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Loki Style
Hellstorm Inc League of Infamy
1
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Posted - 2014.02.16 18:02:00 -
[31] - Quote
Good points. I agree with all of them. I thought they made tanks cheaper to deal with the proto stomp. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
587
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Posted - 2014.02.16 18:03:00 -
[32] - Quote
Bormir1r wrote:
I would feel better if AVs were buffed *slightly* (not to pre-1.7 specs) but half of the gap between the damage of the pre and post-1.7 AVs should be gone. Essentially 1.8 AVs should be (pre 1.7 damage - post 1.7 damage)/2 + post 1.7 damage. Then AVs would be more viable against tanks, but other than that I agree that increasing the prices of tanks is an excellent idea, especially for militia. Care to mention any solutions to the dropship?
Check the link in my signature.
I think those suggestions would have an excellent impact on dropships.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
587
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Posted - 2014.02.16 18:05:00 -
[33] - Quote
Loki Style wrote:Good points. I agree with all of them. I thought they made tanks cheaper to deal with the proto stomp.
Naw, they had to have been REALLY drunk when they came up with that idea, or high or something. Maybe mental retardation for a day or something.
Tanks - Balancing Turrets
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Thaddeus Reynolds
Facepunch Security
14
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Posted - 2014.02.16 18:06:00 -
[34] - Quote
Monkey MAC wrote:Well it looks like I didn't get here before the tankers, but hey ho. The PRICE of tanks is not the problem, SPAM is not the problem. If we put this infantry terms, ProtoSuits. Protosuits used to be a lot more expensive, did decrease the amount of Proto pubs? No, not really. There are more than enough people who can now RUN A PROFIT with protosuits that they can be spammed, increasing the price will only serve to widen the gap between the HAV and HAV NOTS. If we made PROTO suits cost 3millon each, the like Nyan, TP, Eon, won't stop. If anything they will make more money. Also 'TANK SPAM' is not really a problem. At most there can 12 tanks at a time. Which is about 37% of the total match population, now if you want you could say limit to 5 VEHICLES per team, which would make very little impact but might make some people feel better. The real problem with Tanks is the tanks themselves, most importantly the power of them. Now for a good example of Vehicle vs Infantry balance, lets look at Titanfall. Now you will notjce just how powerful the players Titan is, tearing through infantry like butter. But also notice how when the player comes across a titan he is capable of taking it down by himself, all it takes is a concentrated effort. This how it should be with DUST, a concentrated effort from ONE man should be enough to kill a tank. But the tank has the option of retreating earlier. Multiple AV is used when you need rid of the tank fast, DEAD or ALIVE. But so long as 1 tank is more powerful or of more use to the team than an infantry player they will be unbalanced.
From my experience IG: A single infantryman, when properly equipped, is capable of taking down a STD tank with Proto Gun (only saying the equipment I knew the tanks have). I've been on both sides of that equation (with complex mods on my tank) and all it takes is to bring the correct tools to the battle. Some newer tools might be useful, Fused Flux grenades would be awesome...a better aiming mechanism on the comet gun..err plasma cannon. FGs, REs, and AV 'nades are currently in a good place against tanks (although I wish Proxy Mines would stick as well). Swarm launchers requires a small group (usually 3 people) to be effective against shield tanks, but work well in groups of 2 vs armor tanks...meaning that they need a buff again in both lock range(which is hopefully something planned for when they fix the draw distance issue) and sustained Damage (either through increasing damage, or increasing magazine capacity...MLT Swarms need looked at for this especially).
It's been my experience, that teams only get rolled by tanks in pups because of a lack of coordination of anyone who goes AV, and a lack of people going AV. Two FGs and 3 swarmers aren't going to take down 6 tanks without Mics...and even with comms, they aren't going to be very effective at it. If you meat tank spam, counter with AV spam of your own, if you're running in a squad with comms, leave the AI to the blueberries, and spawn in with your AV.
