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Scheneighnay McBob
Learning Coalition College
4144
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Posted - 2014.02.26 00:02:00 -
[1] - Quote
Over the entirety of my time playing Dust, HAVs were ALWAYS broken.
However, it wasn't always the same problem. HAVs have been broken in several different ways, which we need to remember and avoid.
The first HAV issue I encountered on Dust was that HAVs were very expensive and difficult to skill into, but very difficult to destroy The issue with this was that tanking was for the elite vets only; AVers couldn't take them down, noobs couldn't skill into or afford a decent HAV, and only another vet could afford the means to take one down (another HAV)
Later, they were easier to skill into, reasonably easy for AV to destroy them, but expensive. The problem with this is that nobody really used HAVs except pubstompers. The reason behind this being that any AV coordination (or proto AV) could set you back hundreds of thousands of ISK just by destroying one fit. On top of that, AVers didn't get much as far as WPs (Vehicles were rare), so it was a lose-lose situation.
Currently, the problem is that HAVs are relatively cheap, but very difficult for anything but another HAV to destroy (well, if they have hardeners) It's incredibly easy for a tanker to make a profit (they've always been WP cows), and now they don't really have to worry about losing much.
The goal we should all be aiming towards as far as balance is an HAV that is both easy to destroy AND won't burn a hole in your pocket if you lose one.
If HAVs are cheap and easy to destroy:
- Noobs can get into them
- It's viable to be a full-time tanker because of cost
- It's viable to be a full-time AVer because there are plenty of targets
- The average infantry aren't completely screwed over, because AVers will do population control
- AVers will make for easy targets, encouraging snipers to aim for them. If snipers kill AVers, they're actually contributing to their team
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4144
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Posted - 2014.02.26 00:12:00 -
[2] - Quote
True Adamance wrote:I'd rather HAV, top tier ground units be difficult to skill into properly.
I miss the thrill of a Sagaris kill as 2-3 players were desperatedly trying to gun it down........... That was absolutely ********
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4144
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Posted - 2014.02.26 00:15:00 -
[3] - Quote
Sam Tektzby wrote:Slow them - They are not tanks, but basicaly heavy armored formula 1. Give them a proper role - Driving around for kills, its too dumb. Make them squad based vehicle - Driver, Shooter Buff light infantry AA - Make rocketpropelled nades faster.
Slowing them- acceleration, yes; top speed, no. We don't want it to take them a half hour to get anywhere once the maps expand. A role- right now they're area-denial for open (tank-accessible) areas. Squad based- I agree, but this had been suggested for as long as I can remember; CCP seems hellbent on keeping them solo AV buff- http://i2.wp.com/allthingsd.com/files/2012/02/YOU_DONT_SAY.png But still, remember that we don't want AV insta-popping the other vehicles either.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4145
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Posted - 2014.02.26 00:57:00 -
[4] - Quote
True Adamance wrote:Scheneighnay McBob wrote:True Adamance wrote:I'd rather HAV, top tier ground units be difficult to skill into properly.
I miss the thrill of a Sagaris kill as 2-3 players were desperatedly trying to gun it down........... That was absolutely ******** Is that a good or bad thing.... I just remember the kill being so sweet, so much work for 1 million + ISK kill...and to me back then as a newbie it was amazing. I'd rather HAV keep durability, loose some speed, keep their firepower....although in a more Anti Vehicle kind of way, and require gunners and infantry to protect them from enemy infantry. In a bad way- a basic frame type (that's essentially what HAVs are) should NEVER be vet-exclusive. And especially not that tough.
Forgot to mention this, but a high price essentially breaks the game. Everything, no matter how expensive, is meant to be killable If something is killable, it can be killed at any battle The old HAVs could never be replaced on the profits of a single battle If you lost one every battle, you would go bankrupt Trying to balance things so that you only run into something that can kill you every x battles is too much of a gamble on the player-base
It's far more simple just to make them killable and replaceable. The best HAV fit should be expected to get destroyed once every battle, and should be cheap enough for 1 per battle to be replaced.
If cutting costs means cutting teirs, I'm all for it. Standard vehicles shouldn't be able to fit prototype turrets anyway.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4146
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Posted - 2014.02.26 01:03:00 -
[5] - Quote
True Adamance wrote:Scheneighnay McBob wrote:True Adamance wrote:Scheneighnay McBob wrote:True Adamance wrote:I'd rather HAV, top tier ground units be difficult to skill into properly.
