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Eko Sol
3dge of D4rkness
115
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Posted - 2014.03.23 03:47:00 -
[31] - Quote
I'm really not looking forward to 1.8 now. AV is getting nerfed...period. Doesn't matter whether the nerf is soley for AV or not. AV is still getting nerfed. Heavies, if their HP is not lowered, will be practically invincible b/c they are fixing TTK supposedly. Now I deal less damage to 2k HP heavies...yay! Drop ships are going to be more succesful simply b/c breach forges with stacked damage mods are useles...again back to AV. But hey, we have cloaks right? :P
I mean, you also have the issue with drop uplinks. Domination is FAST if the null doesn't change hands often. The whole key to Dom is uplink placement. Now, It is going to take an average of 1.5 times longer to spawn in? So basically whoever gets the null first with a reasonable size party and is proto is going to keep it.
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thesupertman
Better Hide R Die
214
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Posted - 2014.03.23 04:07:00 -
[32] - Quote
I thought of a amazing AV for for 1.8...
-Scout Equipment: cloak and advanced RE -swarms -SMG -AV or flux grenades
Step 1: find a tank Step 2: turn on cloak, wait for it to come close. Step 3. Get behind the tank, load it with REs Step 4. Boom. Finish with swarms
Just an idea.
The next build better be good. CCP don't mess up.
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Tectonic Fusion
1281
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Posted - 2014.03.23 04:18:00 -
[33] - Quote
thesupertman wrote:I thought of a amazing AV for for 1.8...
-Scout Equipment: cloak and advanced RE -swarms -SMG -AV or flux grenades
Step 1: find a tank Step 2: turn on cloak, wait for it to come close. Step 3. Get behind the tank, load it with REs Step 4. Boom. Finish with swarms
Just an idea. And what if the tank happens to not be a camping noob? Or what if your cloak runs out before he stops?
Solo Player
Squad status: Locked
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Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1540
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Posted - 2014.03.23 04:22:00 -
[34] - Quote
Eko Sol wrote:I'm really not looking forward to 1.8 now. AV is getting nerfed...period. Doesn't matter whether the nerf is soley for AV or not. AV is still getting nerfed. Heavies, if their HP is not lowered, will be practically invincible b/c they are fixing TTK supposedly. Now I deal less damage to 2k HP heavies...yay! Drop ships are going to be more succesful simply b/c breach forges with stacked damage mods are useles...again back to AV. But hey, we have cloaks right? :P
I mean, you also have the issue with drop uplinks. Domination is FAST if the null doesn't change hands often. The whole key to Dom is uplink placement. Now, It is going to take an average of 1.5 times longer to spawn in? So basically whoever gets the null first with a reasonable size party and is proto is going to keep it.
I don't even give a shti about the objective till I got a few OBs stacked.
Who wants some?
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Harpyja
Molon Labe. General Tso's Alliance
1375
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Posted - 2014.03.23 04:32:00 -
[35] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I am one who is against it . I believe A.V. grenades should be the exception . Keep FG's at their current level and increase SL range . If you increase the range you don't have to increase the DPS seeing as how one would be able to gain a lock sooner ( Kill the hard lock on the specialist and assault ) , so that will allow for more SL rounds to be administered . As one goes up the tiers their SL gains more DPS anyway so adding extra DPS would just bring us back to 1.6 . Swarms also need more speed.
On my alt today, I threw three AV grenades at an unhardened Sica and brought it down to low shield / armor. It had three sets of swarms chasing after it as it sped off 50 meters over a hill and escaped our swarms.
Let's also not mention the Viper that also managed to escape and outrun the three of us again (same battle) in low armor.
So swarms need increased range and more speed.
AV grenades should be kept at three.
Forge guns are fine (I can only speak from the receiving end). I think it's fair that it takes three forge shots to put my Gunnlogi into very low shield (unhardened) if I have an extender fitted. Let's see how 1.8 will play out.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Sam Booty
Valor Coalition Red Whines.
