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SteelDark Knight
Ancient Exiles. Dirt Nap Squad.
353
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Posted - 2014.04.23 13:37:00 -
[61] - Quote
Seymor Krelborn wrote:SteelDark Knight wrote:True Adamance wrote:
You are showing a particular bias that suggests to me you aren't looking at this mechanic objectively.
This. One balance issue does not justify other broken balance issues. Bad precedent for game play. Why skill in to a counter weapon (AV) or vehicle if all one needs to do is run a low or no cost vehicle in to something to defeat it? In addition it creates balancing issues that were not accounted for as far as we know when vehicles are designed.(armor > shield ). so then maybe av should be fixed before we even consider discussing the only viable tactic against vehicles? I will admit I am biased... I don't drive tanks, but I did skill into swarms which are almost useless, so if the only way I can delay a tanker going 60/2 is to collide with him why shouldn't I? and what right do tankers have to say to remove it when they are so OP on the field?
I am saying something like that, yes. AV requires better balance but in turn collision also causes balance issues. Both need addressed.
As far as the argument about the Eve sandbox goes I have nothing against people using their brains to discover tactics that are outside the norm. However, I am sure that when these creative minds come up with tactics that unbalance the game they are addressed in Eve as they should be here. |
Soraya Xel
Abandoned Privilege Top Men.
2125
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Posted - 2014.04.23 13:56:00 -
[62] - Quote
Temias Mercurial wrote:Soraya Xel wrote:I think if militia dropships can't ram advanced dropships successfully than militia shotguns shouldn't work on my proto heavy suit. It's just unfair that a cheaper weapon can kill me. How dare they. (And note, it really isn't any more or less effective than a proto shotgun. I'm dead either way, to be honest.) You're not a pilot are you? Try to believe it's fair for investing 10+ million sp into vehicles just to use an ADS viably, only to rammed by a militia gorgon that is also not even a tenth of the price in isk. Also, ADS are not advanced frames, they are standard. They are the same as unlocking an assault suit when getting level 3 in the basic frames, which also unlocks logistics, which are obviously not advanced suits. Also, militia shotguns are terrible against heavies, and the shotgunner is quite easy to kill. Awareness... practice it.
Dude, I've got 38 million skill points invested in infantry suits. If I run proto, I'm spending half as much as an ADS on one suit. And I guarantee you I'm more than twice as likely to lose my suit as your ADS. There's all sorts of completely bullkitten ways to die in DUST. You shouldn't be immune to that in the air either. This is an FPS. You should go into EVERY match, expecting to die. If you aren't losing your ADS every match, it's probably because you're overpowered.
There's a huge veteran/newbie disparity that is hurting the game. For an ADS pilot to go forth and cry that his skillpoints should make him immune to newbies is downright crazy.
I'd like to be your CPM1 candidate
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
60
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Posted - 2014.04.23 14:16:00 -
[63] - Quote
Soraya Xel wrote:SteelDark Knight wrote:True Adamance wrote:You are showing a particular bias that suggests to me you aren't looking at this mechanic objectively. This. Also, one balance issue does not justify other broken balance issues. My response is merely metered on the ridiculous claim that using collision as a tactic is somehow an "exploit" because it's one of the few ways to kill a vehicle with any modicum of success.
I would agree with this, but it's not that difficult to destroy vehicles now. Ramming is now just a cheap, easy, and effortless way to dispose of vehicles, especially dropships, which are pathetically easy to destroy. I rarely see Jihad's anymore due to how AV balance is now quite... balanced. I see tanks getting destroyed by swarm launchers, planted remotes, AV grenades, and forge guns all the time. The fact that we still have this cheap ramming system is appauling.
We used to have dogfights in this game. That was amazing fun. Now we play a game of chicken, whoever decides to ram first and hopefully survive. If you're a Python, there is no surviving. If you're an Incubus, you have a good chance, but only slightly.
I loved this game when it required skill to kill a pilot... |
xXGXx MAN
RisingSuns Dark Taboo
5
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Posted - 2014.04.23 14:26:00 -
[64] - Quote
But it's pretty funny when a blueberry drives around a corner in his lav and crashes into my tank..
Improvise, adapt, overcome!
R.I.P-MAG
Amarr Logibro
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Soraya Xel
Abandoned Privilege Top Men.
2125
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Posted - 2014.04.23 14:28:00 -
[65] - Quote
Temias: I haven't seen a vehicle die to swarms since 1.6. Forge guns are functional now though. If you have Proficiency 4 in them or what have you anyways.
