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Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:26:00 -
[1] - Quote
Hi everybody!
I've been playing DUST 514 for 1 year now so I think I know what I'm talking about.
Tanks used to be a bit squishy I have to say but since Uprising 1.7, they are absolutely dominating every battle. Here is a couple of ideas that I think would make the game a way better:
- There should be a limit on how much tank there can be in a battle at the same moment. Let me explain that.. There are too many games that are getting completely screwed up because a team suddently drops 5 tanks at the same time. So what I think could be a solution to this spam is to reduce the number of tank in the battle to 1 or 2 tanks per team. If there are 2 tanks in a team, it would be impossible for any guy to call a 3rd one until one of the 2 gets destroyed. I know some people will think this is unfair for tankers but don't tell me that a tank as a same impact on the battlefield than an assault merc.
- Improve the power of the SWARM and the AV grenades so the infantry could fight against tank.
- Nerf the PG/CPU amount of Militia tanks so there will be a difference between a MLT and a STD tank.
These are 3 simple but I think efficient ideas to balance the game. Ho, and a MLT tank cost only 80k so dont tell me "But man, these are tanks! It's normal that they dominate the battlefield!" NOPE, it's not.
(Sorry for my bad english, I'm french so I tried my best to be as clear as I could) |
Dauth Jenkins
Ultramarine Corp
257
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Posted - 2014.03.18 20:32:00 -
[2] - Quote
2 and 3 are easily doable, but 1 May have a bit of a problem. Right now, the game limits each side to 5-6 vehicles. In order to do what you want, they will have to separate the tanks from other vehicles. Can probably still be done though. We will see. Hopefully ccp has a plan
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:36:00 -
[3] - Quote
I hope so too. Are you sure it's 5-6 vehicles? I'm pretty sure I've already seen way more vehicles on each sides.. I don't believe this is so hard to separate every vehicles. With some lines of code you can easily change that kind of things, it's not so different than stats in the end ^^ |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8361
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Posted - 2014.03.18 20:45:00 -
[4] - Quote
Dauth Jenkins wrote:2 and 3 are easily doable, but 1 May have a bit of a problem. Right now, the game limits each side to 5-6 vehicles. In order to do what you want, they will have to separate the tanks from other vehicles. Can probably still be done though. We will see. Hopefully ccp has a plan
Yes 2 and 3 are doable. But should they be done?
IMO no and not because and am and HAV pilot but because AV affects more than just my vehicle type.
If any balancing needs to occur it needs to be on our end.
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Sequal Rise
Les Desanusseurs
10
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Posted - 2014.03.18 20:51:00 -
[5] - Quote
True Adamance wrote:
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
As I edited I dont know precisely about every durations and % of each modules.
Lower resistances for tanks or upper damages for AVs aren't the same thing in the end?
Increasing the fitting requirements or reducing the amount of PG/CPU isn't also the same thing? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8366
|
Posted - 2014.03.18 21:32:00 -
[6] - Quote
Sequal Rise wrote:True Adamance wrote:
Lower resistances.
Shorter durations, with the same cycles.
Increased hardener fitting requirements.
As I edited I dont know precisely about every durations and % of each modules. Lower resistances for tanks or upper damages for AVs aren't the same thing in the end? Increasing the fitting requirements or reducing the amount of PG/CPU isn't also the same thing?
Armour Hardeners
40% resistance
Cycle time 36 Seconds
Cooldown: between 50-70 seconds depending on tier
Shield Hardeners
60% resist
Cycle Time 24 seconds
Cool Down: Between 50 and 90 seconds depending on tier
I would suggest Shield reduced to 50% for 20 seconds
Armour to 35% for 30 seconds.
