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Takahiro Kashuken
Red Star. EoN.
2545
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Posted - 2014.02.15 16:20:00 -
[1] - Quote
Awry Barux wrote:Tanks right now are fast, durable, and can deal massive damage to infantry. Which two aspects would you like to keep? Because you're not allowed to have all three.
I will take all 3 bob
This is great, from 1.0 to 1.7 tanks got nerfed and made worse while AV got buffed and made better while rendering was not working so AV was invisible and powerful and as a consequence durable and unkillable since no one in a vehicle could see them which was generally at the top of something
After 1.7 was introduced we could now see everything which helps alot and also our vehicles were completely changed due to CCP not due to the pilots, none of us asked for this, this is CCP plan
AV stayed doing the same things, pointing and shooting in open view thinking we cant see them, firing swarms at hardened tanks and generally not moving from where they were camping
Tanks went from being useless in pubs/PC to being balanced for PC and sometimes OP in pubs due to terrible matchmaking
Problem is now infatry want them nerfed to uselessness in pubs and as a consequence they would be useless in PC
You do not break balance in a competitve game mode because of lolpubs
Quote:Tanks are balanced in PC
Generally anything can be OP in pubs
If tanks are in a much better place for a competitve mode then what happens when you nerf tanks for pub games? are they still balanced for the competitive gamemode?
Now onto turrets
Closed beta Rails hit 5k dmg easily and did 2 shot every tank in the game, now it can be done with mlt rails and 2 dmg mods
Im not too fussed, sure 0SP player can 2 shot me but generally they miss and i 2 shot them back if i need to bring out a rail because its redline to redline anyways and can also annoy DS but a good pilot can avoid them but generally they should just move the redline/spawns back about 500m anyways. Rarely kills infantry unless you are good at CQC with it
Blasters the great infantry killer, working as intended, if you dont want to get shot dont show yourself and its rare i get the so called long range kills with it, its doing its job
Missiles cant counter rail tanks, cant effectively kill infantry like a blaster can yet its firing 12 missiles in a full auto volley and the infantryman can be right in the middle and barely take any damage but for infantry thats fine, if it was like closed beta where missiles did **** infantry because its a missile then they would cry like they did last time except last time i could fire missiles across the map. Missiles have a 250m hard cap and are generally useless against infantry too and for tanks are the most situation turret we have
Small turrets - All capped at range and do reduced dmg than its big brother, small missiles seem to be the best atm problem is in tanks bluedots wont jump out and spam at anything like the MCC, i cant lock my door or kick them out and i cant recall if the situation changes hence why most of us dont use them because we dont have the tools to deal with the current problems, also no turrets for maddy because of lack of CPU especially
Mods - There is generally very little difference between basic/adv/proto mods except for the SP needed to use them and generally the fitting requirements, some like the nitro mods also offer shorter cooldown times and longer activation times as you skill up but the resistance and dmg mods do not do this - If you want to seperate a mlt 0SP tanker from a 20mil SP all proto except the hull tanker than there has to be a difference between basic/adv/proto mods just like there is with infantry mods
We dont even have the APCs yet or the other racial vehicles and turrets
Infantry arguments - No tank mode/limit tanks - Do the same to infantry then, limit the roles, 2 assult/2 logi/2 heavys and 5 commandos and scouts problem is how many players would be pissed that they cannot use what they skilled into?
Crew - Currently would need to be reworked, new vehicles, new skills, who skills what, where is my lock and kicking out button, do i keep 3rd person camera as a driver, since it needs 4 to operate 4 to kill it, buff to PG/CPU/slot layout and HP since it requires so many to use it and requires more stuff to fit on it etc etc etc
Remove rails - DS rule the skies Remove blaster turrets - So then vehicles exist to kill vehicles? whats the point you kill off the AV players too
Vehicles are in a state of change, you nerf the mods you kill off the LAV/DS, you nerf the turrets and they can become substandard at there role and weaker than AV ie old rail vs FG, you nerf all vehicles and we could end up with the 1.0-1.6 all over again
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2552
|
Posted - 2014.02.15 19:23:00 -
[2] - Quote
Garrett Blacknova wrote:Scheneighnay McBob wrote:HAV's aren't fast without fuel injectors.
Once again; it's the active mods that make them OP. Wrong. Tanks can't ACCELERATE fast without fuel injectors. They still have a higher top speed than LAVs without any mods. Even with stacked armour on a Sica or Gunnlogi (lower speed than Madrugar) they can move faster than Onikumas and Sagas. They take a while to get up to speed without injectors, but they CAN reach those speeds, and it's ridiculous.
