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Funkmaster Whale
0uter.Heaven
1404
|
Posted - 2014.02.15 19:00:00 -
[1] - Quote
I'm sure I'm not the first one to have pointed this out nor are the suggestions I'm going to make going to be novel. To the point:
Right now I'm sure everyone has noticed the glaring problems with tank spam and the sheer difficulty in killing tanks with anything other than another tank. AV has been nerfed to compensate for... something, while tanks have been redesigned to allow them to have these supposed "windows of opportunity" wherein they can effectively be god mode only for a limited time. That's all well and good, but there's a glaring flaw with this in the current implementation of the game.
I'm strictly speaking in terms of infantry solutions to tanks here, as they should certainly be viable but right now they're a little underwhelming. CCP nerfed AV as it was seemingly too powerful prior to 1.7 (which I agree with). Now it seems the tables have turned. The big flaw with these periods of vulnerability is that there's really no feasible way for infantry to really take advantage of them. By and large arguably the most effective AV weapon right now is the Forge Gun. It still is powerful. It's still very, very effective, but the issue comes into play. The weapon still does considerable damage, but the compounded charge time and damage nerf has made them not powerful enough to destroy a tank in time before they simply drive away. That's the big issue here.
During a tanks downtime all they have to do to survive is just drive away. And there's literally nothing you can do as infantry to stop them from doing so. As an AVer, how are you going to find a way to capitalize on their hardeners being down to take that tank down? You really can't. You just kinda have to have to deal with it. They're going to drive away, wait for their cooldowns, come back, rinse and repeat.
The solution isn't to buff AV damage or nerf tanks, otherwise we'll just end up in this perpetual cycle of "nerf AV!" "Nerf tanks!", etc. We need novel solutions to killing tanks. Jihad Jeeps were one answer but are hardly a real one. What we really need is Webifiers or some similar tool to temporarily immobilize and/or disable a tank for a few seconds. Those few seconds would be crucial to kill a tank while not necessarily being over the top. You would still need to coordinate AV to do damage during the period of immobility for it to work. Teamwork would still be a necessity to taking down tanks, as is common tanker ideology (e.g. "It should take more than one person to kill a tank" )
Anyways, that's what I've noticed. It seems the vehicle overhaul took a step in the right direction without giving the opposite side a foundation to counter with. This game seems to have a lot of those. Scanners? Super OP easy to fit infantry tool but no active counter is just another example.
Let me play you the song of my people!
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Patrick57
Fatal Absolution
5154
|
Posted - 2014.02.15 19:14:00 -
[2] - Quote
Does this mean you've actually been playing? :o
Agreed on all points though, there should be a way to take advantage of a Tank's hardeners being down (although I'm just repeating what you've already said).
> GÇ£I am so clever that sometimes I don't understand a single word of what I am saying.GÇ¥
-Oscar Wilde
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Awry Barux
New Eden Blades Of The Azure Zero-Day
615
|
Posted - 2014.02.15 19:21:00 -
[3] - Quote
Other problem: double complex armor hardener + core skills IV = perma-hardener. "Windows of opportunity" that is not. I mean... how did the people doing the numbers miss that? |
HYENAKILLER X
Subsonic Synthesis RISE of LEGION
590
|
Posted - 2014.02.15 19:24:00 -
[4] - Quote
Tanks are like this:
Imagine you and your wife/ husband are about to get busy doing the dirty then BAM baby starts crying like crazy.
Tanks ruin all games, any form of proggression and real fun. How are you supposed to learn a game and its mechanics hiding from 4 vehicles every match?
Tanks are for pussies.
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Funkmaster Whale
0uter.Heaven
1404
|
Posted - 2014.02.15 19:25:00 -
[5] - Quote
Patrick57 wrote:Does this mean you've actually been playing? :o
Agreed on all points though, there should be a way to take advantage of a Tank's hardeners being down (although I'm just repeating what you've already said). Yeah I started playing again and died a little inside when I found out I could still go 50-0 Forge Sniping infantry and dropships but had to struggle an entire match to get a kill on one of five or six tanks on the field.
I pleaded with CCP to nerf splash damage on the Forge and they instead nerf the only things that made the FG AV-capable while keeping in tact the devastating anti-infantry aspect. Now tanks are so rampant that I can't even help my team using a maxed out FG with two damage mods.
