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poison Diego
NECROM0NGERS Covert Intervention
2
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Posted - 2013.12.25 02:52:00 -
[1] - Quote
I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because they have 7 militia tanks harrassing the enemy infantry. Also players wouldn't be so eager and careless to call in their second tank.
Dropship cap, tank cap and LAV cap should be separate.
The tank cap should be reduced to 3 per match so its not about which team is the quickest to call in 7 tanks. If there would only be three tanks on each side it would count for skill and maybe for better fitted tanks who wins the tank war, not numbers only.
The dropship cap should be the same, at 3 and should stay at this price. We would probably see more dropships in the air. (because of tank cap redused, there for less of B*TCHY, OP, BROKEN, REDLINING, militia rail tanks) Dropships could now work together to take out tanks and could be more fun taking out infantry with less tanks on the field focusing on them.
LAV cap should be about 4-5 because that should be enough to transport almost the whole team.
RAILGUN NERF: (what everyone is waiting for)
You could keep the railguns as they are but reduce range and (take out railgun damage modifiers or slow down rate of fire)
REASONS: reduce range because that would stop redline railing and give dropship pilots some chance of survivability. get rid of railgun damage modifiers because the are way to overpowered! I stock 2 damage mods and I take out every tank in 2-3shots=(3-5 seconds) because rate of fire is way to quick, this should never be possible .
R.I.P
In memory of a "not total piece of sh*t" -------------->flaylock pistols
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Ulysses Knapse
Knapse and Co. Mercenary Firm
890
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Posted - 2013.12.25 03:09:00 -
[2] - Quote
No.
Changing the number of vehicles a team can call in doesn't solve the real problems with vehicle balance, it just makes them less noticeable. As for the railguns, no to range reduction. They're railguns, for Christ's sake. They're supposed to be the long-range turrets. Their maximum range is the highest range you will ever see on a turret.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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poison Diego
NECROM0NGERS Covert Intervention
4
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Posted - 2013.12.25 03:18:00 -
[3] - Quote
Ulysses Knapse wrote:No.
Changing the number of vehicles a team can call in doesn't solve the real problems with vehicle balance, it just makes them less noticeable. As for the railguns, no to range reduction. They're railguns, for Christ's sake. They're supposed to be the long-range turrets. Their maximum range is the highest range you will ever see on a turret.
Sorry but I have to say that this is complete bullshit...
Reduced tank cap would certainly make a huge difference. Lets say if one team has seven tanks on the field there is no chance for the other team to counter it. if there are three tanks it is possible for the other team to call in 2 or 3 tanks without them noticing and take them one by one. if there would be 7 tanks you could not call in enough tanks to counter
About the range of the rail, Im not saying it should be nerfed to blaster range, just by 10-20% so dropships will suffer less
R.I.P
In memory of a "not total piece of sh*t" -------------->flaylock pistols
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Ulysses Knapse
Knapse and Co. Mercenary Firm
891
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Posted - 2013.12.25 06:13:00 -
[4] - Quote
poison Diego wrote:Reduced tank cap would certainly make a huge difference. Congratulations, you fail at reading, because I never said it wouldn't.
Quote:About the range of the rail, Im not saying it should be nerfed to blaster range, just by 10-20% so dropships will suffer less No. Railguns don't need a range nerf. If they need to be nerfed at all, they should be nerfed in other ways.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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poison Diego
NECROM0NGERS Covert Intervention
182
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Posted - 2013.12.25 06:19:00 -
[5] - Quote
Ulysses Knapse wrote:poison Diego wrote:Reduced tank cap would certainly make a huge difference. Congratulations, you fail at reading, because I never said it wouldn't. Quote:About the range of the rail, Im not saying it should be nerfed to blaster range, just by 10-20% so dropships will suffer less No. Range doesn't need a nerf at all. If it needs to be nerfed at all, it should be nerfed in other ways.
all right yes I agree with that but these are my suggestions nothing else. all I have to say that dropships should not suffer so greatly from rails and they should not pack such big punch to tanks either....
TANKER SINCE BEFORE 1.7
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)MONGERS!!!
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Harpyja
DUST University Ivy League
955
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Posted - 2013.12.25 13:22:00 -
[6] - Quote
Railguns need to overheat fast (I say three shots, same as compressed before 1.7), slightly reduced rate of fire, and decrease damage by 100-200.
Railguns should be long ranged support, and not anti-vehicle blasters at close range. That's the missile launcher's job. If they overheat fast, that alone would discourage bringing them in for close range combat.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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BL4CKST4R
WarRavens League of Infamy
1420
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Posted - 2013.12.25 13:55:00 -
[7] - Quote
poison Diego wrote:I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because they have 7 militia tanks harrassing the enemy infantry. Also players wouldn't be so eager and careless to call in their second tank.
