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Charlotte O'Dell
Fatal Absolution Covert Intervention
1818
|
Posted - 2014.01.31 22:42:00 -
[1] - Quote
I apologize for my earlier posts, stating that rails were fine and dropships would kill everything if we didn't exist; I now see that what I said is the same thing that AV said to me prior 1.7-
Before 1.7, I could still get 30:0 games IF THERE WAS NO AV.
On the same note, hard counters are good, but a hard counter should not be a metaphorical brick wall against a balloon.
Dropships have excellent anti-infantry capability, and if we're supposed to be getting gunships/bombers soon(TM), then I don't see a need to give the turrets with the power of large turrets to kill tanks (hopeful).
Of course, a single ADS can defeat any tank as long as it has no support, is not in the redline, and the ADS can get into its cone of silence (for lack of a better term).
This is an imbalance, for sure.
I can see that swarms and forges have the power to push of most dropship pilots, except when its an ADS swarm, but tanks swat them out of the sky (rails, specifically, like it isn't even cool.)
A more elegant solution is to get rid of the redline. Perhaps, any shots fired within the redline count for 0% damage, or remove it altogether.
This issue also has to do with large turrets in general- blasters DESTROY even the heaviest sentinal and a militia rail can take out even a double hardened gunlogi rather quickly, let alone one who has no idea it is being sighted.
Seeing as tanks have plenty of...tank, I'd say that a large turret (rails and blasters) need a nerf so that the blaster slaughters infantry a little slower, and the rail doesn't OHK every dropship short of a double-hardened Grimsnes.
I also understand that the damage mods contribute to this, however, they are not the issue. 1800 damage from an unmodded rail is obscene. I could understand that type of damage of it required a 5x SP multipler at lvl 5 to acheive, but the way it is, I do not like it. Tanks, as they stand now, should be proto-tanks with maxed out passive skills.
So, yes, the vehicle skill tree needs to be redone, again, so it is similar to chromosome. However, I like the new way tanks function (waves of opportunity). At the same time, tanks, turrets, and vehicle modules need a massive nerf, so that only by investing to lvl 5 on all passive skills, can they be this powerful. A tank, ONLY WHEN FULLY SPECCED, should be as powerful as they are now. That may come off as an elitest remark to many of you, but frankly, I don't care. Infantry are very well rewarded for passive investments on modules, suits, weapons, and core upgrades- tanks are not. At the end of the day, I can max every skill I want to on my gunlogi and I can fit a plate or twp, extra- doesn't count for much considering that the same amount of SP invested (roughly 16 million) could bring a protosuit from an overpriced coffin to a death machine that even a large blaster would have to concentrate fire on to destroy.
TLDR?:
The power tanks have ruins the balance of power on the battlefield. Infantry are segregated to CQC, dropships are only truly useful in PC, and the SP investment to lvl 5 vehicle core/prof skills is not worth the cost.
Revive Chrome skill tree. Nerf large turrets and modules for vehicles. Keep 'waves of opportunity' concept.
Charlotte O'Dell is the highest level unicorn!
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Atiim
Living Like Larry Schwag
4275
|
Posted - 2014.01.31 22:50:00 -
[2] - Quote
9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1819
|
Posted - 2014.01.31 22:51:00 -
[3] - Quote
Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined.
So then how else can the redline be fixed?
Charlotte O'Dell is the highest level unicorn!
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Atiim
Living Like Larry Schwag
4275
|
Posted - 2014.01.31 22:57:00 -
[4] - Quote
Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed? Good Question.
One way, would be to make the redline much father back from the actual battle, that way redline campers wouldn't be able to fire with theoretical impunity because the redline won't be close enough to the actual battle, and players getting stomped will also have a safe zone to regroup and re-assess their tactics.
Another way, would be fall-off damage. You do x% of damage in your optimal and/or effective ranges, but anywhere outside of this will result in a loss of damage. This will prevent Rails from being an "Automatic Sniper Rifle-Shotgun Hybrid."
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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ER-Bullitt
Molon Labe. Public Disorder.
