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Takahiro Kashuken
Red Star. EoN.
3531
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Posted - 2014.04.30 17:08:00 -
[211] - 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!
They do now
It can be done now
I use a proto breach FG to 1 shot tanks |
Awry Barux
Ametat Security Amarr Empire
2403
|
Posted - 2014.04.30 17:09:00 -
[212] - Quote
Alena Ventrallis wrote: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. Okay, it doesn't apply to every battleship and every battleship fit. However, it's definitely possible. A few examples: http://eve.battleclinic.com/killboard/killmail.php?id=19931710 http://eve.battleclinic.com/killboard/killmail.php?id=20367042
Nerdier than thou
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Awry Barux
Ametat Security Amarr Empire
2403
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Posted - 2014.04.30 17:10:00 -
[213] - Quote
Takahiro Kashuken 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! They do now It can be done now I use a proto breach FG to 1 shot tanks I hear this OHK argument trotted out all the time by tankers on the forums. I have never once seen it happen in game. Vids or it didn't happen.
Nerdier than thou
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Takahiro Kashuken
Red Star. EoN.
3531
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Posted - 2014.04.30 17:15:00 -
[214] - Quote
Monkey MAC wrote:
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.
1 AV does have the power to kill a tank, it mostly depends on the user if they are skilled enough to do it
2 tanks to kill a meatbag? are we fighting the power rangers in a giant mechanical suit? sorry that takes 5ppl to operate
1. SP will cost more for vehicle pilots if we ever get pilot/proto vehicles
2. Not a factor, yet AV is crying about the price of proto AV to kill a tank where as pre 1.7 it used to be so what if my AV costs 20k it should be able to kill your 3mil vehicle
3. If its not a factor then stop going on about javilins and that it takes a 4man crew to operate a tank
4. If teamwork is optional then again stop asking for tanks to be operated by 2 ppl and not allowing a pilot to go solo when they want since AV can solo |
pegasis prime
BIG BAD W0LVES Canis Eliminatus Operatives
1672
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Posted - 2014.04.30 17:19:00 -
[215] - Quote
Awry Barux wrote:Takahiro Kashuken 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! They do now It can be done now I use a proto breach FG to 1 shot tanks I hear this OHK argument trotted out all the time by tankers on the forums. I have never once seen it happen in game. Vids or it didn't happen.
there are plenty of tankers who have died to ohk's from my breech forge I also don't have problems busting tanks with my ishy . I have lost tanks to AV as well as other tanks but mostly loose tanks to other tanks.
Now I do run missiles or rails most of the time and I feel they are pretty balanced as they take skill to take down infantry but I will agree that blasters are slightly unbalanced simply because they are too good at both AV and Ai .
I would say the solution would be to either nerf blasters ability to shred infantry or nerf their ability to combat vehicles one or the other and that would balance them out .
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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Takahiro Kashuken
Red Star. EoN.
3531
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Posted - 2014.04.30 17:19:00 -
[216] - Quote
Awry Barux wrote:Takahiro Kashuken 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! They do now It can be done now I use a proto breach FG to 1 shot tanks I hear this OHK argument trotted out all the time by tankers on the forums. I have never once seen it happen in game. Vids or it didn't happen.
Ask someone who can record then and go do it |
Gelhad Thremyr
Quebec United Caps and Mercs
248
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Posted - 2014.04.30 17:20:00 -
[217] - Quote
No its impossible number wise, especially with a breach FG which takes forever to charge up, unless you are high up, perched unseen by the tank, even then.... look at its damage, add 60% if you hit the tanks back if I remember correctly... maybe base milita tanks... |
Nothing Certain
Bioshock Rejects
563
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Posted - 2014.04.30 17:21:00 -
[218] - Quote
Atiim wrote:MarasdF Loron wrote: Every word I said was true and if you don't believe me, then.. well, that's your problem, not mine.
Be it true or false, it's anecdotal, and as such shouldn't be taken seriously.
