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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1578
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Posted - 2014.03.06 07:45:00 -
[1] - Quote
You're going to utterly castrate AV unless there's more to this update. I would hope you all had considered and made a proper adjustment. I approved of the vehicle buffs and do not think that altering the tanks was a bad idea.
The damage mods needed to be nerfed in relation to infantry versus infantry, but the damage mods were the only thing keeping a couple of the AV weapons somewhat viable killing tanks. Now they're going to be nonviable.
I do hope you have a plan that doesn't involve vehicles being the meat of DUST with infantry merely being an interesting sideline. The performance of Anti-vehicle weapons is lackluster and only valuable in the hands of experts and old hats. Even the hotly-debated forge gun is really only viable in the hands of someone who spends most of their time deploying with it exclusively.
I believe the playerbase would appreciate more than just your efforts to deal with infantry versus infantry time to kill. It is wildly important and we look forward to seeing if this brings more value to the dropsuits by increasing TTK enough to be interesting. I and many others would like to see that there will be some semblance of parity.
However, this issue is not out there in a vacuum. As it stands you have given precisely enough information to tell us that you are working on making infantry versus infantry combat more interesting and viable, but not bothering to provide so much as acomment on the state of AV/V balance, or if this firepower nerf was intended in relation to vehicles.
I assure you, without the ability to deploy damage mods to a forge gun, I'm tempted to stop putting points into fatsuits, as the last effective weapon we have against anything outside twenty meters will get yet another nerf. It's ceasing to be fun playing a heavy, as the class has become more and more ineffectual at it's stated roles.
Sure, the relative strength of the HMG has increased in relation to the rifles in close. But that's only part of the equation. I forsee a clamor for the nerf bat to heavies again here shortly.
In other news, it takes at least two AV gunners to pop tanks (Unless the AV gunner is a badass and his opponents are relatively slow and stupid) but it only takes one man to run a tank. This manpower disparity is only going to make the tanks more valuable on the field than infantry once the Forge Gun damage bonuses get hacked off.
Further with the damage bonuses of rail guns being removed for proficiency versus shields, this leaves a disparity. There are no anti-shield AV weapons except the Plasma Cannon, which is arguably a joke. A funny joke, but still, a joke. Long live our kings, the Gunnlogi. |
Spectral Clone
Dust2Dust. Top Men.
1527
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Posted - 2014.03.06 08:04:00 -
[2] - Quote
Breakin Stuff wrote:You're going to utterly castrate AV unless there's more to this update. I would hope you all had considered and made a proper adjustment. I approved of the vehicle buffs and do not think that altering the tanks was a bad idea.
The damage mods needed to be nerfed in relation to infantry versus infantry, but the damage mods were the only thing keeping a couple of the AV weapons somewhat viable killing tanks. Now they're going to be nonviable.
I do hope you have a plan that doesn't involve vehicles being the meat of DUST with infantry merely being an interesting sideline. The performance of Anti-vehicle weapons is lackluster and only valuable in the hands of experts and old hats. Even the hotly-debated forge gun is really only viable in the hands of someone who spends most of their time deploying with it exclusively.
I believe the playerbase would appreciate more than just your efforts to deal with infantry versus infantry time to kill. It is wildly important and we look forward to seeing if this brings more value to the dropsuits by increasing TTK enough to be interesting. I and many others would like to see that there will be some semblance of parity.
However, this issue is not out there in a vacuum. As it stands you have given precisely enough information to tell us that you are working on making infantry versus infantry combat more interesting and viable, but not bothering to provide so much as acomment on the state of AV/V balance, or if this firepower nerf was intended in relation to vehicles.
I assure you, without the ability to deploy damage mods to a forge gun, I'm tempted to stop putting points into fatsuits, as the last effective weapon we have against anything outside twenty meters will get yet another nerf. It's ceasing to be fun playing a heavy, as the class has become more and more ineffectual at it's stated roles.
Sure, the relative strength of the HMG has increased in relation to the rifles in close. But that's only part of the equation. I forsee a clamor for the nerf bat to heavies again here shortly.
In other news, it takes at least two AV gunners to pop tanks (Unless the AV gunner is a badass and his opponents are relatively slow and stupid) but it only takes one man to run a tank. This manpower disparity is only going to make the tanks more valuable on the field than infantry once the Forge Gun damage bonuses get hacked off.
Further with the damage bonuses of rail guns being removed for proficiency versus shields, this leaves a disparity. There are no anti-shield AV weapons except the Plasma Cannon, which is arguably a joke. A funny joke, but still, a joke. Long live our kings, the Gunnlogi.
The only thing to do here is 25-30% dmg buff to direct damage of plasma cannons and swarms. 10-15% dmg buff to direct dmg of forge.
