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Vance Vyth
DUST University Ivy League
8
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Posted - 2014.01.21 20:18:00 -
[1] - Quote
Tank vs AV in 1.6.
Tanks were not simple, they weren't something anyone could pick up and be good at.
You had to work on your fits and player skill, Tankers had vast variety in the fits we could use.
As of now anyone can pick up a MLT tank & own the field. MLT tanks are basically on par with 15m sp + tankers.
AV in now underpowered, 2 -3 AV specialist should be able to take out a tank.
Back in 1.6. I believe AV was fine. Except for the forge gun which was an extremely effective way of dealing with Tanks.
All CCP needed to do was do some minor adjustments to the stats. & regulate the drop ships and rails guns.
I believe CCP didn't have to change Tanks so dynamically, and basically dumb dumb everything, for everyone to use.
As of now the only thing i see is TANK 514. Infantry are garbage and MLT tanks are owning everyone. It shouldn't be like that.
Tanks should be complex, expensive, and require skill to use. 2-3 AV should be able to take out a tank. 1 AVer if the Aver is really good.
We should not be seeing tanks everywhere, over simplified & extremely fast. AV is as of right now is not effective at all.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Atiim
Living Like Larry Schwag
3761
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Posted - 2014.01.21 20:21:00 -
[2] - Quote
*Grabs Popcorn*
Next On To-Do List:
Particle Cannons
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Vance Vyth
DUST University Ivy League
8
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Posted - 2014.01.21 20:37:00 -
[3] - Quote
Atiim wrote:*Grabs Popcorn*
Please Atiim? tell me that these points are not valid? they hold weight., and most of them are true. Its unbelievable what I'm seeing. This community is divided beyond belief. counter argument me I want to see your side?
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Hired Pinp
Intrepidus XI EoN.
9
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Posted - 2014.01.21 20:43:00 -
[4] - Quote
AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right. |
Vance Vyth
DUST University Ivy League
8
|
Posted - 2014.01.21 20:46:00 -
[5] - Quote
Hired Pinp wrote:AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right.
Yes I agree some of the av had to have some stats reduced, however av should still be effective. timing and hardeners played a role into this also. You could see swarms 50meets away before contact.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Hired Pinp
Intrepidus XI EoN.
9
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Posted - 2014.01.21 21:09:00 -
[6] - Quote
Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive. |
Skihids
Bullet Cluster Legacy Rising
2733
|
Posted - 2014.01.21 21:11:00 -
[7] - Quote
It wasn't all fine when HAVs could passive tank huge amounts of damage long ago or pre 1.7 when they couldn't survive a lone swarm launcher.
Passive tanking led to pretty much an either/or situation. Either they could tank enough damage to be useful in which case they could last forever, or they could be destroyed pretty quickly. There might be a middle ground in there, but the line is so thin that it's near impossible to find and easy to fall off.
So CCP decided to try something different. Forget trying to balance passive tank and switch instead to active tanking to create a "Waves of opportunity" model instead. Now vehicles could be both strong enough to be feared and also weak enough to be easily killed, just at different points in time.
Did they get it right on the first pass? Of course not. Did anyone really expect them to?
This is a complete change of direction and will require quite a bit of time and development to balance. CCP will need to release content not yet developed, like webifiers and eWar. They will need to adjust AV, probably multiple times.
The change has sent V/AV balancing back to square one. It would benefit hugely from a test server but we don't have one. That means a greatly drawn out development cycle that is difficult to deal with for a "released" game, but that's what we have.
We can't change any of that, but we can change our own expectations. You will be much less frustrated if you admit to yourself that this isn't final, it isn't nearly final, and in fact is an early beta. It's going to change and it's likely to be a year or more before we find a balance that most can agree with. |
Vance Vyth
DUST University Ivy League
8
|
Posted - 2014.01.21 21:18:00 -
[8] - Quote
Skihids wrote:It wasn't all fine when HAVs could passive tank huge amounts of damage long ago or pre 1.7 when they couldn't survive a lone swarm launcher.
Passive tanking led to pretty much an either/or situation. Either they could tank enough damage to be useful in which case they could last forever, or they could be destroyed pretty quickly. There might be a middle ground in there, but the line is so thin that it's near impossible to find and easy to fall off.