They are not faster than LAVs
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2552
|
Posted - 2014.02.15 19:29:00 -
[3] - Quote
HYENAKILLER X wrote:Awry Barux wrote:Tanks right now are fast, durable, and can deal massive damage to infantry. Which two aspects would you like to keep? Because you're not allowed to have all three. 2 vehicles max per team period.
And only 2 assault/2 logi/2 heavys and 5 scouts/commandos
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2552
|
Posted - 2014.02.15 19:31:00 -
[4] - Quote
Alaika Arbosa wrote:I love the "4 to operate, 4 to destroy" argument.
TBH, you'd need minimum 1 to operate it, he just wouldn't be able to move and fire at the same time. So I guess you could technically say that you need two minimum to operate effectively, one to drive and one to shoot. Anymore than that would be totally dependent on if you chose to fit the small turrets.
Nope
If i have 4ppl in it to use it its 4 proto AV to kill it
Like you said now its only takes 1 to use it so it should be 1 to kill it
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2558
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Posted - 2014.02.15 20:33:00 -
[5] - Quote
KingBabar wrote:Alena Ventrallis wrote:Durable only. Tanks should be hard to kill. But it should be hard to kill infantry with them. Tanks should be anti-vehicle. The real infantry killers should be LAVs and the unreleased MAVs. A HAVs infantry killer should come from fitting small turrets. This. Having the main weapon as a huge glorified AR is simply moronic on so many levels. If we didn't have them tankers would rely on gunners for close AP support, you now, have a need for teamwork, as AV currently need to be any sort of effective. Tanks = perfectly fine Large blasters on the current tank frames = game breaking for so many players it should be threated seriously, not merely by HTFU and adpt or die. Did you ever hear anyone QQ about dying to a missile tank or rail tank as infantry? I have never heard any, its the blasters that pisses people off. Perhaps its ttime for light weapons doing damage to tanks, l mean if they can shoot me with their AR, wwhy shouldn't my AR do dmage to them?
Yea i did
Closed beta, but large missiles then got nerfed to uselessness even tho we fired 4 missiles at the feet of infantry and infantry complained that it killed them
Can you guess how much damage 12 large missiles does to infantry?
It barely scratches them and you need a direct hit to even get that chance of a kill but yet they can stand in the middle of 12missiles and be fine
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 20:54:00 -
[6] - Quote
Alaika Arbosa wrote:Takahiro Kashuken wrote:Alaika Arbosa wrote:I love the "4 to operate, 4 to destroy" argument.
TBH, you'd need minimum 1 to operate it, he just wouldn't be able to move and fire at the same time. So I guess you could technically say that you need two minimum to operate effectively, one to drive and one to shoot. Anymore than that would be totally dependent on if you chose to fit the small turrets. Nope If i have 4ppl in it to use it its 4 proto AV to kill it Like you said now its only takes 1 to use it so it should be 1 to kill it So even if you only had a driver and a main gunner it would still take 4 Proto AV to kill your HAV? lol, sad thing is I know you're serious with that despite the fact that it is a ludicrous demand. Is the HAV Proto too or is it just a run of the mill Gunnlogi/Madrugar? IMHO, if the HAV is anything less than Proto, against Proto AV it should take no more than 2 AV guys to pop the HAV. Personally, I think that anywhere from two to four to operate effectively (ie drive and fire at the same time) would be balanced with a requirement of 3 AV of equivalent tier to the hull in order to destroy the hull. Remember, I am basing these comparisons on the assumption that the AV has no damage mods and the HAV has no hardeners. If damage mods/hardeners are included, they should modify the base requirements though the base requirements should be calculated off of a "No damage mods/hardeners" assumption. Another thing to take into account. If you have a full-time driver and a full-time main gunner (not to mention the possibility of two full-time secondary gunners), both (all) of whom are dedicating their attention to their position in the crew and you still can't evade/kill three AVers of equivalent tier to the hull? Well, if that is the case, you deserve to lose that HAV.
Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill
Proto HAV, but a specalized HAV since it requires 4 to use it
If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank
4 is the magic number
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 22:01:00 -
[7] - Quote
R F Gyro wrote:Takahiro Kashuken wrote:Not my rules, infantry keep saying 1 is in so 1 to kill well if 4 is in it 4 to kill
Proto HAV, but a specalized HAV since it requires 4 to use it
If i have a driver/3 gunners then i will not die to 3 AVers because remember your rule, its takes the same amount of ppl to kill whats in the tank
4 is the magic number Tank crew should be 3, at least initially, because this is dead easy for CCP to implement. Give the driver the front small turret, move the 3rd person view to the top turret. Now balance that against 3 AV infantry with roughly the same SP, spending about the same amount of ISK. That should be a 50/50 fight.
