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Mobius Wyvern
Ahrendee Mercenaries EoN.
4362
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Posted - 2014.01.05 05:14:00 -
[61] - Quote
Everything Dies wrote:CCP, just follow the mantra of, "Keep it simple, stupid." You can do this by: 1. Holding tank prices where they're at right now. 2. Restore AV damage to previous levels.
Only THEN should you worry about adjusting the actual tanks--i.e. adjusting the ability to stack more than one hardener of the same type, efficacy of modules (I agree that uniform damage reduction is a dumb idea in regards to module levels- a proto module should be more effective than a militia one, and not just offer an extended amount of usage) or PG/CPU usage. And once again, Dropships are suicide.
Oh wait, they are even now because you can two-shot them from anywhere on the map with Militia railgun tanks.
Is there anyone on these ******* forums that even considers the fact that AV is used against stuff other than tanks?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Griffter D'nan
Seraphim Auxiliaries
4
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Posted - 2014.01.05 05:14:00 -
[62] - Quote
Mobius Wyvern wrote: Slap 2 Militia Damage Mods on a Militia Railgun Sica and you can kill a Gunnogi with a full Complex fit.
That is broken.
No its not. This setup is glass cannon. When I use it my squaddies lit enemy tanks and whole journey into city must be very well planed to kill a tank. And one FG or blaster tank kill me on sight. What a adrenaline rush. Love it! OTOH its great that 2dmg sica or 3 dmg gunogi can take redline sniper with ease. Redline sniping is well... its not a fine idea afterall. They get what they deserved. |
Mobius Wyvern
Ahrendee Mercenaries EoN.
4362
|
Posted - 2014.01.05 05:16:00 -
[63] - Quote
Griffter D'nan wrote:Mobius Wyvern wrote: Slap 2 Militia Damage Mods on a Militia Railgun Sica and you can kill a Gunnogi with a full Complex fit.
That is broken.
No its not. This setup is glass cannon. When I use it my squaddies lit enemy tanks and whole journey into city must be very well planed to kill a tank. And one FG or blaster tank kill me on sight. What a adrenaline rush. Love it! OTOH its great that 2dmg sica or 3 dmg gunogi can take redline sniper with ease. Redline sniping is well... its not a fine idea afterall. They get what they deserved. I'm talking about the Redline snipers, man.
You think I have tanks that are actually on the field dropping me in my tank or Dropship?
I may suck at infantry, but vehicles are what I do. When a tank that costs 100k can punch straight through my Hardener from 300 ******* meters away without me even being able to retaliate because it'll just drive behind a hill while the driver hops out to recall it, something is seriously ******* wrong.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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BobThe 844-1 CakeMan
Murder Cakes Of Doom
1412
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Posted - 2014.01.05 05:17:00 -
[64] - Quote
does this mean i need to get std damage mods. O_o
i've been using milita for the entire time XD.
Main - BobThe843CakeMan
Ringing for PC for a price, msg for details.
Prices are based on who ur facing and how i feel.
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Griffter D'nan
Seraphim Auxiliaries
4
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Posted - 2014.01.05 05:33:00 -
[65] - Quote
Mobius Wyvern wrote:I'm talking about the Redline snipers, man.
Problem with redline snipers is much older and AFIK CCP did nothing. Well they redesigned Manus Peak to remove sniper rifle spots. Hi level redline railguns tanks are still annoying. I clearly remember Surya and Sargaris on hills on every map. I see them even today ;) Thing is that now redline sniping is sport for everyone not just for rich and skilled (top proto tank b4 cost like over 2M ISK with stuff and more than 10M SP). But this not new problem with tanks but old one with safe and cozy redline nests (for god sake beneath MCC even orbital strike don't kill you!). Maybe its time to make kills from redline worth 0WP or something else. |
Ninjanomyx
Imperfects Negative-Feedback
524
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Posted - 2014.01.05 08:47:00 -
[66] - Quote
Auris Lionesse wrote:A frontline av suit with just a swarm launcher should be able to solo a single sica/soma
That's where Ccp needs to start
No....... |
Ninjanomyx
Imperfects Negative-Feedback
524
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Posted - 2014.01.05 08:52:00 -
[67] - Quote
Eurydice Itzhak wrote:Lav spam became an issue because everyone was tired of losing 1m isk tanks to 3 hits from AV so we all jumped in llavs and ran people over.
