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Foehammerr
Turalyon 514 Turalyon Alliance
6
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Posted - 2014.02.26 04:05:00 -
[61] - Quote
True Adamance wrote:Foehammerr wrote:
Me being an Honor Tanker.
**** your honour. That's the **** players in Dark Souls fed themselves to tell them that they were good. Honour is something you confine yourself to. Never impose your honour on others nor use it as a basis of judging a foe, that only makes you look foolish.
I find it interesting that of all the subjects in my lengthy post that is the one thing you choose to comment on.
Rangers Lead The Way!
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Duran Lex
Fraternity of St. Venefice Amarr Empire
538
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Posted - 2014.02.26 04:20:00 -
[62] - Quote
Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close.
It's a good thing those same ships aren't housed with hundreds to thousands of crew members that are doing their part in keeping the entire vessel operational.
Yea, you would feel pretty silly if that were the case.... |
Duran Lex
Fraternity of St. Venefice Amarr Empire
538
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Posted - 2014.02.26 04:24:00 -
[63] - Quote
Godin Thekiller wrote:Takahiro Kashuken wrote:Tebu Gan wrote:
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Name them 1: MLT HAV's and all the active modules and turrets are too similar 2: hardeners are completely broken 3: Slot layout is ****** 4: Gallente HAV's have horrible fitting capabilities 5: handling is ****** 6: they go too fast and the acceleration is too high 7: turrets are either ****** on some/all vehicles (small blasters), or is OP (Large rails/missiles). I could go all day.
And he will ignore you all day whilst retorting with
"You just want to destroy tanks with ARs" |
Foehammerr
Turalyon 514 Turalyon Alliance
6
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Posted - 2014.02.26 04:25:00 -
[64] - Quote
Duran Lex wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. It's a good thing those same ships aren't housed with hundreds to thousands of crew members that are doing their part in keeping the entire vessel operational. Yea, you would feel pretty silly if that were the case....
Well, technically they don't, if your being sarcastic. But Lore-wise that's correct (somewhat.) While regular NPC crewed ships would be like this, a Megathron for example probably only has like 50 crew members if a Capsuleer is at the helm.
Rangers Lead The Way!
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Duran Lex
Fraternity of St. Venefice Amarr Empire
538
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Posted - 2014.02.26 04:29:00 -
[65] - Quote
Foehammerr wrote:Duran Lex wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. It's a good thing those same ships aren't housed with hundreds to thousands of crew members that are doing their part in keeping the entire vessel operational. Yea, you would feel pretty silly if that were the case.... Well, technically they don't, if your being sarcastic. But Lore-wise that's correct (somewhat.) While regular NPC crewed ships would be like this, a Megathron for example probably only has like 50 crew members if a Capsuleer is at the helm.
The explanation of a ship being piloted by a single person is also EVE lore.
Edit - reworded the douche-like nature of my sentence. |
Poonmunch
Sanguis Defense Syndicate
805
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Posted - 2014.02.26 04:39:00 -
[66] - Quote
I think tanks are pretty balanced except for one or two things.
Tanks in this game do not seem to be subject to inertia. They can go from a full stop to full speed instantly. A real tank can go faster than infantry but it needs maybe 10 seconds (or more) to get to full speed. The same argument holds for slowing down.
Tanks should have limited weapon depression.
Tanks are far too cheap.
The real key though is the current state of AV. It should be feared more than it currently is.
Real life AV can hit a tank up to a kilometre away. Swarm Launchers have a maximum lock range of something like 400m. This forces an infantry guy to get suicidally close to a tank to get a good shot. Swarm Launcher range should be bumped up a bit.
Real life AV can kill a tank in one or two shots. Swarm Launchers scratch the paint of tanks and light up the user, so tanks/snipers can kill the user. Swarm Launcher damage needs to be increased.
Munch
Munch for CPM 1 Campaign Headquarters
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Foehammerr
Turalyon 514 Turalyon Alliance
6
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Posted - 2014.02.26 04:40:00 -
[67] - Quote
Duran Lex wrote:Foehammerr wrote:Duran Lex wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. It's a good thing those same ships aren't housed with hundreds to thousands of crew members that are doing their part in keeping the entire vessel operational. Yea, you would feel pretty silly if that were the case.... Well, technically they don't, if your being sarcastic. But Lore-wise that's correct (somewhat.) While regular NPC crewed ships would be like this, a Megathron for example probably only has like 50 crew members if a Capsuleer is at the helm. You do know the explanation of a single person driving the ship is also EVE lore...right?
