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Fox Gaden
Immortal Guides
1918
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Posted - 2013.12.19 13:57:00 -
[1] - Quote
My experience lines up with Six 7's post. Even a squad of 3 swarmers is not effective against tanks. Sure I got some tank kills on the first days of 1.7 on people driving militia tanks for the first time. In some cases on people whoGÇÖs names I recognized and know for a fact have never been tankers. But once a tanker learns to drive, swarms are mostly useless.
I have seen the same scenario, where you drive one tank off and two more come to hunt you down.
Until this gets balanced I will be playing my HMG Heavy and hiding in the city.
That being said, I like the new tank setup, with the active modules. I think it is just the damage balance between AV and tanks that is out of wack right now. We need a moderate buff to AV (maybe 25m range and 30 damage per missal for the Swarm), and then reevaluate. That buff probably wonGÇÖt be enough, but taking a few moderate steps to get to balance is better than taking a big step and completely overshooting the mark.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1919
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Posted - 2013.12.19 14:29:00 -
[2] - Quote
Izlare Lenix wrote:I think tanks and AV would be perfectly balanced right now if tanks cost about 4x as much. Quadruple the price and people won't be inclined to keep spamming tank after tank because one tank loss and u probably break even for the game or even go negative. This will reduce a lot of casual tankers spamming cheap ass militia tanks.
If the constant flow of cheap tanks were reduced than a smart AV/tank squad could remove the tank threats or at least keep them at bay.
Increase the price and a lot of the problems with tank spamming will solve themselves. That is a good point. I think the Swarm Launcher would still need a bit of a buff regardless, but cost could definitely factor into the equation.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1919
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Posted - 2013.12.19 14:34:00 -
[3] - Quote
When skilling back into Vehicle Upgrades with my Heavy I noticed that the Armour and Shield skills donGÇÖt mention a 5% increase to Armour or Shield health. If that was taken out, then I think it should be put back in. The reason is that I feel someone who is skilled into vehicles should be more effective, even in a militia vehicle, than someone who is not skilled into them. If AV could easily cut down someone who did not have the skills, then it would greatly reduce Tank spam.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1919
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Posted - 2013.12.19 14:42:00 -
[4] - Quote
Korvin Lomont wrote:Izlare Lenix wrote:I think tanks and AV would be perfectly balanced right now if tanks cost about 4x as much. Quadruple the price and people won't be inclined to keep spamming tank after tank because one tank loss and u probably break even for the game or even go negative. This will reduce a lot of casual takers spamming cheap ass militia tanks.
If the constant flow of cheap tanks were reduced than a smart AV/tank squad could remove the tank threats or at least keep them at bay.
Increase the price and a lot of the problems with tank spamming will solve themselves. Basicly I am not all against cheap (or cheaper) HAV's. HAV Pilots need a way to make profit with their passion like all of us. But they need multiple viable counters as well and in this regard CCP has somewhat screwed the hole balance. Also the tank is the only vehicle where the driver can drive and shoot the main gun (I now ADS could this as well but the ADS is variant). IMHO HAV spamming would not be a problem if std AV would be a viable thread to them. And by AV I do not mean only the FG. Currently it takes more than a whole clip of a std SL (on max Skill) to bring down a militia tank without any modules fitted. Halfway properly fitted militia HAV can take a whole clip of a Proto SL thats a bit of. Sure Forges still work pretty good but heavies are fat and slow and even easier targets for tanks and infantry than medium/light AV. So unless they are tower forging even forge gunners are a threat that can be easily dealt with. I think Militia tanks should be half way decent for people skilled into tanking, so that tankers have a lower cost option when trying to achieve financial balance, but I donGÇÖt think that Militia tanks should be OP for people with no vehicle skills.
So, I think skills and skill bonuses are part of the answer. Take away a good portion of the TankGÇÖs health, and give it back with the Shield and Armour skills.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1919
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Posted - 2013.12.19 15:04:00 -
[5] - Quote
pegasis prime wrote:as much as you made some valuable points about HAVs , there were so many flaws in your arguments about HAVs . You like so many others pointed out that tanks were viable in 1.6 if you utilised team work how ever no matter how much team work I used when piloting havs I could still be popped by invisible solo av users who required absolutely no team work , only the ability to gain high ground and spam. Yes with extreme team work i.e. 4 people could operate a hav i.e. 3 inside gunning and 1 with a logi lav repping but all 4 people could be solod by 1 assault forge gunner this was not balance nor fair.
