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Anoko Destrolock
Crimson Saints
22
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Posted - 2014.01.12 18:48:00 -
[1] - Quote
First off, with 1.7, blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MASSIVE buff. Previously, rail tanks could not even see an installation, tank, or player that was 100m away. Now they can see out to 600m, there full effective range. On top of this, dmg was increased tremendously. MLT rail was buffed from 940 dmg to 1450 dmg. With the addition of dmg mods, a MLT Sica with 2 MLT dmg mods can 2 shot any shield tank without an active hardener or heavy shield extender. The turret itself received a 50% dmg buff plus close to 60% dmg buff from dmg mods, which were previously not viable due to cost and fitting.
Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking. Even a well built madrugar can die in 2 hits to a glass cannon tank. Typically, you never know your about to be hit. Once you do take the first hit, its too late and your going to die regardless. With the many bowl maps, where there are mountains surrounding the battlefield, many tankers who would much rather fight on the field cant do so because there is always some noob who sits in the red line with a rail gun.
Rail guns are low risk, and therefore, should be low reward. BUT they have 6x the range of a blaster, allowing them to sit in the redline AND have MUCH MUCH higher dps. ALSO, rail tanks in the red line always stack dmg mods. They dont get shot at so they dont need survivability, therefore making dmg mods useful.
So lets do the math.
STD/MLT rail 3 shots 1.3 apart = 2.6 seconds and does 4350 dmg with no dmg mods or about 6800 with 2 dmg mods NO dmg mods ==> 1673 dps 2 dmg mods ==> 2615 dps
STD Blaster 105 dmg .14 sec fire interval = 7.14 rounds per second no dmg mods ==> 750 dps
The rail has a massive advantage and I know someone is going to comment on my rail math so here's the explanation: Rails have a .3 sec charge up for the first shot and 1.3 sec fire interval after that. My dps calculations are based on the time interval that the tank is taking dmg. The other major issue is the factor of surprise. Most players do not know that the tank 600m away is about to shoot them. So they dont know they need to use their hardener. If they are shield tanking, one hit from a railgun makes their hardener nearly useless. If they are using an armor tank, they have a few seconds to get behind cover before they die. Note that a rail can 2 shot a madrugar, meaning you have 1.3 secs to get that slow tank moving and behind cover......it takes 3 seconds to turn 90 degrees
So why do we have glass cannon tanks? because you can spend 80k isk on a redline rail tank and destroy tanks that cost 300-450k isk with ease......how is this balanced?
My proposal: 1. Nerf rail dmg by a minimum of 25% 2. Limit tanks to 1 damage mod 3. Nerf dmg mods to +20% dmg
Other considerations: Nerf Shield and armor hardeners as follows: Armor / shield MLT 25 / 40 Basic 30 / 45 Enh 35 / 52.5 Complex 40 / 60
Leave cooldown times as they are.
A tanker should have substantially more survivability than a non tanker. This is no different from a player with 20mil sp into infantry using a proto suit having an advantage over someone with 0 sp into infantry in a mlt suit.
Make tanks worth specializing in. Currently, putting millions of sp into tanks helps, but you will still die to the noob with 0 allocated sp sitting in the redline with mlt rail and mlt dmg mods. |
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
|
Posted - 2014.01.12 19:29:00 -
[2] - Quote
Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended.
I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Another key issue that makes tank vs tank fights unfair is the map design. High terrain in the redzones should not exist. That terrain could still be in those locations, just no longer as the redzone. Also calling in a madruger onto towers is unacceptable. |
Texs Red
DUST University Ivy League
113
|
Posted - 2014.01.12 21:08:00 -
[3] - Quote
Doshneil Antaro wrote:Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended.
I respectfully disagree. If we look at this in a big picture view the problem is clearly a lack of variety in turrets and play styles available. Right now we see it as blaster tanks being anti-infantry, rail tanks are AV, and missile tanks are the red-headed step child no one is really sure what to do with. But what happens when we add laser and projectile turrets? What will they be?
My opinion;
Redline: Open up the maps so they are much larger (at least the size of the gallente research lab) and have the redline be long, and thin (no more than 50 meters deep) that stretches around 50% of the map with at least 5 spawn locations spaced out over this area. People will be unable to spawn camp due to the length of the redline and the spaced out spawn locations, however you will not be able to stay there either because it is not deep enough to escape handheld weapons or a fast tank.