892
|
Posted - 2014.01.31 23:01:00 -
[5] - Quote
Perhaps push the line further back from the actual battlefield where installations and objectives are located?. Lets face it, if your team gets "red lined" the match is pretty much over no matter what you do. Why need all that space, provide maybe a few extra buildings for cover fire so folks have somewhere to hide if their team gets redlined. |
Alena Ventrallis
The Neutral Zone
569
|
Posted - 2014.01.31 23:05:00 -
[6] - Quote
Redline could be fixed by having it behind hills and whatnot. In order to see anything to shoot at, you must leave the redline. This makes you vulnerable to counterattack.
Tanks need to be slower. Escape shouldn't be easy for a tank. IT needs to rely on its hp an resistances to survive. Escape is the realm of LAVs
Only one hardener per vehicle. Force that window of opportunity to close. Tanks should be indestructible when hardeners are up. They should be killable while hardeners are down. Permahardened gunnlogis are gamebreaking. Again, force that window of opportunity to close.
There should be the same uptime and cooldown for hardeners among the tiers. Resistance should increase as you go up from MLT to PRO. A proto hardener should let you tank railguns with moderate ease. Militia hardeners should make you more resistant, but easier to kill than a proto tank.
Reduce all large turret damage by 25%. Give the large turret skills a +5% to turret damage per level in addition to unlocking tiers. You want to wreck face, you better skill into it.
Tanks should be anti-vehicle. They should wreck face on LAVs, dropships, and other tanks. If they want to kill infantry, they should fit small turrets. IF they don't want to fit small turrets, then they should be very poor at killing infantry, and learn to deal with it.4
Dropships, assault dropships in particular, need to have their skill boost hardener efficiency and duration. Tanks an LAVs can hide easily. Dropships cannot. All they have for protection is their hardeners. Therefore, they should get better use out of them than other vehicles. |
Benjamin Ciscko
Fatal Absolution Covert Intervention
1461
|
Posted - 2014.01.31 23:05:00 -
[7] - Quote
The redline is a shield so if you fire at it the projectile does not pass through it goes for all weapons you can still enter the redlie and shoot in from within but you have to cross it to do damage. Rails are fine they just need an ROF nerf It takes 3 shots to kill an Incubis (that's armor right) without damage mods so the damge mods will need some reworking. And 100% agree on huge passive bonuses.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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ishtellian
Ancient Erectiles
3
|
Posted - 2014.01.31 23:15:00 -
[8] - Quote
Benjamin Ciscko wrote:The redline is a shield so if you fire at it the projectile does not pass through it goes for all weapons you can still enter the redlie and shoot in from within but you have to cross it to do damage. Rails are fine they just need an ROF nerf It takes 3 shots to kill an Incubis (that's armor right) without damage mods so the damage mods will need some reworking. And 100% agree on huge passive bonuses.
I would love something like this, most of those redline rail tanks have more than one damage mod, and my Incubus gets hit once and i try to throw on my hardeners and Afterburner asap but i'm usually popped in 2 shots and don't get a chance unless they have bad aim.
My Heavy Never Dies.
Logibro In training.
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RedZer0 MK1
The Generals General Tso's Alliance
167
|
Posted - 2014.01.31 23:37:00 -
[9] - Quote
Change rail gun ranges. Lower damage per shot. Problem solved. |
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
160
|
Posted - 2014.01.31 23:50:00 -
[10] - Quote
Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed? Dust514 redlines are just in stupid spots if you look at the way the redline is in BF3 its all ways on the low ground with a hill or something in front of the redline. So in order to see the whole map you have to come out of the redline and get over the hill. You have to make the redline a safe place to spawn but you can't make it were you can get a good shot on the whole map. On a lot of these maps if you just move the redline back so you have to come out of the redline to see anything.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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Scheneighnay McBob
Learning Coalition College
3860
|
Posted - 2014.01.31 23:55:00 -
[11] - Quote
You just gave me an idea for a redlining solution:
The yellow zone.
The yellow zone can be accessed by both teams without a timer, and borders the orange zone (let's call the spawn red-zone the orange zone) If you are in the enemy yellow zone, you don't get WP. If you are in your team's orange zone, you don't get WP; UNLESS the person you kill is in the yellow zone. Turret AI will not fire at anything in the green (normal) zone unless it has entered the orange zone.
