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Alena Ventrallis
The Neutral Zone
862
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Posted - 2014.03.19 00:05:00 -
[1] - Quote
Everyone is bitching about tanks, and rightfully so. Tanks as it stands are slaughtering everything left and right. This is as it should be, TO A POINT. A tank should be powerful and deadly, otherwise they have no use. They should not be so cheap as to lose 4 and be able to turn a profit. I should also not be able to get the same effectiveness from militia to proto modules. This is part of why tanks are hard to kill except by other tanks. For no SP investment, and not even 10% the ISK investment, I can run a tank that rivals a 10 million SP invested 500k tank. This is what cause them to be imbalanced. Because everyone and their mother can run them so easily and so cheaply, with almost no difference in performance from militia to proto. Thus the tank spam we have currently
Imagine, for instance, that the militia RR did the same damage as the proto RR, and the only difference was in the charge up time of the rifle. Why would anyone run the proto rifle when the militia one does the same damage for a tenth the price and a third the fitting cost? So I've come up with some ideas to make a proto tank as powerful as all tanks are now, while making militia tanks weaker, and giving AV some way to counter a tank either militia or proto.
Changing Active Modules
Currently, the only improvement in modules as you ascend the tiers is the cooldown time. As a tanker, this means that a militia hardener is just as effective as my proto hardener, so I gain no advantage beyond less downtime running my proto hardener. This should not be. I should have an advantage running my proto gear against militia gear. So let's redo modules to improve in efficiency, while retaining the same uptime and cooldown as you go through the tiers.
So currently, shield hardeners have these stats:
Basic Shield Hardener: 60% resistance, 24s uptime, 100s cooldown Enhanced Shield Hardener: 60% resistance, 24s uptime, 80s cooldown Complex Shield Hardener: 60% resistance, 24s uptime, 60s cooldown
I would have them changed to this:
Basic Shield Hardener: 60% resistance, 24s uptime, 120s cooldown Enhanced Shield Hardener: 70% resistance, 24s uptime, 120s cooldown Complex Shield Hardener: 80% resistance, 24s uptime, 120s cooldown
This gives my proto hardener a distinct advantage over a militia one (I can take more damage) while emphasizing the "wave of opportunity" concept CCP has for vehicles. It also means that even if I run 3 hardeners at max skills, there will still be a period of time where hardeners are down. If need be, perhaps even a cap on the number of modules of one type that can be fitted.
Tank Prices
Pre-1.7, tanks were insanely expensive, with some tanks breaking the 1,000,000 ISK barrier, while being annihilated by a swarm fit that costs about 150k. This was utterly imbalanced, and it is good that CCP changed them. However, they also reduced their price, and this is a large part of the reason that they are spammed as they are now. Currently, a militia tank sits at around 60k with no extra mods. This tank can easily kill a tank that has invested 500k into his fit. So let's change the base hull price, and slightly reduce the price of modules to compensate. This way, a militia tank can remain powerful, but it costs money to access it. This, along with the module improvements described in the previous section, mean that spamming militia tanks is not as effective as skilling into them and fitting them with good modules.
Infantry Counters - AV So now we get to what should and should not kill a tank. Currently, swarms have horrid damage propogation through the tiers, with proto swarms being the only viable counter to a militia tank. I think proto swarms are actually right where they need to be. An armor tank must flee them even with hardeners up, and a shield tank can resist them and keep on repping. So let's then bring standard and advanced swarms up to proto's level. Current swarm stats are:
Swarm Launcher: 220 dpm (damage per missile), 4 missiles CBR7 Swarm Launcher: 220dpm, 5 missiles Wikyromi Swarm Launcher: 220dpm, 6 missiles.
Let's bring them to: Swarm Launcher: 200 dpm (damage per missile), 6 missiles CBR7 Swarm Launcher: 220dpm, 6 missiles Wikyromi Swarm Launcher: 235dpm, 6 missiles.
This makes them useful at all levels, while still conferring advantage to using proto.