I miss the thrill of a Sagaris kill as 2-3 players were desperatedly trying to gun it down........... That was absolutely ******** Is that a good or bad thing.... I just remember the kill being so sweet, so much work for 1 million + ISK kill...and to me back then as a newbie it was amazing. I'd rather HAV keep durability, loose some speed, keep their firepower....although in a more Anti Vehicle kind of way, and require gunners and infantry to protect them from enemy infantry. In a bad way- a basic frame type (that's essentially what HAVs are) should NEVER be vet-exclusive. And especially not that tough. Forgot to mention this, but a high price essentially breaks the game. Everything, no matter how expensive, is meant to be killable If something is killable, it can be killed at any battle The old HAVs could never be replaced on the profits of a single battle If you lost one every battle, you would go bankrupt Trying to balance things so that you only run into something that can kill you every x battles is too much of a gamble on the player-base It's far more simple just to make them killable and replaceable. The best HAV fit should be expected to get destroyed once every battle, and should be cheap enough for 1 per battle to be replaced. If cutting costs means cutting teirs, I'm all for it. Standard vehicles shouldn't be able to fit prototype turrets anyway. Agreed. But I want to feel like the SP I put into my machine is worth it....currently I can do as well as a STD HAV with a MLT variant......I barely even notice the difference. That's why we need to start getting higher tech levels involved.
We've seen marauders, enforcers, and black ops HAVs in the past. I don't see why we can't have all 3 back at once.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4147
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Posted - 2014.02.26 01:11:00 -
[6] - Quote
Obodiah Garro wrote:Scheneighnay McBob wrote: Forgot to mention this, but a high price essentially breaks the game. Everything, no matter how expensive, is meant to be killable If something is killable, it can be killed at any battle The old HAVs could never be replaced on the profits of a single battle If you lost one every battle, you would go bankrupt Trying to balance things so that you only run into something that can kill you every x battles is too much of a gamble on the player-base
In that respect then HAV are already sitting pretty sweet, a well fit STD costs more than what can be earned in a reasonably good game, unkillable HAV do exist though, dual rep high skilled maddys The problem with HAV I believe is the swarm launcher is useless unless your in a pair and you got high prociency and your feeling quite dangerous, or your highly skilled with a forge gun and you have a great overlook position. The rabble on the forums cant accept thats what it takes to compete with top tankers, and I for one think the swarm launcher needs 300m-400m lock range back anyway. Also if the HAV gets nerfed again at this point outside of skills its just going to unnecessarily **** a lot of people off. The rabble on the forums also doesn't understand how key hardeners and speed mods are in making a viable vehicle fit.
HAVs and ADSes are probably easily killable, unless they have hardeners, nitrous, or afterburners going. I would like to see how balanced everything would get if those were temporarily removed or nerfed.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4148
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Posted - 2014.02.26 01:26:00 -
[7] - Quote
Talos Alomar wrote:I'd say an AV buff would be a good thing. FGs should be able to pop a MLT tank.
Right now my soma (decked out with BPO mods too) is really only killed by unmanned turrets... Once again, there's still the issue of AV insta-popping the rest of the current vehicles.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4148
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Posted - 2014.02.26 01:39:00 -
[8] - Quote
Alaika Arbosa wrote:Tupni wrote:No.
De-nerf AV range, double or triple the ISK cost of tanks/tank accessories, make AV also AP (anti personnel, IE make swarms more than just a pathetic situational weapon or at least make them USEFUL and CAPABLE OF DESTROYING THE THINGS THEY'RE ALLEGEDLY MADE TO DESTROY, same with AV grenades why wouldn't they blow up on personnel? Even with a damage nerf just have them make more SENSE), no less than TRIPLE the WP reward for a tank destruction, at least double general vehicle destructions, don't make dropships immortal flying boxes, GIVE US THE DAMN INSTALLATION TURRETS CCP, block instantaneous stealth recall of vehicles because that's such bullshit that you can get a tank within an inch of its life just to have it magic itself away. Nerfing aiming mobility and speed might not be a bad idea for tanks either, the things are like jackrabbits right now, but I not too much.
Piloting a tank SHOULD take SKILL, SCALE IN TERMS OF MONETARY COST and be a CHALLENGE to kill, but also killing it should be FAIRLY REWARDED and ENCOURAGED with FAIR EQUIPMENT. Why not have all of the homing/locking things be linked to Sig Profile? Things with small profiles like infantry should be able to easily break LOS in time to avoid the Swarm lock, slower things (or things with large profiles like Heavies/Vehicles) would have a rougher time of it though it would still be possible. Connect homing distances/lock times to Sig Profiles, with a high enough Sig Profile, AV grenades would home in on dropsuits (same with Prox Mines). I still don't understand why it wasn't set up like this for locks. I believe what they're talking about is lack of swarm dumbfire, and how AV grenades only explode on contact with vehicles.
Everyone who was around for dumbfire swarms is probably still afraid of suicide-swarms
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4148
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Posted - 2014.02.26 01:54:00 -
[9] - Quote
Talos Alomar wrote:Scheneighnay McBob wrote: I believe what they're talking about is lack of swarm dumbfire, and how AV grenades only explode on contact with vehicles.
