Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
bastille123
Sardaukar Merc Guild General Tso's Alliance
0
|
Posted - 2013.12.15 09:38:00 -
[1] - Quote
Hello CCP i dont know if you guys are going to see this idea but ill give it a try anyways
So far with this update im having a lot of fun with the new tanks and weapons but there is one problem that we all have with this update (aside from the bugs), the tank spam , now before you guys start thinking the same things (by this i mean nerfing them ) i think i found a good fix that will make both infantry and tankers Happy but first let point out the problems
1. Sometimes tanks just butt in too much in infantry firefights (i mean they ruin the good fights by just driving in the middle of both team ) , the thing is that is not really too much of a problem when is one tank but the easy spam of these makes it really hard to deal with .
2. Av is not properly rewarded for chasing and/or killing tank but i trust that you guys are gonna put back WP for damaging HAVS
3. The tank spam Sometimes can be unstopable (you kill a HAV that took a lot of your time but all the effort is pointless beacuse another tank just came in to the replace the one you just killed this kills the motivation of av to even try to fight back.
Solution : instead of reducing the HAVS overrall performance we should limit them in how many they can fielded but in a better way:
1. Tanks should not be able to deploy on ambush.
2. The max numbers of tanks on the field should be 3 but here is twist if the map size is small the limit should 1 tank per team, if the map is mid sized ,2 tanks per team , and large or the biggest maps 3 per team , why? Beacuse it will make both roles more friendly to each other (by this i mean that infantry based maps will have less trouble dealing with a tank beacuse they only have to focus 1 with the help of their tank same goes for the other team, with this infantry will actually see the HAVS on their team as a valuable asset intead of being an anoying pair of treads, ((you will see why later on )) in the big maps tanks will have more impact as they have the option to transport some allys to the objetives or be a supressing force againts enemy transports that need to cover lots of terrain).
3. HAV resquest timers : another thing that needs the game to stop the spam is a timer on HAVs ( the idea is that if your team loses a tank, your team connot call in another tank for 3 or 5 minutes ((idk you decide on what should be the timer)) that means that if your team lost a tank in a small map you are vulnerable to get pushed and probably lose the objectibe in that period of time).
Sorry for the bad english if anything (still learnig how write)
Give it a like or keep this tread alive until CCP see this if you like the idea :).
I wont be able to bump the tread sadly :(
My goal is to make the enemy rage in any way possible
|
Ulysses Knapse
duna corp
745
|
Posted - 2013.12.15 09:40:00 -
[2] - Quote
This doesn't solve the problem, it only makes it less noticeable.
Humanity is the personification of change.
|
Needless Sacermendor
Red Fox Brigade
615
|
Posted - 2013.12.15 09:56:00 -
[3] - Quote
Ulysses Knapse wrote:This doesn't solve the problem, it only makes it less noticeable. Never the less it's a good idea that we've suggested since closed beta and now would be a good time to implement it.
HAVs want to be a dominant force but with the way current vehicle limits work they will just be spammed by everyone.
What I suggested a very long time ago was limits per type of vehicle ... so as bastille says, 1-3 HAVs depending on map size along with say 2-4 dropships and 3-5 or maybe 4-6 LAVs
Yes there are still some other balancing factors to be considered so the ones that are deployed are actually vulnerable for a reasonable amount of time, but this has always been a good way to reduce vehicle spam. |
Korvin Lomont
United Pwnage Service RISE of LEGION
354
|
Posted - 2013.12.15 12:11:00 -
[4] - Quote
Well CCP should do what they said, they said tanks would be vulnerable once modules are in cooldown. But lets face is they are not there is no drawback to use modules like hardeners if you are in cool down you are just as good as before or in better condition you can use other modules (like another hardener or nitro) to overcome the "weakness" of having no moules active.
CCP should implement some drawbacks to moduleactivation eg: Disable all other modules while one module is active or in cooldown or Reduce turret rof,turret speed, tankspeed by 25% and module efficacy by 50% during cooldown or Make tanks immobile during cooldown
By one of this tanks would be vulnerable during cooldown and moduleactivation would be more tactical. |
Jack McReady
DUST University Ivy League
936
|
Posted - 2013.12.15 12:21:00 -
[5] - Quote
spamming is not the problem, easy access to vehicles is actually a good thing it is just not done well.
the problem is that the scaling and risk vs. reward is off. for a 100k isk tank fit with zero sp + starter suit I get a setup that is more effective than any proto suit on the field which costs alot more and requires alot of SP to field.
the next issue is that the cooldown downside is not a big deal, tanks are fast to get out if required even without the nitro bug.
and the last problem is that the most effective way to deal with tanks is another tank or remote explosives. forges are okay but not as good as tanks and remotes and having SP in swarms feels like a waste now. |
Monkey MAC
Lost Millennium
1220
|
Posted - 2013.12.15 12:28:00 -
[6] - Quote
Jack McReady wrote:spamming is not the problem, easy access to vehicles is actually a good thing it is just not done well.
the problem is that the scaling and risk vs. reward is off. for a 100k isk tank fit with zero sp + starter suit I get a setup that is more effective than any proto suit on the field which costs alot more and requires alot of SP to field.
the next issue is that the cooldown downside is not a big deal, tanks are fast to get out if required even without the nitro bug.
and the last problem is that the most effective way to deal with tanks is another tank or remote explosives. forges are okay but not as good as tanks and remotes and having SP in swarms feels like a waste now.
Prescisely, having lots of tanks isn't a bad thing, its just the whole way to get rid of tanks revolves around the Tanker having an Iq of 1, or another Tank.
We need ways to catch Tankers out, things like webifiers which slow them to a ridiculous crawl, dilation grenades that slow down the rate of fire, lower speed, and decrease active time on hardners!
We need e-war that will cause guns to overheat or forcibily reload, we need e-war that disables drive train or forces all 'ON' active modules to cooldown. We need vehicles that can attack tanks from a different plain of battle, we need Gunships or Bombers that will allow us to push the advantage from elsewhere!
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Needless Sacermendor
Red Fox Brigade
615
|
Posted - 2013.12.16 13:12:00 -
[7] - Quote
Monkey MAC wrote:We need ways to catch Tankers out, things like webifiers which slow them to a ridiculous crawl, dilation grenades that slow down the rate of fire, lower speed, and decrease active time on hardners!
We need e-war that will cause guns to overheat or forcibily reload, we need e-war that disables drive train or forces all 'ON' active modules to cooldown. We need vehicles that can attack tanks from a different plain of battle, we need Gunships or Bombers that will allow us to push the advantage from elsewhere! Gimme an armoured MAV with a medium 'fly by wire' or laser guided anti tank missile turret :-) ... and a new equipment module for infantry to 'paint' targets so the fly by wire switches to lazer guided. |
Takahiro Kashuken
Red Star. EoN.
1940
|
Posted - 2013.12.16 13:16:00 -
[8] - Quote
So whoever spawns 1st can call in a tank and thats it for the entire team?
lolno
Such a bad idea
I noticed when protobears were around stomping on everyone no one said 'lets limits infantry so only 1 player can use proto gear and everyone has to use militia' |
|
|
|
Pages: 1 :: [one page] |