That alone should tell you av was OP. It was too risky to use a tank so we all freaking STOPPED.
I never stopped.......but I'm a masochist. |
RKKR
The Southern Legion The Umbra Combine
611
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Posted - 2014.01.05 08:57:00 -
[68] - Quote
Translation: We didn't know what we were doing in 1.7 and we finally read some posts on the forum instead of actually testing it ourself beforehand, we still don't know what we are going to change but we just started to write something about it and going to release it without testing just like in 1.7. |
Piraten Hovnoret
Molon Labe. Public Disorder.
217
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Posted - 2014.01.05 11:39:00 -
[69] - Quote
I hate tanks
However I only have a problem with the tank spam And that has nothing to do more than the cost of them.
So keep them as they are bit increase the cost.
A milita tank should cost 120-150 in it's raw layout
So of you lose one tank your are more or less at +- 0 on isk.
Leave the rest as it is
War never changes
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Griffter D'nan
Seraphim Auxiliaries
4
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Posted - 2014.01.05 12:23:00 -
[70] - Quote
Piraten Hovnoret wrote:I hate tanks
However I only have a problem with the tank spam And that has nothing to do more than the cost of them.
So keep them as they are bit increase the cost.
A milita tank should cost 120-150 in it's raw layout
So of you lose one tank your are more or less at +- 0 on isk.
Leave the rest as it is
No. That's wrong idea. Cheap MLT tanks are for a reason, because they are weak. Using wisely fitted Sica against wisely fitted Gunlogi toe-to-toe is suicide. Even when you organize trap with 2 MLT tanks on 1 Gunlogi there is high chance that you will die. If you make MLT tanks costly, you just make rich high SP chars untouchable again! Did you forget about Suryas and Enforcers? They easly killed 30 or even more clones per match without risk. And now think about unkillable Gunlogis And Maddies running free from MLT menace. There is only one way. Little unnerf (just return about 30% dmg/range/RoF of recent nerf) to AV and even more little nerf to tank speed (between 5 and 10%). I hate when CCP use hammer instead of scalpel. Especially that AFIK CCP can make this changes via hotfix - like they did with TacAR after Uprising. |
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Ninjanomyx
Imperfects Negative-Feedback
526
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Posted - 2014.01.05 14:27:00 -
[71] - Quote
Griffter D'nan wrote:Piraten Hovnoret wrote:I hate tanks
However I only have a problem with the tank spam And that has nothing to do more than the cost of them.
So keep them as they are bit increase the cost.
A milita tank should cost 120-150 in it's raw layout
So of you lose one tank your are more or less at +- 0 on isk.
Leave the rest as it is No. That's wrong idea. Cheap MLT tanks are for a reason, because they are weak. Using wisely fitted Sica against wisely fitted Gunlogi toe-to-toe is suicide. Even when you organize trap with 2 MLT tanks on 1 Gunlogi there is high chance that you will die. If you make MLT tanks costly, you just make rich high SP chars untouchable again! Did you forget about Suryas and Enforcers? They easly killed 30 or even more clones per match without risk. And now think about unkillable Gunlogis And Maddies running free from MLT menace. There is only one way. Little unnerf (just return about 30% dmg/range/RoF of recent nerf) to AV and even more little nerf to tank speed (between 5 and 10%). I hate when CCP use hammer instead of scalpel. Especially that AFIK CCP can make this changes via hotfix - like they did with TacAR after Uprising.
Says the Hammer suggesting a Hammer-Flavored Scalpel to a Hammer.......... |
Griffter D'nan
Seraphim Auxiliaries
4
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Posted - 2014.01.05 14:42:00 -
[72] - Quote
Ninjanomyx wrote:Says the Hammer suggesting a Hammer-Flavored Scalpel to a Hammer..........