Same cooldown values, with high fitting requirements to reduce desirability of stacking hardeners.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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CLONE117
True Pros Forever
723
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Posted - 2014.03.18 21:54:00 -
[7] - Quote
then we may receive a new problem with stacked damage mods... though shield hardeners r a bit too effective.
could modify them. to slightly reduce the damage output of them maybe 25% idk...
as for that nerf for pg/cpu...no just an absolute no. it just makes it 100x harder for lower leveled players to fit their vehicles.
higher sp players who have put tons of sp into tanks and want to be invincible in their proto fit. would then get their wish from that. that already HUGE gap between tiers is difficult enough to overcome as is currently when not fully specced out in core skills. just makes the stomping worse for the new guy. something that needs to be toned down.. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8368
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Posted - 2014.03.18 21:59:00 -
[8] - Quote
CLONE117 wrote:then we may receive a new problem with stacked damage mods... though shield hardeners r a bit too effective.
could modify them. to slightly reduce the damage output of them maybe 25% idk...
as for that nerf for pg/cpu...no just an absolute no. it just makes it 100x harder for lower leveled players to fit their vehicles.
higher sp players who have put tons of sp into tanks and want to be invincible in their proto fit. would then get their wish from that. that already HUGE gap between tiers is difficult enough to overcome as is currently when not fully specced out in core skills. just makes the stomping worse for the new guy. something that needs to be toned down..
Ah fair comment. I am one for removing damage mods all together. If possible a reduction from 30% down to 10% could be in order.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
10
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Posted - 2014.03.18 22:06:00 -
[9] - Quote
Sequal Rise wrote:Hi everybody!
I've been playing DUST 514 for 1 year now so I think I know what I'm talking about.
Tanks used to be a bit squishy I have to say but since Uprising 1.7, they are absolutely dominating every battle. Here is a couple of ideas that I think would make the game a way better:
- There should be a limit on how much tank there can be in a battle at the same moment. Let me explain that.. There are too many games that are getting completely screwed up because a team suddently drops 5 tanks at the same time. So what I think could be a solution to this spam is to reduce the number of tank in the battle to 1 or 2 tanks per team. If there are 2 tanks in a team, it would be impossible for any guy to call a 3rd one until one of the 2 gets destroyed. I know some people will think this is unfair for tankers but don't tell me that a tank as a same impact on the battlefield than an assault merc.
- Improve the power of the SWARM and the AV grenades so the infantry could fight against tank.
- Nerf the PG/CPU amount of Militia tanks so there will be a difference between a MLT and a STD tank.
These are 3 simple but I think efficient ideas to balance the game. Ho, and a MLT tank cost only 80k so dont tell me "But man, these are tanks! It's normal that they dominate the battlefield!" NOPE, it's not.
(Sorry for my bad english, I'm french so I tried my best to be as clear as I could)
Edit: Here I'm not talking about the hardners issue or that kind of things, because I'm not a tanker so I think someone specialized would do it better than me ^^ And also, there should'nt be vehicles in standard ambush mode (let's laugh at duna's face without its tanker team) .
Solution to vehicule : Full rework of active modules. (hardeners never was supposed to be double fitted.) Faster swarm rockets. Bigger AV damage (All the vehicules are STD !!!!!) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8377
|
Posted - 2014.03.18 23:55:00 -
[10] - Quote
lAssassinl Zer0 wrote:Sequal Rise wrote:Hi everybody!
I've been playing DUST 514 for 1 year now so I think I know what I'm talking about.
Tanks used to be a bit squishy I have to say but since Uprising 1.7, they are absolutely dominating every battle. Here is a couple of ideas that I think would make the game a way better:
- There should be a limit on how much tank there can be in a battle at the same moment. Let me explain that.. There are too many games that are getting completely screwed up because a team suddently drops 5 tanks at the same time. So what I think could be a solution to this spam is to reduce the number of tank in the battle to 1 or 2 tanks per team. If there are 2 tanks in a team, it would be impossible for any guy to call a 3rd one until one of the 2 gets destroyed. I know some people will think this is unfair for tankers but don't tell me that a tank as a same impact on the battlefield than an assault merc.
- Improve the power of the SWARM and the AV grenades so the infantry could fight against tank.
- Nerf the PG/CPU amount of Militia tanks so there will be a difference between a MLT and a STD tank.
These are 3 simple but I think efficient ideas to balance the game. Ho, and a MLT tank cost only 80k so dont tell me "But man, these are tanks! It's normal that they dominate the battlefield!" NOPE, it's not.
(Sorry for my bad english, I'm french so I tried my best to be as clear as I could)
Edit: Here I'm not talking about the hardners issue or that kind of things, because I'm not a tanker so I think someone specialized would do it better than me ^^ And also, there should'nt be vehicles in standard ambush mode (let's laugh at duna's face without its tanker team) . Solution to vehicule : Full rework of active modules. (hardeners never was supposed to be double fitted.) Faster swarm rockets. Bigger AV damage (All the vehicules are STD !!!!!)
