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Atiim
Heaven's Lost Property Dirt Nap Squad.
7503
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Posted - 2014.04.30 15:24:00 -
[181] - Quote
Takahiro Kashuken wrote:Mojo XXXIII wrote:Takahiro Kashuken wrote:Mojo XXXIII wrote:
That's not what I'm referring to, and you know it.
If infantry realizes (as the tank in the video did with the swarm launcher), that your weapons are incapable of killing them when you DO shoot them, how long do you think they would continue to run away from you?
How long before they stop taking cover altogether, and begin simply ignoring you, once they realize that you do not pose any threat to them?
TBH id get a friend, 2 is always better than 1 Sure, no problem, then the tank driver should be limited to an AV weapon only, and should have to equip an AI turret and bring a friend to kill infantry. 2 is always better than 1, right? And around and around and around we go...... No il sacrifice my AV abilitys by using the blaster that way i dont have to bring anyone or even have to rely on a bluedot if i fancy playing solo And AV sacrifices it's AP capabilities.
So I guess we shouldn't have to bring a friend either?
Proposed Mobile CRU Changes
-HAND
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Takahiro Kashuken
Red Star. EoN.
3528
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Posted - 2014.04.30 15:30:00 -
[182] - Quote
Atiim wrote:Takahiro Kashuken wrote:Mojo XXXIII wrote:Takahiro Kashuken wrote:Mojo XXXIII wrote:
That's not what I'm referring to, and you know it.
If infantry realizes (as the tank in the video did with the swarm launcher), that your weapons are incapable of killing them when you DO shoot them, how long do you think they would continue to run away from you?
How long before they stop taking cover altogether, and begin simply ignoring you, once they realize that you do not pose any threat to them?
TBH id get a friend, 2 is always better than 1 Sure, no problem, then the tank driver should be limited to an AV weapon only, and should have to equip an AI turret and bring a friend to kill infantry. 2 is always better than 1, right? And around and around and around we go...... No il sacrifice my AV abilitys by using the blaster that way i dont have to bring anyone or even have to rely on a bluedot if i fancy playing solo And AV sacrifices it's AP capabilities. So I guess we shouldn't have to bring a friend either?
Sure if you just happy at scaring it away or you really know how to solo a vehicle |
Nothing Certain
Bioshock Rejects
560
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Posted - 2014.04.30 15:37:00 -
[183] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: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 .
Of course tanks get killed but on that same killfeed you are seeing a lot more people killed by tanks than tanks killed. One poster said he and a friend killed 60 players in tanks, so they are probably pretty giod at AV and they did this over the course of 20 or 30 games probably. How many players do you think two decent tankers working together over that time period would kill? 600? 1000? That's balance?
Because, that's why.
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Mojo XXXIII
Abandoned Privilege Top Men.
101
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Posted - 2014.04.30 15:44:00 -
[184] - Quote
Takahiro Kashuken wrote:Atiim wrote:So I guess we shouldn't have to bring a friend either? Sure if you just happy at scaring it away or you really know how to solo a vehicle
So you agree that, if an AV has enough SKILL, then he SHOULD be capable of SOLOING a vehicle, right?
Nobody's asking for it to be EASY, just POSSIBLE.
After all, why should something as limited and vulnerable as AV REQUIRE teamwork, if operating something as durable and powerful as a tank doesn't?
... and around and around and around and around we go! |
Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 15:47:00 -
[185] - Quote
Mojo XXXIII wrote:I'm curious:
How, exactly would an AV be a thorn in the tanks side, if the tanker does not regard the AV as a serious threat?
Without the capability of eventually doing enough damage to the tank, then the tank driver would quickly learn that the AV is NOT a threat, and we'd end up with the situation that you see in the OP's video, where the tanker simply disregards the AV player altogether.
In order for the AV to be able to at least even chase a tanker away, the tanker must feel that, given enough time, that AV player WILL be able to destroy his vehicle.
If the AV is not capable of even eventually destroying the tank, then the AV will never be a credible threat, and therefor will never be a hinderance to the tanker. Because AV is not only relegated to forges and swarms. AV is Anti-Vehicle, and anything that kills them can fufill this role. Large railguns, PE, and RE all can fulfill this role extremely well, as can large blasters.
Frankly, we need to make large blasters into AV, but not until we have all the vehicles in the game. Beyond blaster tanks and the occasional dropship, there really isn't much for AV to shoot at.