If im driver i dont want a turret, i want to concentrate on driving
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 22:09:00 -
[8] - Quote
KingBabar wrote:Takahiro Kashuken wrote:KingBabar wrote:Alena Ventrallis wrote:Durable only. Tanks should be hard to kill. should be hard to kill infantry with them. Tanks should be anti-vehicle. The real infantry killers should be LAVs and the unreleased MAVs. A HAVs infantry killer should come from fitting small turrets. This. Having the main weapon as a huge glorified AR is simply moronic on so many levels. If we didn't have them tankers would rely on gunners for close AP support, you now, have a need for teamwork, as AV currently need to be any sort of effective. Tanks = perfectly fine Large blasters on the current tank frames = game breaking for so many players it should be threated seriously, not merely by HTFU and adpt or die. Did you ever hear anyone QQ about dying to a missile tank or rail tank as infantry? I have never heard any, its the blasters that pisses people off. Perhaps its ttime for light weapons doing damage to tanks, l mean if they can shoot me with their AR, wwhy shouldn't my AR do dmage to them? Yea i did Closed beta, but large missiles then got nerfed to uselessness even tho we fired 4 missiles at the feet of infantry and infantry complained that it killed them Can you guess how much damage 12 large missiles does to infantry? It barely scratches them and you need a direct hit to even get that chance of a kill but yet they can stand in the middle of 12missiles and be fine OK you probably did, fair enough. My point still stands though. The large blasters are the main problem with tanks. AP with the main turret should be skillfull weapon use, not the spray and kill everything in sight we have now. If we did get a locking mechanic for the small turrets, or something as simple as "for squad members only", do you then agree that the most effective AP guns should be in the form of the smaller turrets?The ccombination of speed, durability and the awsome destructive power vs just about anything is a tad too much. The real reason l believe for most of the QQ is the current scale of it all, its magnitude if you like. As a CQC slayer and infantry support player it really gets old to have to spend this amount of games hideing to tanks, its not fun and l am left with either hideing or use about 5 m sp for an somewhat effective AV fit. Or l can simply call in a militia tank of my own, all of which are bad for me cause llike to push objectives and slay reddots. All in all tanks are way too dominant, they make life misserable for such a large part of this community and we have to ask ourselves if this is really what we want. You and so many others QQ about my use of protogear in pubgames, so l can flip it around and say why use a tank in pubgames? Think about those poor new players... And you''ll say "Duh, l'm a tanker, thats what l do, what do you expect me to do?" And l can say, l'm a logi, try putting the proto medkit, an insanely expensive to fit allotek hive and a proto scanner on an enhanced cal logi suit...... And the circle of QQ continues... Solguess the only thing we can really agree upon is that militia tanks should be ne+òfed, this will make life a lot easierfor most players. The "true tankers" will have an easier time vs scrub tankers and so will the infantry too.That someone thats invested 20 m sp and spent 500k - 1 m isk on a tank is hard to kill we all get. I don't claim to have the ansver, but something needs to be done, its simply not fun for the vast majorityof theplayerbase, and that can't be a good thing. (Some bad writing here, sorry, l never should have gotten a tablet)
Maybe, but even with the small turrets the top gun does kinda suck sometimes because its movement is not independent from the large turrets so if L turret moves left it also makes the S turret move left also if i did have control of who is in my tank with locking but also kicking out then i may use small turrets more often but if 2 AV ppl kill my tank if im using 3ppl would i get a buff?
Your protostomping hasnt had to hide for the past 6+months, its only since vehicles actually became relevent it now means you has to look both ways before you cross the road, imho protostomping is worse than current tank spam since you could be everything inside and out of complexes and just pure **** but now vehicles can keep you lot in check and as for new players they can compete with tanks because the difference between a 20mil SP pilot and a 0SP pilot isnt much, its about a sica with 2 mlt dmg mods. But make academy need 100k WP to leave and maube accelerated SP gain and thats dealt with and make FW/PC better and playable
Mlt would need changing but also some mods at basic/adv level so that there is an incentive to use proto ie basic/adv mods have less resistance or offer less dmg bonus like the nitro mods do now
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2561
|
Posted - 2014.02.15 22:27:00 -
[9] - Quote
Gavr1lo Pr1nc1p wrote:TANKAHIRO! WHERE IS MY PUBLIC APOLOGY!?
I think you still owe me one after i proved you wrong about rail guns oh so long ago, and i have been anticipating it with bated breath.
I think? source?
Intelligence is OP
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