Vehicle roles: Each vehicle needs to have what it is supposed to do defined better. 1) LAV: needs to be completely redesigned to give the gunner way more cover and completely enclose the driver (concealment, not cover. You can shoot through LAV walls at reduced damage), this will allow the LAV to be a good anti-infantry vehicle through speed and mobility with enough defense to protect vs light weapons but not dedicated AV. 2) HAV: needs to do very poorly vs infantry, they are vehicle killers not infantry killers. Reduce the railgun splash radius to next to nothing and open up the spread on the blaster tank a bit, this will make it impossible to kill infantry with the railgun short of a direct hit and make the blaster not quite accurate enough to efficiently kill infantry but still more than accurate enough to engage a tank at short range. 3) Dropship: should be a highly agile, high alpha strike vehicle with paper thin defenses. It is a hit an run vehicle meant to take out entrenched HAVs. Redline rail tanks are a huge problem because the lack the alpha to kill them in general, let alone the redline, and lack the base agility to evade the tracking of a rail tank. The assault variant should be smaller with only 2-3 seats total (pilot + 2 gunners) with significant acceleration and maneuverability over than troop transport version. 4) Eventually you can get creative with the roles such as a LAV that can fit large turrets (good for a cheap-ish way to take out HAVs or installations but still vulnerable to handheld AV fire) or a HAV with only small turrets (exceedingly difficult for infantry to kill but useless at engaging other HAVs).
Add all turrets and variants: It is more or less the same technology as EVE, so why doesn't it look that way? 1) Blaster: Has the highest DPS and tracking speed but the shortest range, high risk (up close) for a high reward (highest DPS) -Reality: CCP made them to be "anti-infantry" and be horrible vs vehicles/installations. Good for the current state but very limiting in the long run. 2) Railguns: Of the turrets, deals the lowest amount of DPS but gains the longest range. -Reality: CCP intended them to be the more "AV" turret, but really they can do well enough vs infantry with good aim and positioning mostly because it has decent splash damage/radius. It's range, RoF, and damage along with current redline style makes cheap glass cannon fits horrible to fight and cost next to nothing to lose. 3) Lasers: Should have a short range and long range variant, not better than the blaster or railgun at either end but is much better at taking out shields and worst at armor. 4) Projectiles: The short range should be about the same optimal range as the blaster with slightly lower DPS but slightly longer fall off. The long range version should deal very powerful alpha damage but has terrible RoF. Does best vs armor.
Conclusion: LAVs kill infantry, infantry can fight back against the vehicle that kills them the most. Tanks have strong defenses vs infantry and LAVs and excel at killing LAVs but struggle to hit infantry. Dropships do well vs tanks or infantry but not both at the same time and have poor defenses so it lacks staying power.
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True Adamance
Kameira Lodge Amarr Empire
5592
|
Posted - 2014.01.12 21:12:00 -
[4] - Quote
This is an issue I have, it essentially makes all other tank fits redundant when I can roll a hardener x2 damage mod gunlogi with a Particle Cannon....
Why would I need anything else? I don't support huge nerfs but perhaps a fire rate change of 10-20 % which can/could be in future covered by the skill bonus of say a specialised tank variant.
Sig wanted......
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Anoko Destrolock
Crimson Saints
23
|
Posted - 2014.01.12 21:14:00 -
[5] - Quote
Doshneil Antaro wrote:Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended.
I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Another key issue that makes tank vs tank fights unfair is the map design. High terrain in the redzones should not exist. That terrain could still be in those locations, just no longer as the redzone. Also calling in a madruger onto towers is unacceptable.
So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see a junky rail? I'm not a scrub, I'll stand my ground and outplay them until one of us dies.
I'd agree on the Dmg mods, removing them from game completely would solve a lot of problems. All they do is amplify the imbalances. I like your red zone idea, my suggestion would be to have the battlefield at a higher elevation than any point in the red zone. CCP needs to stop catering to the redline scrubs that pad their kdr while not participating in battle. |
True Adamance
Kameira Lodge Amarr Empire
5595
|
Posted - 2014.01.12 21:31:00 -
[6] - Quote
Anoko Destrolock wrote:Doshneil Antaro wrote:Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended.
I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Another key issue that makes tank vs tank fights unfair is the map design. High terrain in the redzones should not exist. That terrain could still be in those locations, just no longer as the redzone. Also calling in a madruger onto towers is unacceptable. So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see a junky rail? I'm not a scrub, I'll stand my ground and outplay them until one of us dies. I'd agree on the Dmg mods, removing them from game completely would solve a lot of problems. All they do is amplify the imbalances. I like your red zone idea, my suggestion would be to have the battlefield at a higher elevation than any point in the red zone. CCP needs to stop catering to the redline scrubs that pad their kdr while not participating in battle. It depends on how you engage a rail tank as to whether or not you will win, as I am sure you know, but for the most part I agree, Rails are insanely good in CQC fights. No other turret is ever needed.
