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Molon Labe. General Tso's Alliance
6
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Posted - 2014.03.18 21:54:00 -
[31] - Quote
Min logi with prox mines is basically instakill any tank. Dont see anything an issue. |
CLONE117
True Pros Forever
723
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Posted - 2014.03.18 22:00:00 -
[32] - Quote
well an m1 abrams tank drove straight through a mine field some where in iraq. a long time ago....came out un harmed too... its amazing what stuff u can learn on the military channel(which is now the american heros channel).....
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Galvan Nized
Deep Space Republic
827
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Posted - 2014.03.18 22:09:00 -
[33] - Quote
STEALTH HUNTER ZERO wrote:Boundless proxies instakill anything already, grant you can get o a hive/supply depot and pile up 6 in one place. I just wish you could carry more at lower tiers.
Thing is, Boundless still do the same amount of damage...you just carry more and have more active.
Proxies are worthless right now. It's a trap it SHOULD kill you. You don't like dying to traps I don't like dying to OP as **** tanks.
The 750 damage is an absolute joke. Mixing in remotes is not possible in pubs. Proxies are supposed to get a damage bonus to the bottom of the tank but do not.
I say make them ignore hardeners (say the hardener doesn't cover the bottom of the vehicle). Then they are not OP but serve as a barrier to tanks and need help getting them destroyed. No more fearing nothing because I turned on hardeners. |
Nirwanda Vaughns
Death Firm.
450
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Posted - 2014.03.18 22:26:00 -
[34] - Quote
Galvan Nized wrote:STEALTH HUNTER ZERO wrote:Boundless proxies instakill anything already, grant you can get o a hive/supply depot and pile up 6 in one place. I just wish you could carry more at lower tiers. Thing is, Boundless still do the same amount of damage...you just carry more and have more active. Proxies are worthless right now. It's a trap it SHOULD kill you. You don't like dying to traps I don't like dying to OP as **** tanks. The 750 damage is an absolute joke. Mixing in remotes is not possible in pubs. Proxies are supposed to get a damage bonus to the bottom of the tank but do not. I say make them ignore hardeners (say the hardener doesn't cover the bottom of the vehicle). Then they are not OP but serve as a barrier to tanks and need help getting them destroyed. No more fearing nothing because I turned on hardeners.
or perhaps have the explosives (or whichever it is for RE/PM) skill give 5% per level damage bonus?
Rolling with the punches
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AP Grasshopper
Ancient Exiles. Renegade Alliance
211
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Posted - 2014.03.18 22:32:00 -
[35] - Quote
Charlotte O'Dell wrote:AV weapons may not kill tanks, but they sure can move them. If a few mines OHK a tanker who isn't paying attention, then he deserves to die no matter how many hardeners he is running. Also add Flux Mines for shield tanks.
Do you even think before positing? Your spamming buff AV threads are getting old, While I agree AV needs tweaking the ideas you've thrown out about MAV's, AV flat damage buff and Proxy damage buffs are dumb ideas. There are more fun an interesting ways to create balance without using "buff / nerf culture"
Atleast come up with some good ideas to buff them. Where are you even coming up with your numbers from? Maybe a damage increase for proxy mines would be appropriate but I doubt you can come up with a logical reason for the numbers you've provided. If you did, please share. |
AP Grasshopper
Ancient Exiles. Renegade Alliance
211
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Posted - 2014.03.18 22:35:00 -
[36] - Quote
Charlotte O'Dell wrote:jerrmy12 kahoalii wrote:Charlotte O'Dell wrote:AV weapons may not kill tanks, but they sure can move them. If a few mines OHK a tanker who isn't paying attention, then he deserves to die no matter how many hardeners he is running. Also add Flux Mines for shield tanks. Oh great, more instakill crap, the kast thing we need is instakill mines They are fine. Put 2 or 3 in 1 place and use av with it, its automatic it shouldn't be that powerfull I run them over for fun in my tank. They have zero fear factor.
