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ALT2 acc
158
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Posted - 2014.02.28 14:13:00 -
[31] - Quote
Vag Eye Lenol wrote:Tanks are Op and undervalued. When a tank can outrun an Lav, that's Op. Slow the freaking things down and that would fix a lot of problems, raise the value and that would fix many more problems. Yeah it's fair to spec into tanks and be a tanker and get a group and run a tank squad, although a craptacular tactic, it's legit.
However, when a op tank costs less than a leveled logi setup, it's pretty clear that it's not balanced. Infantry needs price drcrease, mlt tanks need to go
Hater attractor proficiency 5, hater attractor optimization 5.
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calisk galern
BurgezzE.T.F General Tso's Alliance
1990
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Posted - 2014.02.28 14:16:00 -
[32] - Quote
rail tanks are the only thing that keeps blaster tanks from trolling infantry all game.
it's rock paper scissors .
rail>blaster>infantry>rail( sort of)
the reason i'd say infantry is better then the rail is because the rails have a lot of trouble targeting them, if they bring av more often then not they can easily drive off the rail. |
Takahiro Kashuken
Red Star. EoN.
2735
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Posted - 2014.02.28 14:19:00 -
[33] - Quote
ALT2 acc wrote:Takahiro Kashuken wrote:Move back both spawns about 1000m
Job done Or 600m, the rails range
1000m is a nice round number
It means that vehicles are needed to get to the obj but also it means that everyone has to leave the spawn
Sure a rail and can still be far back but if he pushed up to where he can see the blaster tank it means he is x away from the redline and can be flanked
Intelligence is OP
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Monkey MAC
Rough Riders..
2100
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Posted - 2014.02.28 14:23:00 -
[34] - Quote
INFINITE DIVERSITY IDIC wrote:Monkey MAC wrote:Tebu Gan wrote:Leonid Tybalt wrote:Monkey MAC wrote:Its a difficult topic, when it comes to rails v anything, the redline is indeed the problem, but I don't think takes away from the disproportionate amount of effort required to kill a tank, with or without a redline.
Removing or fixing the redline is the first step, but we need to consider more over the ramifications of stacked or cycled hardners. As I said in a post before .7 dropped the hardners stack to easily to give MASSIVE EHP, with very few drawbacks.
Until we look at hardners tanks will not be balanced by infantry. Cycled hardeners shouldn't be nerfed. You have to really work your butt off to earn enough SP to be able to cycle hardeners with no delay, and that effort should be rewarded. Stacked hardeners however I can agree that they are op. I only just recently learned that you can actually get even more damage resistance by activating two or three hardeners at once. Im not a noob, it's just that in my folly I honestly didn't believe that ccp would be stupid enough to let hardener bonuses to be able to stack. That decision was pretty insane honestly. Yeah, but by stacking the timers, you effectively make yourself far more vulnerable at the end of said cycles. Where using one and then the other prolongs your active time, and mitigaties any down time. Problem with one hardener (and understand you are talkling gunnlogi here, not madrudger.) is that it just won't give enough to make a push on anything fortified. Gunnlogis already have very low HP compared to a madrudger, and one hardener often doesn't cut it. What will happen, the madrudger will once again, become king of the tanks. ANY CHANGES YOU DO TO HARDENERS, WILL DIRECTLY AFFECT GUNNLOGIS, AND HARDLY TOUCH MADRUDGERS. You can't go about generalizing tanks like this! Fair statement, I also agree that really cycled hardners are more of a problem than stacked, it removes the waves of opportunity philosophy that CCP were going for. Shield tanks can easily assault fortified positions the much higher resistance per mod allows them to push much faster than the armour counterparts. Remember as a tank you goal is not charge slaughter everything, loose hardners keep killing. You are designed to punch a hole through enemy positions, as soon as you do that you retreat to alow MTV, MTACs and Infantry to come streaming and fight insode the fortified position, where its an even fight. Cant really agree here because your creating to much of a pitched battle scenario, tanks to have the freedom to play as they see fit.... Even if it means sitting on top of the spire at Alpha on Line Harvest Skirm raining rail shells down on my head at tabletop..... If we nerf the gun, or change the map I could accept that though I hate nerfs, but I hate things being implemented to tell the tanker he cant ohk with his rail gun while doing a solo 'yolo', " <---- nerf this word", 360 noscope spin with his turret off that damn spire even more, its like telling heavies they cant use rifles, or you cant forge people only vehicles, or scouts should only shotgun and scan and hack, or massdrivers are for noobs, logis aint supposed to kill, etc etc etc.... Same road cant go down it.