Well, he did provide stats which could be confirmed or proven false. I find a 1 in 1000 death rate to tanks...implausible.
Because, that's why.
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
212
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Posted - 2014.04.30 17:30:00 -
[219] - Quote
I think the sweet spot does like 210% damage for a whopping 5700. Could one shot this maddy in question; but hitting a tanks sweet spot is pretty uncommon depends really how lucky you are. Not to make the shot but for the tank to ass face you and stay still long enough. It might be 180% tho.. which is about 4900 which would not 1 shot any maddy.
Edit: forgot the +10% to armor. It could 1 shot this maddy but not any maddy with an armor plate. Not sure tho. I've never really ran heavy. I have an alt but I only play on him ever blue moon or so.. If someone could confirm the numbers.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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pegasis prime
BIG BAD W0LVES Canis Eliminatus Operatives
1672
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Posted - 2014.04.30 17:38:00 -
[220] - Quote
The sweet spot grants a 204% efficiency on my forge gun....but not for my particle cannon.
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
780
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Posted - 2014.04.30 17:40:00 -
[221] - Quote
I'd like to add onto my previous post.
If we go eve route and you say it should take multiple people to kill a tank we need to significantly increase cost and sp. Frigates are light suits Cruisers are medium suits Battleships are heavy suits
So tanks are titans.
They should cost several million isk per hull alone, and exponentially more sp.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
212
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Posted - 2014.04.30 17:46:00 -
[222] - Quote
Wiyrkomi Breach with proficiency 5 and 3 complex damage mods to the sweet spot does 5552. It would one shot the tank in question but like I said you would have to be pretty ******* lucky. You would have to be on a tower(not being sniped) and the tank would have to face away from you and sit there for a few seconds. Doable but very circumstantial. If I wanted to play a game of luck I'd go down to the seniors home and get in on an enthralling game of bingo..
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Nothing Certain
Bioshock Rejects
564
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Posted - 2014.04.30 17:59:00 -
[223] - Quote
In general it should be: AI tank (blaster) > infantry > AV infantry > AV tank (missile/railgun) > AI tank
*Going down the list decreases effectiveness*
Now, I think it's perfectly balanced how my missile tank is forced to retreat in the presence of AV infantry, that's why I should have infantry to counter them. On the flip side, infantry or AV infantry can't or have reduced efficiency against a blaster tank, which is why they should have an AV tank to counter it.
Infantry counter against the tank counter is thus similar to a tank counter against the infantry counter, and you get a nice mirrored balance.[/quote]
This might makes sense if infantry received complete invulnerability to AV tanks or if infantry AV was equally dangerous to tanks as tsnks are to infantry, but that isn't the case. ALL tanks are invulnerable to infantry. ALL tanks can kill infantry. ALL tanks have an advantage 1v1 vs. infantry AV. AV infantry can be killed by everything in your flowchart. That is not counters balancing each other, it is one lopsided class stomping the other class, and then finding balance within its own class.
Because, that's why.
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MockHolliday
Ancient Exiles. Dirt Nap Squad.
6
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Posted - 2014.04.30 18:03:00 -
[224] - 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 encourage you to witness a competitive PC match. Tanks get checked very quickly by other tanks. Then dedicated purposed AV hit, and hit hard. A forge or proto swarm on a tower can work wonders in area of denial.
I may get stoned for this but in a great PC match tanks are balanced. But this is with the highest of SP players and very highly skilled and strategic tankers/vehicle users. I know public matches are different.
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7505
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Posted - 2014.04.30 18:04:00 -
[225] - Quote
Is that you Doc?
Proposed Mobile CRU Changes
-HAND
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
213
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Posted - 2014.04.30 18:08:00 -
[226] - Quote
MockHolliday 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?
I encourage you to witness a competitive PC match. Tanks get checked very quickly by other tanks. Then dedicated purposed AV hit, and hit hard. A forge or proto swarm on a tower can work wonders in area of denial. I may get stoned for this but in a great PC match tanks are balanced. But this is with the highest of SP players and very highly skilled and strategic tankers/vehicle users. I know public matches are different.