Don't get me wrong, I still kill tanks. It's just irrational how difficult a militia tank is to kill with a Proto Prof. V + 2x Damage Mod AV weapon, especially when you realize there's 5 more on the field terrorizing your team.
Let me play you the song of my people!
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5747
|
Posted - 2014.02.15 19:31:00 -
[6] - Quote
The tools AV'ers have available to them are extremely limited, and I think that's where the OP tank argument stems from. You can only shoot the tank, you can't:
Slow a tank Damage modules Cripple a weapon Deny information (directly)
I think that once we are able to influence tank behavior outside of straight-up trying to destroy a tank designed to not die, vehicles in their current iteration would be fine.
Never forget
May 14, 2013: Beta 2.0
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Funkmaster Whale
0uter.Heaven
1405
|
Posted - 2014.02.15 19:36:00 -
[7] - Quote
TheAmazing FlyingPig wrote:The tools AV'ers have available to them are extremely limited, and I think that's where the OP tank argument stems from. You can only shoot the tank, you can't:
Slow a tank Damage modules Cripple a weapon Deny information (directly)
I think that once we are able to influence tank behavior outside of straight-up trying to destroy a tank designed to not die, vehicles in their current iteration would be fine.
That's essentially the TL;DR of this thread.
Thing is, how soon are we going to be able to do such things? It's much easier for CCP to just change some numbers around (HP, damage, cooldown duration) than it is to implement new modules and equipment, which is what I unfortunately suspect they're going to do which will just continue this cycle of begging for buffs/nerfs.
Let me play you the song of my people!
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5748
|
Posted - 2014.02.15 19:42:00 -
[8] - Quote
Funkmaster Whale wrote:TheAmazing FlyingPig wrote:The tools AV'ers have available to them are extremely limited, and I think that's where the OP tank argument stems from. You can only shoot the tank, you can't:
Slow a tank Damage modules Cripple a weapon Deny information (directly)
I think that once we are able to influence tank behavior outside of straight-up trying to destroy a tank designed to not die, vehicles in their current iteration would be fine.
That's essentially the TL;DR of this thread. Thing is, how soon are we going to be able to do such things? It's much easier for CCP to just change some numbers around (HP, damage, cooldown duration) than it is to implement new modules and equipment, which is what I unfortunately suspect they're going to do which will just continue this cycle of begging for buffs/nerfs. We'll be getting *Redacted - NDA* around *Redacted - NDA*, at which time there should be *Redacted - NDA* happening to *Redacted - NDA*, to bring it in line with *Redacted - NDA*.
Never forget
May 14, 2013: Beta 2.0
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D3LTA Blitzkrieg II
0uter.Heaven
81
|
Posted - 2014.02.15 19:46:00 -
[9] - Quote
AV was never too strong. Just never did we have a Sagaris in uprising. |
NK Scout
Storm Wind Strikeforce Caldari State
374
|
Posted - 2014.02.15 19:50:00 -
[10] - Quote
D3LTA Blitzkrieg II wrote:AV was never too strong. Just never did we have a Sagaris in uprising. You obviously never saw adv or proto swarms
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1578
|
Posted - 2014.02.15 19:53:00 -
[11] - Quote
Funkmaster Whale wrote:I'm sure I'm not the first one to have pointed this out nor are the suggestions I'm going to make going to be novel. To the point: Right now I'm sure everyone has noticed the glaring problems with tank spam and the sheer difficulty in killing tanks with anything other than another tank. AV has been nerfed to compensate for... something, while tanks have been redesigned to allow them to have these supposed "windows of opportunity" wherein they can effectively be god mode only for a limited time. That's all well and good, but there's a glaring flaw with this in the current implementation of the game. I'm strictly speaking in terms of infantry solutions to tanks here, as they should certainly be viable but right now they're a little underwhelming. CCP nerfed AV as it was seemingly too powerful prior to 1.7 (which I agree with). Now it seems the tables have turned. The big flaw with these periods of vulnerability is that there's really no feasible way for infantry to really take advantage of them. By and large arguably the most effective AV weapon right now is the Forge Gun. It still is powerful. It's still very, very effective, but the issue comes into play. The weapon still does considerable damage, but the compounded charge time and damage nerf has made them not powerful enough to destroy a tank in time before they simply drive away. That's the big issue here. During a tanks downtime all they have to do to survive is just drive away. And there's literally nothing you can do as infantry to stop them from doing so. As an AVer, how are you going to find a way to capitalize on their hardeners being down to take that tank down? You really can't. You just kinda have to have to deal with it. They're going to drive away, wait for their cooldowns, come back, rinse and repeat. The solution isn't to buff AV damage or nerf tanks, otherwise we'll just end up in this perpetual cycle of "nerf AV!" "Nerf tanks!", etc. We need novel solutions to killing tanks. Jihad Jeeps were one answer but are hardly a real one. What we really need is Webifiers or some similar tool to temporarily immobilize and/or disable a tank for a few seconds. Those few seconds would be crucial to kill a tank while not necessarily being over the top. You would still need to coordinate AV to do damage during the period of immobility for it to work. Teamwork would still be a necessity to taking down tanks, as is common tanker ideology (e.g. "It should take more than one person to kill a tank" ) Anyways, that's what I've noticed. It seems the vehicle overhaul took a step in the right direction without giving the opposite side a foundation to counter with. This game seems to have a lot of those. Scanners? Super OP easy to fit infantry tool but no active counter is just another example. +1. Right on the money.
