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Stinker Butt
Ostrakon Agency Gallente Federation
224
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Posted - 2013.12.22 07:12:00 -
[31] - Quote
twitchy- mc wrote: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.( specific to tanks make it like 4 mins to allow for calling it in, recalling it in the redline, restock in the redline. so like 4mins warning and then a 1-2 min final warning then kick.)
problem solved.
All sounds good to me. I don't know about kicking for being in the redline though. Sometimes you are kinda trapped there by the opposing team and you have to try and fight your way out. I don't think points or kills should be awarded to either side for killing or dieing within the redzone. let them die, but don't rack up a kill for it. That would discourage most, I would think. It would even encourage the strong team to "let" them come out.
Please give tanks some balance
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Alena Ventrallis
The Neutral Zone
351
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Posted - 2013.12.22 14:51:00 -
[32] - 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 1. Yes. Definitely needs to happen.
2. Hardener time is good, its when more than one is fitted that they get bad. Got a Gunnlogi to test it, you can get a permahardened tank with 3 of them.
3. All kinds of no. what would be the point of vehicles then?
4. Isn't that what happens already? |
kickin six
Royal Uhlans Amarr Empire
8
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Posted - 2013.12.22 16:14:00 -
[33] - Quote
Alena Ventrallis wrote:kickin six wrote:3. No ability to shoot while the hardener is activated. 3. All kinds of no. what would be the point of vehicles then?
I guess I was looking at the combo of nearly impenetrable defense, high fire rate and ability to escape at a ridiculously high speed. I as a FG have good firepower against an unhardened tank but will die with 1-2 shots by them and can't run to save my life, literally. Sometimes I want a hover-board slogging around in a heavy suit. As I mentioned though, I've had 2nd thoughts as a team can take down even a hardened tank driver that gets pinned. I think the novelty has worn off as I'm seeing a lot less tanks to destroy. Take it easy. |
CLONE117
planetary retaliation organisation
535
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Posted - 2013.12.22 16:32:00 -
[34] - Quote
i thought ccp had already reduced movement speed of them?
they feel much slower now than when i was driving them on day1.. |
Stinker Butt
Ostrakon Agency Gallente Federation
227
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Posted - 2013.12.22 21:54:00 -
[35] - Quote
kickin six wrote:Alena Ventrallis wrote:kickin six wrote:3. No ability to shoot while the hardener is activated. 3. All kinds of no. what would be the point of vehicles then? I guess I was looking at the combo of nearly impenetrable defense, high fire rate and ability to escape at a ridiculously high speed. I as a FG have good firepower against an unhardened tank but will die with 1-2 shots by them and can't run to save my life, literally. Sometimes I want a hover-board slogging around in a heavy suit. As I mentioned though, I've had 2nd thoughts as a team can take down even a hardened tank driver that gets pinned. I think the novelty has worn off as I'm seeing a lot less tanks to destroy. Take it easy.
Maybe the inability to shoot is a bit extreme, but I think the idea is that the hardener is used to aid in "fleeing" the scene. It seems counter-intuitive that tanks should be "fleeing" anyway. Your analogy to the heavy suit is a perfect case in point. Maybe when the hardener is on, it only moves at half speed.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
227
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Posted - 2013.12.22 21:55:00 -
[36] - Quote
CLONE117 wrote:i thought ccp had already reduced movement speed of them?
they feel much slower now than when i was driving them on day1..
they did slow them down. But still way faster than a tank should be, in my opinion.
Please give tanks some balance
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CLONE117
planetary retaliation organisation
536
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Posted - 2013.12.22 22:04:00 -
[37] - Quote
id say our current tanks r fine.. well mlt feels fine any ways...
now since hardeners and other such modules are cycled with if they worked like this u have 3 shield hardeners on a gunlogi.
instead of being able to cycle them. the second u activate 1 of the hardeners the rest activate at the same time. this means no more permanent hardened tanks.
which could mean an end to this tank stomping.
although the only times ive brought out a tank was when i was having an extremely hard time trying to push an objective. or when there was an enemy tank prowling about trying to farm kills... |
Stinker Butt
Ostrakon Agency Gallente Federation
229
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Posted - 2013.12.23 07:25:00 -
[38] - Quote
CLONE117 wrote:id say our current tanks r fine.. well mlt feels fine any ways...
now since hardeners and other such modules are cycled with if they worked like this u have 3 shield hardeners on a gunlogi.
instead of being able to cycle them. the second u activate 1 of the hardeners the rest activate at the same time. this means no more permanent hardened tanks.
which could mean an end to this tank stomping.
although the only times ive brought out a tank was when i was having an extremely hard time trying to push an objective. or when there was an enemy tank prowling about trying to farm kills...
mlt is fine? that's the first I've heard that, even from tankers.