Edit: Oh I forgot the AV grenades, you only get 2 instead of 3 now, so damage should be increased by 3/2 = 1.5 times.
Drop it like its hat.
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
194
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Posted - 2014.03.06 11:32:00 -
[3] - Quote
My poor swarm launchers.
It will be a sad state of affairs when the only reliable way to kill LAVs will be with a damn tank. I don't even want to comment on how popular sentinels will become, but I would like to see the following for AV balance:
-AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard)
Now I'll get back to planning on which fatsuit to skill into. I hate moving so slow, but heavies will be everywhere and sometimes you have to fight fire with fire. |
General12912
Gallente Marine Corps
82
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Posted - 2014.03.06 11:40:00 -
[4] - Quote
Breakin Stuff wrote:You're going to utterly castrate AV unless there's more to this update. I would hope you all had considered and made a proper adjustment. I approved of the vehicle buffs and do not think that altering the tanks was a bad idea.
The damage mods needed to be nerfed in relation to infantry versus infantry, but the damage mods were the only thing keeping a couple of the AV weapons somewhat viable killing tanks. Now they're going to be nonviable.
I do hope you have a plan that doesn't involve vehicles being the meat of DUST with infantry merely being an interesting sideline. The performance of Anti-vehicle weapons is lackluster and only valuable in the hands of experts and old hats. Even the hotly-debated forge gun is really only viable in the hands of someone who spends most of their time deploying with it exclusively.
I believe the playerbase would appreciate more than just your efforts to deal with infantry versus infantry time to kill. It is wildly important and we look forward to seeing if this brings more value to the dropsuits by increasing TTK enough to be interesting. I and many others would like to see that there will be some semblance of parity.
However, this issue is not out there in a vacuum. As it stands you have given precisely enough information to tell us that you are working on making infantry versus infantry combat more interesting and viable, but not bothering to provide so much as acomment on the state of AV/V balance, or if this firepower nerf was intended in relation to vehicles.
I assure you, without the ability to deploy damage mods to a forge gun, I'm tempted to stop putting points into fatsuits, as the last effective weapon we have against anything outside twenty meters will get yet another nerf. It's ceasing to be fun playing a heavy, as the class has become more and more ineffectual at it's stated roles.
Sure, the relative strength of the HMG has increased in relation to the rifles in close. But that's only part of the equation. I forsee a clamor for the nerf bat to heavies again here shortly.
In other news, it takes at least two AV gunners to pop tanks (Unless the AV gunner is a badass and his opponents are relatively slow and stupid) but it only takes one man to run a tank. This manpower disparity is only going to make the tanks more valuable on the field than infantry once the Forge Gun damage bonuses get hacked off.
Further with the damage bonuses of rail guns being removed for proficiency versus shields, this leaves a disparity. There are no anti-shield AV weapons except the Plasma Cannon, which is arguably a joke. A funny joke, but still, a joke. Long live our kings, the Gunnlogi.
i used to think 2 heavy damage mods with a forge gun was good av. then i swithched to standard sentinel and realised the forge gun still does great damage against vehicles. with an advanced assault forge gun, its about 4 hits to kill an HAV. and swarm launchers will still be viable in groups, specifically, AV squads. its no that hard to outsmart a tanker... and sometimes brains>brawn
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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501st Headstrong
G0DS AM0NG MEN D.E.F.I.A.N.C.E
134
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Posted - 2014.03.06 11:45:00 -
[5] - Quote
Agreed. I've always been saying that you can kill tanks if you have coordination within your squad and all, but this AV nerf is RIDICULOUS. Instead of now needing around 3 Forgers to take down a decent tanker, we need a whole squad, or at least 5 plus a tanker. Why? How far do you want us to have to go to take these things down. Before it was viable, now what are you going to take away our sticky remote explosives, because that is the primary way I kill tanks.
Please just lower the hull price of the ADS, increase the price of the militia tanks slightly, someone else gave a perfect price above, and institute some lore/ merc thing that prevents tanks from sitting in, or on the redline, or EVEN ONE meter in front of it for all you Smart-alecs
Have a pop-up saying, "You're a tanker! Now get out there!" And the tank will self destruct if it stays too close to the redline. Only tanks who are wounded will be allowed to enter without recompense, but they are healed they must go also.
IDGAF who you are. You shot at my Corp, now I WILL kill you. Only question is: Will you fight back?
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
194
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Posted - 2014.03.06 12:01:00 -
[6] - Quote
General12912 wrote: i used to think 2 heavy damage mods with a forge gun was good av. then i swithched to standard sentinel and realised the forge gun still does great damage against vehicles. with an advanced assault forge gun, its about 4 hits to kill an HAV. and swarm launchers will still be viable in groups, specifically, AV squads. its no that hard to outsmart a tanker... and sometimes brains>brawn
Coordinated AV can still beat tanks, the problem is a single HAV takes 3 or 4 infantry out of the fight to break out AV gear. More than one tank on the enemy team? You can't afford to give up that many players. It takes fewer players and less isk just to call out your own tanks and fight fire with fire. That will be even more pronounced with the upcoming changes.