Oh by no means am I saying that's the ONLY role tanks can play, Im merely giving an example where the current meta allows tanks to go above an beyond the roles that can be expected of it. Like the slayer logi, it wasn't the fact he kill, it was the fact that he could kill better than the suit designed for killing, he could overstep what would be reasonably expected of the class.
By all means play tanks how you want, infact I encourage you to dobso, just bear in mind that every role should have a drawback, if you play as a heavy hitting long range artillery tank you need to be prepared for counter by a short range sneak attack. The problem is that by a combination of cycling/stacking hardners and retreating behind the redline, artillery tanks can do what the to without rebuke/risk and anti-infantry tanks can be ON for much longer than can be deemed reasonable.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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The Robot Devil
Molon Labe. General Tso's Alliance
1736
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Posted - 2014.02.28 14:23:00 -
[35] - Quote
So what are a of you going to do when a HAV gets five logi to constantly rep them? That is about 500 HP per second, is that op? People don't try to destroy them and the few that do usually do it. The people trying to say the HAV is over powered want to solo a HAV but it doesn't and shouldn't be. They are fine, try harder.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Monkey MAC
Rough Riders..
2100
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Posted - 2014.02.28 14:31:00 -
[36] - Quote
The Robot Devil wrote:So what are a of you going to do when a HAV gets five logi to constantly rep them? That is about 500 HP per second, is that op? People don't try to destroy them and the few that do usually do it. The people trying to say the HAV is over powered want to solo a HAV but it doesn't and shouldn't be. They are fine, try harder.
We play a 16v16 game, if we assume each side deploys 6, that leaves 10 infantryman giving a ratio of 1:1.6 Tanks v Infantry, now so long as this ratio remains expecting more than 1 person per tank is actually grossly unfair.
Until that ratio (approx 1:5) is higher infantry side expecting more than 1 person per tank is mathematically unbalanced!
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Turtle Hermit Roshi
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2014.02.28 14:32:00 -
[37] - Quote
BAMM HAVOC wrote:No this time its not a troll, this is my response to "Judge Rhadamanthus" and his call for nerfs on the rail tank which I believe he has unfairly focused on, when the real issues are the Red Line and Map Design , here I suggest another alternative that would solve the red line and map design issues he is facing .... and we can leave that nerf hammer alone, I really HATE NERFS and I believe nerfing breaks the mechanics of the game further . My Rebuttal DUST 514 : Tanks are NOT OP
redline : -your freindly redline should show up on your minimap - you should not be able to fire your weapon in the redline - you should not be able to be fired upon on in the redline
tanks :
the problem is not tanks themselves but rather militia tanks militia tanks are too cheap therefore every scub and their mother are using them cus they can loosse 2 in one match and still make money basic tanks are pretty fine but with all the scub tanks they are invincible
to take out tanks when there are 9 of them on the feild they can out manuver and take down any AV
the problem isnt tanks it is MLT tank spam
(profesional tank poper / forge pro 5 )
Anything worth fighting for is worth fighting dirty for,
welcome to New Eden
-ill b there SoonGäó
KAMEHAMEHA TANK KILLA
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BAMM HAVOC
Carbon 7 CRONOS.
253
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Posted - 2014.02.28 14:37:00 -
[38] - Quote
Skihids wrote:
This is pure opinion, just a "nu-uh!". It doesn't present new facts, it doesn't analyze and dismantle previous arguments, and it doesn't present any new reasoning of its own. It's opinion with no backup.
