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wripple
warravens League of Infamy
106
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Posted - 2013.12.13 08:08:00 -
[1] - Quote
-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. |
Destructo Tots
warravens League of Infamy
14
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Posted - 2013.12.13 08:12:00 -
[2] - Quote
Watched a Sica 4 shot my buddy with a militia rail in CQC. Buddy has 20 million SP in tanks, red dot went to the militia store... balance, I think not |
wripple
warravens League of Infamy
108
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Posted - 2013.12.13 08:20:00 -
[3] - Quote
Destructo Tots wrote:Watched a Sica 4 shot my buddy with a militia rail in CQC. Buddy has 20 million SP in tanks, red dot went to the militia store... balance, I think not Sad to say it but militia tanks have become FoTM right now because of how easy they have become to operate. I at least want a bit of diversity between serious tankers and noobs. |
Agent Monroe
Namtar Elite Gallente Federation
11
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Posted - 2013.12.13 08:22:00 -
[4] - Quote
If your dying to a single Militia HAV your doing it wrong.
Can I has your Tank. I ask nicely with my Shotty
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Destructo Tots
warravens League of Infamy
14
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Posted - 2013.12.13 08:28:00 -
[5] - Quote
Agent Monroe wrote:If your dying to a single Militia HAV your doing it wrong. If you're dying to a single Militia HAV, you're clearly not on the FoTM Bandwagon. |
wripple
warravens League of Infamy
110
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Posted - 2013.12.13 11:17:00 -
[6] - Quote
Agent Monroe wrote:If your dying to a single Militia HAV your doing it wrong. Don't simply beat around the bush and try to counter a single example. Flying tanks and teams of HAV spammers that make Flight of the Valkeries play in my head every time I look at it is comical and a joke. Look at it this way, I'm capable of doing significantly more damage to vehicles with a pre-fitted Sica than my proto AV suit, and for 50,000 less ISK at that. |
The Attorney General
1663
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Posted - 2013.12.13 11:23:00 -
[7] - Quote
wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced.
Why would you do that?
All that does is handicap newer players and make them fodder for higher SP tankers.
People stopped speccing tanks in Uprising because it was an 8 mill minimum to stay alive.
Also, putting the HAV speed behind a 12x skill won't slow people down. I already have all my core skills maxed, and most of my turrets done as well. I would be able to drop two more levels in right now, but by 1.8 I would have enough SP to get to at least level 4.
Doing as you suggest would make starting a tanker toon extremely difficult, especially given the current costs of hulls, where you can bet on their being a tank in every match. Most of them are probably scrubs, but if any ofthem out SP in the critical skills, you are toast.
Mr. Hybrid Vayu.
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Skihids
Unkn0wn Killers Renegade Alliance
2513
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Posted - 2013.12.13 11:30:00 -
[8] - Quote
CCP seems to want new pilots to be as defensively strong as experienced pilots, just for shorter periods of time.
What you get for your investment is more playtime per match and higher DPS with better turrets. |
wripple
warravens League of Infamy
110
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Posted - 2013.12.13 11:35:00 -
[9] - Quote
The Attorney General wrote:wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced. Why would you do that? All that does is handicap newer players and make them fodder for higher SP tankers. People stopped speccing tanks in Uprising because it was an 8 mill minimum to stay alive. Also, putting the HAV speed behind a 12x skill won't slow people down. I already have all my core skills maxed, and most of my turrets done as well. I would be able to drop two more levels in right now, but by 1.8 I would have enough SP to get to at least level 4. Doing as you suggest would make starting a tanker toon extremely difficult, especially given the current costs of hulls, where you can bet on their being a tank in every match. Most of them are probably scrubs, but if any ofthem out SP in the critical skills, you are toast. However there needs to be some sort of factor that puts space between a real tanker and a FoTM vet. It doesn't have to be over the top, but right now militia HAVs are dirt cheap to spec into in order to do substantial damage with. Currently HAVs are like the old Flaylock. You could have gone all the way and dropped 3 mill into all your gun skills, but 600,000 to get the core was all that was needed to completely annihilate everyone around you. |
Spkr4theDead
Red Star. EoN.
1480
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Posted - 2013.12.13 11:39:00 -
[10] - Quote
wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced. They've already given us a massive amount of SP sinks, and you want to add more?
Go away
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
3
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Posted - 2013.12.13 11:40:00 -
[11] - Quote
I kind off like all the tanks spawning, my damage taken compared to damage dealt has become absurd... I literally head to the hills and swarm almost every game now. This new AT kind of scout has come into its own at this point.
