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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 03:18:00 -
[1] - Quote
TL;DR This is a list of ideas to fix vehicles. look at them
Vehicles have always been in a odd state throughout the life of dust. They were never balanced, and always needed tweaking (Chromosome was the closest to being balanced imo). In 1.7, it's no different. There's all sorts of issues riddled throughout using and fighting them it's kinda silly. It's so bad right now that people would defend absurdities like JLAV's, due to the brokenness that is vehicles. That disturbs me.
Now, since we all care about this game (don't lie, you know you do, and if you didn't, you would say **** it and leave, or do like the forum bomber), we've been posting all kinds of ideas on how to fix them. Sadly, most of them have been a continual regurgitation of the same thing, which is raise the price, give a blanket nerf of HAV's and turrets, remove vehicles, turrets, and modules out of gamemodes or just completely, or further limit the fittings of vehicles. And not a single one of these ideas are good, as they are just anger ideas; they would solve nothing, and further break the vehicles.
Due to these 2 things, I've been making threads for ideas on how to fix both sides on the equation while trying to stay reasonable. I have 4 threads so far, and will continue to make more as more ideas come into my head. here's the threads:
AV and vehicle adjustments
note: ideas #2 and #3 are now discarded. ignore them.
more AV buffs and giving Scouts a beginning to EWAR
note: After thinking about this one, once tiercide happens, this should become it's own Scout suit, focusing on EWAR.
Returning to some old vehicle fitting stats
Fixing the blaster
Like I said, as more things pop into my head, I will add more things. Also, you can give me ideas, and we can see how to make it a really good one to add.
Peace, Godin
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 05:25:00 -
[2] - Quote
Bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 07:17:00 -
[3] - Quote
Trolling me isn't funny, only I can **** post and It's funny
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 07:42:00 -
[4] - Quote
Hummmm.... this would be really neat. Maybe give stealth vehicles (Currently the BO HAV and Force Recon DS) a shorter scan range?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 08:31:00 -
[5] - Quote
Brokerib wrote:Godin Thekiller wrote:Hummmm.... this would be really neat. Maybe give stealth vehicles (Currently the BO HAV and Force Recon DS) a shorter scan range? I mentioned the option of dampening modules in my suggestion, which I think would also help with defining vehicle roles (given that vehicle roles barely exist at the moment). Fit a dampener and a nitro on your LAV to get quickly between points undetected. Trade out for armour and scanner if you want to be a hunter. Chuck one on your HAV if you want to hunt other tanks, etc.
trading DPS and eHP for lower profile wouldn't work, as HAV fighting is much longer than infantry where it makes sense to do so. That wouldn't really work. I say that infantry has this, but vehicles don't (makes sense, as the bigger the thing gets, the suckier it's electronics get in New Eden).Also, this would only count for that hull, so BO would only be detected at say half the normal range, so say 60m.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 08:41:00 -
[6] - Quote
Auris Lionesse wrote:Balance the combat by buffing av.
If a tank can solo infantry with ease, and infantry can solo avers with ease av should be able to at least solo tanks. No excuse for the militia swarm to be unable to kill a militia tank or drop ship. build up from there.
Or just nerf anti Infantry tanks so it takes three tanks to kill my suit and give avers 66% resistance to small arms fire. 3:3:3
You, you are.... read the second paragraph.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1718
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Posted - 2014.02.17 19:39:00 -
[7] - Quote
Bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1718
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Posted - 2014.02.17 21:46:00 -
[8] - Quote
True Adamance wrote:I think every one knows that I feel HAV can be fixed with minor module changes and a redesign of large turrets. Any and all EWAR and capacitor based content could then be added from that point as required.
AV needs no true damage model buffs otherwise they unbalance the lesser armoured vehicles like dropships, LAV, and soon to be MAV. AV need to consider the impact of their requests so they don't do what HAV did for 1.7.
Only turret that needs a redo is the missiles. Rails and blasters just need adjustments. Cap wouldn't really work in Dust for anything really. As for EWAR, hell yea. Lastly, AV doesn't need a damage buff, but they need tweaking. I agree.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
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Posted - 2014.02.18 01:12:00 -
[9] - Quote
Bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
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Posted - 2014.02.18 02:53:00 -
[10] - Quote
Auris Lionesse wrote:Godin Thekiller wrote:Auris Lionesse wrote:Balance the combat by buffing av.