That's what you get!! - DA Rick
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Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 15:51:00 -
[186] - Quote
Mojo XXXIII wrote:Takahiro Kashuken wrote:Atiim wrote:So I guess we shouldn't have to bring a friend either? Sure if you just happy at scaring it away or you really know how to solo a vehicle So you agree that, if an AV has enough SKILL, then he SHOULD be capable of SOLOING a vehicle, right? Nobody's asking for it to be EASY, just POSSIBLE. After all, why should something as limited and vulnerable as AV REQUIRE teamwork, if operating something as durable and powerful as a tank doesn't? ... and around and around and around and around we go! It should be possible only if AV has spent a comparable amount of SP in their AV weapons to counter a vehicle. Again, it takes 3.4 million SP to simply field a repper tank like the one in the video, but the swarm used to kill it only used at minimum 1.75 million, including getting complex damage mods. That's almost half the SP the tanker needs just to get one called out. If he spends 3.4 million on killing the tank, then yes he should stand a chance on killing the tank, but not before.
This is why tanks were changed in the first place. Because 20 million SP tanks were going down in 3 shots to a 610k SP investment in swarms.
That's what you get!! - DA Rick
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Mojo XXXIII
Abandoned Privilege Top Men.
102
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Posted - 2014.04.30 15:53:00 -
[187] - Quote
Alena Ventrallis wrote:Mojo XXXIII wrote:I'm curious:
How, exactly would an AV be a thorn in the tanks side, if the tanker does not regard the AV as a serious threat?
Without the capability of eventually doing enough damage to the tank, then the tank driver would quickly learn that the AV is NOT a threat, and we'd end up with the situation that you see in the OP's video, where the tanker simply disregards the AV player altogether.
In order for the AV to be able to at least even chase a tanker away, the tanker must feel that, given enough time, that AV player WILL be able to destroy his vehicle.
If the AV is not capable of even eventually destroying the tank, then the AV will never be a credible threat, and therefor will never be a hinderance to the tanker. Because AV is not only relegated to forges and swarms. AV is Anti-Vehicle, and anything that kills them can fufill this role. Large railguns, PE, and RE all can fulfill this role extremely well, as can large blasters. Frankly, we need to make large blasters into AV, but not until we have all the vehicles in the game. Beyond blaster tanks and the occasional dropship, there really isn't much for AV to shoot at.
No, but if I devote a significant portion of my SP into swarms (comparable to what it takes to operate a vehicle, for example), which are a SPECIFICALLY AV ONLY weapon, and completely useless against infantry, I don't think it is unreasonable to expect to be able to use them for their intended purpose, without also having to spec into two or three other AV weapons (or team up with someone else who has). |
Mojo XXXIII
Abandoned Privilege Top Men.
102
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Posted - 2014.04.30 15:57:00 -
[188] - Quote
Alena Ventrallis wrote:Mojo XXXIII wrote:Takahiro Kashuken wrote:Atiim wrote:So I guess we shouldn't have to bring a friend either? Sure if you just happy at scaring it away or you really know how to solo a vehicle So you agree that, if an AV has enough SKILL, then he SHOULD be capable of SOLOING a vehicle, right? Nobody's asking for it to be EASY, just POSSIBLE. After all, why should something as limited and vulnerable as AV REQUIRE teamwork, if operating something as durable and powerful as a tank doesn't? ... and around and around and around and around we go! It should be possible only if AV has spent a comparable amount of SP in their AV weapons to counter a vehicle. Again, it takes 3.4 million SP to simply field a repper tank like the one in the video, but the swarm used to kill it only used at minimum 1.75 million, including getting complex damage mods. That's almost half the SP the tanker needs just to get one called out. If he spends 3.4 million on killing the tank, then yes he should stand a chance on killing the tank, but not before. This is why tanks were changed in the first place. Because 20 million SP tanks were going down in 3 shots to a 610k SP investment in swarms.
Tanks also enjoy a ton of benefits for those SP that AV doesn't.
A tank is capable of killing both vehicles and infantry, has a ton more hitpoints, does a ton more damage, and is immune to a large percentage of other weapons in the game.
It's really starting to seem like many of the tankers on here want all the benefits, but no weaknesses.
Easy mode, if you will. |
danie braz
Krusual Covert Operators Minmatar Republic
5
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Posted - 2014.04.30 15:59:00 -
[189] - 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?
5-6 rounds in a magazine/clip. Shorter reload sequence. Boom bye bye in a tanker boy head. |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
517
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Posted - 2014.04.30 16:01:00 -
[190] - Quote
Zaaeed Massani 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. You can't fit 3 Damage mods on a Minmatar Commando... You are right, my bad.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Alena Ventrallis
PAND3M0N1UM Top Men.
