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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
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Posted - 2014.01.27 23:54:00 -
[1] - Quote
reserved
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
|
Posted - 2014.01.27 23:54:00 -
[2] - Quote
reserved
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
|
Posted - 2014.01.27 23:55:00 -
[3] - Quote
reserved
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
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Posted - 2014.01.27 23:56:00 -
[4] - Quote
reserved
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
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Posted - 2014.01.27 23:56:00 -
[5] - Quote
you ass
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
455
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Posted - 2014.01.27 23:57:00 -
[6] - Quote
reserved
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
462
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Posted - 2014.01.28 00:08:00 -
[7] - Quote
Monkey MAC wrote:My apologies, thought you were done
lol, yeah, It takes forever with the spam prevention bullshit. Post wait 30 seconds, post wait 30 seconds lol.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
465
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Posted - 2014.01.28 00:40:00 -
[8] - Quote
Monkey MAC wrote:Tebu Gan wrote:Monkey MAC wrote:My apologies, thought you were done lol, yeah, It takes forever with the spam prevention bullshit. Post wait 30 seconds, post wait 30 seconds lol. I slightly disgree with your point on rail turrets, while I see what you mean with the drawback. The Sniper has high alpha AND high range, the railgun which the sniper is modeled upon, then also gets a HROF, it gets a shotguns rate of fire. I move instead of taking range take overall DPS, a rail should pop almost all but the strongest vehicles in 3 shots, but having time to land 3 consecutive shots without fail is what will make the railgun balanced. This then means if you have superior positioning you can be popping tanks to the cows come home, but by the same stretch, if you charge in you won't have the rate of fire to compete at short range.
I think the biggest distinction I can make here is the Vulnerability of said infantry sniper. A rail tank has full invincibility against small arms fire. A infantry sneaking up on a sniper, is not the same as an infantry sneaking up on a rail sniper. A tank rail sniper is FAAAR harder to dislodge when compared to a mere infantry sniper.
What I'm more for though, isn't something as simple as taking damage while keeping range. It's about creating 2 different types of turrets that fulfill the same roles.
Your range railgun, does say half the damage now, but let's say we double the range, reduce the heat cost and ROF, increase clip size. It doesn't hit very hard, but it shoots faster, able to fire more shots, and a larger clip to compensate.
Your heavy hitter on the other hand, has reduced range, but the current damage, and a slower rate of fire, maybe more heat build up.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
467
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Posted - 2014.01.28 00:59:00 -
[9] - Quote
Dovallis Martan JenusKoll wrote:Really long winded balancing post when half of the AV equipment isn't ingame yet...
You are missing the point.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
470
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Posted - 2014.01.28 01:33:00 -
[10] - Quote
Wallaby1 wrote:wow my eyes is bleeding!! lol but good points , in my opinion tanks are fine its the AV weapons that need work because there to OP ...lol jk , but seriously AV weapons are a joke the swarms rof and range is laughable , the plasma cannon either needs a clip or mag instead of this 1 shot BS or maybe just make its trajectory more similar to a rail because those things are dang useless!! the forge guns seem to be doing a nasty amount of damage to my tanks so i cant complain about them , but seriously i feel like a douche just sitting there eating up 3 rounds of swarms and taking 500 dmg to my shields! its not very fair it takes at least 6 swarm volleys before im starting to run for cover!! not to mention i can pick off the av infantry 1 by 1 with a blaster so easily!!
Hold up, I'm getting to that. The point here is that it's not as simple as pointing out one thing and fixing it. One thing like damage, has many variables applied to it. You think this is long winded
What I want, is for tanks to be more vehicle vs vehicle focused and less on killing infantry. No the blasters shouldn't be an hmg in an invincible tank. I know how deadly blasters are, and with the current state of tanks, infantry can't deal with them.
The way I'm currently thinking (mind you this is theory, and I'm liable to change my mind in the future) infantry act as support. But tanks have a lesser impact on infantry game, and are focused more on vehicles. But same as infantry provides "support" the tank provides "support" in turn. But the support must be equal, Infantry limited against tanks, tanks limited against infantry, as far as killing power goes.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
470
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Posted - 2014.01.28 01:47:00 -
[11] - Quote
Dovallis Martan JenusKoll wrote:Tebu Gan wrote:Dovallis Martan JenusKoll wrote:Really long winded balancing post when half of the AV equipment isn't ingame yet... You are missing the point. Webifiers will slow down tanks. Electronic warfare will weaken hardeners...
Those are good additions, but at what cost comes with slowing the tank. What kind of counter can the tank use. Where do you lose out by slowing the tanker.
For every gain, you need a loss.
I don't think it's as simple as saying a factor is broken so adding a counter should fix it, but let's keep the broken factor. I can see things getting out of skew rather quickly.
