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Harpyja
Molon Labe. Public Disorder.
1128
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Posted - 2014.01.23 03:57:00 -
[31] - Quote
Clone D wrote:We need to vote this up.
Tankers face zero risk when killing infantry.
They don't deserve +50 for killing mercs. Sure. Only if medium suits: +35; heavy suits: +20; and sniper rifles: +15 for killing mercs. I mean, if we're basing off of risk, light suits should get the current +50 and everything else gets reduced WP because they aren't as easy to kill, or put the user out of harm's way (sniper rifles).
But seriously, this is just one of the worst ideas I've seen to pop up on these forums.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Sick Metagamer
Circle of Huskarl Minmatar Republic
12
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Posted - 2014.01.23 04:07:00 -
[32] - Quote
Mordecai Sanguine wrote:Clone D wrote:Mordecai Sanguine wrote:A kill is a Kill. Outmatched firepower, and outmatched defensive value. There is no balance in a tank vs merc kill. That's like saying, pay me $50 to swat this fly vs pay me $50 to box this guy. There is a different level of intensity involved. I don't understand why you said this: Mordecai Sanguine wrote:You account should be buried nothing else. And a Tank cost millions of ISK and millions of SP to be effective.But right now the militia tank cost too less. And even std cost too less that's what is said to higher their price.
Not to kill infantry.... A militia tank with no SP towards tanking can destroy a team of militia with no tank. |
deepfried salad gilliam
Sanguine Knights
389
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Posted - 2014.01.23 04:38:00 -
[33] - Quote
no.
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Goric Rumis
Dead Six Initiative Lokun Listamenn
343
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Posted - 2014.01.23 04:44:00 -
[34] - Quote
This is the wrong way to balance tanks. A kill should be worth a kill, regardless. If it's too easy for tanks to get the kill, then that's the problem--not that tanks are getting too much reward for it.
The Tank Balancing Factor No One Is Discussing
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Cooper Eudaemon
DUST University Ivy League
131
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Posted - 2014.01.23 08:41:00 -
[35] - Quote
I think some variation in WP for kills in general is a good idea. Currently, TTK is so low that it is actually very easy to rack up kills as infantry, even against proto suits. Also, I have to say that personally, I find it very easy to avoid tanks (though they should show up on radar WAY more easily). Tankers that are racking up 20-40 kills are tankers going against blueberries that are too stupid to run away and hide, and hit a different target.
So, AFTER the game gets rebalanced, so that tanks are less OP, and TTK is long enough that you can actually react to being shot at, I will wholeheartedly support a more varied kill WP payout.
Say:
Proto dropsuit 70 WP Adv 60 WP Basic 50 WP Militia 40 WP
Basic HAV 120 WP Militia HAV 90 WP
Basic LAV 60 WP Milita LAV 40 WP
Assault DS 120 WP Basic DS 100 WP Milita DS 80 WP
I think this accounts well enough for the teamwork required to bring down vehicles, as well as the fact that the small hitbox, high maneuverability, and ability to hide behind cover makes competent infantry hard for vehicles to find and kill.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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poison Diego
NECROM0NGERS The CORVOS
298
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Posted - 2014.01.23 08:54:00 -
[36] - Quote
Stop this nonsense! increase the price, nerf railguns. and spec inti assault forguns. 2xAssault forguns=dead tank
SUCK ON MY BIG BLACK BASIC BLASTER
WELCOME TO WORLDofTANKz514
put your seatbelts on, ITs GONNA BE A BUMPY RIDE!!
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True Adamance
Kameira Lodge Amarr Empire
6095
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Posted - 2014.01.23 09:02:00 -
[37] - Quote
Clone D wrote:Lock-on delay gives the tank enough time to pick off anti-armor, no problem.
I recommend giving tanks +5 for killing mercs due to the low risk of getting the kill, not +50.
Also, if I dive bomb a tank with a dropship, then it should destroy the tank.
Case: Today I watched my team, with swarm launchers, try to take down a tank while the tanker laughed in our faces and picked off our anti-armor one by one. We respawned time and again only to let off a single complement of rockets before being blown away again by the same tank.
LIES! This information is false.
He was on the other team! He could not hear that tanker laughing at him!
"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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RKKR
The Southern Legion The Umbra Combine
668
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Posted - 2014.01.23 09:09:00 -
[38] - Quote
Did you guys know you get less guardian points for repping a HAV? |
Clone D
Grundstein Automation
63
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Posted - 2014.01.23 10:20:00 -
[39] - Quote
Cooper Eudaemon wrote:I think some variation in WP for kills in general is a good idea.
Yes, another variation would be:
WP = 10 * [ ( Opponent's Defensive Value / Your Defensive Value ) + ( Opponent's Offensive Value / Your Offensive Value ) ]
Example:
Opponent armor + shield = 1500 HP My armor + shield = 184 HP
Opponent primary weapon = 425 HP per second My primary weapon = 400 HP per second
If I get the kill, then WP = 10 * [ ( 1500 / 184 ) + ( 425 / 400 ) ] = 92
If opponent gets the kill, then WP = 10 * [ (184 / 1500 ) + ( 400 / 425 ) ] = 10
In other words, if it is hard to get a kill, then you get more WP, or if it is easy to get a kill, then you get less WP.
CHANGE KILL ASSIST. All players should get WP in a ratio equivalent to the amount of damage done to the target.
That would change the formula to:
WP = Contribution * 10 * [ ( Opponent's Defensive Value / Your Defensive Value ) + ( Opponent's Offensive Value / Your Offensive Value ) ]
Where Contribution = Amount of Damage You Inflicted / Total HP of Enenmy
Translation: if I did 50% of the damage to kill an opponent, then I get 50% the WP that I would get if I were to do 100% of the damage.
Grundstein Automation
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