10 proxies stacked will OHK you. If we used your numbers I could setup 3 OHK traps by myself on the map. The numbers now allow them to be effective and limit spam-ability in addition to requiring time to properly setup. Why change this? |
DUST Fiend
OSG Planetary Operations Covert Intervention
12310
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Posted - 2014.03.18 22:39:00 -
[37] - Quote
True Adamance wrote:Again a good suggestion but how do we balance that against the smaller vehicle frames? The soon to be MAV, MTAC, and LAV's?
No critique just a question.
True Adamance wrote:balance that against the smaller vehicle frames? The soon to be MAV, MTAC, and LAV's?.
True Adamance wrote:The soon to be MAV, MTAC, and LAV's?.
True Adamance wrote: The soon to be
True Adamance wrote: soon Oh you
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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jerrmy12 kahoalii
546
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Posted - 2014.03.18 22:40:00 -
[38] - Quote
Charlotte O'Dell wrote:jerrmy12 kahoalii wrote:Charlotte O'Dell wrote:AV weapons may not kill tanks, but they sure can move them. If a few mines OHK a tanker who isn't paying attention, then he deserves to die no matter how many hardeners he is running. Also add Flux Mines for shield tanks. Oh great, more instakill crap, the kast thing we need is instakill mines They are fine. Put 2 or 3 in 1 place and use av with it, its automatic it shouldn't be that powerfull I run them over for fun in my tank. They have zero fear factor. Doesnt mean tbey should be Instakill
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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AP Grasshopper
Ancient Exiles. Renegade Alliance
212
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Posted - 2014.03.18 22:46:00 -
[39] - Quote
On one side You want vehicles to be cheap and non elitist allowing anyone and there grandma to pilot. You also want them to be easily destroyed. So by being cheap and easily destroyed you nullify the risk vs reward which CCP is well known for. Throw away tanks aren't DUST, there battlefield 4. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1850
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Posted - 2014.03.18 22:48:00 -
[40] - Quote
If not increase the damage, then make the undercarriage of all Vehicles have a 375% damage modifier.
Changes that I view as being good as far as mines are concerned.
1) Increase damage, leave beep, add both Flux and Web mines 2) Leave damage as is, remove beep, add both Flux and Web mines
TBH, I've been asking for Flux Prox for a long long time.
I was in a match last night where several teammates were concentrating enough small arms and AP grenades that we made a blaster gunnlogi flee at top speed.
He was deep in armor by the time he got away.
FYI, this was approximately two squads spamming damage at him.
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
51
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Posted - 2014.03.18 23:00:00 -
[41] - Quote
True Adamance wrote:Again a good suggestion but how do we balance that against the smaller vehicle frames? The soon to be MAV, MTAC, and LAV's?
No critique just a question.
If LAV's are going fast and near maximum speed, they should be able to outspeed the detonation time, whereas the tanks get it harder. Got the mechanic from a previous FPS I have tried.
Dunno what the MAV and MTAC's are. I guess they're future vehicle types?
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
334
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Posted - 2014.03.18 23:16:00 -
[42] - Quote
Why should tankers even have a warning about mines at all? They're fricken MINES. Meant to be a booby trap basically.
Yes that could cause just people spamming mines all over, but that could easily be fixed by a total mine limit allowed to be placed during a battle by a team, just like there's a team cap on vehicles in a match.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8375
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Posted - 2014.03.18 23:20:00 -
[43] - Quote
LEHON Xeon wrote:Why should tankers even have a warning about mines at all? They're fricken MINES. Meant to be a booby trap basically.
Yes that could cause just people spamming mines all over, but that could easily be fixed by a total mine limit allowed to be placed during a battle by a team, just like there's a team cap on vehicles in a match.
Well you are only using explosives and I do have a hyper advanced state of the art tank with basic scanning potential..... but you make a fair point.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8375
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Posted - 2014.03.18 23:22:00 -
[44] - Quote
Henrietta Unknown wrote:True Adamance wrote:Again a good suggestion but how do we balance that against the smaller vehicle frames? The soon to be MAV, MTAC, and LAV's?
