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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1519
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Posted - 2014.05.18 09:30:00 -
[1] - Quote
From what I understand, basically Dust is a full-time beta again like in 2012 except now it's a beta for a game on another platform. Which doesn't bother me as much as it did (now that I've calmed down from fanfest) because I remembered something. I remembered the reason I joined this Beta back in 2012 was because I wanted to help build the greatest persistent shooter ever made.
So, in the spirit of beta testing, here are my thoughts on moving forward with AV versus Vehicles:
We reduce the price of all vehicles and vehicle modules down to dropsuit equivalent ISK values and buff the hell out of all AV weapons. Then spend a week testing it. If AV is too much, take AV down a touch and try another week of testing. Test Tuesday day through Friday, collect feedback Saturday through Monday, make adjustments on Monday, test Tuesday through Friday, etc.
Then once AV v V gets mostly good feedback on the forums, you have gotten close to balance. You can crank tank prices back up AND have good data to send over to the balancing team in the PC port. Then you can make minor tweaks to AV or vehicles to fine-tune the balance. The idea is to get things close first, and right now they are FAR from close.
Balance = Any one player when running AV gear should have a chance against any one person driving a vehicle. A MLT AR can kill a protosuit in the right hands, the same should be said about MLT AV and fully specced tanks. There is one person driving the tank, so it should take one person to kill the tank. Period.
As it stands now - A proto prof. 5 swarm cannot break the rep cycle of vehicles, so a MLT swarm has no chance. Swarms need their projectile speed jacked way up, their original clip size returned, and their original damage back. AV grenades are completely useless unless they are packed, and even then there's only 2 now so our AV grenade damage has been dropped by 33.333_%. Make the packed damage the basic AV nade damage, then bump it up from there. Forge guns are mostly good right now, but they seem to still misfire occasionally and the lower tiers could use a slight damage bump. There is no reason why Plasma Cannons shouldn't do as much damage as a forge gun. The projectile is easily avoided, you have far less ammo, and your clip size is one. You already OHK 99% of all suits with it anyway, so I say make the PLC do equal damage to the breach forge gun.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Cavani1EE7
36
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Posted - 2014.05.18 10:22:00 -
[2] - Quote
No.
1337
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Judge Rhadamanthus
Amarr Templar One
2070
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Posted - 2014.05.18 10:23:00 -
[3] - Quote
All this would break AV and vehicle balance.
Everything Dropship youtube channel
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
59
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Posted - 2014.05.18 10:24:00 -
[4] - Quote
The huge problem is that real tanks aren't used primarily for anti-infantry, they're used to breach enemy strongholds using higher ordinance than infantry can handle.
I remember someone mentioned this months ago and it didn't catch enough attention as I think it should have.
I mean let's be real here. Turret installations are useless and just WP sinks for tanks.
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Yoma Carrim
Kinsho Swords Caldari State
547
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Posted - 2014.05.18 10:35:00 -
[5] - Quote
I agree that swarms need a damage buff, as do the AV grenades and PLC. Forge guns don't need a damage increase the problem with them is they can't dish out their damage fast enough to kill most HAVs. I Think it would be better to first give FGs their 1.6 charge times back and go from there.
Personally I would also like to see some testing around vehicle specializations. I would like to see how Marauders, Blackops, Enforcers, LLAV, SLAV, and LDS fair against AV as we have already had them in the game. There models should still be in the client if I'm not mistaken.
These Specializations were removed because of balance problems but the problem was never balance it was the lack of an actual specialization. Marauders were simply basic HAVs with high EHP and very little downside.
Blackops had a built in CRU and nothing else going for them.
Enforcers were simply far too expensive and didn't have the correct bonuses to make them long range bombardment platforms.
LLAVs had the same problem as HAVs when 1.7 launched: too much EHP for the speed they possessed
SLAVs simply suffered from role confusion. They were little more than normal LAVs that could get from point A to Point B a little bit faster. They actually needed a bonus that made them good for scouting
LDS did have the CPU and PG to fit a decent Tank as well as remote armor reper's and remote shield boosters the remote module they were support to use did not have enough range to support ground vehicles from a reasonable distance.
A major problem with Vehicle specializations was that CCP was trying to make them overall better than their STD counterparts rather than simply giving them a niche to fill, fill it well, and let the STD be the jack of all trades.