Let me make a scenario to explain. Mr Average Joe Infantry is going about his usual business. Suddenly Average Joe Tanker on the opposite team decides to bring in a tank. All other things being equal, if you were betting, who would you bet to win between the two of them? You can make up any scenario you want to try and convince yourself that Average Joe Infantry actually has a chance, but if you were going to put your money on it and not knowing anything else, I guarantee you that you're going to bet on the tanker. Because you and everyone else in this game knows that the odds are heavily weighted toward the tank. This is not balance. Common sense should tell you that it is not balance.
In most cases, it wouldn't really matter. But this is a competitive shooter, and people look at stats. The tanker is no better of a player than the infantryman, but his stats will look 10x better.
You can't give all the power, all the hp, all the defense, and all the speed to one class in a competitive game. I don't expect everyone to understand or appreciate that, but I would think that CCP would.
Please give tanks some balance
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twitchy- mc
The Exemplars Top Men.
1
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Posted - 2013.12.23 08:30:00 -
[39] - Quote
CLONE117 wrote: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..
That is why I stated reduce the "rate" reduce the frequency that heavy shields and armor regen. and then reduce the damage threshold for said regen. also From what I have seen(personal experience, I don't know if this is my mind playing tricks on me or not) but I have seen tanks (specifically armor tanks) once they are into their armor and they hit their hardener they rep while receiving AV damage i.e swarms, av nade's, forge gun fire, Like I said that is just what I have seen. If that is what is happening then the threshold needs to be looked at for when the hardeners are activated. |
Exodeon Salviej
the third day Public Disorder.
8
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Posted - 2013.12.23 11:02:00 -
[40] - Quote
Stinker Butt wrote: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. Uber +1 to those ideas, in all honesty. More so to the vulnerable point, than the EMP greande. Immobilizing a tank entirely as such would probably be a little too much. It'd just make it a fish in a barrel at that point. But as for the vulnerable point, I'm totes for it. Like...the window is a great idea, albeit small, or remote explosives could have a such effect that if they blow up underneath a tank, not only do they deal damage to the tank, but they can also break the tracks that the tanks roll on, therefore immobilizing the movement, but not the turret. And think, most people who use remote explosives drop them on crucial, and vital points in the map, specifically in the middle of the road. So if they immobilize that said tank in the middle of the road, next to an objective, then it turns out, you just made a deployed blaster/railgun/missle installation.
Your face is something to shoot, so I will shoot. Don't be offended, I do it to everyone.
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Stinker Butt
Ostrakon Agency Gallente Federation
240
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Posted - 2013.12.23 14:50:00 -
[41] - Quote
Exodeon Salviej wrote:Stinker Butt wrote: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. Uber +1 to those ideas, in all honesty. More so to the vulnerable point, than the EMP greande. Immobilizing a tank entirely as such would probably be a little too much. It'd just make it a fish in a barrel at that point. But as for the vulnerable point, I'm totes for it. Like...the window is a great idea, albeit small, or remote explosives could have a such effect that if they blow up underneath a tank, not only do they deal damage to the tank, but they can also break the tracks that the tanks roll on, therefore immobilizing the movement, but not the turret. And think, most people who use remote explosives drop them on crucial, and vital points in the map, specifically in the middle of the road. So if they immobilize that said tank in the middle of the road, next to an objective, then it turns out, you just made a deployed blaster/railgun/missle installation. Edit: With that in mind, they can have as many hardeners as they want. If they can't move, I'm okay with a unremoveable speedbump in the middle of the road that can shoot at you.
ahh, finally. I was starting to wonder if anybody read past the first paragraph. lol.
