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ADAM-OF-EVE
Dead Man's Game
1045
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Posted - 2014.02.19 22:53:00 -
[31] - Quote
Pvt Numnutz wrote: No I understand your point. I just don't think its a good point. To get vehicle destroying power you make yourself vulnerable to other infantry, like a forge gunner. That's balanced because av kills vehicles, infantry kills av, vehicles kill infantry, they all have counters. If the av player is with out a squad that can support him then he probably won't be doing very well sure, if he stays back behind a heavy and assault player he's not going to be fighting the enemy with his sidearm.
Infantry av has the added perk of infantry skills applying. So its a lot easier to also skill into other infantry roles. The suit you use for av can also be used for other infantry rolls. I don't understand why you say its unacceptable for an av player to be running a cheap infantry fit when there is no vehicles, then when there is run to a supply depot or if he dies switch to his primary av fit, That seems reasonable to me. When I was learning to fly in chrome I had to run on the ground to get isk for my dropships (no transport wp, no pilot gun, hardly anyone wanting to get into the death traps) and since I wanted to be a dropship pilot I had all my sp invested in my dropships. On the ground I ran my starter fit logi praying the heavy i was repping would stay alive. The same argument you make here could also be applied to the dropship pilot role, its too expensive, fitting intensive and weak but you could also add sp intensive.
My point is, av doesn't have to always be running around in their av suits. They are in a good position to also use suits like other infantry. If they are needed they can switch, if they have a squad they can be protected. Vehicles are a role, and the counter to that role is the av role, why should every infantry player be able to whip out a swarm and deny the vehicle player his role? Because av suits are weak against suits designed to kill infantry? I'm sorry that's not a good enough reason for me to agree with you. Destroying vehicles is a role, it requires the av player to think about how vehicles operate to destroy them while watching out for their counter like every other role in the game they shouldn't be exempt from a counter. There is a way to field both av and infantry weapons, its called the commando suit. Its not as effective at destroying vehicles as a dedicated av suit but it can deny an area to a vehicle if the squad encounters one right then and there.
Your post was very confusing because at the end you got it right, av players should be working with other infantry, they protect the infantry from vehicles and the infantry protects them from other infantry. Rock paper scissors.
you are missing the point.
that circle of killing doesn't work in dust at all.
tank kills infantry and av players, infantry kills av players, av players can't kill tanks because they are 1 shot as soon as they attack by snipers,tanks,other infantry, this means more tanks killing more infantry. infantry get pissed off and hide indoors or switch to sniping. snipers pick of more av as they attempt again to take out tanks. av player gives us playing av.
the whole notion of team av is flawed because as more go av then there is no one left to protect them.
tank is harassing team so they go av, now tank is no threat but the entire enemy team of infantry is. you respawn infantry and "oh another tank" this is the issue that's plaguing the game. players having ranged av as a backup while forge and tanks fulfill the main role is just common sense. there is no reason why it couldn't be balanced.
also your wrong to imply that av should be a role but then say they should run infantry when not needed. thats like saying all logis should not run repairs or ammo. they should wait for someone to be taking damage. then run back to the resupply, get a repair, then run back to heal the guy taking damage. its either a role or it isn't. if you can't be in it all the time its not a role and the fact is av setups are so weak and situational you cannot use them for anything else.
you also say av doesn't need to be always in av.... well most of the time they do. there are so many tanks,ds,lavs about now its a must have but to use swarms or plc to some extent means death and not for the tank you shoot at. how can av with the lowest life expectancy and the highest fitting cost after logi be a viable role especially if its only effective if there are more of you and with guards who cant protect you from snipers or light weapon fire or even the tanks themselves.
its not a role as it stands now. if it takes a group of players to make it work and a group of players to protect you as you do it then its broken. we see how its broken every day yet player choose to ignore it.
the fix is not as simple as a nerf or buff to either side.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1045
|
Posted - 2014.02.19 22:56:00 -
[32] - Quote
the problem we have in dust is we keep balancing this against that and then repeating or doing the opposite when what we should be doing is marking it all down as broken and then taking the whole thing in a different direction.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Darken-Soul
BIG BAD W0LVES
898
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Posted - 2014.02.19 22:58:00 -
[33] - Quote
ADAM-OF-EVE wrote: the problem we have in dust is we keep balancing this against that and then repeating or doing the opposite when what we should be doing is marking it all down as broken and then taking the whole thing in a different direction.