Basically with tanks, they stripped them down to the basics with the idea to build them back up from the ground up. The way I see it, they need to fix the current balance before they go about adding new things to the mess, which come with a mess of their own.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
471
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Posted - 2014.01.28 02:39:00 -
[12] - Quote
gbh08 wrote:I've not read the whole thread yet, i will, im just going to point out
"So basically, with max skills you can activate the second hardeners 15 seconds into the duration of the first, and maintain hardeners non stop. So a maxed tanker can essentially negate any amount of downtime needed. "
That that ^ isnt true, unless you run 3 hardners, im not saying hardeners are acceptable as they are, there not, but with max skills theres a 5-6 second window with no hardeners, and again, im not saying thats cool, its far too short, but yeah, your wrong
My math, Proto hardeners have a cooldown of 24 seconds. The skills at max gives you 25% to cooldown and uptime.
So .25 * 24seconds = 6 + 24 = 30 seconds
Downtime is 60 seconds, so 60 * .25 = 15, 60 - 15 = 45 seconds
So I admit, I no doubt made a false statement.
Total up time is 30 seconds per one mod and 45 seconds down Assuming we use them one at a time, there is an overlap. Individually no, grouped yes.
So 15 seconds into the second mod, assuming you are using 2 hardeners, you can activate the the first mod again. So, with max skills, you can maintain at least one hardener most all of the time. The point though, is that hardeners last WAY TOO LONG. That's a full minute of uptime with 2 hardeners cycled, and before the second wears off, the first is cooldown, but after this inital cycle there will be a few seconds of down time. But not until after a full minute and a half though cycling hardeners.
The point with 3 hardeners, is to maintain 2 when needed, at least one all the time. With skills this would be much easier, but I would think of a less SP invested tanker going this route, rather than one with the skills.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
473
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Posted - 2014.01.28 13:49:00 -
[13] - Quote
Added a section on blaster, and a piece on Infantry vs Tanks.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
473
|
Posted - 2014.01.28 15:22:00 -
[14] - Quote
Takahiro Kashuken wrote:Way too long with alot of gibberish
Speed is fine - Get a LAV instead
Hardeners are fine, you miss out on fitting other things
Rails are supposed to be high alpha long range
Missiles are fine, they are also high alpha and do well against vehicles
Blasters are fine, mostly AI anyways because the other 2 turrets are crap
Infantry are idiots, they expect to stand at the same point and kill tank after tank, if you want to kill a tank chase it ffs, if it moves use a damn lav, if its shield dont use swarms when its shiny etc etc etc
All your examples are bias, tanks battles do not consist of both tanks meeting somwhere and then both activating everything at the same time so you only do 50% dmg to them
The battles are tactics, you hit them when there hardeners are down, or bait them into your optimal, what happens if you miss a shot, what happens if its double tanked, what happens if you need to reload etc etc etc
Taka man, you are completely missing the point.
From a balance perspective:
Why is speed fine?
How are hardeners fine, and what is it that I miss out on. Hardeners are arguably the most important thing you can fit, you don't miss out on anything, hardeners are where it's at. I have yet to get to the modules yet, later today I will. The point though is that a extender and a hardener should benfit you somewhat equally. Extenders are useless for gunnlogis and for a maddie, I think they are better off with a hardener and healz. And I demonstrated, how a Sp invested tanker can mitigate nearly all of their down time cycling hardeners.
WHY are rails supposed to have high alpha and high range. How do these compare in relation to other turrets, ups and downs.
Missiles are fine, how? How are they "fine". They are very situational, where a rail works at all ranges.
Blasters are fine? How so. How is it fine, that a tank immune to most AV and small arms fire, uses a turret that is designed for killing infantry. Enjoy your I win button while you can, it WILL be going away.
Way to generalize all of AV into one category, idiots. I can clearly see, that you do not AV. And I can tell you didn't read my post fully. The point I made is that if tanks want infantry interaction limited towards them, then tanks need limited interaction with infantry. Infantry provide "SUPPORT" against tanks, same as tanks provide "SUPPORT" to infantry. And no, support does not mean outright killing, but driving back.
I chose of course to use a situation, in which both tanks stood on equal ground tactically speaking. In equal engagements, neither tank should hold an outright advantage over another. That is why I choose that, tactics are another thing altogether, where you try to steal the advantage from the other. Because the train of thought should be, a head on engagement can go both ways, so what tactic can I use to skew things in my favor.
You make statements, but you have no logical reasoning behind it. You simply "Expect" things to be this way because now things are working in your favor. There are real issues, and simply brushing them aside, blaming it on infantry, is well, STUPID.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
476
|
Posted - 2014.01.28 18:01:00 -
[15] - Quote
Operative 1171 Aajli wrote:Madrugar is a Gallente tank. Gallente are supposed to zoom in quick and fight close. Therefore, the speed mods need to be reduced in duration but provide a faster spurt of power to overcome initial torque. Right now they have longer duration with less speed.
Rail is Caldari therefore it is supposed to be long range. It is BS right now that the rail is the best close range weapon too. Solution is to return the spool up time with the recharge time and quicker overheat along with a repeating feature like before that meant reduced damage for each subsquent shot. I shouldn't have to play dances with tanks so much at CQ with a rail and a rail user shouldn't feel comfortable in CQ.
