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BAMM HAVOC
Carbon 7 CRONOS.
248
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Posted - 2014.02.28 10:06:00 -
[1] - Quote
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
Support The DUST514 TREEEEEEESSS
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Monkey MAC
Rough Riders..
2094
|
Posted - 2014.02.28 10:15:00 -
[2] - Quote
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.
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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Spectral Clone
Dust2Dust. Top Men.
1422
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Posted - 2014.02.28 10:24:00 -
[3] - Quote
Well, the best counter to a rail tank is another rail tank right now. When in fact it should be a blaster tank that is the ultimate counter (blasters do too little damage to vehicles and too much against infantry).
Then theres the redline also disabling CQC blaster tanks to sneak up on rail tanks and shoot them in the back.
Redline needs to be removed and blasters buffed dmg against vehicles. Rail turrets also needs damage reduced at close range.
Drop it like its hat.
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KalOfTheRathi
Nec Tributis
985
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Posted - 2014.02.28 10:30:00 -
[4] - Quote
Just dropped a rail tank with a neutron blaster. Text book, kept something between us, lost his hardener and rushed him. Pop.
OP it is not. If they hide in the Red Line (which is their decision) I bring out the PC +damage and get them sooner or later. 9 out of 10 times they get popped. Just planning, although having a high sniper doing over watch is very helpful.
Most if not all of the QQ Kittens on these forums are just rage kitties that cannot think for themselves. Constant whining and wanting to have a Push To Win button that only works For Them! Then when someone else kills them three times in one match they never shut up about again. If that is a rail gun tank or a proto sniper it really doesn't matter.
It doesn't help that Cannot Comprehend Programming only balances by swinging abilities to the extremes.
And so it goes.
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
880
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Posted - 2014.02.28 10:39:00 -
[5] - Quote
Interesting idea BAMM. I have heard of people suggesting similar things before. Comparing the ground spawn 'shield' to a POS shield is cool.
Separate from that I think there are only 2 ways to go with vehicles....
[1] - Vehicles are all easily destroyed but are therefore a lot cheaper so people can use them all day every day. (Think Battlefield style, tanks and stuff constantly blow up but they are constantly being brought back in.)
OR
[2] - Vehicles are hard to destroy but are therefore very expensive assets, so if you do lose one, they are really to expensive to be bringing back in on a continual basis. (Kind of like how tanks used to be before)
This does not mean that there are still balancing issues, especially with the redline which I think really is our problem.
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ACME SPECIAL FORCES PUB
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BAMM HAVOC
Carbon 7 CRONOS.
250
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Posted - 2014.02.28 10:59:00 -
[6] - Quote
KalOfTheRathi wrote:Just dropped a rail tank with a neutron blaster. Text book, kept something between us, lost his hardener and rushed him. Pop. OP it is not. If they hide in the Red Line (which is their decision) I bring out the PC +damage and get them sooner or later. 9 out of 10 times they get popped. Just planning, although having a high sniper doing over watch is very helpful. Most if not all of the QQ Kittens on these forums are just rage kitties that cannot think for themselves. Constant whining and wanting to have a Push To Win button that only works For Them! Then when someone else kills them three times in one match they never shut up about again. If that is a rail gun tank or a proto sniper it really doesn't matter. It doesn't help that Cannot Comprehend Programming only balances by swinging abilities to the extremes.
agreed, this however is an idea (and I stress it might not be the right one) on how to remove the redline from the game, I don't believe the "Tank" is op .... remove the redline and the rail tank sitting there sniping for kills has to rethink the loadout, this forces a balance between defence and damage out put ... thus negating the need for any nerfs, I hate nerfs, history in DUST 514 has shown that nerfs have completely kill off the use of laser rifles, flay locks and swarm launchers and it takes the devs months to get the balance right case and point is the "heavy nerf" , fix the situation the Rail Tank and snipers are abusing ( the red line ) and the problems will balance themselves .... I would prefer the devs to focus on the games core mechanics and repair those before they begin nerfing, you cannot judge balance on bugs and I believe that if the devs fix the issues first they can start balancing suit weapons and vehicles correctly and there will be less of this QQ nonsense and forum warriors farming for likes... as they do
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
390
|
Posted - 2014.02.28 11:12:00 -
[7] - 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 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.... |
Ghosts Chance
Inf4m0us
1153
|
Posted - 2014.02.28 11:25:00 -
[8] - Quote
this while it is a good idea causes another problem.
right now the redline rails arnt truly invulnerable and can still be damaged and while they oftin duck behind cover they can technically still be damaged even though its not really all that likely.
with the introduction of true invulnerability you will see people start to take advantage and poke their heads out shoot then return to the bubble before any possable return fire and have TRUE invulnerability rather then the psudo invulnerability they have now.
meaning redline rails will simply be stuck inside small bubbles and will come out for just enough time to take pot shots then return to their invulnerable palance where absolutly nothing you can do outside of a tank blockade around the bubble will stop them.
so while it is an interesting idea i dont think that replacing psudo-invulnerability with ACTUAL invulnerability is a good idea as it opens up the situation for even more blantant and dangerous abuses then we currently have to deal with. especially concidering it alows a rail tank to remain completly invulnerable from dropships while still giving the railtank every advantage in the fight it currently has.
your solution doesnt actually solve the problem it intends to solve and instead keeps the problem the exact same while potentially creating new problems along the way.
depending on how its done it could also prevent you from being able to orbital redline rails, removing one of our only real ways to get rid of redline rail infestations.
