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Molon Labe. General Tso's Alliance
0
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Posted - 2014.02.20 12:52:00 -
[31] - Quote
I run fluxes on all my SL fits, 2 c7 flux grenades and a volley from SL usually kills a shield tank. 1 c7 flux grenades and 2 SL volleys kills armour, this is provided you can get position and time it right so no modules are running |
Echo 1991
WarRavens League of Infamy
53
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Posted - 2014.02.20 13:02:00 -
[32] - Quote
Takahiro Kashuken wrote:OP is an AV player at least
Unlike 99% of AV players he isnt an idiot and knows when to attack a tank and when not too
According to OP the problem is both the militia tanks and the AV nerf
The militia tanks are actually good to use now, if anyone wants to train up vehicles militia is now a good place to start and is useful and effective too with the ability to take out proper tanks provided you get the drop
This is very similiar to the BPO infantry suits which can also drop a protobear if you get the drop on them
But is the problem with swarms? pre 1.7 they solo'd everything with ease from 400m away, not anymore they dont but they are still effective if you do play smart
Speed is also a factor, tanks move quickly now even without the bug so maybe CCP may add in webs to slow the tank down and ambush the ******
Maybe EWAR maybe added
Tanks were not supposed to be impervious to being destroyed when hardeners are up. It was just supposed to make it harder not impossible. and rather than adding webs they should just slow the tanks down. it wont take as long to do and the speed can come back when webs are introduced. |
Echo 1991
WarRavens League of Infamy
53
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Posted - 2014.02.20 13:04:00 -
[33] - Quote
Fox Gaden wrote:DUST Fiend wrote:A huge part of the balance issue right now is militia tanks. Under no circumstances should a virtually free militia tank with no SP invested function even remotely close to a standard tank with a healthy amount of SP invested. They should be paper thin test run machines that give you a feel for tanking, but will be roasted by prototype AV.
Right now, free militia tanks shrug off plenty of prototype AV. I'm fine with standard, SP invested tanks doing that. Free tanks for all? Not nearly as much. The difference should be similar to the difference between militia dropsuits and standard dropsuits. I think the bigger difference should come from the skill point investment. I donGÇÖt have a problem with a dedicated tanker ripping it up in a melita tank, but as you say it is a real problem when people with no skill points invested in vehicles can dominate in tanks. I have not looked at the vehicle tree. Can someone post up the significant skills that should make a dedicated tanker better than a no skill tanker? I assume there are base armour and shield skills. How much better are the Complex modules over the Melita modules? Is the gap between militia and Proto wide enough? There are no skills that increase base tank stats like shield and armour, just skills that reduce PG and CPU costs and cool downs on modules. Also the difference between militia and complex is fitting requirements and cooldown time, not sure about duration. |
Takahiro Kashuken
Red Star. EoN.
2644
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Posted - 2014.02.20 13:25:00 -
[34] - Quote
Echo 1991 wrote:Takahiro Kashuken wrote:OP is an AV player at least
Unlike 99% of AV players he isnt an idiot and knows when to attack a tank and when not too
According to OP the problem is both the militia tanks and the AV nerf
The militia tanks are actually good to use now, if anyone wants to train up vehicles militia is now a good place to start and is useful and effective too with the ability to take out proper tanks provided you get the drop
This is very similiar to the BPO infantry suits which can also drop a protobear if you get the drop on them
But is the problem with swarms? pre 1.7 they solo'd everything with ease from 400m away, not anymore they dont but they are still effective if you do play smart
Speed is also a factor, tanks move quickly now even without the bug so maybe CCP may add in webs to slow the tank down and ambush the ******
Maybe EWAR maybe added Tanks were not supposed to be impervious to being destroyed when hardeners are up. It was just supposed to make it harder not impossible. and rather than adding webs they should just slow the tanks down. it wont take as long to do and the speed can come back when webs are introduced.
Yea but when hardeners are down we are made of glass
Vehicles now have polar opposites, we are very strong or very weak and have no middle ground
In EVE you can have active hardeners and passive hardeners which have reduced resistance, also alot more mods and skills which should have been for vehicles in DUST everything was already done in EVE just bring it down
Intelligence is OP
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Aaroniero d'Lioncourt
0uter.Heaven
395
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Posted - 2014.02.20 13:29:00 -
[35] - Quote
You should do this more often Fox, like an episode or something.
