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Thread Statistics | Show CCP posts - 2 post(s) |
Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 09:04:00 -
[91] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: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 . The reality comes down to Vehicles are forced to fit into a game where Prototype and advance Anti-Vehicles already exist. Either add in prototype Vehicles or remove variants to mainstream the game a little further. Vehicles were reworked from the ground up, So should the Anti-vehicles.
To it top, the attempts to keep trying to fit Vehicles and anti-vehicles have been going on for months now. Expecting different results by doing the same thing over and over again is insane. AV's I think need to be reworked so they fit into vehicular warfare and infantry together. |
Aderek
HavoK Core RISE of LEGION
83
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Posted - 2014.04.30 09:08:00 -
[92] - Quote
Try swarms with Minmatar Comando ;) |
Minor Treat
RisingSuns Dark Taboo
247
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Posted - 2014.04.30 09:09:00 -
[93] - Quote
Dovallis Martan JenusKoll wrote: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.
I did see the Fanfest presentation.
So I saw the webifiers and I saw the Energy drainers. If they introduce webifiers than a lot of the Anti-vehicle issue's would be changed in terms of variables.
But I never saw anything about tazers though, you mind providing a link or a youtube video with the timestamp on it? |
MINA Longstrike
620
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Posted - 2014.04.30 09:12:00 -
[94] - Quote
MarasdF Loron wrote: 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?
They need to be slowed down a bit, but not to 1.6 levels.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
771
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Posted - 2014.04.30 09:14:00 -
[95] - Quote
I'm a tanker and I can say that railguns do NOT need damage amplifiers. Even if the target tank is 2x hardened an ADV rail can still deal substantial damage, and the PRO versions are like a permanent damage amp that doesn't take a slot...
If swarms and forge guns seem too risky, why not make an AV weapon that fits between the two? I still remember from playing Goldeneye 007 the remote controlled rocket launcher. Or looking at TF2, there's the tactical sticky launcher, that lets you detonate individual, or groups, of sticky grenades by looking at them, and pressing the detonate button. The ones that would blow up would preview with a blue outline that could be seen through walls to tell you the bomb was still there.
Minor Treat wrote:
I did see the Fanfest presentation.
So I saw the webifiers and I saw the Energy drainers. If they introduce webifiers than a lot of the Anti-vehicle issue's would be changed in terms of variables.
But I never saw anything about tazers though, you mind providing a link or a youtube video with the timestamp on it?
Oh I meant the webifiers were the tazers. I seem to have worded that wrong.
If you can read this, it means you are reading.
Unless you are skimming
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KingBabar
The Rainbow Effect
2270
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Posted - 2014.04.30 09:37:00 -
[96] - Quote
Himiko Kuronaga 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?
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.
+1
I've mentioned this in several threads.
You got it right the first time CCP.
Remember Skirmish 1.0 and how the games would end shortly if the attacker couldn't manage to get the A + B Points before the MCC's Shields where Down?
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
2255
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Posted - 2014.04.30 09:39:00 -
[97] - 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 really don't see how you can balance infantry vs vehicle in a 16 v 16 map, if the solution isn't going to be one av vs one tank...
if we had large scale battles like eve on huge maps I could see how you could have dedicated infantry squads to deal with vehicles, or other vehicles to deal with them... but with 16 v 16 taking 3 people way to deal with one tank cripples your team when it only takes one of their's to drive a tank.... maybe that's the answer...
determine how many infantry it should take in av gear to kill a tank and also make that many people a requirement to drive one....
this game makes me sad....
