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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
66
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Posted - 2014.01.31 21:41:00 -
[31] - Quote
Alena Ventrallis wrote:Tanks should stay as one man vehicles. But tanks should be about killing other vehicles. They should have to rely on small turrets to protect them from infantry.
There should also be a LAV that let's you use the turret and drive at the same time.
Your clearly not playing the same game?! Why do so many ppl want this "easy mode" for dust? Scrap the "I win button" please?! Tanks ARE rediculously OP! Flat out pointblank man?! If you need to be engaged by a squad just for you to be downed, then you should require help! Operator and gunner for all vehicles! Dropships need gunners, lav's need a gunner, so why not hav's? These "one man fortresses" are bs?!
And this idea about a one man lav is ludicrous! Remember murder taxi's! Same thing, different concept?! So many of you guys just want to be invincible it's ridiculous lol! No work ethic?! No more heavily armored, heavily shielded, one man army, powerful blaster cannon carrying, super vehicles?! If u wanna tank fine! More power to ya! But know, like the rest of us, that you will die?! If I choose to run proto I can't get mad at people when I loose money by dying! I'm not gonna run a balac's gar 21, and require the whole squad to keep me alive so I don't loose my rifle?! That's selfish as h***!?
If you bring it to battle, prepare to loose it! No "I win buttons"!
"Anybody order chaos?"
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
512
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Posted - 2014.01.31 22:12:00 -
[32] - 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.
As a tank driver (and I assure you a reasonable one) this is unacceptable. Could you even imagine tanks that had to stop, to use their turret. Think of how comical tank battles would be, not to mention LAME.
But I do think we can agree that a team should be required tank side same as it is infantry side. I think the biggest problem, is that AV really can't do anything against tanks. But I don't think this would be such a problem if tanks weren't murdering infantry day in and day out.
You posted up in my Tanks - A real balance thread, I had some good idea's throughout that post.
Now though I would like to direct you to my more specific thread on turrets. Tanks - Balancing turrets
It's a much shorter read btw. To kinda sum it up, I'm trying to accomplish the same goal as you, but still maintain control of my main turret. No tanker will ever agree with letting a blueberry run our main turret. Not to mention, why invest heavily for something you will only ever get to use with the help of somebody else.
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.
Nuff Said
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
145
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Posted - 2014.01.31 23:02:00 -
[33] - 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. |
Bojo The Mighty
L.O.T.I.S.
2980
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Posted - 2014.01.31 23:39:00 -
[34] - Quote
I don't think you currently understand the advantage infantry have by lone-operated HAVs.
Currently, to see where you are driving, an HAV must have their turret pointed in the general direction. This allows people to sneak up behind HAVs and place REs, or AV nade them. Give HAV dual operation and you have a constantly mobile heavy weapon platform where turret tracking speed (which is relatively slow) does not hinder the ability to retreat.
I've had many HAV's screw themselves over because they panic and they reverse without swiveling the turret before hand and thus run themselves up a rock and they lose the vehicle. Allowing the HAV turret operator to be given only a single focus would be bad because then we'd have HAV operators controlling their vehicles much more easily. The HAV driver only has to worry about movement and HAV health while the HAV turret operator only has to focus on targets. Currently, the HAV operator has to focus on the HAV health, the targets, and where they are going. It would be better to leave as is so we don't lessen the load of responsibilities handed to a HAV.
No I am not a tanker I do the shady sands shuffle.
Rifle Changes: DPS, range, and damage
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Chesyre Armundsen
Thanes Of Dust
399
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Posted - 2014.01.31 23:52:00 -
[35] - Quote
Sole Fenychs wrote: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.
Just a quick reply without reading Tebu's thread on turret balance yet, I believe the idea that's being put forth is that the large turret equipped would be an AV weapon that would have difficulty hitting infantry effectively. This would mean that the small turrets would be the ones focused on AI.
Mihi gravato Deus - "Let God lay the burden on me!"
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Chesyre Armundsen
Thanes Of Dust
399
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Posted - 2014.01.31 23:56:00 -
[36] - Quote
Bojo The Mighty wrote:I don't think you currently understand the advantage infantry have by lone-operated HAVs.
