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The Black Jackal
The Southern Legion The Umbra Combine
1030
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Posted - 2014.02.21 01:09:00 -
[1] - Quote
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.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1032
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Posted - 2014.02.21 15:37:00 -
[2] - Quote
Bumping to keep it above the 'nerfhammer' requests.
Once you go Black, you just never go back!
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Aleph Rynedee
Science For Death
64
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Posted - 2014.02.21 16:33:00 -
[3] - Quote
I'd agree. Here's how I see how HAVs relate to the rock-paper-scissors aspect of Dust (excluding HAV on HAV action):
HAVs are a bowling ball sized rocks.
Infantry/LAVs/DSs are cheap plastic scissors.
AV consists of varying sizes of paper, from the postage stamps that are grenades to the small sheets of forge guns and swarm launchers.
The AV toolset is woefully insufficient as a counter to the power of HAVs, and, as the OP pointed out, all available options currently rely on destruction. Deterrence options would prove useful.
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tander09
The Unholy Legion Of DarkStar DARKSTAR ARMY
38
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Posted - 2014.02.22 12:07:00 -
[4] - Quote
SHOOT! My +1 button Broke....
But I shall give you a /sign for this AWESOME IDEA!
AMARRIAN4LYFE!
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The Black Jackal
The Southern Legion
1034
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Posted - 2014.02.22 13:18:00 -
[5] - Quote
Thankyou for the support!
Keeping these ideas on the forefront on our minds can open up true opportunities for balance, Vs. sole options.
Keep in mind that 'some' of the above would be equipment items (Cover Shields probably being one of course) while things like Hedgehogs would be deployed installations so ANYONE who has invested in purchasing some for their personal reserve of deployables would be able to use them, regardless of equipment.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion
1034
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Posted - 2014.02.23 21:41:00 -
[6] - Quote
Bumping it above the nerfhammer threads again.
Once you go Black, you just never go back!
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Awry Barux
Ametat Security Amarr Empire
1041
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Posted - 2014.02.23 21:49:00 -
[7] - Quote
On one hand: I 100% agree with your points. On the other hand: A full set of map redesigns and a variety of new equipment is going to take CCP years- literally. For now, a numerical nerfbat is needed, because we shouldn't have to live (or, usually, die) through Tank 514 for that long. When the maps are better and all this new equipment exists, tanks can be returned to their current level of effectiveness. For now, the only tool we have is the hammer, and we're going to nail everything. |
Texs Red
DUST University Ivy League
239
|
Posted - 2014.02.23 22:00:00 -
[8] - Quote
+1 Good sir. You have divined the true problem between vehicle/infantry balance. |
maka rax
Space Road Truckers.
15
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Posted - 2014.02.23 22:05:00 -
[9] - Quote
Bump, this needs to happen...Dust 1.9 should, in my opinion, absolutely be focused on THIS. ONLY.
We need better deployable equipment to shape the terrain, give the players the ability to shape the maps and leave out CCP force feeding us what they 'think' we need. |
Texs Red
DUST University Ivy League
239
|
Posted - 2014.02.23 22:19:00 -
[10] - Quote
maka rax wrote:Bump, this needs to happen...Dust 1.9 should, in my opinion, absolutely be focused on THIS. ONLY.
We need better deployable equipment to shape the terrain, give the players the ability to shape the maps and leave out CCP force feeding us what they 'think' we need.
1.9 would be nice but as Awry already said, it is a lot of work. Honestly it requires a rework of all maps and sockets plus equipment to accompany it. While not a programer myself, I would still find that difficult.
Perhaps part of the problem stems from the fact that CCP eventually wants their maps random/customizable. So on public matches you never fight in quite the same place twice and in PC you can customize what you have for structures. If you consider other games, their maps are very much set in stone. Each one is carefully thought out and balance with portions that allow for a mixture of play styles and benefits, but that is hard to achieve when you also want the ability to free form map design.
Ex: Instead of painting a picture for everyone to enjoy CCP has instead decided to create a jigsaw puzzle that allows the creation of several different pictures. So they must balance each piece so that, by itself, it does not create an imbalance and still fits in with several other pictures while not causing imbalances there either.
I have little envy for CCP decision in map design, however if accomplish will create some of the best game play possible by simple virtue of diversity. |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7444
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Posted - 2014.02.23 22:34:00 -
[11] - Quote
I still feel like slight numerical tweaks might be in order in terms of module efficiency...but this solution is more or less what I feel would draw thisgame in the right direction.....and as usual it is Jackal posting it.....
