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Nothing Certain
Bioshock Rejects
519
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Posted - 2014.04.23 07:03:00 -
[31] - Quote
Auris Lionesse wrote:Balanced would be 1.
Av should blow up tanks and tanks should kill infantry. the whole a good tanker can survive thing is bs. Tankers can kill avers infantry can't kill tanks like they used to. Meaning tanks need to be as vulnerable to av as infantry is to vehicles now
Balance is 1:1:1
My reasoning mirrors your own. It needs to be remembered that we are talking about players, whether they are in a vehicle or not, they are still just 1 player and the balance needs to be made between players, not an emotional pre - conceived idea about what tanks should be. Two players with the same SP, same ISK investment and same skill should have equal chances of killing each other. 1:1 is balanced, I have a hard time understanding how giving one player a huge advantage is balanced, which is why I ask the question I did. I really would like to hear a sound reason other than "its a tank".
I understand that tankers can spend much more ISK and the should gain advantage from that, but it should, in my mind, be commensurate with ISK expenditure/advantage in the rest of the game. A proto CR costs 30X what a STD one does yet only does 10% more damage. A good tank may cost 10X an equivalent dropsuit so what should it's advantage be? 10%? 25%? Why is it 200% or so?
Anyway, I really just want to hear people's opinions about this one metric, because I think it boils down the argument to how you view the tanks position in this game. It is academic, no one will stand for the kind of changes needed to achieve the balance I describe, and even I prefer not to have it.
Because, that's why.
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Monkey MAC
Rough Riders..
2628
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Posted - 2014.04.23 07:06:00 -
[32] - Quote
If tanks are balanced, around about the same KDR as anyone on an equal skill level who isn't a Logi or AV. You shouldn't be getting hundreds of kills, tanks have a much more tactical advantage than just kills.
I would EXPECT considerably more WP by being a tanker.
Transport Assists Vehicle Spawns Suppression Assists Vehicle Damage Triage/Guardian Points Intel Kill Assists
A tanker should be rewarded for more actions than just killing. Say he roles into an enemy line at high speed kills 3-4 infamtry before retreating, the actions of pushingnthat line will cause more units than just the ones he kills to open fire on him. He has therefore distracted the enemy and should be given a small reward.
As it stands there are only 3 things you get WP for in a tank, Kills, Vehicle damage/destruction, you gunner killing someone. So you are only rewarded for doing those actions, tankers need rewards for action that currently not a lot of them do. A tank can and should be a hell of a lot more of a team asset then it currently is.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2628
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Posted - 2014.04.23 07:19:00 -
[33] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Auris Lionesse wrote:Balanced would be 1.
Av should blow up tanks and tanks should kill infantry. the whole a good tanker can survive thing is bs. Tankers can kill avers infantry can't kill tanks like they used to. Meaning tanks need to be as vulnerable to av as infantry is to vehicles now
Balance is 1:1:1
How can you equate a hard armor infantry support ... anti-vehicle " Machine " against a " Meat-Bag " ??? That's like saying , " A car should be as strong as a person or the person that's driving it . " and if that was the case ... there would be way more vehicular homicide's . That's in the physical since and not mentally , a good driver is a strong driver like a good anti-vehicle trooper is a strong one , but again that's mental . People that say that just don't make much since to me but what do I know ??? Comparing a vehicle machine to a person slash " Meat-Bag " just doesn't seem like sound reasoning or balance .
Its pure and simple algebra actually.
1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV
1man < 1tank < 1AV < 1man
That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry
This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back.
Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained.
If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 08:07:00 -
[34] - Quote
I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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SGT NOVA STAR
Ahrendee Mercenaries
234
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Posted - 2014.04.23 09:06:00 -
[35] - Quote
8.7+ is mine but im in DNS so i need it that hight :-P but for real i ran with dr spaz and zitro all the time (i heard he just started liking girls now). DONT GO BOOM...or don't go against me.
VAYU! I CHOOSE YOU!
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SGT NOVA STAR
Ahrendee Mercenaries
234
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Posted - 2014.04.23 09:08:00 -
[36] - Quote
MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike
VAYU! I CHOOSE YOU!
