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Thread Statistics | Show CCP posts - 1 post(s) |
Prius Vecht
Red and Silver Hand Amarr Empire
182
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Posted - 2014.01.15 15:23:00 -
[1] - Quote
Only the most tanker homer guys and lovers of 'I win' buttons can defend the current state of tank dominance. CCP u guys are apparently looking at the metrics and are aware of the problems. What vehicle issues are you looking to resolve in 1.8?
the vehicle issues as I see them are:
a) Tanks dont cost nearly enough compared to their raw power. A tank should be 3x the cost of a proto suit if its going to be anywhere near as powerful as they are now.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
d) The enter/exit animation is a glitch. lets do away with teleporting in and out of vehicles and add actual animations that people cant take advantage of in a gunfight or to abandon a tank about to explode. Especially mr pop-out-in-an-instant Heavy in his LAV.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
f) Too many AV weapons are crap. The plasma cannon has a silly firing arc and doesn't do nearly enough damage for a weapon that reloads after every shot. Prox mines dont do enough damage (they should start @ 2000 per) and every vehicle has a mine detector. Shouldnt that be a module? REs should stick to tanks.
g) You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
h) AV was tuned badly. Swarms were taken down too much and AV grenades were too. Forges are the direct counter to vehicles and the hits should be devastating to them. Reduce grenade spam by making people equip grenades and then throw them with R1. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
147
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Posted - 2014.01.15 15:29:00 -
[2] - Quote
Also, why aren't there hard vehicle limits? e.g. 2 tanks 2 dropships 2 lavs per team? To not alienate a player who has only specc'd into vehicles is just BS. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
289
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Posted - 2014.01.15 15:32:00 -
[3] - Quote
Totally agree with G. If you risk your vehicle by trying to get it out of a hotzone thats on you. they disappear waaaay to fast. |
ResistanceGTA
Valor Tactical Operations Immortal Coalition of New-Eden
93
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Posted - 2014.01.15 15:37:00 -
[4] - Quote
Prius Vecht wrote:Only the most tanker homer guys and lovers of 'I win' buttons can defend the current state of tank dominance. CCP u guys are apparently looking at the metrics and are aware of the problems. What vehicle issues are you looking to resolve in 1.8?
the vehicle issues as I see them are:
a) Tanks dont cost nearly enough compared to their raw power. A tank should be 3x the cost of a proto suit if its going to be anywhere near as powerful as they are now.
From a realistic standpoint, I must agree with you here, vehicles should cost more because they should require more raw materials to produce than a dropsuit.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
A crippling feature would be a nice, but I would say half speed, not a quarter.
d) The enter/exit animation is a glitch. lets do away with teleporting in and out of vehicles and add actual animations that people cant take advantage of in a gunfight or to abandon a tank about to explode. Especially mr pop-out-in-an-instant Heavy in his LAV.
Probably too much for CCP to handle.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
f) Too many AV weapons are crap. The plasma cannon has a silly firing arc and doesn't do nearly enough damage for a weapon that reloads after every shot. Prox mines dont do enough damage (they should start @ 2000 per) and every vehicle has a mine detector. Shouldnt that be a module? REs should stick to tanks.
g) You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
I know this is way to much for CCP to handle. Have you had an RDV yoyo a vehicle, or take over a minute to drop off a vehicle? I have, I can only imagine what horrible/hilarious things would happen if RDVs had to pick up vehicles.
h) AV was tuned badly. Swarms were taken down too much and AV grenades were too. Forges are the direct counter to vehicles and the hits should be devastating to them. Reduce grenade spam by making people equip grenades and then throw them with R1.
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Flix Keptick
Red Star. EoN.
3303
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Posted - 2014.01.15 16:08:00 -
[5] - Quote
Give me a marauder tank with a siege module and you won't see me flee from a battle (mainly because I couldn't move)
Lack of content makes stuff broken...
Tank driver // specialized tank destroyer
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
568
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Posted - 2014.01.15 16:09:00 -
[6] - Quote
If I recall correctly, they already acknowledged there is a problem and will fix it - the "when" will be the interesting part. some of the solutions are so basic they could be hotfixed really - and they do have a history of hotfixing out of patch cycles... the TAC AR comes to mind... |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
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Posted - 2014.01.15 16:10:00 -
[7] - Quote
Prius Vecht wrote:Only the most tanker homer guys and lovers of 'I win' buttons can defend the current state of tank dominance. CCP u guys are apparently looking at the metrics and are aware of the problems. What vehicle issues are you looking to resolve in 1.8?
the vehicle issues as I see them are:
a) Tanks dont cost nearly enough compared to their raw power. A tank should be 3x the cost of a proto suit if its going to be anywhere near as powerful as they are now.
