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Rannici
Ancient Exiles. Renegade Alliance
147
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Posted - 2014.01.24 14:31:00 -
[1] - Quote
maybe because i've been playing only faction warfare till this week. (i lost my trackball, and thought i should step down the competition a notch)
i stepped into normal skirmish, running cheap suits... and this, tank is dominating.
madrugar, outfitted with a militia rail gun 80j. are you serious CCP? is this what you wanted when nerfing all AV? an unkillable tank, using a ****** railgun to pin down the enemy in their spawn point. wonderful?
......
i say this, because i don't think you have any comprehension of the beast you've created, or its inherent problems.
i don't know what to do or say, except please for the love of god stop doing these 5x sp events. i want to kill myself as it is with the game in its current state.
this... is a catastrophe. unfortunately no one really cares, because everyone of importance left dust long ago. |
m twiggz
Pradox One Proficiency V.
273
|
Posted - 2014.01.24 14:36:00 -
[2] - Quote
Rannici wrote:maybe because i've been playing only faction warfare till this week. (i lost my trackball, and thought i should step down the competition a notch)
i stepped into normal skirmish, running cheap suits... and this, tank is dominating.
madrugar, outfitted with a militia rail gun 80j. are you serious CCP? is this what you wanted when nerfing all AV? an unkillable tank, using a ****** railgun to pin down the enemy in their spawn point. wonderful?
......
i say this, because i don't think you have any comprehension of the beast you've created, or its inherent problems.
i don't know what to do or say, except please for the love of god stop doing these 5x sp events. i want to kill myself as it is with the game in its current state.
this... is a catastrophe. unfortunately no one really cares, because everyone of importance left dust long ago. Lulz. |
SGT NOVA STAR
Ahrendee Mercenaries
203
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Posted - 2014.01.24 14:37:00 -
[3] - Quote
tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom.
VAYU! I CHOOSE YOU!
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m twiggz
Pradox One Proficiency V.
274
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Posted - 2014.01.24 14:39:00 -
[4] - Quote
SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. |
stlcarlos989
SVER True Blood Public Disorder.
1033
|
Posted - 2014.01.24 14:45:00 -
[5] - Quote
1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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Powerh8er
DIOS EX. General Tso's Alliance
381
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Posted - 2014.01.24 14:45:00 -
[6] - Quote
The Caldari sentinel can't come soon enough. Im gonna stack damagemods on it and use the wyrkomi breach forge gun. Soon... Muhahaha.
Livin' large!
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R F Gyro
Clones 4u
1085
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Posted - 2014.01.24 14:47:00 -
[7] - Quote
m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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m twiggz
Pradox One Proficiency V.
274
|
Posted - 2014.01.24 15:00:00 -
[8] - Quote
stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV I see where you're coming from here but in my opinion that will not fix the current state of Tank514.
1.) If a tank is allowed only one hardner they still have the speed to get away from anything that's not a rooftop Forge Gun. 2.) I thoroughly like this idea. I see no downside to it. One could argue needing to resupply but then that would force your infantry and tanks to work together to take a supply depot. If all supply depots other than the redline one is destroyed then you're just SOL. 3.) Good idea as well. Increasing the time to recall a vehicle would be good also
I believe along with these ideas light AV needs a bit of a boost still. If you don't have proto AV and at least 2-3 AV players at the tank all at the same time it's nearly impossible to take out a tank, unless it's a noob tanker. I have zero SP specced into taking and have no problems with AV at all. My militia tank with no SP invested should not be able to drive through 3, 4 even 5 enemies with basic/advanced AV and make it out alive. I've said it many times before, as have others, but AV should be on par with its vehicle meta level equivalent. 2-3 basic AV should be capable of taking out basic/milita tanks and 2-3 advanced AV should be capable of taking out advanced tanks. |
SGT NOVA STAR
Ahrendee Mercenaries
203
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Posted - 2014.01.24 15:01:00 -
[9] - Quote
R F Gyro wrote:m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that. cost is irrelevant right now? lmao wow son. thats why we see all this cheap MLT tank spam all day right? riiiiiiight
VAYU! I CHOOSE YOU!