HAVs also suffer from role confusion. In any other game with Vehicles Tanks are the best AV platform that while not as effective as infi against infi are also a threat. This by no means makes them the only AV platform as it allows those who do not want to use vehicles to not have to do so, but the Tank is the best because of it's main guns shear ammo capacity and damage per shot.
The ADS is working as intended as a short range ground attack aircraft the main problem with them is Current AVs ineffectiveness.
I would like to see AV and Vehicle specializations balanced before Legion comes out so we don't have the same constant AVs vs Vehicle users we have now.
Oh Heck
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1519
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Posted - 2014.05.18 10:56:00 -
[6] - Quote
Judge Rhadamanthus wrote:All this would break AV and vehicle balance. I would counter by saying Vehicle/AV balance is already broken. It takes 2 swarms from a prof. 5 proto swarm to kill an unspecced LAV when it an unspecced LAV should be 1 shotted by any swarm CBR and above. An unspecced BPO Saga can live through 2 ADV packed AV grenades and 1 shot from all but a fully specced breach forge gun. And don't even get me started on the PLC.
The changes I proposed would put AV with a slight upper hand but would reduce the cost of vehicles to compensate. Then you can build backwards. The jump to AV performance I suggested would still leave AV less effective than vehicles v AV is right now.
The PLC changes would make them actually viable, and may still not push them as far as they need to go. It's a fun weapon that is really trolly against infantry and can support other AV weapons, but that's about the extent of it. It's slow projectiles coupled with it's single round clip are it's essence, that's it's trademark. So instead you buff the damage so it can do the damage of a breach forge. With it's current drawbacks it will still be a skill weapon, but it will finally be a halfway decent option for AV.
The changes to swarms would not return their range, meaning out distancing them is still a viable tactic. If you recall, swarms used to have a much faster lock-on time as well as their previous damage/range/clip size/damage. I merely suggest you speed up the swarms so tanks cannot outrun (a tank going faster that a jet propelled missile makes zero sense), increase the damage values back to their previous values (so that at least top tier swarms can break the rep cycle of vehicles that decide to stick around), and return the clip size (because if you are going head-to-head with a vehicle that can 2/3 shot you, you deserve more than 3 shots before reloading).
The forge guns are in a pretty good place right now, but they still have a bug that causes occasional misfires which should be fixed. The damage per tier also needs tweaked imho but that's debatable. The variants definately need to have their draw-backs and bonuses fixed as well. There's no point in having variants when one of them makes the rest of them obsolete. For example, the assault forge in my mind was meant for head-to-head engagements with vehicles since it cannot hold a charge and charges at a very high rate. It has really high damage compared to the standard and higher DPS than the breach. So that it isn't used as an all-range forge all the time, the projectile for the assault should have some level of inaccuracy so that it isn't the go-to forge for forge sniping and tower-camping vehicles. This would make the breach and regular forges a more viable choice for ranged fights. The breach should have it's damage increased so that it's DPS at least equals that of the assault forge for the first clip fired, and perhaps even a slight (SLIGHT) zoom mode since it charges slower than any other variant and you cannot move while charging it.
As for AV grenades, dropping the count to two makes sense.... if your grenades do the proper amount of damage. Your grenades count more so you can't afford to miss. But the damage they do needs to matter more. If they made it so that you only had 1 AV grenade it would be fine, IF the damage they did mattered enough.
I don't see this as breaking anything, if anything this sounds more balanced to me than the current VvAV balance. Could you please explain why you find this less balanced?
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Yoma Carrim
Kinsho Swords Caldari State
548
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Posted - 2014.05.18 11:24:00 -
[7] - Quote
Baal Omniscient wrote:Judge Rhadamanthus wrote:All this would break AV and vehicle balance. I don't see this as breaking anything, if anything this sounds more balanced to me than the current VvAV balance. Could you please explain why you find this less balanced?
I believe Judge is looking at it from the standpoint of the Dropship Pilot. Bye increasing the damage all around to combat HAVs and LAVs this puts Dropships at a significant disadvantage due to having less health and being a less stable platform.
By pulling on one thread you mess with the current web. While the Web is currently lopsided this dose not mean that we wish to make it lopsided in the opposite direction. We want the web centered. For this when we buff AV we also need changes to ALL vehicles to make sure the AV Buff dose not mess with their effectiveness if it is already close to Balanced.
Judge instead of saying it would break AV and Vehicle Balance why not suggest some counter Vehicle changes so the AV buff dose not unravel our fragile Web? Is it not better to help fix the problem then simply say what the other person is suggesting won't work?
