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Assault Chileanme
Molon Labe. Public Disorder.
30
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Posted - 2014.01.16 14:51:00 -
[91] - Quote
I agree with Fox and others that the whole dynamic seems pretty balanced now in theory. The main problems that I see are the ability for tanks to fit multiple hardeners with no penalty, and the uselessness of Swarms and AV Grenades.
I think a lot of the current problems with tanks would be solved if they had more risk with engaging in close quarters combat (disregarding the issues with rail tanks). I don't know exactly what the solution is, but I know that having perma-hardened tanks is detrimental. Buffing AV grenades to be a scary weapon would also help with this I think, although perhaps with a slight range nerf to keep them from being as overpowered and versatile as they were previously. If a tank gets close enough to be withing grenade range then they should be punished for it. |
Daxxis KANNAH
Distinct Covert Initiative
659
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Posted - 2014.01.16 15:07:00 -
[92] - Quote
@Heinrich Jagerblitzen
If the push is for vehicles to continue on the path that they are on then the one thing IMO that needs to change immediately is the tacnet scanning of them.
If vehicles should force a rethink of strategy to handle them then mercs shouldnt have ninja tanks / dropships killing them. Many times they cant be seen until too late and the vehicle noise seems to be all around and not coming from the direction of the vehicle. When you add in the fact that they are faster and you have limited stamina
A merc should not have to be within a short distance to passively scan a vehicle.
The same way neutral installations can be picked up from further out, enemy vehicles need to be picked up, at least HAV's and DS'. Persons better than I can come up with the suggested distances.
Also on the scout speed - is it both movement speed and sprint speed causing the issue or one of them? Clarification on some of these things would be nice so forumers dont spend too much effort on speculation and fact checking of others' posts etc.
Loved your write ups.
In your blind spot
No Quid Pro Quo
Line in the Sand
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1460
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Posted - 2014.01.16 15:37:00 -
[93] - Quote
The bare bones of the system are now in place. But it is a touchy system to balance because it revolves around infantry vs. vehicle velocties, the duty cycle of active hardeners and weapon ranges - the balance will always be a dynamic balance(as opposed to a static balance that would come from a big hitpoint pool. Shion Typhon gave us a very good, probably prescient, post on this a while back).
My biggest concern with a dynamically balanced system is that once balanced it is very easy to unbalance it again with seemingly inconsequential and unrelated changes to other game mechanics. It also means certain stats of vehicles and infantry will be forever linked, constraining game designers in the future.
But if we're going to go with the 'waves of opportunity' model for vehicles then we should go all in. In that spirit, achieving balance at this point should be confined to two variables: Active hardener duty cycle, and the vehicle/infantry speed ratio(Black Cloud addresses this point with his LAV suggestion above).
It will be counterproductive to try and balance other aspects(e.g. damage, sensors, etc.) of vehicle vs. vehicle/vehicle vs. infantry combat until these two fundamental variables, duty cycle & relative velocities, are properly calibrated for True Grit's 'Waves of Opportunity' model.
I support SP rollover.
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Nothing Certain
Villore Sec Ops Gallente Federation
23
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Posted - 2014.01.16 16:28:00 -
[94] - Quote
The one thing I see missing in most of these discussions is the role of turret installations. If tanks should be hard to destroy, hardened permanent gun emplacements should be nearly indestructible. Right now they are the easiest things to destroy in the whole game and give a huge reward for zero risk. Turrets make a great tank deterrent when they are active, and can be accessed by those not skilled into AV. I think they should play a larger role in the game. I think they should be indestructible but capable of being disabled, this would allow infantry to engage tanks, but only in certain areas but allows tanks to disable them but not able to ignore them after that, their will be a constant struggle for control of the turrets, which I think makes for good gameplay.
Other than that, what other posters have said, hardeners and escapability are the main problems and no WP for AV work unless their is a kill. Even then it is limited considering the teamwork that is necessary. |
Knox Firmus
SCIENCE FOR LIFE
5
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Posted - 2014.01.16 16:41:00 -
[95] - Quote
Kevall Longstride wrote:
The simplest way to do this is one that I think would have broad support. The elimination of tanks in ambush pub matches. Or at the very least a tank free version of the ambush mode available to players to choose.
