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Skihids
Bullet Cluster Legacy Rising
2569
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Posted - 2013.12.18 14:25:00 -
[61] - Quote
Something to consider:
Properly balanced, over time a tank is only as powerful as a single infantry unit. It is X times more powerful for 1/X amount of time. It packs a bunker busting strength to break through heavily defended objectives, but then must run away or be protected by others fr a longer period of time.
That's the new "waves of opportunity" philosophy.
That means we can have it both ways now. One AV player can solo a tank when it's in cool down, but it takes a coordinated effort when it's in power mode. |
Jason Pearson
3520
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Posted - 2013.12.18 14:34:00 -
[62] - Quote
BMSTUBBY wrote: I read it.
New toys like you described would be nice however those toys by themselves would only annoy the tank pilots and could be huge SP sinks for little to no gain.
What kind of WP gains are you going to hand out to the guy that just slowed the tank down but did not destroy it?
If it takes CCP removing all SP's from tanks and AV and making them ISK only to balance then so be it. TBH it is not that bad of an idea.
I understand that forcing you to have three persons in your tank is not fare but right now I run Logi and have invested no SP's in either tanks or AV so I am forced to hope that someone on my team is running AV or we are just screwed and even then lets say it is just on Proto AVer up against two tanks or even just one, the tanks still win 90% of the time.
Well unless it is just standard tanker someone like me who has no clue about tanking.
Would only annoy? Not quite sure on that, it would be a massive hindrance to be put in a position like that when trying to flee, using them would let you escape, would let you continue dealing damage without them running off, could stop them from assisting their team, could hit them just as a friendly tank rolls round and boom, poor stuck tank.
Of course, WP needs to be balanced and needs to go for everything that you do, continuous WP for a beam type thing (like a rep tool) up to a cap, wp for just stopping one with something that needs to be thrown, damage also needs to give WP, I don't really know what number, something like 25 for every 1000 damage dealt?
Thats down to your decision in not running something to combat a vehicle, we however invested our SP into something that you want to require 3 people, so SP would need to go because I doubt many people would stay if they were stuck with a useless class that REQUIRES 3 to even attempt to do something, it's different with AV, I got pushed back by a single forge gunner, if he was properly rewarded for his efforts then it'd be a whole different story,
Zerus Ni'Kator wrote: But Your forcing AV players through that route currently
If you can't solo vehicles with your SP investment because you don't have other AV friends on then all the SP invested in AV is useless
Which is why I'm asking for ewar, the possibility that a single player can bait, trap and kill a tank easier than now, but isn't a range/damage buff to their weapons so they just lolstomp tanks like before,
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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knight of 6
SVER True Blood Public Disorder.
852
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Posted - 2013.12.18 15:22:00 -
[63] - Quote
okay, I've been avoiding this post like the plague but I do have one question.
what does the reloader do? does he just sit there enjoying the view pressing one button on occasion? are you so desperate to make it 3 people instead of 2 that you made up a nonsense position that has no purpose just to shove another person in the tank?
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Monkey MAC
Lost Millennium
1256
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Posted - 2013.12.18 15:40:00 -
[64] - Quote
Skihids wrote:Something to consider:
Properly balanced, over time a tank is only as powerful as a single infantry unit. It is X times more powerful for 1/X amount of time. It packs a bunker busting strength to break through heavily defended objectives, but then must run away or be protected by others fr a longer period of time.
That's the new "waves of opportunity" philosophy.
That means we can have it both ways now. One AV player can solo a tank when it's in cool down, but it takes a coordinated effort when it's in power mode.
Yes but any tanker knows you shouldn't get caught with your pant's(hardeners) down! So instead you get a tanker who is X times more powerful, because when he isn't there he isn't effecting the battle!
Which doesn't work, because instead of having waves of opportunity, you end up like now, almost continous waves of hiding in a corner waiting for the big bad tank to leave!
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Dexter307
The Unholy Legion Of DarkStar
671
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Posted - 2013.12.18 15:41:00 -
[65] - Quote
Fizzer94 wrote:BMSTUBBY wrote:Yoma Carrim wrote:You sir were calling for a flame war with that title weren't you? Not really, why? Think about it. Pilots are saying it should take team work in order to destroy their tanks, right? Well all I am saying is that it should take team work to pilot a tank. In all honesty, you AV guys kind of deserve this after many months of completely dominating tanks into the ground. It should take 2-3 swarm launchers to down a tank, because using a swarm launcher is 2-3x easier than using a tank. That is balance. Is this a troll? I can use a militia tank with no prior experience with tanking in dust and go 20-0 AV is MUCH harder than using vehicles. |
Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 17:23:00 -
[66] - Quote
I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
278
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Posted - 2013.12.18 17:29:00 -
[67] - Quote
knight of 6 wrote:okay, I've been avoiding this post like the plague but I do have one question.
what does the reloader do? does he just sit there enjoying the view pressing one button on occasion? are you so desperate to make it 3 people instead of 2 that you made up a nonsense position that has no purpose just to shove another person in the tank?