Probably true, I like that I can lose one and not go negative for the next 6 matches. I'd up the price but not to the insane levels it was at before.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
Going to disagree on this one, I think they're sufficiently fast considering some of the dowsides. For example Caldari HAVs are significantly slower than Armor, and Armor HAVs have a ****** ass turning radius.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
I'd be ok with something like this, but a 75% reduction to speed is excessive. I think it would be much better to give infantry the means to forcefully slow a tank down, but not have it tied to total damage.
d) The enter/exit animation is a glitch. lets do away with teleporting in and out of vehicles and add actual animations that people cant take advantage of in a gunfight or to abandon a tank about to explode. Especially mr pop-out-in-an-instant Heavy in his LAV.
Who gives a **** if you kill the pilot or not? I always go down with my tank unless I know I can hop out and finish off an enemy tank on foot. Destroying the tank is sufficient though, you've removed the immediate threat.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
You must be referring to Shield Boosters. Remember that shield boosters can only be used once in a while due to large cooldowns, and that the slow regeneration of an armor repairer is actually better in terms of total HP regenerated in the long run.
f) Too many AV weapons are crap. The plasma cannon has a silly firing arc and doesn't do nearly enough damage for a weapon that reloads after every shot. Prox mines dont do enough damage (they should start @ 2000 per) and every vehicle has a mine detector. Shouldnt that be a module? REs should stick to tanks.
Plasma Cannon needs a lot of work. Swarm Damage is fine but give it some more range. Forges are still highly effective with proper positioning. Remotes do stick to tanks as well as any other vehicle. AVers need to be less focused on asking for more damage, and more focused on asking for more tools to assist in vehicle destruction. Webifiers would be a good start.
g) You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
You can't recall a vehicle that is critically damage (on fire). Also in many cases I will fit a shield HAV with armor plates as part of a buffer, but with no way to repair it. Should I be penalized if I want to switch turrets, solely because my fit chooses to use armor that can't be repaired normally? The No-Recall if a vehicle has any damage is just not a good idea. I'm find with critical damage, but ANY damage? No.
As for an RDV coming to actually pick the vehicle up? That's reasonable.
h) AV was tuned badly. Swarms were taken down too much and AV grenades were too. Forges are the direct counter to vehicles and the hits should be devastating to them. Reduce grenade spam by making people equip grenades and then throw them with R1.
AV Grenades were out of control before, you could easily solo a tank using them. Swarm damage is much more reasonable now, but the range nerf should be reduced. Forge guns are devastating, especially Assault Forges. Use elevation! I **** my pants when I feel an assault forge hitting me from up high.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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I-Shayz-I
I-----I
1936
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Posted - 2014.01.15 16:12:00 -
[8] - Quote
They already said that militia tanks are getting fixed. That's the biggest problem.
Links:
List of Most Important Threads
I make logistics videos!
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Prius Vecht
Red and Silver Hand Amarr Empire
185
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Posted - 2014.01.15 16:19:00 -
[9] - Quote
Pokey Dravon wrote:Prius Vecht wrote:Only the most tanker homer guys and lovers of 'I win' buttons can defend the current state of tank dominance. CCP u guys are apparently looking at the metrics and are aware of the problems. What vehicle issues are you looking to resolve in 1.8?
the vehicle issues as I see them are:
a) Tanks dont cost nearly enough compared to their raw power. A tank should be 3x the cost of a proto suit if its going to be anywhere near as powerful as they are now.
Probably true, I like that I can lose one and not go negative for the next 6 matches. I'd up the price but not to the insane levels it was at before.
b) They are too fast. Faster than infantry is no problem but right now they're sportscar fast.
Going to disagree on this one, I think they're sufficiently fast considering some of the dowsides. For example Caldari HAVs are significantly slower than Armor, and Armor HAVs have a ****** ass turning radius.
c) You can't cripple them. Vehicles with less than half of its total health should be moving at 1/4 of normal speed.
I'd be ok with something like this, but a 75% reduction to speed is excessive. I think it would be much better to give infantry the means to forcefully slow a tank down, but not have it tied to total damage.
d) The enter/exit animation is a glitch. lets do away with teleporting in and out of vehicles and add actual animations that people cant take advantage of in a gunfight or to abandon a tank about to explode. Especially mr pop-out-in-an-instant Heavy in his LAV.
