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Emerald Bellerophon
Nenikekamen
67
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Posted - 2014.01.03 05:33:00 -
[61] - Quote
Hallelujah praise god almighty on high in heaven amd all the angels and saints and everything sacred I ******* love this OP. |
TDOG505 DANG
The Southern Legion The Umbra Combine
0
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Posted - 2014.01.03 15:06:00 -
[62] - Quote
All you need to do is look at the players with the highest amount of weekly kills - Tankers - Maybe Destiny will get it right the first time without constantly changing things up on the players every week.
Just played some Ambush and the other side had 5 tanks on the ground before the team even was on the ground - Well done CCP!
I guess the goal isn't for the gamer to have a great experience but for them to make money of an apparently free game - guess we just haven't all figured it out yet! |
lee corwood
Knights Of Ender Public Disorder.
297
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Posted - 2014.01.03 17:29:00 -
[63] - Quote
As a proto swarmer, I never take that thing out anymore. Honestly, I agree to only "some" of the ideas.
I'm not a tanker, I run infantry but have driven tanks in the past. Regardless what people are saying about teamwork, while I do agree, YES teamwork can work, you're talking about taking a massive number of people out of an infantry fight to deal with just a single tank. A lot of infantry that has to both focus on one tank and avoid a team of infantry equipped to deal with other infantry. It can work, but as OP has pointed out, if a tanker has 3 hardeners on rotation and can zoom out at the speed of light to come back with full health 2 mins later, then what are AVers really accomplishing.
I think the problem on the forums is most tankers out there have their experience as a pro tanker and/or as experienced players. You have to look at this from a newer player's perspective. As a brand new player that dies to everything that sneezes in their general direction, they're looking at you, one person, in a single tank, that can dominate the field. Instead of learning useful tactics and teamwork, they're fighting to strictly survive and their answer is going to be:
- Militia Tank in response with no desire to deal with any other single feature in the game. no team skills, no squad interaction. basically all those bbs people keep b*tching about in FW who had no experience learning to work as a team.
- Quit the game
As far as what I don't agree with, I don't think longer spawn time will help. As others pointed out on other topics, your range is already incredibly long. I've seen redlined tanks sit and wait for blues to call in their tanks to shoot them out of the sky before an RDV can let it go.
I don't think Swarmers need a range buff. They had the same problem. I could sit anywhere on the map and kill a tank before it was released pre 1.7.
I DO agree that tanks need a speed reduction and Swarmers need a slight damage buff/increased missle speed. I also do think that the turret should have greater scatter.
But like others said, if tanks are really to remain this fast, then i would like the ability to destroy its tracks. I would love to have a similar ability to LAVs where if you have additional turrets, we can then kill those manning them too. They shouldn't be all safe in that brick. The main driver should be most protected but those additional passengers should be just as exposed.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Goric Rumis
Dead Six Initiative Lokun Listamenn
271
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Posted - 2014.01.03 17:43:00 -
[64] - Quote
First and most importantly, the number one balancing factor--period--is map design.
Return AV weapons to 1.6 stats. Let's leave these alone and see how other changes impact their performance. In any case, I would never return AV grenades to their previous levels without nerfing their damage against armored vehicles. AV grenades should be specifically for dealing with unarmored vehicles (LAVs and future small vehicles). AV grenade spam against tanks was far too effective and made dedicated AV pointless.
Slow tanks down I can't see a good argument against it, but like all these other changes, it should be moderate. Reduce top speed by a bit and reduce acceleration even more. You should be able to hit a reasonable speed pretty quickly, but it should take a long time to get to top speed.
EMP grenades I don't like the idea of completely paralyzing anybody during combat. Keep the game fun.
Vulnerable point As described in the OP, I'm going to have to say no. Armored vehicles should be vulnerable only to specialists. LAVs can be vulnerable to infantry via snipers and grenades.
Stacking hardners Absolutely needs to be fixed, although I think a decrease in running time is the way to go. Put in a penalty of 35% (compounded) for each additional hardener, applied to all hardeners, i.e., if you have two hardeners they both run at 65% of their normal time, and three hardeners run at 42% of their normal time. This way you still have a reason to equip multiple hardeners, but you're trading the amount of time you're hardened for the ability to be hardened more often. (And yes, you get a slight bonus to the amount of time you're hardened, but a 30% bonus is a more reasonable trade-off for using up multiple slots than a 100% bonus.)
Limit tanks to 1 or 2 per side at a time No to artificial limits. See my post on maps (above) for a more reasonable approach to limiting vehicles.
