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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
444
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Posted - 2014.04.22 13:15:00 -
[1] - Quote
So, low slot: we have Armor Plate, Armor Hardener and Armor Repair modules. What do you want us to fit?
Armor Plates don't give enough EHP in comparison to how much the hull already has. Armor Hardener doesn't do any good anymore against anything unless you stack 2 of them. Armor Repairs don't do any good when there's only one of them.
So, uh...?
Can you, the AV community, please, give us tankers a few viable options on how to fit Maddies? At least 3, please. Oh, and please, don't stack any modules cause that would be OP, right?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
444
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Posted - 2014.04.22 13:32:00 -
[2] - Quote
shaman oga wrote:3 PG mods on the right 1 afterburner on the left 1 damage mod (for a turret different to yours) Ah, gotcha.
Dexter307 wrote:3 pg mods and 2 afterburners Even better.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
445
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Posted - 2014.04.22 15:01:00 -
[3] - Quote
Atiim wrote:Well here's one. I'd make two more, but it's not worth my time. It was you guys were crying tears of joy for the changes, so now it's you guys who get to live with a monotonous playstyle. Careful what you wish for. That is the only fit you can make if you are not allowed to stack anything. I was crying tears of sadness the moment CCP announced 1.7 vehicle changes, so hard actually that I had to quit for a while. I still hate what CCP did to vehicles, and I will always hate them for that, even if they bring the old ones back.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
445
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Posted - 2014.04.22 15:23:00 -
[4] - Quote
DUST Fiend wrote:Passive reps need a nerf in general, either through straight efficiency or through a hefty stacking penalty. Then give us back activated reps. Activated reps at least take a tiny degree of thought and skill on the part of the operator, where passive reps are just lolherpderpiminatanklulz What we need is more modules and more slots to fit them. With these modules and slots and a nerf to reppers will only result in everyone using Armor Hardener, Armor Plate and Armor Repair module, zero variety.
"What's that guy using?" - "Armor Plate, Hardener and Repper." "Ok, so what's that guy over there using then?" - "Armor Plate, Hardener and Repper." "Fine, what are you using?" - "Armor Plate, Hardener and Repper." "Erm... and your friend?" - "Armor Plate, Hardener and Repper." "Hmm.. what should I use?" - "Armor Plate, Hardener and Repper."
Get it?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
450
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Posted - 2014.04.22 16:38:00 -
[5] - Quote
Monkey MAC wrote:MarasdF Loron wrote:DUST Fiend wrote:Passive reps need a nerf in general, either through straight efficiency or through a hefty stacking penalty. Then give us back activated reps. Activated reps at least take a tiny degree of thought and skill on the part of the operator, where passive reps are just lolherpderpiminatanklulz What we need is more modules and more slots to fit them. With these modules and slots and a nerf to reppers will only result in everyone using Armor Hardener, Armor Plate and Armor Repair module, zero variety. "What's that guy using?" - "Armor Plate, Hardener and Repper." "Ok, so what's that guy over there using then?" - "Armor Plate, Hardener and Repper." "Fine, what are you using?" - "Armor Plate, Hardener and Repper." "Erm... and your friend?" - "Armor Plate, Hardener and Repper." "Hmm.. what should I use?" - "Armor Plate, Hardener and Repper." Get it? Ahem, whats that sentinel running? 5 armour plates, 5 armour plates, 5 armour plates What do you expect tankers like heavies are more concerned about themselves than helping their team. In additionmyou only have a fraction of total vehicle modules and CCP have yet to state they are happy enough to the next stage. 500HP/s is ridiculous you cannot deny, the fact that people are stacking so many reps just shows the general tanker attitude. I shouldn't die, because I'm in a tank Well, uh... how should I put this? Heavy with 5 lows? Really? Not in this game. Heavies that are using 4 plates are expecting to get help from a logi player. Vehicles don't have logi roles anymore, sadly. I do admit that heavies don't have a lot of choises either, plates or reps. More variety is what this game needs in a lot of areas, but hey, at least infantry didn't get most of their modules removed at any point in the game.
