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![Dovallis Martan JenusKoll Dovallis Martan JenusKoll](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
474
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Posted - 2014.01.19 12:45:00 -
[31] - Quote
Zerus Ni'Kator wrote:HiddenBrother wrote:How to fix:
Remove anything that can kill infantry.
Replace weappons with styrofoam bats. Problem fixed; no more dead infantry. Yet I suggested introducing plasma Cannons with direct fire like railguns but less range and more splash damage .. and to keep small blaster turrets so Tanks require teamwork to take out infantry just as AV requires teamwork to kill Tanks I really am wasting my time aren't I ..
If you mean by being illogical, then Yes... you are.
A plasma cannon styled tank turret would excel at killing infantry like none other... it would have to have at least 800+ direct damage, and a radius of about 5-7 meters on each explosion, which would probably get around 200-300 or so damage. Plus the range would actually be extended VS a blaster, because the plasma can fire further and strike more reliably. Not to mention, then tanks could hide BEHIND objects and shoot over the top of them to hit you. Plasma weaponry arches when fired. :/
So no, it's not a solution really.
But there is a magical object on the field that people can hide behind, called "cover" that somehow reduces all the damage from tanks, and not only that, this "cover" can prevent tanks from following you, so you can fully determine when and where you encounter a tank.
If you can read this, it means you are reading.
Unless you are skimming
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![Blaze Ashra Blaze Ashra](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Blaze Ashra
DROID EXILES General Tso's Alliance
139
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.01.19 13:28:00 -
[32] - Quote
Zerus Ni'Kator wrote:HiddenBrother wrote:How to fix:
Remove anything that can kill infantry.
Replace weappons with styrofoam bats. Problem fixed; no more dead infantry. Yet I suggested introducing plasma Cannons with direct fire like railguns but less range and more splash damage .. and to keep small blaster turrets so Tanks require teamwork to take out infantry just as AV requires teamwork to kill Tanks I really am wasting my time aren't I .. Pro tip, read threads dealing with tanks for the luls.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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![Zerus Ni'Kator Zerus Ni'Kator](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Zerus Ni'Kator
Brutor Vanguard Minmatar Republic
88
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Posted - 2014.01.19 15:23:00 -
[33] - Quote
Spkr4theDead wrote:Zerus Ni'Kator wrote:Takahiro Kashuken wrote:Zerus Ni'Kator wrote:Takahiro Kashuken wrote:lolno
Remove FG because they kill tanks too much Replacing Blaster Turrets with Plasma Cannon Turrets and keeping small blaster turrets to kill infantry is what i'm proposing I already know that your an unreasonable ignoramus trying to defend a clearly OP crutch .. I'm seeking balance .. your seeking to defend your God mode So be it, You'll lose in the end and instead of coming to an agreement that suits everyone you;ll get overnerfed and the pendulum will swing back into AV > Tanks .. then you'll QQ like pre 1.7 and the cycle will continue so how about you get off that high horse of yours and come down to the table and have a discussion so we can fix this blatant problem or .. kindly .. **** off There is no problem Infantry are QQ over the fact that there bag of bones suit doesnt protect them from a tank lol Honestly .. You are seriously telling me that you see nothing wrong with the current balance between Tanks and infantry ... Are you for ******* real ? ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) Hides posts to save myself the ignominy of speaking to someone with such a low level of intelligence and awarenesss The balance is fine. If you don't want to deal with vehicles, go to Call of Duty.
Sigh
You remind me of the people who defended the old Flaylock Pistol, The old Cal Logi, The Old Tac AR, The old Laser Rifle etc etc
1. I never said I didn't want to deal with vehicles I am looking to achieve balance, where exactly did I say remove Tanks ? Nowhere
2. I can't fly my dropships on COD
3. The balance isn't fine in any way shape or form, it's a fact .. no discussion
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![Bethhy Bethhy](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Bethhy
Ancient Exiles. Renegade Alliance
865
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.01.19 15:30:00 -
[34] - Quote
Blasters are nothing,.....
Id be more worried about Minmatar Tanks and Autocannon Turrets that work like a giant HMG...
Pulse laser Amarrian tanks wont be a joke either...
Blaster's shouldn't really have a pixel pin point aim... Should have a giant HMG circle.. with an erratic spread inside it so you cant pinpoint small targets with your big crude spraying weapon. |
![Zerus Ni'Kator Zerus Ni'Kator](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Zerus Ni'Kator
Brutor Vanguard Minmatar Republic
88
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Posted - 2014.01.19 15:35:00 -
[35] - Quote
Bethhy wrote:Blasters are nothing,.....
Id be more worried about Minmatar Tanks and Autocannon Turrets that work like a giant HMG...
Pulse laser Amarrian tanks wont be a joke either...
Blaster's shouldn't really have a pixel pin point aim... Should have a giant HMG circle.. with an erratic spread inside it so you cant pinpoint small targets with your big crude spraying weapon.
Sounds like a good idea |
![Varjac Theobroma Montenegro Varjac Theobroma Montenegro](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Varjac Theobroma Montenegro
Omega Elite Mercs INC.
59
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Posted - 2014.01.19 15:51:00 -
[36] - Quote
I always thought the fix was better designed maps. Less soup bowl, more varied heights throught the course of the map. More underground tunnels, larger area in general, canyons, more varied complexes, teleports between distant buildings.
Tanks should be used to area deny certain open terrain, watch for distant prey, protect the courtyard of a complex, etc.