The maps must be the smaller ones, so the action is never too far away. I really do think that having such an option for new players to be able to select will go a long way to help player retention as they get more confident to try the other game modes.
This. Is a good idea. And hell, it fits with EVE to a degree. you can't bring cap ships into high-sec. and isn't that what a tank very nearly represents on a battlefield of infantry?
Overall, Dust dearly needs some more friendly newbie modes. This seems like a good option. |
wripple
WarRavens League of Infamy
113
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Posted - 2014.01.16 16:48:00 -
[96] - Quote
Cody Sietz wrote: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. As a derpship tryhard myself, I can tell you firsthand that swarms don't deal nearly enough damage. Wyirkomys that used to make me cry just tickle my shields now, forge and rail tanks are the only thing to take me down these days. (Unless I get blindsided by a blaster turret, since shield boosters are broken and instantly deactivate under fire)
I second the recall idea too, I can't tell you how many somas have gotten away because the punk wussed out and recalled at half armor. And if tanks are to be slower then I think they should get a sentry mode, where they cannot move but have a longer range, zoom and can aim straight up. If you've ever chased a sica with a python you know it's a very one sided battle.
Also, I've come to the conclusion that about 10-12% of this game's player base now consists of redline sica drivers, after 4 weeks with at least one-two on each side every game it's clear what the new FOTM is. |
Dalmont Legrand
237
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Posted - 2014.01.16 16:52:00 -
[97] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=136214&find=unread
Of something nothing is everything.
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Bones McGavins
TacoCat Industries
413
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Posted - 2014.01.16 16:56:00 -
[98] - Quote
Redline issues also factor in. The one very small Dom map with the null cannon in the open surrounded by hills? The redline is like 200 m from the objective. Tanks can retreat over the redline behind a hill or two with no way for infantry to engage. Then just roll forward a bit and be in range to defend / engage the objective. I've only quit out of one match due to tanks, and it was this map. One scrub tanker and one solid one just dominated the entire game. Wgen I left the good tanker was like 40-0.
Also we need a solid AV with a shield focus. Plasma doesn't cut it.
Waves of opportunity hasn't had much of a chance to shine but I have a hard time imagining it working well. You are basically taking control out of AVs hands. They don't get to dictate the engagement at all. So smart tankers can literally never be in a position for AV to engage.
The problem here has always been tanks ability to retreat and be back at 100% health. It makes AV a zero sum game. If you don't kill a tank you effectively wasted your time and ammo. This coupled with the waves of opportunity scheme and the speed of tanks means AV is vet unrewarding. WP will help that, but only a little. I still won't be having fun just because I get little higher score for my failed efforts.
AV pretty much has to alpha a good tank. It's the only real way to win.Be able to hit then hard enough to kill them before they activate hardeners or have enough dps to finish them through it. Either way it just becomes a numbers game. "Does AV have enough dps to kill the tank"
More weak spots encouraging positioning and aim would help that. If also like to see week spots that don't do more damage but disable aspects of the tank. Hit its bottom and its speed is reduced for 1 min. Hit a small week spot and its hardener shuts off or gets knocked to full cool down. Hit its turret and rotation speed is decreased.
Make fighting a tank like a boss fight. Not "can I dps it down before it runs away" |
wripple
WarRavens League of Infamy
113
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Posted - 2014.01.16 17:04:00 -
[99] - Quote
CCP Saberwing wrote:Really digging Hans' post further above. I refrained from commenting previously because I wanted to discuss things through with CPM members. I'll make sure the relevant Design guys see this thread.
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction but we will be looking to make some additional adjustments to bring them in line with where we think they should finally sit. I love you guys and the great work you've put into this game, but murder wagons that have the survivability and damage rate that militia tanks currently have for half the cost of a decent AV suit that can't kill it is just off. Two main things need to be addressed in my oppinion: -Cost of tank frames are half of what they should be, people are no longer deterred by the "play smart or loos profit" aspect of this game because you can still loos three sicas and score higher profit than a logi with 25 million SP.
