Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
3015
|
Posted - 2014.02.18 00:00:00 -
[61] - Quote
This is how I want tanks. Sorry for the monster post.
First things first. Terminology.
Threatening: Deals enough damage to threaten the vehicle. Not enough to kill outright, but you will be dead or severely damaged if you stick around for too long.
Deadly: Deals significant damage. Activate your hardeners or leaving are your only two options. (Once hardened, damage drops to Threatening Levels)
Lethal: You messed up big time. Barring user error, you WILL lose your Vehicle.
Okay, now that we have that out of the way, onto my Idea of vehicle balance.
Swarm Launchers Swarm launchers need to have more range. They are Light AV weapons, made to take down light vehicles from a distance, and to deal enough damage to HAV's to make them think twice about engaging you.
Damage Level: Against LAV's, it should be Deadly. Missiles need to have better tracking/speed to make this a reality. LAV's should be forced to harden or retreat when faced with Swarms.
Against HAV's: Threatening. A hardened tank will be able to survive the onslaught easily, but unhardened tanks will be threatened by Swarms. Two or Three swarms against an unhardened tank is Lethal, two or three against a hardened tank will be deadly.
AV Grenades
I personally want these things to have the ability to bypass a certain percentage of Hardening.
Damage Levels:
Against LAV's: Lethal. You get too close, you will die. One will seriously wound you, two will kill you. Hardened LAV's will take three to kill.
Against: HAV's: Threatening. One is a nuisance. Two would get your attention. Three would have you activating hardeners or deciding to go elsewhere. If you get hit by Six (two ground guys spamming grenades at you), Unhardened tanks are dead, Hardened ones are GTFO'ing.
Forge Guns
Damage Levels:
Against LAV's: Lethal. Goodnight Gracie. One shot's Unhardened. Two shots Hardened. GTFO with those light vehicles, I've brought the thunder.
Against HAV's: Deadly. This is a Heavy Anti-Vehicle weapon. It's made to take down Tanks, at the cost of mobility and Infantry Protection. Getting hit by a forge should have tankers going "UH OH" and Hardening or GTFO'ing. Hardened Tanks can withstand the onslaught (especially with good passive rep), but they will be FORCED to leave once Hardeners are done. Unhardened tanks pop like candy against this thing.
Shield Tanks:
These are supposed to be "Burst Tanks". Made to maneuver around the battlefield and fight at a distance, the main goal of these tanks is to safely eliminate installations and Vehicles (for rails) and to suppress infantry from a distance (for Missles).
eHP is much lower for these tanks, and they can't survive repeated abuse. Against AV, retreat is the best option, even when hardened.
Shield Hardeners:1 Hardener per tank. Their active time needs to be reduced, but their recharge time would also be lowered. (I'm thinking about a 30 second active, and a 1 minute cooldown). This is to encourage the "Burst" style gameplay. Resist, Suppress, retreat.
Passive shield modules should greatly reduce recovery time. A good Passive shield module tank will be able to tank some damage and then fall back and quickly regen.
Armor Tanks
These are your "Bunker Busters". Made to roll up to hot fire zones and lay down some heavy aggro, they are the ultimate infantry support vehicle. Their Blasters might not be great at taking down other Tanks, but their blasters will make infantry think twice about engaging them. They are much tougher than Shield tanks, but suffer from long regen times.
Armor hardeners are fine where they are, but they need to have Longer active times, and Longer Recharge times (in suit with the above, they will have a 45 second long active time, but a 1m 30s cooldown (this is a 50% increase to both).)
This will work well, because a good tank will have enough eHP to be active in the fight until AV comes out, and then be able to tank a few hits, activate hardeners, and then buy itself some more time to push the other team out. 1m 30s cooldown will mean that after being unhardened, you will have 1 minute and 30 seconds to destroy the tank. This is more than enough time if you have the infantry ready to do it. Couple this with slow passive repair, and you will have "Waves" of tank attacks, that can be fended off with enough AV on the field (Even though this puts a disadvantage on the infantry in regards to anti-infantry capabilities)
Passive Module armor tankers are supposed to be tougher, yet more "Present" tankers. They can't take as much raw damage as a hardened tanker, but they aren't limited to their window's of opportunity. A smart tanker will be able to fall back once the heat comes down, and to push into a different objective. They regen slowly (compared to shield tanks), but much faster when compared to hardened armor tanks.
