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Monkey MAC
Rough Riders..
2719
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Posted - 2014.04.30 23:45:00 -
[271] - Quote
Himiko Kuronaga wrote:Monkey MAC wrote:Himiko Kuronaga wrote:Monkey MAC wrote:So Takihiro, I'm calling you out, give me an answer.
Why should it take multiple AV units to destroy a single player in a tank? What reason do you have that permits a single person to surpass more than multiplemof hos designated counter? Because its a lazy counter that requires no foresight, planning, ISK investment, SP sink or geographical advantage. You're also on the wrong part of the map for killing things. Stick to the city. Basically, you dont deserve to kill a tank. Interesting, That guy usually plays in a tank I should probably start with my AV fit isn't foresight? The other team has a tank, I will need to deploy nearby, preferably behind said tank, with my AV fit probably find some cover in case the engagment goes pear shaped for one of numerous reasons. Isn't planning? 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? Above the turrets angle of attack (high ground) or behind a tank (flanking) isn't a geographical advantage? So umm what was that? No, 40k is not an investment. I switch to 78k suits when im ready to STOP losing money. Tanks cost half a million isk each if they are worth a damn, and there isn't a single form of AV out there that requires 25 million SP by itself.
Dropsuit AV weapon Core Upgrades Nanocircuitry Grenadier Demolitions approx 25mil SP read em weep.
Don't believe me go to protofits and make the following fit.
Ammar Logi Proto Proto Swarm Launcher Proto SMG (to get Proto Assault SMG requires prof 2, which I didn't do) Proto Packed AV grenade
STD RE STD PE Proto Quantum Nanohive
1+ù Proto Plate 2x Proto Repper 1x Adv PG upgrade
2x Proto Dmg Mod 1x Advanced Dmg Mod
Costs a hell of a lot more than 70,000 requires ~25,896,000 invested SP
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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Mordecai Sanguine
What The French Red Whines.
613
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Posted - 2014.04.30 23:46:00 -
[272] - Quote
Himiko Kuronaga wrote:Also let me add something else Monkey, AV can be produced anytime anywhere with no foresight. You get raped by a tank, you switch to AV instantly upon death or if you're at a supply depot.
The same convenience is not true for tanks. If your team is redlined by an opposing group of tanks it is incredibly difficult to call new tanks in without them being shot down. If they ARE called in, they will be so far into the back of the redline they are are completely barricaded into a losing fight.
Saying "oh herp derp there's a tank ima switch to forge" is not foresight. It's not planning. And even if you did plan for it in advance that isn't going to be any less than just changing to it after you recognize the threat.
What the **** are you saying ?
As you said yourself the ONLY way for a tank to get raped is by an another group of tank, Daaaamn, go play World of tank and let us alone. -What you say is stupid, if a tank is stuck in the redline by AV players he jut pass trough easily. -If infantry are stuck in the redline by a tank they are DEAD. Because they can't escape and can't call any vehicules.
You get raped by a tank, you take AV and THEN WHAT ? I remember you AV just CAN'T destroy tanks. Actually tanks rep faster than we makes damage....
Quote:The same convenience is not true for tanks. If your team is redlined by an opposing group of tanks it is incredibly difficult to call new tanks in without them being shot down. If they ARE called in, they will be so far into the back of the redline they are are completely barricaded into a losing fight.
So you're telling tanks are not OP because tanks are OP against tanks ? WHAT THE **** IS YOUR LOGIC ? |
el OPERATOR
Capital Acquisitions LLC Dirt Nap Squad.
134
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Posted - 2014.04.30 23:48:00 -
[273] - Quote
AV improvements I'd like to see/simple balance ideas, in no particular order -
1. Fix the PE detection/setup time. Yes, I want and feel I should[i] be able to run in front of or behind a tank pitching out proxes and as it drives chasing me they should detonate under it immediately. And widen their detection range, as they are they don't "proximity" anything, they only detect direct contact.
2. Remove the warning detector for Proxes, if scanned they should light but there should be no audible tone.
3. Make Proxes "smart", in that friendly tanks can't, don't and won't detonate them just by driving over them. Splash/direct fire still can but they a friendly vehicle driving over doesn't.
4. Give me back my 3rd AV grenade. Hell, give me 4 of those albatrosses.
5. Remove the +/- bonuses on the PLC, make that thing do flat Alpha dumbfire to vehicles.
6. Set ALL vehicles to No pilot control of ANY turret, make them require a gunner (so TW) . IN ADDITION create a new module that WILL grant pilots remote control over a turret (1) when equipped, but at the loss of fitting space for other mods. (so balanced-ish)
7. Give the rep tools an offensive ability, maybe like a flux-discharge that'll smoke vehicle shields and melt infantry armor.
