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Thread Statistics | Show CCP posts - 2 post(s) |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
770
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Posted - 2014.04.30 03:06:00 -
[1] - Quote
Swarms are an assistant AV. Who are you assisting?
Also, if there had been 2 people, it would have gone from pestering to complete annihilation. That's a rather large toggle to be honest.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
770
|
Posted - 2014.04.30 03:09:00 -
[2] - Quote
Minor Treat wrote:LittleCuteBunny wrote:Maddies are supposed to be stand and deliver and 1 AV player shouldn't solo a tank. Damage over time does a better job against active tanks and burst damage is better against passive tanks.
Out of curiousity... What do you mean Active Tanks, and passive Tanks? And What do you mean Damage over time, and burst damage? (when you describe these can you include the weapon as well please to clarify a little more.)
Active, hardeners, passive repairs.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
770
|
Posted - 2014.04.30 03:16:00 -
[3] - Quote
Minor Treat wrote:Dovallis Martan JenusKoll wrote:Swarms are an assistant AV. Who are you assisting? What makes you think Swarms are Assistant AV? It does not say that in the description of the weapon. Light weaponry that any class can equip. That's like asking where it says a scrambler pistol is an assistant weapon. It says sidearm, but not assistant.
Needless to say anyone who actually knows how to use the weapons and WHEN to use them can absolutely destroy. People who use the wrong weapon for the wrong time are the ones who complain the most.
Triple repair tanks are the easiest thing in the world to solo. Here's a hint. It's not a tank, nor is it swarms.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 04:32:00 -
[4] - Quote
Minor Treat wrote: Well technically a pistol is what you call a sidearm because it on your side. I'm a marine and doesn't make any sense to call a weapon a assistant weapon.
As for when weapons are used. Yes you are right, if used correctly the weapon should be devastating as each make and model of every modern weapon is designed for certain purposes.
But my question revolved around "assistant weapons"
So you would classify as rifle as a "assistant weapon" given its a light weapon. how does a rifle assist?
Edit:
I'm not trying to make you feel uncomfortable, I'm just trying to understand your logic and what your trying to say.
How would you use an Assault Rifle vs a tank? Light weapons typically don't work as well vs vehicles.
Or were you trying to make some sideways statement regarding the class of weaponry instead of the relative targets?
AV weaponry runs on a different tier than antipersonel. To my knowledge, there are no sidearm AV weapons, hence those are the lowest tier. it would be like having a gun that fires wide area flashbangs in infantry combat, that do little damage. VS a heavy, that damage is moot, but vs a scout, that would be devastating.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
|
Posted - 2014.04.30 04:59:00 -
[5] - Quote
Thumb Green wrote: Of course that last part is for when proto AV can be balanced against proto vehicles
There are no plans for ADV nor PRO tanks. :/
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
|
Posted - 2014.04.30 05:10:00 -
[6] - Quote
I'm mostly waiting for webifiers to come out.They will create vehicle hazard zones around any node or enclosed space. If vehicles stay as-is a lot of things will possibly balance out then.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
|
Posted - 2014.04.30 07:02:00 -
[7] - Quote
Minor Treat wrote:Dovallis Martan JenusKoll wrote:Minor Treat wrote: Well technically a pistol is what you call a sidearm because it on your side. I'm a marine and doesn't make any sense to call a weapon a assistant weapon.
As for when weapons are used. Yes you are right, if used correctly the weapon should be devastating as each make and model of every modern weapon is designed for certain purposes.
But my question revolved around "assistant weapons"
So you would classify as rifle as a "assistant weapon" given its a light weapon. how does a rifle assist?
Edit:
I'm not trying to make you feel uncomfortable, I'm just trying to understand your logic and what your trying to say.