This is supposed to be a refutation of Judge's presentation?
i think you sir have missed the point of this video ....
this "nu-uh!" wasn't made or "designed" to dismantle any Judge Rhadamanthus's suggestions apart from 1, there is no structure to it and it is badly edited with left over crappy footage i had spare and used as a filler, with abit of awesome artistic flare, its is there to offer an alternative to nerfing. and calling for a nerf to anything under the basis of "he shot me" isn't reason or justification to nerf something..... this is just an idea granted not the right one but it has grabbed the attention of a few mercs and hopefully they will continue to post there ideas and suggestions and make others aware of this matter, on abit of a side note.... Judge Rhadamanthus himself has been asking me to post this video for some time now, believe it or not he wants to hear others thoughts and opinions on this matter especially the ones that don't agree with him as it enlightens the guy and helps him develop a more informed opinion, Judge Rhadamanthus and myself might not agree on many things when we Skype or squad together but we both agree on making the DUST514 community more aware of the issues at hand.
may i ask for your opinions on the Red Line Rail Tank ?
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Sam Tektzby
Better Hide R Die
272
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Posted - 2014.02.28 14:56:00 -
[39] - Quote
They are OP like frozen hell of doomheim. In whole my army carrer i never saw tank faster than AA rocket proppeled grenade. I know it should be difficult to "kill it" ingame, but from other side isnt now little too easy to use the tank?! Yes it is, and thats reason why its a most spawned vehicle right now. Btw i remember how tankers yelled before for nerf of "invisible swarms", but honestly right now tanker doing the same with rails. There should be some speed nerf for sure and some balancing aswell. Im still for make tank squad-based (driver, gunner, loader and possible commander aswell).
Support - Tactician/Support
Deteis - Orator
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Lt Royal
Subdreddit Test Alliance Please Ignore
2805
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Posted - 2014.02.28 15:07:00 -
[40] - Quote
It would be nice to see the redline go; so I can freely fly off into the distance in my derpship and go explore those massive Loldari and Faillente cities we often see in the far distance!
Gÿ£GÿàGÿP Subdreddit Recruitment Video Gÿ£GÿàGÿP
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BAMM HAVOC
Carbon 7 CRONOS.
257
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Posted - 2014.02.28 15:11:00 -
[41] - Quote
Lt Royal wrote:It would be nice to see the redline go; so I can freely fly off into the distance in my derpship and go explore those massive Loldari and Faillente cities we often see in the far distance!
+1 to that
Support The DUST514 TREEEEEEESSS
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
55
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Posted - 2014.02.28 15:30:00 -
[42] - Quote
INFINITE DIVERSITY IDIC wrote:I have not read your rebuttal yet I will, and I also hate nerfs, but the judges video is solid, and maps shouldnt need changing to make a vehicle less powerful, Im not saying you couldnt fix the problem by changing map contour near the redline as I have advocated for this for other reasons, but rails are broken beyond the redline I think..... Most dropship pilots would agree I think, we dont need a hard nerf though because they do keep dropships in check which I like but they need some help against 1 shot or 2 shots from rails and that exists in and out of the redline.... The most powerful railgun in the world is a 33 MJ device that spits out projectiles at 20 km/s. The 80 GJ railgun is thusly 2400 times more powerful than that, and I still have to lead shots to hit a ******* dropship only 300 metres away.
No, I will not stop reminding people of the fact that it hits like nineteen tonnes of TNT. No, I don't think it should be anything other than a hitscan gun that does tremendous damage. Find another way to balance it. |
ALT2 acc
162
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Posted - 2014.02.28 15:40:00 -
[43] - Quote
Hoover Damn wrote:INFINITE DIVERSITY IDIC wrote:I have not read your rebuttal yet I will, and I also hate nerfs, but the judges video is solid, and maps shouldnt need changing to make a vehicle less powerful, Im not saying you couldnt fix the problem by changing map contour near the redline as I have advocated for this for other reasons, but rails are broken beyond the redline I think..... Most dropship pilots would agree I think, we dont need a hard nerf though because they do keep dropships in check which I like but they need some help against 1 shot or 2 shots from rails and that exists in and out of the redline.... The most powerful railgun in the world is a 33 MJ device that spits out projectiles at 20 km/s. The 80 GJ railgun is thusly 2400 times more powerful than that, and I still have to lead shots to hit a ******* dropship only 300 metres away. No, I will not stop reminding people of the fact that it hits like nineteen tonnes of TNT. No, I don't think it should be anything other than a hitscan gun that does tremendous damage. Find another way to balance it. Its called balance, scrub
Hater attractor proficiency 5, hater attractor optimization 5.
