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Stinker Butt
Ostrakon Agency Gallente Federation
208
|
Posted - 2013.12.19 18:07:00 -
[1] - Quote
With all the drama here, I debated for days whether I should even bother posting, but the recent HMG buff actually gave me some hope for this game again. So I'll give it one more go.
It's enough evidence for me to know that tanks are OP because of the insane amount of spamming them on the battlefield. But I know that isn't enough for everyone, so let me explain further. Even mercs that are terrible team players, have little to no gun game, and no situational awareness are still extremely successful in a tank. Now put that tank in the hands of a player who is good at all of those things, and you have something that's beyond OP.
Why is it OP? You have created something that is technically able to withstand enemy attacks from an entire team at times (since most aren't even AV). It also has the ability to flee the scene at a high rate of speed at the first sign of danger. And it has the highest killing power of anything on the map. Any one of these is enough to consider it OP by some standards, but you have given tanks all 3. Imagine if an infantryman could run 10x faster than a tank, shoot it down in less than a second, all while being attacked by 3 other tanks and just shrugging them off. Then the infantryman turns and kills the other 3 tanks in sequence without breaking a sweat. That is exactly how infantry feel right now, and that is why so many people are quitting. "It's supposed to be that way because it's a tank," is a something only a child would try to argue.
There are some good suggestions out there, and here are a few:
Return AV weapons to 1.6 stats. As a vehicle driver myself, I know how ineffective all of these weapons are at there current state. They've been nerfed to the point that they are just wasted skill points. Any tanker will tell you that Proto AV weapons with level 5 proficiency and stacked damage mods should be ineffective to a tank, but you need to use common sense and do what you know is right for this game.
Slow tanks down.... way down. Who decided tanks should be so fast anyway? In what world do tanks charge around the battlefield into the middle of every dangerous situation? Thrusters on a tank?! Did someone put NOS on that thing? I know this game isn't real, but there should be at least some small sense of realism.
EMP grenades - completely disable a tank for a brief period of time, leaving it vulnerable, unable to attack, and unable to retreat. only effective against vehicles. It sounds awesome, but I wouldn't expect something like that to be added until like version 3.0 or something.
Vulnerable point - maybe a small window to shoot the driver through. Not as bad as the giant open convertible that the poor LAV drivers have to put up with, but something that even non AV infantry have a chance at fighting back.
Stacking hardners - I understand that the active hardner should make a tank almost invulnerable for a short period of time, but my gunnlogi has 3 stacked and I can run them continuously with no cool down to worry about. This is clearly not as intended and the tank should be limited to 1.
Limit tanks to 1 or 2 per side at a time. During 1.6 and before, 2 tanks on a battlefield working together made an extremely difficult fight. Now that they are OP, 7 tanks per side is not uncommon and is beyond ridiculous. I personally would go even farther to say that you should only be allowed to spawn 1 tank yourself during a match. So if you lose it, you will have to wait until the next match to spawn another and it gives others on your team a chance to call it their own. Tank spamming should not be allowed.
Raise the price of tanks. I don't like this one. it's obvious, but it doesn't solve anything. And it just gives tankers an excuse to justify being OP. I personally like the low isk cost and sp requirements as it gives even new players a chance to try things out without a huge investment.
Increase the spread of all large turrets. This would essentially make them less useful against infantry, but still useful against other tanks, vehicles, installations, etc. The turrets are currently dead on accurate even from across the map. I've been hit many times by a rail turret from so far away that I could barely see it.
Infantry only battle options. It would work, but I'm certain no infantry would join the regular battles unless they were running with tankers.
That's it. The post is probably too long winded for anybody to even read it, so I'll just have to consider it therapeutic if nothing else. I'll be happy if a dev could acknowledge that they read it and a huge bonus would be to let us know if things are working as intended or if they are considering changes. Or maybe we should all just try and ignore the elephant in the room.