Now in 1.7 havs actually have a chance to react and blackout of situations rather than being instsa popped. it is more than possible now to pop maddys with cbr swarms and gunlogis with forges and plasma cannons ( I have tested all 3 and still able to solo tanks when I catch them on cool down) I personally like to run missiles or rails so I depend on my co gunners for anti infantry , this build actually requires allot of work to make std havs viable and cost effective ( if I loose 1 gunlogi im grinding 2 games to pay for it now apposed to the 5-10 games back in 1.6.
The real problem isn't std havs being op its mlt tank spam is op , since the release of 1.7 my primary job as a dedicated tanker ( over 15 mill sp) has been to demolish enemy tanks and I have popped over 600 since the release of 1.7 granted about 80% of them were militia tank rambos but if your team even has 1 vet tanker on your side youll see an end to the enemy's tank spam in minutes. just my opinion. Yes, the OP did make 1.6 sound more rosy than it was, but the rest of his point were mostly valid.
Your points mostly conform to what I am seeing on the battlefield as well. The biggest problem is tank spam by people with no skill points invested in tanks. And, yes, having even one experienced tanker in your squad can make all the difference. But there are not a lot of dedicated tankers, nor do I want to see a lot of dedicated tankers, so we do need to have infantry based AV options available.
I want to see tanking be a role that requires dedication, skill training, and experience. I want it to be rare to see more than 2 tanks on a team. I want those tanks, in the right hands, to pose a significant threat. Because if tanks are powerful, then dedicated AV is important and respected.
I think we both want the same thing ultimately. We want dedicated tankers to be powerful, so that dedicated AV become an important counter. I donGÇÖt think either of us want the masses to be OP in Tanks or AV, because it unbalances the entire match.
In these discussions back in 1.6 we agreed that one AV driving off a tank was almost as good as three AV killing a tank, from a tactical perspective. However right now if I drive off a tank, two more take its place.
So let us, the dedicated Tankers, and the dedicated AV, put our heads together and figure out how to achieve the balance we need.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1920
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Posted - 2013.12.19 15:09:00 -
[6] - Quote
The Robot Devil wrote:I don't like not having remote reps and shield transfers, I liked using those modules on HAVs. It really did help and was pretty fun but I never gained WP from it. I do like seeing the vehicles but I wish the logi modules were still there. I could keep a good HAV pilot on the field with reps and teamwork but now there is nothing to do except blow them up. Many of the HAVs only have the main gun now, that isn't always fun either. Remote Rep and Shield Transfer modules will return one day. CCP simplified everything to make balancing easier, so we need to balance what we have now, then add stuff in while trying to maintain that balance.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1920
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Posted - 2013.12.19 15:22:00 -
[7] - Quote
Valmorgan Aubaris wrote:I think it is absurd they can get out and put a tank back in their pocket if things don't go their way. Usually they get out in full proto gear and gun me down anyway. Tanks should: 1. Stay spawned once spawned untill end of match, period. 2. Tank drivers should only be allowed to wear a certain dropsuit (if any at all).. Come on now a guy driving a tank in a heavy dropsuit that can bail out and attack on foot in an instant? Yeah, ok. How about if Tanks could only be recalled behind the Red Line?
This would not work for LAVGÇÖs as their purpose is getting people to where they need to be, and behind the Red Line is not where people need to be, but for HAVGÇÖs it might make sense.
Just an idea, based on this post. Feel free to poke holes in it.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1920
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Posted - 2013.12.19 15:28:00 -
[8] - Quote
Justicar Karnellia wrote:I see in a lot of threads the issue of a dedicated anti-vehicle skill tree for infantry, which if specced into would calm one side of the argument, notably a) The skill investment in tanks is disproportionate to the skill investment required to build an AV fit - which if we sum it up is basically investment in a forge/swarm and some AV grenades (excluding suit of course, which is mutualised with your other skills). The AV tree could have lots of interesting stuff, like the ability to use webifier grenades, increase damage on certain weapons that are exclusively AV, give immunity to vehicle scanners, etc.
These are just ideas to bring to the storm... Well right now the Vehicle investment to be effective is 0 skill points. While a Swarm Launcher has to be proto, with 3 or 4 levels of clip size and proto damage modes, just to convince a tank to retreat. But I do get your point.