Cheap tactics, like it or not, belong in the game. I actually don't think dropships should dogfight, as we should have fighters for that. And that is coming at some point. Dropships should be flying bricks that are bad at aerial combat, but ramming is a good option for them if they need it.
It shouldn't require any more skill to kill a pilot than it requires to kill my dropsuit. Fact.
I'd like to be your CPM1 candidate
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
60
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Posted - 2014.04.23 14:29:00 -
[66] - Quote
Soraya Xel wrote:Temias Mercurial wrote:Soraya Xel wrote:I think if militia dropships can't ram advanced dropships successfully than militia shotguns shouldn't work on my proto heavy suit. It's just unfair that a cheaper weapon can kill me. How dare they. (And note, it really isn't any more or less effective than a proto shotgun. I'm dead either way, to be honest.) You're not a pilot are you? Try to believe it's fair for investing 10+ million sp into vehicles just to use an ADS viably, only to rammed by a militia gorgon that is also not even a tenth of the price in isk. Also, ADS are not advanced frames, they are standard. They are the same as unlocking an assault suit when getting level 3 in the basic frames, which also unlocks logistics, which are obviously not advanced suits. Also, militia shotguns are terrible against heavies, and the shotgunner is quite easy to kill. Awareness... practice it. Dude, I've got 38 million skill points invested in infantry suits. If I run proto, I'm spending half as much as an ADS on one suit. And I guarantee you I'm more than twice as likely to lose my suit as your ADS. There's all sorts of completely bullkitten ways to die in DUST. You shouldn't be immune to that in the air either. This is an FPS. You should go into EVERY match, expecting to die. If you aren't losing your ADS every match, it's probably because you're overpowered. There's a huge veteran/newbie disparity that is hurting the game. For an ADS pilot to go forth and cry that his skillpoints should make him immune to newbies is downright crazy.
A proto heavy suit is more durable than a std dropship, and has a far greater chance of surviving encounters when comparing infantry and vehicles. Also, you can still profit if you lose a suit. It's next to impossible as a pilot to profit at all. To profit, you're forced to play a different role. You are not forced to play a different game in order to succeed in this game as infantry. Also, my sp is divided between infantry and vehicles. However, due to the skill tree and information of other players, putting more into my dropship is next to pointless, as the improvement is hardly minimal. The design and thought into the role is lacking and pathetic. A good infantry player can dominate with prototype gear, never die, for a third of the price. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
60
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Posted - 2014.04.23 14:37:00 -
[67] - Quote
Soraya Xel wrote:Temias: I haven't seen a vehicle die to swarms since 1.6. Forge guns are functional now though. If you have Proficiency 4 in them or what have you anyways.
Cheap tactics, like it or not, belong in the game. I actually don't think dropships should dogfight, as we should have fighters for that. And that is coming at some point. Dropships should be flying bricks that are bad at aerial combat, but ramming is a good option for them if they need it.
It shouldn't require any more skill to kill a pilot than it requires to kill my dropsuit. Fact.
I've seen plenty of vehicles die to swarm launchers with the reduction to hardeners. Considering that the majority of players were very dependent upon hardeners (FOTM) and never learn to use anything other than them, they are incapable of using anything else effectively. In my experience, swarms are effective against LAVS and Tanks. It is debatable as to whether or not they're balanced against dropships, but that is not the point of this thread. The point is the validity of a cheap tactic when valid ones exist. |
Soraya Xel
Abandoned Privilege Top Men.
2125
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Posted - 2014.04.23 14:47:00 -
[68] - Quote
Cheap tactics are an integral part of the game. Unless you'd like to remove remote explosives, grenades, cloaks, forge guns, mass drivers, sniper rifles, and um... ADSes and tanks.
The idea that a proto heavy suit is more durable than a dropship is hilarious and ridiculous. It takes me... one shot to kill a heavy suit with my forge gun. Any heavy suit, by the way. No dropship dies in less than three. No dropship requires more than ONE shot before they're out of range to go heal back up. The ONLY time it's even possible to kill an ADS is when the ADS pilot isn't watching their health bar, and sticks around longer than they should've. If you're dying in an ADS, you should be reevaluating your playstyle. It takes like three seconds to outrange any AV weapon in the game.
I'd like to be your CPM1 candidate
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Finn Colman
Immortal Guides
9
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Posted - 2014.04.23 15:12:00 -
[69] - Quote
Soraya Xel wrote:Temias: I haven't seen a vehicle die to swarms since 1.6. Forge guns are functional now though. If you have Proficiency 4 in them or what have you anyways.