If a tank can solo infantry with ease, and infantry can solo avers with ease av should be able to at least solo tanks. No excuse for the militia swarm to be unable to kill a militia tank or drop ship. build up from there.
Or just nerf anti Infantry tanks so it takes three tanks to kill my suit and give avers 66% resistance to small arms fire. 3:3:3 You, you are.... read the second paragraph. No one is addressing militia swarms. 1 to 1 balance is the only way it will ever be balanced. That's how mmos work.
I don't even..... what?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
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Posted - 2014.02.18 04:03:00 -
[11] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:I think every one knows that I feel HAV can be fixed with minor module changes and a redesign of large turrets. Any and all EWAR and capacitor based content could then be added from that point as required.
AV needs no true damage model buffs otherwise they unbalance the lesser armoured vehicles like dropships, LAV, and soon to be MAV. AV need to consider the impact of their requests so they don't do what HAV did for 1.7. Only turret that needs a redo is the missiles. Rails and blasters just need adjustments. Cap wouldn't really work in Dust for anything really. As for EWAR, hell yea. Lastly, AV doesn't need a damage buff, but they need tweaking. I agree. I disagree I dislike the Large blaster as it undermines HAV roles in the field. You don't mount a .50 cal as your main tank gun...you mount a 165mm canon
Never said they should stay the same, now did I? I actually posted how to change blasters, and you agreed with it. What are you doing here?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
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Posted - 2014.02.18 04:04:00 -
[12] - Quote
Operative 1171 Aajli wrote:Meeko Fent wrote:Bump the price of tanks to Something aweful.
They'll think twice before they play tankbo. Lol, you think price will stop the Nyain San tank spam? No, you are only hurting players like me who want to enjoy a casual game of playing with tanks and actually skilling into them. Tankophobia and epeening is what is really destroying this game. .
I had you to here. The rest is just lol.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1720
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Posted - 2014.02.19 21:49:00 -
[13] - Quote
SponkSponkSponk wrote:One easy way to stealth buff AV is to introduce a wider variation in the weak spots of vehicles (tanks in particular)
At the moment, 90% of a tank is non-critical, except for a small weak spot at the rear.
Changing this to be more like modern tanks, where the bulk of the armour is at the front, with medium armour at the sides and and fairly weak armour to the top, bottom and rear would boost well-positioned AV but allow tank-on-tank head-on engagements to be suitably drawn-out.
(also, you can then add different hulls with different weak spots later)
Well, considering how shields and armor works, that doesn't makes sense. However, the critical spot only gives 10% more damage, and imo, that needs raising by a bit, maybe 20-50% would be better.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1758
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Posted - 2014.02.24 04:15:00 -
[14] - Quote
Due to Mr. Ciscko, I have made a new TL;DR.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
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Posted - 2014.03.07 01:39:00 -
[15] - Quote
Rusty Shallows wrote:Godin Thekiller wrote:TL;DR Bring back 1.6 with 1.7 AV damage
snip How do you purpose dealing with whatever the Super Repping Armor HAV from pre-1.7?
The local repair tools would stay as is. That's just a very basic summary of the list of ideas in this.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
|
Posted - 2014.03.07 01:41:00 -
[16] - Quote
xSir Campsalotx wrote:3-4 tanks per side Max. AV is fine and by that I mean forges, pros swarms will kill tanks on cool down. Remove milita tanks, they were meant to be more sp intensive, tank spam not as big as an issue when 2-3 mlt tanks would lose to a specced tanker. Mlt tanks are used as AV fits 2 dam mods rail gun 100,000 isk tank kills experienced 20mil sp tanker's 1/2 a million isk tank 2-3 shots.
