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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1793
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Posted - 2014.06.24 14:51:00 -
[31] - Quote
Eko Sol wrote:True Adamance wrote:Better for us to be UP, even though we certainly are not, and peeps to begrudgingly admit tankers have it rough instead of be hyper OP.
BRING BACK pre 1.6 HAV and modules! EXACTLY!!!! If they are going to put AV back to 1.6 then they should have the same vehicles and module slots available. I'm down for that. If they really DO give back my pre-1.6 swarms. Which they haven't. Not even close.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1793
|
Posted - 2014.06.24 14:55:00 -
[32] - Quote
@OP: The excessive force used against vehicles is just AV players getting vengeance for the BS they've out up with for the last 6 months. It'll die down when FotM chaser tankers die out and only GOOD tankers actually run tanks.
Good tankers still do good, scrub tankers are the ones pissing and moaning everywhere. MLT tanks no longer require a scout with 4+ RE's to kill or a forge gunner hiding on a tower, and it never should have required that.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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M1tch Rapp
Last VenDetta. Dark Taboo
137
|
Posted - 2014.06.24 16:07:00 -
[33] - Quote
I don't know what game you guys are playing. I still see tank and DS spam in every match. |
edgardo1156
Grupo de Asalto Chacal RISE of LEGION
8
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Posted - 2014.06.24 19:38:00 -
[34] - Quote
Rattati, please fix the look of the blaster cannons, shots that do not disperse, it is now impossible to kill infantry and ammo just much faster.
Rindanse ante el Imperio Amarr. Vine a esclavizar de nuevo a los Minmatar que escaparon de nuestro imperio. xD
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Delta 749
Kestrel Reconnaissance
3047
|
Posted - 2014.06.24 19:49:00 -
[35] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry.
I love this post so much because it kills the "Large blasters are AI so we should be able to steam roll people" argument that some scrub tankers like to drag out |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
175
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Posted - 2014.06.24 19:53:00 -
[36] - Quote
Baal Omniscient wrote:@OP: The excessive force used against vehicles is just AV players getting vengeance for the BS they've out up with for the last 6 months. It'll die down when FotM chaser tankers die out and only GOOD tankers actually run tanks.
Good tankers still do good, scrub tankers are the ones pissing and moaning everywhere. MLT tanks no longer require a scout with 4+ RE's to kill or a forge gunner hiding on a tower, and it never should have required that.
I agree once all the scrub tankers realize their I win button is gone and no amount of QQ on the forums will bring it back, you will see less av and only good, dedicated tankers. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1017
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Posted - 2014.06.24 19:54:00 -
[37] - Quote
Eko Sol wrote:Alright. So, at first, I thought it was going to be awesome watching all of the nerfs on vehicles b/c it would make AV so much easier. Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated.
The fact that there are no vehicles in ambush not only blows my mind but is completely indicative of how bad players are and that CCP has to make changes so that bad players can still be bad players BUT without vehicles.
Vehicle Rep nerf = fine but unnecessary -Good players didn't need that much reps and bad players died anyway with triple rep maddy's
I actually like the changes to RE's. nothing like doing almost 10k Effective Damage with only 3 Proto RE's
MLT Racials = unnecessary but sure why not
What is even more hilarious is that vehicles are easy to destroy even with swarms yet people aren't pulling out AV in Domination.
Anyway, those are my points.
Glad to see that scouts can shoot an entire shot out of their shotgun still and be completely invisible for that first shot.
It's crazy isn't it, most of my matches I run a forge with the intent to run tanks down. They might call out a MLT tank or two, even a STD tank every now and again. But you forge those down like they are nothing and they don't want to play anymore. Very sad:(
Or, they drive into the redline just to kill your LAV, only to be dropped by the redline, like one particular tanker the other day. Twice he did that, and once he jumped out with intent to kill me but nope, redline killed him. Must have been pretty butthurt over the 3 other tanks I killed prior to those 2
Tanks - Balancing Turrets
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Eko Sol
Strange Playings
491
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Posted - 2014.06.24 21:24:00 -
[38] - Quote
Tebu Gan wrote:Eko Sol wrote:Alright. So, at first, I thought it was going to be awesome watching all of the nerfs on vehicles b/c it would make AV so much easier. Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated.
The fact that there are no vehicles in ambush not only blows my mind but is completely indicative of how bad players are and that CCP has to make changes so that bad players can still be bad players BUT without vehicles.
Vehicle Rep nerf = fine but unnecessary -Good players didn't need that much reps and bad players died anyway with triple rep maddy's
I actually like the changes to RE's. nothing like doing almost 10k Effective Damage with only 3 Proto RE's
MLT Racials = unnecessary but sure why not
What is even more hilarious is that vehicles are easy to destroy even with swarms yet people aren't pulling out AV in Domination.