-there needs to be more margin between people who spend SP and those who don't, that is after all the key factor of this game after all. For example, our corp's tank specialist put 20 million SP into madrugers during 1.7, but still gets destroyed by both turret AI and full militia drivers who skipped the skill tree. Militia modules and frames are just too similar to their prototype varrients and months of SP are just not worth something trivial like "10 seconds less cool down time" |
Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
113
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Posted - 2014.01.16 17:30:00 -
[100] - Quote
Heinrich Jagerblitzen wrote: b) Strongly disagree. Without getting into somewhat irrelevant real-world examples, there's really nothing wrong with a fast tank. And certainly given the fact that these are the tanks of the future, I see no reason to make them crawl like sitting ducks all the time. From a gameplay perspective, the current speed of tanks is annoying - but its not unmanageable.
There IS a problem with drive shaft reversals at those speeds. Without getting into somewhat irrelevant real-world examples of my decade of operational experience in aircraft carrier and submarine engine rooms, I can say that the torque would snap any super galactic space shaft with the way tanks alternate forward and reverse currently in DUST.
There should be a counter every time a particular tank reaches a speed threshold that prevents it from reversing direction. The counter would start when the tank is stopped or at a very low speed. What would that do? It would prevent tanks from outmaneuvering freakin scouts in close quarters. If tanks were that good, why even manufacture dropsuits? I'd put my R&D into tank control point hacking mods instead.
If this isn't a good idea, and since we are hitting the "I Believe Button", why aren't dropsuits of the future equipped with magnetic devices that alter the trajectory of large caliber rounds away from them? From a gameplay standpoint, that would mean tanks would need to shoot infantry with anti-infantry weapons (go figure). I think it makes zero sense that the best anti-infantry weapon is the best anti-vehicle weapon. Maybe that feature could be unique to small and/or medium suits and only applicable over a certain distance (say 15-20 meters?), but I think it would add some balance and strategy into the current gameplay.
Enlightened Indoctrination Blog
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Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
114
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Posted - 2014.01.16 17:44:00 -
[101] - Quote
Fox Gaden wrote: I think the range nerf will actually make the Swarm Launcher more fun once they are made a bit more effective. The lock-on time made the challenge of using it to survive while getting the lock, rather than aiming skill, and getting the lock from a sniper nest was not too much of a challenge.
Why does there have to be just one missile launcher in the game? Can't there be a long-range low DPS missile and a high DPS short range (possibly unguided) missile?
Enlightened Indoctrination Blog
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Dusters Blog
Galactic News Network
550
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Posted - 2014.01.16 17:50:00 -
[102] - Quote
Nothing Certain wrote:The one thing I see missing in most of these discussions is the role of turret installations. If tanks should be hard to destroy, hardened permanent gun emplacements should be nearly indestructible. Right now they are the easiest things to destroy in the whole game and give a huge reward for zero risk. Turrets make a great tank deterrent when they are active, and can be accessed by those not skilled into AV. I think they should play a larger role in the game. I think they should be indestructible but capable of being disabled, this would allow infantry to engage tanks, but only in certain areas but allows tanks to disable them but not able to ignore them after that, their will be a constant struggle for control of the turrets, which I think makes for good gameplay.
Other than that, what other posters have said, hardeners and escapability are the main problems and no WP for AV work unless their is a kill. Even then it is limited considering the teamwork that is necessary.
This is very good. Perhaps they can be repaired after being disabled. This will make the repairers play a larger role. |
Fox Gaden
Immortal Guides
2192
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Posted - 2014.01.16 17:58:00 -
[103] - Quote
Dirks Macker wrote:Fox Gaden wrote: I think the range nerf will actually make the Swarm Launcher more fun once they are made a bit more effective. The lock-on time made the challenge of using it to survive while getting the lock, rather than aiming skill, and getting the lock from a sniper nest was not too much of a challenge.
