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Omareth Nasadra
The New Age Outlaws WINMATAR.
275
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Posted - 2014.01.30 09:24:00 -
[1] - Quote
2 minor thing i'd like to see implemented, give me your opinion on it:
1- make HAV and LAV easier to scan on the tacnet, we should see them on our tacnet from a good distance since they are not profile dampened scout, sound is ok but i shouldn't have to worry about a hav sneaking on my 6 if i keep an eye on my tacnet
2- diminish movement speed or damage dealt when a tank activate it's hardeners, and make it a stack penalty, if a tank activate 3 hardeners make him almost like a sitting duck, or make it a power sink, so it cannot resist and still deal a lot of damage
just an idea to balance vehicule and infantry, don't hate and keep it civil
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Omareth Nasadra
The New Age Outlaws WINMATAR.
275
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Posted - 2014.01.30 09:27:00 -
[2] - Quote
i also think that the damage reduction when activating hardeners would add more strategy on tank versus tank battle, what you think tankers?
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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boba's fetta
Dead Man's Game
244
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Posted - 2014.01.30 09:38:00 -
[3] - Quote
damage reduction when using hardners defeats the point of hardners. hardners are there to allow you to take some punishment while dishing it out.
and really you dont want to be aleart when playing a fps? i dont think this is the game for you.
triple hardned tanks have no reps. yes they are a problem. but the issue is not the mods its how they are being used. limiting the number of hardners on a tank would be a better idea. |
Tailss Prower
501ST JFW StrikerZ Unit
137
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Posted - 2014.01.30 09:41:00 -
[4] - Quote
Omareth Nasadra wrote:2 minor thing i'd like to see implemented, give me your opinion on it: 1- make HAV and LAV easier to scan on the tacnet, we should see them on our tacnet from a good distance since they are not profile dampened scout, sound is ok but i shouldn't have to worry about a hav sneaking on my 6 if i keep an eye on my tacnet 2- diminish movement speed or damage dealt when a tank activate it's hardeners, and make it a stack penalty, if a tank activate 3 hardeners make him almost like a sitting duck, or make it a power sink, so it cannot resist and still deal a lot of damage just an idea to balance vehicule and infantry, don't hate and keep it civil The first idear sounds fair enough and I do agree with that but for 2 I would say instead limit it to only 1 hardner per tank or vehicle for that matter and take away damage mods for at least the railgun because we all know the railgun is powerful enough without a damage mod and thus doens't need them and limiting it to 1 hardner would be more than enough than you wouldn't need to reduce their dmg when they have 1 on |
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:45:00 -
[5] - Quote
boba's fetta wrote:damage reduction when using hardners defeats the point of hardners. hardners are there to allow you to take some punishment while dishing it out.
and really you dont want to be aleart when playing a fps? i dont think this is the game for you.
triple hardned tanks have no reps. yes they are a problem. but the issue is not the mods its how they are being used. limiting the number of hardners on a tank would be a better idea. i'm alert enough, thanks for caring wich game i should play, thanks for the input though
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Tailss Prower
501ST JFW StrikerZ Unit
137
|
Posted - 2014.01.30 09:45:00 -
[6] - Quote
boba's fetta wrote:damage reduction when using hardners defeats the point of hardners. hardners are there to allow you to take some punishment while dishing it out.
and really you dont want to be aleart when playing a fps? i dont think this is the game for you.