You have better things to talk about and insights than "Let's talk Dust" threads.
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Eberk Baldek
Tech Guard RISE of LEGION
24
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Posted - 2014.02.20 14:57:00 -
[36] - Quote
There have been tons of posts about how underpowered the Swarm Launchers are now. It's obvious. Why hasn't CCP done anything about it? |
DEATH DEALER 1975
KILL-EM-QUICK RISE of LEGION
13
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Posted - 2014.02.20 15:09:00 -
[37] - Quote
Fox Gaden wrote:I am Fox Gaden. You may know me as the author of Fox Guide: Swarm Launcher, Unleashing the Swarm. Dedicated tankers may remember me as the Swarm Launcher specialist that posted in many of their threads in prior to 1.7 to say that yes indeed, the Swarm Launcher was OP. Well, it is not OP now! I think the current state of Vehicle vs AV balance can best be illustrated by noting the number of players who donGÇÖt have a single point into Vehicles skills and no experience in tanking, who are achieving great success with Militia tanks. This strongly suggests that things are out of balance, with AV being too weak. I spent the weekend testing the Proto Swarm Launcher to confirm these suspicion. Now, before I go into my findings I want to make one thing clear. I was not wasting ammo on shiny tanks. When a tank activated its cool-downs I would wait them out, and attack when their cool-downs were on cool-down. So you can just assume for the rest of this post that unless I say otherwise, I am not talking bout tanks with their active modules on. While I did get some tank kills, and a lot of kill assists, this was largely due to the large number of infantry running AV and the large number of friendly tanks. I went into a match with two other Swarm Launchers in my squad and we spent the entire match chasing tanks and did not get a single tank kill. However, when 5 enemy tanks congregated around a single objective in another match all the infantry they killed spawned back in with AV fits. 5 or 6 infantry AV were able to take down 5 tanks fairly quickly by focus firing, but many of the AV infantry died multiple times during the engagement, and this took a third of our team away from doing infantry work. I was not counting on the Swarm Launcher alone. I was also getting in close whenever I could to flux the shields off and/or strap remote explosives to the tank, so that when my Swarms hit, there would be a bit more punch. While these methods seemed workable, they did not do enough to overcome the weakness of the Swarm Launcher. I think HAVGÇÖs are in a good spot right now. I think the balance should be achieved by buffing the Swarm Launcher. I donGÇÖt want the Swarm Launcher to be OP again as it was before 1.7, but it needs to be powerful enough to cull the herd of tanks and pick off the inept and the unskilled. Swarm missile damage should be buffed from 220 to 250 per missile (down from 330 in 1.6). Swarm Luncher lock range should be buffed from 175m to 200m (down from 400m in 1.6).I think that this would still leave the Swarm Launcher underpowered, but it is better to take a small step and then reevaluate, than to take too big a step and end up back were we were in 1.6. I donGÇÖt have the skill with the Forge Gun or the experience with AV grenades to be able to evaluate them.
As a Tanker this sounds reasonable and thank you for your effort and business like approach to a touchy subject. |
Fox Gaden
Immortal Guides
2547
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Posted - 2014.02.20 15:31:00 -
[38] - Quote
Echo 1991 wrote:Fox Gaden wrote:DUST Fiend wrote:A huge part of the balance issue right now is militia tanks. Under no circumstances should a virtually free militia tank with no SP invested function even remotely close to a standard tank with a healthy amount of SP invested. They should be paper thin test run machines that give you a feel for tanking, but will be roasted by prototype AV.
Right now, free militia tanks shrug off plenty of prototype AV. I'm fine with standard, SP invested tanks doing that. Free tanks for all? Not nearly as much. The difference should be similar to the difference between militia dropsuits and standard dropsuits. I think the bigger difference should come from the skill point investment. I donGÇÖt have a problem with a dedicated tanker ripping it up in a melita tank, but as you say it is a real problem when people with no skill points invested in vehicles can dominate in tanks. I have not looked at the vehicle tree. Can someone post up the significant skills that should make a dedicated tanker better than a no skill tanker? I assume there are base armour and shield skills. How much better are the Complex modules over the Melita modules? Is the gap between militia and Proto wide enough? There are no skills that increase base tank stats like shield and armour, just skills that reduce PG and CPU costs and cool downs on modules. Also the difference between militia and complex is fitting requirements and cooldown time, not sure about duration. Their was in 1.6. Before 1.7 having Shield and Armour skills maxed gave you an additional 25% base health. They should nerf all vehicle base health by 25% and bring back those skill bonuses. That would not effect dedicated pilots at all, but would make vehicles a lot weaker for people who are not skilled into them.