1240
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Posted - 2014.04.30 16:07:00 -
[191] - Quote
Mojo XXXIII wrote:Alena Ventrallis wrote:Mojo XXXIII wrote:Takahiro Kashuken wrote:Atiim wrote:So I guess we shouldn't have to bring a friend either? Sure if you just happy at scaring it away or you really know how to solo a vehicle So you agree that, if an AV has enough SKILL, then he SHOULD be capable of SOLOING a vehicle, right? Nobody's asking for it to be EASY, just POSSIBLE. After all, why should something as limited and vulnerable as AV REQUIRE teamwork, if operating something as durable and powerful as a tank doesn't? ... and around and around and around and around we go! It should be possible only if AV has spent a comparable amount of SP in their AV weapons to counter a vehicle. Again, it takes 3.4 million SP to simply field a repper tank like the one in the video, but the swarm used to kill it only used at minimum 1.75 million, including getting complex damage mods. That's almost half the SP the tanker needs just to get one called out. If he spends 3.4 million on killing the tank, then yes he should stand a chance on killing the tank, but not before. This is why tanks were changed in the first place. Because 20 million SP tanks were going down in 3 shots to a 610k SP investment in swarms. Tanks also enjoy a ton of benefits for those SP that AV doesn't. A tank is capable of killing both vehicles and infantry, has a ton more hitpoints, does a ton more damage, and is immune to a large percentage of other weapons in the game. It's really starting to seem like many of the tankers on here want all the benefits, but no weaknesses. Easy mode, if you will. A tank shouldn't be killing infantry easy unless he fits small turrets.
So yes, we should have a ton more hitpoints, do a ton more damage, and only be vulnerable to certain weapons, and require either teamwork or heavy specialization into those weapons to threaten me. But I should be fitting small turrets in order to combat you on the ground effectively. Just as one shouldn't expect my Eve battleship to fall to a single frigate. It should take at least 3, and very possibly 4-5 frigates to down my battleship. But my battleship has trouble hitting those frigates unless I fit frigate drones to it. Same for small turrets. Those are my infantry defense, while my main turret is for killing other vehicles.
However, other than blaster tanks there really isn't a threat on the battlefield beyond a very skilled dropship pilot. So until MAVs and heavy aircraft and a whole slew of vehicles for me to shoot at is released, I would see blasters remain as they are. Gives my large missiles something to hunt.
That's what you get!! - DA Rick
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Awry Barux
Ametat Security Amarr Empire
2401
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Posted - 2014.04.30 16:15:00 -
[192] - Quote
Alena Ventrallis wrote: So yes, we should have a ton more hitpoints, do a ton more damage, and only be vulnerable to certain weapons, and require either teamwork or heavy specialization into those weapons to threaten me. But I should be fitting small turrets in order to combat you on the ground effectively. Just as one shouldn't expect my Eve battleship to fall to a single frigate. It should take at least 3, and very possibly 4-5 frigates to down my battleship. But my battleship has trouble hitting those frigates unless I fit frigate drones to it. Same for small turrets. Those are my infantry defense, while my main turret is for killing other vehicles.
Actually, in EVE, you can totally slay a battleship in a single frigate. An Ishkur can tank and kill the light drones, then just tackle and whittle down even the most expensive battleship until it's dead.
Nerdier than thou
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Autoaim Bot514
The Hetairoi
110
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Posted - 2014.04.30 16:20:00 -
[193] - Quote
How to fix? Add target painter equipment. |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
160
|
Posted - 2014.04.30 16:21:00 -
[194] - 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?
Don't be a baby call in a HAV with a railgun or missile launcher and hunt the other HAVs down. Both sides can use equal number of vehicles? Why punch people who spend SP in vehicles. By the way militia Railguns can take on any HAV.
This will help the game
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Mordecai Sanguine
What The French Red Whines.
609
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Posted - 2014.04.30 16:24:00 -
[195] - Quote
Takahiro Kashuken wrote:Mordecai Sanguine wrote:Takahiro Kashuken wrote:Mojo XXXIII wrote:
That's not what I'm referring to, and you know it.
If infantry realizes (as the tank in the video did with the swarm launcher), that your weapons are incapable of killing them when you DO shoot them, how long do you think they would continue to run away from you?
How long before they stop taking cover altogether, and begin simply ignoring you, once they realize that you do not pose any threat to them?
TBH id get a friend, 2 is always better than 1 But when 10 sync mercenaries can't take down a single experimented tank, how are you supposed to take down 3 tankers with 16 players ? Only stupid noobs with noob tank which only run into ennemies like stupid 1960 IA die into a Tank. Any person which have a brain can't die into a tank if there is no other tank. If 10ppl cannot kill 1 tank then they should quit
Let me guess, you're a tanker right ? Oh sorry i said tanker ? I mean Noob. |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
160
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Posted - 2014.04.30 16:26:00 -
[196] - Quote
As you can see in the video the AV infantry can solo the 3ple rep maddy. He just forgotten to throw his AV grenades to finish the HAV.
