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Godin Thekiller
shadows of 514
2358
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Posted - 2014.05.20 19:28:00 -
[1] - Quote
People keep on talking as if it's a binary, " It should take X number of X to kill X", and it should be no other way. I think that's wrong. It should go on a more fluid model:
On equal grounds (skill, SP, equipment, positioning, numbers), a infantry player should be able to fend off against a vehicle, or vice versa. They would cancel each other out, If one of things becomes an advantage, Then the opponent /yourself won't be able do their job, as well as having to flee or be killed soon after. if 2+ are an advantage, the opponent/yourself has a high chance of dying.
There will be those exceptions of course, where a person might not be able to combat the target (no AV weapons, out of ammo, etc.), or one is massively superior than the other, in which warrants a easy victory (which doesn't warrant a kill btw, just you winning the fight).
Thought I'd mention this, as both sides of the vehicle argument thinks this is the only way of going about things, when imo it isn't.
Peace, Godin
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Godin Thekiller
shadows of 514
2358
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Posted - 2014.05.20 20:16:00 -
[2] - Quote
501st Headstrong wrote:I agree and disagree.
A tank should not die to a single infantry player, that would mean as a tank, you'd be a glass cannon. Any of 16 players, including other tanks could kill you, thus making it ineffective to run a tank. But not everyone has gun game, so that is segregating and hurting the population. If someone has AV hades and Swarm Launchers at Proto, it should be able to kill a militia tank. However, a player with23 million SP into Tanks should not die to a 23 million Sp player, because then two players with 10 million by your logic could kill him, and that's assuming their role is strictly AV, with points put only into AV gear.
The trick to balancing tanks and infantry is to make it so that running a tank inspires fear. If I saw a tank in actuality, I'd run. Why? It has a cannon that could tear my bones from muscles in one shot. However, players shouldn't have to field 4 soldiers in order to get rid of one, and many don't. People miss 1.6, where you whip out hades, and then fire one Swarm Volley to kill a Madrugar. This would be acceptable if the tank wasn't 1 million Isk, but it was. Players like the done it, do it, did it game, where they are the COD man getting all the kills and making all the booms. Teamwork is absent in their mind.
Use Proxy explosives. Tell a friend. 8 proxies at 750 damage each equates to 6000 damage, enough to blow up Sicas and hardened Somas. All it takes is to tell a friend. But no. People just expect others to do it for them, and so no one does anything. You go up against any sq of Gods Among Men, and we'll have AV.
People need to stop being lazy, and that will solve many QQing. If everyone has some piece of AV, tankers will be wary. a road could have proxies, Forge guns may be lurking, Swarms not equipped to keep out the guise, or nades at the ready with Cloaky RE scouts on the prowl.
Adapt. But I do agree that Somas are extremely powerful in their current state. Hence forth why we need the vehicle variation or 1.6, where a Falchion screwed Somas for breakfast. Basically, a militia tank should have a Chance against Standard, half chance against advance, and a slim (quarter) chance against Proto, with nearly none against Officer( if we get those)
AV should work in countenance, but it should take at least 2 people, or one fully kitted out a Aver. Example: A Commando with a Proto Plasma Cannon, Boundless Proxies, Swarm Launcher Prof 5, can take out a Proto Tank. However, people come at tanks wrong, firing swarms and forges dead on, where the blaster can see you. Set up choke points, lay proxies behind the tank so when it backs up from incoming fire, he's done.
Congrats, you have just learned my secrets to killing tanks. And most importantly, if tanks are deadly to infantry, have a tank at ready to combat it if infantry is making it hard to get a lock on
Peace, and see you in battle :)
You got the idea actually. If one person uses The right equipment, and positions it correctly, then whatever vehicle it is fighting against (in your case, proxies vs. a HAV), then the guy who put them down (your friend) would win the fight (the HAV goes boom).
As far as a 1v1 infantry vs. vehicle, that's only possible if the vehicle messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate.
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Godin Thekiller
shadows of 514
2360
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Posted - 2014.05.20 21:39:00 -
[3] - Quote
ZDub 303 wrote:If it takes two infantry to kill a tank it should take two tanks to kill a single infantry.
Balance.
..............................................
You know what, I'm not even going to......
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Godin Thekiller
shadows of 514
2363
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Posted - 2014.05.20 22:07:00 -
[4] - Quote
Monkey MAC wrote:In computer science when consodering the complexity of certain tasks, we use the Big O notation, it allows us to effectively ignore small constants and such things, it allows us to break things down to its base components.