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
457
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Posted - 2014.04.23 09:16:00 -
[37] - Quote
SGT NOVA STAR wrote:MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike I'm not talking about stomping wannabe tankers, I'm talking about going up against proper tankers.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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shaman oga
Nexus Balusa Horizon
1902
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Posted - 2014.04.23 09:22:00 -
[38] - Quote
At the end of 1.6 when my alt was a full time tanker and vehicle specialist i had 5, now idk. Tanking was good before, even if there was invisible swarms.....
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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SGT NOVA STAR
Ahrendee Mercenaries
234
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Posted - 2014.04.23 09:27:00 -
[39] - Quote
MarasdF Loron wrote:SGT NOVA STAR wrote:MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike I'm not talking about stomping wannabe tankers, I'm talking about going up against proper tankers. well the question was TANKER KDR. OP didn't really say "it only counts if you kill an actual tanker" then you'll have to have that "Whos dusts tankers" convo again. it doesn't matter what you kill or how, just have a high KDR if your a tanker. your in a mobile fortress, were OP right now, aint no good tanker suppose to be going boom all the time.
VAYU! I CHOOSE YOU!
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Monkey MAC
Rough Riders..
2628
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Posted - 2014.04.23 09:29:00 -
[40] - Quote
MarasdF Loron wrote:SGT NOVA STAR wrote:MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike I'm not talking about stomping wannabe tankers, I'm talking about going up against proper tankers.
Depends though doesn't, if we want (and I can only assume we all do) to keep the regularity of tanks as near as damn it to now, I would expect AV Tanker to probably be as good (overall) as a Infantry Slayer. You can't really give a fixed value because there are too many variables.
All the OP really wants to know is, do you think a tanker should have a higher or lower KDR than equivalent skill infantry? Wether you disagree with me or not, I believe that role dependant a tanker should be ABOUT the same as infantry, unless of course you are role that has a high tendancy to die (AV, Logi, Vanguard Scout, Vanguard Heavy).
Although and I hope you do agree, there are considrably more actions that merit a warpoint reward that some tankers already do. MCRU spawn points, Intel Kill Assists, maybe even distraction and guardian bonuses (friendly infantry getting kills from within a certain proximty of your tank), stuff that encourages tighter play between vehicles and infantry.
At the same time infantry should be rewarded for protecting your tank, such as warpoint commisions for killing AVers who are firing upon you tank, triage points for tank healing etc.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
458
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Posted - 2014.04.23 10:04:00 -
[41] - Quote
Monkey MAC wrote:MarasdF Loron wrote:SGT NOVA STAR wrote:MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike I'm not talking about stomping wannabe tankers, I'm talking about going up against proper tankers. Depends though doesn't, if we want (and I can only assume we all do) to keep the regularity of tanks as near as damn it to now, I would expect AV Tanker to probably be as good (overall) as a Infantry Slayer. You can't really give a fixed value because there are too many variables. All the OP really wants to know is, do you think a tanker should have a higher or lower KDR than equivalent skill infantry? Wether you disagree with me or not, I believe that role dependant a tanker should be ABOUT the same as infantry, unless of course you are role that has a high tendancy to die (AV, Logi, Vanguard Scout, Vanguard Heavy). Although and I hope you do agree, there are considrably more actions that merit a warpoint reward that some tankers already do. MCRU spawn points, Intel Kill Assists, maybe even distraction and guardian bonuses (friendly infantry getting kills from within a certain proximty of your tank), stuff that encourages tighter play between vehicles and infantry. At the same time infantry should be rewarded for protecting your tank, such as warpoint commisions for killing AVers who are firing upon you tank, triage points for tank healing etc. There's few problems with your comparison of AV tanker vs infantry slayer. AV tanker has no way to get out of a no win situation, it's too big to hide and not agile enough to dodge enemy fire reliably while retreating and changing directions is slow so you cannot change your mind about which route to take in split second, all of which an infantry player can do. As a Slayer if you know you wont come out on top in a situation, most of the time you can run for cover. Also you as a Slayer will most likely have anywhere between 800-1000 EHP and the infantry that you stomp has 300-500 EHP (of course slayer vs slayer this doesn't apply) but tankers have only marginal EHP differences between fits and SP levels. That is why it is highly unlikely to kill 5 enemy tankers who know what they are doing one after another without dying. And it is almost impossible to engage in 1v2 and come out on top, where as infantry can do 1v5 and come out on top.