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SirManBoy
Molon Labe. General Tso's Alliance
504
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Posted - 2014.04.30 09:50:00 -
[98] - Quote
A significant speed penalty needs to come with armor tanking and there needs to be some sort of structural damage threshold for vehicles that one cannot recover from with a mod. Think about the GTA series and how vehicle damage eventually slows vehicles down and causes other problems. |
Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 09:53:00 -
[99] - Quote
Repper tanks are set up to handle AV. They are vulnerable to alpha damage, such as rails (proto railgun kills then in 4 hits from full shield and armor, 3 if one or more hit the weak spot) RE (3 will kill it from full shield and armor, 2 if both are on the weakspot) And PE (lay a PE on top of an RE. 2 RE and 2 PE kills a repper tank instantly)
This isn't about reppers being OP. This is about people being unwilling to field multiple counters for different setups, and wanting their weapon to kill all vehicles regardless.
As well, that swarm fit given costs about 1.75 million SP to get. My repper tank costs 2.5 million SP to fit the two complex and one enhanced repper at repair rate 5 a militia blaster and nothing else. This does not include any skills outside of those needed to fit what is required to deploy your vehicle or dropsuit. However, I have not the CPU nor the PG to run a militia blaster. Since a large turret is required, in order to even call in this tank, I need to spend a total of 3.1 million sp, (large turret fitting skill to 5 plus prerequisite skills in order to have enough CPU, armor fitting optimization to 3 to have enough PG) just to have enough fitting to call in this tank. So you are expecting half of the skill investment I need to even field this tank to destroy it. You have another 1.35 million SP to spend before you can talk about wanting to solo my tank. This was the problem pre-1.7, and the reason tanks even were even touched to begin with. Because tankers were spending 20 million SP only to be killed in 3 swarms by someone who spent a total of 610k SP.
I gladly concede that standard and advanced swarms are far too weaker than proto, although I find I can have some success running advanced swarms on my Calmanndo. I'm totally behind bring the lesser swarms up to proto's effectiveness.To fix this, I would have all swarms fire 6 missiles, and have damage per missile increase through the tiers:
STD: 200 ADV: 210 PRO:220
This keeps proto swarms where they are now, but makes standard and advanced swarms much more viable.
In conclusion to those upset over repper tanks, skill into more AV options besides your swarm/forge, or bring people along who have skilled into them. The AR wasn't supposed to be the best in every infantry situation pre-1.7, just as swarms and forges are supposed to be the best in every vehicle situation now.
That's what you get!! - DA Rick
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
2255
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Posted - 2014.04.30 09:58:00 -
[100] - Quote
ChromeBreaker wrote: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?
I have a more balanced question for you.... why should tanks be allowed to go 30/0 consistently?
so what you put 20 mil sp into tanks, what about the mercs who have 20 mil in their fits? shouldn't there be more even ground between the tank and infantry?
if we had larger maps with battles of 100 v 100 I don't think this would be an issue... but right now 1 tank can take out the whole other team! easily!..... isn't that a problem?
this game makes me sad....
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KatanaPT
Tech Guard RISE of LEGION
719
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Posted - 2014.04.30 10:04:00 -
[101] - 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?
- Remove Vehicles from Ambush. - Ambush maps smaller, what we have now sometimes it takes minutes to find the enemy team. - Increase Db of Vehicles, sometimes i have literally a enemy tank by my side or a enemy Dropship hovering above my head and it doesnt show up on my radar, nowadays vehicles seem to be more stealthy than medium suits. - Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
Tech Guard Recruiting Video
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KatanaPT
Tech Guard RISE of LEGION
719
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Posted - 2014.04.30 10:18:00 -
[102] - Quote
Actually, honestly i think the whole problem would be solved with this:
- Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
I agree we should not be able to solo a tank, and i also agree to the current state of the tanks, they are hard to kill, fast, great tank killers and they can dominate the battlefield, the problem is that most of the tanks nowadays run a single large turret and can kill everything. What happened to small turrets? What happened to their original purpose? (vs infantry) Be it a blaster or a rail, the tank large turrets must be really effective against what they were designed to do, other tanks, installations, vehicles, etc. It maybe unrealistic, (try to think about a 120mm sabot from a M1 against a enemy soldier), but afterall this is a scifi game.
--> Bring back small turrets role against infantry and delegate large turrets to their job.