This all we are doing, stripping the equation down to It's most basic components, you can't account for difference in terrain or skill, so you always create a scenario where it's 1 person vs another on flat coverless ground.
Because you can CALCULATE it, so yes it should take X number of Y's destroy a Z because it's basic maths. The world is all about maths, weapon balancing is no different.
Actually, you can. It's not that hard actually. You want to know how? Design each thing around set strengths and weaknesses. For example, a vehicle is much better in a open environment vs. a infantry unit, but will suffer when in a closed in or tight environment with lots of foliage, rocks, etc. Damage types, and even the weapon that is being used is another example.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:18:00 -
[5] - Quote
501st Headstrong wrote:Godin Thekiller wrote:Monkey MAC wrote:In computer science when consodering the complexity of certain tasks, we use the Big O notation, it allows us to effectively ignore small constants and such things, it allows us to break things down to its base components.
This all we are doing, stripping the equation down to It's most basic components, you can't account for difference in terrain or skill, so you always create a scenario where it's 1 person vs another on flat coverless ground.
Because you can CALCULATE it, so yes it should take X number of Y's destroy a Z because it's basic maths. The world is all about maths, weapon balancing is no different. Actually, you can. It's not that hard actually. You want to know how? Design each thing around set strengths and weaknesses. For example, a vehicle is much better in a open environment vs. a infantry unit, but will suffer when in a closed in or tight environment with lots of foliage, rocks, etc. Damage types, and even the weapon that is being used is another example. I could go with that. However I'd have to argue that this is already the case, and that Railguns are made for open maps, blasters for cities, and missiles for mid range both, but with drawbacks
They need balancing, and really, it's long medium and short range as it should be, (and the "missiles" are really rockets tbh, so they need a shorter range, and less damage imo, and missiles needs adding).
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:22:00 -
[6] - Quote
ZDub 303 wrote:To anyone in this thread: If I changed this quote Godin Thekiller wrote:As far as a 1v1 infantry vs. vehicle, that's only possible if the vehicle messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. to: As far as a 1v1 medium/light vs. heavy suit, that's only possible if the heavy messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. Would you consider that balanced?
It's not the same thing...........
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:25:00 -
[7] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:In computer science when consodering the complexity of certain tasks, we use the Big O notation, it allows us to effectively ignore small constants and such things, it allows us to break things down to its base components.
This all we are doing, stripping the equation down to It's most basic components, you can't account for difference in terrain or skill, so you always create a scenario where it's 1 person vs another on flat coverless ground.
Because you can CALCULATE it, so yes it should take X number of Y's destroy a Z because it's basic maths. The world is all about maths, weapon balancing is no different. Actually, you can. It's not that hard actually. You want to know how? Design each thing around set strengths and weaknesses. For example, a vehicle is much better in a open environment vs. a infantry unit, but will suffer when in a closed in or tight environment with lots of foliage, rocks, etc. Damage types, and even the weapon that is being used is another example. Please I would love to see how you show AV having plenty of cover without giving it to HAV's how do you CALCULATE tanks getting stuck in tight corners, damage types and weapons are numbers so yes they can be calculated. Your still missing my point, if you start adding terrain advantages that don't have quantifiable values, you can't balance properly, just look at the repdrugar, it's designed to rep through damage at shorter ranges, but it works just as well with just a molehill between them, you can see it just from the maths. That is why you break it down.
So you're saying that all combat ever has to be on flat ground to be balanced? Oh sweet Jesus, put the spreadsheets down and just think about it...........
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:26:00 -
[8] - Quote
Monkey MAC wrote:Godin Thekiller wrote:ZDub 303 wrote:To anyone in this thread: If I changed this quote Godin Thekiller wrote:As far as a 1v1 infantry vs. vehicle, that's only possible if the vehicle messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. to: As far as a 1v1 medium/light vs. heavy suit, that's only possible if the heavy messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. Would you consider that balanced? It's not the same thing........... Why isn't it?
Because a vehicle is not a suit, nor should it be treated like one.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:31:00 -
[9] - Quote
Monkey MAC wrote:
Mathmatically it is, 1 man in a tank is no different to a man in a suit, you have health, a weapon. You even have the same stats!
