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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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MRBH1997
Knights Of Ender Galactic Skyfleet Empire
82
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Posted - 2014.03.19 00:22:00 -
[3] - Quote
I agree that there should be also efficiency differences between proto and militia mods. Though what efficiency numbers I am not sure on for I have done no math on them. +1 for seeing past the simple numerical damage dealt or HP available that majority of people always ask for nerfs and buffs to which will never fix a balancing problem.
CEO of Knights of Ender
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Public Channel: Knights of Ender Public
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8381
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Posted - 2014.03.19 00:33:00 -
[4] - Quote
Reserved for once whole post is composed.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
864
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Posted - 2014.03.19 00:57:00 -
[5] - Quote
Whole post is not composed, good sir.
Best PVE idea I've seen.
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Scout Registry
Nos Nothi
1579
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Posted - 2014.03.19 01:23:00 -
[6] - Quote
Alena Ventrallis wrote:I think proto swarms are actually right where they need to be.
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Haven't touched my Proto Swarms in 3 months. They're utterly useless at Proficiency III.
Would you like to borrow them for a week or two? Maybe give 'em a try so you can speak from an informed position?
Just a thought. Let me know. You can borrow my Proto AV Nades too. |
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Harpyja
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.19 01:24:00 -
[7] - Quote
Well done.
Also, inb4 "tiericide," because that's not the way to go while dropsuits and weapons are still tiered (nor does CCP even hint at tiericide for them)
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.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Tailss Prower
501ST JFW StrikerZ Unit
193
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Posted - 2014.03.19 01:29:00 -
[8] - Quote
Alena Ventrallis wrote:Making Skills Matter
Now, we come to my personal pet peeve of tanking. With 7 million SP in tank modules alone, let alone the SP in areas that affect all vehicles, I find that a militia tank with no SP investment can still deal the same damage as me, kill in as many shots as me, and take the same amount of damage as me. So let's put some of those unlocking skills to use.
Take large railguns for instance. Currently the stats are:
80GJ Railgun: 1450 damage 80GJ Particle Accelerator: 1667 damage 80GJ Particle Cannon: 1885 damage
Let's nerf them by 15% We end up with:
80GJ Railgun: 1233 damage 80GJ Particle Accelerator: 1417 damage 80GJ Particle Cannon: 1602 damage
Now let's give the large railgun skill a 3% increase in large railgun damage per skill level. Now, in order to get tanks that are as powerful as they are now, you must invest SP in them. There is nothing wrong with this. If you want to be the best with something, you should put the time and SP into it. This is to me, the most needed change. This would separate the FOTM chasers from the actual tankers. It means that I didn't waste my SP skilling up tank skills when I could have gotten the same results from a militia tank and no investment.
Identifying the Tank's Role on the Battlefield
I think this is where most of the tank QQ comes from, and is concurrently the hardest one to figure out. Each suit and vehicle needs to have a place. Assaults should be the general attack suit, with bonuses to racial weapons and dealing damage. Scouts are sneaky suits with bonuses to cloaks. Logi suits are the lifeline of the assaults, with bonuses to equipment. So what role is the tank supposed to play? What job does it perform to help shape the battlefield? I would have them be the kings of AV, with the ability to shred any vehicle, while simultaneously relying on small turrets to defend itself from infantry. However, one problem with this, is that currently there really isn't much for tanks to shoot at. Other than large blaster tanks and the occasional good ADS pilot, what have I to destroy that is a threat to my infantry counterparts? So I hesitate to make the large blaster into an AV weapon, because then tanks will have next to nothing that they need to kill.
But let's go ahead and assume that down the line, CCP releases some new vehicle types for HAVs to shoot at. Now tanks can fufill the role of AV kings. But how to accomplish this? Currently rail tanks are the best example of what to do. They can decimate any vehicle they come across, but it takes lots of skill, and occasionally luck, to kill infantry. So it should be with blaster tanks. Current large blaster stats are
80GJ Blaster: 105 dmg, 0.14 ROF (equates to 428.5 rpm) 80GJ Neutron Blaster: 120.75 dmg, 0.14 ROF 80GJ Ion Cannon: 136.5 dmg, 0.14 ROF
Let's change this to:
80GJ Blaster: 130 dmg, 0.14 ROF (equates to 428.5 rpm) 80GJ Neutron Blaster: 149.5 dmg, 0.14 ROF 80GJ Ion Cannon: 169 dmg, 0.14 ROF
Now they deal more DPS than before. But now we add dispersion to the large blaster. I don't know how to calculate it, but large enough that shots begin missing the broadside of a tank beyond 40m. The objective is to ensure that a dropsuit is small enough that a large blaster cannot consistently apply their DPS to them, while improving their effectiveness against other vehicles, which they are sorely lacking.
