Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1789
|
Posted - 2014.02.27 03:58:00 -
[31] - Quote
I'll leave this here. Also, the idea of having these ways of blocking HAV's and slowing their process is good.say wait for a HAV to wonder into a compound, and the enemy closes the gates, and you have to send in a team via hot drop to rescue the infantry or HAV, unless the HAV can eat through a gate fast enough.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
|
The Black Jackal
The Southern Legion League of Infamy
1044
|
Posted - 2014.02.28 13:22:00 -
[32] - Quote
Godin Thekiller wrote:I'll leave this here. Also, the idea of having these ways of blocking HAV's and slowing their process is good.say wait for a HAV to wonder into a compound, and the enemy closes the gates, and you have to send in a team via hot drop to rescue the infantry or HAV, unless the HAV can eat through a gate fast enough.
Gates were a part of the original plan. but they would be built into maps with facilities generally (unless deployable walls with gates are instituted) and would required nominal control to get through (or blasting them with REs or Ordnance), so there'd be hack points on both sides of the gate to acquire control.
Also the ability to 'disable' but not destroy tanks was there, but I took that idea out of the complete outline to avoid adding too much complexity and depth all at once. The matter of deployables being able to block, or trap, HAVs, LAVs, and any future ground vehicle will also push people into higher usage of Dropships, pushing the full theatre theme even more.
Once you go Black, you just never go back!
|
The Black Jackal
The Southern Legion League of Infamy
1044
|
Posted - 2014.03.05 09:34:00 -
[33] - Quote
Bumping it above the HAV nerfbat threads again.
Once you go Black, you just never go back!
|
jaksol returns
highland marines IMMORTAL REGIME
9
|
Posted - 2014.03.05 11:56:00 -
[34] - Quote
The Black Jackal wrote:I have been arguing against the numerical 'nerf hammer' being cried for by people all over the forums in relation to Vehicles. Specifically Heavy Attack Vehicles which are 'dominating the field' at the current time. This has earned me many bad looks, an opinion that I favour HAV and Vehicle Drivers over Infantry. An allegation that is false, misleading, and completely innacurate. I do believe, however, that a 'quick fix' numerical balance will not solve the inherent problems in Vehicle Vs. Infantry Gameplay, but simply 'patch it' until another change comes along. What I'm campaigning is a more permanent fix which may include a numerical alteration, but not as the be all and end all of the discussion. First, the Maps MUST be balanced. Currently every map has at least 80% or more coverable by Vehicles. Heavy Attack Vehicles account for 60-70% dependant on the map, with an overlap for Assault Dropships making up the additional coverage. A well-designed map has greater variance in each unit's ability to perform it's job. Open Plains with scattered cover favor Heavy Attack Vehicles. This is where they 'dominate'. A cluttered installation interior, with buildings (interiors included) and gaps too small for a Heavy Attack Vehicle to get through (and fire through effectively) favors the Infantry when combating Heavy Attack Vehicles. Dropships are capable of three dimensional movement, and thus are greatly desired if maps are designed with steep up and downs, such as cliffs, valleys, and hills that ground units find hard to traverse. Currently, there is little actual diversity in the overall map. If a Heavy Attack Vehicle cannot get to the point itself, there is alot of open space around each point that they can cover. Effectively covering the point strategically and tactically. Anyone in there is unlikely to be able to get out to support their allies, and reinforcements are unlikely to get in. Secondly. Infantry need more options to deal with Vehicular Threats. Currently non-Anti-Vehicular Equipped Infantry have a mere handful f options. All involving damage and / or destruction (AV Grenades, Flux Grenades for Shield Tanks, Proximity Explosives, Remote Explosives, and already deployed, but non-replaceable Turret installations). What is needed is content designed to allow infantry to shape the battlefield to their advantage. Things such as Hedgehogs, Walls, Deployable Turrets, Shield Generators and Gates. Not only would these add greater options to dealing with Vehicles, they would also introduce multi-level theatres. As an example (I wont say quick, because my examples never are quick): Quote:Team A in a Skirmish is defending a Point accessible by Northern, Eastern, and Southern routes. They need to free up some forces to move on to the next point, but 3 access ways is alot of ground for 1 or 2 men to cover. So they deploy some defences. The Northern Path is wide enough for a Heavy Attack Vehicle to get in and cover the point (or seriously impact the ability to hold the point) so they lay out 3 strategically placed Hedgehogs. This will slow down Heavy Attack Vehicles who must destroy the Hedgehogs in order to penetrate the defender's position. Each hedgehog has HP equivalent to a Supply Depot, so they are not easy to kill.