Cheap tactics, like it or not, belong in the game. I actually don't think dropships should dogfight, as we should have fighters for that. And that is coming at some point. Dropships should be flying bricks that are bad at aerial combat, but ramming is a good option for them if they need it.
It shouldn't require any more skill to kill a pilot than it requires to kill my dropsuit. Fact. May I remind you that an ADS has a nose-gun so that it should have an edge in dogfights... Read the description, and then tell me it doesn't say that.
Let me recap my position on this.
If you can hit me multiple times (with a ram ship), fine.
If you bump me into an environmental hazard, alright.
I don't care how many SP I spent, just how much ISK and how much I need to work to make back the enourmous deficit of losing one ADS.
An ADS is not quite an upgrade, and if there were a proto ADS (and it were the price of the current basic) then and only then can you use the "if you're gonna use proto, expect to pay for proto" argument. As it stands, I have a basic ship that costs about 400k ISK, and falls if hit more than 3 times, by anything, assuming I properly manage my modules, before I die on the second shot. Trust me, if you do AV right, you can keep me out of the air with little effort, and no kamikazes. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
60
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Posted - 2014.04.23 15:21:00 -
[70] - Quote
Soraya Xel wrote:Cheap tactics are an integral part of the game. Unless you'd like to remove remote explosives, grenades, cloaks, forge guns, mass drivers, sniper rifles, and um... ADSes and tanks.
The idea that a proto heavy suit is more durable than a dropship is hilarious and ridiculous. It takes me... one shot to kill a heavy suit with my forge gun. Any heavy suit, by the way. No dropship dies in less than three. No dropship requires more than ONE shot before they're out of range to go heal back up. The ONLY time it's even possible to kill an ADS is when the ADS pilot isn't watching their health bar, and sticks around longer than they should've. If you're dying in an ADS, you should be reevaluating your playstyle. It takes like three seconds to outrange any AV weapon in the game.
Except that a dropship can be destroyed with two breach forge gun shots, often, if there is more than one AV player, the dropship is gone before the pilot can react at all. Also rail guns can one shot you. Also, a bricked gallente heavy was a natural resistance towards rail weapons, which includes forge guns, and can survive most forge hits.
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Soraya Xel
Abandoned Privilege Top Men.
2125
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Posted - 2014.04.23 15:27:00 -
[71] - Quote
I haven't seen a dropship destroyed before the pilot can react to it since... well, it's been a while, I can't remember. I also haven't found a heavy that didn't die to my forge in one shot yet, unless I only hit them with splash.
I don't think it's fair dropships are naturally more robust than other players, so let's make a deal: We'll get rid of collison damage when I can one shot your dropship with my forge gun.
I'd like to be your CPM1 candidate
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
354
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Posted - 2014.04.23 16:57:00 -
[72] - Quote
Most of us don't want collision damage removed, just changed. There is no collision damage one EVE after all.
Yea a ADS can run at the first sign of AV and prolly never die, but so can any suit. All you have to do is see another player and just turn and run. The point is that you are suppose to engage targets, especially ones hard for other suits to take down, like heavies (who sometimes have forges as they are AI too).
Some fittings can be OHK by breach (1.7, I haven't used the same fitting since then). The concept is one of pure unforgiveness ATM. If you slip up a for a second your ship is gone. It's an interesing mechanic that isn't present in many other roles, but I find it exhilarating for time to time. Te biggest issue for me is not that you can swat me, it's the cost of the ship that's bringing me down. Even with a basic turret the thing is still near 400k isk (you wouldn't last with basic shields and could rarely engage with basic hardeners so I use high tier armor).
There is just no room to lose more than one every 3-5 games, and if you are running at the drop of a hat then you will never make any isk.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
61
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Posted - 2014.04.23 16:57:00 -
[73] - Quote
Soraya Xel, how often do you play Dust? I personally play 3+ hours every day. If player only had to walk up to you, never shoot, aim, or do anything at all, just touched you, and you died, how ridiculously stupid would that be? Need I remind you how ****** murder taxing was? It was stupid, effortless, and just plain ridiculous. How to kill 20+ people while driving less than 5mph. That's how you did it, and your prey would die instantly. |
Finn Colman
Immortal Guides
9
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Posted - 2014.04.23 18:44:00 -
[74] - Quote
Soraya Xel wrote:I haven't seen a dropship destroyed before the pilot can react to it since... well, it's been a while, I can't remember. I also haven't found a heavy that didn't die to my forge in one shot yet, unless I only hit them with splash.