Right now no SP non-tankers are finding it way to easy to call in mil fit, one off rail dmg mod tanks and that is effectively closing out any other type of play. Why use anything else when the rail does it all? Also, this is giving tankers a bad name because non-tankers are complaining about tanks when the problem is non-tankers are taking advantage of mil tanks to gain a cheap advantage. If only skilled tankers could apply that power you wouldn't see the tank spam.
Likewise, a mil or basic rail shouldn't have that long of a range. I'd like to see range added as a skill or module that increases therail range to the present range. Even better would be to have different ranges to the turret tiers. Standard would fire about one third the length of a map like iron Delta and the proto could reach to about three fourths.
Make infantry happy and bring back a need to have a small turret gunner for effective anti infantry by reducing the large blaster RoF to more an anti vehicle, particularly LAV, role.
I'd like to see only one small turret on the tanks and that would be on the top instead of defaulting to the front.
There was a post on the overall goal CCP was trying to achieve with tanks. I can't seem to find it, was back in 1.5 or so. If anyone can find it, please link.
They stated their views of how the tanks should work. The gallente were to be the stand and deliver, an in your face tank, that focused more on taking damage. Able to engage the enemy for an extended time.
Caldari are to be the Hit and Run type, get in fast, do damage, and get back out. Engagements are to be limited.
That was CCP's official statement on the matter, once they started working on fixing tanks.
As far as rails go, agreed, they can't be the best at everything. Some would disagree, but if we want balance this kind of thinking needs to stop. Want to do high alpha, then you have to give something up.
A lot of people like to compare a rail tank to a sniper. While there are similarities, the infantry sniper is at a disadvantage when not at range. That's the point people miss, said sniper doesn't generally kill in CQC or mid range combat. They MUST use the range, because they are far to vulnerable when close. See, that is the trade off, You may gain range and high alpha, but you lose out in defenses(trade off for damage) and range is limited by the scope(long range, not effective in mid or cqc).
A rail tank is nothing like that. They can kill at range, maintain a damage mod for dps, effective in CQC and mid range combat, can still fit for heavy tanking, immune to anything but other tanks and AV. Where are the downsides to using a rail??
Rails are the go to weapon for busting tanks, because they excel in all areas, and have virtually no weakness. Broken.
Milita tanks are another story, and I'm getting to them in my OP.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
476
|
Posted - 2014.01.28 18:31:00 -
[16] - Quote
Taka I can't begin to describe to you how uneducated your responses are. I know your stance, I've seen a lot of posts you have made, and they are ALWAYS the same. Use some damn sense man. For example.
I ask, why is speed fine? You respond because it has an engine. REALLY! I did not know that, so all engines make things go fast. I feel SOOO enlightened. I can forget about generators, or tug boat engines, or any other engine that is meant for anything other than propulsion. Jesus, really???
Hardeners, your response : They are fine, i cant fit boosters/extenders/speed mods/dmg mods, its means i cant speed away as fast, it means if 2 FG work together to **** me i cant boost back shield etc etc etc. DO YOU TANK. Hardeners are the ONLY thing you want to use on your tank, with a damage mod OR a booster. Extenders are broken and useless in comparison to hardeners. The reason hardeners are used over the other types, because they are currently part of what makes tanks OP.
I asked about rails and you respond: Its long range high dmg like a sniper and generally useless in cqc and short range. Again I ask, do you even tank. Any good tanker knows, that rails work well at long range AND cqc to mid range. Add in a gunnlogi to the mix, and you can speed up turret tracking, turning your tank in the same direction you turn your turret. It works so well with a gunnlogi, because they are AGILE.
About missile turrets, you respond, all turrets are situational. Yeah, good job you are right. None though are as situational as missile turrets. Lol.
Tanks are not on equal ground in any situation, thus it's flawed before you can begin, you say. I ask AGAIN do you tank? I can't begin to count the number of times I have squared off on equal ground. You can't pretend that it doesn't happen. Those situations I described, those events actually happened. I don't make **** up fella, I speak from experience.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
476
|
Posted - 2014.01.28 18:32:00 -
[17] - Quote
Monkey MAC wrote:Tebu Gan wrote:Operative 1171 Aajli wrote:Madrugar is a Gallente tank. Gallente are supposed to zoom in quick and fight close. Therefore, the speed mods need to be reduced in duration but provide a faster spurt of power to overcome initial torque. Right now they have longer duration with less speed.
Rail is Caldari therefore it is supposed to be long range. It is BS right now that the rail is the best close range weapon too. Solution is to return the spool up time with the recharge time and quicker overheat along with a repeating feature like before that meant reduced damage for each subsquent shot. I shouldn't have to play dances with tanks so much at CQ with a rail and a rail user shouldn't feel comfortable in CQ.
