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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
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Posted - 2014.04.30 07:10:00 -
[61] - Quote
ZDub 303 wrote:It just blows my mind that people cannot see how overpowered triple reps are...
I like the idea of active tanking, its good that gallente tanks are favoring this form of play... however.. a tank should not be completely invulnerable to any form of AV. Strong against it? Sure, but given sufficient time an AVer should be able to kill a tank standing still.
This is just complete nonsense that people are actually trying to argue this is okay...
smh...
It's not overpowering on a suit but it is on a vehicle , I know it's not the same thing but I keep reading that's what the Gal's are suppose to do and with the changes to the vehicle hardeners ... this should be expected , It's not undefeatable for a match but more so for a single encounter by someone with anything less than a FG .
Now that's one person but two to three with swarmer's can perform the task of destroying the tank .
I just don't see what's so hard to understand as well as the fact that there is a skill that increases the rep rate , so everyone's triple rep doesn't rep the same ... just like there is a skill for the recharge rate for the shield .
Some have put in the SP's to help to make their vehicle more effective . The anti-vehicle situation has gotten much better since the changes to the rail range and the hardeners , if they changed the rest of the mods .. i.e. stacking penalties on everything and that's like rangers , dampeners and enhancers for the infantry skill tree like was suggested before .. then you would place this back into the 1.6 zone where as soon as any swarms were shot the tank had to retreat , where as this is still the case but not as exaggerated like in 1.6 with dam militia swarms even .
You have R.E's , P.M's , flux and anti-vehicle grenades , swarms and forge gun's .. plus to a lesser degree the plasma cannon . Anti-vehicle has more than enough reliable options but yet , people act like there isn't because you can't on a constant .. take out a tank one on one .
To be honest , all you have to do is grab a forge gun and you will .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Thumb Green
The Valyrian Guard
1037
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Posted - 2014.04.30 07:27:00 -
[62] - Quote
MarasdF Loron wrote: There are no proto tanks and with tiercide there will never be proto tanks. So proto mods are the best thing you can do. That's all I'm gonna say.
There will be proto tanks, they may be called something other than proto but they will exist and tiers will always exist in one form or another in Dust just as they continue to exist in Eve.
Support Orbital Spawns
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Sourdough Muffins
Royal Uhlans Amarr Empire
297
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Posted - 2014.04.30 07:29:00 -
[63] - Quote
Wow... that is just redonkulous. So basically its bring another tank or get ****** at this point? |
Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 07:39:00 -
[64] - Quote
Dovallis Martan JenusKoll wrote: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. 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. |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 07:59:00 -
[65] - Quote
Repe Susi wrote:MarasdF Loron wrote:Put that Swarm Launcher on Minmando (skill lv5) with 3 dmg mods and prof 5 and that Maddy doesn't stand a chance. I know from experience. That's bullshit and you know it. Min Commando skill is not enough to pack a punch through that kind of tank. Especially in the middle of the battlefield when the tank's active and moving and mowing down your team. 'I know from experience.' It's so much bullshit that Mejt0 or whatever his/her name was blew up mine and my friend's triple rep tank 3 times in total before either of us had any kind of chance to get to any cover. After I died I watched my friend get raped from the overview map and his reactions made it very scary to watch. And Mejt0 was just casually staying out in the open knowing that we wouldn't be able to kill him/her fast enough.
Ever since that match I've had mad respect for his/her Swarms and I never wanna encounter him/her again.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 08:03:00 -
[66] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:ZDub 303 wrote:It just blows my mind that people cannot see how overpowered triple reps are...
I like the idea of active tanking, its good that gallente tanks are favoring this form of play... however.. a tank should not be completely invulnerable to any form of AV. Strong against it? Sure, but given sufficient time an AVer should be able to kill a tank standing still.
This is just complete nonsense that people are actually trying to argue this is okay...