For example increasing the Dropships CPU and PG to help with fitting cost so higher tank can be fit to counteract the AV buff?
Oh Heck
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1519
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Posted - 2014.05.18 11:42:00 -
[8] - Quote
Yoma Carrim wrote:Baal Omniscient wrote:Judge Rhadamanthus wrote:All this would break AV and vehicle balance. I don't see this as breaking anything, if anything this sounds more balanced to me than the current VvAV balance. Could you please explain why you find this less balanced? I believe Judge is looking at it from the standpoint of the Dropship Pilot. Bye increasing the damage all around to combat HAVs and LAVs this puts Dropships at a significant disadvantage due to having less health and being a less stable platform. By pulling on one thread you mess with the current web. While the Web is currently lopsided this dose not mean that we wish to make it lopsided in the opposite direction. We want the web centered. For this when we buff AV we also need changes to ALL vehicles to make sure the AV Buff dose not mess with their effectiveness if it is already close to Balanced. Judge instead of saying it would break AV and Vehicle Balance why not suggest some counter Vehicle changes so the AV buff dose not unravel our fragile Web? Is it not better to help fix the problem then simply say what the other person is suggesting won't work? For example increasing the Dropships CPU and PG to help with fitting cost so higher tank can be fit to counteract the AV buff? P.S a fully specked out Wyirkome Breach forge gun will one shot a BPO unfit saga I've made a lot of LAV heavies mad this way The biggest changes I suggest are to Swarms, AV grenades and Plasma Cannons, none of which (according to Judge's own videos) are even a real nuisance for a dropship. And they should be. Well... with the exception of AV grenades (unless they are flying low). The changes that would effect dropships are to the forge guns, and in some ways they would help dropships. I don't know if you read my whole post, but if you did you saw me saying that assault forge guns should get some level of inaccuracy added into them. The assault forge gun, apart from tank rails, are the biggest problem dropships face right now (according to the 5 ex-Dust dropship pilots I played with... up til fanfest.... =/). It's RoF allows it to batter DS's constantly and even assault DS's cannot change direction on a dime. Making assault forges have less accuracy would leave them just as viable as they are now vs. close-mid distance vehicles, but would make them difficult to use long range, forcing people to fall back on the slower charging variants to deal with ranged vehicles.
That being said, I understand what you are saying 100%. I am just positing that these buffs are needed for all AV to be viable against dropships as well as other vehicles. If the large rail turret on tanks wasn't such a huge pain for dropships, I do not believe these buffs would be looked down upon.
@ you PS, I mentioned that a fully specced breach could do it. I may have worded it a little odd (feeling under the weather today), but my intention was to convey that only a fully fitted and specced proto breach could one-shot a BPO LAV.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Glyd Path
Nec Tributis
48
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Posted - 2014.05.18 11:48:00 -
[9] - Quote
You seriously think the janitor has time to do all that? Give the guy a break.
Nobody at CCP cares because we ain't Legionnaires.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1519
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Posted - 2014.05.18 11:53:00 -
[10] - Quote
Glyd Path wrote:You seriously think the janitor has time to do all that? Give the guy a break. They said they could adjust the values on weapons easily during any downtime, so I do believe this is a realistic request.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Nothing Certain
Bioshock Rejects
709
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Posted - 2014.05.18 12:04:00 -
[11] - Quote
I'm a frequent critic of IAV/vehicle balance but I think we are actually pretty close to the balance the community wants, which may not be the same thing as being statistically balanced. There are plenty of threads about the changes which are needed.
In any new game, if vehicles and infantry have much interaction the vehicles should be designed so they are based on infantry statistics, then balancing vehicles against each other. This seems to have been done the other way around in Dust.
Because, that's why.
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Atiim
Heaven's Lost Property
8669
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Posted - 2014.05.18 12:25:00 -
[12] - Quote
Judge Rhadamanthus wrote:All this would break AV and vehicle balance. Increasing then AV Grenade damage by 33.33% wouldn't make AV grenades any less overpowered than they were in the Uprising 1.7 patch.
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Join HvLP For Good Fights & Anime :)
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1520
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Posted - 2014.05.18 12:42:00 -
[13] - Quote
Atiim wrote:Judge Rhadamanthus wrote:All this would break AV and vehicle balance. Increasing then AV Grenade damage by 33.33% wouldn't make AV grenades any less overpowered than they were in the Uprising 1.7 patch. And upping the PLC damage to breach forge levels wont even make the PLC as good as a forge gun is right now.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Duran Lex
Fraternity of St. Venefice Amarr Empire
1015
|
Posted - 2014.05.18 14:51:00 -
[14] - Quote
I've said it before but I'll say it again. Buff the hell out of turret installations.