I don't think it's fair dropships are naturally more robust than other players, so let's make a deal: We'll get rid of collison damage when I can one shot your dropship with my forge gun. So a machine should only be as tough as a clone that is at least 8 times smaller? Or are you trying to make a joke? I can't tell because it's such an absurd argument. Keep in mind, that the pilots mainly want a decrease in collision damage, that is to say, not a full nullification. |
Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
355
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Posted - 2014.04.23 19:10:00 -
[75] - Quote
Finn Colman wrote:Soraya Xel wrote:I haven't seen a dropship destroyed before the pilot can react to it since... well, it's been a while, I can't remember. I also haven't found a heavy that didn't die to my forge in one shot yet, unless I only hit them with splash.
I don't think it's fair dropships are naturally more robust than other players, so let's make a deal: We'll get rid of collison damage when I can one shot your dropship with my forge gun. So a machine should only be as tough as a clone that is at least 8 times smaller? Or are you trying to make a joke? I can't tell because it's such an absurd argument. Keep in mind, that the pilots mainly want a decrease in collision damage, that is to say, not a full nullification. Or a price reduction.
We want skilled dogfights basically.
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Soraya Xel
Abandoned Privilege Top Men.
2137
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Posted - 2014.04.23 19:32:00 -
[76] - Quote
Varjac Theobroma Montenegro wrote:Yea a ADS can run at the first sign of AV and prolly never die, but so can any suit.
Shotguns (with cloaks), sniper rifles, forge guns. Also tanks and ADSes, which you can rarely run from, and will definitely one-shot you. So... no, not like any suit.
Varjac Theobroma Montenegro wrote:The biggest issue for me is not that you can swat me, it's the cost of the ship that's bringing me down. Even with a basic turret the thing is still near 400k isk (you wouldn't last with basic shields and could rarely engage with basic hardeners so I use high tier armor).
My AV fit runs as much as 250,000 ISK a suit, and I lose four or five of them trying to kill one ADS. Please, shelve this complaint, it's really sad.
Varjac Theobroma Montenegro wrote:There is just no room to lose more than one every 3-5 games, and if you are running at the drop of a hat then you will never make any isk.
You should be dying at least once a game. This is a first-person shooter. There should not be someone who is nearly impossible to kill in any given game. This idea is downright ludicrous.
I'd like to be your CPM1 candidate
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Soraya Xel
Abandoned Privilege Top Men.
2137
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Posted - 2014.04.23 19:35:00 -
[77] - Quote
Finn Colman wrote:Soraya Xel wrote:I haven't seen a dropship destroyed before the pilot can react to it since... well, it's been a while, I can't remember. I also haven't found a heavy that didn't die to my forge in one shot yet, unless I only hit them with splash.
I don't think it's fair dropships are naturally more robust than other players, so let's make a deal: We'll get rid of collison damage when I can one shot your dropship with my forge gun. So a machine should only be as tough as a clone that is at least 8 times smaller? Or are you trying to make a joke? I can't tell because it's such an absurd argument. Keep in mind, that the pilots mainly want a decrease in collision damage, that is to say, not a full nullification. Or a price reduction.
Price reduction is fine. ISK doesn't work for balance. I'm okay if every vehicle costs the same as a dropsuit. But vehicles should die as easily as dropsuits. There's no game design where a player should be able to be better than another player ALL THE TIME. That's where tanks and ADSes sit. They have more health, more damage, they move faster, and less enemy players have the skills or fits to damage them.
Right now, everyone not skilled in vehicles is an idiot, because of the sheer ridiculousness of how OP vehicles are. Vehicles are currently superior to dropsuits in every way, and vehicle users in this thread are crying for someone to nerf their only vulnerability? It's crazy. It's absolutely crazy.
Vehicles will not be balanced until they die as often as dropsuits do, on average.
I'd like to be your CPM1 candidate
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
355
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Posted - 2014.04.23 19:54:00 -
[78] - Quote
Soraya Xel wrote:Finn Colman wrote:Soraya Xel wrote:I haven't seen a dropship destroyed before the pilot can react to it since... well, it's been a while, I can't remember. I also haven't found a heavy that didn't die to my forge in one shot yet, unless I only hit them with splash.