Anyway, those are my points.
Glad to see that scouts can shoot an entire shot out of their shotgun still and be completely invisible for that first shot.
It's crazy isn't it, most of my matches I run a forge with the intent to run tanks down. They might call out a MLT tank or two, even a STD tank every now and again. But you forge those down like they are nothing and they don't want to play anymore. Very sad:( Or, they drive into the redline just to kill your LAV, only to be dropped by the redline, like one particular tanker the other day. Twice he did that, and once he jumped out with intent to kill me but nope, redline killed him. Must have been pretty butthurt over the 3 other tanks I killed prior to those 2
Yep it is crazy imo. Actually, had one match earlier where my corp mate and I were targeted by over 5 vehicles at a time and we did fairly well holding them off. Sadly, BBerries didn't get the hack while so many were focused on us.
We used to run LAV's where we both would jump out and destroy tanks. Unfortunately, most tanks that are in the game stay in the red line now. And another unfortunate thing is this team killing phenom thing where people on our team run around trying to kill our LAV's with us in it.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Pvt Numnutz
Watchdoge Explosives
1543
|
Posted - 2014.06.24 21:29:00 -
[39] - Quote
No one is using vehicles?? Really?? |
Eko Sol
Strange Playings
491
|
Posted - 2014.06.24 21:31:00 -
[40] - Quote
M1tch Rapp wrote:I don't know what game you guys are playing. I still see tank and DS spam in every match.
LOL, Had one game earlier today where it was very bad. Other than that, it is just tanks in the red or nothing. Occasional LAV. Sometimes South and I take out early spam and just don't see it come back.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
|
Posted - 2014.06.24 21:54:00 -
[41] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry.
LAV's and dropships are significantly harder to kill with the current rail turret set up. If you wanted to do something to the rail turret, the cycle time and damage yes, but increasing the heat? That was a bit much. Now if I fire 4 rounds I overheat.
I think in charlie, the range should get a buff --with-- falloff, and reduce the heat buildup to pre-bravo.
Damage mods didn't affect me, I don't use them, so I can't say anything about it.
As it sits, LAV's can run around and not have to worry very much about getting killed, AV players don't generally do anything about them(from what I have experienced). |
Monkey MAC
Rough Riders..
2903
|
Posted - 2014.06.24 22:12:00 -
[42] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry.
BAMM, Dev owns OP.
I will tell you why people don't use tanks like they used to, it's because they are no longer FOTM. I still see plenty of Tankers playing and roling around, the only difference is if you have dedicated AV on the other side that AV does it's job effectively.
The large blaster, fired in small bursts in more than accurate enough to deal with the majority of infantry enemies at about 35m and the small blaster now works better than before.
Railguns are now no longer the be all and end all of vehicle-vehicle fights and missile turrets are having a resurgence. Futhermore more tanks are actually attempting more 'unique' fits and we are seeing a larger number of Dropships (all varieties).
AV is now no lomger a lost cause (a few tweaks and we are perfect) and does it's advertised job effectively. What more could you want?
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
11
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Posted - 2014.06.24 22:12:00 -
[43] - Quote
Eko Sol wrote:Alright. So, at first, I thought it was going to be awesome watching all of the nerfs on vehicles b/c it would make AV so much easier. Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated.
The fact that there are no vehicles in ambush not only blows my mind but is completely indicative of how bad players are and that CCP has to make changes so that bad players can still be bad players BUT without vehicles.
Vehicle Rep nerf = fine but unnecessary -Good players didn't need that much reps and bad players died anyway with triple rep maddy's
I actually like the changes to RE's. nothing like doing almost 10k Effective Damage with only 3 Proto RE's
MLT Racials = unnecessary but sure why not
What is even more hilarious is that vehicles are easy to destroy even with swarms yet people aren't pulling out AV in Domination.
Anyway, those are my points.
Glad to see that scouts can shoot an entire shot out of their shotgun still and be completely invisible for that first shot.