Who gives a **** if you kill the pilot or not? I always go down with my tank unless I know I can hop out and finish off an enemy tank on foot. Destroying the tank is sufficient though, you've removed the immediate threat.
e) The modules repair way too fast. going from crippled to full health in a split second? No Way. The increase should be gradual.
You must be referring to Shield Boosters. Remember that shield boosters can only be used once in a while due to large cooldowns, and that the slow regeneration of an armor repairer is actually better in terms of total HP regenerated in the long run.
f) Too many AV weapons are crap. The plasma cannon has a silly firing arc and doesn't do nearly enough damage for a weapon that reloads after every shot. Prox mines dont do enough damage (they should start @ 2000 per) and every vehicle has a mine detector. Shouldnt that be a module? REs should stick to tanks.
Plasma Cannon needs a lot of work. Swarm Damage is fine but give it some more range. Forges are still highly effective with proper positioning. Remotes do stick to tanks as well as any other vehicle. AVers need to be less focused on asking for more damage, and more focused on asking for more tools to assist in vehicle destruction. Webifiers would be a good start.
g) You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
You can't recall a vehicle that is critically damage (on fire). Also in many cases I will fit a shield HAV with armor plates as part of a buffer, but with no way to repair it. Should I be penalized if I want to switch turrets, solely because my fit chooses to use armor that can't be repaired normally? The No-Recall if a vehicle has any damage is just not a good idea. I'm find with critical damage, but ANY damage? No.
As for an RDV coming to actually pick the vehicle up? That's reasonable.
h) AV was tuned badly. Swarms were taken down too much and AV grenades were too. Forges are the direct counter to vehicles and the hits should be devastating to them. Reduce grenade spam by making people equip grenades and then throw them with R1.
AV Grenades were out of control before, you could easily solo a tank using them. Swarm damage is much more reasonable now, but the range nerf should be reduced. Forge guns are devastating, especially Assault Forges. Use elevation! I **** my pants when I feel an assault forge hitting me from up high.
How much did tanks cost before? forgive me i'm not a tanker. OAN: the issues with instant exit/entering should be obvious. Easily one of the most abused mechanics in the game. |
Serimos Haeraven
The Exemplars Top Men.
593
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Posted - 2014.01.15 16:20:00 -
[10] - Quote
Prius Vecht wrote: You can recall them in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
I like this idea a lot when it comes to vehicle recalls. If it's damaged at all, you have no option of recalling it. Instead, you have to go to a supply depot to heal it and then recall it, so it's 100% sure that you're not trying to recall it because you're almost dead in a fight. |
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Amarrgheddon
Warcaste
90
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Posted - 2014.01.15 16:28:00 -
[11] - Quote
I-Shayz-I wrote:They already said that militia tanks are getting fixed. That's the biggest problem.
the first week this was a problem. You can skill into basic tanks in a week. I believe you just read the forums and parrot what other people say. Your the problem |
Reav Hannari
Red Rock Outriders
2585
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Posted - 2014.01.15 16:30:00 -
[12] - Quote
Amarrgheddon wrote:I-Shayz-I wrote:They already said that militia tanks are getting fixed. That's the biggest problem. the first week this was a problem. You can skill into basic tanks in a week. I believe you just read the forums and parrot what other people say. Your the problem
He was quoting CCP Saberwing if I remember correctly.
Your problem is that it is "you're."
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Cody Sietz
Bullet Cluster Legacy Rising
1991
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Posted - 2014.01.15 16:32:00 -
[13] - Quote
The problem with vehicle recall is that it works too well.
Especially shield tanks, since most of the time they can recall cause the shields are just about up.
I think not letting you recall while your modules are still in cool down or active. That really is the easiest fix.
Edit: also, I'm fine with range we have not. But the dmg is just crap. If a Dropship get close enough I can hit him and make him run, but I shouldn't be able to him once he goes far enough away. Same goes for tanks, I should be able to sit on a tower and blow them up.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Vag Eye Lenol
Planetary Asset Protection Services
13
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Posted - 2014.01.15 16:36:00 -
[14] - Quote
(G) if enough damage to the armour, you can't recall it... at least in my dropships anyways... that's why i carry a rep tool.... |
trraacx
Seituoda Taskforce Command Caldari State
62
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Posted - 2014.01.15 16:36:00 -
[15] - Quote
RE's do stick to tanks. There does seem to be some wierd behaviors that prevent you from deploying an RE but they do stick if you can get them deployed.