All in all, I want my tank to be a great asset to my team. I want to be a powerful force that can help change the tide of battle, snatching victory from the jaws of defeat. But I want this power to come at a cost, both SP and ISK wise. I want someone who is trying out tanks to get an idea of how they behave, while those who spend SP in them reap the fruits of their investments. And I want AV to fear me when I roll up with my hardener activated. But I want to fear them should that hardener turn off. I disagree with prices only mlt price and maybe stnd price should go up my almost fully fitted tank costs me 702k once fully fitted it will be 717k isk but thats pretty ******* expensive
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Rusty Shallows
1155
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Posted - 2014.03.19 01:31:00 -
[9] - Quote
+1 for being thoughtful ,honest, and most importantly organized. Apparently my Teiricide comment has been in-blocked.
Here, have some candy and a Like. :-)
Forums > Game
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
404
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Posted - 2014.03.19 01:35:00 -
[10] - Quote
80% is near indestructible...
STD: 40% resistance, 24s, 100s cooldown ADV:50% resistance, 24s,80s cooldown PRO:60% resistance, 34s, 60s cooldown
Armor: STD:28% resistance, Time, 100 seconds ADV: 35% resistance, Time, 80 seconds cooldwon PRO:40% resistance, time 60 seconds cooldown
(I dont know much about armor tank module cooldowns and stuff....
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Tailss Prower
501ST JFW StrikerZ Unit
193
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Posted - 2014.03.19 01:37:00 -
[11] - Quote
Sir Dukey wrote:80% is near indestructible...
STD: 40% resistance, 24s, 100s cooldown ADV:50% resistance, 24s,80s cooldown PRO:60% resistance, 34s, 60s cooldown
Armor: STD:28% resistance, Time, 100 seconds ADV: 35% resistance, Time, 80 seconds cooldwon PRO:40% resistance, time 60 seconds cooldown
(I dont know much about armor tank module cooldowns and stuff....
a well built tank can still beat a tank with 80% without dmg mods however AV is another story |
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
404
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Posted - 2014.03.19 01:46:00 -
[12] - Quote
Tailss Prower wrote:Sir Dukey wrote:80% is near indestructible...
STD: 40% resistance, 24s, 100s cooldown ADV:50% resistance, 24s,80s cooldown PRO:60% resistance, 34s, 60s cooldown
Armor: STD:28% resistance, Time, 100 seconds ADV: 35% resistance, Time, 80 seconds cooldwon PRO:40% resistance, time 60 seconds cooldown
(I dont know much about armor tank module cooldowns and stuff....
a well built tank can still beat a tank with 80% without dmg mods however AV is another story
I would like to see a proto railgun with no damage mods shoot me 6 times with my 60% hardeners on and get through my 4000 shield. What if that happens? Well then he'll have to get through another freking 3000 armor to deal with me. |
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Echo 1991
WarRavens League of Infamy
129
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Posted - 2014.03.19 01:49:00 -
[13] - Quote
Scout Registry wrote:Alena Ventrallis wrote:I think proto swarms are actually right where they need to be.
 Haven't touched my Proto Swarms in 3 months. They're utterly useless at Proficiency III. Would you like to borrow them for a week or two? Maybe give 'em a try so you can speak from an informed position? Let me know. They arent useless. I use them often and kill many tanks but they need improvement or tanks need a slight nerf.