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Regis Blackbird
DUST University Ivy League
108
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Posted - 2014.02.28 15:53:00 -
[44] - Quote
What about removing the read line all together (or move it far back), and let the installations that drop in (OMS CRUs) automatically belong to the "loosing" side?
This would mean there will be new places that can act as a staging point, and provide some challenge to the dominating team. Let's call it "reinforcements"
Of course there need to be some mechanic to determine when it is a one sided battle (redlined or total domination), let say when the difference in clones and/or MCC strength between the teams reaches a certain percentage. When it is a even match they should be either neutral or not come in at all. |
Darken-Soul
BIG BAD W0LVES
1336
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Posted - 2014.02.28 16:07:00 -
[45] - Quote
Operative 1171 Aajli wrote:BAMM HAVOC wrote:No this time its not a troll, this is my response to "Judge Rhadamanthus" and his call for nerfs on the rail tank which I believe he has unfairly focused on, when the real issues are the Red Line and Map Design , here I suggest another alternative that would solve the red line and map design issues he is facing .... and we can leave that nerf hammer alone, I really HATE NERFS and I believe nerfing breaks the mechanics of the game further . My Rebuttal DUST 514 : Tanks are NOT OP The rail turret is OP. It has an ungodly RoF now that has caused every non-tanker and his mother to call one out as an easy counter to any tank that comes on the field. My skill investment in tanks doesn't matter, my missiles have no real use. Just pull out a mil rail and fit. Sick of it.
don't use what you can't afford to lose.
Who wants some?
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
55
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Posted - 2014.02.28 16:10:00 -
[46] - Quote
ALT2 acc wrote:Its called balance, scrub Indeed, and the non-idiotic way to achieve that is by making it a hitscan weapon that does tremendous damage and has some other drawback, like a low rate of fire, or a long spool-up.
EDIT: Or stop pretending it's a railgun. |
Leonid Tybalt
Fatal Absolution General Tso's Alliance
278
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Posted - 2014.02.28 16:21:00 -
[47] - Quote
Hoover Damn wrote:ALT2 acc wrote:Its called balance, scrub Indeed, and the non-idiotic way to achieve that is by making it a hitscan weapon that does tremendous damage and has some other drawback, like a low rate of fire, or a long spool-up. EDIT: Or stop pretending it's a railgun.
Schhh! You can't go around citing physics in regards to New Eden. You might cause a galactic implosion! :P |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3641
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Posted - 2014.02.28 16:23:00 -
[48] - Quote
Hoover Damn wrote:INFINITE DIVERSITY IDIC wrote:I have not read your rebuttal yet I will, and I also hate nerfs, but the judges video is solid, and maps shouldnt need changing to make a vehicle less powerful, Im not saying you couldnt fix the problem by changing map contour near the redline as I have advocated for this for other reasons, but rails are broken beyond the redline I think..... Most dropship pilots would agree I think, we dont need a hard nerf though because they do keep dropships in check which I like but they need some help against 1 shot or 2 shots from rails and that exists in and out of the redline.... The most powerful railgun in the world is a 33 MJ device that spits out projectiles at 20 km/s. The 80 GJ railgun is thusly 2400 times more powerful than that, and I still have to lead shots to hit a ******* dropship only 300 metres away. No, I will not stop reminding people of the fact that it hits like nineteen tonnes of TNT. No, I don't think it should be anything other than a hitscan gun that does tremendous damage. Find another way to balance it.
You think a modern-day rail comparison looks bad? None of the weapons are sensible in a real-life context.
M-16 (made in 1962): effective range > 500m Gallente AR: 250m (absolute, it will do 0 damage past that)
Uzi (made in 1954): effective range - 200m SMG: 125m (absolute)
M40 (1966 U.S. sniper rifle): effective range > 1200m Sniper Rifle: 600m (absolute)
So, all the super sci-fi weapons have max possible ranges frequently that are less than HALF of the "effective" range of equivalents made five decades ago.
All the in-game ranges are totally made up and tweaked for game reasons, there is no realism attached to it.
Dren and Templar equipment stats, wrong since release.