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SGT NOVA STAR
Ahrendee Mercenaries
203
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Posted - 2014.01.24 15:07:00 -
[10] - Quote
m twiggz wrote:stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV I see where you're coming from here but in my opinion that will not fix the current state of Tank514. 1.) If a tank is allowed only one hardner they still have the speed to get away from anything that's not a rooftop Forge Gun. 2.) I thoroughly like this idea. I see no downside to it. One could argue needing to resupply but then that would force your infantry and tanks to work together to take a supply depot. If all supply depots other than the redline one is destroyed then you're just SOL. 3.) Good idea as well. Increasing the time to recall a vehicle would be good also I believe along with these ideas light AV needs a bit of a boost still. If you don't have proto AV and at least 2-3 AV players at the tank all at the same time it's nearly impossible to take out a tank, unless it's a noob tanker. I have zero SP specced into taking and have no problems with AV at all. My militia tank with no SP invested should not be able to drive through 3, 4 even 5 enemies with basic/advanced AV and make it out alive. I've said it many times before, as have others, but AV should be on par with its vehicle meta level equivalent. 2-3 basic AV should be capable of taking out basic/milita tanks and 2-3 advanced AV should be capable of taking out advanced tanks. and thats just it, NONE of you are tankers, yet your giving ideas about something you know nothing about. hey! i used a MLT AR, but im pretty sure it fires too fast, so i suggest we only allow 30 rounds in the clip, cut the rpm in half, and dont allow it to melee. this would help my kdr wonders ccp thanks
VAYU! I CHOOSE YOU!
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R F Gyro
Clones 4u
1086
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Posted - 2014.01.24 15:07:00 -
[11] - Quote
SGT NOVA STAR wrote:R F Gyro wrote:m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that. cost is irrelevant right now? lmao wow son. thats why we see all this cheap MLT tank spam all day right? riiiiiiight I don't think you understood my point there, "son".
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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devonus durga
P.L.A.N. B
222
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Posted - 2014.01.24 15:10:00 -
[12] - Quote
SGT NOVA STAR wrote:R F Gyro wrote:m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that. cost is irrelevant right now? lmao wow son. thats why we see all this cheap MLT tank spam all day right? riiiiiiight
Well t doesn't help, their also a tad to strong, but a basic viable militia fitted tank goes around 70-80k, a tad expensive, but considering you can easily make 200k dependent on the enemy AV and tank prescience, you can spam 2 or 3 of these and still make profit.
Proto Stompers Information
Tap (x°x) tap
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stlcarlos989
SVER True Blood Public Disorder.
1034
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Posted - 2014.01.24 15:13:00 -
[13] - Quote
SGT NOVA STAR wrote:m twiggz wrote:stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV I see where you're coming from here but in my opinion that will not fix the current state of Tank514. 1.) If a tank is allowed only one hardner they still have the speed to get away from anything that's not a rooftop Forge Gun. 2.) I thoroughly like this idea. I see no downside to it. One could argue needing to resupply but then that would force your infantry and tanks to work together to take a supply depot. If all supply depots other than the redline one is destroyed then you're just SOL. 3.) Good idea as well. Increasing the time to recall a vehicle would be good also I believe along with these ideas light AV needs a bit of a boost still. If you don't have proto AV and at least 2-3 AV players at the tank all at the same time it's nearly impossible to take out a tank, unless it's a noob tanker. I have zero SP specced into taking and have no problems with AV at all. My militia tank with no SP invested should not be able to drive through 3, 4 even 5 enemies with basic/advanced AV and make it out alive. I've said it many times before, as have others, but AV should be on par with its vehicle meta level equivalent. 2-3 basic AV should be capable of taking out basic/milita tanks and 2-3 advanced AV should be capable of taking out advanced tanks. and thats just it, NONE of you are tankers, yet your giving ideas about something you know nothing about. hey! i used a MLT AR, but im pretty sure it fires too fast, so i suggest we only allow 30 rounds in the clip, cut the rpm in half, and dont allow it to melee. this would help my kdr wonders ccp thanks I have no SP into tanks but I asked a tanker in my corp for a pure militia tank fit, it is a blaster soma, with a damage mod, fuel injector, and 2 militia heavy reps. It has no Hardeners and the only AV that can take me out is proto forge guns and even then after the first FG shot I hit the fuel injector and haul ass out of the area. I once put 7 REs one an LAV crashed it into a gunnlogi a couple of seconds before I hit him he hit his hardeners and my suicide jeep with 7 REs didn't even make his shields budge, 7 REs equates to 10500 damage yes its less to shields but at least 1/4 of shields should have been lost not nothing.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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Teilka Darkmist
62
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Posted - 2014.01.24 15:14:00 -
[14] - Quote
stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV
1) Dual repping is a common fitting in EVE so I doubt they'll take it out of Dust. Maybe if there was a stacking penalty and/or the pg and cpu maeant if you dual rep you have to drop something else. Omnitank should be discourage as well on vehicles and dropsuits, it should be made so you have to chose shields or armour. Number of slots and pg/cpu are the answer there.
