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Stinker Butt
Ostrakon Agency Gallente Federation
328
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Posted - 2014.01.05 01:55:00 -
[1] - Quote
I've created a poll loosely based on this thread: https://forums.dust514.com/default.aspx?g=posts&t=130495&find=unread
As the title of the thread implies, I'm curious as to what people think would be the best thing for the game in regards to tank vs infantry.
You can vote for multiple options - even all of the options, but you can only vote once. The last option essentially would keep things as they are. Feel free to discuss.
http://strawpoll.me/971802
Please give tanks some balance
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BobThe 844-1 CakeMan
Murder Cakes Of Doom
1408
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Posted - 2014.01.05 01:57:00 -
[2] - Quote
u don't have a choice of increasing there price although i will be choosing one of the choices. :)
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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Stinker Butt
Ostrakon Agency Gallente Federation
328
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Posted - 2014.01.05 01:58:00 -
[3] - Quote
BobThe 844-1 CakeMan wrote:u don't have a choice of increasing there price although i will be choosing one of the choices. :)
i thought hard about adding that, but it didn't seem to be a popular topic in the thread, so I left it out.
Please give tanks some balance
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BobThe 844-1 CakeMan
Murder Cakes Of Doom
1408
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Posted - 2014.01.05 02:00:00 -
[4] - Quote
Stinker Butt wrote:BobThe 844-1 CakeMan wrote:u don't have a choice of increasing there price although i will be choosing one of the choices. :) i thought hard about adding that, but it didn't seem to be a popular topic in the thread, so I left it out. it's a topic tht people go back and forth on. i think they should be more expensive. if tht was a choice i would have picked it. :D
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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Stinker Butt
Ostrakon Agency Gallente Federation
328
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Posted - 2014.01.05 06:21:00 -
[5] - Quote
Yeah, maybe I should have. My biggest issue with paying a high price is that people think its ok to pay to win. I think thats a poor excuse to be OP.
Please give tanks some balance
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Patrick57
3605
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Posted - 2014.01.05 06:30:00 -
[6] - Quote
Reducing the amount of tanks on the field at once would only hurt true tankers.
Logi ak.0 Best Logi :D
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CRYPT3C W0LF
Krullefor Organization Minmatar Republic
129
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Posted - 2014.01.05 06:32:00 -
[7] - Quote
tanks are balanced, leave them as they are
"Whoever fights monsters should see to it that in the process he does not become a monster"
Friedrich Nietzsche-
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Cal Predine
StarKnight Security
51
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Posted - 2014.01.05 12:45:00 -
[8] - Quote
Errr, I never thought I'd say this....
Here's my perspective for some months... I've been pretty sick of OP tanks, clearly set up with rapid-fire weapons to harvest infantry kills with minimal danger, and usually ending the game 20/0. As soon as I see one, I change to AV and bring out an advanced Forge Gun, but it's like a joke, having no real effect on them.
Now, I've made no secret that I suffer serious lag/ framerate/ hit detection/ other bug problems in Dust, but on a few occasions I get a game where I can actually influence the battlefield. Yesterday, I had this month's "HEY! I'm relevant" game...
I took 3 tanks down. Now, I wasn't alone, there was another AV player (albeit casual - swarm launcher) with me, and I only got credited with one of those kills (Yeah, I get a lot of "assists" against people I've been shooting at for ever... More bugs...)
But I can't help but think - maybe the devs should go squash the bugs so we can actually get a *real* view of AV vs Tank balance? Don't get me wrong, tanks always feel massively OP to me, and the one occasion I took a stock militia tank out (without skills) I was pretty much invulnerable (useless, but invulnerable). I'm confident that Tanks will still need to be wound back a little, but until everyone's hits are registered correctly and everyone has a playable screen/ game experience, how can we ever begin to be sure?
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Fox Gaden
Immortal Guides
2032
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Posted - 2014.01.05 12:53:00 -
[9] - Quote
Forge Guns are fine against tanks. But most people run Medium Frame and Light Frame suits. Swarm Launcher needs a small buff to balance groups of Infantry against tanks.
+30 to Swarm missile damage = 250 (Down from 330 in 1.6) +25m to lock range = 200m (Down from 400 in 1.6)
Then let us re-evaluate.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Needless Sacermendor
Red Fox Brigade
638
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Posted - 2014.01.05 13:04:00 -
[10] - Quote
Well my three choices were the top 3 in the results. 2 - 6 & 8
Option 5 is too much, you should have the option to stack modules, but their stacking penalties on hardeners could be way more drastic ... 100% for the first, then 40% of a second and maybe only 10% of a third ... I don't know the numbers but also make them activate as one and go into cooldown as one, like grouped turrets in eve but without the option to ungroup them. |
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Marad''er
Ancient Exiles. Renegade Alliance
15
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Posted - 2014.01.05 13:11:00 -
[11] - Quote
I chose buff av
Reduce total amount of tanks at once and no stacking hardeners
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
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demonkiller 12
G.L.O.R.Y Public Disorder.