Well, yes. But being that the two game's lore are deeply interconnected, it wouldn't be unsafe to assume that the same tech that is applied to ships is applied to vehicles. As the Capsuleer uses his pod as a medium for interacting with the ship, controlling the actions of the ship with his mind, should a mercenary not be able to use the implants in his brain and dropsuit as a medium for interacting with the vehicle controlling it with his mind thereby minimizing the required crew to operate it?
Rangers Lead The Way!
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Duran Lex
Fraternity of St. Venefice Amarr Empire
540
|
Posted - 2014.02.26 04:50:00 -
[68] - Quote
Foehammerr wrote:Duran Lex wrote:Foehammerr wrote:Duran Lex wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. It's a good thing those same ships aren't housed with hundreds to thousands of crew members that are doing their part in keeping the entire vessel operational. Yea, you would feel pretty silly if that were the case.... Well, technically they don't, if your being sarcastic. But Lore-wise that's correct (somewhat.) While regular NPC crewed ships would be like this, a Megathron for example probably only has like 50 crew members if a Capsuleer is at the helm. You do know the explanation of a single person driving the ship is also EVE lore...right? Well, yes. But being that the two game's lore are deeply interconnected, it wouldn't be unsafe to assume that the same tech that is applied to ships is applied to vehicles. As the Capsuleer uses his pod as a medium for interacting with the ship, controlling the actions of the ship with his mind, should a mercenary not be able to use the implants in his brain and dropsuit as a medium for interacting with the vehicle controlling it with his mind thereby minimizing the required crew to operate it?
Sure.
But a game needs to balanced first, then lore created afterward. Not the other way around. |
Foehammerr
Turalyon 514 Turalyon Alliance
7
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Posted - 2014.02.26 04:55:00 -
[69] - Quote
Duran Lex wrote:
Sure.
But a game needs to balanced first, then lore created afterward. Not the other way around.
Ironically enough, there already is lore of some of the events that have taken place early on like the Battle for Caldari Prime and early Planetary Conquest and even the PSN Mercenary Pack
http://dust514.wikia.com/wiki/Category:History_and_Lore
Rangers Lead The Way!
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
55
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Posted - 2014.02.26 05:04:00 -
[70] - Quote
Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. Then I should totally be able to fire the gun on my LAV. |
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Duran Lex
Fraternity of St. Venefice Amarr Empire
540
|
Posted - 2014.02.26 05:07:00 -
[71] - Quote
Foehammerr wrote:Duran Lex wrote:
Sure.
But a game needs to balanced first, then lore created afterward. Not the other way around.
Ironically enough, there already is lore of some of the events that have taken place early on like the Battle for Caldari Prime and early Planetary Conquest and even the PSN Mercenary Pack http://dust514.wikia.com/wiki/Category:History_and_Lore
Unless you are trying to say EVE created that lore before said events happened, I'm not sure how it relates to our discussion.
As for the merc pack, i also do not see how that lore has any correlation on balance within the game. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
367
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Posted - 2014.02.26 05:10:00 -
[72] - Quote
Tebu Gan wrote:Real life tanksSo was reading through that, that somebody posted on another post. Rather interesting, and I think we could take a lesson from RL tanks when it comes to balancing. "Originally they were designed to assist infantry. They still do, and quite well I might add. There are several problems with this however. Unlike infantry they cannot sneak up on you. They are often restricted to what terrain they can travel through."(Right now, tanks easily sneak up on ya. It's nearly impossible to tell directionally where a tank is, just that you know it's in the general area around you, same with dropships.) "Now the best way to kill a tank is to use another tank."(True of tanks now) "Tanks can move faster than an infantryman, about five hundred meters a minute." (And infantry want to keep up with tanks?) "Infantry are the nemesis of tanks and there is a love/hate relationship. Tanks hate infantry and infantry hate tanks, yet when the two are on the same side they love each other." (How fing true is this in relation to dust! ) "Tanks destroy targets that are too tough for most infantry and infantry keep the tanks safe from other infantry."(Perhaps tanks need an actual purpose on the battlefield. Like breaking down a gate, to allow infantry easier/ more access points to an objective.) "Attacking is what tanks are primarily designed for. Their frontal armor is thickest and their weapons point forward of their main gun. Anything in front of a tank is going to get hurt and is unlikely to hurt the tank in return." (Imagine that, our tanks are just like this!) "The sides, rear, top and bottom of a tank are another story completely. Although they are usually well armored the armor is not nearly as thick as the front. That is why infantry like to attack tanks from nearly any direction but the front (plus tanks have no qualms about running over infantry if they can't shoot them up infantry know this)."