Again, put the spreadsheets down and think about it.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:38:00 -
[10] - Quote
ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:To anyone in this thread: If I changed this quote Godin Thekiller wrote:As far as a 1v1 infantry vs. vehicle, that's only possible if the vehicle messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. to: As far as a 1v1 medium/light vs. heavy suit, that's only possible if the heavy messes up constantly, just overall sucks, or the infantry gets lucky. Otherwise, it'll be a stalemate. Would you consider that balanced? It's not the same thing........... Why? single user vs single user. Should an assault rifle 1v1 a tank? Lolno, im all for that. Why should a single player command that much force? If tanks were still 1 million isk I could see a point. Everything should have a counter of appropriate investment. For everyone thinking im being an idiot, I can appreciate your standpoint but im playing devil's advocate for a second here. Convince me why a single player in a tank should require multiple players of any form to take him down. There needs to be a balancing factor. ISK - nope, tanks are, in many cases cheaper than proto fit dropsuits. SP? Not really, a fully core skilled proto AV player gets pretty close in SP investment to a decently fit tank. So what is it? Why should the only counter to a tank be another tank? In any other game, or any other facet of this game that would be considered unbalanced. Why do tankers deserve special treatment? If a tank requires 2-3 operators for max efficacy I would be 100% for them taking even 4-5 players to take them down (2-3 players working in unison is no small feat and deserves a power differential for it). We're talking 1 player vs 1 player, why does the tank deserve invincibility in that situation? Remove large blasters from the game or nerf it to be as effective against infantry as a rail and im 100% for 2-3 AV users taking a tank down as well. Otherwise, its 1v1 - its the same as a heavy vs a scout or any other situation. 1 player vs 1 player.
1: Did I ever say that it should take multiple players to take down a single HAV? NO. Learn to read.
2: Let's see: Going into Legion, a Pilot will have to skill for:
Pilot dropsuit
modules to put on pilot dropsuit
T I HAV of race's choice
T II HAV of choice (to keep it equal with infantry using a T II suit)
modules to fit on HAV
That makes it around 2x the SP for a pilot to max out it's specialization, but for one type of vehicle (there's more than just HAV's, and yes, it's not all about HAV's in this thread). But to be fair, well just stick with just one, otherwise, the difference would be insane
3: Whoever said that you needed to kill the HAV?
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:39:00 -
[11] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:
Mathmatically it is, 1 man in a tank is no different to a man in a suit, you have health, a weapon. You even have the same stats!
Again, put the spreadsheets down and think about it. You see though your missing it, it's all in the spreadsheets, not just the spreadsheet that shows how the battle goes down but the big picture, what happens whem something requires more than 1 person to take down. When a Tank named X > Infantry Y X > Y X = 2Y X + Y > 2Y 6X + 10Y > 16Y 6X + 10Y = 32 Y Does that not seem grossly unbalanced?
Never said it took more than one person to take a HAV down, learn to read.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 22:55:00 -
[12] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:
Mathmatically it is, 1 man in a tank is no different to a man in a suit, you have health, a weapon. You even have the same stats!
Again, put the spreadsheets down and think about it. You see though your missing it, it's all in the spreadsheets, not just the spreadsheet that shows how the battle goes down but the big picture, what happens whem something requires more than 1 person to take down. When a Tank named X > Infantry Y X > Y X = 2Y X + Y > 2Y 6X + 10Y > 16Y 6X + 10Y = 32 Y Does that not seem grossly unbalanced? Never said it took more than one person to take a HAV down, learn to read. Then what are you saying? Should it, shouldn't it? If 1 person can kill it, in one scenario, they can potentially kill it any scenario, hence the open field! You cannot balance off of skill, amd terrain, it's not possible.
Then explain how other games done it.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 23:18:00 -
[13] - Quote
Monkey MAC wrote:Godin Killer wrote:Quote:Quote:
Never said it took more than one person to take a HAV down, learn to read.
Then what are you saying? Should it, shouldn't it? If 1 person can kill it, in one scenario, they can potentially kill it any scenario, hence the open field! You cannot balance off of skill, amd terrain, it's not possible. Then explain how other games done it. They haven't, because you don't need to, if your balancing a shotgun you give high damage, short ramge and low accuracy. That's it, no terrain, cover or player skill involved, just pure and simple maths. If it is a short ramge weapon it should have the highest mathematical chamce of killing an opponent in the shortest time for that range. THAT IS IT, that is literally how weapons are balanced. In every game ever.
WE're not talking about just weapons, we're talking about hulls, as turrets, and their relationship between them.
Yes, there's math involved making them, but you make it to where the said thing is good situation, and bad for another. Good against a said setup, bad against another. Good in X terrain, bad in another.
Your own example even proves that, as you said it's a CQ weapon, which implies that it exels in CQ, but does **** all at range.
I'll say it again, put down the spreadsheets and think about it.