Raise the price of tanks Solves nothing. ISK is not a battlefield balancing factor.
Increase the spread of all large turrets I would say no. You need a level of reliability with single-shot weapons, but it needs to be balanced out in other ways (such as the forge gun having no zoom and reduced splash). Increasing spread on blasters may be an option. To reduce effectiveness against infantry, modifying the maps is a much more elegant solution.
Infantry only battle options See my post on maps (above), which solves this problem without segregating matches.
Prolonged deployment time for tanks Makes the game less fun. My post on maps (above) solves this issue without requiring people to be on the bench for extended times.
Symmetric decrease of fire power and defense of tanks I disagree with the sentiment that tanks shouldn't be tough. I also disagree with the sentiment that one person should be worth more than one person when he's in a tank. The only way to properly balance how difficult tanks are to destroy is to limit their effectiveness, by reducing their ability to engage infantry, by--you guessed it--re-working the maps.
In conclusion Re-work the maps, reduce tank speed and acceleration, apply a stacking penalty to the running time of hardeners, and if it's still out of balance we can start tweaking AV weapons up, provided AV grenades are still largely ineffective against tanks when used on their own.
The Tank Balancing Factor No One Is Discussing
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lee corwood
Knights Of Ender Public Disorder.
297
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Posted - 2014.01.03 17:53:00 -
[65] - Quote
Goric Rumis wrote:First and most importantly, the number one balancing factor--period--is map design.
Read this post and I agree with this. As a non tanker, I often find it laughable the times i can get a tanker to try and chase me in circles around a single column of cover trying to kill me. However, in a more serious light, I think certain maps just make it too overly advantageous for HAVs to come in and dominate without infantry having the ability to avoid them much. There are very certain maps where this works out wonderfully and all the tank spam in the world only manages to keep the team 2 objectives to a good ground infantry of 3. I never feel bad about not destroying a tank or DS. Honestly, I love it enough when I have to make them run and that's all it takes to turn the tide in the battle.
I posted elsewhere asking for a revisit to maps but yours covers it much more adequately.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Stinker Butt
Ostrakon Agency Gallente Federation
320
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Posted - 2014.01.03 18:38:00 -
[66] - Quote
I've read the post about maps, and while I agree that the maps need major reworking, I do have a couple of problems. First, I've been playing this game since early in closed beta, and we average a new map about every 4-5 months. So waiting for new maps to be made and old to be redesigned is extremely unlikely. And second, making maps where you don't really need to deal with the problem, doesn't really solve the problem.
The problem is, when I get in my tank, I'm able to destroy everything in sight. There is nothing that can stop me, short of another tank. I usually go multiple matches back to back before I find one match that there is a group of people working together that can beat me. And I'm solo. I don't even have that much sp invested in tanks. I don't consider myself a tanker, but I think I'm over-powered. I usually get 250k to 450k isk per match, and lose nothing. If you make maps that I only have access to some of the infantry, I may have lower kills, but I'm still OP.
Some people seem to want to buff swarms to fight tanks, others seem to think they are only meant for LAVs. i'm ok either way, but they are currently very effective against LAVs. with proto swarms, cheap LAV's go down in 2 shots, and the best LAV's go down in 3. that seems reasonable to me, because they are extremely hard to escape if you stop for more than 1 second. But if you are going to buff swarm damage for tanks, I think LAVs need a buff to compensate. 1 shot to kill LAVs is a little ridiculous. if it still takes 2-3 shots after the buff, then no big deal.
I still like the delayed spawn time for tanks. 1 minute isn't that long to wait to instantly become the most OP person on the map. Maybe I'm just used to it. I've been playing competitive fps since Doom was on a dial up modem. First time I played with tanks was "Unreal Tournament" and even then you had to wait patiently for the tank. It seemed to work perfectly well, and we never just sat and did nothing while waited. You defend the point until it gets there - unless you call it into the safe zone, but that's your choice. If 1 minute is really too long, then make it 45 seconds. It's not carved in stone. but there should be some kind of sacrifice made to bring in the tank.
Please give tanks some balance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
57
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Posted - 2014.01.03 18:46:00 -
[67] - Quote
Stinker Butt wrote:I've read the post about maps, and while I agree that the maps need major reworking, I do have a couple of problems. First, I've been playing this game since early in closed beta, and we average a new map about every 4-5 months. So waiting for new maps to be made and old to be redesigned is extremely unlikely. And second, making maps where you don't really need to deal with the problem, doesn't really solve the problem.