(IE we need the ability to run people over) (Infantry at one time had now qualms attacking from any angle.) "Because large viewports would make the tank vulnerable to rockets and enemy cannon, the viewports have to be small. This means that when the crew is hiding behind the armor they can't see very well. In fact if an infantryman can get within ten meters of a Soviet built tank then the tanker cannot see him unless he sticks his head out. Also to minimize the weakpoints in the armor the main guns are limited in how high and low they can elevate. This means that if an infantryman can get within twenty feet of the tank, the tanker can't shoot him with any of the tank weapons. The tanker can still try to run over the poor guy though and tanks can move fast.
This is why tanks need infantry. Enemy infantrymen to the rear or flanks of a tank can be a major threat. If the tank has infantry to keep off pesky enemy infantry the tank becomes a true terror. Infantry can shoot at enemy infantry on or near friendly tanks without fear because tanks are bullet proof in the truest sense of the word. Enemy infantry are not."As far as balance is concerned, changing gun depression so that it's impossible to hit any infantry within 10M isn't a bad idea. (Currently, this is true only of the madrudger, turret depression allows them to shoot infantry right next to their tanks.) But that's something I've noticed with the new build, infantry used to BE the tanks. They were fearless when it came to tanks, hardly giving a second thought to the tank in front of them. Now though, the things described in these quotes are coming true. Infantry are no longer headstrong and fearless against tanks, and have had to adapt and change tactics to ones similar to dealing with RL tanks. I think we could take a lesson though from how RL works when it comes to infantry and tank interaction. I dont think rl has **** to do with our fake space man game, thqt being said one correction, the best way to kill a tank is not another tank, its with an AH 64 McDonald Douglas Apache Helicopter, thats what they were made for. Huuuuurrrrrrrrrrahhhhhhhhhh
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Foehammerr
Turalyon 514 Turalyon Alliance
7
|
Posted - 2014.02.26 05:11:00 -
[73] - Quote
Duran Lex wrote:Foehammerr wrote:Duran Lex wrote:
Sure.
But a game needs to balanced first, then lore created afterward. Not the other way around.
Ironically enough, there already is lore of some of the events that have taken place early on like the Battle for Caldari Prime and early Planetary Conquest and even the PSN Mercenary Pack http://dust514.wikia.com/wiki/Category:History_and_Lore Unless you are trying to say EVE created that lore before said events happened, I'm not sure how it relates to our discussion. As for the merc pack, i also do not see how that lore has any correlation on balance within the game. Edit - Or were you just randomly mentioning the lore existed? If so the "irony" part threw me off greatly.
It doesnt. I accidentallied a tangent. Back on topic, Rail turrets need a mild-moderate nerf. Its near-impossible to out tank a rail gun.
Rangers Lead The Way!
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Bethhy
Ancient Exiles. Renegade Alliance
1369
|
Posted - 2014.02.26 05:15:00 -
[74] - Quote
No tank operates in Real life with just one operator...
You need a gunner to operate the turret along with someone to drive the tank.
MAV's should be introduced into DUST that a singular mercenary could drive with limited strength that 1-2 infantry could compete with.
The HAV's should need a Driver to "Drive" the tank and gets the small front turret position... And an Actual "Gunner" that operates the main turret of the HAV.... With all the glory and strength potential tanks have now.
Will it be hard to get the team work down to max out the potential of the HAV? hell yea... But Imagine being able to evade drive.. while the gunner is fighting the target behind you... The potential is amazing.. With good team work.
HAV's will always be a force multiplier problem in DUST. The fact that one person can call in a mechanized unit and increase their battlefield potential by 300% can never be balanced unless it requires more then 1 Mercenary to utilize that potential. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
540
|
Posted - 2014.02.26 05:26:00 -
[75] - Quote
Bethhy wrote:No tank operates in Real life with just one operator...
You need a gunner to operate the turret along with someone to drive the tank.
MAV's should be introduced into DUST that a singular mercenary could drive with limited strength that 1-2 infantry could compete with.