And FYI, calling in another tank to deal with a tank still leaves an OP tank either way and is not really an appropriate solution, despite what tankers seem to believe. |
We are 138
Subdreddit Test Alliance Please Ignore
476
|
Posted - 2013.12.19 18:41:00 -
[2] - Quote
No. Grab a militia sica, fit it with two millita damage mods and pop the tanks.... Its so easy I won st least 5 matches today just busting tanks that were trying to slay my blueberrys while they were pressing objective. Even the dumbest of redberrys says " ah hell with it" after the get smoked two or three times then you recall And the match continues in peace.... Have not busted any of the big boys yet but this tactic works wonders on the scrub tankers and makes you a pile of WP and *gasp* your doing something good for your team.
Vehicles belong in this game. They have an entire skill tree and every thing. You want just infantry? Back to COD with you then. I like diversity and for craps sake being killed by a tank is still better than being reapeatedly raped by the damn duevolle AR over and over and over |
Stinker Butt
Ostrakon Agency Gallente Federation
208
|
Posted - 2013.12.19 18:45:00 -
[3] - Quote
We are 138 wrote:No. Grab a militia sica, fit it with two millita damage mods and pop the tanks.... Its so easy I won st least 5 matches today just busting tanks that were trying to slay my blueberrys while they were pressing objective. Even the dumbest of redberrys says " ah hell with it" after the get smoked two or three times then you recall And the match continues in peace.... Have not busted any of the big boys yet but this tactic works wonders on the scrub tankers and makes you a pile of WP and *gasp* your doing something good for your team.
Vehicles belong in this game. They have an entire skill tree and every thing. You want just infantry? Back to COD with you then. I like diversity and for craps sake being killed by a tank is still better than being reapeatedly raped by the damn duevolle AR over and over and over
Read the last line in the first post. And fyi, im a vehicle driver.
Tanks for Listening...
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TheEnd762
SVER True Blood Public Disorder.
259
|
Posted - 2013.12.19 18:50:00 -
[4] - Quote
Agreed, +1. |
Stinker Butt
Ostrakon Agency Gallente Federation
212
|
Posted - 2013.12.20 06:59:00 -
[5] - Quote
TheEnd762 wrote:Agreed, +1.
Thanks
Tanks for Listening...
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Alena Ventrallis
The Neutral Zone
341
|
Posted - 2013.12.20 08:02:00 -
[6] - Quote
Math time.
Sica has 2650 shield and 1500 armor.
Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage.
add in sica's 20% resistance to missiles, we get 1056 total damage.
x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot.
I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information:
http://www.youtube.com/watch?v=3au9H-NcgSw
The damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage.
We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks.
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 15:32:00 -
[7] - Quote
Maybe the math looks good on paper, but the swarms arent a concern to my lav unless I get out of it. Maybe because swarms are weak to shields. But I do agree that if they were 1.6 levels, I would suffer. Anyway, thats just one of many ideas. Personally I like the window and emp grenades, but I think theyre the least likely to happen.
Tanks for Listening...
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Cosgar
ParagonX
8932
|
Posted - 2013.12.20 15:42:00 -
[8] - Quote
Other than a lack of anti-shield AV, REs/mines needing a buff and a need to fix draw distance so swarms can get a possible range buff tank/AV is about as balanced as it'll ever be. You rarely see militia tanks getting more thang 10-15 kills and you have to use timing to pop a tank. Basically, they made it harder for both sides to kill eachother.
Also, is something really OP if everyone can use it? I mainly play infantry but always keep a few tanks on hand just in case. This makes the game more dynamic and adds a dimension of combat that used to only be known by a select few. Anyone can tank now, but the ones that invest and practice will do it better.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
35
|
Posted - 2013.12.20 16:09:00 -
[9] - Quote
though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? |
Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 17:47:00 -
[10] - Quote
Cosgar wrote:Other than a lack of anti-shield AV, REs/mines needing a buff and a need to fix draw distance so swarms can get a possible range buff tank/AV is about as balanced as it'll ever be. You rarely see militia tanks getting more thang 10-15 kills and you have to use timing to pop a tank. Basically, they made it harder for both sides to kill eachother.