I support SP rollover.
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
1982
|
Posted - 2014.02.15 20:01:00 -
[12] - Quote
" I like to shoot people in the face "
"But we have been blessed"
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Funkmaster Whale
0uter.Heaven
1410
|
Posted - 2014.02.15 20:07:00 -
[13] - Quote
D3LTA Blitzkrieg II wrote:AV was never too strong. Just never did we have a Sagaris in uprising. Maybe, but making a claim like that immediately makes the opposing side stop reading your argument.
I'm trying to appeal to the both sides here.
Let me play you the song of my people!
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Spkr4theDead
Red Star. EoN.
1825
|
Posted - 2014.02.15 20:09:00 -
[14] - Quote
I will always through out this little tidbit.
When infantry complained about the contact grenades, they were nerfed into the ground. When tankers complained about AV grenades, infantry told them to HTFU.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Funkmaster Whale
0uter.Heaven
1410
|
Posted - 2014.02.15 20:15:00 -
[15] - Quote
Spkr4theDead wrote:I will always throw out this little tidbit.
When infantry complained about the contact grenades, they were nerfed into the ground. When tankers complained about AV grenades, infantry told them to HTFU. You really are quite horrible at making an argument dude. Seems like every thread you post some nonsense that has nothing to do with anything in broken English.
Logical fallacies. Read them. Learn them. STOP USING THEM.
Let me play you the song of my people!
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Spkr4theDead
Red Star. EoN.
1825
|
Posted - 2014.02.15 20:15:00 -
[16] - Quote
D3LTA Blitzkrieg II wrote:AV was never too strong. Just never did we have a Sagaris in uprising. Never too strong? Were you ever on either side of swarms? PRO with proficiency and plenty of damage mods plowed through a third of a Madrugar's armor with a hardener going.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1825
|
Posted - 2014.02.15 20:16:00 -
[17] - Quote
Funkmaster Whale wrote:Spkr4theDead wrote:I will always throw out this little tidbit.
When infantry complained about the contact grenades, they were nerfed into the ground. When tankers complained about AV grenades, infantry told them to HTFU. You really are quite horrible at making an argument dude. Seems like every thread you post some nonsense that has nothing to do with anything in broken English. Logical fallacies. Read them. Learn them. STOP USING THEM. Whatever you say.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Kigurosaka Laaksonen
DUST University Ivy League
302
|
Posted - 2014.02.15 20:18:00 -
[18] - Quote
I'm just gonna throw this idea out there and see what OP thinks of it.
The balance issues surrounding Vehicle vs AV has less to do with what people typically complain about and more to do with that fact that there is currently very little content that has to do with balancing Vehicle vs AV.
We have 2 heavy weapons in the game. How many future heavy weapons could potentially be effective AV? We have 1 heavy suit (soon to be fixed in 1.8, but still only 2 heavy weapons.) Of the light weapons we have, how many are effective AV weapons? Of the vehicles we have, only Caldari and Gallente have LAVs, HAVs, and dropships. There are no MAVs and no Amarr or Minmatar vehicles. Once we get that missing basic content into the game, wouldn't it be much easier to find a good solid balance between them?