Sig wanted......
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
295
|
Posted - 2014.01.12 21:37:00 -
[7] - Quote
Texs Red wrote:[quote=Doshneil Antaro] 3) Dropship: should be a highly agile, high alpha strike vehicle with paper thin defenses. It is a hit an run vehicle meant to take out entrenched HAVs. Redline rail tanks are a huge problem because the lack the alpha to kill them in general, let alone the redline, and lack the base agility to evade the tracking of a rail tank. The assault variant should be smaller with only 2-3 seats total (pilot + 2 gunners) with significant acceleration and maneuverability over than troop transport version.
That would be a light gunship, dude.
Let the dropship be a DROPSHIP.
Again lack of content such as heavy gunships, fighters make things broken.
If they turn the dropship into that, we may as well have:
Logistics dropships fighter dropships bomber dropships recon dropships assault dropships stealth dropships ewar dropships transport dropships gunning DROPSHIPS
No, let the dropship have its role aa transport and the single variation being the assault (clearing out little groups of infantry and rooftops)
Take a look bro, take a good look:
Fixing the redline : https://forums.dust514.com/default.aspx?g=posts&m=1707741#post1707741
Ship proposal thread: https://forums.dust514.com/default.aspx?g=posts&t=115185
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
|
Posted - 2014.01.12 22:04:00 -
[8] - Quote
Anoko Destrolock wrote:So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see a junky rail? Sorry to burst your bubble, but what Ive been saying is that it is fair fight. The rail most likely is going to win as intended by ccp. Blasters (especially previous build madruger pilots with the glitched overly strong repps) were used to being able to survive easily against gunnlogi rails due to the said glitch. You all are just so used to the blaster being the king of infantry and vehicle combat due to this known bug. This was simply not allowing the rail from being effective.
Now its balanced, but your infantry killing spree is at an end due to AV tanks busting up your spawn camping parties. Now there are consequences as well as counters to prevent you from doing so. This is why it is now balanced. |
Texs Red
DUST University Ivy League
113
|
Posted - 2014.01.12 22:51:00 -
[9] - Quote
Evolution-7 wrote:Texs Red wrote:[quote=Doshneil Antaro] 3) Dropship: should be a highly agile, high alpha strike vehicle with paper thin defenses. It is a hit an run vehicle meant to take out entrenched HAVs. Redline rail tanks are a huge problem because the lack the alpha to kill them in general, let alone the redline, and lack the base agility to evade the tracking of a rail tank. The assault variant should be smaller with only 2-3 seats total (pilot + 2 gunners) with significant acceleration and maneuverability over than troop transport version.
That would be a light gunship, dude. Let the dropship be a DROPSHIP.
Yes, I agree with you that would be a gunship but as it stands now dropship is more of a category for all aircraft rather than something with a specific purpose. In the end I would like to see specific, unique vehicle models for different categories of aircraft but right now it's the function of the role that is important rather than the looks of the thing and it's easier to work with an existing model than creating one from scratch. |
Anoko Destrolock
Crimson Saints
23
|
Posted - 2014.01.13 09:28:00 -
[10] - Quote
Doshneil Antaro wrote:Anoko Destrolock wrote:So you think that a rail should just kill a blaster without a fair fight? If I'm in a blaster tank that costs 450k isk, do you think I should run like a girl into the redline and recall if I see a junky rail? Sorry to burst your bubble, but what Ive been saying is that it is fair fight. The rail most likely is going to win as intended by ccp. Blasters (especially previous build madruger pilots with the glitched overly strong repps) were used to being able to survive easily against gunnlogi rails due to the said glitch. You all are just so used to the blaster being the king of infantry and vehicle combat due to this known bug. This was simply not allowing the rail from being effective. Now its balanced, but your infantry killing spree is at an end due to AV tanks busting up your spawn camping parties. Now there are consequences as well as counters to prevent you from doing so. This is why it is now balanced.
Being killed in 1.3 seconds is far from a fair fight. You obviously have not played a blaster tank lately. A madrugar can die in 2 hits (1.3 secs). It takes 2-3x that long to turn the turret around. You die b4 u see what is shooting you. That's BS. |
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thomas mak
STRONG-ARMED BANDITS Public Disorder.
