Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
851
|
Posted - 2014.04.15 17:52:00 -
[1] - Quote
One glaring issue I'm seeing with respect to AV balance in general is that both forms of AV require a "charge up" time (locking time with Swarms or Forge charge time). This is problematic because a blaster tank or ADS camping a spawn point doesn't require any time to start bringing the pain as soon as the merc spawns. And in the case of an Ambush match, it's not even like you can spawn at the MCC to "regroup" and take out the vehicles.
Solution? Either AV times need to be drastically reduced (near-instant with AV and ~1 sec with Forge) or tanks/vehicles need some counter to their ability to fire quickly (and deadly) on infantry. If Tanks are supposed to be vehicle-to-vehicle combat specialists, then their turrets need to have reduced effect (or better yet, a "heat building" time that ramps up their damage over time).
Otherwise, it's literally impossible to spawn in being spawn camped and be able to get a shot off. Maybe there's a more creative solution--like a bubble shield that blocks damage (as seen in Halo, say) or something similar.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Atiim
Living Like Larry Schwag
6753
|
Posted - 2014.04.15 18:18:00 -
[2] - Quote
Bubble Shields have already been confirmed SoonGäó.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
|
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
83
|
Posted - 2014.04.15 21:38:00 -
[3] - Quote
The Plasma Canon is a AV weapon no "charge up" time there and look what happened. |
FrozenChaos
The Neutral Zone
46
|
Posted - 2014.04.15 22:01:00 -
[4] - Quote
Leave the AV alone its already hard enough keeping my ADS in the air without insta-fire forge guns and swarms |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
859
|
Posted - 2014.04.16 13:44:00 -
[5] - Quote
Odigos Ellinas wrote:The Plasma Canon is a AV weapon no "charge up" time there and look what happened. The Plasma Cannon is terrible for another set of reasons, though.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
bacon blaster
BIG BAD W0LVES Canis Eliminatus Operatives
177
|
Posted - 2014.04.16 15:15:00 -
[6] - Quote
I've been saying that there needs to be a dumb fire av weapon with no charge up or lock on time. Something single shot, short range and powerful.
That said, we also need a longer ranged av weapon. Right now, there is no effective way to take out a drop ship other than another drop ship or getting lucky with a rail tank. With no aiming, forge guns are hard to use and swarms have a sad joke for range and damage. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
860
|
Posted - 2014.04.16 15:23:00 -
[7] - Quote
bacon blaster wrote:I've been saying that there needs to be a dumb fire av weapon with no charge up or lock on time. Something single shot, short range and powerful.
That said, we also need a longer ranged av weapon. Right now, there is no effective way to take out a drop ship other than another drop ship or getting lucky with a rail tank. With no aiming, forge guns are hard to use and swarms have a sad joke for range and damage. I'm pretty sure the last SDE contained some information about an actual rocket launcher, though it remains to be seen how such a weapon will play out, etc.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
1971
|
Posted - 2014.04.16 15:39:00 -
[8] - Quote
bacon blaster wrote:I've been saying that there needs to be a dumb fire av weapon with no charge up or lock on time. Something single shot, short range and powerful.
Aside from the 'powerful' bit, that's exactly what the Plasma Cannon is. It just needs a massive boost in direct damage.
Like my ideas?
Pokey Dravon for CPM1
|
Harpyja
Molon Labe. General Tso's Alliance
1601
|
Posted - 2014.04.16 16:34:00 -
[9] - Quote
Vespasian Andendare wrote:...
If Tanks are supposed to be vehicle-to-vehicle combat specialists... The hull doesn't define the role entirely. The turret defines the role as well. It's like saying all Caldari dropsuits should only engage at range. Wrong. Any dropsuit with a rail rifle or laser rifle should engage at range.
Blasters should remain as anti-infantry for balance reasons. The nature of having their high rate of fire and precision makes them the best turret at hitting infantry, so as a trade-off they should also be the worst at AV.
Missile and railgun tanks are balanced against infantry because it's hard to get kills with them unless you're talented and skilled with them. Unlike a blaster tank, they cannot aim back reliably and eliminate AV infantry that's targeting them. I'm forced in almost all situations to retreat with my missile tank; I spam a bunch of missiles in the general direction and hope out of luck that one of them hits and kills the AVer, if it's a nonheavy suit. Otherwise my chances of killing a heavy AV suit are extremely small.