Why does there have to be just one missile launcher in the game? Can't there be a long-range low DPS missile and a high DPS short range (possibly unguided) missile? You make a good point. A point that may be further reinforced when fighters are eventually released. I do think though that to make a long range missile fun and balanced, vehicles should have counter measures.
Fox Gaden: DUST Wall of Fame, 2014
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Monty Mole Clone
Shiv M
126
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Posted - 2014.01.16 18:07:00 -
[104] - Quote
Dirks Macker wrote:Heinrich Jagerblitzen wrote: b) Strongly disagree. Without getting into somewhat irrelevant real-world examples, there's really nothing wrong with a fast tank. And certainly given the fact that these are the tanks of the future, I see no reason to make them crawl like sitting ducks all the time. From a gameplay perspective, the current speed of tanks is annoying - but its not unmanageable.
There IS a problem with drive shaft reversals at those speeds. Without getting into somewhat irrelevant real-world examples of my decade of operational experience in aircraft carrier and submarine engine rooms, I can say that the torque would snap any super galactic space shaft with the way tanks alternate forward and reverse currently in DUST. There should be a counter every time a particular tank reaches a speed threshold that prevents it from reversing direction. The counter would start when the tank is stopped or at a very low speed. What would that do? It would prevent tanks from outmaneuvering freakin scouts in close quarters. If tanks were that good, why even manufacture dropsuits? I'd put my R&D into tank control point hacking mods instead. If this isn't a good idea, and since we are hitting the "I Believe Button", why aren't dropsuits of the future equipped with magnetic devices that alter the trajectory of large caliber rounds away from them? From a gameplay standpoint, that would mean tanks would need to shoot infantry with anti-infantry weapons (go figure). I think it makes zero sense that the best anti-infantry weapon is the best anti-vehicle weapon. Maybe that feature could be unique to small and/or medium suits and only applicable over a certain distance (say 15-20 meters?), but I think it would add some balance and strategy into the current gameplay.
giving tanks an accelerator and brake button and maybe manual gears would eliminate drag car tanks and put an actual minimal skill cap on tanks. tone down or remove 3rd person view so they cant see every incoming threat and just bail it |
Andrew Ka
Subdreddit Test Alliance Please Ignore
37
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Posted - 2014.01.16 20:15:00 -
[105] - Quote
CCP Saberwing wrote:Really digging Hans' post further above. I refrained from commenting previously because I wanted to discuss things through with CPM members. I'll make sure the relevant Design guys see this thread.
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction but we will be looking to make somemany additional adjustments to bring them in line with where we think they should finally sit.
Think you slipped up on a word. |
Tesfa Alem
Death by Disassociation Legacy Rising
65
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Posted - 2014.01.16 20:54:00 -
[106] - Quote
Part time AV guys, ya'll are funny. Bamm Havoc has a great vid on exactly why you lot are such ....well to put it mildly, scrubs. In the intro to another one he forge kills 3 tanks in 1.8, in about a minute.
You don't want to become a dedicated AV player. You don't want to get proficiency in Forge Guns, Swarms, or Grenades or Proximity Mines. You haven't bothered to figure out a standard tank with ADV modules is over 250K isk. That the turret is still the cost of a proto suit. That red rail turrets will kill most tanks in 3 -4 shots.
Nope not for you lot. You want to be your own little infantry protostomper, and you want to be able to put tanks down like a friggin MLT suit. You can't anymore and its wonderful.
Redline for Thee, but no Redline for Me.
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Assault Chileanme
Molon Labe. Public Disorder.
31
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Posted - 2014.01.16 21:04:00 -
[107] - Quote
Tesfa Alem wrote:Part time AV guys, ya'll are funny. Bamm Havoc has a great vid on exactly why you lot are such ....well to put it mildly, scrubs. In the intro to another one he forge kills 3 tanks in 1.8, in about a minute.