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Kincate
Mannar Focused Warfare Gallente Federation
32
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Posted - 2014.02.23 23:25:00 -
[12] - Quote
A well thought and articulate post +1 to you sir
Also something that I would like to add to this, entering and exiting vehicles. This is something that should change. Specificly it is something that should disrupt you. As in if I am killing your HAV/LAV/Dropship with anything, you jumping out to avoid dyeing shouldnt be as easy as it is, also this would prevent LAVs from making heavys faster than light suits. Basicly some sort of animation that happens should be sufficient. Thoughts? |
Derpty Derp
It's All Gone Derp
34
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Posted - 2014.02.23 23:31:00 -
[13] - Quote
Easy fix would be to drop the dps of all turrets, if a rail turret had to take 6 seconds between each blast, a blaster was slowed down to force the tanker to aim at infantry instead of the pray and spray we currently get and missiles limited to only shooting 3 or 4 at a time, with a forced cooldown between, then tanks would have epic battles with each other (taking much longer to actually kill each other, instead of the 1 shoots and chases while the other runs to the redzone.) Meanwhile tanks would still take infantry and dropships, but would require some skill to be involved instead. |
maka rax
Space Road Truckers.
15
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Posted - 2014.02.24 01:30:00 -
[14] - Quote
Texs Red wrote:maka rax wrote:Bump, this needs to happen...Dust 1.9 should, in my opinion, absolutely be focused on THIS. ONLY.
We need better deployable equipment to shape the terrain, give the players the ability to shape the maps and leave out CCP force feeding us what they 'think' we need. 1.9 would be nice but as Awry already said, it is a lot of work. Honestly it requires a rework of all maps and sockets plus equipment to accompany it. While not a programer myself, I would still find that difficult. Perhaps part of the problem stems from the fact that CCP eventually wants their maps random/customizable. So on public matches you never fight in quite the same place twice and in PC you can customize what you have for structures. If you consider other games, their maps are very much set in stone. Each one is carefully thought out and balance with portions that allow for a mixture of play styles and benefits, but that is hard to achieve when you also want the ability to free form map design. Ex: Instead of painting a picture for everyone to enjoy CCP has instead decided to create a jigsaw puzzle that allows the creation of several different pictures. So they must balance each piece so that, by itself, it does not create an imbalance and still fits in with several other pictures while not causing imbalances there either. I have little envy for CCP decision in map design, however if accomplish will create some of the best game play possible by simple virtue of diversity.
As a software engineer I absolutely see the difficulty in allowing player created terrain. On the other hand, a lot of the objects are already in place. For instance, barriers are already in the game (just for an example). The animation of "dropping from the sky" is already in place. And the delivery method already has a frame work (ref. the deployment menu).
Yes, it's an endeavor. If not for 1.9 then 2.0. I'm not unrealistic, just hopeful.
Oh yeah, and BUMP! |
Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
141
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Posted - 2014.02.24 02:04:00 -
[15] - Quote
+1 but awry barux is right. CCP moves like cold butter?! Nerf bat until they square it all away. No ones kd should take this beating while tank 514 goes untouched for the foreseeable future.
"Anybody order chaos?"
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The Black Jackal
The Southern Legion
1040
|
Posted - 2014.02.24 07:42:00 -
[16] - Quote
Loving the discussion in this thread.
Now I'm no expert (yet) in level design. But as above posters have mentioned some of the assets are in already. Hedgehogs are on a couple of maps. Turrets are already on maps. And creating assets is actually fairly easy in the grans scheme of things. (I'm talking the actual creation, not the texturing and implementation.)
The Drop Interface is already in place, as is the animation and system for it. (Ambush OMS). Now the only barrier I may be able to see is that these turrets, though dropping in seemingly at random, are actually socket based, which means no matter what order, or what turret drops in, they will always drop in the same, or a set series of areas.
A passing familiarity with UE3 isn't enough for me to make an educated guess about if this is the way it works or not, but from a design point of view, I can certainly see why they would make it that way. It avoid clipping issues, turrets hanging mid-air in locations inaccessible, as well as a few other issues including manipulation of the hit boxes of various objects to exclude them from being valid 'drop areas'.
Now, I know the 'nerfbat' is the only real tool we have to balance at the moment, but in truth it will only exacerbate the issue further, and put off the development of other assets in the 'Infantry Toolkit' because hey, suddenly people aren't complaining about HAVs blowing apart or being blown apart... job done.
And yes, from a developer's point of view (I've spoken to a couple about above ideas and much more though none directly in CCPs employ) that is how they think. They will not throw more development money at something that seems to be working.
New maps that follow the design philosophy are a secondary concern. I'm sure we'd all love to have it, but getting a deployment system that allows us to break out a toolkit of some kind to counter threats without HAVING to fit weapons of AV Destruction working on our current maps would give us 80% of what we need right now.
It's this kind of thinking I believe we need to get into. Not short term caulking to stop the leaks, but actually laying down new wood in place of the rotting hull. Short term solutions are good, only if you KNOW what is going to happen afterwards, and there's a promise or commitment to ensuring that it's ONLY a stop gap measure.