16
|
Posted - 2014.01.13 11:31:00 -
[11] - Quote
hey noob, you know what? blaster's clip size can kill 2 tanks rail's clip size is can kill 2 tanks WITHOUT MISS although mit tank is realy too op to STA or even PRO, they should fall from it's power now
Real tanker dies with their tanks!
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Harpyja
DUST University Ivy League
1075
|
Posted - 2014.01.13 15:01:00 -
[12] - Quote
Railguns didn't need any changes in 1.7 because they were fine before. The render fix was a huge buff for them, and increasing their damage output as well was generally stupid.
I also agree that every module needs to be tiered. A militia hardener shouldn't resist as much damage as a complex hardener. A scrub with a 0 SP Sica is still a scrub, but still resists as much damage as my 13mil SP Gunnlogi?
Uhm, CCP? Why bother investing SP into tanks at all now? I mean, yesterday I practically ran a 0 SP Soma all with militia modules in ambush and damn I have to say, it's effective! I don't even need to waste SP to upgrade the modules because it will defeat the purpose of being cheap and effective (being only 69k ISK I can still place near the top of the leaderboard, lose one Soma, and still make a nice profit). My only skills that actually had an effect increased module runtime and decreased cooldown.
I could double the price and upgrade to a Madrugar with 200HP/s reps instead of 100 for about 139k ISK. I don't even know why I still bother with my 519k ISK proto missile Gunnlogi when I can still be as effective and make a profit EVERY match using MLT modules.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
577
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Posted - 2014.01.13 16:21:00 -
[13] - Quote
i say those damage mods r there to hit through your hardeners?
sure they can do some massive damage. but its the only capable of killing an extremely hardened tank. tank vs tank combat it self is more balanced. your complaining about a glass cannon. its made of glass. even a mlt nub with av can kill it easily.
how ever your much stronger std tank is not made of glass. u see where im going with this?
if we were to nerf mlt vehicles we r going to see some massive problems.
0 sp invested vehicles rnt much of a threat for me. what i do see as a threat is that std tank over there. 30-40% better than my mlt glass cannon. it could have a hardener some armor modules and damage mods while im just limited to a few modules unable to fill all my slots up.
sure it may have the power of a rapid fire breach forgegun. but it still overheats and pilots who play smart can avoid getting killed by it.
u brought a durable tank that also has decent firepower while i got out a rather weak tank with great firepower.
majority of the times when ive killed an enemy tank with my glass cannon. i had to catch it while it was unaware.
if it saw me first im dead. at the same time i also have to worry a single mlt swarmlauncher hitting me. because of the such pitiful amount of hp i have on my sica.
std tanks have the advantage in more slots. pg/cpu to fit with. and obviously alot more sp invested into it.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
|
Posted - 2014.01.13 18:05:00 -
[14] - Quote
[quote=Anoko Destrolock][quote=Doshneil Antaro][quote=Anoko Destrolock] Being killed in 1.3 seconds is far from a fair fight. You obviously have not played a blaster tank lately. A madrugar can die in 2 hits (1.3 secs). It takes 2-3x that long to turn the turret around. You die b4 u see what is shooting you. That's BS. QUOTE That 1.3 secs is still longer than the TTK for infantry. The reason it is so quick is due to the fact that tank speed is so fast. If they slowed the rate of fire, than we would see the Rail useless at all ranges. This is because you would easily be able to drive miles away before a death blow could land. Also, your survivability also comes down to what mods you put on. Most Maddie drivers stack armor reps to be mostly invincible to infantry AV, but this leaves them suspectable to The high alpha damage of the rail. Add on a hardener from time to time, and you will have a chance to get away from rails as long as you dont start off parked out in the open with no cover in sight. |
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
160
|
Posted - 2014.01.13 18:26:00 -
[15] - Quote
Another thing blaster tankers are not taking into account is that they are taking damage from multiple sources at the same time. It is not uncommon to see a parked blaster killing infantry with tunnel vision not realizing that there are 2-4 smart forgers assisting in wrecking you at the same time.
I was in a match were there were 3-4 other tankers on my side, that all went negative due to well placed enemy forge gunners and only 2 enemy tanks total. I survived the whole match and went 8-0, only killing 2 forge gunners, the rest of my kills were tankers.
FYI, i was in a madruger with a rail. I pick the right tank for the right map/enemy encounter. If I lose so much as one tank, My next tank I pull out is based on enemy deposition and terrain.