8. Return OMS to us in every gamemode, and have the items be [i]individuallypurchasable AND deployable, not just by a squad leader. Have these items be not just the Large Rail/Missile turrets and SDs or CRUs but Large and Small Barricades capable of withstanding the firepower HAVs carry. OMS deployed turrets should be already blue and not require hacking to activate.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Monkey MAC
Rough Riders..
2720
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Posted - 2014.04.30 23:50:00 -
[274] - Quote
Mordecai Sanguine wrote:Monkey MAC wrote:So Takihiro, I'm calling you out, give me an answer.
Why should it take multiple AV units to destroy a single player in a tank? What reason do you have that permits a single person to surpass more than multiplemof hos designated counter? Dude (Monkey MAC) saw you in a game today, you were against me. (As a Gunship) WE DESTROYED A TRIPLE REP MADRUGAR !!!!!!!! We were like 10 agiant him and an another tnak but we destroyed it !!!!! I was personnally with Plasma Cannon and Proto Swarm (Commando) shooting contiunally on him with extra fast reload and unlimited ammo. (near to ammo installation) There was 2 Forge Gun (Breach). 2 blue dot Swarms. A Gunlogi with rail gun. 2 Scout with Remotes. And an Orbital Strike. And i finally got him with a critical hit from my Plasma Cannon. +150 But well....we sync 10 players and Orbital to destroy a tank....So we lose the objective, got crushed by infantry and your dropship and 1 min later his tank was back while it took us 10 min to destroy it..... Seems TOTALLY legit. 1 Tank Vs 10 ******* player, seems logic. It made us lose the game while we dominated you and your team the whole game.....
Yeah saw that, was pretty darn good, though I would like to point out he did just sit there and take it, it took alot more effort for you to get me (I crashed in the end) and I was in a rather flimsy dropship by comparison.
I rather enjoyed that match I believe we won, by a single clone! Still lost 700,000 ISK, but worth it when I now know my team of newberries beat a 10 stacked squad and I went positive.
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..
2720
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Posted - 2014.04.30 23:58:00 -
[275] - Quote
Himiko Kuronaga wrote:Also let me add something else Monkey, AV can be produced anytime anywhere with no foresight. You get raped by a tank, you switch to AV instantly upon death or if you're at a supply depot.
The same convenience is not true for tanks. If your team is redlined by an opposing group of tanks it is incredibly difficult to call new tanks in without them being shot down. If they ARE called in, they will be so far into the back of the redline they are are completely barricaded into a losing fight.
Saying "oh herp derp there's a tank ima switch to forge" is not foresight. It's not planning. And even if you did plan for it in advance that isn't going to be any less than just changing to it after you recognize the threat.
Have you ever called a tank in atop a tower? No? Well there goes your its difficult to call in a tank arguement.
Step 1) Fit cheap mlt dropship Step 2) Afterburn it to flight ceiling Step 3) Find suitable tower to deploy tank (The caldari ones on line harvest, roof of the medium sockets on fractured road) Step 4) Camp on roof and blowup what you can from there Step 5) Drive off roof, recieve no fall damage, insta flank enemy Step 6) Profit/Watch hate mail roll in.
Secondary Point, Assault Suit description is all about being able to change at a moments notice. Tertiary Point, if calling in a tank during a tank stomp is difficult that is reason to have more effective AV, to stop the tanks stomping in the first place.
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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Miokai Zahou
The Southern Legion Final Resolution.
221
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Posted - 2014.05.01 00:01:00 -
[276] - Quote
Himiko Kuronaga wrote: AV is priced and balanced at the luxury cost of being involved in a fight you have no business being a part of. You want to kill tanks, get a ******* tank or stop whining.
Oh look how surprising to see a douchbag tanker telling us that 'You want to kill a tank bring another tank otherwise stop complaining and let me farm you in peace'. What an idiot response for an idiot tanker mentality. This is why they need to go.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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Mordecai Sanguine
What The French Red Whines.
616
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Posted - 2014.05.01 00:02:00 -
[277] - Quote
Monkey MAC wrote:Mordecai Sanguine wrote:Monkey MAC wrote:So Takihiro, I'm calling you out, give me an answer.