Fox Gaden: DUST Wall of Fame, 2014
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Suanar Daranaus
Seykal Expeditionary Group Minmatar Republic
159
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Posted - 2014.02.20 15:37:00 -
[39] - Quote
LudiKure ninda wrote:1.6 swarms where deadly in any hands... but now they are strong ONLY in right hands...
Strong yes, Deadly, NO t so much. |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
685
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Posted - 2014.02.20 16:29:00 -
[40] - Quote
im not having much trouble with mlt vehicles. the real trouble is with std tanks when using av for me.
ive managed to take down most mlt tanks fairly easy so far with my unspecced extremely cheap av fit.
ive taken to using glass cannons to combat std tanks as they seem to be the main vehicle to use the most active modules. as most mlt vehicles i see go for a more passive tanking approach. thus how they r fairly easy to destroy for me.
only gets troublesome in the mass amounts although. i am now contested with thoughts in the tanking/av areas. so im kinda caring about both sides since i am av and both tanker. along with alot of other stuff. i just specced into core skills and such and such. so im more of a jack of all trades master of none player. except for scouts and sniping..i dont like to do that sneaky stuff and prefer my guns blazing method.
anyways yesterdays gameplay normally ended up in a streak of defeats. do to corps like fatal absolution and others being matched up against on the other team. so the teams i were on got redlined in the beginning during those pubmatches extremely fast. and from what i can tell i dont see hardly any mlt blueberries spamming tanks vehicles and such. mainly just the proto bears. which has normally been forcing me to bring out glass cannons just to counter. as i normally run around on the ground until i reach an area too tough for infantry to break through without losing a crap ton of clones. thats normally when i bring out a vehicle.
what ive seen been going on so far yesterday is that the main abusers of these vehicles are not actually the mlt bluedots.
it seems to be more madrugar or gunlogi spam than anything else. the ones that can actually make their vehicle perma hardened.
a few tweaks and changes do need to be made in general to help further balance. im weary of a damage buff to av as it puts glass cannons at an even further disadvantage than they are now.
i think changing some of those active modules on how they function could hopefully further balance for vehicles and possibly av.
currently on how ive managed to solo tanks with my unspecced swarms normally involves placing myself some where the tank will have trouble escaping me from. such as a low to the ground structure which gives a good enough field of fire where the tank wont be able to run from. if i get a tank low on hp close to killing it with one more round of swarms ill chase it for a few seconds getting the last round off. and normally get the kill. if it escapes ill let it go and get back into position. ive been pretty successful so far with my tactics.
the changes ive suggested for hardeners in such is to remove the ability to cycle them. by making it to where if the player has 2 armor hardeners on a vehicle. activating one would activate the other at the same time.
they could also be given a side effect. to where these hardeners could slow down the vehicle when active.
i honestly think av it self is fine. but looking at swarms currently. i think raising base clipsize too 4 and 3 for mlt. and buffing base ammo capacity could be enough for swarms currently in combating vehicles.
i feel av and vehicles themselves are in a good place right now only needing some tweaking to balance them a bit more.
what seems to be throwing alot of the gameplay out of proportion is the way some of this stuff is being used by certain corps. thats what was going on in the murder taxi era and history seems to be repeating itself again. |
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Fox Gaden
Immortal Guides
2552
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Posted - 2014.02.20 16:43:00 -
[41] - Quote
I wrote the original post early in 1.7. The situation has changed somewhat since them. Some of the people spamming Militia tanks got tired of it and went back to playing Infantry, while the rest skilled into tanks and are now running Standard Tanks.
I agree that the bigger problem now is the perma hardening achieved by running multiple hardeners in sequence.
CLONE117 wrote:the changes ive suggested for hardeners in such is to remove the ability to cycle them. by making it to where if the player has 2 armor hardeners on a vehicle. activating one would activate the other at the same time.
they could also be given a side effect. to where these hardeners could slow down the vehicle when active. I like your suggested solution a lot better than the suggestion of only allowing 1 hardener to be equipped.