All the changes that were made were perfectly fine the reason why there is less tanks on the fields is because a lot of the fotm tankers are gone now that they can't run their glass cannons as efficiently as before and as for av it's pretty good right now forges may be just a little too powerful but all in all okay and the only tanks that get killed by solo av are the tanks that are still trying to run glass cannon fits
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Eko Sol
Strange Playings
491
|
Posted - 2014.06.24 22:21:00 -
[44] - Quote
Monkey MAC wrote:CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry. BAMM, Dev owns OP. I will tell you why people don't use tanks like they used to, it's because they are no longer FOTM. I still see plenty of Tankers playing and roling around, the only difference is if you have dedicated AV on the other side that AV does it's job effectively. The large blaster, fired in small bursts in more than accurate enough to deal with the majority of infantry enemies at about 35m and the small blaster now works better than before. Railguns are now no longer the be all and end all of vehicle-vehicle fights and missile turrets are having a resurgence. Futhermore more tanks are actually attempting more 'unique' fits and we are seeing a larger number of Dropships (all varieties). AV is now no lomger a lost cause (a few tweaks and we are perfect) and does it's advertised job effectively. What more could you want?
Ratatts reply was to another player and not myself. I never stated anything about rail nerfs being an issue. Another example of someone who just likes attention.
Gabriel Ceja wrote:
All the changes that were made were perfectly fine the reason why there is less tanks on the fields is because a lot of the fotm tankers are gone now that they can't run their glass cannons as efficiently as before and as for av it's pretty good right now forges may be just a little too powerful but all in all okay and the only tanks that get killed by solo av are the tanks that are still trying to run glass cannon fits
A) Other players basically stated this B) Other players also believe AV isn't fine now and have stated as such
Is there some unofficial rule where people read the OP then the DEV post and then a post on the last page and then reply? Why do people insist on only reading what they want to read?
And no, the changes were not fine. They were done too quickly without gathering data. Only a moron buys a house without looking at what is inside and just predicts what it might look at. You look at it and sometimes even put a down payment to hold it longer. They made too many changes too quickly and people aren't adapting.
To the other people. Good players are suffering as well.
That being said, it looks like triple hardened Shield Tanks are where it is at. Those things are beasts right now.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Monkey MAC
Rough Riders..
2904
|
Posted - 2014.06.24 22:41:00 -
[45] - Quote
Eko Sol wrote:Monkey MAC wrote:CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry. BAMM, Dev owns OP. I will tell you why people don't use tanks like they used to, it's because they are no longer FOTM. I still see plenty of Tankers playing and roling around, the only difference is if you have dedicated AV on the other side that AV does it's job effectively. The large blaster, fired in small bursts in more than accurate enough to deal with the majority of infantry enemies at about 35m and the small blaster now works better than before. Railguns are now no longer the be all and end all of vehicle-vehicle fights and missile turrets are having a resurgence. Futhermore more tanks are actually attempting more 'unique' fits and we are seeing a larger number of Dropships (all varieties). AV is now no lomger a lost cause (a few tweaks and we are perfect) and does it's advertised job effectively. What more could you want? Ratatts reply was to another player and not myself. I never stated anything about rail nerfs being an issue. Another example of someone who just likes attention. Gabriel Ceja wrote:
All the changes that were made were perfectly fine the reason why there is less tanks on the fields is because a lot of the fotm tankers are gone now that they can't run their glass cannons as efficiently as before and as for av it's pretty good right now forges may be just a little too powerful but all in all okay and the only tanks that get killed by solo av are the tanks that are still trying to run glass cannon fits
A) Other players basically stated this B) Other players also believe AV isn't fine now and have stated as such Is there some unofficial rule where people read the OP then the DEV post and then a post on the last page and then reply? Why do people insist on only reading what they want to read? And no, the changes were not fine. They were done too quickly without gathering data. Only a moron buys a house without looking at what is inside and just predicts what it might look at. You look at it and sometimes even put a down payment to hold it longer. They made too many changes too quickly and people aren't adapting. To the other people. Good players are suffering as well. That being said, it looks like triple hardened Shield Tanks are where it is at. Those things are beasts right now.
It's pretty much exactly in response to your post. You complained that tanks were underpowered (which they are not) Rattatai outlined what few chamges were made.
Sounds like he owns you to me.
Im hardly suffering, as an AV player, I hardly suffering as a Pilot either. The Dev's have months worth of data to look at, its not exactly like this has been a snap descision by Rattatai, they spent plenty of time in consultation with players, you can even see these threads in the archive subforum.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Eko Sol
Strange Playings
491
|
Posted - 2014.06.24 22:44:00 -
[46] - Quote
Monkey MAC wrote:
It's pretty much exactly in response to your post. You complained that tanks were underpowered (which they are not) Rattatai outlined what few chamges were made.
Sounds like he owns you to me.
Im hardly suffering, as an AV player, I hardly suffering as a Pilot either. The Dev's have months worth of data to look at, its not exactly like this has been a snap descision by Rattatai, they spent plenty of time in consultation with players, you can even see these threads in the archive subforum.
