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Six 7
ROGUE SPADES
0
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Posted - 2013.12.19 10:46:00 -
[1] - Quote
Yea, so what I have to say involves tanksGǪ figures right?
Tanks in 1.6 were viable given teamwork. You Had remote reps on LAVS, HAVS, and Dropships. Spider Tanking or LAV/ Tank spider was viable. YET no tanks I ever saw chose to use teamwork apart from 1 or 2 corps I saw in pc using a logi LAV for what it was intended to do. Remote repair was thrown out the window for Murder taxis and other horses**t. I do acknowledge that AV could wreck you in 5 secs if you were stoopid, but if you were you deserved it. Yet if u used remote reps, and used them well it requires AV to use teamwork as well. I remember first pc where I saw a Logi LAV doing what it was supposed to. Took 2 min and 3 guys to get around it (kill em) after they got stooped. A Tank should not dominate without support be it infantry or another vehicle... you were given the option yet chose not to use it.
Even though you cried I still saw people like Mavado running matches in PC going 20/0, The true tankers. WIth Swarms and forges on his ass simply because he knew when to retreat ask for help and push like an actual teammate and bad ass.
What I find funny nowGǪ Tanks are op and are finally using teamwork? Drop 4 send two in, if they are hit swap the other two out while the others outrun swarms and either wait for modules to come back or simply recall and drop again. Infantry running av is pressed to deal with new tanks while others recover. Nor can we hit the recovering tanks given their speed and specifically swarm lock rangeGǪ. Or send in all 4, deny enemy Vehicles, Clean up AV unchallenged (simply because running what is necessary to make an impact is too expensive and people rarely run it anymore) , and retreat when needed while other tanks finish dusting the battlefield.
Argument about sp invested into an AV suit to take you out? Ha laughableGǪ
Proto suit. Proto AV wep./Proficiency/ Pg reduction/ reload/ Capacity AV nades. Cpu/ PG to fit the goods. Proto sidearm/ Proficiency/ Pg reduction/ reload/ Capacity (to make you less of a liability to the team being specialized/ able to hold your own with a group rather then cower) Remotes/ hives Damage Mods
all circa 10 mil. Yes a lot of it is crossoverGǪ But your vehicle skills are too? Run a beast tank and suit with 15 mil sp? Yea try 20 or 25 mil don't expect to be an epic tanker and infantry w/o time invested.
Yet given the Sp invested into AV and the current cost of my AV suit (152,535 isK), the 3 in 5 chance I get stomped on the way to the tank, and does not have the anti infantry ability of the forge (be it opportunistic and a skill setGǪ well, kind of). What do I run???? Militia rail tank, no SP investedGǪ Costs 68k Isk. kills, maddys, gunlogis, militia tanks, infantryGǪ Best part is I don't know how to drive a tank but I'm not an idiot and avoid situations that I would capitalize on as an Av'er. Only really hunt tanks went 5/0 yesterday against 2 maddys and 3 militia. Yet when I do try to capitalize as an AV'er with some dumbA$$ in a situation where he should be killed. Zoom ZOOm ZOOOM.
Tanks shouldn't be paper, nor should AV KO a smart tanker. Things are simply imbalanced. Proto AV can barely scratch militia tanks, making every level below pointless. Since both true tankers and AV have had their asses nerved to hell and back we all need to discuss a option that makes us both a worthy blue dot on the field. Something worth having and a viable counters for all.
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Leithe Askarii
Intara Direct Action Caldari State
0
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Posted - 2013.12.19 10:55:00 -
[2] - Quote
I liked tanking mechanics back in 1.6, felt like the tanks had more weight..... but in many ways the tanks needed a bit of a buff and some reformatting, this 1.7 is a bit intense but that will slowly balance out over time.