Everyone who was around for dumbfire swarms is probably still afraid of suicide-swarms
ugh, don't remind me. Those were some dark days. Remember the 'invalid fitting' error? Forgot about that damn thing until now.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4148
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Posted - 2014.02.26 02:04:00 -
[10] - Quote
Dovallis Martan JenusKoll wrote:Talos Alomar wrote:Scheneighnay McBob wrote: I believe what they're talking about is lack of swarm dumbfire, and how AV grenades only explode on contact with vehicles.
Everyone who was around for dumbfire swarms is probably still afraid of suicide-swarms
ugh, don't remind me. Those were some dark days. Remember the 'invalid fitting' error? No... but I do remember the RDV bringing "FREE TANKS FOR EVERYONE!!!" and a pile of about 20 tanks just spawning at the start base. *sigh* Never saw it, but I imagine that would be a massive bomb just waiting to explode on the spawn
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4151
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Posted - 2014.02.26 03:04:00 -
[11] - Quote
Supernus Gigas wrote:Sam Tektzby wrote: Make them squad based vehicle - Driver, Shooter
This is a terrible idea for a couple reasons. First: It completely alienates lone-wolf players. Second: Communication, not everyone has a mic. You can't tell me that one person can drive and one person can man the main turret effectively without verbal communication between them. So it also alienates those without a mic. The rest of the vehicles already alienate lone players. Why should HAVs be any different.
We're waiting on fighters, you guys can wait on MTACs
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4158
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Posted - 2014.02.28 22:59:00 -
[12] - Quote
Skihids wrote:HAVs need a purpose is what they need.
They need a role of their own, not to compete with infantry to slay infantry one at a time. As long as they compete directly with infantry they will need to be just as vulnerable.
Give them a different role and they can be much more. They actually do have a pretty clear goal right now.
However, not only are they too effective at this, but infantry thinks that's their role.
HAVs are area-denial for open areas. Infantry are supposed to go where you can't drive.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4160
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Posted - 2014.02.28 23:46:00 -
[13] - Quote
Godin Thekiller wrote:Delta 749 wrote:Obodiah Garro wrote:Namely because in the Eve universe, a clone is able to handle the operation of a moon sized star ship which normally would take hundreds of thousands of people to man.
Yea swing around the lore on how 1 clone cant handle a vehicle.
Also LAVs were designed for multiple users, same with DS, who actually knows what the insides of a HAV look like? Ok heres one lore based reason Those are capsuleers piloting those ships and even then the capsule just cuts down on the people required to operate the ship rather than eliminating a crew altogether aside from the smaller ships Remember boys and girls, when you want to use lore to defend an ass backward position get the lore right and dont forget that dust mercs =/= capsuleers Most frigates and destroyers have no/little crew (some cruisers even, and if you're a good enough Cap', even the larger ships can have no crew). Also, since how it is designed, they probably use something kin to a pod (that explains how we got camera drone vision that's looks like actual sight). Yes, you should get lore right, but not just bits and pieces. I doubt HAVs have pods. It doesn't even make sense why we just vanish into them without so much as an opening.
Do we disappear into turret installations? No Can we hide inside CRUs? No
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4163
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Posted - 2014.03.01 00:08:00 -
[14] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote:Godin Thekiller wrote:Delta 749 wrote:Obodiah Garro wrote:Namely because in the Eve universe, a clone is able to handle the operation of a moon sized star ship which normally would take hundreds of thousands of people to man.
Yea swing around the lore on how 1 clone cant handle a vehicle.
Also LAVs were designed for multiple users, same with DS, who actually knows what the insides of a HAV look like? Ok heres one lore based reason Those are capsuleers piloting those ships and even then the capsule just cuts down on the people required to operate the ship rather than eliminating a crew altogether aside from the smaller ships Remember boys and girls, when you want to use lore to defend an ass backward position get the lore right and dont forget that dust mercs =/= capsuleers Most frigates and destroyers have no/little crew (some cruisers even, and if you're a good enough Cap', even the larger ships can have no crew). Also, since how it is designed, they probably use something kin to a pod (that explains how we got camera drone vision that's looks like actual sight). Yes, you should get lore right, but not just bits and pieces. I doubt HAVs have pods. It doesn't even make sense why we just vanish into them without so much as an opening. Do we disappear into turret installations? No Can we hide inside CRUs? No Then explain how we vanish into LAV's and DS's (which probably has a pod for the pilot as well). It makes perfect sense. Especially if the pilot suit was required to pilot vehicles (probably will be that way once the pilot suits come based on its description, if they do come.) Anyways, if I remember correctly, you used to sit inside large turret installations, and CRU's you are supposed to walk out of them. So both times you're wrong lol. LAVs have an obvious seat (too lazy to make an entrance animation) and last time I checked, dropships had a door going into the cockpits. they're just closed.
