Godin Thekiller
OSG Planetary Operations Covert Intervention
1720
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Posted - 2014.02.19 19:14:00 -
[1] - Quote
Berserker007 wrote:ok, before the main area of the topic; give you some background so maybe what I say have some credibility. From the start of REPLICATION (that's May 2012), I have ran some form of proto AV (be sworms, FG w/ AV nades) from then through this build. Along w/ 2.5yrs worth of AV experience, I have also dabbled in tanks during differ builds on alts, etc; using both shield/armor (though my knowledge is less in that area). To help w/ this post, I even capped out this week for the first time in 8 months to have current ingame knowledge of the interaction b/t AV-vehicles. Now, on with the show
1). First and foremost, vehicles (both tank and dropships) are NOT OP. The problem isn't the vehicle themselves, but how the modules work, and what they do that make tanks OP at the moment. ex: other game, found a 1/2 hp (meaning only 2k armor) left Mady, rolling around. I get the postion and surprise advantage on the tank while it was dead stopped in middle of open terrain. I shot off all 6 rounds of my proto SL (w/ prof 5 & 3 complex damage mods). After the first hit of the SL, the tank activated its reps and 2nd hardener (in which the tank only have 1/4 armor left after first shot). The next 5 shots, kept putting the tank down to 1/4 armor, but no more b/c of the oo loop of reps and hardeners going about it. Yes some tankers will say you shouldn't be able to solo a tank, yet will say that is BS. Not b/c of me being an AV'er but for balance reason (get into more later). Just for those who care, w/ 6 full hitting vollies of my SL, that is 11.3k damage.
2). AV simply put is underpowered. Aside from the FG, which damage hasn't really changed to much, AV as a whole is underpowered. Fixes: a). SL: per damage rocket up to 275 (for a start to see how it works on balance) . With my setup that is an increase of 80 damage per rocket, so 480 per volley b). Increase SL mag size back to 4 (including change to Mini assault bonus to not have it do the increase); along w/ giving it a reserve of 8. Keeping it less then the total rounds of the FG, but more then PsC c). SL range increase to 300-350m. SL is a long range weapon. Yes they are fire and forget, but can be "dodged" easily after first volley is hit (even if locked), as missile will hit into objects/terrain. d). AV-nades need their pre 1.7 damage back; at least at proto level. A 1.2M skilled item should be OHK a free unskilled LAV e). Plasma Cannon damage increase. Simply put for a one & done shot it is to weak. It has a slow travel time, really short range, and arc. Damage from this need to give tanks the WTF OMG scene, as they have a low ammo count, along w/ a reload after each shot. Damage should be up to 1250/1500/1750 respectively. This gives a good counter to all the above listed negatives they have. This also allows non heavy suit user a possibly extra way of protection (like how people FG snipe or use as anti-infantry)
3). This goes back to #1, but vehicles as a whole need to have hardener modules looked into. The amount of reduction isn't the problem, its more along the time they last, and the cooldown they have. I have no real idea how to fix for balance on this atm; however REAL tankers plz comment on this one. Not sure if their are passive hardeners anymore; but if not, a 1 hardener limit might be needed (however, I rather see hardeners changed then make a limit on them)
4). ADD ADV & PROTO VEHCILES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This have been one of the biggest issues since Codex. Cant fully balance AV-vehicles when you don't have the adc/proto vehicles to see how AV affects them
5). Understand the tier balance. As it is, when I've played ive been one of the most outspoken on tier balance for AV-vehicles. As it is, AV should more or less have the advantage against vehicles, BECAUSE (as #4 says) you don't have adv/proto vehicles. It would/should only be natural that AV has the current advantage. a). As is, AV should be able to rip though Soma/Sica's and take a **** on their burnt up hulls no Q's asked. b). AV should have more of a difficult time against Gung/Mady however should still be able to solo, especially if using PROTO (not even adv. Adv should be a toss up at best, but maybe a 60% advantage to AV for tier advantage, but minimal advantage none less). Basic gear should be equal to, or even at disadvantage to Mady/Gung (55% adv for vehicles here).