Also, is something really OP if everyone can use it? I mainly play infantry but always keep a few tanks on hand just in case. This makes the game more dynamic and adds a dimension of combat that used to only be known by a select few. Anyone can tank now, but the ones that invest and practice will do it better.
I don't agree that it's harder for both sides to kill each other. Tanks could kill you instantly in 1.6, and they got a hefty power boost with 1.7. It's tough dodging rails at 2 per second when it only takes 1 to kill you. 2 if youre in an LAV.
I call it OP because I believe that any competitive game should be about choices and sacrifices. If you choose to have offensive power, you should sacrifice speed and/or defense. Or if you choose heavy defense, you sacrifice the others. If a tank has the best of all 3, what did they sacrifice? Just because I can run a tank too, doesn't mean it's balance. What about the other 95% of players out there? Do you suggest that we all drive tanks?
As an AV player, I know that I will be weak against infantry. But that is a choice that I make. No matter what choice a tanker makes, he/she will still dominate over everyone, except other tanks. This game never revolved around tanks in the past, but that definitely seems to have changed. If this is how it is supposed to be, I only ask that CCP come forward with it, so that I and others can officially leave. Instead we sit in silence, fighting amongst ourselves, growing more and more frustrated every day.
CCP, just tell us this is working as intended, and you'll get no further posts from me. I promise.
Tanks for Listening...
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 18:36:00 -
[11] - Quote
Alam Storm wrote:though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this?
My tank can passively rep through proto swarms, so I find it hard to believe that a 35% buff to swarm damage would affect the current tanks. But, from my LAV perspective, I agree that I would be wrecked, and of course i don't "want" it to be that way. It's only a level 3 LAV, so I expect some degree of wreckage from proto weapons.
It's hard to argue about flaylocks having some purpose in the game. And it would probably become an essential sidearm to most players if it worked. Again, I think my LAV would suffer horribly, but it seems there is no way to win that fight.
Please give tanks some balance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
36
|
Posted - 2013.12.20 18:41:00 -
[12] - Quote
Stinker Butt wrote:Alam Storm wrote:though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? My tank can passively rep through proto swarms, so I find it hard to believe that a 35% buff to swarm damage would affect the current tanks. But, from my LAV perspective, I agree that I would be wrecked, and of course i don't "want" it to be that way. It's only a level 3 LAV, so I expect some degree of wreckage from proto weapons. It's hard to argue about flaylocks having some purpose in the game. And it would probably become an essential sidearm to most players if it worked. Again, I think my LAV would suffer horribly, but it seems there is no way to win that fight.
i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher |
Cosgar
ParagonX
8936
|
Posted - 2013.12.20 19:23:00 -
[13] - Quote
You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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CLONE117
planetary retaliation organisation
527
|
Posted - 2013.12.20 20:12:00 -
[14] - Quote
focused av fire works well against tanks. but it requires the one thing most of ppl on this game probably know nothing about "teamwork"
although i havnt had much trouble destroying those mlt tanks u ppl say r op.
since most of them are unskilled drivers to begin with ive had a rather easy time poping them with my better fitted soma.as i went into the core skills for vehicles. although i do kinda regret wasting all that sp just to unlock the std large missile turrets i could have just went into blaster turrets instead and leveled up fitting optimization. and possibly unlocked std havs.
which i intend to do if im ever going to create my special anti tank fitting.
aside from all this it looks like all the ppl who say tanks r op r just focusing on mlt tanks only. right now id say tank vs tank combat is more balanced then ever. if u nerf mlt tanks to being paper thin again what do u think is going to happen?
instead of mlt tanks being spammed u will be dealing with even stronger ad much BETTER fitted maddies and gunlogis without any actual way to take them down for the simple fact that u nerfed the already weakest of the tanks to be even weaker and easier to destroy with the thought that this will make things easier for av.
it would make soloing mlt tanks easier. but it would make killing maddies and gunlogis next to impossible. and possibly more expensive.
and so the crying would get worse in the end.
ive also managed to kill many of those mlt tanks with adv cbr7 swarms and av nades.
its all about positioning then.
although to give tanks an actual weakness since current playstyle seems to be running away with active hardeners we could make hardeners slow the vehicle down or immobilize it for now and see what happens from there. |
Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:23:00 -
[15] - Quote
Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers.