Hmm... In a tank I try to bring the victory to my team almost always, even in pubs. And do you have any idea how much going all out for the win means to tankers? I don't think you do, it means losing millions of ISK in a pub match. When you bring down more ISK than that into a pub match as infantry, then you can complain that we are not doing anything and everything for the win.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 04:18:00 -
[6] - Quote
Monkey MAC wrote:MarasdF Loron wrote:Monkey MAC wrote:MarasdF Loron wrote:DUST Fiend wrote:Passive reps need a nerf in general, either through straight efficiency or through a hefty stacking penalty. Then give us back activated reps. Activated reps at least take a tiny degree of thought and skill on the part of the operator, where passive reps are just lolherpderpiminatanklulz What we need is more modules and more slots to fit them. With these modules and slots and a nerf to reppers will only result in everyone using Armor Hardener, Armor Plate and Armor Repair module, zero variety. "What's that guy using?" - "Armor Plate, Hardener and Repper." "Ok, so what's that guy over there using then?" - "Armor Plate, Hardener and Repper." "Fine, what are you using?" - "Armor Plate, Hardener and Repper." "Erm... and your friend?" - "Armor Plate, Hardener and Repper." "Hmm.. what should I use?" - "Armor Plate, Hardener and Repper." Get it? Ahem, whats that sentinel running? 5 armour plates, 5 armour plates, 5 armour plates What do you expect tankers like heavies are more concerned about themselves than helping their team. In additionmyou only have a fraction of total vehicle modules and CCP have yet to state they are happy enough to the next stage. 500HP/s is ridiculous you cannot deny, the fact that people are stacking so many reps just shows the general tanker attitude. I shouldn't die, because I'm in a tank Well, uh... how should I put this? Heavy with 5 lows? Really? Not in this game. Heavies that are using 4 plates are expecting to get help from a logi player. Vehicles don't have logi roles anymore, sadly. I do admit that heavies don't have a lot of choises either, plates or reps. More variety is what this game needs in a lot of areas, but hey, at least infantry didn't get most of their modules removed at any point in the game. Hmm... In a tank I try to bring the victory to my team almost always, even in pubs. And do you have any idea how much going all out for the win means to tankers? I don't think you do, it means losing millions of ISK in a pub match. When you bring down more ISK than that into a pub match as infantry, then you can complain that we are not doing anything and everything for the win. 230,000 ISK per Proto AV suit average deaths 8+ 255,000 ISK per Proto Logi Suit average deaths 10+ Please don't talk to me about risking ISK for the team, you really have no idea, until all your ISK, all your fitting power is geared towards ensuring your team can succeed, you cannot talk. You are a tanker, all you do is kill, there is no great sacrifice, no heroic gesture, you blindly kill anything in your path and leave your team to clean up the mess. You can come down to my level, because until you realise the importance of those of us who fling ourselves at you like lambs to slaughter, just so our team might have a few minutes to make a push then you can not talk to me. Did I hit you in a sensitive spot? How do you get non-logi proto AV suit to cost so much and why are you dying so much? You should only suffer 1-2 deaths max as AV, unless you get constantly hit by orbitals which is just plain bad luck or bad positioning. Dying to infantry is also bad positioning or scout getting you by surprise.
I am the one who will stay and protect the null cannon in Domination if I think I can prevent the possible hack even if it means almost certain death to me. If it means absolutely certain death then I try to take care of the threat, which most likely happens to be a huge threat for infantry too, and then protect the infantry as they go for the counter hack.
I am the one who will go suicide into the redline in my 500-700k HAV to kill thqt redline sniper / railer is preventing infantry from hacking a point.
I am the one who will not bow down to enemy tank spam even if I am the only tanker on my team, I will suicide myself to them if I have to so they are busy killing me and you can go for the hack.
I am the one who will go into the mass of redberries to clear them from the objective or die trying just so you can go for the hack.
So, talk to me more about sacrifice, please, really, do it.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 04:24:00 -
[7] - Quote
Monkey MAC wrote:Benjamin Ciscko wrote:Monkey MAC wrote:Atiim wrote:MarasdF Loron wrote: That is the only fit you can make if you are not allowed to stack anything. I was crying tears of sadness the moment CCP announced 1.7 vehicle changes, so hard actually that I had to quit for a while. I still hate what CCP did to vehicles, and I will always hate them for that, even if they bring the old ones back.