CCP is good with some of their information, but when it comes to making changes, we never really know if the change they're making is stop gap, or permanent. This is where a clear roadmap outline can help out the player base tremendously, as well as the development teams.
Not to toot my own horn (much) but this and more is something I want to push to CCP. Whether I get on the CPM or not, I intend to make them discontinue the overuse of the nerfbat as a 'all-in-one solution and actually lay out their plans in a clear, concise format for us to say... look, they're doing this now... but we know that they want to take it here afterwards.
Once you go Black, you just never go back!
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Royalgiedro
Nor Clan Combat Logistics
0
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Posted - 2014.02.24 07:59:00 -
[17] - Quote
I think that the idea is very good, but needs a couple tweaks/additions.
1.) A way to stop spamming of installations.
a.) I foresee many maps being transformed into a giant mess of Bolases dropping walls everywhere. This would make the map inaccessible to tanks.
b.) A squad limit wouldn't work, because you can have up to 15 squads, so what if one person/squad put all the teams installations in very bad places?
c.) Perhaps make the hedgehogs have less than the health of a supply depot. Maybe 10k health? Also, make them available to be shield, armor, or balanced with their health design.
2.) AA guns shouldn't be deployable since drop ships are very easy to kill anyways. (and assault drop ships have to dodge enough)
Overall I think if you took the idea and shrunk it down in order to be more manageable and not abused, it would work wonders to improve gameplay and not make every match the same. |
The Black Jackal
The Southern Legion
1040
|
Posted - 2014.02.24 09:18:00 -
[18] - Quote
Royalgiedro wrote:I think that the idea is very good, but needs a couple tweaks/additions.
1.) A way to stop spamming of installations.
a.) I foresee many maps being transformed into a giant mess of Bolases dropping walls everywhere. This would make the map inaccessible to tanks.
b.) A squad limit wouldn't work, because you can have up to 15 squads, so what if one person/squad put all the teams installations in very bad places?
c.) Perhaps make the hedgehogs have less than the health of a supply depot. Maybe 10k health? Also, make them available to be shield, armor, or balanced with their health design.
2.) AA guns shouldn't be deployable since drop ships are very easy to kill anyways. (and assault drop ships have to dodge enough)
Overall I think if you took the idea and shrunk it down in order to be more manageable and not abused, it would work wonders to improve gameplay and not make every match the same.
I do see your points, and I have some safeguards in place in my personal hardcopy of the idea (I typed it out before posting it here in a condensed forum version).
The 'limit' on spamming installations would be done primarily though the use of denial areas. You can't drop a hedgehog within x metres of another hedgehog, with a shared Installation Denial Area.
The actual number would have to be determined by range finding each map, setting 'deployable areas' but allow installations such as hedgehogs to be close enough together to actually impeded HAVs.
There could also be a map-wide cap for the time being. Similar in effect to the vehicle cap. While this may be abuseable by the people trolling and placing their installations behind your redline for whatever purpose, it would certainly limit the spam on the field of hedgehogs and turrets.
The HP issue is one I debate with. While a 10k HP buffer would be sizeable, a Railgun Tank could eliminate one without overheating. The reason the approx. Supply Depot was chosen was due to the fact that Supply Depot are hard to kill, and you have to sit there firing for a good length of time to actually remove them. That's what the Hedghogs need to be.
As to the Automated AA guns... we already have these in the form of Large Blaster Turrets, Railgun Turrets, and Missile Turrets and we know these can be deadly to Dropships. However what I'm proposing is that we make then 'smaller versions (probably medium sized, or double small) installations.
The idea behind the Turret Fitting I have here is that Turrets are not pre-equipped with AI. That is actually a fiting choice. So you take a turret and fit an AI module. Higher level Ai modules have better firing capabilities. The trade-off, as you might have guessed, is using one of your slots, thus making it a weaker turret overall.
Once you go Black, you just never go back!
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KalOfTheRathi
Nec Tributis
977
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Posted - 2014.02.24 10:00:00 -
[19] - Quote
Funny, CCP/Shanghai wanted tanks to be simpler and have to play to a very specific play style. They accomplished that with 1.7, not that I agree with anything in their goals, solutions or methods but it has been accomplished: Tanks are easier to use. Simpler to operate and cheap enough to play early on.
This makes it better for a F2P game as New Berries can decide if they want to skill into vehicles without wasting the huge amount of SP required to do so.
The numbers balancing idea is just the clueless grasping at straws. It will make no difference in the short term nor the long term.
We have no information except the seat of our pants QQ-ing from so many Kittens. CCP keeps all the information secret as they don't want any other company to find out the monetary value of Dust514. At least one might suggest that regardless of the fact is we don't believe there are enough Mercs to matter all that much. The only value that matters is how much RWC (Real World Cash) is being spent at the PS store.
