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        |  Harpyja
 DUST University
 Ivy League
 
 936
 
 
      | Posted - 2013.12.20 20:54:00 -
          [1] - Quote 
 First Clarification: "Good tanks should not be soloable by AV"
 I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 Now, the flaw with this argument is that you are not limited to player numbers while in Dust you are. But let's take this up to a fleet battle. Both fleets have a call to arms beforehand to muster as many participants for the battle as possible. Each fleet is stuck with the amount of players that showed up and fleet member count is extremely hard to change at a moment's notice. Let's also assume that both fleets have equal player counts.
 
 Each fleet also has certain roles to fill: logistics, ECM and e-warfare, scouts and tacklers, and finally the snipers and brawlers. Both fleets are limited to how they can designate their roles. If half of the participants specialize in non-direct combat roles (logistics, ECM, etc), then half of the fleet is limited to direct combat roles.
 
 Both fleets have some flexibility in how they designate roles and assign ships. When they meet up, they are fighting with what they have. However, say fleet A brought in three times as many supercapitals as fleet B. Chances are, fleet B is screwed.
 
 Dust is actually very similar, except on a much smaller scale, with teams limited to 16 players each. Both teams have roles to fill and are limited on how they can fill those roles based on what people are specialized in.
 
 Tanks are just the equivalent of supercapitals while AV is something smaller. They can be brought down, but requires more than one AV. Just like EVE, engagements in Dust should not be balanced on a 1v1 basis. I do agree that tanks are too cheap now. AV should be considered disposable while tanks should be considered as more permanent investments (1 battleship vs several cruisers; each individual cruiser is disposable while the battleship is not).
 
 So the next time you think that it shouldn't take more than one person to take out one person, then you're wrong. Just like a heavy suit, it takes more than one medium suit to take it out (if balanced properly).
 
 Second clarification: Using correct AV for shield
 I hear a lot of complaining from swarm users that they can't do anything to a hardened shield tank and it just passively recharges through the damage.
 
 First I'd like to state that the shield recharge mechanic is working as intended.
 
 Now let me explain why it should be like this. Shields are burst tankers with high regen for short periods of time. Armor, on the other hand, has a low regen but higher raw HP.
 
 In order to take out shields, you need a high alpha weapon to disrupt the regen, otherwise a weapon with a high consistent DPS isn't able to disrupt the regen.
 
 Let me go back to EVE. The only way in large fleets to destroy the enemy logistics is through high alpha damage. That's where snipers come in. Logistics can adapt quickly to high but consistent DPS. Reps can get applied in time before enough damage is dealt to destroy the logistics. However, snipers provide high alpha with which to destroy the logistics before reps can get applied.
 
 It's the same in Dust, except shields take this philosophy. A weapon with high DPS but high rate of fire (so low damage per shot) shouldn't break through a shield tank unless there is enough damage being dealt. However, even a weapon with low DPS but high alpha will break through a shield tank. Swarms, because they consist of multiple missiles, don't quite fall as a high alpha damage weapon.
 
 So the next time you try using swarms against a hardened shield tank, just remember that you're using the wrong weapon for the job.
 
 "By His light, and His will"
- The Scriptures, Gheinok the First, 12:32 | 
      
      
        |  K9 Wez
 Molon Labe.
 Public Disorder.
 
 78
 
 
      | Posted - 2013.12.20 20:55:00 -
          [2] - Quote 
 
 Harpyja wrote:First Clarification: "Good tanks should not be soloable by AV"I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 Now, the flaw with this argument is that you are not limited to player numbers while in Dust you are. But let's take this up to a fleet battle. Both fleets have a call to arms beforehand to muster as many participants for the battle as possible. Each fleet is stuck with the amount of players that showed up and fleet member count is extremely hard to change at a moment's notice. Let's also assume that both fleets have equal player counts.
 
 Each fleet also has certain roles to fill: logistics, ECM and e-warfare, scouts and tacklers, and finally the snipers and brawlers. Both fleets are limited to how they can designate their roles. If half of the participants specialize in non-direct combat roles (logistics, ECM, etc), then half of the fleet is limited to direct combat roles.
 
 Both fleets have some flexibility in how they designate roles and assign ships. When they meet up, they are fighting with what they have. However, say fleet A brought in three times as many supercapitals as fleet B. Chances are, fleet B is screwed.
 