2) I read a post from a Dev saying that a solution to redling sniping and tanking isbeing worked on. No details on exactly what or when. I'll see if I can find the thread when I get home from work to link it.
3) A better solution might be a timer that means you have to wait a certain time between recalling and getting a new one dropped. That doesn't occur if the vehicle is destroyed and/or you die.
These are just the ideas of a woman who's never actually used a vehicle in Dust even as a passenger so please don't think I'm saying "I know all about vehicles and this is what should be done."
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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NAV HIV
The Generals General Tso's Alliance
880
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Posted - 2014.01.24 15:17:00 -
[15] - Quote
stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV
Agreed with Point # 2....
As for point # 1: I have only 1 hardener on my Madrugar but I have the Skills for Core upgrades. If they don't buff AV, all tankers will keep laughin at them the way i do...
As for point # 3: Stop that Recall business or allow infantry to Recall/Change suits on the go... So that if i'm running Assault class and i see a tank, i can immidiately Recall my Assault suit and change into my AV build. If they are allowed to change tanks and turret types on the go, infantry should be able to do the same right?! The entire idea is stupid... If it's on the field, learn to live with it or get it blown up... |
Teilka Darkmist
62
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Posted - 2014.01.24 15:19:00 -
[16] - Quote
R F Gyro wrote:m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that.
Cost isn't irrelevant for game balance, if you increase the cost to where it costs more to lose a certain item or fitting than you can gain from using it, that item or fitting will lose popularity. It's the reason I feel a player driven market will go a long way to reducing protostomping and tankspam.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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SGT NOVA STAR
Ahrendee Mercenaries
205
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Posted - 2014.01.24 15:22:00 -
[17] - Quote
devonus durga wrote:SGT NOVA STAR wrote:R F Gyro wrote:m twiggz wrote:SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Tanks were 3x more costly and everyone QQ'd about it. Granted AV was viable then. AV needs a bit of a buff and tanks need a bit of a price increase. Granted the way CCP usually does it is; buff AV ridiculously high again while making tanks 3x more expensive. Instead of some kind of even balance. Cost is irrelevant for game balance. The hard limit is 16 players per side - balance around that. cost is irrelevant right now? lmao wow son. thats why we see all this cheap MLT tank spam all day right? riiiiiiight Well t doesn't help, their also a tad to strong, but a basic viable militia fitted tank goes around 70-80k, a tad expensive, but considering you can easily make 200k dependent on the enemy AV and tank prescience, you can spam 2 or 3 of these and still make profit. you think 70-80k is expensive for a tank? OMG im done with the forums for this morning lmao. drugs....drugs....drugs
VAYU! I CHOOSE YOU!
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Harpyja
Molon Labe. Public Disorder.
1135
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Posted - 2014.01.24 15:37:00 -
[18] - Quote
SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. No. Railguns would still be broken. I'd rage so hard if I lost 1.6 mil to three railgun shots once every several matches.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Rannici
Ancient Exiles. Renegade Alliance
148
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Posted - 2014.01.24 16:14:00 -
[19] - Quote
holy ****.