All the QQ in the world will make no difference if their income is enough or goes up.
And so it goes.
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VALCORE72
NECROM0NGERS The CORVOS
77
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Posted - 2014.02.24 12:02:00 -
[20] - Quote
if they added being able to vote or picking the map they would get a better understanding of what ppl want and build off that . ccp are the dumbest smart ppl on the planet . |
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Demo Isher
Nox Aeterna Security
6
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Posted - 2014.02.24 12:34:00 -
[21] - Quote
So basically you are just asking for more divers maps that hold player interaction and to be able to call down buildings/fortification. Hmm you know we have something like that in the game called Starthawk but I see where you are going with this because I have seen something similar to it done before and it worked well to fight off vehicles and infantry it really made people have to work as a team or they would all die no matter how good they were. |
The Black Jackal
The Southern Legion
1041
|
Posted - 2014.02.24 12:37:00 -
[22] - Quote
KalOfTheRathi wrote:Funny, CCP/Shanghai wanted tanks to be simpler and have to play to a very specific play style. They accomplished that with 1.7, not that I agree with anything in their goals, solutions or methods but it has been accomplished: Tanks are easier to use. Simpler to operate and cheap enough to play early on.
This makes it better for a F2P game as New Berries can decide if they want to skill into vehicles without wasting the huge amount of SP required to do so.
The numbers balancing idea is just the clueless grasping at straws. It will make no difference in the short term nor the long term.
We have no information except the seat of our pants QQ-ing from so many Kittens. CCP keeps all the information secret as they don't want any other company to find out the monetary value of Dust514. At least one might suggest that regardless of the fact is we don't believe there are enough Mercs to matter all that much. The only value that matters is how much RWC (Real World Cash) is being spent at the PS store.
All the QQ in the world will make no difference if their income is enough or goes up.
I'm not actually proposing any radical changes to tanks in any way. They will still be as 'easy to use' as they are now... Will still be relatively easy to Skill into, Price should probably go up somewhat. But what I'm proposing is expanding the amount of things Infantry can do to mitigate HAVS.
Now, if you take the cynical CCP will only server their bottom line ideal, this would help them immensely in doing so. Why? Because even more play styles become viable... more play styles mean more people wanting to play, more people wanting to play... generally makes more money.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion
1041
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Posted - 2014.02.24 12:39:00 -
[23] - Quote
Demo Isher wrote:So basically you are just asking for more divers maps that hold player interaction and to be able to call down buildings/fortification. Hmm you know we have something like that in the game called Starthawk but I see where you are going with this because I have seen something similar to it done before and it worked well to fight off vehicles and infantry it really made people have to work as a team or they would all die no matter how good they were.
I have seen Starhawk also, but it was not actually the original inspiration for this idea... but could be held as an example of how such a system could be done, and has been done.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion
1041
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Posted - 2014.02.25 03:04:00 -
[24] - Quote
Bumping again to keep this above the nerfbat threads.
Once you go Black, you just never go back!
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Demo Isher
Nox Aeterna Security
6
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Posted - 2014.02.25 21:34:00 -
[25] - Quote
The Black Jackal wrote:Demo Isher wrote:So basically you are just asking for more divers maps that hold player interaction and to be able to call down buildings/fortification. Hmm you know we have something like that in the game called Starthawk but I see where you are going with this because I have seen something similar to it done before and it worked well to fight off vehicles and infantry it really made people have to work as a team or they would all die no matter how good they were. I have seen Starhawk also, but it was not actually the original inspiration for this idea... but could be held as an example of how such a system could be done, and has been done. Thanks for making a comment to me about that also I have a idea that you might like here is a link to it https://forums.dust514.com/default.aspx?g=posts&t=143952&find=unread |
The Black Jackal
The Southern Legion
1043
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Posted - 2014.02.26 21:32:00 -
[26] - Quote
Bumping to keep it ahead of the 'nerfbat' threads and QQ.
Once you go Black, you just never go back!
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
31
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Posted - 2014.02.26 21:43:00 -
[27] - Quote
Another thread has been discussing tanks and fell to the wayside - please take time to read it, but post here.
https://forums.dust514.com/default.aspx?g=posts&t=130672
Here are my own thoughts on tanks particularly, though I expand this to affect all vehicles weapon wise. I forgot lasers in my post in that thread, so I've since added and changed a little.
Blaster RoF should go down a good deal - maybe even a shot per second. I see the turret types as functioning like so to make each a choice in strategy, not power. Vehicles are meant to be tactical assets that affect team strategy...not just "I Win WP" choices...