Why is that? Time for arbitrary numbers: 5200 EHP and 800 DPS vs 5200+5200 EHP and 800+800 DPS, big enough targets to not miss. Or you could have 1000 EHP and 500 DPS vs 500+300+400+300+300 EHP and 300+400+350+400+300 DPS, small enough targets to miss if strafing.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Monkey MAC
Rough Riders..
2628
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Posted - 2014.04.23 10:30:00 -
[42] - Quote
MarasdF Loron wrote:Monkey MAC wrote:MarasdF Loron wrote:SGT NOVA STAR wrote:MarasdF Loron wrote:I don't think it should be anything, it depends on how you use it and how good you are but against infantry it can range from 6.0 to 100+ however if you are someone who only does tank v tank I think anything above 2 is good, 3 is "you're pretty good", 4 is awesome and 5 is godlike. Tanker all time kdr usually is somewhere slightly above the best slayers. Total kill count per match is however considerably lower for a tanker than it is for the best slayers in a single match, ambush is however completely random as it depends so much on the spawns. 5 is godlike? k.... id say 10 would be godlike I'm not talking about stomping wannabe tankers, I'm talking about going up against proper tankers. Depends though doesn't, if we want (and I can only assume we all do) to keep the regularity of tanks as near as damn it to now, I would expect AV Tanker to probably be as good (overall) as a Infantry Slayer. You can't really give a fixed value because there are too many variables. All the OP really wants to know is, do you think a tanker should have a higher or lower KDR than equivalent skill infantry? Wether you disagree with me or not, I believe that role dependant a tanker should be ABOUT the same as infantry, unless of course you are role that has a high tendancy to die (AV, Logi, Vanguard Scout, Vanguard Heavy). Although and I hope you do agree, there are considrably more actions that merit a warpoint reward that some tankers already do. MCRU spawn points, Intel Kill Assists, maybe even distraction and guardian bonuses (friendly infantry getting kills from within a certain proximty of your tank), stuff that encourages tighter play between vehicles and infantry. At the same time infantry should be rewarded for protecting your tank, such as warpoint commisions for killing AVers who are firing upon you tank, triage points for tank healing etc. There's few problems with your comparison of AV tanker vs infantry slayer. AV tanker has no way to get out of a no win situation, it's too big to hide and not agile enough to dodge enemy fire reliably while retreating and changing directions is slow so you cannot change your mind about which route to take in split second, all of which an infantry player can do. As a Slayer if you know you wont come out on top in a situation, most of the time you can run for cover. Also you as a Slayer will most likely have anywhere between 800-1000 EHP and the infantry that you stomp has 300-500 EHP (of course slayer vs slayer this doesn't apply) but tankers have only marginal EHP differences between fits and SP levels. That is why it is highly unlikely to kill 5 enemy tankers who know what they are doing one after another without dying. And it is almost impossible to engage in 1v2 and come out on top, where as infantry can do 1v5 and come out on top. Why is that? Time for arbitrary numbers: 5200 EHP and 800 DPS vs 5200+5200 EHP and 800+800 DPS, big enough targets to not miss. Or you could have 1000 EHP and 500 DPS vs 500+300+400+300+300 EHP and 300+400+350+400+300 DPS, small enough targets to miss if strafing.
While this is true you also have to consider positioning, a tanker can take much more advantage of getting behind there opponent, mainly that a turret takes time to turn. With AV you can use objects and sockets as soff cover, you can even use the lay of the land to you advantage.
Also not meaning to be rude, but as a Slayer I typically run 480 EHP amd I slay suits with typically between 800-1000 EHP
There are no doubt differences, but a skilled slayer is at no less a disadvantage in 1v5 fight than a tank, stealth kills are a whole different kettle of fish. Although I would like to refemce missile tanks as being the closest to a stealth kill on a tank. Im only saying when tanks are balanced both against AV and vehicles, a tanker taking on an Anti infantry role shouldn't really excel in KDR than an equivalent skilled infamtryman doing the same role.
However there are more tactical advantages that will allow a team with a tank to excel more. 1tank = 1man but 1tank + 4men > 5men
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Ryme Intrinseca
Fatal Absolution Dirt Nap Squad.