I'm just going to chalk this up to you being an idiot.
I never once said tanks were under powered. I stated, numerous times, that the changes to vehicles were too much too quickly. Someone else posted about rails and than Ratatti posted a reply.
At some point you also inferred that AV is suffering. It isn't suffering stupid. It's thriving. Why would I say anything otherwise?
I'm going to stop receiving notifications for this topic to avoid becoming dumber by spending more of my time on you.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Atiim
NoGameNoLife
9805
|
Posted - 2014.06.24 22:51:00 -
[47] - Quote
Eko Sol wrote:I'm just going to chalk this up to you being an idiot.
I never once said tanks were under powered. Implicitly, yes you did.
Eko Sol wrote:Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated. You shouldn't insult people for actually reading your posts.
Eko Sol wrote:I stated, numerous times, that the changes to vehicles were too much too quickly. And this is where Monkey's statement about you being told off by CCP Ratatti comes into play, as Rattati said that the only changes made to vehicles which effects V/AV balance was an HP/s nerf.
I want SLAVs, not SLAVEs.
"Many things in life are subjective, morality is one of them..."
-HAND
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Monkey MAC
Rough Riders..
2905
|
Posted - 2014.06.24 23:08:00 -
[48] - Quote
Eko Sol wrote: Monkey MAC wrote: It's pretty much exactly in response to your post. You complained that tanks were underpowered (which they are not) Rattatai outlined what few chamges were made.
Sounds like he owns you to me.
Im hardly suffering, as an AV player, I hardly suffering as a Pilot either. The Dev's have months worth of data to look at, its not exactly like this has been a snap descision by Rattatai, they spent plenty of time in consultation with players, you can even see these threads in the archive subforum.
I'm just going to chalk this up to you being an idiot.
Chalk it up to whatever you like my friend but as Atiim above has stated.
Eko Soul wrote:
I never once said tanks were under powered. I stated, numerous times, that the changes to vehicles were too much too quickly. Someone else posted about rails and than Ratatti posted a reply.
Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated. Sounds like that's exactly what you said
At some point you also inferred that AV is suffering. It isn't suffering stupid. It's thriving. Why would I say anything otherwise? To the other people. Good players are suffering as well. You said even good players were suffering, I said I wasn't suffering in either of dedicated 'vehicle-based' roles
I'm going to stop receiving notifications for this topic to avoid becoming dumber by spending more of my time on you.
Good idea I don't think your brain physically has the capacity to comprehend my vastly superior intellect!
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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edgardo1156
Grupo de Asalto Chacal RISE of LEGION
8
|
Posted - 2014.06.25 15:56:00 -
[49] - Quote
I want the blaster cannons are as before. but if you let them, place them are also unlimited ammo then it is now very difficult to shoot and hit the target to another player.
Rindanse ante el Imperio Amarr. Vine a esclavizar de nuevo a los Minmatar que escaparon de nuestro imperio. xD
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VALCORE72
BATTLE SURVEY GROUP Dark Taboo
184
|
Posted - 2014.06.25 17:11:00 -
[50] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry. SOMEONE GET THIS MAN A BEER . been sayn LB aint for inantry for months |
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CHANCEtheChAn
0uter.Heaven
447
|
Posted - 2014.06.25 17:24:00 -
[51] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry.
Credentials: Closed beta vet, Open beta Vet, 12 month Planetary Conquest Vet
As a proto PC tanker for 3 weeks now
And a proto PC Cal scout/ Cal heavy for 3 months now
Here are my outlooks on why things were unviably nerfed
1. The blaster Nerf was warranted, as the blasters were so accurate that 5 day old scrubs were walking around in somas killing everything, all though I do not support not seeing a new skill that reduces the insane amount of dispersion for those that have put 10-20 million sp into vehicles and are forced to have the same ability to hit infantry as someone that has put 0 SP into vehicles.
2.Damage mods needed a Nerf, but not at the proto level, Damage mods at Proto needed to start at 30%, and then downgrade per tier down to 20% for Adv and 10% for basic. Starting at 20% at complex, I cannot justify it over a 40% shield hardener on a Gunloggi, or over a booster to run and outstrafe opponents. The 30% of damage mods were the only thing keeping it competitive vs Shield plates or shield hardness, just with a quicker cool down. Although a stacking penalty should be applied, allowing for the effective use of 1 Damage mod instead of double or triple for increased nerf
3. Heavy repper nerf was unjustified. The main portion of the heavy repper QQ, was because of triple rep tanks. This caused a concern for AV because much of AV is burst damage and not super high alpha damage . This allowed triple rep Madrugar's to rep through this damage. So I of course thought the natural oder of things would be to apply a stacking penalty to reppers so that people may still stack them, but by time the third complex is applied, it would only rep maybe 30-50hp/s (Compared to the 145). Instead all heavy reps have been nerfed by roughly 20%-25%, hurting shield tanks more than hurting armor tanks. Armor tankers are still stacking triple reps (With slightly less success) while shield tankers who used to rely on heavy reps to replenish health in between firefights, are now having to wait more Time in between fights to be able to get back into the action, and into what little action there is left because of what happened to Rails.