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Thanjac
Ruthless Chaos
46
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Posted - 2014.02.28 16:26:00 -
[49] - Quote
If I can voice my opinion We could keep the redline, but make it so you can not shoot in or out of it. Make it so the enemy can enter the redline for the same amount of time as now. And make it so you can't re-enter your redline for 10 min after leaving it. Also only redline turrets can shoot out of the redline, but reduce their range some. This would solve: 1.Redline tanks 2.Redline snipers 3.The bubble of invincibility for tanks in BAMM's idea 4. Redline turrets shooting vehicles being called in 5.redline turrets dominating the map.
This is just my opinion and idea, would love to hear your opinions.
Proud Commando/ARC Instructor
"Greater love hath no man than this, that a man lay down his life for his friends."
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
56
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Posted - 2014.02.28 16:27:00 -
[50] - Quote
Zeylon Rho wrote:You think a modern-day rail comparison looks bad? None of the weapons are sensible in a real-life context.
M-16 (made in 1962): effective range > 500m Gallente AR: 250m (absolute, it will do 0 damage past that)
Uzi (made in 1954): effective range - 200m SMG: 125m (absolute)
M40 (1966 U.S. sniper rifle): effective range > 1200m Sniper Rifle: 600m (absolute)
So, all the super sci-fi weapons have max possible ranges frequently that are less than HALF of the "effective" range of equivalents made five decades ago.
All the in-game ranges are totally made up and tweaked for game reasons, there is no realism attached to it. Oh great, now I have four more things to ***** about. |
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CLONE117
True Pros Forever
701
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Posted - 2014.02.28 16:33:00 -
[51] - Quote
i see more std tanks in the redzone than anything else. even glass cannon sicas are braver than std tanks.
ive found it to be a large waste of ammo to try and shoot down a moving dropship. and since it can stay on the tank and fire upon it for an eternity till the tank dies. the only chance the tank has at survival is to drive under low open buildings or run to a position that can give the tank a chance to fire back.
i would like to remove the hardener cycling by idea is to make activating one hardener of the same type activate all others at the same time. so in short a tank with 3 armor hardeners wont be able to cycle them as activating one armor hardener will activate the other 2. they could also be given a penalty of slowing the vehicle down when activated. yesterday during a dom in a one sided match. there was this one gunlogi. most likely 2 rail damage mods and a shield hardener no armor reps over in the redzone area. a pulled up on a high hill top with my armor rail and single damage mod. was a pretty long range range im thinking around 400-500 meters. we were both position so far apart that we just both just out of range of each other yet can still see. me having a decently high ground advantage with the gunlogi using the hill line on his side as cover.
with the single rail damage mod active it took over 4 rounds to nearly take down the shields of the tank with the single shield hardener active. it survived for the simple fact that it was at the end of the rail guns range and that hill. if i could have gotten in closer i would have but for the simple fact of the other sicas roaming about in the objective i would have trouble getting across. so if shield hardeners are brought down to 40% they could become better for the over all high alpha damage with the loss in a little tank ability least it wont take 4 rounds just to barely hit through the hardener. thats just my thoughts.
ive found it largely easier to shoot down a dropship thats not moving. but when it starts moving it becomes a large waste of ammo. due to the fact that the rail guns projectile seems to have a crappy travel time or lagg of some sort. ull more than likely have more success hitting a slow moving heavy or rail rifle user. which tend to stay still while shooting.
plus the bugs where the gun shows the firing animation and over heat increase yet the ammo count isnt registering shots being fired so im not getting hits. its been happening to me on a lot of guns and turrets. asides from that. its the std tanks i see more than mlt. i can handle mlt tank and such no problem. id consider it free wp. although when im going up against a std tank or something higher tierd than me in general i have to take major precautions or i risk not getting the kill. im not a hardener user as i tend to go for passive stuff like armor plating and such dont like active tanking just not a fan of all the modules. so my tanks are generally weaker than most others. the shield hardener seems to give shields a major advantage of armor though. that extra 20% resistance is massive when concerning a brawl.i kinda see shield tanks as more of the hit and run type tanks. |
ALT2 acc
163
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Posted - 2014.02.28 16:35:00 -
[52] - Quote
CLONE117 wrote:i see more std tanks in the redzone than anything else. even glass cannon sicas are braver than std tanks.
ive found it to be a large waste of ammo to try and shoot down a moving dropship. and since it can stay on the tank and fire upon it for an eternity till the tank dies. the only chance the tank has at survival is to drive under low open buildings or run to a position that can give the tank a chance to fire back.