Forge guns will be taking a huge hit in 1.8, losing 15% damage to shield at prof 5 and losing half their power from damage mods. To be honest, I find this alright for the most part. An unhardened tank will still die in 4 shots to a forge gun. However, this also means that hardened tanks, especially shield, will be able to sit there and laugh as they try to kill them. Therefore, if CCP really does want them to be mainly anti-armor damage, we should emphasize that. Give forge guns a 5% increase in armor damage, up from the current 3%. This will allow them to deal more damage to armor tanks, while being less effective vs. shields. There is now a tradeoff. a prof 5 forge gunner will lose effectiveness against shield tanks, but subsequently gain effectiveness against armor tanks. This can also be applied to the swarm launcher and plasma cannon (a 5% increase in damage to their respective damage profile) as well as whatever Amarr AV is released down the line.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
862
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Posted - 2014.03.19 00:05:00 -
[2] - Quote
Reserved
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
864
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Posted - 2014.03.19 00:57:00 -
[3] - Quote
Whole post is not composed, good sir.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
873
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Posted - 2014.03.19 02:39:00 -
[4] - Quote
Atiim wrote:There is a mistake in your post. Forge Guns actually have a +10% modifier towards armor. I have to disagree with that part where you state that shield based vehicles should be able to resist and repair through a vehicle. To begin, this throws balance completely out of the window, because it requires a dedicated AVer to spend an outrageous amount of SP to remain viable against both vehicle types. It costs 5,907,480 SP to max out the skills for the Swarm Launcher. Take the SP and double it because youGÇÖd need an Anti-Shield AV weapon to remain viable as an AVer. Now weGÇÖre looking at a whopping 11,814,960 SP. And thatGÇÖs just for the weapons alone. Throw in some accessories such as Weapon Upgrades and now weGÇÖre looking at 12,436,800 SP. This is far too much SP for a role that is only useful when someone brings out a vehicle; which wonGÇÖt be a guarantee once they are no longer broken. Some could argue, well vehicle users have to spend that much SP, so why canGÇÖt you? Well for one, a vehicle user can use their vehicle at any point and time, and still have use for it. While there are some maps that limit how useful a vehicle is, they can still manage to be of some service with it. AV on the other hand, relies on the enemy team fielding a vehicle, which as I stated earlier Is not a guarantee, and it wonGÇÖt even be close to one once HAVs are balanced. Half of your SP for a role that has only 1 use, and its use will sometimes not be used at all? That doesnGÇÖt sound right. Furthermore, there is still only one Anti-Shield AV weapon in the entire game, and that is the Plasma Cannon. If you make it to where Anti-Armor AV weapons are useless against shielded HAVs, then everyone will flock to the Gunnlogi, as the only effective way to destroy them (using conventional AV) would be either the Plasma Cannon (which isnGÇÖt effective at all), or another HAV. I donGÇÖt believe I need to explain why making HAVs the best or only counter to HAVs is a bad idea (at least in its current state) and how it is bad game design. Awaiting your next post. As it stands, armor repairs through everything, and can easily do so at higher rates than shields do, on top of higher base health. I run a complex extender and fall 25 health short of an unfitted armor tank. Shields are about low health, high regen, and armor is about high health, low regen. Currently armor has both. The fact that you can also halt shield regen makes armor tanks have the clear advantage.
To be honest with you, I feel that AV should keep the 1.7 proficiency bonus, but since they are on the chopping block, let's mitigate it somewhat with the 5% increase to profile damage. at least then they can chew through their profile even quicker.
Harpyja wrote:Oh before I forget, I think 60% shield resistance should be at proto level while 40% is militia/standard. 60% is too much resistance for no SP while 80% at proto is game-breaking. And keep the current cooldowns. 45 seconds of cooldown is long enough at max skills for proto.
My reasoning for this is that tanks should be nigh unkillable while hardeners are down. The point is to go in and do their job without worrying about AV or other vehicles. Once those hardeners are down, they can be destroyed easily by AV players. Since AV players are far more vulnerable than a vehicle, The window of oppurtunity for AV should be greater.