EMP grenades could be too powerful, but they could also be pretty limited. You could limit infantry to carrying one (like thukkers), and make them only last 5 to 10 seconds. I can just imagine the computer voice saying, "system offline.... rebooting..." They could also be very short range, so you have to be up close to use them. So a tanker could either get out and try to shoot the attacker or rely on his own surrounding infantry to help him out. Teamwork is a concept very foreign to most tankers though, so they won't like that. Other than that, I don't feel bad if they get killed quickly because they quickly kill everything else on the map, so why shouldn't they?
The window is actually my favorite. Tanks get a perfect 3rd person birds eye view of everything and no weak spot. It doesn't seem logical to me. A small window would give any infantry a chance, albeit a small one, to fight back. That is the way it should be, in my opinion. It would make tanks think twice about rushing into a hot zone like they do now. I also think they should be forced to see out that window, like a real first person shooter - but the crying would never stop, so devs shouldn't bother.
Tanks would be fine with both of these if they actually played somewhat realistically and kept their distance from the enemy.
Please give tanks some balance
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Exodeon Salviej
the third day Public Disorder.
11
|
Posted - 2013.12.24 04:02:00 -
[42] - Quote
Stinker Butt wrote:Exodeon Salviej wrote:Stinker Butt wrote: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. Uber +1 to those ideas, in all honesty. More so to the vulnerable point, than the EMP greande. Immobilizing a tank entirely as such would probably be a little too much. It'd just make it a fish in a barrel at that point. But as for the vulnerable point, I'm totes for it. Like...the window is a great idea, albeit small, or remote explosives could have a such effect that if they blow up underneath a tank, not only do they deal damage to the tank, but they can also break the tracks that the tanks roll on, therefore immobilizing the movement, but not the turret. And think, most people who use remote explosives drop them on crucial, and vital points in the map, specifically in the middle of the road. So if they immobilize that said tank in the middle of the road, next to an objective, then it turns out, you just made a deployed blaster/railgun/missle installation. Edit: With that in mind, they can have as many hardeners as they want. If they can't move, I'm okay with a unremoveable speedbump in the middle of the road that can shoot at you. ahh, finally. I was starting to wonder if anybody read past the first paragraph. lol. EMP grenades could be too powerful, but they could also be pretty limited. You could limit infantry to carrying one (like thukkers), and make them only last 5 to 10 seconds. I can just imagine the computer voice saying, "system offline.... rebooting..." They could also be very short range, so you have to be up close to use them. So a tanker could either get out and try to shoot the attacker or rely on his own surrounding infantry to help him out. Teamwork is a concept very foreign to most tankers though, so they won't like that. Other than that, I don't feel bad if they get killed quickly because they quickly kill everything else on the map, so why shouldn't they? The window is actually my favorite. Tanks get a perfect 3rd person birds eye view of everything and no weak spot. It doesn't seem logical to me. A small window would give any infantry a chance, albeit a small one, to fight back. That is the way it should be, in my opinion. It would make tanks think twice about rushing into a hot zone like they do now. I also think they should be forced to see out that window, like a real first person shooter - but the crying would never stop, so devs shouldn't bother. Tanks would be fine with both of these if they actually played somewhat realistically and kept their distance from the enemy. I'm one for the window, and the tracks. You don't particularly have to destroy every tank you see, you could just put a handicap on it through strategic maneuvers.
Your face is something to shoot, so I will shoot. Don't be offended, I do it to everyone.
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Kharga Lum
Xeno Labs Security
178
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Posted - 2013.12.24 05:11:00 -
[43] - Quote
These are good ideas however implementing all of these would reduce tanks to 1.6 cheese again.
Considering that tanks are weaker then 1.6 when hardeners are off...if you have 1 and it goes off.
Instead of introducing a bunch of new things, we should adjust what is out there to resemble some kind of sanity. CCP balances things with a sledge hammer. Introducing new things to kill tanks will make AV overpowered again and we'll just flip-flop between one or the other being OP forever.
Yes tanks, with hardeners, are god-mode. <--- if this is the problem, this should be addressed.
What exists needs to be balanced without the introduction of new things, which themselves will need to be balanced.