 Dust is actually very similar, except on a much smaller scale, with teams limited to 16 players each. Both teams have roles to fill and are limited on how they can fill those roles based on what people are specialized in.
 
 Tanks are just the equivalent of supercapitals while AV is something smaller. They can be brought down, but requires more than one AV. Just like EVE, engagements in Dust should not be balanced on a 1v1 basis. I do agree that tanks are too cheap now. AV should be considered disposable while tanks should be considered as more permanent investments (1 battleship vs several cruisers; each individual cruiser is disposable while the battleship is not).
 
 So the next time you think that it shouldn't take more than one person to take out one person, then you're wrong. Just like a heavy suit, it takes more than one medium suit to take it out (if balanced properly).
 
 Second clarification: Using correct AV for shield
 I hear a lot of complaining from swarm users that they can't do anything to a hardened shield tank and it just passively recharges through the damage.
 
 First I'd like to state that the shield recharge mechanic is working as intended.
 
 Now let me explain why it should be like this. Shields are burst tankers with high regen for short periods of time. Armor, on the other hand, has a low regen but higher raw HP.
 
 In order to take out shields, you need a high alpha weapon to disrupt the regen, otherwise a weapon with a high consistent DPS isn't able to disrupt the regen.
 
 Let me go back to EVE. The only way in large fleets to destroy the enemy logistics is through high alpha damage. That's where snipers come in. Logistics can adapt quickly to high but consistent DPS. Reps can get applied in time before enough damage is dealt to destroy the logistics. However, snipers provide high alpha with which to destroy the logistics before reps can get applied.
 
 It's the same in Dust, except shields take this philosophy. A weapon with high DPS but high rate of fire (so low damage per shot) shouldn't break through a shield tank unless there is enough damage being dealt. However, even a weapon with low DPS but high alpha will break through a shield tank. Swarms, because they consist of multiple missiles, don't quite fall as a high alpha damage weapon.
 
 So the next time you try using swarms against a hardened shield tank, just remember that you're using the wrong weapon for the job.
 
 
 TL;DR ???????????????????
 | 
      
      
        |  Harpyja
 DUST University
 Ivy League
 
 936
 
 
      | Posted - 2013.12.20 20:57:00 -
          [3] - Quote 
 Nope, sorry, no TL;DR for this.
 
 "By His light, and His will"
- The Scriptures, Gheinok the First, 12:32 | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 293
 
 
      | Posted - 2013.12.20 21:05:00 -
          [4] - Quote 
 
 Harpyja wrote:Nope, sorry, no TL;DR for this. 
 Why would anyone need one? It's quite clear what you meant.
 | 
      
      
        |  Dirks Macker
 Enlightened Infantries
 Special Planetary Emergency Response Group
 
 105
 
 
      | Posted - 2013.12.20 21:08:00 -
          [5] - Quote 
 This point about tanks being like supercapitals is kind if ridiculous.
 
 First off, DUST isn't open world where groups of players work to obtain the resources to build SC's. You also cannot get hundreds of people to log in when one is tackled.
 
 Secondly, It costs far more in AV mercs in proto gear to take down the dropship they are aiming at, much less a tank. This is a real problem, CCP.
 
 Thirdly, supercapitals are definitely not faster and more agile than the smaller ships used to take them down.
 
 Lastly, DUST has a player cap per match. An AV merc should be able to harass a tank enough that it alters what it is doing. Currently, you need at least two in top gear, well over three in starter anti-armor. If a team even tries that approach against a team with multiple tanks, they put themselves in a bad position.
 
 DUST isn't EVE. Tanks shouldn't be the best at everything except fitting through doorways. The balance right now is disturbing.
 | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 Covert Intervention
 
 1265
 
 
      | Posted - 2013.12.20 21:13:00 -
          [6] - Quote 
 God I wish my HAV could climb ladders and gain a massive height advantage like all the AV guys...
 