Right now no SP non-tankers are finding it way to easy to call in mil fit, one off rail dmg mod tanks and that is effectively closing out any other type of play. Why use anything else when the rail does it all? Also, this is giving tankers a bad name because non-tankers are complaining about tanks when the problem is non-tankers are taking advantage of mil tanks to gain a cheap advantage. If only skilled tankers could apply that power you wouldn't see the tank spam.
Likewise, a mil or basic rail shouldn't have that long of a range. I'd like to see range added as a skill or module that increases therail range to the present range. Even better would be to have different ranges to the turret tiers. Standard would fire about one third the length of a map like iron Delta and the proto could reach to about three fourths.
Make infantry happy and bring back a need to have a small turret gunner for effective anti infantry by reducing the large blaster RoF to more an anti vehicle, particularly LAV, role.
I'd like to see only one small turret on the tanks and that would be on the top instead of defaulting to the front. There was a post on the overall goal CCP was trying to achieve with tanks. I can't seem to find it, was back in 1.5 or so. If anyone can find it, please link. They stated their views of how the tanks should work. The gallente were to be the stand and deliver, an in your face tank, that focused more on taking damage. Able to engage the enemy for an extended time. Caldari are to be the Hit and Run type, get in fast, do damage, and get back out. Engagements are to be limited. That was CCP's official statement on the matter, once they started working on fixing tanks. As far as rails go, agreed, they can't be the best at everything. Some would disagree, but if we want balance this kind of thinking needs to stop. Want to do high alpha, then you have to give something up. A lot of people like to compare a rail tank to a sniper. While there are similarities, the infantry sniper is at a disadvantage when not at range. That's the point people miss, said sniper doesn't generally kill in CQC or mid range combat. They MUST use the range, because they are far to vulnerable when close. See, that is the trade off, You may gain range and high alpha, but you lose out in defenses(trade off for damage) and range is limited by the scope(long range, not effective in mid or cqc). A rail tank is nothing like that. They can kill at range, maintain a damage mod for dps, effective in CQC and mid range combat, can still fit for heavy tanking, immune to anything but other tanks and AV. Where are the downsides to using a rail?? Rails are the go to weapon for busting tanks, because they excel in all areas, and have virtually no weakness. Broken. Milita tanks are another story, and I'm getting to them in my OP. Snipers can be used at close range though. Its HARDER to hit close up, prehaps you could remove the 3rd Person view markings or something. And don't bother arguing with Takihiro he thinks Rail tanks are the reason infantry AV is balanced.
Agreed
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
480
|
Posted - 2014.01.28 20:08:00 -
[18] - Quote
Eberk Baldek wrote:Excellent work! Though I'm not so sure that's the right solution . . . perhaps . . .
Suggestions are greatly appreciated, I certainly won't say that I can see everything from every angle, because I KNOW I CAN'T! Some things I think I'm missing maybe are the PG/CPU limitations, but I think that is less of an issue when we talk balance among modules. That is there, the way I see it, to limit people from simply stacking multiples of the same item in the sake of balance.
I think mods first, need to be balanced among each other, each with a drawback and a gain. Then you take and limit your fitting abilities around those mods.
Suggestions, people! Lay em on me.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
494
|
Posted - 2014.01.29 13:05:00 -
[19] - Quote
Takahiro Kashuken wrote:Tebu Gan wrote:Taka I can't begin to describe to you how uneducated your responses are. I know your stance, I've seen a lot of posts you have made, and they are ALWAYS the same. Use some damn sense man. For example.
I ask, why is speed fine? You respond because it has an engine. REALLY! I did not know that, so all engines make things go fast. I feel SOOO enlightened. I can forget about generators, or tug boat engines, or any other engine that is meant for anything other than propulsion. Jesus, really???
Hardeners, your response : They are fine, i cant fit boosters/extenders/speed mods/dmg mods, its means i cant speed away as fast, it means if 2 FG work together to **** me i cant boost back shield etc etc etc. DO YOU TANK. Hardeners are the ONLY thing you want to use on your tank, with a damage mod OR a booster. Extenders are broken and useless in comparison to hardeners. The reason hardeners are used over the other types, because they are currently part of what makes tanks OP.
I asked about rails and you respond: Its long range high dmg like a sniper and generally useless in cqc and short range. Again I ask, do you even tank. Any good tanker knows, that rails work well at long range AND cqc to mid range. Add in a gunnlogi to the mix, and you can speed up turret tracking, turning your tank in the same direction you turn your turret. It works so well with a gunnlogi, because they are AGILE.
About missile turrets, you respond, all turrets are situational. Yeah, good job you are right. None though are as situational as missile turrets. Lol.