Please give tanks some balance
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Draco Cerberus
BurgezzE.T.F Public Disorder.
617
|
Posted - 2013.12.20 21:24:00 -
[16] - Quote
I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun).
LogiGod earns his pips
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:25:00 -
[17] - Quote
Cosgar wrote:You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change.
It's a continuous work in progress, and that's why I post in hopes of changing the current direction the game is going. Militia tanks were always accessible, just expensive. I'm ok with them being cheap. I even like it.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:43:00 -
[18] - Quote
Draco Cerberus wrote:I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun).
Well, sure. We could also form a circle around the fireplace and sing Kumbaya. But I joined the match to fight, I just want it to be balanced.
I did fly dropships for a while, but the assault dropships don't work with a motion controller, and it's not that much fun to just fly around in circles as target practice for forges.
I just bought 6 new games on Amazon. I would have loved to spend the money on Dust, but hopefully after I'm done with those, Dust will be in a better place. And no, I'm not giving away my stuff. lol. I do have hope that I'll be back.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 22:07:00 -
[19] - Quote
CLONE117 wrote:focused av fire works well against tanks. but it requires the one thing most of ppl on this game probably know nothing about "teamwork"
although i havnt had much trouble destroying those mlt tanks u ppl say r op.
since most of them are unskilled drivers to begin with ive had a rather easy time poping them with my better fitted soma.as i went into the core skills for vehicles. although i do kinda regret wasting all that sp just to unlock the std large missile turrets i could have just went into blaster turrets instead and leveled up fitting optimization. and possibly unlocked std havs.
which i intend to do if im ever going to create my special anti tank fitting.
aside from all this it looks like all the ppl who say tanks r op r just focusing on mlt tanks only. right now id say tank vs tank combat is more balanced then ever. if u nerf mlt tanks to being paper thin again what do u think is going to happen?
instead of mlt tanks being spammed u will be dealing with even stronger ad much BETTER fitted maddies and gunlogis without any actual way to take them down for the simple fact that u nerfed the already weakest of the tanks to be even weaker and easier to destroy with the thought that this will make things easier for av.
it would make soloing mlt tanks easier. but it would make killing maddies and gunlogis next to impossible. and possibly more expensive.
and so the crying would get worse in the end.
ive also managed to kill many of those mlt tanks with adv cbr7 swarms and av nades.
its all about positioning then.
although to give tanks an actual weakness since current playstyle seems to be running away with active hardeners we could make hardeners slow the vehicle down or immobilize it for now and see what happens from there.
I can take out MLT tanks. I can even take out gunnlogies and maddies. I've been taking out tanks since before chromosome. Balance isn't about what you, or I, or the team, or even what that "really cool dude" with 5000+ likes on the forum can do. If you consider what an average player can do vs what an average player can do with a tank, that is how you figure out balance. Suddenly your chance to be successful goes up 10 fold just because you called a tank. I don't think any tanker has a right to consider theirself "good" at this game when they have such a huge advantage.
You can still have good tank vs tank battles without making them so OP to everything else in the game. Just decrease both hitting power and defense on all tanks and nothing will change as far as tank vs tank.