CCP has trouble making progress in one direction. I dread the day they try to fix more than the things they broke.
Who wants some?
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Monkey MAC
Rough Riders..
2014
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Posted - 2014.02.19 22:59:00 -
[34] - Quote
Commando is the offical suit of the permanent AV solution.
Bonus to AV weaponry, bonus to sustained DPS via reload, still rather high EHP.
The rest off us are only reacting, hence why we are at a disadva tage.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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ADAM-OF-EVE
Dead Man's Game
1048
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Posted - 2014.02.19 23:03:00 -
[35] - Quote
Darken-Soul wrote:ADAM-OF-EVE wrote: the problem we have in dust is we keep balancing this against that and then repeating or doing the opposite when what we should be doing is marking it all down as broken and then taking the whole thing in a different direction. CCP has trouble making progress in one direction. I dread the day they try to fix more than the things they broke.
thats the issue. they knew tanks were not working so they completely reworked them. the only problem is they barely touched av which was also broken. reworking or buffing/nerfing an item against a broken item doesn't fix any problems
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Lorhak Gannarsein
Science For Death
1730
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Posted - 2014.02.19 23:05:00 -
[36] - Quote
ADAM-OF-EVE wrote:Pvt Numnutz wrote: No I understand your point. I just don't think its a good point. To get vehicle destroying power you make yourself vulnerable to other infantry, like a forge gunner. That's balanced because av kills vehicles, infantry kills av, vehicles kill infantry, they all have counters. If the av player is with out a squad that can support him then he probably won't be doing very well sure, if he stays back behind a heavy and assault player he's not going to be fighting the enemy with his sidearm.
Infantry av has the added perk of infantry skills applying. So its a lot easier to also skill into other infantry roles. The suit you use for av can also be used for other infantry rolls. I don't understand why you say its unacceptable for an av player to be running a cheap infantry fit when there is no vehicles, then when there is run to a supply depot or if he dies switch to his primary av fit, That seems reasonable to me. When I was learning to fly in chrome I had to run on the ground to get isk for my dropships (no transport wp, no pilot gun, hardly anyone wanting to get into the death traps) and since I wanted to be a dropship pilot I had all my sp invested in my dropships. On the ground I ran my starter fit logi praying the heavy i was repping would stay alive. The same argument you make here could also be applied to the dropship pilot role, its too expensive, fitting intensive and weak but you could also add sp intensive.
My point is, av doesn't have to always be running around in their av suits. They are in a good position to also use suits like other infantry. If they are needed they can switch, if they have a squad they can be protected. Vehicles are a role, and the counter to that role is the av role, why should every infantry player be able to whip out a swarm and deny the vehicle player his role? Because av suits are weak against suits designed to kill infantry? I'm sorry that's not a good enough reason for me to agree with you. Destroying vehicles is a role, it requires the av player to think about how vehicles operate to destroy them while watching out for their counter like every other role in the game they shouldn't be exempt from a counter. There is a way to field both av and infantry weapons, its called the commando suit. Its not as effective at destroying vehicles as a dedicated av suit but it can deny an area to a vehicle if the squad encounters one right then and there.
Your post was very confusing because at the end you got it right, av players should be working with other infantry, they protect the infantry from vehicles and the infantry protects them from other infantry. Rock paper scissors.