Dropship cap, tank cap and LAV cap should be separate.
The tank cap should be reduced to 3 per match so its not about which team is the quickest to call in 7 tanks. If there would only be three tanks on each side it would count for skill and maybe for better fitted tanks who wins the tank war, not numbers only.
The dropship cap should be the same, at 3 and should stay at this price. We would probably see more dropships in the air. (because of tank cap redused, there for less of B*TCHY, OP, BROKEN, REDLINING, militia rail tanks) Dropships could now work together to take out tanks and could be more fun taking out infantry with less tanks on the field focusing on them.
LAV cap should be about 4-5 because that should be enough to transport almost the whole team.
RAILGUN NERF: (what everyone is waiting for)
You could keep the railguns as they are but reduce range and (take out railgun damage modifiers or slow down rate of fire)
REASONS: reduce range because that would stop redline railing and give dropship pilots some chance of survivability. get rid of railgun damage modifiers because the are way to overpowered! I stock 2 damage mods and I take out every tank in 2-3shots=(3-5 seconds) because rate of fire is way to quick, this should never be possible .
I like your post but one thing to keep in mind tanks don't win matches, drop up links do. |
poison Diego
NECROM0NGERS Covert Intervention
229
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Posted - 2013.12.25 14:37:00 -
[8] - Quote
BL4CKST4R wrote:poison Diego wrote:I want to see less of OP militia tanks, to do that the price must be increased! maybe 250k-300k for militia and 400k-600k for STD tanks. I think we would see less of them and there for less of one side dominating because they have 7 militia tanks harrassing the enemy infantry. Also players wouldn't be so eager and careless to call in their second tank.
Dropship cap, tank cap and LAV cap should be separate.
The tank cap should be reduced to 3 per match so its not about which team is the quickest to call in 7 tanks. If there would only be three tanks on each side it would count for skill and maybe for better fitted tanks who wins the tank war, not numbers only.
The dropship cap should be the same, at 3 and should stay at this price. We would probably see more dropships in the air. (because of tank cap redused, there for less of B*TCHY, OP, BROKEN, REDLINING, militia rail tanks) Dropships could now work together to take out tanks and could be more fun taking out infantry with less tanks on the field focusing on them.
LAV cap should be about 4-5 because that should be enough to transport almost the whole team.
RAILGUN NERF: (what everyone is waiting for)
You could keep the railguns as they are but reduce range and (take out railgun damage modifiers or slow down rate of fire)
REASONS: reduce range because that would stop redline railing and give dropship pilots some chance of survivability. get rid of railgun damage modifiers because the are way to overpowered! I stock 2 damage mods and I take out every tank in 2-3shots=(3-5 seconds) because rate of fire is way to quick, this should never be possible . I like your post but one thing to keep in mind tanks don't win matches, drop up links do.
They do win matches if you use them right and use some tactics, not just rush and get the most kills, If the are used to engage, flank and create chaos it can be the key act to win an objective match.
About the ambush it is the most dominant thing on the battlefield. I usually get about 20-30 kills in one match if I'm tanking and have no tank resistance. That is 40-60% of kills. usually less in OMS because of more tank resistance and more turrets to get rid of.
If there would be less tanks dominating from one side there would be more chance for the other side to call in tanks to resist
trying not to be cocky but Im seeing this from the "dominators" perspective and I am saying that this is not fair at all
TANKER SINCE BEFORE 1.7
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)MONGERS!!!
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p q
Zylak's Used Clones
33
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Posted - 2013.12.29 11:44:00 -
[9] - Quote
Vehicles in 1.7... well, obviously there is a balance problem, unless Dust 514 is to be a "world of tanks" clone. Shall we? Ahem: The biggest problem in Dust 514 is getting new players faster than players quit. The new tanks of 1.7 are making people play less and recommend the game less. This needs attention at once if Dust is to grow - or even survive another year.
Tanks have become a problem; in a game about hacking, more than a tank (or maybe 2) on each side is a big issue. The fast running hacker rarely survives and a methodical squad has little chance of a hack.
This game is also about clone destruction, but losing a vehicle doesn't count against the "clone count".
So Dust needs repeat players and new players. Most importantly, it needs new-to-medium level players to bring in new players. This is unlikely at the moment because nobody wants to put $25 into a "free" to play game to buy tanks and lose those tanks. Right now, that's the only way a new player can feel like he's making a difference on the Dust battlefield. How long before he calls it quits? Do we want him to tell potential players to not even bother downloading the game?
Dropships are less of a problem. Frankly, it's because nobody can fly those things, the controls are worthless, a team has no more than 1 good dropship pilot in a match (outside of planetary conquest). Jeeps are handled. I see no issues there anymore.
There's the problems. What are the answers?
A player cannot deploy a tank if his team already has 2 active on the battlefield? Maybe for dropships, too?