Why should it take multiple AV units to destroy a single player in a tank? What reason do you have that permits a single person to surpass more than multiplemof hos designated counter? Dude (Monkey MAC) saw you in a game today, you were against me. (As a Gunship) WE DESTROYED A TRIPLE REP MADRUGAR !!!!!!!! We were like 10 agiant him and an another tnak but we destroyed it !!!!! I was personnally with Plasma Cannon and Proto Swarm (Commando) shooting contiunally on him with extra fast reload and unlimited ammo. (near to ammo installation) There was 2 Forge Gun (Breach). 2 blue dot Swarms. A Gunlogi with rail gun. 2 Scout with Remotes. And an Orbital Strike. And i finally got him with a critical hit from my Plasma Cannon. +150 But well....we sync 10 players and Orbital to destroy a tank....So we lose the objective, got crushed by infantry and your dropship and 1 min later his tank was back while it took us 10 min to destroy it..... Seems TOTALLY legit. 1 Tank Vs 10 ******* player, seems logic. It made us lose the game while we dominated you and your team the whole game..... Yeah saw that, was pretty darn good, though I would like to point out he did just sit there and take it, it took alot more effort for you to get me (I crashed in the end) and I was in a rather flimsy dropship by comparison. I rather enjoyed that match I believe we won, by a single clone! Still lost 700,000 ISK, but worth it when I now know my team of newberries beat a 10 stacked squad and I went positive.
Yep it was damn close !!!! (A single one ) I've been the last killed, the one who made us loss BUT i've maded a Triple kill just before so...and got revived
In fact he wasn't "sitting here" our scouts simply blocked all the way out by 10 explosive remotes while our tank was blocking the other way We blocked him.
Well....Have you ever try to get down a Dropship with a Plasma Cannon ? It's pretty Hard. And before playing with AV i was shooting you with Laser Rifle and Mass driver to make you shoot me instead of my teamates, they pass trought and then take the objectives
Lost something about 400.000 ISK, was playing ADV but died 8 time. Hmm in fact we were not in a squad, i was playing solo to train me (didn't play since a months) we were also totally blueberries. Seems like we were just randomely set up to destroy this tank. Certainely Amarr gods who decided this destiny. (The 2 forge gunner was Amarr sentinel and our scouts were Amarr, i was Amarr....Funny fact ) |
Monkey MAC
Rough Riders..
2720
|
Posted - 2014.05.01 00:04:00 -
[278] - Quote
Himiko Kuronaga wrote:Mordecai Sanguine wrote:Himiko Kuronaga wrote:Monkey MAC wrote:Himiko Kuronaga wrote:
Because its a lazy counter that requires no foresight, planning, ISK investment, SP sink or geographical advantage. You're also on the wrong part of the map for killing things. Stick to the city.
Basically, you dont deserve to kill a tank.
Interesting, That guy usually plays in a tank I should probably start with my AV fit isn't foresight? The other team has a tank, I will need to deploy nearby, preferably behind said tank, with my AV fit probably find some cover in case the engagment goes pear shaped for one of numerous reasons. Isn't planning? 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? Above the turrets angle of attack (high ground) or behind a tank (flanking) isn't a geographical advantage? So umm what was that? No, 40k is not an investment. I switch to 78k suits when im ready to STOP losing money. Tanks cost half a million isk each if they are worth a damn, and there isn't a single form of AV out there that requires 25 million SP by itself. 40k suits will NEVER destroy a Tank alon, it needs at least a full proto squad and some OB or an another Tank. A tank will ALWAYS kill at least 20 ennemy before dying, making it destroy way more iSK than it cost. And a tank is CHEAP. Under Proto level AV can't do anything, so it cost the hell to buy some AV. AV is priced and balanced at the luxury cost of being involved in a fight you have no business being a part of. You want to kill tanks, get a ******* tank or stop whining.
Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9987
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Posted - 2014.05.01 00:06:00 -
[279] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
NOOOOO It's exactly what tankers desire.....I know I do.
Sure it's enjoyable to massacre infantry but there is nothing better than putting yourself up against an enemy HAV to duke it out to see who is better.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9988
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Posted - 2014.05.01 00:10:00 -
[280] - Quote
Monkey MAC wrote: Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Thats not such a bad statement as it sounds.
AV should have its place tank busting but seriously...... Tanks are designed to blow up other tanks....... we have weapons 10x the size of those your carry, with understandably greater fire power......otherwise our weapons would be carried on foot......and not turret or vehicle mounted.....
IMO a Tank should be an expensive high SP sink unit that is the highest a ground based vehicle user can escalate the fight to....... by this I mean the most durable ground vehicle and the best equipped to deal with other vehicles.......BUT NOT INFANTRY unless you sacrifice fitting capacity on small turrets and have crewmen.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Monkey MAC
Rough Riders..
2720
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Posted - 2014.05.01 00:11:00 -
[281] - Quote
Mordecai Sanguine wrote:Monkey MAC wrote:Mordecai Sanguine wrote:Monkey MAC wrote:So Takihiro, I'm calling you out, give me an answer.