Change neutral turrets to fire at reds and blues until hacked, increase their Ehp by 500% (not joking, they should be as hard to kill as a CRU) and voila, tanks have something to do in the game that actually has risk involved for them.
Wanna kill that turret quickly before it dominates your tank? "Use teamwork scrubs!"
Worried some infantry AV might combine forces with the turrets to create an effective roadblock? Welcome to the rest of the game, you are no longer a lion chasing after mice.
I'm telling ya man, turret installations need to be added into the equation to balance the power structure.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1521
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Posted - 2014.05.18 15:08:00 -
[15] - Quote
Duran Lex wrote:I've said it before but I'll say it again. Buff the hell out of turret installations.
Change neutral turrets to fire at reds and blues until hacked, increase their Ehp by 500% (not joking, they should be as hard to kill as a CRU) and voila, tanks have something to do in the game that actually has risk involved for them.
Wanna kill that turret quickly before it dominates your tank? "Use teamwork scrubs!"
Worried some infantry AV might combine forces with the turrets to create an effective roadblock? Welcome to the rest of the game, you are no longer a lion chasing after mice.
I'm telling ya man, turret installations need to be added into the equation to balance the power structure.
While buffing installations would help in some ways, making them better to use for AV than the stuff we spec into for AV purposes makes speccing into AV a waste of SP.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Leeroy Gannarsein
Legio DXIV
167
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Posted - 2014.05.18 15:23:00 -
[16] - Quote
Baal Omniscient wrote:Duran Lex wrote:I've said it before but I'll say it again. Buff the hell out of turret installations.
Change neutral turrets to fire at reds and blues until hacked, increase their Ehp by 500% (not joking, they should be as hard to kill as a CRU) and voila, tanks have something to do in the game that actually has risk involved for them.
Wanna kill that turret quickly before it dominates your tank? "Use teamwork scrubs!"
Worried some infantry AV might combine forces with the turrets to create an effective roadblock? Welcome to the rest of the game, you are no longer a lion chasing after mice.
I'm telling ya man, turret installations need to be added into the equation to balance the power structure.
While buffing installations would help in some ways, making them better to use for AV than the stuff we spec into for AV purposes makes speccing into AV a waste of SP.
Cut damage at the same time (by about 40%) and you've got a deal. Can't solo kill installations, can't get killed solo by installations.
They'd end up a right pain to kill, but primarily supplementary damage.
In any event, I'd prefer say 250% EHP and then 100 HP/s armour regen as well as 150 shield regen (based on current mechanics, so significant damage cancels regen etc etc.
Numbers are straight out of my ass, but they illustrate my point sufficiently.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
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Pvt Numnutz
R 0 N 1 N
1251
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Posted - 2014.05.18 15:35:00 -
[17] - Quote
.....this was interesting until I read that you seriously want to make the plasma cannon have the damage of a breach fg. You lost me there pal. Honestly most of these suggestions are to just make av super awesome like it was before vehicle pilots were so fed up and CCP changed it to this. Its actually been really funny to see av players in the exact situation vehicle pilots were in pre 1.7 Sucks doesn't it? Let's not repeat the same mistakes that got us here.
It seems the main issue is with tanks, there are ways to Nerf the tank without over buffing av. For instance, slow them down, seriously they are too fast. I can understand buffing the swarm a bit but defiantly not to the extent you are suggesting op. If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. Fgs are at a really good balance with dropships no buff needed or it will be tower camping days all over again. Yes the plasma cannon could use a buff but not make it a breach, that's just rediculous, it already hits my dropship pretty hard, buffing the damage that much would probably instant kill it, nothing should be able to just one shot my dropship.
Nerf tanks, not lavs and dropships! |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1521
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Posted - 2014.05.18 15:54:00 -
[18] - Quote
Pvt Numnutz wrote:.....this was interesting until I read that you seriously want to make the plasma cannon have the damage of a breach fg. You lost me there pal. Honestly most of these suggestions are to just make av super awesome like it was before vehicle pilots were so fed up and CCP changed it to this. Its actually been really funny to see av players in the exact situation vehicle pilots were in pre 1.7 Sucks doesn't it? Let's not repeat the same mistakes that got us here.