So CCP decided to try something different. Forget trying to balance passive tank and switch instead to active tanking to create a "Waves of opportunity" model instead. Now vehicles could be both strong enough to be feared and also weak enough to be easily killed, just at different points in time.
Did they get it right on the first pass? Of course not. Did anyone really expect them to?
This is a complete change of direction and will require quite a bit of time and development to balance. CCP will need to release content not yet developed, like webifiers and eWar. They will need to adjust AV, probably multiple times.
The change has sent V/AV balancing back to square one. It would benefit hugely from a test server but we don't have one. That means a greatly drawn out development cycle that is difficult to deal with for a "released" game, but that's what we have.
We can't change any of that, but we can change our own expectations. You will be much less frustrated if you admit to yourself that this isn't final, it isn't nearly final, and in fact is an early beta. It's going to change and it's likely to be a year or more before we find a balance that most can agree with.
You're 100% right, I just want to hope for the best, honestly. I'm not trying to argue with anybody I'm just bringing up points. I should be more optimistic. This is a new direction and we are back at square one, I can accept that.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Vance Vyth
DUST University Ivy League
8
|
Posted - 2014.01.21 21:20:00 -
[9] - Quote
Hired Pinp wrote:Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive.
Yes the swarms would glitch out occasionally but that was a connection/server issue, and I guess that played a part. Yes! & I'm glad you agree with me.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Yoma Carrim
Situation Normal all fraked up
290
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Posted - 2014.01.21 21:21:00 -
[10] - Quote
Atiim wrote:*Grabs Popcorn* *Remembers trying to rail gunnlogi against Madruga with Blasters*
*Pulls up a seat as well*
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Atiim
Living Like Larry Schwag
3762
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Posted - 2014.01.21 21:36:00 -
[11] - Quote
Vance Vyth wrote:Please Atiim? tell me that these points are not valid? they hold weight., and most of them are true. Its unbelievable what I'm seeing. This community is divided beyond belief. counter argument me I want to see your side? I'm not saying these details aren't valid. In fact, I agree with you.
I put that there because I expect this thread to become another "ragefest" of sorts.
Next On To-Do List:
Particle Cannons
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Atiim
Living Like Larry Schwag
3762
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Posted - 2014.01.21 21:46:00 -
[12] - Quote
Hired Pinp wrote:Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive. Simply nerfing MLT modules will do almost nothing but remove the only consistent counter to experienced vehicle pilots.
As for that last statement, what was the problem with this? Only the well fitted and intelligent tankers should survive. If you are inexperienced and have a poorly fit vehicle, experienced AV should put down like a mad dog when you are piloting.
"The best rivals the best, and only the best."
Next On To-Do List:
Particle Cannons
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Thumb Green
Titans of Phoenix Legacy Rising
698
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Posted - 2014.01.21 21:51:00 -
[13] - Quote
Hired Pinp wrote:AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right. Yeah, proto + 3-5 complex damage mods vs standard isn't right.
CCP: Is it the most asinine way possible to do this? Yes. Then that's how we're doing it.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
3440
|
Posted - 2014.01.21 21:52:00 -
[14] - Quote
Atiim wrote:Hired Pinp wrote:Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive. Simply nerfing MLT modules will do almost nothing but remove the only consistent counter to experienced vehicle pilots. As for that last statement, what was the problem with this? Only the well fitted and intelligent tankers should survive. If you are inexperienced and have a poorly fit vehicle, experienced AV should put down like a mad dog when you are piloting. "The best rivals the best, and only the best." Yeah, I'am completely against only nerfing militia tanks as they are the only viable counter.