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Dusters Blog
Galactic News Network
548
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Posted - 2014.01.15 16:40:00 -
[16] - Quote
very good list. we linked it to the devs from our twitter account. we have supported better animations for entering and exiting vehicles for some time. |
Rynoceros
Rise Of Old Dudes
2115
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Posted - 2014.01.15 17:01:00 -
[17] - Quote
+1 But, I have thought.... What if it required all seats to be occupied to operate a HAV? What their teams gains in killing power, they lose in the amount of infantry that is able to make hacks. So, now your team has to decide; do we battle to win by clone count or MCC destruction?
Natalie Portman.
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Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
293
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Posted - 2014.01.15 17:07:00 -
[18] - Quote
Learn to spell before you scold others. |
Loki Patera
xCosmic Voidx Partners of Industrial Service and Salvage
90
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Posted - 2014.01.15 17:16:00 -
[19] - Quote
Got a problem with tanks? Call in a missile or railgun tank. Problem solved.
Also - I don't think the blaster is overpowered against infantry like most people. If you don't have something that devestates infantry at the base of the tank tree there is no reason for other tanks to be called in to deal with it. The outcome would be no tanks on the battlefield.
Open Beta vet - in it for the long haul
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Rynoceros
Rise Of Old Dudes
2115
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Posted - 2014.01.15 17:23:00 -
[20] - Quote
Loki Patera wrote:Got a problem with tanks? Call in a missile or railgun tank. Problem solved. Got a problem with infantry? Get a rifle and some skills. Problem solved. Or, be a little FotM ***** and get a splashy Railgun or Missile Turret and 3000+ HP with instant reppers and outrun even the fastest Scout. (******* scrubs.)
Natalie Portman.
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skippy678
the.R3D.kings IMMORTAL REGIME
2414
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Posted - 2014.01.15 17:29:00 -
[21] - Quote
I-Shayz-I wrote:They already said that militia tanks are getting fixed. That's the biggest problem.
You have a link to that Shayz? So far I havent seen CCP make any statement with regards to "doing" anything to tanks...just one post where they accept that there is tank spam...I would love to see it if i missed it
Level 2 Forum Warrior
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Atiim
Living Like Larry Schwag
3493
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Posted - 2014.01.15 17:32:00 -
[22] - Quote
Flix Keptick wrote:Give me a marauder tank with a siege module and you won't see me flee from a battle (mainly because I couldn't move) Slap a Mobile CRU on that and you'll create New Eden's first Trojan Horse.
Creator of The AV Registry
The Pilot's Whipin' Boy // DJINN Lukeoplast's alleged sock
Have I won the Forums Yet?
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Dusters Blog
Galactic News Network
548
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Posted - 2014.01.15 18:06:00 -
[23] - Quote
Rynoceros wrote:+1 But, I have thought.... What if it required all seats to be occupied to operate a HAV? What their teams gains in killing power, they lose in the amount of infantry that is able to make hacks. So, now your team has to decide; do we battle to win by clone count or MCC destruction?
one of our writers suggested this some time ago. a tank driver is just that...a DRIVER. He has to have someone get in to operate his cannons. that way operating a tank requires as much teamwork & coordination as it takes to destroy one. of course all the kdr obsessed were like 'no way i'm paying for a tank just so a blueberry can get all the kills.' easy solution here again, give the driver credit for any kills while turret operators get assists.
CPM Hanz made a great suggestion via twitter "Main issue is price and lack of WP for partial damage. AV doesnt have to involve killing." this is pretty groundbreaking to us. The price for tanks obv has to go way up, but shouldnt providing a deterrent to vehicles yield wp? if you take 40% or more of a vehicles total health u should be rewarded for it. |
Flix Keptick
Red Star. EoN.
3307
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Posted - 2014.01.15 18:50:00 -
[24] - Quote
Rynoceros wrote:Loki Patera wrote:Got a problem with tanks? Call in a missile or railgun tank. Problem solved. Got a problem with infantry? Get a rifle and some skills. Problem solved. Or, be a little FotM ***** and get a splashy Railgun or Missile Turret and 3000+ HP with instant reppers and outrun even the fastest Scout. (******* scrubs.) Getting lots of infantry kills with missiles takes excellent aiming btw. And they don't benefit from the same aimbot as rifles do
Lack of content makes stuff broken...
Tank driver // specialized tank destroyer
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The Attorney General
1747
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Posted - 2014.01.15 18:53:00 -
[25] - Quote
Rynoceros wrote:Loki Patera wrote:Got a problem with tanks? Call in a missile or railgun tank. Problem solved. Got a problem with infantry? Get a rifle and some skills. Problem solved. Or, be a little FotM ***** and get a splashy Railgun or Missile Turret and 3000+ HP with instant reppers and outrun even the fastest Scout. (******* scrubs.)