Why should it take multiple AV units to destroy a single player in a tank? What reason do you have that permits a single person to surpass more than multiplemof hos designated counter? Dude (Monkey MAC) saw you in a game today, you were against me. (As a Gunship) WE DESTROYED A TRIPLE REP MADRUGAR !!!!!!!! We were like 10 agiant him and an another tnak but we destroyed it !!!!! I was personnally with Plasma Cannon and Proto Swarm (Commando) shooting contiunally on him with extra fast reload and unlimited ammo. (near to ammo installation) There was 2 Forge Gun (Breach). 2 blue dot Swarms. A Gunlogi with rail gun. 2 Scout with Remotes. And an Orbital Strike. And i finally got him with a critical hit from my Plasma Cannon. +150 But well....we sync 10 players and Orbital to destroy a tank....So we lose the objective, got crushed by infantry and your dropship and 1 min later his tank was back while it took us 10 min to destroy it..... Seems TOTALLY legit. 1 Tank Vs 10 ******* player, seems logic. It made us lose the game while we dominated you and your team the whole game..... Yeah saw that, was pretty darn good, though I would like to point out he did just sit there and take it, it took alot more effort for you to get me (I crashed in the end) and I was in a rather flimsy dropship by comparison. I rather enjoyed that match I believe we won, by a single clone! Still lost 700,000 ISK, but worth it when I now know my team of newberries beat a 10 stacked squad and I went positive. Yep it was damn close !!!! (A single one ) I've been the last killed, the one who made us loss BUT i've maded a Triple kill just before so...and got revived In fact he wasn't "sitting here" our scouts simply blocked all the way out by 10 explosive remotes while our tank was blocking the other way We blocked him. Well....Have you ever try to get down a Dropship with a Plasma Cannon ? It's pretty Hard. And before playing with AV i was shooting you with Laser Rifle and Mass driver to make you shoot me instead of my teamates, they pass trought and then take the objectives Lost something about 400.000 ISK, was playing ADV but died 8 time. Hmm in fact we were not in a squad, i was playing solo to train me (didn't play since a months) we were also totally blueberries. Seems like we were just randomely set up to destroy this tank. Certainely Amarr gods who decided this destiny. (The 2 forge gunner was Amarr sentinel and our scouts were Amarr, i was Amarr....Funny fact )
That was you? Your damn laser rifle was getting on my nerves no end! As for the tank, well played indeed, from my (rather mobile) perspective all I saw each time I came for another strafing run, was that blue tank in the same damn place.
I died 12 in total, but considering I RE'd 3 heavies and logi hacking the point twice, used a mass driver 25% of the time and confirmed 2 kills (kill then terminate) right at the end, I was damn happy, was a fun match by all accounts, was very proud of team I didn't know.
Will have green up with you sometime, usually on around 8-10pm UTC+00
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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Trenix Keltron
Onuoto Uakan Huogaatsu Lokun Listamenn
187
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Posted - 2014.05.01 00:19:00 -
[282] - Quote
I'm really liking this CCP Rattati guy. Sir, I don't know where you've come from but I'm glad you're here.
This is a very informative video and it speaks volumes. I had no idea of this and the magnitude of it is staggering. I hope this will get looked into. I don't have the solutions but I still would like to see one. In my opinion, that shouldn't be happening. Right now, skilling up to proto swarms seems to be the wooden nickel.
OUKH corporation recruitment active. Initiate enlistment protocols. The future is now
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Monkey MAC
Rough Riders..
2720
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Posted - 2014.05.01 00:21:00 -
[283] - Quote
True Adamance wrote:Monkey MAC wrote: Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Thats not such a bad statement as it sounds. AV should have its place tank busting but seriously...... Tanks are designed to blow up other tanks....... we have weapons 10x the size of those your carry, with understandably greater fire power......otherwise our weapons would be carried on foot......and not turret or vehicle mounted..... IMO a Tank should be an expensive high SP sink unit that is the highest a ground based vehicle user can escalate the fight to....... by this I mean the most durable ground vehicle and the best equipped to deal with other vehicles.......BUT NOT INFANTRY unless you sacrifice fitting capacity on small turrets and have crewmen.
Oh by no means am I saying a tank shouldn't deal with a tank, that's like saying a HMG heavy shouldn't kill a HMG heavy, it just shouldn't be a requirement, you should be able to use othe methods.
Personally I have no quarrell with a large turret killing infantry provided, it's not nearly as effective against infantry as it currently is. If I may reference titanfall which has done the whole infantry vs vehicle thing rather well.