I don't think it's fair dropships are naturally more robust than other players, so let's make a deal: We'll get rid of collison damage when I can one shot your dropship with my forge gun. So a machine should only be as tough as a clone that is at least 8 times smaller? Or are you trying to make a joke? I can't tell because it's such an absurd argument. Keep in mind, that the pilots mainly want a decrease in collision damage, that is to say, not a full nullification. Or a price reduction. Price reduction is fine. ISK doesn't work for balance. I'm okay if every vehicle costs the same as a dropsuit. But vehicles should die as easily as dropsuits. There's no game design where a player should be able to be better than another player ALL THE TIME. That's where tanks and ADSes sit. They have more health, more damage, they move faster, and less enemy players have the skills or fits to damage them. Right now, everyone not skilled in vehicles is an idiot, because of the sheer ridiculousness of how OP vehicles are. Vehicles are currently superior to dropsuits in every way, and vehicle users in this thread are crying for someone to nerf their only vulnerability? It's crazy. It's absolutely crazy. Vehicles will not be balanced until they die as often as dropsuits do, on average.
That's a fair perspective. If vehicles remained in their current power, what would make you feel better about death from them? Are you frustrated about possible KDR effects? Or the amount of isk you need to combat vehicles? Imagine it were more like cod, were KDR and isk lose all their properties. Would you still find vehicles offensive? And to make our conversation clear, you are only talking about vehicles in pubs , PC, or both. As they interact much differently in either type of game.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
61
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Posted - 2014.04.23 19:55:00 -
[79] - Quote
Soraya Xel wrote:Varjac Theobroma Montenegro wrote:Yea a ADS can run at the first sign of AV and prolly never die, but so can any suit. Shotguns (with cloaks), sniper rifles, forge guns. Also tanks and ADSes, which you can rarely run from, and will definitely one-shot you. So... no, not like any suit. Varjac Theobroma Montenegro wrote:The biggest issue for me is not that you can swat me, it's the cost of the ship that's bringing me down. Even with a basic turret the thing is still near 400k isk (you wouldn't last with basic shields and could rarely engage with basic hardeners so I use high tier armor). My AV fit runs as much as 250,000 ISK a suit, and I lose four or five of them trying to kill one ADS. Please, shelve this complaint, it's really sad. Varjac Theobroma Montenegro wrote:There is just no room to lose more than one every 3-5 games, and if you are running at the drop of a hat then you will never make any isk. You should be dying at least once a game. This is a first-person shooter. There should not be someone who is nearly impossible to kill in any given game. This idea is downright ludicrous.
Why do you waste so much isk? I use an ADV Forge gun on a STD sentinal and dispose of dropships with relative ease. My dual swarm Commando can quickly dispose or at least frighten most tanks. If you're losing that much isk trying to deal with one single ADS, you're doing something quite wrong. If everything you say is true, then your arguement is rather falsified or invalid when stating that vehicles are OP, when you seem incapable of dealing with them at all.
I hate to say this, but you really need change your approach to vehicles, and not needlessly die. Get better and improve; otherwise, anything you say from here on out is complete bullshit. |
Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
355
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Posted - 2014.04.23 20:14:00 -
[80] - Quote
Soraya Xel wrote:Varjac Theobroma Montenegro wrote:Yea a ADS can run at the first sign of AV and prolly never die, but so can any suit. Shotguns (with cloaks), sniper rifles, forge guns. Also tanks and ADSes, which you can rarely run from, and will definitely one-shot you. So... no, not like any suit. Varjac Theobroma Montenegro wrote:The biggest issue for me is not that you can swat me, it's the cost of the ship that's bringing me down. Even with a basic turret the thing is still near 400k isk (you wouldn't last with basic shields and could rarely engage with basic hardeners so I use high tier armor). My AV fit runs as much as 250,000 ISK a suit, and I lose four or five of them trying to kill one ADS. Please, shelve this complaint, it's really sad. Varjac Theobroma Montenegro wrote:There is just no room to lose more than one every 3-5 games, and if you are running at the drop of a hat then you will never make any isk. You should be dying at least once a game. This is a first-person shooter. There should not be someone who is nearly impossible to kill in any given game. This idea is downright ludicrous.
When I run ground I rarely get killed by snipers, tanks or ADS. I often deter tanks, have taken down pythons with mlt forge, and get wiped by cloaks all the time. I rarely get hit by ADS as I know how to avoid their attention and fire. I never run a suit that costs more than 50k. If you bring a 250k suit into a pub to fight AV and don't have proper squad support then that is unwise. As most vehicles do not tier down to basic easily. Most vehicles are hence proto and as such you will need support to fight them. I don't care ago KDR or death. I wouldn't mind at all if I got shot down 5 times a game if my ships cost 25-50 k isk.