No, it's not. Though I don't see what you have against stacking modules. You didn't see AVers complaining about how the only viable fit involved stacking 3x Complex Damage Modifiers did you? Here's another fitting. It's teamwork oriented, but it doesn't involve stacking modules of any kind. I personally like this one Highs 1x Scanner 1x MCRU Low 1x Proto CPU upgrade 1x Advanced Plate 1x Proto Repper 1x Large Missile Turret ^Terribad didn't bother to check if it's a troll your lack of understanding of tanks must be the reason your so butt hurt about them. Or maybe the people playing tanks are too scrubby to try variety, met a guy who rocked a madrugar tank with missiles and an MCRU, yet had more than std health. I can only assume this was his fit, but whatever it was, it was like 1 of the 4 horseman. That fit will die to the first MLT Blaster Soma with no modules fitted at all if he knows what he is doing. And I can only assume that fit was meant for AV cause of the Missiles.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 05:37:00 -
[8] - Quote
Denn Maell wrote:Harpyja wrote: If balanced properly tanks should be hard to kill.
Right now the problem child is the blaster turret, which is capable of dealing too much damage against other vehicles. Nerf it's damage by about 33%, and once again it's horrible for AV while still retaining the best AI of the large turrets.
There should be a trade off between AI and AV. Currently the blaster sacrifices close to no AV abilities but gains much AI potential. That's the root of the problem here.
Quick question, when was the Large Blaster designated "Anti-Infantry"? The Idea that a large cannon being designed as an anti-infantry weapon strikes me as something inherently unbalanceable. I'm not saying they shouldn't pack a punch against infantry just that I wouldn't expect a large gun to be as nimble at tracking the movements of small ground troops as accurately as they do. I always thought they were the anti-shield av cannons (a niche that is under filled right now), and the small turrets were the obvious assumption for anti-infantry capabilities. Well the Large Blaster is not nimble at tracking moving infantry, mainly because it's too accurate and often times you cannot see the infantry you are trying to shoot due to all the visual distractions and framerate drops. It used to be very nimble at tracking infantry when we still had the Scattered variant, because that wasn't pinpoint accurare.
Also the Large Blaster is not reliable enough to be used as Anti-Shield AV as any Shield HAV fitted with Railgun or Missiles will easily take out any Blaster HAV.
So the basic Large Blaster is kind of the middle ground between AV and AI, small Missiles and Rails are much better at taking out infantry and the other Large Turrets are much better at AV. The Scattered Ion Cannon was the best at both jobs and was rightfully removed until such a time that it can be properly balanced.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 05:44:00 -
[9] - Quote
Duran Lex wrote:Harpyja wrote:Denn Maell wrote:Harpyja wrote: If balanced properly tanks should be hard to kill.
Right now the problem child is the blaster turret, which is capable of dealing too much damage against other vehicles. Nerf it's damage by about 33%, and once again it's horrible for AV while still retaining the best AI of the large turrets.
There should be a trade off between AI and AV. Currently the blaster sacrifices close to no AV abilities but gains much AI potential. That's the root of the problem here.
Quick question, when was the Large Blaster designated "Anti-Infantry"? The Idea that a large cannon being designed as an anti-infantry weapon strikes me as something inherently unbalanceable. I'm not saying they shouldn't pack a punch against infantry just that I wouldn't expect a large gun to be as nimble at tracking the movements of small ground troops as accurately as they do. I always thought they were the anti-shield av cannons (a niche that is under filled right now), and the small turrets were the obvious assumption for anti-infantry capabilities. Size should not determine role. It's functionality that should. A blaster turret will always have high AI potential, so it should also have little AV potential as a trade-off. Blasters were also AV prior to 1.7, which what made them and Maddies so OP. They'd be slaughtering infantry, and then when another tank came around the corner, they'd just fire away and pop that tank, then go back to slaughtering infantry. You call this balanced? If size determined role, then why isn't it that HMGs can only kill heavies, rifles can only kill medium suits, and sidearms can only kill light suits? The problem with this is prior to 1.7, infantry AV were able to take out said Maddie. Now it has the same Killing power, with insane fuckin reps AND Weaker infantry AV to "contend" with. There's a good reason we've been complaining. edit - actually sorry I forgot, the blaster got a fuckin buff to damage once ammo came into play. The same killing power? Hardly... I used to be able to pull off 50/0 consistently (not dying because of LLAV backing me up with constant, higher reps than these current day passive reps). Now I am still waiting for my 40/X game but it will never come due to the reduced killing power. And I hope I never get that insane killint power of Scattered Ion Cannon back. That was OP if anything ever was OP in this game. But you had to at least pay dearly for that OPness.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 06:06:00 -
[10] - Quote
Duran Lex wrote:Harpyja wrote:Duran Lex wrote:Harpyja wrote:Atiim wrote: But then he'd cry about how someone who didn't spend as much SP as he did killed him.