This would fix tanks. If the denizens of tankers who love to kill infantry want to continue doing it again, just equip 2 good small turrets, a good crew and let it rip.
Tech Guard Recruiting Video
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
509
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Posted - 2014.04.30 10:26:00 -
[103] - Quote
Seymor Krelborn wrote:ChromeBreaker wrote: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? I have a more balanced question for you.... why should tanks be allowed to go 30/0 consistently? so what you put 20 mil sp into tanks, what about the mercs who have 20 mil in their fits? shouldn't there be more even ground between the tank and infantry? if we had larger maps with battles of 100 v 100 I don't think this would be an issue... but right now 1 tank can take out the whole other team! easily!..... isn't that a problem? Whenever I play with competent slayers, they score a lot more kills than I can even find people, let alone kill them all, in a match. And those slayers are using STD stuff most of the time. Most of the time they even get 0 deaths when they run with me. There is no way I can compete with their kills consistently or even inconsistently.
Whenever I am running infantry, around 0.1% of my deaths are by tankers. 0.9% by ADSes and the rest is done by infantry. I don't fear or hate tanks but I respect them, maybe that's why I don't get killed by them. Whenever I see a tank I just laugh at it because I know it can do nothing to kill me if I don't let him. But slayers can easily get me anytime, anywhere.
I am nowhere near the best infantry player, I am somewhere near average, but because I know what vehicles can and cannot do, I am not killed by them. Maybe everyone should learn how vehicles operate.
And whenever I kill someone with my Blaster easily, I can only feel sorry for them because there is nothing anyone can do to improve their gameplay.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Shion Typhon
Intara Direct Action Caldari State
517
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Posted - 2014.04.30 10:29:00 -
[104] - 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?
Your tanks suck because you insisted on using the EVE "regen-stable" model of tanking. you should have gone with a high HP, low regen model; ie a Mag has 50,000 HP but pretty much no regen. Binary success/fail systems suck, especially in combined arms games, you are much better using an attrition model.
Your 6 points above demonstrate you guys aren't even considering the right level of meta, you are just fiddling with dials which will never work. I wrote a series of posts before the new vehicle changes and it dismays me you guys made almost every one of my predictions come true. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
668
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Posted - 2014.04.30 10:37:00 -
[105] - 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?
Tiercide
Meh, F2P Lobby Shooter BattleDuty 514
Working as intended.
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VALCORE72
NECROM0NGERS Caps and Mercs
168
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Posted - 2014.04.30 10:38:00 -
[106] - Quote
just take out the over drives and boosters . lower cost of drop ships by 25%.. tanks are cheap now and av is almost there . its these things that upset us. fg dps is ok . still dont like large blasters since they are just used to kill ground guys 90% of the time |
Patrick57
Fatal Absolution
7209
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Posted - 2014.04.30 10:44:00 -
[107] - Quote
To counter a triple rep Madrugar, just get a Railgun... everyone has access to 70k ISK 0 SP Militia Tanks. |
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CCP Rattati
C C P C C P Alliance
934
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Posted - 2014.04.30 10:54:00 -
[108] - Quote
KatanaPT wrote:Actually, honestly i think the whole problem would be solved with this:
- Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
I agree we should not be able to solo a tank, and i also agree to the current state of the tanks, they are hard to kill, fast, great tank killers and they can dominate the battlefield, the problem is that most of the tanks nowadays run a single large turret and can kill everything. What happened to small turrets? What happened to their original purpose? (vs infantry) Be it a blaster or a rail, the tank large turrets must be really effective against what they were designed to do, other tanks, installations, vehicles, etc. It maybe unrealistic, (try to think about a 120mm sabot from a M1 against a enemy soldier), but afterall this is a scifi game.
--> Bring back small turrets role against infantry and delegate large turrets to their job.
This would fix tanks. If the denizens of tankers who love to kill infantry want to continue doing it again, just equip 2 good small turrets, a good crew and let it rip.