Currently, to see where you are driving, an HAV must have their turret pointed in the general direction. This allows people to sneak up behind HAVs and place REs, or AV nade them. Give HAV dual operation and you have a constantly mobile heavy weapon platform where turret tracking speed (which is relatively slow) does not hinder the ability to retreat.
I've had many HAV's screw themselves over because they panic and they reverse without swiveling the turret before hand and thus run themselves up a rock and they lose the vehicle. Allowing the HAV turret operator to be given only a single focus would be bad because then we'd have HAV operators controlling their vehicles much more easily. The HAV driver only has to worry about movement and HAV health while the HAV turret operator only has to focus on targets. Currently, the HAV operator has to focus on the HAV health, the targets, and where they are going. It would be better to leave as is so we don't lessen the load of responsibilities handed to a HAV.
No I am not a tanker I do the shady sands shuffle.
I appreciate the constructive addition Bojo. Welcome to the thread.
Mihi gravato Deus - "Let God lay the burden on me!"
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
515
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Posted - 2014.02.01 00:08:00 -
[37] - Quote
Sole Fenychs wrote: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.
Read the thread, I was hoping that would get your attention and coax you into looking the thread over.
I should say, tanks need roles. I suggest focusing heavily either one way or the other.
Your turret determines your role, either AV or AI, very much like you say with infantry. So let's take an AV turret for example, poor damage to infantry, but massive damage to vehicles.
On the other side, you have your AI turret, that is very poor against vehicles, but alright against infantry. I'm not for a tank being able to easily kill infantry. This tank, put itself at a severe disadvantage against another tank. But with the way hardeners work, infantry would still struggle with it.
But I've also suggest apply this thought when you think of balancing.
If you want to gain, you need to lose.
So with a resistance module, rather than gaining nothing but a bonus of 60%, what if a tank lost something in the process. Say a 15% reduction to speed, or a 15% reduction to overall damage. Maybe even make the turret itself stronger, but make it reduce the effectiveness of hardeners. In this way, tanks can play tanks, but if a tank wants to play with infantry, it should have something that puts it closer to the infantry's level.
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 sacrafice 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.
And I think pg/cpu is a means of restriction, to allow balance, but not outright create it.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
515
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Posted - 2014.02.01 00:10:00 -
[38] - Quote
Bojo The Mighty wrote:I don't think you currently understand the advantage infantry have by lone-operated HAVs.
Currently, to see where you are driving, an HAV must have their turret pointed in the general direction. This allows people to sneak up behind HAVs and place REs, or AV nade them. Give HAV dual operation and you have a constantly mobile heavy weapon platform where turret tracking speed (which is relatively slow) does not hinder the ability to retreat.
I've had many HAV's screw themselves over because they panic and they reverse without swiveling the turret before hand and thus run themselves up a rock and they lose the vehicle. Allowing the HAV turret operator to be given only a single focus would be bad because then we'd have HAV operators controlling their vehicles much more easily. The HAV driver only has to worry about movement and HAV health while the HAV turret operator only has to focus on targets. Currently, the HAV operator has to focus on the HAV health, the targets, and where they are going. It would be better to leave as is so we don't lessen the load of responsibilities handed to a HAV.
No I am not a tanker I do the shady sands shuffle.
Wow, this is a VERY good point. Get's the old gears a turnin.
Nuff Said
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Glitch116
Black Phoenix Mercenaries Legacy Rising
35
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Posted - 2014.02.01 01:47:00 -
[39] - Quote
you do know that in the hands of a good driver gunner team this only makes HAV MORE POWERFUL yeah you take it out of the hands of single pilots but at the same time you now have tanks that can drive without having to move their gun off target to safely navigate so that blaster is going to stay pointed at your face no matter what direction the tanks is moving with this it would be impossible to sneak up on tanks tanks would also never have to expose their weak spot so yeah.... Blaster drive bys anyone?