4. Rail damage was fine where it was, because now, at proto level, i can no longer 1 shot proto sentinels with a 280,000 ISK rail cannon, without a damage mod, with a well placed and accurate shot. But the ROF of a rail and the overheat nerfs at the same time are horrendous. For tankers, its like "Here use a Boundless HMG for 4 months and do good", and now all of a sudden its "Here use a burst hmg now, no boundless for you". Rail tanking is an art, and messing with the ROF has hurt that art. But allowing a tanker to fire one less shot before overheat at the same time is wrong.
This may look good on paper, but in actual game hurts the actual usage. Rail tank battles before Bravo used to be epic skill and tactic battles, where cycling mods and tearing down the enemy when theres were off was effective. Now, I literally sat on Home point by myself the other day in a PC and watched as my rail tanker and an enemy rail tanker went in circles and played 'ring around the rosy' around a water tower for 5 whole minutes before either tank died, the whole time listening to my compadre laugh maniacally about how bad rail tanks have become and how useless they are.
Multiple nerfs on a weapon, mod, or vehicle has proven time in and time out to be a CCP time altered tradition, and one that effectively devestates any and everything it touches (In case of the TAC AR and the Flaylock pistol).
What you have done is effectively made LAVs with proto turrets more effective a killing weapon than Proto turret tanks, I've tested this and my friend successfully killed and outmaneuvered 6 tanks in one skirmish with an LAV, while I could only kill 4 tanks with a proto rail turret tank. True my friend died once, but his losses would have been nowhere near my 500,000 ISK tank. One of our corpmates have even brought up the idea of using LAVs in cities as antivehicle deterrant during Planetary Conquest matches.
The current AV/Vehicle balance has been upset
And until SP sinking skills are introduced to vehicle pilots to make their turrets stand out , AV/Vehicle balance will continue to be upset
(Notice how every anti-tank thread has gone from "Tanks are OP", to " Lol tanks")
TL&DR Blaster Nerf was needed
Damage mod Nerf could have been handled differently (30-25% at proto/20% at advanced/15-10% at basic)
Heavy Repair Module Nerf could have been dealt with by a stacking penalty rather than a module Nerf
Railgun is just lol now by its lonesome
For the first time in what seems like forever, people are actually laughing at other people who use tanks
Hmmm. The Meta is strong with this one...
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Lynn Beck
NoGameNoLife
1923
|
Posted - 2014.06.25 18:00:00 -
[52] - Quote
Large turrets are not forAnti Infantry.
Run some smalls, and you'llhave people calling in Mlt Tanks(like myself) to kill you, and will die to your triple weapon platform.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1828
|
Posted - 2014.06.25 19:49:00 -
[53] - Quote
CHANCEtheChAn wrote:{Snips for space} 1. The blaster Nerf was warranted, as the blasters were so accurate that 5 day old scrubs were walking around in somas killing everything, all though I do not support not seeing a new skill that reduces the insane amount of dispersion for those that have put 10-20 million sp into vehicles and are forced to have the same ability to hit infantry as someone that has put 0 SP into vehicles.
2.Damage mods needed a Nerf, but not at the proto level, Damage mods at Proto needed to start at 30%, and then downgrade per tier down to 20% for Adv and 10% for basic. Starting at 20% at complex, I cannot justify it over a 40% shield hardener on a Gunloggi, or over a booster to run and outstrafe opponents. The 30% of damage mods were the only thing keeping it competitive vs Shield plates or shield hardness, just with a quicker cool down. Although a stacking penalty should be applied, allowing for the effective use of 1 Damage mod instead of double or triple for increased nerf
3. Heavy repper nerf was unjustified. The main portion of the heavy repper QQ, was because of triple rep tanks. This caused a concern for AV because much of AV is burst damage and not super high alpha damage . This allowed triple rep Madrugar's to rep through this damage. So I of course thought the natural oder of things would be to apply a stacking penalty to reppers so that people may still stack them, but by time the third complex is applied, it would only rep maybe 30-50hp/s (Compared to the 145). Instead all heavy reps have been nerfed by roughly 20%-25%, hurting shield tanks more than hurting armor tanks. Armor tankers are still stacking triple reps (With slightly less success) while shield tankers who used to rely on heavy reps to replenish health in between firefights, are now having to wait more Time in between fights to be able to get back into the action, and into what little action there is left because of what happened to Rails.