you are missing the point. that circle of killing doesn't work in dust at all. tank kills infantry and av players, infantry kills av players, av players can't kill tanks because they are 1 shot as soon as they attack by snipers,tanks,other infantry, this means more tanks killing more infantry. infantry get pissed off and hide indoors or switch to sniping. snipers pick of more av as they attempt again to take out tanks. av player gives us playing av. the whole notion of team av is flawed because as more go av then there is no one left to protect them. tank is harassing team so they go av, now tank is no threat but the entire enemy team of infantry is. you respawn infantry and "oh another tank" this is the issue that's plaguing the game. players having ranged av as a backup while forge and tanks fulfill the main role is just common sense. there is no reason why it couldn't be balanced. also your wrong to imply that av should be a role but then say they should run infantry when not needed. thats like saying all logis should not run repairs or ammo. they should wait for someone to be taking damage. then run back to the resupply, get a repair, then run back to heal the guy taking damage. its either a role or it isn't. if you can't be in it all the time its not a role and the fact is av setups are so weak and situational you cannot use them for anything else. you also say av doesn't need to be always in av.... well most of the time they do. there are so many tanks,ds,lavs about now its a must have but to use swarms or plc to some extent means death and not for the tank you shoot at. how can av with the lowest life expectancy and the highest fitting cost after logi be a viable role especially if its only effective if there are more of you and with guards who cant protect you from snipers or light weapon fire or even the tanks themselves. its not a role as it stands now. if it takes a group of players to make it work and a group of players to protect you as you do it then its broken. we see how its broken every day yet player choose to ignore it. the fix is not as simple as a nerf or buff to either side.
In this meta you keep a dedicated AV player of some kind.
Also, be patient, quit QQ and fit a damn Magsec SMG. CCP are GIVING you a way to have your SL as a sidearm.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
69
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Posted - 2014.02.19 23:15:00 -
[37] - Quote
True Adamance wrote:You know for the most part most anti vehicle weapons in this modern age, and please do correct me if I am wrong, are far to heavy just to slight across the back, with full combat gear, and a rifle, side arm, grenades, basic survival and medical equipment, etc.
AV does not need to be changed, it is sitting in a strong place. Vehicles have to be changed to be balanced against AV.
That's not true at all, but it is besides the point. Realistically, this game has no semblance of realism who has the technology to keep a mcc floating so close to the ground and yet lacks the auto targeting technology to wipe out everyone that gives off a signature. If we wanted realism, we wouldn't be using vehicles that could be detected and we would not be wearing suits that could be detected as all of this would be done in. The premise in general is absurd of fighting tiny land battles in this universe, if we wanted realism, this game would be small extraction teams centered around breaking into corporate offices for intel and such. Essentially it would be more realistic if this game looked like space counter strike, but realism doesn't make good games.
What we do need is balance, which I think the constant buff nerf cycles aren't going to help as much as we just need well defined roles. If it takes one aver to kill one tank, make tanks much cheaper, they are immune to most things but being soloed by av does make them weak gameplay wise if they aren't affordable. If it takes multiple av to effectively counter them like now, then just make the large turrets all anti vehicle forcing the tank to become the heavy weapons platform it was meant to be with a manned crew instead of a one man army.
Have one or the other. You can never fix the imbalance by making tanks soloable if they cost so much, and you can never fix the imbalance if 1 tank with 1 pilot= multiple infantry. |
ADAM-OF-EVE
Dead Man's Game
1051
|
Posted - 2014.02.19 23:19:00 -
[38] - Quote
right everyone is starting to get sidetracked here and going of topic.
the topic is about the fact it takes more av to take out a tank which it should but there is no way for players to field more av without being swatted by everything before they have a chance to do anything.
weak av solo is not av. weak av as a group is good av and with what ccp has done with tanks its should be doable but it is not because no one can live long enough to do anything.
yes we have 1 commando suit with a bonus to explosive damage. so does that mean the entire role should be restricted to that suit if its going to be effective. thats just wrong. sure we have the magsec coming. what makes you think that if its going to be as powerful as you all think its not going to be nerfed to oblivion.
fact is none of the new stuff is going to make much of a difference because the underlining problems are still there. the problem is not av damage or range. its lack of av on the field at the right time. this can be fixed without any buffs to damage or range etc by simply making av easier to fit to suits
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Joel II X
Dah Gods O Bacon
1230
|
Posted - 2014.02.19 23:24:00 -
[39] - Quote
ADAM-OF-EVE wrote:Knight Solitaire wrote:No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed. this is precisely the point. in every other game av guy carries av weapon as a specialised piece of equipment meaning if he needs it he can go av but if not he can still be effective in combat. what dust has is balance which means av is not effective solo and anyone carrying it is not effective in normal combat either. this is the underlining issue with av Sidearms.