It seems the main issue is with tanks, there are ways to Nerf the tank without over buffing av. For instance, slow them down, seriously they are too fast. I can understand buffing the swarm a bit but defiantly not to the extent you are suggesting op. If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. Fgs are at a really good balance with dropships no buff needed or it will be tower camping days all over again. Yes the plasma cannon could use a buff but not make it a breach, that's just rediculous, it already hits my dropship pretty hard, buffing the damage that much would probably instant kill it, nothing should be able to just one shot my dropship.
Nerf tanks, not lavs and dropships! I takes but one person to do well with an assault dropship. Now of you are referring to a transport dropship (ie standard), I might agree that requiring teamwork to take it down would be good. I feel the best way to play the whole thing would be to say "F*** logic" and make it to where anyone on a turret in your vehicle adds a set amount of EHP to your vehicle as long as they are manning a small turret, scaling up the amount added based on SP put into small turrets (thus making speccing into a class for running small turrets a "thing"). Then if there is one person in the vehicle, one person can take it out, 2 for 2 people, 3 for 3.
Barring that, I don't see any reason that if a vehicle sticks around long enough single AV player shouldn't be able to kill it. Also, pre 1.7 I had plenty of epic battles 1v1 with some of Dust's top tankers. Some I won some I lost, but they were great. It's the fact that my maxed swarm skills against anything but the absolute best of tanks and tankers was far too much. I knew they needed to be nerfed, as did anyone else. However in addition to nerfing all AV, they buffed all vehicles.
If you undid most of the nerfs on swarms (barring the range nerf, range was far too good before) we'd still not be back to 1.6 levels because the vehicle buff is still in place. The difference being that we would actually be able to break the rep cycle. Hardner stacking would be viable again, rep stacking would be less viable but still viable, running a combo setup would be a thing finally, and vehicles wouldn't even have to be touched.
As for the PLC, tell me how it would be OP with more damage considering it's snail-like pace flying through the air, it's tiny splash radius, it's single shot clip and it's ungodly long reload. Because I don't see it.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Duran Lex
Fraternity of St. Venefice Amarr Empire
1016
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Posted - 2014.05.18 16:37:00 -
[19] - Quote
Pvt Numnutz wrote:.....this was interesting until I read that you seriously want to make the plasma cannon have the damage of a breach fg. You lost me there pal. Honestly most of these suggestions are to just make av super awesome like it was before vehicle pilots were so fed up and CCP changed it to this. Its actually been really funny to see av players in the exact situation vehicle pilots were in pre 1.7 Sucks doesn't it? Let's not repeat the same mistakes that got us here.
It seems the main issue is with tanks, there are ways to Nerf the tank without over buffing av. For instance, slow them down, seriously they are too fast. I can understand buffing the swarm a bit but defiantly not to the extent you are suggesting op. If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. Fgs are at a really good balance with dropships no buff needed or it will be tower camping days all over again. Yes the plasma cannon could use a buff but not make it a breach, that's just rediculous, it already hits my dropship pretty hard, buffing the damage that much would probably instant kill it, nothing should be able to just one shot my dropship.
Nerf tanks, not lavs and dropships!
Only problem with your pre 1.7 comment is that only people under 15 mil SP got dominated by infantry AV. 15mil+ with the right fittings and you were looking at 8 ishukone FG shots with prof 5 and 2 complex damage mods to take em out.
Properly fit HAVS could take a beating like a champ, just ask True Adamance.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1521
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Posted - 2014.05.18 16:53:00 -
[20] - Quote
Duran Lex wrote:Pvt Numnutz wrote:.....this was interesting until I read that you seriously want to make the plasma cannon have the damage of a breach fg. You lost me there pal. Honestly most of these suggestions are to just make av super awesome like it was before vehicle pilots were so fed up and CCP changed it to this. Its actually been really funny to see av players in the exact situation vehicle pilots were in pre 1.7 Sucks doesn't it? Let's not repeat the same mistakes that got us here.
It seems the main issue is with tanks, there are ways to Nerf the tank without over buffing av. For instance, slow them down, seriously they are too fast. I can understand buffing the swarm a bit but defiantly not to the extent you are suggesting op. If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. Fgs are at a really good balance with dropships no buff needed or it will be tower camping days all over again. Yes the plasma cannon could use a buff but not make it a breach, that's just rediculous, it already hits my dropship pretty hard, buffing the damage that much would probably instant kill it, nothing should be able to just one shot my dropship.