When I see a tank on top of a spire or speeding around in large circles on the map I fail to see the realism that so many players quote when talking game mechanics. You know what? Map turrets should be fixable. Maybe make a few key ones near an obj that can be rebuilt by players. This may not stop tankers but then players who don't tank, who don't have tankers on their team can still turn the game.
FAME
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![Bethhy Bethhy](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Bethhy
Ancient Exiles. Renegade Alliance
865
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Posted - 2014.01.19 16:03:00 -
[37] - Quote
Varjac Theobroma Montenegro wrote:I always thought the fix was better designed maps. Less soup bowl, more varied heights throught the course of the map. More underground tunnels, larger area in general, canyons, more varied complexes, teleports between distant buildings.
Tanks should be used to area deny certain open terrain, watch for distant prey, protect the courtyard of a complex, etc.
When I see a tank on top of a spire or speeding around in large circles on the map I fail to see the realism that so many players quote when talking game mechanics. You know what? Map turrets should be fixable. Maybe make a few key ones near an obj that can be rebuilt by players. This may not stop tankers but then players who don't tank, who don't have tankers on their team can still turn the game.
You mean like this? http://blackmannrobin.com/wp-content/uploads/image_2297.jpg
DUST's team built an entire game mode around what you are kinda talking about... 4 years later..... |
![Varjac Theobroma Montenegro Varjac Theobroma Montenegro](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Varjac Theobroma Montenegro
Omega Elite Mercs INC.
60
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.01.19 16:19:00 -
[38] - Quote
Bethhy wrote:Varjac Theobroma Montenegro wrote:I always thought the fix was better designed maps. Less soup bowl, more varied heights throught the course of the map. More underground tunnels, larger area in general, canyons, more varied complexes, teleports between distant buildings.
Tanks should be used to area deny certain open terrain, watch for distant prey, protect the courtyard of a complex, etc.
When I see a tank on top of a spire or speeding around in large circles on the map I fail to see the realism that so many players quote when talking game mechanics. You know what? Map turrets should be fixable. Maybe make a few key ones near an obj that can be rebuilt by players. This may not stop tankers but then players who don't tank, who don't have tankers on their team can still turn the game. You mean like this? http://blackmannrobin.com/wp-content/uploads/image_2297.jpgDUST's team built an entire game mode around what you are kinda talking about... 4 years later.....
Right?! That map is exactly what I am talking about. I think it came from the original demo of dust. I don't get why we have much smaller soup bowls now! Wtf! I don't get the transition to smaller generic maps.
Want to turn up the action Rouge? Then turn it up by developing items and equipment that allow us to stage conflicts and fights. Make better transport worthy vehicles, make teleports/escalators on maps to encourage quicker gun play, do something creative instead of shrinking maps for "more action". That only gives more seasoned players great effect. By giving new players more room to counter and or cause a seasoned team to become disorganized, you give the less skilled team a better chance of not getting redlined or proto stomped.
FAME
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![Draco Cerberus Draco Cerberus](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Draco Cerberus
BurgezzE.T.F Public Disorder.
698
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Posted - 2014.01.19 16:20:00 -
[39] - Quote
Kigurosaka Laaksonen wrote:I saw the title and thought maybe someone else in this community got it. You don't get it.
The problem with infantry/tank balance is that we're missing about half the infantry and vehicles.
Yes, and BTW to everyone else in here "Death is certain", adapt and die, adapt or die, makes no difference. HTFU. Tanks are not balanced ATM, but this would go a long way.
LogiGod earns his pips
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![Dragonmeballs Dragonmeballs](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Dragonmeballs
Better Hide R Die
8
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Posted - 2014.01.19 16:36:00 -
[40] - Quote
Varjac Theobroma Montenegro wrote:I always thought the fix was better designed maps. Less soup bowl, more varied heights throught the course of the map. More underground tunnels, larger area in general, canyons, more varied complexes, teleports between distant buildings.
Tanks should be used to area deny certain open terrain, watch for distant prey, protect the courtyard of a complex, etc.
When I see a tank on top of a spire or speeding around in large circles on the map I fail to see the realism that so many players quote when talking game mechanics. You know what? Map turrets should be fixable. Maybe make a few key ones near an obj that can be rebuilt by players. This may not stop tankers but then players who don't tank, who don't have tankers on their team can still turn the game.
I think the fixable turret is a step in the right direction.
As the game stands now tankers do a lap around the field and destroy the turrets. Forge gunners do the same thing when they spawn in. This is a cheap grab at points and destroys the potential impact these turrets might have later in the game.
Should a team find themselves pushed back from where they spawned those turrets might have been handy if it had not been for the jack-wagons that destroyed them for a couple hundred WP. (We can't blame CCP for this as this is on the players)
Turrets are really easy to destroy for cheap points so here are three ideas:
1. An un-hacked turret is not in play so it can't be destroyed.
2. Improve the health and repair rate of the turret itself. If ground turrets were more like the supply depot then turrets would be a force to be reckoned with not a trivial annoyance for tanks.
3. Introduce a repairable turret. Allow the turret to be brought back and repaired with an injection and repair tool? I'm not saying as fast or easy as a teammate but if you took a dead turret to fully restored in 90 seconds....
The point is, if AV is to remain in its current state the turret could fill that role. I assume CCP intended the turret to be an objective worth taking but right now it cant be kept and it is rarely a meaningful deterrent to tanks. |
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