smh... It's not overpowering on a suit but it is on a vehicle , I know it's not the same thing but I keep reading that's what the Gal's are suppose to do and with the changes to the vehicle hardeners ... this should be expected , It's not undefeatable for a match but more so for a single encounter by someone with anything less than a FG . Now that's one person but two to three with swarmer's can perform the task of destroying the tank . I just don't see what's so hard to understand as well as the fact that there is a skill that increases the rep rate , so everyone's triple rep doesn't rep the same ... just like there is a skill for the recharge rate for the shield . Some have put in the SP's to help to make their vehicle more effective . The anti-vehicle situation has gotten much better since the changes to the rail range and the hardeners , if they changed the rest of the mods .. i.e. stacking penalties on everything and that's like rangers , dampeners and enhancers for the infantry skill tree like was suggested before .. then you would place this back into the 1.6 zone where as soon as any swarms were shot the tank had to retreat , where as this is still the case but not as exaggerated like in 1.6 with dam militia swarms even . You have R.E's , P.M's , flux and anti-vehicle grenades , swarms and forge gun's .. plus to a lesser degree the plasma cannon . Anti-vehicle has more than enough reliable options but yet , people act like there isn't because you can't on a constant .. take out a tank one on one . To be honest , all you have to do is grab a forge gun and you will . Well here is the problem with this argument
Tanks repair every 1 second with triple reps its alot of health back in a second. Essentially it removes the one Aver from the damage because each volley requires 2 seconds for each volley of swarms. So essentially That is two Prototype health repairs in each volley. The third Swarm Launcher is the only one really doing damage at all.
Most tankers don't relize it but your usually not only getting hit by swarms but AV grenades too. The swarm launchers reload time is 4 seconds long. But AV grenades are not our focus.
Now to take down 1 Tanks of triple reps requires 3 players with Swarms which mean that they essentially require 20% of the enemy team to take down one tank. Pull in two Tanks with the same fittings, and this will double the amount of AV players required to take down another tank which is 40% of the enemy team.
By bring in two tanks you can force enemy combatants to require half of their forces to take down two players in tanks, while your forces are still 90% focused on infantry and objectives. |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 08:06:00 -
[67] - Quote
Thumb Green wrote:MarasdF Loron wrote: There are no proto tanks and with tiercide there will never be proto tanks. So proto mods are the best thing you can do. That's all I'm gonna say.
There will be proto tanks, they may be called something other than proto but they will exist and tiers will always exist in one form or another in Dust just as they continue to exist in Eve. There will at best be different variants of HAVs, but nothing that will be better than the basic HAV in every area. Specialization. They will give up something to gain something.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 08:09:00 -
[68] - Quote
Sourdough Muffins wrote:Wow... that is just redonkulous. So basically its bring another tank or get ****** at this point? Bring another tank? You mean like Blaster? There's 2 tank weapons that can beat triple rep. There's 2 ADS weapons that can beat it and 4 infantry weapons that can beat it. So.. Yeah, another tank seems like the smartest option.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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CCP Rattati
C C P C C P Alliance
915
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Posted - 2014.04.30 08:10:00 -
[69] - Quote
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?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vin Vicious
Capital Acquisitions LLC Dirt Nap Squad.
582
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Posted - 2014.04.30 08:16:00 -
[70] - 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?
You could simply remove all tiers of AV and leave militia and basic than balance tanks vs AV
Removing tanks from ambush would also dwindle down much of the threads complaining about tanks
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ReGnYuM
Escrow Removal and Acquisition Dirt Nap Squad.
2887
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Posted - 2014.04.30 08:18:00 -
[71] - 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?
You're slowly becoming my forum hero
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 08:19:00 -
[72] - Quote
Vin Vicious wrote: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?
You could simply remove all tiers of AV and leave militia and basic than balance tanks vs AV Removing tanks from ambush would also dwindle down much of the threads complaining about tanks I agree with this.
Most AV issue revolve around prototype AV vs Basic Vehicle. I think that has a lot to do with current balance issues. You could still have Variants just with smaller values of damage and effectiveness compared to the current assault and breach variants of AVs.
For example:
Keep the Assault Forge Gun but bring it to a more balance AV level for Vehicles and remove prototype. Than as you guy introduce Advance vehicles and prototype vehicles bring in the AVs of Advance and prototype at the same time. |
Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 08:26:00 -
[73] - Quote
Minor Treat wrote:Vin Vicious wrote: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?
You could simply remove all tiers of AV and leave militia and basic than balance tanks vs AV Removing tanks from ambush would also dwindle down much of the threads complaining about tanks I agree with this. Most AV issue revolve around prototype AV vs Basic Vehicle. I think that has a lot to do with current balance issues. You could still have Variants just with smaller values of damage and effectiveness compared to the current assault and breach variants of AVs. For example: Keep the Assault Forge Gun but bring it to a more balance AV level for Vehicles and remove prototype. Than as you guy introduce Advance vehicles and prototype vehicles bring in the AVs of Advance and prototype at the same time. Currently your infantry Warfare is pretty spot on, at least infantry combat is improving a lot.