I had suggested a solution to the Hardener stacking issue, but the feedback I got on the idea was that it was too complicated.
Fox Gaden: DUST Wall of Fame, 2014
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XANDER KAG
Red Star. EoN.
576
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Posted - 2014.02.20 16:55:00 -
[42] - Quote
Behold what the fox says!
But seriously I agree on every point here. Nice post Fox.
Who says you can't kill in style?
When CCP plays Dust514
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Spkr4theDead
Red Star. EoN.
1851
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Posted - 2014.02.20 18:56:00 -
[43] - Quote
Echo 1991 wrote:Takahiro Kashuken wrote:OP is an AV player at least
Unlike 99% of AV players he isnt an idiot and knows when to attack a tank and when not too
According to OP the problem is both the militia tanks and the AV nerf
The militia tanks are actually good to use now, if anyone wants to train up vehicles militia is now a good place to start and is useful and effective too with the ability to take out proper tanks provided you get the drop
This is very similiar to the BPO infantry suits which can also drop a protobear if you get the drop on them
But is the problem with swarms? pre 1.7 they solo'd everything with ease from 400m away, not anymore they dont but they are still effective if you do play smart
Speed is also a factor, tanks move quickly now even without the bug so maybe CCP may add in webs to slow the tank down and ambush the ******
Maybe EWAR maybe added Tanks were not supposed to be impervious to being destroyed when hardeners are up. It was just supposed to make it harder not impossible. and rather than adding webs they should just slow the tanks down. it wont take as long to do and the speed can come back when webs are introduced. You're all still pissed you can't solo a tank with hardeners up.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Fox Gaden
Immortal Guides
2560
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Posted - 2014.02.20 19:09:00 -
[44] - Quote
Spkr4theDead wrote:You're all still pissed you can't solo a tank with hardeners up. Any 1.6 AVGÇÖer who would expect to be able to solo a tank with its hardeners up are likely 1.7 tankers by now.
Fox Gaden: DUST Wall of Fame, 2014
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Alternate Insano
SUICIDE SPITE SQUAD
112
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Posted - 2014.02.20 22:18:00 -
[45] - Quote
Second hand PS3: 0 dollars Copy of DUST 514: 0 dollars Listening to you douche canoes go on and on with your silly ideas about a game nobody (not even the devs) could care less about: PRICELESS!!
p.s.....You suck!
DUST 514 Super Scrub
Level 262 Forum Troll
Play, or play not. There is no balance.
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ROMULUS H3X
research lab
45
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Posted - 2014.02.20 23:03:00 -
[46] - Quote
Swarm launchers are light weapons.... I'm sure they need tweaking but I'm getting the impression that some of ya'll think they should be on the same level as Forge Guns...
Forge Guns are greatly effective even when there is just one on the field
Swarm Launchers should be effective when there is 2 or more on the field, Just they way it is..... I know you want to solo tanks in your light suits but if you are clearly the only Swarmer on your team you shouldn't expect much of your endeavors.
FORGE FACE!!!
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Rusty Shallows
1003
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Posted - 2014.02.20 23:30:00 -
[47] - Quote
DUST Fiend wrote:In addition to your proposed fixes, I believe that swarm launcher missiles need to move a bit faster, so that way they can actually hit dropships, and they can hit tanks before they disappear around a corner. When the Uprising 1.7 Nerfs were being passed out I naively thought the kittens were getting a flight speed boost as part of a rebalance. It made common sense. Silly me for trusting the Devs.
Here, have some candy and a Like. :-)
Forums > Game
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THUNDERGROOVE
ZionTCD
508
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Posted - 2014.02.20 23:52:00 -
[48] - Quote
I would have to completely agree. With less militia tanks on the field because they'd be less efficient at what they'd do I'd have less than 5 tanks to kill at any given time
People seem to be unable to get it through their dense heads that a militia tank with a pilot with no SP in vehicles should be as effective as a militia suit from a merc with no SP in infantry skills.
The real balancing factors would be to make skills actually take more effect into how your tank is.
Give them back fitting skills and make shield and armor skills effect your base HP all while cutting the militia tanks HP by 25% Make the turret proficiency a damage increase and nerf all turret damage by 10-25% (Depending on what the skill adds) Armor/Shield upgrades effect the percentage hardeners use.
