|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10275
|
Posted - 2014.04.04 17:58:00 -
[1] - Quote
Since the hardener nerf, fighting tanks no longer feel like an overwhelming challenge. I can personally damage a tank enough with advanced swarms to make it retreat in fear, and with one or 2 more other AV players on the field we can manage to completely destroy a tank. In my opinion, this is how it should be. Sometimes I can even solo a militia tank if the driver is dumb enough to stick around. Tanks are much more expensive than AV, so I think its fair that solo-ing a tank should not be a common occurrence. I also don't think it that the price tag justifies taking an overwhelming force of AV to stop one tank like some tankers would like; while AV is much cheaper, it also requires teamwork, means less people on your team fulfilling objectives, and (with the exception of the commando) also it requires you to sacrifice the use of an anti-infantry light weapon. Anyway, I think where we are now is pretty close to the ideal.
There is still things that need to be fixed with vehicles: Repair-tanking leads to near invincibility. I found this thread on the features and ideas board that shows how crazy it is. It basically means infantry don't ever have a realistic chance at destroying certain tanks and dropships. In one of the comments in the thread I link, one pilot shares a story of how it took clever coordination between 4 assault dropship pilots (including himself) to take down just one enemy assault dropship because of how obscenely effective repair tanking is.
Large blasters are still way too good at killing infantry. A giant plasma high ROF machinegun mounted on a tank to easily mow down infantry and rack up a ton of kills seems inherently overpowered, there is a thread on the subject here. I would prefer if large blaster turrets had 30% less ROF, but 30% more damage (hell I would fine with 35-40% more damage); the DPS would remain the same, but it wouldn't be so overly powerful against infantry. Do blasters really need as much range as they currently have? They can hit you further than swarm launchers can lock-on.
While this does not affect AV, at least not directly, railgun tanks should not out-DPS blaster tanks at close range. Their should be a tradeoff between range and DPS. You wouldn't give a sniper rifle more damage per second than an assault rifle, likewise you shouldn't give a large railgun turret higher DPS than a comparatively close range large blaster turret. At close range the large blasters should generally win, and at longer ranges the large railgun should have the advantage.
These are my thoughts on the issue, and balance seems fairly close.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10276
|
Posted - 2014.04.04 18:23:00 -
[2] - Quote
Tectonic Fusion wrote:Tell that to my forge gun. It can't even do damage. Forge gun isn't working a lot because of a bug. That's a technical issue, not a balance issue.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10278
|
Posted - 2014.04.04 18:37:00 -
[3] - Quote
Takahiro Kashuken wrote:Missile/Rail tanks do wonders against nonhardened tanks
Its a large blaster of course its going to kill infantry it is what it is there for, it actually works now because pre 1.7 all i got was shield flare alot of the time it was better for killing other tanks with it
Your also going the wrong way about it all, at this rate vehicles will barely have any fits to use without it being classed as OP The fact that there are large turrets specifically designed to specifically eradicate infantry is insane. It basically stealing the role of infantry with 3,000+ HP, super speed, and an extreme amount of more fire power. It is just bad game design. While I'm ok with blasters killing infantry, at this level of effectiveness its far too much.
Dial down the anti-infantry capability a bit, and dial up the anti-vehicle/installation power a bit as well. Its damage profile as a blaster would definitely secure it a role as an anti-shield vehicle weapon.
As for the comment about barely having fits to use, that is not the case at all. I think repair-tanking should be an acceptable tactic, but right now its far too effective. There should never be a dominant unkillable strategy that is practically immune to AV; it reduces the value of different fits, and reduces variety in gameplay.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10281
|
Posted - 2014.04.04 18:47:00 -
[4] - Quote
Goric Rumis wrote:KAGEHOSHI Horned Wolf wrote:The fact that there are large turrets specifically designed to specifically eradicate infantry at such levels of effectiveness is inherently insane. It basically stealing the role of infantry with 3,000+ HP, super speed, and an extreme amount of more fire power. It is just bad game design. While I'm ok with blasters killing infantry, at this level of effectiveness its far too much.