triple hardned tanks have no reps. yes they are a problem. but the issue is not the mods its how they are being used. limiting the number of hardners on a tank would be a better idea. and it's only an issue if you don't use your head cause all you would have to do is wait for his hardners to go on cool down and tear him a new one and regaurdless of what type of tnak he is will we fall after awhile if he was shields he couldn't regen unless he got away so you could keep pounding on him if he was only using 1 or two if he was using all 3 pounding on him when they on cooldown comes into play same goes for an armor tank however if he was using 3 no matter what he does he wouldn't get any passive repairs because of slots so all you got to do is dwindle away at his healthand he is gone or out of your hair for awhile
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Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:46:00 -
[7] - Quote
Tailss Prower wrote:Omareth Nasadra wrote:2 minor thing i'd like to see implemented, give me your opinion on it: 1- make HAV and LAV easier to scan on the tacnet, we should see them on our tacnet from a good distance since they are not profile dampened scout, sound is ok but i shouldn't have to worry about a hav sneaking on my 6 if i keep an eye on my tacnet 2- diminish movement speed or damage dealt when a tank activate it's hardeners, and make it a stack penalty, if a tank activate 3 hardeners make him almost like a sitting duck, or make it a power sink, so it cannot resist and still deal a lot of damage just an idea to balance vehicule and infantry, don't hate and keep it civil The first idear sounds fair enough and I do agree with that but for 2 I would say instead limit it to only 1 hardner per tank or vehicle for that matter and take away damage mods for at least the railgun because we all know the railgun is powerful enough without a damage mod and thus doens't need them and limiting it to 1 hardner would be more than enough than you wouldn't need to reduce their dmg when they have 1 on fair point +1 good sir
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
100
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Posted - 2014.01.30 09:49:00 -
[8] - Quote
add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. |
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:51:00 -
[9] - Quote
Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
100
|
Posted - 2014.01.30 09:56:00 -
[10] - Quote
Omareth Nasadra wrote:Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle
yeah you can run a weak repairer indefinitely or go out guns blazing with all mods on and risk getting drained and getting popped. |
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Tailss Prower
501ST JFW StrikerZ Unit
137
|
Posted - 2014.01.30 09:58:00 -
[11] - Quote
Omareth Nasadra wrote:Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle Its not a bad idear however that creates something entirely new and we know how CCP is if they added that and I'm not saying they shouldn't it's gonna be ****** up completely and unblanced rather in a good way or a bad way and it would also be pointless and here is why our guns have been limited by ammo so they shouldn't be affecting the cap to much if drive the tank effected it there woule be no point so take that out too and basicly on even passive didn't count only active modules which sorry guys we only have 4 things that are active modules our hardners,shield boosters,scanners,and speed boosters so really there wouldn't be much point to having a cap |
Omareth Nasadra
The New Age Outlaws WINMATAR.
275
|
Posted - 2014.01.30 09:59:00 -
[12] - Quote
Tailss Prower wrote:Omareth Nasadra wrote:Auris Lionesse wrote:add caps to tanks. make the modules like eve and not these wonky cooldown mods. give players nosferatu grenades that nuke caps on tanks. you have to manage your modules and cap like eve or you run out and sit defenseless unable to retreat and fight back. capacitors is imho the way to go, my second option is based on that principle Its not a bad idear however that creates something entirely new and we know how CCP is if they added that and I'm not saying they shouldn't it's gonna be ****** up completely and unblanced rather in a good way or a bad way and it would also be pointless and here is why our guns have been limited by ammo so they shouldn't be affecting the cap to much if drive the tank effected it there woule be no point so take that out too and basicly on even passive didn't count only active modules which sorry guys we only have 4 things that are active modules our hardners,shield boosters,scanners,and speed boosters so really there wouldn't be much point to having a cap i agree, keep the fix simple
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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xSir Campsalotx
G0DS AM0NG MEN
88
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Posted - 2014.01.30 12:14:00 -
[13] - Quote
They're too cheap x3 the price for std tank and proto turret~1.8million and make militia tanks 500,000. Contrary to popular belief a forge will pop a tank and still does a good job |
Tailss Prower
501ST JFW StrikerZ Unit
140
|
Posted - 2014.01.30 12:25:00 -
[14] - Quote
xSir Campsalotx wrote:They're too cheap x3 the price for std tank and proto turret~1.8million and make militia tanks 500,000. Contrary to popular belief a forge will pop a tank and still does a good job the point of what CCP did was make it so it wasn't so much that you would never make money as a tanker and force you to fight as infantry when you wasn't skilled as one but at teh same time wouldn't be overly cheap right now my tank costs me 200k basicly fully fitted now the only reason it ain't 450-500k is because I have teh aur turret which if it was isk would be around 250-280k isk alone so in a match if I lose 2 of my tanks I'm no longer making money what you are saying is what the proto tanks would cost back when we had them and doing that would have same effect as buffing av would right now make it so no one uses tanks then there would be no point in them even being in the game and it basicly would be another call of duty game just alot more future based
Now maybe militia tanks are too cheap and should be higher priced that I can agree with and understand but it seems fair like it is now with std tanks cause as I said my tank should cost 450-500k isk but doesn't because I have AUR and only because I have AUR and even then it is 200K+ these 70k sica's are too cheap but at the same time are nothing to my tank or even to an actural fully AV player |
xSir Campsalotx
G0DS AM0NG MEN
88
|
Posted - 2014.01.30 13:02:00 -
[15] - Quote
Just me persoanlly have 3million sp in tanks but I go over 10 matches without losing a tank not chilling in the redline either. I just noticed I rarely lose them and its 1.8mill for pro turret fitted tank, thinking 600,000 for basic turret, mods and tank. It discourages proto tanks and militia spam which cost less than a prot suit |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
507
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Posted - 2014.01.30 13:09:00 -
[16] - Quote
Tanks - A real balance thread I talk tank balancing. Check it out.
