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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
140
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Posted - 2014.01.31 19:19:00 -
[1] - Quote
Chesyre Armundsen wrote:Why does the HAV allow the driver to operate and fire the main cannon at the same time? Perhaps an addition to satisfy both HAV operators and those who feel HAV operation should be a team effort would be to have a driver seat like the LAV. A single operator would be completely protected as they currently are, but would have to switch seats to a turret to fire a weapon. Multiple operators would mean a dedicated driver and manned turrets, while solo drivers would have to stop moving and switch controls to attack a target. Retreat would then also mean switching back. I believe this may offer a good dynamic. I would vote for the opposite approach: Allow solo dropship pilots to use their guns in some way. LAVs can already run people over when run solo and are fast enough to evade attacks.
HAV solo turret operation is completely okay as long as it's fixed on a single target type. Make the turret good at either infantry OR tank killing. And then force them to use additional gunners to attack the other target type. This means that a tank as omnipotent as the current one would need three operators, but doesn't make them useless when run solo. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
145
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Posted - 2014.01.31 23:02:00 -
[2] - Quote
Tebu Gan wrote: Tanks are for killing tanks, or at least I think they should be AV focused, not infantry focused. Tankers should SUPPORT infantry, or in other words "SUPPLEMENT" not outright own them. Small turrets are there for AI purposes.
You aren't restricted on your suits like this, there is no reason a tank should be as well. But I agree, if it takes a team to kill a tank, it should take a tank team to kill infantry.
If tanks are AV focused - What the hell are they for? That literally means that they are pointless outside of their own microcosmos. You wouldn't even need to call in another tank when the enemy gets one, because an enemy with a tank just means that one of their squad members suddenly stopped contributing meaningfully. That's why large AI turrets need to exist.
With infantry, I can be either AI or AV. As a commando even both. Let's disregard the imbalances that exist for the current AV situation. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
147
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Posted - 2014.02.01 08:54:00 -
[3] - Quote
Tebu Gan wrote:And what are tanks for, why to fight other tanks of course. I RARELY ever focus on infantry. Since this new build, my goal has been to kill tanks. I suggest that light turrets do the job of AI the best, so that a tank requires a team of people to take out infantry. But think about this, currently, a tank has to sacrifice Defense, in order to equip light turrets. So a tank that wanted the best AI would have to sacrifice D, putting him more on level with the infantry.
You are currently able to hunt tanks because tanks are good at killing infantry. Where do you think all those people that are risking their HAVs are coming from? Those are not NPCs. They do not spawn from thin air. They exist because they feel a reason to exist and risk their ISK.
Tanks are already restricted in how they contribute. Their only role is killing/area denial. Spawning and scanning is better done with dropships and LAVs. They currently appear in massive numbers because they are basically invulnerable and can easily slaughter infantry, not because they contribute to the match in any other way. I've seen matches lost because the team was tank driving instead of capturing objectives. Now you are saying that they also lose that role and instead require a two man support team in order to kill infantry, which is the real support role due to the fact that infantry is the basis of the game. It also creates the unique situation that any useful tanks will be good at both killing infantry and tanks alike, because your AI turrets have to be manned in order to contribute to the team. And good luck winning a match where six blueberries are driving two tanks. Big turrets = AV means that tanks are only called in when there's already another tank on the field. But why the hell would that happen, especially with the turrets that are placed everywhere? In this vision, there wouldn't be tankers killing off turrets at the beginning of the match, which would actually weaken tanks in general and make their AV focus even more pointless. Seeing a tank would boil down to one of three situations - Blueberries that want to try them out and don't realize that they suck at AI, call in and instant recall of a railgun tank against a dropship or another HAV and a dedicated three-man crew that wants to farm infantry kills. You will not have sole tank operators anymore. Allowing big turrets to have different roles allows tanks to be real support plattforms with specified niches. One guy with expensive equipment that has dedicated counters. Balance the game around infantry, not about tank battles that don't have any reason to exist without infantry interaction.
And, dude, make up your mind. Your first half of the post is about customization of tanks for different roles. Your second half is about having all big turrets as AV. I can agree with one but not the other. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
150
|
Posted - 2014.02.01 16:47:00 -
[4] - Quote
Tebu Gan wrote:Do you want tanks to easily murder infantry??? I want anti-infantry specialized tanks to easily murder infantry. They are supposed to be the bridge between tank and infantry gameplay - The bane of infantry, but easy pickings for other tanks. The dynamic here would be that AV tanks are weak to AV infantry, while infantry is weak to AI tanks and AI tanks are weak to AV tanks. If you remove the AI tank, you remove the reason for the AV tank to exist. The game is, at its most basic, about infantry. That's not a philosophical statement, that's a fact of game design - If you had not a single infantry unit, you would be physically incapable of capturing objectives.