If the team quota is full, or you are a new player who can't effectively use your own HAV, or you are like me and just consider tanks to be boring as all hell, you spend the rest of the match sitting around twiddling your thumbs.
SP invested into AV weapons go unused, matches turn into boring rounds of watching big things plink away at each other. People give up on Dust. |
Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2014.03.06 14:20:00 -
[7] - Quote
Hobo on Fire wrote:My poor swarm launchers. It will be a sad state of affairs when the only reliable way to kill LAVs will be with a damn tank. I don't even want to comment on how popular sentinels will become, but I would like to see the following for AV balance: -AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard) Now I'll get back to planning on which fatsuit to skill into. I hate moving so slow, but heavies will be everywhere and sometimes you have to fight fire with fire.
Buff swarms?!? No. Just NO! they already have plenty of range as it is. Anyone using a dropship would be completely screwed if there was a swarm buff. We have enough to contend with as it is with redlining tanks and forge guns.
Seriously can you people not look at the situation objectively? Quit looking for ways to make life easier for yourselves.
...
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
194
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Posted - 2014.03.06 16:26:00 -
[8] - Quote
Toobar Zoobar wrote: Buff swarms?!? No. Just NO! they already have plenty of range as it is. Anyone using a dropship would be completely screwed if there was a swarm buff. We have enough to contend with as it is with redlining tanks and forge guns.
Clearly you have never used swarms against a dropship, or you are an incredibly situationally unaware pilot. Swarms lost both lock-on range and damage with 1.7, the range being the bigger factor.
In previous builds, swarms had a lock-on range of 400m, and still weren't a reliable way to bring down a dropship. They could shoo the DS away from a location pretty well, but a single volley was never enough to bring one down; any competent pilot would bug out, regen/repair, and come right back. "Killing" a DS with swarms was usually a result of hitting them when they were close to an object and bouncing them into it.
In 1.7, swarm lock-on range was cut to 175m, and their damage went from 330 per missile to 220. A proto swarm firing six missiles (with complex damage mods) was still enough to knock a dropship sideways and crash them, but without the range, the swarm user has to basically be under the DS to get a shot off.
DS pilots who start taking fire don't have to fly anywhere near as far to get out of range and repair, and take significantly less damage per impact, so they don't have to take as much time repairing. Assault dropship pilots fitting hardeners can sit there, tanking impacts from prototype AV weapons, and kill the AV crews with missile launchers.
Dropships are currently vulnerable to forge guns, railguns, and the ground. Swarm users are vulnerable to forge gunners, railguns, missile launchers, blaster turrets, grenades, HMGs, SMGs, rifles, shotguns, remote explosives, nova knives, plasma cannons, LAV bumpers, orbital bombardments, and being bashed over the head with rep tools and nanohives. DS pilots can be vulnerable to one more weapon. Take your own advice:
Toobar Zoobar wrote:Seriously can you people not look at the situation objectively? Quit looking for ways to make life easier for yourselves.
I'll give you this though, since I left it out of my last post: Dropships are way too expensive. For as fragile as they are and as difficult as they are to fly, losing one shouldn't cost the pilot an arm and a leg. I'll ammend my list:
-AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard) -Reduce the cost of dropship hulls by at least half. 500k for something that's biggest enemy is the terrain is absurd.
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Dustbunny Durrr
ReD or DeaD
138
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Posted - 2014.03.06 18:23:00 -
[9] - Quote
Hobo on Fire wrote:My poor swarm launchers. It will be a sad state of affairs when the only reliable way to kill LAVs will be with a damn tank. I don't even want to comment on how popular sentinels will become, but I would like to see the following for AV balance: -AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard) Now I'll get back to planning on which fatsuit to skill into. I hate moving so slow, but heavies will be everywhere and sometimes you have to fight fire with fire.
Yes Yes Yes! |
Cross Atu
OSG Planetary Operations Covert Intervention
1968
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Posted - 2014.03.06 19:53:00 -
[10] - Quote
+1 OP
As it currently stands 3x volleys of proto swarms + 2x proto AV nades will not take out most HAV fits even assuming 1-2 of those attacks land on the weak spot and all missiles impact the target not the terrain. In addition applying that much damage usually means you lose the fitting which costs more than some MLT HAVs.
Now take that current situation and nerf the total AV nades, the value of the swarms Proft skill and they become essentially useless for combating HAVs, as they already are for taking out a DS.