I AM THE KING OF THE BLASTER!!!
deal with it
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
147
|
Posted - 2014.02.01 08:54:00 -
[40] - 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. |
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
518
|
Posted - 2014.02.01 15:37:00 -
[41] - Quote
Sole Fenychs wrote: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 around 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.
No, it's actually about having roles, split between an AV large turret and an AI large turret. And I don't think pub matches are a good place to make that determination that tanks can only exist because they kill infantry. Do you want tanks to easily murder infantry??? You think that tanks only have a place on the field because they can easily murder infantry? I choose to drive tanks, like others, and we determine our own place on the field. We don't exist BECAUSE of infantry, we exist because tanks are a part of the game.
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.
Nuff Said
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
150
|
Posted - 2014.02.01 16:47:00 -
[42] - 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. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
518
|
Posted - 2014.02.01 17:59:00 -
[43] - Quote
Sole Fenychs wrote: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.
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.
Nuff Said
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
152
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Posted - 2014.02.01 18:40:00 -
[44] - 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. |
Chesyre Armundsen
Thanes Of Dust
406
|
Posted - 2014.02.03 06:11:00 -
[45] - Quote
For the record I would like to say that I am not trying to split the roles of a tank to require 2 operators minimum. I want an open dialogue where both tankers and AV infantry alike can discuss options to direct future gameplay in a harmonious way. I was addressing something I saw.
I found it was interesting that the LAV had no means of solo attack where the HAV large baster can do a great job murdering infantry, and so I thought "why does the HAV have this ability?"
The proposed idea was not one with a selfish motive that more mercs would be tied up to operate a vehicle, but a question of why this role was given to a HAV operator to singlehandedly be a monstrous force.
I know very well that DUST will have many more changes over the years, and that the current state of vehicles is lacking compared to the scope CCP has indicated that they would like to see them in. It was said before the release of 1.7 that the now current changes would not be final, and that adjustments and additions would be made.
What I want are intelligent ideas brought to the table that do more than simply buff and nerf damage/resilience, and I believe the thread is doing well on that angle. These ideas, whether good or bad, will shape the future. Lets make it a bright one. :)
Mihi gravato Deus - "Let God lay the burden on me!"
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thomas mak
STRONG-ARMED BANDITS
28
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Posted - 2014.02.03 07:44:00 -
[46] - Quote
things you can do with the PS3 alone can do in New Eden, clear? because I can drive my tank and shot people at the same time by myself, o I can do it in new Eden
Real tanker dies with their tanks!
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
114
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Posted - 2014.02.03 09:37:00 -
[47] - Quote
dogmanpig wrote:Alan-Ibn-Xuan Al-Alasabe wrote:The HAV is a frontline combat vehicle. The LAV is a transport/support vehicle. They don't work the same way. I don't think this stretches reason too much.
Besides, it stands to reason there should be at least one vehicle that you can use without having to get a whole squad together. LAV are fast, mobile vehicles able to kill with just its speed and survive on it with some decent driving skills- making solo player without guns acceptable and the turret is weak compared to the speed and maneuverability HAV are slower with much less maneuverability that barely kills with its speed and survives on its ability to take damage- needs offensive firepower to be effective, turret is strong compared to speed and maneuverability scouts- fast and lightly armored sentinel- slow and heavy armored pros and cons least ye be underpowered or overpowered.
Then tanks shouldn't have high collison damage? Cause damn, a tap will BLOW YOU FREAKIN MIND--via your LAV exploding.
FAME
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bogeyman m
Learning Coalition College
59
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Posted - 2014.02.05 05:49:00 -
[48] - Quote
NK Scout wrote:Seriously terrible idea, terible, wish i can -1, that would make havs completely useless Unless of course you make it so it takes 2 peopleto move and shoot a ar
So... You're comparing a tank to a rifle? |
bogeyman m
Learning Coalition College
59
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Posted - 2014.02.05 06:09:00 -
[49] - Quote
Glitch116 wrote:you do know that in the hands of a good driver gunner team this only makes HAV MORE POWERFUL yeah you take it out of the hands of single pilots but at the same time you now have tanks that can drive without having to move their gun off target to safely navigate so that blaster is going to stay pointed at your face no matter what direction the tanks is moving with this it would be impossible to sneak up on tanks tanks would also never have to expose their weak spot so yeah.... Blaster drive bys anyone?