Does not a proto dropsuit with max skills stand a much greater chance against a militia dropsuit with no skills? Does not a proto dropsuit with max skills have much more EHP than a militia dropsuit with no skills? You infantry scrubs think it's fine that a proto dropsuit can turn around and kill a militia dropsuit before they even get into armor, but you cry with outrage if vehicles were to also behave like that. I miss 1.6 now only because militia tanks were free kills and WPs. Give my basic Caldari medium as much EHP as a proto suit, then we'll talk. Oh wait, you don't want cheap, unskilled dropsuits to pose a threat to your proto suits I don't know what you are smoking man. Proto die all the time to militia. That's a reasoning used by AV to bring attention to HAV bias about you feeling proto weapons should scratch you unless grouped in numbers. How about you dig up posts where infantry have said a proto dropsuit shouldn't die to a militia. I'm curious if you can actually find one, for everyone I know that has played the game knows this to be a simple unavoidable fact. Bah. Only unskilled players in proto die to militia. Any skilled player in proto gear is near unkillable. Even if you begin hitting them from behind, they will turn around and melt you in half a second. So why shouldn't tanks be the same? Skilled tankers with proto-fit tanks being near unkillable, even when ambushed from behind. But that's not the case. No matter how skilled you are, there's barely much of a gap between unskilled and skilled tankers. So come back to me when my unskilled dropsuit is almost equal to a fully skilled proto suit. Wtf are you talking about man. The difference between proto dropsuits and militia are a hundred or two ehp, and a few select skills increasing in few percentages. Do you REALLY want me to explain to you the difference between a proto AV dropsuit and a ******* mlt HAV? Wait, wait, wait... My unskilled STD dropsuit has ~300 EHP and my skilled proto one has ~1000 EHP, both Min logis. That's +233% EHP in comparison to the STD, well, unskilled tanker and a maxed out tanker has the exact same EHP. In the best case scenario the skilled one might have ~12.6% more EHP than the unskilled one. In my world that is nowhere near that 233% increase.
PS. I hope I was able to sparse to quotes right on my phone.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 06:41:00 -
[11] - Quote
Denn Maell wrote:True Adamance wrote:Monkey I don't think appreciates what Tankers attempt to do for the team.
Personally I don't care about kills, WP, or Deaths. Just about the win. But as people often say to me.
"True how can you be helping us win if all you are doing is killing ****?"
Which is why I don't do that. I provide my squad and crew mates, yes I often have crew, with a platform from which to deploy and be supported from. This means I don't get 3x Reppers or hardners. It does however mean I get gunners.
Most players see tanks and kill farming machines, and yes you can kill farm with them, but that doesn't stop them being a valuable and tactical asset in the field.
What I currently dislike is to see tanks being abused under casualist mechanics and poor AV balance.
I would like to see more tankers supporting the squad rather than just shark attacking anything they see. Its often the tank driver is seen as a 'lone wolf' who is very efficient at killing and very difficult to kill. When I'm playing with a squad, they usually tell me what threatens them and where and so I can go help them out, and in return they tell me what threatens me and where and eliminate it if possible.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 06:59:00 -
[12] - Quote
Monkey MAC wrote:True Adamance wrote:Monkey I don't think appreciates what Tankers attempt to do for the team.
Personally I don't care about kills, WP, or Deaths. Just about the win. But as people often say to me.
"True how can you be helping us win if all you are doing is killing ****?"
Which is why I don't do that. I provide my squad and crew mates, yes I often have crew, with a platform from which to deploy and be supported from. This means I don't get 3x Reppers or hardners. It does however mean I get gunners.