Problem solved.
I am your scan error.
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KenKaniff69
Fatal Absolution Covert Intervention
2008
|
Posted - 2014.02.01 00:11:00 -
[12] - Quote
Just give DS hulls a built in 30 percent resist to rails.
Problem solved.
So about those vehicle locks...
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Vermaak Doe
SVER True Blood Public Disorder.
1280
|
Posted - 2014.02.01 00:16:00 -
[13] - Quote
I suggested what I believe is the perfect Nerf for large turrets in your Maddy/blaster whine thread. Simply have the large blaster trade rof and range for a higher damage per shot and remove the rapid fire railgun function, and maybe slightly decrease rof.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Bethhy
Ancient Exiles. Renegade Alliance
1028
|
Posted - 2014.02.01 00:46:00 -
[14] - Quote
Bethhy wrote: Red-lines should be giant Shield barriers extended from the Warbarge done in a very New Eden way. Being behind the shield barrier doesn't allow you to shoot out of it and or receive fire from within. Allowing red-lined teams to full respawn, call in appropriate vehicles and dropships, group up and push out of the red-line and gives that side a fighting chance to come back.
The shield should only allow one pass through, meaning once you leave the safety of the shield barrier it cannot recognize you independently and let you run back into the red-line. Because the red-line shield barrier wouldn't allow damage to pass through from either side it will also nullify a lot of the players who choose to spend 80% of their game time in the red-line not contributing to their team, or truly getting the New Eden Experience of competition in the battlefield as they are not fully on it.
Furthermore if you are in the red-line for 2 minutes+ they can just blanket kick everyone from the match... Stopping the AFK in a "safe area" that hurts both sides of competition. It's of course not the players fault they take advantage of this, the blame lies with CCP.
If railguns are on the battlefield and hit a DS. its completely balanced.
I would feel bad for DS's... If they weren't the source and have the potential for the nastiest stomping in DUST right now.
When you get 5+ ADS's on the map all coordinated, specially on an ambush... its just crazy.. the whole term "Air Superiority" takes on a whole nother light.... You can't spawn, run, hide, use a tank... so....
DS's are just niche right now because the view is HORRIBLE the sound responses to what your actions are are terrible... and the lack of being able to customize your controls limits any interface from using it except DS3, which is still questionable.
DS's are limited by terrible interfacing by CCP. |
Everything Dies
Chatelain Rapid Response Gallente Federation
440
|
Posted - 2014.02.01 01:44:00 -
[15] - Quote
Atiim wrote:[Another way, would be fall-off damage. You do x% of damage in your optimal and/or effective ranges, but anywhere outside of this will result in a loss of damage. This will prevent Rails from being an "Automatic Sniper Rifle-Shotgun Hybrid." that everyone loves to use it as.
As I mentioned in a different thread: Fall-off damage should be 1% for every 10 meters the shot travels. So yes, a rail tank could still hit something from 500 meters away...but it'd only be doing 50% damage. This make rail tanks more of a defensive area-of-denial weapon that can be used to harass enemies while still allowing for them to do damage at closer encounters.
That said, if such a change is made then swarms need to be re-worked to make them more dangerous to dropships to prevent them from becoming flying blaster tanks.
And as someone who uses a redline rail tank to snipe at opposing HAVs, the issue of "rapid" fire needs to be looked at. Either increase the heat build-up per shot (I can currently get off 5 shots without overheating, a sixth shot will overheat the turret) or make the charge-up time apply to each shot--heck, that would turn the rail turret into a giant charged sniper rifle.
Life is killing me.
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1846
|
Posted - 2014.02.01 15:36:00 -
[16] - Quote
RedZer0 MK1 wrote:Change rail gun ranges. Lower damage per shot. Problem solved. lol. no it wont work. i could just bring another rail tank with me and be just as annoying. nerfing the weapon will not help. they need to be vulnerable. perhaps once one has left the redline, they cannot return, nor can one fire within the redline.
Charlotte O'Dell is the highest level unicorn!