TL:DR the cure is worse then the disease |
Alternate Insano
SUICIDE SPITE SQUAD
194
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Posted - 2014.02.28 11:37:00 -
[9] - Quote
The redline is the only thing helping a new player survive against a 30mil SP vet with 5 different proto suits and enough ISK to run them all day. You may not notice, but new players aren't falling all over themselves to come here. Even with Sony putting the DUST demo in with the PS3. There are so many things that need to be fixed before any discussion to remove the redline could begin in earnest. These things will not be though. Someone thinks they can (foolishly) copy EVE, which is a computer game that had no competition at launch 10 years ago. Now that there are better games on the horizon, the only players sticking up for EVE are the ones way up on top of the pile. Which is exactly what's going on with DUST. The only problem is this is a console game, and console gamers don't have to wait 10 years for a game to get better, because by then they will have a drivers license, figure out what girls are, and stop gaming until they're 40.
DUST 514 Super Scrub
Level 262 Forum Troll
Play, or play not. There is no balance.
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Ghosts Chance
Inf4m0us
1153
|
Posted - 2014.02.28 11:39:00 -
[10] - Quote
Alternate Insano wrote:The redline is the only thing helping a new player survive against a 30mil SP vet with 5 different proto suits and enough ISK to run them all day. You may not notice, but new players aren't falling all over themselves to come here. Even with Sony putting the DUST demo in with the PS3. There are so many things that need to be fixed before any discussion to remove the redline could begin in earnest. These things will not be though. Someone thinks they can (foolishly) copy EVE, which is a computer game that had no competition at launch 10 years ago. Now that there are better games on the horizon, the only players sticking up for EVE are the ones way up on top of the pile. Which is exactly what's going on with DUST. The only problem is this is a console game, and console gamers don't have to wait 10 years for a game to get better, because by then they will have a drivers license, figure out what girls are, and stop gaming until they're 40.
as a 30mil sp vet.... the redline is NOT helping a new player survive against me
if they are that badly redlined then the only safe spawn is inside the MCC because i can and do run in there to rake up kills and some silly little count down doesnt stop me
want to know what helps them survive against me in that situation? being as far away from their own deployment zone as possable. |
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Regis Blackbird
DUST University Ivy League
104
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Posted - 2014.02.28 11:42:00 -
[11] - Quote
I like the idea of a smaller "safe" area, but I think there will be a problem with calling in vehicles.
Let me explain. We have the redline primarily as a safe zone for regrouping and safe spawns. When redlined (as I think we all have been at some point), we have a "quite" large area where you can call in vehicles to try and break out.
If you would reduce the redline to the spawn base itself, most vehicle drops will happen outside of it, being destroyed before they even hit the ground.
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Monkey MAC
Rough Riders..
2096
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Posted - 2014.02.28 12:02:00 -
[12] - Quote
INFINITE DIVERSITY IDIC 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 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....
Would it not make sense to buff dropships? Assuming the redline is fixed std and logistics dropships are still to weak to do their primary role of infantry transport.
Ideally the MTV/MATV vehicles should have a higher tank than HAV/HAAV units, because they require more time to be effective. In the event we evef get HTV/HATV those would need to have collassal EHP values to balance the risk.
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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BAMM HAVOC
Carbon 7 CRONOS.
250
|
Posted - 2014.02.28 12:11:00 -
[13] - Quote
Ghosts Chance wrote:this while it is a good idea causes another problem.
right now the redline rails arnt truly invulnerable and can still be damaged and while they oftin duck behind cover they can technically still be damaged even though its not really all that likely.
with the introduction of true invulnerability you will see people start to take advantage and poke their heads out shoot then return to the bubble before any possable return fire and have TRUE invulnerability rather then the psudo invulnerability they have now.
meaning redline rails will simply be stuck inside small bubbles and will come out for just enough time to take pot shots then return to their invulnerable palace where absolutly nothing you can do outside of a tank blockade around the bubble will stop them.
so while it is an interesting idea i dont think that replacing psudo-invulnerability with ACTUAL invulnerability is a good idea as it opens up the situation for even more blantant and dangerous abuses then we currently have to deal with. especially concidering it alows a rail tank to remain completly invulnerable from dropships while still giving the railtank every advantage in the fight it currently has.
your solution doesnt actually solve the problem it intends to solve and instead keeps the problem the exact same while potentially creating new problems along the way.
depending on how its done it could also prevent you from being able to orbital redline rails, removing one of our only real ways to get rid of redline rail infestations.
TL:DR the cure is worse then the disease
I agree this idea does have its faults and its not the instant cure that we all want, it is just an idea, but I think you have missed the point of what I was trying to express in this video.... I loath nerfs and I don't want the rail tank to be nerfed im trying to provide a different solution to nerfing and this idea is one such solution. There are many others and im sure a combination of these ideas will see the change in tactics which has a knock on effect to the loadout of the tank and therefore lowers the DPS, no need for nerfs.... wipe out the source of the disease and there wont be a need for a cure
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Leonid Tybalt
Fatal Absolution General Tso's Alliance
276
|
Posted - 2014.02.28 12:25:00 -
[14] - 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.