I have been thinking about this, and make the small vehicle turrets a bit more fun to use. Maybe swarm launchers and HMG's as options as well. I can't hit a damn thing using moving blasters :(
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
620
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Posted - 2014.04.30 11:03:00 -
[109] - Quote
CCP Rattati wrote:KatanaPT wrote:Actually, honestly i think the whole problem would be solved with this:
- Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
I agree we should not be able to solo a tank, and i also agree to the current state of the tanks, they are hard to kill, fast, great tank killers and they can dominate the battlefield, the problem is that most of the tanks nowadays run a single large turret and can kill everything. What happened to small turrets? What happened to their original purpose? (vs infantry) Be it a blaster or a rail, the tank large turrets must be really effective against what they were designed to do, other tanks, installations, vehicles, etc. It maybe unrealistic, (try to think about a 120mm sabot from a M1 against a enemy soldier), but afterall this is a scifi game.
--> Bring back small turrets role against infantry and delegate large turrets to their job.
This would fix tanks. If the denizens of tankers who love to kill infantry want to continue doing it again, just equip 2 good small turrets, a good crew and let it rip. I have been thinking about this, and make the small vehicle turrets a bit more fun to use. Maybe swarm launchers and HMG's as options as well. I can't hit a damn thing using moving blasters :(
Blasters are way too accurate they need more dispersal just like the HMG did.
I'd love to see more ways to have people in my vehicle and have them be useful without necessarily giving them a weapon that they can use to waste ammo / screw up ambushes. As I said earlier I'd love to see a 'turret' that's a long range (150m 45degree) scanner - it probably doesn't have the best precision either but it helps out my teammates and generates a lot of WP to the people in my vehicle (as well as myself). I mean when I do have a friend in my tank this is what he's usually doing anyways - watching the map and letting me know where stuff is in relation to me, and occasionally firing the turret against called targets.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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KatanaPT
Tech Guard RISE of LEGION
720
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Posted - 2014.04.30 11:03:00 -
[110] - Quote
CCP Rattati wrote:KatanaPT wrote:Actually, honestly i think the whole problem would be solved with this:
- Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
I agree we should not be able to solo a tank, and i also agree to the current state of the tanks, they are hard to kill, fast, great tank killers and they can dominate the battlefield, the problem is that most of the tanks nowadays run a single large turret and can kill everything. What happened to small turrets? What happened to their original purpose? (vs infantry) Be it a blaster or a rail, the tank large turrets must be really effective against what they were designed to do, other tanks, installations, vehicles, etc. It maybe unrealistic, (try to think about a 120mm sabot from a M1 against a enemy soldier), but afterall this is a scifi game.
--> Bring back small turrets role against infantry and delegate large turrets to their job.
This would fix tanks. If the denizens of tankers who love to kill infantry want to continue doing it again, just equip 2 good small turrets, a good crew and let it rip. I have been thinking about this, and make the small vehicle turrets a bit more fun to use. Maybe swarm launchers and HMG's as options as well. I can't hit a damn thing using moving blasters :(
Dont want to pat myself on the back but,(ive been thinking about this for ages) and to please everyone, tankers and infantry alike, this would be the only reasonable solution to the problem we are having. Thank you for your reply.
Also i suggested something similar to a vehicle mounted HMG ages ago, would love to see 2 on a Dropship, whats not to love: Gatling guns and dropships.
Tech Guard Recruiting Video
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
202
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Posted - 2014.04.30 11:07:00 -
[111] - Quote
I feel like tanks would be balanced if they removed the large blaster from the game. They could still kill infantry with the missiles and even rails but they would be less efficient at it.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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shaman oga
Nexus Balusa Horizon
1985
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Posted - 2014.04.30 11:09:00 -
[112] - Quote
Imo tanking was better before 1.7 for certain aspects, i would take a step back, keep some good feature of post 1.7 tanks and go back to 1.6 system.
Tanks stats are fine now, speed, manouverability, shield recharge values, etc... Modules and slot layout are not balanced or not satisfying, passive reppers takes no ability and they give a superfast repair rate.