Once again, 1 HARDENER PER TANK.
Now, for vehicle quota's.
It's simple. (This is per side)
Ambush: 2 HAV. 3 LAV's. 1 Dropship. That is it. If you have 2 LAV's out, you can't call in another, but you can call in a tank.
Skirmish: 3 HAV's. 3 LAV's. 3 Dropships.
Domination: 3 HAV's. 3 LAV's. 3 Dropships.
This is done to encourage diversity, yet also to prevent spamming.
This means that Tanks are limited to 3 per team in skirmish, and two in ambush. 3 good tanks are more than enough for a team, and I see no reason to have more than that.
I honestly wanted ambush to only have 1 tank per team, but that would be death to the tanker with my changes. 2 Tanks should be able to survive in ambush (due to split aggro), and still have enough presence to support infantry. No more is needed.
Okay, feel free to offer feedback on this.
Please tell me if you like my ideas, or feel free to elaborate on how deluded I am. Either one works for me.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
|
Meeko Fent
Kirkinen Risk Control Caldari State
1756
|
Posted - 2014.02.18 00:01:00 -
[62] - Quote
I want HAVs to be the beefy AV vehicle, with MAVs filling in the AI role(Therefore allowing infantry to counter their own counter a bit easier)
Sadly, we don't have MAVS, so my idea may have to wait for a bit.
Looking for a Interesting Character Name?
Why Not Zoidberg?
|
echo47
Minmatar Republic
189
|
Posted - 2014.02.18 00:13:00 -
[63] - Quote
I would like for the damage inflicted to mean something. If i get a tanke to 10% armor and on fire it makes no since that it should move as fast as it did when it was dropped fresh form an RDV.
Vehicles should have to have full health or be in the redline before they can be recalled.
Other than that tanks are fine. The real problem is with AV. We need a dedicated AV suit with additioanal grenade slots and a bonus to side arms, either range or damage. As AV a lot of times enemy infantry is a bigger threat than the tank.
I would rather look bad and win, than look good and lose.
|
KEROSIINI-TERO
The Rainbow Effect Negative-Feedback
1014
|
Posted - 2014.02.18 00:23:00 -
[64] - Quote
More definitive weak points.
Something like the base of the turret which is vulnerable in RL tanks.
That would hopefully make tank-to-tank fighting brute damage dealing while infantry being less effective EXCEPT when infantry can ninja in to get shots at the most fragile areas.
Masochism L5.
|
Scheneighnay McBob
Learning Coalition College
4082
|
Posted - 2014.02.18 00:34:00 -
[65] - Quote
Ghost Kaisar wrote: Threatening: Deals enough damage to threaten the vehicle. Not enough to kill outright, but you will be dead or severely damaged if you stick around for too long.
Deadly: Deals significant damage. Activate your hardeners or leaving are your only two options. (Once hardened, damage drops to Threatening Levels)
Lethal: You messed up big time. Barring user error, you WILL lose your Vehicle.
Okay, now that we have that out of the way, onto my Idea of vehicle balance.
Swarm Launchers Swarm launchers need to have more range. They are Light AV weapons, made to take down light vehicles from a distance, and to deal enough damage to HAV's to make them think twice about engaging you.
Damage Level: Against LAV's, it should be Deadly. Missiles need to have better tracking/speed to make this a reality. LAV's should be forced to harden or retreat when faced with Swarms.
Against HAV's: Threatening. A hardened tank will be able to survive the onslaught easily, but unhardened tanks will be threatened by Swarms. Two or Three swarms against an unhardened tank is Lethal, two or three against a hardened tank will be deadly.
AV Grenades
I personally want these things to have the ability to bypass a certain percentage of Hardening.
Damage Levels:
Against LAV's: Lethal. You get too close, you will die. One will seriously wound you, two will kill you. Hardened LAV's will take three to kill.
Against: HAV's: Threatening. One is a nuisance. Two would get your attention. Three would have you activating hardeners or deciding to go elsewhere. If you get hit by Six (two ground guys spamming grenades at you), Unhardened tanks are dead, Hardened ones are GTFO'ing.
Forge Guns
Damage Levels:
Against LAV's: Lethal. Goodnight Gracie. One shot's Unhardened. Two shots Hardened. GTFO with those light vehicles, I've brought the thunder.