You don't want to become a dedicated AV player. You don't want to get proficiency in Forge Guns, Swarms, or Grenades or Proximity Mines. You haven't bothered to figure out a standard tank with ADV modules is over 250K isk. That the turret is still the cost of a proto suit. That red rail turrets will kill most tanks in 3 -4 shots.
Nope not for you lot. You want to be your own little infantry protostomper, and you want to be able to put tanks down like a friggin MLT suit. You can't anymore and its wonderful.
I must say your condescending tone is remarkably unproductive. Please don't try to derail constructive discussions that other people are having. I think there is a general consensus that infantry AV weapons are currently not optimally balanced, and this thread is about people trying to come up with a solution to those problems without just shouting about everyone else being scrubs. |
Mortedeamor
1233
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Posted - 2014.01.16 22:18:00 -
[108] - Quote
The dark cloud wrote:CCP you could end this debate witth 1 single change to the game: -allow the usage of all weapons while beeing a passanger in a dropship/LAV. The current situation is mainly frustrating for AV cause tanks can just drive off with too much speed which results getting out of range or into cover. With dropships and swarm/forgegunners standing in the door to continue pressure to hostile vehicles on the move could solve the whole balance. Tankers claim that it should take teamwork to take them out. Then we should get the tools to achieve this.
Now you could hear tankers complain "but a LAV with a forgegun is like a tank!" no its not. It has much lower HP and can be taken out with 2 swarm volleys. If tankers say that AV should require teamwork then it should take teamwork to protect them against AV dropships. ^^ been saying it for a long time +1
jihhhaders = av lvl 0
swarm master = av lvl 99+
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Monkey MAC
Lost Millennium
1593
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Posted - 2014.01.16 22:40:00 -
[109] - Quote
Spkr4theDead wrote:Monkey MAC wrote:Spkr4theDead wrote: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.) You know, not everybody wants to be an infantryman, running around like a chicken without a head, looking for the next kill, not even counting on the next guy to hack the objective, because it seems like most people that complain about individual encounters with tanks only play ambush, and nothing else. We don't care about the status quo infantry has for this game, which is the hope that it will become 100% infantry. Suck it up and deal with it, or find another game to play. We can't be reasonable with you. You can't be reasonable with us? You have a vehicle which is no more expensive than my suit, (which is a good thing), has 1000s of EHP, is invunerable to all but SPECALIST infantry weapons, is highly mobile across multiple terrain types and comes with a weapon 100s of times better than that off infantry, yet we are unreasonable when we think it fair that AV should suppress/destroy a tank with a similar effort to the tanker. Please, for the love of God, why don't you play a role where you don't kill people, you will be much less upset when you can't do it. Have you done the math to put a tank together?
My Mlt tank fit 120K, my advanced infantry fit 138,000 including miltia modules.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1593
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Posted - 2014.01.16 22:44:00 -
[110] - Quote
Assault Chileanme wrote:I agree with Fox and others that the whole dynamic seems pretty balanced now in theory. The main problems that I see are the ability for tanks to fit multiple hardeners with no penalty, and the uselessness of Swarms and AV Grenades.
I think a lot of the current problems with tanks would be solved if they had more risk with engaging in close quarters combat (disregarding the issues with rail tanks). I don't know exactly what the solution is, but I know that having perma-hardened tanks is detrimental. Buffing AV grenades to be a scary weapon would also help with this I think, although perhaps with a slight range nerf to keep them from being as overpowered and versatile as they were previously. If a tank gets close enough to be withing grenade range then they should be punished for it.
Theory: Where nothing works and Everyone knows why.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Atiim
Living Like Larry Schwag
3546
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Posted - 2014.01.16 23:02:00 -
[111] - Quote
Spkr4theDead wrote: The top turrets of all variants used to cost almost a million ISK each. Made a really good tank cost 1.2mil ISK at the very least. How would you like to lose out on that much ISK each death?
Now I'm not saying that they should cost 1.2mil ISK, but there needs to be a higher cost on vehicles.