Missiles: Medium RoF, Medium DMG (large splash), medium range, medium rotation
Blasters: High RoF, Low Damage, Low Range, High Rotation
Rails: Low RoF, High DMG (small splash), High Range, Low Rotation
Projectiles: Medium RoF, Medium Dmg, Low Range, High Rotation
Lasers: High RoF (Dmg Tick on the Laser), Medium DMG, Medium Range, Low Rotation
Blasters need to be the end all be all for anti-infantry tanks, no doubt, but they could be balanced a little better to not be so damn good at their job. Ambush mode suffers heavily from this. That said, blasters need to be anti-infantry NOT anti-armor, the "low dmg" I list is relative to vehicle dmg. A blaster should still hose you in five shots or less, regardless of suit type. The high rotation and RoF make it effective for up close infantry...like busting up a squad on a capture point. But the rotation, not the RoF, is really why a blaster should be good against infantry and essentially unimportant against vehicles.
Missiles need to be a form of medium range artillery against infantry and a decent threat to armor, especially LAV's. Missiles can take multiple infrantry out if used well, but would have trouble up close with a slower rotation. If enemy armor arrives, missiles are more effective than blasters and still have some rotation to deal with an LAV.
Rails work fine right now (tanks on hills are a pain, yes, but this is an anti-armor problem not a tank problem). Rails should be slow rotating, huge dmg, slow firing, anti-armor. They should have a relatively small blast radius - making infantry kills very difficult but not impossible at range. Really, rails need to be the anti-armor choice - the slow rotation can track a tank at mid-range, tough to hit an LAV or dropship nearby, and a blaster/missile tank could potentially outmaneuver up close. Rails should have a higher aim though - they should be able to aim around 60 degrees up or so to hit dropships at some distance without going frolicking in the red-line.
Projectiles need to be the happy middle of all-around effective, jack of all trades. Decent at anti-armor like missiles, but more pinpoint accurate (a good threat to LAV compared to missiles which take time to arrive at target) and capable of infantry kills at mid-range in the hands of a skilled pilot. Projectiles also should have a higher aim - again they should be able to aim around 60 degrees up or so to hit dropships at some distance without going to hills or red-line.
Lasers are another 'in between' more so on the range side - they reach further than projectiles and behave similar to blasters with a high RoF (the tick on the continuous laser dmg) but with better dmg. The catch is low rotation. It's very much a mid field weapon that would likely be more effective against infantry but useful on enemy armor/installations.
In terms of dmg types (the whole Therm/Kin/EM/Expl from EvE) I'd apply the same concepts here. They work in EvE, use them here and keep it simple.
These concepts should apply to small armaments too - LAV's with rails could be a quick solution to a tank that has squadmates pinned in a building. Dropships with blasters can do closer encounters with infantry and better handle that pesky AV dropsuit - or a dropship with projectiles makes a great versatile artillery platform against infantry or vehicles.
Food for thought.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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killertojo42
Sardaukar Merc Guild
25
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Posted - 2014.02.26 22:07:00 -
[28] - Quote
On your idea for anti infantry tanks i already proposed a good idea, just crank up the rate of fire by a whole damn lot and drop the damage and accuracy greatly, design it to bust up groups of infantry, provide suppressing fire and feel wastefulto use so much ammo on a single clone troop
When walking on the battlefield i stand alone
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The Black Jackal
The Southern Legion
1043
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Posted - 2014.02.26 23:44:00 -
[29] - Quote
Demo Isher wrote:The Black Jackal wrote:Demo Isher wrote:So basically you are just asking for more divers maps that hold player interaction and to be able to call down buildings/fortification. Hmm you know we have something like that in the game called Starthawk but I see where you are going with this because I have seen something similar to it done before and it worked well to fight off vehicles and infantry it really made people have to work as a team or they would all die no matter how good they were. I have seen Starhawk also, but it was not actually the original inspiration for this idea... but could be held as an example of how such a system could be done, and has been done. Thanks for making a comment to me about that also I have a idea that you might like here is a link to it https://forums.dust514.com/default.aspx?g=posts&t=143952&find=unread
The idea of introducing NPC allies into a warzone is a nice one. One that could potentially be epic.
However... first off it's not in CCPs general overall designs. They try to make things as player centric as possible. EVE is mostly player run with NPCs almost exclusively being hostiles or mission givers.
Secondly, each one of those Ai entities would have a brain... brains require calculation, calculation requires memory. With everything that currently draws on memory already causing technical issues, I don't think it would be advisable as yet.
Now good point here, is that it expands conflict, allows players to delegate an NPC 'Squad' to do something, freeing them up to do other things. But where do you stop? If you're equipping these NPCs why can't you outfit your entire 'squad' in Tanks? Can you imagine the infantry rage if suddenly full teams could be augmented by full squads of tanks on top of the team, rather than using one of the team to drive said tanks? Or Assault Dropships?