The "wave" idea is stupid. Eve has a decade of experience at vehicle combat/tanking and Dust has learned NOTHING from any of that. The Eve system works...why is it so impossible to say "Hey look, that works really well...maybe we should do that." |
Text Grant
Death Firm. Canis Eliminatus Operatives
276
|
Posted - 2013.12.24 05:34:00 -
[44] - 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. soma 4000 armor 1200 shields proto swarms 3 volleys 3960 I'm pretty sure the soma wins. |
Stinker Butt
Ostrakon Agency Gallente Federation
241
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Posted - 2013.12.24 10:12:00 -
[45] - Quote
Kharga Lum wrote:These are good ideas however implementing all of these would reduce tanks to 1.6 cheese again.
Considering that tanks are weaker then 1.6 when hardeners are off...if you have 1 and it goes off.
Instead of introducing a bunch of new things, we should adjust what is out there to resemble some kind of sanity. CCP balances things with a sledge hammer. Introducing new things to kill tanks will make AV overpowered again and we'll just flip-flop between one or the other being OP forever.
Yes tanks, with hardeners, are god-mode. <--- if this is the problem, this should be addressed.
What exists needs to be balanced without the introduction of new things, which themselves will need to be balanced.
The "wave" idea is stupid. Eve has a decade of experience at vehicle combat/tanking and Dust has learned NOTHING from any of that. The Eve system works...why is it so impossible to say "Hey look, that works really well...maybe we should do that."
I don't mean to imply with the post that all of those things need to be done. They are just ideas I've seen posted about, and a couple I made up myself - trying to give CCP some things to consider. I hope others will post too, or at least talk about what they like and don't like.
What is the wave idea? you mean hardeners?
People seem to think that tanks were too weak in 1.6. But there were a lot of good tankers that average 10+ matches without dieing. I think the problem is we assume that tanks are not supposed to die, just because it's a tank. I think that's a poor way of thinking. Tanks are now cheap enough that people can afford to lose them the same way they lose proto suits. The only "issue" with 1.6 was that they were too expensive.
Please give tanks some balance
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Fox Gaden
Immortal Guides
1967
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Posted - 2013.12.24 13:09:00 -
[46] - Quote
Too many radical changes will just take tanks from being OP to being completely useless. We need to look at smaller steps.
1) Reduce tank spam by making Tanks less viable for people who donGÇÖt specialise in tanks.
Nerf vehicle health by 25%, but add the +5% HP for each level of shield and amour skill. This is a 25% nerf to people who donGÇÖt have vehicle skills, while not effecting anyone with Vehicle Armour and Shield skills maxed.
2) Buff Swarm Launcher slightly. Buff lock range by 25m. 175 + 25 = 200m (was 400m in 1.6) Buff missel damage by 30. 220 + 30 = 250 (was 330 in 1.6)
Then lets test AV against dedicated tankers without the AV getting swarmed by militia tanks. Once we assess the situation without all the clutter, then we can discuss what else needs to be done. Trying to fix everything in one step is how tanks became OP in the first place.
Also: - I donGÇÖt like making Militia tanks more expensive. A new merc can invest half a million skill points in vehicles if they want to specialise in tanking, but they donGÇÖt start with a lot of ISK.
- I donGÇÖt like capping the tanks at 2. The first two proto Infantry who spawn will call in militia tanks, and then the 22 million skill point tanker who spawns in after will be forced to run around in a militia starter suit until one of the militia tanks are killed.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Stinker Butt
Ostrakon Agency Gallente Federation
244
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Posted - 2013.12.25 06:33:00 -
[47] - Quote
Fox Gaden wrote:Too many radical changes will just take tanks from being OP to being completely useless. We need to look at smaller steps.
1) Reduce tank spam by making Tanks less viable for people who donGÇÖt specialise in tanks.
Nerf vehicle health by 25%, but add the +5% HP for each level of shield and amour skill. This is a 25% nerf to people who donGÇÖt have vehicle skills, while not effecting anyone with Vehicle Armour and Shield skills maxed.
2) Buff Swarm Launcher slightly. Buff lock range by 25m. 175 + 25 = 200m (was 400m in 1.6) Buff missel damage by 30. 220 + 30 = 250 (was 330 in 1.6)
Then lets test AV against dedicated tankers without the AV getting swarmed by militia tanks. Once we assess the situation without all the clutter, then we can discuss what else needs to be done. Trying to fix everything in one step is how tanks became OP in the first place.
Also: - I donGÇÖt like making Militia tanks more expensive. A new merc can invest half a million skill points in vehicles if they want to specialise in tanking, but they donGÇÖt start with a lot of ISK.