i would like to remove the hardener cycling by idea is to make activating one hardener of the same type activate all others at the same time. so in short a tank with 3 armor hardeners wont be able to cycle them as activating one armor hardener will activate the other 2. they could also be given a penalty of slowing the vehicle down when activated. yesterday during a dom in a one sided match. there was this one gunlogi. most likely 2 rail damage mods and a shield hardener no armor reps over in the redzone area. a pulled up on a high hill top with my armor rail and single damage mod. was a pretty long range range im thinking around 400-500 meters. we were both position so far apart that we just both just out of range of each other yet can still see. me having a decently high ground advantage with the gunlogi using the hill line on his side as cover.
with the single rail damage mod active it took over 4 rounds to nearly take down the shields of the tank with the single shield hardener active. it survived for the simple fact that it was at the end of the rail guns range and that hill. if i could have gotten in closer i would have but for the simple fact of the other sicas roaming about in the objective i would have trouble getting across. so if shield hardeners are brought down to 40% they could become better for the over all high alpha damage with the loss in a little tank ability least it wont take 4 rounds just to barely hit through the hardener. thats just my thoughts.
ive found it largely easier to shoot down a dropship thats not moving. but when it starts moving it becomes a large waste of ammo. due to the fact that the rail guns projectile seems to have a crappy travel time or lagg of some sort. ull more than likely have more success hitting a slow moving heavy or rail rifle user. which tend to stay still while shooting.
plus the bugs where the gun shows the firing animation and over heat increase yet the ammo count isnt registering shots being fired so im not getting hits. its been happening to me on a lot of guns and turrets. asides from that. its the std tanks i see more than mlt. i can handle mlt tank and such no problem. id consider it free wp. although when im going up against a std tank or something higher tierd than me in general i have to take major precautions or i risk not getting the kill. im not a hardener user as i tend to go for passive stuff like armor plating and such dont like active tanking just not a fan of all the modules. so my tanks are generally weaker than most others. the shield hardener seems to give shields a major advantage of armor though. that extra 20% resistance is massive when concerning a brawl.i kinda see shield tanks as more of the hit and run type tanks. TLDR
Hater attractor proficiency 5, hater attractor optimization 5.
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Serimos Haeraven
The Exemplars Top Men.
685
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Posted - 2014.02.28 17:07:00 -
[53] - Quote
I've flown with Judge a good amount of times and have had many talks about the redline and railtank situation, even flew with him and helped him spot some of the railtanks that he was being shot by for the video's reference. However, I agree with your summation of what could be a good solution to this. I've heard many other redline solutions, and even made a few myself, but i feel like the idea of having a shield literally ONLY around the spawn point base on the ground would be a wonderful idea.
The base is always located in a good area, that doesn't allow for hill-side camping in most sitatuons. And if this shield has a "no shoot-out" region where players can't shoot from the inside, this would make it even better. Every single railtank I've known always wants the higher, hilly ground which surrounds that spawnpoint, and if this is implemented, we can engage these tanks when they try to go on these hilly areas. However I also am fine with the idea of allowing the redline shield to be expanded into some open space near the spawnpoint so tankers can call their tanks in or let them use that space to heal their tank, I'm fine with that as well, as long as our team recieves the same shield benefits no matter what.
This would be the kind of update that could solve this entire issue without angering/upsetting any of the parties involved.
Tankers are being diagnosed with a new disease; Cancer of the Assault Dropship.
Many of them don't survive.
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TheD1CK
Dead Man's Game
818
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Posted - 2014.02.28 17:18:00 -
[54] - Quote
Heavy Attack Vehicle.... By that name to be fair you expect it to be OP... If tanks were not the hardest hitting weapon in Dust, they would be useless
I have posted a thread, discussing a limit to total HAV's per team HAV V AV I think that may be a decent solution , but thats my opinion
Bamm makes some good points here, and it is necessary As before CCP can listen to player feedback, they need to see a perspective from all roles ....
Plasma Cannon performs its suppresion/area denial role perfectly
Pity dust players only perform one role - slaying
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Bormir1r
WarRavens League of Infamy
129
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Posted - 2014.02.28 17:29:00 -
[55] - Quote
Some of these points are scattered throughout this thread, however I would like to sum up my opinion in addition to these points.