Not so really....you have to consider MLT as STD and STD as ADV...... otherwise where the hell are my proto HAV?
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Dunce Masterson
Savage Bullet
47
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Posted - 2014.03.19 03:26:00 -
[11] - Quote
they could just bring back the skill buffing aspect of 1.6 with about a 25% difference in damage resistance and overall handling. that way if some scrub with no points in vehicles wants to call in a tank its weak and noticeably so.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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KalOfTheRathi
Nec Tributis
1031
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Posted - 2014.03.19 03:47:00 -
[12] - Quote
Nah, tanks are fine.
The maps could use some balance but then any map in any game could have the same said about it.
Cheap tanks mean more Mercs will try them earlier. Tanks suck SP and ISK. Big time when one is first learning. Those with AUR can buy decent enough tank fits (unlike before when a tank pack was mostly junk) to see if they want all that SP to go down the tank rabbit hole. And AUR will enable many to try out ADV and PRO turrets then it will boost the gains of SP that will be necessary.
Remember that LP is an effective counter to AUR functionality. Granted it is a definite grind but that is always the trade off between spending RW$ (Real World Cash) and mere effort in a F2P game.
While I dearly loved the older tanks and the new ones are boring to those that grew up on the others more tankers mean more are putting the effort and, hopefully, AUR into Dust.
If you have a full Team of tankers you will lose any encounter. You have to have troops on the ground until CCP/Shanghai decides to allow a Tank to have a module that will hack an objective from 50m. Through buildings and whatever else. That is a stupid idea and while they might match that level it is the only way to get full tank squad to win any match. My tanker alt never gets out to the tank. Death is nearly immediate and I would rather lose a 250KK tank to being stupid than gifting it to a Red.
You QQ was well said. Wrong IMHO, but well said.
My disagreement meant I could not 'like' your post. So accept this reply in its place.
And so it goes.
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Sequal Rise
Les Desanusseurs
11
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Posted - 2014.03.20 11:11:00 -
[13] - Quote
True Adamance wrote: Not so really....you have to consider MLT as STD and STD as ADV...... otherwise where the hell are my proto HAV?
There are no more proto and ADV HAV since a long time now^^ When they released Uprising 1.0 they took out the protos HAV because they were far too OP (not sure if they were as good as they are now but...) and since 1.6 they took out the Vayum and the Flachion (ADV tanks)! So MLT are MLT and STD are STD.. That's a point that really scares me, these overpowered tanks are only STD and MLT...
KalOfTheRathi wrote: Nah, tanks are fine.
The maps could use some balance but then any map in any game could have the same said about it.
Cheap tanks mean more Mercs will try them earlier. Tanks suck SP and ISK. Big time when one is first learning. Those with AUR can buy decent enough tank fits (unlike before when a tank pack was mostly junk) to see if they want all that SP to go down the tank rabbit hole. And AUR will enable many to try out ADV and PRO turrets then it will boost the gains of SP that will be necessary.
Remember that LP is an effective counter to AUR functionality. Granted it is a definite grind but that is always the trade off between spending RW$ (Real World Cash) and mere effort in a F2P game.
While I dearly loved the older tanks and the new ones are boring to those that grew up on the others more tankers mean more are putting the effort and, hopefully, AUR into Dust.
If you have a full Team of tankers you will lose any encounter. You have to have troops on the ground until CCP/Shanghai decides to allow a Tank to have a module that will hack an objective from 50m. Through buildings and whatever else. That is a stupid idea and while they might match that level it is the only way to get full tank squad to win any match. My tanker alt never gets out to the tank. Death is nearly immediate and I would rather lose a 250KK tank to being stupid than gifting it to a Red.
I agree with you in some points, being a true tanker requires lots of SP (and also ISK), but it's the same for every other role in the game. I currently have 16M SP because I took a break for months and my assault class is not over yet! Problem with tank right now is that you dont need to put any SP in them to rock and to be invincible. So imagine for someone who only granted 2 or 3M sp!