Please give tanks some balance
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Cosgar
ParagonX
8939
|
Posted - 2013.12.21 02:20:00 -
[20] - Quote
Stinker Butt wrote:Cosgar wrote:You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change. It's a continuous work in progress, and that's why I post in hopes of changing the current direction the game is going. Militia tanks were always accessible, just expensive. I'm ok with them being cheap. I even like it. I'd say save your time. They're going to do what they want. This is coming from a former battleship pilot.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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kickin six
Royal Uhlans Amarr Empire
6
|
Posted - 2013.12.21 02:52:00 -
[21] - Quote
I agree with some of the OP suggestions and I took it to mean implement one or two and see how it goes. Here's a typical assault. A tank barrels into a scene guns blazing, every one on the other side runs and hides but one or two usually get taken out. If they have a swarm or forge they'll fire a few shots then the hardener comes on. While they're either hopelessly firing at the tank or waiting it out, the infantry roll out from behind the tank and start firing away. If by some miracle they're repelled and the hardener times-out the tank either resumes firing or races away at ludicrous speed just to start the process all over again. Meanwhile a lot of wasted ammo is used up while the tank enjoys unlimited ammo.
1. Slow them down.
2. Reduce the hardener time.
3. No ability to shoot while the hardener is activated.
4. Give tanks an ammo budget that can be reloaded at a vehicle depot.
Cheers
Just some thoughts. Cheers |
Baltazar Pontain
Phantom Universe Task Force Die Fremdenlegion
39
|
Posted - 2013.12.21 07:08:00 -
[22] - Quote
Alena Ventrallis wrote:Math time. Sica has 2650 shield and 1500 armor. Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage. add in sica's 20% resistance to missiles, we get 1056 total damage. x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot. I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information: http://www.youtube.com/watch?v=3au9H-NcgSwThe damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage. We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks. I like it when math is used, but please use it right.
No one disagree that three swarms WILL kill a tank. If those 3 swarms hit him SIMULTANOUSLY!
And that will never happen in a realistic scenario.
In a real scenario you have time between shoots, ostacles, tank speed and other enemies that are not considered in your math. |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
37
|
Posted - 2013.12.21 12:24:00 -
[23] - Quote
Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers.
range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm |
Draco Cerberus
BurgezzE.T.F Public Disorder.
620
|
Posted - 2013.12.21 15:28:00 -
[24] - Quote
Stinker Butt wrote:Draco Cerberus wrote:I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun). Well, sure. We could also form a circle around the fireplace and sing Kumbaya. But I joined the match to fight, I just want it to be balanced. I did fly dropships for a while, but the assault dropships don't work with a motion controller, and it's not that much fun to just fly around in circles as target practice for forges. I just bought 6 new games on Amazon. I would have loved to spend the money on Dust, but hopefully after I'm done with those, Dust will be in a better place. And no, I'm not giving away my stuff. lol. I do have hope that I'll be back. Wait a month and see what happens. We are on a monthly release schedule atm which is actually quite quick for patches, updates and new "content". I believe that soon this game will change for the better, not worse. Honestly tanks are not that big of a problem, even unskilled new players (under 1mil sp) have easy access to militia AV which will work to tank kill (Militia Heavy/FG) and for 10k to fit and fill a Fat suit to go take tanks down is not that big of a deal.
LogiGod earns his pips
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Stinker Butt
Ostrakon Agency Gallente Federation
218
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Posted - 2013.12.21 18:51:00 -
[25] - Quote
kickin six wrote:I agree with some of the OP suggestions and I took it to mean implement one or two and see how it goes. Here's a typical assault. A tank barrels into a scene guns blazing, every one on the other side runs and hides but one or two usually get taken out. If they have a swarm or forge they'll fire a few shots then the hardener comes on. While they're either hopelessly firing at the tank or waiting it out, the infantry roll out from behind the tank and start firing away. If by some miracle they're repelled and the hardener times-out the tank either resumes firing or races away at ludicrous speed just to start the process all over again. Meanwhile a lot of wasted ammo is used up while the tank enjoys unlimited ammo.