4. Rail damage was fine where it was, because now, at proto level, i can no longer 1 shot proto sentinels with a 280,000 ISK rail cannon, without a damage mod, with a well placed and accurate shot. But the ROF of a rail and the overheat nerfs at the same time are horrendous. For tankers, its like "Here use a Boundless HMG for 4 months and do good", and now all of a sudden its "Here use a burst hmg now, no boundless for you". Rail tanking is an art, and messing with the ROF has hurt that art. But allowing a tanker to fire one less shot before overheat at the same time is wrong.
This may look good on paper, but in actual game hurts the actual usage. Rail tank battles before Bravo used to be epic skill and tactic battles, where cycling mods and tearing down the enemy when theres were off was effective. Now, I literally sat on Home point by myself the other day in a PC and watched as my rail tanker and an enemy rail tanker went in circles and played 'ring around the rosy' around a water tower for 5 whole minutes before either tank died, the whole time listening to my compadre laugh maniacally about how bad rail tanks have become and how useless they are. I'm sorry to have to say this, but I'm going to have to disagree with you on a few things. I'll try to go in order.
1. I agree with the basis of this, but a SP sink for accuracy is not a good thing. It would be like HMG's starting off with 3x the spread and getting a tighter spread as you level up the skill (obviously doesn't translate in SP terms, but the comparison is solid due to the recticule). In this state, a basic tier HMG user might kill a heavy but the spread would be too great to kill anything with a smaller hitbox unless you are right on top of them, whereas a proto tier heavy can have the current spread and kill all suits. Basically you're saying new players get to fight other tanks, but PRO tankers get to kill infantry too. I won't quote Ratatti again about his stance on large turrets (it's all over the place now), but large blasters are NOT meant to go slaughtering infantry with.
2. Agreed.
3. Anything less than a 50% stacking penalty wouldn't have reduced the effectiveness enough to allow swarms and PLC's to beat the rep rate, but I do agree that a stacking penalty was a better way to go.
4. There should have been a large RoF drop, but the damage per shot should have stayed the same. The RoF basically let you 2 shot fully fitted and skilled dropships and ADS's out of the sky before they even had time to pull up the wheel, which is wrong.
To everything else, I cannot speak as I am not a tanker. This is what I observe as an AV player and dropship pilot who wants a challenge killing a tank but not to feel completely useless when they roll in, and also as a player who has been posting in these forums regularly and playing Dust for 2 years now.
Oh, one last thing. LAV's hunting tanks is a GOOD thing. They have turrets that are a threat to you now, so they are a distraction tactic for infantry to use against you. And it's also likely to cut down on jihad jeeps since people will likely get a lot more satisfaction feeling as though they are fighting a tank head to head in this way. Tanks can easily kill LAV's still (or run away or run over their car), and a tanker who sticks around long enough to get dropped by a LAV probably deserved to loose his tank. Who knows, maybe instead of proto hreavies popping out of their tanks with HMG's to kill infantry, we'll see swarms or forges hopping out to deal with LAV's lol
And those laughs are not laughs at tankers, but laughs of joy about finally being able to kill tanks again. It's just a lot of chest thumping since we swarmers have been out done by C4 and forge guns for over 6 months now. All of the crowing should die down before long, just ride it out. The same thing happened with tankers in 1.7.
PSN ID: AlbelNox2569
Cross Atu for CPM1
Winmatar Assault & Proficiency 5 Swarms Since Uprising 1.0
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Mortedeamor
Fraternity of St. Venefice Amarr Empire
1650
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Posted - 2014.06.25 20:33:00 -
[54] - Quote
CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry. ill explain
1 the forge gun isnt glitchin and works
2 your patch gave av balls again that is all from 1.7 i have said popping tanks with av was doable granted it took allot more skill than it does now..
the armor repper nerfs were not needed module stacking penalties were needed..buts its whatever tanks are still viable av is more viable..
it takes very little strafing game to avoid the average blaster...but thats mostly because the average tanker has no gungame those that know how to control they're fire still rip av to pieces.
the only issues i see is there is no strong counter vs posted av anymore
rails are much weaker vs infantry because of the 4 round overheat..and the smaller clip...but the over heat on the rail and the clip size needed a nerf though/...i think it would be less of an issue also there is a serious lack of variety with vehicle modules if ccp brought out the older modules for turrets and speed though
so in short
bring back over drives and chassis bring back active and passive heat sink modules bring back turret tracking computers for rotation enhancement
and i feel it would be more balanced. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
759
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Posted - 2014.06.25 20:42:00 -
[55] - Quote
Eko Sol wrote:Alright. So, at first, I thought it was going to be awesome watching all of the nerfs on vehicles b/c it would make AV so much easier. Now it is so unbelievably easy NO ONE IS USING VEHICLES. And the few that do get completely annihilated.