Against HAV's: Deadly. This is a Heavy Anti-Vehicle weapon. It's made to take down Tanks, at the cost of mobility and Infantry Protection. Getting hit by a forge should have tankers going "UH OH" and Hardening or GTFO'ing. Hardened Tanks can withstand the onslaught (especially with good passive rep), but they will be FORCED to leave once Hardeners are done. Unhardened tanks pop like candy against this thing.
Shield Tanks:
These are supposed to be "Burst Tanks". Made to maneuver around the battlefield and fight at a distance, the main goal of these tanks is to safely eliminate installations and Vehicles (for rails) and to suppress infantry from a distance (for Missles).
eHP is much lower for these tanks, and they can't survive repeated abuse. Against AV, retreat is the best option, even when hardened.
Shield Hardeners:1 Hardener per tank. Their active time needs to be reduced, but their recharge time would also be lowered. (I'm thinking about a 30 second active, and a 1 minute cooldown). This is to encourage the "Burst" style gameplay. Resist, Suppress, retreat.
Passive shield modules should greatly reduce recovery time. A good Passive shield module tank will be able to tank some damage and then fall back and quickly regen.
Armor Tanks
These are your "Bunker Busters". Made to roll up to hot fire zones and lay down some heavy aggro, they are the ultimate infantry support vehicle. Their Blasters might not be great at taking down other Tanks, but their blasters will make infantry think twice about engaging them. They are much tougher than Shield tanks, but suffer from long regen times.
Armor hardeners are fine where they are, but they need to have Longer active times, and Longer Recharge times (in suit with the above, they will have a 45 second long active time, but a 1m 30s cooldown (this is a 50% increase to both).)
This will work well, because a good tank will have enough eHP to be active in the fight until AV comes out, and then be able to tank a few hits, activate hardeners, and then buy itself some more time to push the other team out. 1m 30s cooldown will mean that after being unhardened, you will have 1 minute and 30 seconds to destroy the tank. This is more than enough time if you have the infantry ready to do it. Couple this with slow passive repair, and you will have "Waves" of tank attacks, that can be fended off with enough AV on the field (Even though this puts a disadvantage on the infantry in regards to anti-infantry capabilities)
Passive Module armor tankers are supposed to be tougher, yet more "Present" tankers. They can't take as much raw damage as a hardened tanker, but they aren't limited to their window's of opportunity. A smart tanker will be able to fall back once the heat comes down, and to push into a different objective. They regen slowly (compared to shield tanks), but much faster when compared to hardened armor tanks.
Once again, 1 HARDENER PER TANK.
Now, for vehicle quota's.
It's simple. (This is per side)
Ambush: 2 HAV. 3 LAV's. 1 Dropship. That is it. If you have 2 LAV's out, you can't call in another, but you can call in a tank.
Skirmish: 3 HAV's. 3 LAV's. 3 Dropships.
Domination: 3 HAV's. 3 LAV's. 3 Dropships.
This is done to encourage diversity, yet also to prevent spamming.
This means that Tanks are limited to 3 per team in skirmish, and two in ambush. 3 good tanks are more than enough for a team, and I see no reason to have more than that.
I honestly wanted ambush to only have 1 tank per team, but that would be death to the tanker with my changes. 2 Tanks should be able to survive in ambush (due to split aggro), and still have enough presence to support infantry. No more is needed.
Okay, feel free to offer feedback on this.
Please tell me if you like my ideas, or feel free to elaborate on how deluded I am. Either one works for me.
And you just want dropships to be ******, right?
I am your scan error.
|
Brokerib
Lone Wolves Club
549
|
Posted - 2014.02.18 01:09:00 -
[66] - Quote
Already posted a suggestion thread about this, but i would like an increase in the visibility of vehicles through passive scan.
https://forums.dust514.com/default.aspx?g=posts&m=1820169#post1820169
At the moment infantry do not have a reasonable way to identify or track vehicles, removing one of the core counters they should have, avoidance.
An increase in passive scan radius to detect vehicles, along with associated modules to reduce visibility would additionally help to define additional vehicle roles (stealthed LAV or DS for transport, as an example).
Knowledge is power
|
Omareth Nasadra
The New Age Outlaws WINMATAR.
304
|
Posted - 2014.02.18 01:14:00 -
[67] - Quote
i'd like to be able to kill tank driver while they are inside their tank, it should be real hard but not impossible, i like the concept in titanfall where you climb on the mecha and kill the pilot
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
3025
|
Posted - 2014.02.18 01:15:00 -
[68] - Quote
Scheneighnay McBob wrote:Ghost Kaisar wrote: dang I wrote a lot
And you just want dropships to be ******, right?