961
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Posted - 2014.04.23 10:35:00 -
[43] - Quote
Athena Sentinel wrote:CCP are game simulators. See EVE for details. Its amazing real science and math simulating space,
Dust is a version of that. Lets not get hung up there. But themed with EVE is similar and hopeful soon joined.
My point. In real life if a army had a tank there was clear unstoppable power. The other army had to deploy specialized tactics or deploy a tank... Before this horses on the battle field played the same unstoppable power.
I don't use tanks, but if they get 40-0 and you QQ ... Bad on you. If you hate it so much specialise to blow them up - the gratification will be 10 fold fueled by revenge. If ccp are in the 'simulation' business, and an advanced rifle costs around 10,000isk, tanks should cost over 100 million isk apiece. That would reflect the real world ratio between the cost of a tank and the cost of a rifle. See for instance pricing of bulk purchases of M4s (a few hundred dollars each) versus M1 abrams (many millions of dollars each).
Of course, tanks shouldnt really be priced at 100mil+ isk. That would be realistic, but stupid, just as tanks dominating infantry is realistic but stupid. The primary consideration should be game balance, which means moderately powerful tanks at moderate prices. |
Jack McReady
DUST University Ivy League
1340
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Posted - 2014.04.23 10:39:00 -
[44] - Quote
Monkey MAC wrote: Its pure and simple algebra actually.
1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV
1man < 1tank < 1AV < 1man
That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry
This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back.
Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained.
If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance.
too bad CCP Shanghai logic does not work like that |
Monkey MAC
Rough Riders..
2628
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Posted - 2014.04.23 10:41:00 -
[45] - Quote
Jack McReady wrote:Monkey MAC wrote: Its pure and simple algebra actually.
1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV
1man < 1tank < 1AV < 1man
That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry
This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back.
Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained.
If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance.
too bad CCP Shanghai logic does not work like that
In time my friend, in time.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Django Quik
Dust2Dust.
2948
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Posted - 2014.04.23 10:46:00 -
[46] - Quote
Tankers KDR should be no different to anyone else's. If the advantage to rolling around in hulking great 4000ehp+ vehicles mean getting killed less, it should not be easy to get dozens more kills too. No one should be able to have tank and slay all in one set up, whether infantry or vehicle user.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Harpyja
Molon Labe. General Tso's Alliance
1637
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Posted - 2014.04.23 13:41:00 -
[47] - Quote
Monkey MAC wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Auris Lionesse wrote:Balanced would be 1.
Av should blow up tanks and tanks should kill infantry. the whole a good tanker can survive thing is bs. Tankers can kill avers infantry can't kill tanks like they used to. Meaning tanks need to be as vulnerable to av as infantry is to vehicles now
Balance is 1:1:1
How can you equate a hard armor infantry support ... anti-vehicle " Machine " against a " Meat-Bag " ??? That's like saying , " A car should be as strong as a person or the person that's driving it . " and if that was the case ... there would be way more vehicular homicide's . That's in the physical since and not mentally , a good driver is a strong driver like a good anti-vehicle trooper is a strong one , but again that's mental . People that say that just don't make much since to me but what do I know ??? Comparing a vehicle machine to a person slash " Meat-Bag " just doesn't seem like sound reasoning or balance . Its pure and simple algebra actually. 1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV 1man < 1tank < 1AV < 1man That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back. Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained. If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance. It annoys me oh so much when all of you generalize tanks and basically ask for blanket nerfs.
All tanks are NOT the same. So stop generalizing them.
Balance should look like this: AI tank (blaster) > infantry > AV infantry > AV tank (missile/rail) > AI tank
I'm already forced to retreat with my missile tank at the presence of AV so I think that part of the equation is balanced. Blaster tanks have too much AV potential so that part still needs balancing through a blaster damage nerf. There needs to be a trade-off between AI and AV.
Any argument that says that it shouldn't take a tank to kill a tank (as evidenced by AV tank > AI tank) is just wrong to make. Tanks and vehicles in general are very much roles just like infantry. Why does it take a dropsuit to kill an AV dropsuit then?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
2303
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Posted - 2014.04.23 13:46:00 -
[48] - Quote
jerrmy12 kahoalii wrote:Nothing Certain wrote:Obviously there are not enough threads about tanks or protostomping so I thought I would rectify that.