This will help the game
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Gelhad Thremyr
Quebec United Caps and Mercs
248
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Posted - 2014.04.30 16:26:00 -
[197] - Quote
1) Lets all agree on one thing, mechanized infantry (tanks) should have high HP and should be able to create opportunities for infantry. With that being said, if the level design of maps doesnt give enough possibilities to get behind cover let say 40-60% of the time (because no one would wage war in open spaces like we did 400 years ago) then tanks would naturally be less of a threat to infantry.
2) We want risk/reward to be balanced (because tanks cost alot, but with the data in hand a single tank can do easily 20 kills, if they are proto, than they netted a kill ISK value of 2 mil ISK alone if each proto infantry suit cost 100k)
3) Tank player alone in his vehicle should not add the equivalent of 2-3 more player in fire power alone. It causes imbalance in firepower on one side. This is clearly been demonstrated in TankBush with Nyain san and Milkman.
4) I would not touch the power of weapons has is, I think number wise the tripple rep madrugar is a kind of a fit, we should keep the customization of builds in this game.
5) If main turrets of tanks would be slower, engaging infrantry would be harder, and would require drivers to have small turrets to handle 20 meters or less infantry, throwing stuff at it. All tanks would suffer the turret slowness and it would make tank engagement better IMO.
6)Conclusion, do not touch the firepower but the hability to quickly kill all around a tank with a single driver, in BF3, tank turret do not allow you to be 100% effective against infantry ! |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
211
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Posted - 2014.04.30 16:28:00 -
[198] - Quote
Quote: And I strongly disagree with you. Why are all of you so hell-bent on destroying tanks? Is it not enough if you managed to make it activate its modules and retreat?
That's how it should be. A dedicated AV vs a dedicated tank won't be able to kill the tank, but it will be a huge hindrance to the tank and limit its abilities. Though two or more dedicated AV and the dedicated tank should be in trouble.
Because that same vehicle is hell-bent on killing our team?
No, it is not enough. If a vehicle doesn't/cannot die, then where is the risk involved i using one? You've also yet to list a valid reason as to why it should be that way, so I'll just write this off as bantering from a tanker who feels as if he should never die to another person.[/quote]
Uhmm, if I may interject here with some simple logic. Let's go with Harpyja first, you cannot force a tank to retreat if you cannot destroy it, with this current 'repdrugar' you effectively get the archimedies turtle, since the reps are both constant and high you get only a little bit closer to the tanks destruction with each hit, it was calculated as taking well over 12 volleys, any tanker with half a brain is aware of this and can become almost invincible.
But let's look at the algebra
1infantry = 1 infantry now before I start this is a generalisation, Im not accounting for different tier of dropsuits. Now the above statememt is balanced because both sides are equal. So let's break it down a little.
1infantry + 1AR = 1infantry + 1RR in this case it is still balanced as they both have similar DPS and have attributes that both buff and debuff each other, so an infantry unit using an AR is no less disadvantaged than the RR (this may not be the case in reality, but you should catch my drift, the AR will exceed in some areas where the RR will not and vice versa)
1infantry + 1tank > 1infantry + 1RR this currently unbalanced, since as a tank you severly outclass infantry, HOWEVER to make a tank only as strong as infantry is unfair, a little pointless and altogther useless. So we need a way of balancing this equation, we need to create a circle, cue AV.
So for balance we make standard infantry greater than AV, like so 1infantry + 1RR > 1infantry + 1SL
then we do the same for AV vs tan. . . . oh, hold on, since AV should require teamwork that doesn't work out, since unless the tank is destroyed all the AV has effectively done is delay the enivetable, so instead you get
1infantry + 1tank > 1infantry + 1SL and 1infantry + 1tank > 1infantry + RR which compiled into a single statement becomes this.
1infantry + 1SL < 1infantry + tank > 1infantry + RR this can be further simplified to 1AV < 1tank > 1RR and now you have an unbalanced statement.
You see the problem is a tank is only an extension of your unit, you are still only 1 person, it is in theoretical terms nothing more than a weapon for your unit. and as such it must be counterable by another weapon weilded by a single unit, to require more than 1 person to take you out, yet allow you to take out more than 1 person (to be more effecie t than) is entirely unbalanced.