Nerf tanks, not lavs and dropships! Only problem with your pre 1.7 comment is that only people under 15 mil SP got dominated by infantry AV. 15mil+ with the right fittings and you were looking at 8 ishukone FG shots with prof 5 and 2 complex damage mods to take em out. Properly fit HAVS could take a beating like a champ, just ask True Adamance. And Ninjanomyx. And BLAZ3. And Jax Thrife. And Commander Tzu. Etc., etc., etc. Of course English Snake (aka Takihiro Kashuken) and Spkr would never admit it.
All the old tanks needed was a speed buff and a slight EHP buff. Or not even that, just throw in the higher tiered tanks with additional slots and slight HP bumps, then drop the ISK prices to current prices and tanks would have been fine.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Atiim
Heaven's Lost Property
8672
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Posted - 2014.05.18 17:23:00 -
[21] - Quote
Pvt Numnutz wrote: If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. No, it does not require 2-4 people to operate.
CPM Game
Join HvLP For Good Fights & Anime :)
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Echo 1991
WarRavens Final Resolution.
294
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Posted - 2014.05.18 17:51:00 -
[22] - Quote
Dropships should not be able to withstand more damage than a tank. At the moment armour dropships can. |
Pvt Numnutz
R 0 N 1 N
1253
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Posted - 2014.05.18 18:02:00 -
[23] - Quote
Baal Omniscient wrote:Pvt Numnutz wrote:.....this was interesting until I read that you seriously want to make the plasma cannon have the damage of a breach fg. You lost me there pal. Honestly most of these suggestions are to just make av super awesome like it was before vehicle pilots were so fed up and CCP changed it to this. Its actually been really funny to see av players in the exact situation vehicle pilots were in pre 1.7 Sucks doesn't it? Let's not repeat the same mistakes that got us here.
It seems the main issue is with tanks, there are ways to Nerf the tank without over buffing av. For instance, slow them down, seriously they are too fast. I can understand buffing the swarm a bit but defiantly not to the extent you are suggesting op. If you want to down my dropship with swarms you need at least two people because my dropship needs 2-4 people to operate. Fgs are at a really good balance with dropships no buff needed or it will be tower camping days all over again. Yes the plasma cannon could use a buff but not make it a breach, that's just rediculous, it already hits my dropship pretty hard, buffing the damage that much would probably instant kill it, nothing should be able to just one shot my dropship.
Nerf tanks, not lavs and dropships! I takes but one person to do well with an assault dropship. Now of you are referring to a transport dropship (ie standard), I might agree that requiring teamwork to take it down would be good. I feel the best way to play the whole thing would be to say "F*** logic" and make it to where anyone on a turret in your vehicle adds a set amount of EHP to your vehicle as long as they are manning a small turret, scaling up the amount added based on SP put into small turrets (thus making speccing into a class for running small turrets a "thing"). Then if there is one person in the vehicle, one person can take it out, 2 for 2 people, 3 for 3. Barring that, I don't see any reason that if a vehicle sticks around long enough single AV player shouldn't be able to kill it. Also, pre 1.7 I had plenty of epic battles 1v1 with some of Dust's top tankers. Some I won some I lost, but they were great. It's the fact that my maxed swarm skills against anything but the absolute best of tanks and tankers was far too much. I knew they needed to be nerfed, as did anyone else. However in addition to nerfing all AV, they buffed all vehicles. If you undid most of the nerfs on swarms (barring the range nerf, range was far too good before) we'd still not be back to 1.6 levels because the vehicle buff is still in place. The difference being that we would actually be able to break the rep cycle. Hardner stacking would be viable again, rep stacking would be less viable but still viable, running a combo setup would be a thing finally, and vehicles wouldn't even have to be touched. As for the PLC, tell me how it would be OP with more damage considering it's snail-like pace flying through the air, it's tiny splash radius, it's single shot clip and it's ungodly long reload. Because I don't see it. An assault dropship with only a pilot can do well in the right hands sure, but it is only operating at 30% efficiency. Its very difficult to hit anything with the nose gun of the ADS. I almost never fly by myself and if i do its just to fly and have fun maybe finish the game with a couple hundred WP and 3 or 4 kills. a single swarm launcher (thats better than milita) can contest me because his vollys will make it extremely hard to hit him, doubly so if he actually knows what he is doing.