Since Vehicles (mainly Dropships and HAVs) are difficult to destroy, CCP should do one of the following options:
1. Increase the price of vehicles (or)
2. Increase the damage of AV weapons (AV nades, Swarms, Plasma Cannon, and maybe not the forge gun.) and/or introduce additional AV weapons to counter vehicles.
3. Or in instead of choice 2, decrease the health of vehicles and/or reduce the effectiveness of modules (i.e. Hardners).
4. A small but nonetheless powerful option would be to reduce the speeds of vehicles, specifically tanks, since they can just speed away with their fuel injectors taking less damage.
By doing any one of these three things CCP will get very close to balancing the Vehicle v. Infantry scale.
Currently the only main counters that are somewhat effective (IMO) to Vehicles are REs, Forge Guns, Packed AVs, and other Vehicle (mainly tanks).
"One does not simply" look for a scout, it looks for you.
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
58
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Posted - 2014.02.28 18:38:00 -
[56] - Quote
I'd rather not decrease the offensive or defensive capability of the heavy armoured vehicles. In fact, I'd add the same damage threshold mechanic to armour that they have for shields, since it's silly that I can kill a Madrugar with small arms fire just because I fluxed it.
That said, I'm all in favour of buffing AV weapons like swarms and grenades effectiveness against HAVs and adding more ways for infantry to hinder them if not destroy them outright.
They should also cost a lot. Something like 1/2/3/4 M ISK for militia/basic/advanced/prototype HAVs, before modules and turrets.
Personally I'd also like to see them become more team-oriented. Yeah, yeah, you need intel from the guys on the ground, but everybody does, so that's irrelevant. More hardpoints for guns and various auxiliary equipment, but separate seats for drivers and gunners to reduce the number of solo operators. Stuff like that. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
634
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Posted - 2014.02.28 18:49:00 -
[57] - Quote
Hoover Damn wrote:Zeylon Rho wrote:You think a modern-day rail comparison looks bad? None of the weapons are sensible in a real-life context.
M-16 (made in 1962): effective range > 500m Gallente AR: 250m (absolute, it will do 0 damage past that)
Uzi (made in 1954): effective range - 200m SMG: 125m (absolute)
M40 (1966 U.S. sniper rifle): effective range > 1200m Sniper Rifle: 600m (absolute)
So, all the super sci-fi weapons have max possible ranges frequently that are less than HALF of the "effective" range of equivalents made five decades ago.
All the in-game ranges are totally made up and tweaked for game reasons, there is no realism attached to it. Oh great, now I have four more things to ***** about.
Realism takes a back seat to balance. No, the real world isn't about balance, you don't give the enemy a "chance" like you would in the game.
We want a fair balanced game, and real life stuff ISN'T BALANCED, as it's the real world and that **** is serious.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
634
|
Posted - 2014.02.28 18:52:00 -
[58] - Quote
Hoover Damn wrote:ALT2 acc wrote:Its called balance, scrub Indeed, and the non-idiotic way to achieve that is by making it a hitscan weapon that does tremendous damage and has some other drawback, like a low rate of fire, or a long spool-up. EDIT: Or stop pretending it's a railgun.
Exactly, if you want to keep the high damage, you have to lose out in some other area. Much lower rate of fire, less ammo, longer spool times, increased heat cost per shot. Lot's of things that can be done to bring the railgun closer to balanced with the other turret types.
Tanks - Balancing Turrets
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Spkr4theDead
Red Star. EoN.
1887
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Posted - 2014.02.28 19:29:00 -
[59] - Quote
Monkey MAC wrote:Its a difficult topic, when it comes to rails v anything, the redline is indeed the problem, but I don't think takes away from the disproportionate amount of effort required to kill a tank, with or without a redline.
Removing or fixing the redline is the first step, but we need to consider more over the ramifications of stacked or cycled hardners. As I said in a post before .7 dropped the hardners stack to easily to give MASSIVE EHP, with very few drawbacks.
Until we look at hardners tanks will not be balanced by infantry. If you think it takes too much effort to destroy a tank, you're doing it wrong. And you're probably doing it solo.
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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Snagman 313
Carbon 7 CRONOS.
333
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Posted - 2014.02.28 19:34:00 -
[60] - Quote
Hmmmm quite a few interesting comments, I think I'll stick my oar in as well.