Just do the math. Can you? It's like give 0.3 sec FG less charge time, 60m to Swarm range, 100 dmg to STD AV granade. That's hammer?
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sanxit interfectorem MORTIMOR
Shining Flame Amarr Empire
1
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Posted - 2014.01.05 14:56:00 -
[73] - Quote
mlt tanks dont need nerfing av needs to get smart |
Everything Dies
Chatelain Rapid Response Gallente Federation
409
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Posted - 2014.01.05 19:42:00 -
[74] - Quote
Mobius Wyvern wrote:Everything Dies wrote:CCP, just follow the mantra of, "Keep it simple, stupid." You can do this by: 1. Holding tank prices where they're at right now. 2. Restore AV damage to previous levels.
Only THEN should you worry about adjusting the actual tanks--i.e. adjusting the ability to stack more than one hardener of the same type, efficacy of modules (I agree that uniform damage reduction is a dumb idea in regards to module levels- a proto module should be more effective than a militia one, and not just offer an extended amount of usage) or PG/CPU usage. And once again, Dropships are suicide. Oh wait, they are even now because you can two-shot them from anywhere on the map with Militia railgun tanks. Is there anyone on these ******* forums that even considers the fact that AV is used against stuff other than tanks?
...and the easiest solution to the Dropship problem is to make them cheap, just like the militia tanks. One thing the game shouldn't do is turn them into flying tanks that can soak up large amounts of damage before safely retreating into the sky/cover (as tanks currently can do--hence the need to restore AV values.) Honestly, I wouldn't mind seeing DS prices resemble those of LAVs for the purely transport-focused models. Offensive dropships (does such a thing exist?) should come with a higher price tag--maybe equal to the militia tanks.
Life is killing me.
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LEHON Xeon
Pradox XVI
2
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Posted - 2014.01.05 20:25:00 -
[75] - Quote
Everything Dies wrote:Mobius Wyvern wrote:Everything Dies wrote:CCP, just follow the mantra of, "Keep it simple, stupid." You can do this by: 1. Holding tank prices where they're at right now. 2. Restore AV damage to previous levels.
Only THEN should you worry about adjusting the actual tanks--i.e. adjusting the ability to stack more than one hardener of the same type, efficacy of modules (I agree that uniform damage reduction is a dumb idea in regards to module levels- a proto module should be more effective than a militia one, and not just offer an extended amount of usage) or PG/CPU usage. And once again, Dropships are suicide. Oh wait, they are even now because you can two-shot them from anywhere on the map with Militia railgun tanks. Is there anyone on these ******* forums that even considers the fact that AV is used against stuff other than tanks? ...and the easiest solution to the Dropship problem is to make them cheap, just like the militia tanks. One thing the game shouldn't do is turn them into flying tanks that can soak up large amounts of damage before safely retreating into the sky/cover (as tanks currently can do--hence the need to restore AV values.) Honestly, I wouldn't mind seeing DS prices resemble those of LAVs for the purely transport-focused models. Offensive dropships (does such a thing exist?) should come with a higher price tag--maybe equal to the militia tanks.
I agree entirely. AV needs to be completely restored and dropships can become vastly cheaper in response. And in order to satisfy pilots fine, increase swam ranges by about half of what they used to be so you can have a chance to avoid missiles. I can understand that, but then VASTLY increase the power of AV grenades because currently infantry has no recourse against tanks at all outside of RE and even those fail. I once planted a cluster of 8 proximity mines in a match all in one area in a main road that tankers used. They used the speed glitch and ran over the entire prox mine cluster without even triggering a single one. Watched it happen about 15m from my face.
I'm tired of hearing this BS from the tank community that "everything is already balanced" just because they can go around the map again and go 61-0 in matches without even having to worry about loosing a single tank from infantry based weaponry.
If Walking Is So Good For You, Then Why Does My Mailman Look Like Jabba The Hut?