So again, back to blasters, they should have the weakest AV potential, which currently they are competitive against other vehicles as well.
I think that this is where the whole problem stems from, because you have a tank that's best at killing infantry which can also pose a threat to other tanks that aren't as capable against infantry.
I feel like it should look like this: AI tank (blaster) > infantry > AV infantry > AV tank (missile/railgun) > AI tank
Like this, you can have Team A that fields blaster tanks and AV infantry. The blaster tanks clear infantry that pose a threat to team A's AV infantry while the AV infantry clear Team B's AV tanks that pose a threat to Team A's blaster tanks.
Similarly, Team B will have infantry and AV tanks. Infantry to counter team A's AV infantry that's meant to counter team B's AV tanks while Team B's AV tanks counter Team A's blaster tanks which counter Team B's infantry.
Edit: and this is how you achieve full cooperation between vehicles and infantry.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Denn Maell
PIanet Express Canis Eliminatus Operatives
283
|
Posted - 2014.04.16 17:27:00 -
[10] - Quote
Harpyja wrote:Vespasian Andendare wrote:...
If Tanks are supposed to be vehicle-to-vehicle combat specialists... The hull doesn't define the role entirely. The turret defines the role as well. It's like saying all Caldari dropsuits should only engage at range. Wrong. Any dropsuit with a rail rifle or laser rifle should engage at range. Blasters should remain as anti-infantry for balance reasons. The nature of having their high rate of fire and precision makes them the best turret at hitting infantry, so as a trade-off they should also be the worst at AV. Missile and railgun tanks are balanced against infantry because it's hard to get kills with them unless you're talented and skilled with them. Unlike a blaster tank, they cannot aim back reliably and eliminate AV infantry that's targeting them. I'm forced in almost all situations to retreat with my missile tank; I spam a bunch of missiles in the general direction and hope out of luck that one of them hits and kills the AVer, if it's a nonheavy suit. Otherwise my chances of killing a heavy AV suit are extremely small. So again, back to blasters, they should have the weakest AV potential, which currently they are competitive against other vehicles as well. I think that this is where the whole problem stems from, because you have a tank that's best at killing infantry which can also pose a threat to other tanks that aren't as capable against infantry. I feel like it should look like this: AI tank (blaster) > infantry > AV infantry > AV tank (missile/railgun) > AI tank Like this, you can have Team A that fields blaster tanks and AV infantry. The blaster tanks clear infantry that pose a threat to team A's AV infantry while the AV infantry clear Team B's AV tanks that pose a threat to Team A's blaster tanks. Similarly, Team B will have infantry and AV tanks. Infantry to counter team A's AV infantry that's meant to counter team B's AV tanks while Team B's AV tanks counter Team A's blaster tanks which counter Team B's infantry. Edit: and this is how you achieve full cooperation between vehicles and infantry.
Large Blasters are decent against other tanks too, tho. Not saying their OP by any stretch, but a decent anti shield AV option.
How would you feel if the turret dynamic looked more like small turrets used for infantry, while large turrets are for AV.
And lest I forget, MAV's and MTAC's are on their way soon which is going to necessitate even more AV options, IMHO.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1642
|
Posted - 2014.04.16 22:51:00 -
[11] - Quote
Vespasian Andendare wrote:One glaring issue I'm seeing with respect to AV balance in general is that both forms of AV require a "charge up" time (locking time with Swarms or Forge charge time).
As a more or less exclusively AV player when I can, I will say that I believe that front-loading forge gun shots will cause more problems than it solves. THe charge times/lock times are there to force you to use a modicum of caution when choosing your strike point, something I gleefully don't do.
But as it stands, the charge times do add a measure of difficulty, and were the guns actually working correctly, and as intended there would likely be less complaint about the weapons. For instance the forge gun misfires will be less prevalent and the weapon will be good again.
I think rather than encouraging a rewrite of the mechanics we encourage CCP to fix the glitches that make the weapons subpar.
Glitches like invisible swarms and misfiring forge guns. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9519
|
Posted - 2014.04.16 22:59:00 -
[12] - Quote
Vespasian Andendare wrote:One glaring issue I'm seeing with respect to AV balance in general is that both forms of AV require a "charge up" time (locking time with Swarms or Forge charge time). This is problematic because a blaster tank or ADS camping a spawn point doesn't require any time to start bringing the pain as soon as the merc spawns. And in the case of an Ambush match, it's not even like you can spawn at the MCC to "regroup" and take out the vehicles.