You can still do decent against Infantry with them. Just don't expect to wipe out a whole squad. |
ADAM-OF-EVE
Dead Man's Game
1051
|
Posted - 2014.02.19 23:29:00 -
[40] - Quote
Joel II X wrote:ADAM-OF-EVE wrote:Knight Solitaire wrote:No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed. this is precisely the point. in every other game av guy carries av weapon as a specialised piece of equipment meaning if he needs it he can go av but if not he can still be effective in combat. what dust has is balance which means av is not effective solo and anyone carrying it is not effective in normal combat either. this is the underlining issue with av Sidearms. You can still do decent against Infantry with them. Just don't expect to wipe out a whole squad.
we have sidearms now... if they were actually any good within the av role against light weapon using assaults then don't you think there would be more av about
an assault fits damage for 1 weapon and falls back on his sidearm. a av user fits for av damage and falls back on his sidearm. who is at a massive disadvantage at all ranges. its the av player.
i often come up against swarm users while im logibroing and they just melt every time to my unmodded cr,rr and anything really
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
69
|
Posted - 2014.02.19 23:31:00 -
[41] - Quote
Joel II X wrote:ADAM-OF-EVE wrote:Knight Solitaire wrote:No, AVing needs to be a role. If you want to keep your Rifle and Swarm Launcher, get a Commando suit. They're being buffed. this is precisely the point. in every other game av guy carries av weapon as a specialised piece of equipment meaning if he needs it he can go av but if not he can still be effective in combat. what dust has is balance which means av is not effective solo and anyone carrying it is not effective in normal combat either. this is the underlining issue with av Sidearms. You can still do decent against Infantry with them. Just don't expect to wipe out a whole squad.
you can, but it's not remotely optimal. Efficiency range is poor on side arms and rightfully so. Efficiency range is a big deal, that's why people spam rail rifles and combat rifles over assault rifles, because it is an advantage to be able to respond to multiple engagement ranges. Side arms don't need to be buffed, but saying they are optimal would be absurd. There is nothing they can do that one of the light weapons won't do better, as it should be gameplay wise.
Edit: It's redundant weapon mechanics that keep glossing over any diversity in this game. Not just vehicles but weapons should have defined roles. CQC weapons should be superior in hipfire engagements to medium and long range weapons. That's why CR and RR are so imbalanced right now, if they worked more like the plasma rifle tactical variant and mostly forced ADS firing, then the weapons would be balanced as is. That seems counter intuitive to CR weapons given minmitars style so personally I just believe the standard CR needs to have it's damaged dropped and the Assault variant needs to have it's rate of fire dropped to that of the smgs. The CR should just be a smg with a longer engagement range. Right now it is a smg with a longer engagement range + a greater ROF + DMG, which with an incoming smg nerf the devs already acknowledge that smgs are "too good" as a sidearm, it follows logic that likewise the CR is "too good" for it's intended role as a run and gun superior range smg. |
ADAM-OF-EVE
Dead Man's Game
1051
|
Posted - 2014.02.19 23:41:00 -
[42] - Quote
logi is a role assault is a role, heavy is a role, scout is a role, tank driver is a role, dropship pilot is a role, not sure what commando is
av is not a role. its a piece of equipment or a weapon just like hives or scanners. yet when you fit a piece of av you are automatically branded an av player and expected to die fast and do little damage.
its a situational piece of equipment. its not treated as such and thats a problem in itself
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Nothing Certain
Villore Sec Ops Gallente Federation
256
|
Posted - 2014.02.19 23:41:00 -
[43] - Quote
ADAM-OF-EVE wrote:a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks
No, i like the fact that you have to make a choice and dometes you make the wrong one and have to live, or die, with it. The more differentation and specialization that the game has the better. The problem is making all of them work together in some sort of balance. The answer is not to make every role almost the same.
Because, that's why.