As a pro tanker myself, I really don't think that speed is the issue. I think the turrets and modules are a good start.
As far as hardeners go, I'm not a huge fan of stacking 3 of them. But the guy below you seems to think that not having a heal cripples you. This is NOT true. Rather than relying on a booster for regaining shields, you wait for passive recharge. You don't NEED a booster, you just have to change up how you play. Stacking hardeners is a problem.
So what could we do eh, a stacking penalty is a good idea. For each mod after the first, cooldown time on said modules is increased. So that even if you were to stack 3 hardeners, you won't be able to cycle through them non stop. It makes the idea of using just one more attractive, while anything beyond the first means a lot more waiting.
Looking at damage mods, you could force a player to make a trade. Want more damage, then as long as a damage mod is active, defenses are reduced.
Balance.
Want high damage, or fast speed, or good AI capabilities, then you gotta sacrifice something to get it. With the way things are, the negatives are not enough to outweigh the positives.
Nuff Said
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Tailss Prower
501ST JFW StrikerZ Unit
143
|
Posted - 2014.01.30 13:20:00 -
[17] - Quote
Tebu Gan wrote:Tanks - A real balance thread I talk tank balancing. Check it out. As a pro tanker myself, I really don't think that speed is the issue. I think the turrets and modules are a good start. As far as hardeners go, I'm not a huge fan of stacking 3 of them. But the guy below you seems to think that not having a heal cripples you. This is NOT true. Rather than relying on a booster for regaining shields, you wait for passive recharge. You don't NEED a booster, you just have to change up how you play. Stacking hardeners is a problem. So what could we do eh, a stacking penalty is a good idea. For each mod after the first, cooldown time on said modules is increased. So that even if you were to stack 3 hardeners, you won't be able to cycle through them non stop. It makes the idea of using just one more attractive, while anything beyond the first means a lot more waiting. Looking at damage mods, you could force a player to make a trade. Want more damage, then as long as a damage mod is active, defenses are reduced. Balance. Want high damage, or fast speed, or good AI capabilities, then you gotta sacrifice something to get it. With the way things are, the negatives are not enough to outweigh the positives. I know they ain't and there are penaltys to stacking hardners but its not a bit enough penalty to prevent such a high resisteance and limiting that to 1 wouldn't harm us in anyway and in terms of damage mods the only 1 that we really don't need is the railgun dmg mod cause like I've stated across the forums I can still kill them but the damage boost from the mods is to the point that even if he is weaker than me unless it is the gunlogi fit with 2 hardners and a dmg mod I'll do just as much dmg to him as he is to me with my hardner on and it becomes who hit who first I just think the railgun is powerful enough as it is the trade is fine and all but I was also thinking about dropships and lavs when I said that to because if he is sitting in the redline the only one who can deal with him is another rail tank leaving the dropships and lavs **** out of luck |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
507
|
Posted - 2014.01.30 13:20:00 -
[18] - Quote
Tailss Prower wrote:xSir Campsalotx wrote:They're too cheap x3 the price for std tank and proto turret~1.8million and make militia tanks 500,000. Contrary to popular belief a forge will pop a tank and still does a good job the point of what CCP did was make it so it wasn't so much that you would never make money as a tanker and force you to fight as infantry when you wasn't skilled as one but at teh same time wouldn't be overly cheap right now my tank costs me 200k basicly fully fitted now the only reason it ain't 450-500k is because I have teh aur turret which if it was isk would be around 250-280k isk alone so in a match if I lose 2 of my tanks I'm no longer making money what you are saying is what the proto tanks would cost back when we had them and doing that would have same effect as buffing av would right now make it so no one uses tanks then there would be no point in them even being in the game and it basicly would be another call of duty game just alot more future based Now maybe militia tanks are too cheap and should be higher priced that I can agree with and understand but it seems fair like it is now with std tanks cause as I said my tank should cost 450-500k isk but doesn't because I have AUR and only because I have AUR and even then it is 200K+ these 70k sica's are too cheap but at the same time are nothing to my tank or even to an actural fully AV player
Check my post out btw, my overall idea is to separate tanks from infantry. The problem isn't that tanks are TOO TOUGH (or that AV is stupid), it's that tanks interact far too much with infantry directly.