I also liked it because in last 2 weeks I was progressively getting stronger and strong in my tank gameplay to where 44/0, 52/1, 64/2 were becoming entirely achievable on a regular basis (no this is not my main). |
Six 7
ROGUE SPADES
2
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Posted - 2013.12.19 11:00:00 -
[3] - Quote
Leithe Askarii wrote:I liked tanking mechanics back in 1.6, felt like the tanks had more weight..... but in many ways the tanks needed a bit of a buff and some reformatting, this 1.7 is a bit intense but that will slowly balance out over time.
I also liked it because in last 2 weeks I was progressively getting stronger and strong in my tank gameplay to where 44/0, 52/1, 64/2 were becoming entirely achievable on a regular basis (no this is not my main).
Totally agree they needed a revampGǪ
Yet what this feels like right now is stress testing rather then actual gameplay for tanks. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
282
|
Posted - 2013.12.19 11:01:00 -
[4] - Quote
Good post. Detailed arguments supported with facts illustrating this uncomfortable gaming dynamic that has crept in. I think it's pretty clear now there's a problem - I think we're just waiting for some kind of CCP action, but I think this will be in 1.8 rather than some kind of hot fix (although they hot fixed one of the most ridiculous issues - the speed). I'm pretty sure by the end of the page your thread will be hijacked by one of the usual fallacies "it should require teamwork to take down a tank" or "My tank costs a lot, it should be hard to destroy" or maybe just some good old fashioned ones like "you're just not good", "you're not supposed to solo a tank", "you're just stupid".... |
Six 7
ROGUE SPADES
2
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Posted - 2013.12.19 11:11:00 -
[5] - Quote
Justicar Karnellia wrote:Good post. Detailed arguments supported with facts illustrating this uncomfortable gaming dynamic that has crept in. I think it's pretty clear now there's a problem - I think we're just waiting for some kind of CCP action, but I think this will be in 1.8 rather than some kind of hot fix (although they hot fixed one of the most ridiculous issues - the speed). I'm pretty sure by the end of the page your thread will be hijacked by one of the usual fallacies "it should require teamwork to take down a tank" or "My tank costs a lot, it should be hard to destroy" or maybe just some good old fashioned ones like "you're just not good", "you're not supposed to solo a tank", "you're just stupid"....
F*** 'em, something is wrong and needs to be addressed. Glad you liked it. Hopefully those tankers that know something is wrong will have some input as a to how to rebalance it all. Every voice should be heard and taken with a large shot of penicillinGǪ everyone is biased myself includedGǪ but if people don't speak up arguments can't be made. |
Izlare Lenix
FREE AGENTS LP
37
|
Posted - 2013.12.19 11:14:00 -
[6] - Quote
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. |
Six 7
ROGUE SPADES
2
|
Posted - 2013.12.19 11:16:00 -
[7] - 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 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.
keep the ideas com in' ladies and gents |
R F Gyro
Clones 4u
870
|
Posted - 2013.12.19 11:18:00 -
[8] - Quote
Six 7 wrote:Tanks shouldn't be paper, nor should AV KO a smart tanker. Things are simply imbalanced. Proto AV can barely scratch militia tanks, making every level below pointless. Since both true tankers and AV have had their asses nerved to hell and back we all need to discuss a option that makes us both a worthy blue dot on the field. Something worth having and a viable counters for all. Best I've been able to come up with so far is that HAVs should be basically quite weak, but the owner can switch them into "crew mode" in which it takes 3 people to operate them, at which point they become beasts.
In crew mode the front gunner gets the driving controls; main gunner gets a limited field of view; top gunner gets the external view and is the only one who can activate modules. The tank gets a massive increase to EHP, and a significant increase in speed.