No. I want balance.
I just don't know how to balance a Dropship, because I can't fly for crap. I didn't have any good input, so I didn't put any. I also hit the character cap in that post
Sorry.
Do you have any ideas that would fit in nicely for my post?
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1707
|
Posted - 2014.02.18 01:17:00 -
[69] - Quote
Monkey MAC wrote:Im not going to go into the semantics of it now, but as I have said time and again, in numerous threads across the forums.
I want Tanks to have an equal FORCE STRENGTH to the equivalent amount of infantry. Tanks (so long as they are piloted by 1 person -and rightly so-) should be considered a niche weapon, like the Mass Driver or LR.
So you're saying that they shouldn't be force multipliers?
To quote a great man:
Whaaaaaaa?
That would completely defeat the entire purpose of vehicles.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7217
|
Posted - 2014.02.18 01:41:00 -
[70] - Quote
Alaika Arbosa wrote:Monkey MAC wrote:Im not going to go into the semantics of it now, but as I have said time and again, in numerous threads across the forums.
I want Tanks to have an equal FORCE STRENGTH to the equivalent amount of infantry. Tanks (so long as they are piloted by 1 person -and rightly so-) should be considered a niche weapon, like the Mass Driver or LR.
So you're saying that they shouldn't be force multipliers? To quote a great man: Whaaaaaaa? That would completely defeat the entire purpose of vehicles.
Indeed and most people assume in this game ISK should not = balancing......but thats what it means in EVE.
Player Skill= SP= ISK
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
|
|
Heathen Bastard
The Bastard Brigade
963
|
Posted - 2014.02.18 01:52:00 -
[71] - Quote
I still don't understand people saying a tank should need 3-4 specialized pilot guys to run at all. does your suit need 4 other people to be effective? The most "needs a spare guy" suit in the game is the heavy and they don't technically need the other guy if they have ready access to a supply depot.
if my tank requires a quarter of my team to be entirely specialized for it, then how powerful is it? I can tell you. it's steam rolling your entire team. Right now, you're being hurt by tanks. You make them require a quarter of the team then they damn well better perform like it, which means having basically a squad that you can't kill and will mow your entire team down with heavy weaponry in seconds. the only vulnerable time will be when one of them hops out to hack. and even then, you still have 3 guns looking for anyone within 300 meters to rip in half.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
|
Kae Kbeng
Dust2Dust. Top Men.
77
|
Posted - 2014.02.18 02:36:00 -
[72] - Quote
My wheeeshlistGǪ.
Rather than nerfing this and buffing thatGǪset up a separate pub match which is free of tank spawning. Make it a tank free ambush, skirmish, or domination site.
Tankers can still play in the current regular pub matches. Any devout infantryman can still enter those matches if they think they have the skill to take down tanks or avoid them.
Gather the data and see where your "loyal" gamers flock towards.
Will tankers like a match where there are more tanks than infantry running around? Will they still maintain high KDRs? I bet the better ones will still have great KDRs. Tankers show your true skill in taking out other tanks.
This gives academy graduates a chance to survive a wee bit longer if they can get to choose a tank free pub match. It still won't save them from Protostompers, but one problem at a time folks.
ALTERNATIVELY, let infantry spawn in rail, blaster or missile cannons. Make it as "pricey" as the tanks that are being spawned at the moment. Imagine the chaos of having to manoeuvre through a map crowded with these cannons. I wonder how many HAVs, LAVs or Derpships will be spawned in this scenario.
Personally, I prefer the first alternative. The second is just a cheeky proposal that will never see the light of day.
* Advertising Space Available * Donate isk to place your message here
|
Zahle Undt
Bullet Cluster Legacy Rising
717
|
Posted - 2014.02.18 03:05:00 -
[73] - Quote
IMO the blaster turret needs a small range decrease and hardeners need to be nerfed so that if you stack them it activates all of them at once and increases cool down or something.
Mostly the swarm launchers need to be buffed as well as plasma cannon. I can't speak to forges and AV grenades are about right.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
|
Monkey MAC
Rough Riders..
1993
|
Posted - 2014.02.18 07:33:00 -
[74] - Quote
Alaika Arbosa wrote:Monkey MAC wrote:Im not going to go into the semantics of it now, but as I have said time and again, in numerous threads across the forums.
