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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Charlotte O'Dell
 Fatal Absolution
 Covert Intervention
 
 1819
 
 
      | Posted - 2014.01.31 22:51:00 -
          [1] - Quote 
 Perhaps there should be 2 different hull-types.
 
 Type I: Tank requires 1 pilot, much as we have now. Compared to current tank hulls, it has less fitting capacity and a lower HP pool.
 
 Type II: Tank requires a driver and a gunner. It has a higher fitting capacity compared to current hulls and a higher HP pool.
 
 Both Type I and Type II hulls cost 250,000 ISK.
 
 The ADV hulls increase fitting capacity by 2 slots and 15% fitting bonus, while PRO increase by 3 slots and 25% bonus. ADV cost 450,000 ISK and PRO cost 1,000,000 ISK.
 
 Militia variants of Type I hulls are significantly less powerful, in all regards, than Basic Type I hulls, and cost 100,000 ISK.
 
 Charlotte O'Dell is the highest level unicorn! | 
      
      
        |  PO0KY
 Virtual Syndicate
 
 31
 
 
      | Posted - 2014.01.31 23:02:00 -
          [2] - Quote 
 I dig it
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        |  Atiim
 Living Like Larry Schwag
 
 4278
 
 
      | Posted - 2014.01.31 23:04:00 -
          [3] - Quote 
 Yes.
 
 Want to know how to make a strike-through? [s[Example[/s] Now go my Forum Warriors. Use this new weapon for glory! | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 6456
 
 
      | Posted - 2014.01.31 23:04:00 -
          [4] - Quote 
 
 Charlotte O'Dell wrote:Perhaps there should be 2 different hull-types.
 Type I: Tank requires 1 pilot, much as we have now. Compared to current tank hulls, it has less fitting capacity and a lower HP pool.
 
 Type II: Tank requires a driver and a gunner. It has a higher fitting capacity compared to current hulls and a higher HP pool.
 
 Both Type I and Type II hulls cost 250,000 ISK.
 
 The ADV hulls increase fitting capacity by 2 slots and 15% fitting bonus, while PRO increase by 3 slots and 25% bonus. ADV cost 450,000 ISK and PRO cost 1,000,000 ISK.
 
 Militia variants of Type I hulls are significantly less powerful, in all regards, than Basic Type I hulls, and cost 100,000 ISK.
 That would be nice if I had a reliable gunner to play my matches with....but I don't....so unfortunately I could not be a proper tanker under that model, and being a tanker (prior to 1.7) was the only thing I wanted to be.....
 
 This model is cool though.....
 
 However If I could make a suggestion.... why not make tanks anti vehicle units, and have a secondary gunner position which covers anti infantry roles.
 
 "My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." | 
      
      
        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1025
 
 
      | Posted - 2014.01.31 23:17:00 -
          [5] - Quote 
 
 True Adamance wrote:Charlotte O'Dell wrote:Perhaps there should be 2 different hull-types.
 Type I: Tank requires 1 pilot, much as we have now. Compared to current tank hulls, it has less fitting capacity and a lower HP pool.
 
 Type II: Tank requires a driver and a gunner. It has a higher fitting capacity compared to current hulls and a higher HP pool.
 
 Both Type I and Type II hulls cost 250,000 ISK.
 
 The ADV hulls increase fitting capacity by 2 slots and 15% fitting bonus, while PRO increase by 3 slots and 25% bonus. ADV cost 450,000 ISK and PRO cost 1,000,000 ISK.
 
 Militia variants of Type I hulls are significantly less powerful, in all regards, than Basic Type I hulls, and cost 100,000 ISK.
  That would be nice if I had a reliable gunner to play my matches with....but I don't....so unfortunately I could not be a proper tanker under that model, and being a tanker (prior to 1.7) was the only thing I wanted to be..... This model is cool though..... However If I could make a suggestion.... why not make tanks anti vehicle units, and have a secondary gunner position which covers anti infantry roles. 
 We have a fair bit of social tools in this game. CCP expects us to get EVE connections for FW to utilize Orbitals.
 
 It's a fair assumption to think players could make a friend to really use a force multiplier mechanized infantry unit to full potential.
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        |  Fizzer94
 L.O.T.I.S.
 D.E.F.I.A.N.C.E
 
 1772
 
 
      | Posted - 2014.01.31 23:25:00 -
          [6] - Quote 
 I think this is a good idea actually.
 The single user HAVs should be capable of about 2000-3000 HP, turn significantly faster with a slower top speed, use a medium turret as its main and only gun. They should be smaller in stature, perhaps 75% the size of the current HAVs. They also should have less slots and CPU/PG than the large HAVs. They won't be able to fit much in the way of modules, and won't be able to fit more than 1 active module, so they will be forced to choose which active module they want.
 The dual user HAVs should be capable of about 4500-5500 HP, would have a higher top speed and slower acceleration, would have a large turret as its main gun, and 2 small turret mounts, one on the front, and one on the top. Basically the HAVs we have now, but they require 2 users to function as well as they do now. Both the main gunner and driver should have access to certain modules, the gunner has access to damage mods, while the driver has access to nitrous, hardeners, and shield boosters. The driver should have control of the small front turret.
 
 Yours Truly, Reginald Fizzer94 Delafontaine III, Esquire MAG ~ Seryi Volk Executive Response | 
      
      
        |  Chunky Munkey
 Amarr Templars
 Amarr Empire
 
 3030
 
 
      | Posted - 2014.01.31 23:58:00 -
          [7] - Quote 
 Yes.
 
 This and MAVs with driver-operated small turrets.
 