This then gets balanced around a tank crew of 3 fighting an AV squad of 3.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Six 7
ROGUE SPADES
3
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Posted - 2013.12.19 11:22:00 -
[9] - Quote
R F Gyro wrote:Six 7 wrote:Tanks shouldn't be paper, nor should AV KO a smart tanker. Things are simply imbalanced. Proto AV can barely scratch militia tanks, making every level below pointless. Since both true tankers and AV have had their asses nerved to hell and back we all need to discuss a option that makes us both a worthy blue dot on the field. Something worth having and a viable counters for all. Best I've been able to come up with so far is that HAVs should be basically quite weak, but the owner can switch them into "crew mode" in which it takes 3 people to operate them, at which point they become beasts. In crew mode the front gunner gets the driving controls; main gunner gets a limited field of view; top gunner gets the external view and is the only one who can activate modules. The tank gets a massive increase to EHP, and a significant increase in speed. This then gets balanced around a tank crew of 3 fighting an AV squad of 3.
Tanker in my corp supports thisGǪ Would rather simply drive a tank and let all guns be manned by other players so he can focus on driving/ positioning. Though I don't think a tank should be weak. Main turret and driver separate. |
Korvin Lomont
United Pwnage Service RISE of LEGION
375
|
Posted - 2013.12.19 11:33:00 -
[10] - 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 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. |
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Six 7
ROGUE SPADES
3
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Posted - 2013.12.19 11:38:00 -
[11] - 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.
Goood point about profit and keeping players that enjoy piloting a floatGǪ |
R F Gyro
Clones 4u
871
|
Posted - 2013.12.19 11:38:00 -
[12] - Quote
Six 7 wrote:R F Gyro wrote:Best I've been able to come up with so far is that HAVs should be basically quite weak, but the owner can switch them into "crew mode" in which it takes 3 people to operate them, at which point they become beasts.
In crew mode the front gunner gets the driving controls; main gunner gets a limited field of view; top gunner gets the external view and is the only one who can activate modules. The tank gets a massive increase to EHP, and a significant increase in speed.
This then gets balanced around a tank crew of 3 fighting an AV squad of 3. Tanker in my corp supports thisGǪ Would rather simply drive a tank and let all guns be manned by other players so he can focus on driving/ positioning. Though I don't think a tank should be weak. Main turret and driver separate. By "weak" I mean on a par with a proto heavy in terms of overall battlefield effectiveness. A bit stronger than the heavy, to balance being easier to hit. Faster but less agile. A proto forge heavy and a top end HAV operated solo should be a fair match.
If we had a crew of 2 (just split driver & gunner) then tanks could only be twice as valuable as infantry, and to me it feels like they should be stronger than that, because :tank:
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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pegasis prime
BIG BAD W0LVES
1441
|
Posted - 2013.12.19 11:40:00 -
[13] - Quote
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.
Its gone from suck .....to blow
level 1 forum warrior
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The Robot Devil
Molon Labe. Public Disorder.
1337
|
Posted - 2013.12.19 11:42:00 -
[14] - Quote
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.
No sympathy for the devil; keep that in mind. Buy the ticket, take the ride.
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pegasis prime
BIG BAD W0LVES
1441
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Posted - 2013.12.19 11:46:00 -
[15] - 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.
if you see me in game and want to gun in the tank mail me and ill land one with turrets for gunners . I like to encourage infantry to get in and gun as the small turrets are actually quite effective now.
the same goes for any one.
Its gone from suck .....to blow
level 1 forum warrior
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Izlare Lenix
FREE AGENTS LP
38
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Posted - 2013.12.19 11:47:00 -
[16] - Quote
The main problem I see is not if AV or another tank can kill the enemy tank. The problem is militia tanks are so cheap and so effective nobody cares if they loose one. They are so cheap a lot of people bail out of them when they hit half armor. And then just call in another tank.
The only way to stop this is to make players think twice about using a HAV. the most effective way would be to increase the price so a player would care about losing one and probably wouldn't call in a second one once his first got blown up.
This would mainly effect casual tankers that use militia tanks cause they are super cheap. And we all know right now this steady supply of cheap tanks is the problem. Not the few dedicated tankers. If the cheap tanks disappeared I think AV vs. Tanks and Tank v. Tank battles will become enjoyable and exciting again.
Now there is almost no point to kill a militia tank because it can be and probably will be replaced immediately. |
Six 7
ROGUE SPADES
4
|
Posted - 2013.12.19 11:50:00 -
[17] - 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.