Tanks are not on equal ground in any situation, thus it's flawed before you can begin, you say. I ask AGAIN do you tank? I can't begin to count the number of times I have squared off on equal ground. You can't pretend that it doesn't happen. Those situations I described, those events actually happened. I don't make **** up fella, I speak from experience. Speed is fine tho, i dont have a problem with it when im tanking or using AV, how is it a problem? i can see it being a problem for those AV players who stay in 1 spot all game and expect to get the tank on the 1st shot, if anything chances are webs maybe added in some form to counter the speed - long term things not just speed is OP gibberish like you spout out Hardeners are fine, i can use 3 if i want to but i dont have a booster to rep back shield, i dont get extra shield because no extender, i cant get a speed boost because no speed mod. Hardeners are not OP, stop shooting at a shiny tank unless you have a rail or a FG Rails are fine, so what if the pilot uses a gunlogi to solve the slow turring problem thats smart thing to do but for more agility you give up gun depression Missiles are fine If you square off on equal ground with an enemy tanker then you must be pretty ******* bad, rule 1 engage on your terms Tbh i dont even think you tank since your that ******* bad
Umm, I know I shouldn't but...
Do you tank? It is IMPOSSIBLE to ALWAYS engage on your terms. But that wasn't the point, the point is, a tanker should know that a direct engagement can go either way, so tactics are something they use to gain an advantage over the opponent. But if the 2 should be face to face, and they start firing at the same time, balance demands they would drop at the same time.
That is balance
Tanks are OP, and they will be dramatically changing them Taka. All the good tankers have accepted that fact already, and understand that changes to their tanks are needed to keep this game going as a whole.
Enjoy you OP tank (which to you is just fine, imagine that) while it lasts.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
496
|
Posted - 2014.01.29 13:48:00 -
[20] - Quote
Spkr4theDead wrote:They've already dramatically changed tanks. Why would they do it again because infantry didn't like it the first time?
They did dramatically change tanks, but they are FAR from finished. As CCP stated themselves, they stripped tanks to nothing but the "bare essentials" to remove the "noise" so they could focus on the balance issues.
These are suggestions on how they can go about adding in new turret types. We had turret types before, and multiple modules that performed different functions.
These are very BASE tanks, and very far from the finished product. I think people really forget what it was CCP stated they intended to do with tanks.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
505
|
Posted - 2014.01.29 20:22:00 -
[21] - Quote
Foundation Seldon wrote:Fantastic post, and one I'm very much a supporter of. The idea of making Large Turrets in particular focused around anti-vehicle/installation while making Small Turrets the infantry-killers in order to encourage teamwork within a tank is a particularly compelling one and something that may actually catch some fire given that you're still allowing control of the Large Turret to the vehicle operator.
Rail Tanks are most certainly a problem, I liken them to a shotgun with 600m range, far too powerful given the ability to stay safe in the redline and make use of multiple 30% damage mods and their effectiveness is in no way decreased at shorter ranges. It's sort of a multifaceted problem in that way, I almost feel like the damage mods as a whole should tier something like how infantry damage mods work in a 15%->25%->30% sort of progression but that's something that would only really effect the lower tier tanks and not the people that would actually spec into them. But it's partly the fault of the redline mechanics as well.
It was an absolute pleasure to read through this post, ignore the illiterates that ask you to tl;dr it. This is a post worth reading in its entirety.
Make sure to post it in Feedback/Requests as well!
Thanks much, I've spent a lot of time writing out what I've got, and there is still more to come, like balancing modules.
What if the damage mod, gave a negative as well as a positive. 30% more damage, 30% less resistance.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
505
|
Posted - 2014.01.29 23:01:00 -
[22] - Quote
TheAmazing FlyingPig wrote:Wanna "fix" tanks?
One module group allowed per fitting. No triple hardened Gunnlogi's, no triple rep Madrugars. It would still keep tanks powerful, but also bring them closer to the "waves of opportunity" model CCP wanted, rather than perma-bricks.
Of course, this would have to be coupled with the introduction of new modules, because right now we have a very limited selection and everyone would be running the same fits with very little variance.
I think, hardeners are not the BIGGEST problem. Right now you are absolutely right, selection is limited, and there is no variance in the fits.
That is because, CCP isn't finished with tanks. They stripped that variety with intent to add things back in later. It's not that a gunnlogi shouldn't use triple hardeners, it's the fact you can run them non stop.
I'm wondering, how could you go about allowing a ultra high resistance, for an extended time. What negatives are associated with that.
Maybe they could add in a penalty for stacking hardeners, that every mod after the first increases your cooldown time on all modules. So stacking 3 hardeners means you won't be cycling them nonstop.
Whata ya think of that?