The problem is, when I get in my tank, I'm able to destroy everything in sight. There is nothing that can stop me, short of another tank. I usually go multiple matches back to back before I find one match that there is a group of people working together that can beat me. And I'm solo. I don't even have that much sp invested in tanks. I don't consider myself a tanker, but I think I'm over-powered. I usually get 250k to 450k isk per match, and lose nothing. If you make maps that I only have access to some of the infantry, I may have lower kills, but I'm still OP.
Some people seem to want to buff swarms to fight tanks, others seem to think they are only meant for LAVs. i'm ok either way, but they are currently very effective against LAVs. with proto swarms, cheap LAV's go down in 2 shots, and the best LAV's go down in 3. that seems reasonable to me, because they are extremely hard to escape if you stop for more than 1 second. But if you are going to buff swarm damage for tanks, I think LAVs need a buff to compensate. 1 shot to kill LAVs is a little ridiculous. if it still takes 2-3 shots after the buff, then no big deal.
I still like the delayed spawn time for tanks. 1 minute isn't that long to wait to instantly become the most OP person on the map. Maybe I'm just used to it. I've been playing competitive fps since Doom was on a dial up modem. First time I played with tanks was "Unreal Tournament" and even then you had to wait patiently for the tank. It seemed to work perfectly well, and we never just sat and did nothing while waited. You defend the point until it gets there - unless you call it into the safe zone, but that's your choice. If 1 minute is really too long, then make it 45 seconds. It's not carved in stone. but there should be some kind of sacrifice made to bring in the tank.
but they havent made any maps all they down in take some old buildings off and put new ones on and cover it in snow thats not new that cheap
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts |
lee corwood
Knights Of Ender Public Disorder.
300
|
Posted - 2014.01.03 18:48:00 -
[68] - Quote
Alam Storm wrote:
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts
Ooooh, one like vietnam. Heavy brush so you can barely see through it and BAM enemy. Well actually more like 'scan' there you are, but still, jungle would be a fun mash up too.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Goric Rumis
Dead Six Initiative Lokun Listamenn
272
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Posted - 2014.01.03 19:44:00 -
[69] - Quote
Stinker, I'm going to disagree with you on several points, although I respect your reasoning. Also, I wish you would have posted in my thread so we could keep the map conversation in the same place. I will double-post this response there in the interest of being comprehensive.
Stinker Butt wrote:I've been playing this game since early in closed beta, and we average a new map about every 4-5 months. So waiting for new maps to be made and old to be redesigned is extremely unlikely. I will concede that the effort would take a lot of time, but I won't concede that it isn't the necessary solution. The temporary solution will have to be something that leaves tanks weakened, but it should only be seen as a temporary solution while the maps are improved.
Stinker Butt wrote:And second, making maps where you don't really need to deal with the problem, doesn't really solve the problem. But this isn't avoiding the problem. Suppose we take vehicles out of the equation. On a perfectly flat, open map, snipers appear to be overpowered. They are able to kill anything in sight. Suppose I'm a shotgun scout on that map--obviously I'm not getting any kills, because I consistently die 300m from the nearest enemy. Wouldn't adding more cover and more CQC areas to the map solve the problem of the ostensibly OP sniper, without having to nerf the sniper's weapon?
I'm proposing precisely the same kind of change for vehicles: that infantry are more able to control the terms of engagement. The problem is not necessarily that vehicles are too strong (although I still believe they are), but that the maps are designed in such a way that they can always engage in an advantageous manner, without any drawbacks. Re-designing the maps to give vehicles places where they can engage at an advantage (open spaces between structures) and places where vehicles and infantry can match one another (the areas surrounding structures) is just good design. Balancing out their extreme dominance of open spaces is the fact that they are entirely powerless to enter structures, at least on their own terms, and therefore absolutely need good infantry if they hope to win.
If you suppose for a moment a team of 12 tanks and 4 infantry, versus a team of 16 infantry, the team of infantry should be at an advantage because it's able to dictate the terms of engagement--but, all things being equal, the same team may be at a disadvantage against a team of 3 tanks and 13 infantry. That's balanced: People playing a variety of meaningful roles should do better than everyone doing the same thing.
Giving AV a position of strength at these structures is critical to making it work. Right now AV engage tanks from wherever they can happen to find a little cover, and in my experience (with forge guns) it's almost always too exposed, too accessible to enemies (or too inaccessible to me), and insufficiently elevated (unless I'm a mile away). If you want to dominate the domain of vehicles, you bring a vehicle--but if you don't, there needs to be a viable option to get the job done, and that's AV.