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TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
69
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Posted - 2014.02.19 23:43:00 -
[44] - Quote
ADAM-OF-EVE wrote:logi is a role assault is a role, heavy is a role, scout is a role, tank driver is a role, dropship pilot is a role, not sure what commando is
av is not a role. its a piece of equipment or a weapon just like hives or scanners. yet when you fit a piece of av you are automatically branded an av player and expected to die fast and do little damage.
its a situational piece of equipment. its not treated as such and thats a problem in itself
You are arguing semantics, the game uses the term role to define various suits and vehicles yes. But that isn't what the word role means.
Role: a part that someone or something has in a particular activity or situation. - Courtesy of Merriam-Webster. |
Nothing Certain
Villore Sec Ops Gallente Federation
256
|
Posted - 2014.02.19 23:53:00 -
[45] - Quote
I think one obvious answer is making land turrets permanent, they are great AV weapons, art. Int. should be removed so that they must be manned to do anything and they can be disabled but also repairable. The other thing is just giving WP for damage, that alone will change the dynamics as people will want to run AV instead if having to run AV. Of course, hoe damage is measured needs changes or no CRU or supply depot would survive.
Because, that's why.
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ADAM-OF-EVE
Dead Man's Game
1052
|
Posted - 2014.02.20 07:46:00 -
[46] - Quote
Nothing Certain wrote:I think one obvious answer is making land turrets permanent, they are great AV weapons, art. Int. should be removed so that they must be manned to do anything and they can be disabled but also repairable. The other thing is just giving WP for damage, that alone will change the dynamics as people will want to run AV instead if having to run AV. Of course, hoe damage is measured needs changes or no CRU or supply depot would survive.
this just hides the issue. damage wp wont mean more av, it will just mean more cheap ineffective av farming wp from a distance. we will always have issues with getting enough av players on the field unless ccp makes it easier to carry enough of it
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Spkr4theDead
Red Star. EoN.
1849
|
Posted - 2014.02.20 07:53:00 -
[47] - Quote
ADAM-OF-EVE wrote:I can't deal with tanks so I want them nerfed. That explains it.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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NK Scout
Storm Wind Strikeforce Caldari State
467
|
Posted - 2014.02.20 07:57:00 -
[48] - Quote
Spkr4theDead wrote:ADAM-OF-EVE wrote:I can't deal with tanks so I want them nerfed. That explains it. Not every other game has op tanks that insta kill you (blaster turret)
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Kitt 514
True North.
111
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Posted - 2014.02.20 08:05:00 -
[49] - Quote
even half decent light AV would go a long way |
Spkr4theDead
Red Star. EoN.
1849
|
Posted - 2014.02.20 08:16:00 -
[50] - Quote
NK Scout wrote:Spkr4theDead wrote:ADAM-OF-EVE wrote:I can't deal with tanks so I want them nerfed. That explains it. Not every other game has op tanks that insta kill you (blaster turret) It's a tank. It's supposed to be a devastating platform. You're in a meat bag.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Yan Darn
Forsaken Immortals Top Men.
243
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Posted - 2014.02.20 08:45:00 -
[51] - Quote
Emperor1349 wrote:A big problem also is, like people giving up on the fight and retreating to the red line, people giving up on all av, even talking **** when I pull out my av suit. It takes multiple people, I think vehicles are in a good place just need to slow down a bit (If they are at 1% hp, It's kind of ridiculous they can escape at top speed). The nerf to AV was not necessary if vehicles were getting buffed.
As I was saying though, Tanks are in a good place so a lot of people are using them, AV is in a rough spot, so a lot of cowards abandon it all together. Last night in the few matches I played we destroyed all HAVs that entered the fight (**** you redline rail tanks), if you have a squad who can put their big boy pants on, work together and concentrate AV fire, it's not as bad as it seems. You can avoid a total stomp, usually tanks are about like snipers, only good for k/d, annoying, but they cant win the match alone.
I have an issue with this too - while there is clearly a problem in the AV/ Vehicle relationship right now, when being red lined by tanks, if everyone who pulled out a sniper could pull out a MLT/FG or eve Swarm fit - if you couldn't destroy a tank/ADS you could at least push it away from red line and give scouts like me a chance to drop some uplinks in the field.