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Soulja Ghostface
MCDUSTDONALDS Zero-Day
2220
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Posted - 2014.01.05 20:27:00 -
[76] - Quote
YAll know if you nerf mlt tanks
in will only unleesh my Surya From The Gates of H*ll
I Still remember it, burnt up exploded metal from Manus Peak Redline
Iv'e Been ignorant on deez forums before it was cool-Soulja Ghostface
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Rusty Shallows
686
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Posted - 2014.01.05 22:46:00 -
[77] - Quote
Mobius Wyvern wrote:[quote=Everything DiesIs there anyone on these ******* forums that even considers the fact that AV is used against stuff other than tanks?
Several people with Skill Points sunk into Swarm launchers and/or Forge Guns had concerns and supported Dropship buffs. Even parts (all?) of the CPM were (are still?) in favor of increasing the hit points Fall/Winter. It was one of my concerns right there with new Tank Commanders and the raw deal they were getting from my iFG.
My current position is Dropships need a steep resistance to Hybrid-Rail Damage outside around 100 meters range.
Right now Infantry AV is junk. You need to ask yourself if that really is the best way to make Dropships a more viable game option.
MCC Lounge Lizard
Forums > Game
Fix the game CCP
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Atiim
Living Like Larry Schwag
3051
|
Posted - 2014.01.05 22:59:00 -
[78] - Quote
Ninjanomyx wrote:Auris Lionesse wrote:A frontline av suit with just a swarm launcher should be able to solo a single sica/soma
That's where Ccp needs to start No....... Why not, their both MLT.
MLT=MLT.
That's balance.
Most hated person since Lueko and Checkmate
AV is easy huh? Talk is cheap.
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Soulja Ghostface
MCDUSTDONALDS Zero-Day
2228
|
Posted - 2014.01.05 23:06:00 -
[79] - Quote
no, sicas have a natural resistance to swarms
what if the hardeners of a soma are on and swarms fail, they then go to the forum to cry for nerf thid buff that
Iv'e Been Ignorant On Deez Forums Before The Children Made It Cool- Soulja Ghostface
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AAGMUNDR
Reliable Overwatch Inc.
280
|
Posted - 2014.01.05 23:22:00 -
[80] - Quote
le |
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Sky Kage
Immortal Guides
631
|
Posted - 2014.01.06 00:17:00 -
[81] - Quote
Can't expect a company not used to making fps games to get what will make what balanced and overpowered. Lol no matter how much you think its common sense.
I die alot AND have fun... Who knew?
a¦á_a¦á
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4382
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Posted - 2014.01.06 00:50:00 -
[82] - Quote
LEHON Xeon wrote:Everything Dies wrote:Mobius Wyvern wrote:Everything Dies wrote:CCP, just follow the mantra of, "Keep it simple, stupid." You can do this by: 1. Holding tank prices where they're at right now. 2. Restore AV damage to previous levels.
Only THEN should you worry about adjusting the actual tanks--i.e. adjusting the ability to stack more than one hardener of the same type, efficacy of modules (I agree that uniform damage reduction is a dumb idea in regards to module levels- a proto module should be more effective than a militia one, and not just offer an extended amount of usage) or PG/CPU usage. And once again, Dropships are suicide. Oh wait, they are even now because you can two-shot them from anywhere on the map with Militia railgun tanks. Is there anyone on these ******* forums that even considers the fact that AV is used against stuff other than tanks? ...and the easiest solution to the Dropship problem is to make them cheap, just like the militia tanks. One thing the game shouldn't do is turn them into flying tanks that can soak up large amounts of damage before safely retreating into the sky/cover (as tanks currently can do--hence the need to restore AV values.) Honestly, I wouldn't mind seeing DS prices resemble those of LAVs for the purely transport-focused models. Offensive dropships (does such a thing exist?) should come with a higher price tag--maybe equal to the militia tanks. I agree entirely. AV needs to be completely restored and dropships can become vastly cheaper in response. And in order to satisfy pilots fine, increase swam ranges by about half of what they used to be so you can have a chance to avoid missiles. I can understand that, but then VASTLY increase the power of AV grenades because currently infantry has no recourse against tanks at all outside of RE and even those fail. I once planted a cluster of 8 proximity mines in a match all in one area in a main road that tankers used. They used the speed glitch and ran over the entire prox mine cluster without even triggering a single one. Watched it happen about 15m from my face. I'm tired of hearing this BS from the tank community that "everything is already balanced" just because they can go around the map again and go 61-0 in matches without even having to worry about loosing a single tank from infantry based weaponry. YOu're serious? What good am I to my team if I get shot down by any single person on the map?