EDIT: Warthunder has done it by the way. As well as any DOTA copy game.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 23:22:00 -
[14] - Quote
True Adamance wrote:Godin Thekiller wrote:
On equal grounds (skill, SP, equipment, positioning, numbers), a infantry player should be able to fend off against a vehicle, or vice versa. They would cancel each other out, If one of things becomes an advantage
Gameplay wise this makes sense...... Logically it is seriously flawed.
Sometimes logic doesn't make good balance imo
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 23:40:00 -
[15] - Quote
Monkey MAC wrote: Logic makes for perfect balance, it's a lack of logic that Allowed RR to have DPS comparable to the AR Allowed pretty much every weapon to out class a shotgun
I ask you a question: what environment does a shotgun do better than any rifle? Also, why does it?
By answering that question, you will see what I mean. If not, That's a shame
Also, a shotgun has a disadvantage in open field combat vs. a rifle. Answering the above question with rifles will tell you why.
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.20 23:41:00 -
[16] - Quote
Monkey MAC wrote:Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:
On equal grounds (skill, SP, equipment, positioning, numbers), a infantry player should be able to fend off against a vehicle, or vice versa. They would cancel each other out, If one of things becomes an advantage
Gameplay wise this makes sense...... Logically it is seriously flawed. Sometimes logic doesn't make good balance imo Logic makes for perfect balance, it's a lack of logic that Allowed RR to have DPS comparable to the AR Allowed pretty much every weapon to out class a shotgun
a lack of balancing skills by the devs made those things happen, not a lack of logic.............
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Godin Thekiller
shadows of 514
2365
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Posted - 2014.05.21 00:19:00 -
[17] - Quote
Hawk-eye Occultus wrote:FOR GOD'S SAKE! This discussion of having "everything done by spreadsheet" is STUPID! Let me ask you one question: Have you ever heard of this thing called "play-testing"? it allows you to see the effects of unquantifiable values (such as cover, terrain and other stuff) in both controlled and uncontrolled conditions. If a tank was unable to survive attack from a single person, it would be uneconomical to make said tank. Unlike people, the machines (vehicles) are able to carry much thicker armour plating and are more durable, and they can carry much bulkier weapon systems. In addition, there are many defence systems that protect against exotic anti-vehicle weapons [1][2][3][4][5][6]Thus, (for a tank), I can only see the Forge Gun as being any major threat, as missiles, rockets, and grenades have many countermeasures against them. This fit in with the motif of tanks being something to be feared; they are the ones who push you over. This would not be true for dropships, however. As aircraft, they have precious little capacity for armour (or space for shield generators) that can be applied, thus they would be VERY vulnerable to attack by all current AV weapons. They would instead rely very heavily on their speed and agility to outmanoeuvre attack. LAV's would be similar to dropships (in two dimensions), slightly tougher, but still very vulnerable. Since we don't have MAV's, I couldn't comment on those.
You make a good point, and I agree with you, but there shouldn't be a "One is better than the other period", which is the whole point of me making this thread.I think you get that though.
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Godin Thekiller
shadows of 514
2367
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Posted - 2014.05.21 00:27:00 -
[18] - Quote
That we can agree on lol
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Godin Thekiller
shadows of 514
2367
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Posted - 2014.05.21 01:09:00 -
[19] - Quote
Hawk-eye Occultus wrote:Godin Thekiller wrote:You make a good point, and I agree with you, but there shouldn't be a "One is better than the other period", which is the whole point of me making this thread.I think you get that though. I do agree with you on it not being a case of "one is better than the other period." (Even if the post didn't exactly sound like that). But there should still be advantages and incentives to using vehicles over infantry, otherwise vehicles become redundant, useless wastes of resources even. Balancing vehicles and infantry is a very difficult thing to pin down in 6 000 characters, let alone an entire thread; but it stands to reason the following points: * Certain AV weapons are necessarily more effective against one vehicle type than another. * The ability for an AV unit to attack and destroy a vehicle should be proportional to both the difficulty of use, and specialization of the AV ordinance. * It is basically a requirement to mirror reality that, unless in the case of traps set by individuals (with RE's Proxies, Mines, et al.), very special weapons, or simple lack of parity (a prototype/officer Anti-Vehicle Vs. Militia Vehicle); there must be a minimum number of infantry that work together to defeat a vehicle. Vehicles themselves would also need the following characteristics: * Specialization: ** A tank with a weapon designed to mow down squads of infantry will fare very badly against an AV Vehicle. ** Conversely, AV Vehicles would be ineffective at attacking infantry (although tank may not be vulnerable, if there are no AV infantry present) ** There must be NO or VERY LITTLE ability for these two rules to be bent or broken EXCEPT IN EXCEPTIONAL CASES. * Resistance: ** Simple: They are harder to kill than equivalent heavy infantry. ** Still vulnerable to attack and environmental damage (where applicable). * Cost ** Depending on how superior to infantry vehicles are, vehicles will be more expensive to buy, run, and train for (but not too costly as to be uneconomical in occasional circumstance). ** Also must take into account the fact that vehicles are unable to move through/more restricted in movement while in urban areas, interior spaces, and small overhangs above 5 mile high cliff faces. On the subject of cliffs; NO INERTIA DAMPENERS for vehicles.