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. |
Beld Errmon
0uter.Heaven
1407
|
Posted - 2014.02.28 12:33:00 -
[15] - 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
If you actually believe this then you are an idiot. |
ALT2 acc
155
|
Posted - 2014.02.28 12:35:00 -
[16] - 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 Umm, yes they are op as hell. Blasters are op Rails are op without redline, a railgun below a dropship 30m away instapops it...
Hater attractor proficiency 5, hater attractor optimization 5.
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
632
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Posted - 2014.02.28 12:59:00 -
[17] - Quote
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!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
632
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Posted - 2014.02.28 13:05:00 -
[18] - Quote
I would like to see changes to the railgun yes, so that TTK among tanks is prolonged. Not NERFED, but MODIFIED to better fit the environment they are in.
I have a bit of a problem with a long range, high damage weapon, that easily 3 - 5 shots tanks (or outright murderers dropships). I see a long range weapon as more of a support weapon, not the end all to vehicles.
But I think the biggest problem is that it works at any sort of range effectively. It has no true weakness, like being restricted by range, or low DPS against hardeners, all I see are positives!
My sig details my idea on turrets.
Tanks - Balancing Turrets
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Monkey MAC
Rough Riders..
2098
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Posted - 2014.02.28 13:20:00 -
[19] - Quote
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.
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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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
391
|
Posted - 2014.02.28 13:20:00 -
[20] - Quote
BAMM HAVOC wrote:Ghosts Chance wrote:this while it is a good idea causes another problem.
right now the redline rails arnt truly invulnerable and can still be damaged and while they oftin duck behind cover they can technically still be damaged even though its not really all that likely.
with the introduction of true invulnerability you will see people start to take advantage and poke their heads out shoot then return to the bubble before any possable return fire and have TRUE invulnerability rather then the psudo invulnerability they have now.
meaning redline rails will simply be stuck inside small bubbles and will come out for just enough time to take pot shots then return to their invulnerable palace where absolutly nothing you can do outside of a tank blockade around the bubble will stop them.
so while it is an interesting idea i dont think that replacing psudo-invulnerability with ACTUAL invulnerability is a good idea as it opens up the situation for even more blantant and dangerous abuses then we currently have to deal with. especially concidering it alows a rail tank to remain completly invulnerable from dropships while still giving the railtank every advantage in the fight it currently has.
your solution doesnt actually solve the problem it intends to solve and instead keeps the problem the exact same while potentially creating new problems along the way.
depending on how its done it could also prevent you from being able to orbital redline rails, removing one of our only real ways to get rid of redline rail infestations.
TL:DR the cure is worse then the disease I agree this idea does have its faults and its not the instant cure that we all want, it is just an idea, but I think you have missed the point of what I was trying to express in this video.... I loath nerfs and I don't want the rail tank to be nerfed im trying to provide a different solution to nerfing and this idea is one such solution. There are many others and im sure a combination of these ideas will see the change in tactics which has a knock on effect to the loadout of the tank and therefore lowers the DPS, no need for nerfs.... wipe out the source of the disease and there wont be a need for a cure My fav part of the vid is where your illustrating the Judges use of the pythagorean theorem on your crayon paper against his really clean modeled diagrams..... Good video, I do think however as someone already said that the area to break the redline might become insufficent.... However not allowing rails to shoot from the redline might be just as good, this technically wouldnt be a rail nerf just a change in the map mechanics, that affects rail sniping.
What I have long advocated for is a change in the contours of the redline so that the line its self would be moved to a contour of the map that had the team trying, to push out moving up hill, therefore the redline would not sit on the crest of a ridge like it does it all maps except Ashland, with the line on a uphill feature this means the enemy can get close enough to have top position and therefore superior position that doesnt allow the tank to roll behind a ridge crest.....
Instead you would make the sniper tank vulnerable in the redline, and while you could still take cover inside it being routed and completely stopped by a superior team wouod mean you start out from a weaker position.
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
392
|
Posted - 2014.02.28 13:34:00 -
[21] - Quote
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.
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Operative 1171 Aajli
Bragian Order Amarr Empire
1370
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Posted - 2014.02.28 13:37:00 -
[22] - 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
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 twnks doesn't matter, my missiles have no real use. Just pull out a mil rail and fit. Sick of it.
Rommel, you magnificent bastard, I read your book!
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kaizuka sniper
Nyain San Renegade Alliance
4
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Posted - 2014.02.28 13:43:00 -
[23] - Quote
should increase recoil of the blaster tank. blaster tank is too kill infantry. Does not resolve the nerf and vehicle limit. If buff anti-vehicle weapon as well
but, av-nades n swarm lucher need add move-penalty or modules-penalty to tank |
BAMM HAVOC
Carbon 7 CRONOS.