Most players see tanks and kill farming machines, and yes you can kill farm with them, but that doesn't stop them being a valuable and tactical asset in the field.
What I currently dislike is to see tanks being abused under casualist mechanics and poor AV balance.
True, I have ever since about 1.4 appreciated that there are some tankers who go above and beyond, I know you are one of the few, but after dealing with Spkr, sTaki and their little band of tryhards for well over a year now, you cannot demy a large majprity of the tanking community are just after eaay kills. I whooly understand not all of them are like that and have had the privilege of working with 1 or 2, but those of you who really play with your team are few and far between. Masad, of course the Missile Tank is mostly AV, but once again it was stipulated, no stacking, so your kind of loadingnthe question don't you think? Also I would like to ask why you think it's unacceptable for an AV logi to die 8+ times fighting tanks, as it stands AV is a suicide run, with 500 HP/s just mere suppression doesn't work, because you rep back in less than 15 seconds. Once again your forcing us to have to outright kill you just to get a minutes breathing room. If you are redline suiciding yourself in a tank, you really are just stupid, I will talk to you about sacrifice as much as damned well want, as for my fits, no unlike you suggest I do not stack EHP, most of my Triage Logi is speed and scanning and hacking, using just 3 modules that effect my tank (1 of them negatively), no doubt about though infamtry modules are just as screwed, in most cases EHP modules provide more benifits and that needs changing, we need to encourage more variety in infamtry fits. I said no stacking because whenever we stack any modules the AV community cries OP and unfair.
Often times the only way to deal with those deep-in-the-redline cowards is to go out there and kill yourself and hopefully take them with you. If I don't go out there, they will just stay there pounding our team safely from the distance with no risk and all reward. So you think I'm stupid because I take care of the guy that is hated by the whole community? I may be stupid, yes, but I do it out of willingness to try to help. But yes, I'm stupid, if I was smart, I would only play for my own enjoyment, not anyone else's.
When you are using AV, you cannot expect to go take the HAV head on, you gotta use the environment as your cover. And I was in a match yesterday where there was ADV minmando pounding my friend's triple rep Maddy (I don't use triple rep myself) with swarms and he made the observation that if that minmando would ever get 5 volleys off, it would kill him, but fortunately that minmando was stupid enough to stay out in the open every single time, so he was dead before he could fire 5 times. If he had taken elevated position, he could have easily gotten 5 shots off if my friend would have remained within his range. So if you engage the HAV where it is at it's strongest, you are expected to lose. Engage it where the HAV is at it's weakest and you will come out on top almost every time.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
458
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Posted - 2014.04.23 13:36:00 -
[13] - Quote
Mojo XXXIII wrote: The reduced lock-on range almost forces a Swarmer to take the HAV on head-on, whether he wants to or not. Against any kind of skilled HAV driver, he will inevitably have to stray out in the open in order to re-aquire the lock after each volley, particularly if the HAV is making any effort whatsoever to evade.
If the HAV bolts or tries to take cover, the AV with the Swarms HAS to chase him in order to keep the damage up before he has a chance to repair, otherwise his time, effort, and ammo has been essentially wasted, while the HAV returns at full strength, like nothing happened.
And, unlike your friend in the HAV, the AV with the Swarms is very vulnerable to regular Infantry, Snipers, Cloaked Shotty Scouts, etc. (and his first volley pinpoints his location to all them) so taking an elevated position is not necessarily the wisest course of action, and would only have really worked if you're friend in the HAV remained within his range (which is unlikely).
Sure, engaging an HAV where it is at it's weakest is good advice, but it is also easier said than done, usually requiring the AV to put himself in harms way, with a weapon that is useless against the majority of the enemy team (i.e. the other 15 guys that AREN'T inside the HAV he's trying to take down).
In their current state, I'd say that Swarms are little more than a nuisance to anyone but the worst driver in the crappiest of vehicles, and nowhere near worth the investment of SP or ISK required to even give them a chance at being a viable form of AV.
The reduced lock-on range is an unfortunate side effect of CCP not knowing how to fix rendering, Swarms are invisible yet again from 100m and farther away. When 1.7 deployed they were only invisible at the most extreme ranges (170m+). Until such a time that CCP fixes Swarm rendering the range cannot go up, unfortunately, because I too think it's not enough, but is it fair when you don't even know you are about to get hit and have no idea from which direction?