True.
Counterpoint: Less infantry support. (Not saying it's a better point, just something else to consider.) Today, if one team has 4 tanks out, they still have 12 supporting infantry running around. If those tanks each needed a 2nd person to man the guns, there would only be 8 infantry in support. That's a big difference.
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Varjac Theobroma Montenegro
Omega Elite Mercs INC.
117
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Posted - 2014.02.05 15:49:00 -
[50] - Quote
bogeyman m wrote:Glitch116 wrote:you do know that in the hands of a good driver gunner team this only makes HAV MORE POWERFUL yeah you take it out of the hands of single pilots but at the same time you now have tanks that can drive without having to move their gun off target to safely navigate so that blaster is going to stay pointed at your face no matter what direction the tanks is moving with this it would be impossible to sneak up on tanks tanks would also never have to expose their weak spot so yeah.... Blaster drive bys anyone? True. Counterpoint: Less infantry support. (Not saying it's a better point, just something else to consider.) Today, if one team has 4 tanks out, they still have 12 supporting infantry running around. If those tanks each needed a 2nd person to man the guns, there would only be 8 infantry in support. That's a big difference.
This might also balance how tanks operate now. It wouldn't be a matter of just having the isk, it would require team work and coordination. It would be more risk to have tanks operating as you lose ground control. If four or more tanks are on a match, objective control becomes less viable.
Sole Fenychs wrote:Spartan MK420 wrote:Locking would be fun, but then someone could just spam out vehicles in the redline and lock them all, filling up the team quota, and by staying near them so they don't take damage.
On the other hand, that would be fun, preventing tank spam, by spamming your own. XD
It's silly to even have a quota. Vehicles should be limited by usabillity, not an artifical limit. Real balance is when people choose to behave as if a quota existed, because they feel that they'd be less effective if they didn't. Having a quota in the first place is a hack to hide balance issues. I feel the same way about stacking penalties, but less strongly so because those aren't a hard limit. And I definitely want vehicle locks and the ability to throw people out. Especially for solo dropships. I can't even ferry the retards to objectives because they decide to stay inside even if I hover for ten minutes.
Sole hits the vehicle presence point perfectly. Vehicles should have a purpose and require a judgement call to use. If I run transport DS I remove myself from capturing points and clearing clones, so I have to decide if it is worth the risk.
Tanks are just a bigger drop suit. There is no clone loss for the user to operate that vehicle. I wonder if this then applies to ADS? Or does the effectiveness of AV and higher skill set balance an ADS's place on the battlefield?
FAME
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Billi Gene
456
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Posted - 2014.02.05 17:22:00 -
[51] - Quote
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
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
177
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Posted - 2014.02.05 17:27:00 -
[52] - 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. |
Billi Gene
456
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Posted - 2014.02.05 17:36:00 -
[53] - Quote
i just have to add, that I understand the woes of facing off against tanks as an infantryman, but that I also have an alt account with a dedicated vehicle ops, i prefer ADS but run tank to farm isk.
It kinda feels like some people here would find nothing better than to hurt the play experience of tankers, as a punishment for perceived violation of their own play experience by tanks in general.
The best i can offer is to go play with tanks for a bit, and especially DS and ADS, you know less than you think if you haven't done so for a considerable amount of playtime.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Billi Gene
456
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Posted - 2014.02.05 17:44:00 -
[54] - Quote
Sole Fenychs wrote:Billi Gene wrote:You might think that the only nerf to ..blah blah blah wordy wordy words ..... 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.
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 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.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
177
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Posted - 2014.02.05 17:56:00 -
[55] - 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. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1384
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Posted - 2014.02.05 18:11:00 -
[56] - Quote
IMO the greatest imbalance between vehicles and infantry is manpower. 1 person in a 60,000 ISK tank can easily take down almost any infantry with ease. If large turrets were AV and small turrets AI than it would give tanks a more defined role. This means if a tank also wants to be a highly effective AI weapon it would require more operators, which goes with the OPs idea of having seperate operators for the large gun and driving.