Tebu Gan wrote: Let's take the current rail gun for example. IT IS an AV weapon hands down. But on open map PCs where the points are open and exposed, a rail tank can hold that objective from a distance. Outside of that tiny niche, a rail tank struggles to kill infantry, but it's not impossible. Takes a bit of skill and luck. And just the other day, my buddy tanker blocked entry to an objective using his bulk so we could hack it. I then squashed the dude he blocked with my tank against his tank.
But anyways, you WOULD have sole operators in HAVs same as you have sole infantry and HAV's now. Sorry man but not everyone digs the team thing 24/7 (some of us are introverted). In all honesty, I don't think you fully grasp what it means to drive a tank. You make it seem as if no one would drive tanks if we moved more to an AV focus, but you fail to realize that many out there are LOOKING for tank vs tank battles. Winning or losing a PUB is pointless at this point. What we want are good battles within our own niche.
And dude, if you had a good tanker squad in a tank, they are only there to provide protected support. If they need to get out and deal with AV on foot or other infantry, they do it. You seem to think that once a blueberries in a tank, he's in there for good.
So, to sum your point up, it's "The game can go **** itself. I just want tank battles and don't care about actually fullfilling objectives!". That's the most dickish approach to balance that I've ever seen. There's plenty of people like you, who just drive around in their tanks and do ****-all to actually help their team.
Again, I reiterate: "Tanks are AV focused" means that you could remove tanks from the game without changing it. Because tanks only exist to kill tanks, in their own little mini game layer. That's tautological balancing unless tanks are able to participate in a match beyond killing stuff. If you want all tanks to be AV, you need to allow them to hack objectives, among other things. You would need to build a parallel game into the match to make tanks useful for success. Which would make them necessary and prevent pure infantry games.
And no, AI gunners are not the solution. AI gunners means that that you need at least two guys to enable AI function on a tank, which would be better served by three heavies with a LAV. You'd also have the completely useless AV main turret that only exists to allow the tank to react to a counter tank with full force.
If you want balance, you need a reason for a feature to exist beyond "I think it's cool!". We could have a confetti gun that does no damage whatsoever but allows you to modify its effects by playing a minigame. I guess it would be fun, but please play that minigame somewhere else and not during a 16v16 match where you are expected to actually contribute. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
152
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Posted - 2014.02.01 18:40:00 -
[5] - Quote
Tebu Gan wrote:Dude, THIS is my idea.
I know I said AV focused, I know, my mistake. It seems to me that we are both on the exact same page. I suggested in my post on tank turrets of splitting the roles of say a blaster tank into AV or AI depending on the turret type. And when used, an AI is good at killing infantry, but it shouldn't be good against another tank, leaving them vulnerable, and giving purpose to an AV role tank.
At the same time, an AI tank needs to have some sort of disadvantage against infantry AV, as they are immune to small arms fire, and for an infantry to run AV they put themselves at a disadvantage to other infantry.
Way I see it, AV shouldn't have much of a chance against an AV dedicated tank, as damage is meant to supplement another tank. But in the same way, tanks should require infantry support to kill other tankers.
And if an AI large turret wants to supplement his AV or AI capabilities, he runs gunners. Same with an AV that wants some AI abilities while retaining AV capabilities.
This is clearly a misunderstanding, as I mistook you for the OP that wanted to split the roles of a tank to require 2 operators min. Looking back at your post I see that we are on the same page. What I mean with tanks being more AV focused, is that an infantry is at a rather large disadvantage when it comes to tackling a tank, where as a tank is immune to anything but AV. I would rather tanks not slaughter infantry so easily with an AI turret.
Currently, a blaster is FAR too strong against your normal infantry, and even AV infantry crumbles to a good blaster tanker. My point being, an AI turret shouldn't kill like they were on foot, because they have limited vulnerability as opposed to the infantry.
Sorry for the stress fella, I think we are arguing when we should be discussing how to go about different turret types, and what kind of drawbacks should be associated with said turrets. Same with modules, as well as adding positive attribuites, I would like to have some negatives to using them as well.