The Eastern route is a covered walkway. The soldiers deploy 2 'Cover Shields' to allow 2 people to stand and fire with some easily accessible cover nearby. The third route is he landing platform. Accessible only by air. So they deploy 2 Automated AA Guns to deter aerial assault.
Now you have a point, highly defensible, with the ability to counter the 'most likely' threats from each position. The Northern Route can still be traversed by Infantry and the Eastern Route is heavily Defensible from Infantry. Taking apart these defences would require more than just rocking up in a Heavy Attack Vehicle or Dropship. The two infantry defenders do not need to carry any particular equipment to counter threats (making personal choice once again matter), but would be advised to carry at least 1 repair tool to keep the defences from being destroyed or overrun too easily. Giving us the options and the tools to counter both lethally and non-lethally Vehicles and / or other threats makes the game far more complex, involved, and allows balance by proxy. Maps, deployable installations, and being able to 'dynamically change' the battle field on the fly make for a much more interesting gameplay experience than a simple numeric balance. A simple numerical balance right now will not solve the long term issues that having vehicles and infantry on the field at the same time will have. Nor will complex mechanics restricting Heavy Attack Vehicle usage. It's quite simply a case of getting the content to balance tanks, the maps to balance tanks, and not touching the numbers until this is in place.
BRAVO SIR BRAVO I salute you sir I absulutly agree with you that tank stats are ok and as to all you infantrymen out there crying "tanks are to powerful!" out there. ITS A TANK! its suppost to be that way! (please note I am a infantryman also)
now on to offer suggestions
1 as im sure everyone has seen there are anti tank obstacles already in place how ever they are to heavy to be moved why don't you make it a low power slot for LAVS that allow you to drop one or two per LAV
2 how about a disposable shield wall? you know drop on ground prevent vehicles of any sort passing thru (but still allowing infantry) but can be destroyed by shooting it and doing damage to it say 1000 hp (this would of corse also block forgegun blast swarms but allow light weapons side arms and hmg ammo pass thru)
Bunny hoping stair heavy?!? THE END IS NEAR!!!!
|
jaksol returns
highland marines IMMORTAL REGIME
9
|
Posted - 2014.03.05 12:05:00 -
[35] - Quote
Godin Thekiller wrote:I'll leave this here. Also, the idea of having these ways of blocking HAV's and slowing their process is good.say wait for a HAV to wonder into a compound, and the enemy closes the gates, and you have to send in a team via hot drop to rescue the infantry or HAV, unless the HAV can eat through a gate fast enough.
great idea bro except make the gate need an operating panel destroyable like the seawall gate on the wookie homeworld in starwars battlefront 2 that can be repaired and destroyed again if the other team wants it down and instead of a gate make it a energy shield that cant be destroyed by anything so you have to get the panel if you want your tank to be able to get in
Bunny hoping stair heavy?!? THE END IS NEAR!!!!
|
The Black Jackal
The Southern Legion League of Infamy
1044
|
Posted - 2014.03.07 10:38:00 -
[36] - Quote
Bumping again to keep the thread above the nerfbat threads!
Once you go Black, you just never go back!
|
Korvin Lomont
United Pwnage Service RISE of LEGION
658
|
Posted - 2014.03.07 10:56:00 -
[37] - Quote
The Black Jackal wrote:I have been arguing against the numerical 'nerf hammer' being cried for by people all over the forums in relation to Vehicles. Specifically Heavy Attack Vehicles which are 'dominating the field' at the current time. This has earned me many bad looks, an opinion that I favour HAV and Vehicle Drivers over Infantry. An allegation that is false, misleading, and completely innacurate. I do believe, however, that a 'quick fix' numerical balance will not solve the inherent problems in Vehicle Vs. Infantry Gameplay, but simply 'patch it' until another change comes along. What I'm campaigning is a more permanent fix which may include a numerical alteration, but not as the be all and end all of the discussion. First, the Maps MUST be balanced. Currently every map has at least 80% or more coverable by Vehicles. Heavy Attack Vehicles account for 60-70% dependant on the map, with an overlap for Assault Dropships making up the additional coverage. A well-designed map has greater variance in each unit's ability to perform it's job. Open Plains with scattered cover favor Heavy Attack Vehicles. This is where they 'dominate'. A cluttered installation interior, with buildings (interiors included) and gaps too small for a Heavy Attack Vehicle to get through (and fire through effectively) favors the Infantry when combating Heavy Attack Vehicles. Dropships are capable of three dimensional movement, and thus are greatly desired if maps are designed with steep up and downs, such as cliffs, valleys, and hills that ground units find hard to traverse. Currently, there is little actual diversity in the overall map. If a Heavy Attack Vehicle cannot get to the point itself, there is alot of open space around each point that they can cover. Effectively covering the point strategically and tactically. Anyone in there is unlikely to be able to get out to support their allies, and reinforcements are unlikely to get in. Secondly. Infantry need more options to deal with Vehicular Threats. Currently non-Anti-Vehicular Equipped Infantry have a mere handful f options. All involving damage and / or destruction (AV Grenades, Flux Grenades for Shield Tanks, Proximity Explosives, Remote Explosives, and already deployed, but non-replaceable Turret installations). What is needed is content designed to allow infantry to shape the battlefield to their advantage. Things such as Hedgehogs, Walls, Deployable Turrets, Shield Generators and Gates. Not only would these add greater options to dealing with Vehicles, they would also introduce multi-level theatres. As an example (I wont say quick, because my examples never are quick): Quote:Team A in a Skirmish is defending a Point accessible by Northern, Eastern, and Southern routes. They need to free up some forces to move on to the next point, but 3 access ways is alot of ground for 1 or 2 men to cover. So they deploy some defences. The Northern Path is wide enough for a Heavy Attack Vehicle to get in and cover the point (or seriously impact the ability to hold the point) so they lay out 3 strategically placed Hedgehogs. This will slow down Heavy Attack Vehicles who must destroy the Hedgehogs in order to penetrate the defender's position. Each hedgehog has HP equivalent to a Supply Depot, so they are not easy to kill.