With these current prices, tanking has almost no risk; but all of the reward. Now that vehicles have greatly increased survivability, you SHOULD be penalized to loosing your shiny toy in the same sense that If I bring my shiny toys onto the field I get punished for using them.
Also, I had multiple tankers in a thread say that surviving incredibly barrages of AV is easily possible while un-hardned; so If you are having a problem with dying in a tank then you are either losing your tank to a railgun (which is working as intended, for Railguns are designed for AV purposes) or your loosing your tank to AV (which means you need to adjust your strategies a bit).
Creator of The AV Registry
The Pilot's Whipin' Boy // DJINN Lukeoplast's alleged sock
FORGE MASTER RACE
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KING CHECKMATE
Ametat Security Amarr Empire
3637
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Posted - 2014.01.16 23:05:00 -
[112] - 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.
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.
I APPROVE OF THIS MESSAGE.
GIVE ME A RESPEC CCP.
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
11
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Posted - 2014.01.16 23:25:00 -
[113] - Quote
Loki Patera wrote: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 devastates infantry at the base of the tank tree then there is no reason for other tanks to be called in to deal with it. The outcome would be no tanks on the battlefield.
But yes - AV needs a bit of a buff - especially the Plasma Cannon and Swarms. Wow really?! Ok brother let me help you understand exactly where we are coming from with this?! The blaster's rate of fire is that of a breach assault rifle with the damage of a tactical duvolle with three complex dmg mods?! The tank it's mounted to is faster than everything else on the field, and has the most armor and shields?!? Is this adding up yet? And if that's not enough just get another one.... or five! At the price of a dropsuit? Wait a minute?!? So if I go by what you say I and all my team should just get three men to as many tanks as we can fill and just clone the opposite team every match right? forget hacking or anything else for that matter?! Just get in a tank lol! Your a tankwr clearly so I don't expect a tactical answer by any means. Your idea of tactical is cracking a peanut with a sludgehammer?! On a. ood day, as the AV weapon wielding player I am, I can take out 10 militia tanks with or without help and one or two madrugar or gunnlogi. On a bad day I deter them a little at best?! I sacrifice wp's to take on these fast and op brutes because no one wants to take on these things with overly nerfed weapons and I don't blame them. I only get 150 wp's for a tank kill, and 50 for the driver if he doesn't bail. If he does bail more than likely he's a heavy of some sort with an hmg?! Now I gotta try to drop him with my M512 sub before he gets me or the other 3 tanks do?! And for what? 200 measly wp's?!? Most of the militia tank drivers don't spec into these cheap cans of metal, and are actually proto heavies?! How about we have the up and coming pilot suit universal to all vehicles and the only suit you can wear when operating tank, dropship, or future mechs. excluding lav's for obvious reasons?! Right now I spend 95% of my game time in my multiple anti vehicle fits to help my comrades. It has become my specialty since even before 1.7. I know CCP intends to dish out more wp's for tank kills, and that can't come soon enough?! But please miss me with the whole "just get in a tank" spill?! It's purely stupid smh?!
"Anybody order chaos?"
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KING CHECKMATE
Ametat Security Amarr Empire
3640
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Posted - 2014.01.16 23:28:00 -
[114] - Quote
CCP Saberwing wrote:
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction t.
Yeah but nerfing the hell out of AV wasnt.
So in the end , you are still in the same BAD position regarding AV-tank balance.
GIVE ME A RESPEC CCP.
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
11
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Posted - 2014.01.17 00:00:00 -
[115] - Quote
CCP Saberwing wrote:Really digging Hans' post further above. I refrained from commenting previously because I wanted to discuss things through with CPM members. I'll make sure the relevant Design guys see this thread.