303
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Posted - 2014.01.05 13:16:00 -
[12] - Quote
tanks take increased damage at the back so that rules out your vulnerable point, also they take 260% dmg from below |
KEROSIINI-TERO
The Rainbow Effect
962
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Posted - 2014.01.05 14:28:00 -
[13] - Quote
BobThe 844-1 CakeMan wrote:u don't have a choice of increasing there price although i will be choosing one of the choices. :)
Edit i chose 3.
sue me. XD
Isk balancing - bad battlefield balancing.
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
962
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Posted - 2014.01.05 14:32:00 -
[14] - Quote
The option 'nerf EHP and firepower' is too general for me to support. I would've been considering reducing the hardener effect from -60% to -50%.
Also, I'd suggest increase cooldowns.
Tank spam getting onto your nerves?
An improvement:
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7790
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Posted - 2014.01.05 14:48:00 -
[15] - Quote
We need stasis webs to slow down tanks, not nerf their base speeds. This should be an option on the poll.
Large blasters, while they should be effective against infantry, they are too effective. They need to be rebalanced, like less range, slower ROF, higher damage, and travel time for shots. This should be an option on the poll.
The hardener stacking thing is an issue.
I will vote when the options matching my desires are up.
MLT tanks will be nerfed according to this, so no need to have that one.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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I-Shayz-I
I-----I
1807
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Posted - 2014.01.05 15:07:00 -
[16] - Quote
The duration of hardeners is far too long, and doesn't create proper windows of opportunity.
Tanks should be practically invincible with hardeners on, but only for a very short period of time. The 30 seconds is far too long right now, and then the tank just runs back into the redline or whatever.
Tanks are easy to kill with their hardeners down, but when they can just sit there for minutes at a time being invincible, it's just stupid.
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Takahiro Kashuken
Red Star. EoN.
2130
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Posted - 2014.01.05 15:19:00 -
[17] - Quote
Balance is fine
Intelligence is OP
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Harpyja
DUST University Ivy League
1014
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Posted - 2014.01.05 15:37:00 -
[18] - Quote
Raise MLT costs.
Nerf MLT through ADV (bring back tiers)
Nerf all attributes, then bring them back to current levels with skills (only those that are currently unaffected by skills, so cooldown, for example, will remain untouched)
There, balance restored.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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thesupertman
Better Hide R Die
116
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Posted - 2014.01.05 15:48:00 -
[19] - Quote
Make it so there can only be 2 tanks on the battlefeild per team at once, and increase the prices.
I think I'm the only person still waiting for mechs/giant robot killing machines.....
dangCCPyourslowpickupthepace
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Clyffton Donovan
Death Firm. Canis Eliminatus Operatives
43
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Posted - 2014.01.05 15:52:00 -
[20] - Quote
Removing Militia all together would have been a good option as well. Keeps tankers in tanks and noobs in the way.
Combat Medic
Invictus Maneo~ "I Remain Unvanquished"
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SGT NOVA STAR
Ahrendee Mercenaries
168
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Posted - 2014.01.05 15:55:00 -
[21] - Quote
raise prices, hasn't stopped the vet tankers before. problem solved.
VAYU! I CHOOSE YOU!
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Scout Registry
312
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Posted - 2014.01.05 16:27:00 -
[22] - Quote
@ Stinker
* Breaking tanks involved tweaking dozens of variables. * Can fixing tanks be accomplished by changing only one?
Not trolling. Your thoughts? |
Stinker Butt
Ostrakon Agency Gallente Federation
330
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Posted - 2014.01.05 17:02:00 -
[23] - Quote
Scout Registry wrote:@ Stinker
* Breaking tanks involved tweaking dozens of variables. * Can fixing tanks be accomplished by changing only one?
Not trolling. Your thoughts?
I think that to achieve balance you should take baby steps with different variables but only adjusting one variable at a time and then looking at the net effect. That didn't happen with 1.7. And personally I think that was a big mistake.
For instance, it seems the most popular option right now is to buff AV weapons. That's fine, but if this is done, you must look at how it affects not just tanks, but LAVs and dropships as well. They may require adjusting as well after a change is made.
Please give tanks some balance
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Scheneighnay McBob
Bojo's School of the Trades
3395
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Posted - 2014.01.05 17:18:00 -
[24] - Quote
Nerfing HAV stats is the only way to go.
