even then, Tanks are much faster and can get away so that's not a problem (sometimes). REs can destroy them, but it's a huge risk. So what is the viable solution...Not to hard to figure out.
But then again, HAVs should be well, HAVs. They should be hard to take down IF they have support. 1.6, I'll be the one to say they were decent. They didn't tank proto AV well, but still tanked them nontheless, And if you had support with you, well you were golden. Sure you had to worry about Forge Gunners are towers, and Swarms catching you at 400m, but that's just tactics(though annoying ones) at work. Still though, Tanks were at least somewhat viable...of course not to most pilot's standards.
Yes I'll admit, I want tanks to be dominating forces if left unchecked, but not the end all be all kind of thing. I mean, me and my squad had a discussion like, what happened to spider tanking? What happened to being the gunner on tanks so it can be more domineering? What happened to relying on infantry for support on these beasts, why is so fragging cheap lol. They made tanks lonewolves now, instead of "Heavy Support." And we should be having fun Skihids said, but now AV is almost out the question and tanks are having fun being dreadnaughts. It should take multiple people to take tanks out...now before you rage, hear me out. For proto yeah, that's a given, it should at least take 1 to 2 people with proto to take a tank out with tactics. Advanced roughly the same, for miltia and standard, at least 3 to 4.
In the end, we needs to figure out a balance that doesn't discourage both sides from playing, or rip each others hearts out (since discussions like these seem to end up with a divide and conquer mindset). I say cut speed by a margin so they remain fast, but not too much where they easily escape and Buff swarm launcher by a margin where they don't become too powerful but still useful, maybe 220 to 285 i don't remember the numbers. Forge guns I think are fine for now.
We as a community, even CCP, took teamwork out the gameplay a little bit. We need that back especially to this AV vs Vehicle discussion.
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DoomLead
Dead Six Initiative Lokun Listamenn
245
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Posted - 2013.12.14 07:29:00 -
[111] - Quote
Hardners for the heavy dropsuits only |
Badonk Adonk
Seituoda Taskforce Command Caldari State
75
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Posted - 2013.12.14 07:40:00 -
[112] - Quote
Lol at all the chump like people arguing about a dead game. Lol where is your potential now? |
Void Moose
HYDE PARK LYNCH MOB Public Disorder.
3
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Posted - 2013.12.14 11:14:00 -
[113] - Quote
i think that new players should have to work towards having a tank skill right now the game is beyond unbalanced to the point of losing players. however if its unavoidable that this low level bad ass tank behavior is by design and not by error can you then limit the number of tanks that can be deployed by a team to a max of two tanks and two dropships at the same time because a team of 16 versus 5 indestructible tanks is beyond broken. it has quite literally ruined my experience of the game.
what you guys did with 1.7 has not made the game better.
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?
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Our Deepest Regret
The Unholy Legion Of DarkStar DARKSTAR ARMY
370
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Posted - 2013.12.14 11:15:00 -
[114] - Quote
Badonk Adonk wrote:Lol at all the chump like people arguing about a dead game. Lol where is your potential now?
Dead game? I played from morning until the evening. I'd still be at it if the server wasn't down. |
Jason Pearson
3348
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Posted - 2013.12.14 11:22:00 -
[115] - Quote
Void Moose wrote:i think that new players should have to work towards having a tank skill right now the game is beyond unbalanced to the point of losing players. however if its unavoidable that this low level bad ass tank behavior is by design and not by error can you then limit the number of tanks that can be deployed by a team to a max of two tanks and two dropships at the same time because a team of 16 versus 5 indestructible tanks is beyond broken. it has quite literally ruined my experience of the game.
What about your thoughts on the OP? That was the topic of this thread for discussion, numerous viable ways of balancing without doing something crazy like reducing tank numbers (because you'll always have some guy call in a militia tank and do nothing useful) despite the fact one tank can kill 5 easily.