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
518
|
Posted - 2014.02.01 15:51:00 -
[17] - Quote
Charlotte O'Dell wrote:I apologize for my earlier posts, stating that rails were fine and dropships would kill everything if we didn't exist; I now see that what I said is the same thing that AV said to me prior 1.7-
Before 1.7, I could still get 30:0 games IF THERE WAS NO AV.
On the same note, hard counters are good, but a hard counter should not be a metaphorical brick wall against a balloon.
Dropships have excellent anti-infantry capability, and if we're supposed to be getting gunships/bombers soon(TM), then I don't see a need to give the turrets with the power of large turrets to kill tanks (hopeful).
Of course, a single ADS can defeat any tank as long as it has no support, is not in the redline, and the ADS can get into its cone of silence (for lack of a better term).
This is an imbalance, for sure.
I can see that swarms and forges have the power to push of most dropship pilots, except when its an ADS swarm, but tanks swat them out of the sky (rails, specifically, like it isn't even cool.)
A more elegant solution is to get rid of the redline. Perhaps, any shots fired within the redline count for 0% damage, or remove it altogether.
This issue also has to do with large turrets in general- blasters DESTROY even the heaviest sentinal and a militia rail can take out even a double hardened gunlogi rather quickly, let alone one who has no idea it is being sighted.
Seeing as tanks have plenty of...tank, I'd say that a large turret (rails and blasters) need a nerf so that the blaster slaughters infantry a little slower, and the rail doesn't OHK every dropship short of a double-hardened Grimsnes.
I also understand that the damage mods contribute to this, however, they are not the issue. 1800 damage from an unmodded rail is obscene. I could understand that type of damage of it required a 5x SP multipler at lvl 5 to acheive, but the way it is, I do not like it. Tanks, as they stand now, should be proto-tanks with maxed out passive skills.
So, yes, the vehicle skill tree needs to be redone, again, so it is similar to chromosome. However, I like the new way tanks function (waves of opportunity). At the same time, tanks, turrets, and vehicle modules need a massive nerf, so that only by investing to lvl 5 on all passive skills, can they be this powerful. A tank, ONLY WHEN FULLY SPECCED, should be as powerful as they are now. That may come off as an elitest remark to many of you, but frankly, I don't care. Infantry are very well rewarded for passive investments on modules, suits, weapons, and core upgrades- tanks are not. At the end of the day, I can max every skill I want to on my gunlogi and I can fit a plate or twp, extra- doesn't count for much considering that the same amount of SP invested (roughly 16 million) could bring a protosuit from an overpriced coffin to a death machine that even a large blaster would have to concentrate fire on to destroy.
TLDR?:
The power tanks have ruins the balance of power on the battlefield. Infantry are segregated to CQC, dropships are only truly useful in PC, and the SP investment to lvl 5 vehicle core/prof skills is not worth the cost.
Revive Chrome skill tree. Nerf large turrets and modules for vehicles. Keep 'waves of opportunity' concept.
You know what I like now, Ambush. Know why? Cause there's no redline. I LOVE bringing my tank in ambush, cause I know the other tankers on the field will always be within reach. Same with my ADS. Hell, my last match of the night involved 6 tanks on the enemy side. Somebody was calling out a tank on our side but dying over and over. So I drop an uplink in the mountains, drop my rail tank in, and go to town CQC style. While one was a gunnlogi and one a maddie, the rest were milita.
They all died, then a milita rail get's behind me and drops me when my hardeners are down. In my defense, it was 6 to 1 tanks, but I hate dying to a milita railgun none the less. So I'm pissed, drop my missiles in, and everyone dies, again. Nearly 2000 WP in tank kills.
But it's nice when you can actually use the terrain to your advantage to set people up, rather than worry about tanks camping the redline denying you your sneaks.
Oh and I came across a killer ADS pilot that used armor and a railgun. That **** hurt with hardeners up. And yes, skills are just giant sinks, that lead to gear rather than skill. The skill tree does need a redo.
Nuff Said
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
518
|
Posted - 2014.02.01 15:56:00 -
[18] - Quote
Scheneighnay McBob wrote:You just gave me an idea for a redlining solution:
The yellow zone.