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Atiim
Living Like Larry Schwag
5867
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Posted - 2014.03.19 01:51:00 -
[14] - Quote
Alena Ventrallis wrote: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. I'd rather see the hardener stats changed to this:
Militia / Basic Shield Hardener 40% resistance, 20s uptime, 120s cooldown Enhanced Shield Hardener: 50% resistance, 22s uptime, 110s cooldown Complex Shield Hardener: 60% resistance, 24s uptime, 10s cooldown
Along with this, I think it's about time we separated Hardeners into Light and Heavy categories, similar how the Plates, Extenders, and other vehicle modules work. I think by now we've all watched Judge's explanation as to how simply buffing AV or nerfing hardeners will have a negative effect on other vehicles, so by separating them we can focus on balancing HAVs without having negative repercussions on Dropships and LAVs.
Also, 70% and 80% would completely break the balance against AV weapons as we know it, as well as breaking the balance against Assault Dropships. We have to remember, the current philosophy is Waves of Opportunity, not Waves of Invulnerability. I don't even want to think about what would happen if we have 70% and 80% hardeners cycled. I think that's about the time where every Infantry unit hits the "Leave Battle" option.
Alena Ventrallis wrote: 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.
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.
[...]
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
5867
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Posted - 2014.03.19 01:52:00 -
[15] - Quote
Alena Ventrallis wrote: Infantry Counters - AV So now we get to what should and should not kill a tank. Currently, swarms have horrid damage propagation 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.
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.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
404
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Posted - 2014.03.19 01:54:00 -
[16] - Quote
Atiim wrote:Alena Ventrallis wrote: Infantry Counters - AV So now we get to what should and should not kill a tank. Currently, swarms have horrid damage propagation 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.
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.
Missiles tanks only good at taking out Armor tanks, Massdrivers only good at taking out armor. What makes swarms different?
BTW- A foregegun is more Anti Shield tank Armour. An armor tank can rep through a FG hit at 250 armor a sec while when you hit a shield vehicle, you completly stop the shield recharge and you can keep the recharge stopped even with a Breach FG. Breach FG is one of the most usless things to use on an armor tank because they can rep right through the damage. |
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Atiim
Living Like Larry Schwag
5868
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Posted - 2014.03.19 02:08:00 -
[17] - Quote
Sir Dukey wrote: Missiles tanks only good at taking out Armor tanks, Massdrivers only good at taking out armor. What makes swarms different?
BTW- A foregegun is more Anti Shield tank Armour. An armor tank can rep through a FG hit at 250 armor a sec while when you hit a shield vehicle, you completely stop the shield recharge and you can keep the recharge stopped even with a Breach FG. Breach FG is one of the most useless things to use on an armor tank because they can rep right through the damage.
2 Damage Mods on a Missile Turret will literally beat the $#!t out of any vehicle.
Mass Drivers are not only good at taking out armor; though your argument is a bit dishonest considering how you can carry a grenade that instantly wipes the shields off a shielded dropsuit (at STD tier) while even the Allotek Flux Grenade will not completely strip the shields off a shielded dropsuit. Along with this, Mass Driver users don't have to worry about their enemies shields being repaired instantly from a Shield Booster, while Anti-Armor AV users will. Don't forget about the fact that no dropsuit will have a 60% resistance to Flux Grenades, while Gunnlogies do.
Nope, the Forge Gun is Anti-Armor. You seem to forget that the possible damage modification you can received will be cut in half (due to the Damage Modifier nerf), and that your Proficiency skill will only affect Armored HAVs. So good luck with that.
Comparing AP weapons to AV isn't really a good basis for an argument, as their uses and engagement terms vastly differ.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
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Alena Ventrallis
The Neutral Zone
873
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Posted - 2014.03.19 02:39:00 -
[18] - 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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Spkr4theDead
Red Star. EoN.
1924
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Posted - 2014.03.19 02:43:00 -
[19] - Quote
Scout Registry wrote:Alena Ventrallis wrote:I think proto swarms are actually right where they need to be.
 Haven't touched my Proto Swarms in 3 months. They're utterly useless at Proficiency III. Would you like to borrow them for a week or two? Maybe give 'em a try so you can speak from an informed position? Let me know. Maybe you shouldn't shoot at shiny shield tanks.
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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Spkr4theDead
Red Star. EoN.
1924
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Posted - 2014.03.19 02:44:00 -
[20] - Quote
You're a tanker? I've never seen you before. Did you pick up tanking when 1.7 came out?