Think about everything else. How many people are compulsory to take down 1 brick tanked heavy? Just one with an RE How many people are compulsory to take dow a Proto Assault? Just one in the right place How many people are required to down a sniper? Just one who knows where he is [/quote]
I did the math and came up with 12 volleys the other day but someone told me that the shields would of absorbed more than I had thought due to regen even when being damaged. Redoing the math came up with 15 volleys; This is a slightly different circumstance. I only had proficiency 3 and no rapid reload. The tank only had 3 in repair proficiency and as you can see in the video after I unloaded a clip his armor would be fully healed before I could finish reloading. It was completely impervious to my swarms, just sitting there not moving at all. It may be more than 15. I didn't take into account the animation for actually firing the swarms.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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iliel
Capital Acquisitions LLC Dirt Nap Squad.
35
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Posted - 2014.04.30 16:44:00 -
[199] - 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?
Give us a way to
(a) grab onto a tank and drop a bomb inside of it to kill the gunner. (perhaps add some kind of skill for grenades that increases the probability that the nade will make it inside? also perhaps add some sort of button combination for this task so that it is not as easy as L2, tanker down.)
(b) grab onto and enter the tank and somehow fight the gunner (maybe some random sequence of buttons determines who wins).
(c) shoot gunners/pilots out of tanks.
Note that all of these should apply to dropships as well. LAVs already allow us to shoot and kill gunners.
Also, I don't understand how the empty seats in Dropships, LAVs, and Tanks are restricted from enemy access? If a tank drives into the midst of 10 enemies without any backup, someone should be able to get into the tank - - this makes sense. |
Monkey MAC
Rough Riders..
2709
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Posted - 2014.04.30 16:47:00 -
[200] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:Takahiro Kashuken wrote:Zaaeed Massani wrote:Harpyja wrote: Please tell me WHY you HAVE to destroy the tank to consider your job done. Again, let me ask you, is it not enough if you forced the tank to retreat?
When tanks consider their job done by simply forcing infantry to retreat then we can discuss this. Until then, no. Sometimes its enough You force the infantry away so your infantry can push up and take the point Sometimes im fine with this because the match goes on for longer so i can find kills later on Sometimes you just want to kill everything in sight So you'd be happy with tanks ONLY being capable of supresing infantry? Really? Sometimes i do it in game Infantry can go where vehicles cant and if i have a scanner on i pick up assists too, depending on map vehicles cant even suppress and are mostly useless But vehicles can do other things too AV can suppress vehicles, but they can also kill them, OP video shows that 1 is not enough, get a 2nd tho and its dead
And tanks can kill lots of infantry, by themselves. Your missing the point, you are saying 1 AV should only be capable of suppressing tanks. So we turned it on its head, would you be happy if, it took at least 2 tanks just kill someone, would that be fair?
If you answered yes, I suggest you ask for blasters to be nerfed significantly. If you answered no, then why do you think it is fair to put this restriction on Anti-Vehicle weaponry?
In wider sense it boils down to, why you as a single person in your tank should require multiple people to take down? Please bear in mind when answering the question.
1) SP is not accountable since AV must also sacrifice a lot of skill points Which by you count their AI fit, equipment training core upgrades, dropsuit upgrades is around about the same.
2)ISK is not a factor due to the fact a mlt tank now costs less than a Proto fit, therein mlt tanks should be incapable of killing proto dropsuits, (if ISK were a factor)
3) Real-Life is not a factor, first and foremost this is a game to be enjoyed by everyone, this meams guns don't kill in 1 shot at 300m and tanks don't become so powerful. However if you do wish to use real-life I would like to point you toward the Artybox-Globalhawk combo, which autonomously dispatches of enemy tanks and APC's without any human input.
4)Teamwork is not a factor, we play in fixed count matches, teamwork is optional, not compulsory.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
211
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Posted - 2014.04.30 16:48:00 -
[201] - Quote
iliel 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?
Give us a way to (a) grab onto a tank and drop a bomb inside of it to kill the gunner. (perhaps add some kind skill to grenades that increases the probability that the nade will make it inside? also perhaps add some sort of button combination for this task so that it is not as easy as L2, tanker down.) (b) grab onto and enter the tank and somehow fight the gunner (maybe some random sequence of buttons determines who wins). (c) shoot gunners/pilots out of tanks. Note that all of these should apply to dropships as well. LAVs already allow us to shoot and kill gunners. Also, I don't understand how the empty seats in Dropships, LAVs, and Tanks are restricted from enemy access? If a tank drives into the midst of 10 enemies without any backup, someone should be able to get into the tank - - this makes sense.
That sounds so ******* cool but I don't see anyway to implement that. I'm pretty sure the 60+ metric ton tank has a lock on the hatch. lol
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Monkey MAC
Rough Riders..
2709
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Posted - 2014.04.30 16:54:00 -
[202] - Quote
BIind Shot wrote:Quote: And I strongly disagree with you. Why are all of you so hell-bent on destroying tanks? Is it not enough if you managed to make it activate its modules and retreat?