The fact that there are no vehicles in ambush not only blows my mind but is completely indicative of how bad players are and that CCP has to make changes so that bad players can still be bad players BUT without vehicles.
Vehicle Rep nerf = fine but unnecessary -Good players didn't need that much reps and bad players died anyway with triple rep maddy's
I actually like the changes to RE's. nothing like doing almost 10k Effective Damage with only 3 Proto RE's
MLT Racials = unnecessary but sure why not
What is even more hilarious is that vehicles are easy to destroy even with swarms yet people aren't pulling out AV in Domination.
Anyway, those are my points.
Glad to see that scouts can shoot an entire shot out of their shotgun still and be completely invisible for that first shot.
Someone is mad they can't insta-kill infantry anymore with an invulnerable tank. Listen my friend, you can't steam roll players in a tank anymore because it just isn't fun for anyone but yourself. You can pretty much own any single player running around in a blaster tank. Hell, it happens to me at least once a match. You are invulnerable to just about all weapons but 3 (not including av grenades).
And just when you think AV is too easy, you must realize that it's now possible to kill tanks with 3 guys going at it. Before my entire squad would switch to AV and we couldn't get the kill, but now 2 guys can handle it... but 3 guys can clean up pretty quickly. Any more is overkill.
As far as removing vehicles from ambush. You have to be a seriously horrible player to think that having a tank in a match with 50 clones was fair. Your tank could wipe out an entire squad, before the first AV guy would come out. That's 32% of the total clones in the entire match! Now imagine that it takes several clones just to kill the tank... You can start to see why it was not a good idea to have a tank (supremely powerful) in those matches. But hey, at least you can pull a tank in an 80man ambush, and in every other match, unlimited to the numbers in Doms and Skirms and even in PC. So have fun with those.
Newb
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Sgt Kirk
Fatal Absolution
6178
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Posted - 2014.06.25 22:19:00 -
[56] - Quote
Nerds
This Federation is now at war. We have no time for dissenters
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Monkey MAC
Rough Riders..
2924
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Posted - 2014.06.25 23:39:00 -
[57] - Quote
Mortedeamor wrote:CCP Rattati wrote:Small Blaster ROF and dispersion were increased to make it easier to hit infantry, the intent was buff.
How did Rail and dmg mod nerf change AV-Vehicle balance?
The only change like Atiim says, PLC buff, AV grenade slight buff, two bugfixes and rep nerf. LB was never supposed to be anti-infantry. ill explain 1 the forge gun isnt glitchin and works 2 your patch gave av balls again that is all from 1.7 i have said popping tanks with av was doable granted it took allot more skill than it does now.. the armor repper nerfs were not needed module stacking penalties were needed..buts its whatever tanks are still viable av is more viable.. it takes very little strafing game to avoid the average blaster...but thats mostly because the average tanker has no gungame those that know how to control they're fire still rip av to pieces. the only issues i see is there is no strong counter vs posted av anymore rails are much weaker vs infantry because of the 4 round overheat..and the smaller clip...but the over heat on the rail and the clip size needed a nerf though/...i think it would be less of an issue also there is a serious lack of variety with vehicle modules if ccp brought out the older modules for turrets and speed though so in short bring back over drives and chassis bring back active and passive heat sink modules bring back turret tracking computers for rotation enhancement and i feel it would be more balanced.