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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Alena Ventrallis
The Neutral Zone
873
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Posted - 2014.03.19 02:46:00 -
[21] - 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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Gavr1Io Pr1nc1p
186
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Posted - 2014.03.19 02:46:00 -
[22] - Quote
Spkr4theDead wrote:You're a tanker? I've never seen you before. Did you pick up tanking when 1.7 came out? your a tanker? Ive never seen you before you started defending broken game mechanics in 1.7.
Kills-Archduke Ferdinand
Balance!
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knight of 6
SVER True Blood General Tso's Alliance
1597
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Posted - 2014.03.19 02:50:00 -
[23] - Quote
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
GÇ£Even though I walk through the valley of the shadow of death, I will fear no evil, for I am dampened.GÇ¥
Ko6 scout,
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Alena Ventrallis
The Neutral Zone
875
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Posted - 2014.03.19 02:51:00 -
[24] - 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 -
[25] - 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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Atiim
Living Like Larry Schwag
5869
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Posted - 2014.03.19 04:43:00 -
[26] - Quote
Spkr4theDead wrote: Maybe you shouldn't shoot at shiny shield tanks.
*Stacks Hardeners*
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
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Dauth Jenkins
Ultramarine Corp
258
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Posted - 2014.03.19 04:53:00 -
[27] - Quote
Alena Ventrallis wrote: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.
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
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2206
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Posted - 2014.03.19 04:56:00 -
[28] - Quote
Here is the problem:
madrugars make insanely good infantry stompers due to long hardener duration, high dps, and scanners, but are relatively easy to kill compared to gunlogis. pretty balanced, honestly.
gunlogis would be fine IF stacking 3 hardeners was impossible.
A tank with 2 hardeners should be nearly unstoppable. However, when the hardeners turn off, the HAV should be 1-hkd's by proto AV, 2-hkd by std, and 3-hkd by std.
Tankers who are stupid should be weeded out like they used to be. Only the most cautious should be rewarded.
Prior 1.7, you DID NOT ENTER COMBAT without every active module you had running because without them, you didn't last 2 seconds against any reasonable AV threat.
Also, I have no problem with tanks being cheap if they perform as such.
A 75k isk tank should go down to av just like a Frontline suit goes down to a rifle of a similar meta level. On the opposite spectrum, a GOOD tank should cost 600,000 ISK, but no more than that.
TLDR: Hardened tanks are fine.
Perma-hardening should be impossible.
Unhardened tanks should go down like they did in 1.6.
[*] Cheap tanks should perform badly.
Charlotte O'Dell is the highest level unicorn!
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Tailss Prower
501ST JFW StrikerZ Unit
193
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Posted - 2014.03.19 05:01:00 -
[29] - Quote
Charlotte O'Dell wrote:Here is the problem:
madrugars make insanely good infantry stompers due to long hardener duration, high dps, and scanners, but are relatively easy to kill compared to gunlogis. pretty balanced, honestly.
gunlogis would be fine IF stacking 3 hardeners was impossible.
A tank with 2 hardeners should be nearly unstoppable. However, when the hardeners turn off, the HAV should be 1-hkd's by proto AV, 2-hkd by std, and 3-hkd by std.
Tankers who are stupid should be weeded out like they used to be. Only the most cautious should be rewarded.
Prior 1.7, you DID NOT ENTER COMBAT without every active module you had running because without them, you didn't last 2 seconds against any reasonable AV threat.
Also, I have no problem with tanks being cheap if they perform as such.
A 75k isk tank should go down to av just like a Frontline suit goes down to a rifle of a similar meta level. On the opposite spectrum, a GOOD tank should cost 600,000 ISK, but no more than that.
TLDR:
Hardened tanks are fine.
Perma-hardening should be impossible.
Unhardened tanks should go down like they did in 1.6.
[*] Cheap tanks should perform badly. my tanks which are of course good costs me 700k isk and they do go down fast without hardners especially these noob tanks that have defualt base hp |
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Alena Ventrallis
The Neutral Zone
879
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Posted - 2014.03.19 05:08:00 -
[30] - 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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MarasdF Loron
Fatal Absolution General Tso's Alliance
216
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Posted - 2014.03.19 05:21:00 -
[31] - Quote
The only thing I agree with here is that active modules need to be more effective throughout the tiers, but omg, 80%?!?! I only read the numbers beyond that point and they made me wanna kill myself. Just no.