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
507
|
Posted - 2014.01.30 00:11:00 -
[23] - Quote
Skihids wrote:Tebu Gan wrote:gbh08 wrote:I've not read the whole thread yet, i will, im just going to point out
"So basically, with max skills you can activate the second hardeners 15 seconds into the duration of the first, and maintain hardeners non stop. So a maxed tanker can essentially negate any amount of downtime needed. "
That that ^ isnt true, unless you run 3 hardners, im not saying hardeners are acceptable as they are, there not, but with max skills theres a 5-6 second window with no hardeners, and again, im not saying thats cool, its far too short, but yeah, your wrong My math, Proto hardeners have a cooldown of 24 seconds. The skills at max gives you 25% to cooldown and uptime. So .25 * 24seconds = 6 + 24 = 30 seconds Downtime is 60 seconds, so 60 * .25 = 15, 60 - 15 = 45 seconds So I admit, I no doubt made a false statement. Total up time is 30 seconds per one mod and 45 seconds down Assuming we use them one at a time, there is an overlap. Individually no, grouped yes. So 15 seconds into the second mod, assuming you are using 2 hardeners, you can activate the the first mod again. So, with max skills, you can maintain at least one hardener most all of the time. The point though, is that hardeners last WAY TOO LONG. That's a full minute of uptime with 2 hardeners cycled, and before the second wears off, the first is cooldown, but after this inital cycle there will be a few seconds of down time. But not until after a full minute and a half though cycling hardeners. The point with 3 hardeners, is to maintain 2 when needed, at least one all the time. With skills this would be much easier, but I would think of a less SP invested tanker going this route, rather than one with the skills. You are making the mistake of assuming your first hardener starts cooling down as soon as it is activated. 15 seconds into the second mod your first still has 30 seconds to go on cool down. 30 seconds in your second mod goes into cool down and your first still has 15 seconds to go before it's ready to be activated again. There is no overlap until you add a third and your first has two active periods for its cool down. At that point you can probably do it with advanced mods rather than proto.
Yes, I was thinking about this today, and intend to fix it.
What I should say, is you get a full minute of uptime cycling 2 hardeners, and only 15 seconds of down time. That is what I should have said. With 3 there is no downtime cycling. And even popping 2, which will resist most everything, you always have one to fall back on, and 15 seconds later, you got your 2 back online.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
507
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Posted - 2014.01.30 14:38:00 -
[24] - Quote
Tailss Prower wrote:Tebu Gan wrote:TheAmazing FlyingPig wrote:Wanna "fix" tanks?
One module group allowed per fitting. No triple hardened Gunnlogi's, no triple rep Madrugars. It would still keep tanks powerful, but also bring them closer to the "waves of opportunity" model CCP wanted, rather than perma-bricks.
Of course, this would have to be coupled with the introduction of new modules, because right now we have a very limited selection and everyone would be running the same fits with very little variance. I think, hardeners are not the BIGGEST problem. Right now you are absolutely right, selection is limited, and there is no variance in the fits. That is because, CCP isn't finished with tanks. They stripped that variety with intent to add things back in later. It's not that a gunnlogi shouldn't use triple hardeners, it's the fact you can run them non stop. I'm wondering, how could you go about allowing a ultra high resistance, for an extended time. What negatives are associated with that. Maybe they could add in a penalty for stacking hardeners, that every mod after the first increases your cooldown time on all modules. So stacking 3 hardeners means you won't be cycling them nonstop.Whata ya think of that? The hardners do have a stacking penalty but the issue is the penalty isn't high enough and if you think about it shield hardners are 60% resistance I really don't think they should be allowed 2 hardners on at the same time regaurdless of the penalty simply because thats high enough for them and same thing to the 40% that the maddie has since as a maddie you always have a passive rep going non stop
Well, if you think about it, with 2 hardeners on at the same time, they only have 30 seconds before they go into CD(gunnlogi). With a stacking penalty that increases CD time, they trade the extra defense for extra downtime.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
507
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Posted - 2014.01.30 16:37:00 -
[25] - Quote
Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:TheAmazing FlyingPig wrote:Wanna "fix" tanks?
One module group allowed per fitting. No triple hardened Gunnlogi's, no triple rep Madrugars. It would still keep tanks powerful, but also bring them closer to the "waves of opportunity" model CCP wanted, rather than perma-bricks.
Of course, this would have to be coupled with the introduction of new modules, because right now we have a very limited selection and everyone would be running the same fits with very little variance. I think, hardeners are not the BIGGEST problem. Right now you are absolutely right, selection is limited, and there is no variance in the fits. That is because, CCP isn't finished with tanks. They stripped that variety with intent to add things back in later. It's not that a gunnlogi shouldn't use triple hardeners, it's the fact you can run them non stop. I'm wondering, how could you go about allowing a ultra high resistance, for an extended time. What negatives are associated with that. Maybe they could add in a penalty for stacking hardeners, that every mod after the first increases your cooldown time on all modules. So stacking 3 hardeners means you won't be cycling them nonstop.Whata ya think of that? The hardners do have a stacking penalty but the issue is the penalty isn't high enough and if you think about it shield hardners are 60% resistance I really don't think they should be allowed 2 hardners on at the same time regaurdless of the penalty simply because thats high enough for them and same thing to the 40% that the maddie has since as a maddie you always have a passive rep going non stop Well, if you think about it, with 2 hardeners on at the same time, they only have 30 seconds before they go into CD(gunnlogi). With a stacking penalty that increases CD time, they trade the extra defense for extra downtime. yeah but I was jsut pointing it out and sometimes that extra defence is all they need
While this is true, I think they need that extra defense. What is wrong now, is that downtime is minimal when stacking past the first, and unlimited on the third.