I have a crew that i run with normally, some very skilled and experienced gunners and some equally skilled shock troopers. When i have gunners i can sweep by and they will get kills i thought impossible. I have dedicated hackers that fly with me and are in and out in 5 seconds on a point. I have heavies and swarm launchers that drop to deal with tanks. The true power of the dropship is when it is fully loaded with an experienced crew, i simply cannot put out the kind of fire power or have the same tactical diversity without a good crew. As a dedicated dropship pilot since beta i tell you a dropship needs 2-4 people to truly be a threat on the battle field. There fore it should take at least 2 swarms or a swarm and forge combo to bring me down.
If you did buff the swarm launcher back to 1.6 status (except for range) we would still be exactly at 1.6 balance. I doubt that even with the buffs my dropship would survive long. Considering that it took only one proto swarm launcher to force me away (granted the range was ridiculous) and i couldnt even see him. Invisible swarms are back now for what ever reason and if they got a serious damage buff the dropship would essentially be useless but hey you can solo 1.8 tanks now!
the issue that i constantly see coming up is that AV players cannot kill tanks, i agree and it is pretty ridiculous! i skilled into hav's for the large missile turrets (super fun!) and its sickening how much damage they can take from swarms. I would be in favor of a slight dmg buff to swarms and a speed nerf for tanks. Nerfing speed for tanks would be a good way to balance out multiple types of AV, re scouts would have an easier time, plasma cannons could stay closer and maybe get another shot off, av grenades, swarms will be able to get more damage off etc. However buffing any av to deal with the clearly imbalanced tanks will destroy the good balance with dropships.
even if the PLC's projectile is slow, dropships dont turn on a dime. I still get hit with PLC's and it hurts! Now as to why it would be OP, the breach forge gun sacrifices mobility and charge time to get devastating AV power. IF we were to give this devastating AV power to the PLC then we will have a bunch of scouts sprinting around with it and firing it before any vehicle pilot can even react! oh yeah its a light weapon, hello gal commando! seriously think about it.... |
Gemini Cuspid
Amarr Templars Amarr Empire
62
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Posted - 2014.05.18 18:22:00 -
[24] - Quote
Velociraptor antirrhopus wrote:The huge problem is that real tanks aren't used primarily for anti-infantry, they're used to breach enemy strongholds using higher ordinance than infantry can handle.
I remember someone mentioned this months ago and it didn't catch enough attention as I think it should have.
I mean let's be real here. Turret installations are useless and just WP sinks for tanks. You're right, its usually 2-3 tanks that are using for protostomping the infantry and destroying your own installations just for points....but seriously you see more tanks involved in the stomping on infantry because they can and its easier to do.
Also the worse thing in Dust is that even when vehicles can tip the balance of power, K:D ratio is > winning the match and it's a mentality that tends to sacrifice newer players and add to their disparage of this game. |
Spkr4theDead
Red Star. EoN.
2081
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Posted - 2014.05.18 19:24:00 -
[25] - Quote
Baal Omniscient wrote:From what I understand, basically Dust is a full-time beta again like in 2012 except now it's a beta for a game on another platform. Which doesn't bother me as much as it did (now that I've calmed down from fanfest) because I remembered something. I remembered the reason I joined this Beta back in 2012 was because I wanted to help build the greatest persistent shooter ever made. So, in the spirit of beta testing, here are my thoughts on moving forward with AV versus Vehicles:We reduce the price of all vehicles and vehicle modules down to dropsuit equivalent ISK values and buff the hell out of all AV weapons. Then spend a week testing it. If AV is too much, take AV down a touch and try another week of testing. Test Tuesday day through Friday, collect feedback Saturday through Monday, make adjustments on Monday, test Tuesday through Friday, etc. Then once AV v V gets mostly good feedback on the forums, you have gotten close to balance. You can crank tank prices back up AND have good data to send over to the balancing team in the PC port. Then you can make minor tweaks to AV or vehicles to fine-tune the balance. The idea is to get things close first, and right now they are FAR from close. Balance = Any one player when running AV gear should have a chance against any one person driving a vehicle. A MLT AR can kill a protosuit in the right hands, the same should be said about MLT AV and fully specced tanks. There is one person driving the tank, so it should take one person to kill the tank. Period. As it stands now - A proto prof. 5 swarm cannot break the rep cycle of vehicles, so a MLT swarm has no chance. Swarms need their projectile speed jacked way up, their original clip size returned, and their original damage back. AV grenades are completely useless unless they are packed, and even then there's only 2 now so our AV grenade damage has been dropped by 33.333_%. Make the packed damage the basic AV nade damage, then bump it up from there. Forge guns are mostly good right now, but they seem to still misfire occasionally and the lower tiers could use a slight damage bump. There is no reason why Plasma Cannons shouldn't do as much damage as a forge gun. The projectile is easily avoided, you have far less ammo, and your clip size is one. You already OHK 99% of all suits with it anyway, so I say make the PLC do equal damage to the breach forge gun. I can't say 'no' enough times. Why? Because all you infantry would insist that you're the only ones CCP should listen to. You'd get it to a point where an ADV breach forge will one-shot a tank with base HP, with no hardeners running. PRO swarms would take only 9 missiles to destroy a tank as well.
