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God Hates Lags
Red Star. EoN.
631
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Posted - 2013.12.18 19:25:00 -
[1] - Quote
Let me start by saying that I'm really liking the vehicle balance in 1.7. LAV are neither roving death machines, nor are they paper coffins, Dropships are a viable threat to infantry and tanks alike while still not being indestructible, and Tanks are the kings of the battlefield that they were always meant to be. To be honest I'm fine with tanks as they are now. What I'm not fine with is everyone and their alt running dual hardened militia tanks in Ambush. By buffing AV or nerving tanks we risk just going back to an endless buff, nerd cycle that helps no one, so instead, I'm proposing several changes that don't effect balance but merely everything around them.
1. LIMIT THE NUMBER OF TANKS TO TWO IN AMBUSH and THREE IN ALL OTHER PUBS. To my mind if you want to spam 8 tanks in FW, that's fine, that's what it's there for, but pubs should be exempt from relentless spam.
2. BUFF INSTALLATIONS. Right now turret installations are basically just free WP for tanks. They're utterly useless and have virtually no presence on the battlefield. Turrets should be something that make tanks tremble and effectively deny areas of the battlefield to them, but that infantry can neutralize fairly easily. Under this model tanks need infantry support to get around turrets, encouraging teamwork, a balanced force of infantry and tanks, and mutual cooperation, whereas under the current model tanks just wreck everything. Installation should have at least as much health as Supply Depots if not as much as a CRU. This will make them a viable threat to tanks while still making them vulnerable to infantry.
3. INCREASE TANK PRICES AND TANK MODULE PRICES. Complex Hardeners cost 25,000 isk. TWENTY FIVE THOUSAND ISK! That's half the cost of a proto weapon and a quarter of the cost of a proto suit. When it's more common to run a militia tank with dual hardeners and militia turret than a prototurret without hardeners you need to reassess what's really powering tanks and adjust the price accordingly. Complex Hardeners should cost at least 75,000 isk, if not 100,000 isk. If tanks are going to be as powerful as they are, losing two or more of them in a single match should not be sustainable.
4. CHANGE THE ANTI ARMOR STARTER FIT TO A MILITIA FORGEGUN. If swarms are meant to tickle, fine, but at least give newberries a form of AV that makes them more than completely useless. If suddenly every blueberry was spawning forge guns instead of swarms maybe tanks would think twice about running through a crowd of them. This will also introduce new players to the heavy suit and hopefully encourage fit diversity.
Hopefully with these changes Tanks should be preserved in their current form but not be as incredibly annoying to infantry players as they are now.
Doubles ISK
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CLONE117
planetary retaliation organisation
523
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Posted - 2013.12.18 19:33:00 -
[2] - Quote
dont hardeners fit in the low slots?
how can a mlt soma be dual tanked with 2 hardeners in the low slots?
the soma only has 2 low slots maddy has 3...
he sacrifices any rep capability and becomes even weaker.. |
CLONE117
planetary retaliation organisation
523
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Posted - 2013.12.18 19:39:00 -
[3] - Quote
my original solution was to just half the active damage mod and hardener modules effectiveness.
maybe buffing swarms by giving it an extra 25% damage.
or giving the modules "side effects" like an active damage mod making your resistance weaker or hardeners slowing you down by a large amount. |
God Hates Lags
Red Star. EoN.
634
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Posted - 2013.12.18 20:16:00 -
[4] - Quote
CLONE117 wrote:my original solution was to just half the active damage mod and hardener modules effectiveness.
maybe buffing swarms by giving it an extra 25% damage.
or giving the modules "side effects" like an active damage mod making your resistance weaker or hardeners slowing you down by a large amount.
I don't think the damage is a problem so much as the fact that tanks are just nigh unkillable. I think hardener values are more or less good as is, may increase the cool down but I think the reduction percentages are good.
Doubles ISK
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Alena Ventrallis
The Neutral Zone
338
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Posted - 2013.12.18 20:30:00 -
[5] - Quote
1. Totally in support of this one. The problem isn't tanks themselves, it's how many of them there are at once.
2. Only if we remove blaster installations. Otherwise we would have an installation that cannot be approached by vehicle or infantry. Railgun installations only, and they have greatly increased tracking to better engage vehicles. Buff their hp to CRU levels, perhaps even beyond. Make that a tough sonofabitch to destroy. and have the AI never target infantry (and dropships, because they need all the help they can get. Also, remove them from the redline, so we don't have redline snipers keeping all vehicles locked down without fear of retribution.
3. YES. Your wallet should HURT when you lose something that powerful. Bring back pre-1.7 prices, or even higher for that matter.
4. Eh, I'm on the fence about this one. |
TheD1CK
Dead Man's Game
209
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Posted - 2013.12.18 20:42:00 -
[6] - Quote
Tanks wouldnt be considered so bad if the tankers actually had to pay a hell of a lot of ISK for what they have now ....
Why did they get , stronger, faster and cheaper tanks .... it makes no sense |
Skihids
Bullet Cluster Legacy Rising
2579
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Posted - 2013.12.18 20:48:00 -
[7] - Quote
You don't want to make tanks cost so much that you reignite the "My tank costs so much that it has to be strong enough to survive X matches and therefore you can never kill it." argument.
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TheD1CK
Dead Man's Game
209
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Posted - 2013.12.18 20:58:00 -
[8] - Quote
yeah but a decent AV fiiting costs more than the tanks destroyed with it, that is nowhere near balanced |
God Hates Lags
Red Star. EoN.
635
|
Posted - 2013.12.18 21:10:00 -
[9] - Quote
Alena Ventrallis wrote:1. Totally in support of this one. The problem isn't tanks themselves, it's how many of them there are at once.
2. Only if we remove blaster installations. Otherwise we would have an installation that cannot be approached by vehicle or infantry. Railgun installations only, and they have greatly increased tracking to better engage vehicles. Buff their hp to CRU levels, perhaps even beyond. Make that a tough sonofabitch to destroy. and have the AI never target infantry (and dropships, because they need all the help they can get. Also, remove them from the redline, so we don't have redline snipers keeping all vehicles locked down without fear of retribution.
3. YES. Your wallet should HURT when you lose something that powerful. Bring back pre-1.7 prices, or even higher for that matter.
4. Eh, I'm on the fence about this one.
We would definitely need to nerf the AI on turrets to only target vehicles. Nerf the Ai and buff the hp. As far as blaster installations go, idk, we'd have to think of some way to make them useless against infantry. As far as the redline goes, I'm pretty sure most the of redline turret positions were designed to be useless unless a tank tried to roll up onto the redline. Some positions may need to be reassessed.
Doubles ISK
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