 ADS Reports - Defining Racial Themes | 
      
      
        |  Vin Mora
 Sanguis Defense Syndicate
 
 263
 
 
      | Posted - 2013.12.20 21:23:00 -
          [7] - Quote 
 
 Harpyja wrote:First Clarification: "Good tanks should not be soloable by AV"I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 Now, the flaw with this argument is that you are not limited to player numbers while in Dust you are. But let's take this up to a fleet battle. Both fleets have a call to arms beforehand to muster as many participants for the battle as possible. Each fleet is stuck with the amount of players that showed up and fleet member count is extremely hard to change at a moment's notice. Let's also assume that both fleets have equal player counts.
 
 Each fleet also has certain roles to fill: logistics, ECM and e-warfare, scouts and tacklers, and finally the snipers and brawlers. Both fleets are limited to how they can designate their roles. If half of the participants specialize in non-direct combat roles (logistics, ECM, etc), then half of the fleet is limited to direct combat roles.
 
 Both fleets have some flexibility in how they designate roles and assign ships. When they meet up, they are fighting with what they have. However, say fleet A brought in three times as many supercapitals as fleet B. Chances are, fleet B is screwed.
 
 Dust is actually very similar, except on a much smaller scale, with teams limited to 16 players each. Both teams have roles to fill and are limited on how they can fill those roles based on what people are specialized in.
 
 Tanks are just the equivalent of supercapitals while AV is something smaller. They can be brought down, but requires more than one AV. Just like EVE, engagements in Dust should not be balanced on a 1v1 basis. I do agree that tanks are too cheap now. AV should be considered disposable while tanks should be considered as more permanent investments (1 battleship vs several cruisers; each individual cruiser is disposable while the battleship is not).
 
 In other words, if the other team brought more tanks than your AV can handle, then you should be screwed, sorry.
 
 So the next time you think that it shouldn't take more than one person to take out one person, then you're wrong. Just like a heavy suit, it takes more than one medium suit to take it out (if balanced properly).
 
 Second clarification: Using correct AV for shield
 I hear a lot of complaining from swarm users that they can't do anything to a hardened shield tank and it just passively recharges through the damage.
 
 First I'd like to state that the shield recharge mechanic is working as intended.
 
 Now let me explain why it should be like this. Shields are burst tankers with high regen for short periods of time. Armor, on the other hand, has a low regen but higher raw HP.
 
 In order to take out shields, you need a high alpha weapon to disrupt the regen, otherwise a weapon with a high consistent DPS isn't able to disrupt the regen.
 
 Let me go back to EVE. The only way in large fleets to destroy the enemy logistics is through high alpha damage. That's where snipers come in. Logistics can adapt quickly to high but consistent DPS. Reps can get applied in time before enough damage is dealt to destroy the logistics. However, snipers provide high alpha with which to destroy the logistics before reps can get applied.
 
 It's the same in Dust, except shields take this philosophy. A weapon with high DPS but high rate of fire (so low damage per shot) shouldn't break through a shield tank unless there is enough damage being dealt. However, even a weapon with low DPS but high alpha will break through a shield tank. Swarms, because they consist of multiple missiles, don't quite fall as a high alpha damage weapon.
 
 So the next time you try using swarms against a hardened shield tank, just remember that you're using the wrong weapon for the job.
 The problem is that the only two anti-shield tank options are have unique 'restrictions' on them.
 
 One of them, the Forge Gun, can only be wielded by a Heavy, which puts the user are great risk without support. The second one, the Plasma Cannon, is a one shot weapon with middling damage compared to the intended target.
 
 Maybe a Plasma Cannon user with Fluxes and a Swarm Launcher user with AVs can work together to kills shields...
 
 Sanguis Defense Syndicate: Recruitment now open for players of all skill levels | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 294
 
 
      | Posted - 2013.12.20 21:33:00 -
          [8] - Quote 
 
 Vin Mora wrote:Harpyja wrote:First Clarification: "Good tanks should not be soloable by AV"I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 Now, the flaw with this argument is that you are not limited to player numbers while in Dust you are. But let's take this up to a fleet battle. Both fleets have a call to arms beforehand to muster as many participants for the battle as possible. Each fleet is stuck with the amount of players that showed up and fleet member count is extremely hard to change at a moment's notice. Let's also assume that both fleets have equal player counts.
 
 Each fleet also has certain roles to fill: logistics, ECM and e-warfare, scouts and tacklers, and finally the snipers and brawlers. Both fleets are limited to how they can designate their roles. If half of the participants specialize in non-direct combat roles (logistics, ECM, etc), then half of the fleet is limited to direct combat roles.
 