When discussing balance there is no single metric that can encompass all the variables but kdr is probably the best one to compare. So what do you think the AVERAGE tanker kdr should be? Why? What do you think it is right now? 5.0 maximum
fixed. Right now, it can be easily 20+ if you know how / when to move
-#Firmocosìperchènonhopersonalità
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Lorhak Gannarsein
Science For Death
2912
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Posted - 2014.04.23 13:51:00 -
[49] - Quote
Charlotte O'Dell wrote:ait...are you suggesting we use KDR to gauge BALANCE!?
Who even cares!?
All a high KDR means is an ambush stomping tank noob.
In Chrome we had a word for those people: Fags.
But I digress, a railgun or missile specced tanker will have a lower KDR than a blaster specced pilot. Char's got a 2.5 or something :P
By old standards that'd be appalling; most tankers I know these days have heavy infantry presence and have comparatively poorer KD as a result; there's also the fact that more time is spent killing tanks as opposed to infantry which results in a lower KD anyway (because tank kills = WP not KD).
So to answer your question, I'd say a skirmish KD for AI focused tankers (which shouldn't exist IMO) of about eight at the top end (taking into account the top end of infantry players who typically have a six or thereabouts).
Pure AV tankers should have a 3-4 KD in matches where they actually tank; most matches don't require dedicated AV to that degree, though.
(I'm referring to pubs and high-skilled veteran players; this is not saying 'if you run an 0SP Sica you should kill six tanks for your one).
Feel free to flame me if you disagree, though, people who are actually dedicated tankers these days.
(I used to have 70% of my SP dedicated to vehicles, these days I have about 25%. The difference between 13M and 40M SP xD)
ak.0 4 LYFE
I am the Lorhak. I speak for the trees.
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Nothing Certain
Bioshock Rejects
519
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Posted - 2014.04.23 14:11:00 -
[50] - Quote
Harpyja wrote:Monkey MAC wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Auris Lionesse wrote:Balanced would be 1.
Av should blow up tanks and tanks should kill infantry. the whole a good tanker can survive thing is bs. Tankers can kill avers infantry can't kill tanks like they used to. Meaning tanks need to be as vulnerable to av as infantry is to vehicles now
Balance is 1:1:1
How can you equate a hard armor infantry support ... anti-vehicle " Machine " against a " Meat-Bag " ??? That's like saying , " A car should be as strong as a person or the person that's driving it . " and if that was the case ... there would be way more vehicular homicide's . That's in the physical since and not mentally , a good driver is a strong driver like a good anti-vehicle trooper is a strong one , but again that's mental . People that say that just don't make much since to me but what do I know ??? Comparing a vehicle machine to a person slash " Meat-Bag " just doesn't seem like sound reasoning or balance . Its pure and simple algebra actually. 1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV 1man < 1tank < 1AV < 1man That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back. Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained. If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance. It annoys me oh so much when all of you generalize tanks and basically ask for blanket nerfs. All tanks are NOT the same. So stop generalizing them. Balance should look like this: AI tank (blaster) > infantry > AV infantry > AV tank (missile/rail) > AI tank I'm already forced to retreat with my missile tank at the presence of AV so I think that part of the equation is balanced. Blaster tanks have too much AV potential so that part still needs balancing through a blaster damage nerf. There needs to be a trade-off between AI and AV. Any argument that says that it shouldn't take a tank to kill a tank (as evidenced by AV tank > AI tank) is just wrong to make. Tanks and vehicles in general are very much roles just like infantry. Why does it take a dropsuit to kill an AV dropsuit then?
It doesn't take a dropsuit to kill an AV dropsuit, any tank can do it. The problem with your balance is that it takes a tank to kill a tank, therefore the team with the best tanker always wins. Infantry always dies to tanks also.
Because, that's why.
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1435
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Posted - 2014.04.23 14:20:00 -
[51] - Quote
KDR is completely meaningless.
THE MOST IMPORTANT STAT FOR BALANCE IS ISK EFFICIENCY. Average of ISK value of assets destroyed by tanks - ISK value of tanks lost. That should be 0. In other words tanks should cost about as much as they damage other things (including tanks and other vehicles).
If tanks are incredibly powerful, and guarantee you cause more financial damage to your opponents than they cost you, the only sane thing to do would be to run as many of them as possible (using alts in starter fits to farm as much ISK as possible to support the cost. EVE and DUST are both fought and won with ISK as much as with kills. Having a weapon that will likely destroy > 1 ISK for every ISK you spend is a ridiculously OP in the ISK war.