My aircraft being cheap doesn't matter if I lose it so often that I can't be useful to the rest of my team.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Whinis
Amarr Templars Amarr Empire
27
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Posted - 2014.01.06 01:26:00 -
[83] - Quote
Anyone that has flown a dropship a lot would understand the reason as to why restoring the old AV values is bad. What use is a dropship if the moment it launches any swarm or forge can one hit it ? who cares if its cheap its mostly useless.
I flew dropships for the first 5 patches and through most of beta and can tell you that the minute AV instantly kills dropships no one will really fly them as they have no purpose. Why get a dropship with the price of a LAV whenever I can get a LAV and it can hide on the ground vs having to dodge things in the sky? |
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
100
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Posted - 2014.01.06 01:30:00 -
[84] - Quote
all they had to do was nerf proto av. serisloy that was the problem. proto av was simply too strong at the time. but instead we got the av nerf we wanted.but we got nerfed and overhauled and lost our tank varients and millit tanks are basically standard minus 2 slots. |
LEHON Xeon
Pradox XVI
4
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Posted - 2014.01.06 02:50:00 -
[85] - Quote
Well, if it causes such a huge dropship problem, then increase the base armor and shielding levels on them then, because in the current state, infantry is getting absolutely shredded by tanks. Was in a match where our team got completely pinned and we lost 118-0 and people were getting 72-0 cause of those fricken Madrugars. Something has to give somewhere and either tanks need a base stat reduction or ground based AV needs to be fixed. I agree with you that dropships shouldn't be taken out with one shot. So perhaps increase the survivability ratio for them, but demolishing ground based AV against tanks is not the answer.
If Walking Is So Good For You, Then Why Does My Mailman Look Like Jabba The Hut?
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Ninjanomyx
Imperfects Negative-Feedback
526
|
Posted - 2014.01.06 12:38:00 -
[86] - Quote
Atiim wrote:Ninjanomyx wrote:Auris Lionesse wrote:A frontline av suit with just a swarm launcher should be able to solo a single sica/soma
That's where Ccp needs to start No....... Why not, their both MLT. MLT=MLT. That's balance.
Until MLT Tank BPOs exist again (Never) this is illogical. Until Infantry gets hit with Tiericide there will never really be "Balance". Vehicles got Nerfed into oblivion every Update since Uprising dropped, & even before..... Now Vehicles get not even 1 week into an Update & we immediately see a Hotfix here, a tweak there, all during a simple Downtime.......yet the suffering was prolonged in favor of Infantry. & you??? You're an Alt Double Post Self E-Peen Stroker, a Troll, & IWS Quality of "Gamer". |
NAV HIV
The Generals General Tso's Alliance
692
|
Posted - 2014.01.06 14:06:00 -
[87] - Quote
stlcarlos989 wrote:Charlotte O'Dell wrote:TheAmazing FlyingPig wrote:CCP Saberwing wrote:Tanks still feel too strong in 1.7 and AV is not strong enough to stop them WeGÇÖll need to do something about MLT tanks. We will see to rebalance some PG/CPU for equipment and more. More details will come in a dev blog/forum post. Le Source Thank you, Saberwing!!!! :D <3333 I wonder if tanks feel too strong because tanks got a buff, price cut, and every form of AV got nerfed? Seriously how didn't see this coming CCP
Dont care much about the tank buff... But Nerfing AV at the same time wasn't a good idea |
NAV HIV
The Generals General Tso's Alliance
692
|
Posted - 2014.01.06 14:07:00 -
[88] - Quote
Charlotte O'Dell wrote:TheAmazing FlyingPig wrote:CCP Saberwing wrote:Tanks still feel too strong in 1.7 and AV is not strong enough to stop them WeGÇÖll need to do something about MLT tanks. We will see to rebalance some PG/CPU for equipment and more. More details will come in a dev blog/forum post. Le Source Thank you, Saberwing!!!! :D <3333
Time to see OP tanks on the field. Hai! those 70K Anti tanks weren't as bad as putting Proto AV vs Standard tanks lol |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
96
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Posted - 2014.01.06 16:29:00 -
[89] - Quote
stlcarlos989 wrote:Charlotte O'Dell wrote:TheAmazing FlyingPig wrote:CCP Saberwing wrote:Tanks still feel too strong in 1.7 and AV is not strong enough to stop them WeGÇÖll need to do something about MLT tanks. We will see to rebalance some PG/CPU for equipment and more. More details will come in a dev blog/forum post. Le Source Thank you, Saberwing!!!! :D <3333 I wonder if tanks feel too strong because tanks got a buff, price cut, and every form of AV got nerfed? Seriously how didn't see this coming CCP
Wow. Finally the fallout about HAVs is becoming a strong enough wave.