A loader would be a bad solution as it is outdated even by todays standards, the best option for seat 3 if there is a need for one is commander who is essentially in charge of intel with access to scanners and defensive capabilities and is located in top small turret. There may not be a need for seat 3 but in my opinion this would be the most usefull one. The 2 seat option would be driver and main gunner which would now be a AV weapon in a ideal world. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
278
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Posted - 2013.12.18 17:34:00 -
[68] - Quote
Kuroiokami Tsukinaku wrote:I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down.
Ive seen this one come up a few time while i agree its a nice solution it does put crew tankers against solo tankers at a simular disadvantage to the current AV vrs V, in that it would be more effective for someone and 2 friends who wants to kill a tank to bring in 3 solo tanks and hit the crew tank with the main turrets AV, its just something to keep in mind i guess. |
knight of 6
SVER True Blood Public Disorder.
852
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Posted - 2013.12.18 17:37:00 -
[69] - Quote
Kuroiokami Tsukinaku wrote:I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down. I like this +1.
rate of fire nerf is a bit large and well doesn't make sense. my HAV is missing 2 people so it doesn't fire as quickly when all all of the projectiles come in magazines. perhaps a minor increase to reload time(like 2.5 seconds per person making 15 seconds solo 10 seconds occupied) would make more sense and be a better option?
also fitting small turrets is a burden on the tank, we are extremely tight on pg/cpu and that is the reason a lot of us myself included don't run smalls. however if you gave us a pg/cpu buff it could work, the advantages of smalls would have to out weigh the deficits though.
knight of 6 wrote:my tank has no small guns, it is largely due to PG constraints and given the opportunity I would probably put back the top gun and ditch the front gunners position.
I've gotten bad gunners over and over again and completely understand the motives of anyone who said bucket and removed all their smalls.
small gunners are really useful and yes I did cater to them when the situation presents it self. however neither gun is well placed on the tank.
the top gun can't track down far enough to to be useful in short to mid range combat and smalls are really bad at any range at all, so unless your target was above you(in which case it is likely that they are protected by a railing) it is essentially useless, another strike against the top gun is that is off center of the main turret rendering tracking with both simultaneously turrets nearly impossible.
the front gun is worse than the top gun, the front gun's only saving grace is that is substantially more accurate than the to gun due to the a fore mentioned placement issue. it's field of fire is horrendous and catering to it very often endangers the integrity of the tank. the full 360 movement ability of the main turret means that broadsiding your target is possible and if the situation arises you can pull transversal on any threat perpendicular to your tank often breaking line of sight. facing your enemy so that the front gunner can line up shots is preferable however if a threat arises the only means of escape is to eliminate the threat or reverse which never breaks line of sight and can't take advantage of transversal.
there is one situation where pulling forward into the enemy lines in a blitz is a viable option and in fact preferable to any other maneuver. in the case that you are facing enemy lines and parked, good squad leaders will often plant an orbital on the back end of the tank because allied infantry often use the tank for cover and many tankers first instinct is to full reverse out of danger and into their own lines. this gives the squad leader a 2 for 1 taking out the panicked driver who reversed further into the OB and his infantry support.
there is of course the human element of having gunners, I have had excellent gunners but more often than not I get very, very bad gunners. the guy AFKing in my top turret(the semi useful one), the impatient blueberry in the front gun firing very angrily at nothing in my front gun because I'm not lining up shots for him, as doing so would endanger the tank. the ******* shooting at blues for sport, the guy who refuses to leave so I can recall the tank. the guy who doesn't understand the basics of tanking and shoots at nothing giving my position to the whole wide world while I wait for favorable conditions to engage. the guy frantically switching seats trying to get the drivers seat(he's probably moving to fast to notice if he actually got it).
I've spent a lot of time tanking and gunning for other tankers, I hope that this helps the community at large understand the decisions we make with our machinery and why we do what we do how we do it.(say that last bit 5 times fast for extra fun!)
and I hope this post helps at least some people realize that while tanking may be EZmode now, good tankers put a lot of thought into when and how they move.