The Eastern route is a covered walkway. The soldiers deploy 2 'Cover Shields' to allow 2 people to stand and fire with some easily accessible cover nearby. The third route is he landing platform. Accessible only by air. So they deploy 2 Automated AA Guns to deter aerial assault.
Now you have a point, highly defensible, with the ability to counter the 'most likely' threats from each position. The Northern Route can still be traversed by Infantry and the Eastern Route is heavily Defensible from Infantry. Taking apart these defences would require more than just rocking up in a Heavy Attack Vehicle or Dropship. The two infantry defenders do not need to carry any particular equipment to counter threats (making personal choice once again matter), but would be advised to carry at least 1 repair tool to keep the defences from being destroyed or overrun too easily. Giving us the options and the tools to counter both lethally and non-lethally Vehicles and / or other threats makes the game far more complex, involved, and allows balance by proxy. Maps, deployable installations, and being able to 'dynamically change' the battle field on the fly make for a much more interesting gameplay experience than a simple numeric balance. A simple numerical balance right now will not solve the long term issues that having vehicles and infantry on the field at the same time will have. Nor will complex mechanics restricting Heavy Attack Vehicle usage. It's quite simply a case of getting the content to balance tanks, the maps to balance tanks, and not touching the numbers until this is in place.
I have to agree but map design is not the only problem its also the role currently HAV and Infantry have basically the same role, that's why HAVs are so much more powerful in the eye of Infantry men.
Now throw in ridiculous movement options for HAVs (they can in some maps climb hills that even infantry can't climb and get to positions that should be restricted to infantry)
|
The Black Jackal
The Southern Legion League of Infamy
1044
|
Posted - 2014.03.07 11:04:00 -
[38] - Quote
Korvin Lomont wrote:The Black Jackal wrote:I have been arguing against the numerical 'nerf hammer' being cried for by people all over the forums in relation to Vehicles. Specifically Heavy Attack Vehicles which are 'dominating the field' at the current time. This has earned me many bad looks, an opinion that I favour HAV and Vehicle Drivers over Infantry. An allegation that is false, misleading, and completely innacurate. I do believe, however, that a 'quick fix' numerical balance will not solve the inherent problems in Vehicle Vs. Infantry Gameplay, but simply 'patch it' until another change comes along. What I'm campaigning is a more permanent fix which may include a numerical alteration, but not as the be all and end all of the discussion. First, the Maps MUST be balanced. Currently every map has at least 80% or more coverable by Vehicles. Heavy Attack Vehicles account for 60-70% dependant on the map, with an overlap for Assault Dropships making up the additional coverage. A well-designed map has greater variance in each unit's ability to perform it's job. Open Plains with scattered cover favor Heavy Attack Vehicles. This is where they 'dominate'. A cluttered installation interior, with buildings (interiors included) and gaps too small for a Heavy Attack Vehicle to get through (and fire through effectively) favors the Infantry when combating Heavy Attack Vehicles. Dropships are capable of three dimensional movement, and thus are greatly desired if maps are designed with steep up and downs, such as cliffs, valleys, and hills that ground units find hard to traverse. Currently, there is little actual diversity in the overall map. If a Heavy Attack Vehicle cannot get to the point itself, there is alot of open space around each point that they can cover. Effectively covering the point strategically and tactically. Anyone in there is unlikely to be able to get out to support their allies, and reinforcements are unlikely to get in. Secondly. Infantry need more options to deal with Vehicular Threats. Currently non-Anti-Vehicular Equipped Infantry have a mere handful f options. All involving damage and / or destruction (AV Grenades, Flux Grenades for Shield Tanks, Proximity Explosives, Remote Explosives, and already deployed, but non-replaceable Turret installations). What is needed is content designed to allow infantry to shape the battlefield to their advantage. Things such as Hedgehogs, Walls, Deployable Turrets, Shield Generators and Gates. Not only would these add greater options to dealing with Vehicles, they would also introduce multi-level theatres. As an example (I wont say quick, because my examples never are quick): Quote:Team A in a Skirmish is defending a Point accessible by Northern, Eastern, and Southern routes. They need to free up some forces to move on to the next point, but 3 access ways is alot of ground for 1 or 2 men to cover. So they deploy some defences. The Northern Path is wide enough for a Heavy Attack Vehicle to get in and cover the point (or seriously impact the ability to hold the point) so they lay out 3 strategically placed Hedgehogs. This will slow down Heavy Attack Vehicles who must destroy the Hedgehogs in order to penetrate the defender's position. Each hedgehog has HP equivalent to a Supply Depot, so they are not easy to kill.