Only problem I have with this is the part where you talk about turrets (what do you think a turret that is AI friendly vs. AV friendly is?), and the part where you say that there is at minimum, which I think you covered under the "There's exceptions to the rules", so I'll let it slide.
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Godin Thekiller
shadows of 514
2368
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Posted - 2014.05.21 01:37:00 -
[20] - Quote
Hawk-eye Occultus wrote:Godin Thekiller wrote:Only problem I have with this is the part where you talk about turrets (what do you think a turret that is AI friendly vs. AV friendly is?), and the part where you say that there is at minimum, which I think you covered under the "There's exceptions to the rules", so I'll let it slide. What can I say? I'm an expert in ensuring all loose ends are tied down. Keep everything as watertight as you can, saves a lot of bother.
Well, you left me hanging on the turrets (read my last post again), but otherwise, yea, you did.
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Godin Thekiller
shadows of 514
2368
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Posted - 2014.05.21 02:19:00 -
[21] - Quote
Hawk-eye Occultus wrote:Godin Thekiller wrote:Hawk-eye Occultus wrote:Godin Thekiller wrote:Only problem I have with this is the part where you talk about turrets (what do you think a turret that is AI friendly vs. AV friendly is?), and the part where you say that there is at minimum, which I think you covered under the "There's exceptions to the rules", so I'll let it slide. What can I say? I'm an expert in ensuring all loose ends are tied down. Keep everything as watertight as you can, saves a lot of bother. Well, you left me hanging on the turrets (read my last post again), but otherwise, yea, you did. I will cover turrets tomorrow, as it is sleepy mc dreamtime, and I cannot be bothered to get myself into objective mode.
roger
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Godin Thekiller
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2369
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Posted - 2014.05.21 02:37:00 -
[22] - Quote
Ayures II wrote:Yet another **** thread from Godin.
If tanks are solo-able by random infantry, nobody will run a ******* tank. Why risk a 150m tank when some scrub in a 10m suit is just going to come by and pop it like it's nothing?
............... And yet again a ******* idiot who doesn't know how to read. I'm not even going to bother...........
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Godin Thekiller
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2373
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Posted - 2014.05.21 10:27:00 -
[23] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote: Logic makes for perfect balance, it's a lack of logic that Allowed RR to have DPS comparable to the AR Allowed pretty much every weapon to out class a shotgun
I ask you a question: what environment does a shotgun do better than any rifle? Also, why does it? By answering that question, you will see what I mean. If not, That's a shame Also, a shotgun has a disadvantage in open field combat vs. a rifle. Answering the above question with rifles will tell you why. The weapon itself has no favour towards any particular enviroment, it simple favours close range, the enviroment this engagement takes place jn is neither here nor there, stop trying to bring me round to your logic and listen. A shotgun can kill just as well in an open field as it can a complex, the operation of use does not change dependent on the enviroment. I can stand in a field at 5m and kill you with a shotgun just as well as I can kill at you 5m inside a complex. Environment does not make the weapon more effective, what your probably trying to say is that shotguns favour complexs because it is easier to find someone in a favourable position. This does not effect balance though, because this engagement has already been balanced out on the coverless flat field. In short environment does not change the maths of the engagement!
You still answered the question, you just disregarded the truth. and no, a shotgun is not as good in a open field as in a complex, as a shotgun user can much more easily close the gap in a closed in environment to get to its optimal rather than a open field. You're a lost cause it seems............
