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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!
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 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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Meeko Fent
Kirkinen Risk Control Caldari State
1752
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Posted - 2014.02.16 05:56:00 -
[3] - Quote
Bump the price of tanks to Something aweful.
They'll think twice before they play tankbo.
Looking for a Interesting Character Name?
Why Not Zoidberg?
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ENDURO ETC
703rd
29
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Posted - 2014.02.16 05:59:00 -
[4] - Quote
Buff AV, Limit Vehicles in match or add game mode with no vehicles, and increase price for vehicles.
Love, Hate, and everything in between.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1269
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Posted - 2014.02.16 06:57:00 -
[5] - Quote
slow tanks down to 19m. fixed.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 07:17:00 -
[6] - 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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Brokerib
Lone Wolves Club
542
|
Posted - 2014.02.16 07:39:00 -
[7] - Quote
Suggestion I put up for increasing the visibility of vehicles based on frame. To aid infantry in being able to track and avoid vehicles, which would reduce the current appearance we have of them being OP.
https://forums.dust514.com/default.aspx?g=posts&t=141339&find=unread
Knowledge is power
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 07:42:00 -
[8] - 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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Brokerib
Lone Wolves Club
542
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Posted - 2014.02.16 07:49:00 -
[9] - Quote
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.
Knowledge is power
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 08:31:00 -
[10] - 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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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
220
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Posted - 2014.02.16 08:39:00 -
[11] - Quote
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 |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1706
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Posted - 2014.02.16 08:41:00 -
[12] - 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
|
Posted - 2014.02.17 19:39:00 -
[13] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7178
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Posted - 2014.02.17 19:42:00 -
[14] - Quote
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.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1718
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Posted - 2014.02.17 21:46:00 -
[15] - 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
|
Posted - 2014.02.18 01:12:00 -
[16] - 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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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
224
|
Posted - 2014.02.18 01:20:00 -
[17] - Quote
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
|
Posted - 2014.02.18 02:53:00 -
[18] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7224
|
Posted - 2014.02.18 02:55:00 -
[19] - Quote
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
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Operative 1171 Aajli
Bragian Order Amarr Empire
1243
|
Posted - 2014.02.18 03:10:00 -
[20] - Quote
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. Just nerf the damn militia tanks and don't have militia versions of things like hardeners and dmg mods. It was that way before. It can be again.
Swarms is a light weapon. It is doing its job. Other heavy weapons are coming and CCP has designed around that bigger picture.
Rommel, you magnificent bastard, I read your book!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7232
|
Posted - 2014.02.18 03:55:00 -
[21] - 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. Just nerf the damn militia tanks and don't have militia versions of things like hardeners and dmg mods. It was that way before. It can be again. Swarms is a light weapon. It is doing its job. Other heavy weapons are coming and CCP has designed around that bigger picture.
However MLT HAV need to be significantly weaker than Skilled SP HAV, I don't think a game should ever cater to a casual audience, only its intended one. The fact that one douche with 0SP can camp the redline and deny other players vehicle use across the map.
That's not good game design, nor good balance, nor in keeping with RPG/MMO progression based gameplay.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1719
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Posted - 2014.02.18 04:03:00 -
[22] - 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 -
[23] - 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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SponkSponkSponk
The Southern Legion The Umbra Combine
657
|
Posted - 2014.02.18 05:26:00 -
[24] - Quote
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)
Selling dust codes!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1720
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Posted - 2014.02.19 21:49:00 -
[25] - 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 -
[26] - 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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Rusty Shallows
1019
|
Posted - 2014.02.24 04:46:00 -
[27] - Quote
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?
Here, have some candy and a Like. :-)
Forums > Game
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
124
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Posted - 2014.02.24 06:18:00 -
[28] - Quote
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
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Posted - 2014.03.07 01:39:00 -
[29] - 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
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Posted - 2014.03.07 01:41:00 -
[30] - 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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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
658
|
Posted - 2014.03.07 01:53:00 -
[31] - Quote
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
If you can read this, it means you are reading.
Unless you are skimming
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
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Posted - 2014.03.07 02:07:00 -
[32] - 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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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 18:53:00 -
[33] - Quote
Bump, interesting ideas
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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Paran Tadec
The Hetairoi
2000
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Posted - 2014.03.23 19:00:00 -
[34] - Quote
Tanks are fine, except for speed. Just fix swarms already. Delay 1.8 until that is done.
Bittervet Proficiency V
thanks logibro!
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
732
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Posted - 2014.03.23 19:09:00 -
[35] - 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...
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
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Posted - 2014.03.23 19:13:00 -
[36] - 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
Blup Blub Bloop. Translation: Die -_-
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Ivy Zalinto
Bobbit's Hangmen
342
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Posted - 2014.03.23 19:13:00 -
[37] - Quote
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...
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
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Posted - 2014.03.23 19:13:00 -
[38] - 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
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1933
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Posted - 2014.03.23 19:15:00 -
[39] - 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
Blup Blub Bloop. Translation: Die -_-
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Rusty Shallows
1205
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Posted - 2014.03.23 19:22:00 -
[40] - Quote
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.