The Eastern route is a covered walkway. The soldiers deploy 2 'Cover Shields' to allow 2 people to stand and fire with some easily accessible cover nearby. The third route is he landing platform. Accessible only by air. So they deploy 2 Automated AA Guns to deter aerial assault.
Now you have a point, highly defensible, with the ability to counter the 'most likely' threats from each position. The Northern Route can still be traversed by Infantry and the Eastern Route is heavily Defensible from Infantry. Taking apart these defences would require more than just rocking up in a Heavy Attack Vehicle or Dropship. The two infantry defenders do not need to carry any particular equipment to counter threats (making personal choice once again matter), but would be advised to carry at least 1 repair tool to keep the defences from being destroyed or overrun too easily. Giving us the options and the tools to counter both lethally and non-lethally Vehicles and / or other threats makes the game far more complex, involved, and allows balance by proxy. Maps, deployable installations, and being able to 'dynamically change' the battle field on the fly make for a much more interesting gameplay experience than a simple numeric balance. A simple numerical balance right now will not solve the long term issues that having vehicles and infantry on the field at the same time will have. Nor will complex mechanics restricting Heavy Attack Vehicle usage. It's quite simply a case of getting the content to balance tanks, the maps to balance tanks, and not touching the numbers until this is in place. I have to agree but map design is not the only problem its also the role currently HAV and Infantry have basically the same role, that's why HAVs are so much more powerful in the eye of Infantry men. Now throw in ridiculous movement options for HAVs (they can in some maps climb hills that even infantry can't climb and get to positions that should be restricted to infantry)
Agreed, and as pointed out in following posts, there was indications to give vehicles roles as well as map design, but I restricted the concept to giving Infantry and Maps something to offset the overall power of the HAV for the time being.
Giving HAVs roles beyond killing infantry, of course, is all part of the grander ideals, but working within the framework we have and getting the new counters for infantry in is slightly (and only just slightly) higher priority in my pages when it comes to Vehicle Vs. Infantry Balance.
Once you go Black, you just never go back!
|
The Black Jackal
The Southern Legion League of Infamy
1045
|
Posted - 2014.03.13 08:42:00 -
[39] - Quote
Bumping it above the nerf hammer threads.
Once you go Black, you just never go back!
|
Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15
|
Posted - 2014.03.13 21:12:00 -
[40] - Quote
I completly agree with the tank ideas as well with the map balances/changes you want. I do not know the style of maps you talk about in ArmA. I would rather prefer more big maps in style with PS2 (havent played it thou, just heard it is a big map).
Now a question, how the laser tank will function? Will it be a sustained beam of light like laser rifle or a rail gun but instead of rail munition and animation be lazers?
Amarr Victor
|
|
The Black Jackal
The Southern Legion League of Infamy
1065
|
Posted - 2014.03.17 10:16:00 -
[41] - Quote
Isa Lucifer wrote:I completly agree with the tank ideas as well with the map balances/changes you want. I do not know the style of maps you talk about in ArmA. I would rather prefer more big maps in style with PS2 (havent played it thou, just heard it is a big map).
Now a question, how the laser tank will function? Will it be a sustained beam of light like laser rifle or a rail gun but instead of rail munition and animation be lazers?
Sorry for the late reply, been rather busy doing all sorts of things.
I'm glad you agree with the tank ideas and options laid out. With reference to Map Design, I think Large maps ala PS2 style would be nice, but keeping it within the realm of 'able to be done soon-ish' demands a level of small step setting. PS2 has huge maps, but alot of it is empty. It's roads. hills, maybe a few trees here and there, but the action always happens around the facilities.