Stinker Butt wrote:1 minute isn't that long to wait to instantly become the most OP person on the map. My problem with the wait time is this statement. There shouldn't be a minimum wait time to become the most OP person on the map. There shouldn't be a "most OP person on the map." Everything has a counter, and everything has limitations.
The Tank Balancing Factor No One Is Discussing
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
57
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Posted - 2014.01.03 20:38:00 -
[70] - Quote
lee corwood wrote:Alam Storm wrote:
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts
Ooooh, one like vietnam. Heavy brush so you can barely see through it and BAM enemy. Well actually more like 'scan' there you are, but still, jungle would be a fun mash up too.
it would but make it to laggy im talking about different grounds and weathers im tired of just desert |
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MICKY KNOCKS
The dyst0pian Corporation Zero-Day
156
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Posted - 2014.01.03 20:48:00 -
[71] - Quote
anyone who thinks that two players running anti-vehicle fits should not be able to take out a tank being operated by one player In it Is obviously a tanker. Its obvious that you have no interest in a balanced and fair game, you just want your kill death ratio to be higher than other players, and you should just stop commenting now. on the same token if a player with a full skill tree for a swarm launcher goes against a tanker with little to no skills invested in his skill tree, its obvious that the swarm launcher should have no problem taking the him out. if you had it your way and tanks ruled this game from here on just like they do now, this game's player base would decrease just to tankers, and then you could play all by yourselfs. I personally have quit this game until this vehicle problem is fixed, which sucks because I really enjoyed it. I guess everything comes to an end sooner or later. On to PS4.
1st Commander/Director.The Dyst0pian Corporation
Proud inhabitant of Planet Fight Club
Pub channel:Dystopian Discourse
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Stinker Butt
Ostrakon Agency Gallente Federation
323
|
Posted - 2014.01.03 21:17:00 -
[72] - Quote
Goric Rumis wrote:Wouldn't adding more cover and more CQC areas to the map solve the problem of the ostensibly OP sniper, without having to nerf the sniper's weapon?
I love hunting snipers. They are weak and have almost no situational awareness. A sniper has one job, and that is to kill people from a distance. If you gave everyone cover, and a choice for CQC, you have essentially nerfed them out of the game.
If you're willing to wait years for new map designs that may or may not provide you with what you desire, more power to you. I don't think that most of us will wait. You have put a lot of thought and faith into that idea, but I do not share your faith. I'll put this in your thread so you can discuss it there.
It sounds like you want AV to be buffed and tanks a slight nerf, so I'm not sure that we really disagree. I'm not asking for all of those things listed to be changed. I'm just giving ideas to CCP for them to consider.
Goric Rumis wrote: There shouldn't be a minimum wait time to become the most OP person on the map.
I don't really understand your argument about wait time. But assuming CCP doesn't just suddenly drop these perfectly calculated maps on us that change the balance of the game to infantry (I'm sorry, but it won't happen), don't you think there should be some small sacrifice to bring in that giant all powerful merc slaughtering machine? I do, and here is why:
Start an ambush and within 10 seconds you can watch tank after tank after tank dropping all around you. It's difficult enough to try and group up to actually stand a chance against one. Add on that the difficulty with no supply depots to change your suit to an AV fitting - and extremely limited ammo for AV fits. Now that is bad.
Start a skirmish and the opposing team launches insta tanks, and races to your side to meet you hacking your first objective and essentially red-lines you from the beginning of the match. That is bad.
Start a domination match and have 3+ tanks circling the objective like sharks even before the objective is hacked. It's not rocket science... that's just bad.
Spend half a match chasing a tank that's destroying your team and waiting for that perfect opportunity to strike. It finally comes and there is celebration and tears of joy heard throughout the team channel. But then 10 seconds later you see the same tank right back on the map like nothing has changed.... You know what I'm going to say by now, right?... that's bad!!!
Waiting a minute for your tank to drop while the opposing team has a chance to gain some ground and put up a proper fight... not so bad.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
325
|
Posted - 2014.01.04 02:19:00 -
[73] - Quote
Alam Storm wrote: but they havent made any maps all they down in take some old buildings off and put new ones on and cover it in snow thats not new that cheap
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts
they made 2 new maps with uprising and changed some things around. but yeah, anybody waiting for new maps to create balance should probably take a long break from the game without expectations of coming back. I love seeing new maps and seasonal effects like anyone else, as long as it doesn't lag me out.