The HAV's should need a Driver to "Drive" the tank and gets the small front turret position... And an Actual "Gunner" that operates the main turret of the HAV.... With all the glory and strength potential tanks have now.
Will it be hard to get the team work down to max out the potential of the HAV? hell yea... But Imagine being able to evade drive.. while the gunner is fighting the target behind you... The potential is amazing.. With good team work.
HAV's will always be a force multiplier problem in DUST. The fact that one person can call in a mechanized unit and increase their battlefield potential by 300% can never be balanced unless it requires more then 1 Mercenary to utilize that potential.
I'd rather have the HAV's main turrets to only be effective against vehicles, unless it opted to provide passenger turrets that could kill infantry. If a single tank is rolling around taking out vehicles whilst it's two passengers work over the infantry...taking 3 AV to take out that HAV is perfectly balanced.
Let the MAV be the infantry dominate vehicle that also can be taken out by other, just as skilled and SP sinked AV infantry.
It keeps the rock/paper/scissor scenario in check.
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Alena Ventrallis
The Neutral Zone
765
|
Posted - 2014.02.26 06:03:00 -
[76] - Quote
Ran with two missile turrets on my railgun a few matches. Felt like it should be. My railgun sucks against infantry and wrecks vehicles. My turrets ate up infantry, and supplemented me against vehicles. Took three tanks and a forge gunner to down me. That's how it should be.
Best PVE idea I've seen.
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Spkr4theDead
Red Star. EoN.
1880
|
Posted - 2014.02.26 06:57:00 -
[77] - Quote
Tebu Gan wrote:Dovallis Martan JenusKoll wrote:Zahle Undt wrote:Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close. No kidding really!? Hey its tankers that continually say it should take multiple AVers to take them out which is just as silly am argument. Also as the OP pointed out tanks should be feared but also have to fear being flanked by infantry or infantry getting close enough to sticky bomb them all Saving Private Ryan style. Right now our triple hardener stacked tanks have virtually no weaknesses to infantry and that is the problem. When tanks can willingly reduce the number of engaged hostile AV users to only 1 at a time, then you might have a point. You don't have a point, and sound quite absurd because of the fact that tanks will always be engaged by multiple people at once. Just being in a tank already causes the attention of every player within a 100 meter radius to look in your direction. In other words, 1v1 is impossible unless the infantry being targeted is running alone for some unknown reason. Once spotted, the only way for a tank to lose the attention of a combatant is to speed away. Dropsuits on the other hand can sneak around, or simply run straight up to an enemy and engage 1v1 whenever they feel like it. Albeit a quick blurb over comms can quickly end the 1v1, but it is possible for infantry to get such a situation, and then retreat by cover and loose any pursuant. Also, I hear a lot of people rant and rave over "triple hardeners" when most fits cannot afford more than 2, only a shield tank might have three, but the limit of hardeners is 2 per health type due to slot and stat constraints. Can you detail the slot uses of these "Triple hardeners"? Nobody uses triple hardeners. I've tried them, and typically I'm better off using the last slot for a damage mod, or nitro. Triple hardened tanks are myths. You obviously don't tank.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1880
|
Posted - 2014.02.26 06:58:00 -
[78] - Quote
Alena Ventrallis wrote:Make large turrets suck against infantry. Make small turrets better at killing infantry. Most importantly, release more vehicles so large turrets have more to shoot at.
Then you're gonna have to lose something.
AV grenade variants?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1880
|
Posted - 2014.02.26 07:06:00 -
[79] - Quote
Skihids wrote:I'm complaining about ambush because that all I play, because I have ADD and can't pay attention to objectives
Infantry complained about tanks, CCP listened, and they reworked everything.
They're going to work on roles.
You just wanted it to be done in one sweep. Well, guess what, that's not going to happen. They're not on a 3, 6, or 12 month plan. They're thinking multiple years down the line, to have such and such a thing ready to go by X / X / 2017.
Remember that one awesome video, that showed ISK prices of everything, where a massive ground installation vaporized an EVE ship? When do you think that's going to come out? Summer this year? Winter? Spring of 2015? No, that's years down the line, when the EVE / Dust link has been matured to a stable enough state.
CCP still needs to put out the STD Minmatar and Ammar hulls, plus their respective turrets. But, I bet that behind the scenes, they'll be looking at those, plus the Gallente and Caldari hulls, and figuring out what their specialized roles on the battlefield will be.
