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Stinker Butt
Ostrakon Agency Gallente Federation
208
|
Posted - 2013.12.19 18:07:00 -
[1] - Quote
With all the drama here, I debated for days whether I should even bother posting, but the recent HMG buff actually gave me some hope for this game again. So I'll give it one more go.
It's enough evidence for me to know that tanks are OP because of the insane amount of spamming them on the battlefield. But I know that isn't enough for everyone, so let me explain further. Even mercs that are terrible team players, have little to no gun game, and no situational awareness are still extremely successful in a tank. Now put that tank in the hands of a player who is good at all of those things, and you have something that's beyond OP.
Why is it OP? You have created something that is technically able to withstand enemy attacks from an entire team at times (since most aren't even AV). It also has the ability to flee the scene at a high rate of speed at the first sign of danger. And it has the highest killing power of anything on the map. Any one of these is enough to consider it OP by some standards, but you have given tanks all 3. Imagine if an infantryman could run 10x faster than a tank, shoot it down in less than a second, all while being attacked by 3 other tanks and just shrugging them off. Then the infantryman turns and kills the other 3 tanks in sequence without breaking a sweat. That is exactly how infantry feel right now, and that is why so many people are quitting. "It's supposed to be that way because it's a tank," is a something only a child would try to argue.
There are some good suggestions out there, and here are a few:
Return AV weapons to 1.6 stats. As a vehicle driver myself, I know how ineffective all of these weapons are at there current state. They've been nerfed to the point that they are just wasted skill points. Any tanker will tell you that Proto AV weapons with level 5 proficiency and stacked damage mods should be ineffective to a tank, but you need to use common sense and do what you know is right for this game.
Slow tanks down.... way down. Who decided tanks should be so fast anyway? In what world do tanks charge around the battlefield into the middle of every dangerous situation? Thrusters on a tank?! Did someone put NOS on that thing? I know this game isn't real, but there should be at least some small sense of realism.
EMP grenades - completely disable a tank for a brief period of time, leaving it vulnerable, unable to attack, and unable to retreat. only effective against vehicles. It sounds awesome, but I wouldn't expect something like that to be added until like version 3.0 or something.
Vulnerable point - maybe a small window to shoot the driver through. Not as bad as the giant open convertible that the poor LAV drivers have to put up with, but something that even non AV infantry have a chance at fighting back.
Stacking hardners - I understand that the active hardner should make a tank almost invulnerable for a short period of time, but my gunnlogi has 3 stacked and I can run them continuously with no cool down to worry about. This is clearly not as intended and the tank should be limited to 1.
Limit tanks to 1 or 2 per side at a time. During 1.6 and before, 2 tanks on a battlefield working together made an extremely difficult fight. Now that they are OP, 7 tanks per side is not uncommon and is beyond ridiculous. I personally would go even farther to say that you should only be allowed to spawn 1 tank yourself during a match. So if you lose it, you will have to wait until the next match to spawn another and it gives others on your team a chance to call it their own. Tank spamming should not be allowed.
Raise the price of tanks. I don't like this one. it's obvious, but it doesn't solve anything. And it just gives tankers an excuse to justify being OP. I personally like the low isk cost and sp requirements as it gives even new players a chance to try things out without a huge investment.
Increase the spread of all large turrets. This would essentially make them less useful against infantry, but still useful against other tanks, vehicles, installations, etc. The turrets are currently dead on accurate even from across the map. I've been hit many times by a rail turret from so far away that I could barely see it.
Infantry only battle options. It would work, but I'm certain no infantry would join the regular battles unless they were running with tankers.
That's it. The post is probably too long winded for anybody to even read it, so I'll just have to consider it therapeutic if nothing else. I'll be happy if a dev could acknowledge that they read it and a huge bonus would be to let us know if things are working as intended or if they are considering changes. Or maybe we should all just try and ignore the elephant in the room.
And FYI, calling in another tank to deal with a tank still leaves an OP tank either way and is not really an appropriate solution, despite what tankers seem to believe. |
We are 138
Subdreddit Test Alliance Please Ignore
476
|
Posted - 2013.12.19 18:41:00 -
[2] - Quote
No. Grab a militia sica, fit it with two millita damage mods and pop the tanks.... Its so easy I won st least 5 matches today just busting tanks that were trying to slay my blueberrys while they were pressing objective. Even the dumbest of redberrys says " ah hell with it" after the get smoked two or three times then you recall And the match continues in peace.... Have not busted any of the big boys yet but this tactic works wonders on the scrub tankers and makes you a pile of WP and *gasp* your doing something good for your team.