We haven't used any forgers in any of the pc's I've been a part of in the last month. In the pc's I'm in the tanks check the tanks.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Scheherazade VII
436
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Posted - 2014.04.30 18:13:00 -
[227] - Quote
LittleCuteBunny wrote: 1 AV player shouldn't solo a tank.
BRILLIANT TANKER LOGIC
No teamwork for me but teamwork for thee I think that's Spk4rs ****** thing he says now I'm turning it on it's head.
You can't kill me solo but I can kill you solo, that's how it should be. |
Monkey MAC
Rough Riders..
2713
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Posted - 2014.04.30 18:39:00 -
[228] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:
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.
1 AV does have the power to kill a tank, it mostly depends on the user if they are skilled enough to do it How many AVers do you know can get AT LEAST 15 straigjt volleys at a tank? 2 tanks to kill a meatbag? are we fighting the power rangers in a giant mechanical suit? sorry that takes 5ppl to operate Yet it should apparently take to people firing enough missiles to sink an aircraft carrier to destroy a tincan, hypocritical what? 1. SP will cost more for vehicle pilots if we ever get pilot/proto vehicles No you won't get proto, and pilot suits aren't a requirement. 2. Not a factor, yet AV is crying about the price of proto AV to kill a tank where as pre 1.7 it used to be so what if my AV costs 20k it should be able to kill your 3mil vehicle No we are annoyed about the ISK imbalance, I pay upwards of 40,000 for an AV fit, I can kill 1 tank, if im lucky, you pay 60,000 and, kill infantry, tanks amd AV. Also we wouldn't really bothered if an AV cost so much, if it did ITS BLOODY JOB 3. If its not a factor then stop going on about javilins and that it takes a 4man crew to operate a tank Tell Spkr to stop showing vulgar videos of tanks blowing up in infantry at 5m range, capiece. 4. If teamwork is optional then again stop asking for tanks to be operated by 2 ppl and not allowing a pilot to go solo when they want since AV can solo I've always been against that idea, though if it were to happen I would have no problem witn a 2man tank taking at least 2 AVers
So Ill ask again why should you, 1 man, a single solitary player require multiple players to actually counter with any form of effeciency? As for your statememt of one shotting tanks, video or it didn't happen, also stationary tanks don't count.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2713
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Posted - 2014.04.30 18:50:00 -
[229] - Quote
Harpyja wrote: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.
Well ACTUALLY tankers have asked that Blasters maintain or even improve their effeciency against other, they don't think rails should be quite so powerful at short range by comparison. So to fix this you give dispersion such that only 40-50% of shots hit an infantry unit square in their sights, yet will still get 100% accuracy on a tank at 40m-80m but at decent range blasters become less of disection tool for infantry and more for suppression.
Let's everyone get what they want, I would even suggest boosting damagemper shot a little to compensate.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2713
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Posted - 2014.04.30 18:52:00 -
[230] - Quote
Scheherazade VII wrote:LittleCuteBunny wrote: 1 AV player shouldn't solo a tank.
BRILLIANT TANKER LOGIC No teamwork for me but teamwork for thee I think that's Spk4rs ****** thing he says now I'm turning it on it's head. You can't kill me solo but I can kill you solo, that's how it should be.
Tanker hypocrisy at its best eh?
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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Fox Gaden
Immortal Guides
3016
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Posted - 2014.04.30 18:57:00 -
[231] - 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?
As the author of both a Swarm Launcher guide and a Tanking guide, I have looked at the problem from both sides.
I still think that the Swarm Launcher needs a slight damage buff. I have been advocating a 12% buff to range and damage, resulting in 250 damage per missile and a range of 200m. The trick is not to buff them too much. We donGÇÖt want a Proto Swarm Launcher to solo a tank unless the tank is stuck, or the driver is extremely inattentive. But you also want a team of 3 Swarm Launchers to be a threat to any tank, even the triple rep Maddy.