Unless we have a planned use for those large maps, such as random PvE Events, or even PvP Events of some description, I think it would be a) wasted space, and b) memory intensive for little gain.
Thus getting the map sizes we have, to be more conductive to balanced play by adding in areas where HAVs are just inneffective, Dropships are ineffective, or Infantry are less effective. (Each one being 1, or 2 of these options.)
Now to the laser turrets for tanks.
Well here we already see demonstrated 2 different applications of Energy Based Weapons. The 'Pulse Laser' with the Scrambler Rifle... Automatic, medium range, or the Beam Laser, longer range, based on 'time-fired' to increase damage.
Now with either of these mechanics we can assume a Heat build up, similarly to Rails, but te question is what form of laser would we want? In a perfect world, we'd like to have both... A Short-Medium Range Blaster-like Pulse Cannon, and a Medium-Long Range Rail-like Beam Cannon, each with their advantages and disadvantages.
Now, introducing these weapons at the moment would somewhat level the playing field in Damage Types, but we do have to consider what role do we want the turrets to fill, and what other turrets there will be.
The Minmatar Weapons have me excited, not for their actual usage (I like Rails and Missiles) but for the game play tactics that 'could' be introduced if the 'Artillery-style' cannons where indirect fire weapons, and the Autocannon style guns were Anti-Infantry with almost no punch against other tanks.
Before I post another wall of text, I'll summarise what turrets I would like to see in game and how they would operate.
Artillery Turret - The 'Big Gun' Highly indirect fire weapon that gets less and less accurate the longer the arc. Good for bombarding the hostil based from a great distance. (Really would shine if maps were much larger.)
Rail Turrets - The Anti-Tank Weapon. Designed to combat enemy tanks.
Beam Turret - Medium-Long Range Weapon that increases damage based on firing time. Designed to take down Shield Tanks from further out.
Rockets - What Missiles are now.
Missiles - Lock-On Missile Salvos based on the Swarm Launcher.
Pulse Turret - Fast Firing Energy Weapon. Good for Short-Medium Range fights. Good against Shields.
Blasters - Close-range middle ground weapons. Designed to hurt up close, but ineffective at range.
Autocannon Turret - Designed purely for Anti-Infantry Work, low damage, high rate of fire and moderate dispersion. If you want to kil infantry, this would be the turret of choice.
Once you go Black, you just never go back!
|
Beef Supreme 4
WEKILLING JOY
13
|
Posted - 2014.03.17 10:25:00 -
[42] - Quote
I've wanted these types of things in dust for a long time because it makes a lot of sense. +1 |
Alena Ventrallis
The Neutral Zone
847
|
Posted - 2014.03.17 10:37:00 -
[43] - Quote
Make large blasters an AV weapon as opposed to AP, and 90% of tank QQ will disappear.
Best PVE idea I've seen.
|
Beef Supreme 4
WEKILLING JOY
13
|
Posted - 2014.03.17 10:59:00 -
[44] - Quote
Bump
|
KalOfTheRathi
Nec Tributis
1016
|
Posted - 2014.03.17 11:24:00 -
[45] - Quote
I see that some are still interested in this thread. Fine.
The problem is the current situation is the best the Devs at CCP/Shanghai can achieve to date. This is it. They do not understand or this is the best they have understood balanced game play. Not that it is enough but at least the newer maps are all easily controlled by two snipers covering the null cannon consoles. A small improvement but at least they tried.
A map that is 80% controlled by vehicles emulates real life. And real life actually has it worse because a real tank could blow holes in the walls big enough to ... well, drive a tank through. But this is a video game and a non-destructible world one at that.
@The Black Jackal, all in all I can see your points but I also think there is no chance in Haiti that this can happen. In a modern, well run FPS with knowledgeable level designers and Devs maybe more could be happening. However, we don't have that. CCP/Shanghai is constantly dropping day 1 OP weapons. The obvious intent is to get players to burn down SP, ISK and hopefully AUR to get early access to the new OP of the day or more SP so gain the ISK version in its stead. It might well be that they really don't understand what harm they are doing but I tend to think that AUR will drive most of their decisions.
A modern FPS should design maps with infantry/vehicle balance as well as choke points for both. Air cover should be required as well as needing to be defended against adequately. None of that is true in Dust514 and I seriously doubt it ever will be. To balance a weapon by dropping a very significant Nerf Hammer of Doom on it should never have to be done. Yet, time and time again that is what happens here in Dust514. New OP weapons are dropped at the same time as the Nerf Hammer so the disparity is even greater than it would have been.