MICKY KNOCKS wrote:anyone who thinks that two players running anti-vehicle fits should not be able to take out a tank being operated by one player In it Is obviously a tanker. Its obvious that you have no interest in a balanced and fair game, you just want your kill death ratio to be higher than other players, and you should just stop commenting now. on the same token if a player with a full skill tree for a swarm launcher goes against a tanker with little to no skills invested in his skill tree, its obvious that the swarm launcher should have no problem taking the him out. if you had it your way and tanks ruled this game from here on just like they do now, this game's player base would decrease just to tankers, and then you could play all by yourselfs. I personally have quit this game until this vehicle problem is fixed, which sucks because I really enjoyed it. I guess everything comes to an end sooner or later. On to PS4.
is this directed at anyone specifically? or just a general comment?
it's these posts that make me disappointed that we are losing so many players while CCP stays silent about it. I wish one of the devs would come forward about what exactly their thoughts are in regards to the tanks.
Please give tanks some balance
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Timtron Victory
Tech Guard RISE of LEGION
22
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Posted - 2014.01.04 07:28:00 -
[74] - Quote
I agree with the wait time for the tanks. This is why
I got 100 tanks after uprising and the past week decided to get rid of them as quickly as possible as I just did not enjoy playing with them.
I was able to call 5 tanks or more per game. I just leave the tanks there for my teammates or even the enemy to take. I could call a tank immediately after I just called one, its too quick.
Someone made a point about tanks backing up/supporting the infantry. Back up should not come at the speed of light, you should be able to hold your ground while back up arrives. I think it would add more intensity to the game
Proud Christian
Jesus Loves You
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PEW JACKSON
s i n g u l a r i t y
161
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Posted - 2014.01.04 09:17:00 -
[75] - Quote
Read OP, but not all of the replies.
+1 btw, just a nay to the 1.6 av.
I think Av needs to get 35 WP for every 1000 ehp dmg caused to vehicles and installations.
The problem right now is tankers making profit in their tanks while av loses isk in their suits.
I've had matches where AV had me pinned to the point where I gave up, recalled and went infantry. I think they should get a huge payout for that.
I've also had matches where I pulled out my Wiyrkomis(spelling?) with prof 3 and 3 dmg mods to only be successful in annoying the good tankers and scaring off the newer ones. I went 0-1 with only 300 WP for popping a few installations.
Give us WP for dmg and we'll get to a better place. Heavies will run forges more seeing how they can cause the most damage excluding other tanks. Mediums and scouts will run swarms and PLCs to suppress tanks and get WP along the way. Logis and other Scouts will still be up to their RE shenanigans with a little more encouragement. Tanks will finally start to go down due to the increase in AV.
We just need to allow both sides to profit in some way.
Dead on the ground.... Think I made a wrong turn :/
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Stinker Butt
Ostrakon Agency Gallente Federation
327
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Posted - 2014.01.04 19:44:00 -
[76] - Quote
I should mention the WP for damage done on the first post. it's a good idea, and I know the devs are aware, but it's worth mentioning again.
I've been waiting for the weekly update thread from devs. it finally arrived after a month:
https://forums.dust514.com/default.aspx?g=posts&m=1681663#post1681663
not even a mention of the tank balance issue. I'm not sure what to think about that. the most popular topic on the forums doesn't even get a mention from devs. I'm not thinking any good thoughts right now.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
327
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Posted - 2014.01.04 22:53:00 -
[77] - Quote
I guess there was another weekly update thread, now bi-weekly. I didn't see this one. it does mention that tanks will be looked at again.
https://forums.dust514.com/default.aspx?g=posts&t=133585&find=unread
it only mentions MLT tanks, but I hope they look at all tanks.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
328
|
Posted - 2014.01.05 06:33:00 -
[78] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=133741&find=unread
I created a poll to see what people thought was the best change. Follow the thread linked above.
Please give tanks some balance
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demonkiller 12
G.L.O.R.Y Public Disorder.
303
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Posted - 2014.01.05 13:14:00 -
[79] - Quote
Stinker Butt wrote: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. That is exactly how infantry feel right now, and that is why so many people are quitting. This is a competitive fps, and it should be played like one.
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 in 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. You can literally shoot a rail turret tank from the blue side red zone and hit LAVs on the red side red zone in most of these maps.
Infantry only battle options. It would work, but I'm certain no infantry would join the regular battles unless they were running with tankers.
Edit - added 2 more ideas: 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.
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. just to clarify, tanks in real life are extremely fast - some faster than they are in this game, but thats why real life tanks are OP
tanks in video games should be EXTREMELY slow but have MUCH more health, coinciding with AV dmg getting a buff and ammo capacity increasing |
Takahiro Kashuken
Red Star. EoN.