Vehicles belong in this game. They have an entire skill tree and every thing. You want just infantry? Back to COD with you then. I like diversity and for craps sake being killed by a tank is still better than being reapeatedly raped by the damn duevolle AR over and over and over |
Stinker Butt
Ostrakon Agency Gallente Federation
208
|
Posted - 2013.12.19 18:45:00 -
[3] - Quote
We are 138 wrote:No. Grab a militia sica, fit it with two millita damage mods and pop the tanks.... Its so easy I won st least 5 matches today just busting tanks that were trying to slay my blueberrys while they were pressing objective. Even the dumbest of redberrys says " ah hell with it" after the get smoked two or three times then you recall And the match continues in peace.... Have not busted any of the big boys yet but this tactic works wonders on the scrub tankers and makes you a pile of WP and *gasp* your doing something good for your team.
Vehicles belong in this game. They have an entire skill tree and every thing. You want just infantry? Back to COD with you then. I like diversity and for craps sake being killed by a tank is still better than being reapeatedly raped by the damn duevolle AR over and over and over
Read the last line in the first post. And fyi, im a vehicle driver.
Tanks for Listening...
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TheEnd762
SVER True Blood Public Disorder.
259
|
Posted - 2013.12.19 18:50:00 -
[4] - Quote
Agreed, +1. |
Stinker Butt
Ostrakon Agency Gallente Federation
212
|
Posted - 2013.12.20 06:59:00 -
[5] - Quote
TheEnd762 wrote:Agreed, +1.
Thanks
Tanks for Listening...
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Alena Ventrallis
The Neutral Zone
341
|
Posted - 2013.12.20 08:02:00 -
[6] - Quote
Math time.
Sica has 2650 shield and 1500 armor.
Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage.
add in sica's 20% resistance to missiles, we get 1056 total damage.
x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot.
I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information:
http://www.youtube.com/watch?v=3au9H-NcgSw
The damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage.
We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks.
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 15:32:00 -
[7] - Quote
Maybe the math looks good on paper, but the swarms arent a concern to my lav unless I get out of it. Maybe because swarms are weak to shields. But I do agree that if they were 1.6 levels, I would suffer. Anyway, thats just one of many ideas. Personally I like the window and emp grenades, but I think theyre the least likely to happen.
Tanks for Listening...
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Cosgar
ParagonX
8932
|
Posted - 2013.12.20 15:42:00 -
[8] - Quote
Other than a lack of anti-shield AV, REs/mines needing a buff and a need to fix draw distance so swarms can get a possible range buff tank/AV is about as balanced as it'll ever be. You rarely see militia tanks getting more thang 10-15 kills and you have to use timing to pop a tank. Basically, they made it harder for both sides to kill eachother.
Also, is something really OP if everyone can use it? I mainly play infantry but always keep a few tanks on hand just in case. This makes the game more dynamic and adds a dimension of combat that used to only be known by a select few. Anyone can tank now, but the ones that invest and practice will do it better.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
35
|
Posted - 2013.12.20 16:09:00 -
[9] - Quote
though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? |
Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 17:47:00 -
[10] - Quote
Cosgar wrote:Other than a lack of anti-shield AV, REs/mines needing a buff and a need to fix draw distance so swarms can get a possible range buff tank/AV is about as balanced as it'll ever be. You rarely see militia tanks getting more thang 10-15 kills and you have to use timing to pop a tank. Basically, they made it harder for both sides to kill eachother.
Also, is something really OP if everyone can use it? I mainly play infantry but always keep a few tanks on hand just in case. This makes the game more dynamic and adds a dimension of combat that used to only be known by a select few. Anyone can tank now, but the ones that invest and practice will do it better.
I don't agree that it's harder for both sides to kill each other. Tanks could kill you instantly in 1.6, and they got a hefty power boost with 1.7. It's tough dodging rails at 2 per second when it only takes 1 to kill you. 2 if youre in an LAV.
I call it OP because I believe that any competitive game should be about choices and sacrifices. If you choose to have offensive power, you should sacrifice speed and/or defense. Or if you choose heavy defense, you sacrifice the others. If a tank has the best of all 3, what did they sacrifice? Just because I can run a tank too, doesn't mean it's balance. What about the other 95% of players out there? Do you suggest that we all drive tanks?
