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R F Gyro
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Posted - 2014.01.11 09:21:00 -
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I wasn't expecting much from this thread, but I'm pleasantly surprised to see that reason seems to be returning to this debate. I've given likes to a bunch of posts here.
Quote:My personal favourite approach is for tanks to be fairly weak by default, but if there are three players in one then the tank owner can enable "crew mode" at which point the driver gets the front small turret, the gunner gets the large turret (and also a limited field of view) and the top gunner (commander) gets the external view but is the only one who can activate modules.
In "crew mode" the tank gets significant bonuses to EHP and speed, making it worth at least 3, probably 4 or 5, infantry. https://forums.dust514.com/default.aspx?g=posts&m=1625276#post1625276
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 09:37:00 -
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Soraya Xel wrote:R F Gyro: If you look at my version, I think having it dual mode might be a bit unnecessarily complicated. But we have the same general idea. Though my thought is that HAVs should become crew-based vehicles, since MAVs and mechs are both expected, which either/or could fill the solo vehicle role. Yeah, that would work too. One would be harder for the game programmers, the other harder for the art department. I'd be happy for CCP to decide which to implement.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 09:40:00 -
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Vulpes Dolosus wrote:Because this is a team-based game.
Attackers need multiple roles to win, tanks can't hack objectives and even with the best tanks, concentrated AV threaten them.
Defender's need of teamwork should be obvious.
Tanks don't win matches (ambush aside), teams win matches. Tanks are just another piece on the chess board. Not right now. Right now, tanks do win matches, and all you need for most skirmish is one of the tanks to fit a light gun seat so that it can ferry around a single infantry player for hacking.
Concentrated AV threatens individual tanks. Four AV players working as a team don't threaten 4 tanks working as a team, in any meaningful way.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 09:43:00 -
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Summ Dude wrote:Just thought I'd pop in real quick to say: Attim, I think this is a very good question to ask. And also, I can't help but notice that no one on the anti tank nerf side has actually answered it yet. I've seen a lot of random ideas given, and some anecdotes here and there, but really no solid logical definitive answer. If you search back through the forums you'll see that people have been asking this question for at least 6 months. And no, there has never been a decent answer.
I am grateful to Atiim for keeping at it, and taking on all the hate and rage that resulted. I pretty much gave up months ago. He has stuck with it and it looks like he just might be finally getting somewhere.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 10:23:00 -
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Summ Dude wrote:I'll add that I feel like most of the AV grief comes from Swarm Launcher users. I only use the FG, and I mean, it's actually not terrible as a tank-deterrent. Of course I'll never finish one off by myself unless the tanker happens to be particularly terrible. Of course this could be somewhat solved by adding points for deterring/damaging vehicles (soon please CCP?), but that's a debate for another time. But anyway, yea I don't really see why multiple people of one role should be required to take out one person of another role. That would seem to make the latter role ostensibly better. IMHO, the counter to swarm launchers should be an active module, such as flares or chaff. Vehicles should get a notification of some sort when swarms lock on to them, and then they fire off the countermeasures which destroy the swarms. In order to take a vehicle out with swarms you'd need to overwhelm the countermeasures.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 10:33:00 -
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MINA Longstrike wrote:Tanks are meant to be line breakers and highly disruptive to infantry - or to other vehicles - perhaps in some regards they're succeeding a bit too well at it but I believe the problem lies mostly in cost - increase the cost on mlt tanks to 250k and its much easier to go into the red with them, increase the cost on std hulls & large turrets and you don't mess around with lavs or dropships. Now in regards to proto av, I see it as strong area denial for light av (which I feel *should be stronger while hardeners are down*) if you want to punch through hardeners with light av you should need a friend or you should be jumping up to heavy av and if you sincerely want a vehicle to die with or without hardeners you should be calling an anti vehicle hav. Infantries strengths will always be positional - a forge gunner on a tower can be a real nightmare.
The problem with trying to balance tanks is that they're designed to be disruptive and they very much make infantry feel marginalized when the anti infantry tank is slaughtering them and their 3 basic av grenades & 2 mlt swarm shots won't make the mean tank go away... And then there's the other side of the issue - av weapons that are too powerful don't even give vehicles time to react, this was a major problem with av grenades and forge guns in 1.6 and if some people I've talked to get their way it would be an issue going forward too - the problem with this is it leaves vehicle specialists unable to do their 'job' leaving them marginalized and in some builds making their vehicles expensive coffins (an enforcer in 1.6 could cost upwards of 3m each). I'm not saying that the tank that tries to fight 3 breach forgers should meet any more success than the infantry who wants to be able to kill tanks with just his mlt swarm launcher while hardeners are up. What I am trying to say is that in many ways the roles are just extremely antagonistic to each other and its unlikely that players are ever going to be 'happy' with something that affects their game in a 'negative' way... I mean if people are going to complain that every weapon under the sun is OP it only stands to reason that they'll complain harder when they can't fight the big mean tank with their rifles and they'll complain even harder when the big mean tank turns on its hardeners and wanders off when they're on cooldown. When you say "meant to be" and "designed to be", are you talking about in real life or in Dust? If you mean IRL then that has no bearing on balance in the game; if you mean in Dust then I don't see evidence of this in statements from CCP.
This isn't just two sides with different viewpoints not agreeing, to be honest. Even once perfect balance is achieved between A and B, each side will feel the other is too strong; we get that. This is about the two sides not even agreeing on what to balance on. Many tank specialists feel it should be balanced on ISK, SP and "its a tank". Others feel that since the #1 constraint in Dust battles is the 16 player limit, you have to balance first and foremost on number of players involved.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 14:37:00 -
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Takron Nistrom wrote:Logi Bro wrote:*sigh*
This is obvious bait, yet I know other people will not recognize it as so, and this thread will blow up into a full-blown troll thread.
For what it's worth, tanks should be solo'd because only one person is needed to drive it. If one person by himself can take two or three infantry out of the fight, then that is on OP role. Just throw out four tanks and you've got half the enemy team running AV and unable to properly defend themselves against full-AI enemies, while the tanker team is only short a few people. Saying that using a tank is the best counter is only admitting how ridiculous your role is, this game is meant to have choices, and no one choice is meant to be obviously superior to any other. Each should have its own benefits and downfalls.
TL;DR: Because balance. It would be, if you had to spawn into the game with AV and keep it the whole round, BUT since a person can just: die, pick an av suit, pop the tank, swap back, go about their business; it makes being able to solo tanks VERY op. They have no chance in that senario. I dont even pilot tanks and I can see that. So no, no tank solo. Plus to your comment about tank v tank being rediculous, that just shows how rediculous you are. AV should be to support a tank and tip the favor, or if you dont have tanks avail, large numbers to do it yourselves. TL; DR You are obviously a tank hater so stop QQing and comment on stuff you know. You haven't actually made any argument at all there.
Any one player in the game can generally solo kill any other player. Why should it be different with tanks?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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R F Gyro
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Posted - 2014.01.11 18:37:00 -
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Takron Nistrom wrote:R F Gyro wrote:You haven't actually made any argument at all there.
Any one player in the game can generally solo kill any other player. Why should it be different with tanks? So by your reasoning, tanks should be as easy to kill as a dropsuit. That is the worst thing I have ever heard and you should feel bad. That sounds like an arguement to just get rid of vehicles. If they are just as easy, why have them. Plus then we need to nerf the heavies according to your statement. Unsound logic my friend.
Why would it be an argument for getting rid of vehicles? If I said "logistics suits should be about as easy to kill as assault suits", would that be an argument for getting rid of logistics suits?
Your argument about heavies doesn't stack up either: heavies have more HP, but are slower which means you can dictate range on them. They aren't significantly harder to kill than other suit types.
To be honest, if "difficult to kill" is your prime concern then I'm happy for solo tanks to have massive EHP. However, in that case they'd need to be slow and have HMG-class weapons only. Pick any one attribute to excel in, the others should be average, and there must be a weakness to balance the excellence. Expecting tanks to excel in every area and for the game to be balanced is just silly.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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