The Enforcers were terrible. Few were willing to invest an obscene amount of SP for a hull with what were basically MLT stats. The Vayu had a blaster bonus, and the Falchion had a missile bonus. Problem was, missiles were still terrible, so it was next to useless. The Vayu wasn't bad, but once a rail saw one, the Vayu was useless.
Stop complaining about the timeline you gave CCP without telling them, with the stuff that you want, still without telling them, that affects a smaller segment of the game population that you're not a part of.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1880
|
Posted - 2014.02.26 07:07:00 -
[80] - Quote
Alena Ventrallis wrote:Ran with two missile turrets on my railgun a few matches. Felt like it should be. My railgun sucks against infantry and wrecks vehicles. My turrets ate up infantry, and supplemented me against vehicles. Took three tanks and a forge gunner to down me. That's how it should be. If you can't use a rail against infantry, you haven't been using it long enough.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Alena Ventrallis
The Neutral Zone
766
|
Posted - 2014.02.26 08:12:00 -
[81] - Quote
Bethhy wrote:No tank operates in Real life with just one operator... You need a gunner to operate the turret along with someone to drive the tank. Even more IRL Quote:talking about American Tanks, there are 4 people. Loader, driver, gunner and commander. Russian tanks only have three men; gunner, commander and driver. They have an auto loader. Many American tanks in WW2 had 5, including a radio specialist MAV's should be introduced into DUST that a singular mercenary could drive with limited strength that 1-2 infantry could compete with. The HAV's should need a Driver to "Drive" the tank and gets the small front turret position... And an Actual "Gunner" that operates the main turret of the HAV.... With all the glory and strength potential tanks have now. Will it be hard to get the team work down to max out the potential of the HAV? hell yea... But Imagine being able to evade drive.. while the gunner is fighting the target behind you... The potential is amazing.. With good team work. HAV's will always be a force multiplier problem in DUST. The fact that one person can call in a mechanized unit and increase their battlefield potential by 300% can never be balanced unless it requires more then 1 Mercenary to utilize that potential. Instead, make large turrets awful for fighting infantry. I want control of my large turret, but I want my infantry capabilities to come from my small turrets.
If large blasters weren't so good at killing infantry, a lot of the QQ would go away.
Best PVE idea I've seen.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
182
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Posted - 2014.02.26 08:22:00 -
[82] - Quote
If you guys want tanks main weapons to be mainly AV, what we need for tanks is an actual purpose beyond infantry killing, you know stuff like blowing up walls to let infantry clear out fortified buildings, breaching barricades/infantry chokepoints and destroying / taking out strategic targets and having cannons with actual explosions with actual splash and able to penetrate 1mm thick steel, you know, the kind of stuff that a game I wont name lets us do. Currently these large blasters can penetrate 240mm thick armor, but when it comes to 1mm thick railings it's a no can do.
R.I.P. Pre-1.7 tanks, you will be missed.
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Korvin Lomont
United Pwnage Service RISE of LEGION
619
|
Posted - 2014.02.26 10:47:00 -
[83] - Quote
Flix Keptick wrote:To the people saying "irl it takes a crew to drive a tank" well guess what! A single person can control a 16km long ship in the eve universe!!! How cool is that? It's also called computer assisted controls :D
To op: It's the madrugar that has the insane gun depression. Gunnlogi can't shoot infantry that get too close.
You do know that even EVE ships have large crews of normal human beeings? Its just capsuleers don't really care for mortal life...thats the reason the Crew does not matter for EVE... |
Korvin Lomont
United Pwnage Service RISE of LEGION
620
|
Posted - 2014.02.26 10:54:00 -
[84] - Quote
Tebu Gan wrote:Pisidon Gmen wrote:what i havent seen is in real life it only takes 1 hit to kill a tank most times if you were to relate dust tanks to real life tanks which is the A1 Abrams? which is a sherman? http://en.wikipedia.org/wiki/Tankgo read up on real tanks and how they are used in a real battle However, as effective and advanced as armour plating has become, tank survivability against newer-generation tandem-warhead anti-tank missiles is a concern for military planners.[54] For example, the RPG-29 from 1980s is able to penetrate the frontal hull armour of the Challenger II[55][56] and also managed to damage a M1 Abrams.[57] so tell me why the av in dust is so far behind the tanks? For the sake of balance, a bit of realism must be excluded. What I point to though, is that we can take something from how tanks operate in the real world and apply it to our tanks. Like the point that tanks are not focused on killing infantry, but rather bigger stuff. Or how gimped a tank is in an urban enviroment, or how effective infantry can be against said tank. In the game, if you want something to be one shot, you yourself must be one shot, for the sake of balance. In the real world, it's about stacking the odds in your favor, and creating an unbalnced enviroment that you may use .