 Both fleets have some flexibility in how they designate roles and assign ships. When they meet up, they are fighting with what they have. However, say fleet A brought in three times as many supercapitals as fleet B. Chances are, fleet B is screwed.
 
 Dust is actually very similar, except on a much smaller scale, with teams limited to 16 players each. Both teams have roles to fill and are limited on how they can fill those roles based on what people are specialized in.
 
 Tanks are just the equivalent of supercapitals while AV is something smaller. They can be brought down, but requires more than one AV. Just like EVE, engagements in Dust should not be balanced on a 1v1 basis. I do agree that tanks are too cheap now. AV should be considered disposable while tanks should be considered as more permanent investments (1 battleship vs several cruisers; each individual cruiser is disposable while the battleship is not).
 
 In other words, if the other team brought more tanks than your AV can handle, then you should be screwed, sorry.
 
 So the next time you think that it shouldn't take more than one person to take out one person, then you're wrong. Just like a heavy suit, it takes more than one medium suit to take it out (if balanced properly).
 
 Second clarification: Using correct AV for shield
 I hear a lot of complaining from swarm users that they can't do anything to a hardened shield tank and it just passively recharges through the damage.
 
 First I'd like to state that the shield recharge mechanic is working as intended.
 
 Now let me explain why it should be like this. Shields are burst tankers with high regen for short periods of time. Armor, on the other hand, has a low regen but higher raw HP.
 
 In order to take out shields, you need a high alpha weapon to disrupt the regen, otherwise a weapon with a high consistent DPS isn't able to disrupt the regen.
 
 Let me go back to EVE. The only way in large fleets to destroy the enemy logistics is through high alpha damage. That's where snipers come in. Logistics can adapt quickly to high but consistent DPS. Reps can get applied in time before enough damage is dealt to destroy the logistics. However, snipers provide high alpha with which to destroy the logistics before reps can get applied.
 
 It's the same in Dust, except shields take this philosophy. A weapon with high DPS but high rate of fire (so low damage per shot) shouldn't break through a shield tank unless there is enough damage being dealt. However, even a weapon with low DPS but high alpha will break through a shield tank. Swarms, because they consist of multiple missiles, don't quite fall as a high alpha damage weapon.
 
 So the next time you try using swarms against a hardened shield tank, just remember that you're using the wrong weapon for the job.
 The problem is that the only two anti-shield tank options are have unique 'restrictions' on them. One of them, the Forge Gun, can only be wielded by a Heavy, which puts the user are great risk without support. The second one, the Plasma Cannon, is a one shot weapon with middling damage compared to the intended target. Maybe a Plasma Cannon user with Fluxes and a Swarm Launcher user with AVs can work together to kills shields... 
 
 message from Godin: FG does more to shield.
 | 
      
      
        |  TheAmazing FlyingPig
 Crux Special Tasks Group
 Gallente Federation
 
 5082
 
 
      | Posted - 2013.12.20 21:41:00 -
          [9] - Quote 
 inb4 the 1 AV = 1 HAV brigade rolls in with "logic".
 
 Never forget How to fix the Logi | 
      
      
        |  Slag Emberforge
 Immortal Retribution
 
 346
 
 
      | Posted - 2013.12.20 21:48:00 -
          [10] - Quote 
 1. This is not EVE
 2. You are right, EVE does not have a player cap in battles, it's exactly this reason why things work out ok in EVE but the same scenario is completely different in Dust --- this is really an apples to oranges comparison.
 3. You are right in terms of swarms vs shield tankers, but not the reason you think it is, it has significantly more to do with the damage threshold for shield delay and the fact that swarms alpha damage is split up into smaller rounds.
 
 As this damage is not cumulative in terms of stopping shield recharge, they are effectively useless.
 
 4. 16 v 16 -> 16 ( 1 v 1 ) -> anything that requires teamwork to kill must require teamwork to operate lest it break balance.
 
 5 TL;DR response to Op's assessment -> No.
 
 | 
      
      
        |  echo47
 Minmatar Republic
 
 129
 
 
      | Posted - 2013.12.20 21:50:00 -
          [11] - Quote 
 Can I have EM rockets for my swarm?
 
 Or flux grenades for my MD?
 