You can solo a titan as pilot, though a variety of methods, my favourite the lightning gun inflictsnearly a third of an atlases health in 1 shot, but it requires getting enough time to charge the shot, at the same time, titans will carve through grunts like there is no tommorow, but the mobile and fast pilots provide a relative challenge.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9989
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Posted - 2014.05.01 00:24:00 -
[284] - Quote
Monkey MAC wrote:True Adamance wrote:Monkey MAC wrote: Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Thats not such a bad statement as it sounds. AV should have its place tank busting but seriously...... Tanks are designed to blow up other tanks....... we have weapons 10x the size of those your carry, with understandably greater fire power......otherwise our weapons would be carried on foot......and not turret or vehicle mounted..... IMO a Tank should be an expensive high SP sink unit that is the highest a ground based vehicle user can escalate the fight to....... by this I mean the most durable ground vehicle and the best equipped to deal with other vehicles.......BUT NOT INFANTRY unless you sacrifice fitting capacity on small turrets and have crewmen. Oh by no means am I saying a tank shouldn't deal with a tank, that's like saying a HMG heavy shouldn't kill a HMG heavy, it just shouldn't be a requirement, you should be able to use othe methods. Personally I have no quarrell with a large turret killing infantry provided, it's not nearly as effective against infantry as it currently is. If I may reference titanfall which has done the whole infantry vs vehicle thing rather well. You can solo a titan as pilot, though a variety of methods, my favourite the lightning gun inflictsnearly a third of an atlases health in 1 shot, but it requires getting enough time to charge the shot, at the same time, titans will carve through grunts like there is no tommorow, but the mobile and fast pilots provide a relative challenge.
But consequently a good pilot will never or very rarely die while wrecking the other team......
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Monkey MAC
Rough Riders..
2721
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Posted - 2014.05.01 00:34:00 -
[285] - Quote
True Adamance wrote:Monkey MAC wrote:True Adamance wrote:Monkey MAC wrote: Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Thats not such a bad statement as it sounds. AV should have its place tank busting but seriously...... Tanks are designed to blow up other tanks....... we have weapons 10x the size of those your carry, with understandably greater fire power......otherwise our weapons would be carried on foot......and not turret or vehicle mounted..... IMO a Tank should be an expensive high SP sink unit that is the highest a ground based vehicle user can escalate the fight to....... by this I mean the most durable ground vehicle and the best equipped to deal with other vehicles.......BUT NOT INFANTRY unless you sacrifice fitting capacity on small turrets and have crewmen. Oh by no means am I saying a tank shouldn't deal with a tank, that's like saying a HMG heavy shouldn't kill a HMG heavy, it just shouldn't be a requirement, you should be able to use othe methods. Personally I have no quarrell with a large turret killing infantry provided, it's not nearly as effective against infantry as it currently is. If I may reference titanfall which has done the whole infantry vs vehicle thing rather well. You can solo a titan as pilot, though a variety of methods, my favourite the lightning gun inflictsnearly a third of an atlases health in 1 shot, but it requires getting enough time to charge the shot, at the same time, titans will carve through grunts like there is no tommorow, but the mobile and fast pilots provide a relative challenge. But consequently a good pilot will never or very rarely die while wrecking the other team......
Very rarely, though you get those people in every game, after all we have ReG, also in titanfall you are not meant to encounter enemy pilots very often, you spend most of your time killing grunts, not a lot of deaths not a lot of pilot kills.
The best I saw was a pilot with 1 death, excluding doomed titans, 3 pilot kills, 5 titan kills and 12 grunt kills. Hardly the 40/0 you can get round here.
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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PLAYSTTION
Universal Allies Inc.
102
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Posted - 2014.05.01 01:11:00 -
[286] - Quote
Wow.
R.I.P. swarms
long live the maddy!!!
-Open Beta Vet 20 mil sp-
Laser+Flaylock
Dust 514 recruitment link here.
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3754
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Posted - 2014.05.01 01:17:00 -
[287] - Quote
Monkey MAC wrote:
Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Yes, it should NORMALLY require a tank to kill a tank because they are of equal power and brought into the game under equal restrictions. Deployment time, cost, danger of popping due to enemy rails, etc.
It is for this very reason that tanks ruling the outside makes sense. They impose a greater threat than infantry and live in the open plains and mountains of Dust 514. Infantry dwell in the urban areas where vehicle movement is restricted. Dropships that dwell in such an area are also prone to an easy death from AV.
When you leave the city they become the far greater threat you know currently because that is their domain. If we had it your way, they would be weak on the outside and worthless on the inside. There would be no need to ever field a tank and you would have one game mode -- Infantry 514.
Tanks were not meant to be be the equal of infantry, they were meant to be greater than infantry. What equalizes them is where they are allowed to operate, and if you wish to dispatch a tank as an infantry on the tank's turf you should very well need to do so with another tank or with greater effort than the tank has to put out to kill you.