Sooo you are basicly saying that HAVs should be one shooted by Infantry? Becasue HAVS can oneshot all infantry .
Ok seriously I am fine with strong HAVs as long as they are AV or Anti Installations tools. Nearly invincible Anti Infantry tanks are just a bad thing balancing wise...
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Takahiro Kashuken
Red Star. EoN.
2718
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Posted - 2014.02.26 11:25:00 -
[85] - Quote
Benjamin Ciscko wrote:Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver But I need that window so I can reach out and hack objectives within my tank.
Ask for a small robotic arm which can hack things for you
It would go in the front turret slot and has a special ability of being able to pick ppl up and smash them on the ground or slap em around a bit
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2718
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Posted - 2014.02.26 11:27:00 -
[86] - Quote
Scheneighnay McBob wrote:Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver It's not like we can magically teleport inside vehicles. If we could, we would teleport into turret installations and CRUs, too.
We already teleport out of CRU and objectives and they dont have a door, its even worse we materalize out of thin air
At least when i get in my tank im already there after being made in the MCC out of thin air
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2718
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Posted - 2014.02.26 11:28:00 -
[87] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Scheneighnay McBob wrote:That last part gives me an idea.
Slow down the acceleration for HAVs, and don't let blasters aim quite as low as they can now. On top of that, give us some way to drag the driver out once we're touching the HAV.
Let them stay death machines, but this would force them to rely on infantry and gunners to protect them from infantry. AV weaponry could be given some different aspects along with this, but I don't have a clear idea as to what yet. loldrag the driver out Next you will be asking for a window for the driver The ignorance and irony in this post is so god damn hilarious You know lets ignore the view ports in real tanks since hey future tanks probably have cameras for visibility But hey, why dont our flux grenades screw up those cameras, just makes sense doesnt it and why should we be able to drag a scrubby little tank driver out and kill him, I mean those hatches have to be locked right Oh wait, you mean to tell me that all of our suits come equipped with the gear we need to hack turrets, null cannons, and CRU's so a piddly little lock would get hacked just as easily Man, countering your arguments and attempts at sarcasm with my own is as easy as teasing a cat with a laser pointer and Im not even a very witty guy
Flux effects shields and we dont have doors let alone locks which still dont exist
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2718
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Posted - 2014.02.26 11:43:00 -
[88] - Quote
Godin Thekiller wrote:Takahiro Kashuken wrote:Tebu Gan wrote:
Because there are certain aspects of tanking that are currently unbalanced and broken. Why won't you admit that? It's the stone cold truth man.
Name them 1: MLT HAV's and all the active modules and turrets are too similar 2: hardeners are completely broken 3: Slot layout is ****** 4: Gallente HAV's have horrible fitting capabilities 5: handling is ****** 6: they go too fast and the acceleration is too high 7: turrets are either ****** on some/all vehicles (small blasters), or is OP (Large rails/missiles). I could go all day.