- I donGÇÖt like capping the tanks at 2. The first two proto Infantry who spawn will call in militia tanks, and then the 22 million skill point tanker who spawns in after will be forced to run around in a militia starter suit until one of the militia tanks are killed.
I agree with almost all of that. I like going by small changes, which is something CCP is not really known for.
All good except that last paragraph. That 22 mil sp tanker will get no sympathy from me. That's just part of the game. Do you think he feels bad when he's the 7th tank in an ambush with the entire opposing team surrounded like pigs to slaughter? Hell no he doesn't. Do you think he feels bad when we're redlined in skirmish and I can't call in any vehicle because the tanks have the vehicle limit capped. They don't even care that they're losing the match and the rest of us can't even get to an objective.
Limit to 2 - I'm sticking with that. If the Pro tanker was late to the battle, he will have to be patient until one of those militia tanks gets popped. Or he can leave and go to another match.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
298
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Posted - 2013.12.31 17:39:00 -
[48] - Quote
Stinker Butt wrote:Prolonged deployment time for tanks. Make a lead time of some kind, maybe 1 minute after calling in a tank for it to be deployed. This would almost completely eliminate tank spamming without nerfs or buffs. It would give AV players a chance to eliminate 1 tank at a time without having that tank replaced in 10 seconds. It would give ambush players and all infantry a chance to establish themselves before getting dominated by tanks. It also requires the tanker to invest time to be the most OP person on the map.
Symmetric decrease of fire power and defense of tanks. this would allow the same tank v tank battles while making them slightly less effective to everything else and more vulnerable to attacks. This is really just a nerf, but probably badly needed at this point.
I added 2 more ideas to the first post. The more I think about it, the more I like the first one - longer deployment times. It definitely increases the risk vs reward for tanks and may almost be balanced. Ambush would be risky without safe zones, but currently tankers just run rampant through ambushes. Skirmish and domination wouldn't be so bad, but if 7 people decide to call in tanks, then that's a minute for the other team to dominate.
It would force the tanker to consider whether or not it's worth it to call in a tank. and especially if they lose it and want to call a second one. It also stops people from spamming another one as soon as they are injured or run out of ammo.
Any thoughts?
Please give tanks some balance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
51
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Posted - 2014.01.01 00:06:00 -
[49] - Quote
Stinker Butt wrote: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.
that does some what make sense but what if they up the damage on swarm luachers say 250 per missile thats 1000 for basic swarms and prototype has 1500
then put the shields on tanks like what you out of suits put a delay on them but say 30 seconds and then restrict the hardeners you have down to 1 hardener per tank i know a few people put 2 or 3 on when one runs out they switch to anther one and wait for first one to cool down then restrict the speed of the tank down so its not faster then an LAV
i read a post a few days ago i liked the idea of where tanks LAVs and drop ships will have swarms on them
tanks have anti air craft but will need to give up a slot for an extra player to use the AA gun and drop ships have anti vehicle on them i was thinking maybe an extra turret that comes out the bottom of the drop ship to give it best possible chance
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Timtron Victory
Tech Guard RISE of LEGION
11
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Posted - 2014.01.01 01:02:00 -
[50] - Quote
I am not very sure what you guys mean by the "window", but this is what I think
A tank should be the sum of its parts, its not like the entire tank is one **** of metal. A window should be like the door in which you enter a tank, maybe from behind. A well placed RE or missile file should be able to blow up the window/door. Even if the tank repairs to full health the door would remain open. Maybe I am asking for too much as this game's engine is supposedly outdated. I believe a PS3 game should be able to do this.
Also no matter what anyone says, TANKS ARE TOO FAST. They should be like Heavys They move like they are paperweight. I said this before but tanks are doing ballet after their speed nerf I saw two tanks on my team forming a triangle |
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hgghyujh
Expert Intervention Caldari State
213
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Posted - 2014.01.01 04:27:00 -
[51] - Quote
i'm gonna keep saying nerfing tanks or buffing AV untill there is a standing dedicated AV force will only break tanks again.
large blasters could use a pass(too powerful against infantry), swarms need a dumb fire(with av nade trigger) and wp for damage needs to return.