I want Tanks to have an equal FORCE STRENGTH to the equivalent amount of infantry. Tanks (so long as they are piloted by 1 person -and rightly so-) should be considered a niche weapon, like the Mass Driver or LR.
So you're saying that they shouldn't be force multipliers? To quote a great man: Whaaaaaaa? That would completely defeat the entire purpose of vehicles.
To the contrary, as a niche weapon it has somewhere it excels, where its personal force strength beyond 1 so long as it is in that kind of engagement. But will also have alot of places where it will not benifit.
You realise force multipliers don't have more forcestrength, they increase the forcestrength of those around them.
1Tank = 1Infantry 1Tank + 5Infantry > 6Infantry
Spkr4thedead: Me > AV
This is why tanks are unbalanced
Monkey Mac - Forum Warrior of the Trees Lvl.
|
Black SlaverX
Seykal Expeditionary Group Minmatar Republic
34
|
Posted - 2014.02.18 08:16:00 -
[75] - Quote
I want to be able to kill tanks as easily and worry free as they can kill 6-man squads, and I want to do this solo because thats how the tank from before works.
Watch your back because I might be there.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1710
|
Posted - 2014.02.18 08:48:00 -
[76] - Quote
Monkey MAC wrote:Alaika Arbosa wrote:Monkey MAC wrote:Im not going to go into the semantics of it now, but as I have said time and again, in numerous threads across the forums.
I want Tanks to have an equal FORCE STRENGTH to the equivalent amount of infantry. Tanks (so long as they are piloted by 1 person -and rightly so-) should be considered a niche weapon, like the Mass Driver or LR.
So you're saying that they shouldn't be force multipliers? To quote a great man: Whaaaaaaa? That would completely defeat the entire purpose of vehicles. To the contrary, as a niche weapon it has somewhere it excels, where its personal force strength beyond 1 so long as it is in that kind of engagement. But will also have alot of places where it will not benifit. You realise force multipliers don't have more forcestrength, they increase the forcestrength of those around them. 1Tank = 1Infantry 1Tank + 5Infantry > 6Infantry
Well, I would still call it a force multiplier since 1 HAV > 1 Infantry. I would go so far as to say that 1 HAV is potentially worth an entire squad of Infantry. Using that as a basis, one squad with 5 Infantry and 1 HAV would be equal to nearly 2 squads of Infantry. One squad with 5 HAVs and 1 Infantry could easily outmatch the entire enemy team with the small match numbers we have currently.
They are far from a niche weapon and I seriously believe that you are attempting to downplay the efficacy and value of having HAVs on the field. If they were a niche weapon, they'd be little used and generally overlooked aside from 1-2% of situations in the game. They're not, they are the go to currently since they are so effective at being Force Multipliers. As it stands now, they allow 1 guy to do the work of many, which is the definition of force multiplier. The guy who calls in the HAV has his "force strength" increased by virtue of being in the HAV.
For example, I was in a match earlier this evening where we were dominating from the gate, both sides were primarily infantry too. About 2/3's of the way through their shields they brought out a full allotment of HAVs and immediately the tide turned. We lost the letter and never recovered. They didn't get more guys in on their side, there was no change to either side except for the addition of 3 80GJ MLT Blasters, 1 80GJ MLT Rail and 1 80GJ PRO Rail to their side.
If HAVs can allow one person to easily do the job of many, they are a force multiplier. If 1 HAV can do the job of nearly an entire squad, then I see no reason that they shouldn't be considered a force multiplier and required to have Crew Service. I am not saying that the entire squad needs to be in it, just that it should require more than 1 person to effectively handle.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
broonfondle majikthies
Dogs of War Gaming Zero-Day
854
|
Posted - 2014.02.18 09:12:00 -
[77] - Quote
I think essentially what we want from tanks is either one of two things;
For them to be crappy but cheap Or decent but expensive.
At the moment they're both cheap and decent. Its not too difficult for a good team to take them out (even perfectly possible to take them on solo if you know what your doing) but because they're so cheap an effective the player can just as easily call in 3/4 and still potentially make a profit.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
|
Monkey MAC
Rough Riders..
1993
|
Posted - 2014.02.18 09:31:00 -
[78] - Quote
Alaika Arbosa wrote:Monkey MAC wrote:Alaika Arbosa wrote:Monkey MAC wrote:Im not going to go into the semantics of it now, but as I have said time and again, in numerous threads across the forums.