1. True - Should be a difference between basic/adv/proto mods, they did it with the nitros
2. No - They offer a % of resistance and do what they need to do, as for 3 hardener Gunlogi they may perma harden but cant fit scanners/dmg/nitro/boosters/extenders, that fit is generally the anti infantry fit but if another tank comes out to play it can wreck its **** and if you get 1 FG it will hit through the hardener and stop regen
3. MLT have a 2/2, maybe it should be 2/1 with the 2 slots for the main tank, leave STD at 3/2, adv and proto we need which i could see being 4/2 and 5/3, maybe a 4/4 if they keep with Amarr being omni like with the suits so far
4. Less CPU - Doesnt help that we lost 5% per level CPU/PG for the electronics/engineering skills yet infantry still get them, we dont even have the 5% per level for shield and armor HP anymore which infantry still have. As for the Maddy the Federation version makes it hard to fit stuff due to 2 madatory turrets on it, even then take off the turrets and you are stil struggling to fit various things on it. With my Gunlogi i can put on all proto, my maddy cant tho - Needs a CPU buff
5. Gunlogi handling is fine, Maddy on the other hand is ****, turns too slow but i think its more of a character trait. DS3 control seems terrible still
6. Modern tank can go 50mph, maybe they are going to add in webs of somekind
7. Blasters have always had terrible hit detection on vehicles, small suffer still but pre 1.7 large blasters also had terrible hit detection and i used to get alot of shield flare and no dmg, now large blasters work and i get alot less shield flare maybe thats why its OP it finally go fixed. Large missiles OP you must be joking? they barely kill infantry because no splash and need a direct hit which frankly is luck and the missiles disperse in various directions after 100m which being good at taking out armor tanks but full auto is glitched and generally is only fitted on the Gunlogi so its got crap gun depression and is situational as a result. Rails are good at there job, long distance high alpha, as for CQC if i have room i can outmanouver them due to a terrible turning speed but the skill doesnt work anyways even tho i have level 3, redline rails is a problem because of the redline, move both spawns back 1000m and the problem disappears because they have to come out of the redline but rails themselves are working fine for me and do what they should
Please go on
Intelligence is OP
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
630
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Posted - 2014.02.26 13:14:00 -
[89] - Quote
Rinzler XVIII wrote:
Yeah it was me who found that Tank information and posted it
But you've missed some key points
On that other thread i referred to a quote that a Tanks main turrets are primarily Anti Vehicle and very rarely if ever are they fitted with an anti infantry weapon, they sometimes have side guns that provide some form of anti infantry but the main turret is pretty much designed to take down other Tanks .. Large Blaster Turrets are what causes the major unbalance between Tanks and infantry .. to gain some anti infantry capabilities Tanks should have to fit a side gun and have a gunner
I also referred to a quote about 1 Tank alone v a group of infantry is a sitting duck as the infantry can get behind it and surround it and use things like molotov cocktails/grenades on the top of the tank to kill the people manning it or blow it's engine up, they can also attack the tracks to stop to moving .. we have none of this in dust and 1 Tank can pop hardeners on and drive into the middle of infantry and kill them with impunity
Really infantry need things like Electric Shock grenades that render a vehicles electronics (modules) unusable and stop it being able to move .. think of a sticky grenade that would require the tanker/his crew to get out of the tank to remove it before its modules would begin to work again .. infantry would have to get really close to attach it but in CQC infantry should be able to do things like this v Tanks
Personally I don't think a Tank should be used to kill infantry with its main turret as a primary role .. that is what APC/MAVs are for .. infantry carriers with light weaponry to kill enemy infantry ..
You did post this in another of my threads!
But I think I did get the point! I agree with you wholeheartedly and have been pushing for changes to the blaster turret, as it is the main source of hate.
The thing is, if a tank doesn't kill infantry, what exactly is it's purpose? Not much else for a tank to do, aside from killing other tanks. But if a tank isn't a threat to infantry, what would be the need for tanks? Why call out a tank other than nostalgic purposes. Aren't we trying to capture points or something!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
630
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Posted - 2014.02.26 13:17:00 -
[90] - Quote
Korvin Lomont wrote:Tebu Gan wrote:Pisidon Gmen wrote:what i havent seen is in real life it only takes 1 hit to kill a tank most times if you were to relate dust tanks to real life tanks which is the A1 Abrams? which is a sherman? http://en.wikipedia.org/wiki/Tankgo read up on real tanks and how they are used in a real battle However, as effective and advanced as armour plating has become, tank survivability against newer-generation tandem-warhead anti-tank missiles is a concern for military planners.[54] For example, the RPG-29 from 1980s is able to penetrate the frontal hull armour of the Challenger II[55][56] and also managed to damage a M1 Abrams.[57] so tell me why the av in dust is so far behind the tanks? For the sake of balance, a bit of realism must be excluded. What I point to though, is that we can take something from how tanks operate in the real world and apply it to our tanks. Like the point that tanks are not focused on killing infantry, but rather bigger stuff. Or how gimped a tank is in an urban enviroment, or how effective infantry can be against said tank. In the game, if you want something to be one shot, you yourself must be one shot, for the sake of balance. In the real world, it's about stacking the odds in your favor, and creating an unbalnced enviroment that you may use . Sooo you are basicly saying that HAVs should be one shooted by Infantry? Becasue HAVS can oneshot all infantry . Ok seriously I am fine with strong HAVs as long as they are AV or Anti Installations tools. Nearly invincible Anti Infantry tanks are just a bad thing balancing wise...
Actually, that's exactly what I was saying. Balance is balance.
Tanks - Balancing Turrets
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