As an AV player, I know that I will be weak against infantry. But that is a choice that I make. No matter what choice a tanker makes, he/she will still dominate over everyone, except other tanks. This game never revolved around tanks in the past, but that definitely seems to have changed. If this is how it is supposed to be, I only ask that CCP come forward with it, so that I and others can officially leave. Instead we sit in silence, fighting amongst ourselves, growing more and more frustrated every day.
CCP, just tell us this is working as intended, and you'll get no further posts from me. I promise.
Tanks for Listening...
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 18:36:00 -
[11] - Quote
Alam Storm wrote:though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this?
My tank can passively rep through proto swarms, so I find it hard to believe that a 35% buff to swarm damage would affect the current tanks. But, from my LAV perspective, I agree that I would be wrecked, and of course i don't "want" it to be that way. It's only a level 3 LAV, so I expect some degree of wreckage from proto weapons.
It's hard to argue about flaylocks having some purpose in the game. And it would probably become an essential sidearm to most players if it worked. Again, I think my LAV would suffer horribly, but it seems there is no way to win that fight.
Please give tanks some balance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
36
|
Posted - 2013.12.20 18:41:00 -
[12] - Quote
Stinker Butt wrote:Alam Storm wrote:though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? My tank can passively rep through proto swarms, so I find it hard to believe that a 35% buff to swarm damage would affect the current tanks. But, from my LAV perspective, I agree that I would be wrecked, and of course i don't "want" it to be that way. It's only a level 3 LAV, so I expect some degree of wreckage from proto weapons. It's hard to argue about flaylocks having some purpose in the game. And it would probably become an essential sidearm to most players if it worked. Again, I think my LAV would suffer horribly, but it seems there is no way to win that fight.
i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher |
Cosgar
ParagonX
8936
|
Posted - 2013.12.20 19:23:00 -
[13] - Quote
You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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CLONE117
planetary retaliation organisation
527
|
Posted - 2013.12.20 20:12:00 -
[14] - Quote
focused av fire works well against tanks. but it requires the one thing most of ppl on this game probably know nothing about "teamwork"
although i havnt had much trouble destroying those mlt tanks u ppl say r op.
since most of them are unskilled drivers to begin with ive had a rather easy time poping them with my better fitted soma.as i went into the core skills for vehicles. although i do kinda regret wasting all that sp just to unlock the std large missile turrets i could have just went into blaster turrets instead and leveled up fitting optimization. and possibly unlocked std havs.
which i intend to do if im ever going to create my special anti tank fitting.
aside from all this it looks like all the ppl who say tanks r op r just focusing on mlt tanks only. right now id say tank vs tank combat is more balanced then ever. if u nerf mlt tanks to being paper thin again what do u think is going to happen?
instead of mlt tanks being spammed u will be dealing with even stronger ad much BETTER fitted maddies and gunlogis without any actual way to take them down for the simple fact that u nerfed the already weakest of the tanks to be even weaker and easier to destroy with the thought that this will make things easier for av.
it would make soloing mlt tanks easier. but it would make killing maddies and gunlogis next to impossible. and possibly more expensive.
and so the crying would get worse in the end.
ive also managed to kill many of those mlt tanks with adv cbr7 swarms and av nades.
its all about positioning then.
although to give tanks an actual weakness since current playstyle seems to be running away with active hardeners we could make hardeners slow the vehicle down or immobilize it for now and see what happens from there. |
Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:23:00 -
[15] - Quote
Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers.
Please give tanks some balance
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Draco Cerberus
BurgezzE.T.F Public Disorder.
617
|
Posted - 2013.12.20 21:24:00 -
[16] - Quote
I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun).
LogiGod earns his pips
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:25:00 -
[17] - Quote
Cosgar wrote:You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change.
It's a continuous work in progress, and that's why I post in hopes of changing the current direction the game is going. Militia tanks were always accessible, just expensive. I'm ok with them being cheap. I even like it.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 21:43:00 -
[18] - Quote
Draco Cerberus wrote:I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun).
Well, sure. We could also form a circle around the fireplace and sing Kumbaya. But I joined the match to fight, I just want it to be balanced.
I did fly dropships for a while, but the assault dropships don't work with a motion controller, and it's not that much fun to just fly around in circles as target practice for forges.