 I would rather look bad and win, than look good and lose. | 
      
      
        |  Harpyja
 DUST University
 Ivy League
 
 938
 
 
      | Posted - 2013.12.20 21:51:00 -
          [12] - Quote 
 
 Dirks Macker wrote:This point about tanks being like supercapitals is kind if ridiculous. 
 First off, DUST isn't open world where groups of players work to obtain the resources to build SC's. You also cannot get hundreds of people to log in when one is tackled.
 
 Secondly, It costs far more in AV mercs in proto gear to take down the dropship they are aiming at, much less a tank. This is a real problem, CCP.
 
 Thirdly, supercapitals are definitely not faster and more agile than the smaller ships used to take them down.
 
 Lastly, DUST has a player cap per match. An AV merc should be able to harass a tank enough that it alters what it is doing. Currently, you need at least two in top gear, well over three in starter anti-armor. If a team even tries that approach against a team with multiple tanks, they put themselves in a bad position.
 
 DUST isn't EVE. Tanks shouldn't be the best at everything except fitting through doorways. The balance right now is disturbing.
 
 The game is crying out for an infantry-only ambush mode, and one with wide open spaces more conducive to tank warfare.
 At some point everything in Dust will become player-made, most likely EVE-side.
 
 I agree that there is a cost imbalance between AV and tanks. I think one fitted tank should cost at least three times as much as an AV suit of similar meta level.
 
 Fleet sizes are rather fixed once formation is complete. You have whoever has shown up. Sure, you can get 1000 vs 300, but you can also get close such as 400 vs 500. What Dust actually does is that it makes teams with even player counts.
 
 "By His light, and His will"
- The Scriptures, Gheinok the First, 12:32 | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 2336
 
 
      | Posted - 2013.12.20 21:54:00 -
          [13] - Quote 
 
 Roger Cordill wrote:message from Godin: FG does more to shield.
 Message To Godin: WTF are you smoking?
 
 The Forge Gun has a -10% damage modifier towards shields.
 
 Then again, you'd actually have to be AV to understand such a concept.
 
 
  
 Holy Fudgenipples!!! MY HMG WORKS!!! IT ACTUALLY WORKS!!! \o/ | 
      
      
        |  Arkena Wyrnspire
 Turalyon 514
 Turalyon Alliance
 
 6522
 
 
      | Posted - 2013.12.20 21:54:00 -
          [14] - Quote 
 Hm.
 See, I understand where you're coming from with these ideas, but what justifies that power? Why shouldn't a tank be soloable by AV? I don't think it's really the cost at this stage - Correct me if I'm wrong, but the most expensive tanks run around 500-600k? At most. Militia tanks run around 80k.
 
 Is it justifiable to take multiple AV players to take that tank down? Certainly, that ISK should buy power, but in this case it's effectively buying manpower. That's huge in a limited environment.
 
 EDIT: I would also like to point out that depending on fit even with equal skills a frigate is entirely capable of soloing a battleship.
 
 Level 6 Forum Warrior Lenin of the glorious armoured revolution Gallente FW - 'Turalyon' | 
      
      
        |  Ryme Intrinseca
 
 396
 
 
      | Posted - 2013.12.20 21:58:00 -
          [15] - Quote 
 Clarification: if you think a tank should not be soloable by AV you are a scrub tanker with no faith in your own ability, who went into tanking because they couldn't win a fair fight.
 | 
      
      
        |  Jack McReady
 DUST University
 Ivy League
 
 983
 
 
      | Posted - 2013.12.20 22:05:00 -
          [16] - Quote 
 
 Harpyja wrote:In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 first of all that analogy is just tunnelvision and also wrong.
 
 1., I play EVE since 2006 and have killed plenty of battleships in a frigate SOLO and many were viable fits I was fighting.
  2. the damage from a battleship against a frigate is limited, the main weapony wont hit, what remains is drones and ewar. battleships usually dont carry ewar but anti ewar and the drones are easily taken out by a high SP frigate pilot.
 3. a battleship in EVE is slow as hell and cannot ever outrun anything smaller than him and also wont be able to just run away when bad things happen.
 4. EVE is a player driven MMO with big battles, dust is a small scale lobby shooter.
 5. piloting a battleship in EVE efficiently takes huge amounts of SP and is quite and isk investment, getting into a strong tank in dust able to shrug off proto AV takes zero SP and low amounts of ISK.
 6. battleships are usually used in big gangs as a fleet. the warfare in eve is totally different.
 | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 295
 
 
      | Posted - 2013.12.20 22:06:00 -
          [17] - Quote 
 
 echo47 wrote:Can I have EM rockets for my swarm?
 Or flux grenades for my MD?
 