but until those things are done tanks and av should be left be they will find balance and if it is still skewed after 3 months then tiny changes can be made, The main issue right now is that no one wants to do something other then what they have been doing right now, they are used to tanks not being relevant and so they behave in way that do not make sense in a game with functional tanks and then blame it on the tanks while refusing to adapt. I'm not saying get gud, i'm saying try something other then assualt type suit with assualt type gun, for once.
as for tankers who are complaining I can help but feel that you miss feeling like the only power house on the feild, I mean I can die 30 times in a match against 3 tanks but because I keep fielding tanks they will often win, I mean ground force stop being harassed as long as their is a threat on the field. Same goes with AV threats don't present your self to tanks cuase then they are done with you and move on make them work for it untill the are forced to leave then find where they ran to and do it again. eventually they will get so fed up with you they will stick around a little too long you will kill them, or they will recall their tank. ooohhhhhh wait you don care if your team wins you care bout your KDR...... |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
52
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Posted - 2014.01.01 05:05:00 -
[52] - Quote
well why not do it wear the tanks weakness is at the rear where the engines are if u manage to hit them u do double damage |
Timtron Victory
Tech Guard RISE of LEGION
12
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Posted - 2014.01.01 05:16:00 -
[53] - Quote
hgghyujh wrote:i'm gonna keep saying nerfing tanks or buffing AV untill there is a standing dedicated AV force will only break tanks again.
large blasters could use a pass(too powerful against infantry), swarms need a dumb fire(with av nade trigger) and wp for damage needs to return.
but until those things are done tanks and av should be left be they will find balance and if it is still skewed after 3 months then tiny changes can be made, The main issue right now is that no one wants to do something other then what they have been doing right now, they are used to tanks not being relevant and so they behave in way that do not make sense in a game with functional tanks and then blame it on the tanks while refusing to adapt. I'm not saying get gud, i'm saying try something other then assualt type suit with assualt type gun, for once.
as for tankers who are complaining I can help but feel that you miss feeling like the only power house on the feild, I mean I can die 30 times in a match against 3 tanks but because I keep fielding tanks they will often win, I mean ground force stop being harassed as long as their is a threat on the field. Same goes with AV threats don't present your self to tanks cuase then they are done with you and move on make them work for it untill the are forced to leave then find where they ran to and do it again. eventually they will get so fed up with you they will stick around a little too long you will kill them, or they will recall their tank. ooohhhhhh wait you don care if your team wins you care bout your KDR......
You are not being constructive. You can't speak for everyone. With the faulty respawning they are times my team respawns in the middle of three tanks Players dont present themselves to tanks. I do not know the name of the map but inside the city my team was respawning behind cover with the only exit guarded by two tanks. It was ridiculous Dont force your assumptions down everyone's throat.
I really dont mind how they fix the problem, but leaving a problem as is , is not fixing it
Proud Christian
Jesus Loves You
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Munin-Frey
Fish Spotters Inc.
62
|
Posted - 2014.01.01 05:24:00 -
[54] - Quote
Stinker Butt wrote: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.
Go play World of Tanks |
Stinker Butt
Ostrakon Agency Gallente Federation
311
|
Posted - 2014.01.01 17:24:00 -
[55] - Quote
Munin-Frey wrote:Go play World of Tanks Stinker Butt
I'm not interested in tanks. I drive an LAV
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
312
|
Posted - 2014.01.01 17:46:00 -
[56] - Quote
hgghyujh wrote:i'm gonna keep saying nerfing tanks or buffing AV untill there is a standing dedicated AV force will only break tanks again...
A good tanker during the last build averaged 10 matches and 1 death. I personally didn't consider them broken, they were just expensive. Despite that good tankers still made money. Bad tankers did not. With prices the way they are now, everything would have been fine. Problem is that people have this strange idea that they are not supposed to die.
If you step on the field in a drop suit and die within 5 seconds, you throw your hands up and say "bad luck." If you call in a tank and die half way through the match, you claim the tank is "broken."
I called in a 59k militia sica (no mods) a couple days ago and ran 4 matches with it before it was destroyed. i came in first place every match - even the one I died. that's broken.
and FYI, AV is trying to adapt. remotes, and jihad jeeps seem to be the most effective AV. that and calling in even more tanks. I've ran with dedicated forge gunners myself, and yes, we can beat tanks. but at the end of the match you come in the bottom of rank list and you got 1-2 kills with several assists. Meanwhile the tanker on the other side comes in first place with 20 kills. that's not balance at all. it's a competitive game so stats like k/d ratio and wins are important to some of us.