Here is a tanker post I can get behind. However, be patient we are still sorting out dropships first though. Although with a bit of luck we won't actually need to change any DPS stats at all.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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CHANCEtheChAn
0uter.Heaven
453
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Posted - 2014.06.26 06:29:00 -
[58] - Quote
Baal Omnicient wrote:{Snips for space} I'm sorry to henhanced/ay this, but I'm going to have to disagree with you on a few things. I'll try to go in order. 1. I agree with the basis of this, but a SP sink for accuracy is not a good thing. It would be like HMG's starting off with 3x the spread and getting a tighter spread as you level up the skill (obviously doesn't translate in SP terms, but the comparison is solid due to the recticule). In this state, a basic tier HMG user might kill a heavy but the spread would be too great to kill anything with a smaller hitbox unless you are right on top of them, whereas a proto tier heavy can have the current spread and kill all suits. Basically you're saying new players get to fight other tanks, but PRO tankers get to kill infantry too. I won't quote Ratatti again about his stance on large turrets (it's all over the place now), but large blasters are NOT meant to go slaughtering infantry with. 2. Agreed. 3. Anything less than a 50% stacking penalty wouldn't have reduced the effectiveness enough to allow swarms and PLC's to beat the rep rate, but I do agree that a stacking penalty was a better way to go. 4. There should have been a large RoF drop, but the damage per shot should have stayed the same. The RoF basically let you 2 shot fully fitted and skilled dropships and ADS's out of the sky before they even had time to pull up the wheel, which is wrong. To everything else, I cannot speak as I am not a tanker. This is what I observe as an AV player and dropship pilot who wants a challenge killing a tank but not to feel completely useless when they roll in, and also as a player who has been posting in these forums regularly and playing Dust for 2 years now. Oh, one last thing. LAV's hunting tanks is a GOOD thing. They have turrets that are a threat to you now, so they are a distraction tactic for infantry to use against you. And it's also likely to cut down on jihad jeeps since people will likely get a lot more satisfaction feeling as though they are fighting a tank head to head in this way. Tanks can easily kill LAV's still (or run away or run over their car), and a tanker who sticks around long enough to get dropped by a LAV probably deserved to loose his tank. Who knows, maybe instead of proto hreavies popping out of their tanks with HMG's to kill infantry, we'll see swarms or forges hopping out to deal with LAV's lol And those laughs are not laughs at tankers, but laughs of joy about finally being able to kill tanks again. It's just a lot of chest thumping since we swarmers have been out done by C4 and forge guns for over 6 months now. All of the crowing should die down before long, just ride it out. The same thing happened with tankers in 1.7.
Its not really that I want something to reduce dispersion on the blaster
Its just that I want SOMETHING that let's proto tankers that have sinked millions of SP into tanks be much better than people that have just spent 0-2 million sp into tanks
Currently the only tank skills that allow a proto tanker an edge over your opponent is A. Up to 50% turret turn speed B. 25% efficacy of armor repair modules C. 25% faster shield recharge start time D. 25% module last time E. 25% module recharge time
Now this is all fine and dandy, but not something that is actually use full if your going into a rail tank battle
ALL of these bonuses are situational, and can take up to 8-13 million sp just to spec through
None of these really give you an EDGE over a militia tank, just a slight bonus to attributes
As opposed to suits, I do not see players putting all enhanced/proto guns and mods on their militia suits (which is presently possible with militia tanks that have sp into pg/CPU fittings).
Currently for those that are not tankers, I can fit all my proto/ enhanced mods on my Gunloggi, onto my sica (minus one of the high slots) and the fit still work, this shouldn't be the case. When you kill a militia tank, you should feel a sense of safety. When you kill a basic tank, you should feel a sense of pride. This is what I used to feel by killing Gunloggi 's with my sica all the time, a sense that I was superior and had better skill, until I actually got a Gunloggi. I then realized it was the same damn tank, just with an extra high slot and lower quality modules to compensate for that extra high slot.
Proposition 1 Include skills that give proto tankers advantages over militia tankers Examples: Blaster turrets-5% Range increase per level Rail turrets-10% charge up speed increase of shots per level (keep the 1.6 second fire rate, but this allows the initial shot to be fired 50% faster at lv 5, can't tell you how many tanks or infantry I have had dead center mass and in the time it took to charge up, someone had moved out of the way at the last millisecond) Missile turrets-10% blast radius per level(Or 10% splash damage per level?)
This would give all tankers who skill into these skills a slight yet definitive edge over those who do not. Make these a 6x-10x skill
Blaster would give the tanker with the higher skill a better range at which to engage an enemy tank or drop ship (The dispersion is terribad at 100 meters plus which is where this skill would take effect, so would not affect anti-infantry)
Rail would give tanker with higher skill a slightly faster beginning shot, allowing it a slightly faster DPS
Missile would give tanker with higher skill the ability to miss shots next to a tank and still have a much better chance at affecting heavy splash damage against enemy tank. Also helps with missile turrets poor Anti Infantry capability.
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
453
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Posted - 2014.06.26 06:39:00 -
[59] - Quote
*Oops ran out of room*
Proposition 2
Militia tank CPU/PG values are drastically reduced from that of their basic counter parts, or vice versa
Its simple, make militia tanks weak enough that they get crushed by better modded proper tanks, but still good enough that players with enhanced skill are competitive in militia tanks
Hmmm. The Meta is strong with this one...
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