1. Slow them down.
2. Reduce the hardener time.
3. No ability to shoot while the hardener is activated.
4. Give tanks an ammo budget that can be reloaded at a vehicle depot.
Cheers
Just some thoughts. Cheers
In fairness, after the 1.7 update, #4 on your list was implemented. There is an easy work around though. If there are no available supply depots, they just call in another tank. All good ideas though.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
218
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Posted - 2013.12.21 19:06:00 -
[26] - Quote
Baltazar Pontain wrote:Alena Ventrallis wrote:Math time. Sica has 2650 shield and 1500 armor. Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage. add in sica's 20% resistance to missiles, we get 1056 total damage. x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot. I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information: http://www.youtube.com/watch?v=3au9H-NcgSwThe damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage. We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks. I like it when math is used, but please use it right. No one disagree that three swarms WILL kill a tank. If those 3 swarms hit him SIMULTANOUSLY! And that will never happen in a realistic scenario. In a real scenario you have time between shoots, ostacles, tank speed and other enemies that are not considered in your math.
I didn't watch that video before now, but It's interesting that he uses the smallest map available to "prove" that the range is too much. I think anyone in a vehicle hates that map, except the annoying tankers that sit and rail snipe from the redline. At least with swarmers you had the option of sniping, or driving up and shooting them. Not many options when it's a tank that just backs up a few feet after being hit. Not to mention the snipers and forge gunners that also hide out in those mountains and cover the full range of the map. That video was extremely biased.
He didn't address the damage part of the nerf, but I'm sure that since they're almost completely ineffective now, he'd be happy with that and say it's balanced.
Anyway, no vehicle driver will want swarms to be effective, so it seems to be a waste of time mentioning it. I use a forge, so I'll give up swarms.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
218
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Posted - 2013.12.21 19:17:00 -
[27] - Quote
Alam Storm wrote:Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers. range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm
You would think, but most don't have the build you speak of. In addition, shields have built in 20% resistance to swarms. So with a hardner on, that's 80% resistance, So with continuous hardners, youre proto swarms are doing about 44 dmg per missile. When a tank passively heals shields at over 200 hp/sec (dont remember the actual number), it heals faster than you can hurt it.
It just seems logical to me that if you're going to make a weapon useless, just remove it from the game. CCP seems to be passive aggressive about it and just turns it into a paperweight for your collection.
Anyway, I'm tired of talking about swarms. I haven't used them in months, so doesn't bother me terribly. I do think it's a little unfair to the light suit AV players though.
Please give tanks some balance
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twitchy- mc
The Exemplars Top Men.
0
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Posted - 2013.12.21 22:12:00 -
[28] - Quote
Reduce the rate and damage threshold that the shield/armor can repair for tanks. create movement penalties for some of the modules damage mods, hardeners, shield extenders etc.( to create a sacrifice to movement) increase the damage type downfalls for heavy turrets(to buff the turret role status) Create a redline return to battle/kick system to eliminate rail tanks camping the redline all match.
problem solved. |
CLONE117
planetary retaliation organisation
534
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Posted - 2013.12.22 04:05:00 -
[29] - Quote
repping isnt the problem... think of that like an endless light armor repair module that never turns off.. u can still negate the damges easily. although it doesnt feels as great as that temporary active light rep module.. |
kickin six
Royal Uhlans Amarr Empire
7
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Posted - 2013.12.22 05:42:00 -
[30] - Quote
Stinker Butt wrote:kickin six wrote:4. Give tanks an ammo budget that can be reloaded at a vehicle depot. In fairness, after the 1.7 update, #4 on your list was implemented. There is an easy work around though. If there are no available supply depots, they just call in another tank. All good ideas though.
Thanks for clarifying. That's a good start.
After a couple days to calm down I actually like the new leveling. It's hillarious to watch 4 -6 tanks duke it out, wait for the heat to cool then start blasting away with my FG. I'm actually crushing many games with equipment spam and an FG. Jeez there's so many bad drivers out there. My favorite was blowing up a tank in mid-air as he hopped a rock while trying to escape. Wish I had a video of it. That balanced with going toe-to-toe with a hardened tank. Give and take I guess. Cheers |
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