I just bought 6 new games on Amazon. I would have loved to spend the money on Dust, but hopefully after I'm done with those, Dust will be in a better place. And no, I'm not giving away my stuff. lol. I do have hope that I'll be back.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
214
|
Posted - 2013.12.20 22:07:00 -
[19] - Quote
CLONE117 wrote:focused av fire works well against tanks. but it requires the one thing most of ppl on this game probably know nothing about "teamwork"
although i havnt had much trouble destroying those mlt tanks u ppl say r op.
since most of them are unskilled drivers to begin with ive had a rather easy time poping them with my better fitted soma.as i went into the core skills for vehicles. although i do kinda regret wasting all that sp just to unlock the std large missile turrets i could have just went into blaster turrets instead and leveled up fitting optimization. and possibly unlocked std havs.
which i intend to do if im ever going to create my special anti tank fitting.
aside from all this it looks like all the ppl who say tanks r op r just focusing on mlt tanks only. right now id say tank vs tank combat is more balanced then ever. if u nerf mlt tanks to being paper thin again what do u think is going to happen?
instead of mlt tanks being spammed u will be dealing with even stronger ad much BETTER fitted maddies and gunlogis without any actual way to take them down for the simple fact that u nerfed the already weakest of the tanks to be even weaker and easier to destroy with the thought that this will make things easier for av.
it would make soloing mlt tanks easier. but it would make killing maddies and gunlogis next to impossible. and possibly more expensive.
and so the crying would get worse in the end.
ive also managed to kill many of those mlt tanks with adv cbr7 swarms and av nades.
its all about positioning then.
although to give tanks an actual weakness since current playstyle seems to be running away with active hardeners we could make hardeners slow the vehicle down or immobilize it for now and see what happens from there.
I can take out MLT tanks. I can even take out gunnlogies and maddies. I've been taking out tanks since before chromosome. Balance isn't about what you, or I, or the team, or even what that "really cool dude" with 5000+ likes on the forum can do. If you consider what an average player can do vs what an average player can do with a tank, that is how you figure out balance. Suddenly your chance to be successful goes up 10 fold just because you called a tank. I don't think any tanker has a right to consider theirself "good" at this game when they have such a huge advantage.
You can still have good tank vs tank battles without making them so OP to everything else in the game. Just decrease both hitting power and defense on all tanks and nothing will change as far as tank vs tank.
Please give tanks some balance
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Cosgar
ParagonX
8939
|
Posted - 2013.12.21 02:20:00 -
[20] - Quote
Stinker Butt wrote:Cosgar wrote:You have to keep in mind this is a WIP. AV was probably scaled down since we only have standard vehicles and we don't have all the racial AV. Prices are probably lower to get as many tanks out there to collect data faster too. Once we get more content for both sides, we might see a clearer picture in balance. Right now, vehicles are much more accessible than in the past and that's a much needed change. It's a continuous work in progress, and that's why I post in hopes of changing the current direction the game is going. Militia tanks were always accessible, just expensive. I'm ok with them being cheap. I even like it. I'd say save your time. They're going to do what they want. This is coming from a former battleship pilot.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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kickin six
Royal Uhlans Amarr Empire
6
|
Posted - 2013.12.21 02:52:00 -
[21] - Quote
I agree with some of the OP suggestions and I took it to mean implement one or two and see how it goes. Here's a typical assault. A tank barrels into a scene guns blazing, every one on the other side runs and hides but one or two usually get taken out. If they have a swarm or forge they'll fire a few shots then the hardener comes on. While they're either hopelessly firing at the tank or waiting it out, the infantry roll out from behind the tank and start firing away. If by some miracle they're repelled and the hardener times-out the tank either resumes firing or races away at ludicrous speed just to start the process all over again. Meanwhile a lot of wasted ammo is used up while the tank enjoys unlimited ammo.
1. Slow them down.
2. Reduce the hardener time.
3. No ability to shoot while the hardener is activated.
4. Give tanks an ammo budget that can be reloaded at a vehicle depot.
Cheers
Just some thoughts. Cheers |
Baltazar Pontain
Phantom Universe Task Force Die Fremdenlegion
39
|
Posted - 2013.12.21 07:08:00 -
[22] - Quote
Alena Ventrallis wrote:Math time. Sica has 2650 shield and 1500 armor. Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage. add in sica's 20% resistance to missiles, we get 1056 total damage. x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot. I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information: http://www.youtube.com/watch?v=3au9H-NcgSwThe damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage. We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks. I like it when math is used, but please use it right.