Some math. I'll go off of 1.8 stats. Proto AFG with 2 complex modifiers for 9% extra damage (rounded down for easier computations) 1500 damage x 1.09 is 1635 damage. Take into account innate shield resistance, we get 1471.5 damage per hit. 3975 (my shield with one complex extender) will be gone in 2.7 hits. This is as it should be.
Let's add in a 60% resistance. 1635 x 0.3 (10% resistance plus the 60% hardener) gives 490.5 damage. my 3975 shield will be gone in 8.1 shots. at 2.5 seconds between shots (since this is proto) it will take the forge gunner 20.25 seconds to drain my shield, assuming he does not hit the weak spot in the back. he kills me before my hardener can even finish cycling. Add in other AV, that number drops.
Now let's run it with a 80% resistance. 1635 x 0.1 (10% innate resistance x 80% hardener) gives us 163.5. My 3975 shield depletes in 24 hits, assuming no bonus damage. this means it will take them a little over a minute to drain my shield, by which time my hardener would have cycled off, so even less time than that.
This is also one forge gun against one tank with a shield extender. Multiple forge gunners would reduce this number even further. I will cede to you that a minute for one proto AV is certainly high, so what if we made proto a 70% resistance, and then made advanced 60% and basic 50%?
Edit: @Atiim, I also support a plasma cannon buff for AV purposes. Perhaps a smaller splash radius and greater direct damage. AV needs something to combat shields in light of the new proficiency bonuses.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
873
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Posted - 2014.03.19 02:46:00 -
[5] - Quote
Spkr4theDead wrote:You're a tanker? I've never seen you before. Did you pick up tanking when 1.7 came out? Tanking since 1.3. I usually try to run ADS, and had tanks on the side for when I needed a change of pace. Come 1.7, I went nearly full tanker since I was getting one shotted by a militia tank in the redline. I decided to hunt them down as best I could.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
875
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Posted - 2014.03.19 02:51:00 -
[6] - Quote
Atiim wrote:To be honest, IGÇÖm a bit weary with increasing the price by too much. While I do agree that you should not be able to lose 4-5 HAVs and turn a profit, I believe every role should be able to turn a reasonable profit. If we made HAVs cost about 900k ISK, what would happen when they are lost? YouGÇÖd be forced to run another role to grind ISK, and are effectively locked out of a role that you spent a majority of your SP into.
I agree that there needs to be a consequence for loosing a tank, but lets not make it to where only the wealthy and elite few can afford to run HAVs consistently.
[...] I would also have it where tankers of all wealth levels can run them. I don't want 1.6 prices back, 1 million ISK is too high. I think the high end tanks we have now are at a decent enough pricetag (my highest price tank is 565k) but we should increase militia prices to be closer to this, while high end tank prices remain roughly the same.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
875
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Posted - 2014.03.19 02:53:00 -
[7] - Quote
knight of 6 wrote:that's a lot of numbers which you have no means of testing of verifying in any way shape or form.
at a glance your hardener numbers look to high, blaster accuracy looks too low (40m, my scout has a passive scan of around 40m), swarms need a fix(see judge's video). buffing rail damage? no. just no.
regards Ko6, chromo tanker Numbers of course can be tweaked. These are to give a general idea of the concept, not the concrete details of what should be.
Surely you read the part of my idea for a swarm fix, and didn't skim the first part and then comment.
And surely you see the part where I call for a railgun nerf, and have a skill to bring it back to current levels.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
879
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Posted - 2014.03.19 05:08:00 -
[8] - Quote
Dauth Jenkins wrote: I like it, although you won't be able to tell the difference between standard swarms and proto swarms before you get hit. Also, will they still travel at the same speeds, or will they increase with cost? Or will that be the new assault swarms. I don't see many people using assault swarm launchers, so maybe if you gave them an increased flight speed, they would become more common. Anyways, +1 for the original topic
I would see assault swarms as locking really fast with a small magazine, like 2. Make them burst DPS. As for swarm speed, I'm all for increasing the speed, up to but not to exceed the large missile turret speed.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
884
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Posted - 2014.03.19 08:25:00 -
[9] - Quote
For the record, All numbers can be changed. The ones in the OP are to give you the idea of what changes I would make.