R.I.P. Pre-1.7 tanks, you will be missed.
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SPESHULz
The Southern Legion
41
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Posted - 2014.03.19 05:50:00 -
[32] - Quote
Much simpler remove anything militia from vehicles and raise tank hull price. 15min work.
Change large blaster damage minus 20% infantry plus 20% to vehicles so infantry have a better chance to get away or av and so blaster tanks have a better chance against rail and missile tanks.
Blood flows. Death comes. War rages.
Maths is OP. It is all those numbers that kills you.
Forum Warrior lvl 0.02
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jerrmy12 kahoalii
550
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Posted - 2014.03.19 05:52:00 -
[33] - Quote
I stopped reading after Shueld hardener 120s cooldown
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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ONE-I-BANDIT
The Generals General Tso's Alliance
71
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Posted - 2014.03.19 06:29:00 -
[34] - Quote
Good read sounds like a plan may even get an Dev who works on tanks to say some thing and maby ask an question to the public if he see some thing. I was just thinking this what about an timer bar that ppl can see when the hardners on of course we are watching our harder but if the enemy knew it would be like an shame on you. if you stayed to long and they are ready to pop ya.
Proto Logi/Big Bad Tanker/Beginner Heavy
Wait till they get an Load of Me
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Jimmy McNaulty
NECROM0NGERS Caps and Mercs
41
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Posted - 2014.03.19 07:51:00 -
[35] - Quote
Scout Registry wrote:Alena Ventrallis wrote:I think proto swarms are actually right where they need to be.
 Haven't touched my Proto Swarms in 3 months. They're utterly useless at Proficiency III. Would you like to borrow them for a week or two? Maybe give 'em a try so you can speak from an informed position? Let me know.
Well you should get back on them.. I spec'd into proto prof 3 and, depending on whether or not the tanker is paying attention to my flank, if I get the drop I can usually pop the tank.
They aren't nearly as bad as you remember them. Happy hunting!
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Alena Ventrallis
The Neutral Zone
884
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Posted - 2014.03.19 08:25:00 -
[36] - 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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Leonid Tybalt
0uter.Heaven
319
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Posted - 2014.03.19 08:39:00 -
[37] - Quote
"rivals" is such a strong word though. Sure, you MIGHT kill my 10 million sp-tank in an MLT tank fitted with dual railgun damage mods while abusing the redline or waiting in ambush for when I've already sustained heavy damage due to some other source, or if you and a bunch of scrubs decides to gang up on me 3 to 1 (I don't get mad when that happens though, I just take it as a compliment/asskissing on your part seeing as how i'm evidently so dangerous that it takes three of you to kill me ).
But that hardly means you are my "rivals". Toe to toe, your MLT tank would be scrap metal, and my tank would barely get it's paintwork scratched. |
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Takahiro Kashuken
Red Star. EoN.
3036
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Posted - 2014.03.19 10:16:00 -
[38] - Quote
Generally no tbh
We had skills which gave us damage to turrets - they got removed
We had mods which were better than the latter - So proto was always the best in every stat except in fitting requirements and cost, you want them to basically be the same as basic and your changes change nothing, why would i use a complex over a basic? that extra resistance is meh when its off, there is a reason why i skilled into the active/cooldown skills
Intelligence is OP
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Sam Booty
Valor Coalition Red Whines.
44
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Posted - 2014.03.19 10:48:00 -
[39] - Quote
This is a BS thread from a tanker who wants to be invincible to militia rail tanks and continue with tankbush. HAVs will ruin this promising game to the ground and if CCP continues to go in this path soon nobody will be playing this game. I vote that each game mode has a Vehicle/No vehicle option. |
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Fire of Prometheus
Alpha Response Command
3989
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Posted - 2014.03.19 11:04:00 -
[40] - Quote
I just skimmed over it, but it doesn't seem to bad, the idea is there and that's what ccp needs to look at.