It's not that they have TOO high of a defense, it's that they don't have enough downtime. A stacking penalty negates the benefits of stacking past a certain number.
You also need to keep in mind, Tanks are BARE right now. I really don't think balancing the current iteration of tanks is the way to go about it. I think adding in variety will be the biggest help to balance.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
509
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Posted - 2014.01.30 21:44:00 -
[26] - Quote
Tailss Prower wrote:I agree but there are people who use 2 shield hardners at one time or even 3 and I've seen my proto railgun do nothing to which alone would say to much resisitance if the strongest av gun in the game is doing so little to them it causes a problem since everything else can't even touch it
I can tell you for a fact, a proto railgun with a single damage mod, will very much hurt a double hardener setup. Without the hardener, I can 2 shot a gunnlogi, with 2 activated, it takes roughly 4 -7 shots to drop. It is NOT TOO much resistance.
I myself run this setup
Gunnlogi 2x Hardeners 1x Damage mod or Speed boost 1x Armor hardener or armor repair
Proto rails
Do you want to just 2 shot tanks with a rail? I want long, engaging combat. Not a system where everything dies in just a few seconds. I've had forge gunners, severely **** me up with a single hardener active. I know for a fact, from my experience, that a double hardener setup is NOT immune to a proto rail.
And did you read my post in its entirety? There are many things that can be done to hardeners, that suggestion was just my favorite.
My theme is balance, in order to gain in one area, you must lose in another
So to have 60% resistance we need to lose something in the process. Sure you can have that resistance, but let's say you lose overall damage in the process. So the mod would look something like this.
60% resistance at the cost of 15% overall damage. Want defense, then you trade offensive capabilities.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.30 22:42:00 -
[27] - Quote
Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:I agree but there are people who use 2 shield hardners at one time or even 3 and I've seen my proto railgun do nothing to which alone would say to much resisitance if the strongest av gun in the game is doing so little to them it causes a problem since everything else can't even touch it
I can tell you for a fact, a proto railgun with a single damage mod, will very much hurt a double hardener setup. Without the hardener, I can 2 shot a gunnlogi, with 2 activated, it takes roughly 4 -7 shots to drop. It is NOT TOO much resistance. I myself run this setup Gunnlogi2x Hardeners 1x Damage mod or Speed boost 1x Armor hardener or armor repair Proto rails Do you want to just 2 shot tanks with a rail? I want long, engaging combat. Not a system where everything dies in just a few seconds. I've had forge gunners, severely **** me up with a single hardener active. I know for a fact, from my experience, that a double hardener setup is NOT immune to a proto rail. And did you read my post in its entirety? There are many things that can be done to hardeners, that suggestion was just my favorite. My theme is balance, in order to gain in one area, you must lose in another So to have 60% resistance we need to lose something in the process. Sure you can have that resistance, but let's say you lose overall damage in the process. So the mod would look something like this. 60% resistance at the cost of 15% overall damage. Want defense, then you trade offensive capabilities. ok for one I was agreeing with you and two I was talking about without a dmg mod we all know the dmg mods make the railgun way mroe powerful I actually wish they would take them out for railguns I had said if he had 2-3 see 2-3 hardners on with out a damage mod doens't hurt him much I don't know how many times I've seen a gunnlogi I hit him 1 time and for whatever reason did no damage for a direct hit now this could be the hardners or maybe a glitch however way it is I'm speaking from experiance nothing more and I am in no way disagreeing with you
Ah, well yes, without a damage mod, you don't do too much damage to a double hardened gunnlogi. But I know I still apply a healthy amount of damage. But I do think that is a healthy thing. I think a bigger part of the problem is the fact that a double hardened gunnlogi does not have enough downtime.
And I did mention tweaking the numbers on hardeners a bit. 60 + 60 = 120%. But CCP has stacking penalties I would think apply to the hardeners, you are right, now I know what you were saying with penalties lol.
And now that I sit here trying to figure out the strength of the second hardeners, I'm a little dumbfounded. I know the second mod, is above 50% strength when you calculate. But in this case, anything above 55% strength equal 100%.
So, how do they calculate stacking penalties I wonder with hardeners. Even if the second is at 50% strength, that's still 90% resistance on the second.
I'm not against having this high a number for resistance(It does seem a little extreme), the duration and cd's need to be looked at more than anything. Right now, 30 seconds is plenty time to drop multiple tanks, and mitigate most all damage.
Like I said, I think hardeners are a problem, but I think some of these issues can be fixed with a longer CD period, and changes to turrets.
Tanks - Balancing turrets Check my other thread out. I hate focusing on just a single thing like hardeners and saying those are the problem. They are part of the problem, but there are a lot of issues with tanks. And I think when you consider one (ie hardeners) you need to consider the other factors involved.
Is it that hardeners are too strong, or are turrets not strong enough, or are damage mods too strong.
No offense meant earlier fella, I just think we need to work with the idea that hardeners provide some serious resistance, and balance things more or less around them.