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Godin Thekiller
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2373
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Posted - 2014.05.21 10:44:00 -
[24] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote: Logic makes for perfect balance, it's a lack of logic that Allowed RR to have DPS comparable to the AR Allowed pretty much every weapon to out class a shotgun
I ask you a question: what environment does a shotgun do better than any rifle? Also, why does it? By answering that question, you will see what I mean. If not, That's a shame Also, a shotgun has a disadvantage in open field combat vs. a rifle. Answering the above question with rifles will tell you why. The weapon itself has no favour towards any particular enviroment, it simple favours close range, the enviroment this engagement takes place jn is neither here nor there, stop trying to bring me round to your logic and listen. A shotgun can kill just as well in an open field as it can a complex, the operation of use does not change dependent on the enviroment. I can stand in a field at 5m and kill you with a shotgun just as well as I can kill at you 5m inside a complex. Environment does not make the weapon more effective, what your probably trying to say is that shotguns favour complexs because it is easier to find someone in a favourable position. This does not effect balance though, because this engagement has already been balanced out on the coverless flat field. In short environment does not change the maths of the engagement! You still answered the question, you just disregarded the truth. and no, a shotgun is not as good in a open field as in a complex, as a shotgun user can much more easily close the gap in a closed in environment to get to its optimal rather than a open field. You're a lost cause it seems............ Doesn't change the engagement though does it, think about it! Would you really find it more difficultmto kill someone with a shotgun at 5m in an open field than at 5m inside a complex? "as a shotgun user can more easily close the gap in closed enviroment" exactly the chamces of finding a favourable engagement is increased, but the engagement does not change at all.
You skip out on the entire engagement process. Do you just happen to always be within spitting distance of your enemy? Nope. It's quite the opposite. You have to get to them first. and in a open area, there's less of a chance that you'll get close enough before dying. That is not my opinion, that is fact, and you know it.
Stop trying to fight me, as your argument looks only at pure numbers for balancing things, which doesn't work when there's actual variation to environments.
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Godin Thekiller
shadows of 514
2393
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Posted - 2014.05.22 10:40:00 -
[25] - Quote
Monkey MAC wrote:Hawk-eye Occultus wrote:Monkey MAC wrote:As with weapons like the MassDriver you have to be out of cover in order to shoot the target, in cover you must out of cover to do so, as such you can assume the enemy will take the logical option and shoot back, or move out of the blast radius which has the same chance of happening with or without the cover. Have you ever used a Mass Driver? or a grenade launcher in other games? It works just like a mortar, allowing you to do this neat trick called: Shooting OVER the cover. Cause, ya know, the projectile arcs. So yeah, you DONT have to be out of cover. Prof 5 in Mass Drivers my friend, if the person is stupid enough to take multiple explosions to the face that has nothing to do with balance of the weapon. We almost had it earlier, like you said on paper it will not work any better inside or outside a complex. Therein when you a balancing something with maths the terrain can be excluded from the simplified model. As such you can't balance tanks vs infantry on the premise that infantry can hide in complexes, because any positives he infantry gains from the complex can also be used by the tank for his favour, if a weapon can kill a tank in a complex, in a single engagement then there is no reason why the same weapon won't be capable of killing the tank on any other terrain at the same range, thereby if the tank kill the AVer out in a field there is no reason he can't use the same weapon to kill me inside a complex. Thereby you cannot say "Tanks should only really be killed by infantry inside a complex", you can however say "Tanks shouldn't really be killed by infamtry at longer ranges" At which point I would agree and say "only if the force strength required to destroy the tank is equal to the force strength the tank currently possess"
That........... that made 0 sense......................
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Godin Thekiller
shadows of 514
2397
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Posted - 2014.05.22 19:33:00 -
[26] - Quote
Hawk-eye Occultus wrote:Monkey MAC wrote:Hawk-eye Occultus wrote:Monkey MAC wrote:[...] you can't balance tanks vs infantry on the premise that infantry can hide in complexes, because any positives he infantry gains from the complex can also be used by the tank for his favour [...] Just watch this, man... Just what benefit will the tank gain from being in a tiny street where it may not even be able to rotate it's barrel (without ripping it off)? 1) In-game tanks can rotate the turret irrespective of position. 2) dragons don't self heal 3) dragons don't take cover or wait until you move out to fire 4) If DUST Tankers were that dum, we wouldn't be having this converstation Basically it's all well and good saying "just stay in the complex" but if I can't kill him, I am achieving nothing more than hiding. And if I can kill him in the complex, then killing him outside the complex will be just as easy. The only weapon that can do what the video shows, is the forge gun, which is tethered to a heavy suit, the time it takes to move out, aim (because how many tankers are dum enough to remain stationary?), fire, move back into cover, is longer than it takes a blaster to find you rotate, and kill you. Look at the above post (that I made), it was edited before you posted with a quote of the old one, and thus does not accurately reflect what my thoughts were. Edit accordingly.
This guy clearly doesn't get how balancing works lol.