That's how it should be. A dedicated AV vs a dedicated tank won't be able to kill the tank, but it will be a huge hindrance to the tank and limit its abilities. Though two or more dedicated AV and the dedicated tank should be in trouble.
Because that same vehicle is hell-bent on killing our team? No, it is not enough. If a vehicle doesn't/cannot die, then where is the risk involved i using one? You've also yet to list a valid reason as to why it should be that way, so I'll just write this off as bantering from a tanker who feels as if he should never die to another person.
Quote: Uhmm, if I may interject here with some simple logic. Let's go with Harpyja first, you cannot force a tank to retreat if you cannot destroy it, with this current 'repdrugar' you effectively get the archimedies turtle, since the reps are both constant and high you get only a little bit closer to the tanks destruction with each hit, it was calculated as taking well over 12 volleys, any tanker with half a brain is aware of this and can become almost invincible.
But let's look at the algebra
1infantry = 1 infantry now before I start this is a generalisation, Im not accounting for different tier of dropsuits. Now the above statememt is balanced because both sides are equal. So let's break it down a little.
1infantry + 1AR = 1infantry + 1RR in this case it is still balanced as they both have similar DPS and have attributes that both buff and debuff each other, so an infantry unit using an AR is no less disadvantaged than the RR (this may not be the case in reality, but you should catch my drift, the AR will exceed in some areas where the RR will not and vice versa)
1infantry + 1tank > 1infantry + 1RR this currently unbalanced, since as a tank you severly outclass infantry, HOWEVER to make a tank only as strong as infantry is unfair, a little pointless and altogther useless. So we need a way of balancing this equation, we need to create a circle, cue AV.
So for balance we make standard infantry greater than AV, like so 1infantry + 1RR > 1infantry + 1SL
then we do the same for AV vs tan. . . . oh, hold on, since AV should require teamwork that doesn't work out, since unless the tank is destroyed all the AV has effectively done is delay the enivetable, so instead you get
1infantry + 1tank > 1infantry + 1SL and 1infantry + 1tank > 1infantry + RR which compiled into a single statement becomes this.
1infantry + 1SL < 1infantry + tank > 1infantry + RR this can be further simplified to 1AV < 1tank > 1RR and now you have an unbalanced statement.
You see the problem is a tank is only an extension of your unit, you are still only 1 person, it is in theoretical terms nothing more than a weapon for your unit. and as such it must be counterable by another weapon weilded by a single unit, to require more than 1 person to take you out, yet allow you to take out more than 1 person (to be more effecie t than) is entirely unbalanced.
Think about everything else. How many people are compulsory to take down 1 brick tanked heavy? Just one with an RE How many people are compulsory to take dow a Proto Assault? Just one in the right place How many people are required to down a sniper? Just one who knows where he is
I did the math and came up with 12 volleys the other day but someone told me that the shields would of absorbed more than I had thought due to regen even when being damaged. Redoing the math came up with 15 volleys; This is a slightly different circumstance. I only had proficiency 3 and no rapid reload. The tank only had 3 in repair proficiency and as you can see in the video after I unloaded a clip his armor would be fully healed before I could finish reloading. It was completely impervious to my swarms, just sitting there not moving at all. It may be more than 15. I didn't take into account the animation for actually firing the swarms.
Edit: FFS![/quote]
It actually takes somewhere around 18-21 volleys in total, assuming the tank does not move, and assuming a 2 second flight path, the tank simply moving backwards as each volley gets close actually requires upwards of another 6 volleys, still assuming your locking on the whole time, it also doesn't account for the hyper accuracy of turrets giving the tanker much easier time of killing you.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Alena Ventrallis
PAND3M0N1UM Top Men.
1241
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Posted - 2014.04.30 16:55:00 -
[203] - Quote
Awry Barux wrote:Alena Ventrallis wrote: So yes, we should have a ton more hitpoints, do a ton more damage, and only be vulnerable to certain weapons, and require either teamwork or heavy specialization into those weapons to threaten me. But I should be fitting small turrets in order to combat you on the ground effectively. Just as one shouldn't expect my Eve battleship to fall to a single frigate. It should take at least 3, and very possibly 4-5 frigates to down my battleship. But my battleship has trouble hitting those frigates unless I fit frigate drones to it. Same for small turrets. Those are my infantry defense, while my main turret is for killing other vehicles.
Actually, in EVE, you can totally slay a battleship in a single frigate. An Ishkur can tank and kill the light drones, then just tackle and whittle down even the most expensive battleship until it's dead. I'd like to see him try against my Geddon. I'll just cycle my reps through his damage. It'll be a stalemate, with both of us being unable to kill the other. Unless he brings in friends to neut me. In which case, my point is proven.