Either buff my swarms or refund my SP.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
43
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Posted - 2014.01.21 21:56:00 -
[15] - Quote
The problem isn't the tanks or AV. The problem is the players themselves?! The players have not decided to linit themselves. They dob't say "hey bro you tank this match. I'm running ground." What we have are players who only want to look good instead of being good. kdr syndrome! "If my kd is high good corps will want me." Not when they find out your that mlt tanker that's been camping every uplink you can find lol! Your that douchebag they blew up one time who then ran into the redline to "snipe" lol! When they find out you have no ground game, and in one on one tanking you get crushed, they're gonna question your salt son. I would! When I need tank support at bravo, and your kdr says beast, but you won't risk that shiny toy for your team?! Yeah your **** in my opinion, not only as tanker, but as a person in general?! If we've taken C after a hard fight, anda tank shows up and starts smashong us. If I can't count on this militia tank that you've bragged about in the chat then again.... your ****! Our problem is too many of these type of spineless oppurtunistic cowards running from nuance to nuance trying to "look good" via kdr. Not enough guys earning their respect in the trenches! So that is why I say ccp should add certain limits.To weed out the cowards who just want easy kills that they couldn't get when they ran into me on the ground from the real tankers who spent their time, isk, and effort being tankers even before 1.7! The same goes for the oppurtunist of each class. Yes you my fellow swarmers!What? We get a nerf and now your a tanker huh lol! When you were swarming mlt tanks 5 times a match you were the tank destroyer lol! Now you bandwagoning on over to easy land?! See. Complain. Learn. React. Screw my kd! If my comrades are getting me in squad as soon as I log on that speaks for itself. I'd rather loose with men/women who gone fight and loose suits with me than win with a bunch of mouth pieces yapping bout they kd.
"Anybody order chaos?"
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Vance Vyth
DUST University Ivy League
9
|
Posted - 2014.01.21 21:57:00 -
[16] - Quote
Atiim wrote:Hired Pinp wrote:Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive. Simply nerfing MLT modules will do almost nothing but remove the only consistent counter to experienced vehicle pilots. As for that last statement, what was the problem with this? Only the well fitted and intelligent tankers should survive. If you are inexperienced and have a poorly fit vehicle, experienced AV should put down like a mad dog when you are piloting. "The best rivals the best, and only the best."
I agree with this statement by Atiim. The last statement of Hired Pinp I must have misread. Thinking that he was agreeing with me, I guess not? I believe they should just have released the PRO variants of vehicles. & took another look at honest look at AV. Not change things so dramatically and over simplified everything.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Aizen Intiki
OSG Planetary Operations Covert Intervention
725
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Posted - 2014.01.21 22:01:00 -
[17] - Quote
DeadlyAztec11 wrote:Atiim wrote:Hired Pinp wrote:Lol no that's why they lowered the swarm launcher's max range, after a certain distance they would turn invisible, not to mention the occasional unnatural corner turn. The whole militia tanks and their modules need to be reworked, as you previously said they take no sp as opposed to 1.6 where only the well fitted and intelligent tankers managed to survive. Simply nerfing MLT modules will do almost nothing but remove the only consistent counter to experienced vehicle pilots. As for that last statement, what was the problem with this? Only the well fitted and intelligent tankers should survive. If you are inexperienced and have a poorly fit vehicle, experienced AV should put down like a mad dog when you are piloting. "The best rivals the best, and only the best." Yeah, I'am completely against only nerfing militia tanks as they are the only viable counter. Either buff my swarms or refund my SP.
simple minded bads like you always think shallow.......
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Vance Vyth
DUST University Ivy League
9
|
Posted - 2014.01.21 22:07:00 -
[18] - Quote
This is another direction and another look, i guess this is the way its meant to be? but shore as hell not the way I pictured it... Only time will tell. I don't know how much more this development team can take honestly lmfao.
(a¦ê+ä-£a¦ê) n++Gö¦pâçGòÉGÇö _ - (a¦Ñ_a¦Ñ) "60+"
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1717
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Posted - 2014.01.21 22:16:00 -
[19] - Quote
Well, Chrome balance was decent. 3 proto AV could kill the best tanks.
1-1.6 was bad. 1 proto av could solo the best tanks
1.7 as just as bad with 6 proto AV not being able to kill the best tanks.
Hardeners need fitting requirements increased so only a proto tank can stack 3.
AV needs a moderate boost. Swarms need their range lock to 300m and forges need the previous charge times returned. Both could stand a 12% damage buff.
Waves of opportunity work only if tanks can be 1-2hkd when hardeners are off which is not the case.
True tankers still **** militia tank scrubs all day but more to do with tactics than gear. A mlt tank should not be able to fit more than 1 hardener. A std should have to sacrifice a good turret to fit two. ADV tanks should be able to fit 2 and a good turret, and proto should be able to fit basically anything they want, but cost 3 million isk (2x120 plates, light rep, 3 hardeners, nitrous, damage mod. Lol)
Charlotte O'Dell is the highest level unicorn!