If it takes 3 AV infantry to effectively take down one tank than it should take 3 people to be the most effective tank. 16 vs 16 Currently 1 tanker requires about 3 AV (average) 1 tanker can also easily kill any infantry
1 Tank vs. 3 AV 15 infantry vs. 13 infantry
2 Tanks vs. 6 AV 14 infantry vs 10 infantry
14 vs 10 makes a big difference when it comes to killing clones. It's a blanket assessment even though there are many variables, but the manpower to combat power ratio is off unless tanks require more operators.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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Billi Gene
458
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Posted - 2014.02.05 19:27:00 -
[57] - Quote
Tallen Ellecon wrote:IMO the greatest imbalance between vehicles and infantry is manpower. 1 person in a 60,000 ISK tank can easily take down almost any infantry with ease. If large turrets were AV and small turrets AI than it would give tanks a more defined role. This means if a tank also wants to be a highly effective AI weapon it would require more operators, which goes with the OPs idea of having seperate operators for the large gun and driving.
If it takes 3 AV infantry to effectively take down one tank than it should take 3 people to be the most effective tank. 16 vs 16 Currently 1 tanker requires about 3 AV (average) 1 tanker can also easily kill any infantry
1 Tank vs. 3 AV 15 infantry vs. 13 infantry
2 Tanks vs. 6 AV 14 infantry vs 10 infantry
14 vs 10 makes a big difference when it comes to killing clones. It's a blanket assessment even though there are many variables, but the manpower to combat power ratio is off unless tanks require more operators.
an unmodified mlt tank does not need more than an adv swarm to be taken out from my experiences. And that is the only 60k tank i can think of.
I in no way mean to injure or insult, but asking for parity of manpower based on difficulty to kill is a crutch argument. If it takes 2 people to effectively take out a heavy suit, should we then say that heavy suits require 2 people to operate? How about an 1100hp slayer logi? If i fly a MLT DS with two gunners should it require more than 3 hits from a FG, and instead take 3xFGers to take out my MLT DS?
The only real reasons to insist on multiple operator HAV's is to limit their use, or to enhance gameplay associated with their use.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
636
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Posted - 2014.02.05 19:37:00 -
[58] - Quote
think of the Gauss hog from halo..
it was the deadliest vehicle out there for me...on that game..
the reason lavs basically suck.. the turret sucks at targeting moving infantry and still does a poor job at it unless your an expert at aiming the turret. and going fast.
now with your hav idea. im against it.. not only does it make operation the vehicle alot easier. it improves overall effectiveness by a large margin. the way it is right now the player has to avoid obstacles and drive around as well as firing upon infantry and its a bit of a challenge doing both of those things at the same time and it usually ends up in most ppl crashing into a large wall. or anything really.
asides from that from what ive seen most tanks tend to stay still when targeting stuff.. so its just one of their downsides. |
bogeyman m
Learning Coalition College
65
|
Posted - 2014.02.06 08:38:00 -
[59] - Quote
Billi Gene wrote:Tallen Ellecon wrote:IMO the greatest imbalance between vehicles and infantry is manpower. 1 person in a 60,000 ISK tank can easily take down almost any infantry with ease. If large turrets were AV and small turrets AI than it would give tanks a more defined role. This means if a tank also wants to be a highly effective AI weapon it would require more operators, which goes with the OPs idea of having seperate operators for the large gun and driving.
If it takes 3 AV infantry to effectively take down one tank than it should take 3 people to be the most effective tank. 16 vs 16 Currently 1 tanker requires about 3 AV (average) 1 tanker can also easily kill any infantry
1 Tank vs. 3 AV 15 infantry vs. 13 infantry
2 Tanks vs. 6 AV 14 infantry vs 10 infantry
14 vs 10 makes a big difference when it comes to killing clones. It's a blanket assessment even though there are many variables, but the manpower to combat power ratio is off unless tanks require more operators.
an unmodified mlt tank does not need more than an adv swarm to be taken out from my experiences. And that is the only 60k tank i can think of. I in no way mean to injure or insult, but asking for parity of manpower based on difficulty to kill is a crutch argument. If it takes 2 people to effectively take out a heavy suit, should we then say that heavy suits require 2 people to operate? How about an 1100hp slayer logi? If i fly a MLT DS with two gunners should it require more than 3 hits from a FG, and instead take 3xFGers to take out my MLT DS? The only real reasons to insist on multiple operator HAV's is to limit their use, or to enhance gameplay associated with their use.