And no I don't use proto AV, but have taken down plenty of tanks on foot, or behind my tank...it gets kind of annoying I have to go AV or Tank Destroyer (what I've been calling damage modded MLT Rail Tanks), because I like to play support logi or DS pilot... |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
587
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Posted - 2014.02.16 18:17:00 -
[35] - Quote
Thaddeus Reynolds wrote:Monkey MAC wrote:Well it looks like I didn't get here before the tankers, but hey ho. The PRICE of tanks is not the problem, SPAM is not the problem. If we put this infantry terms, ProtoSuits. Protosuits used to be a lot more expensive, did decrease the amount of Proto pubs? No, not really. There are more than enough people who can now RUN A PROFIT with protosuits that they can be spammed, increasing the price will only serve to widen the gap between the HAV and HAV NOTS. If we made PROTO suits cost 3millon each, the like Nyan, TP, Eon, won't stop. If anything they will make more money. Also 'TANK SPAM' is not really a problem. At most there can 12 tanks at a time. Which is about 37% of the total match population, now if you want you could say limit to 5 VEHICLES per team, which would make very little impact but might make some people feel better. The real problem with Tanks is the tanks themselves, most importantly the power of them. Now for a good example of Vehicle vs Infantry balance, lets look at Titanfall. Now you will notjce just how powerful the players Titan is, tearing through infantry like butter. But also notice how when the player comes across a titan he is capable of taking it down by himself, all it takes is a concentrated effort. This how it should be with DUST, a concentrated effort from ONE man should be enough to kill a tank. But the tank has the option of retreating earlier. Multiple AV is used when you need rid of the tank fast, DEAD or ALIVE. But so long as 1 tank is more powerful or of more use to the team than an infantry player they will be unbalanced. From my experience IG: A single infantryman, when properly equipped, is capable of taking down a STD tank with Proto Gun (only saying the equipment I knew the tanks have). I've been on both sides of that equation (with complex mods on my tank) and all it takes is to bring the correct tools to the battle. Some newer tools might be useful, Fused Flux grenades would be awesome...a better aiming mechanism on the comet gun..err plasma cannon. FGs, REs, and AV 'nades are currently in a good place against tanks (although I wish Proxy Mines would stick as well). Swarm launchers requires a small group (usually 3 people) to be effective against shield tanks, but work well in groups of 2 vs armor tanks...meaning that they need a buff again in both lock range(which is hopefully something planned for when they fix the draw distance issue) and sustained Damage (either through increasing damage, or increasing magazine capacity...MLT Swarms need looked at for this especially). It's been my experience, that teams only get rolled by tanks in pups because of a lack of coordination of anyone who goes AV, and a lack of people going AV. Two FGs and 3 swarmers aren't going to take down 6 tanks without Mics...and even with comms, they aren't going to be very effective at it. If you meat tank spam, counter with AV spam of your own, if you're running in a squad with comms, leave the AI to the blueberries, and spawn in with your AV. And no I don't use proto AV, but have taken down plenty of tanks on foot, or behind my tank...it gets kind of annoying I have to go AV or Tank Destroyer (what I've been calling damage modded MLT Rail Tanks), because I like to play support logi or DS pilot...
I don't think you are considering the AI infantry running around countering AV infantry attempts, or the tanks doing the same. I look at it like this
1 tank = 2 infantry 1 tank (hardeners active) = 3 to 4 infantry
6 tanks would equal 12 infantry + 10 actual infantry for a combined team strength of 22
As opposed to the 16.
There are problems with AV but I think we need to clear away the noise of the sheer number of tanks first. I know AV wants new toys, but that won't be happening in a timely fashion. And aside from that, tanks are not finished. Tanks are very simple and straightforward with NO VARIETY. Before Infantry get's toys, tanks need to be fully addressed and finished.
Read 1.7 patch notes, as CCP stated in them that tanks are unfinished in their current state.
Tanks - Balancing Turrets
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Thaddeus Reynolds
Facepunch Security
14
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Posted - 2014.02.16 18:25:00 -
[36] - Quote
Tebu Gan wrote:
I don't think you are considering the AI infantry running around countering AV infantry attempts, or the tanks doing the same. I look at it like this
1 tank = 2 infantry 1 tank (hardeners active) = 3 to 4 infantry
6 tanks would equal 12 infantry + 10 actual infantry for a combined team strength of 22
As opposed to the 16.
There are problems with AV but I think we need to clear away the noise of the sheer number of tanks first. I know AV wants new toys, but that won't be happening in a timely fashion. And aside from that, tanks are not finished. Tanks are very simple and straightforward with NO VARIETY. Before Infantry get's toys, tanks need to be fully addressed and finished.
Read 1.7 patch notes, as CCP stated in them that tanks are unfinished in their current state.