Instead, Im the one switching to a fat suit/STD swarm fit hoping some blues grow a pair and push out during the window.
Non redline situations combat REs/Flux does the trick more or less....sometimes when I see a rail tank, even if I've only got links I will just run at it makin them think im trying to RE them XD
However - I don't AVs as sidearms is the best fix for the current situation.
You probably don't know me. But next time you get gunned down or exploded by a Valor scout...check the name.
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NK Scout
Storm Wind Strikeforce Caldari State
469
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Posted - 2014.02.20 08:53:00 -
[52] - Quote
Spkr4theDead wrote:NK Scout wrote:Spkr4theDead wrote:ADAM-OF-EVE wrote:I can't deal with tanks so I want them nerfed. That explains it. Not every other game has op tanks that insta kill you (blaster turret) It's a tank. It's supposed to be a devastating platform. You're in a meat bag. Balance is needed
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Spkr4theDead
Red Star. EoN.
1849
|
Posted - 2014.02.20 08:54:00 -
[53] - Quote
NK Scout wrote:Spkr4theDead wrote:NK Scout wrote:Spkr4theDead wrote:ADAM-OF-EVE wrote:I can't deal with tanks so I want them nerfed. That explains it. Not every other game has op tanks that insta kill you (blaster turret) It's a tank. It's supposed to be a devastating platform. You're in a meat bag. Balance is needed There's no talk of "balance" when people complain that tanks don't take damage from automatic rifles. There can be no intelligent discussion with those people.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
161
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Posted - 2014.02.20 09:33:00 -
[54] - Quote
wait so your saying that i cant defend my self from infantry when iam in my assualt gko with a wykomi triple stacked compelx with prof 3 and adv av nades that is killing tanks currently (yes iam able to solo tnaks but it pratcailly drains every last nad.swarm volley to do so and also a bpo lav.) and struggling to defend against infantry is a joke to me. runnoign around with just under 350 armour isnt bad as its justa huffer to me (useing basic plate) this leaves enough room for the all mighty/deadly/OP/insane killing ishukon assault sub machine gun.
ealioer today i amanged to drop 3 std tanks with adv turrets all the while killign infantry with my proto SMG.
as far as i can see there is no problem with av. just that tanks (especially millita) are slightly too strong atm. |
steadyhand amarr
TeamPlayers Negative-Feedback
2351
|
Posted - 2014.02.20 11:31:00 -
[55] - Quote
Iv been saying for two years AV needs to be a secondry item not a primy.
Any primy AV weapon would need to a lot stronger to make up for its lack of abilty to kill inf
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
339
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Posted - 2014.02.20 11:32:00 -
[56] - Quote
Well guys this is the thing
http://en.m.wikipedia.org/wiki/Carl_Gustav_recoilless_rifle
Have used it in real war and trust me this old gun that dates 1948 insta kills any tank in one blow and is deployed buy one infantry soldier.
Used buy most special forces in the world
Regards
Ps belive me when I say this thing makes some pretty nasty fire works. =ƒÿê
War never changes
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The Robot Devil
Molon Labe. General Tso's Alliance
1682
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Posted - 2014.02.20 11:43:00 -
[57] - Quote
ADAM-OF-EVE wrote:a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks
Men, most other games also allow you to pop a vehicle with a single RPG or RE. If you want a light weapon for infantry and vehicles then skill into commando. Two people fighting the HAVs while everyone else runs and hides or shoots them with CRs is the problem. When I am in a squad with two AV mercs these problems don't exist because once you stand up to the bully they run away and don't come back.
Everyone skill into prox mines and deploy them all over the place, I will bet the HAV spam stops within a few days because infantry has to clear them or pilots have clear them. Infantry doing it lures the infantry into the open and if pilots do it them they have to sit still in the open to do it. Fix the amount of teamwork that goes on and you will fix the HAV problems.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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ChromeBreaker
SVER True Blood General Tso's Alliance
1576
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Posted - 2014.02.20 12:33:00 -
[58] - Quote
Please see Sig...