If the HAV goes for cover, it means it's not posing any threat, you have effectively eliminated that threat from that particular area assuming you are in a position where you cannot be easily killed by infantry. If the tanker tries to do anything useful, he will have to come and put him/herself under fire. Same goes for infantry, if you make an infantry guy run for his life, you have eliminated that threat until such a time that he/she comes back with full health.
Snipers are an issue, but we do have Rails as a similar issue as well. Dropships even have Large Missiles as an issue with their unlimited range.
Well, if you are high up in a building inside a compound and a tank decides to enter the compound, now, your highest advantage here is that you know which routes that tank has to take and you use that advantage wisely. If you get killed by infantry, that means your infantry is not doing their job and it's not the tanker's fault because there's very little that tanks can do inside compounds.
Swarms are quite a bit more than "little more than a nuisance" to most vehicles, maybe not without damage mods and maybe not without minmando, but they can be extremely dangerous in the right hands.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
460
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Posted - 2014.04.23 14:36:00 -
[14] - Quote
Mojo XXXIII wrote:Sorry, allow me to clarify:
Anything less than Proto Swarms, with full stacked Damage Mods, the extra damage bonus from a Minmando Suit, and the assistance of two or three other Dedicated AV, all working together against an inexperienced, unskilled driver in anything less than an Advanced HAV, is little more than a nuisance, and simply not worth the SP or ISK investment.
To use Swarms in their current state, a player has not choice to go fully Modded and optimized Proto (just to have a chance at maybe, possibly taking on a lesser tier HAV, but only under absolutely ideal circumstances), or they might as well not bother speccing into them at all. We have no choice to go for anything more than STD so I guess the game has to be balanced in a stupid way... And I don't agree with it, they need to bring out everything first and then balance around that, not balance around what we have now and then completely break the balance when more powerful stuff is released...
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
460
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Posted - 2014.04.23 14:40:00 -
[15] - Quote
Django Quik wrote:The state of tanks since their reboot in 1.7 has been very sad. The way CCP keeps going about things leaves only one viable way to tank at a time. What they need to do is make every style of tank viable. A dual hardened tank should not be the obvious choice over everything else. A triple repping tank should not be the obvious choice over everything else. Every style should have an area to excel in but not stomp over ALL. A jack of all trades tank (1 x hardener, 1 x repper, 1 x plate) should be useful in many situations but not great at any.
It's really not all that different to infantry but even there we have problems with bricktanking being the go-to fit for everything.
We need more rock paper scissors situations in all areas of this game and between tanks vs tanks, ADS vs ADS and infantry vs infantry as well as everything inbetween.
I'm not crying about triple reppers or dual hardeners or anything like that. It's just saddening seeing one type of vehicle out there and must be boring for those players who are running the same thing every single game. I wished they'd not nerfed hardeners like they did but applied a repping penalty to them instead. I wish they'd bring back active reppers at the strength of current passive reppers and make passive repping much lower. I don't want anything to be obviously weaker than anything else - I want everything to have its place and be useful in the right situations; not ALL situations and not NONE either. I agree with everything except active reppers being the only as strong as current passive reppers... I think active reppers need to be considerably more powerful but at the same time have long cooldowns and for that to work we might need slightly stronger plates to survive at all before having to activate repper. I used to rely heavily on remote reppers and shield transporters but we don't have those anymore...
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
462
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Posted - 2014.04.23 16:56:00 -
[16] - Quote
Django Quik wrote:MarasdF Loron wrote:Django Quik wrote:The state of tanks since their reboot in 1.7 has been very sad. The way CCP keeps going about things leaves only one viable way to tank at a time. What they need to do is make every style of tank viable. A dual hardened tank should not be the obvious choice over everything else. A triple repping tank should not be the obvious choice over everything else. Every style should have an area to excel in but not stomp over ALL. A jack of all trades tank (1 x hardener, 1 x repper, 1 x plate) should be useful in many situations but not great at any.
It's really not all that different to infantry but even there we have problems with bricktanking being the go-to fit for everything.