You're also right when you say that a full team of tanker wont win the game if there ain't no infantry on the ground to capture everything. But why would they even care about winning? They do lots of kill, never die, ruin your game. And when the game is over, ok they lost. BUT they won everything! Their K/D ratio is intact, they didn't loose ISK, did a "good game". And what about us that are fighting on the ground? We had a horrible time being farmed by newbies, we lost lots of suits and the payback is nothing! So who's tjhe real looser here? |
KalOfTheRathi
Nec Tributis
1037
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Posted - 2014.03.20 11:33:00 -
[14] - Quote
Sequal Rise wrote:I agree with you in some points, being a true tanker requires lots of SP (and also ISK), but it's the same for every other role in the game. I currently have 16M SP because I took a break for months and my assault class is not over yet! Problem with tank right now is that you dont need to put any SP in them to rock and to be invincible. So imagine for someone who only granted 2 or 3M sp!
You're also right when you say that a full team of tanker wont win the game if there ain't no infantry on the ground to capture everything. But why would they even care about winning? They do lots of kill, never die, ruin your game. And when the game is over, ok they lost. BUT they won everything! Their K/D ratio is intact, they didn't loose ISK, did a "good game". And what about us that are fighting on the ground? We had a horrible time being farmed by newbies, we lost lots of suits and the payback is nothing! So who's tjhe real looser here? Sir, you are not adapting and prevailing. You are QQ about losing. Merc up! Now to the real reply. ;-)
If you run ADV gear then make tank traps with proxy mines. If your squad has a decent scout then remote explode them. Snipe them when they call in a tank. Fly drop ships and harass them. Have the pilot give over watch and let the squad KNOW when the tank has run out of hardeners. Attack then, from multiple angles, get the driver confused. A confused tanker is a dead tanker.
Worst case, build a Soma Rail Gun tank. Less than 100K (cheaper then some of my suits) and pop them. I found that when you start popping New Berries in Sica and Soma tanks suddenly they lose interest in dropping them bits of tin. Yes the latest trend is to put double damage mods on a Sica rail and pop STD tanks from a distance. Once they start losing their AUR tanks and low grade tanks they will have to step up to proper tanks. Which means they will be burning SP like you. Almost every good tanker would be happy to give advice on how to equip your Soma to pop New Berries.
Learn to counter, practice with your squad and dominate the battlefield once more. Add a tanker to your squad. Support your ADV Assault Forge Gunner. Use mics!
The biggest problem I have on the battlefield is Red Line Rail Gun Sniper tanks and ... a squad that really knows how to use AV as a squad. Not just two Mercs that merely happen to be trying to kill the same tank.
BTW, my SP total is ~33M SP but only some of it is in tanks. My alt tanker girl has 14M with all but 1.3M of it in tanks. They are nearly equal in what they can do in a tank.
Sorry for the delay, the system didn't let me know I had an actual reply. KR
And so it goes.
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Sequal Rise
Les Desanusseurs
11
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Posted - 2014.03.20 12:03:00 -
[15] - Quote
All I said was about the mentality of 90% of tankers in dust who know that they use unbalanced stuff that shouldn't exist. A good game is a balanced game for every role, and it's not the case yet.
As you said, the only way to counter a tank is to call tanks, call dropships, running AVs and use proxy mines. But it's unusual to play with a full squad of AV infantry and/or good pilotes (to fight against tank of course). To kill 1 or 2 tanks these techniques will work I agree.
But my major problem is not about 1 or 2 tanks, as I already said before 1 or 2 is still playable! But when there are 4 or 5 tanks at the same time everywhere on the battlefield, it's absolutelly impossible to counter any of them. Because you don't have the time to plant proxys, you dont have the time to call tanks, you dont have the time to regroup and focus them one by one (believe me I tried and it almost never worked). Orbital strikes can't kill any tanks if he activates his hardeners quickly.
I'm sure you've been in such situations more than once if you spent so much time on Dust (as I did and as I'm doing these days) so you see precisely what kind of game I am talking about ^^ |
Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2226
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Posted - 2014.03.21 21:03:00 -
[16] - Quote
Double nerf counter buffs are what put us in this spot. All changes must be very gradual and one thing at a time or we'll have 1.6 back; It was just as bad as 1.7. I'd suggest adding webifiers first because hardeners only protect tanks for a short time. A immobile tank is a dead tank
Charlotte O'Dell is the highest level unicorn!
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