In Tank vs Tank the TTK is too short because when the Hardeners were nerfed, the Damage Mods were not. Vehicle Damage Mods need a corresponding nerf. In a Rail tank a 5 shot fight is fun and dynamic. A two shot fight is not fun, and is extremely frustrating to the victim because they have no time to react. One or two shotting should be left to Missile tanks which have to reload between volleys as a balance for their gank potential.
Forge Guns are fine. As a tanker I really noticed the difference when the Forge Gun bugs were fixed, so Tankers have to consider them to be a serious threat now.
A single player can solo a tank with Remote Explosives combined with AV Grenades, but this is balanced because they have to get very close to do it. (Balanced by range.)
Jehad Jeeps make some tankers rage and other tankers laugh, but the driver of the LAV has to sacrifice a clone to do it, and the LAV can be destroyed or avoided by the tank, so I think it is balanced.
Please print this out and tape it to the water cooler in the lunch room. Sticking it to the wall just above the urinal would be acceptable as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
113
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Posted - 2014.04.30 19:00:00 -
[232] - 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?
Most games that have ways of destroying vehicles either has classes or everyone has a way to destroy vehicles. BF,Ps2, Section 8, Halo, Starhawk, and UT are some of the games that does one or the other ,or a combination of. In Bf there are 4 classes and all classes have a way to assist in destroying vehicles, but the engineer class is dedicated in destroying vehicles and they are one of the most popular classes . I think one of the main reasons is that it doesn't sacrifice it's AI effectiveness to destroy vehicles and if you are skilled you can destroy a vehicle by yourself.
The issue in Dust is that you lose your AI effectiveness if you go AV so most players just take the path of least resistance and avoid vehicles . On top of that it takes some time to invest in AV , but why spend that time to invest a build that only fights vehicles when I can use that time to invest in a build that fights infantry , is what I think goes in some peoples minds.
Some solutions I see are separating gunners and pilots , nerfing aspects of tanks(mods, weapons, speed,etc) while keeping the price , slightly buffing AV and giving the ability for all suits to equip two primary weapon by having the second primary weapon using 2x the pg/cpu, and/or making some AV as a equipment slot. Each comes with there own pros and cons. |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
217
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Posted - 2014.04.30 19:01:00 -
[233] - Quote
Fox Gaden 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?
As the author of both a Swarm Launcher guide and a Tanking guide, I have looked at the problem from both sides. I still think that the Swarm Launcher needs a slight damage buff. I have been advocating a 12% buff to range and damage, resulting in 250 damage per missile and a range of 200m. The trick is not to buff them too much. We donGÇÖt want a Proto Swarm Launcher to solo a tank unless the tank is stuck, or the driver is extremely inattentive. But you also want a team of 3 Swarm Launchers to be a threat to any tank, even the triple rep Maddy. In Tank vs Tank the TTK is too short because when the Hardeners were nerfed, the Damage Mods were not. Vehicle Damage Mods need a corresponding nerf. In a Rail tank a 5 shot fight is fun and dynamic. A two shot fight is not fun, and is extremely frustrating to the victim because they have no time to react. One or two shotting should be left to Missile tanks which have to reload between volleys as a balance for their gank potential. Forge Guns are fine. As a tanker I really noticed the difference when the Forge Gun bugs were fixed, so Tankers have to consider them to be a serious threat now. A single player can solo a tank with Remote Explosives combined with AV Grenades, but this is balanced because they have to get very close to do it. (Balanced by range.) Jehad Jeeps make some tankers rage and other tankers laugh, but the driver of the LAV has to sacrifice a clone to do it, and the LAV can be destroyed or avoided by the tank, so I think it is balanced. Please print this out and tape it to the water cooler in the lunch room. Sticking it to the wall just above the urinal would be acceptable as well.
I've started putting Re's on the side of my squad mates tank. He pulls up beside them and BOOM. No reason to kill myself.
Probably should of kept this little trick to myself <.< >.>
and he said unto them, "Bring ye all your trolls, that they shall feed".
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A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
743
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Posted - 2014.04.30 19:25:00 -
[234] - Quote
The quickest solution is to remove ADV and Proto AV and ADV and Proto Modules from Vehicles. Then balance AV against vehicles.
Finally look at PG and CPU to ensure when you do re-introduce ADV and Proto Modules that they do not un-balance things again i.e. it should be the rare STD vehicle that can fit multiple prototype modules and weapons.
Once you have a reasonable balance you could even add vehicle specialisations e.g. light tanks, regular tanks and even heavy tanks etc.
And to the guy who said give up your sidearm for AV because if a tanker has to give up something then AV should give up the ability to stand against other infantry I say "What?". That is like saying that if tankers want to kill infantry then they should not be able to damage other tanks.
Also please remove tanks from Ambush and bring back the Chromosone maps for this game mode. Smaller maps but with each team spawning on different sides would help with this mode so long as vehicles are removed.
You do not have to be crazy to play here but we are willing to train you.
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Nothing Certain
Bioshock Rejects
565
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Posted - 2014.04.30 19:29:00 -
[235] - 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.
So how quickly should a militia tank go down? How much advantage should more SP or more ISK get you? I don't disagree that if you have to spend more you should get an advantage, but vehicles should be consistent with the rest of the game. A Proto CR costs 40X more ISK and requires much more SP than a STD but gets only a 20% advantage. This range is representative of all modules and weapons, except vehicles. Tanks get a 200-300% increase for a mere 10X ISK and at most, 2X SP. What is the justification for this differential treatment?
Because, that's why.
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Zaaeed Massani
RisingSuns Dark Taboo
414
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Posted - 2014.04.30 19:30:00 -
[236] - Quote
A'Real Fury wrote: Once you have a reasonable balance you could even add vehicle specialisations e.g. light tanks, regular tanks and even heavy tanks etc.
This can't happen until every racial variant of LAV, MAV, HAV, and DS are introduced. In addition to light and heavy aircraft, imho.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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Raedon Vo-Graza
Armored Dragon Corp
8
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Posted - 2014.04.30 19:32:00 -
[237] - Quote
LittleCuteBunny wrote:Maddies are supposed to be stand and deliver and 1 AV player shouldn't solo a tank. Damage over time does a better job against active tanks and burst damage is better against passive tanks.
not to mention this is meant as a team game. i laugh at the idiot that trys to take down my DS as a lone swarmer. play the team, coordinate with the team and things drop a lot faster. if you think one person should be able to do everything by himself then this might not be the game for you. |
Nothing Certain
Bioshock Rejects
565
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Posted - 2014.04.30 19:34:00 -
[238] - 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.
Add to that 3rd person view, the ability to call and recall tanks anywhere, not just supply depots and the ability to wear any dropsuit in their tank. They can be fitted with the exact dropsuit I am, so they give up nothing to wrap a tank around it.
Because, that's why.
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TechMechMeds
SWAMPERIUM
3165
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Posted - 2014.04.30 19:46:00 -
[239] - Quote
Aikuchi Tomaru wrote:CCP Rattati wrote:Not a dev, just a player. But I see your posts under dev posts! So if you're marked as a dev, does that mean you only have something to do with Eve or Valkyrie as a dev, but not with Dust? Please give us some insight into this mystery!
His job is a persona but he is a real human being as a player lol.
If you know what a telefrag match is, then I love you.
The tritanium I sell is more relevant than dust has ever been.
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Zaaeed Massani
RisingSuns Dark Taboo
414
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Posted - 2014.04.30 19:47:00 -
[240] - Quote
Raedon Vo-Graza wrote:i laugh at the idiot that trys to take down my DS as a lone swarmer.
And I laugh at the DS that underestimates me and pays for it by losing his DS.
More than once a DS will wait for me to fire my three swarms, and then when I start my reload they come in for a strafing pass...
But DAT RELOAD...before they know it there are 2-3 more swarms in the air after them, and then they're flying for their life. Literally.
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
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