You would not go swimming in the ocean and expect to slay a great white shark without putting out more effort than the shark does. What we have here is a problem of infantry entitlement.
If you've been redlined, the match should take no longer than a minute to end. It is bad game design that it does not. |
Shion Typhon
Intara Direct Action Caldari State
522
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Posted - 2014.05.01 01:58:00 -
[288] - Quote
Himiko Kuronaga wrote:Monkey MAC wrote:
Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Yes, it should NORMALLY require a tank to kill a tank because they are of equal power and brought into the game under equal restrictions. Deployment time, cost, danger of popping due to enemy rails, etc. It is for this very reason that tanks ruling the outside makes sense. They impose a greater threat than infantry and live in the open plains and mountains of Dust 514. Infantry dwell in the urban areas where vehicle movement is restricted. Dropships that dwell in such an area are also prone to an easy death from AV. When you leave the city they become the far greater threat you know currently because that is their domain. If we had it your way, they would be weak on the outside and worthless on the inside. There would be no need to ever field a tank and you would have one game mode -- Infantry 514. Tanks were not meant to be the equal of infantry, they were meant to be greater than infantry. What equalizes them is where they are allowed to operate, and if you wish to dispatch a tank as an infantry on the tank's turf you should very well need to do so with another tank or with greater effort than the tank has to put out to kill you. You would not go swimming in the ocean and expect to slay a great white shark without putting out more effort than the shark does. What we have here is a problem of infantry entitlement. If you've been redlined, the match should take no longer than a minute to end. It is bad game design that it does not. On the outside, we have Tanks 514 and on the inside we have Infantry 514. They are very distinguished and fun games. Your solution would effectively make tanks the equals of infantry, and kill Tanks 514. The tank game does not work if infantry are as great a threat as tanks are. The entire dynamic breaks.
Unfortunately "outside " equals 90% of the playable game space and similar spaces between null cannon capture points. There are 3 large sockets which approximate little islands of "city", which incidentally all have large roads right through the middle through which tanks can joyride. Your inside/outside world only exists in a very tenuous state. |
RemingtonBeaver
Molon Labe. General Tso's Alliance
774
|
Posted - 2014.05.01 02:05:00 -
[289] - Quote
STACKING PENALTIES.
or reserved slots in a this/that fashion.
They'll buff all the AV or debuff all the modules and ADSs (that are already easy as hell to take out) will become completely useless again.
We can pickle that.
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3754
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Posted - 2014.05.01 02:16:00 -
[290] - Quote
Shion Typhon wrote:Himiko Kuronaga wrote:Monkey MAC wrote:
Aah and so the truth comes out, it should require a tank to kill a tank? Where is the balance in that, please explain it to me
After all if you are being redlined by a squad of tanks its game over right, you should just leave the match!
Yes, it should NORMALLY require a tank to kill a tank because they are of equal power and brought into the game under equal restrictions. Deployment time, cost, danger of popping due to enemy rails, etc. It is for this very reason that tanks ruling the outside makes sense. They impose a greater threat than infantry and live in the open plains and mountains of Dust 514. Infantry dwell in the urban areas where vehicle movement is restricted. Dropships that dwell in such an area are also prone to an easy death from AV. When you leave the city they become the far greater threat you know currently because that is their domain. If we had it your way, they would be weak on the outside and worthless on the inside. There would be no need to ever field a tank and you would have one game mode -- Infantry 514. Tanks were not meant to be the equal of infantry, they were meant to be greater than infantry. What equalizes them is where they are allowed to operate, and if you wish to dispatch a tank as an infantry on the tank's turf you should very well need to do so with another tank or with greater effort than the tank has to put out to kill you. You would not go swimming in the ocean and expect to slay a great white shark without putting out more effort than the shark does. What we have here is a problem of infantry entitlement. If you've been redlined, the match should take no longer than a minute to end. It is bad game design that it does not. On the outside, we have Tanks 514 and on the inside we have Infantry 514. They are very distinguished and fun games. Your solution would effectively make tanks the equals of infantry, and kill Tanks 514. The tank game does not work if infantry are as great a threat as tanks are. The entire dynamic breaks. Unfortunately "outside " equals 90% of the playable game space and similar spaces between null cannon capture points. There are 3 large sockets which approximate little islands of "city", which incidentally all have large roads right through the middle through which tanks can joyride. Your inside/outside world only exists in a very tenuous state.
It exists on an even distribution as far as capturable points are concerned.
The exceptions being 5 point maps where one map is clearly themed for outside or inside engagements, and more attention has to be focused on that kind of fight.