2130
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Posted - 2014.01.05 15:15:00 -
[80] - Quote
Tanks are not OP, they are being spammed because they are actually useful and fixed and bad pilots will get easily whacked
Tanks are made to survive an AR shooting at it, if the enemy doesnt use AV then whos fault is it?
Tanks are fast, they can go fast in RL ya know
Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
lolno, in a tank in a pod i dont need a window, also there is a weak point on the tank already
Will you limit infantry with only 1 plate or repper or dmg mod? you taking sand out of my sandbox
lolno unless you limit infantry to only 2 assault/logi/heavy and the remain slots are filled with scouts/commandos, once again taking sand out of the sandbox
Im rich doesnt matter
Increase spread? why i have to aim more with a large turret than an AR because i dont get the benefits of Auto Aim
Give me a tank only mode
Another pointless nerf idea, lolno
So OP writes a post of bad ideas mainly and just asks for nerfs to a balanced class now
Intelligence is OP
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Timtron Victory
Tech Guard RISE of LEGION
26
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Posted - 2014.01.05 16:05:00 -
[81] - Quote
demonkiller 12 wrote:Stinker Butt wrote: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. That is exactly how infantry feel right now, and that is why so many people are quitting. This is a competitive fps, and it should be played like one.
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 in 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. You can literally shoot a rail turret tank from the blue side red zone and hit LAVs on the red side red zone in most of these maps.
Infantry only battle options. It would work, but I'm certain no infantry would join the regular battles unless they were running with tankers.
Edit - added 2 more ideas: 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.
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. just to clarify, tanks in real life are extremely fast - some faster than they are in this game, but thats why real life tanks are OP tanks in video games should be EXTREMELY slow but have MUCH more health, coinciding with AV dmg getting a buff and ammo capacity increasing
I dont disagree that you have fast thanks in real life but they are different categories. You have light weight tanks. If something is heavy and also fast. it should have a strong center of gravity. Tanks move across hills like they are flying off ramps which should be the case.
Proud Christian
Jesus Loves You
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Timtron Victory
Tech Guard RISE of LEGION
26
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Posted - 2014.01.05 16:11:00 -
[82] - Quote
Takahiro Kashuken wrote:Tanks are not OP, they are being spammed because they are actually useful and fixed and bad pilots will get easily whacked
Tanks are made to survive an AR shooting at it, if the enemy doesnt use AV then whos fault is it?
Tanks are fast, they can go fast in RL ya know
Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
lolno, in a tank in a pod i dont need a window, also there is a weak point on the tank already
Will you limit infantry with only 1 plate or repper or dmg mod? you taking sand out of my sandbox
lolno unless you limit infantry to only 2 assault/logi/heavy and the remain slots are filled with scouts/commandos, once again taking sand out of the sandbox
Im rich doesnt matter
Increase spread? why i have to aim more with a large turret than an AR because i dont get the benefits of Auto Aim
Give me a tank only mode
Another pointless nerf idea, lolno
So OP writes a post of bad ideas mainly and just asks for nerfs to a balanced class now
Wrong! Tanks are being spammed because they are an exploit now not because they are fixed/balanced. If you want realism you shouldnt be able to repair damage to inorganic matter like tank shields and armor either. Make better arguments please, you seem more interested in pointing out that the original poster is wrong. The game is supposed to be futuristic, not fantasy. So realism is a must. Future soldiers should not be get mowed down by tanks. When tanks were first introduced decades ago you can understand why people would get mowed over. But in the future that shouldnt be the case. Even right now a 14 year old kid can deal significant damage to a tank with a rocket launcher( I am just guessing). Anyways don't just say OP is wrong make sound arguments. The basic idea of the forge fun is very realistic.
This is a game, if something is spammed its not because its good its because its an exploit
Proud Christian
Jesus Loves You
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Takahiro Kashuken
Red Star. EoN.
2135
|
Posted - 2014.01.05 17:09:00 -
[83] - Quote
Timtron Victory wrote:Takahiro Kashuken wrote:Tanks are not OP, they are being spammed because they are actually useful and fixed and bad pilots will get easily whacked
Tanks are made to survive an AR shooting at it, if the enemy doesnt use AV then whos fault is it?