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Atiim
Living Like Larry Schwag
3767
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Posted - 2014.01.21 22:19:00 -
[20] - Quote
Vance Vyth wrote:I agree with this statement by Atiim. The last statement of Hired Pinp I must have misread. Thinking that he was agreeing with me, I guess not? I believe they should just have released the PRO variants of vehicles. & took another look at AV. Not change things so dramatically and over simplified everything. Don't worry about it. I remember I used to misinterpret things all the time when I first arrived on the forums. You'll get used to it.
At the very least, they could have simply increase the base stats of vehicles, which would have killed two birds with one stone.
Pilots would have been able to survive longer, and HAV vs. HAV fights would have been slightly more drawn out and exciting.
Next On To-Do List:
Particle Cannons
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Xender17
Ahrendee Mercenaries EoN.
996
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Posted - 2014.01.21 22:19:00 -
[21] - Quote
My sig
CCP Saberwing "Vehicles have taken a step in the right direction"
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Atiim
Living Like Larry Schwag
3767
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Posted - 2014.01.21 22:21:00 -
[22] - Quote
Aizen Intiki wrote:simple minded bads like you always think shallow....... Says the pilot.
Next On To-Do List:
Particle Cannons
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Jake Diesel
BIG BAD W0LVES
64
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Posted - 2014.01.21 22:22:00 -
[23] - Quote
Hired Pinp wrote:AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right.
This ^
In 1.6, I could hit a fully specced armor tank 7 times with my Ishukone with 1 damage mod and it'll drop its armor down to about 30%. Then reps kick in and all that effort for nothing. That tank I speak of was no more than 200 feet from me. It even took a volley from a swarmer. Maybe militia. This kind of tank is what the best tank should be like. Unstoppable by one forge gunner.
For a tank like this, it should take 2 proto forge guns. The only problem was that these tanks were insanely expensive. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
3441
|
Posted - 2014.01.21 22:31:00 -
[24] - Quote
[quote=Aizen Intiki simple minded bads like you always think shallow.......[/quote] You always have to result to petty insults when you cannot dispell the obvious, don't you?
A pity.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Aizen Intiki
OSG Planetary Operations Covert Intervention
725
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Posted - 2014.01.21 22:32:00 -
[25] - Quote
Atiim wrote:Aizen Intiki wrote:simple minded bads like you always think shallow....... Says the pilot.
Stand by..........
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Aizen Intiki
OSG Planetary Operations Covert Intervention
725
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Posted - 2014.01.21 22:34:00 -
[26] - Quote
DeadlyAztec11 wrote:[quote=Aizen Intiki simple minded bads like you always think shallow....... You always have to result to petty insults when you cannot dispell the obvious, don't you?
A pity.[/quote]
You stand by as well
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Atiim
Living Like Larry Schwag
3768
|
Posted - 2014.01.21 22:43:00 -
[27] - Quote
Charlotte O'Dell wrote:Well, Chrome balance was decent. 3 proto AV could kill the best tanks.
Requiring 3 people to destroy 1 person is imbalanced.
Have you ever played a game of Rock, Paper Scissors where your opponent draws rock and you draw paper; just to lose simply because there wasn't enough 'papers' to counter said 'rock'?
1-1.6 was bad. 1 proto av could solo the best tanks
1.6 was bad, but not because of this reason. Why shouldn't the best of AV solo the best of tanks? They are both 1 individual unit.
1.7 as just as bad with 6 proto AV not being able to kill the best tanks.
Binding an entire squad to destroy 1 tanker is both overkill and imbalanced. Agreed
Hardeners need fitting requirements increased so only a proto tank can stack 3.
I believe that we should have different hardeners for different vehicle times (Similar to Vehicle Repair Modules). Then we can adjust fitting requirements accordingly.
However, no vehicle should be able to stack hardeners. It breaks the "waves of opportunity" philosophy that CCP have instilled into vehicles.
In layman's terms: "AV has to wait their turn. Why shouldn't you?"
AV needs a moderate boost. Swarms need their range lock to 300m and forges need the previous charge times returned. Both could stand a 12% damage buff.
Waves of opportunity work only if tanks can be 1-2hkd when hardeners are off which is not the case.