Dial down the anti-infantry capability a bit, and dial up the anti-vehicle/installation power a bit as well. Its damage profile as a blaster would definitely secure it a role as an anti-shield vehicle weapon. I might disagree with you if infantry weren't so completely exposed to vehicles. They would have to overhaul all the maps for the large blaster turret to be acceptable. It has to have limitations that it just doesn't have at present. Yeah, I think I would be fine with blasters being so good against infantry if there was more cover for infantry.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10282
|
Posted - 2014.04.04 18:56:00 -
[5] - Quote
calisk galern wrote:why would Av be balanced? all they did was nerf the **** out of infantry AV and reduced the range on rail guns...
suddenly balanced?
i'm not ignoring the hardener nerfes, but infantry av can't kill my non-modded soma, so ya that doesn't mean **** to infantry. I can assure you that infantry AV can definitely kill an un-modded soma.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10295
|
Posted - 2014.04.04 22:03:00 -
[6] - Quote
Atiim wrote:KAGEHOSHI Horned Wolf wrote:Tanks are much more expensive than AV,
[..]
This is not the case. While paying for a vehicle upfront is more expensive, an Anti-Vehicle user is subject to death far more often than the average tanker, meaning that the true cost of AV is their fitting multiplied by their deaths as AV. Take a look at these fittings. Here, we have a fully decked, top-of-the-line AV fitting. It's got all of the tools an AVer needs to get the job done, and it's 3rd best AV fitting in the game. The Cost: 227,490 ISK. Now let's look at this fitting. Here, we have a Gunnlogi built for Anti-Vehicle purposes. It's also a top-of-the-line fitting, and one of the best Railgun fittings in the game. (I think) The Cost: 448,020 ISK.
Based on my experience, an AVer using this suit can expect to die about 3-4 times on average. So now what seems like half the price of the HAV (227,490 ISK), is actually a cost ranging 682,470 ISK - 909,960 ISK. That isn't "much more expensive" by any definition. So with that in mind, shouldn't it be the Pilot who barely lives solo? I would not use a proto fitting for AV, only maybe a 50k advanced one. I don't think most people would ever use prototype to fight tanks, so its not a good basis to understand the price of vehicles vs AV IMO.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10296
|
Posted - 2014.04.05 04:26:00 -
[7] - Quote
Rannici wrote:THIS POST MAKES ME SICK.
OP IS CLEARLY A TANKER POSTING GARBAGE TO KEEP CCP FROM BUFFING AV. AV NEEDS A BUFF. NOW. FOR THE LOVE OF GOD.
MY PROF 5 WYRKOMI CANNOT TAKE OUT A PROPERLY FITTED SICA EVEN IF I HIT IT WITH ALL 7 OF MY MISSILE VOLLEYS IN QUICK SUCCESSION. THAT IS WRONG. I must not know myself as well as I think I do, because I could have sworn I wasn't a tanker. Strange.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10304
|
Posted - 2014.04.05 15:25:00 -
[8] - Quote
Takahiro Kashuken wrote:KAGEHOSHI Horned Wolf wrote:Takahiro Kashuken wrote:Missile/Rail tanks do wonders against nonhardened tanks
Its a large blaster of course its going to kill infantry it is what it is there for, it actually works now because pre 1.7 all i got was shield flare alot of the time it was better for killing other tanks with it
Your also going the wrong way about it all, at this rate vehicles will barely have any fits to use without it being classed as OP The fact that there are large turrets specifically designed to specifically eradicate infantry at such levels of effectiveness is inherently insane. It basically stealing the role of infantry with 3,000+ HP, super speed, and an extreme amount of more fire power. It is just bad game design. While I'm ok with blasters killing infantry, but at this level of effectiveness its far too much. Dial down the anti-infantry capability a bit, and dial up the anti-vehicle/installation power a bit as well. Its damage profile as a blaster would definitely secure it a role as an anti-shield vehicle weapon. As for the comment about barely having fits to use, that is not the case at all. I think repair-tanking should be an acceptable tactic, but right now its far too effective. There should never be a dominant unkillable strategy that is practically immune to AV; it reduces the value of different fits, and reduces variety in gameplay. You mean because the blaster actually works now its OP? i noticed nothing was ever said about blaster pre 1.7 because they didnt work, it was like missiles back in the chrome days they worked wonders but were again OP, fact is blaster is AI turret more than an AV turret but now thanks to the hardener nerf is can also be more effective against vehicles. If vehicles didnt have an AI turret then why would we bother with vehicles? the HAV has the blaster so it can defend itself from AV and scouts and FG etc, the small turrets are genrally useless for this role unless you happen to use small missile which for some reason make the large look bad for killing infantry even tho i full auto 12 at someone and get next to no splash Passive repair mods work, but also they are against lore where shield always recharges and armor has an active repair tank unless you use remote reps which we no longer have. Bottom line is we have less choice than we ever had so the same fits which actually work are going to be more popular but that means less variety for everyone involved and half the mods wont get touched again Its hard to take you seriously when your default reaction is to defend tanks regardless of balance issues. Most vehicle users I know about clearly see the problem with nearly indestructible permanently repairing vehicles. You can never recognize that something works too well when it comes to vehicles.