That's what you get!! - DA Rick
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
211
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Posted - 2014.04.30 16:56:00 -
[204] - Quote
If we're bring real life into this **** then a swarm launcher should be able to take out 6 tanks.. https://www.youtube.com/watch?v=nYiq8ardM-U
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Lynn Beck
Wake N' Bake Inc Top Men.
1590
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Posted - 2014.04.30 16:56:00 -
[205] - Quote
I am willing to test this tonight(or in a few hours) as a Prof 1 swarmer with Minmando 5.
General John Ripper
Like ALL the things!!!
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Monkey MAC
Rough Riders..
2709
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Posted - 2014.04.30 16:58:00 -
[206] - Quote
Gelhad Thremyr wrote:1) Lets all agree on one thing, mechanized infantry (tanks) should have high HP and should be able to create opportunities for infantry. With that being said, if the level design of maps doesnt give enough possibilities to get behind cover let say 40-60% of the time (because no one would wage war in open spaces like we did 400 years ago) then tanks would naturally be less of a threat to infantry.
2) We want risk/reward to be balanced (because tanks cost alot, but with the data in hand a single tank can do easily 20 kills, if they are proto, than they netted a kill ISK value of 2 mil ISK alone if each proto infantry suit cost 100k)
3) Tank player alone in his vehicle should not add the equivalent of 2-3 more player in fire power alone. It causes imbalance in firepower on one side. This is clearly been demonstrated in TankBush with Nyain san and Milkman.
4) I would not touch the power of weapons has is, I think number wise the tripple rep madrugar is a kind of a fit, we should keep the customization of builds in this game.
5) If main turrets of tanks would be slower, engaging infrantry would be harder, and would require drivers to have small turrets to handle 20 meters or less infantry, throwing stuff at it. All tanks would suffer the turret slowness and it would make tank engagement better IMO.
6)Conclusion, do not touch the firepower but the hability to quickly kill all around a tank with a single driver, in BF3, tank turret do not allow you to be 100% effective against infantry !
I would agree if it wasn't for the accuracy of the blaster. No recoil, no dispersion, no muzzle climb, no pre-fire charge time, nothing.
Blasters either need a reduction in fire power, AT LEAST 30% or it needs to be given dispersion that is about the same as the HMG (scaled up obviously)
This would allow blasters to be better at suppressing infantry yet give AV enough of an oppurtunity that it can at least lock on a swarm launcher without dying.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Nothing Certain
Bioshock Rejects
561
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Posted - 2014.04.30 17:04:00 -
[207] - 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?
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.
1. kdr is the best single measure we have to compare performance. Ambush is only about kdr and the other modes are strongly influenced by it.
2. ISK efficiency. Tanks are far too ISK efficient. Compare any other module or weapon in Dust and you will see a 10X ISK expenditure buys you very little advantage. Going from STD typically costs about 40X ISK and nets you about 20% advantage. Tanks, MLT tanks excluded, grant a 200-300% advantage for less than a 10X expenditure. MLT tanks give you that for 1X. This is compounded by the fact that you also can wear any dropsuit in a tank, leaving you with all the advantages of a dropsuit. You have to give up nothing.
3. a Proto player in AV should be give up a small, 25% advantage to a tanker who has invested more.
4. Two players with equal ISK and SP expenditure should be equal, with equal odds of killing each other. I t should come down to skill, not a huge inherent advantage to one.
5. Tankers don't seem interested in being balanced against infantry.
6. Tanks have complete immunity from the most prevalent class of player, yet can kill them. Tanks have a huge advantage over a player class designed to kill them. AV on the other hand i
s vulnerable to both infantry and tanks. Tanks should not be invulnerable to most without being vulnerable to something else. Tankers will say they are vulnerable to other tanks but this does nothing to address tank/infantry balance.
So actually balancing tanks sgainst infantry would be a huge change for them. What I want? Slow tanks a little, slow acceleration a lot, modify the blaster turret, small buff to swarm damage, range and speed, small buff to proximity mines. That's it.
Vehicles should require pilot suits with no way to leave the vehicle e cept supply depots or dying. They should then have more complex and diverse fittings and roles which they can devise better than I can.
Because, that's why.
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Zaaeed Massani
RisingSuns Dark Taboo
412
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Posted - 2014.04.30 17:05:00 -
[208] - Quote
BIind Shot wrote: That sounds so ******* cool but I don't see anyway to implement that. I'm pretty sure the 60+ metric ton tank has a lock on the hatch. lol
Mantling a tank shouldn't be that difficult to work into the game.
