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stlcarlos989
SVER True Blood Public Disorder.
546
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Posted - 2013.12.14 20:32:00 -
[1] - Quote
Since tankers want to it to take a coordinated 3-man team of AV to take destroy their tank, Then it should take a coordinated 3-man team to operate a tank to its fullest potential. Real world tanks usually have 4 man crews consisting of commander, driver, gunner, and loader.
1) Give tanks 3 seats, driver seat, gunner seat, loader and the person in each seat only has control over their specific task. 2) The driver can kick anyone out if he so chooses. 3) Tanks can be operated by one person but he has to switch seats to change between driving, gunning, and reloading 4) Passive skills that give the gunner increased turret speed or damage, loader skills to reduce reload time or give extra ammo. 5) Make tanks expensive and require the combined effort of 3 AV players or another 3-man tank crew to destroy.
Tanks have be expensive, very difficult to destroy, and difficult to operate alone
OR
Tanks can be cheap, easy to destroy, and easy to operate
Currently tankers have the best of both worlds which is way 1.7 is TANK 514. |
Atiim
Living Like Larry Schwag
2007
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Posted - 2013.12.14 20:34:00 -
[2] - Quote
"Teamwork for thee, but no teamwork for me"
-Such is the motto of vehicle pilots
DUST 514 just went full COD.
Never go full COD.
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TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
261
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Posted - 2013.12.14 20:35:00 -
[3] - Quote
More like QQ 514.
Thanks CCP Foxfour
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stlcarlos989
SVER True Blood Public Disorder.
546
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Posted - 2013.12.14 20:37:00 -
[4] - Quote
TunRa wrote:More like QQ 514. No QQ just trying to balance a game that I enjoy, if you have no real response to my thread please go troll elsewhere. |
Kane Fyea
Scions of Athra
2387
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Posted - 2013.12.14 20:38:00 -
[5] - Quote
Inb4 tankers tell you to get gud. |
Atiim
Living Like Larry Schwag
2011
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Posted - 2013.12.14 20:39:00 -
[6] - Quote
TunRa wrote:More like QQ 514. lmao
I assume you weren't reading threads from pilots pre 1.7 about how they can't consistently go 60/0.
DUST 514 just went full COD.
Never go full COD.
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Atiim
Living Like Larry Schwag
2011
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Posted - 2013.12.14 20:40:00 -
[7] - Quote
Kane Fyea wrote:Inb4 tankers tell you to get gud. The sad part about that is how this would imply that operating an HAV requires any skill to begin with.
DUST 514 just went full COD.
Never go full COD.
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Amarrian command
AMARR ELITE CORPS
6
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Posted - 2013.12.14 20:43:00 -
[8] - Quote
well something needs a SLIGHTGäķ balancing
Join the ELITE
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Flix Keptick
Red Star. EoN.
1636
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Posted - 2013.12.14 20:46:00 -
[9] - Quote
Atiim wrote:TunRa wrote:More like QQ 514. lmao I assume you weren't reading threads from pilots pre 1.7 about how they can't consistently go 60/0. WE DON'T WANT TO GO 60 ******* 0!!!!!! STOP ******* CLAIMING THAT. All we wanted was to be survivable enough to actually survive and serve a purpose. NO, and I mean NO self respecting tanker ever wanted OP militia tanks to be so spammable. Scrubs doing that make actual tankers look bad.
Making AV an actual role
G˙åTank DriverG˙å
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R F Gyro
Clones 4u
818
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Posted - 2013.12.14 22:01:00 -
[10] - Quote
stlcarlos989 wrote:Since tankers want to it to take a coordinated 3-man team of AV to take destroy their tank, Then it should take a coordinated 3-man team to operate a tank to its fullest potential. +1 I've been saying this for months, but just got shouted down by solo tankers.
CCP could implement this pretty easily by just giving the driver the front small turret, limiting the field of view of the main turret (gunner) & limiting module activation and the external view to the top turret (commander).
As you noted they could make it optional: initially the driver has full control, but the tank is weak (low HP, slow). Two other players get in & pick their seats, then the "owner" of the tank selects "team operation"; at that point the tank gets large bonuses to speed & HP (resists).
A more sophisticated approach would be for players to design the body, turret and powertrain of the tank separately using the fitting UI. In game, it takes three players to call in a HAV, with each player selecting one of the components. That way you'd have dedicated drivers, gunners and commanders.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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SHANN da MAN
D3LTA FORC3
108
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Posted - 2013.12.15 00:04:00 -
[11] - Quote
R F Gyro wrote:stlcarlos989 wrote:Since tankers want to it to take a coordinated 3-man team of AV to take destroy their tank, Then it should take a coordinated 3-man team to operate a tank to its fullest potential. +1 I've been saying this for months, but just got shouted down by solo tankers. CCP could implement this pretty easily by just giving the driver the front small turret, limiting the field of view of the main turret (gunner) & limiting module activation and the external view to the top turret (commander). As you noted they could make it optional: initially the driver has full control, but the tank is weak (low HP, slow). Two other players get in & pick their seats, then the "owner" of the tank selects "team operation"; at that point the tank gets large bonuses to speed & HP (resists). A more sophisticated approach would be for players to design the body, turret and powertrain of the tank separately using the fitting UI. In game, it takes three players to call in a HAV, with each player selecting one of the components. That way you'd have dedicated drivers, gunners and commanders. I agree with this idea, but would simplify it for this game by making the HAV take 2 people to operate effectively - a Pilot and a Gunner. It would bring it in line with the other vehicles in this game ... LAV has driver and needs to switch seats or have gunner if he wants weapon to operate Dropship has Pilot and needs doorgunners if he wants weapons to operate Asslt Dropship has pilot with SMALL turret and needs doorgunners if he wants turrets to operate
HAV should have Pilot with SMALL turret and need to switch seats or have Gunner for Main turret to operate
All these vehicles Pilots should get Vehicle assist points for damage done by their gunners.
nothing to see here ... move along
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Jason Pearson
3383
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Posted - 2013.12.15 00:08:00 -
[12] - Quote
stlcarlos989 wrote:Since tankers want to it to take a coordinated 3-man team of AV to take destroy their tank, Then it should take a coordinated 3-man team to operate a tank to its fullest potential. Real world tanks usually have 4 man crews consisting of commander, driver, gunner, and loader.