The answer is "ForgeGun"... doesnt matter what the question is...
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
100
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Posted - 2014.02.20 13:27:00 -
[59] - Quote
The Robot Devil wrote:ADAM-OF-EVE wrote:a class who carries av as a specialised piece of equipment and not as a main weapon (this includes rl)
dust is the only one i can think of that makes you carry it as a main weapon. that is why we will never have balance on tank/av issues. because what it boils down to is why carry a weapon that struggles to kill a single guy in a vehicle when i can carry a weapon that is excellent at killing his 15 friends not to mention that a mlt weapon is far more efficient killer than for instance a few guys with proto SL with 3 complex damage mods each
until light av is made into a secondary role which everyone can use with their normal fighting ability then there can be no balance
this has always been the issue.
pre 1.7 every team had 1 or 2 SL players because that was all that was needed. there was no need for more as it was highly effective and there was plenty of combat troops available to protect these users. problem with that was if made tanks weak and promoted a huge buff to tanks and a reduction to effectiveness to av. this then had its own problem as now it needs more av to kill a tank but there is not enough of it on the field. the reason for this is fitting av weapons leaves you at a massive disadvantage to all infantry and even the tanks you are trying to kill. to field enough av to kill 1 tank now means far less infantry to protect these players and they are completely destroyed within seconds of firing the first shots. the reason for this is everyone knows now av players are defenceless with their sidearms against every light weapon user so enemy will actually go out of their way to kill av players for easy kills.
what we need is av weapons to be secondary to all normal weapons either by becoming sidearms or equipment because they are completely situational. in doing this i see no reason why ccp couldn't keep tanks and av as they currently are including the hardener stacking etc as there would be potential for everyone to carry av with them at all times meaning more players to counter tanks Most other games also allow you to pop a vehicle with a single RPG or RE. If you want a light weapon for infantry and vehicles then skill into commando. Two people fighting the HAVs while everyone else runs and hides or shoots them with CRs is the problem. When I am in a squad with two AV mercs these problems don't exist because once you stand up to the bully they run away and don't come back. Everyone skill into prox mines and deploy them all over the place, I will bet the HAV spam stops within a few days because infantry has to clear them or pilots have clear them. Infantry doing it lures the infantry into the open and if pilots do it them they have to sit still in the open to do it. Fix the amount of teamwork that goes on and you will fix the HAV problems.
Most of those games don't do any of the sort.
Anyway I been thinking this has been a problem with CCPS mentality of everyone should be specialized in a role and therefore it will make people work together to create syengry between players..... that does not happen very often especially among random players. You can't just do some laissez-faire model and expect people to work together.
Certain roles with certain weapons are just to specific and only useful in very few situations. Equipping swarms makes you really vulnerable to infantry and even tanks can kill you fairly quickly if they spot you and it isn't fun to run around with a gun that isn't going to work in the overwhelming majority of situations. So not very many specs into it so therefore very little people will pull out a AV weapon. If they do then most likely it is a "throw away role" where they just switch to AV for that second and them immediately switch back to their standard role. Also speccing into to AV means I have to forgo other useful skills that will actually help me out in more situations or even all like the module skills.
You do have forge guns and commando suits , but again are specialized tools that only a few people will utilize. Forge guns is a more viable option . Maybe the new smg will help even the odds . but I don't see it will anytime soon depending how it is though. I think it would be best if they can just get rid of one primary weapon and instead allow to equip two light primary weapons . To balance it the second primary weapon will have increased pg/cpu usage by 10 to maybe 25 percent so players to have to make the decision of either having more firepower or more mods. The commando don't get the penalty and should be buffed to have more mod slots and or other ways like more equipment slot and/or three weapon slots.
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Assault Chileanme
Molon Labe. General Tso's Alliance
50
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Posted - 2014.02.20 15:17:00 -
[60] - Quote
Spkr4theDead wrote:There's no talk of "balance" when people complain that tanks don't take damage from automatic rifles. There can be no intelligent discussion with those people. Nobody is talking about that here. Please go back to the little kid's table and let the grown ups finish their conversation. |
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