Militia tank spam is definitely a problem. agree. I do have vet tankers and watch them end the tank spam be it a good missile/ rail or well positioned blaster. AV simply doesn't have an effective counter without reducing the overall effectiveness of a team Vs. dropping a militia tank. In the op I stated I saw a logi Lav doing is actual job and spent 2 min and 3 people in a PC trying to kill it. 2 min in a pc is a decider and in this situation it wasGǪ we lost. Tanks were brutally underpowered in 1.6 but it didn't stop experienced tankers from still being a HUGE asset in a battle. Invisi swarms aside. Why weren't the previous mechanics w/ remote reps revamped to make tanking and av'ing both team work oriented??? my thoughts |
pegasis prime
BIG BAD W0LVES
1442
|
Posted - 2013.12.19 11:56:00 -
[18] - Quote
dude if I had remote reps on my gunlogi I don't think there would be any thing that could stop me apart from an evenly machete tank and pilot crew.
I have asked for severall fixes to the mlt tank spam from removing 1 low from the sica and 1 high from the soma pard with a 3.5% pg/cpu nerf this its self would end the mlt tank spam as quickly as I do when I enter a game.
Its gone from suck .....to blow
level 1 forum warrior
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Ghosts Chance
Inf4m0us
484
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Posted - 2013.12.19 12:04:00 -
[19] - Quote
you meantioned pre 1.7 balance without mentioning that all infantry was invisable outside the 50m mark.
alowing AV infantry to just stand in open spaces spamming without any danger whatsoever, and without the tank knowing where to properly retreat to unless he had boots on the ground.
tankers used teamwork in the form of AV spotters so that they diddnt get insta blapped by invisable people 400m away.
you realise that the numbers of AV damage as a percent of total heath havnt really changed right?
now its about 80% of the damage you used to do pre 1.7 when hardeners are on
and about 150% the damage you used to do pre 1.7 when they are off.
thats not a huge difference when all defences are up.
the real difference is AV isnt invisable anymore.
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Six 7
ROGUE SPADES
4
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Posted - 2013.12.19 12:09:00 -
[20] - Quote
Ghosts Chance wrote:you meantioned pre 1.7 balance without mentioning that all infantry was invisable outside the 50m mark.
alowing AV infantry to just stand in open spaces spamming without any danger whatsoever, and without the tank knowing where to properly retreat to unless he had boots on the ground.
tankers used teamwork in the form of AV spotters so that they diddnt get insta blapped by invisable people 400m away.
you realise that the numbers of AV damage as a percent of total heath havnt really changed right?
now its about 80% of the damage you used to do pre 1.7 when hardeners are on
and about 150% the damage you used to do pre 1.7 when they are off.
thats not a huge difference when all defences are up.
the real difference is AV isnt invisable anymore.
I posted on your topic, defenses down mean nothing when your out of range in 3 secondsGǪ and your talking to the wrong av'er about standing in the open. WIth respect not all av are F***tardsGǪ but yes a lot are |
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Izlare Lenix
FREE AGENTS LP
38
|
Posted - 2013.12.19 12:09:00 -
[21] - Quote
pegasis prime wrote:dude if I had remote reps on my gunlogi I don't think there would be any thing that could stop me apart from an evenly machete tank and pilot crew.
I have asked for severall fixes to the mlt tank spam from removing 1 low from the sica and 1 high from the soma pard with a 3.5% pg/cpu nerf this its self would end the mlt tank spam as quickly as I do when I enter a game.
Unfortunately, this paired with the AV nerf would make skilled tanks and skilled tankers very, VERY hard to kill as the only real effective counter would be another highly skilled tanker . The only problem with militia tanks is they are too damn cheap. By increasing the cost you limit how many people would be willing to spam then over and over thought a game but you don't reduce the militia tanks ability to help destroy or slow down enemy tanks when they really need to. |
Six 7
ROGUE SPADES
4
|
Posted - 2013.12.19 12:21:00 -
[22] - Quote
Izlare Lenix wrote:pegasis prime wrote:dude if I had remote reps on my gunlogi I don't think there would be any thing that could stop me apart from an evenly machete tank and pilot crew.