Please give tanks some balance
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Divu Aakmin
Crimson Saints
36
|
Posted - 2014.01.01 21:12:00 -
[57] - Quote
Tank spam+ smart deploy= wtf |
Stinker Butt
Ostrakon Agency Gallente Federation
318
|
Posted - 2014.01.02 18:14:00 -
[58] - Quote
Alam Storm wrote:that does some what make sense but what if they up the damage on swarm luachers say 250 per missile thats 1000 for basic swarms and prototype has 1500
then put the shields on tanks like what you out of suits put a delay on them but say 30 seconds and then restrict the hardeners you have down to 1 hardener per tank i know a few people put 2 or 3 on when one runs out they switch to anther one and wait for first one to cool down then restrict the speed of the tank down so its not faster then an LAV
i read a post a few days ago i liked the idea of where tanks LAVs and drop ships will have swarms on them
tanks have anti air craft but will need to give up a slot for an extra player to use the AA gun and drop ships have anti vehicle on them i was thinking maybe an extra turret that comes out the bottom of the drop ship to give it best possible chance
People seem generally against the idea of buffing swarms. I guess tankers don't feel it's fair that they should have to die to swarms. I don't really get it, but I give up.
I like the idea you mentioned - anti aircraft on tanks and vice versa. something for LAVs too. good idea
Please give tanks some balance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
56
|
Posted - 2014.01.02 20:57:00 -
[59] - Quote
Stinker Butt wrote:Alam Storm wrote:that does some what make sense but what if they up the damage on swarm luachers say 250 per missile thats 1000 for basic swarms and prototype has 1500
then put the shields on tanks like what you out of suits put a delay on them but say 30 seconds and then restrict the hardeners you have down to 1 hardener per tank i know a few people put 2 or 3 on when one runs out they switch to anther one and wait for first one to cool down then restrict the speed of the tank down so its not faster then an LAV
i read a post a few days ago i liked the idea of where tanks LAVs and drop ships will have swarms on them
tanks have anti air craft but will need to give up a slot for an extra player to use the AA gun and drop ships have anti vehicle on them i was thinking maybe an extra turret that comes out the bottom of the drop ship to give it best possible chance
People seem generally against the idea of buffing swarms. I guess tankers don't feel it's fair that they should have to die to swarms. I don't really get it, but I give up. I like the idea you mentioned - anti aircraft on tanks and vice versa. something for LAVs too. good idea
well tbh i think swarms should have a 30 damage buff added to every missile that isnt that much that 250 per missile keep the range as it is
and tbh if tankers are against the idea perhaps we should ask to have tanks in the loyalty market to be more expensive
the arguement was people were sick of having to pay 1.2mil per tank to have it blown up by a 7k swarm launcher now they can build really good tanks for less then 100k and about 600 loyalty points and proto swarms cant tank them out
if they dont want swarms to be buffed that extra 30 damage per missile then make tanks more expensive
also going by what i said in post above i think tanks need a weak spot like the engine at the rear on the tank where it does double damage if something hits it |
Stinker Butt
Ostrakon Agency Gallente Federation
319
|
Posted - 2014.01.03 05:04:00 -
[60] - Quote
Timtron Victory wrote:I am not very sure what you guys mean by the "window", but this is what I think
A tank should be the sum of its parts, its not like the entire tank is one **** of metal. A window should be like the door in which you enter a tank, maybe from behind. A well placed RE or missile file should be able to blow up the window/door. Even if the tank repairs to full health the door would remain open. Maybe I am asking for too much as this game's engine is supposedly outdated. I believe a PS3 game should be able to do this.
Also no matter what anyone says, TANKS ARE TOO FAST. They should be like Heavys They move like they are paperweight. I said this before but tanks are doing ballet after their speed nerf I saw two tanks on my team forming a triangle
2 tanks forming a triangle - that's funny
by window I mean a spot that the driver is supposed to look out of to see. so some bullets flying in there could get a head shot. Not an easy shot, but if he's in the middle of a heated area, it's a risk. similar to what lav drivers have, but not as bad.
a door or a window may require some extra programming though, so I think they are less likely.
Please give tanks some balance
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