Before 1.7, blasters still worked, and I still experienced battles where they went 20/0 because of how east it is to get kills with. If small turrets are that ineffective against anti-infantry, then the reasonable thing to do would be to buff them (small blasters require more dispersion, its too hard to hit infantry with them in a moving vehicle); small turrets generally match the killing power of infantry weapons, so its a far more fair scenario. What is NOT the reasonable thing to do is allow an extremely powerful to effortlessly slaughter everything in its path. I am not proposing that large blasters be nerfed, or that they should become unable to kill infantry, I am proposing a change of role by giving them much more damage, and less rate of fire. Large blasters should be the best close range AV turret, and still retain much of their infantry-killing potential, but just less of it.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10304
|
Posted - 2014.04.05 15:34:00 -
[9] - Quote
While I doubt it will truly be the "only real answer to vehicles", I will give it a read.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10305
|
Posted - 2014.04.05 16:03:00 -
[10] - Quote
Harpyja wrote: Blasters are meant for AI. As such they should be the worst at AV, period. Blasters, due to their automatic nature, will always kill infantry the easiest out of all of the large turrets. This is why they must be the worst at AV. Making them the best at AI AND giving them CQC AV abilities is just wrong. I want to avoid the 1.6 blaster Maddy that could kill anything.
Blasters should keep their AI as long as they are the worst at AV. But their AV got a bit too powerful with the hardener nerf, so I think a damage nerf to large blasters will limit their AV abilities once again and also reduce the woes of the infantryman.
Repping fits are fine as they are. They increase their defense against infantry AV at the cost of being highly susceptible to railguns and missiles. I think that's a fair trade-off. Let's not even forget proxies and REs.
We shouldn't have AI large turrets to begin with, its silly. Only small turrets should be primarily anti-infantry given that their fire power is close to that of infantry weapons, thus does not usurp the role of infantry. A large turret on a tank basically being a giant AR outdoing infantry at their own role; not too mention what a horrible experience to infantry it is.
Being automatic by itself is not reason enough while something will always be better at anti-infantry. Railguns are actually automatic; much like the rail rifle they just keep firing after the initial spool up, but they're a poor choice for anti-infantry engagements despite being automatic because of their ROF. If blasters had a ROF reduction (coupled with an equivalent or better damage increased), the ROF change would make them no longer as good as an anti-infantry turret. The way I propose it, they would only be better at AV to the degree that they become less effective at AI.
There should never be a tank that is immune to infantry AV weapons, even if its at the cost of being weak against other vehicles... which isn't even the case.
137H4RGIC wrote: Madrugar Fit - two Complex Heavy Armor Reps, one Basic Hardener. Armor still reps against all infantry, and can survive two blaster tanks for long engagements, and survive any onslaught of rails, with enough time to get away. Madrugar can take against both types with relative ease.
I will read your thread.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10306
|
Posted - 2014.04.05 16:05:00 -
[11] - Quote
The Terminator T-1000 wrote:Really? A proto swarm launcher with prof 5 and 2 complex mods on a proto minmatar commando suit which adds extra 10% damage does less damage than an advance swarm back in 1.6 before all the nerfs to swarms, dmg mods and prof.
Swarms range should be increased to 250 meters and damage increased to 300 My brother uses a Minmatar commando (level 4), has advanced swarms, and he's pretty effective at AV. Either you're doing it wrong, or you're expecting too much.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10306
|
Posted - 2014.04.05 16:15:00 -
[12] - Quote
@Takashiro Kashuken: I do like the idea of having capacitors in Dust, as well as more varied modules to increase the diversity of vehicle fits on the battlefield. I also very much the idea of stasis webifiers, and neutralizers at the hands of infantry. All skills should indeed have bonuses.
@Harpyja: I think we have fundamentally different views of what large blasters should be like. Also, I commented on your earlier post as well on the previous page.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
|
|
|