Best PvE idea ever!
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Monkey MAC
Rough Riders..
2629
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Posted - 2014.04.23 14:24:00 -
[52] - Quote
Harpyja wrote:Monkey MAC wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Auris Lionesse wrote:Balanced would be 1.
Av should blow up tanks and tanks should kill infantry. the whole a good tanker can survive thing is bs. Tankers can kill avers infantry can't kill tanks like they used to. Meaning tanks need to be as vulnerable to av as infantry is to vehicles now
Balance is 1:1:1
How can you equate a hard armor infantry support ... anti-vehicle " Machine " against a " Meat-Bag " ??? That's like saying , " A car should be as strong as a person or the person that's driving it . " and if that was the case ... there would be way more vehicular homicide's . That's in the physical since and not mentally , a good driver is a strong driver like a good anti-vehicle trooper is a strong one , but again that's mental . People that say that just don't make much since to me but what do I know ??? Comparing a vehicle machine to a person slash " Meat-Bag " just doesn't seem like sound reasoning or balance . Its pure and simple algebra actually. 1man = 1man 1 tank > 1man therfore in order for a balanced statement, something must be > than tank, but < than man. This is AV 1man < 1tank < 1AV < 1man That is balance, however as you are probably aware A tank can kill an AVer An AVer can kill infantry This is fair, because it is required for defence and you (should) be much less effective at doing so, thus you have a reduced chance of fighti g back against your counter, but you can at least fight back. Infantry cannot fight a tank, so instead we give supply depots which allows infamtry to swap out for AV, this is balanced because you can kill them before they get to the supply depot. In addition if they respawn, they already died once so baalnce is maintained. If however it requires multiple people to destroy/reasonably suppress (as in for a significant enough time to allow an infantry to make a push) then tank becomes greater than infantry and you end up with pure unbalance. It annoys me oh so much when all of you generalize tanks and basically ask for blanket nerfs. All tanks are NOT the same. So stop generalizing them. Balance should look like this: AI tank (blaster) > infantry > AV infantry > AV tank (missile/rail) > AI tank I'm already forced to retreat with my missile tank at the presence of AV so I think that part of the equation is balanced. Blaster tanks have too much AV potential so that part still needs balancing through a blaster damage nerf. There needs to be a trade-off between AI and AV. Any argument that says that it shouldn't take a tank to kill a tank (as evidenced by AV tank > AI tank) is just wrong to make. Tanks and vehicles in general are very much roles just like infantry. Why does it take a dropsuit to kill an AV dropsuit then?
I never said you can't kill a tank with a tank, but it should not be the only viable option, if you prefer it would be more like this.
1man < (1 AI tank < 1 AV tank) < 1AV < 1man
Because an AV tank, even a Rail is better than infantry right now, because it's so damn survivable. I generalise tanks no more than I generalize AI infantry.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Harpyja
Molon Labe. General Tso's Alliance
1641
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Posted - 2014.04.23 18:14:00 -
[53] - Quote
Monkey MAC wrote:I never said you can't kill a tank with a tank, but it should not be the only viable option, if you prefer it would be more like this.
1man < (1 AI tank < 1 AV tank) < 1AV < 1man
Because an AV tank, even a Rail is better than infantry right now, because it's so damn survivable. I generalise tanks no more than I generalize AI infantry. That's what I'm trying to get at, thanks.
AV infantry should have an easier time against AV tanks because those tanks can't fire back as effectively as an AI tank. AI tanks have the ability to shoot back at AV infantry, but there should be more factors involved than just simply saying that AV infantry > (AI) tank.
If the AV infantry gets an appropriate drop on the AI tank, then the tank will either have to react quickly and tactically to engage and eliminate the infantryman, or retreat and not risk a loss. That's why I didn't place AV infantry and AI tanks next to each other, because it's not as easy as saying that one should beat the other.
Personal skill and luck aside, the list generalizes how the counters should go. AV infantry should beat AV tanks, either by destroying them or forcing a retreat, though depending on how skilled the tanker is with their turret, they might be able to bring it to a stalemate. AV infantry against AI tanks should be about a stalemate, but depending on the situation and skill of both players, either side may get slightly favored.