I would go back to old modules and slot layout with the new tank stats and old values of PG/CPU, i would add passive armor reppers but a heavy complex repper would give 50hp and i would add shield reg for tanks, energizers with the new stats are not needed.
1.7 has been a revolution for vehicles that was not needed imo.
About large blaster: they just need more dispersion at more than 50 meters, a couple of days ago i was countersniping a sniper at 294 meters with around 14% efficiency but pinpoint accuracy.
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
203
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Posted - 2014.04.30 11:13:00 -
[113] - Quote
BIind Shot wrote:I feel like tanks would be balanced if they removed the large blaster from the game. They could still kill infantry with the missiles and even rails but they would be less efficient at it.
And this would force them to use 2 small torrents and 2 other gunners if they wish to be more proficient at killing infantry. See how that balances out? takes 3 Av guys to kill 3 guys in a tank.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Cardio Therapy
Tech Guard RISE of LEGION
9
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Posted - 2014.04.30 11:16:00 -
[114] - Quote
Many people said that to kill a tank you need an organized squad. That is true. But considering the Sp and isk of a full proto infantry and the same of a tank the tanks are overpowered because they are operated by only one person . The tanks must be strong but also in an organized squad and not solo. Organized squad with a thank will kill the AV infantry and protect the tank while the tank is killing everything else. Good strategy. A solo tank without infantry support killing every infantry in the battlefield should not exist. Even proto tank. Also it doesn't exist in the real life.
The tank must be strong and fearsome with infantry support but not a big danger when solo.
A non proto tank must be destroyed with a non proto AV. the infantry spawning with AV is as good as dead if encounter other infantries. If I spawn with AV the only thing I can do is to try to kill a tank. Than what??? |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
509
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Posted - 2014.04.30 11:22:00 -
[115] - Quote
KatanaPT wrote:CCP Rattati wrote:KatanaPT wrote:Actually, honestly i think the whole problem would be solved with this:
- Penalty (OR inability to fire) to large tank weapons against infantry, make them into what they must be, tank and installation killers. Now we have a giant shotgun on top of a tank. If a tanker wants to go against infantry then install small turrets, because thats what they are for.
I agree we should not be able to solo a tank, and i also agree to the current state of the tanks, they are hard to kill, fast, great tank killers and they can dominate the battlefield, the problem is that most of the tanks nowadays run a single large turret and can kill everything. What happened to small turrets? What happened to their original purpose? (vs infantry) Be it a blaster or a rail, the tank large turrets must be really effective against what they were designed to do, other tanks, installations, vehicles, etc. It maybe unrealistic, (try to think about a 120mm sabot from a M1 against a enemy soldier), but afterall this is a scifi game.
--> Bring back small turrets role against infantry and delegate large turrets to their job.
This would fix tanks. If the denizens of tankers who love to kill infantry want to continue doing it again, just equip 2 good small turrets, a good crew and let it rip. I have been thinking about this, and make the small vehicle turrets a bit more fun to use. Maybe swarm launchers and HMG's as options as well. I can't hit a damn thing using moving blasters :( Dont want to pat myself on the back but,(ive been thinking about this for ages) and to please everyone, tankers and infantry alike, this would be the only reasonable solution to the problem we are having. Thank you for your reply. Also i suggested something similar to a vehicle mounted HMG ages ago, would love to see 2 on a Dropship, whats not to love: Gatling guns and dropships. The only problem, and I mean the only problem is that the day Large Turrets no longer work against infantry is the day when HAVs become obsolete. Until such a time that CCP adds MAVs and MTACs and stuff like that. Only thing HAVs can do is kill, and that will always be the case, but when there is nothing to kill, what's the point of having them?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
509
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Posted - 2014.04.30 11:23:00 -
[116] - Quote
BIind Shot wrote:BIind Shot wrote:I feel like tanks would be balanced if they removed the large blaster from the game. They could still kill infantry with the missiles and even rails but they would be less efficient at it. And this would force them to use 2 small torrents and 2 other gunners if they wish to be more proficient at killing infantry. See how that balances out? takes 3 Av guys to kill 3 guys in a tank. Haven't vehicles have had enough stuff removed yet? Wasn't the immense nerf to Blasters in 1.7 not enough? As it is now, it takes 1 guy to kill HAV, he just kills the HAV faster if there are more turrets in the HAV. So 1-man HAV is hardest to kill where as 3-man HAV is the easiest... makes no sense but whatever. IMO there should be different hulls for different amount of turret hardpoints.