Solution? Either AV times need to be drastically reduced (near-instant with AV and ~1 sec with Forge) or tanks/vehicles need some counter to their ability to fire quickly (and deadly) on infantry. If Tanks are supposed to be vehicle-to-vehicle combat specialists, then their turrets need to have reduced effect (or better yet, a "heat building" time that ramps up their damage over time).
Otherwise, it's literally impossible to spawn in being spawn camped and be able to get a shot off. Maybe there's a more creative solution--like a bubble shield that blocks damage (as seen in Halo, say) or something similar.
Yup that's all we need. Kalaakiota Forgeguns that fire like DMR........ that wouldn't break any semblance of balance at all.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
|
The dark cloud
The Rainbow Effect
2806
|
Posted - 2014.04.16 23:53:00 -
[13] - Quote
Atiim wrote:Bubble Shields have already been confirmed SoonGäó. Yeh like last year around.
Head of public relations from The Rainbow Effect.
|
Harpyja
Molon Labe. General Tso's Alliance
1603
|
Posted - 2014.04.17 00:28:00 -
[14] - Quote
Denn Maell wrote:Large Blasters are decent against other tanks too, tho. Not saying their OP by any stretch, but a decent anti shield AV option.
How would you feel if the turret dynamic looked more like small turrets used for infantry, while large turrets are for AV.
And lest I forget, MAV's and MTAC's are on their way soon which is going to necessitate even more AV options, IMHO. You just can't separate roles based on turret size. Turret mechanics also play a huge factor into what role they play.
Separating turrets by size would be like saying HMGs can only take out heavies, light weapons can only kill medium suits, and only sidearms can kill light suits.
The nature of the blaster turret makes it easiest to use against infantry. Therefore, it should be AI focused while it loses any practicality for AV.
Just like the nature of the shotgun places it as the best weapon for CQC. You can't just say that because it's a light weapon (am I correct on this?) it shouldn't be effective in CQC like a sidearm and instead it needs to be repurposed for mid-range engagements.
So let me say again, if I have not made myself clear already, that blasters will always have the best AI abilities, therefore they should be considered as an AI turret with the worse AV abilities, regardless of turret size.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Atiim
Living Like Larry Schwag
6795
|
Posted - 2014.04.17 00:29:00 -
[15] - Quote
Pokey Dravon wrote:bacon blaster wrote:I've been saying that there needs to be a dumb fire av weapon with no charge up or lock on time. Something single shot, short range and powerful. Aside from the 'powerful' bit, that's exactly what the Plasma Cannon is. It just needs a massive boost in direct damage. That's already been confirmed in the SDE as well.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
|
bogeyman m
Krusual Covert Operators Minmatar Republic
169
|
Posted - 2014.04.18 16:33:00 -
[16] - Quote
Vespasian Andendare wrote:One glaring issue I'm seeing with respect to AV balance in general is that both forms of AV require a "charge up" time (locking time with Swarms or Forge charge time). This is problematic because a blaster tank or ADS camping a spawn point doesn't require any time to start bringing the pain as soon as the merc spawns. And in the case of an Ambush match, it's not even like you can spawn at the MCC to "regroup" and take out the vehicles.
Solution? Either AV times need to be drastically reduced (near-instant with AV and ~1 sec with Forge) or tanks/vehicles need some counter to their ability to fire quickly (and deadly) on infantry. If Tanks are supposed to be vehicle-to-vehicle combat specialists, then their turrets need to have reduced effect (or better yet, a "heat building" time that ramps up their damage over time).
Otherwise, it's literally impossible to spawn in being spawn camped and be able to get a shot off. Maybe there's a more creative solution--like a bubble shield that blocks damage (as seen in Halo, say) or something similar.
Lock times should be distance related - targets that are closer should require a faster lock time than more distant targets. (Lock ranges could then be extended as longer lock times would balance them.)
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
169
|
Posted - 2014.04.18 16:34:00 -
[17] - Quote
Atiim wrote:Bubble Shields have already been confirmed SoonGäó.
CCP, please fix the existing broken stuff before adding new broken stuff.
