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TYCHUS MAXWELL
The Fun Police
636
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Posted - 2014.12.02 23:42:00 -
[1] - Quote
LUGMOS wrote:So in the light of this question, what about vehicles pisses you off?
1. If you don't kill it, they go 30-0 and lose no ISK? 2. Is it because they instagank you? 3. Is it because all they're good for is camping CRUs? 4. Is it because they have no defined role? 5. Is it because they die too quickly to make a difference? 6. Do you feel that AV should be a more viable counter to HAVs and ADS than other HAVs or ADS? 7. Other? And please explain what.
For pilots: 1. When a tank on the enemy team appears, are you reluctant to field your own in fear of death? 2. Do you feel AV should be a thorn on your backside, while other vehicles the real threat? 3. Should Forge Guns be more effective than swarms? 4. Should Plasma Cannons be more effective than swarms? 5. Do you think AV or Anti Infantry is your primary role as a HAV/ADS pilot?
I will also post a possible solution if my suspicions are correct in the second post, which shall be reserved.
They usually attract my attention because typically when I ignore vehicles the blueberries feed them corpses. If I didn't have to worry about being cloned out by Mcnobrain with 0/16 as their score I would just avoid vehicles. After all most are pretty easy to avoid and ignore, its just the hapless retards will lose the game for us if I don't get rid of them 9/10 times.
Edit: Sorry as to any notion of balance, I currently think vehicles will be great as they are if advanced and proto modules drop significantly in price. The difference between a standard vehicle with standard modules and a standard vehicles with proto modules is not as profound as the difference between a proto with proto and a standard with standard infantry wise, I really don't see why a proto tank should cost 700+k hell anything higher then 300k when two 70-150k tanks can wreck them in a combined volley. |
TYCHUS MAXWELL
The Fun Police
636
|
Posted - 2014.12.02 23:49:00 -
[2] - Quote
LUGMOS wrote:TYCHUS MAXWELL wrote:They usually attract my attention because typically when I ignore vehicles the blueberries feed them corpses. If I didn't have to worry about being cloned out by Mcnobrain with 0/16 as their score I would just avoid vehicles. After all most are pretty easy to avoid and ignore, its just the hapless retards will lose the game for us if I don't get rid of them 9/10 times. So another who thinks it shouldn't be outright killing, but just a pain to infantry. OK! Nice!
The isk economy is too ****** because CCP ignored district farming and locking for vehicles to be juggernaughts on the field at a high isk cost. It would ruin the game again as the head corps could just spam the best stupidly expensive vehicles to crush pubs because they have all dat moneh from a broken system that let beta players dominate and punished new players for not having stupid amounts of isk stockpiled. They work good now, the adv and proto fit ones just cost too much. They are far more then an annoyance as you put it. I used a tank earlier to completely turn the tables, if you are wise you can do a lot more to helping the team in a vehicle then on the ground.
This isn't Eve. It has nothing outside of pvp, and a game that only favors the longest and richest will not have lasting appeal.
Look at ******* APEX, this was CCP trying to milk money because they knew **** was unfair for newcomers. Why anyone would buy into such manipulation is beyond me, but such is the nature of fremiums selling power as a business model. Kids stealing credit cards from their parents make fremiums work. |
TYCHUS MAXWELL
The Fun Police
636
|
Posted - 2014.12.02 23:54:00 -
[3] - Quote
LUGMOS wrote:Xocoyol Zaraoul wrote:LUGMOS wrote:For pilots: 1. When a tank on the enemy team appears, are you reluctant to field your own in fear of death? 2. Do you feel AV should be a thorn on your backside, while other vehicles the real threat? 3. Should Forge Guns be more effective than swarms? 4. Should Plasma Cannons be more effective than swarms? 5. Do you think AV or Anti Infantry is your primary role as a HAV/ADS pilot?
I will also post a possible solution if my suspicions are correct in the second post, which shall be reserved. 1.) I yell out in glee and hunt the bastard down, hoping he'll call in yet another one so we may continue the dance until the match ends. 2.) AV should be a legitimate threat and capable of pulling off lethal ambushes in solos or concentrated obvious assaults in groups. 3.) Forge Guns should be more lethal then Swarms, it's a Heavy Weapon god damnit, all heavy weapons should be better then lights otherwise what's the point of using a dumb heavy? 4.) They should be a bit less effective then swarms since swarms CAN NOT engage infantry where as a PlC you can defend yourself with rather well, balance in all things. 5.) AV is my primary role as an HAV pilot, my last match I had 8 kills three assists and almost four thousand warpoints. I use a Large Railgun almost exclusively and I take it upon myself to clear rooftops via hills and deny the enemy of air support as well as transportation (And nothing in this game compares to murdering another HAV operator). I also reserve the right to take out any and all installations which my team is demonstrating an inability to capture. Sincerely yours, a Closed Beta Vet from the start. OK, now we're talking. So would you agree with the below statement: An HAV's primary role should be to destroy other vehicles and provide infantry suppression, only outright killing if the infantry stay in fire too long, but nothing ridiculously long. They would hamper enemy movement by destroying LAVs and possibly dropships, and by scaring the infantry to stay in cover. Or would you disagree with parts of it? Which parts?