No one disagree that three swarms WILL kill a tank. If those 3 swarms hit him SIMULTANOUSLY!
And that will never happen in a realistic scenario.
In a real scenario you have time between shoots, ostacles, tank speed and other enemies that are not considered in your math. |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
37
|
Posted - 2013.12.21 12:24:00 -
[23] - Quote
Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers.
range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm |
Draco Cerberus
BurgezzE.T.F Public Disorder.
620
|
Posted - 2013.12.21 15:28:00 -
[24] - Quote
Stinker Butt wrote:Draco Cerberus wrote:I suppose that this suggestion may be rather obvious, but here goes. Just because it is there, does not mean it needs to be engaged. If infantry stayed away from the tank the entire match how will it shoot anyone? Boredom is a great motivator to try something different (DS Pilots have fun). Well, sure. We could also form a circle around the fireplace and sing Kumbaya. But I joined the match to fight, I just want it to be balanced. I did fly dropships for a while, but the assault dropships don't work with a motion controller, and it's not that much fun to just fly around in circles as target practice for forges. I just bought 6 new games on Amazon. I would have loved to spend the money on Dust, but hopefully after I'm done with those, Dust will be in a better place. And no, I'm not giving away my stuff. lol. I do have hope that I'll be back. Wait a month and see what happens. We are on a monthly release schedule atm which is actually quite quick for patches, updates and new "content". I believe that soon this game will change for the better, not worse. Honestly tanks are not that big of a problem, even unskilled new players (under 1mil sp) have easy access to militia AV which will work to tank kill (Militia Heavy/FG) and for 10k to fit and fill a Fat suit to go take tanks down is not that big of a deal.
LogiGod earns his pips
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Stinker Butt
Ostrakon Agency Gallente Federation
218
|
Posted - 2013.12.21 18:51:00 -
[25] - Quote
kickin six wrote:I agree with some of the OP suggestions and I took it to mean implement one or two and see how it goes. Here's a typical assault. A tank barrels into a scene guns blazing, every one on the other side runs and hides but one or two usually get taken out. If they have a swarm or forge they'll fire a few shots then the hardener comes on. While they're either hopelessly firing at the tank or waiting it out, the infantry roll out from behind the tank and start firing away. If by some miracle they're repelled and the hardener times-out the tank either resumes firing or races away at ludicrous speed just to start the process all over again. Meanwhile a lot of wasted ammo is used up while the tank enjoys unlimited ammo.
1. Slow them down.
2. Reduce the hardener time.
3. No ability to shoot while the hardener is activated.
4. Give tanks an ammo budget that can be reloaded at a vehicle depot.
Cheers
Just some thoughts. Cheers
In fairness, after the 1.7 update, #4 on your list was implemented. There is an easy work around though. If there are no available supply depots, they just call in another tank. All good ideas though.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
218
|
Posted - 2013.12.21 19:06:00 -
[26] - Quote
Baltazar Pontain wrote:Alena Ventrallis wrote:Math time. Sica has 2650 shield and 1500 armor. Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage. add in sica's 20% resistance to missiles, we get 1056 total damage. x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot. I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information: http://www.youtube.com/watch?v=3au9H-NcgSwThe damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage. We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks. I like it when math is used, but please use it right. No one disagree that three swarms WILL kill a tank. If those 3 swarms hit him SIMULTANOUSLY! And that will never happen in a realistic scenario. In a real scenario you have time between shoots, ostacles, tank speed and other enemies that are not considered in your math.
I didn't watch that video before now, but It's interesting that he uses the smallest map available to "prove" that the range is too much. I think anyone in a vehicle hates that map, except the annoying tankers that sit and rail snipe from the redline. At least with swarmers you had the option of sniping, or driving up and shooting them. Not many options when it's a tank that just backs up a few feet after being hit. Not to mention the snipers and forge gunners that also hide out in those mountains and cover the full range of the map. That video was extremely biased.
He didn't address the damage part of the nerf, but I'm sure that since they're almost completely ineffective now, he'd be happy with that and say it's balanced.
Anyway, no vehicle driver will want swarms to be effective, so it seems to be a waste of time mentioning it. I use a forge, so I'll give up swarms.