I don't agree completely with your equivalencies there, but I understand what you are saying. Comes down to a lack of teamwork on one team...regardless of AV toys or number of vehicles...Even one tank, when coordinated with a group of infantry is an extremely powerful force...and currently one AVer when properly covered, is a force a tank fears. |
Lazy Scumbag
Intara Direct Action Caldari State
136
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Posted - 2014.02.16 18:37:00 -
[37] - Quote
steelRatt wrote:One way to let the tanks stay as they are that would make DS pilots happy and I think the ground troops to is make the tiny maps we have biggerand remove redline. If the maps bigger ground troops get room to move and DS pilots can find places to hide tanks could stay as is and we would have to worries about 7 tanks on top of you. Then you could get av hunting party's just a thought
I'm all for ditching the redline, but having larger maps (like all the newer ones) gives the tanks far too much room to move around which takes more power from AV. If a tank can cut and run in any direction, then even coordinated attacks become unpredictable. On wide open maps, tanks are rolling death machines, since cover seems to be randomly generated instead of laid out with a purpose. |
tween tween
UrAnus Air Service
1
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Posted - 2014.03.14 13:13:00 -
[38] - Quote
Though I can see the logic in some of your points, it seems like you're only baseing your assumptions of the tank price from playing ambush. Rather than increase the price, why not just reduce the number of vehicles that can be called in an Ambush match. From my own AV point of view, my biggest problems(when i played ambush) were the amount of tanks present in the games coupled with infantry. As I mostly play solo because I do not have any friends, I typically end up playing against whole corp squads, who bring in tanks and infantry. If have corp squads on my team that are decent, I can easily take out 2-3 tanks with AV nades, forge or swarms. Typically I used to end up with ****** teams, because those in CCP who design the game are doing the worst job in matchmaking, eventough they are educated in game developing and work as game developers. By this I mean, I end up playing against two full corp squads, while I have none on my team. So I have my hands full in taking on infantry and tanks, and I mostly fail when it comes to that.
Now you may ask, what was the point in that arguement, but I simply made an ambush point of view like you did, tank prices are fine, you can take them on, as long as you're not in a ****** team.
Nowadays I play domination with my tanks, which are quite often militia. As the dear Red Star people pointed out, tanks are fine balanced in those, especially since the opposite team usually gets out tanks aswell. What has this to do with the pricing of tanks? Well, on average I might loose 100-150k on tanks(remember I'm alone with no friends and sometimes I tend to bring out expensive ****) and can end up playing against whole corp squads. So even if I on average earn between 200-300, I do not earn that much net profit in domination.
So from your ambush conclusions I will draw new pricing conclusions from domination.
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Jake Diesel
BIG BAD W0LVES Canis Eliminatus Operatives
116
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Posted - 2014.03.14 14:43:00 -
[39] - Quote
Takahiro Kashuken wrote:Tebu Gan wrote:Takahiro Kashuken wrote:lolambush - Cant nerf vehicles because of 1 mode
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?
We dont have proto hulls, only mods and turrets, we need adv/proto hulls
WP for dmg is getting added in 1.8 i think OMFG TAKA what is wrong with you. Did you EVEN READ THE FIRST PARAGRAPH. I clearly stated that nerfing tanks or buffing AV isn't the answer. Please READ WHAT IS SAID before responding. Generally i assume that you are crying about tanks, most tanks threads are QQ and wanting a nerf but the point still stands anyway We dont have adv tanks let alone proto so cost wise 750k for std because proto tanks will be 2mil+ if we ever get them
I assume you mean to say that your advanced and proto tanks are supposed to be more powerful than your standard tanks now? Because it's worth 2mil?
In 1.6, your "standard" tank could withstand 7+ hits from a proto assault forge and rep with 30%+ armor remaining. In 1.7, your "standard" tank can stack dual hardeners to withstand any hits from a proto assault forge and activate its turbo boost to high tail it on outta there. So judging from these two versions of your "standard" tank, I would assume your advanced and proto version. Would be more powerful? Lol.
If CCP was ignorant, they would satisfy your request for these variants without nerfing your standard tank. But if they were smart, which is highly questionable at this point, they would make your "standard" tank as your proto variant, keeping costs down, and then make lesser variants as your advanced and standard tanks. I would suspect at the very least that the proto variant will be slightly buffed. But not to what most tankers would dream about. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
477
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Posted - 2014.03.14 14:57:00 -
[40] - Quote
Takahiro Kashuken wrote:lolambush - Cant nerf vehicles because of 1 mode
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?