253
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Posted - 2014.02.28 13:46:00 -
[24] - Quote
INFINITE DIVERSITY IDIC wrote:I agree this idea does have its faults and its not the instant cure that we all want, it is just an idea, but I think you have missed the point of what I was trying to express in this video.... I loath nerfs and I don't want the rail tank to be nerfed im trying to provide a different solution to nerfing and this idea is one such solution. There are many others and im sure a combination of these ideas will see the change in tactics which has a knock on effect to the loadout of the tank and therefore lowers the DPS, no need for nerfs.... wipe out the source of the disease and there wont be a need for a cure My fav part of the vid is where your illustrating the Judges use of the pythagorean theorem on your crayon paper against his really clean modeled diagrams..... Good video, I do think however as someone already said that the area to break the redline might become insufficent.... However not allowing rails to shoot from the redline might be just as good, this technically wouldnt be a rail nerf just a change in the map mechanics, that affects rail sniping.
What I have long advocated for is a change in the contours of the redline so that the line its self would be moved to a contour of the map that had the team trying, to push out moving up hill, therefore the redline would not sit on the crest of a ridge like it does it all maps except Ashland, with the line on a uphill feature this means the enemy can get close enough to have top position and therefore superior position that doesnt allow the tank to roll behind a ridge crest.....
Instead you would make the sniper tank vulnerable in the redline, and while you could still take cover inside it being routed and completely stopped by a superior team wouod mean you start out from a weaker position. [/quote]
this sounds like a good solution to the problem, dare i say it better than the ideas expressed in this video....
i drawn on a 4 year old level hahaha i had to do something to inject some humour into this as his video was all maths and seriousness and i had to counter act that, if you know me or have seen any of my videos seriousness is not my bag, Judge Rhadamanthus's video is a pure master piece and a very competent argument from his point of view, this video however just shows there are alternatives to nerfing, going by the responses from this community there are tonnes of ideas out there and that's what i want interaction, ideas, suggestions and get the community talking about solutions to problems we face in DUST514 instead of constantly moaning and calling for nerfs.
Support The DUST514 TREEEEEEESSS
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ALT2 acc
158
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Posted - 2014.02.28 13:46:00 -
[25] - 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 twnks doesn't matter, my missiles have no real use. Just pull out a mil rail and fit. Sick of it. Dont forget dropships are still useless Ads or nothing Std dropships need more cpu, pg, and speed.
Hater attractor proficiency 5, hater attractor optimization 5.
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Skihids
Bullet Cluster Legacy Rising
2927
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Posted - 2014.02.28 14:02:00 -
[26] - Quote
What's up with these presentations which are really rambling audios with a completely unrelated match video for background? The video content serves only to distract from the fact that you can't make your point clearly and succinctly.
I kept waiting for the video to be relevant and it never delivered. This one had a tiny insert with original content for a short period, but it:
A) Wasn't the main focus and B) Wasn't adequately explained or developed.
The crayon drawing of Judge's idea was never used to refute anything. It was just "Here's my drawing of his much better presentation, and I don't agree with it. Now here's my cool bubble idea, it will fix everything so you can ignore all his facts and well developed arguments."
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? |
Takahiro Kashuken
Red Star. EoN.
2733
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Posted - 2014.02.28 14:08:00 -
[27] - Quote
Move back both spawns about 1000m
Job done
Intelligence is OP
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3635
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Posted - 2014.02.28 14:11:00 -
[28] - Quote
Alternate Insano wrote:The redline is the only thing helping a new player survive against a 30mil SP vet with 5 different proto suits and enough ISK to run them all day. You may not notice, but new players aren't falling all over themselves to come here. Even with Sony putting the DUST demo in with the PS3. There are so many things that need to be fixed before any discussion to remove the redline could begin in earnest. These things will not be though. Someone thinks they can (foolishly) copy EVE, which is a computer game that had no competition at launch 10 years ago. Now that there are better games on the horizon, the only players sticking up for EVE are the ones way up on top of the pile. Which is exactly what's going on with DUST. The only problem is this is a console game, and console gamers don't have to wait 10 years for a game to get better, because by then they will have a drivers license, figure out what girls are, and stop gaming until they're 40.
Five Proto suits would be a horrible, horrible use of 30 million SP. You'd need 2.5 million per proto suit skill, and that's ignoring getting the various basic frames to 3. You'd burn up about half of your 30 mill like that.
Dren and Templar equipment stats, wrong since release.
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Vag Eye Lenol
Council of Planetary Management
42
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Posted - 2014.02.28 14:12:00 -
[29] - Quote
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. |
ALT2 acc
158
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Posted - 2014.02.28 14:12:00 -
[30] - Quote
Takahiro Kashuken wrote:Move back both spawns about 1000m
Job done Or 600m, the rails range
Hater attractor proficiency 5, hater attractor optimization 5.
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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
|
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 ?
Support The DUST514 TREEEEEEESSS
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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C Saunders
Tech Guard RISE of LEGION
505
|
Posted - 2014.02.28 19:42:00 -
[61] - Quote
The real issue is the blaster turret, remove that and tanks would be balanced.
Tech Guards Sexy Beast
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
1987
|
Posted - 2014.02.28 20:21:00 -
[62] - Quote
Redline rails aren't too hard to kill, but they're OP BC only a 3xdmg modded PC can do it fast enough. Even orbitals aren't powerful enough.