 No. | 
      
      
        |  DootDoot
 Da Short Buss
 Legacy Rising
 
 179
 
 
      | Posted - 2014.02.01 00:07:00 -
          [8] - Quote 
 
 Fizzer94 wrote:I think this is a good idea actually. The single user HAVs should be capable of about 2000-3000 HP, turn significantly faster with a slower top speed, use a medium turret as its main and only gun. They should be smaller in stature, perhaps 75% the size of the current HAVs. They also should have less slots and CPU/PG than the large HAVs. They won't be able to fit much in the way of modules, and won't be able to fit more than 1 active module, so they will be forced to choose which active module they want.
 The dual user HAVs should be capable of about 4500-5500 HP, would have a higher top speed and slower acceleration, would have a large turret as its main gun, and 2 small turret mounts, one on the front, and one on the top. Basically the HAVs we have now, but they require 2 users to function as well as they do now. Both the main gunner and driver should have access to certain modules, the gunner has access to damage mods, while the driver has access to nitrous, hardeners, and shield boosters. The driver should have control of the small front turret.
 
 
 Sounds really cool, I can just imagine the gameplay you could create with a tanking team... Sheesh most people would have a hard time getting off DUST once they start getting it down to a science and enjoy the team work aspect.
 
 Afterall the most enjoyment and rewarding gameplay you can get in DUST is when the true squad and team play that was orignially intended works out. Heavies pushing with logi's healing, assaults laying out med range dps behind, scouts flanking with shotguns and knifes.A Squad of tanks looking for tank fights, actively hunting and relaying intel about enemy positions, and or a couple ADS's.
 
 I do know if one person can call in a tank, get in and then are suddenly 200-300% stronger there will always be a massive balance issue. No matter how hard you make them to skill(Makes them an elitist role) or expensive(makes a tanker role unsustainable ISK wise so silly) . You can't fix that force multiplier equation without either making them more balanced with singular infantry units which defeats the purpose of a tank, or forced to need multiple players to use the full ability and force of that tank.
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        |  Chesyre Armundsen
 Thanes Of Dust
 
 399
 
 
      | Posted - 2014.02.01 00:08:00 -
          [9] - Quote 
 
 Chunky Munkey wrote:Yes.
 This and MAVs with driver-operated small turrets.
 
 I'd think that the MAV would be the single operator/single hull version while the HAV then becomes the multi role/multi operator option.
 
 Isk wise the LAV would be the inexpensive option, MAV should then be at the 100,000 mark and make the HAV 250,000. Militia HAVs could be replaced by the MAV counterpart. This would make the HAV a more specialized unit like the assault dropship.
 
 It's a thought...
 
 Mihi gravato Deus - "Let God lay the burden on me!" | 
      
      
        |  Vermaak Doe
 SVER True Blood
 Public Disorder.
 
 1280
 
 
      | Posted - 2014.02.01 00:11:00 -
          [10] - Quote 
 The 1 man tank should be the role of the mav, and the current havs, could be changed to the 2 man tank.
 
 "Always fight dirty, the victor writes history" Eve toon: Drake Doe, professional hero tackler, full time pretzel boy | 
      
      
        |  Scheneighnay McBob
 Learning Coalition College
 
 3860
 
 
      | Posted - 2014.02.01 00:15:00 -
          [11] - Quote 
 Suggested this in beta, because tankers bitched about the idea of teamwork.
 
 At this point, I'm just going to say **** it- make all tanks 2-man and force them to wait for MTACs
 
 I am your scan error. | 
      
      
        |  Dovallis Martan JenusKoll
 Osmon Surveillance
 Caldari State
 
 547
 
 
      | Posted - 2014.02.01 00:15:00 -
          [12] - Quote 
 
 Charlotte O'Dell wrote:The ADV hulls
 Where is it that CCP said they were making ADV hulls of any vehicle? Last I heard they were doing variants not tiers.
 Assault, Scout, Logistics...etc like the LAV had.
 
 If you can read this, it means you are reading.  Unless you are skimming | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 331
 
 
      | Posted - 2014.02.01 00:17:00 -
          [13] - Quote 
 message from Godin: And ruin any and all balance ever. No. Also, **** adding more tiers.
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        |  Alena Ventrallis
 The Neutral Zone
 
 574
 
 
      | Posted - 2014.02.01 00:17:00 -
          [14] - Quote 
 Interesting idea, but I do not like. I'd rather tanks were only good at killing vehicles, and neeed small turrets to combat infantry with any effectiveness.
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        |  Chesyre Armundsen
 Thanes Of Dust
 
 401
 
 
      | Posted - 2014.02.01 00:28:00 -
          [15] - Quote 
 
 Alena Ventrallis wrote:Interesting idea, but I do not like. I'd rather tanks were only good at killing vehicles, and neeed small turrets to combat infantry with any effectiveness. 
 I think Tebu Gan's threads Tanks - A real balance thread and Tanks - Balancing Turrets offer a great look at, and suggest possible changes along these lines.
 
 He responded to my thread HAV Operation Like a LAV where I made another suggestion to alter solo HAV effectivness without simply nerfing/buffing.
 
 I'm really looking forward to more ideas about how the role balance can be achieved in novel ways.
 No one wants a "Win Button"
 
 Mihi gravato Deus - "Let God lay the burden on me!" | 
      
      
        |  Tebu Gan
 Dem Durrty Boyz
 Renegade Alliance
 
 515
 
 
      | Posted - 2014.02.01 00:39:00 -
          [16] - Quote 
 
 Alena Ventrallis wrote:Interesting idea, but I do not like. I'd rather tanks were only good at killing vehicles, and neeed small turrets to combat infantry with any effectiveness. 
 That's how I feel, but I do like the idea of a multi manned tank variant at some point down the road. Though, I think they need to get down to balancing what they have now before they go about adding in something like this. Like finish adding in the mods and turrets that give us roles and variety in our gameplay.
 
 
 
 Nuff Said | 
      
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