Someone sucks at AV.
Mr. Hybrid Vayu.
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Atiim
Living Like Larry Schwag
3497
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Posted - 2014.01.15 18:57:00 -
[26] - Quote
The Attorney General wrote: Someone sucks at AV.
Got anything other than ad-hominem and biased "trash talk" this time?
If not, then the kiddie table is that way, where you can sip your apple juice in peace with all the others. If your nice, I may even purchase a bib for you.
And sadly, that doesn't make what Rynoceros is saying any less true; though you don't need a rifle to solve your infantry problems
Creator of The AV Registry
The Pilot's Whipin' Boy // DJINN Lukeoplast's alleged sock
Have I won the Forums Yet?
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The Attorney General
1748
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Posted - 2014.01.15 19:12:00 -
[27] - Quote
Atiim wrote:The Attorney General wrote: Someone sucks at AV.
Got anything other than ad-hominem and biased "trash talk" this time? If not, then the kiddie table is that way, where you can sip your apple juice in peace with all the others. If your nice, I may even purchase a bib for you. And sadly, that doesn't make what Rynoceros is saying any less true; though you don't need a rifle to solve your infantry problems
To whom do you think you are speaking?
Have I not openly called for buffs to AV?
Who amongst the AV crying circle can say the same? Where are the AV'ers who did call for nerfs when swarms or AV nades were OP? Can you find them? I doubt it very much. No, when AV was too strong, the AV group called everyone else scrubs. Yet today, you find more than just me repping the tankers saying that things need to change for AV to be more effective.
When the forge was OP I was one of those calling for it be nerfed only in a manner that would not limit its use as an AV weapon. Where can you display an AV person arguing for missile and blaster tanks?
No, I have a long and proven track record of being sensible, and making arguments that would promote balance and engaging gameplay.
I am so sick and tired of the medium frame crybabies. The new patch has been out for long enough now that there is no reason for people to not have proto forges and basic advanced heavy frames, which makes a fantastic AV fit.
I see plenty of idiots running around trying to swarm my shield tank. These are the types of people who complain about tanks being OP.
Mr. Hybrid Vayu.
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Supernus Gigas
Star Giants
84
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Posted - 2014.01.15 19:31:00 -
[28] - Quote
Rynoceros wrote:Loki Patera wrote:Got a problem with tanks? Call in a missile or railgun tank. Problem solved. Got a problem with infantry? Get a rifle and some skills. Problem solved. Or, be a little FotM ***** and get a splashy Railgun or Missile Turret and 3000+ HP with instant reppers and outrun even the fastest Scout. (******* scrubs.)
Hey now, don't be hating on Missile Turrets. I'm pretty sure only like five people in the entire game actually run Large Missiles on their HAV, me(my alt.) being one of them.
My Missile Gunnlogi Eats Somas and Sicas for Breakfast.
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True Adamance
Kameira Lodge Amarr Empire
5721
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Posted - 2014.01.15 19:33:00 -
[29] - Quote
Rynoceros wrote:Loki Patera wrote:Got a problem with tanks? Call in a missile or railgun tank. Problem solved. Got a problem with infantry? Get a rifle and some skills. Problem solved. Or, be a little FotM ***** and get a splashy Railgun or Missile Turret and 3000+ HP with instant reppers and outrun even the fastest Scout. (******* scrubs.)
To be fair and I say this in every BS complaint thread like this.
Why not simply redesign the focus of the HAV and draw it away from anti infantry roles? We have little information admiitedly, but information none the less that the MAV will have an anti infantry focus.
This potentially being the case why not simply refocus HAV to be the highest tier anti vehicle unit on the ground with more of a focus on deploying massive ordinance to vehicles, strong points, etc.
Refocusing the HAV's fire power to skill shotting infantry, and destroying other tanks, LAV, MAV, and eventually MTAC/Speeders, etc.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Xender17
Ahrendee Mercenaries EoN.
979
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Posted - 2014.01.15 19:45:00 -
[30] - Quote
Asha Starwind wrote:Also, why aren't there hard vehicle limits? e.g. 2 tanks 2 dropships 2 lavs per team? Do not say something along the lines of "to not alienate a player who has only specc'd into vehicles"because that is just BS. Give a valid argument as to why its BS and maybe vehicles wont be winning the argument as to why vehicle quota is unfair.
Prt SL, SCR, SR . ADV FGs, MDs, LaZor, KNs.
Gunnlogi, Falchion, Python, Caldari LDS. (+require)
Prt L. Am, Adv HVY, LGS
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