I have asked for severall fixes to the mlt tank spam from removing 1 low from the sica and 1 high from the soma pard with a 3.5% pg/cpu nerf this its self would end the mlt tank spam as quickly as I do when I enter a game. Unfortunately, this paired with the AV nerf would make skilled tanks and skilled tankers very, VERY hard to kill as the only real effective counter would be another highly skilled tanker . The only problem with militia tanks is they are too damn cheap. By increasing the cost you limit how many people would be willing to spam then over and over thought a game but you don't reduce the militia tanks ability to help destroy or slow down enemy tanks when they really need to.
I agree with cost being a short term fix for tank spamGǪ but as the game progresses things will become seemingly cheaper to those that are funded by corps or have simply been playing for a long period of time. Leaving the new players which we desperately need getting stomped in pubs and delete the game after their first match they play. Everything needs a counter and I'm not saying that new players should compete on the same level as vets. tank spam wiiill happen there just needs to be a viable option other then tank spam to kill tank spam |
Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
38
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Posted - 2013.12.19 12:28:00 -
[23] - Quote
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.
EVE alliance seeks mercs, join Stellar and Orbital Strategic Services today!
Let's gank Scotty.
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pegasis prime
BIG BAD W0LVES
1444
|
Posted - 2013.12.19 12:30:00 -
[24] - Quote
Izlare Lenix wrote:pegasis prime wrote:dude if I had remote reps on my gunlogi I don't think there would be any thing that could stop me apart from an evenly machete tank and pilot crew.
I have asked for severall fixes to the mlt tank spam from removing 1 low from the sica and 1 high from the soma pard with a 3.5% pg/cpu nerf this its self would end the mlt tank spam as quickly as I do when I enter a game. Unfortunately, this paired with the AV nerf would make skilled tanks and skilled tankers very, VERY hard to kill as the only real effective counter would be another highly skilled tanker . The only problem with militia tanks is they are too damn cheap. By increasing the cost you limit how many people would be willing to spam then over and over thought a game but you don't reduce the militia tanks ability to help destroy or slow down enemy tanks when they really need to.
a good point .. you should not be as effective with 70K as you would be with 500K mlt tanks do need a price increase if they are to remain as effective.
Its gone from suck .....to blow
level 1 forum warrior
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Korvin Lomont
United Pwnage Service RISE of LEGION
375
|
Posted - 2013.12.19 12:35:00 -
[25] - Quote
Ghosts Chance wrote:you meantioned pre 1.7 balance without mentioning that all infantry was invisable outside the 50m mark.
alowing AV infantry to just stand in open spaces spamming without any danger whatsoever, and without the tank knowing where to properly retreat to unless he had boots on the ground.
tankers used teamwork in the form of AV spotters so that they diddnt get insta blapped by invisable people 400m away.
you realise that the numbers of AV damage as a percent of total heath havnt really changed right?
now its about 80% of the damage you used to do pre 1.7 when hardeners are on
and about 150% the damage you used to do pre 1.7 when they are off.
thats not a huge difference when all defences are up.
the real difference is AV isnt invisable anymore.
logi LAVs wernt the only form of teamwork, boots ont he ground are important for spotting targets asnd tracking them across the map, knowing theres a forge at C before you get there is a wonderful thing, and shooting that foge so your dropship/tank buddy can come mop up the rest is what most tankers always did.
you diddnt see the teamwork becuase it was simple communication between squad members....
This was bad and should have been solved ages ago |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
283
|
Posted - 2013.12.19 13:29:00 -
[26] - Quote
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... |
Fox Gaden
Immortal Guides
1918
|
Posted - 2013.12.19 13:57:00 -
[27] - 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 -
[28] - 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 -
[29] - 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 -
[30] - 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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