I posted this a while ago and it sums up the current issues with smalls. there is a lot that would need to happen to make smalls a good idea again but fixing these is a good start.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Canis Ferox
Ultramarine Corp
11
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Posted - 2013.12.18 17:42:00 -
[70] - Quote
CCP caved into pressure from lazy whining tankers grumbling that HAVs were too slow and too easy to kill. Fact is they only ever got killed when sat out in the frontline, in open ground, without infantry support and were too focused on getting their 30+ kills in a match to see the enemy who changed his fit so he could only kill tanks and not infantry, then painstakingly stalked across the map, unseen, to deliver 4-5 AV grenades and 2-3 swarm hits to finally cease the gimpoid's reign of terror.
That kind of dedication should be encouraged. The tanker is one man, the tank killer was one man. That was fair. Now it is not fair.
All we need to do is put a whole heap of counter pressure on CCP to nerf the **** out of tanks again and they will fold to popular demand like the fan-whores they are. So here's my contribution to the argument!...
Tanks are OP Tanks are OP Tanks are OP Tanks are too fast Tanks are too fast Tanks are too fast Tanks are OP Tanks are OP Tanks are OP Tank ROF should be nerfed Tank damage should be nerfed BUFF the AV grenade BUFF the swarm launcher ... Make Scouts strafe fast again! Provide a fresh call-girl each evening to hold Canis Ferox's balls whilst he plays Dust! - the people demand it. Viva La Republic! |
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Joel II X
Lo-Tech Solutions Ltd
338
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Posted - 2013.12.18 17:43:00 -
[71] - Quote
Arkena Wyrnspire wrote:No, tanks need a buff. They should properly be solo pubstomp machines and literally the only thing that should be able to take them out should be another tank. AV is terrible and a crutch and needs to be removed. It's a tank - therefore it should be nigh on invincible.
Also, tanks are still too expensive. A Madrugar can cost more than a proto dropsuit - that's ridiculous. Not sure is serious or... |
knight of 6
SVER True Blood Public Disorder.
852
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Posted - 2013.12.18 17:49:00 -
[72] - Quote
Joel II X wrote:Arkena Wyrnspire wrote:No, tanks need a buff. They should properly be solo pubstomp machines and literally the only thing that should be able to take them out should be another tank. AV is terrible and a crutch and needs to be removed. It's a tank - therefore it should be nigh on invincible.
Also, tanks are still too expensive. A Madrugar can cost more than a proto dropsuit - that's ridiculous. Not sure is serious or... troll
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 18:15:00 -
[73] - Quote
Ranger SnakeBlood wrote:Kuroiokami Tsukinaku wrote:I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down. Ive seen this one come up a few time while i agree its a nice solution it does put crew tankers against solo tankers at a simular disadvantage to the current AV vrs V, in that it would be more effective for someone and 2 friends who wants to kill a tank to bring in 3 solo tanks and hit the crew tank with the main turrets AV, its just something to keep in mind i guess. True that you could respond with more HAVs rather than fully crewing one. But that in turn puts 3 juicy targets that are ill prepaired for infantry AV. While I have the opinion that a crewed tank should be stronger than a single solo tank, it shouldn't be stronger than three solo tanks. |
Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S. Renegade Alliance
12
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Posted - 2013.12.18 18:32:00 -
[74] - Quote
knight of 6 wrote: I like this +1.
rate of fire nerf is a bit large and well doesn't make sense. my HAV is missing 2 people so it doesn't fire as quickly when all all of the projectiles come in magazines. perhaps a minor increase to reload time(like 2.5 seconds per person making 15 seconds solo 10 seconds occupied) would make more sense and be a better option?
also fitting small turrets is a burden on the tank, we are extremely tight on pg/cpu and that is the reason a lot of us myself included don't run smalls. however if you gave us a pg/cpu buff it could work, the advantages of smalls would have to out weigh the deficits though.
I posted this a while ago and it sums up the current issues with smalls. there is a lot that would need to happen to make smalls a good idea again but fixing these is a good start.
Content removed for space.
I am not as familiar with the new effects of reloading the main turret so I can't speak directly to your idea. But the overall inference should be that there be a detrement to solo tanking compared to crew tanking. I suggested the rate of fire due to it directly affecting the DPS, but not the capability to obtain OHK when shooting squishy stuff. So it would loose in a tank dual, but still kill single exposed soft targets. To me the more important detrement is the scan. Make it easier for solo tanks to be flanked or snuck up on.