The yellow zone can be accessed by both teams without a timer, and borders the orange zone (let's call the spawn red-zone the orange zone) If you are in the enemy yellow zone, you don't get WP. If you are in your team's orange zone, you don't get WP; UNLESS the person you kill is in the yellow zone. Turret AI will not fire at anything in the green (normal) zone unless it has entered the orange zone.
Problem solved.
I like a yellow zone.
Nuff Said
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Operative 1171 Aajli
Bragian Order Amarr Empire
1126
|
Posted - 2014.02.01 16:13:00 -
[19] - Quote
Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed?
Put a hill in front of it.
Rommel, you magnificent bastard, I read your book!
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Takahiro Kashuken
Red Star. EoN.
2352
|
Posted - 2014.02.01 16:20:00 -
[20] - Quote
We wont get 5% per level for CPU/PG/Shield or Armor ever again
Let alone turret prof for more dmg and not turning speed
Plus the missing vehicles they took off us
Intelligence is OP
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Lorhak Gannarsein
1446
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Posted - 2014.02.01 16:37:00 -
[21] - Quote
Yeah, I fucken hate tanks at the moment. I took out 4m from my spec when we were respecced (saved me the protosuit grind, CCP, thanks!) and I wish I'd removed more.
The SP investment has never been worth it. I seem to remember you saying "4M SP and your tank is now capable of killing anyone else's" (paraphrased, and poorly at that, but that isn't the point).
I think we need a purpose for HAVs. They're pointless at the moment...
I miss 1.6 balance vs. ADV AV.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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ANON Cerberus
Tiny Toons
266
|
Posted - 2014.02.01 16:45:00 -
[22] - Quote
I think the main problem is the redzone coupled with the map design.
The redline is a problem because you cant go behind it but any rail tanker or whoever else who is there can see across the entire map (Usually).
If the enemy bases (and therefore the redlines) were behind a corner or obscured by a row of buildings, perhaps even behind a hill or mountain range, there would be no problem. In that scenario, the dropship could either kill the tank or push them back to a place where the tank could not shoot or see them from if they were to run to the redline, like everyone does when a ADS is on your ass! |
Sgt Kirk
Fatal Absolution Covert Intervention
4317
|
Posted - 2014.02.01 16:47:00 -
[23] - Quote
Large Turrets need to be able to reload. Can Large Blaster Turrets overheat as well? I was just on one last night and can't remember for the life of me. |
Harpyja
Molon Labe. Public Disorder.
1149
|
Posted - 2014.02.01 18:04:00 -
[24] - Quote
Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed? Add (indestructible) large turret installations to the sides of the MCC with consoles inside the MCC. Their view angle should only include the current redzone.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Glitch116
Black Phoenix Mercenaries Legacy Rising
35
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Posted - 2014.02.01 18:11:00 -
[25] - Quote
Alena Ventrallis wrote:Redline could be fixed by having it behind hills and whatnot. In order to see anything to shoot at, you must leave the redline. This makes you vulnerable to counterattack.
Tanks need to be slower. Escape shouldn't be easy for a tank. IT needs to rely on its hp an resistances to survive. Escape is the realm of LAVs
Only one hardener per vehicle. Force that window of opportunity to close. Tanks should be indestructible when hardeners are up. They should be killable while hardeners are down. Permahardened gunnlogis are gamebreaking. Again, force that window of opportunity to close.
There should be the same uptime and cooldown for hardeners among the tiers. Resistance should increase as you go up from MLT to PRO. A proto hardener should let you tank railguns with moderate ease. Militia hardeners should make you more resistant, but easier to kill than a proto tank.
Reduce all large turret damage by 25%. Give the large turret skills a +5% to turret damage per level in addition to unlocking tiers. You want to wreck face, you better skill into it.
Tanks should be anti-vehicle. They should wreck face on LAVs, dropships, and other tanks. If they want to kill infantry, they should fit small turrets. IF they don't want to fit small turrets, then they should be very poor at killing infantry, and learn to deal with it.4
Dropships, assault dropships in particular, need to have their skill boost hardener efficiency and duration. Tanks an LAVs can hide easily. Dropships cannot. All they have for protection is their hardeners. Therefore, they should get better use out of them than other vehicles.
this my friends is the most glorious vehicle balance post i have seen i can't +1 this enough as a blaster maddie pilot i am for this except the speed thing leave speed alone add webs instead
I AM THE KING OF THE BLASTER!!!
deal with it
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Harpyja
Molon Labe. Public Disorder.