CCP can't easily see things like this coming, because the "bad result" is not the product of buffing or nerfing math--it's produced by how we console players BEHAVE in the matches once the tweak/nerf/buff is introduced. Before Dust 514, CCP has been operating a game based around the behavior of players with a PC, keyboard and mouse (they tend to be players strongly steeped in RPG, calculations, planning, and math--the PC players grew up with NON-visceral, NON-in-your-face games). Players with a PS3 or similar console system have for years been steeped in VISCERAL ram-n-destroy, shock-n-impact Shooter, Driving, and Incineration games--just as grown-up and serious as PC games, but different. PC gamers grew up on "calculate-n-prepare before you enter the room" mindset... Console gamers grew up on the mindset of "load a fresh clip and kick in the door!"
CCP has tried to introduce and carry Dust 514 as a "calculating" game for us console players, where (unlike the free-to-rampage life we typically have with disposable or un-losable gear) players are supposed to value the ownership of their assets, and feel a little "worry", before taking all that SP and ISK you spent on that proto weapon or vehicle, and risking it irresponsibly on the battlefield.
Create the "right" amount of "worry" that I MAY lose the HAV or DS that I invested so much work in,...and you have a match where more players calculate their decisions, try to synchronize with teammates movement to reduce their odds of being destroyed, and have less frequent but more eventful gun face-offs between opponents' weapons/vehicles. Not enough worry, and you have a match where players don't feel they have to calculate-n-prepare at all, will splurge their item away just "kicking in doors" (the ole' console players way), and will overpopulate and clog the map with a particular vehicles/asset because in their minds the item is disposable/easily-replacable. Too much "worry" will, like Mobius and Whinis expressed, make a player weigh too little battlefield gain against too small a survival rate, and decide it's not worth bringing my item out on the field at all--it will only be lost in 5 seconds.
These are BEHAVIORAL categories, not strictly math/stats categories. And CCP is learning that the SLIGHTEST well-intentioned buff, tweak, adjustment will accidentally tip the game into or out of any of these three categories.
The "balance" that CCP is going to have to continue trying to achieve is NOT in the easy to figure math and stats of the weapons/vehicles,... it's in how we players regard the items when we're using them. Predicting if the next tweak will cause us to make our skirmishes as phobic as an expensive car showroom, or as wasteful as Jonathan E's last match in Rollerball, is probably HARD, trial and error psychology. LOL, they study "the video tape", so they can see how we behave with our gear way more accurately than how we THINK we're behave with our gear.
Without the RIGHT amount of "fear of losing my item" mixed with the right amount of "perceived belief that I can make this important kill if I risk using my item", we will always be fixated and arguing about 'nerfing these numbers', 'don't buff those numbers', 'boppo-gun is OP', etc.
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Lt Royal
Subdreddit Test Alliance Please Ignore
2285
|
Posted - 2014.01.06 16:41:00 -
[90] - Quote
Don't forget about the hot fix coming soon thats going to sort out the speed and acceleration for all tanks. This was briefly mentioned by CCP Saberwing in this video.
Gÿ£GÿàGÿP Subdreddit Recruitment Video Gÿ£GÿàGÿP
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