Basically, the list I brought up shows an order of effectiveness. AI tank > infantry > AV infantry > AV tank > AI tank. AI tanks are most effective against infantry and should be least effective against AV tanks. Similarly, AV infantry should be most effective against AV tanks, with reduced effectiveness against AI tanks and least effective against infantry.
I consider infantry and AV tanks to be soft counters against themselves, because they can usually end up in a stalemate. Also, their hard counters (AI tanks and AV infantry, respectively) are much harder to engage and win against.
I hope what I'm trying to say makes sense. Again, I'm not trying to say that AV infantry can only take out AV tanks, for example. They will just have an easier time against them instead of AI tanks.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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CRNWLLC
Screwy Rabbit ULC
230
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Posted - 2014.04.23 18:33:00 -
[54] - Quote
jerrmy12 kahoalii wrote:Charlotte O'Dell wrote:ait...are you suggesting we use KDR to gauge BALANCE!?
Who even cares!?
All a high KDR means is an ambush stomping tank noob.
In Chrome we had a word for those people: Fags.
But I digress, a railgun or missile specced tanker will have a lower KDR than a blaster specced pilot. Your getting banned, because in a post the only word I said was "feg" so be prepared for people to report Political Correctness is massively OP! Nerf that sh!t!!!!
My other dropsuit is a Python.
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Omega Black Zero
Condotta Rouvenor Gallente Federation
21
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Posted - 2014.04.23 18:42:00 -
[55] - Quote
jerrmy12 kahoalii wrote:Charlotte O'Dell wrote:ait...are you suggesting we use KDR to gauge BALANCE!?
Who even cares!?
All a high KDR means is an ambush stomping tank noob.
In Chrome we had a word for those people: Fags.
But I digress, a railgun or missile specced tanker will have a lower KDR than a blaster specced pilot. Your getting banned, because in a post the only word I said was "feg" so be prepared for people to report
You're one of those kids who used to tell on the cool kids in school, eh? You should be a cop. |
Monkey MAC
Rough Riders..
2635
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Posted - 2014.04.23 18:51:00 -
[56] - Quote
Harpyja wrote:Monkey MAC wrote:I never said you can't kill a tank with a tank, but it should not be the only viable option, if you prefer it would be more like this.
1man < (1 AI tank < 1 AV tank) < 1AV < 1man
Because an AV tank, even a Rail is better than infantry right now, because it's so damn survivable. I generalise tanks no more than I generalize AI infantry. That's what I'm trying to get at, thanks. AV infantry should have an easier time against AV tanks because those tanks can't fire back as effectively as an AI tank. AI tanks have the ability to shoot back at AV infantry, but there should be more factors involved than just simply saying that AV infantry > (AI) tank. If the AV infantry gets an appropriate drop on the AI tank, then the tank will either have to react quickly and tactically to engage and eliminate the infantryman, or retreat and not risk a loss. That's why I didn't place AV infantry and AI tanks next to each other, because it's not as easy as saying that one should beat the other. Personal skill and luck aside, the list generalizes how the counters should go. AV infantry should beat AV tanks, either by destroying them or forcing a retreat, though depending on how skilled the tanker is with their turret, they might be able to bring it to a stalemate. AV infantry against AI tanks should be about a stalemate, but depending on the situation and skill of both players, either side may get slightly favored. Basically, the list I brought up shows an order of effectiveness. AI tank > infantry > AV infantry > AV tank > AI tank. AI tanks are most effective against infantry and should be least effective against AV tanks. Similarly, AV infantry should be most effective against AV tanks, with reduced effectiveness against AI tanks and least effective against infantry. I consider infantry and AV tanks to be soft counters against themselves, because they can usually end up in a stalemate. Also, their hard counters (AI tanks and AV infantry, respectively) are much harder to engage and win against. I hope what I'm trying to say makes sense. Again, I'm not trying to say that AV infantry can only take out AV tanks, for example. They will just have an easier time against them instead of AI tanks.
Yes of course, like we are both in agreement, an AI will always be better of than AV purely because of the AIs role, however that's down to the AVer
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2450
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Posted - 2014.04.24 00:45:00 -
[57] - Quote
jerrmy12 kahoalii wrote:Charlotte O'Dell wrote:ait...are you suggesting we use KDR to gauge BALANCE!?