My SP are rocking because of it. A very target rich environment indeed. I look at it this way, for every ****** in a tank, that's one that cannot actually cap a objective, and is easy to see, they are meat to be pounded upon (lol)
EVE alliance seeks mercs, join Stellar and Orbital Strategic Services today!
Let's gank Scotty.
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wripple
warravens League of Infamy
111
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Posted - 2013.12.13 11:43:00 -
[12] - Quote
Skihids wrote:CCP seems to want new pilots to be as defensively strong as experienced pilots, just for shorter periods of time.
What you get for your investment is more playtime per match and higher DPS with better turrets. While it may give new pilots time to bloom, there is still the pressing matter that the shear amount of HAV spam that occurs is absurd and almost comical to a degree. If there was decent matchmaking then my suggestion may be able to take full effect, however, unfortunately, noobs will always have the discomfort of playing against of 20+'ers |
wripple
warravens League of Infamy
111
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Posted - 2013.12.13 11:51:00 -
[13] - Quote
Spkr4theDead wrote:wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced. They've already given us a massive amount of SP sinks, and you want to add more? Go away Dropped 5 million SP into the Python myself after 1.7, I know exactly how expensive the new skill tree is. Tugs at the heartstrings a little though when I'm now an easy kill for redline noobs. I see this as a future result of the way tanks are balanced; A new player is going to go into the academy and see their first tank. AVs have been so heavily hammered that they stand almost no chance to kill the driver, as they only have access to their starter fits. Tanks are going to look like the godmode of the game and almost every new player is going to flock towards it as their go-to fit. |
The Attorney General
1664
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Posted - 2013.12.13 11:57:00 -
[14] - Quote
wripple wrote: However there needs to be some sort of factor that puts space between a real tanker and a FoTM vet. It doesn't have to be over the top, but right now militia HAVs are dirt cheap to spec into in order to do substantial damage with. Currently HAVs are like the old Flaylock. You could have gone all the way and dropped 3 mill into all your gun skills, but 600,000 to get the core was all that was needed to completely annihilate everyone around you.
That factor already exists in the modules.
I maxed out my fitting optimization for both types of tank, as well as maxing out my core skills. That is not a small amount of SP.
As a result, my modules last longer, have shorter cooldowns, and I can fit more and better modules on my tank.
Can someone go and stomp on some peopel with no AV in a MLT tank? Of course, but anyone with any SP into tanks is going to come along and slap him around.
Mr. Hybrid Vayu.
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Zatara Rought
Fatal Absolution
1843
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Posted - 2013.12.13 12:01:00 -
[15] - Quote
milkman and nyan san have all grabbed tanks...what more proof do you need that it's FOTM?
Master naders: Geniuses at evening the odds.
Favorite
Skype: Zatara.Rought
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Zatara Rought
Fatal Absolution
1843
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Posted - 2013.12.13 12:07:00 -
[16] - Quote
The Attorney General wrote:wripple wrote: However there needs to be some sort of factor that puts space between a real tanker and a FoTM vet. It doesn't have to be over the top, but right now militia HAVs are dirt cheap to spec into in order to do substantial damage with. Currently HAVs are like the old Flaylock. You could have gone all the way and dropped 3 mill into all your gun skills, but 600,000 to get the core was all that was needed to completely annihilate everyone around you.
That factor already exists in the modules. I maxed out my fitting optimization for both types of tank, as well as maxing out my core skills. That is not a small amount of SP. As a result, my modules last longer, have shorter cooldowns, and I can fit more and better modules on my tank. Can someone go and stomp on some peopel with no AV in a MLT tank? Of course, but anyone with any SP into tanks is going to come along and slap him around.
Dude, all i know is...Tanks are OP as **** atm. That's why there's 5 in every ambush and there's no answer to them except more tanks. I run dedicated swarms in ambush matches and they do nothing...the entire capacity of my ammo to bring down one tank...assuming he doesn't run away or the swarms get stuck on anything.
AV nades need 6+ and you can't close distance to do it while getting ammo from a hive.
Forges require there to be a high point that's centralized. Forges on ground....fail mostly. And good luck getting a DS in to get up high...they get blown before they hit the ground.
Doesn't help that most ambush matches are in the open.
Knowing all these noobs went 0/10 before this patch is frustrating. It's purely FOTM bullshit.
Master naders: Geniuses at evening the odds.
Favorite
Skype: Zatara.Rought
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Skihids
Unkn0wn Killers Renegade Alliance
2513
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Posted - 2013.12.13 12:23:00 -
[17] - Quote
Tanks are OP because they do so much more damage than a light weapon that being out of the fight on cool down doesn't balance them.
Large turrets tear up infantry with impunity, then they go cool off for a while and come back and do it again. The thing is they don't go away for long enough to balance the damage they did. |
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