Quote:you think 70-80k is expensive for a tank? OMG im done with the forums for this morning lmao. drugs....drugs....drugs
i loved the comment. then i saw your name.
i love you man. keep up the work. if you quit, i quit. just saying. this game is going downhill, and we're on the titanic together.
drugs. drugs. drugs. |
R F Gyro
Clones 4u
1088
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Posted - 2014.01.24 16:14:00 -
[20] - Quote
Teilka Darkmist wrote:Cost isn't irrelevant for game balance, if you increase the cost to where it costs more to lose a certain item or fitting than you can gain from using it, that item or fitting will lose popularity. It's the reason I feel a player driven market will go a long way to reducing protostomping and tankspam. True, I went too far with that statement.
What I meant to say was that balancing on ISK when you haven't first balanced on number of players isn't going to work.
If you make the items so expensive that tankers can't afford to run them all the time, what are those tankers going to do the rest of the time? Tanking is a profession (and I support that) so telling them to run an infantry suit instead isn't really an option.
If they are cheap enough that you can run them continually, but each requires several AV players to counter, then the side with the most tanks wins.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Asirius Medaius
812
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Posted - 2014.01.24 18:33:00 -
[21] - Quote
stlcarlos989 wrote: 3) Remove the ability to recall when a module is on cool down
I love it; this seems like a step towards a better balance, even if CCP remains to keep everything else as "they intended".
Signature coming soonGäó.
[Level 9 Forum Warrior]
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m twiggz
Pradox One Proficiency V.
279
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Posted - 2014.01.24 23:14:00 -
[22] - Quote
SGT NOVA STAR wrote:m twiggz wrote:stlcarlos989 wrote:1) Remove Hardener cycling allow using one shield hardener and one armor hardener but not multiple of the same type 2) Remove the ability to enter the field of battle and then retreat into the redline 3) Remove the ability to recall when a module is on cool down
That will balance Vehicle vs AV I see where you're coming from here but in my opinion that will not fix the current state of Tank514. 1.) If a tank is allowed only one hardner they still have the speed to get away from anything that's not a rooftop Forge Gun. 2.) I thoroughly like this idea. I see no downside to it. One could argue needing to resupply but then that would force your infantry and tanks to work together to take a supply depot. If all supply depots other than the redline one is destroyed then you're just SOL. 3.) Good idea as well. Increasing the time to recall a vehicle would be good also I believe along with these ideas light AV needs a bit of a boost still. If you don't have proto AV and at least 2-3 AV players at the tank all at the same time it's nearly impossible to take out a tank, unless it's a noob tanker. I have zero SP specced into taking and have no problems with AV at all. My militia tank with no SP invested should not be able to drive through 3, 4 even 5 enemies with basic/advanced AV and make it out alive. I've said it many times before, as have others, but AV should be on par with its vehicle meta level equivalent. 2-3 basic AV should be capable of taking out basic/milita tanks and 2-3 advanced AV should be capable of taking out advanced tanks. and thats just it, NONE of you are tankers, yet your giving ideas about something you know nothing about. hey! i used a MLT AR, but im pretty sure it fires too fast, so i suggest we only allow 30 rounds in the clip, cut the rpm in half, and dont allow it to melee. this would help my kdr wonders ccp thanks So you think tanks are completely fine then? You would be one of the few tankers I've talked to that don't think tanks are a bit OP. I'm not sitting here saying nerf tanks by any means. I'm more of a person directed towards buffing things than nerfing. As in my post I said "...light AV needs a bit of a boost..." Nothing was said about nerfing the tanks. Removing the ability to wander back into the redline is the closest thing to a nerf, yet it doesn't remove any of a tanks capabilities on the battlefield. You should consider other peoples opinions rather than going all butthurt about it. Just because I am not a tanker doesn't mean I cannot have a valid opinion about its strengths and weaknesses. |
NK Scout
Storm Wind Strikeforce Caldari State
72
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Posted - 2014.01.24 23:26:00 -
[23] - Quote
SGT NOVA STAR wrote:tanks are just too cheap right now. mines only 501k with everything complex and proto turret. make them 3x more costly, rookies and wannabe's will be flushed out. boom. Thats already expensive enough Just do something about militia tanks
2 exiles assault rifles
Skinweave caldari frame
Staff recruiter militia frame
Templar set
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