They're not indestructible, they're harder to kill for a period of time which is great, but the cooldowns mean you can decimate a tank with two forge shots, two AV grenades took off a massive amount of HP when my shield hardeners go down, it hurts. The problem with the entire thing, I feel I offered several viable solutions to it.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Alena Ventrallis
Osmon Surveillance Caldari State
283
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Posted - 2013.12.14 11:26:00 -
[116] - 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. Woo!
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DAMIOS82
ACME SPECIAL FORCES
69
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Posted - 2013.12.14 12:09:00 -
[117] - Quote
like i said in another post
Its not that tanks are OP or AV have become to weak now. Its what we have for equipment and the weapons we have available atm. now it all seems constantly unbalanced. But CCP needs to start introducing other means of warfare, more weapons and vehicles that give more means to kill HAV and in its turn give HAV the right modules to counter them. Instead of whining about it all, we should come up with ways to expand our playing field and choice in means to kill. If CCP is constantly trying to fix the current AV and HAV problem, there leaving out time that they could be spending on giving us more ways to kill HAV's and HAV's more ways to kill infantry and other vehicles. I for one do not wish to be stuck on just forge guns and swarmers for the next year or Maddy's/Gunloggi's, I want mines and booby traps for those vehicles, i want the abbility to call in installations/ road blocks for traps or a MTAC to help me counter the infantry, i want to have an ANTI-Tank tank or atleast see such variety's in weapons and vehicles, that there won't really be a flavor of the month, since we all have to much to choose from, all just as effective and each with there own role and purpose. Things that will help me be a better killer and increase my survival odds in all categories. This is what next year should be about and not the constant of this is not right, because its not a one hit wonder. We should help CCP make this the game we all want it to be. |
Paran Tadec
Imperfect Bastards
1742
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Posted - 2013.12.14 14:37:00 -
[118] - 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?
So i can get my militia rail rifle with prof V built in?
Bittervet Proficiency V
thanks logibro!
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Hobo on Fire
Goonfeet Top Men.
90
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Posted - 2013.12.14 15:21:00 -
[119] - Quote
MetalWolf-Cell wrote:...My view of OP is if something cannot be killed at all, not even itself. You can still eradicate tanks, just much more difficult then 1.6. I seen my fair share of tanks this build getting destroyed by tanks and forge guns, and even AV nades. so yeah, AV may not be as useful, but still are all the same. The only problem is when there is 7 of them on the field at once. Then AV just becomes mosquitoes. I think that is one of the reasons why they are becoming OP, they are cheap and can just be fielded and if destroyed, only loses a coupled hundred thousand ISK....
I think this point is being a bit overlooked. I consider myself an AV player, and I don't really think 1.7's tanks are OP individually. The problem is we're getting too many on the field at once. As it stands, it takes multiple AV infantry to counter a tank, but the tank itself costs the price of a single decent AV fitting. If it takes 3 infantry wearing 75,000 isk dropsuits to counter a single 100,000 isk HAV, the balance is off. I think a simple isk cost increase to the hulls would actually go a long way toward balancing gameplay.
It doesn't need to be drastic, the 1.6 and earlier prices were far too high for what the tankers were getting out of them. A 50% increase to hulls wouldn't break a pilots bank account; you'd still be buying Gunnlogis and Madrugers for 150k, and I'm not suggesting a price increase to weapons or modules. Just enough to make it impractical for a single player to bring in 3 or 4 tanks in a pub match. You can bring them to FW and PC all day for all I care.
I'm simply suggesting that a tank should cost as much as whatever it takes to counter it, be that another tank or a few AV fittings. |
Scheneighnay McBob
Bojo's School of the Trades
3270
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Posted - 2013.12.14 15:29:00 -
[120] - Quote
Support.
Also, I tried to go HAV hunting in my python; it's fit with a proto rail. Nobody went anywhere. I couldn't keep up enough damage to take down any HAVs, and HAVs didn't have the amount of alpha damage needed to down my dropship. My passive shield regen is so high that my shields are almost completely back up by the time I get out of range. And my afterburners get me out of range VERY quickly.
We used to have a time machine
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