Imagine the QQ...
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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Harpyja
Molon Labe. General Tso's Alliance
1693
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Posted - 2014.04.30 17:07:00 -
[209] - Quote
Monkey MAC wrote:Gelhad Thremyr wrote:1) Lets all agree on one thing, mechanized infantry (tanks) should have high HP and should be able to create opportunities for infantry. With that being said, if the level design of maps doesnt give enough possibilities to get behind cover let say 40-60% of the time (because no one would wage war in open spaces like we did 400 years ago) then tanks would naturally be less of a threat to infantry.
2) We want risk/reward to be balanced (because tanks cost alot, but with the data in hand a single tank can do easily 20 kills, if they are proto, than they netted a kill ISK value of 2 mil ISK alone if each proto infantry suit cost 100k)
3) Tank player alone in his vehicle should not add the equivalent of 2-3 more player in fire power alone. It causes imbalance in firepower on one side. This is clearly been demonstrated in TankBush with Nyain san and Milkman.
4) I would not touch the power of weapons has is, I think number wise the tripple rep madrugar is a kind of a fit, we should keep the customization of builds in this game.
5) If main turrets of tanks would be slower, engaging infrantry would be harder, and would require drivers to have small turrets to handle 20 meters or less infantry, throwing stuff at it. All tanks would suffer the turret slowness and it would make tank engagement better IMO.
6)Conclusion, do not touch the firepower but the hability to quickly kill all around a tank with a single driver, in BF3, tank turret do not allow you to be 100% effective against infantry ! I would agree if it wasn't for the accuracy of the blaster. No recoil, no dispersion, no muzzle climb, no pre-fire charge time, nothing. Blasters either need a reduction in fire power, AT LEAST 30% or it needs to be given dispersion that is about the same as the HMG (scaled up obviously) This would allow blasters to be better at suppressing infantry yet give AV enough of an oppurtunity that it can at least lock on a swarm launcher without dying. Blasters need a damage reduction of about 33%, but nothing else in terms of nerfs. That will not only reduce their AI effectiveness and make it more skill involved, but it will severely limit their AV effectiveness, something that must be done.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Gelhad Thremyr
Quebec United Caps and Mercs
248
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Posted - 2014.04.30 17:07:00 -
[210] - Quote
Monkey MAC wrote:Gelhad Thremyr wrote:1) Lets all agree on one thing, mechanized infantry (tanks) should have high HP and should be able to create opportunities for infantry. With that being said, if the level design of maps doesnt give enough possibilities to get behind cover let say 40-60% of the time (because no one would wage war in open spaces like we did 400 years ago) then tanks would naturally be less of a threat to infantry.
2) We want risk/reward to be balanced (because tanks cost alot, but with the data in hand a single tank can do easily 20 kills, if they are proto, than they netted a kill ISK value of 2 mil ISK alone if each proto infantry suit cost 100k)
3) Tank player alone in his vehicle should not add the equivalent of 2-3 more player in fire power alone. It causes imbalance in firepower on one side. This is clearly been demonstrated in TankBush with Nyain san and Milkman.
4) I would not touch the power of weapons has is, I think number wise the tripple rep madrugar is a kind of a fit, we should keep the customization of builds in this game.
5) If main turrets of tanks would be slower, engaging infrantry would be harder, and would require drivers to have small turrets to handle 20 meters or less infantry, throwing stuff at it. All tanks would suffer the turret slowness and it would make tank engagement better IMO.
6)Conclusion, do not touch the firepower but the hability to quickly kill all around a tank with a single driver, in BF3, tank turret do not allow you to be 100% effective against infantry ! I would agree if it wasn't for the accuracy of the blaster. No recoil, no dispersion, no muzzle climb, no pre-fire charge time, nothing. Blasters either need a reduction in fire power, AT LEAST 30% or it needs to be given dispersion that is about the same as the HMG (scaled up obviously) This would allow blasters to be better at suppressing infantry yet give AV enough of an oppurtunity that it can at least lock on a swarm launcher without dying.
Indeed, Tanks need to be seen as mobile cover also, now they are just dumb fast killing machine. I am not sure about the dispersion, looks kinda silly to have a tank not being able to accurately shoot to another tank because of dispersion, it only creates another problem. Still will hold on my idea about the turret speed as it does'nt create further imbalance, just modify the current game play of tanks. Also, Rail turrets are already a little bit slow, so why not make that the default. Like somebody pointed out, if the blaster is only for infantry suppression, than such a tank should be at a bigger risk against other tanks, and right now a tripple rep armor tank can evade rail tank easily enough so its turret speed will eventually gain advantage against the rail unless the combat is at a medium to long range, wich benefits the rail tank.
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