Simply stating there is more landmass on the outside is a poor argument, because there is no reason to be out there. |
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deepfried salad gilliam
Sanguine Knights
699
|
Posted - 2014.05.01 02:29:00 -
[291] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
i completely beleive that capacitors could do this, instead of cycling through timers to stay alive non stop his capacitor would drain
1 guy could harass him hurting him leaving him weak till cap recharges 2 guys could make him waste all cap pretty quick and ultimately die, or at least make him run 3 guys hes gone
the capacitor works in many games
wether its called mana power magicka the concept is the same make sure going all out has its costs
It'll help define roles, i promise:)
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The Tunski
OSG Planetary Operations Covert Intervention
37
|
Posted - 2014.05.01 02:38:00 -
[292] - Quote
I'm at work and on my phone so I'll make this quick. Also have not read every response so I may repeat someone.
I don't believe that a single player should be able to kill a tank in the heat of a battle to the point where the tank will take damage and move along, rep, and reengage. That's the intent to my understanding how they are intended to be. It is laughable that a tank can sit there and just eat swarms like that. How you fix that?...well I don't have time for that ATM. I had proto swarms very early on, once I went forge, I've never gone back.
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Gabriella Grey
Amarr Templars Amarr Empire
110
|
Posted - 2014.05.01 02:43:00 -
[293] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
The problem with HAV's CCP Rattati is they are in their own category when it comes to vehicles. HAV"s are far from balanced with other vehicles. First I don't know why this hasn't been addressed but why haven't HAV's been addressed similar to how Heavy Dropsuits are.
1. HAV's have insane acceleration. Why doesn't their top speed come about very slow? 2. Why something heavily armored is allowed to have speed boosters in the first place? (It's an interesting idea but they work way to well on tanks, and should work much better on LAV's. 3. Dropships/LAV modules and turrets are generalized.The modules are identical in the way they perform from each other even on an HAV. A great example would be using a missile turret from a dropship to using a missile turret on an LAV. Each one requires something different. arial vehicles with the current small turrets need to fly roughly 60 meters from the target they wish to kill. It's most of the time constantly moving and needs a better splash damage radius. But LAV's and HAV's with small turrets have not the same issue. Also keeping the talk on vehicles and not just one vehicle such as the HAV! People keep forgetting that HAV's are not the only vehicle on the battlefield that wants in on the action! The reason HAV's are the way they are now is because the lack of regard for the current 3 vehicle models.
CCP Rattati, CCP Saberwing, get Wolfman back on the ball! His dev team can't afford to let these things get any sloppier from overlooking important things that keep this game from being as great as it was first envisioned by those who set out to make Dust 514 the way it is.
Always Grey Skies
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1402
|
Posted - 2014.05.01 03:19:00 -
[294] - Quote
CCP Rattati wrote:Not a dev, just a player.
Someone said one AV guy shouldn't be able to solo a tank. Sure I see that. And I can scare one of those guys away in my proAV fit, maybe. But when it's three tanks, you need at least 6 guys to deploy in AV gear, to scare them away unless AV unites against one tank and instapops one at a time.
In a pub, that's never going to happen.
Every pub game I have played in maps where a tank can truly affect the battle, is won by the team with madrepper superiority. The balance is way better in non tanky maps right now. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
This is a difficult problem and I know we have spent a lot of time on this internally
1) KDR of tanker vs non-tanker 2) ISK efficiency vs elite tanker comparable to elite assault player 3a) proto AV vs proto tanker 3b) proto AV vs standard tanker 3c) average AV needed to rapidly destroy a tank without tank recourse (2v1, 3v1, 4v1) 4) measuring the best tankers who are in the spotlight (very few) versus normal tankers who don't so so well 5) efficiency against infantry 6) nades and re's requre non slayer specialization, so AV is pretty inaccessible to majority of players.
Instead of more tankers v nontankers, what are some simple ways to balance this?
The solution is based on which problem you want to focus on. If you focus on the tankers ability to mow down AVers before they even have a chance to fight back (the simplest fix in my mind), I think it should go something like this:
Make the large blaster turret function like the Ion Pistol. Make the blaster turrets fire semi-auto, have a small clip, give each shot the ability to be charged, and let the turret overheat quickly. This makes the one really good anti-infantry turret crappy as AV while cutting it's ability to just roll through areas firing at random groups to pick up kills. You cut down the ability of a tanker to run roughshod over everything it sees and infantry will be more willing to mount an organized offensive against it.
So say it takes about 3-5 rounds to kill just about anything with the blaster as of now, right? Since you have to place shots now and you have more heat build-up per shot, clip size would be around 15 and damage per round would be set around 170 (fully charged - 340). You can fire 9 rounds back-to-back without overheating, but the 10th shot overheats your turret. Regular cooldown is pretty fast but overheat cooldown is VERY slow.