MLT HAV's don't need removing, as the system itself is broken; if the system was fixed, it would be fine.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
|
Posted - 2014.03.07 02:07:00 -
[17] - Quote
Dovallis Martan JenusKoll wrote:You need something that you can hear coming up from over 80 meters away, can be seen from the map view at all times, and changes the dynamic lighting of an area in front of it --to appear on your mini-map? Seriously? Tanks already give themselves away so badly... Dovallis Martan JenusKoll wrote:I'll go over this again. Webifiers... Dropship resist vs Tank Rail ---(20% ADS, 50% STD) Swarm +50m range, STD ADV small damage buff Orange Line-- boom. suddenly people would realize what they have right now
That wouldn't fix anything. It would make the problem worse.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
|
Posted - 2014.03.23 19:13:00 -
[18] - Quote
Vicious Minotaur wrote:Dovallis Martan JenusKoll wrote:You need something that you can hear coming up from over 80 meters away, can be seen from the map view at all times, and changes the dynamic lighting of an area in front of it --to appear on your mini-map? Seriously? Tanks already give themselves away so badly... And at the same time, How can you hear it from 80 meters away, see the lighting it produces, and see it on the map view at all times, AND your mini-map doesn't pick it up? (rhetorical question) I also recall times where I have been roughly 10-15 meters away from a tank, and it does not appear on my minimap, while the dropsuit right next to it appears perfectly fine... The minimap and the attributes that dictate what appears on it need to be worked on.
Passive scans are broken, well, they always have been.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
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Posted - 2014.03.23 19:13:00 -
[19] - Quote
Paran Tadec wrote:Tanks are fine, except for speed. Just fix swarms already. Delay 1.8 until that is done.
lolno. They are certainly not fine, and buffing AV is not the solution; that would make it worse.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
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Posted - 2014.03.23 19:15:00 -
[20] - Quote
Ivy Zalinto wrote:ENDURO ETC wrote:Buff AV, Limit Vehicles in match or add game mode with no vehicles, and increase price for vehicles. just...no. The prices are fine for tanks and dropships, just remove militia tanks and itd be fine. I see very few people set to do air support in a dropship so why should their prices go up. Assault dropships as well can still get up toward the 1mill price range a piece. Prices are fine Av damage is actually fine as is. A single unit should never be able to take out a tank and Im glad ccp agrees on this. Hit registration for turrets other than blaster are kinda bad enough so that you can almost stand there and fire over and over with little worry...so no buff to damage. I agree with limitations and gamemodes however, thatd be nice...
Nobody would play on the vehicle gamemodes other than AV, so that would be pointless.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1935
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Posted - 2014.03.23 19:46:00 -
[21] - Quote
Rusty Shallows wrote:Hey Godin the wording of the title with "reasonable" in it keeps setting off my Trolling Sensors. Which is confusing since your post isn't an active troll.
most of my OP's aren't troll posts brah.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1935
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Posted - 2014.03.23 20:03:00 -
[22] - Quote
Shooty Dangerman wrote:Shorten the active hardener duration by 10 secs. Change all active modules so that only one of each type can be active at a time, to prevent double stacking hardeners and damage mods.
This fixes most of the problems in my opinion.
lolno
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.03.23 20:10:00 -
[23] - Quote
True Adamance wrote:Timer between hardener activation equivalent to 1/2 the first modules cool down. Hardeners cannot now be stacked, or activated one after the other rapidly.
Waves of opportunity are created.
Also nerf of Shield Hardeners by 10% down to 50% hardening, and Armour down 5% to 35%.
waves of oppertinuty will never work
Also, making active tankers not be able to active tank fully is stupid. No.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.03.23 20:11:00 -
[24] - Quote
Shooty Dangerman wrote:Godin Thekiller wrote:Shooty Dangerman wrote:Shorten the active hardener duration by 10 secs. Change all active modules so that only one of each type can be active at a time, to prevent double stacking hardeners and damage mods.
This fixes most of the problems in my opinion. lolno Why's that a bad idea?
1: times are fine; the precentages are however not
2: Not allowing active tankers to fully active tank is bad. No.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1964
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Posted - 2014.04.02 20:12:00 -
[25] - Quote
bump
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1977
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Posted - 2014.04.11 19:30:00 -
[26] - Quote
Charlotte O'Dell wrote:So...nerf Caldari and buff Gallente.
Maybe you didn't intend it to come off as such, but it sure seems that way.
I give the general ideas a 1/10
Tiercide is only good if it happens to everything to resemble Eve.
Ultimately, you want yourself buffed and everything that can counter you nerfed.
You want rails nerfed bc they're the only thing that can kill a buffer tanked madrugar. same with missiles.