Is it easier to make significant, meaningful progress towards balance with half a foundation or a complete, basic racial line up of content?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Canari Elphus
Ancient Exiles. Renegade Alliance
1170
|
Posted - 2014.02.15 20:28:00 -
[19] - Quote
I cant find it right now but Charlotte had a great solution for tank and infantry balance and it has to deal with map design rather than Tank and Infantry AV balance.
The sum version of it was.
- Open ground should be ruled by vehicles and tough on infantry - City sockets should have lots of cover for infantry and tough for large vehicles such as tanks to maneuver in. They should be traps in a sense where tanks cannot easily run away.
If you think about it strategically, you would need tanks to control the open ground outside of cities and limit enemy mobility and then infantry to control the city. If a tank comes in to a city then it becomes very risky for them.
Canari Elphus for CPM1
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1240
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Posted - 2014.02.15 20:30:00 -
[20] - Quote
Funkmaster Whale wrote:I'm sure I'm not the first one to have pointed this out nor are the suggestions I'm going to make going to be novel. To the point: Right now I'm sure everyone has noticed the glaring problems with tank spam and the sheer difficulty in killing tanks with anything other than another tank. AV has been nerfed to compensate for... something, while tanks have been redesigned to allow them to have these supposed "windows of opportunity" wherein they can effectively be god mode only for a limited time. That's all well and good, but there's a glaring flaw with this in the current implementation of the game. I'm strictly speaking in terms of infantry solutions to tanks here, as they should certainly be viable but right now they're a little underwhelming. CCP nerfed AV as it was seemingly too powerful prior to 1.7 (which I agree with). Now it seems the tables have turned. The big flaw with these periods of vulnerability is that there's really no feasible way for infantry to really take advantage of them. By and large arguably the most effective AV weapon right now is the Forge Gun. It still is powerful. It's still very, very effective, but the issue comes into play. The weapon still does considerable damage, but the compounded charge time and damage nerf has made them not powerful enough to destroy a tank in time before they simply drive away. That's the big issue here. During a tanks downtime all they have to do to survive is just drive away. And there's literally nothing you can do as infantry to stop them from doing so. As an AVer, how are you going to find a way to capitalize on their hardeners being down to take that tank down? You really can't. You just kinda have to have to deal with it. They're going to drive away, wait for their cooldowns, come back, rinse and repeat. The solution isn't to buff AV damage or nerf tanks, otherwise we'll just end up in this perpetual cycle of "nerf AV!" "Nerf tanks!", etc. We need novel solutions to killing tanks. Jihad Jeeps were one answer but are hardly a real one. What we really need is Webifiers or some similar tool to temporarily immobilize and/or disable a tank for a few seconds. Those few seconds would be crucial to kill a tank while not necessarily being over the top. You would still need to coordinate AV to do damage during the period of immobility for it to work. Teamwork would still be a necessity to taking down tanks, as is common tanker ideology (e.g. "It should take more than one person to kill a tank" ) Anyways, that's what I've noticed. It seems the vehicle overhaul took a step in the right direction without giving the opposite side a foundation to counter with. This game seems to have a lot of those. Scanners? Super OP easy to fit infantry tool but no active counter is just another example.
Respond to a question with a question: Why are tanks so FAST? Why did CCP decide to imitate The FAST and the Furious?
Solution: SLOW the tanks down!! Change speed to 19m
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Aisha Ctarl
Company of Marcher Lords Amarr Empire
3379
|
Posted - 2014.02.15 20:48:00 -
[21] - Quote
How about once the hardeners enter their cool down, the tank's speed is reduced because the tank needs to draw power to recharge the modules and that power will be diverted away from the drive train.