Duct tape 2.0 > Have WD-40; will travel.
|
Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
327
|
Posted - 2014.04.19 16:31:00 -
[18] - Quote
I can understand people's frustration in public matches against ADS. Very few AV present a threat to a very skilled pilot. However, this does not translate to PC. Two forges or a forge an a swarm counter an ADS superbly. In fact, it's a little OP. With reduced ADS speed, reduced shield, and a few other recent changes CCP did, I can not engage PC level AV unless they are alone. Most maps have clustered Objectives so aerial denial is efficient.
I will either lose my ship or waste my time engaging stacked AV, so I would have to count on the infantry in the game to remove those AV.
Targets on the ground with a lot of cover are near impossible for me to engage, and I have not engaged stacked AV on a tower with the current changes. I have fought stacked AV on towers in older patches, and it was a giant time waste as an ADS is not the proper counter to multiple heavy suits with forge.
FAME
Click for Vehicle Support
Click for Recruitment
|
Soraya Xel
Abandoned Privilege Top Men.
2073
|
Posted - 2014.04.21 17:38:00 -
[19] - Quote
There is an inherent design imbalance between vehicles and infantry. Vehicles do more damage, survive better, fire faster, move faster, and distinctly fewer players can kill them. While a vehicle can easily kill infantry in one shot, infantry can rarely ever kill vehicles in one shot.
Due to the way the game is currently played, vehicle drivers are inherently "better" than infantry. In a game that's 16v16, that should never be the case. One player needs to be as good as one player. This means a single AVer, who's sole purpose is to kill vehicles, should be relatively successful at killing vehicles. Vehicles should expect to have infantry support to help them kill AV.
The solo tanker who can farm kills off infantry is a game design that needs to die.
I'd like to be your CPM1 candidate
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
879
|
Posted - 2014.04.21 18:21:00 -
[20] - Quote
Soraya Xel wrote:There is an inherent design imbalance between vehicles and infantry. Vehicles do more damage, survive better, fire faster, move faster, and distinctly fewer players can kill them. While a vehicle can easily kill infantry in one shot, infantry can rarely ever kill vehicles in one shot.
Due to the way the game is currently played, vehicle drivers are inherently "better" than infantry. In a game that's 16v16, that should never be the case. One player needs to be as good as one player. This means a single AVer, who's sole purpose is to kill vehicles, should be relatively successful at killing vehicles. Vehicles should expect to have infantry support to help them kill AV.
The solo tanker who can farm kills off infantry is a game design that needs to die. It's true that tank vs infantry is severely imbalanced currently. There's the glaring issues of weapon balance--for example, why does a prototype swarm launcher hardly do anything to a militia tank? Why are militia tanks so cheap? I mean, why is it that a fully-outift prototype suit with all complex/proto gear costs way more than a militia tank and yet so very ineffective against it?
The other issue simply lies in the AV mechanics. A blaster tank doesn't take any time to "lock on" to an AV infantry, yet both forms of AV used by infantry require some time exposed and within full line of sight of the tank. How does this make any sense? If infantry has to be exposed to even have the option of firing a missile at a tank, why then does the tank have no similar "target acquire" time? Currently, it's nearly impossible to obtain a lock with a SL because the tank is free to shoot you the entire time you're having to stand in line of sight. This doesn't even speak to how absurdly easy it is for a tank to block the SL missiles with the many bits of cover around.
TL;DR -- Militia tanks cost significantly less than full proto-equipped suits, yet full proto suits have little to no effect on that tank, regardless of meta level of fittings/weapons on that suit. Line-of-sight requirement for SL lock-on is inherently balanced toward tank, since they can easily shoot you when you are acquiring a lock.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
|
Soraya Xel
Abandoned Privilege Top Men.
2075
|
Posted - 2014.04.21 18:39:00 -
[21] - Quote
Indeed. The essential issue is that in a 16v16 game, one player should always equal one player, more or less. It's unfair for one player to play a class that it takes multiple players to effectively combat. I feel there are three avenues to fixing V/AV balance in a responsible way. I am not suggesting CCP implement all of these, just one of them:
1. Ensure that one tank can be easily killed by one AV. - This solution means that an AV player, one who has sacrificed their ability to combat infantry to go after vehicles, should be effective at killing vehicles. Tanks should have a hard time defending themselves against AV without infantry support. AV is the natural counter to vehicles, so vehicles should die to them. Tanks would likely need to be cheaper so that a tank + pilot suit combo wouldn't cost more than an infantry role.