1149
|
Posted - 2014.02.01 18:13:00 -
[26] - Quote
Operative 1171 Aajli wrote:Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed? Put a hill in front of it. Problem with that is that it makes it easier to redline because now the redzone is inside a bowl. Redlining would be even worse than it is now, as any vehicle getting called in will get railgunned and infantry will shoot at spawning infantry.
Redzone needs to be removed entirely while adding in defenses.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Glitch116
Black Phoenix Mercenaries Legacy Rising
35
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Posted - 2014.02.01 18:21:00 -
[27] - Quote
Harpyja wrote:Operative 1171 Aajli wrote:Charlotte O'Dell wrote:Atiim wrote:9/10 Would Eat Again, but a bit too much salt.
Removing the redline would make this game 100% unplayable for new players, as well as causing people to quit the second they are redlined. So then how else can the redline be fixed? Put a hill in front of it. Problem with that is that it makes it easier to redline because now the redzone is inside a bowl. Redlining would be even worse than it is now, as any vehicle getting called in will get railgunned and infantry will shoot at spawning infantry. Redzone needs to be removed entirely while adding in defenses.
the redline becoming a bowl is only a problem if you don't design the map area right with the right design you could make a redline that has plenty of exits onto the map that are difficult to cover you just need to make it so that there are more rabbit holes for a team to enter the battlefield then the other team can cover this way the redlined team has ways to move back onto the map by avoiding the other team piled up on the line
I AM THE KING OF THE BLASTER!!!
deal with it
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
73
|
Posted - 2014.02.01 18:44:00 -
[28] - Quote
Alena Ventrallis wrote:Redline could be fixed by having it behind hills and whatnot. In order to see anything to shoot at, you must leave the redline. This makes you vulnerable to counterattack.
Tanks need to be slower. Escape shouldn't be easy for a tank. IT needs to rely on its hp an resistances to survive. Escape is the realm of LAVs
Only one hardener per vehicle. Force that window of opportunity to close. Tanks should be indestructible when hardeners are up. They should be killable while hardeners are down. Permahardened gunnlogis are gamebreaking. Again, force that window of opportunity to close.
There should be the same uptime and cooldown for hardeners among the tiers. Resistance should increase as you go up from MLT to PRO. A proto hardener should let you tank railguns with moderate ease. Militia hardeners should make you more resistant, but easier to kill than a proto tank.
Reduce all large turret damage by 25%. Give the large turret skills a +5% to turret damage per level in addition to unlocking tiers. You want to wreck face, you better skill into it.
Tanks should be anti-vehicle. They should wreck face on LAVs, dropships, and other tanks. If they want to kill infantry, they should fit small turrets. IF they don't want to fit small turrets, then they should be very poor at killing infantry, and learn to deal with it.4
Dropships, assault dropships in particular, need to have their skill boost hardener efficiency and duration. Tanks an LAVs can hide easily. Dropships cannot. All they have for protection is their hardeners. Therefore, they should get better use out of them than other vehicles.
Dead-on! The difference dmg wise for militia tanks and proto tanks is non existent?! If I have to go full ****** into AV weapons to be effective, than a one man fortress better be fully f****** invested! Militia tanks, if uncontested, go 31/0 in ambush on infantry. Not other tanks?! They should deter infantry at best not completely clean the map out?! Make tanks more proficient against tanks! As it is, the battles are infantry versus tanks?!
Assault dropships are only vulnerable to the pilots lack of experience?! It doesn't blow up in mid air? This needs to be fixed. They fly away with no health all the time, and return seconds later fully regened?! They are dropships! Key word: drop! Drop off troops into strategic locations for battle. They already had guns mounted for attacking. They are inaccurate, unless you spec into them, like the tank turrets should be on infantry. But they are there, and will hit enemy lav's, hav's, and the ocassional infantry in the open.
Why must CCP make all of these one man fortresses that are so effective on infantry?
"Anybody order chaos?"