Once you go Black, you just never go back!
|
Demo Isher
Nox Aeterna Security
6
|
Posted - 2014.02.27 03:48:00 -
[30] - Quote
The Black Jackal wrote:Demo Isher wrote:The Black Jackal wrote:Demo Isher wrote:So basically you are just asking for more divers maps that hold player interaction and to be able to call down buildings/fortification. Hmm you know we have something like that in the game called Starthawk but I see where you are going with this because I have seen something similar to it done before and it worked well to fight off vehicles and infantry it really made people have to work as a team or they would all die no matter how good they were. I have seen Starhawk also, but it was not actually the original inspiration for this idea... but could be held as an example of how such a system could be done, and has been done. Thanks for making a comment to me about that also I have a idea that you might like here is a link to it https://forums.dust514.com/default.aspx?g=posts&t=143952&find=unread The idea of introducing NPC allies into a warzone is a nice one. One that could potentially be epic. However... first off it's not in CCPs general overall designs. They try to make things as player centric as possible. EVE is mostly player run with NPCs almost exclusively being hostiles or mission givers. Secondly, each one of those Ai entities would have a brain... brains require calculation, calculation requires memory. With everything that currently draws on memory already causing technical issues, I don't think it would be advisable as yet. Now good point here, is that it expands conflict, allows players to delegate an NPC 'Squad' to do something, freeing them up to do other things. But where do you stop? If you're equipping these NPCs why can't you outfit your entire 'squad' in Tanks? Can you imagine the infantry rage if suddenly full teams could be augmented by full squads of tanks on top of the team, rather than using one of the team to drive said tanks? Or Assault Dropships? You bring up some good points I will make an addon to the idea to fix more problems I know this idea will never be added in but I like to just have it there just in case. Also please post future comments about it on that page to make it easier for me to respond to it. |
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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 -_-
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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!
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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!!!!
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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!!!!
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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!
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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!
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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
|
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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.
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Beef Supreme 4
WEKILLING JOY
13
|
Posted - 2014.03.17 10:59:00 -
[44] - Quote
Bump
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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.
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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
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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!
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MRBH1997
Knights Of Ender Galactic Skyfleet Empire
76
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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
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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!
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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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
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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!
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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!
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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!
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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!
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Soraya Xel
Abandoned Privilege Top Men.
1784
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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
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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!
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SGTFunyoun THEFIRST
Arachnea Phoenix Battalion
63
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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.
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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
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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
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The Black Jackal
The Southern Legion League of Infamy
1075
|
Posted - 2014.03.28 14:23:00 -
[61] - Quote
Tebu Gan wrote:It seems CCP disagrees, as a numerical change was their solution to the problem.
When the only tool you have is a hammer, everything looks like a nail.
Once you go Black, you just never go back!
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
4950
|
Posted - 2014.03.28 14:25:00 -
[62] - Quote
The Black Jackal wrote:Tebu Gan wrote:It seems CCP disagrees, as a numerical change was their solution to the problem. When the only tool you have is a hammer, everything looks like a nail. Damn, dude, you drop one-liners like I drop orbitals.
Constantly.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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The Black Jackal
The Southern Legion League of Infamy
1076
|
Posted - 2014.03.28 14:52:00 -
[63] - Quote
Mobius Wyvern wrote:The Black Jackal wrote:Tebu Gan wrote:It seems CCP disagrees, as a numerical change was their solution to the problem. When the only tool you have is a hammer, everything looks like a nail. Damn, dude, you drop one-liners like I drop orbitals. Constantly.
I like things short and succinct sometimes....
Not often, but sometimes....
Once you go Black, you just never go back!
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Goric Rumis
Dead Six Initiative Lokun Listamenn
382
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Posted - 2014.03.28 16:08:00 -
[64] - Quote
I'm just going to leave this here. A lot of my ideas about map balance and how it makes play more interesting.
Goric Rumis wrote:The fact that I don't feel utterly hopeless on today's battlefield suggests to me that the vehicle balance, while not as good as some of the outspoken tankers seem to believe, isn't as bad as some players are suggesting.
The main problem is that their domain on the maps needs to be limited. With vehicles dominating open landscapes, more of the installations and null cannon interfaces need to be placed inside facilities where infantry have a chance both to make a stand and to fulfill a purpose beyond playing tag-along with tanks. Vehicles should be supporting infantry, rather than infantry filling in holes where vehicles aren't effective. Most structures are too small, too open, and too simple. With better map design, infantry could dig in for a long siege where having vehicle supremacy would definitely confer an advantage but wouldn't dictate the entire conflict.