A tank loss costs a team 3 clones?
...or, if this is too be a game of vehicle dominance, add MAVs? Light and medium aircraft?
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AmlSeb
Ministry of War Amarr Empire
7
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Posted - 2013.12.29 12:06:00 -
[10] - Quote
Hell, this is New Eden!! When the time comes CCP will remove every cap and make DUST a real sandbox game as EVE is!! |
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
250
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Posted - 2013.12.29 18:49:00 -
[11] - Quote
Harpyja wrote:Railguns need to overheat fast (I say three shots, same as compressed before 1.7), slightly reduced rate of fire, and decrease damage by 100-200.
Railguns should be long ranged support, and not anti-vehicle blasters at close range. That's the missile launcher's job. If they overheat fast, that alone would discourage bringing them in for close range combat.
If a rail overheats in three shots , then what would be the use of using that because if your in a tank battle with a blaster or any other turrets that will be brought out in the future , you will have NO way to defend yourself in a tank v.s tank battle unless you increase the damage output as well .
So I would say NO to that one .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
250
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Posted - 2013.12.29 18:56:00 -
[12] - Quote
p q wrote:Vehicles in 1.7... well, obviously there is a balance problem, unless Dust 514 is to be a "world of tanks" clone. Shall we? Ahem: The biggest problem in Dust 514 is getting new players faster than players quit. The new tanks of 1.7 are making people play less and recommend the game less. This needs attention at once if Dust is to grow - or even survive another year.
Tanks have become a problem; in a game about hacking, more than a tank (or maybe 2) on each side is a big issue. The fast running hacker rarely survives and a methodical squad has little chance of a hack.
This game is also about clone destruction, but losing a vehicle doesn't count against the "clone count".
So Dust needs repeat players and new players. Most importantly, it needs new-to-medium level players to bring in new players. This is unlikely at the moment because nobody wants to put $25 into a "free" to play game to buy tanks and lose those tanks. Right now, that's the only way a new player can feel like he's making a difference on the Dust battlefield. How long before he calls it quits? Do we want him to tell potential players to not even bother downloading the game?
Dropships are less of a problem. Frankly, it's because nobody can fly those things, the controls are worthless, a team has no more than 1 good dropship pilot in a match (outside of planetary conquest). Jeeps are handled. I see no issues there anymore.
There's the problems. What are the answers?
A player cannot deploy a tank if his team already has 2 active on the battlefield? Maybe for dropships, too?
A tank loss costs a team 3 clones?
...or, if this is too be a game of vehicle dominance, add MAVs? Light and medium aircraft?
I can give the cause of this to the fact of the vehicle change , coupled with a influx of newer players who lack the skill points to go one on one with a harden Dust vet or even someone who had a few months start on them . Tanks are used by lesser players to even the battlefield . I'm actually starting to see a drop off in usage and now I'm beginning to see games where NO tank's are being used at all . This shouldn't be expected to last long and the knock on the militia tank isn't valid because it shouldn't be a push over and should provide some sort of competitive nature , hell a militia fit is enough to make someone redline all day and quit from the vast expanse of inferiority .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
250
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Posted - 2013.12.29 19:04:00 -
[13] - Quote
Railguns must be protected . They are the only turret that is given to the Caldari and it's validity must be upheld . Now it can actually compete on the battlefield and before this patch ... it , like the Caldari Tanks were greatly outmatched .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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ladwar
Death by Disassociation Zero-Day
1936
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Posted - 2013.12.29 19:43:00 -
[14] - Quote
just make it so it has an arc, keep the speed and range. done all issues removed. as for number of tanks/other vehicles lol just no.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
not looking for a corp, don't ask.
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Alena Ventrallis
The Neutral Zone
413
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Posted - 2013.12.29 20:54:00 -
[15] - Quote
Railguns should have a damage buff, but a ROF nerf to compensate. IT should hurt when it hits you, but you should have time to get away before the next sheads your way.
Eve has a precedent. Railguns in Eve have the longest optimal, but smallest ROF of all the turrets. |
poison Diego
NECROM0NGERS Covert Intervention
283
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Posted - 2014.01.06 13:19:00 -
[16] - Quote
Alena Ventrallis wrote:Railguns should have a damage buff, but a ROF nerf to compensate. IT should hurt when it hits you, but you should have time to get away before the next sheads your way.
Eve has a precedent. Railguns in Eve have the longest optimal, but smallest ROF of all the turrets.
Yes, I agree that they should pack a hell of a punch but players with no skills into tanks should not be able to take out every tank so easily.
Im just saying that it is easier to survive an Ion cannon than a militia railgun. I dont think that it is logical. And the 24 second godmode of the sica doesn' helpt
SUCK ON MY BIG BLACK BASIC BLASTER AND START WHINING
GO NECR(zero)!
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