1) Give tanks 3 seats, driver seat, gunner seat, loader and the person in each seat only has control over their task. 2) The driver can kick anyone out if he so chooses. 3) Tanks can be operated by one person but he has to switch seats to change between driving, gunning, and reloading 4) Passive skills that give the gunner increased turret speed or damage, loader skills to reduce reload time or give extra ammo. 5) Make tanks expensive and require the combined effort of 3 AV players or another 3-man tank crew to destroy.
Tanks have be expensive, very difficult to destroy, and difficult to operate alone
OR
Tanks can be cheap, easy to destroy, and easy to operate
Currently tankers have the best of both worlds which is way 1.7 is TANK 514.
1) No.
Which defeats the entire point of the post for me. Stop trying to nerf the ******* tank, and look at giving options to AVers that stop Tanks from running, this Wave of opportunity idea from Wolfman is brilliant.
King of the Forums // Vehicle Specialist for Hire
Laugh at the idiots crying about four BPOs being removed erryday, lul
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Commander Tzu
L.O.T.I.S. Public Disorder.
75
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Posted - 2013.12.15 00:20:00 -
[13] - Quote
Atiim wrote:Kane Fyea wrote:Inb4 tankers tell you to get gud. The sad part about that is how this would imply that operating an HAV requires any skill to begin with.
How'd you like that 80GJ Neutron Blaster to the face last night? Anyway, are you trying to imply that pre 1.7 you had skill because you could spam a lock on weapon that had a range of 80% of the map and did 1800dps? Besides, the real AV in 1.7 is the forge gun, proto forger vs proto tank can take out half or more of a shield tanks shields before the hardeners go up. Against an armor tank it can out damage the repair rate even through the hardener.
Best way to balance tanks right now is change how the injectors work, instead of bonus to top speed just make it a bonus to acceleration. |
ALT2 acc
The dyst0pian Corporation Zero-Day
27
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Posted - 2013.12.15 00:28:00 -
[14] - Quote
eve ships are used by 1 person next but give wp for vehicle damage and increase swarms damage by 20 |
knight of 6
SVER True Blood Public Disorder.
841
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Posted - 2013.12.15 00:42:00 -
[15] - Quote
I WANNA BE A RELOADER THAT SOUNDS LIKE THE MOST FUN JOB EV4R!!!11!!!!
seriously? reloader? you press one button... autoloaders have been around since WW2, the soviet ones may have loaded the gunners arm on occasion but they did exist. if you are going to use the completely invalid IRL argument than do it right and do you research.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Atiim
Living Like Larry Schwag
2047
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Posted - 2013.12.15 00:58:00 -
[16] - Quote
Commander Tzu wrote:Atiim wrote:Kane Fyea wrote:Inb4 tankers tell you to get gud. The sad part about that is how this would imply that operating an HAV requires any skill to begin with. How'd you like that 80GJ Neutron Blaster to the face last night? Anyway, are you trying to imply that pre 1.7 you had skill because you could spam a lock on weapon that had a range of 80% of the map and did 1800dps? Besides, the real AV in 1.7 is the forge gun, proto forger vs proto tank can take out half or more of a shield tanks shields before the hardeners go up. Against an armor tank it can out damage the repair rate even through the hardener. Best way to balance tanks right now is change how the injectors work, instead of bonus to top speed just make it a bonus to acceleration. Yep you killed someone with a blaster who had 31HP left. Nice Job. Now please excuse me while I go brag about how I killed a Scout with nothing but an Assault Rifle and a Focused Scanner
Pre 1.7 the furthest kill I've ever gotten with an SL was 180m, so yeah I am implying that people who didn't abuse them had skill. (Similar to redline/non-redline snipers)
And that's nice. Now what about SLs? Why are MLT HAVs (even HAVs in general) better at AV than AV?
Also, I assume that your another person who tickled their willy instead of turning your hardners on pre 1.7. If you didn't, then one guy with PRO AV wouldn't be a problem. (Bar the Gatsun's, that was insane)
DUST 514 just went full COD.
Never go full COD.
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
522
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Posted - 2013.12.15 01:02:00 -
[17] - Quote
stlcarlos989 wrote:Since tankers want to it to take a coordinated 3-man team of AV to take destroy their tank, Then it should take a coordinated 3-man team to operate a tank to its fullest potential. Real world tanks usually have 4 man crews consisting of commander, driver, gunner, and loader.
1) Give tanks 3 seats, driver seat, gunner seat, loader and the person in each seat only has control over their task. 2) The driver can kick anyone out if he so chooses. 3) Tanks can be operated by one person but he has to switch seats to change between driving, gunning, and reloading 4) Passive skills that give the gunner increased turret speed or damage, loader skills to reduce reload time or give extra ammo. 5) Make tanks expensive and require the combined effort of 3 AV players or another 3-man tank crew to destroy.
Tanks have be expensive, very difficult to destroy, and difficult to operate alone
OR
Tanks can be cheap, easy to destroy, and easy to operate
Currently tankers have the best of both worlds which is way 1.7 is TANK 514.
Awful idea...
Sagaris lover!!!
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