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Soraya Xel
Abandoned Privilege Top Men.
2138
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Posted - 2014.04.23 20:18:00 -
[81] - Quote
Varjac Theobroma Montenegro wrote:That's a fair perspective. If vehicles remained in their current power, what would make you feel better about death from them? Are you frustrated about possible KDR effects? Or the amount of isk you need to combat vehicles? Imagine it were more like cod, were KDR and isk lose all their properties. Would you still find vehicles offensive? And to make our conversation clear, you are only talking about vehicles in pubs , PC, or both. As they interact much differently in either type of game.
It's not about the KDR, but it is about the kill. If you kill me, I may have a distinct desire to kill you back. How do you think it feels to be killed by someone you have no functional ability to get revenge on? Vehicle drivers have never really been in that position, they've always been able to kill infantry. But only a small subcategory of infantry can even damage vehicles.
Speaking of CoD (a bad example, because there's not really player-driven vehicles), look at Titanfall (made by the CoD devs, actually). V/AV balance in that game is a model example that CCP should look to. Vehicles feel giant, powerful, etc. But they're completely balanced with infantry. You might note that in Titanfall every single player is always carrying an AV weapon, and there's even a method for you to open a vulnerability on an enemy titan that will let you kill it even with your sidearm! That's right, every single player has two different ways to combat a Titan as infantry. And that's not even counting the ability to call in their own Titan.
In DUST, vehicles are a special pony class that gets to be better in every way, and also takes drastically reduced damage from most other classes. It's incredibly amazing that vehicles were ever made in this game in the way that they are. And with the exception of LAVs and dropships for rapid transport, vehicles don't have a *defined role*. Tanks and ADSes are simply "superior dropsuits", one of which can also fly. Meanwhile, snipers can only do long-range combat, shotguns can only do CQC, and swarms can only do AV. At the same time, tanks and ADSes can do... CQC, long range combat, AND anti-vehicle, all with one fit.
I'd like to be your CPM1 candidate
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Soraya Xel
Abandoned Privilege Top Men.
2138
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Posted - 2014.04.23 20:47:00 -
[82] - Quote
Oh, I forgot to answer your first and last questions, Varjac.
At their current power, I'd have to expect that vehicles require a number of players to use them equivalent to the power they have. For instance, I am fine with a tank requiring three AV working together to reliably kill it. But if that's the case, tanks should require three people aboard. In a game where each team is limited to 16v16, you can't bum rush folks with lots of weaker classes to beat a bigger one. So each player needs to equal a single player. I have a problem where a single player is allowed to be more powerful than another player wholesale. So, if you want to maintain the current power of vehicles, they should require more players to operate them well. (For tanks, decoupling the main gun from the driver's seat would be a big step in this direction.)
With regards to pubs vs. PC balance, the issues I'm seeing crop up primarily in pubs, but are sometimes seen in PC as well. The issue with pubs is that there's no guarantee of vehicle support or equivalent vehicle support on either side. And since it isn't your team, there's nothing you can do to ensure you have adequate vehicle support unless your particular squad is the vehicle support. In PC, you pretty much have to assemble your team with vehicle support in order to match up with the enemy's vehicle support. If you don't, you will see the same problems people see in pubs.
I'd like to be your CPM1 candidate
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Finn Colman
Immortal Guides
10
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Posted - 2014.04.23 20:47:00 -
[83] - Quote
It's not about the KDR, but it is about the kill. If you kill me, I may have a distinct desire to kill you back. How do you think it feels to be killed by someone you have no functional ability to get revenge on?[/quote] How I feel everytime I call in my ADS which gets instantly shot down... |
Soraya Xel
Abandoned Privilege Top Men.
2138
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Posted - 2014.04.23 20:50:00 -
[84] - Quote
Finn Colman wrote:How I feel everytime I call in my ADS which gets instantly shot down...
Your ADS can kill every player in the game. You can kill scouts, logis, heavies, assault suits, etc. with relative ease.
Meanwhile, most of those suits cannot kill you. At all.