How would you use an Assault Rifle vs a tank? Light weapons typically don't work as well vs vehicles. Or were you trying to make some sideways statement regarding the class of weaponry instead of the relative targets? AV weaponry runs on a different tier than antipersonel. To my knowledge, there are no sidearm AV weapons, hence those are the lowest tier. it would be like having a gun that fires wide area flashbangs in infantry combat, that do little damage. VS a heavy, that damage is moot, but vs a scout, that would be devastating. Okay let me clarify what I am asking... First off you mentioned "Light weaponry that any class can equip. That's like asking where it says a scrambler pistol is an assistant weapon. It says sidearm, but not assistant." end quote. So, you said light weapons are considered assistant weapons. So that includes rifles, mass drivers, swarm launchers, and basically anything that is light weaponry. So you were mentioning weapons not relevant to the targets, I just complied to it given the comment of sidearms and light weapons. But based on your response you want to focus on anti-vehicle weapons, which in that case I don't know why you brought up sidearms. What I'm asking is how does one label a weapon an "assistant weapon"? Understand the reason we call weapons "weapons" is that they are designed to kill not to assist kills. That why they call it a weapon. Further more How does AV run on different tiers than anti-personal? We have tiers of milita, basic, advance, and proto. Edit: Also keep in mind, whats the purpose of having a assist weapons if another weapon is designed to kill the target better? You'd be better of having two Anti Vehicle weapons than 1 anti vehicle weapon and 1 assistant weapon. First thing is that more than half of this quote is basically saying that the sideways tier comparisons are confusing you. Possibly, I wrote it in an awkward manner, and I'm not sure how to untangle what may already be there if you were not already following what I was saying, so instead I'll have to move forward a bit.
AV weapons deal with an entirely different tier of damage, the minimum being around 800 Damage per shot, which is a STD swarm, then upwards from there. Infantry weapons start at about 20 damage per shot and work upwards. The damage is scaled toward different targets, infantry having a max of about 400-1800 or so HP, and vehicles which can have 2000- 7000 HP. They therefore cannot be treated under the same balancing measures, because of the damage requirements each one holds. This in turn creates different tiers in damage output, but because they are on their own tiers, they have to be inspected separately. (This separation is the reason swarms need to lock-on, and AV grenades are generally only of use against vehicles.)
Assistant weapons generally have a concept of "wound" "maim" or "disable". For infantry such a weapon might be a net, poison, glue, or a weapon that might be able to damage muscle movement such as a taser, but for vehicles the category of "wound'' isn't really there because they aren't alive, but you can maim the ability of the repairs by inhibiting it a tad using swarms. In this particular example with the repairs tank, the swarms would be effective at assisting either one another, or a different type of AV because they would have to assist one another to overcome the repair ratios.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 08:56:00 -
[8] - Quote
Minor Treat wrote: Okay, that makes a lot more sense of what your trying to say.
But I am going to be respectfully blunt, I just don't agree with it.
The concept of "wound" or disable to vehicle makes sense until you understand that wounding a triple rep tank basically means you wound him for only 1 second before he completely repped up. That window of opportunity is simply too small unless your using combined arms but that's still only 1 second opportunity.
Now the concept of disable is interesting if it actually disabled the vehicle from moving (disable is more appropriate term than wounding). Now I understand why you call it assistant weaponry but I think the term your mean to use is "Elusive Attacks" which basically means if you can't take them down by force you take them down by means of overcoming their defenses passively. For example attacks like Poison, gas, or anyway to cripple the enemy would be a elusive attack. Essentially engaging while enemy is in a continual weaken state.
Tasers are something else entirely called non-lethal. Used specially to put down targets but to keep them alive. Tasers are not used in warfare because the objective is to kill the enemy.
Now when it comes to Vehicles there is weapons that destroy or support destroying them. These supports are equipment based like the guided laser targets painters. They are passive aggressive. Aggressive weapons are essentially what you see in everyday shooters to take down vehicles like rocket launchers, RPGS, Javelin, Forge Guns, Ect.
So Swarms Launchers are aggressive weapons but offer only 1 second of opportunity to allow concentrated fire. This is not supporting nor is it elusive. Its simply aggressive which means that the weapons design is to destroy it target.
Tazers will be implemented into the game, if the game plan stays as-is. A class of equipment called webifiers may one day be put to the field, the purpose of such is to slow down enemies by slightly paralyzing them.