So no, we're not going to do this a THIRD time. You whined and complained that your ARs couldn't do anything to tanks, we got what tanks were like when Uprising first came out. You whined and moaned and complained and said you were biomassing your characters if CCP didn't nerf vehicles again, and that's what got us to 1.7. Then all hell broke loose. People were saying that tanks killed their pets, caused their grandparents to die early, made their children droolers, and ruined their marriages.
So no. Infantry won't be happy until vehicles as a whole are removed from the game, so they don't have to worry about them anymore, so that everybody can carry the status quo of 100% infantry 100% of the time. Then they'll start looking for infantry things to nerf. "Oh, his HMG is able to tickle me at 50m, it won't let my shield regen kick in, nerf HMG range by half."
GFY
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2081
|
Posted - 2014.05.18 19:32:00 -
[26] - Quote
Judge Rhadamanthus wrote:All this would break AV and vehicle balance. "It shot me, nerf it."
I notice you didn't say anything about vehicle - vehicle balance. Like how I easily destroyed your Python last week using my tank, and you left the game right after.
Why do you keep running away from me and Taka?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2081
|
Posted - 2014.05.18 19:33:00 -
[27] - Quote
Gemini Cuspid wrote:Velociraptor antirrhopus wrote:The huge problem is that real tanks aren't used primarily for anti-infantry, they're used to breach enemy strongholds using higher ordinance than infantry can handle.
I remember someone mentioned this months ago and it didn't catch enough attention as I think it should have.
I mean let's be real here. Turret installations are useless and just WP sinks for tanks. You're right, its usually 2-3 tanks that are using for protostomping the infantry and destroying your own installations just for points....but seriously you see more tanks involved in the stomping on infantry because they can and its easier to do. Also the worse thing in Dust is that even when vehicles can tip the balance of power, K:D ratio is > winning the match and it's a mentality that tends to sacrifice newer players and add to their disparage of this game. So what recourse should those fresh out the academy do against PRO stompers? Leave? Why should their experience be ruined by someone with 35mil SP?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Hakyou Brutor
G0DS AM0NG MEN
652
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Posted - 2014.05.18 19:38:00 -
[28] - Quote
Baal Omniscient wrote:Any one player when running AV gear should have a chance against any one person driving a vehicle. A MLT AR can kill a protosuit in the right hands, the same should be said about MLT AV and fully specced tanks. So, you're saying a 'good' person in a free AV suit should be able to solo a fully specced proto tank?
GÇ£War is peace.
Freedom is slavery.
Ignorance is strength.GÇ¥
GÇò George Orwell
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Hakyou Brutor
G0DS AM0NG MEN
652
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Posted - 2014.05.18 19:39:00 -
[29] - Quote
Spkr4theDead wrote:Judge Rhadamanthus wrote:All this would break AV and vehicle balance. "It shot me, nerf it." I notice you didn't say anything about vehicle - vehicle balance. Like how I easily destroyed your Python last week using my tank, and you left the game right after. Why do you keep running away from me and Taka? I respect you guys... but you guys run b*tch fits.
Particle Cannons, mostly.
GÇ£War is peace.
Freedom is slavery.
Ignorance is strength.GÇ¥
GÇò George Orwell
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1522
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Posted - 2014.05.18 21:27:00 -
[30] - Quote
Hakyou Brutor wrote:Baal Omniscient wrote:Any one player when running AV gear should have a chance against any one person driving a vehicle. A MLT AR can kill a protosuit in the right hands, the same should be said about MLT AV and fully specced tanks. So, you're saying a 'good' person in a free AV suit should be able to solo a fully specced proto tank? I am saying a "good" person in a free AV suit who fights ANY tank stupid enough to stick around long enough should be able to kill a tank, yes. No vehicle should be able to squat on territory indefinitely when being hit by AV, regardless of tier.
And someone please inform Spkr his brain dead comments are being ignored, I don't have the energy to do it myself.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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