Price needs to stay cheap because they undeniably always need to be a present part of the battlefield AV shouldn't be buffed because that would make AV weapons OP against dropships and LAVs
We used to have a time machine
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knight of 6
SVER True Blood Public Disorder.
970
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Posted - 2014.01.05 17:29:00 -
[25] - Quote
I don't think any of these options are the perfect fix.
shield tanks feel really good right now armor may be OP but I don't really know because I don't use it.
I feel that the blaster is too effective against infantry. lower the fire rate give it a higher direct damage and slightly larger splash. that way it is more effective against vehicles and installs but requires a greater accuracy to hit infantry. (it would still be "most effective" but it would be over all less effective).
make tanks more expensive, seriously just do it.
MLT tanks are a little too effective so a slight nerf is probably in order.
tank spam, tanks can't hack, so in objective based gametypes (skrim/dom) the team that tank spams often loses. base the payout more on a win or loss and people will stop spamming because it isn't profitable. in ambush I fully support a lower vehicle cap (not removing vehicle all together) I think limiting it to 2 tanks 3 LAVs and 2 dropships per team would be a fine and well balanced solution.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Scout Registry
313
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Posted - 2014.01.05 18:16:00 -
[26] - Quote
Stinker Butt wrote:Scout Registry wrote:@ Stinker
* Breaking tanks involved tweaking dozens of variables. * Can fixing tanks be accomplished by changing only one?
Not trolling. Your thoughts? I think that to achieve balance you should take baby steps with different variables but only adjusting one variable at a time and then looking at the net effect. That didn't happen with 1.7. And personally I think that was a big mistake. For instance, it seems the most popular option right now is to buff AV weapons. That's fine, but if this is done, you must look at how it affects not just tanks, but LAVs and dropships as well. They may require adjusting as well after a change is made.
I'm inclined to agree :-)
Edit: So long as Tank! Tank! Tank! for Wii doesn't persist over multiple builds. |
Stinker Butt
Ostrakon Agency Gallente Federation
332
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Posted - 2014.01.05 19:27:00 -
[27] - Quote
knight of 6 wrote:I don't think any of these options are the perfect fix.
shield tanks feel really good right now armor may be OP but I don't really know because I don't use it.
I feel that the blaster is too effective against infantry. lower the fire rate give it a higher direct damage and slightly larger splash. that way it is more effective against vehicles and installs but requires a greater accuracy to hit infantry. (it would still be "most effective" but it would be over all less effective).
make tanks more expensive, seriously just do it.
MLT tanks are a little too effective so a slight nerf is probably in order.
tank spam, tanks can't hack, so in objective based gametypes (skrim/dom) the team that tank spams often loses. base the payout more on a win or loss and people will stop spamming because it isn't profitable. in ambush I fully support a lower vehicle cap (not removing vehicle all together) I think limiting it to 2 tanks 3 LAVs and 2 dropships per team would be a fine and well balanced solution.
there is no single option that would make everyone happy. What I'd like to see is CCP make their own poll which actually lists the options they are willing to incorporate. Similar to what they did when they were making changes to the SP system. We wanted rollover sp, they weren't able to do it any time soon, so they gave us some options and we chose the current system. Not everyone was happy, but it was better than what we had.
Please give tanks some balance
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LEHON Xeon
Pradox XVI
2
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Posted - 2014.01.05 19:44:00 -
[28] - Quote
Making AV actually useful again like swarms and AV grenades would be a good start maybe. That's the main problem I see with it currently. Yes the low cost = excessive tank spam but if AV was actually effective like it was with proto swarms being able to one and two hit militia tanks that'd be the end of it. Then I'm sure we'd all hear more cries from the tanking community about nerfing AV cause "it just does way too much damage".
If Walking Is So Good For You, Then Why Does My Mailman Look Like Jabba The Hut?
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Stinker Butt
Ostrakon Agency Gallente Federation
332
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Posted - 2014.01.05 22:46:00 -
[29] - Quote
LEHON Xeon wrote:Making AV actually useful again like swarms and AV grenades would be a good start maybe. That's the main problem I see with it currently. Yes the low cost = excessive tank spam but if AV was actually effective like it was with proto swarms being able to one and two hit militia tanks that'd be the end of it. Then I'm sure we'd all hear more cries from the tanking community about nerfing AV cause "it just does way too much damage".
it looks like people agree with you. AV buff is in the lead. I'm surprised though because everytime it gets mentioned in the forums it gets shot down quick.
Please give tanks some balance
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Stinker Butt
0uter.Heaven
333
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Posted - 2014.01.06 07:17:00 -
[30] - Quote
bump
Please give tanks some balance
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