Also, swarms can overcome any Tank that has 2 or fewer repair modules, so the issue with swarms is only for one variant of defense on the tank.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
|
Posted - 2014.04.30 09:14:00 -
[9] - Quote
I'm a tanker and I can say that railguns do NOT need damage amplifiers. Even if the target tank is 2x hardened an ADV rail can still deal substantial damage, and the PRO versions are like a permanent damage amp that doesn't take a slot...
If swarms and forge guns seem too risky, why not make an AV weapon that fits between the two? I still remember from playing Goldeneye 007 the remote controlled rocket launcher. Or looking at TF2, there's the tactical sticky launcher, that lets you detonate individual, or groups, of sticky grenades by looking at them, and pressing the detonate button. The ones that would blow up would preview with a blue outline that could be seen through walls to tell you the bomb was still there.
Minor Treat wrote:
I did see the Fanfest presentation.
So I saw the webifiers and I saw the Energy drainers. If they introduce webifiers than a lot of the Anti-vehicle issue's would be changed in terms of variables.
But I never saw anything about tazers though, you mind providing a link or a youtube video with the timestamp on it?
Oh I meant the webifiers were the tazers. I seem to have worded that wrong.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
772
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Posted - 2014.04.30 22:56:00 -
[10] - Quote
CCP Rattati wrote: I can't hit a damn thing using moving blasters :( That would be the wonky physics engine that is attatched to all vehicle weaponry. The bullets/missiles/rails do not actually originate Inside the guns. If you were to put a short stretchy rope, and attatch that to the barrel of the gun, then assume the rope has extremely nonsensical reactions to inertia, then you have an idea of how bullets from small weaponry currently work.
If I'm moving forward, and hit a small bump when I fire, the bullets originate at a point above the gun, which the gun never passed through, likewise, if driving forward, the bullets originate from the behind vector, instead of inside the turret. Now add in the fact that the terrain has all kinds of wobbles, and the vertical motion on top of the forward backward motions, and you have to aim in highly anticipative patterns just to hit a target. You can't actually aim at the point the target is expected to be or where the target is currently at, because the bullets will not travel there.
The bullets will travel at a parallel to the angle sighted, but from an extreme inertia vector against the motion of travel.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
772
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Posted - 2014.05.01 03:40:00 -
[11] - Quote
Monkey MAC wrote:
40,000 ISK per suit isn't an ISK investment?
25,000,000 SP just for a decked out AV isn't an SP Sink?
I'm sorry, what? How the hell can you not blow up a tank with that much SP in AV? I only have about...... 1,000,000 SP in AV, and my suit costs around... 8,000 Isk per deploy....
Triple reps fall like rain to this suit. You are clearly trying to stretch the truth in your favor so far, that it doesn't even look true anymore.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
772
|
Posted - 2014.05.01 07:56:00 -
[12] - Quote
The Tunski wrote: I don't want vehicles to be steel coffins, I just don't feel that a tank can just sit there and just laugh at those swarms like in that video. That video isn't news for me, I fully understand that this happens. I've AVed maddy's that had three complex reppers and it was a challenge. Not asking for easy mode just a way that we can close the SMALL gap that's there....
Let's say you're in an adventure MMO, and you build your character to have high Ice resistance. Typically, what this means is the character will then have low Fire resistance... A player tries to kill you using only Ice spells and effects, then he complains that the game is broken because Ice was not working on you. Most people would slap him across the face and tell him to start using Fire when Ice doesn't work.
Now we have the same thing in a combat game... High resistance against swarm damage on a tank, but low resistance vs burst damage, and the player who uses only swarms complains that the swarms were not working on the swarm resistant tank...
Now that I write it out this way.. if repairs were to decay at a rate of 100% 90% 40% 10% on vehicles, but modules were added specifically for damage types, such as 30% hybrid/rail/explosive damage reduction that have 100% 50% 20% 5% to that single type of damage (efficiency for stacking 2 explosive then 1 rail would be 100%-explosive1 50%-exploive2 20%-rail1) It would make different tanks with unique weaknesses.
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