And I agree about the current issues with small turrets. Every time I've manned them, I can't see what I need to see and my accuracy is dependent on how steady the driver makes the tank. I'd be happy if turrets had lead indicators to take vechile movement into account. And their pg/CPUcost should be small in my proposal. The goal is to get tanks to want turrets not trade a proto largeturret for two weak small turrets. |
taxi bastard
Minor Trueblood
79
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Posted - 2013.12.18 18:43:00 -
[75] - Quote
i would honestly love to know how often REAL tankers (10 mil SP+ into tanks) die atm to AV.
before tanker were a rare thing.....now we see them en mass so its pretty safe to say that most users have less than 1 mil SP's invested into tanks.
my alt has 700k SP invested into tanks and in all honesty infantry is not so much of a worry unless i am already licking my wounds.
also do there tankers find that ammo is rarely an issue? i think its another aspect which needs to be looked at.
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MINA Longstrike
2Shitz 1Giggle
173
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Posted - 2013.12.18 18:59:00 -
[76] - Quote
BMSTUBBY wrote:Yoma Carrim wrote:You sir were calling for a flame war with that title weren't you? Not really, why? Think about it. Pilots are saying it should take team work in order to destroy their tanks, right? Well all I am saying is that it should take team work to pilot a tank.
Pilot went through months of getting near instantly killed by anyone with even the least bit of av, from militia forges to militia swarms, to av grenades + nanohives and this had nothing on proto av weapons, your *only* hope was speccing into the madrugar and getting full proto fittings and even then you still had to worry about a lot. our vehicles also cost a lot and were more or less expensive coffins.
Now there are a few problems with the current system but overall it is *much* better than it was previously. Current issues are that tanks are probably way, way too fast (though the improved handling is a godsend from the old system where it could take 20+ seconds to turn around), shield tanks could probably use a slightly longer delay on shield recharge kicking in (+3 or +4 seconds, maybe longer if there's lowslot modules that reduce the delay), vehicles are often cycled out to refresh modules or restore ammo (this can be good if you decide the easiest way to combat tanks is to destroy supply depots), and some matches have the hilarious tendancy for one team to have 7 tanks and the other team trying to kill them with AR's.
All I can really say is now that vehicles are no longer completely free kills, you might want to spend a bit of SP investing into AV weapons, ADV swarms with damage mods + proficiency still get the job done if you're not trying to shoot shield tanks while hardeners are up. Flux grenades do more damage to shield tanks than av grenades do.
Where we're at isn't perfect, but its a *lot* more balanced than it was. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
530
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Posted - 2013.12.18 19:02:00 -
[77] - Quote
knight of 6 wrote:okay, I've been avoiding this post like the plague but I do have one question.
what does the reloader do? does he just sit there enjoying the view pressing one button on occasion? are you so desperate to make it 3 people instead of 2 that you made up a nonsense position that has no purpose just to shove another person in the tank?
My thought was if and when the tank ran out of ammo and needed to go to supply depot, if you did not have three persons in the tank then you would not be able to reload, lol.
In the mean time he would be pew pewing a small turret.
TBH others have much better ideas in this thread.
Kuroiokami Tsukinaku wrote:I would not seperate the driver from the turret. Only one person buys the tank, so that one person should be able to use it. I would rather reduce the effectiveness of the tank if it will not or can not get two gunners. There's nothing wrong with a solo operated HAV. But it should be measurably weaker than a crew operated HAV.
My proposal: 1. Slightly increase the effectivity of small turrets against infantry. We need people to want to crew a tank. 2. Slightly decrease the effectivity of large turrets against infantry. We want tankers to want a crew. 3. Reduce the capabilities of a tank without the crew. I've suggested in the past to give a -10% rate of fire and a -20% scan radius for each unoccupied seat. So the tank is slightly weaker and blind without his crew. I think this would match a quasi-reality as the crew could help load the main turret as well as scan the battlefield.
In the end you still have a tank that is formidable with a solo operator. But, with a crew, it's a war machine deserving AV teamwork to take down.
Ranger SnakeBlood wrote:
A loader would be a bad solution as it is outdated even by todays standards, the best option for seat 3 if there is a need for one is commander who is essentially in charge of intel with access to scanners and defensive capabilities and is located in top small turret. There may not be a need for seat 3 but in my opinion this would be the most usefull one. The 2 seat option would be driver and main gunner which would now be a AV weapon in a ideal world.
Meh, F2P Lobby Shooter BattleDuty 514
Working as intended.
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