Best PVE idea I've seen.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 17:21:00 -
[10] - Quote
Judge Rhadamanthus wrote:I'll keep this short as it turns out my next video contains my full reply. And I don't mean this in a nasty way; but everything you suggest in the OP (post 1; not the continuation) will not help at all and will in-fact make things worse. I can't type up a response as it's way too much. But Suggesting an 80% resistance module shows a limited understanding of the mechanics of the vehicle damage model. I almost stopped reading as soon as I saw that.
That said, I do approve of the effort and thought you put to this, I just think you missed the mark by a long, long way. No offense taken. I look forward to seeing your thoughts on this. And again, I said that numbers are changeable, They are there to give the idea of how I would have things work.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 19:24:00 -
[11] - Quote
Nothing Certain wrote:You seem to have given some thought to this but from my point of view all you are suggesting is to make tankers who have invested in tanks be nearly unbeatable. 8.1 forge hits to kill a tank is reasonable? Have you ever tried to get 9 forge hits in a tank? absolutely, if the tank is hardened. That's the point of the hardener, to resist people trying to kill it. If people could quickly kill it even with the hardener, what would be the point of running a tank in the first place? They need to be able to resist AV, but they also need a period of time where they are vulnerable. Hardener stacking bypasses this mechanic, which is one of the reasons they are being spammed.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 20:33:00 -
[12] - Quote
Nothing Certain wrote:I disagree. Hardenes should not make tanks almost invincible against AV. Why should tanks get hardeners at all? Drop suits don't get magical hardeners? Your answer will probably be some variation if "because it is a TANK" . That is not an answer but merely a reiteration of the question.
To objectively look at AV/tank balance we first have to get rid of any preconceived notions of what a tank should be and do. First, it is like a suit that goes over another suit, you can run precisely the same suit I am using in your tank so any disadvantage the tank may have is completely negated by the fact that you can jump out of it. Therefore besides cost a tank confers only advantages. What are the advantages? Invulnerability to most weapons, and a 400 or 500 percent increase in HP, plus a regeneration ability, a 700-1000 percent increase in speed. A 400-500 increase in DPS.
What is the argument for why this should be? ISK expenditure. A MLT tank cost 70-100K, less than a proto suit. A fully fitted tank costs 10 times that but look at the perfirmance/cost ratio on any other gear or suit and you will see that tanks are not commiserate with cost. A proto suit costs 10 times as much as a STD suit yet the performance is probably less than 50 percent better; STD to Proto weapons the ratio is even less. MLT tanks confer a 2000 percent cumulative bonus, with no disadvantages, for the cost of a second STD suit. A really good tank may cost 6 times as much as a proto suit but it confers a 3000 percent cumulative performance increase.
This is not balanced with any aspect of the game. The only reason it is accepted at all is because everyone come with preconceived notions of what a tank is. Now that I can read that block of text.
A tank should be hard to kill with hardeners up. That is the wave of opportunity concept. If hardeners don't help it survive, then tanks are useless. If tanks can bypass the concept by running permahardened tanks, then they are OP. The solution is to find a balance between these two. AV needs to be strong enough to drive away or kill a tank, but hardeners need to be strong enough in order to counter AV's power.
In order to find balance, we must absolutely define what a tank is and should do. To treat it like a dropsuit makes it's rle on the battlefield just a supped up killing machine, which it should not be. A tank needs to have a defined role, just as logistics has a defined role of battlefield medic and resupply, scout has a defined role of intel gathering and stealth kills, assaults have a defined role of frontline fighters. Everyone has a job to perform, and so it should be with the vehicles.