Perhaps you should spend less time asking for nerfs/buffs, and ask for more content. 1.0-1.6 were miserable because of the lack of content. QQing like this will make 2.0 and beyond another boring year.
Where's in any of this does it say that? Also, Caldari is pretty OP, even now. and even then, this doesn't ultimately nerf Caldari (as their's buffs too), this jsut puts them more in line.
Also, you're ideas are always to a extreme, so I care not for your opinion.
and I wish not to die under 10 seconds. that's not a fight imo. I have infantry fights that last longer than HAV fights now.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
|
Posted - 2014.04.15 23:25:00 -
[27] - Quote
Black SlaverX wrote:Godin Thekiller wrote:Charlotte O'Dell wrote:So...nerf Caldari and buff Gallente.
Maybe you didn't intend it to come off as such, but it sure seems that way.
I give the general ideas a 1/10
Tiercide is only good if it happens to everything to resemble Eve.
Ultimately, you want yourself buffed and everything that can counter you nerfed.
You want rails nerfed bc they're the only thing that can kill a buffer tanked madrugar. same with missiles.
Perhaps you should spend less time asking for nerfs/buffs, and ask for more content. 1.0-1.6 were miserable because of the lack of content. QQing like this will make 2.0 and beyond another boring year. Where's in any of this does it say that? Also, Caldari is pretty OP, even now. and even then, this doesn't ultimately nerf Caldari (as their's buffs too), this jsut puts them more in line. Also, you're ideas are always to a extreme, so I care not for your opinion. and I wish not to die under 10 seconds. that's not a fight imo. I have infantry fights that last longer than HAV fights now. WHAT?!?!? Best tank? Gallente Best ADS? Gallente (actually these are close) Best LAV? Gallente Missiles are the least used turrets for a reason, blasters are OMGWTF OP (due to infantry and vehicle capabilities), repper madrugers are the new FotM, it is way way harder to kill a gallente LAV than a saga, The gallente ADS is way way more sturdy.... lol, gallente underpowered in any way shape or form other than ARs, ion pistol and PLCs.... you are funny dude.
lolno
repping doesn't save you from being insta-gibbed.
the incubus's bonus makes it useless in fighting, but has slightly better tank
and the LAV's all suck tbh.
try again, and look at it from every angle possible. The entire system is broken.
click me
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
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Posted - 2014.04.15 23:27:00 -
[28] - Quote
Eko Sol wrote:Nothing to fix, it's fine. I would argue that AV nades should be three but still, that would give too much to Infantry. It's fine. Don't touch it. Fix bugs.
Nothing to fix? HAHAHAHAHAHAHAHAHAHAHAHA
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
|
Posted - 2014.04.15 23:49:00 -
[29] - Quote
Eko Sol wrote:Godin Thekiller wrote:Eko Sol wrote:Nothing to fix, it's fine. I would argue that AV nades should be three but still, that would give too much to Infantry. It's fine. Don't touch it. Fix bugs. Nothing to fix? HAHAHAHAHAHAHAHAHAHAHAHA If you can't AV at this point after the hardening fixes then you don't deserve to QQ. You need to be, as well as everyone else, very specific. I would argue that the only thing I dislike is the bugs. They need to fix the bugs such as forge weapon blanks, swarm lock fake outs, rail turret blanks, RE's not sticking. If someone honestly believes that AV is not balanced (ignoring bugs) then that person has to face the reality they are not good at AV and should stick to other elements of the game.
I could AV before the hardener nerfs (which is actually apart of this, which you would know if you read any of it). I'm more of a pilot than I am a AVer (but I do what I want, so I do both) actually. I just want the problems I see fixed, which is what all of these ideas are.
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Godin Thekiller
shadows of 514
2455
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Posted - 2014.05.28 02:28:00 -
[30] - Quote
THUNDERGROOVE wrote:Shooty Dangerman wrote:Shorten the active hardener duration by 10 secs. Change all active modules so that only one of each type can be active at a time, to prevent double stacking hardeners and damage mods.
This fixes most of the problems in my opinion. Active modules are **** apart from damage mods. Nerf vehicle damage mods to 15%. Nerf vehicle acceleration or top speed. Nerf armor heavy armor repairers.
Na; just change them back to the way they were; that'll solve a bunch of problems.
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