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Godin Thekiller
shadows of 514
2399
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Posted - 2014.05.22 23:41:00 -
[27] - Quote
Monkey MAC wrote:Hawk-eye Occultus wrote:Monkey MAC wrote:Hawk-eye Occultus wrote:Monkey MAC wrote:[...] you can't balance tanks vs infantry on the premise that infantry can hide in complexes, because any positives he infantry gains from the complex can also be used by the tank for his favour [...] Just watch this, man... Just what benefit will the tank gain from being in a tiny street where it may not even be able to rotate it's barrel (without ripping it off)? 1) In-game tanks can rotate the turret irrespective of position. 2) dragons don't self heal 3) dragons don't take cover or wait until you move out to fire 4) If DUST Tankers were that dum, we wouldn't be having this converstation Basically it's all well and good saying "just stay in the complex" but if I can't kill him, I am achieving nothing more than hiding. And if I can kill him in the complex, then killing him outside the complex will be just as easy. The only weapon that can do what the video shows, is the forge gun, which is tethered to a heavy suit, the time it takes to move out, aim (because how many tankers are dum enough to remain stationary?), fire, move back into cover, is longer than it takes a blaster to find you rotate, and kill you. Look at the above post (that I made), it was edited before you posted with a quote of the old one, and thus does not accurately reflect what my thoughts were. Edit accordingly. My apolgies, yes that is different, it also very easy to express mathematically. However you now bring a new point to the table tha must be discussed. If AV is only useful when the target cannot figt back, how do you transport troops across the ground? Furthermore how do assault a complex surrounded by open ground on all sides? You can either connect all complex's together, so that infa try never needs to leave them, this however marginalises tanks to the point of uselessness. Or you can take the high road literally and use aerial transport this once again marginalises tanks. Even if you split null cannon points evenly between tank and infantry controlled areas, you reach a stalemate where both sides have superiority in a specific theatre. Trying to solve that by skewing the results in favour of either theatre marginalises the other. Tanks and Infantry need to be working together across all theaters of war, otherwise those piloting tanks might as well be playing a different game. You said this entire time before that it was impossible to balance off of terrain, now you are. Make up your damn mind.
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Godin Thekiller
shadows of 514
2404
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Posted - 2014.05.23 02:13:00 -
[28] - Quote
Hawk-eye Occultus wrote:Thank you for bringing up the dropship. Contrary to what you suggest, they do not make tanks useless. You see, if the missile launcher is altered to be... Useful for purpose (i.e. attacking aerial vehicles), tactical use of infantry AV is needed. As an AA platform, I have the concept of it being unable to attack ground targets (as it requires the locking on of an aerial vehicle). Thus AV infantry are able to attack it with ease.
See, I see how you may think I believe that ALL tanks should be following the mechanics we have been discussing. Not at all.
I have a vision of the tanks being split into rigid roles (covered previously), Anti Aircraft (L+¬ missile launcher), Anti Ground-Vehicle (L+¬ railgun), and Anti Infantry (L+¬ blaster, or L+¬ flame-thrower. Flame-throwers are cooler). The AV infantry would be able to attack the first two with basic impunity (as they are not suited to shoot back effectively). The Anti infantry tank would be what warrens the use of AV tanks, which would be able to safely approach and rip it apart.
Loose ends all tied up. Happy?
Hold up; that's not necessary, nor does it make sense. You realize that they are all Large turrets, right? Why should a large turret be fixed to a specific target like that, especially when some of those don't even make sense (why would you use a large blaster if you could use a medium and most like do far better, or why use a large rail against a LAV)? Sure, there should be some T II variants to go down a specific path like that (or rather ammo), but locking a turret to a role like that is a very bad idea.
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Godin Thekiller
shadows of 514
2405
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Posted - 2014.05.23 03:38:00 -
[29] - Quote
Hawk-eye Occultus wrote:Godin Thekiller wrote:Hawk-eye Occultus wrote:Thank you for bringing up the dropship. Contrary to what you suggest, they do not make tanks useless. You see, if the missile launcher is altered to be... Useful for purpose (i.e. attacking aerial vehicles), tactical use of infantry AV is needed. As an AA platform, I have the concept of it being unable to attack ground targets (as it requires the locking on of an aerial vehicle). Thus AV infantry are able to attack it with ease.
See, I see how you may think I believe that ALL tanks should be following the mechanics we have been discussing. Not at all.
I have a vision of the tanks being split into rigid roles (covered previously), Anti Aircraft (L+¬ missile launcher), Anti Ground-Vehicle (L+¬ railgun), and Anti Infantry (L+¬ blaster, or L+¬ flame-thrower. Flame-throwers are cooler). The AV infantry would be able to attack the first two with basic impunity (as they are not suited to shoot back effectively). The Anti infantry tank would be what warrens the use of AV tanks, which would be able to safely approach and rip it apart.