Charlotte O'Dell is the highest level unicorn!
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MINA Longstrike
2Shitz 1Giggle
329
|
Posted - 2014.02.28 20:48:00 -
[63] - 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
Rail tanks are bullshit and make almost any other vehicle unplayable. They do far too much damage at far too long a range. Hardeners need to be toned down while extenders and plates are improved, large armor reps need to go back to being activated while small armor reps can stay passive. Damage mods need to be a 'one active at a time' deal and probably rolled back to 20%.
Do this while making a few tweaks to swarms and tanks will be a lot more enjoyable while not being coffins. |
Takahiro Kashuken
Red Star. EoN.
2741
|
Posted - 2014.02.28 22:04:00 -
[64] - Quote
C Saunders wrote:The real issue is the blaster turret, remove that and tanks would be balanced.
And that kills the vehicle
If a tank is killing infantry its killing infantry
Infantry then have a choice, go AV or call out another tank
If a tank didnt kill AV then wtf is a tank for? to fight other tanks? what if no other tank is out because then tanks are neededjust to kill other tanks because they cant do **** to infantry
Intelligence is OP
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Argetlam Thorson
Capital Acquisitions LLC Renegade Alliance
13
|
Posted - 2014.02.28 23:12:00 -
[65] - Quote
Nice point, BAMM. Although, that does lead me to question if vehicles should spawn in the shield or out? If they spawn inside, maybe bar them reentry once they leave?
I think the idea of disabling weapons in the redline would be terrible. It would make it so that you couldn't get out of the redline once you were stuck there, because you couldn't kill the enemies just outside. This would lead to either a fierce glaring war across the redline or single players getting mauled as soon as they crossed the line.
I personally had a different idea, that I think would go a long way to solving redline madness. What if they just made it so that you don't get warpoints (and maybe not even the kill towards K/D) if you or they are in the redline? This way, you wouldn't earn anything for sitting in the back, but you at least have the chance to break out of your redline. |
CLONE117
True Pros Forever
703
|
Posted - 2014.02.28 23:22:00 -
[66] - Quote
id kinda like to replace the redzone with a fortress of sorts a base. that would be easy to defend for the team that owns it yet extremely hard to take an hold for the enemy team. would be out fitted with controllable turrets and have areas where its safe to call in vehicles and such. maybe with sniper perches. cover for use. hope fully gets rid of the redline problem. |
AREYOUTHAT STUPID
Carbon 7 CRONOS.
13
|
Posted - 2014.03.02 15:38:00 -
[67] - Quote
Snagman 313 wrote: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.
You have been Judged...chooo chooo mother F'ers, chooo chooo |
AREYOUTHAT STUPID
Carbon 7 CRONOS.
15
|
Posted - 2014.03.02 16:31:00 -
[68] - Quote
In 1.7 both av AND tanks got a nerf. Most people forget that...
My tank in 1.6 was super pricey, but it was nasty. If I played all night and lost more than one tank I was pissed. My tank had just over 7,000 armor, and around 1,200 shields. I had a rotation of 3 complex hardeners going at all times so I constantly had a hardener up, and a complex heavy rep to cover any damage I might receive through them. Contrast that today, with 4000 armor and 1,200 shields...with 2 hardeners that I throw on for battle, then have to back off to let cool down. Aaaaand did we forget now I have to reload? What about run back to get more ammo? I have been a dedicated tanker now for about a year, so I have seen the changes (both good and bad).
My 1.6 tank would run a r@pe train on my 1.7 tank. Everyone sees 1.7 as a buff to tanks, when it was actually the opposite. Why we are having the issue is due to the prolific nature of militia tanks. Since anybody can shell out a modest amount of ISK to run a tank, any blueberry troll can drop a tank. This is good and bad. Good in the fact that as snags pointed out in his epic post about tanks, a militia sica is the new guys answer to fighting other tanks on the field. For no SP, and very little ISK...a new player can combat any guy with 10 mil+ SP dedicated to tanking. Bad, in the fact that for no SP, and very little ISK...a new player can have something on the field stronger than all the infantry around him. For the cost of one of my advanced level drop suits, a nooby with no SP in anything is now rolling around destroying infantry who are wearing Protobear gear. Who wouldn't do it? That is the broken mechanic here. Imagine buying a copy of BF4 and playing multiplayer. You are getting absolutely demolished, going 1 and 20 k/d....ohhh, but wait. You can now drop a tank and kill all these players around you that have been playing the game for much longer than you. And you make enough per round to buy 6 of them. Best yet, you don't have to expend any of your very limited SP to do it! It would never happen, because it would be foolish to place something so powerful in a game like that and have it open to a player that just started. Right?
That is the player that is looking for the low investment, high reward game style. Make all the players that want to drop a tank expend the SP it takes to get level 5 vehicle operations, and then see if we still have a tank problem. I bet it would vanish overnight.