shaman oga wrote:About large blaster: they just need more dispersion at more than 50 meters, a couple of days ago i was countersniping a sniper at 294 meters with around 14% efficiency but pinpoint accuracy. This is GD, I thought logic was not allowed here?
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Heavenly Daughter
the Aurum Grinder and Company
446
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Posted - 2014.04.30 11:26:00 -
[117] - Quote
Why not try Minmando suit , your damage per clip is about 4520 proficiency 5 needed
A proto minmando instead of scout will get 4735 proficiency 5 also needed
Then redo the test, I guess you'll win that one.
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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G Torq
ALTA B2O
770
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Posted - 2014.04.30 11:26:00 -
[118] - Quote
CCP Rattati wrote:. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire.
HAH!
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
2257
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Posted - 2014.04.30 11:48:00 -
[119] - Quote
MarasdF Loron wrote:Seymor Krelborn wrote:ChromeBreaker wrote: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? I have a more balanced question for you.... why should tanks be allowed to go 30/0 consistently? so what you put 20 mil sp into tanks, what about the mercs who have 20 mil in their fits? shouldn't there be more even ground between the tank and infantry? if we had larger maps with battles of 100 v 100 I don't think this would be an issue... but right now 1 tank can take out the whole other team! easily!..... isn't that a problem? Whenever I play with competent slayers, they score a lot more kills than I can even find people, let alone kill them all, in a match. And those slayers are using STD stuff most of the time. Most of the time they even get 0 deaths when they run with me. There is no way I can compete with their kills consistently or even inconsistently. Whenever I am running infantry, around 0.1% of my deaths are by tankers. 0.9% by ADSes and the rest is done by infantry. I don't fear or hate tanks but I respect them, maybe that's why I don't get killed by them. Whenever I see a tank I just laugh at it because I know it can do nothing to kill me if I don't let him. But slayers can easily get me anytime, anywhere. I am nowhere near the best infantry player, I am somewhere near average, but because I know what vehicles can and cannot do, I am not killed by them. Maybe everyone should learn how vehicles operate. And whenever I kill someone with my Blaster easily, I can only feel sorry for them because there is nothing anyone can do to improve their gameplay.
your post is dishonest at best... I've been around since the very beginning of open beta and I'm no slouch on the field, I also play sometimes as much as 8 hours a day.... and I don't run with an alliance notorious for proto stomping.... my experience is far more unbalanced than what you claim yours is when it comes to tanks, and the various squads I'm a part of have had a much more similar experience to me...
you saw the video at the top of this thread.... that isn't rumor or conjecture... that is proof that tanks are unbalanced to av... when it only takes one to drive a tank and it takes 2 or more... usually 3 to kill a tank, that seriously gives the tanks team an infantry advantage since the other team must dedicate more than 1 to that tank... multiply the tanks you multiply the problem... 3 tanks on the field, theres 6-9 infantry now pulled away from dealing with other infantry for each tank to that teams 13 infantry that can not only support the tanker but take out the vulnerable avers with ease.
this game makes me sad....
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
205
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Posted - 2014.04.30 11:55:00 -
[120] - Quote
G Torq wrote:CCP Rattati wrote:. Sadly I don't see a lot of tank v tank battles either which is probably what tankers desire. HAH!
I don't know if you guys have heard but duna actually has a rule in his corp. No tanks are allowed to fire at one another in pubs.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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