Obviously this would not 100% fix all AV vs all infantry, but it would be a simple fix that would take care of the biggest imbalance in the AV v V game, the large blaster turret. Large blaster users would either need two friends on small rail turrets to help them with vehicle threats or a second tanker to back them up, encouraging team work among tankers so they can survive against other tankers. And blaster tankers would need to attack strategically instead of rolling up to objectives and spamming shots at spawn areas to pick up random kills.
Just my 2 cents. Good luck.
MAG ~ Raven
I GÖú puppies.
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DarthJT5
12th Shadow Legion
27
|
Posted - 2014.05.01 03:25:00 -
[295] - Quote
Will Driver wrote:Vulpes Dolosus wrote:Ok, obviously it's broken and needs fixed and I'm not trying to defend it, but have you tried:
Similarly tiered forgeguns? What about Proto Min Commando w/ swarms? Rail/Missile Tanks? Teamwork?
Unrelated to the issue at hand, in all honestly, I'm really against a single player, no matter how dedicated to AV, being able to take on a fully proto-ed tank easily. Eventually yes, a dedicated AV should kill it eventually if not engaged or fled from, but not easily. And I'm firmly against this position. A proto swarmer with 4/5 proficiency should be able to solo any Tank. Tanks should not be immune from a player that's specifically designed to fight tanks. The "teamwork" argument is so tiresome I can barely stand it. Having a tank soak up the attention of 3-4 or more ineffectual A/Vers completely unbalances the game. If only tanks can battle tanks, then that's TANK 514 and not something I'm interested in at all. Maybe we should have an infantry only game. I bet the vast majority would opt into it, leaving only tanker on tanker matches for you. I wonder how much you'll enjoy that, without any foot soldiers to slaughter? Why should a swamer with 4/5 prof be able to easily slo my tank that requires more SP than everything in the swarm skill tree for JUST my large Proto missiles? Then, we can add in my shield upgrades up to 5, optimization 5, Small Proto missiles, all my vehicle Core skills up to five. This cost waay more sp and isk than anything an Av guy will call out. Hell, the turret alone costs 300k, much more than your suit. No, you should not be able to solo my tank EASILY. Possibly, sure. But not easily. I dont even go for infantry unless there arent any tanks to shoot at, my squad needs support, or enemy AV
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
772
|
Posted - 2014.05.01 03:40:00 -
[296] - 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.
If you can read this, it means you are reading.
Unless you are skimming
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
375
|
Posted - 2014.05.01 03:45:00 -
[297] - Quote
https://www.youtube.com/watch?v=1qFZPjLPDZo
Kill HAV - no problem |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3755
|
Posted - 2014.05.01 03:52:00 -
[298] - Quote
The Tunski wrote:I'm at work and on my phone so I'll make this quick. Also have not read every response so I may repeat someone.
I don't believe that a single player should be able to kill a tank in the heat of a battle to the point where the tank will take damage and move along, rep, and reengage. That's the intent to my understanding how they are intended to be. It is laughable that a tank can sit there and just eat swarms like that. How you fix that?...well I don't have time for that ATM. I had proto swarms very early on, once I went forge, I've never gone back.
Space ships do it all the time in EVE.
Vehicles in New Eden are good like that.
I happen to enjoy that aspect of them. Why does this need to be a battlefield clone where vehicles are nothing more than steel coffins? |
KalOfTheRathi
Nec Tributis
1268
|
Posted - 2014.05.01 04:14:00 -
[299] - Quote
QQ Kittens make videos! Wow, I am so impressed. By the fact that a QQ Kitten will make a video, not by the abilities of the PRO Swarm using Merc.
Just because they are using PRO AV they want to take out the best tank possible with the Weapon Of Their Choice, not what will work. One on one should mean the infantry will lose to any tank.
Remotes balance that out quite well. Two squad members would have that tank dead or running to the Red Line!
Learn To Play This Game.
And so it goes.
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PAXTON HAILFIRE
Expert Intervention Caldari State
54
|
Posted - 2014.05.01 04:17:00 -
[300] - Quote
I think they could balance the problem with vehicle damage. Sure that proto swarmer cant kill the tank, but once the shield is gone the risk of vehicle damage begins. Broken track, blown turret motor, engine performance issue... then it becomes the choice of the tanker to risk continued battle with a limping tank, or get back to a mech depot for component repairs.
Be kind of cool to see stuff broken on vehicles. Like an LAV three wheelin or a dropship with a missing engine flying cockeyed or an HAV with a missing track blowing smoke from its exhaust. Like blood in the water. |
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