Vehicle's have been reworked from the ground up but Anti-vehicles were not reworked which is probably why the current implementation of Vehicle vs Anti-vehicles warfare is constantly brought up in the community forums. |
Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 08:29:00 -
[74] - Quote
Thumb Green wrote:Vulpes Dolosus wrote: 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.
I say this every time and I will say it again, fck that noise. There is absolutely no reason AV shouldn't be able to solo a tank, at least on the same tier. Here's the kicker about the video and what you said, that tank ain't any where near being proto. Sure it's likely got complex reps but it's still a standard tank being shot at by proto swarms. Again, to anyone that says AV shouldn't be able to solo a tank up to it's tier, f u c k that noise. It should be a challenge for standard AV to take out a standard tank with basic or enhanced modules or but not fcking impossible and proto AV should be able to kick that same tank around like a tin can. Of course that last part is for when proto AV can be balanced against proto vehicles at which point it'll be as hard to properly fit complex modules on a std tank as it is to fit them on a std suit now. Though I can agree that as it stands now with only std vehicles it should take effort to solo them with proto AV but standard AV should still actually stand a chance against a fcking standard vehicle. Also in regards to tanks specifically, the "it's a tank" argument only works against weapons not designed to kill it; it does not and will never work against weapons specifically designed to kill it. Then give up your sidearm to run AV.
If you want my tanks to always die to you, then you always need to die to my infantry character. There's balance for you.
And until we get proto vehicles (HA!) then either balance proto weapons to standard vehicles, or remove proto and advanced AV. There's some balance for you too.
That's what you get!! - DA Rick
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ChromeBreaker
SVER True Blood General Tso's Alliance
1703
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Posted - 2014.04.30 08:31:00 -
[75] - Quote
You take a FG and kill the tank?... Its swarms that dont have the power. There have been a few occations where i have cleared the field of tanks either by killing them of driving them off by bring out my FG.
That isnt bragging, 2 FG's on a bit of high ground will dominate every tank going.
When people have issue with tripple rep maddi's, they arent your scrub militia tankers, theyre the peeps that have put time and points into tanks, why should they be driven off by every tom d*ck and harry who's put a point into swarms?
The answer is "ForgeGun"... doesnt matter what the question is...
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
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Posted - 2014.04.30 08:33:00 -
[76] - Quote
ReGnYuM wrote: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?
You're slowly becoming my forum hero IKR .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2262
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Posted - 2014.04.30 08:33:00 -
[77] - Quote
CCP Rattati wrote:Not a dev, just a player.
But I see your posts under dev posts! So if you're marked as a dev, does that mean you only have something to do with Eve or Valkyrie as a dev, but not with Dust? Please give us some insight into this mystery!
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
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Posted - 2014.04.30 08:34:00 -
[78] - 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 know a lot of people say AV shouldn't be able to solo a HAV "because it's a tank." I think AV should definitely kill a HAV alone if the rock-paper-scissors favor him and he is more skilled than the tanker or if he gets the tanker in a bad spot otherwise.
If he is less skilled than the tanker but the rock-paper-scissors favor him, he should be able to drive the tanker away.
If he is more skilled, but the RPS doesn't favor him, he should still be able to drive the tanker away.
Only if he isn't skilled at all and the RPS doesn't favor him should the tanker be able to ignore that solo AV guy to a degree.
Now what RPS means is obviosly something designed to destroy armor should destroy armor. Same for shields. But currently swarms are very effective against shields and not so effective against armor. Should be the other way around. Shield tank should be able to ignore swarms to a degree.
Dunno how to achieve that kind of balance tho.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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The dark cloud
The Rainbow Effect
2941
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Posted - 2014.04.30 08:35:00 -
[79] - Quote
Infantry vs infantry is at the moment fair and i dont see any issues with that currently. However when i see that my Swarms do nothing at all against a tank like in the OP vid its just not motivating. Regardless if i get WP for damaging the vehicle or not. It just doesnt simply matter, even if i collect 2500WP for a orbital strike the tank just goes speedy gonzales and escapes from the effected area.
And this is aswell a issue that tanks are way too fast without a counter to that. On eve ya got webs and scrams to keep your opponent from running away. Something like a webifier grenade could help us out alot. Maybe slow down a vehcile by 60% for 12 secs when it gets hit by it?
Head of public relations from The Rainbow Effect.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
|
Posted - 2014.04.30 08:37:00 -
[80] - Quote
Minor Treat wrote:
Keep the Assault Forge Gun but bring it to a more balance AV level for Vehicles and remove prototype. Than as you guy introduce Advance vehicles and prototype vehicles bring in the AVs of Advance and prototype at the same time.