Thoughts? |
Everything Dies
Chatelain Rapid Response Gallente Federation
547
|
Posted - 2014.03.02 17:40:00 -
[69] - Quote
In my opinion, the rail tank is throwing off the balance of the entire game. A redline rail tank can really only be countered by a. a rail tank that can get close enough without being detected, or b. an adventurous dropship pilot. One or two well-positioned rail tanks can completely deny the enemy's ability to bring in any sort of counters, aside from swarms (hahahahaha) or forge guns (which will require at least two people--if not more--to actually destroy the tank if the tanker is at all decent.)
Blaster tanks, on the other hand, need a slight reduction in range (100m at the most) while having a large dispersal rate; this would make it more difficult to pinpoint individual soldiers but make it very effective at crowd control/suppression fire. Pair this with a reworking of swarms (either increase damage to pre-buff levels or bring back the longer range) and you have a much more balanced interaction between infantry and close-range tanks. Which brings us back to the rail tanks.
I believe two things need to be done. 1. Remove the damage modules from tanks (are they used frequently with blaster turrets???) and 2. remove the auto-fire from rail tanks. Requiring the full charge-up time on rail shots would make things safer for dropship pilots as well as blaster tanks. In effect, the rail tank now becomes an area-of-denial weapon that is meant to harass and scare off enemy vehicles or to provide support fire for friendly vehicles.
For the purpose of balancing tank vs. tank play, the blaster tank should see an increase in damage done to other vehicles to ensure that a blaster v. rail tank at close range has a good chance of seeing either side emerge victorious.
Life is killing me.
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Sgt Buttscratch
KILL-EM-QUICK
1894
|
Posted - 2014.03.02 18:40:00 -
[70] - Quote
lets put it this way,tanks are not OP but the match I was just in on my logi, we were against a stacked team, FA, STB etc etc, they couldn't beat our gungame, in came 5 tanks,they cloned us.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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C Saunders
Tech Guard RISE of LEGION
510
|
Posted - 2014.03.02 20:10:00 -
[71] - Quote
Remove the large blaster turret.
Missiles for infantry. Rails for vehicles.
Perfect balance.
Tech Guards Sexy Beast
|
Oxskull Duncarino
0uter.Heaven
453
|
Posted - 2014.03.02 20:50:00 -
[72] - Quote
TheD1CK wrote: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 AVI 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 .... I'll just add to this by saying HMG, heavy machine gun, a name by which you would be forgiven for thinking similarly to your above post on the name HAV, but unfortunately needs massive eHP and a nice friendly logi to be effective in just spitting distance So many naming issues with gear in this game, but fortunately(I hope) CCP don't balance by name.
I'll check the video later Bamm, and I'm expecting/hoping there to have been loads of crayons used. Or really bad Paintbrushing And the only pie chart had better be made out of a good pork pie.
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Stile451
Red Star. EoN.
304
|
Posted - 2014.03.02 22:09:00 -
[73] - Quote
I agree that tanks aren't OP, it's the redline that's OP. I don't believe that reducing the size of the redline is a good thing however.
What I would propose is to add to the effects of the redline by adding an inertial barrier. For every meter a shot(not just tanks) goes through this barrier it will lose 5% damage efficiency. The red line may need to be extended or reduced for this to be really effective(eg. Manus Peak). I believe this would severely curtail attacks from behind the redline without necessitating the nerfing of anything. |
NextDark Knight
Hellstorm Inc League of Infamy
230
|
Posted - 2014.03.02 22:57:00 -
[74] - Quote
A simple fix we been promoting since the start is to remove all kills and warpoint gains from redline kills. Problem solved. No more stat padding, no more warpoint gains, no reason to stay in the redline cause you aren't going to get paid for it. Problem solved.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
639
|
Posted - 2014.03.02 23:19:00 -
[75] - 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 Fish-in-a-barrel again? That is not a safe spawn, that is a containment point. Here I post again:
Dovallis Martan JenusKoll wrote:Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
Hence the entire map is playable, but the enemy base is much more deadly.
NextDark Knight wrote:A simple fix we been promoting since the start is to remove all kills and warpoint gains from redline kills. Problem solved. No more stat padding, no more warpoint gains, no reason to stay in the redline cause you aren't going to get paid for it. Problem solved.
People shoot from the redline just to watch people like you complain out your ass. If they implemented this, you would still cry and whine because nothing changed, only that the snipers would provide even less for their teams now.
You people who are too lazy to counter-snipe really deserve to be killed from the redline every time you play.
If you can read this, it means you are reading.
Unless you are skimming
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Meeko Fent
Kirkinen Risk Control Caldari State
1867
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Posted - 2014.03.02 23:25:00 -
[76] - Quote
Miss-labeled Topic.
Rail Tanks aren't OP would be a better name. Blaster Tanks still just run amuck with little an infantry can do besides pull his lolAV fit.
And this seems right, another map asset just needs to be made with the MCC shields Around the exits. Have A nice big hole in the top of this new map asset for Vehicles to spawn in from, , with big forcefield gates where vehicles and infantry can walk and drive out, and Smaller gates when infantry can also walk out.
When the MCC is destroyed in the end of the match, have the camera in a position where you can see the Base dematerializing (like the way bodies or vehicles disappear) as well as the MCC implode.
Because you Wanted to be Something your Not.