53
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Posted - 2014.03.23 11:08:00 -
[36] - Quote
I agree swarms need much more speed. Missiles should be much faster than a big vehicle. It just makes sense.
This video is very good because it explains that damage increase isn't enough to make swarms a viable anti-vehicle weapon. The balance is much more complicated. The problem is that CCP is making it even worse in 1.8.
There is another problem with swarms which is sometimes they don't lock on even when in close range and completely visible. |
Asha Starwind
DUST University Ivy League
562
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Posted - 2014.03.23 11:12:00 -
[37] - Quote
I just want the range bumped up nothing big just a 25-50m bump up.
Mad Bomber
Now with 50% less profile
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1486
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Posted - 2014.03.23 19:20:00 -
[38] - Quote
Harpyja wrote:Shinobi MumyoSakanagare ZaShigurui wrote:I am one who is against it . I believe A.V. grenades should be the exception . Keep FG's at their current level and increase SL range . If you increase the range you don't have to increase the DPS seeing as how one would be able to gain a lock sooner ( Kill the hard lock on the specialist and assault ) , so that will allow for more SL rounds to be administered . As one goes up the tiers their SL gains more DPS anyway so adding extra DPS would just bring us back to 1.6 . Swarms also need more speed. On my alt today, I threw three AV grenades at an unhardened Sica and brought it down to low shield / armor. It had three sets of swarms chasing after it as it sped off 50 meters over a hill and escaped our swarms. Let's also not mention the Viper that also managed to escape and outrun the three of us again (same battle) in low armor. So swarms need increased range and more speed. AV grenades should be kept at three. Forge guns are fine (I can only speak from the receiving end). I think it's fair that it takes three forge shots to put my Gunnlogi into very low shield (unhardened) if I have an extender fitted. Let's see how 1.8 will play out.
As a FGer from way back when who still has an alt that does nothing but FG, I can say that FGs, as an institution, are pretty much fine. There is literally no reason to use anything other than the Assault FG, but it does its job at a decent speed. Wish they would tweek the FG variants abit.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Nirwanda Vaughns
Death Firm.
452
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Posted - 2014.03.23 19:33:00 -
[39] - Quote
AV needs a complete overhaul again with the vehicle balance when it comes back in. one thing i thought of earlier would be to have vehicle reair systems active modules again. that way we dont have to contend with a constant 300hps regen on armor with a 40% resistance to damage and/or limiting the amount of hardeners that can be fitted to a vehicle.
Rolling with the punches
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Baal Roo
Subdreddit Test Alliance Please Ignore
3056
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Posted - 2014.03.23 19:53:00 -
[40] - Quote
Gelhad Thremyr wrote:If CCP severely hampers the dual hardener bitches two AV nades might be sufficient enough if 3 ppl throw them it will be approx 900 proto nades x 6, most of the tanks flee with that kind of damage without hardeners. There is definitly a problem with Tank harderners and effectiveness of forges and swarms. If the last two receives 20% buffs we might get to an even playing field.
The problem with these simple calls for buffing AV to balance AV vs Tanks is that it will again throw off the balance for Dropships, which is for the first time in quite awhile in a pretty good and fair spot.
Slowing tank's top speed down so that us AV users actually have enough time to put the damage onto them needed to drop them would be a much better solution, and would also require tankers to actually think and play more tactically. The real issue with tanks is that they are just too fast, so once their hardeners run down, they can usually just run off into the redline and out of the range of AV weapons before anyone could put lethal damage onto them.
I also think Armor/Shield Hardeners should be limited to one per vehicle so that they can't be stacked and toggled.
A 20% reduction on speed and a 1 hardener cap would completely balance tanks IMO.
Hale Satin
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Nirwanda Vaughns
Death Firm.
452
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Posted - 2014.03.23 19:59:00 -
[41] - Quote
also worth noting that earlier there was an unmanned mlt LAV on its roof. i threw 3 standard AV nades at it and it only just reached armor. now if i cant kill an unmanned LAV with 3 av nades then wtf is 2 supposed to do?
Rolling with the punches
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
734
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Posted - 2014.03.23 20:08:00 -
[42] - Quote
Garrett Blacknova wrote:OMG! You're RIGHT! I never realised that Nanohives and Damage Mods were exclusively designed for AV, and that nobody playing as anti-infantry would ever want to use them for their own weapons! Yes, the damage mod thing will be a problem if the (already borderline UP) primary AV weapons aren't buffed. And yes, Swarms are more than just borderline, they need a buff even before considering the change to damage mods. But no, the Hive change isn't a direct nerf to AV. It's a nerf to anyone filling that aspect of the Logistics role, even on the level of only resupplying themselves. And no, a nerf to infantry in general and a nerf to AV Grenades are NOT an AV nerf. Most AV needed a buff before these changes, and most AV will need more of a buff if it doesn't come with 1.8 already. But this is NOT a direct nerf to AV. Also, the fact that I specifically chose to refer to the comment about AV Grenades doesn't negate the possibility of me reading your other points as well. I chose that point because you'd focused a lot of attention on it, not only in the OP, but in replies to people adding their thoughts.
Who is saying that Nanohives and Damage mods are exclusively for AV, besides you? And if their lack of mentioning the infantry aspects of a nerf seems to insinuate that other have, well...
...Whether or not these nerfs also affect infantry combat roles is irrelevant, and beyond the scope of this thread. Hence why some people are not bringing it up, and focusing on the AV aspect, as this is an AV thread.
And I can't understand why you seem hung up on the idea of a "direct nerf to AV." I don't recall people saying that this is a direct nerf (though my memory is... lacking). This is an indirect nerf, through and through. Whether direct or indirect, both are a nerf. So saying that AV is being nerfed is accurate, albeit vague.
So I suppose your qualms ultimately come down to semantics... and perhaps the use of hyperbole.
Anyway, here's to hoping that CCP brings balance to inter-vehicular combat and AV sometime soon. |
Eko Sol
3dge of D4rkness
120
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Posted - 2014.03.23 20:16:00 -
[43] - Quote
Baal Roo wrote:Gelhad Thremyr wrote:If CCP severely hampers the dual hardener bitches two AV nades might be sufficient enough if 3 ppl throw them it will be approx 900 proto nades x 6, most of the tanks flee with that kind of damage without hardeners. There is definitly a problem with Tank harderners and effectiveness of forges and swarms. If the last two receives 20% buffs we might get to an even playing field. The problem with these simple calls for buffing AV to balance AV vs Tanks is that it will again throw off the balance for Dropships, which is for the first time in quite awhile in a pretty good and fair spot. Slowing tank's top speed down so that us AV users actually have enough time to put the damage onto them needed to drop them would be a much better solution, and would also require tankers to actually think and play more tactically. The real issue with tanks is that they are just too fast, so once their hardeners run down, they can usually just run off into the redline and out of the range of AV weapons before anyone could put lethal damage onto them. I also think Armor/Shield Hardeners should be limited to one per vehicle so that they can't be stacked and toggled. A 20% reduction on speed and a 1 hardener cap would completely balance tanks IMO.
I believe the following is what needs to be done in total in order to properly balance AV vs Vehicles. Again, I believe everything here needs to be done or something very similar.
1) Decrease vehicle turret damage by 10% as a whole.
2) Max resistance to damage should not exceed 70% but I would prefer 60%. So Double hardners aren't as effective as they have been. If 3 people are launching a 12k effective damage on a drop ship and all of them hit then there should be at least 3.6k damage at a minimum. Another option is to have a minimum damage taken. For example, a tank can never take less than 90 damage from each swarm missle or something to that effect applied to FG's as well in proportion to the damage per projectile.
3) There should be a speed cap on every vehicle except LAV's
4) If AV grenades are seriously going down to 2 for clip size then I believe they should get a 20% damage buff.
5) Increase swarm speed to about 1.3x. it just needs a little boost tbh.
6) Increase damage for Swarm launchers by 10% OR Increase total missles by 1 or 2.
7) Increase effective HP for Dropships by 10%.
8) Damage mods for vehicles need the same nerf that Infantry Damage Mods are getting
9) A maximum Damage per shot/projectile for all vehicles. Stacking damage mods on blasters and rail turrets is getting ridiculous.
Optional stuff:
1) Normal weapons should have a bit more effect against vehicles. I believe that they should bring back normal weapons causing shields to not recharge. At least create a penalty of .01% increase in delay for every bullet. If 3 people are firing HMG's at a tank then it should never get it's shields back IMO.
2) Remove Proximity RE alerts to tankers.
I would not change PG/CPU requirements.
As an additional note, I run Proto AV grenades. If I throw three at an LAV that is unmanned, I usually take it out after the shields are gone. So I don't quite understand how some people have so much difficulty with them. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8666
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Posted - 2014.03.23 20:18:00 -
[44] - Quote
Eko Sol wrote:Baal Roo wrote:Gelhad Thremyr wrote:If CCP severely hampers the dual hardener bitches two AV nades might be sufficient enough if 3 ppl throw them it will be approx 900 proto nades x 6, most of the tanks flee with that kind of damage without hardeners. There is definitly a problem with Tank harderners and effectiveness of forges and swarms. If the last two receives 20% buffs we might get to an even playing field. The problem with these simple calls for buffing AV to balance AV vs Tanks is that it will again throw off the balance for Dropships, which is for the first time in quite awhile in a pretty good and fair spot. Slowing tank's top speed down so that us AV users actually have enough time to put the damage onto them needed to drop them would be a much better solution, and would also require tankers to actually think and play more tactically. The real issue with tanks is that they are just too fast, so once their hardeners run down, they can usually just run off into the redline and out of the range of AV weapons before anyone could put lethal damage onto them. I also think Armor/Shield Hardeners should be limited to one per vehicle so that they can't be stacked and toggled. A 20% reduction on speed and a 1 hardener cap would completely balance tanks IMO. I believe the following is what needs to be done in total in order to properly balance AV vs Vehicles. Again, I believe everything here needs to be done or something very similar. 1) Decrease vehicle turret damage by 10% as a whole. 2) Max resistance to damage should not exceed 70% but I would prefer 60%. So Double hardners aren't as effective as they have been. If 3 people are launching a 12k effective damage on a drop ship and all of them hit then there should be at least 3.6k damage at a minimum. Another option is to have a minimum damage taken. For example, a tank can never take less than 90 damage from each swarm missle or something to that effect applied to FG's as well in proportion to the damage per projectile. 3) There should be a speed cap on every vehicle except LAV's 4) If AV grenades are seriously going down to 2 for clip size then I believe they should get a 20% damage buff. 5) Increase swarm speed to about 1.3x. it just needs a little boost tbh. 6) Increase damage for Swarm launchers by 10% OR Increase total missles by 1 or 2. 7) Increase effective HP for Dropships by 10%. 8) Damage mods for vehicles need the same nerf that Infantry Damage Mods are getting 9) A maximum Damage per shot/projectile for all vehicles. Stacking damage mods on blasters and rail turrets is getting ridiculous. Optional stuff: 1) Normal weapons should have a bit more effect against vehicles. I believe that they should bring back normal weapons causing shields to not recharge. At least create a penalty of .01% increase in delay for every bullet. If 3 people are firing HMG's at a tank then it should never get it's shields back IMO. 2) Remove Proximity RE alerts to tankers. I would not change PG/CPU requirements. As an additional note, I run Proto AV grenades. If I throw three at an LAV that is unmanned, I usually take it out after the shields are gone. So I don't quite understand how some people have so much difficulty with them.
All you are doing is nerfing and buffing.....not tweaking.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.03.23 20:23:00 -
[45] - Quote
I'll just leave this here
click me
Blup Blub Bloop. Translation: Die -_-
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Baal Roo
Subdreddit Test Alliance Please Ignore
3056
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Posted - 2014.03.23 20:29:00 -
[46] - Quote
True Adamance wrote:Eko Sol wrote:Baal Roo wrote:Gelhad Thremyr wrote:If CCP severely hampers the dual hardener bitches two AV nades might be sufficient enough if 3 ppl throw them it will be approx 900 proto nades x 6, most of the tanks flee with that kind of damage without hardeners. There is definitly a problem with Tank harderners and effectiveness of forges and swarms. If the last two receives 20% buffs we might get to an even playing field. The problem with these simple calls for buffing AV to balance AV vs Tanks is that it will again throw off the balance for Dropships, which is for the first time in quite awhile in a pretty good and fair spot. Slowing tank's top speed down so that us AV users actually have enough time to put the damage onto them needed to drop them would be a much better solution, and would also require tankers to actually think and play more tactically. The real issue with tanks is that they are just too fast, so once their hardeners run down, they can usually just run off into the redline and out of the range of AV weapons before anyone could put lethal damage onto them. I also think Armor/Shield Hardeners should be limited to one per vehicle so that they can't be stacked and toggled. A 20% reduction on speed and a 1 hardener cap would completely balance tanks IMO. I believe the following is what needs to be done in total in order to properly balance AV vs Vehicles. Again, I believe everything here needs to be done or something very similar. 1) Decrease vehicle turret damage by 10% as a whole. 2) Max resistance to damage should not exceed 70% but I would prefer 60%. So Double hardners aren't as effective as they have been. If 3 people are launching a 12k effective damage on a drop ship and all of them hit then there should be at least 3.6k damage at a minimum. Another option is to have a minimum damage taken. For example, a tank can never take less than 90 damage from each swarm missle or something to that effect applied to FG's as well in proportion to the damage per projectile. 3) There should be a speed cap on every vehicle except LAV's 4) If AV grenades are seriously going down to 2 for clip size then I believe they should get a 20% damage buff. 5) Increase swarm speed to about 1.3x. it just needs a little boost tbh. 6) Increase damage for Swarm launchers by 10% OR Increase total missles by 1 or 2. 7) Increase effective HP for Dropships by 10%. 8) Damage mods for vehicles need the same nerf that Infantry Damage Mods are getting 9) A maximum Damage per shot/projectile for all vehicles. Stacking damage mods on blasters and rail turrets is getting ridiculous. Optional stuff: 1) Normal weapons should have a bit more effect against vehicles. I believe that they should bring back normal weapons causing shields to not recharge. At least create a penalty of .01% increase in delay for every bullet. If 3 people are firing HMG's at a tank then it should never get it's shields back IMO. 2) Remove Proximity RE alerts to tankers. I would not change PG/CPU requirements. As an additional note, I run Proto AV grenades. If I throw three at an LAV that is unmanned, I usually take it out after the shields are gone. So I don't quite understand how some people have so much difficulty with them. All you are doing is nerfing and buffing.....not tweaking.
As players, it's unrealistic for us to suggest anything but nerfs and buffs. We cannot expect CCP to create entire new systems or rewrite pieces of code so that AV and Vehicles work in fundamentally new ways based on our suggestions. Especially considering CCP's slow turn around time on new content.
On the other hand, it's not unrealistic to think that they could maybe go in and adjust how the numbers being represented with the current systems interact. If nothing else, giving feedback on how we believe the numbers being used could be improved is also an easy way for us to represent to CCP where we believe the problems are, leaving them (the developers) to possible "tweak" and create new systems that help to rebalance things where those problems lie.
Hale Satin
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