Here, have some candy and a Like. :-)
Forums > Game
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1935
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Posted - 2014.03.23 19:46:00 -
[41] - 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.
click me
Blup Blub Bloop. Translation: Die -_-
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Shooty Dangerman
One Bad Dude
40
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Posted - 2014.03.23 20:02:00 -
[42] - Quote
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1935
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Posted - 2014.03.23 20:03:00 -
[43] - 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
Blup Blub Bloop. Translation: Die -_-
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Shooty Dangerman
One Bad Dude
40
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Posted - 2014.03.23 20:06:00 -
[44] - Quote
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?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8664
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Posted - 2014.03.23 20:07:00 -
[45] - Quote
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%.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.03.23 20:10:00 -
[46] - 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
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.03.23 20:11:00 -
[47] - 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
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1964
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Posted - 2014.04.02 20:12:00 -
[48] - Quote
bump
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9187
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Posted - 2014.04.02 20:18:00 -
[49] - Quote
Godin Thekiller wrote: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.
Why do you say so? I just established a method where they would.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Charlotte O'Dell
Ostrakon Agency Gallente Federation
2333
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Posted - 2014.04.10 05:16:00 -
[50] - Quote
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.
Charlotte O'Dell is the highest level unicorn!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1977
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Posted - 2014.04.11 19:30:00 -
[51] - 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
Blup Blub Bloop. Translation: Die -_-
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Ace Boone
G0DS AM0NG MEN Dirt Nap Squad.
115
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Posted - 2014.04.15 22:58:00 -
[52] - Quote
Remove militia tanks, raise the price (about 50k) on Madrugars, and make the standard blasters expensive as well.
Fix the forge guns, make normal grenade use 2, and AV grenade to 3, and make plasma cannons somewhat effective.
Limit the amount of tanks spawned to 2-3, to prevent the 5-6 tank spam matches that we see in pubs so much. Remove the limit in PC as teams can do what they want in PC.
Make AV actually viable to spec into, nerf railguns (bring back different types of rails, instead of just one ludicrously OP rail), remove militia tanks, increase the risks on spawning tanks, remove tank spam from pub matches so you don't scare off your whole damn new playerbase and let PC players use whatever cheap tactics they want and let the skilled players learn how to counter it.
Not everybody in pub matches are skilled as hell, if you have a truly skilled squad, then tanks will never be a problem. We know to spawn glass cannons and get coordinated AV. The poor guy that just started playing, however, does not. He just knows to get his absolutely useless militia swarms out.
meh.
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Black SlaverX
Seykal Expeditionary Group Minmatar Republic
156
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Posted - 2014.04.15 23:10:00 -
[53] - Quote
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.
Watch your back because I might be there.
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Eko Sol
Strange Playings
159
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Posted - 2014.04.15 23:11:00 -
[54] - Quote
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
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Posted - 2014.04.15 23:25:00 -
[55] - 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
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
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Posted - 2014.04.15 23:27:00 -
[56] - 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
click me
Blup Blub Bloop. Translation: Die -_-
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4778
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Posted - 2014.04.15 23:30:00 -
[57] - Quote
I'm liking it as it is, and I've been on both sides of the *insert AV weapon* this build.
I'm from the weird side of the internet
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Eko Sol
Strange Playings
159
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Posted - 2014.04.15 23:33:00 -
[58] - Quote
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. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
2014
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Posted - 2014.04.15 23:49:00 -
[59] - 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.
click me
Blup Blub Bloop. Translation: Die -_-
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Nothing Certain
Bioshock Rejects
488
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Posted - 2014.04.15 23:58:00 -
[60] - 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.
Define "balance"? Is a tank roughly equal to an infantry player overall? Does the average tanker going against average AV have a 1.0 kdr? Or do you think "balance" means a tank is greatly superior and a team is required to kill it?
Because, that's why.
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Eko Sol
Strange Playings
159
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Posted - 2014.04.16 00:19:00 -
[61] - Quote
Nothing Certain wrote: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. Define "balance"? Is a tank roughly equal to an infantry player overall? Does the average tanker going against average AV have a 1.0 kdr? Or do you think "balance" means a tank is greatly superior and a team is required to kill it?
Balance, in my opinion, is that a tank can be nullified in a relatively affordable or VERY affordable way. Nullifying isn't always destroying. Sometimes it's them just running. When a tanker you played with on the same side for 3 matches in a row goes 20+/0 and then when it's on the other side goes 3/0, or 8/3 because it is so busy trying not to die or actually dying then it's balanced. A 20k cloaked scout fit with basic RE's and ADV AV nades can get some strong shots. I'm not saying it doesn't take two people either. Sometimes you only get two RE's on it and you have to watch it until some swarms get in route or a forger takes out most of its shields. Then you detonate.
I believe that AV is more of a specialty and not something that everyone has the patience for. It's not fun throwing two RE's directly on the tank but they both fall off or one floats or they go into the red and they just disappear as opposed to blow up. It actually sucks but that is a part of it.
Like I said in another post in another thread. Sometimes the vehicles aren't helping the enemy. They just aren't effective and you can avoid them and still win the match.
Sometimes a crappy tank on our side is up against a good tank on their side and I have to throw my two AV nades and hope that it gives our teammates tank the edge. Just because it takes two people doesn't mean it's not balanced. Again, I think it is a specialty. |
THUNDERGROOVE
Fatal Absolution Dirt Nap Squad.
667
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Posted - 2014.04.16 00:20:00 -
[62] - 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. Active modules are **** apart from damage mods.
Nerf vehicle damage mods to 15%. Nerf vehicle acceleration or top speed. Nerf armor heavy armor repairers.
Running at 10.6 m/s ak.0
Projects: TDBS | SDETool
Flaylocks are fine
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Godin Thekiller
shadows of 514
2455
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Posted - 2014.05.28 02:28:00 -
[63] - 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.
click me
Blup Blub Bloop. Translation: Die -_-
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