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NextDark Knight
Hellstorm Inc League of Infamy
234
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Posted - 2014.03.03 11:42:00 -
[77] - Quote
Before you try to say I am crying about the red line find a post of me complaining qq about it. I love a hole red line tanks and specialize in harassing them.
C c p recently removed concord payout for suicide ganking in high sec to deal which is a similar problem. Removing points gives them less of a payout so the only benefit they get is the tears, not the extra payout for farming in somewhat safety
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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BAMM HAVOC
Carbon 7 CRONOS.
268
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Posted - 2014.03.03 14:05:00 -
[78] - Quote
Oxskull Duncarino wrote:TheD1CK wrote: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 AVI 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 .... I'll just add to this by saying HMG, heavy machine gun, a name by which you would be forgiven for thinking similarly to your above post on the name HAV, but unfortunately needs massive eHP and a nice friendly logi to be effective in just spitting distance So many naming issues with gear in this game, but fortunately(I hope) CCP don't balance by name. I'll check the video later Bamm, and I'm expecting/hoping there to have been loads of crayons used. Or really bad Paintbrushing And the only pie chart had better be made out of a good pork pie.
The Epicness of those illustrations would make even the ninja turtles Jelly
Here is another idea...
If you want to limit the HAV spam without having a hard cap on them.... why not link all vehicles to the War Points if a player doesn't acquire War Points he doesn't get the opportunity to call in LAVs, HAVs and Dropships this then forces a ground game at first and because its linked to the squads War Points not everyone can spam them and it forces them to join a squad and get involved with the Team Effort and contributing towards the win, abit like the Orbital Strikes only with vehicles ... again this is only an idea (and before I get flamed) I know its probably not the right one, but as I have said before in this thread a few times now... at least it offers No Nerfs and is an alternative to them . Which is ultimately my main aim here with this thread and video and I will stay it again calling for Nerfs and raging about equipment that's supposedly "game breaking" under the premise of " He/She shot me " is not reason or justification enough to Nerf Anything.
Support The DUST514 TREEEEEEESSS
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ALT2 acc
203
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Posted - 2014.03.03 14:08:00 -
[79] - Quote
BAMM HAVOC wrote:Oxskull Duncarino wrote:TheD1CK wrote: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 AVI 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 .... I'll just add to this by saying HMG, heavy machine gun, a name by which you would be forgiven for thinking similarly to your above post on the name HAV, but unfortunately needs massive eHP and a nice friendly logi to be effective in just spitting distance So many naming issues with gear in this game, but fortunately(I hope) CCP don't balance by name. I'll check the video later Bamm, and I'm expecting/hoping there to have been loads of crayons used. Or really bad Paintbrushing And the only pie chart had better be made out of a good pork pie. The Epicness of those illustrations would make even the ninja turtles Jelly Here is another idea... If you want to limit the HAV spam without having a hard cap on them.... why not link all vehicles to the War Points if a player doesn't acquire War Points he doesn't get the opportunity to call in LAVs, HAVs and Dropships this then forces a ground game at first and because its linked to the squads War Points not everyone can spam them and it forces them to join a squad and get involved with the Team Effort and contributing towards the win, abit like the Orbital Strikes only with vehicles ... again this is only an idea (and before I get flamed) I know its probably not the right one, but as I have said before in this thread a few times now... at least it offers No Nerfs and is an alternative to them . Which is ultimately my main aim here with this thread and video and I will say it again calling for Nerfs and raging about equipment that's supposedly "game breaking" under the premise of " He/She shot me " is not reason or justification enough to Nerf Anything. Hav cap is better and needed
Hater attractor proficiency 5, hater attractor optimization 5.
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Operative 1171 Aajli
Bragian Order Amarr Empire
1411
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Posted - 2014.03.03 14:12:00 -
[80] - Quote
Yes, once something is the way it is in a game it is written in stone; Especially, if somebody is using it for easy mode and winning.
What's up with this digital data stuff anyway? Something that can be changed and re-tweaked? Preposterous!
I lost my monocle!
Rommel, you magnificent bastard, I read your book!
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Enki Kalgarian
Northwind Alliance Dark Taboo
19
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Posted - 2014.03.03 14:34:00 -
[81] - Quote
Tanks are not a problem if you have some Mercs helping you take them out they should of not nerfed the forge and swarm launchers after the last tank update.Tanks are like bullies hit them a couple of times and they go running. |
Darken-Soul
BIG BAD W0LVES
1404
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Posted - 2014.03.03 14:36:00 -
[82] - Quote
Enki Kalgarian wrote:Tanks are not a problem if you have some Mercs helping you take them out they should of not nerfed the forge and swarm launchers after the last tank update.Tanks are like bullies hit them a couple of times and they go running.
Its's not enough, i want them dead.
Who wants some?
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Sam Booty
Valor Coalition
28
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Posted - 2014.03.03 15:34:00 -
[83] - Quote
I don't think tanks or dropships should be able to destroy your home base either. What people suggested is that you shouldn't be able to shoot inside the redline but I think this will change mechanics and give rise to new bugs. I already see you leaving the red line and weapons locking due to glitches. Dust has too many bugs already.