I want Tanks to have an equal FORCE STRENGTH to the equivalent amount of infantry. Tanks (so long as they are piloted by 1 person -and rightly so-) should be considered a niche weapon, like the Mass Driver or LR.
So you're saying that they shouldn't be force multipliers? To quote a great man: Whaaaaaaa? That would completely defeat the entire purpose of vehicles. To the contrary, as a niche weapon it has somewhere it excels, where its personal force strength beyond 1 so long as it is in that kind of engagement. But will also have alot of places where it will not benifit. You realise force multipliers don't have more forcestrength, they increase the forcestrength of those around them. 1Tank = 1Infantry 1Tank + 5Infantry > 6Infantry Well, I would still call it a force multiplier since 1 HAV > 1 Infantry. I would go so far as to say that 1 HAV is potentially worth an entire squad of Infantry. Using that as a basis, one squad with 5 Infantry and 1 HAV would be equal to nearly 2 squads of Infantry. One squad with 5 HAVs and 1 Infantry could easily outmatch the entire enemy team with the small match numbers we have currently. They are far from a niche weapon and I seriously believe that you are attempting to downplay the efficacy and value of having HAVs on the field. If they were a niche weapon, they'd be little used and generally overlooked aside from 1-2% of situations in the game. They're not, they are the go to currently since they are so effective at being Force Multipliers. As it stands now, they allow 1 guy to do the work of many, which is the definition of force multiplier. The guy who calls in the HAV has his "force strength" increased by virtue of being in the HAV. For example, I was in a match earlier this evening where we were dominating from the gate, both sides were primarily infantry too. About 2/3's of the way through their shields they brought out a full allotment of HAVs and immediately the tide turned. We lost the letter and never recovered. They didn't get more guys in on their side, there was no change to either side except for the addition of 3 80GJ MLT Blasters, 1 80GJ MLT Rail and 1 80GJ PRO Rail to their side. If HAVs can allow one person to easily do the job of many, they are a force multiplier. If 1 HAV can do the job of nearly an entire squad, then I see no reason that they shouldn't be considered a force multiplier and required to have Crew Service. I am not saying that the entire squad needs to be in it, just that it should require more than 1 person to effectively handle.
http://en.wikipedia.org/wiki/Force_multiplier A force multiplier is not something that has a higher Force Strength then an equivalent uit allows other units to act more effectively. So at the moment a Tank is not a force multiplier, it just has a higher force strength.
This is where the balance issues originate, so long as ONE person can have more than another it will be inbalanced. Your definition of a Niche weapon is flawed in it's construction. Most niche weapons have a large number of uses. They are not prelevant at the moment due to the power of the Racial Rifles.
It's not really fair to force multiple people to pilot a tank. Who pay's for it? Who needs the Skills to use it? You can't fairly make a tank that requires multiple people, therfore you should not make a tank more powerful than 1 person.
Spkr4thedead: Me > AV
This is why tanks are unbalanced
Monkey Mac - Forum Warrior of the Trees Lvl.
|
Twelve Guage
Death Firm. Canis Eliminatus Operatives
74
|
Posted - 2014.02.18 09:43:00 -
[79] - Quote
Are CCP could just get rid of militia tank.
Death Firm recruiter and sandwiches maker.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1710
|
Posted - 2014.02.18 12:18:00 -
[80] - Quote
Monkey MAC wrote:
It's not really fair to force multiple people to pilot a tank. Who pay's for it? Who needs the Skills to use it? You can't fairly make a tank that requires multiple people, therfore you should not make a tank more powerful than 1 person.
Q: Who pays for it?
A: Whomever chooses to, you are still viewing the HAV as a personal item rather than an item shared among a crew. I understand how many people get caught up on this, they are used to having their own personal 6k+ EHP safety blanket. This flawed train of thought is really the first major hurdle that people would need to get over.
Q: Who needs the skills to use it?
A: Whomever in your crew is planning to use it. If you've read all of my posts in this thread, you'll notice that I've emphasized that skills need to be disconnected from the fitting process and attached to the utilization process. If you have not spent the skill points on actually unlocking the HAV you should not be able to even get into the "driver's seat" though this should have no impact on what sort of vehicle you wish to design and purchase yourself. You may have only spent skill points on being a secondary gunner, in which case the only seats you should be allowed to cycle to would be those associated with secondary turrets. It really isn't that hard of a concept to wrap your head around once you get over hurdle #1 (see above).