So yeah, will have more when can think/focus. Let the discussion/flame/hatemail/etc begin .... GO
1: Problem with that argument is that repps are passive. He just turned on the hardener. ALso, you could have jus waited until the hardeners went down and took him out.
2: swarms don't need a damage buff, and that lock on range is way outside of the rendering distance (and almost covers the range of each point of pretty much any map) a better solution would be at 225-250m. swarms do need a projectile speed buff. Not sure about the mag size to 4. Never saw the point in having 4 imo. I wouldn't mind it being 4 however. AV nades should just be replaced with stasis grenades. Lastly, PLC needs a rework. just buffing its damage could have some unintended effect (keep in mind that it's also a good AI weapon).
3: Timing is fine, it's just the rediculous damage reduction hey have (this is coming from a active tanker). This is how I would fix it, along with bringing a better fitting style, as it was better before.
4: Hell no. Tiercide.
5: If I'm paying somewhere around 500k for a single hull, I expect to live through some ****, not die in 10 seconds; also, all tiers does is break ****. I'd rather it be one tier, and we have weapon rigging to further build on the weapon.
'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
|
Posted - 2014.02.19 20:59:00 -
[2] - Quote
Berserker007 wrote:Godin Thekiller wrote:1: Problem with that argument is that repps are passive. He just turned on the hardener. ALso, you could have jus waited until the hardeners went down and took him out. 2: swarms don't need a damage buff, and that lock on range is way outside of the rendering distance (and almost covers the range of each point of pretty much any map) a better solution would be at 225-250m. swarms do need a projectile speed buff. Not sure about the mag size to 4. Never saw the point in having 4 imo. I wouldn't mind it being 4 however. AV nades should just be replaced with stasis grenades. Lastly, PLC needs a rework. just buffing its damage could have some unintended effect (keep in mind that it's also a good AI weapon). 3: Timing is fine, it's just the rediculous damage reduction hey have (this is coming from a active tanker). This is how I would fix it, along with bringing a better fitting style, as it was better before. 4: Hell no. Tiercide. 5: If I'm paying somewhere around 500k for a single hull, I expect to live through some ****, not die in 10 seconds; also, all tiers does is break ****. I'd rather it be one tier, and we have weapon rigging to further build on the weapon. 1). As said haven't played in months so was unsure of how some modules worked now. however, I am positive as I was shooting him, he was repping armor. As to waiting, that wouldn't b/c of the ~oo hardner loop tanks have atm 2). You are paranoid in believing this. Even tankers here have said swarms need a damage buff. As to the rendering range, a minimum increase would have to be 250. Swarms = a javelin type launcher those are LONG RANGE weapons 4). Sorry to say, but tanks need their adv/proto hulls as that is the only way to get to balance, it to see how proto deals w/ proto 5). Well if you look at current module layout; a proto tank hull in my mind would be 5/3 , 3/5 etc respectively for the faction you choose. That give you loads of possibilities to do for setups. Try again plz
1: You can't perma run 2 hardeners without using complex. You can't fit 2 hardeners without using a weaker repairer and main turret. and even then, it's only 1 at a time. since he turned on 2, you could have just followed the HAV and took it down once they both went down.
2: damage increase isn't needed. I use them all the time (when I played, up to the time I stared my break a week ago); this is with only prof. 3 swarms, sometimes a CBR7 (when I was saving ISK), sometimes a wiki swarms. 250m is fine. As for your real life argument, swarms are pretty short range; they are more like rockets than missiles imo.
and even then, they still need to fix rendering before it gets more range.
3: You didn't say anything about #3.
4: I assume you don't understand anything about tiercide due to suits, do you? If adv. and PROTO vehicles came out, it would even worse than now. Hell no.
5: Like I said, tiercide.
You sir, need to try again.
'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
|
Posted - 2014.02.19 21:16:00 -
[3] - Quote
Berserker007 wrote:hmm, cant argue with the illogical
For those who had logical thought-out opinions and ideas. I congratulate you on that, as it isn't often I see that on here, especially since the game went 'live"
lol, maybe you need to try harder
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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