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Benjamin Ciscko
Fatal Absolution Covert Intervention
1473
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Posted - 2014.02.01 19:02:00 -
[29] - Quote
Sgt Kirk wrote:Large Turrets need to be able to reload. Can Large Blaster Turrets overheat as well? I was just on one last night and can't remember for the life of me. Large turrets require reload clips (or magazines as you gun nuts prefer) are as follows 205 for blaster 12 for missile 9 for railgun There is no longer an active heat sink and blasters over heat something like 60-100 shots before over heat if I remember correctly.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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darkiller240
WarRavens League of Infamy
325
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Posted - 2014.02.01 19:14:00 -
[30] - Quote
Charlotte O'Dell wrote:I apologize for my earlier posts, stating that rails were fine and dropships would kill everything if we didn't exist; I now see that what I said is the same thing that AV said to me prior 1.7-
Before 1.7, I could still get 30:0 games IF THERE WAS NO AV.
On the same note, hard counters are good, but a hard counter should not be a metaphorical brick wall against a balloon.
Dropships have excellent anti-infantry capability, and if we're supposed to be getting gunships/bombers soon(TM), then I don't see a need to give the turrets with the power of large turrets to kill tanks (hopeful).
Of course, a single ADS can defeat any tank as long as it has no support, is not in the redline, and the ADS can get into its cone of silence (for lack of a better term).
This is an imbalance, for sure.
I can see that swarms and forges have the power to push of most dropship pilots, except when its an ADS swarm, but tanks swat them out of the sky (rails, specifically, like it isn't even cool.)
A more elegant solution is to get rid of the redline. Perhaps, any shots fired within the redline count for 0% damage, or remove it altogether.
This issue also has to do with large turrets in general- blasters DESTROY even the heaviest sentinal and a militia rail can take out even a double hardened gunlogi rather quickly, let alone one who has no idea it is being sighted.
Seeing as tanks have plenty of...tank, I'd say that a large turret (rails and blasters) need a nerf so that the blaster slaughters infantry a little slower, and the rail doesn't OHK every dropship short of a double-hardened Grimsnes.
I also understand that the damage mods contribute to this, however, they are not the issue. 1800 damage from an unmodded rail is obscene. I could understand that type of damage of it required a 5x SP multipler at lvl 5 to acheive, but the way it is, I do not like it. Tanks, as they stand now, should be proto-tanks with maxed out passive skills.
So, yes, the vehicle skill tree needs to be redone, again, so it is similar to chromosome. However, I like the new way tanks function (waves of opportunity). At the same time, tanks, turrets, and vehicle modules need a massive nerf, so that only by investing to lvl 5 on all passive skills, can they be this powerful. A tank, ONLY WHEN FULLY SPECCED, should be as powerful as they are now. That may come off as an elitest remark to many of you, but frankly, I don't care. Infantry are very well rewarded for passive investments on modules, suits, weapons, and core upgrades- tanks are not. At the end of the day, I can max every skill I want to on my gunlogi and I can fit a plate or twp, extra- doesn't count for much considering that the same amount of SP invested (roughly 16 million) could bring a protosuit from an overpriced coffin to a death machine that even a large blaster would have to concentrate fire on to destroy.
TLDR?:
The power tanks have ruins the balance of power on the battlefield. Infantry are segregated to CQC, dropships are only truly useful in PC, and the SP investment to lvl 5 vehicle core/prof skills is not worth the cost.
Revive Chrome skill tree. Nerf large turrets and modules for vehicles. Keep 'waves of opportunity' concept. I think the hole vehicles overhaul should of been adding a capaciter, most good pilots and drivers came from eve, right now vehicles feel to arcady with the timers, Also with an introduction of capacitor we can mave more modules and more fit variations
And to fix the red line just make it a shield the MMc creates (like planetside 2) were shots cant go throw
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
333
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Posted - 2014.02.01 19:42:00 -
[31] - Quote
message from Godin: rails need their ROF brung back to 1.6 levels, as well as their damage (maybe not as much). Blasters needs less ROF, more damage, slightly less tracking. damage mods needs nerfing
As fr the redline, weapon locks. no need to change the entire map or anything. Just add a weapon lock. |
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