S: You can't fairly make a tank that requires multiple people, therefore you should not make a tank more powerful than 1 person.
R: If this is truly the case then there should be no HAVs in the game that have more EHP than a bricked Heavy, no more damage potential than a single infantry member and are no faster than the fastest infantry, unless these three criteria are met, HAVs will continue to be significantly more powerful than one person and I will continue to advocate for Crew Service.
IMHO, either reduce the power threshold of HAVs to that of a single infantry or admit that a single HAV has significantly more power potential than 2-4 Infantry and accept that requiring no less than two (though still allowing up to four) infantry to operate an HAV isn't asking too much.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1710
|
Posted - 2014.02.18 13:30:00 -
[81] - Quote
Heathen Bastard wrote:I still don't understand people saying a tank should need 3-4 specialized pilot guys to run at all. does your suit need 4 other people to be effective? The most "needs a spare guy" suit in the game is the heavy and they don't technically need the other guy if they have ready access to a supply depot.
if my tank requires a quarter of my team to be entirely specialized for it, then how powerful is it? I can tell you. it's steam rolling your entire team. Right now, you're being hurt by tanks. You make them require a quarter of the team then they damn well better perform like it, which means having basically a squad that you can't kill and will mow your entire team down with heavy weaponry in seconds. the only vulnerable time will be when one of them hops out to hack. and even then, you still have 3 guns looking for anyone within 300 meters to rip in half.
Do I call my dropsuit in after I've spawned?
Does my dropsuit provide me with 6k+ EHP?
Who said anything about entirely specialized? One needs to train to drive it, one needs to train into Large turrets and (maybe) two need to train into Small Turrets. If that is entirely specialized then I guess I am entirely specialized in Light Weapons because I can use a Combat Rifle with Proficiency?
Beyond that, there are many other excellent suggestions in this thread. Buffs for AV, the addition of AV countermeasure, reduction in speed and a reduction in the AP efficacy of Large turrets (creating the need for reliance on Small Turrets or Infantry support for AP purposes).
I am willing to concede that Crew Service would increase the deadliness of HAVs, though I honestly believe that in conjuction with other suggestions the community has put forth, a balance could easily be reached.
Currently, V/AV is totally unbalanced and it is hurting the game as a whole, we need to achieve a balance and IMHO, a balance cannot be reach without either Crew Service or nerfing HAVs to oblivion again. I do not want HAVs nerfed into a state where they are inconsequential and marginalized.I do want them to be a force to be reckoned with on the battlefield, though one that requires intelligence and internal teamwork to prosper. I want both sides of the fence here to be required to be intelligent and utilize teamwork to prosper.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2055
|
Posted - 2014.02.18 15:51:00 -
[82] - Quote
Flix Keptick wrote:I have only seen "wahwah dat tank iz op" (I know some people said the same about AV but that's not the point here). So, here is your oportunity to tell me: what do YOU want tanks to actually be like?
Please let's not start a flame war or debate, this is a purely informative thread. Oh, and let's keep it about tanks because that's where the problems are at (except for the people who SOMEHOW manage to find lavs/derpships op) Tanks are in a pretty good place right now, and we may be able to resolve the current problems with only a couple of changes.
Balancing in the 'Waves of Opportunity' model really depends on two factors: the difference in velocities between tanks and infantry, and the duration of hardener cycles.
First change is not a change to tanks, it's a web grenade which would provide a %age slowdown. We'd have to make it so these don't stack so if multiple web grenades get lobbed at a tank only the highest meta would be applied until its effect duration expired. What %age slowdown and time duration? Dunno, let's start at 60% and a hardener half-cycle.
Second change applies to stacking hardeners. Keep the %age resist boost the same as it is now, but apply a stacking penalty to the hardener's duty cycles if multiple hardeners are stacked. This way a tank can still have high resists but pays a penalty to their boosted resist duration - less time active and more time on cooldown. Motivation for this change is to prevent stacked hardeners from negating CCP's 'waves of opportunity' model.
Just these two changes would prolly get us interesting and balanced vehicle/AV encounters and would also be very easy to tweak/balance going forward.