The rest of the game still does not exist. The racial medium suits will be here on 25 March but their slots, CPU and PG will be adjusted again at some future undefined date. Hard to put any trust in burning SP down on a moving ill defined target but hey, we are in New Eden. I thought we would be at the real game of Dust514 by now. I was wrong. But then I thought that Chromosome was a good game and Uprising was going to be an upgrade and not a disaster.
Give it another year or two and maybe CCP/Shanghai will be able to handle your ideas on a new map. Double or triple the player count and maybe we can have matchmaking. Don't count on it unless the secret numbers convince CCP/Shanghai that matchmaking won't reduce the requirement to burn AUR. Same goes for PvE for that matter.
Just remember some of the stories about Zynga and their free to play games and facebook games. Because our new Exec Producer came from there.
And so it goes.
|
Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2014.03.17 17:23:00 -
[46] - Quote
Your post gave me the chills, Kal.
Black Jackal, I agree with most of your turret ideas, but I would simplify first and later add some ideas likes missiles and Pulse/Beam. Better combine them at first. I honestly like them all but do not know if they would be balanced.
I also agree with your view about the maps. Maybe im thinking of longer gameplay in each map. Add more time or more objectives, thus making the map bigger. Also adding the "Command Nodes" and "Defense Relays" to the maps and doing something that adds secondary objectives would be interesting.
Amarr Victor
|
Beef Supreme 4
WEKILLING JOY
13
|
Posted - 2014.03.17 22:42:00 -
[47] - Quote
Bump
|
The Black Jackal
The Southern Legion League of Infamy
1070
|
Posted - 2014.03.18 03:24:00 -
[48] - Quote
Isa Lucifer wrote:Your post gave me the chills, Kal.
Black Jackal, I agree with most of your turret ideas, but I would simplify first and later add some ideas likes missiles and Pulse/Beam. Better combine them at first. I honestly like them all but do not know if they would be balanced.
I also agree with your view about the maps. Maybe im thinking of longer gameplay in each map. Add more time or more objectives, thus making the map bigger. Also adding the "Command Nodes" and "Defense Relays" to the maps and doing something that adds secondary objectives would be interesting.
That's pretty much the ideal situation for Map Design.
Multi-Stage Objectives Skirmish 1.0 had this with the Canyon Map and 2 Defence Relays that had to be destroyed before you could move on. Destroying them was done by Anti-Material Capable fire (HAVs, Small Turrets, or Forge Guns), or by Hacking them and guarding the hack point until it expired and the point blew.
Then the map would move on, opening up the area that is now the only piece of the puzzle we get with Skirmish 2.0 as a singular map of the facility with Null cannons. Even here it was different, as there was only 1 MCC, the Base Null Cannons would simply switch off when hacked, so they no longer targeted your MCC.
While Skirmish 1.0 had many issues, it also showed a different way to resolve conflicts on a wider scale. Tanks were powerful, but with the winding canyons they weren't Over Powered in Stage One, and in Stage 2, all the Null Cannons were contained within the facility, where HAVs were not nearly as effective.
A combination of this, with the addition of wider map variety (simply adding in entities like buildings, residences, armouries, or whatever flavour you wanted), would make the maps feel tighter, more densely packed, and give the gameplay more room to move around.
I'll get onto my 3D Program and get some renders in a day or 2 to outline exactly what I mean by map design.
EDIT: Also on Turret ideas. These were just the ones that came to mind with mechanics we already see in game. Balance would be more about how powerful they could be, making maps conductive to having multiple turret types, and / or the ability to destroy scenery.
Once you go Black, you just never go back!
|
MRBH1997
Knights Of Ender Galactic Skyfleet Empire
76
|
Posted - 2014.03.18 05:42:00 -
[49] - Quote
Being one of the veteran and elite tankers I agree a simple numerical fix will not fully balance. It always just benefits one or the other especially with CCP. I do lose tanks now and then to AV and it's either a proto swarm or adv. Or higher forge guns. I do like it though when enemies actually use proximities and remotes correctly and place them on roads or areas o high vehicle activity. When I die to them from that I give them a round of applause for actually going out of there way to use skill and not hope of an OP AV weapon.
CCP does need to add more variety of maps in the sense that most of ten are quite open, only maps I've ever had problems tanking/ADS is the gallente research facility. More maps or main compounds that favor infantry are definitely needed. Heck it'd allow me to go infantry more which I love to do as a vehicle specialist because I don't have to worry about being the one taking out enemy vehicles. It'd be a nice break when I don't have to call down a tank at the start of almost every battle I ensure enemy vehicle presence is suppressed or crushed.
Yes more weapons are needed to add variety to the AV role of infantry, plasma cannon was a fun addition but we all know that's probably never gonna kill a vehicle unless it's empty and still or they get the killing blow from a swarm or forge. Some ideas could be a deplorable heavy railgun for heavies that they carry around and deploy to do consistent and moderate damage to vehicles. I'm sure we can think if more AV weapons that don't have to be lock on.