We dont have proto hulls, only mods and turrets, we need adv/proto hulls
WP for dmg is getting added in 1.8 i think
If what you say is true, and tanks are balanced towards Team matches(not pub matches) then tanks should be banned for - or at the very least limited in quantity per team per match - for pub matches.
Your argument works both ways. |
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Dauth Jenkins
Ultramarine Corp
224
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Posted - 2014.03.14 15:00:00 -
[41] - Quote
buzzzzzzz killllllllll wrote:Takahiro Kashuken wrote:lolambush - Cant nerf vehicles because of 1 mode
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?
We dont have proto hulls, only mods and turrets, we need adv/proto hulls
WP for dmg is getting added in 1.8 i think taka, they are getting nerfed no matter what, u cant save ur precious win machines
So, because it doesn't work for you, it's bad. Yes, the amount of tanks in pub matches need fixing, yes, they need a price increase, but no, the tanks power should not be nerfed. If you want to defend an argument, don't start out bashing the person countering your argument.
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Temias Mercurial
ANGEL FLEET
10
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Posted - 2014.03.14 15:59:00 -
[42] - Quote
I believe the main issue is simply militia tanks being way to powerful, along with blasters. To be killed by a railgun or missile (as infantry) requires aim, unlike blasters. I'd prefer CCP nerf militia tanks to point where they're crap, but still manageable, along with rails (as a pilot, screw rail turrets) and blasters. Blasters are just too easy and unsatisfying when running around in a tank, in my opinion, but it's always fun to kill a rail/missile tank with them, just to to prove how bad they are. |
Charlotte O'Dell
Sooper Speshul Ponee Fors
2141
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Posted - 2014.03.14 16:03:00 -
[43] - Quote
Tanks are horrible no matter how you look at it except for missile turrets
Rails work CQC better than blasters vs tanks Blasters farm infantry; 20 kills is weak Av can't even kill a mlt tank at proto with damage mods if hardeners are off Only the best tanks are balanced for ISK...hell, an HC-130 Gunlogi with all bpo or militia modules and turrets costs 10,000 ISK. I swear to god. I spam it like it's cool. Super PC fits are 450,000, roughly and those are balanced because you won't make that back in a battle. Every tank fit should cost more than you make in a match. It should be damn near impossible for a sicas to survive an entire bbattle
Tanks are balanced in PC because they spend all their time killing eachother. In pubs, it is not a guarantee that you'll have a 4 v 4 tank battle. Just the same as if one side is a proto stomp squad and the other is noob mode.
The quickest fix is a price increase because most people cannot afford to lose tank after tank in pubs. It'll negate all but the richest tryhards tank spamming...luckily most real tankers are gone.
Charlotte O'Dell is the highest level unicorn!
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Charlotte O'Dell
Sooper Speshul Ponee Fors
2141
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Posted - 2014.03.14 16:03:00 -
[44] - Quote
Temias Mercurial wrote:I believe the main issue is simply militia tanks being way to powerful, along with blasters. To be killed by a railgun or missile (as infantry) requires aim, unlike blasters. I'd prefer CCP nerf militia tanks to point where they're crap, but still manageable, along with rails (as a pilot, screw rail turrets) and blasters. Blasters are just too easy and unsatisfying when running around in a tank, in my opinion, but it's always fun to kill a rail/missile tank with them, just to to prove how bad they are.
I don't even see mlt tanks anymore. Its all std tanks with proto turrets now.
Charlotte O'Dell is the highest level unicorn!
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Temias Mercurial
ANGEL FLEET
10
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Posted - 2014.03.14 16:06:00 -
[45] - Quote
Charlotte O'Dell wrote:Temias Mercurial wrote:I believe the main issue is simply militia tanks being way to powerful, along with blasters. To be killed by a railgun or missile (as infantry) requires aim, unlike blasters. I'd prefer CCP nerf militia tanks to point where they're crap, but still manageable, along with rails (as a pilot, screw rail turrets) and blasters. Blasters are just too easy and unsatisfying when running around in a tank, in my opinion, but it's always fun to kill a rail/missile tank with them, just to to prove how bad they are. I don't even see mlt tanks anymore. Its all std tanks with proto turrets now.
I still see them just as much as standard. What bugs me is when I see a soma/sica with std or adv turret... at least have the dignity to use a madrugar/gunnlogi. As a pilot, I want rails to be nerfed... hard. |
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