2. Ensure that tanks require multiple players to be effective. - This solution would suggest decoupling the main gun from the driver's seat, so that tanks are most effective with two or three players in them. In that way, it'd be fair for two or three AV to be required to take them out. This prevents solo tankers from being very effective, but maintains the high cost and power of tanks.
3. Remove anti-infantry from the tank's bag of tricks. - This solution is more of a game-changer. Removing tanks ability to effectively take out infantry ensures that even if they remain powerful and hard-to-kill, that they can't abusively slaughter infantry, and can be balanced around anti-vehicle and anti-installation roles. In the current mechanics, this wouldn't give tanks enough to do, often. Ideally, tanks should have more tank-specific things to do in a game, like taking down barricades and shield bubbles.
I'd like to be your CPM1 candidate
|
Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
346
|
Posted - 2014.04.21 19:45:00 -
[22] - Quote
Soraya Xel wrote:Indeed. The essential issue is that in a 16v16 game, one player should always equal one player, more or less. It's unfair for one player to play a class that it takes multiple players to effectively combat. I feel there are three avenues to fixing V/AV balance in a responsible way. I am not suggesting CCP implement all of these, just one of them:
1. Ensure that one tank can be easily killed by one AV. - This solution means that an AV player, one who has sacrificed their ability to combat infantry to go after vehicles, should be effective at killing vehicles. Tanks should have a hard time defending themselves against AV without infantry support. AV is the natural counter to vehicles, so vehicles should die to them. Tanks would likely need to be cheaper so that a tank + pilot suit combo wouldn't cost more than an infantry role.
2. Ensure that tanks require multiple players to be effective. - This solution would suggest decoupling the main gun from the driver's seat, so that tanks are most effective with two or three players in them. In that way, it'd be fair for two or three AV to be required to take them out. This prevents solo tankers from being very effective, but maintains the high cost and power of tanks.
3. Remove anti-infantry from the tank's bag of tricks. - This solution is more of a game-changer. Removing tanks ability to effectively take out infantry ensures that even if they remain powerful and hard-to-kill, that they can't abusively slaughter infantry, and can be balanced around anti-vehicle and anti-installation roles. In the current mechanics, this wouldn't give tanks enough to do, often. Ideally, tanks should have more tank-specific things to do in a game, like taking down barricades and shield bubbles.
Number three is a clear cut above the rest. They should be there to support infantry, not the other way around. I think defense, heal, or attack boosting bubbles would give tankers a reason to push forward and keep a presence. I played a PC where an enemy blaster just sat at their home objective. We didn't get time to push that far back as they had 6 tankers to our two, but that defensive tanker was impossible to siege for anything else but another tanker. Sure it's a tactic, but that player really just didn't want to risk death to a better sneakier player. He didn't take the tank to fight another tank, he took it to 1 v 1 infantry. Maybe we just should adopt that tactic too though, but it would change anything.
FAME
Click for Vehicle Support
Click for Recruitment
|
Soraya Xel
Abandoned Privilege Top Men.
2076
|
Posted - 2014.04.21 19:49:00 -
[23] - Quote
Varjac Theobroma Montenegro wrote:Number three is a clear cut above the rest. They should be there to support infantry, not the other way around. I think defense, heal, or attack boosting bubbles would give tankers a reason to push forward and keep a presence. I played a PC where an enemy blaster just sat at their home objective. We didn't get time to push that far back as they had 6 tankers to our two, but that defensive tanker was impossible to siege for anything else but another tanker. Sure it's a tactic, but that player really just didn't want to risk death to a better sneakier player. He didn't take the tank to fight another tank, he took it to 1 v 1 infantry. Maybe we just should adopt that tactic too though, but it would change anything.
Option three is indeed ideal, however, it's not a practical hope in the short term. Ideally, the entire game mode should be changed to an attacker/defender model, where tanks, as heavy artillery, make the bulk of the power in breaking down the defenses and pushing into the base, while infantry on the attacking team handle infantry on the defending team, to prevent them from killing the tanks. But I doubt we'll see that any time soon.
I'd like to be your CPM1 candidate
|
|
|
|
Pages: 1 :: [one page] |