Though modules are limited, Im still finding it easy to have unique tank fits to counter other tanks/infantry AV/ amount of each on the field. I have tanks with long survivability that is suited to survive multiple encounters. I have some that are meant for 1vs1. |
BAD FURRY
Oh No You Didn't
250
|
Posted - 2014.01.13 19:26:00 -
[16] - Quote
Anoko Destrolock wrote:First off, with 1.7, blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MASSIVE buff. Previously, rail tanks could not even see an installation, tank, or player that was 100m away. Now they can see out to 600m, there full effective range. On top of this, dmg was increased tremendously. MLT rail was buffed from 940 dmg to 1450 dmg. With the addition of dmg mods, a MLT Sica with 2 MLT dmg mods can 2 shot any shield tank without an active hardener or heavy shield extender. The turret itself received a 50% dmg buff plus close to 60% dmg buff from dmg mods, which were previously not viable due to cost and fitting.
Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking. Even a well built madrugar can die in 2 hits to a glass cannon tank. Typically, you never know your about to be hit. Once you do take the first hit, its too late and your going to die regardless. With the many bowl maps, where there are mountains surrounding the battlefield, many tankers who would much rather fight on the field cant do so because there is always some noob who sits in the red line with a rail gun.
Rail guns are low risk, and therefore, should be low reward. BUT they have 6x the range of a blaster, allowing them to sit in the redline AND have MUCH MUCH higher dps. ALSO, rail tanks in the red line always stack dmg mods. They dont get shot at so they dont need survivability, therefore making dmg mods useful.
So lets do the math.
STD/MLT rail 3 shots 1.3 apart = 2.6 seconds and does 4350 dmg with no dmg mods or about 6800 with 2 dmg mods NO dmg mods ==> 1673 dps 2 dmg mods ==> 2615 dps
STD Blaster 105 dmg .14 sec fire interval = 7.14 rounds per second no dmg mods ==> 750 dps
The rail has a massive advantage and I know someone is going to comment on my rail math so here's the explanation: Rails have a .3 sec charge up for the first shot and 1.3 sec fire interval after that. My dps calculations are based on the time interval that the tank is taking dmg. The other major issue is the factor of surprise. Most players do not know that the tank 600m away is about to shoot them. So they dont know they need to use their hardener. If they are shield tanking, one hit from a railgun makes their hardener nearly useless. If they are using an armor tank, they have a few seconds to get behind cover before they die. Note that a rail can 2 shot a madrugar, meaning you have 1.3 secs to get that slow tank moving and behind cover......it takes 3 seconds to turn 90 degrees
So why do we have glass cannon tanks? because you can spend 80k isk on a redline rail tank and destroy tanks that cost 300-450k isk with ease......how is this balanced?
My proposal: 1. Nerf rail dmg by a minimum of 25% 2. Limit tanks to 1 damage mod 3. Nerf dmg mods to +20% dmg
Other considerations: Nerf Shield and armor hardeners as follows: Armor / shield MLT 25 / 40 Basic 30 / 45 Enh 35 / 52.5 Complex 40 / 60
Leave cooldown times as they are.
A tanker should have substantially more survivability than a non tanker. This is no different from a player with 20mil sp into infantry using a proto suit having an advantage over someone with 0 sp into infantry in a mlt suit.
Make tanks worth specializing in. Currently, putting millions of sp into tanks helps, but you will still die to the noob with 0 allocated sp sitting in the redline with mlt rail and mlt dmg mods.
wtf ? "Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking"
"blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MASSIVE buff. Previously, rail tanks could not even see an installation, tank, or player that was 100m away. Now they can see out to 600m, there full effective range. On top of this, dmg was increased tremendously. MLT rail was buffed from 940 dmg to 1450 dmg. With the addition of dmg mods, a MLT Sica with 2 MLT dmg mods can 2 shot any shield tank without an active hardener or heavy shield extender. The turret itself received a 50% dmg buff plus close to 60% dmg buff from dmg mods, which were previously not viable due to cost and fitting.
Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking. Even a well built madrugar can die in 2 hits to a glass cannon tank. Typically, you never know your about to be hit. Once you do take the first hit, its too late and your going to die regardless. With the many bowl maps, where there are mountains surrounding the battlefield, many tankers who would much rather fight on the field cant do so because there is always some noob who sits in the red line with a rail gun.
Rail guns are low risk, and therefore, should be low reward. BUT they have 6x the range of a blaster, allowing them to sit in the redline AND have MUCH MUCH higher dps. ALSO, rail tanks in the red line always stack dmg mods. They dont get shot at so they dont need survivability, therefore making dmg mods useful."
Dud there are so meany things that are messed up with your logic ..... HOW LONG HAVE YOU BEEN PLAYING Dust 514 ??? Do you even play WoT to call your self a "serious tanker" Bro HTFU or leave this game or at lest dont post trash like this . |
akira 1999
The Unholy Legion Of DarkStar DARKSTAR ARMY
4
|
Posted - 2014.01.13 22:22:00 -
[17] - Quote
why is everyone so upset about tanks??
a rail tank is anti tank.. modern day equivalent would be a M1A2, merkavah, challenger 2 etc. A tank designed to kill other tanks and vehicles in the plus 2 km range. the modern day ones use 100-130mm cannons that are insanely accurate to long range
a blaster tank is anti light vehicle and infantry.. modern day equivalent would be a coyote, stryker and Bradley to mention a few. the modern day equivalent uses 20-30 mm chain guns and tear up light vehicles and infantry.
the blaster tank is currently filling the role of the soonTM to be releases medium assault vehicles that will then take over the APC/light infantry fighting vehicle. At that time the blasters will probably be changed so they function more like heavier light tanks.. in the 40-60 mm chain guns/recoilless rifles variants
until all vehicles for all races are added there will be a need for lighter damage tanks that can get in and skirmish then hit the gas pedal and GTFO before the tank killing rail tanks get a bead. the same is for everything in the game.. as new content is added old content will be repurposed for more specific roles.. tanks will be used to kill all other vehicles, medium vehicles will take on lavs and infantry, lavs will be jihad jeeps and used to suicide other vehicles or rapid ground movement. in the air drop ships will act as modern day helicopters do now.. troop transport, future ones may even fill the role as anti vehicle role (think apache, HIND and cobras). fighters will be for killing other air ships, fighter bombers for taking out fixed targets and bomb runs on objectives. hell they might even make a AC-130 style area suppression infantry support air vehicle that has a rail cannon and some medium blasters( 20 mm Vulcan cannons and or 30/40 mm bofors cannon variants)
the game is a military style fps shooter with ties into eve.. ( ohh yeah don't forget eve with its 1200mm and 1400 artillery cannons.. think bullets the size of cars raining down from space) we all have to stop thinking small.. eve is about big things.. ships the size of cities big. so learn and adapt and find ways to survive.. because war is hell... all you can do is survive |
Anoko Destrolock
Crimson Saints
28
|
Posted - 2014.01.14 17:18:00 -
[18] - Quote
CLONE117 wrote:i say those damage mods r there to hit through your hardeners?
sure they can do some massive damage. but its the only capable of killing an extremely hardened tank. tank vs tank combat it self is more balanced. your complaining about a glass cannon. its made of glass. even a mlt nub with av can kill it easily.
how ever your much stronger std tank is not made of glass. u see where im going with this?
if we were to nerf mlt vehicles we r going to see some massive problems.
0 sp invested vehicles rnt much of a threat for me. what i do see as a threat is that std tank over there. 30-40% better than my mlt glass cannon. it could have a hardener some armor modules and damage mods while im just limited to a few modules unable to fill all my slots up.
sure it may have the power of a rapid fire breach forgegun. but it still overheats and pilots who play smart can avoid getting killed by it.
u brought a durable tank that also has decent firepower while i got out a rather weak tank with great firepower.
majority of the times when ive killed an enemy tank with my glass cannon. i had to catch it while it was unaware.
if it saw me first im dead. at the same time i also have to worry a single mlt swarmlauncher hitting me. because of the such pitiful amount of hp i have on my sica.
std tanks have the advantage in more slots. pg/cpu to fit with. and obviously alot more sp invested into it.
This is where you are wrong, as well as many other people. If a madrugar is geared for max survivability, it can be killed in 2-3 hits with a hardener. In that 1.3-2.6 secs, a blaster will NOT kill a glass cannon.
The glass cannon tanks have more dmg and less survivability but their ttk is so fast that their survivability doesnt matter.
Think of it as being like a proto shotgun scout with a bunch of dmg mods and 600m range on the shotgun. Survivability doesnt matter...
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Anoko Destrolock
Crimson Saints
28
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Posted - 2014.01.14 17:23:00 -
[19] - Quote
BAD FURRY wrote:Anoko Destrolock wrote:First off, with 1.7, blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MASSIVE buff. Previously, rail tanks could not even see an installation, tank, or player that was 100m away. Now they can see out to 600m, there full effective range. On top of this, dmg was increased tremendously. MLT rail was buffed from 940 dmg to 1450 dmg. With the addition of dmg mods, a MLT Sica with 2 MLT dmg mods can 2 shot any shield tank without an active hardener or heavy shield extender. The turret itself received a 50% dmg buff plus close to 60% dmg buff from dmg mods, which were previously not viable due to cost and fitting.
Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking. Even a well built madrugar can die in 2 hits to a glass cannon tank. Typically, you never know your about to be hit. Once you do take the first hit, its too late and your going to die regardless. With the many bowl maps, where there are mountains surrounding the battlefield, many tankers who would much rather fight on the field cant do so because there is always some noob who sits in the red line with a rail gun.
Rail guns are low risk, and therefore, should be low reward. BUT they have 6x the range of a blaster, allowing them to sit in the redline AND have MUCH MUCH higher dps. ALSO, rail tanks in the red line always stack dmg mods. They dont get shot at so they dont need survivability, therefore making dmg mods useful.
So lets do the math.
STD/MLT rail 3 shots 1.3 apart = 2.6 seconds and does 4350 dmg with no dmg mods or about 6800 with 2 dmg mods NO dmg mods ==> 1673 dps 2 dmg mods ==> 2615 dps
STD Blaster 105 dmg .14 sec fire interval = 7.14 rounds per second no dmg mods ==> 750 dps
The rail has a massive advantage and I know someone is going to comment on my rail math so here's the explanation: Rails have a .3 sec charge up for the first shot and 1.3 sec fire interval after that. My dps calculations are based on the time interval that the tank is taking dmg. The other major issue is the factor of surprise. Most players do not know that the tank 600m away is about to shoot them. So they dont know they need to use their hardener. If they are shield tanking, one hit from a railgun makes their hardener nearly useless. If they are using an armor tank, they have a few seconds to get behind cover before they die. Note that a rail can 2 shot a madrugar, meaning you have 1.3 secs to get that slow tank moving and behind cover......it takes 3 seconds to turn 90 degrees
So why do we have glass cannon tanks? because you can spend 80k isk on a redline rail tank and destroy tanks that cost 300-450k isk with ease......how is this balanced?
My proposal: 1. Nerf rail dmg by a minimum of 25% 2. Limit tanks to 1 damage mod 3. Nerf dmg mods to +20% dmg
Other considerations: Nerf Shield and armor hardeners as follows: Armor / shield MLT 25 / 40 Basic 30 / 45 Enh 35 / 52.5 Complex 40 / 60
Leave cooldown times as they are.
A tanker should have substantially more survivability than a non tanker. This is no different from a player with 20mil sp into infantry using a proto suit having an advantage over someone with 0 sp into infantry in a mlt suit.
Make tanks worth specializing in. Currently, putting millions of sp into tanks helps, but you will still die to the noob with 0 allocated sp sitting in the redline with mlt rail and mlt dmg mods. wtf ? "Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking" "blaster were indirectly nerfed through the removal of the scattered variant. Scattered blasters did about 10% more damage with no reduction to RoF, range, etc. Rails received a MASSIVE buff. Previously, rail tanks could not even see an installation, tank, or player that was 100m away. Now they can see out to 600m, there full effective range. On top of this, dmg was increased tremendously. MLT rail was buffed from 940 dmg to 1450 dmg. With the addition of dmg mods, a MLT Sica with 2 MLT dmg mods can 2 shot any shield tank without an active hardener or heavy shield extender. The turret itself received a 50% dmg buff plus close to 60% dmg buff from dmg mods, which were previously not viable due to cost and fitting. Glass cannon tanks are a major problem for serious tankers and ruin the fun of tanking. Even a well built madrugar can die in 2 hits to a glass cannon tank. Typically, you never know your about to be hit. Once you do take the first hit, its too late and your going to die regardless. With the many bowl maps, where there are mountains surrounding the battlefield, many tankers who would much rather fight on the field cant do so because there is always some noob who sits in the red line with a rail gun. Rail guns are low risk, and therefore, should be low reward. BUT they have 6x the range of a blaster, allowing them to sit in the redline AND have MUCH MUCH higher dps. ALSO, rail tanks in the red line always stack dmg mods. They dont get shot at so they dont need survivability, therefore making dmg mods useful." Dud there are so meany things that are messed up with your logic ..... HOW LONG HAVE YOU BEEN PLAYING Dust 514 ??? Do you even play WoT to call your self a "serious tanker" Bro HTFU or leave this game or at lest dont post trash like this .