Well, it's always weird to be divided by a common language. I'm glad that this misunderstanding has been cleared up. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
177
|
Posted - 2014.02.05 17:27:00 -
[6] - Quote
Billi Gene wrote:You might think that the only nerf to tanks that this change would entail, is one of opportunity. You would ONLY see tanks being called in when the tanker had a known gunner/driver, as the chance for griefing (loss of control) with a system like this would be huge. Modules would not be operable from the gunner's seat, that would be silly. So a 'solo lol' operator would be at a huge disadvantage to AV and other tanks, aside from being griefed or having curious newberries assume control of either seat. So it would be a direct nerf to tanker (invested SP player) play style and experience. This change would not achieve what you think it would:To accommodate this change, the driver camera would have to be separated from the main turret. This would increase tank survivability via greater situational awareness. Any tank in "fire mode" with a dedicated gunner, would see the driver scanning for threats and pre-aligning to viable escape routes. Fleeing tanks would continue to fire, overall tanks would become better at tanking and killing. I greatly suspect OP, that you have only considered the first idea i have mentioned or maybe the second. At the first of a change like this, yes we would see a decrease in tanks. Over time though, you would find that dedicated tanker teams would emerge, and that their tanks would be harder to kill and far more deadly than current solo tankers. Are you aware for instance that the driver and turret operator skill sets overlap as regards turret bonuses? if it stays the same or changes its not a real biggy for me, i have access to a large social subset, and i find myself undecided over which playstyle i might prefer... i have actually suggested this myself in the past. edit: typo Requiring double-teamed operational crews actually fits the style of the game. Dropships are horribly unwieldy and hard to learn. Why not make tanks equally inaccessible? I would be sad about losing solo HAV possibility (which should have specific target categories), but tandem tanks sound like a really awesome dynamic. Now I wish that we'd have the possibility for both. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
177
|
Posted - 2014.02.05 17:56:00 -
[7] - Quote
Billi Gene wrote:ADS is a solo profession until you have the fittings skills to fit more (of the decent meta lvl) guns to its sides-as well as keeping a decent tank. ADS is also anything but unwieldy. Standard DS, yes they are like steering blimps, but they are also easier to fit, so their lack of acceleration actually makes them better gun platforms for a team.
I haven't had the chance to try ADS yet. I will have enough SP collected tomorrow, though.
I still like the idea of raising skill ceilings for vehicles to the extent of basically making it a full-time profession in the game. That was my initial impressions of dropships and now I'm possessed by it. Imagine the kind of respect that DS pilots/Tankers/etc. would get in that vision. Maybe prototype variants should have far more complex handling than normal variants, but for a reason. Maybe proto dropships would get more agility by allowing more manual control over the different kinds of thrusters, similar to how you can't actually use the sideways tilt on militia dropships currently due to auto-leveling. The same could work for HAVs - Standard is solo operation, but one of the prototype variants is a tandem version where the driver can access functions that don't exist for solo drivers.
Quote: I think CCP needs to get onto a medium ground assault vehicle asap if there is going to be a separation of roles for the HAV. Give the MAV a large fixed turret or something, but do it so as not to disenfranchise a portion of the player base or destroy a playstyle.
...anything that encourages variety can't be a bad thing in a 'sandbox' style game.
That's another possibility - Shifting part of the HAV playstyle onto MAVs. MAVs could have big turrets that are linked to the orientation of the vehicle, instead of being independant.
But yeah, variety is what CCP should focus on. After getting the basic vehicle balance done, that is. Variety is the spice of Dust - Heavies with light weapons, Jihad Jeeps and Marksmen (Usage of sniper rifles at medium ranges, despite the horrible sway mechanics) are just the beginning. In another thread I threw out the idea of allowing light suits to use heavy weapons, but only with vastly increased recoil and a requirement of going stationary to use the weapon. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
222
|
Posted - 2014.02.23 19:45:00 -
[8] - Quote
Alena Ventrallis wrote:I would rather see large turrets be shifted completely into the role of anti-vehicle. One man controlling a tank is fine, but a tanks infantry killing ability should come from it's sturrets.
The tank problem would literally go away overnight if large blasters were reworked into an AV role instead of AI. The problem would also go away by making large blasters pure AI, instead of being honey badger mode. Not that I care either way, as long as it's consistent (i.e. "All large turrets are AV, while small turrets have niches dependant on turret type" or "All blasters are AI, all missiles are middle ground and all railguns AV" or "All blasters specialize in close combat against all targets, all missiles are medium range combat against everything and all railguns are long-ranged anti-everything" - The last option would allow AV to be consistently balanced, with REs countering railguns and forges countering blasters) I'm in favor of it. Just don't make it stuff like "All railguns are AV, all missiles are the middle ground and the large blaster is anti-everything while the small blaster is AI with a side-dish of useless". |
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