Overall I agree with Bamm's comments made in his video, which I believe is more of an outline for a fix to some of the current problems we face in Dust rather than a set in stone approach such as the proposed Rail tank nerf or infantry deployment being moved way back.
I will not suggest that there is not an issue with the balance between Infantry and vehicles but stat wise things are pretty good right now. The current Tankbush and Tankspam pales in comparison to the Missile tank crisis back in Closed Beta but we can't look to the same methods used to fix that incident to fix this one or we will see Tanks set back to 1.6 levels and we will get nowhere.
As much as I dislike Tanks without them I would lead a somewhat lacklustre time in Dust and they do provide a much needed service on the battlefield. Got a Protobear team tearing up your Militia gear team call in a Soma it might not last long but it'll give you some breathing room or maybe Duna corp is on the rampage with 4 Madrugars, get those Sica's inbound. Everyone can use them and they provide New or Skill impaired players a viable option to engage with players who are way ahead of them.
Now most people just say get your AV gear out but I do not see it that way, at least not anymore. Yes we have militia Forge guns and Swarms however without a lot of SP invested they will always require a team of mercs equipped to down even a half decent Tank. And this is where you will find the true AV specialists cutting their teeth, since they will have to use harsh tactics and quick decision making to achieve a result thus giving them the rewarding experience of their first Solo Tank kill.
However some folks are not cut out for AV, the lack of mobility, the vulnerability, low KDR, minimal ISK, low WP. And for these players I see a real use for the Railgun tank, it is a vehicle destroyer and occasional uber heavy sniper for bursting rooftop Forgers!!! Also in the hands of a skilled user it is pretty much the only hard 1 for 1 counter to a Proto Baster Maddy so before we go all Nerfhammer on it's ass let's look at some of the possible outcomes of a Railgun tank nerf.
Even some so called light nerf options like reducing it's elevation could really hurt it's ability to engage ground targets while driving over rough terrain or down a slope. My opinion is if you reduce it's turret angles it will drive them further into the redline so they can pick and choose their shots or cause a proliferation of another fit.
This is the sort of knock on effect nerfing has in my experience, just look at the tower forging phase we recently went through. Why did all the heavies suddenly take the Forge gun up too the roof? Well actually most of the old hands had been at it for a while but it was the FOTM players who caused the raging by cottoning on to what we were doing since the HMG had been nerfed into the stone age after Codex hit. So we saw tower forging because the HMG was nerfed and Heavies had to look for a way to stay competitive.
Still don't believe me, Suicide Lav's have always been about but only recently became highly popular due to the Swarm nerf and the nice addition of sticky RE's. So players with and without high skills in swarms looked for a quick and easy way to stem the proliferation of Tanks.
If Tanks are forced into the fight they can be destroyed by any weapon capable of a high enough damage output. Right now I have beef with all vehicles abusing the redline by running back and waiting for their modules to recharge be it LAV, DS or HAV I see all pilots do it. If a Redline Rail tank where to set up at the back of a map where a system similar to the one Bamm suggests it could be countered by loading a DS with Forgunners and flying like a maniac then dumping the mercs right at it's doorstep.
Yes you may die maybe even quite a few times but it could be done, I have to accept that I will most likely die multiple times while engaging a HAV or ADS that's just the way it is. Even if it where to run inside the shield and hide while recharging it's modules it would still need to come out again and this window would give the rest of your team time to win objectives or call in some long range firepower of your own.
I still move for Meta level locked matches being made available for Newberries or those looking for a change away from the Protobear swarms. We have the Metalevel system so why not use it? Then at least we won't have people stuck using Militia Swarms against Gunnlogis and rage quitting.
Both Judge and Bamm make good points in their respective Railgun tank vids, I have spoken to both of them about their various views however I tend to err away from nerfs having been at the sharp end of far to many to be happy seeing it happen to other players. I would like to look at altering the environment of play by encouraging AV amongst players and making HAV's come out into the open while keeping their unique features i.e Rails=Hard counter to vehicles, Blaster=Beach head gun emplacement. Certainly if you got a cool 500 WP for destroying an HAV people would sit up and take notice of that delicious freshly ground flavourGǪGǪ.
Closed Beta AV veteran
I drink because I play Dust
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