Tanks are fast, they can go fast in RL ya know
Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
lolno, in a tank in a pod i dont need a window, also there is a weak point on the tank already
Will you limit infantry with only 1 plate or repper or dmg mod? you taking sand out of my sandbox
lolno unless you limit infantry to only 2 assault/logi/heavy and the remain slots are filled with scouts/commandos, once again taking sand out of the sandbox
Im rich doesnt matter
Increase spread? why i have to aim more with a large turret than an AR because i dont get the benefits of Auto Aim
Give me a tank only mode
Another pointless nerf idea, lolno
So OP writes a post of bad ideas mainly and just asks for nerfs to a balanced class now Wrong! Tanks are being spammed because they are an exploit now not because they are fixed/balanced. If you want realism you shouldnt be able to repair damage to inorganic matter like tank shields and armor either. Make better arguments please, you seem more interested in pointing out that the original poster is wrong. The game is supposed to be futuristic, not fantasy. So realism is a must. Future soldiers should not be get mowed down by tanks. When tanks were first introduced decades ago you can understand why people would get mowed over. But in the future that shouldnt be the case. Even right now a 14 year old kid can deal significant damage to a tank with a rocket launcher( I am just guessing). Anyways don't just say OP is wrong make sound arguments. The basic idea of the forge fun is very realistic. This is a game, if something is spammed its not because its good its because its an exploit
Wrong
Realism lol this is sci fi futuristic stuff, it can repair itself because nanomachines
OP is wrong tho
Realism is not a must
Yes they should, my gun is bigger than you goo bag
No they cant, current MBT can survive mulitple RPG attacks
I did and OP is wrong
No its not
Intelligence is OP
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Stinker Butt
Ostrakon Agency Gallente Federation
330
|
Posted - 2014.01.05 17:57:00 -
[84] - Quote
Takahiro Kashuken wrote:
Wrong
Realism lol this is sci fi futuristic stuff, it can repair itself because nanomachines
OP is wrong tho
Realism is not a must
Yes they should, my gun is bigger than you goo bag
No they cant, current MBT can survive mulitple RPG attacks
I did and OP is wrong
No its not
You're entitled to your opinion. I respect that. Luckily you are in a minority.
Games don't need to be real, but there needs to be some sense of realism to keep it interesting. If you shot your weapon and your bullets went in the opposite direction, you probably wouldn't play very long.
Here is a video of a real tank driver and their view from inside the tank: http://www.youtube.com/watch?v=LyPgHwB82xY
FYI, it takes one hidden mine, or one well placed remote explosive, or one person with an RPG to disable a real tank. One grenade down the barrel of a tank will destroy it's breach and make it un-fireable. I'm not asking for this game to be realistic. But God mode tanks are not fun for anyone unless they are in the tank.
Here is a video of a small hand made explosive destroying a tank: http://www.youtube.com/watch?v=5C7Ec77YCkg
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
331
|
Posted - 2014.01.05 18:11:00 -
[85] - Quote
Takahiro Kashuken wrote: Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
You want your easy win god-mode tank to be left alone. You even want FG removed because it's likely the only real threat you have (except other tanks).
I get it man. I have a kid. I hate taking away his favorite toy. But when he uses it to abuse his friends, well, sometimes a good parent has to make everyone play nice. Takahiro, you need a spanking. I hope CCP leaves some welts on your ass.
Please give tanks some balance
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Takahiro Kashuken
Red Star. EoN.
2141
|
Posted - 2014.01.05 19:32:00 -
[86] - Quote
Stinker Butt wrote:Takahiro Kashuken wrote:
Wrong
Realism lol this is sci fi futuristic stuff, it can repair itself because nanomachines
OP is wrong tho
Realism is not a must
Yes they should, my gun is bigger than you goo bag
No they cant, current MBT can survive mulitple RPG attacks
I did and OP is wrong
No its not
You're entitled to your opinion. I respect that. Luckily you are in a minority. Games don't need to be real, but there needs to be some sense of realism to keep it interesting. If you shot your weapon and your bullets went in the opposite direction, you probably wouldn't play very long. Here is a video of a real tank driver and their view from inside the tank: http://www.youtube.com/watch?v=LyPgHwB82xYFYI, it takes one hidden mine, or one well placed remote explosive, or one person with an RPG to disable a real tank. One grenade down the barrel of a tank will likely ruin it and make it un-fireable. I'm not asking for this game to be realistic. But God mode tanks are not fun for anyone unless they are in the tank. Here is a video of a small hand made explosive destroying a tank: http://www.youtube.com/watch?v=5C7Ec77YCkg
RL doesnt exist in a computer game
1 RPG it does not take to kill a tank, may disable but far from kill
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2141
|
Posted - 2014.01.05 19:33:00 -
[87] - Quote
Stinker Butt wrote:Takahiro Kashuken wrote: Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
You want your easy win god-mode tank to be left alone. You even want FG removed because it's likely the only real threat you have (except other tanks). I get it man. I have a kid. I hate taking away his favorite toy. But when he uses it to abuse his friends, well, sometimes a good parent has to make everyone play nice. Takahiro, you need a spanking. I hope CCP leaves some welts on your ass.
