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Eko Sol
3dge of D4rkness SoulWing Alliance
100
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Posted - 2014.03.21 20:31:00 -
[1] - Quote
Is it me or is this fundamentally an additional AV nerf in only allowing 2 AV grenades to include the Hive ressuply nerf as well?
I don't get it. I just don'. I've finally have a semi consistent strategy against tanks and Drop Ships to include my need for all three AV grenades but that offers no value all of the sudden b/c I'm losing a grenade. In addition, does anyone else think that CPU/PG requirements should be reduced if grenade counts are being reduced?
I haven't been on the forums at all and only got back in recently after a bout a month and half off do to being sick. I'm sorta excited to try 1.8 although I'm enjoying Ground Zeros and trying to plat (super easy) FFXIII: LR.
Can someone shed some light? Am I going crazy or is this an issue? |
Soldiersaint
Condotta Rouvenor Gallente Federation
734
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Posted - 2014.03.21 20:34:00 -
[2] - Quote
CCP has a plan. even though they are nefing the nades im sure that they will buff av. I hope. |
Louis Domi
Pradox One Proficiency V.
63
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Posted - 2014.03.21 20:35:00 -
[3] - Quote
Eko Sol wrote:Is it me or is this fundamentally an additional AV nerf in only allowing 2 AV grenades to include the Hive ressuply nerf as well?
I don't get it. I just don'. I've finally have a semi consistent strategy against tanks and Drop Ships to include my need for all three AV grenades but that offers no value all of the sudden b/c I'm losing a grenade. In addition, does anyone else think that CPU/PG requirements should be reduced if grenade counts are being reduced?
I haven't been on the forums at all and only got back in recently after a bout a month and half off do to being sick. I'm sorta excited to try 1.8 although I'm enjoying Ground Zeros and trying to plat (super easy) FFXIII: LR.
Can someone shed some light? Am I going crazy or is this an issue?
Its a nerf |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
406
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Posted - 2014.03.21 20:38:00 -
[4] - Quote
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 .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Eko Sol
3dge of D4rkness SoulWing Alliance
104
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Posted - 2014.03.21 20:40:00 -
[5] - Quote
I also have to add that nerfing Dmg Mods will negatively impact my AV as well given I found a way to run with swarms and need all three complex mods for the success I currently have. I really hope they come up with something otherwise I'll have to just stay away from AV completely. And getting rid of double hardners or active hardner length is not going to help enough IMO. |
Rusty Shallows
1181
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Posted - 2014.03.21 20:56:00 -
[6] - Quote
Soldiersaint wrote:CCP has a plan. even though they are nefing the nades im sure that they will buff av. I hope. That's a sign of a healthy mindset. If only it were true. Every single time I stuck up for a smart-rebalance-behind-nerfing in 2013 the Devs proved me wrong. Most of that year felt disorganized, unprofessional, and at times in disarray. That observation is from someone who has been around since the second round of Closed Beta Keys.
I'm really hoping things will improve after 1.8. The test will be how they handle future rebalances, nerfs/buffs, and such throughout the summer. Good luck CCP Rogue.
Here, have some candy and a Like. :-)
Forums > Game
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Marc Rime
321
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Posted - 2014.03.21 22:53:00 -
[7] - Quote
Doesn't matter. It's only a theoretical nerf ;). |
Henchmen21
Planet Express LLC
778
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Posted - 2014.03.21 22:58:00 -
[8] - Quote
Considering it takes 3 ADV packed AV nades to have any hope of taking out a LAV, yes it is a nerf.
CCP you better nail 1.8, as it stands 1.7 is a total disaster.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Asha Starwind
DUST University Ivy League
543
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Posted - 2014.03.21 23:02:00 -
[9] - Quote
Marc Rime wrote:Doesn't matter. It's only a theoretical nerf ;).
"Grenade count reduced by 1"
What's so theoretical about it? It's a capacity/clip size nerf. Only if CCP, reduces cpu/pg accordingly (by 1/3rd), it's technically not a nerf.
Mad Bomber
Now with 50% less profile
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Marc Rime
321
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Posted - 2014.03.21 23:06:00 -
[10] - Quote
Asha Starwind wrote:Marc Rime wrote:Doesn't matter. It's only a theoretical nerf ;). "Grenade count reduced by 1" What's so theoretical about it? It's a capacity/clip size nerf. Only if CCP, reduces cpu/pg accordingly (by 1/3rd), it's technically not a nerf. I meant that infantry is unable to kill vehicles as is, this change is nerfing an ability that doesn't exist in the first place. |
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Eko Sol
3dge of D4rkness SoulWing Alliance
106
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Posted - 2014.03.21 23:20:00 -
[11] - Quote
Marc Rime wrote:Asha Starwind wrote:Marc Rime wrote:Doesn't matter. It's only a theoretical nerf ;). "Grenade count reduced by 1" What's so theoretical about it? It's a capacity/clip size nerf. Only if CCP, reduces cpu/pg accordingly (by 1/3rd), it's technically not a nerf. I meant that infantry is unable to kill vehicles as is, this change is nerfing an ability that doesn't exist in the first place.
I use proto swarms with 3 complex dmg mods and have success against tanks and LAV's and Drop Ships. Although double hardeners ef things up, I just attempt to wait it out. I then use 3 non compact AV grenades along with swarms. I even ef up drop ships with grenades when they get stoopid close to take out uplinks and stuff. That is always fun as hell to be honest.
I have no problem, as things currently stand, in taking out vehicles solo a reasonable amount of times. I also loose badly and know when to move on. Obviously, taking away a 3rd grenade and making the resupply total and rate slower when I drop hives is going to seriously hurt my abilities. In addition, changing damage mods so much will also be an issue. That's like a triple nerf to AV as an infantry unit.
Triple complex damage mods is about 23% increase in damage. Now that will be closer to 11%. Screws up swarms way too much. Without higher damage mods even breach FG and Officer FG is screwed.
I'm just not happy about the lack of balance announcement to vehicles. I think, if nothing is done, CCP is making an absolute huge mistake. The only thing I can think of is they aren't saying anything to, literally, avoid negative feedback on the issue. Or they just aren't doing anything and missed that train.
I'm telling you right now. I'm not trying any of this new ish if they don't balance AV and vehicles. I'm just going to spec into vehicles and ride that bandwagon. |
MRBH1997
Knights Of Ender Galactic Skyfleet Empire
84
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Posted - 2014.03.21 23:47:00 -
[12] - Quote
Nade nerf is more so meant to deal with pussies that hide up high or on another side of a wall spamming core locus nades or nades in general. It's highly unlikely to be meant as an AV nerf, though it will screw over some corps in PC that focus fighting with nade spam.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
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Asha Starwind
DUST University Ivy League
544
|
Posted - 2014.03.22 00:05:00 -
[13] - Quote
Marc Rime wrote:Asha Starwind wrote:Marc Rime wrote:Doesn't matter. It's only a theoretical nerf ;). "Grenade count reduced by 1" What's so theoretical about it? It's a capacity/clip size nerf. Only if CCP, reduces cpu/pg accordingly (by 1/3rd), it's technically not a nerf. I meant that infantry is unable to kill vehicles as is, this change is nerfing an ability that doesn't exist in the first place.
Ah, gotcha.
Mad Bomber
Now with 50% less profile
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Eko Sol
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2014.03.22 00:11:00 -
[14] - Quote
MRBH1997 wrote:Nade nerf is more so meant to deal with pussies that hide up high or on another side of a wall spamming core locus nades or nades in general. It's highly unlikely to be meant as an AV nerf, though it will screw over some corps in PC that focus fighting with nade spam.
So I use "Nade Spam" per se when the moment allows for it but I can't tell you how many times some heavy runs over two of my core grenades with 90% armor left and **** me. They really aren't "all that". I also have wide success with proto grenades so I think they are balanced well already.
Anyway that is a discussion for another thread. I just wanted to say that i'm not a pussie LOL. I play many different ways to be a success to the team. So get off my Nades! :D |
Gelhad Thremyr
Quebec United
140
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Posted - 2014.03.22 00:12:00 -
[15] - Quote
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.
Quebec United CFO
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Maken Tosch
DUST University Ivy League
7559
|
Posted - 2014.03.22 00:12:00 -
[16] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:...and increase SL range...
Sorry, but the swarm launcher range is perfect as it is. I would know as I am an AV swarm user myself skilled into advanced tier. The locking range is no problem as you only need to be smart about how you approach the situation. Their damage is also alright for their tier.
The principle issue with the swarm launchers is their application of the damage they have. Here is a video posted on YouTube by the famous Judge Rhadamanthus himself.
http://youtu.be/ls7hOEdNgXE
As you can see, swarms have no problem locking onto him at the current range. Again, it's the application of said damage that is flawed. Something is wrong with the math that needs to be changed.
Anyways, when it comes to AV weaponry in general, I'm guessing it should be ok to exempt the AV grenades since it take a lot of effort to kill those tanks especially when those tanks are practically god mode with their invulnerability fields active.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Eko Sol
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2014.03.22 02:00:00 -
[17] - Quote
Maken Tosch wrote:Shinobi MumyoSakanagare ZaShigurui wrote:...and increase SL range... Sorry, but the swarm launcher range is perfect as it is. I would know as I am an AV swarm user myself skilled into advanced tier. The locking range is no problem as you only need to be smart about how you approach the situation. Their damage is also alright for their tier. The principle issue with the swarm launchers is their application of the damage they have. Here is a video posted on YouTube by the famous Judge Rhadamanthus himself. http://youtu.be/ls7hOEdNgXEAs you can see, swarms have no problem locking onto him at the current range. Again, it's the application of said damage that is flawed. Something is wrong with the math that needs to be changed. Anyways, when it comes to AV weaponry in general, I'm guessing it should be ok to exempt the AV grenades since it take a lot of effort to kill those tanks especially when those tanks are practically god mode with their invulnerability fields active.
This is single handedly the greatest youtube video and assessment of the imbalance of the vehicles and AV. I'm really glad you through this up. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
414
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Posted - 2014.03.22 14:32:00 -
[18] - Quote
Maken Tosch wrote:Shinobi MumyoSakanagare ZaShigurui wrote:...and increase SL range... Sorry, but the swarm launcher range is perfect as it is. I would know as I am an AV swarm user myself skilled into advanced tier. The locking range is no problem as you only need to be smart about how you approach the situation. Their damage is also alright for their tier. The principle issue with the swarm launchers is their application of the damage they have. Here is a video posted on YouTube by the famous Judge Rhadamanthus himself. http://youtu.be/ls7hOEdNgXEAs you can see, swarms have no problem locking onto him at the current range. Again, it's the application of said damage that is flawed. Something is wrong with the math that needs to be changed. Anyways, when it comes to AV weaponry in general, I'm guessing it should be ok to exempt the AV grenades since it take a lot of effort to kill those tanks especially when those tanks are practically god mode with their invulnerability fields active. I don't agree with that . I don't see the need to say that I have Prototype swarms or talk about how many skill points that I have placed in swarms , PM's , RE's or grenades because that doesn't equate to any success or failure rates for you to be able to understand . Different players have different results so when people like to speak on those terms I tend to ignore the conversation . I don't need to talk about skill points , level 5 this or that because that's not a gauge of success , seeing as how it's these same people who talk about how their weapons ... which are at top tier , is just not powerful enough and that they should OKH players with one shot continually .
I speak about range because , if range was increased then more salvo's would come into play ... so there would be no need to increase or even tweak the DPS of swarms . Lock times suffer as well when you speak about the speed of vehicles . the specialist and assault SL have a longer lock times ( even with the skill bonus they suffer ) and it's that " hard lock " that allows vehicles to retreat easier , that coupled with less range .. so when I speak about range , it's about the bettering of SL's to help them become more efficient .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
414
|
Posted - 2014.03.22 14:42:00 -
[19] - Quote
No knock to Judge but someone can make a video showing the success of swarms or the fact that if players would use team work , that it would be much easier to deal with vehicles . He shows problems but someone else could show that it's more about players and what they feel is a priority during a match . Would you put up an effort and attempt to combat or would you like to just rush to judgment and post comments on the forums QQing about a " situation " that could be solved with attention to detail and hard work ?
All I'm saying is , that when I'm in battle and there is " tank spam " I just don't see to many players rushing to combat the threat . People talk about SL's ineffectiveness and all but with a concerted effort by SL's and FG's , problems could be solved within a matter of moments in quelling militia tanks or vehicles in general .
There is always two sides .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Maken Tosch
DUST University Ivy League
7572
|
Posted - 2014.03.22 15:30:00 -
[20] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I don't agree with that . I don't see the need to say that I have Prototype swarms or talk about how many skill points that I have placed in swarms , PM's , RE's or grenades because that doesn't equate to any success or failure rates for you to be able to understand . Different players have different results so when people like to speak on those terms I tend to ignore the conversation . I don't need to talk about skill points , level 5 this or that because that's not a gauge of success , seeing as how it's these same people who talk about how their weapons ... which are at top tier , is just not powerful enough and that they should OKH players with one shot continually .
I speak about range because , if range was increased then more salvo's would come into play ... so there would be no need to increase or even tweak the DPS of swarms . Lock times suffer as well when you speak about the speed of vehicles . the specialist and assault SL have a longer lock times ( even with the skill bonus they suffer ) and it's that " hard lock " that allows vehicles to retreat easier , that coupled with less range .. so when I speak about range , it's about the bettering of SL's to help them become more efficient .
We'll have no choice but to agree to disagree in this case. Increased range will not help as it will not make a difference now that hardeners are a major factor here. A 2-3x hardened dropship or tank can still take on a team of swarms so long as the damage application remains flawed. The damage is not being accounted for properly and that needs serious fixing.
If you look at Judge's video closely, the shields of both tanks and dropships are easy to go through. It's the armor where the math seems to be flawed in terms of how the damage is applied.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Garrett Blacknova
Codex Troopers
4575
|
Posted - 2014.03.22 16:13:00 -
[21] - Quote
AV Grenades make a dedicated AV fitting in the same way Locus Grenades on a dual Swarm Commando are a practical and reliable anti-infantry weapon.
They aren't, and if they are, they shouldn't be.
AV Grenade nerf is NOT the same as AV nerf.
Actual primary weapon AV needs a buff. AV Grenades do not. This is perfectly reasonable to ensure that the primary AV role is handled by dedicated AV fittings, and not by infantry slayers with FOTM Rifle/FOTM Sidearm and AV grenades. |
Mobius Wyvern
Ahrendee Mercenaries
4886
|
Posted - 2014.03.22 16:40:00 -
[22] - 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 . Swarm range is fine, but their damage is bugged all to ****. They don't do the damage they're supposed to against anything.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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LEHON Xeon
Ahrendee Mercenaries
339
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Posted - 2014.03.22 16:48:00 -
[23] - Quote
I think we could resolve AV pretty easily on a basic level. Increase Swarm damage. Then increase swarm range by about another half of what it is right now. Then weaken hardeners by quite a bit through effectiveness percentages and stacking penalties. That'd be the quickest AV fix I could think of. We could start with that and then iron out the more detailed things such as exact numbers after we at least get a working base model.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Justice Prevails
232
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Posted - 2014.03.22 16:52:00 -
[24] - Quote
Swarm range is fine. The closer you are to the tank, the less chance it has to use a building or whatever as cover. The problem is hitting them with everything you got, and they just smile at you.
My fear is that when CCP "balances" AV/vehicle again they will go overboard with a tank nerf/av buff. They seem to fine tune things with a jackhammer instead of a screwdriver. Hopefully 1.9 proves puts those fears to rest. Just want a fair fight.
Cappuccino slimfast: Will make your urine smell like a starbucks:-)
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Eko Sol
3dge of D4rkness SoulWing Alliance
110
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Posted - 2014.03.22 20:28:00 -
[25] - Quote
Garrett Blacknova wrote:AV Grenades make a dedicated AV fitting in the same way Locus Grenades on a dual Swarm Commando are a practical and reliable anti-infantry weapon.
They aren't, and if they are, they shouldn't be.
AV Grenade nerf is NOT the same as AV nerf.
Actual primary weapon AV needs a buff. AV Grenades do not. This is perfectly reasonable to ensure that the primary AV role is handled by dedicated AV fittings, and not by infantry slayers with FOTM Rifle/FOTM Sidearm and AV grenades.
Not just grenades, but the Complex Dmg mods being cut in half also jack things up. Three equals about 23 percent dmg boost to FG or Swarms but NOW three Complex Dmg Mods will only be about 11 percent.
I don't think you read the whole thread.
EDIT:
In addition, Hives are getting a nerf so sitting on hives and tossing grenades and launching swarms is severely hampered. This is a triple angled nerf to AV....period. Saying anything otherwise is completely ignorant. |
Rei Shepard
The Rainbow Effect Negative-Feedback
1620
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Posted - 2014.03.22 21:29:00 -
[26] - Quote
I wonder how we are supposed to stop a Lav these days...harsh language ?
Commander: Good Luck Soldier, here your ONE grenade in-case some loose nut behind the wheel in a lav drives up to you... Soldier: But Sir, we all know ONE isnt gonna cut it... Commander: i Know Soldier, thats why you have extra Clones...and on your second Clone, you will surely defeat this monstrous BPO FREE LAV... Soldier: Sir ....there might be more then 5 seconds bewteen me getting killed, cloned and back in the field with my second grenade in hand....SIR and after 5 seconds its already back to full SIR
Commander: You might have a point Son, thats why we have 16 soldiers per side.... Soldier: Excuse me ?? Commander: You will need to use TEAMWORK now to defeat these FREE BPO Lavs....
"Sounds of the new ION Pistol getting tested to see how it works vs an Officers Face"
Station Voice: May we remind everyone that Killing a Superior Officer in Public is not allowed!
the closes we get to 1.8 the less i am getting the changes...
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Sam Booty
Valor Coalition Red Whines.
48
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Posted - 2014.03.22 21:38:00 -
[27] - Quote
Watching 7 Tanks in 50 clone Ambush:
- You are obliged to engage in battle (massacre) - no way - Your resistance to fight (suicide) is being saved to your personal file - don't give a f***, - You will be removed from battle (massacre) - thanks. |
Garrett Blacknova
Codex Troopers
4581
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Posted - 2014.03.23 03:18:00 -
[28] - Quote
Eko Sol wrote:Not just grenades, but the Complex Dmg mods being cut in half also jack things up. Three equals about 23 percent dmg boost to FG or Swarms but NOW three Complex Dmg Mods will only be about 11 percent.
I don't think you read the whole thread.
EDIT:
In addition, Hives are getting a nerf so sitting on hives and tossing grenades and launching swarms is severely hampered. This is a triple angled nerf to AV....period. Saying anything otherwise is completely ignorant. 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. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1485
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Posted - 2014.03.23 03:31:00 -
[29] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:No knock to Judge but someone can make a video showing the success of swarms or the fact that if players would use team work , that it would be much easier to deal with vehicles . He shows problems but someone else could show that it's more about players and what they feel is a priority during a match . Would you put up an effort and attempt to combat or would you like to just rush to judgment and post comments on the forums QQing about a " situation " that could be solved with attention to detail and hard work ?
All I'm saying is , that when I'm in battle and there is " tank spam " I just don't see to many players rushing to combat the threat . People talk about SL's ineffectiveness and all but with a concerted effort by SL's and FG's , problems could be solved within a matter of moments in quelling militia tanks or vehicles in general .
There is always two sides .
That WOULD hold water, if the Swarms were able to disable shield regen. As it stands it would take 4-5 separate Swarm Launchers operating in concert to make headway on any well fit HAV. And even then they can always run away and pop a booster in case things go ****-up.
The underlying problem is a mishandling of HAVs in general. The design forces more than one person to combat the HAV at the same time, which just cannot be done practically in DUST. To AV, you give up Anti Infantry. If two people go AV to fight one HAV, then there is one infantry on the enemy team who can just indiscriminately kill the two AVers, or just make every fight with the rest of the infantry that much harder because they are down one man. And that's assuming the HAV and AV are on the other side of the map in their own little world.
The reality is that the HAV is farming the AV's Infantry as well as the AV themselves, and the HAV's infantry are farming the AV, while being on equal footing with the AV's Infantry. They just kill those that cannot fight back, as an HAV is a simple force multiplier. Turns one man into two, maybe even more depending on who you ask.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1539
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Posted - 2014.03.23 03:41:00 -
[30] - Quote
Soldiersaint wrote:CCP has a plan. even though they are nefing the nades im sure that they will buff av. I hope.
Faith in CCP is foolhardy.
Who wants some?
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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
|
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
|
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
|
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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