Leave the forge gun alone , that's what's wrong with this game the constant direction changing , leave tiericide out of the picture with the remove this and that tier and combine this and that ... just work with making what you have better than it is now and the forge guns are fine .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
|
Posted - 2014.04.30 08:42:00 -
[81] - Quote
MarasdF Loron wrote: I know a lot of people say AV shouldn't be able to solo a HAV "because it's a tank." I think AV should definitely kill a HAV alone if the rock-paper-scissors favor him and he is more skilled than the tanker or if he gets the tanker in a bad spot otherwise.
This does happen though but I guess not as frequently as some would like but I know that I'm not the only one witnessing it , I have even seen players chop up drop ships and HAV's with plasma cannons so I know it's just not as bad as many make it out to be .
I just know that I'm not the only one seeing swarms and forge guns killing tanks and in the kill feed .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3746
|
Posted - 2014.04.30 08:43:00 -
[82] - Quote
BIind Shot wrote:Alex-P-Keaton Kramer wrote: He's just sitting there taking no evasive action what so ever.. you don't think that's a little op?
I don't think it's OP at all.
A tank should not be easily solo'd by anyone, and swarms are the least player-skill intensive form of AV.
If there were two proto swarms he would've been toast. |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
507
|
Posted - 2014.04.30 08:48:00 -
[83] - Quote
The dark cloud wrote:Infantry vs infantry is at the moment fair and i dont see any issues with that currently. However when i see that my Swarms do nothing at all against a tank like in the OP vid its just not motivating. Regardless if i get WP for damaging the vehicle or not. It just doesnt simply matter, even if i collect 2500WP for a orbital strike the tank just goes speedy gonzales and escapes from the effected area.
And this is aswell a issue that tanks are way too fast without a counter to that. On eve ya got webs and scrams to keep your opponent from running away. Something like a webifier grenade could help us out alot. Maybe slow down a vehcile by 60% for 12 secs when it gets hit by it? I support the idea of webifiers and other ewar stuff but if that grenade is gonna last 12 seconds, how many should you be able to carry? 24 seconds of slowed down by 60% is quite a lot. Obviosly I think there should be options other than the grenade that are more effective, stuff that restricts your other options. Like webifier equipment you lay on the ground for permanent 60% reduction in ~30m radius until someone destroys that.. Or kind of a repair tool with longer range webifying your target instead of repairing it.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3748
|
Posted - 2014.04.30 08:50:00 -
[84] - 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?
Well first, recognize the doctrine that Outside is ruled by vehicles, Inside is ruled by infantry. If you take a tank Inside, he is incredibly vulnerable from all angles and can't usually accomplish very much. If you take infantry outside, then they are incredibly vulnerable to tanks.
They are different kinds of battlefields that have to be respected in different ways. The problem right now is pub mentality does not recognize this simple truth and instead goes for the lazy "infantry vs everything" approach. I don't personally think it's a good idea to reward lazy player behavior with an easy cop out like buffing AV when people are clearly playing incorrectly.
What I DO think you should do is make it so that lopsided matches end faster. The only real depressing part of being roflstomped by a tank horde at the redline is the fact you are at the redline at all. If every objective is capped, why don't the null cannons synchronize and go into sort of a rapid-fire mode to end the match quicker?
They do this in battlefield, they do this in WoW... it's pretty common practice to avoid player misery. |
MINA Longstrike
618
|
Posted - 2014.04.30 08:52:00 -
[85] - 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?
My thoughts. MLT tanks are overperforming compared to actual tanks (which themselves can situationally overperform) for their comparative cost, either raise the cost for MLT (and justify the durability with the cost) or lower the cost of STD tanks.
Damage mods are wildly overpowering right now, two damage mods on a particle cannon take you straight from about 1800 to ~ 3100 damage a shot. Damage modules *must be reverted to how they functioned in 1.6 and prior patches*, where they either let you turn your turret better, get more shots off before overheating for the active modules, or the lowslot passive ones provided the actual damage boosts. Currently a single MLT dmg mod provides greater benefit than the old systems two lowslot modules and a level five skill - on demand, with no sp investment.
Railguns if they're going to keep their rate of fire need to have their damage lowered by about 200-300 points as the 'amazing tank battles' many would like to see don't happen at all because they are killed in two shots to a 2x dmg mod sica / gunnlogi.