Its not easy mode
AV is no longer easy mode
Its balanced mode
Intelligence is OP
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Timtron Victory
Tech Guard RISE of LEGION
29
|
Posted - 2014.01.05 20:41:00 -
[88] - Quote
Takahiro Kashuken wrote:Timtron Victory wrote:Takahiro Kashuken wrote:Tanks are not OP, they are being spammed because they are actually useful and fixed and bad pilots will get easily whacked
Tanks are made to survive an AR shooting at it, if the enemy doesnt use AV then whos fault is it?
Tanks are fast, they can go fast in RL ya know
Proto AV is fine, it can easily kill tanks, stop shooting when the tank is glowing unless you have a FG which can cause enough damage to stop regen
Asking for realism in a game? okay then FG shouldnt exist because lolrealism, lolno tanks speed are fine and to use realism they can go pretty fast in RL, ask for webs or EWAR instead of nerf
lolno, in a tank in a pod i dont need a window, also there is a weak point on the tank already
Will you limit infantry with only 1 plate or repper or dmg mod? you taking sand out of my sandbox
lolno unless you limit infantry to only 2 assault/logi/heavy and the remain slots are filled with scouts/commandos, once again taking sand out of the sandbox
Im rich doesnt matter
Increase spread? why i have to aim more with a large turret than an AR because i dont get the benefits of Auto Aim
Give me a tank only mode
Another pointless nerf idea, lolno
So OP writes a post of bad ideas mainly and just asks for nerfs to a balanced class now Wrong! Tanks are being spammed because they are an exploit now not because they are fixed/balanced. If you want realism you shouldnt be able to repair damage to inorganic matter like tank shields and armor either. Make better arguments please, you seem more interested in pointing out that the original poster is wrong. The game is supposed to be futuristic, not fantasy. So realism is a must. Future soldiers should not be get mowed down by tanks. When tanks were first introduced decades ago you can understand why people would get mowed over. But in the future that shouldnt be the case. Even right now a 14 year old kid can deal significant damage to a tank with a rocket launcher( I am just guessing). Anyways don't just say OP is wrong make sound arguments. The basic idea of the forge fun is very realistic. This is a game, if something is spammed its not because its good its because its an exploit Wrong Realism lol this is sci fi futuristic stuff, it can repair itself because nanomachines OP is wrong tho Realism is not a must Yes they should, my gun is bigger than you goo bag No they cant, current MBT can survive mulitple RPG attacks I did and OP is wrong No its not
Yes we have nanomachines or nanites that repair armor/shield and we should not have RPG that do the reverse?
You are talking in circles. I said armor repairing should not be realistic if Forge guns are not supposed to be realistic. We all know that in science destructive power has always been the forefront of technology advancements The atomic bomb for instance was made before something was made to counter it. I said RPG can deal significant damage, I did not say one shot destroys it. And like I said it depends on the category or class. The Highest Class RPG can take out the lowest class Tank but thats not the case in dust.
If Forge Guns are not realistic weaponry then nanomachines are not realistic either
Proud Christian
Jesus Loves You
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
59
|
Posted - 2014.01.05 20:59:00 -
[89] - Quote
i like trains |
FarQue FromAfar
Red and Silver Hand Amarr Empire
5
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Posted - 2014.01.05 21:09:00 -
[90] - Quote
Stinker Butt wrote: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. That is exactly how infantry feel right now, and that is why so many people are quitting. This is a competitive fps, and it should be played like one.
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 in 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. You can literally shoot a rail turret tank from the blue side red zone and hit LAVs on the red side red zone in most of these maps.
Infantry only battle options. It would work, but I'm certain no infantry would join the regular battles unless they were running with tankers.
Edit - added 2 more ideas: 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.
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.
Well if you look at reality, the M1 Abrams that has been in use since just before the first gulf war is able to cruise at 60 mph over bumps and hills and can shoot VERY accurately while going at max speed... This post sounds like your just mad a 50 ton piece of equipment that is doing what it is supposed to do.... I suggest you find a good quiet corner and cryhard there for a while ok... Just saying.... |
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