 message from Godin: Still waiting on both to come in. Weapon rigging FTW.
 | 
      
      
        |  Atiim
 Living Like Larry Schwag
 
 2336
 
 
      | Posted - 2013.12.20 22:08:00 -
          [18] - Quote 
 Tell me again, why should I as a SINGLE unit be able to hop into my tank and require 3-6 people on AV to destroy?
 
 Why would any respectable team even bother fielding AV when they'd lose 3-6 people, as opposed to fielding a tank and actually gaining the efficiency and manpower of 9-18 people?
 
 Why would anyone even bother skilling into AV when an HAV is 99.99% better at AV than AV itself?
 
 Also, why are you trying to import combat mechanics from a Space Simulator MMO into a Sci-Fi FPS title?
 
 They are two completely different genres. That's like me trying to take the RPG elements from a game like StarOcean and putting it into a Contra title.
 
 It wouldn't work.
 
 Also, I'm pretty sure the DEVs didn't say "Lets allow Gunnlogies to have theoretical invulnerability from SLs while having their hardners active."
 
 So until we CCP comment on that, your "Working As Intended" statement is about as credible as Fox News. (Less than actually)
 
 Now remember, it working the way you want it to does not mean it's working "as intended".
 
 Holy Fudgenipples!!! MY HMG WORKS!!! IT ACTUALLY WORKS!!! \o/ | 
      
      
        |  SgtDoughnut
 Red Star Jr.
 EoN.
 
 430
 
 
      | Posted - 2013.12.20 22:14:00 -
          [19] - Quote 
 
 Harpyja wrote:First Clarification: "Good tanks should not be soloable by AV"I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 .
 
 
 This is flawed, I have killed BS with frigs, both T2 frigs (steath bombmers) and combat frigs, once you get under the guns the BS really cant do much to you.
 | 
      
      
        |  Korvin Lomont
 United Pwnage Service
 RISE of LEGION
 
 392
 
 
      | Posted - 2013.12.20 22:15:00 -
          [20] - Quote 
 
 Roger Cordill wrote:Vin Mora wrote:Harpyja wrote:First Clarification: "Good tanks should not be soloable by AV"I'd like to first state that it most definitely should take several AV to take out a very good tank.
 
 In EVE, assuming players of equal skill, a frigate will never be able to bring down a battleship on its own. But depending on the fit, the battleship can take out the frigate with drones and proper e-warfare. However, a swarm of frigates will be able to bring down the mightiest of battleships.
 
 Now, the flaw with this argument is that you are not limited to player numbers while in Dust you are. But let's take this up to a fleet battle. Both fleets have a call to arms beforehand to muster as many participants for the battle as possible. Each fleet is stuck with the amount of players that showed up and fleet member count is extremely hard to change at a moment's notice. Let's also assume that both fleets have equal player counts.
 
 Each fleet also has certain roles to fill: logistics, ECM and e-warfare, scouts and tacklers, and finally the snipers and brawlers. Both fleets are limited to how they can designate their roles. If half of the participants specialize in non-direct combat roles (logistics, ECM, etc), then half of the fleet is limited to direct combat roles.
 
 Both fleets have some flexibility in how they designate roles and assign ships. When they meet up, they are fighting with what they have. However, say fleet A brought in three times as many supercapitals as fleet B. Chances are, fleet B is screwed.
 
 Dust is actually very similar, except on a much smaller scale, with teams limited to 16 players each. Both teams have roles to fill and are limited on how they can fill those roles based on what people are specialized in.
 
 Tanks are just the equivalent of supercapitals while AV is something smaller. They can be brought down, but requires more than one AV. Just like EVE, engagements in Dust should not be balanced on a 1v1 basis. I do agree that tanks are too cheap now. AV should be considered disposable while tanks should be considered as more permanent investments (1 battleship vs several cruisers; each individual cruiser is disposable while the battleship is not).
 