Please give tanks some balance
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Stinker Butt
Ostrakon Agency Gallente Federation
218
|
Posted - 2013.12.21 19:17:00 -
[27] - Quote
Alam Storm wrote:Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers. range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm
You would think, but most don't have the build you speak of. In addition, shields have built in 20% resistance to swarms. So with a hardner on, that's 80% resistance, So with continuous hardners, youre proto swarms are doing about 44 dmg per missile. When a tank passively heals shields at over 200 hp/sec (dont remember the actual number), it heals faster than you can hurt it.
It just seems logical to me that if you're going to make a weapon useless, just remove it from the game. CCP seems to be passive aggressive about it and just turns it into a paperweight for your collection.
Anyway, I'm tired of talking about swarms. I haven't used them in months, so doesn't bother me terribly. I do think it's a little unfair to the light suit AV players though.
Please give tanks some balance
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twitchy- mc
The Exemplars Top Men.
0
|
Posted - 2013.12.21 22:12:00 -
[28] - Quote
Reduce the rate and damage threshold that the shield/armor can repair for tanks. create movement penalties for some of the modules damage mods, hardeners, shield extenders etc.( to create a sacrifice to movement) increase the damage type downfalls for heavy turrets(to buff the turret role status) Create a redline return to battle/kick system to eliminate rail tanks camping the redline all match.
problem solved. |
CLONE117
planetary retaliation organisation
534
|
Posted - 2013.12.22 04:05:00 -
[29] - Quote
repping isnt the problem... think of that like an endless light armor repair module that never turns off.. u can still negate the damges easily. although it doesnt feels as great as that temporary active light rep module.. |
kickin six
Royal Uhlans Amarr Empire
7
|
Posted - 2013.12.22 05:42:00 -
[30] - Quote
Stinker Butt wrote:kickin six wrote:4. Give tanks an ammo budget that can be reloaded at a vehicle depot. In fairness, after the 1.7 update, #4 on your list was implemented. There is an easy work around though. If there are no available supply depots, they just call in another tank. All good ideas though.
Thanks for clarifying. That's a good start.
After a couple days to calm down I actually like the new leveling. It's hillarious to watch 4 -6 tanks duke it out, wait for the heat to cool then start blasting away with my FG. I'm actually crushing many games with equipment spam and an FG. Jeez there's so many bad drivers out there. My favorite was blowing up a tank in mid-air as he hopped a rock while trying to escape. Wish I had a video of it. That balanced with going toe-to-toe with a hardened tank. Give and take I guess. Cheers |
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Stinker Butt
Ostrakon Agency Gallente Federation
224
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Emerald Bellerophon
Nenikekamen
67
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
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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
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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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Timtron Victory
Tech Guard RISE of LEGION
30
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Posted - 2014.01.05 21:41:00 -
[91] - Quote
[[/quote]
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....[/quote]
At least you can try to be objective and not talk like a toddler. I will look up the M1 Abrams, I never served in the military and I am not a weaponry buff either.
The M1 can cause damage to passengers if driven too fast. Same with most everyday cars. It has a max speed but we never get to that speed in everyday life. Your argument is moot.
I want tanks with more HP but they should be slower. I swarmed a militia tank but a not so good tanker and when he was almost dead he ran. Swarms should have either better accuracy(smarter) or speed so that modules that disrupt lock on systems would be useful. If you do not want a SL to destroy get a module that impedes the lock on system. Hardners are just rubbish to me.
I think its lame how swarms miss a target just because the tank turned a corner
Proud Christian
Jesus Loves You
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Stinker Butt
0uter.Heaven
333
|
Posted - 2014.01.06 07:25:00 -
[92] - Quote
Takahiro Kashuken wrote: Its not easy mode
AV is no longer easy mode
Its balanced mode
I have over 5 mil sp in tanks. I know what they can do. tanks are easy mode.
It's balanced? lol. looks like about 4% so far agree with you. http://strawpoll.me/971802/
FarQue FromAfar wrote: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....
yeah, 50 ton tanks catch air over hills like the dukes of hazzard and climb up 65 degree angles. you live in a dream world. That's fine with me, but I'll keep trying to make this game better as long as I play it.
Please give tanks some balance
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Goric Rumis
Dead Six Initiative Lokun Listamenn
292
|
Posted - 2014.01.09 17:53:00 -
[93] - Quote
You should post this in some tanker threads so you also get them to vote. I suspect the number would go up to more like 15%. Which would still be far from the majority that some tankers seem to believe it is.
The Tank Balancing Factor No One Is Discussing
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