No critique just a question. If LAV's are going fast and near maximum speed, they should be able to outspeed the detonation time, whereas the tanks get it harder. Got the mechanic from a previous FPS I have tried. Dunno what the MAV and MTAC's are. I guess they're future vehicle types?
Indeed they are and when we start making buffs or attempts to balance AV around tanks we make AV over powered against these lighter vehicles.
However if we balance vehicles around static AV values we get vehicles designed to sustain operations against a set value of AV fire.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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DootDoot
Da Short Buss
283
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Posted - 2014.03.18 23:25:00 -
[45] - Quote
Proxy mines should be the main form of AV....
They should be made alot bigger in scale..
But also take 1 to kill a MLT tank... 2-3 to kill a good tanker...
And limit players to carrying 2(@ proto) at a time replenishable by nanohives...
Proxy's are balanced game play... They could potentially drop a tank and the tank could tactically watch their movements and what they run over and destroy them before running them over...
They allow infantry to setup vehicle traps in well defended areas... Places where they can setup defenses so tanks can't roll in with impunity... And the tank can counter it by battlefield awareness...
More emphasis on Proxy's being the main AV aspect of the game would drastically change vehicle tactics and infantry defense base tactics. |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
334
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Posted - 2014.03.18 23:29:00 -
[46] - Quote
True Adamance wrote:LEHON Xeon wrote:Why should tankers even have a warning about mines at all? They're fricken MINES. Meant to be a booby trap basically.
Yes that could cause just people spamming mines all over, but that could easily be fixed by a total mine limit allowed to be placed during a battle by a team, just like there's a team cap on vehicles in a match. Well you are only using explosives and I do have a hyper advanced state of the art tank with basic scanning potential..... but you make a fair point.
See, I guess here's what I could see as sensible. Mines wouldn't even have to be "insta kill" for tanks even like the proto ones are right now. I'd be all for a damage reduction to them if they couldn't be detectible by vehicles. That way, tankers would have to rely on infantry members to check things like access points to complexes or cities. They could be an "indirect/passive deterrent". They could be an AV function that greatly weakens tanks, but still requires other AV to finish them off. Like they'll blow through a great deal of their shields and/or armor through the hardeners even, but still require guys with a forge gun or other AV to blow them up.
They also need the "triggering" on them fixed, needs to be instant. I can't tell you how many matches I've been in where I've watched HAVs and LAVs constantly just roll right over the top of them without them going off.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8376
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Posted - 2014.03.18 23:33:00 -
[47] - Quote
LEHON Xeon wrote:True Adamance wrote:LEHON Xeon wrote:Why should tankers even have a warning about mines at all? They're fricken MINES. Meant to be a booby trap basically.
Yes that could cause just people spamming mines all over, but that could easily be fixed by a total mine limit allowed to be placed during a battle by a team, just like there's a team cap on vehicles in a match. Well you are only using explosives and I do have a hyper advanced state of the art tank with basic scanning potential..... but you make a fair point. See, I guess here's what I could see as sensible. Mines wouldn't even have to be "insta kill" for tanks even like the proto ones are right now. I'd be all for a damage reduction to them if they couldn't be detectible by vehicles. That way, tankers would have to rely on infantry members to check things like access points to complexes or cities. They could be an "indirect/passive deterrent". They could be an AV function that greatly weakens tanks, but still requires other AV to finish them off. Like they'll blow through a great deal of their shields and/or armor through the hardeners even, but still require guys with a forge gun or other AV to blow them up.
Wholly in agreement with you.
However if we cannot hear them with a proximity warning then they will have to be bigger in size.
I mean when I tank honestly my greatest sense that I make use of is sound, which is really cool, stopping to sound out enemy tankers, proxies, determining what is firing at me,etc.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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