The reduced slot count has nixed a lot of the diversity that even 1.6 had in terms of vehicles, and is part of what is affecting vehicles so badly - as all hardeners are active and almost all reps are completely passive tanks exist in a binary state - you can either kill it or you can't. Things should happen on a gradual scale, where 'if a tank sits in one spot long enough he will die even to MLT swarms, it may take a pretty long time depending on the 'level' of AV being brought out, but it will happen' to a state where 3-4 coordinated AV'ers will instablap vehicles.
Now to actually address your points.
1) KDR - I wouldn't actually address this as a 'metric' worth balancing around as a primary statistic. 2) Isk efficiency of vehicles vs infantry. This one is also quite tough, but I'd say that in their current state most vehicle users will acknowledge that they are (unless in a coordinated situation) extremely isk inefficient compared to infantry. This has a problem on both sides in that vehicles underperform when played solo, or overperform when played with a group. As it is, I think it's *mostly* fine right now, but I would like to see vehicles get slightly more isk efficient *without making them infantry murdering machines*. Isk efficiency could easily be boosted through WP for MCRU spawns, allowing tanks to replace a weapon turret with an active scanning station (functions like current infantry active scanners, instead of the giant pulsing scanner). 3a)Proto AV vs Proto tank should probably be at about a 2.5:1 ratio. I don't have any numbers to really support this idea, but I heavily feel that AV (even heavy av) should be a strong deterrent to equally fit vehicles, not instant death. 3b)Proto AV vs STD tank should be closer to a 1.5:1 ratio, where once again it's not instant death, but it is a big threat. 4) Start with the average players, then take a look at things where they might be overperforming and find out *why* things are like that. 5) Cant help you here. 6) Infantry don't like to use weapons that cannot kill other infantry, or put them at significant risk from other infantry.
To take someone elses words : There are too many differences between the tiers of AV and Vehicle, things need to be brought much closer into line with each other - aka tiericide.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
|
Posted - 2014.04.30 08:55:00 -
[86] - Quote
MarasdF Loron wrote: I support the idea of webifiers and other ewar stuff but if that grenade is gonna last 12 seconds, how many should you be able to carry? 24 seconds of slowed down by 60% is quite a lot. Obviosly I think there should be options other than the grenade that are more effective, stuff that restricts your other options. Like webifier equipment you lay on the ground for permanent 60% reduction in ~30m radius until someone destroys that.. Or kind of a repair tool with longer range webifying your target instead of repairing it.
Sounds like something else to nerf like the hardeners had to be , unless it's thought out and done the closest to being spot on as possible so as to not go threw the ongoing nerf and buff episodes .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
|
Posted - 2014.04.30 08:56:00 -
[87] - 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.
If you can read this, it means you are reading.
Unless you are skimming
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
200
|
Posted - 2014.04.30 08:57:00 -
[88] - Quote
I reviewed the vid and it would seem like the time to lock on and fire is longer than ccp intended. The lock on time for proto swarms is 1.05 seconds; I was firing on average every 3 seconds.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
672
|
Posted - 2014.04.30 08:59:00 -
[89] - Quote
MINA Longstrike wrote: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?
My thoughts. MLT tanks are overperforming compared to actual tanks (which themselves can situationally overperform) for their comparative cost, either raise the cost for MLT (and justify the durability with the cost) or lower the cost of STD tanks. Damage mods are wildly overpowering right now, two damage mods on a particle cannon take you straight from about 1800 to ~ 3100 damage a shot. Damage modules *must be reverted to how they functioned in 1.6 and prior patches*, where they either let you turn your turret better, get more shots off before overheating for the active modules, or the lowslot passive ones provided the actual damage boosts. Currently a single MLT dmg mod provides greater benefit than the old systems two lowslot modules and a level five skill - on demand, with no sp investment. Railguns if they're going to keep their rate of fire need to have their damage lowered by about 200-300 points as the 'amazing tank battles' many would like to see don't happen at all because they are killed in two shots to a 2x dmg mod sica / gunnlogi. The reduced slot count has nixed a lot of the diversity that even 1.6 had in terms of vehicles, and is part of what is affecting vehicles so badly - as all hardeners are active and almost all reps are completely passive tanks exist in a binary state - you can either kill it or you can't. Things should happen on a gradual scale, where 'if a tank sits in one spot long enough he will die even to MLT swarms, it may take a pretty long time depending on the 'level' of AV being brought out, but it will happen' to a state where 3-4 coordinated AV'ers will instablap vehicles. Now to actually address your points. 1) KDR - I wouldn't actually address this as a 'metric' worth balancing around as a primary statistic. 