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Seymor Krelborn
DUST University Ivy League
1499
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Posted - 2013.12.15 00:28:00 -
[1] - Quote
1. Greatly reduce the over all effectiveness of militia vehicles (if we had some type of training grounds to effectively test our gear this would be the perfect place, and reason to use a militia tank. we could decide here whether or not to dump sp into vehicles) but keep their price the same.
2. Mastery of tanks must be SP intensive. A standard tank should make short work of a militia tank, as a proto tank should of a standard tank. all tanks (but militia) should make short work of a merc
3. I believe infantry should work together to take out a tank, but a skilled (by skilled I mean pro) proto swarm or forge gunner should be able to take out a standard tank ( and 1 shot a militia). Other than that exception it should take at least 3 highly skilled AVers to compete with a highly skilled tank.
4.To really give vehicles their rightful place as a superior force on the field add the pilot suit with its own skill tree to give mercs bonuses for the vehicle of their choice. a merc with 40-60 mil sp invested in a vehicle and pilot suit (and pro) should be able to handle 1/2 a team on their own....
5.this wont help with the spam but it should just be on a vehicle... give them structure ( by this I mean a hull for non eve players... look it up)
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Seymor Krelborn
DUST University Ivy League
1499
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Posted - 2013.12.15 00:40:00 -
[2] - Quote
Arkena Wyrnspire wrote:All of these changes are just designed to make solo god machines for vets whilst completely screwing over new players.
Despite the overwhelming tank spam at the moment, I like the cheap tanks because new players can actually use them.
Also, why should it take multiple AV to take out a tank? There's nothing justifying that. It's not the cost - the AV fits total cost a comparable amount. It's not the SP - the AV invest a comparable amount. And it's not the battlefield versatility - a tank is far more versatile than a swarm launcher.
it follows a basic eve model. im looking at a tank like a battleship in eve. and an AVer like a frig. I see three AVers as a battllecruiser.
it should take time, or as you put it being a vet to get into the most powerful machines on the field. that makes it rewarding.
and anyone can still drive a tank. and learn in a tank as they put sp into it, they just cant dominate in them without a time investment and effort to skill in them.
why should a 0 sp merc be able to go 20 and 0 in a militia tank?
a tank and a a swarm launcher are not comparable on versatility... however a tank turret and a swarm launcher are... the tank is more comparable to the dropsuit...
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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Seymor Krelborn
DUST University Ivy League
1499
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Posted - 2013.12.15 00:41:00 -
[3] - Quote
Cosgar wrote:This goes entirely against the accessibility that tanks have right now.
and that would fix tank spam.... do ya get it??? huh? do ya?
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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Seymor Krelborn
DUST University Ivy League
1499
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Posted - 2013.12.15 00:43:00 -
[4] - Quote
Slag Emberforge wrote:Seymor Krelborn wrote:1. Greatly reduce the over all effectiveness of militia vehicles (if we had some type of training grounds to effectively test our gear this would be the perfect place, and reason to use a militia tank. we could decide here whether or not to dump sp into vehicles) but keep their price the same.
2. Mastery of tanks must be SP intensive. A standard tank should make short work of a militia tank, as a proto tank should of a standard tank. all tanks (but militia) should make short work of a merc
3. I believe infantry should work together to take out a tank, but a skilled (by skilled I mean pro) proto swarm or forge gunner should be able to take out a standard tank ( and 1 shot a militia). Other than that exception it should take at least 3 highly skilled AVers to compete with a highly skilled tank.
4.To really give vehicles their rightful place as a superior force on the field add the pilot suit with its own skill tree to give mercs bonuses for the vehicle of their choice. a merc with 40-60 mil sp invested in a vehicle and pilot suit (and pro) should be able to handle 1/2 a team on their own....
5.this wont help with the spam but it should just be on a vehicle... give them structure ( by this I mean a hull for non eve players... look it up) 1. Not a terrible idea to make modules and what not harder to get, not "greatly reduce" 10% per tier same as everywhere else. It should take a chunk of SP to fit your vehicle properly, not necessarily fit the same thing and just have it suck. That's kind of counterintuitive. 2.Standard suits have an advantage over militia but not exactly "short work" Same should apply to tanks. 3. No, breaks balance by creating an artificial player count advantage, how many times does this freaking need to be spelled out. This boils down to; whoever fields the most tanks wins. Idiotic notion. 4. You are clearly deranged, please see a medically professional. Also see #3. 5. It will in fact make all PC all professional games tank spammers, please go play tank 514.
sorry you lost me at 2....
after that you started to slur your speech and I couldn't make out a word through that thick accent.
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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Seymor Krelborn
DUST University Ivy League
1499
|
Posted - 2013.12.15 01:45:00 -
[5] - Quote
hgghyujh wrote:Seymor Krelborn wrote:Arkena Wyrnspire wrote:All of these changes are just designed to make solo god machines for vets whilst completely screwing over new players.
Despite the overwhelming tank spam at the moment, I like the cheap tanks because new players can actually use them.
Also, why should it take multiple AV to take out a tank? There's nothing justifying that. It's not the cost - the AV fits total cost a comparable amount. It's not the SP - the AV invest a comparable amount. And it's not the battlefield versatility - a tank is far more versatile than a swarm launcher. it follows a basic eve model. im looking at a tank like a battleship in eve. and an AVer like a frig. I see three AVers as a battllecruiser. it should take time, or as you put it being a vet to get into the most powerful machines on the field. that makes it rewarding. and anyone can still drive a tank. and learn in a tank as they put sp into it, they just cant dominate in them without a time investment and effort to skill in them. why should a 0 sp merc be able to go 20 and 0 in a militia tank? a tank and a a swarm launcher are not comparable on versatility... however a tank turret and a swarm launcher are... the tank is more comparable to the dropsuit... high time investment doesn't guarantee victory in eve, fact a 10 yo care bear in eve will still get his ass kicked by a month old player that went right into PVP. tanks are perfect right now they offer a real advantage to pilots that have skilled into then with out taking out the difference that actual player skill can make. Seriously all this would do is worsen spam because the only guys who could spam would be unstoppable death machines. I mean tanks are flavor of the week right now, you either offer an accessible way to counter them or you get proto stomps......with tanks, I mean how much more proto stomping do we want in this game. so no the current tanks spam is perfectly acceptable and will die down of its own volition once every one is tired of their shiny new toys.
sorry to disagree with you... I never said high time investment guaranteed anything....I said that should be a component of successful tanking.
tanks offer to much advantage to pilots who have NOT skilled into them right now, so no they are not perfect.
the amount of players who could drive death machines are few so no there would not be more spam, and if we had proper AV they could still be countered without having to get in a tank.
and no its not acceptable and no it wont die down on its own, it needs changing.
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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Seymor Krelborn
DUST University Ivy League
1501
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Posted - 2013.12.15 02:05:00 -
[6] - Quote
Cosgar wrote:Seymor Krelborn wrote:Cosgar wrote:This goes entirely against the accessibility that tanks have right now. and that would fix tank spam.... do ya get it??? huh? do ya? I get that everyone is on the verge of tearing their ACL from knee jerk reactions. But I'll humor you: 1. Greatly reduce the over all effectiveness of militia vehicles (if we had some type of training grounds to effectively test our gear this would be the perfect place, and reason to use a militia tank. we could decide here whether or not to dump sp into vehicles) but keep their price the same.The way tank vs tank combat is re-balanced, it's about skill > SP/gear. Fitting still matter, but you can't spreadsheet someone to death if you have 5-10 million SP over your opponent. It was like that in the past, and tanking was niche at best. Now everyone can tank and the combat is ******* intense, whether it's a soma, maddy, gunlogi or sica. Neckbeard tankers should actually be crying about this more than infantry. 2. Mastery of tanks must be SP intensive. A standard tank should make short work of a militia tank, as a proto tank should of a standard tank. all tanks (but militia) should make short work of a mercAgain, see above. The name of the game is accessability. Having all tanks available in one skill might change however once Minmatar and Amarr vehicle/turrets come out. I think CCP is more in a data collection mode right now. 3. I believe infantry should work together to take out a tank, but a skilled (by skilled I mean pro) proto swarm or forge gunner should be able to take out a standard tank ( and 1 shot a militia). Other than that exception it should take at least 3 highly skilled AVers to compete with a highly skilled tank.You can two/three shot a tank with its modules down. What's the difference? Also, all we have are standard tanks. AV is most likely scaled with that in mind for the time being. One skilled AVer can actually solo a tank, (when its modules are down) You have to actually work for it now. I think you just need to harden the **** up. Also, 2-3 guys with (standard) packed AV grenades will **** a tanker's day up- and they're still linked in the grenade skill. 4.To really give vehicles their rightful place as a superior force on the field add the pilot suit with its own skill tree to give mercs bonuses for the vehicle of their choice. a merc with 40-60 mil sp invested in a vehicle and pilot suit (and pro) should be able to handle 1/2 a team on their own....Refer back to 1 and 2. You shouldn't need an extra suit to make piloting viable, just more customizable. Pilot suits will probable be more of an advantage than a requirement. 5. this wont help with the spam but it should just be on a vehicle... give them structure ( by this I mean a hull for non eve players... look it up)So you want to give HAV that you're complaining about a 3rd HP bar? Think about that for a second.
you come at me like because I don't like the tank spam that I just want to nerf tanks and make them impossible to be effective. youre mistaken.
I think they should be powerful but that power should come with investment in both sp and practice.
I disagree that the name of the game is accessability, I think the name of the new eden game universe is, with time and risk comes reward...maybe.
CCP's problem is they keep trying to re balance an unfinished product and it seems most of the community makes this mistake as well....
if we had training grounds, pilot suits, AN INTIGRATED PLAYER MARKET, a full range of racial gear.... ccp would probably make wiser decisions and the community wouldn't be so bitter or coming to false conclusions based of incomplete data.
my fix not only would stop tank spam it would also add valuable and needed content.
CCp's newest joke, making setting off your own remote explosives in FW FF... awesome job ccp.
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