What I think CCP should do and does not affect the mechanics is increase HP of installations to something like 80000 HP on the redline and when they yellow (unhacked). Each time they are hacked, they loose half HP. And I mean of everything, turrets, supply depots, CRUs, etc. Then place numerous turrets near home base in such that even if a squad of tanks/vehicles comes into the redline they will be automatically targeted by all turrets. This would also solve problems with ambush: end normal Ambush and leave only OMS Ambush.
It is no use to put so many turrets, the first thing tanks do is destroy them and collect 100WP.
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Stile451
Red Star. EoN.
305
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Posted - 2014.03.04 03:46:00 -
[84] - Quote
Sam Booty wrote:What I think CCP should do and does not affect the mechanics is increase HP of installations to something like 80000 HP on the redline and when they yellow (unhacked). Each time they are hacked, they loose half HP. And I mean of everything, turrets, supply depots, CRUs, etc. Then place numerous turrets near home base in such that even if a squad of tanks/vehicles comes into the redline they will be automatically targeted by all turrets. This would also solve problems with ambush: end normal Ambush and leave only OMS Ambush.
It is no use to put so many turrets, the first thing tanks do is destroy them and collect 100WP. Adding more turrets will only make players stop using dropships - as it stands an AI controlled rail turret will fire on and likely hit a dropship from across the map(from inside the enemy redline to behind the friendly redline.
The reason turrets are destroyed is because they pose a threat to vehicles(the 100 WP is a bonus). The reason that neutral turrets are destroyed is because if a friendly player hacks the turret they do not make sure it remains friendly - what usually happens is an enemy will circle around and hack the turret which will attack attack a vehicle in an area that should be safe. This is the exact same reason that supply depots were targeted in previous builds. |
VonSpliff
TeamPlayers Negative-Feedback
49
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Posted - 2014.03.04 04:10:00 -
[85] - Quote
Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS.
"Long live the Empress, unless you have some isk"
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Medical Crash
CLONES AGAINST HUMANITY
212
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Posted - 2014.03.04 04:25:00 -
[86] - Quote
VonSpliff wrote:Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS. Preach the truth! oh lawd |
Patrick57
5707
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Posted - 2014.03.04 04:34:00 -
[87] - Quote
Tanks may not be OP, but Tank spam most definitely is.
Zatara hates me :(
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
643
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Posted - 2014.03.04 04:45:00 -
[88] - Quote
VonSpliff wrote:Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS. You didn't even watch Judge's video... did you?
If you can read this, it means you are reading.
Unless you are skimming
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VonSpliff
TeamPlayers Negative-Feedback
50
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Posted - 2014.03.04 12:06:00 -
[89] - Quote
Which one?
The one with the 500m redline Rail tank kill. Or maybe the one that shows the imbalance between proto forge v soma rail. Or maybe your talking about all the neato flight trainers, no I guess I haven't seen the vid?
Just get over it. Tank and ADS are *** ass tactics that only little wiener no talents use to win pub matches. I've seen enough BS in this game that would make most gamers quit a 100 times over bit these pilots really take the cake.
"Long live the Empress, unless you have some isk"
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ads alt
DROID EXILES General Tso's Alliance
4
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Posted - 2014.03.04 12:10:00 -
[90] - Quote
VonSpliff wrote:Which one?
The one with the 500m redline Rail tank kill. Or maybe the one that shows the imbalance between proto forge v soma rail. Or maybe your talking about all the neato flight trainers, no I guess I haven't seen the vid?
Just get over it. Tank and ADS are *** ass tactics that only little wiener no talents use to win pub matches. I've seen enough BS in this game that would make most gamers quit a 100 times over bit these pilots really take the cake. Yet in bf4 a scout heli doesnt make people qui... |
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
390
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Posted - 2014.03.04 12:56:00 -
[91] - Quote
VonSpliff wrote:Which one?
The one with the 500m redline Rail tank kill. Or maybe the one that shows the imbalance between proto forge v soma rail. Or maybe your talking about all the neato flight trainers, no I guess I haven't seen the vid?
Just get over it. Tank and ADS are *** ass tactics that only little wiener no talents use to win pub matches. I've seen enough BS in this game that would make most gamers quit a 100 times over bit these pilots really take the cake.
lol whinning about vehicles, cant kill tanks or derpships cause ur too busy whinning , lol
same goes for all the he rest of you vehicle haters, whipe the tears out your eyes crybaby so you can see the threat trying to kill you so u can kill it bak |
VonSpliff
TeamPlayers Negative-Feedback
51
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Posted - 2014.03.04 18:27:00 -
[92] - Quote
@ads alt - this isn't bf4. At least frostbite gives you a weapon to shoot down any in game vehicle. Plus there is a set number of them. They just don't spam the field in the first 2 mins. Nor do they have hardners and afterburners
@the blaster. Not whinning its truth. More people quit dust,do to vehicle spam the last few months. My only problem is the nerf on forge and swarms that make maddys/gun logi unstoppable without pull my whole squd from objectives to destroy 1 or 2 tanks just for them to be able to call another one instantly. If you could only call 2 a match you would be blowing up the forums with your little wiener tears. And love the tank who will chase me around a pillar for an entire match.
If your not using your tank in PC/FW than you just might be a d!ckless wonder. Enough said.
"Long live the Empress, unless you have some isk"
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