I'd like to be your CPM1 candidate
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Finn Colman
Immortal Guides
11
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Posted - 2014.04.23 20:52:00 -
[85] - Quote
Soraya Xel wrote:Finn Colman wrote:How I feel everytime I call in my ADS which gets instantly shot down... Your ADS can kill every player in the game. You can kill scouts, logis, heavies, assault suits, etc. with relative ease. Meanwhile, most of those suits cannot kill you. At all. If only I could land a hit in this drifty thing... but, that's a personal problem. |
Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
355
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Posted - 2014.04.23 22:20:00 -
[86] - Quote
Soraya Xel wrote:Varjac Theobroma Montenegro wrote:That's a fair perspective. If vehicles remained in their current power, what would make you feel better about death from them? Are you frustrated about possible KDR effects? Or the amount of isk you need to combat vehicles? Imagine it were more like cod, were KDR and isk lose all their properties. Would you still find vehicles offensive? And to make our conversation clear, you are only talking about vehicles in pubs , PC, or both. As they interact much differently in either type of game. It's not about the KDR, but it is about the kill. If you kill me, I may have a distinct desire to kill you back. How do you think it feels to be killed by someone you have no functional ability to get revenge on? Vehicle drivers have never really been in that position, they've always been able to kill infantry. But only a small subcategory of infantry can even damage vehicles. Speaking of CoD (a bad example, because there's not really player-driven vehicles), look at Titanfall (made by the CoD devs, actually). V/AV balance in that game is a model example that CCP should look to. Vehicles feel giant, powerful, etc. But they're completely balanced with infantry. You might note that in Titanfall every single player is always carrying an AV weapon, and there's even a method for you to open a vulnerability on an enemy titan that will let you kill it even with your sidearm! That's right, every single player has two different ways to combat a Titan as infantry. And that's not even counting the ability to call in their own Titan. In DUST, vehicles are a special pony class that gets to be better in every way, and also takes drastically reduced damage from most other classes. It's incredibly amazing that vehicles were ever made in this game in the way that they are. And with the exception of LAVs and dropships for rapid transport, vehicles don't have a *defined role*. Tanks and ADSes are simply "superior dropsuits", one of which can also fly. Meanwhile, snipers can only do long-range combat, shotguns can only do CQC, and swarms can only do AV. At the same time, tanks and ADSes can do... CQC, long range combat, AND anti-vehicle, all with one fit.
I see. I understand your position. A point of concern. If vehicles needed multiple people to operate, then all vehicles would only allow teammates access, as you know how blueberries just mess things up (no more picking up randoms in any vehicle). What would you do when a tank pulls up and then multiple people hop out of it and mow down the AV anyways then hop back in (like a heavy in LAV) Or imagine the accuracy increase in the nose gunner on an ADS (blaster tanks too). The hop out issue wouldn't be as common in an ADS, but it might. This would also mean that the vehicle owner is also the driver, and that's all he would ideally do, unless he hops out while teammates are on his guns. But basically the whole WP system would have to be redone, as assists just are not going to cut it.
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Soraya Xel
Abandoned Privilege Top Men.
2141
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Posted - 2014.04.23 23:13:00 -
[87] - Quote
Varjac, the point of requiring team play isn't to make them less powerful, the point of teamplay is for that power to come from coordination, rather than a vehicle simply being overpowered. If you have tank gunners and drivers coordinating, it makes sense for them to be as lethal as they are.
Long-term, what really needs to happen, is the anti-infantry component of vehicles like tanks needs to be nerfed into oblivion, and them take on a purely anti-vehicle, anti-installation, and anti-barrier role. But for that to make sense, that needs to be a critical part of gameplay, which currently, it's not. The game needs to change to the point where vehicles have a crucial purpose in the progression of the game mode, that doesn't involve infantry slaying. (Essentially, I want tanks to be heavy artillery for assaulting fortress-like defensive emplacements and killing defense turrets that last more than the first 30 seconds of the game.)
But until such game modes are possible, tanks and ADSes need to be brought down to realistic proportions of their capabilities for the fact that this is a 16v16 game, and a single player should never be completely superior to another player.
I'd like to be your CPM1 candidate
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
355
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Posted - 2014.04.24 01:45:00 -
[88] - Quote
Xel, I don't believe that transferring power from solo to team and basing power off coordination will change anything. One tank with a practiced crew would be as lethal as two solo tankers. And few people would have the peer capitol to field there own tank, which would reduce the number of tanks, but almost guarantee one side will not field a single tank ever.
The idea sounds great in concept. But there are simply not enough players who seek that kind of teamwork in pubs.
What you want is great. I like the sound of sieging a fortress and dreaming of a vast 40k like landscape where vehicles have a larger purpose. But I don't think that Dust 514 will ever be like that.