 In other words, if the other team brought more tanks than your AV can handle, then you should be screwed, sorry.
 
 So the next time you think that it shouldn't take more than one person to take out one person, then you're wrong. Just like a heavy suit, it takes more than one medium suit to take it out (if balanced properly).
 
 Second clarification: Using correct AV for shield
 I hear a lot of complaining from swarm users that they can't do anything to a hardened shield tank and it just passively recharges through the damage.
 
 First I'd like to state that the shield recharge mechanic is working as intended.
 
 Now let me explain why it should be like this. Shields are burst tankers with high regen for short periods of time. Armor, on the other hand, has a low regen but higher raw HP.
 
 In order to take out shields, you need a high alpha weapon to disrupt the regen, otherwise a weapon with a high consistent DPS isn't able to disrupt the regen.
 
 Let me go back to EVE. The only way in large fleets to destroy the enemy logistics is through high alpha damage. That's where snipers come in. Logistics can adapt quickly to high but consistent DPS. Reps can get applied in time before enough damage is dealt to destroy the logistics. However, snipers provide high alpha with which to destroy the logistics before reps can get applied.
 
 It's the same in Dust, except shields take this philosophy. A weapon with high DPS but high rate of fire (so low damage per shot) shouldn't break through a shield tank unless there is enough damage being dealt. However, even a weapon with low DPS but high alpha will break through a shield tank. Swarms, because they consist of multiple missiles, don't quite fall as a high alpha damage weapon.
 
 So the next time you try using swarms against a hardened shield tank, just remember that you're using the wrong weapon for the job.
 The problem is that the only two anti-shield tank options are have unique 'restrictions' on them. One of them, the Forge Gun, can only be wielded by a Heavy, which puts the user are great risk without support. The second one, the Plasma Cannon, is a one shot weapon with middling damage compared to the intended target. Maybe a Plasma Cannon user with Fluxes and a Swarm Launcher user with AVs can work together to kills shields... message from Godin: FG does more to shield. 
 A message to Godin: The FG does 90% vs shield and 110% to armor like any other railtype weapon...
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        |  Dirks Macker
 Enlightened Infantries
 Special Planetary Emergency Response Group
 
 106
 
 
      | Posted - 2013.12.20 22:25:00 -
          [21] - Quote 
 
 Jack McReady wrote:[quote=Harpyja] 1., I play EVE since 2006 and have killed plenty of battleships in a frigate SOLO and many were viable fits I was fighting.   f. Try getting under the guns of a tank in DUST.
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        |  Borne Velvalor
 Endless Hatred
 
 1096
 
 
      | Posted - 2013.12.20 22:32:00 -
          [22] - Quote 
 
 Harpyja wrote:In other words, if the other team brought more tanks than your AV can handle, then you should be screwed, sorry. This is a lobby shooter at the moment. In public matches, at least, the enemy team shouldn't instantly win because they deployed 5 HAVs. I agree more or less about shield regen. I think Forge Guns should do their bonus damage to Shields, so that their alpha damage has a better chance at stopping the regen.
 
 Many suits I've worn, many burdens I've borne, for the oaths I've sworn. Panda. | 
      
      
        |  Gelan Corbaine
 Gladiators Vanguard
 
 262
 
 
      | Posted - 2013.12.21 00:26:00 -
          [23] - Quote 
 
 Dirks Macker wrote:Jack McReady wrote:[quote=Harpyja] 1., I play EVE since 2006 and have killed plenty of battleships in a frigate SOLO and many were viable fits I was fighting.   f. Try getting under the guns of a tank in DUST.   
 
 
 Getting there is easy enough to do .....it's staying there that's the tricky part ..... especially as a heavy .
 
 No job is worth doing if you don't get paid in the end . | 
      
      
        |  echo47
 Minmatar Republic
 
 130
 
 
      | Posted - 2013.12.21 00:49:00 -
          [24] - Quote 
 
 Dirks Macker wrote:Jack McReady wrote:[quote=Harpyja] 1., I play EVE since 2006 and have killed plenty of battleships in a frigate SOLO and many were viable fits I was fighting.   f. Try getting under the guns of a tank in DUST.   
 
 It is possible I have been playing around with remotes and a scout suit. It can be done, but it is not easy.
 
 I would rather look bad and win, than look good and lose. | 
      
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