What if a tank wanted to use a large turret to kill infantry. I say the tank would lose defenses so they are easier to manage for AV while decreasing overall damage to reduce AV efficiency of said turret.
On the other hand, we have an AV turret, that is very poor for killing infantry, but rocks for AV work. Heavier on defenses, as it will be focused on dealing with tanks, and should have pretty much 0 infantry capabilities.
But if an AV turret wanted AI support, they have to drop on small turrets for gunners. If it requires a team of people to drop a tank, a tank should be required to use a team itself to be effective.
Nuff Said
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Tailss Prower
501ST JFW StrikerZ Unit
143
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Posted - 2014.01.30 13:24:00 -
[19] - Quote
Tebu Gan wrote:Tailss Prower wrote:xSir Campsalotx wrote:They're too cheap x3 the price for std tank and proto turret~1.8million and make militia tanks 500,000. Contrary to popular belief a forge will pop a tank and still does a good job the point of what CCP did was make it so it wasn't so much that you would never make money as a tanker and force you to fight as infantry when you wasn't skilled as one but at teh same time wouldn't be overly cheap right now my tank costs me 200k basicly fully fitted now the only reason it ain't 450-500k is because I have teh aur turret which if it was isk would be around 250-280k isk alone so in a match if I lose 2 of my tanks I'm no longer making money what you are saying is what the proto tanks would cost back when we had them and doing that would have same effect as buffing av would right now make it so no one uses tanks then there would be no point in them even being in the game and it basicly would be another call of duty game just alot more future based Now maybe militia tanks are too cheap and should be higher priced that I can agree with and understand but it seems fair like it is now with std tanks cause as I said my tank should cost 450-500k isk but doesn't because I have AUR and only because I have AUR and even then it is 200K+ these 70k sica's are too cheap but at the same time are nothing to my tank or even to an actural fully AV player Check my post out btw, my overall idea is to separate tanks from infantry. The problem isn't that tanks are TOO TOUGH (or that AV is stupid), it's that tanks interact far too much with infantry directly. What if a tank wanted to use a large turret to kill infantry. I say the tank would lose defenses so they are easier to manage for AV while decreasing overall damage to reduce AV efficiency of said turret. On the other hand, we have an AV turret, that is very poor for killing infantry, but rocks for AV work. Heavier on defenses, as it will be focused on dealing with tanks, and should have pretty much 0 infantry capabilities. But if an AV turret wanted AI support, they have to drop on small turrets for gunners. If it requires a team of people to drop a tank, a tank should be required to use a team itself to be effective. thats an intresting idear and think of it like this cause the current AV gun which is the railgun is actually like that it's main goal is for vehicles however if you can aim it right can still be used on infantry but most teh time will not hit if you can't aim it well and with teh way blasters are right now any tank using something besides the blast and it pretty well fitted would beat it but I do like the idear more like what we have now but more into it
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Pages: 1 :: [one page] |