Btw, What's your fit. Double hardeners and a booster, you can nearly outlast a whole railgun clip, or at least for an overheat.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.30 23:20:00 -
[28] - Quote
Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.30 23:51:00 -
[29] - Quote
Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
I've posted on the forums yesterday about that and to be honest drop railgun range to around 400-450m and remove dmg mods for them and the railgun wouldn't be so big a threat like it is and maybe make it over heat faster possibly a reduction to clip size but this is how I feel it would balance it out with the dmg it has but the idear you said is good too
Remember that at one time, tanks had variety in turrets and their fit. We are stipped bare atm, and no doubt we won't always just have the ONE turret type.
Turret types, or some form of it will be incoming. The current railgun is more or less filling in for the moment so CCP can get some good data to balance around.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.30 23:56:00 -
[30] - Quote
Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Also if you were to look at it lore wise besides missles railguns had the 2nd best range if not the best range with high power so taking its range would change how the gun was designed for the world of eve and dust so like I said up top lower it's clip size and make it over heat faster and it would solve the issue with it's high power
UGh, lore. No, I'm not a fan of EVE lore when it comes to balancing. What works in space WILL NOT work on the ground. These are 2 completely different games with opposite goals and gameplay.
And beside, Dust 514 need's it's own lore. What works in the vacuum of space doesn't work on the ground. Planets are a whole different ballgame.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.31 00:02:00 -
[31] - Quote
Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
by the way I don't think a gunnlogi should need to be double hardned I think they have 60% resistance because they have the chance of getting hit before turning hardner on and because they have nothing to help mitigrate dmg
Ever get hit with a rail, without your hardeners up? For a shield tank, it means death. I almost HAVE to run 2 hardeners to ensure I don't get 2 shot everywhere I go. With armor tanks, you get a nice rep. On a shield tank, often times it seems like FOREVER waiting on shield recharge.
Add me in game and I'll let you drive my proto gunnlogis sometime to get a feel for them. Those armor reps make the use of a second hardener less attractive, not to mention the CPU limitations, I know. But if you think about this too, a gunnlogi has NOTHING useful to put in their low slots (free slots) where as a maddie can fit 2 types of equipment.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.31 00:05:00 -
[32] - Quote
Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
Also if you were to look at it lore wise besides missles railguns had the 2nd best range if not the best range with high power so taking its range would change how the gun was designed for the world of eve and dust so like I said up top lower it's clip size and make it over heat faster and it would solve the issue with it's high power UGh, lore. No, I'm not a fan of EVE lore when it comes to balancing. What works in space WILL NOT work on the ground. These are 2 completely different games with opposite goals and gameplay. And beside, Dust 514 need's it's own lore. What works in the vacuum of space doesn't work on the ground. Planets are a whole different ballgame. but the guns have nothing to do with space for one and it isn't about lore it's about the gun itself it's like saying a blaster in eve has the lowest range out of all guns and then in dust it has the highest range which defiys the entire understanding and logic behind both games being in the same world thats what I mean't when I said lore
I'm pretty sure that in eve, that while rail turrets do have the LONGEST range, they have varietys of said turrets, with one being the shortest range, a mid range, and then the longest range turret. And in EVE tracking plays a HUGE part, where on dust, it is very minimal.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
510
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Posted - 2014.01.31 00:59:00 -
[33] - Quote
Tailss Prower wrote:Tebu Gan wrote:Tailss Prower wrote:Tebu Gan wrote:Ahh, a maddie, well those don't need to be double hardened either I think.
My suggestion with damage mods, is that they reduce your resistances in addition to giving you extra damage. In this way, even if they chose the double hardener route, using a damage mod helps negate the benefit of using 2.
Read that post I linked and check out my ideas for the turrets. Then scroll down and check out harpyj's suggestion about doing the same thing, just with ammo.
Basically, if a rail guns wants range, they lose out on damage.
If a rail gun wants damage, they lose out on range.
by the way I don't think a gunnlogi should need to be double hardned I think they have 60% resistance because they have the chance of getting hit before turning hardner on and because they have nothing to help mitigrate dmg Ever get hit with a rail, without your hardeners up? For a shield tank, it means death. I almost HAVE to run 2 hardeners to ensure I don't get 2 shot everywhere I go. With armor tanks, you get a nice rep. On a shield tank, often times it seems like FOREVER waiting on shield recharge. Add me in game and I'll let you drive my proto gunnlogis sometime to get a feel for them. Those armor reps make the use of a second hardener less attractive, not to mention the CPU limitations, I know. But if you think about this too, a gunnlogi has NOTHING useful to put in their low slots (free slots) where as a maddie can fit 2 types of equipment. thats because CCP was scared and worried about giving the shield tnaks to much shield HP because in teh passed that made them op as hell the issue is shields lack the shield hp and also it's style is mroe for players who are aware of their surroundings
Don't get caught with your pants down, very true with shield tanks. Hard to get the jump on a good armor tank. That shield buffer makes a big difference as well.
Nuff Said
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