Just to add some points to the discussion:
- There is no reason to run an un-modded MLT tank. Both "no-skills-required" MLT tank options allow additional shielding or armour and end up in the low 70K ISK range. With that additional eHP, you definitely need at least 2 AVers to take down a tank since the Swarm Launches got neutered in 1.7.
- My ADV AV fit costs about 40K and with only a basic SMG for self defence, I usually die a handful of times in a match. So that's a 200K investment to inflict 20-30K damage, with maybe 1 kill and a few assists per match, resulting in 200 WPs on average. It may come as no surprise that I don't run AV much anymore.
- Regarding (traditional) Heavies, it already takes 1-1/2 people to run one effectively. That's what a Support Logi is all about. So that already has some balance. (Heavies running proto Rail Rifles is a different issue.)
- Slayer-Logis is another concern entirely, but that might be addressed with the new Logi nerfs planned for 1.8.
- I agree that Forge Guns are OP. I can put a MLT FG on a MLT Heavy suit and do too much damage for something that I sunk zero SP into. But I don't think that changes the argument for requiring multiple people for vehicle that want to move and shoot at the same time.
- To restate the multi-person arguement (and update my own position), I think it should require two people if any vehicle wants to move and shoot at the same time. If a solo tankist wants to shoot something, they should have to stop and change seats to do so (just like a LAV). To be entirely fair, vehicle pilots should also have the ability to control when friendlies enter and exit their vehicles.
- I think it was an excellent point that Bojo made regarding how tanks might actually become more dangerous with 2 people operating it more efficiently. But I think that is an entirely fair trade off and feel that the resulting feet-on-the-ground infantry re-balance should not be underestimated.
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Takahiro Kashuken
Red Star. EoN.
2393
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Posted - 2014.02.06 13:56:00 -
[60] - Quote
Such a bad idea
Who skills up what?, who operates what? who pays for it? who calls it in? etc etc etc
The only way i would accept a tank like this is if these conditions were met
1. This isnt enforced on all tanks and vehicles - If this is to exist which really it shouldnt then it needs to be a completely new speciality vehicle which is optional if you want to train it, that means that it will also have skills added to it which will have 1 skill for the driver and a secondary skill for the gunner
2. Vehicle locks - I want to lock my vehicle for my squad only, this means its only for my squad
3. Better PG/CPU/HP and slot layout - If this is taking at least 2 players to operate it then it needs an increase in base stats and slots since its a highly specalised vehicle, im not paying more to have a gimped tank which will be the same as a normal basic tank but requires more ppl to operate it
4. Driver keeps 3rd person camera - This is to ensure the safety of the vehicle, he is the driver for a reason, his sole purpose is to drive, he has no gun he needs no gun for he is the driver
5. No gun for the driver, not even a ****** small turret - Driver doesnt need it and will hinder the driver in operating the vehicle
6. 2players operate, minimum 2players to destroy it - TBH you can barely find 2ppl to work together now to kill a tank so needing 2+ is going to impossible for most players but infantry wants this vehicle more than vehicle pilots
7. The driver operates the majority of the mods - Hardeners/speed mods/boosters
8. Gunner operates DMG mods - He needs the gun so he needs the mods
9. Driver has the ability to kick out all gunners from his vehicle - if the gunner jumps out to hack a point and a bluedot jumps in the driver can boot him out
10. More skills added in the skill tree - Mainly for the driver, increase in turning speed and speed itself etc
I could think of more but frankly its a long shot anyways and infantry would cry alot harder if this actually happened
Infantry already cried for the ammo limits and vehicle changes even tho they dont use em and are now crying after the changes
Becareful what you wish for
Intelligence is OP
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