One thing that's simple and I feel makes all tanks hard to kill now is how modules actively were changed. Yes active modules once down leave a vehicle extremely vulnerable. But all modules are the same in effectiveness except for their recharge time. So a fully fitted militia tank can role up sucking the damage of a proto tank as get just as many kills but has to pull back longer for longer recharge times. The recharge times are sensible to be better the higher lvl of operation the module is. But CCP made all modules do the same level of resistance or damage. Adding a difference in efficiency from militia to proto would also help even the odds sensibly for AV facing tanks. This would make only proto tanks seem OP because they are fully protod and have the experience and skill to wreck havoc.
All these would help improve AV and vehicles without the disaster and uselessness of a numerical nerf/buff that only constantly shifts the side of which OP comes with.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
|
The Black Jackal
The Southern Legion League of Infamy
1071
|
Posted - 2014.03.18 13:46:00 -
[50] - Quote
MRBH1997 wrote:One thing that's simple and I feel makes all tanks hard to kill now is how modules actively were changed. Yes active modules once down leave a vehicle extremely vulnerable. But all modules are the same in effectiveness except for their recharge time. So a fully fitted militia tank can role up sucking the damage of a proto tank as get just as many kills but has to pull back longer for longer recharge times. The recharge times are sensible to be better the higher lvl of operation the module is. But CCP made all modules do the same level of resistance or damage. Adding a difference in efficiency from militia to proto would also help even the odds sensibly for AV facing tanks. This would make only proto tanks seem OP because they are fully protod and have the experience and skill to wreck havoc.
Fully agree with this. The downtime AND the bonus should scale down with lower tier levels...
Currently there is little reason to run anything Complex... In fact most successful tankers can do it with 2-3 Standard / Basic Hardeners. Which of course means that Militia Tankers can do it 'fairly' well without investing skill points.
I would like to see this scaled back harshly.
First off, removal of Militia HAVs... HAV driving should require SOME SP investment to get into one.
Secondly, Scale back the resistance bonuses given by the lower tier Hardeners.
Basic - 35%
Enhanced - 45%
Complex - Retains 60%
With these numbers, (or close to) suddenly running tanks with 'low fit' modules will seem less appealing and actually make a difference the more SP you invest to get greater PG, CPU, Hardeners, Enhancers, etc.
Also.. please someone fix the Shield Booster.. it's STILL busted. :D
Once you go Black, you just never go back!
|
|
Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
|
Posted - 2014.03.18 13:59:00 -
[51] - Quote
Completly agree with both comments above. I hope CCP is looking at this post.
Amarr Victor
|
The Black Jackal
The Southern Legion League of Infamy
1072
|
Posted - 2014.03.19 10:20:00 -
[52] - Quote
Bump.
Keeping on top of the nerfbat threads.
Once you go Black, you just never go back!
|
The Black Jackal
The Southern Legion League of Infamy
1072
|
Posted - 2014.03.25 00:49:00 -
[53] - Quote
And another bump.
Let's get the Map balance right before we go screwing with numbers!
Once you go Black, you just never go back!
|
The Black Jackal
The Southern Legion League of Infamy
1072
|
Posted - 2014.03.26 13:14:00 -
[54] - Quote
Going to bump this. 1.8 didn't address this issue, and I want to keep on pushing Map balance.
Once you go Black, you just never go back!
|
The Black Jackal
The Southern Legion League of Infamy
1072
|
Posted - 2014.03.27 05:07:00 -
[55] - Quote
Keeping this above the dotted lines.
Once you go Black, you just never go back!
|
Soraya Xel
Abandoned Privilege Top Men.
1784
|
Posted - 2014.03.27 19:49:00 -
[56] - Quote
Indeed, the largest problem with HAVs is not their power, but their lack of a role. Right now they simply serve as "better infantry", rather than being anti-installation structure-killers that they should be.
I'd like to be your CPM1 candidate
|
The Black Jackal
The Southern Legion League of Infamy
1073
|
Posted - 2014.03.28 01:41:00 -
[57] - Quote
That's exactly what I'm trying to get at. On a vehicle-wide basis, vehicles have few roles that cannot be done by another, or at least approximated in such a way that vehicles are rendered unrequired. Vehicle play has no depth.
A cliff face with a winding path up and around it, is as daunting to a HAV driver as a squad of Proto Forge Gunners. Not for fear of death, but the fact that it will take him a lot longer to get to the top than it would a dropship.