Take, for example, the three-tiered in-ground facility with the CRU on the second floor and the null cannon at the bottom. If this were re-designed to put the CRU at the top (within reach of vehicles), a supply depot on the second floor and the null cannon at the bottom, having a vehicle above would enable enemy infantry to capture the top spawn point, even while the defenders are still able to spawn through the null cannon. The supply depot could then be used to refit into AV to push back the tanks and re-capture the topside CRU. In this way a single null cannon is transformed into a three-stage conflict: (1) capture CRU to permit infantry spawn, (2) capture supply depot to cut off AV and secure topside position, and (3) capture null cannon. And this is not one of the largest or most complex facilities.
This is exactly where vehicles need to be: Vehicle superiority is advantageous when it comes to entering into a facility, but once you're there you will still need strong infantry--not just one or two players with the ability to throw grenades into foxholes. This separates the vehicle gameplay from the infantry gameplay to a certain extent, so that vehicles mostly fight one another and infantry mostly fight one another, but the overlap is significant enough that they both impact the ability to win any given match.
Limiting the ability of tanks to engage infantry solves nearly every other problem, and does it without artificially limiting the sandbox: players won't want to play tanks as much because there are a lot of places they can't go; teams with too many vehicles won't be able to take points as easily and will be unable to defend their points if enemy infantry manage to break through; vehicles will still be tough and still serve an important function in the game; and players could still viably do all-vehicle battles (provided the number of vehicles doesn't need to be limited for performance reasons).
AV still requires some buffs to be viable even in this circumstance, but in the current iteration we have to accept that infantry AV today is primarily about pushing vehicles back from a position and less about destroying them. With respect to this, creating tactical positions that are specifically useful for AV to fight vehicles will be important. These tactical positions would generally be elevated, accessible from inside a structure, and provide cover that is occluded against vehicle splash damage. These again increase the variety in gameplay by providing positions that are exposed to infantry but protected from vehicles--a map-based rock-paper-scissors scheme that mitigates AV players' relative weakness against vehicles but still leaves them open to infantry assault.
TL;DR: The maps are too open, so that if vehicles dominate they are able to dominate everything. Re-working maps to limit the ability of tanks to engage infantry solves every other problem, and does it without artificially limiting the sandbox or returning tanks to paper-thin status. Infantry AV still requires buffs that can be made partly through map design, but its role has fundamentally changed from destroying vehicles to routing them.
The ability to drop installations was at one point going to be given to a field commander role who plays the game more as an RTS than as a shooter. I'm not sure whether that role is still planned for the future, and if so, I can't see how it would exist outside of controlled corp matches (e.g., PC). But at least hypothetically they would have designed the game with the expectation that at some point a player would be able to manually drop in an installation.
The Tank Balancing Factor No One Is Discussing
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Soraya Xel
Abandoned Privilege Top Men.
1792
|
Posted - 2014.03.28 16:30:00 -
[65] - Quote
Goric Rumis wrote:The ability to drop installations was at one point going to be given to a field commander role who plays the game more as an RTS than as a shooter. I'm not sure whether that role is still planned for the future, and if so, I can't see how it would exist outside of controlled corp matches (e.g., PC). But at least hypothetically they would have designed the game with the expectation that at some point a player would be able to manually drop in an installation.
They could let people queue with a flag that they're willing to be it, and public matches could pick one. They could gain their war points via orbitals, earned by squads, since then players don't have to jump to the map screen to use orbitals, as well as war points from people using installations they drop.
I'd like to be your CPM1 candidate
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SGTFunyoun THEFIRST
Arachnea Phoenix Battalion
66
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Posted - 2014.03.28 20:16:00 -
[66] - Quote
I just hope they bring installations to the player's use soon. Tired of them getting blown up and not having anymore Or they sit behind a hill and are totally useless.
Never steal SGT Funyoun's Jingle Truck... or I will blow you up in it... and eat your blueberry flavored protobear soul.
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The Black Jackal
The Southern Legion League of Infamy
1099
|
Posted - 2014.04.10 00:58:00 -
[67] - Quote
Been a while, so I'll bump this topic up again.
Once you go Black, you just never go back!
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l3uzzzoff
Commando Perkone Caldari State
0
|
Posted - 2014.04.10 01:37:00 -
[68] - Quote
i only find vehicles being a problem in ambushs. they can be dealt with in domination and skirmish maps are bigger and u have a ncc to spawn from to request a vehicle. y i think they shouldn't allow vehicles in ambush. |
The Black Jackal
The Southern Legion League of Infamy
1099
|
Posted - 2014.04.10 02:07:00 -
[69] - Quote
l3uzzzoff wrote:i only find vehicles being a problem in ambushs. they can be dealt with in domination and skirmish maps are bigger and u have a ncc to spawn from to request a vehicle. y i think they shouldn't allow vehicles in ambush.
While I agree they are a bigger issue in Ambush, the fact that you state "you have an MCC to spawn to request a vehicle" illustrates that the point is valid. Vehicle Vs. Vehicle is currently the only balanced component of Anti=Vehicle (discounting Militia Vehicles which I still maintain should be removed).