My maxed core skills + prof 4 forge should kill a Soma with a pilot without SP in vehicles before he can kill me with a blaster hardener or not.
Director of ZionTCD
Amarr Logi | Amarr Sentinel | Amarr Scout (SoonGäó)
TDBS
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
44
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Posted - 2014.02.20 23:58:00 -
[49] - Quote
Takahiro Kashuken wrote:This is very similiar to the BPO infantry suits which can also drop a protobear if you get the drop on them
If they're afk, sure. |
THUNDERGROOVE
ZionTCD
508
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Posted - 2014.02.21 00:17:00 -
[50] - Quote
Hoover Damn wrote:Takahiro Kashuken wrote:This is very similiar to the BPO infantry suits which can also drop a protobear if you get the drop on them If they're afk, sure. You seem to forget the majority of the Dust playerbase are fairly incompetent.. I've seen people loose proto suits to the stupidest **** which could have easily been avoided had the person paid any attention at all.
Director of ZionTCD
Amarr Logi | Amarr Sentinel | Amarr Scout (SoonGäó)
TDBS
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Fox Gaden
Immortal Guides
2575
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Posted - 2014.02.21 11:32:00 -
[51] - Quote
Rusty Shallows wrote:DUST Fiend wrote:In addition to your proposed fixes, I believe that swarm launcher missiles need to move a bit faster, so that way they can actually hit dropships, and they can hit tanks before they disappear around a corner. When the Uprising 1.7 Nerfs were being passed out I naively thought the kittens were getting a flight speed boost as part of a rebalance. It made common sense. Silly me for trusting the Devs. Slow flight speed is one of the balancing factors with the Swarm Launcher. It helps the Swarm Launcher not be too powerful. Gives tanks a chance to get away. If you get rid of all the balancing factors, then there would be no grounds to argue for decent damage. This is why I was against the reduction to lock time back in 1.3.
Fox Gaden: DUST Wall of Fame, 2014
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Fox Gaden
Immortal Guides
2578
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Posted - 2014.02.21 13:26:00 -
[52] - Quote
ROMULUS H3X wrote:Swarm launchers are light weapons.... I'm sure they need tweaking but I'm getting the impression that some of ya'll think they should be on the same level as Forge Guns...
Forge Guns are greatly effective even when there is just one on the field
Swarm Launchers should be effective when there is 2 or more on the field, Just they way it is..... I know you want to solo tanks in your light suits but if you are clearly the only Swarmer on your team you shouldn't expect much of your endeavors. A 12% buff to Swarm Missile damage is not going to allow Swarmers to solo a tank unless the Tanker is completely incompetent. But it may be enough to make a tanker have to activate their hardeners, and it may be enough to allow a team of 3 Proto Swarmers to efficiently kill tanks.
I agree that Forge Guns are where they should be now. They only have issues with perma hardened tanks. Lets look at the balance considerations with the Forge Gun and the Swarm Launcher (I will underline the clear winner in each category.):
Forge Gun (Long range), Swarm Launcher (Medium range) Forge Gun (Charge time), Swarm Launcher (Lock time) Forge Gun (manual Aim), Swarm Launcher (Guided) (Does require manual tracking while locking.) Forge Gun (straight line of fire), Swarm Launcher (can turn to track targets*) Forge Gun (can miss), Swarm Launcher (Can hit terrain and not reach target.*) Forge Gun (Fast travel time), Swarm Launcher (Slow travel time) Forge Gun (Heavy Suit), Swarm Launcher (Any suit) Forge Gun (Some anti Infantry ability), Swarm Launcher (No anti Infantry ability)
*Swarm Missiles often impact on hills or buildings, resulting in some or all the missiles not reaching their target. A Tank that knows that Swarms are being fired at it can drive into a depression, over a hill, or behind a building/girders to dramatically reduce or even eliminate incoming Swarm damage.
I do think there is one missing component in Swarm Launcher balance. I believe that vehicle pilots should receive lock on warnings:
Yellow: GÇ£Locking, Locking, LockingGÇ¥ Orange: GÇ£Hostile LockGÇ¥ Red: GÇ£Missiles inbound!GÇ¥
Such an early warning system would make balancing Swarm Launchers far easier. It would allow Tank operators to take defensive actions.
I also think that Dropships should be equipped with counter measure, such as flairs.
Fox Gaden: DUST Wall of Fame, 2014
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