300m seems a little game breaking. Agreed on the other parts.
And while we are at it, can someone please buff Plasma Cannons?
True tankers still **** militia tank scrubs all day but more to do with tactics than gear. A mlt tank should not be able to fit more than 1 hardener. A std should have to sacrifice a good turret to fit two. ADV tanks should be able to fit 2 and a good turret, and proto should be able to fit basically anything they want, but cost 3 million isk (2x120 plates, light rep, 3 hardeners, nitrous, damage mod. Lol)
Nothing should be able to fit more than one hardener. Though as opposed to a CPU/PG nerf to MLT vehicles, why not require turrets to be filled?
That PRO HAV fit is/would be overpowered. No amount of ISK/SP could justify it.
However, we desperately need gunships that can fit large turrets. That in itself would be the ultimate counter to rail snipers.
It would have to take serious cuts to speed and mobility. Otherwise you would just create a flying tank.
Next On To-Do List:
Particle Cannons
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
438
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Posted - 2014.01.21 22:44:00 -
[28] - Quote
Yeah man, I agree with a lot of those points.
Tanking used to be something you had to work at to be good with. I always had a large variety of fits to choose from, depending on the situation. I spent a lot of time going through fits, finding small way to tweak them and make them stronger. Yeah tanks were in a bad spot (not as bad as some people put it) against AV, my Gunnlogi more than the Maddie.
I stuck it out though, and in 90% of my matches, I ran tanks. Tanks were EXPENSIVE pre 1.7. Never had I gone above a mil. A lot of my turrets were proto AUR turrets to help offset the high costs. But I ran tanks nearly every single match. I got to a point where my tanks would last 5 to 6 matches, at least enough that I could stay isk positive.
Tanking WAS a skilled trade.The only tankers back then were GOOD tankers. It took a lot of planning and quick thinking to survive back then. Losing a tank meant being tankless, for some, a few matches. Man did I hate getting dropped in just a few seconds by the AFG, or the ultra long range swarms that never rendered, and somehow managed to dropped you in just 2 to 3 volleys.
TTK was a huge issue with tankers, as a single AV could decimate a tank, with no skill required whatsoever. Just point and click, and ultra tracking swarms do the work for you! And these are issues that I didn't feel required a full rework. I still wonder the **** they were thinking.
Now though, tanking really requires no skill, fits are very straight forward and easy (Hardeners DUH), and they are cheap. And the icing on the cake ULTRA MEGA BADASS POWERFUL. So now any scrub, can jump in a tank and own? You should have to work for that power just like anybody else!
Tanks should be powerful, but they should also be hard to use and costly. Not cheap and easy. It puts my SP to shame. He here's a hint for any would be tankers, FORGET ALL OTHER MODS. You only need to ever use 3;
Hardeners
Damage mod
Reps (boosters or Armor repairs)
And boom, yr done. Double hardeners, consider a damage mod (armor tanks a rep as well). That IS the best fit, and should be the only one tankers ever use. Aside from stacking damage mods that is. It's so easy!
Nuff Said
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Atiim
Living Like Larry Schwag
3768
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Posted - 2014.01.21 22:46:00 -
[29] - Quote
Hired Pinp wrote:AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right. This is a joke right?
Swarm Launchers are meant to completely annihilate armored vehicles.
That's like a person in a Gallente suit complaining about Mass Drivers, or a Minmatar suit user complaining about Scrambler Rifles.
Next On To-Do List:
Particle Cannons
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Hired Pinp
Intrepidus XI EoN.
11
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Posted - 2014.01.21 22:52:00 -
[30] - Quote
Atiim wrote:Hired Pinp wrote:AV was far from "fine" when proto swarms wipe out your 6,000 armor tank in two volleys, something sure as hell isn't right. This is a joke right? Swarm Launchers are meant to completely annihilate armored vehicles. That's like a person in a Gallente suit complaining about Mass Drivers, or a Minmatar suit user complaining about Scrambler Rifles.
Sure but not by a single player, even the proto vehicles were useless in terms of defensive capabilities. Why should my old 2.1mil Vayu be destroyed by a 100,000 isk AV, sitting on top of a tower in two volleys? Dying that easily i would think i was driving around in an unfitted soma. |
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