The Webefier Grenade is an excellent idea. I had been wondering how you could implement Webs in DUST effectively, and that is the best suggestions I have seen.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1926
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Posted - 2013.12.19 17:05:00 -
[9] - Quote
Takahiro Kashuken wrote:Fox Gaden wrote:When skilling back into Vehicle Upgrades with my Heavy I noticed that the Armour and Shield skills donGÇÖt mention a 5% increase to Armour or Shield health. If that was taken out, then I think it should be put back in. The reason is that I feel someone who is skilled into vehicles should be more effective, even in a militia vehicle, than someone who is not skilled into them. If AV could easily cut down someone who did not have the skills, then it would greatly reduce Tank spam. They removed both 5% per level to shield/armor skills, also did it with PG/CPU skills These 4 skills are availible to infantry This may be a large contributor to the tank spam by people with no skills in vehicles. These skills served to separate dedicated vehicle specialists from dedicated infantry.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1928
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Posted - 2013.12.19 17:28:00 -
[10] - Quote
Darken-Sol wrote:I love how experienced tankers are saying MLT tanks are the problem. It shows a lack of integrity. Many have taken the stance of claiming to not kill infantry. They are trying to pin the blame on the ability to call in cheap MLT tanks.
lets ask a few questions.
what do you think is going to happen to the price of STD tanks if MLT goes up?
How will nerfing MLT tanks help the fact that AV can't effectively counter tanks?
what are these crusaders going to shoot at when there are no MLT tanks?
if it takes 3 AV to deal with a tank and there are 3tanks, how many are left to fight the other 13 guys on the ground?
Do people honestly believe the smoke screen these skilled tankers are putting up?
Be honest here because I play both sides. How many rail tanks does it take to stop vehicles from coming in?
If you don't have a skilled tanker how will you deal with another skilled tanker?
IMO these guys are incapable of seeing anything beyond their own turret. Its the tanking mentality. I have it too. When another tank on my team gets popped in always thinking "better him than me". I think this is something like that. What they do not realize is it will be more like "first him then me".
one more question.
After you get rid of your scapegoat, what will you hide behind?
I personally believe we will then have a crusade against OP tanks and it will come down to buffing AV. Its obvious really. So we see the tankers care nothing for the infantry they are now painting as the victim. They are just buying time until CCP gives us the means to defend ourselves. Its all very short sighted.
a final question. Why wait for balance? We will not be able to effectively examine the balance between dedicated AV and dedicated tankers until this Militia tank spam is cleared up. Right now the Tanks often have the advantage of numbers on top of their other advantages.
I donGÇÖt think Militia tanks should be nerfed, at least not at this stage, beyond taking away things that can be added back in with skills. I donGÇÖt think we should look at increasing the price too much yet either. At least not yet. The fist priority is to bring back the skill distinction between dedicated pilots and people who have no skill points invested in vehicles.
This would also mean that an expensive fitted tank, called in by a tanker, would not be nearly as effective in the hands of a non tanker.
That and a bit of a Swarm Launcher buff should clear up the non-pilot tank spam. Then we could look at AV/Tank balance without all the clutter.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1928
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Posted - 2013.12.19 17:32:00 -
[11] - Quote
DUST Fiend wrote:I'm a dropship pilot, and I'm getting pretty ******* pissed that any tom **** or harry can call in a damage stacked sica and camp the redline all game, denying my 8+ million SP and 500k ISK investment because he can hurp a durp de durpda durp so far back in the redline he rarely renders, yet he can still ******* hit me from across the map if I slow down for even a second.
This
Game
Is
Giving
Me
Dia
Be
Tes In an unexpected turn of events, Dropship Pilots join the Infantry picket lines in demanding a fix to the militia tank spam issue! News at 11:00.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1928
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Posted - 2013.12.19 17:35:00 -
[12] - Quote
Justicar Karnellia wrote:Yes, people talk of the recall mechanic and it's been distorted from its original use - originally it was if you no longer had a viable tactical need for your vehicle you couldn't just leave it there to be destroyed ,so you recalled it OR what happened a lot more before but happens a lot less now is you got stuck on some map oddity and just couldn't move...
what I see a lot of now, is people recalling while they're taking fire, to save their burning HAV/LAV/Dropship from beind destroyed. Yes, the easy solution is only being able to recall from the redline OR:
1) Having an RDV physically come and pick it up - it takes just as long as the delivery and adds the risk of a) the RDV being blown up -> recall failed b) Tells the enemy you are recalling something, so they can do something about it
You could also add the redline restriction to this and this means anyone who wants to recall anything has to scurry all the way back to the edge of the battlefield and not get their RDV shot down in the process.
Of course it wouldn't solve the problem of redline sniping - but that's another issue altogether... That is a better solution than restricting recalls to the Red Line. As you mention in your post, sometimes vehicles must be recalled because they become stuck. Hard to get a stuck vehicle back to the Red Line.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
1940
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Posted - 2013.12.20 19:47:00 -
[13] - Quote
Shion Typhon wrote:Wrote this before the change, still applies and is why current tanking model will NEVER work. Tanking issues Shion Typhon, I have a lot of respect for the argument you presented. I donGÇÖt necessarily agree with all of it, but much of it range true, and I will certainly be keeping your arguments in mind.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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