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction but we will be looking to make some additional adjustments to bring them in line with where we think they should finally sit. I agree! They have taken a step in the right direction when one considers the upcoming aspects to be added to this game. Tanks are tough, but I can take them out! I have made it my job in game to do just that. When I started playing this game I fell in love with, of all things, the anti armor fit smh?! I only ask that ccp take that starter fit in particular into consideration when making adjustments, and consider how long it would take a new player with the same interest to be able to bring something to the the team other than 15 dead clones?! If we plan on ever retaining new players I think ccp went in the right direction with basic level rifles and dropsuits by buffing them and mlt as well. At first I didn't lile it but as a new player you wouldnt stand a chance without some kind of advantage. Militia gear in numbers should be just as effective as advanced gear by itself. If three guys in mlt gear are firing on you, there is no way you should walk away from that vitorious?! I don't care what your sp is! This game requiring tactics is the one thing that draws us to it, not god mode! So keep up the good work ccp, and for crying out loud fix the glitches first before introducing cloaks?! I can only imagine how bad that would be with glitches.
Proto AV'er here tank so you better move it before I break that wallet!
"Anybody order chaos?"
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Quil Evrything
Triple Terrors
754
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Posted - 2014.01.17 00:19:00 -
[116] - Quote
Bones McGavins wrote:Anyone who simply says "use teamwork" has clearly never encountered tankers doing the same. A squad with a couple tankers will roll the squad with none..
This is true; however, it is important to point out a related fact;
it wouldnt be such a big deal, if the non-tanker side could then bring out their own to counter.
However, once one side has a mini-squad of tanks, and the other doesnt... the tanker side can then completely deny all RDV deliveries.
THAT, is what makes the current system a game breaker.
Otherwise, anyone could just whip out some militia tanks to counter the ones on the field. |
Vance Alken
Commando Perkone Caldari State
121
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Posted - 2014.01.17 00:49:00 -
[117] - Quote
Quote:Also, while we're on the subject, I totally think that hacked enemy vehicles should be allowed to be RDV recalled and put into your own inventory stock. This just makes sense. Its New Eden after all, if someone leaves you something awesome you should be allowed to just steal it and own it.
This would be the most amazing thing ever. Can't believe it isn't already in the game. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
466
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Posted - 2014.01.17 00:54:00 -
[118] - Quote
poison Diego wrote:the tanks speed has been crippled enough. the base speed is definitely not hard to deal with and the nitrus is useless unless its complex. its not hard to take out tanks, use teamwork and tanks wont stand for long. railguns are broken and everyone knows it, nerf damage by 25% and RoF by 15% and everyone is happy Basic railguns seem okay, ADV and PRO Railguns are just... WTF material, and I am a Rail tank user myself... which says something about the ADV and PRO variants...
If you can read this, it means you are reading.
Unless you are skimming
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Obodiah Garro
Tech Guard RISE of LEGION
522
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Posted - 2014.01.17 02:45:00 -
[119] - Quote
Bones McGavins wrote:Anyone who simply says "use teamwork" has clearly never encountered tankers doing the same. A squad with a couple tankers will roll the squad with none. If you need to dedicate half your squad to AV to take out one tank, that tanker now has squadmates free to 2:1 your non AV then mop up the AV.
I kill a lot of idiots with my pistol when AV but any decent players would destroy me due to my lack of range. And even the idiots usually distract me long enough for the tanks to escape.
Also, chasing off tanks all day isn't fun. Sorry but I want kills. Even WP won't make it much better unless the WP is significant enough to earn me a solo orbita like infantry play would.
Finally I have hopped in militia tanks to see what I'm up against. I literally started laughing my ass off at how useless swarms are. With harderner on I literally outrepped and off I could just ignore them. Only other tanks have ever killed me while my blaster destroys AV. And I'm a complete skill less noob in a tank.
This pretty much sums up the HAV farce atm lol |
Scheneighnay McBob
Learning Coalition College
3589
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Posted - 2014.01.17 02:47:00 -
[120] - Quote
CCP Saberwing wrote:Really digging Hans' post further above. I refrained from commenting previously because I wanted to discuss things through with CPM members. I'll make sure the relevant Design guys see this thread.
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction but we will be looking to make some additional adjustments to bring them in line with where we think they should finally sit. Glad to see CCP is keeping the reasonable view that vehicles aren't just fancy killstreaks
We used to have a time machine
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