I believe the best response to vehicle v infantry balance is to design maps were 50% of the map provides excellent defense for infantry. And not just near objectives, but to and from. Vehicles need to be blocked from free roam and infantry need an "off limits zone." This would mean that if a team spams vehicles then only half of the objectives are easily defended and if you team doesn't call any vehicles they will have an infantry fight elsewhere on the map where vehicles can not participate.
Your team might not win as it didn't field vehicles to fight the opposition and capture the more vulnerable objectives. But at the same time your team is not punished by vehicle players as the objectives you push are protected from vehicles.
What do you think?
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Soraya Xel
Abandoned Privilege Top Men.
2145
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Posted - 2014.04.24 02:05:00 -
[89] - Quote
The reality is that the game won't be balanced as long as it takes a tank less time to kill me than for me to kill it, even if I spec specifically into the role of killing tanks. There shouldn't be anywhere vehicles "easily murder" other players. That's the thing. Vehicles don't have anywhere near the challenges that infantry face.
The reason this topic has gotten to a more general sense is this: In a game where vehicles are already the most protected, difficult to destroy assets on the field, what in the world is someone doing asking for a nerf for the single vulnerability that vehicles actually have? Every dedicated vehicle user should take a month off and play infantry. Very few of them will survive the month. It's agonizingly painful being mowed down by vehicles in every other match and having almost nothing you can do about it.
I can't fly a dropship even well enough to jihad it into an ADS, but if I could, I would. Because I have almost no other options. With Proficiency 4 into forge guns, I only get a kill when the ADS is being really really dumb. Because they have way too much opportunity to get away. And it's ridiculous that I have to die several times a match to an ADS, and dropship pilots believe that only dying once every three to five matches is balanced.
I'd like to be your CPM1 candidate
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
62
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Posted - 2014.04.24 03:56:00 -
[90] - Quote
Soraya Xel wrote:The reality is that the game won't be balanced as long as it takes a tank less time to kill me than for me to kill it, even if I spec specifically into the role of killing tanks. There shouldn't be anywhere vehicles "easily murder" other players. That's the thing. Vehicles don't have anywhere near the challenges that infantry face.
The reason this topic has gotten to a more general sense is this: In a game where vehicles are already the most protected, difficult to destroy assets on the field, what in the world is someone doing asking for a nerf for the single vulnerability that vehicles actually have? Every dedicated vehicle user should take a month off and play infantry. Very few of them will survive the month. It's agonizingly painful being mowed down by vehicles in every other match and having almost nothing you can do about it.
I can't fly a dropship even well enough to jihad it into an ADS, but if I could, I would. Because I have almost no other options. With Proficiency 4 into forge guns, I only get a kill when the ADS is being really really dumb. Because they have way too much opportunity to get away. And it's ridiculous that I have to die several times a match to an ADS, and dropship pilots believe that only dying once every three to five matches is balanced.
Do you realize that a pilot can not profit from losing a dropship and are forced to play infantry? I have 2 proto suits, 6 proto weapons, proto modules, and etc. Why do you assume that we never play infantry? Honestly, again, how are you incapable of destroying dropships with proto forge guns and proficiency? I don't even have proficiency and dropships are just pathetic.
I cannot value your opinion when you seem so incapable of using a forge gun. I don't understand how you're dying to the ADS in a heavy suit, especially the sentinal, which I'm assuming is proto, and has a 25% reduction to splash damage. You literally have to standing out in the open for 20+ seconds for the pilot to kill you. Why would you do that? Do you stand in gun fire in the middle of the road when facing infantry? No. Use cover when facing any enemy, whether it's a vehicle or infantyrmen.
Also, with how exposed pilots are in the air, nearly anything can kill them. I rarely bring out my ADS, due to how pathetic they are. The average pilot might get 10 kills a match, which isn't game breaking, and that's only if they're lucky.
Too many people like you feel that you are entitled to explaining how to balance vehicles, when you in fact haven't a damn clue as to what you're talking about. How about you learn to fly and use nothing but an Incubus or Python for an entire month? I would love to do that, but there is no point in doing it. It's not fun. It's not profitable. It's not balanced.
If you don't even have ANY skills into vehicles, can't even fly a dropship, what valid opinion do you have? To discuss such topics intelligently, we need experienced and knowledgable players. People who KNOW what's going on, not what they THINK is going on. The amount of ill informed bias of your posts is appauling. You know nothing about vehicles, so why are you trying to comment on balancing something that is completely foreign to you? |
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