I support SP rollover.
|
bhold'the brngr ofLIKE
Edimmu Warfighters Gallente Federation
7
|
Posted - 2014.05.05 03:09:00 -
[83] - Quote
Faunher wrote:Flix Keptick wrote:[quote=Faunher]To start, LAVs should be better at killing and supporting infantry (not murder-taxi wise) and HAVS should be geared towards taking out LAVs and other HAVs.
Militia HAVs should be less effective.
Scrap the wave of opportunity idea, it is not going to work given the current speed of tanks and the ability of them to stack their invincibility modules.
Give them more hp or more reps, but make them slow. At the moment they are too adept at getting in and out of situations. Tanking should be 90% situational, and crippling their speed would make positioning an important factor in tanking.
They need a more defined role. As it is, the only things tanks cannot do is hack objectives. Heavy turrets should be geared towards vehicles, small turrets should be geared towards infantry.
Tanks are fundamentally flawed, it is similar to rail rifles having long range and high damage. I agree. However, I think tanks should be geared to take out other vehicles (if ccp f****** released them) Ya that's the main problem with things atm. It is difficult to balance something when it was created to counter, or act against, things that are currently not in the game. The opposite rings true as well; you cannot balance something by its relation to content that is not in the game. On second thought, what we truly need is fleshed out content, give us the basic building blocks, all the suits and vehicles, new vehicle types, then balancing can actually accomplish something.
|
Vinny Gar
grief thief
63
|
Posted - 2014.05.05 03:21:00 -
[84] - Quote
For me there are two problems. 1. Tanks move way too fast. 2. Maps favor tanks more than infantry.
cosbyness is next to godliness
|
Ceadda Sai
Legions of Infinite Dominion Zero-Day
23
|
Posted - 2014.05.05 03:36:00 -
[85] - Quote
They could move slower. HAVs to me should be similar aspect to Heavy suits, powerful weaponry, take lots of damage, but not roadsters on nitros. They should not be as fast as LAVs. As a fellow aspiring vehicle user, I think this would improve gameplay.
Forge Gunners: Now this is a gun for going out and and making people miserable with.
|
Operative 1125 Lokaas
True Companion Planetary Requisitions
60
|
Posted - 2014.05.05 03:57:00 -
[86] - Quote
Are you talking DUST or Legion?
In Legion they should be muthaf*ckin, sista killin mofos. Big maps, large teams. No reason they shouldn't keep the speed and be hard to take down.
With the supposed no limits notion about Legion being on the PC there would be several counters to tanks including ewar, possible blockade mechanics and MTACs.
Lol, you can't ban me forever CCP!
|
Talryn Vilneram
SVER True Blood General Tso's Alliance
183
|
Posted - 2014.05.05 04:37:00 -
[87] - Quote
After the last patch, I have no idea what you guys are talking about.
Hardeners were nerfed in effectiveness by half. They are 30% instead of 60%
Rail tanks range was nerfed by half. 300m instead of 600m
Now assault drop ships are OP and tanks are only good if you spam more so they can cover each others backs.
We need to re do tanks again. |
Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
235
|
Posted - 2014.05.05 04:44:00 -
[88] - Quote
Darken-Soul wrote:da GAND wrote:Flix Keptick wrote:Darken-Soul wrote:Tanks are in a good place. Its Av that needs to be fixed. I 100% agree with that so buff to AV nades? more missiles from swarm launchers? real AV. Not the strapons little girls use to pretend.... Really?
|
Ceadda Sai
Legions of Infinite Dominion Zero-Day
23
|
Posted - 2014.05.05 06:51:00 -
[89] - Quote
Operative 1125 Lokaas wrote:Are you talking DUST or Legion?
In Legion they should be muthaf*ckin, sista killin mofos. Big maps, large teams. No reason they shouldn't keep the speed and be hard to take down.
With the supposed no limits notion about Legion being on the PC there would be several counters to tanks including ewar, possible blockade mechanics and MTACs.
I'll reserve any speculation about Legion until we get to see something concrete. Matter of fact, I was referencing to dust. Since its just data for legion what can we lose by experimenting?
Forge Gunners: Now this is a gun for going out and and making people miserable with.
|
Gaurdian Satyr
Glitched Connection
244
|
Posted - 2014.05.05 06:55:00 -
[90] - Quote
We need to make it so you can only stack 2 items so we have no more triple reps/ infin harden/ect. Crap where its impossible to kill a tank unless 1/3 of the team goes AV with desent AV equipment
CCP makes me physically ill
|
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |