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Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
989
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Posted - 2013.12.14 18:49:00 -
[31] - Quote
just ran 24/0 ina mlt soma its almost entirely bpo..costs 60k no hardeners |
Atiim
Living Like Larry Schwag
1993
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Posted - 2013.12.14 18:50:00 -
[32] - Quote
Justice Prevails wrote:Lol. And the argument just keeps going and going and going............. :-) You guys are awesome. Never get bored with tank/av threads. I do.
I'm starting to get tired of answering the same questions asked by the same people every time and giving them the same answer every time because they can't understand where their logic falls apart.
One group of guys can only do so much for so long when an almost entire section of the playerbase want's to ruin the game for everyone.
DUST 514 just went full COD.
Never go full COD.
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Spkr4theDead
Red Star. EoN.
1480
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Posted - 2013.12.14 18:50:00 -
[33] - Quote
Atiim wrote:"Teamwork for thee, but no teamwork for me"
-Such is the motto of vehicle pilots Lol @ your signature, name-dropping a game that doesn't have any vehicles at all. You make 0 sense.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1480
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Posted - 2013.12.14 18:52:00 -
[34] - Quote
Galvan Nized wrote:Av is really lacking right now.
We need EWAR, webifiers and EMPs would be a great. Something besides just damage, because that just starts the buff Nerf cycle.
Other aspects of AV need a nice buff. Proxies and remotes especially. Establishing a defensive line against tanks should be possible, even through hardeners tanks should struggle to cross these without infantry support. Buff those? Remotes already do 1500 each. You want one of them to destroy a tank?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1480
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Posted - 2013.12.14 18:52:00 -
[35] - Quote
Surt gods end wrote:AP Grasshopper wrote:Your not supposed to be able to kill a HAV with dropsuit AV while the hardeners are on. If you can't kill a HAV while the hardener is down then that's poor playing on your part. If you want to kill a HAV while the hardener is active group up with 3+ swarmer/FG and you'll be able to do so provided you all land your shots. The problem isn't the vehicles strength its the vehicles speed.
I'd consistently go 15-30 and 0 before 1.7 rarely loosing a vehicle (once every 20 rounds usually but have gone as high as 46 matches) when they were under powered. The problem isn't how much damage they do or how much damage they can take, which they need to be able to do in order to push an objective effectively. The problem is vehicle speed and the fact most of you aren't adapting. You still feel you should be able to skillisly solo a vehicle while its in a "reinforced" mode.
Adapt your play style and start doing what tanks have been doing for months now, communicating and coordinating in a squad that compliments there role. You want to stomp tanks? Get yourself a squad with a drop-ship pilot, a sniper and 4 AV. Sniper communicates where enemy vehicles are, coordinate with the drop-ship pilot to fly you over said vehicle at a CHOKE POINT set your bait and when he bites hit hard and fast. If the vehicle gets away you have a drop-ship a couple of you can hope into and chase him down with.
That being said you shouldn't only be killing vehicles. Tanks as well as guardians are responsible for controlling and holding the outside objectives so you should be destroying or capturing CRU's, supply depots, capturing turrets and letter objectives.
Seriously if you don't like vehicles stay in the city and focus on your gun game. Stop being so basic. All nice. But your scenario is open to many variables. including not have that DS get destroyed. Or should every team have a expert DS pilot? This is not a RTS where every team is gonna have all the pieces like chess. It's a lobby FPS. and that's where the changes made to this game revolve around. AV is not a "deterrent" in FPS games. Never was meant to. I agree that speed on tanks really needs to be looked into tho. It's not a lobby!!!!!!!!!!!!!!!!
I don't see the problem with squading with competent pilots. What problem do you have with that?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Atiim
Living Like Larry Schwag
1993
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Posted - 2013.12.14 18:53:00 -
[36] - Quote
Spkr4theDead wrote:Atiim wrote:"Teamwork for thee, but no teamwork for me"
-Such is the motto of vehicle pilots Lol @ your signature, name-dropping a game that doesn't have any vehicles at all. You make 0 sense. My signature has nothing to do with vehicles.
It has everything to do with the Assault Combat & Rail RIfles, the new UI display for Ammo & WP gain, and the even lowered TTK in 1.7
Sorry, but I don't free my willy at the thought of vehicles. That's unhealthy
DUST 514 just went full COD.
Never go full COD.
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Atiim
Living Like Larry Schwag
1995
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Posted - 2013.12.14 19:21:00 -
[37] - Quote
Spkr4theDead wrote: It's not a lobby!!!!!!!!!!!!!!!!
I don't see the problem with squading with competent pilots. What problem do you have with that?
Unlike your biased views, not everyone who plays this game is or should be a pilot.
Not everyone should be forced to squad up with someone with a specific role just to be successful.
DUST 514 just went full COD.
Never go full COD.
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Stinker Butt
Ostrakon Agency Gallente Federation
187
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Posted - 2013.12.14 19:27:00 -
[38] - Quote
Justice Prevails wrote:Lol. And the argument just keeps going and going and going............. :-) You guys are awesome. Never get bored with tank/av threads.
I haven't actually seen any valid argument from the tanker perspective yet. What I have heard so far:
You should adapt you should use teamwork - lots of it you should drive a tank too you should adapt - again I killed a tank solo, so they must be fine tanks don't bother me, so they must be fine Adapt! FFS
Problem is that all of these are just opinions and you can't convince someone that they're wrong when they're happy about it. I would love to hear a logical reason as to why tanks are currently balanced. If it's just your opinion, then everyone is going to poke holes in it and it will get you nowhere. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1284
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Posted - 2013.12.14 19:31:00 -
[39] - Quote
Stinker Butt wrote:Justice Prevails wrote:Lol. And the argument just keeps going and going and going............. :-) You guys are awesome. Never get bored with tank/av threads. I haven't actually seen any valid argument from the tanker perspective yet. What I have heard so far: You should adapt you should use teamwork - lots of it you should drive a tank too you should adapt - again I killed a tank solo, so they must be fine tanks don't bother me, so they must be fine Adapt! FFS Problem is that all of these are just opinions and you can't convince someone that they're wrong when they're happy about it. I would love to hear a logical reason as to why tanks are currently balanced. If it's just your opinion, then everyone is going to poke holes in it and it will get you nowhere. I have solo killed tanks in 1.7
Step 1: Call in BPO LAV Step 2: Cover front end with REs Step 3: Speed into tank hardeners on or not Step 4: Profit
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Kallas Hallytyr
Skullbreakers
171
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Posted - 2013.12.14 19:45:00 -
[40] - Quote
A single AV user versus a single vehicle user is not a simple equation: active vehicle modules, cooldowns; passive dropsuit modules; weapons; terrain, map layout, installations, ammo/loaded clip, etc. There are many things that can have a serious impact on how and when a vehicle is vulnerable.
Also bear in mind that both have significant advantages over the other:
HAVs: + Faster than infantry + More powerful weaponry + Periods of power - Reduced manoeuvrability (less capable of traversing tight spaces, for example) - Limited awareness (vehicle visibility is more restricted) - Periods of vulnerability
Dropships: + Greatly increased manoeuvrability and speed + Periods of power - Easy target acquisition (less cover for aerial vehicles, for example) - Periods of vulnerability
Infantry: + Increased manoeuvrability (can access interiors for protection, for example) + Flexibility in engagement terms (ability to use environment, to generate ambushes for example) - Inferior survivability - Less powerful weaponry (makes engagement risky without stacking odds in some form)
This isn't comprehensive, and I'm not the most well versed in AV-vehicle balance but these are what I can see as intended principles of vehicle combat. But assuming these, it seems that a lot of discussion around balance ignores a lot of the environmental and situational factors which are supposed to play a part.
Blaster HAV caught your Forge Gunner in a relatively open field with active modules available? Then your Forge Gunner should probably lose. Forge Gunner ambushes a Rail HAV retreating with modules in cooldown? Tank should probably blow up.
Did the tank get caught on terrain? Did it need to slow down and turn, limiting it's manoeuvrability? Did the AVer jump in close and stand still? There are a lot of things that alter the balance on a situational basis. Personally speaking, I feel that HAV speed needs tweaking (Gallente need slower acceleration, Caldari need slower top speed) and AV needs a slight buff to Swarms (damage needs to return to 330, range is good) while Forge Guns need to get a slight revamp to make non-Assault variants viable.
But that's me trying to be reasonable. I'll show myself out... |
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Gelan Corbaine
Gladiators Vanguard
254
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Posted - 2013.12.14 19:51:00 -
[41] - Quote
5 proto AVers take out a militia tank ......2 get payed for it
AVer get wiped either another tank or slayer support.
Total loss for tanker 69k
Total loss for AV squad 815k
average payout for low WP production role as AV ? 115k
Tank 210-300k
Does anyone see the problem with this math ?
1 rail sica would do the job better than those 5 Protos not having to worry about slayer support and make more economic sense .
Protos can't even downgrade to try to save cash because it only makes their job harder doing it .
No job is worth doing if you don't get paid in the end .
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Stinker Butt
Ostrakon Agency Gallente Federation
187
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Posted - 2013.12.14 20:14:00 -
[42] - Quote
Kallas Hallytyr wrote:A single AV user versus a single vehicle user is not a simple equation: active vehicle modules, cooldowns; passive dropsuit modules; weapons; terrain, map layout, installations, ammo/loaded clip, etc. There are many things that can have a serious impact on how and when a vehicle is vulnerable.
Also bear in mind that both have significant advantages over the other:
HAVs: + Faster than infantry + More powerful weaponry + Periods of power - Reduced manoeuvrability (less capable of traversing tight spaces, for example) - Limited awareness (vehicle visibility is more restricted) - Periods of vulnerability
Dropships: + Greatly increased manoeuvrability and speed + Periods of power - Easy target acquisition (less cover for aerial vehicles, for example) - Periods of vulnerability
Infantry: + Increased manoeuvrability (can access interiors for protection, for example) + Flexibility in engagement terms (ability to use environment, to generate ambushes for example) - Inferior survivability - Less powerful weaponry (makes engagement risky without stacking odds in some form)
This isn't comprehensive, and I'm not the most well versed in AV-vehicle balance but these are what I can see as intended principles of vehicle combat. But assuming these, it seems that a lot of discussion around balance ignores a lot of the environmental and situational factors which are supposed to play a part.
Blaster HAV caught your Forge Gunner in a relatively open field with active modules available? Then your Forge Gunner should probably lose. Forge Gunner ambushes a Rail HAV retreating with modules in cooldown? Tank should probably blow up.
Did the tank get caught on terrain? Did it need to slow down and turn, limiting it's manoeuvrability? Did the AVer jump in close and stand still? There are a lot of things that alter the balance on a situational basis. Personally speaking, I feel that HAV speed needs tweaking (Gallente need slower acceleration, Caldari need slower top speed) and AV needs a slight buff to Swarms (damage needs to return to 330, range is good) while Forge Guns need to get a slight revamp to make non-Assault variants viable.
But that's me trying to be reasonable. I'll show myself out...
Edit: For reference, I am primarily an infantry (Logistics) with a new focus on Assault Dropships (which is what I always wanted to be, but because of the gamestate when I first began did not skill into them) while I use HAVs (primarily Sicas) as my anti-armour. Judge that as you will, but I am trying to be fair in my assessments.
you're saying that they are each situational, but I think the major complaint is that the HAV seems to be good for any situation. The worst situation for a tank is probably a dropship hovering above shooting at it. But there aren't many that can fly a dropship well enough to take out a tank. Other than that, you're lucky if you caught a good tank in a bad spot while in cool down.
Let me give you some examples of what others are saying about the imbalance. Some of them I don't personally care about.
SP requirement ISK requirement Risk vs Reward Counter Play options Real skill required to be successful Teamwork requirement
These are all verifiable means of measuring balance. No opinions required. And there are probably more.
As for your negatives to HAV's, I'll give you reduced maneuverability, although it's hard to believe the way they are flying around. Awareness is easily taken care of with a scanner, and the periods of vulnerability are not much on a well fitted tank. After you shoot a tank and his hardeners go active, he knows where you are and you have to fight for the next 60 seconds with him shooting at you until he's vulnerable. That may be harder than it sounds because he will kill you in less than a second, and if he can't get to you, the chances are that his teammates are already shooting at you. |
Surt gods end
Demon Ronin
1319
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Posted - 2013.12.14 23:33:00 -
[43] - Quote
@ spkr4thedead
This a Lobby FPS. It meets all req of a lobby fps. And if it weren't a lobby fps, guess what it will be?
*a dragon!*
not close. A FPS. It's funny cause I pushed hard to have tanks be cheap. I pushed hard in that doing so we would see more HAVs on the field. I was right.
But I never pushed for AV to just be a deterrent. Not done in FPS games. Nor did I push for any old nerd with a chip on there shoulder on getting picked on in HS to jump into any tank and take it out on my fps brothers. |
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