Cost of tank v efficacy of tank
There is no way in hell that a MLT tank can only be killed by another tank, or a full group of proto SL and FG
Commando sees scout
loses his mind
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Judge Rhadamanthus
Amarr Templar One
1685
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Posted - 2014.03.19 11:13:00 -
[41] - Quote
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.
Everything Dropship youtube channel
my Community Spotlight
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Sam Booty
Valor Coalition Red Whines.
47
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Posted - 2014.03.19 14:16:00 -
[42] - Quote
In a game of Rock-Paper-Scissors tanks are like all in one. Why? Because they are invulnerable to everything except other tanks.
When I choose a AV dropsuit I am vulnerable to the opposing infantry and now with broken 1.7/1.8 series to all tanks and dropships. Now you want high class invincible tanks? 80% hardeners? Why not a nerf like damage mods had? Like 50% nerf? Hardeners would be like 30% only.
The thing is most people don't want to play with tankers. Of course you want to decimate infantry without worrying with pesky rail tanks but please give us the choice to play decent non-tank Ambush and everyone will be happy.
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Tailss Prower
501ST JFW StrikerZ Unit
197
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Posted - 2014.03.19 14:35:00 -
[43] - 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. did you see my thread in the features and idears section about balancing tanks |
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Lanius Pulvis
Bullet Cluster Legacy Rising
197
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Posted - 2014.03.19 15:46:00 -
[44] - Quote
Harpyja wrote:Well done.
Also, inb4 "tiericide," because that's not the way to go while dropsuits and weapons are still tiered (nor does CCP even hint at tiericide for them)
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. I'm kind of torn on the resistance, because on ADS at least, the HP is much lower for shields so a lower resistance would create even greater disparity between EHP for shields versus armor. However, I agree there should be more of a differenc than cooldown between modules.
Not new, just new to you.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 17:21:00 -
[45] - 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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Nothing Certain
Villore Sec Ops Gallente Federation
323
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Posted - 2014.03.19 19:21:00 -
[46] - Quote
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?
Because, that's why.
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 19:24:00 -
[47] - 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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Nothing Certain
Villore Sec Ops Gallente Federation
323
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Posted - 2014.03.19 19:55:00 -
[48] - Quote
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.
Because, that's why.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8403
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Posted - 2014.03.19 20:09:00 -
[49] - 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.
Possibly what you has said is why I am so hesitant to try and make a manifesto like this.
I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
891
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Posted - 2014.03.19 20:33:00 -
[50] - 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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Judge Rhadamanthus
Amarr Templar One
1688
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Posted - 2014.03.19 20:46:00 -
[51] - Quote
True Adamance wrote: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. Possibly what you has said is why I am so hesitant to try and make a manifesto like this. I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner.
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 you have a beer to hand.
Everything Dropship youtube channel
my Community Spotlight
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8405
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Posted - 2014.03.19 20:51:00 -
[52] - Quote
Judge Rhadamanthus wrote:True Adamance wrote: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. Possibly what you has said is why I am so hesitant to try and make a manifesto like this. I understand that anything that is done to vehicle modules that affect HAV in one manner affect dropship pilot in an equally, or more dramatic manner. 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.
I did recently start watching your videos so I could better understand how dropships work and see the battlefield...still thats no substitute for flying one......which I'm terrible at.....
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
892
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Posted - 2014.03.19 21:04:00 -
[53] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8409
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Posted - 2014.03.19 21:29:00 -
[54] - Quote
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.
" ..- -.- --. 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 - 2014.03.19 21:37:00 -
[55] - Quote
id say the active reps of 1.6 worked better than the passive reps we have currently.
i invested some 1-2 mil sp into the armor section getting armor optimization to 4 and repair level too 5.
could only fit 2 complex and 1 enhanced heavy armor repper. cpu is basically maxed out at this point. only turret i can fit is a std-mlt blaster. rep rate is 512.5 hps. with 3 complex its 543.75 hps most likely impossible to fit 3 however.
the many times ive used my rep maddy in game i have lost it a few times. not just to other tanks but too av as well.
a solo aver can out dps the reps easy. but can they sustain that dps?.. no. and so as they reload the armor is back to full. im sure if they had some one else pitch in for a little extra supplemental damage my tank would die. as av can manage to get it down too 500 armor and less pretty fast.
what your suggesting for balance just breaks the already fragile mlt-proto balance with a proto scrub hammer. |
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 21:54:00 -
[56] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8412
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Posted - 2014.03.19 22:03:00 -
[57] - Quote
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.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 22:10:00 -
[58] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8412
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Posted - 2014.03.19 22:13:00 -
[59] - Quote
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 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 - 2014.03.19 22:19:00 -
[60] - Quote
]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.