HAVs have nothing
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4163
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Posted - 2014.03.01 00:46:00 -
[15] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote: LAVs have an obvious seat (too lazy to make an entrance animation) and last time I checked, dropships had a door going into the cockpits. they're just closed.
HAVs have nothing
Then explain the camera. If it was a regular cockpit, they would've designed it to look like one, which they didn't; same as the HAV's. 3rd person vehicle views are standard. Dust just happens to have magical floating cameras and cameras on guns
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4163
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Posted - 2014.03.01 00:55:00 -
[16] - Quote
Godin Thekiller wrote:Scheneighnay McBob wrote:Godin Thekiller wrote:Scheneighnay McBob wrote: LAVs have an obvious seat (too lazy to make an entrance animation) and last time I checked, dropships had a door going into the cockpits. they're just closed.
HAVs have nothing
Then explain the camera. If it was a regular cockpit, they would've designed it to look like one, which they didn't; same as the HAV's. 3rd person vehicle views are standard. Dust just happens to have magical floating cameras and cameras on guns magic is your answer? LOL. Go read up on tech lore bro. Lore is just every game studio's explanation for a mechanic, and holds no weight because it can be changed with a short official paragraph.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4166
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Posted - 2014.03.01 03:18:00 -
[17] - Quote
Operative 1171 Aajli wrote:Scheneighnay McBob wrote:Over the entirety of my time playing Dust, HAVs were ALWAYS broken. However, it wasn't always the same problem. HAVs have been broken in several different ways, which we need to remember and avoid. The first HAV issue I encountered on Dust was that HAVs were very expensive and difficult to skill into, but very difficult to destroy The issue with this was that tanking was for the elite vets only; AVers couldn't take them down, noobs couldn't skill into or afford a decent HAV, and only another vet could afford the means to take one down (another HAV) Later, they were easier to skill into, reasonably easy for AV to destroy them, but expensive. The problem with this is that nobody really used HAVs except pubstompers. The reason behind this being that any AV coordination (or proto AV) could set you back hundreds of thousands of ISK just by destroying one fit. On top of that, AVers didn't get much as far as WPs (Vehicles were rare), so it was a lose-lose situation. Currently, the problem is that HAVs are relatively cheap, but very difficult for anything but another HAV to destroy (well, if they have hardeners) It's incredibly easy for a tanker to make a profit (they've always been WP cows), and now they don't really have to worry about losing much. The goal we should all be aiming towards as far as balance is an HAV that is both easy to destroy AND won't burn a hole in your pocket if you lose one. If HAVs are cheap and easy to destroy:
- Noobs can get into them
- It's viable to be a full-time tanker because of cost
- It's viable to be a full-time AVer because there are plenty of targets
- The average infantry aren't completely screwed over, because AVers will do population control
- AVers will make for easy targets, encouraging snipers to aim for them. If snipers kill AVers, they're actually contributing to their team
Nope. There would be even less a reason to skill into them than there is now. Seeing as how the idea with this game is to skill into things it defeats the purpose. Right now, there is a difference in a skilled and non skilled tanker as far as why they are using a tank. There is no difference in terms of effectiveness. A skilled up tanker should rule the field and be hard to kill from just one guy who happens to be running a proto AV fit. A mil tank fit should be weak even when hardened or dmg modded. The answer to balance lies with the turrets. Particularly the large blaster. I think simply adding a RoF skill to turrets would keep the blaster infantry killing down. Make the blaster have a crap RoF against infantry at lvl 0 skill. Make that RoF skill a third or fourth tier skill. Apart from the meganerf that the rail turret needs for CQ effectiveness that should do it. A tank just rolling around on the field shooting at vehicles is hardly a problem. AV players complaining about wanting to kill a tank just to do it have lost all credibility. The only real threat to infantry game play is that large blaster being an infantry killing weapon at zero skill. Remember, the big picture is to have other vehicle types as well as other heavy weapons, pilot suits (which I'm sure will cost a lot)' proto tanks (which would be specifically powerful, not generally more powerful) and hopefully bigger maps. Turret tiers are definitely not the key; expanding vehicle tiericide is. To differentiate between an SP investment and someone without one, simply give more weight to skillbooks.
I am your scan error.
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Scheneighnay McBob
Learning Coalition College
4166
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Posted - 2014.03.01 03:45:00 -
[18] - Quote
Godin Thekiller wrote: it's like a house a card, but a leg missing, and you say **** it, it doesn't matter. Wtf did you just try to say?
I am your scan error.
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