Once you go Black, you just never go back!
|
SGTFunyoun THEFIRST
Arachnea Phoenix Battalion
63
|
Posted - 2014.03.28 02:13:00 -
[58] - Quote
+1 please
Never steal SGT Funyoun's Jingle Truck... or I will blow you up in it... and eat your blueberry flavored protobear soul.
|
Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
693
|
Posted - 2014.03.28 13:59:00 -
[59] - Quote
The Black Jackal wrote:I have been arguing against the numerical 'nerf hammer' being cried for by people all over the forums in relation to Vehicles. Specifically Heavy Attack Vehicles which are 'dominating the field' at the current time. This has earned me many bad looks, an opinion that I favour HAV and Vehicle Drivers over Infantry. An allegation that is false, misleading, and completely innacurate. I do believe, however, that a 'quick fix' numerical balance will not solve the inherent problems in Vehicle Vs. Infantry Gameplay, but simply 'patch it' until another change comes along. What I'm campaigning is a more permanent fix which may include a numerical alteration, but not as the be all and end all of the discussion. First, the Maps MUST be balanced. Currently every map has at least 80% or more coverable by Vehicles. Heavy Attack Vehicles account for 60-70% dependant on the map, with an overlap for Assault Dropships making up the additional coverage. A well-designed map has greater variance in each unit's ability to perform it's job. Open Plains with scattered cover favor Heavy Attack Vehicles. This is where they 'dominate'. A cluttered installation interior, with buildings (interiors included) and gaps too small for a Heavy Attack Vehicle to get through (and fire through effectively) favors the Infantry when combating Heavy Attack Vehicles. Dropships are capable of three dimensional movement, and thus are greatly desired if maps are designed with steep up and downs, such as cliffs, valleys, and hills that ground units find hard to traverse. Currently, there is little actual diversity in the overall map. If a Heavy Attack Vehicle cannot get to the point itself, there is alot of open space around each point that they can cover. Effectively covering the point strategically and tactically. Anyone in there is unlikely to be able to get out to support their allies, and reinforcements are unlikely to get in. Secondly. Infantry need more options to deal with Vehicular Threats. Currently non-Anti-Vehicular Equipped Infantry have a mere handful f options. All involving damage and / or destruction (AV Grenades, Flux Grenades for Shield Tanks, Proximity Explosives, Remote Explosives, and already deployed, but non-replaceable Turret installations). What is needed is content designed to allow infantry to shape the battlefield to their advantage. Things such as Hedgehogs, Walls, Deployable Turrets, Shield Generators and Gates. Not only would these add greater options to dealing with Vehicles, they would also introduce multi-level theatres. As an example (I wont say quick, because my examples never are quick): Quote:Team A in a Skirmish is defending a Point accessible by Northern, Eastern, and Southern routes. They need to free up some forces to move on to the next point, but 3 access ways is alot of ground for 1 or 2 men to cover. So they deploy some defences. The Northern Path is wide enough for a Heavy Attack Vehicle to get in and cover the point (or seriously impact the ability to hold the point) so they lay out 3 strategically placed Hedgehogs. This will slow down Heavy Attack Vehicles who must destroy the Hedgehogs in order to penetrate the defender's position. Each hedgehog has HP equivalent to a Supply Depot, so they are not easy to kill.
The Eastern route is a covered walkway. The soldiers deploy 2 'Cover Shields' to allow 2 people to stand and fire with some easily accessible cover nearby. The third route is he landing platform. Accessible only by air. So they deploy 2 Automated AA Guns to deter aerial assault.
Now you have a point, highly defensible, with the ability to counter the 'most likely' threats from each position. The Northern Route can still be traversed by Infantry and the Eastern Route is heavily Defensible from Infantry. Taking apart these defences would require more than just rocking up in a Heavy Attack Vehicle or Dropship. The two infantry defenders do not need to carry any particular equipment to counter threats (making personal choice once again matter), but would be advised to carry at least 1 repair tool to keep the defences from being destroyed or overrun too easily. Giving us the options and the tools to counter both lethally and non-lethally Vehicles and / or other threats makes the game far more complex, involved, and allows balance by proxy. Maps, deployable installations, and being able to 'dynamically change' the battle field on the fly make for a much more interesting gameplay experience than a simple numeric balance. A simple numerical balance right now will not solve the long term issues that having vehicles and infantry on the field at the same time will have. Nor will complex mechanics restricting Heavy Attack Vehicle usage. It's quite simply a case of getting the content to balance tanks, the maps to balance tanks, and not touching the numbers until this is in place.
It seems CCP disagrees, as a numerical change was their solution to the problem.
Tanks - Balancing Turrets
|
Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
4947
|
Posted - 2014.03.28 14:02:00 -
[60] - Quote
The Black Jackal wrote:Bumping to keep it above the 'nerfhammer' requests. Preach it, brother!
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |