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Roy Ventus
Axis of Chaos
1519
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Posted - 2014.03.25 18:20:00 -
[1] - Quote
Back when AV was much more capable of taking out vehicles to the point where vehicles needed a buff(which they got).
Now the AV is nerfed(multiple times through various means) and it's extremely difficult to deal with tanks. It's to my belief that AV stats for 1.6 would suffice. I mean the buffer for the vehicles was based off of those AV stats right? It makes sense. I mean, we could at least test them out...? What's the worst that can happen?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Paran Tadec
The Hetairoi
2036
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Posted - 2014.03.25 18:22:00 -
[2] - Quote
No because swarms still wouldn't be fixed
Bittervet Proficiency V
thanks logibro!
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Takahiro Kashuken
Red Star. EoN.
3091
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Posted - 2014.03.25 18:25:00 -
[3] - Quote
No
Worst that can happen? It becomes pre 1.7 and vehicles become useless again no matter how you fit it
Intelligence is OP
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Echo 1991
WarRavens League of Infamy
143
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Posted - 2014.03.25 18:28:00 -
[4] - Quote
1.6 stats on av with 1.7 modules on tanks and stats. What is the problem with that? |
Roy Ventus
Axis of Chaos
1520
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Posted - 2014.03.25 18:34:00 -
[5] - Quote
Takahiro Kashuken wrote:No
Worst that can happen? It becomes pre 1.7 and vehicles become useless again no matter how you fit it
what?
That can't be possible. If Vehicles keep 1.7 stats and AV gets 1.6 stats back, no one should be useless.
Explain.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Rynoceros
Rise Of Old Dudes
3331
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Posted - 2014.03.25 18:35:00 -
[6] - Quote
Current vehicles were balanced against pre-1.7 AV and AV was nerfed against pre-1.7 vehicles. It's obvious that the two were tuned independently, if at all.
This is hotfix stuff that could've been in weeks ago, if not for lack of motivation. This is just more laziness under the guise of being befuddled by simplicity on CCP's part.
I GÖú Kittens.
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Roy Ventus
Axis of Chaos
1521
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Posted - 2014.03.25 18:40:00 -
[7] - Quote
Rynoceros wrote:Current vehicles were balanced against pre-1.7 AV and AV was nerfed against pre-1.7 vehicles. It's obvious that the two were tuned independently, if at all.
This is hotfix stuff that could've been in weeks ago, if not for lack of motivation. This is just more laziness under the guise of being befuddled by simplicity on CCP's part.
Yeah but since they were nerfed for pre-1.7 vehicles(which were weaker) wouldn't it make sense that they would be buffed with the post 1.7 vehicles? They should've left them the same way instead of nerfing them for vehicle stats that wouldfn't have mattered next patch.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Takahiro Kashuken
Red Star. EoN.
3092
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Posted - 2014.03.25 18:51:00 -
[8] - Quote
Roy Ventus wrote:Takahiro Kashuken wrote:No
Worst that can happen? It becomes pre 1.7 and vehicles become useless again no matter how you fit it what? That can't be possible. If Vehicles keep 1.7 stats and AV gets 1.6 stats back, no one should be useless. Explain.
We have less slots and diff mods from 1.6
Swarms can do 3k per volley in 1.6 so an armor tank can go bye bye very easily, as for shield FG can already damage them very easily and quicker firing times makes it even quicker and easier so a triple hardened gunlogi will be the only way to survive
If anything with the balance you change a couple of things not everything at once, right now i see adding in adv/proto hulls and balancing with adv/proto AV as the only option that was its balanced for proto AV vs a proto vehicle
Right now in PC vehicles are fine and usable but in pubs if your against a **** team it will run riot
You do not balance for pubs where the matchmaking is **** to nonexistant and where you can come up against academy players in militia gear
Intelligence is OP
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Atiim
Living Like Larry Schwag
6140
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Posted - 2014.03.25 18:57:00 -
[9] - Quote
No.
This would cause Dropships to be nuked into orbit, and it wouldn't fare well do to the lower eHP ceiling that vehicles now have. I think Judge Rhadamanthus' video best explains why a damage increasement isn't a good idea.
However. this doesn't account for the Damage Modifier nerf. I would like to see all AV weapon damage increased to make up for the possible damage that's lost to the damage modifier nerf.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
6140
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Posted - 2014.03.25 19:04:00 -
[10] - Quote
Takahiro Kashuken wrote: We have less slots and diff mods from 1.6
Swarms can do 3k per volley in 1.6 so an armor tank can go bye bye very easily, as for shield FG can already damage them very easily and quicker firing times makes it even quicker and easier so a triple hardened gunlogi will be the only way to survive
If anything with the balance you change a couple of things not everything at once, right now i see adding in adv/proto hulls and balancing with adv/proto AV as the only option that was its balanced for proto AV vs a proto vehicle
Right now in PC vehicles are fine and usable but in pubs if your against a **** team it will run riot
You do not balance for pubs where the matchmaking is **** to nonexistant and where you can come up against academy players in militia gear
Actually, I don't believe HAVs are balanced in PC either. They only seem that way because you field your own vehicles to deal with them
Why?
Quote 1 | Quote 2 | Quote 3
Heck, just read all of this thread here.
Care to explain?
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Funkmaster Whale
0uter.Heaven
1564
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Posted - 2014.03.25 19:04:00 -
[11] - Quote
FG needs its charge time reverted to what it was.
Hardeners need a shared cooldown of 60s to prevent stacking while scaling resistances 40%, 50%, 60% from basic to proto.
Passive armor reps need their values tuned and should have some detriment to stacking them.
Swarms need to be fixed.
Railguns need a RoF nerf.
Let me play you the song of my people!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1957
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Posted - 2014.03.25 19:08:00 -
[12] - Quote
I'll just leave this here
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8873
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Posted - 2014.03.25 19:14:00 -
[13] - Quote
Roy Ventus wrote:Takahiro Kashuken wrote:No
Worst that can happen? It becomes pre 1.7 and vehicles become useless again no matter how you fit it what? That can't be possible. If Vehicles keep 1.7 stats and AV gets 1.6 stats back, no one should be useless. Explain.
The real question is.
"Where do you see the imbalances with current AV firing at HAV" (and that's a serious question not and invitation for you to lose all sanity and rationality and go off your ****.)
1.) Hardeners
2.) Range
At which point I respond with a "I do not believe we need to buff directly any values in relation of AV vs Vehicle, instead we tweak them to achieve balance." If Hardeners are where you believe balance issues are then we make changes to de-incentivise the stacking and use of multiple hardeners.
By
a.) Increasing the fitting costs of the modules in relation to other modules.
or
b.) reducing the effectiveness of hardener modules to 50% for shield, and 35% for armour
or
c.) Implementing a system like the cloak whereby hardeners once activated last their full duration before entering a cool down cycle. While this cycle is taking place no secondary hardener units can be activated. However once the cooldown reaches 1/2 of its full cycle then a secondary hardener can be activate. This doesn't prevent use of multiple hardeners, but it does reinforce the waves of opportunity as time between consecutive hardener activation is between 25-45 seconds depending on modules used.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Roy Ventus
Axis of Chaos
1521
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Posted - 2014.03.25 19:21:00 -
[14] - Quote
I must've been away from the game too long. I think the issue does boil down to hardeners and range like you said Adamance. I used to could damage tanks heavily with AV but only if they couldn't run away or throw on hardeners on time. And this is all with militia gear.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
559
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Posted - 2014.03.25 20:00:00 -
[15] - Quote
Swarms and av grenades would still be up.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Takahiro Kashuken
Red Star. EoN.
3094
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Posted - 2014.03.27 11:14:00 -
[16] - Quote
Atiim wrote:Takahiro Kashuken wrote: We have less slots and diff mods from 1.6
Swarms can do 3k per volley in 1.6 so an armor tank can go bye bye very easily, as for shield FG can already damage them very easily and quicker firing times makes it even quicker and easier so a triple hardened gunlogi will be the only way to survive
If anything with the balance you change a couple of things not everything at once, right now i see adding in adv/proto hulls and balancing with adv/proto AV as the only option that was its balanced for proto AV vs a proto vehicle
Right now in PC vehicles are fine and usable but in pubs if your against a **** team it will run riot
You do not balance for pubs where the matchmaking is **** to nonexistant and where you can come up against academy players in militia gear
Actually, I don't believe HAVs are balanced in PC either. They only seem that way because you field your own vehicles to deal with them Why? Quote 1 | Quote 2 | Quote 3Heck, just read all of this thread here. Care to explain?
3 examples? that it?
In all my time in PC its still roughly the same as before
Sure whoever wins the tank fight gets control and the freedom of the map for a short amount of time until they roll up again but last i checked i cant hack an objective when in a tank let alone control the city, the infantry are small and nimble and can move in and out alot easier
As for rail thats what its supposed to do, deny DS and espc DS which can cause more havok against infantry inside compounds than a tank and can also transport infantry around the map far more easier and faster than a tank
The 3 turrets are all useful in there own way, rails seem to be the most popular now because they can effectively deal with tanks and ds at the same time and have no drawback with CQC
Infantry will always be more valuable than vehicles on the majority of maps and rarely has a loss been down to not enough tanks or even the tanks losing the vehicle battle, its generally down to the infantry because they are the ones that hack and defend key points that vehicles cant do, they are responisble for putting down links/hives/repping ppl and supporting each other
Intelligence is OP
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
764
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Posted - 2014.03.27 11:20:00 -
[17] - Quote
Actually it might be tempting but you have to remember the game mechanics have changed. Of course some weapons, like the poor swarm launcher defnitely need a buff in damage, but this isn't a solution by itself. Tanks also have some issues and balancing these against both the tank vs tank and tank vs infantry design space without upsetting the delicate infantry vs other vehicles balance is a hard thing. Remember the ridiculous range swarm launchers had in 1.6? I don't think needs to be reinstated... it would again swing the pendulum too far back the other way.
Of course there are other ways to keep damage as it is now and then change the way game mechanics function - like having a hardened tank become slower , but again, this would mean changing other things in that design space. The game mechanics aren't mature enough for big tinkering and we don't even have all the AV weapons yet, which would require more balacing. I think this will be an issue for some time to come. |
BL4CKST4R
WarRavens League of Infamy
2215
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Posted - 2014.03.27 11:31:00 -
[18] - Quote
Roy Ventus wrote:Back when AV was much more capable of taking out vehicles to the point where vehicles needed a buff(which they got).
Now the AV is nerfed(multiple times through various means) and it's extremely difficult to deal with tanks. It's to my belief that AV stats for 1.6 would suffice. I mean the buffer for the vehicles was based off of those AV stats right? It makes sense. I mean, we could at least test them out...? What's the worst that can happen?
Advanced and prototype AV should be removed, then the current prototype stats pasted onto the current Basic AV and balance should be reached and sought from that point onward. Our current vehicles are JUST militia and basic variants, if a prototype AV cannot kill one of these monsters imagine what damage a advanced and prototype tank will do.
For the Federation!
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