2) Isk efficiency of vehicles vs infantry. This one is also quite tough, but I'd say that in their current state most vehicle users will acknowledge that they are (unless in a coordinated situation) extremely isk inefficient compared to infantry. This has a problem on both sides in that vehicles underperform when played solo, or overperform when played with a group. As it is, I think it's *mostly* fine right now, but I would like to see vehicles get slightly more isk efficient *without making them infantry murdering machines*. Isk efficiency could easily be boosted through WP for MCRU spawns, allowing tanks to replace a weapon turret with an active scanning station (functions like current infantry active scanners, instead of the giant pulsing scanner). 3a)Proto AV vs Proto tank should probably be at about a 2.5:1 ratio. I don't have any numbers to really support this idea, but I heavily feel that AV (even heavy av) should be a strong deterrent to equally fit vehicles, not instant death. 3b)Proto AV vs STD tank should be closer to a 1.5:1 ratio, where once again it's not instant death, but it is a big threat. 4) Start with the average players, then take a look at things where they might be overperforming and find out *why* things are like that. 5) Cant help you here. 6) Infantry don't like to use weapons that cannot kill other infantry, or put them at significant risk from other infantry. To take someone elses words : There are too many differences between the tiers of AV and Vehicle, things need to be brought much closer into line with each other - aka tiericide. I can agree with most of what you say with the exception of the tiericide . Good options and opinions otherwise .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
509
|
Posted - 2014.04.30 09:03:00 -
[90] - Quote
MINA Longstrike wrote: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?
My thoughts. MLT tanks are overperforming compared to actual tanks (which themselves can situationally overperform) for their comparative cost, either raise the cost for MLT (and justify the durability with the cost) or lower the cost of STD tanks. Damage mods are wildly overpowering right now, two damage mods on a particle cannon take you straight from about 1800 to ~ 3100 damage a shot. Damage modules *must be reverted to how they functioned in 1.6 and prior patches*, where they either let you turn your turret better, get more shots off before overheating for the active modules, or the lowslot passive ones provided the actual damage boosts. Currently a single MLT dmg mod provides greater benefit than the old systems two lowslot modules and a level five skill - on demand, with no sp investment. Railguns if they're going to keep their rate of fire need to have their damage lowered by about 200-300 points as the 'amazing tank battles' many would like to see don't happen at all because they are killed in two shots to a 2x dmg mod sica / gunnlogi. The reduced slot count has nixed a lot of the diversity that even 1.6 had in terms of vehicles, and is part of what is affecting vehicles so badly - as all hardeners are active and almost all reps are completely passive tanks exist in a binary state - you can either kill it or you can't. Things should happen on a gradual scale, where 'if a tank sits in one spot long enough he will die even to MLT swarms, it may take a pretty long time depending on the 'level' of AV being brought out, but it will happen' to a state where 3-4 coordinated AV'ers will instablap vehicles. Now to actually address your points. 1) KDR - I wouldn't actually address this as a 'metric' worth balancing around as a primary statistic. 2) Isk efficiency of vehicles vs infantry. This one is also quite tough, but I'd say that in their current state most vehicle users will acknowledge that they are (unless in a coordinated situation) extremely isk inefficient compared to infantry. This has a problem on both sides in that vehicles underperform when played solo, or overperform when played with a group. As it is, I think it's *mostly* fine right now, but I would like to see vehicles get slightly more isk efficient *without making them infantry murdering machines*. Isk efficiency could easily be boosted through WP for MCRU spawns, allowing tanks to replace a weapon turret with an active scanning station (functions like current infantry active scanners, instead of the giant pulsing scanner). 3a)Proto AV vs Proto tank should probably be at about a 2.5:1 ratio. I don't have any numbers to really support this idea, but I heavily feel that AV (even heavy av) should be a strong deterrent to equally fit vehicles, not instant death. 3b)Proto AV vs STD tank should be closer to a 1.5:1 ratio, where once again it's not instant death, but it is a big threat. 4) Start with the average players, then take a look at things where they might be overperforming and find out *why* things are like that. 5) Cant help you here. 6) Infantry don't like to use weapons that cannot kill other infantry, or put them at significant risk from other infantry. To take someone elses words : There are too many differences between the tiers of AV and Vehicle, things need to be brought much closer into line with each other - aka tiericide. Great points here, awesome points. What I would like to add here is the acceleration buff for tanks was unnecessary. It needs to be reverted back to pre 1.7 levels. Agree?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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