Anti-Vehicle shouldn't require an MCC spawn and vehicle call-in to deal with. You should be able to block, impede, disable, and / or destroy vehicles without the aid of another vehicle.
Once you go Black, you just never go back!
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Paul Ellinas
Molon Labe. General Tso's Alliance
54
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Posted - 2014.04.10 02:25:00 -
[70] - Quote
Goric Rumis wrote:I'm just going to leave this here. A lot of my ideas about map balance and how it makes play more interesting. Goric Rumis wrote:The fact that I don't feel utterly hopeless on today's battlefield suggests to me that the vehicle balance, while not as good as some of the outspoken tankers seem to believe, isn't as bad as some players are suggesting.
The main problem is that their domain on the maps needs to be limited. With vehicles dominating open landscapes, more of the installations and null cannon interfaces need to be placed inside facilities where infantry have a chance both to make a stand and to fulfill a purpose beyond playing tag-along with tanks. Vehicles should be supporting infantry, rather than infantry filling in holes where vehicles aren't effective. Most structures are too small, too open, and too simple. With better map design, infantry could dig in for a long siege where having vehicle supremacy would definitely confer an advantage but wouldn't dictate the entire conflict.
Take, for example, the three-tiered in-ground facility with the CRU on the second floor and the null cannon at the bottom. If this were re-designed to put the CRU at the top (within reach of vehicles), a supply depot on the second floor and the null cannon at the bottom, having a vehicle above would enable enemy infantry to capture the top spawn point, even while the defenders are still able to spawn through the null cannon. The supply depot could then be used to refit into AV to push back the tanks and re-capture the topside CRU. In this way a single null cannon is transformed into a three-stage conflict: (1) capture CRU to permit infantry spawn, (2) capture supply depot to cut off AV and secure topside position, and (3) capture null cannon. And this is not one of the largest or most complex facilities.
This is exactly where vehicles need to be: Vehicle superiority is advantageous when it comes to entering into a facility, but once you're there you will still need strong infantry--not just one or two players with the ability to throw grenades into foxholes. This separates the vehicle gameplay from the infantry gameplay to a certain extent, so that vehicles mostly fight one another and infantry mostly fight one another, but the overlap is significant enough that they both impact the ability to win any given match.
Limiting the ability of tanks to engage infantry solves nearly every other problem, and does it without artificially limiting the sandbox: players won't want to play tanks as much because there are a lot of places they can't go; teams with too many vehicles won't be able to take points as easily and will be unable to defend their points if enemy infantry manage to break through; vehicles will still be tough and still serve an important function in the game; and players could still viably do all-vehicle battles (provided the number of vehicles doesn't need to be limited for performance reasons).
AV still requires some buffs to be viable even in this circumstance, but in the current iteration we have to accept that infantry AV today is primarily about pushing vehicles back from a position and less about destroying them. With respect to this, creating tactical positions that are specifically useful for AV to fight vehicles will be important. These tactical positions would generally be elevated, accessible from inside a structure, and provide cover that is occluded against vehicle splash damage. These again increase the variety in gameplay by providing positions that are exposed to infantry but protected from vehicles--a map-based rock-paper-scissors scheme that mitigates AV players' relative weakness against vehicles but still leaves them open to infantry assault.
TL;DR: The maps are too open, so that if vehicles dominate they are able to dominate everything. Re-working maps to limit the ability of tanks to engage infantry solves every other problem, and does it without artificially limiting the sandbox or returning tanks to paper-thin status. Infantry AV still requires buffs that can be made partly through map design, but its role has fundamentally changed from destroying vehicles to routing them. The ability to drop installations was at one point going to be given to a field commander role who plays the game more as an RTS than as a shooter. I'm not sure whether that role is still planned for the future, and if so, I can't see how it would exist outside of controlled corp matches (e.g., PC). But at least hypothetically they would have designed the game with the expectation that at some point a player would be able to manually drop in an installation.
They can give the role to someone with a tablet (iPad etc). Like the BF4,The division and other FPS.
As about the balance Vehicles vs Infantry i believe CCP made a great job with 1.8. Swarms are back but not OP.The forge gun back is a back and need to be fixed soon. And there is the thing how the armor repairs work on vehicles. The vehicle armor repair has no delay and it decimates the income damage.Like armor repair tools and armor repair for infantry before they fixed it. I believe they did it at 1.7. |
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The Black Jackal
The Southern Legion Final Resolution.
1171
|
Posted - 2014.05.22 00:15:00 -
[71] - Quote
Bumping this for serious consideration when designing maps for Legion.
Lest we make the same mistakes in the game we want, as opposed to the game we have.
Once you go Black, you just never go back!
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