Loose ends all tied up. Happy? Hold up; that's not necessary, nor does it make sense. You realize that they are all Large turrets, right? Why should a large turret be fixed to a specific target like that, especially when some of those don't even make sense (why would you use a large blaster if you could use a medium and most like do far better, or why use a large rail against a LAV)? Sure, there should be some T II variants to go down a specific path like that (or rather ammo), but locking a turret to a role like that is a very bad idea. It makes perfect sense. Turrets are what define the role of a tank. They each have their own unique purpose. Imagine, if you will that each of the turrets have been substantially modified from what they are now. The Missile launcher would launch Surface to Air Missiles (SAMs). The railgun would continue as it basically is, with a lower max elevation (for some reason it currently can aim over 20 degrees higher than all other turrets), so it could be used as a very crude AA or AI weapon if need be. The turn rate would also be boosted quite a bit too. The blaster (or whatever we will replace it with) would be very effective against infantry, but would be very bad for attacking other vehicles. Size also fits with this. See, small turrets are basicly fit purely for self defence (in the case of tanks); large turrets are the main weapon. Way I see it, the medium turret would be what you stick on the MAV ( probably something like an APC). How exactly would making the turret smaller make it work better?
So, you think everyone will have access to all turrets, especially at endgame/ Do you not realize that the LP store exists, or that not everybody uses all the turrets (I like using blasters because they're Gallente). Your system basically changes that.
Also, not all of the turrets are even in the game yet.
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Godin Thekiller
shadows of 514
2405
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Posted - 2014.05.23 10:48:00 -
[30] - Quote
Monkey MAC wrote:
No Godin, I explained when you look at stats there is simply no need to include terrain in your calculations. What is being described above can easily be expressed with maths, WITHOUT adding terrain to the equation.
"If AV is balanced only when the Tank cannot retaliate"
@Hawk-Eye, I don't even need to answer that question, they have done so for me, typecasting tanks by turret so stringently is not the best way to achieve balance. Infact doing this marganilises vehicles to the point of, why are we bothering?
Tanks, irrespective of turret, need a general purpose. They need to be force multipliers, the act of deploying a tank, should improve the force strength of those around you.
Suppressing enemy turrets or entrenchments allows infantry to be more effective, destroying high value targets such as CRU's and Supply depots stops the enemy from holding a position. Using rails as LOS artillery
This is in the end of it all an infantry driven game, as such infantry will/must be involved in all facets of war, irrespective of terrain.
Hummm......
I guess you're for real a lost cause then
Also, I assume you plan on driving a LAV through a ocean, or a jungle.
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Godin Thekiller
shadows of 514
2406
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Posted - 2014.05.23 20:20:00 -
[31] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:
No Godin, I explained when you look at stats there is simply no need to include terrain in your calculations. What is being described above can easily be expressed with maths, WITHOUT adding terrain to the equation.
"If AV is balanced only when the Tank cannot retaliate"
@Hawk-Eye, I don't even need to answer that question, they have done so for me, typecasting tanks by turret so stringently is not the best way to achieve balance. Infact doing this marganilises vehicles to the point of, why are we bothering?
Tanks, irrespective of turret, need a general purpose. They need to be force multipliers, the act of deploying a tank, should improve the force strength of those around you.
Suppressing enemy turrets or entrenchments allows infantry to be more effective, destroying high value targets such as CRU's and Supply depots stops the enemy from holding a position. Using rails as LOS artillery
This is in the end of it all an infantry driven game, as such infantry will/must be involved in all facets of war, irrespective of terrain.
Hummm...... I guess you're for real a lost cause then Also, I assume you plan on driving a LAV through a ocean, or a jungle. If I drive it fast enough, and if I drive slow enough respectively!
Now I think you're just trolling me......
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Godin Thekiller
shadows of 514
2408
|
Posted - 2014.05.24 02:39:00 -
[32] - Quote
Scheneighnay McBob wrote:What I hate is that people talk about vehicles vs AV in terms of rock-paper-scissors. It shouldn't be.
While a sentinel is a heavy frame, an HAV, for example, should be thought of as a VERY heavy frame. What the HAV has in firepower, the sentinel makes up for in mobility- you aren't going to see a vehicle walking through a doorway and climbing a set of stairs to the roof. Essentially, saying it should take several AVers to kill an HAV is like saying it should take several scouts to kill a sentinel.
In more coherent english, vehicles should usually win in situations that favor vehicles (open areas), while infantry should usually win in situations that favor infantry (urban areas).
Someone gets it!
(oh, and not just urban areas, but any area in which has tight moving areas, but I'm sure you know that )
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