We need more rock paper scissors situations in all areas of this game and between tanks vs tanks, ADS vs ADS and infantry vs infantry as well as everything inbetween.
I'm not crying about triple reppers or dual hardeners or anything like that. It's just saddening seeing one type of vehicle out there and must be boring for those players who are running the same thing every single game. I wished they'd not nerfed hardeners like they did but applied a repping penalty to them instead. I wish they'd bring back active reppers at the strength of current passive reppers and make passive repping much lower. I don't want anything to be obviously weaker than anything else - I want everything to have its place and be useful in the right situations; not ALL situations and not NONE either. I agree with everything except active reppers being the only as strong as current passive reppers... I think active reppers need to be considerably more powerful but at the same time have long cooldowns and for that to work we might need slightly stronger plates to survive at all before having to activate repper. I used to rely heavily on remote reppers and shield transporters but we don't have those anymore... Yeah, I'd agree to that - when I've talked of this elsewhere I've said at least as powerful as current passive reppers. I don't think you could make them 'considerably stronger' though because then you'd get people stacking multiple active reppers and have the same constant super repping effect. The principle is all there anyway - just needs fine tuning (no CCP, put down that sledge! ) We used to have 5 slots. Higher active reps than current triple passive reps. Who stacked them? No one. The fitting cost was set just right.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
464
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Posted - 2014.04.23 18:56:00 -
[17] - Quote
Mojo XXXIII wrote:Harpyja wrote:Mojo XXXIII wrote:NAV HIV wrote:Mojo XXXIII wrote:Sorry, allow me to clarify:
Anything less than Proto Swarms, with full stacked Damage Mods, the extra damage bonus from a Minmando Suit, and the assistance of two or three other Dedicated AV, all working together against an inexperienced, unskilled driver in anything less than an Advanced HAV, is little more than a nuisance, and simply not worth the SP or ISK investment.
To use Swarms in their current state, a player has not choice to go fully Modded and optimized Proto (just to have a chance at maybe, possibly taking on a lesser tier HAV, but only under absolutely ideal circumstances), or they might as well not bother speccing into them at all. I think Wyrkomi costs 77k each =< Soma/Sica Wyrkomi Swarms, plus Damage Mods, plus the Proto Suit costs 150k+ each (anything less is ineffective and basically pointless). Probably about half as much as a tanker's suit + tank but, then again, that tanker's basically got an extra life. Think of it as the necessary expense to wear what is essentially two suits. One (the tank) that has an insane amount of hitpoints and firepower compared to my AV suit, that you can jump out of just before it is destroyed and continue playing, and the other (your Dropsuit), that you can continue to be effective in once your tank is gone. If I take even a fraction of the damage that your HAV does, I'm dead and respawning. You can take a ton of damage and hop out, still at full health and ready to continue fighting, at which point you should have zero difficulty finishing me off, since I'm standing there with a weapon that doesn't work against Infantry. HAV pilots also have a ton more survivability compared to their AV counterparts. They have a ton of hitpoints, tons of firepower that can be effective against Infantry AND other vehicles, and are immune to one-hit killers like Snipers or SG Scouts, while the AV is vulnerable to everything on the field while their attention is on the HAV. AV tend to die much more than the HAV pilot so, if I had to guess, I'd say that our overall per-match expenses are close to, if not more than, that of the HAV, while our end-of-match payout is significantly less. When was the last time you saw an AV go 10-1, or 15-2, or 20-0 in a match? When was the last time you saw a tanker top the scoreboard? Only scrubs who value their precious KDR jump out of their tanks before they blow up. Tanks are not disposable dropsuits; they are a role to be skilled into, just like any other dropsuit. Also, KDR is not the be-all end-all statistic. I often top the scoreboard with less than 10 kills. It's because I'm a missile Gunnlogi, so destroying other vehicles is my primary focus which nets WPs more so than KDR. Logibros can also top the scoreboard without getting any kills. Does that mean though that they are ineffective if they didn't get any kills? An AV'er does not need to go 10-1 or something high like that. They get much more WP for damaging and destroying vehicles than killing infantry. It was not a point of KDR, but more profit versus loss. Top of the scoreboard = higher payout. For example: If an HAV costs 300k, plus another 100k for the driver's dropsuit, for a total of 400k... and my Proto AV suit, including Proto Swarms cost 150k... and I die 5 times in a match while trying to take out the HAV, but manage to eventually take him out in the process... but, in the meantime that HAV racks up 10 kills... He'll probably be awarded more WP, and a higher ISK payout than I will at the end of the match, for going 10-1 than I will for going 1-5 (even with damage points). His total expenditure = 400k ISK. My total expenditure = 700 ISK. It just isn't cost-effective, with regard to SP required to specialize and ISK awarded at the end of the match, to specialize in AV, not when there are so many easier, more rewarding alternatives (Logi, for example). If you want to bring ISK into the argument I can tell you that tank vs tank fights are even less profitable. I can roam around in my 700K ISK tank with 2 gunners and get 2 shotted down by a 70K Sica. So, 1 death = 700K... how many times can you die for that price?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
465
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Posted - 2014.04.23 19:19:00 -
[18] - Quote
Atiim wrote:MarasdF Loron wrote: If you want to bring ISK into the argument I can tell you that tank vs tank fights are even less profitable. I can roam around in my 700K ISK tank with 2 gunners and get 2 shotted down by a 70K Sica. So, 1 death = 700K... how many times can you die for that price?