I want a tank to be able to stick around a battle while it's hardener is up, and be easy pickings once that hardener goes down. A hardener limit can be implemented, as well as having all hardeners have the same uptime and cooldown, as I mentioned in the OP. Numbers, for the 5th time now, can be reworked, the concepts are what I'm trying to convey.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
892
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Posted - 2014.03.19 21:04:00 -
[13] - Quote
Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 21:54:00 -
[14] - Quote
True Adamance wrote:Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module. You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out. No, they do not. This is why I don't understand why people are upset that swarms don't stop the regen. Armor can get higher regen with a single module, armor can stack those modules to gain even higher regen while shield has no way to improve its regen capabilities, armor can regen through anything, while all AV weapons save swarms can stop shield regen, and armor has a skill that can improve their regen even further, while shields skill merely decreases the depleted recharge delay. This is clearly imbalanced in armor's favor. Yet people are upset over swarms unable to stop shield regen?
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 22:10:00 -
[15] - Quote
True Adamance wrote:Alena Ventrallis wrote:True Adamance wrote:Alena Ventrallis wrote:Judge Rhadamanthus wrote:THe issues is the way swarms apply damage. In some cases the two damage modles mean as little as 45 damage difference between the two methods, but with swarms its a huge deal. that 45 HP, as I show in the video is the difference between shields regenerating or not. Makes a very noticeable impact on balance.
The video has a nice example that I hope will make it clear. The first 25 minutes is done (i know..loooooooooong, but this stuff is complicated) Wrapping up the special effects and edits tomorrow. It turned into another rail tank type video. Make sure your brain is in gear when you watch it and have a beer to hand. What is your opinion on armor tanks repping through everything? The fact that you can stop the shield regen I see as a problem, when armor tanks can get higher regen than shield could possibly get, especially since they can get higher shield regen using one module. You know shield dont regen as fast as you would like to think....not in EVE...not really in Dust..... just pointing that out. No, they do not. This is why I don't understand why people are upset that swarms don't stop the regen. Armor can get higher regen with a single module, armor can stack those modules to gain even higher regen while shield has no way to improve its regen capabilities, armor can regen through anything, while all AV weapons save swarms can stop shield regen, and armor has a skill that can improve their regen even further, while shields skill merely decreases the depleted recharge delay. This is clearly imbalanced in armor's favor. Yet people are upset over swarms unable to stop shield regen? Nothing stops shield regen...to my knowledge....but I am sure that is wrong. My only point is Shield get a regen without a module to compensate for their lower HP values, and make use of instant regen modules. Arguably very useful. Armour is not supposed to have lesser reps, armour reppers in EVE cycle pulses whilethe module is active. Its not as useful as a 1 off boost, or natually regen, but its designed to be in between and reliable. I personally would love to see shield modules for the low slots like armour to boost rates to move away from dual tanking. As far as I have observed, the only thing that does not stop shield regen is swarms, and only then if a hardener is activated. Thus, I don't understand the complaints, since armor regens faster, has more base health, and can improve their regen through skills. There's no tradeoff.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 22:30:00 -
[16] - Quote
True Adamance wrote:Alena Ventrallis wrote: As far as I have observed, the only thing that does not stop shield regen is swarms, and only then if a hardener is activated. Thus, I don't understand the complaints, since armor regens faster, has more base health, and can improve their regen through skills. There's no tradeoff.
Not in terms of repping but mobility takes a hit on armour tanks, will be worse with the Amarr HAV, and resistance module being 20% less effective. Fitting option on Shield tanks also seem to be better. I will cede this is true. Mobility is far easier on a Gunnlogi than a Madrugar. But this still does not make up for all of armor's advantages.
Shields are about regeneration. They get in, deal damage, get out, rep up, repeat. Skirmish warfare. The Minmatar especially so. Armor is about staying power. They can sit there and take the hits, but it takes awhile for them to be fighting fit again.
Currently, armor has the best of both worlds. I would feel better about swarms (again, the only AV designed weapon in game that cannot stop the shield regen, and only then if a hardener is on) if the shield optimization skill increased shield recharge amount instead of decreasing depleted shield recharge delay. But currently, armor has more health, more regen, and unstoppable regen, even with no hardeners.
Best PVE idea I've seen.
Fixed link.
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