The Plasma is useless against the DS, unlikely to be able to connect with a moving LAV and at STD level can put 3x shots into the weak spot of a HAV without taking it to half armor (also prior to the change)
Forge shouldn't be the only infantry AV option, and it shouldn't require being stationed on a roof to have a solid shot at actually taking out a HAV (with the upcoming changes this is more and more likely). The big problem with the Forge requiring such height to operate is that it requires a DS to deploy. That being the case makes it such that A) the only solid counter to vehicle use is vehicle use & B) if the opposing side has a way to shut down DS in a given area, say though use of a rail HAV, pushing against them becomes dubious at best. Do that with 2 HAVs and one additional player for support and you have a 2-3 man squad locking down an entire area, against superior numbers and fits that cost more ISK and SP to field. (Obviously this is able to be mitigated by terrain in certain instances).
Hobo on Fire wrote:-AV grenades need 3 in the pocket, or a damage increase, if not both. -Buff Swarms up to 300 damage per missile and increase their lock-on range to at least 250m -Do SOMETHING to turn plasma cannons into a serious weapon, they've been a joke since they were introduced. -Increase the hull cost of HAVs to at least double what they are now (100k for an unfit militia HAV, 200k for standard) -Reduce the cost of dropship hulls by at least half. 500k for something that's biggest enemy is the terrain is absurd.
Looks like a pretty good list to me, though I do have to say the swarm launcher lock on mechanic needs to be fixed regardless and it might be worth looking at the swarm launcher lock on time in addition too, or as an alternative too the lock on range (of course if both are done they should each be done in a much lessor capacity).
The average situation being use of 2-3 guys to take down a HAV or DS is okay with me. The current situation where Proto gear with heavy SP support and 3-4 guys running fits that usually cost more than a base HAV and getting killed over and over again (even with use of cover) while being unable to shut down a single HAV or assault DS (shut down meaning force it out of a specific area of engagement, not necessarily destroy it) is problematic.
A single guy risking less to field his fits (be those fits infantry or vehicle) should not consistently shut down half a squad (or more) is a bit of a problem.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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Free Beers
Imperfects Negative-Feedback
1902
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Posted - 2014.03.06 20:22:00 -
[11] - Quote
breakin stuff have you not played against any ccp peeps in dust? They tank spam. They are like Nyain San but noobish. There is no reason to expect otherwise at this point in time.
CCP is frankly terrible at balance and no improvement in the future. I mean I titan fall and my normal weapon damages titans. A novel concept that ccp doesn't understand.
Sorry but they replaced the EP but there were more devs that contributed to dust failure at launch. #MoreThingChangeMoreTheyStayTheSame
[CCP]FoxFour> STFU beers[CCP]FoxFour> Erm
[CCP]FoxFour> I mean[CCP]FoxFour> shit
[CCP]FoxFour> you were defending me
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
203
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Posted - 2014.03.07 01:01:00 -
[12] - Quote
Cross Atu wrote: snip Looks like a pretty good list to me, though I do have to say the swarm launcher lock on mechanic needs to be fixed regardless and it might be worth looking at the swarm launcher lock on time in addition too, or as an alternative too the lock on range (of course if both are done they should each be done in a much lessor capacity). snip
I put out an idea along these lines when we first got the 1.7 patch notes.
Hobo on Fire wrote:I remember a few people commenting that the range nerf to swarms was just a workaround to the rendering issues they had for so long. If true, it means that CCP has every intention of at least retuning them to their original range once they figure out the issue... Having invisible missiles flying into your vehicle was a problem.
If they really did do it because they felt the range was too long, I'd suggest having the launcher work as it currently does out to it's current max lock-on range of 175m. At ranges beyond that, the launcher could still lock on (up to the old 400m max) but there would be an increased lock on time of 0.1 seconds for every 10m past the 175m "optimal" range. A target 375m could still be targeted, but at 200m past the "optimal," it would increase the lock on time by a full 2 seconds.
Letting swarms reach these targets, even at what amounts to a significantly reduced rate of fire, would allow players not skilled into heavy suits or vehicles to at least suppress long range vehicle targets. Forcing tanks or dropships to retreat obviously isn't as good as killing them, but it can absolutely mean the difference in a pitched battle. In addition, rail tanks and installations more than 175m past the redline can now only be targeted by forge guns or large rail/missile turrets. If these objects can strike at us, we shouldn't be forced to spec into heavy suits or HAVs just to shoot back.
I also wanted swarm lock-on to be moved to the aim-down-sights button, so players inadvertantly locking on to the wrong target could easily break the lock instead of either turning away and waiting, or intentionally firing at the wrong object. Of course, altering the lock-on mechanic would require actual time and effort to code into the game. CCP can't seem to be bothered to hotfix simple changes like altering damage values. |
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