Who even cares!?
All a high KDR means is an ambush stomping tank noob.
In Chrome we had a word for those people: Fags.
But I digress, a railgun or missile specced tanker will have a lower KDR than a blaster specced pilot. Your getting banned, because in a post the only word I said was "feg" so be prepared for people to report
I've been banned 14 times, already. Which alt do you think I should switch to?
Charlotte O'Dell is the highest level unicorn!
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4904
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Posted - 2014.04.24 00:50:00 -
[58] - Quote
KDR is a pretty damn useless statistic.
It all depends on fitting cost and what they're doing.
I'm from the weird side of the internet
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2450
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Posted - 2014.04.24 00:53:00 -
[59] - Quote
Lorhak Gannarsein wrote:Charlotte O'Dell wrote:ait...are you suggesting we use KDR to gauge BALANCE!?
Who even cares!?
All a high KDR means is an ambush stomping tank noob.
In Chrome we had a word for those people: Fags.
But I digress, a railgun or missile specced tanker will have a lower KDR than a blaster specced pilot. Char's got a 2.5 or something :P By old standards that'd be appalling; most tankers I know these days have heavy infantry presence and have comparatively poorer KD as a result; there's also the fact that more time is spent killing tanks as opposed to infantry which results in a lower KD anyway (because tank kills = WP not KD). So to answer your question, I'd say a skirmish KD for AI focused tankers (which shouldn't exist IMO) of about eight at the top end (taking into account the top end of infantry players who typically have a six or thereabouts). Pure AV tankers should have a 3-4 KD in matches where they actually tank; most matches don't require dedicated AV to that degree, though. (I'm referring to pubs and high-skilled veteran players; this is not saying 'if you run an 0SP Sica you should kill six tanks for your one). Feel free to flame me if you disagree, though, people who are actually dedicated tankers these days. (I used to have 70% of my SP dedicated to vehicles, these days I have about 25%. The difference between 13M and 40M SP xD)
Let's say someone runs nothing but blaster tanks - ever He would likely have a KDR of 8 The problem, however, is that if he wishes to survive when anything with a rail is called in, he'll need a tank fitting worth well over 400k. This means he is now risking, likely, more than he will make in a pub match even though he has a high chance of death if a true Tank Destroyer is brought to bear. So yes, a KDR focused tanker can easily have an 8:1, but he will also be poor. On the other hand, railgun fittings focus on vehicle kills and killing 4 tanks in a battle is pretty good and the fittings are much cheaper to be effective (80k for a decent sica) while also being much less likely to die, as a good rail tanker will be proactive about getting kills as he does not have the EHP to survive more than one person with a swarm launcher trying to kill him. This means he will have a much lower KDR, probably 2; 3 at the highest, but he will make more money. This is reflected in PC, as the richest and most in-demand tankers run Gunlogis with Particle Cannons.
If you wanted to somehow use KDR to balance this, I'd say that armor-related modules should be extremely powerful when compared to shield modules, but blasters should be more of a suppression weapon vs infantry, and only effective vs tanks when a damager mod is applied. I suggest doing this by reducing ROF while increasing DMG, so the DPS remains the same but the ability to hit infantry is dramatically decreased. On the flip side, shield modules should become worse- not so much in turns of modifier values, but in duration, so they work only long enough to fire 3 rounds and back away. Railguns are fine where they are; in fact,they are a might bit too powerful, but my suggestion to fix this is to have the charge up of 0.30 apply to every round fired.
TLDR: Rails too powerful vs vehicles Blaster too powerful vs infantry Armor hardeners and plates too weak Shield hardeners last too long
Charlotte O'Dell is the highest level unicorn!
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Benjamin Ciscko
Fatal Absolution
2060
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Posted - 2014.04.24 02:04:00 -
[60] - Quote
Does it matter my lifetime is 2.04 or so slowly rising I cared about K/D when it was Sh!tty (I still remember dat mail Adamance) but now meh. My weekly hovers around 6 Monthly hovers 5 if I purely ambush stomped I could achieve about 10-11 weekly with relative ease. K/D means nothing just because Duna's K/D is 17 times mine doesn't mean I won't beat him 5/4 times
ISK Donuts are delicious
Q_Q Moar
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