Did you want to contribute anything? I dont play WoT, I play dust, hence why im here. Been playing dust for a year....plenty to understand it and what needs to be fixed. Be constructive or gtfo. No need to insult people who enjoy playing a balanced game. |
GVGMODE
WorstPlayersEver
100
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Posted - 2014.01.14 17:51:00 -
[20] - Quote
Railguns = Anti-Vehicle Blasters = Anti-Infantry
Your post is just obnoxious... |
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Meeko Fent
State Patriots
1732
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Posted - 2014.01.14 17:52:00 -
[21] - Quote
Doshneil Antaro wrote:I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Agreed, except perhaps on this.
I believe dmg mods should only be available in the basic tiers, mainly for the trolls who want to make a mega SMG, or just give their Sniper a little boost.
DUST is a half decent game.
Be happy its free.
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TechMechMeds
Swamp Marines
2085
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Posted - 2014.01.14 18:33:00 -
[22] - Quote
Doshneil Antaro wrote:Noob tank much? You do realize that the blasters are designed for the sole purpose of taking out infantry only. Rails are designed to Bust vehicles. This means there is no balance between them in 1vs1 fights as intended.
I do agree that tanks need to be better adjusted between tiers. No skill double damage mod is ********. Truthfully all damage mods, infantry and tank, makes the game unbalanced and should be completely removed from the game.
Another key issue that makes tank vs tank fights unfair is the map design. High terrain in the redzones should not exist. That terrain could still be in those locations, just no longer as the redzone. Also calling in a madruger onto towers is unacceptable.
This.
Trying to balance the rail vs blaster is like trying to balance an ar vs an RPG.
If you are going to take on a rail tank with a blaster tank you need to make sure you get the drop and use your mobility against them. If they have a hardener active then just abuse them with your mobility, they will either stay and die or if they are smart they will run away.
Or you get pwned trying lol.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
584
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Posted - 2014.01.14 19:37:00 -
[23] - Quote
Anoko Destrolock wrote:
This is where you are wrong, as well as many other people. If a madrugar is geared for max survivability, it can be killed in 2-3 hits with a hardener. In that 1.3-2.6 secs, a blaster will NOT kill a glass cannon.
The glass cannon tanks have more dmg and less survivability but their ttk is so fast that their survivability doesnt matter.
Think of it as being like a proto shotgun scout with a bunch of dmg mods and 600m range on the shotgun. Survivability doesnt matter...
might i mention the percentages of hardeners and damage mods.
dmg mod percentage.30% increase.
hardener=40%
so lets see here. if i had a gunlogi glass cannon fitted with 3 damage mods along with a railgun. id consider that a 90% increase in attack power.
now if i go up against a tank that has stacked 3 hardeners. thats a 120% resistance right there.( if all of the modules r active at the same time.)
your average common glass cannon is a sica. fitted with 2 mlt railgun damage mods. maybe a light armor repper to assist in a tad increase in survivability.
so its a 60% damage increase. current dmg per shot is 1450. when ive gone up against some tanks with my glass cannon sica i have caught them by surprise.
but the main difference is that those dmg mods rnt permanent and the have a long cooldown time. i require them to be active in order for me to dish out the amount of dmg per shot needed to negate the enemy tanks hardeners.
so far i havent been able to 2 shot a dang madrugar or soma with that glass cannon. it mostly takes me 3 or more shots to take an enemy tank down with it.
i could 2 shot other mlt sicas and such but not a hardened hav.
i could possibly 1shot a damaged hav if the damage its taken from those other sources r large enough.
ive managed to take down rail tanks with a blaster hav anyways. sicas have the faster rotation speeds in movement but rails rotate at one of the slowest rates. blasters rotate faster than them which is what should give them the edge in cqc tank vs tank in areas. if u can move behind or around and keep that turret on them for that duration u can win against them. cant stand still and fire it will result in a loss for the blaster tank. so it takes a little skill to get used too.
or if uve managed to get behind the rail tank more than likely they will run away and try to turn around once they get far enough ahead of u in order to retaliate.
i have massive disadvantages with that glass cannon. i sacrifice any and all tank ability just so i can get the attack power needed to hit through and destroy much more durable vehicles.(and sometimes it isnt even enough)
while your std tank sacrifices very little in the ways of durability or power..
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