EDIT: All numbers can be changed. The numbers given are to illustrate the concept, not provide exact details. Also, my previous edit was kind of dickish sounding, so I apologize for that.
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.
Woooooo, a Tanker asking for even more powerful Tanks Yay! You REALLY think it's NORMAL that to destroy a single player, that actually cost less ISK than an soldier gear. We need at least 4 titans, 10 crusader 5 logis 10 AV player, 5 jihad lAV / 7 Rail turret a 3 ******* hours ???? and finally he can escape anytime ? You want 1000000 million iSK with it ? You ask a buff for Active modules ??? WTF ?????
YES modules need a better scaling throught STD/enhanced/complex BUT it needs a HUGE nerf, not a buff. Hardeners is terribly OP, they were NEVER supposed to be double/triple fitted making the vehicules 95% of the time hardened. (Invicible.) as you say "sometime there's a little moment you're not hardened" BUT HEY ?-º?-º That's exactly the problem !!!! The window to destroy a tank is a 5 sec in a whole game !!!!!!! While Tank TTk is about 5 damn minutes of continous fire IF HE DON'T MOVE.
Hardener is NOT supposed to be multiple fitted. Hardener should be restricted to ONE. Hardener was never meant to be "I'm invicible, even more than before, problem ?"
So TWO solution : -Keep actualy activem odules BUT limited to One per type. -Makes the modules WAYYYY less powerful (HUUUGE NERF) but makes them able to "stack". Like activating 2 hardeners (20%) would make a 40% resistance.
Here we are dealing with STD TANKS !!!!!! The weaker tank, and even a full-16 can't destroy it.......
And finally there's TWO SOLUTION : Old Tank price (Over 1.000.000 ISK) but strong (way less than now throught.) OR Actual price, but Paper, making tanks a way to battle, tanks spam would be fun FOR the tanker (he knwo it's like he was dyins as a footsoldier) AND the opposite team (they can...kill the tank.)
Actually it's invicible tanks, Low price , low risk , high rewards...... |
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
411
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Posted - 2014.03.19 22:24:00 -
[61] - Quote
Atiim wrote:Sir Dukey wrote: Missiles tanks only good at taking out Armor tanks, Massdrivers only good at taking out armor. What makes swarms different?
BTW- A foregegun is more Anti Shield tank Armour. An armor tank can rep through a FG hit at 250 armor a sec while when you hit a shield vehicle, you completely stop the shield recharge and you can keep the recharge stopped even with a Breach FG. Breach FG is one of the most useless things to use on an armor tank because they can rep right through the damage.
2 Damage Mods on a Missile Turret will literally beat the $#!t out of any vehicle. Mass Drivers are not only good at taking out armor; though your argument is a bit dishonest considering how you can carry a grenade that instantly wipes the shields off a shielded dropsuit (at STD tier) while even the Allotek Flux Grenade will not completely strip the shields off a shielded dropsuit. Along with this, Mass Driver users don't have to worry about their enemies shields being repaired instantly from a Shield Booster, while Anti-Armor AV users will. Don't forget about the fact that no dropsuit will have a 60% resistance to Flux Grenades, while Gunnlogies do. Nope, the Forge Gun is Anti-Armor. You seem to forget that the possible damage modification you can received will be cut in half (due to the Damage Modifier nerf), and that your Proficiency skill will only affect Armored HAVs. So good luck with that. Comparing AP weapons to AV isn't really a good basis for an argument, as their uses and engagement terms vastly differ.
I have proto missiles buddy and TBH, they dont really do **** to a hardened shield tank. |
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Alena Ventrallis
The Neutral Zone
893
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Posted - 2014.03.19 22:30:00 -
[62] - 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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