If your loosing 700k ISK per tank death, it's your own fault. Just about every vehicle module in the game yields little to no benefits across higher tiers, meaning you could run the basic with no issues in performance. Though at 700k, I could die about 2-3 times depending on my fit. Uh... Proto turrets =/= STD turrets...
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
465
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Posted - 2014.04.23 19:28:00 -
[19] - Quote
Mojo XXXIII wrote:NAV HIV is the one who brought ISK into the argument, not me. I just pointed out that running an EFFECTIVE dedicated AV is not a profitable venture, by any means (potentially less so in the long run than running an HAV).
Sure I can run a cheaper fit, but I'll probably only make a few damage points. I certainly doubt I'll be destroying anything less than militia LAV's with basic swarms, but I might turn a small profit at the end of the match (nowhere near what the slayers or Logis or HAV drivers will, though).
But, if I want to even have a chance at putting a dent in any significant HAV, I'll have to put full Proto on the line every time and, considering how many threats there are to me while I'm shooting at the HAV, the risk just isn't worth the potential reward and, while I might cost that HAV driver msome money, I'll also be losing money myself in the process. HAV drivers only make profit in ambush.... Unless you use a Soma or Sica all the time...
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
468
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Posted - 2014.04.24 16:09:00 -
[20] - Quote
NAV HIV wrote:MarasdF Loron wrote:Mojo XXXIII wrote:NAV HIV is the one who brought ISK into the argument, not me. I just pointed out that running an EFFECTIVE dedicated AV is not a profitable venture, by any means (potentially less so in the long run than running an HAV).
Sure I can run a cheaper fit, but I'll probably only make a few damage points. I certainly doubt I'll be destroying anything less than militia LAV's with basic swarms, but I might turn a small profit at the end of the match (nowhere near what the slayers or Logis or HAV drivers will, though).
But, if I want to even have a chance at putting a dent in any significant HAV, I'll have to put full Proto on the line every time and, considering how many threats there are to me while I'm shooting at the HAV, the risk just isn't worth the potential reward and, while I might cost that HAV driver msome money, I'll also be losing money myself in the process. HAV drivers only make profit in ambush.... Unless you use a Soma or Sica all the time... My Scout suit = 186k Total EHP 240 My Maddy Blaster 172k lol HAV drivers only make ISK in Ambush ?! lol If i run my tank i can make 1.5 - 2 mil in 4 rounds... Without losing any ISK... If i run my scout suit for 4 rounds, i'll be surely losing a mil or two... I deleted my Swarm fitting. SOMA with MLT Rail Turret and Damage mods is still 1 third of the Cost of my AV suit... You must tell me your secrets of not running into enemy vehicles (stronger than your STD/MLT Blaster). Also you must tell me how you earn 375-500k per round without risking much. I usually make like 200-300k with 3000-4000 WP and 0 deaths and being on top of the leaderboard while risking 500-700k myself. It's very rare to get 450k+ anymore these days and that requires lots of vehicles destroyed, no amount of proto suits killed yield that much.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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