I'm a narcissist, LIKE MY POSTS =^,.,^=
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FarQue FromAfar
Hellstorm Inc League of Infamy
10
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Posted - 2014.02.15 20:57:00 -
[22] - Quote
Funkmaster Whale wrote:I'm sure I'm not the first one to have pointed this out nor are the suggestions I'm going to make going to be novel. To the point: Right now I'm sure everyone has noticed the glaring problems with tank spam and the sheer difficulty in killing tanks with anything other than another tank. AV has been nerfed to compensate for... something, while tanks have been redesigned to allow them to have these supposed "windows of opportunity" wherein they can effectively be god mode only for a limited time. That's all well and good, but there's a glaring flaw with this in the current implementation of the game. I'm strictly speaking in terms of infantry solutions to tanks here, as they should certainly be viable but right now they're a little underwhelming. CCP nerfed AV as it was seemingly too powerful prior to 1.7 (which I agree with). Now it seems the tables have turned. The big flaw with these periods of vulnerability is that there's really no feasible way for infantry to really take advantage of them. By and large arguably the most effective AV weapon right now is the Forge Gun. It still is powerful. It's still very, very effective, but the issue comes into play. The weapon still does considerable damage, but the compounded charge time and damage nerf has made them not powerful enough to destroy a tank in time before they simply drive away. That's the big issue here. During a tanks downtime all they have to do to survive is just drive away. And there's literally nothing you can do as infantry to stop them from doing so. As an AVer, how are you going to find a way to capitalize on their hardeners being down to take that tank down? You really can't. You just kinda have to have to deal with it. They're going to drive away, wait for their cooldowns, come back, rinse and repeat. The solution isn't to buff AV damage or nerf tanks, otherwise we'll just end up in this perpetual cycle of "nerf AV!" "Nerf tanks!", etc. We need novel solutions to killing tanks. Jihad Jeeps were one answer but are hardly a real one. What we really need is Webifiers or some similar tool to temporarily immobilize and/or disable a tank for a few seconds. Those few seconds would be crucial to kill a tank while not necessarily being over the top. You would still need to coordinate AV to do damage during the period of immobility for it to work. Teamwork would still be a necessity to taking down tanks, as is common tanker ideology (e.g. "It should take more than one person to kill a tank" ) Anyways, that's what I've noticed. It seems the vehicle overhaul took a step in the right direction without giving the opposite side a foundation to counter with. This game seems to have a lot of those. Scanners? Super OP easy to fit infantry tool but no active counter is just another example.
Good Grief... Tanks are dealt with in every match, All you need is 1 good tanker in a Sica to eliminate the tank threat... All I see is everyone QQ about tanks... They are 100 tons of heavy weapon and weapon... Tactics are there to take them out, AV, other tanks, installations ect.... to name a few. If you are not smart enough to deal with tanks, then get better, but for crying out loud get over it.... All this talk about tanks are OP and QQ QQ QQ is taking up too much forum space.... |
D legendary hero
Ultramarine Corp
1583
|
Posted - 2014.02.15 21:02:00 -
[23] - Quote
HYENAKILLER X wrote:Tanks are like this:
Imagine you and your wife/ husband are about to get busy doing the dirty then BAM baby starts crying like crazy.
Tanks ruin all games, any form of proggression and real fun. How are you supposed to learn a game and its mechanics hiding from 4 vehicles every match?
*drives toy car with plastic explosives into baby* problem solved?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Funkmaster Whale
0uter.Heaven
1415
|
Posted - 2014.02.15 21:05:00 -
[24] - Quote
FarQue FromAfar wrote:[quote=Funkmaster Whale]Good Grief... Tanks are dealt with in every match, All you need is 1 good tanker in a Sica to eliminate the tank threat... All I see is everyone QQ about tanks... They are 100 tons of heavy weapon and weapon... Tactics are there to take them out, AV, other tanks, installations ect.... to name a few. If you are not smart enough to deal with tanks, then get better, but for crying out loud get over it.... All this talk about tanks are OP and QQ QQ QQ is taking up too much forum space.... You kind of just proved my point: "All you need to take care of a tank is another tank!"
I'm assuming you're a tanker who's either too blind or naive to understand that hundreds of people complaining could possibly mean something is wrong. Just because you so happen to be on the right side of the current Flavor of the Month doesn't mean everything is OK.
And this wasn't a thread complaining about issues. How about you actually spend the time to, oh you know, read? I know it's a lot to ask but maybe just one time you could try it.
Let me play you the song of my people!
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Zahle Undt
Bullet Cluster Legacy Rising
712
|
Posted - 2014.02.15 21:23:00 -
[25] - Quote
Since I've stayed running some scout I've also noticed all vehicles are less likely to be detected by my passive scanners then infantry are and the scanners that vehicles have are ridiculously good
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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