Isn't this what HAV do now? Or am I using my HAV wrong? |
TYCHUS MAXWELL
The Fun Police
636
|
Posted - 2014.12.03 00:13:00 -
[4] - Quote
If this thread was fishing for av vs. vehicle balance all I think should be changed is lowering adv/proto module costs on vehicles and increasing the effectiveness on Gallente vehicles. As it stands Gallente vehicles only outperform at the LAV level, their dropships would be okay if they didn't have giant princess Leah buns on their sides that take extra damage (Speaking of which can someone tell me where the hell the weakpoint on Caldari dropships is?) Also Gallente HAVs are getting wrecked I think armor hardeners performing like shield hardeners should help although they still will probably be boned as long as most av and long range vehicle AV favor wrecking armor.
Right now if swarms get nerfed they run the risk of being thrown back in the closet of things no one ever uses. Being an all purpose player that feels the need to prove why his horribly spread stats are still good, I at least have extensive experience in all aspects of the gameish. With that self important statement out of the way, I have no fear av generally when I field a Gunnlogi at present unless there's some ******* in the red line with a proto rail gun. But again, that's vehicle vs. vehicle so I assume you aren't fishing for that... sorry. Madrugars blow in all situations but vs. Gunnlogis in a blaster showdown so that's where I think your desire to beg rattatai and the CPM to tweak things should lie. But because I assume this is what you really want with this thread here you go:
NERF SWARM LAUNCHERZ DEY TO EZ AND DEY TOO GUD ERRYTIME I STAND STILL FOR A LONG TIME OR 3REE OF DEM FIRE AT ME I LOSE DAT NOT FAIR!!!!!! |
TYCHUS MAXWELL
The Fun Police
636
|
Posted - 2014.12.03 00:18:00 -
[5] - Quote
LUGMOS wrote:TYCHUS MAXWELL wrote:LUGMOS wrote:TYCHUS MAXWELL wrote:They usually attract my attention because typically when I ignore vehicles the blueberries feed them corpses. If I didn't have to worry about being cloned out by Mcnobrain with 0/16 as their score I would just avoid vehicles. After all most are pretty easy to avoid and ignore, its just the hapless retards will lose the game for us if I don't get rid of them 9/10 times. So another who thinks it shouldn't be outright killing, but just a pain to infantry. OK! Nice! The isk economy is too ****** because CCP ignored district farming and locking for vehicles to be juggernaughts on the field at a high isk cost. It would ruin the game again as the head corps could just spam the best stupidly expensive vehicles to crush pubs because they have all dat moneh from a broken system that let beta players dominate and punished new players for not having stupid amounts of isk stockpiled. They work good now, the adv and proto fit ones just cost too much. They are far more then an annoyance as you put it. I used a tank earlier to completely turn the tables, if you are wise you can do a lot more to helping the team in a vehicle then on the ground. This isn't Eve. It has nothing outside of pvp, and a game that only favors the longest and richest will not have lasting appeal. Look at ******* APEX, this was CCP trying to milk money because they knew **** was unfair for newcomers. Why anyone would buy into such manipulation is beyond me, but such is the nature of fremiums selling power as a business model. Kids stealing credit cards from their parents make fremiums work. Soo... If tanks would have to make a conscious decision to kill or not to kill infantry, would you be satisfied? What if tanks could survive quite a while under fire, but couldn't really kill infantry? What I'm trying to get at is if people believe that I they should almost stay in their separate worlds, only intermingling if pushed to do so.
No, Tanks are a part of your team. But right now they can absolutely help infantry and chase of vehicles even if you fit them with a rail gun. They don't work in seperate worlds nor should they, everything should be balanced towards how things are and I must stress outside of Soma/Maddies I don't feel that infantry has an unfair advantage, Soma and Maddies are a resistance issue though, not anything to do with how AV vs. Vehicle is currently performing. Soma and Maddies underperform to Gunnlogis as well except as before mentioned when they are in a blaster showdown.
When multiple AV wreck me with swarms, PLCs, and/or forges I look at the Clone count and decide if I should spawn more tanks. If we have more clones then them absolutely, if not I don't waste my time. Why? Because most infantry fits that have swarm launchers are **** against other infantry... so by acting as a distraction I can in fact help my team win indirectly if they are cloning them in turn. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 00:27:00 -
[6] - Quote
Xocoyol Zaraoul wrote:LUGMOS wrote:OK, now we're talking.
So would you agree with the below statement: An HAV's primary role should be to destroy other vehicles and provide infantry suppression, only outright killing if the infantry stay in fire too long, but nothing ridiculously long. They would hamper enemy movement by destroying LAVs and possibly dropships, and by scaring the infantry to stay in cover.
Or would you disagree with parts of it? Which parts? An HAV's primary role should be to take out hard targets. Infantry are soft targets, installations and other vehicles are hard for clarification. HAVs should be slay-oriented as they can't hack or fit indoors or be stealthy or fast. The primary turret of an HAV should ideally be to take out hard targets and be longer-ranged then most infantry weaponry. I agree that HAVs should have a hard time taking out infantry, ignoring the morons who stay still (Like literally...) or run in perfectly straight lines towards the HAV at long range or decide to "Hug it out" with an HAV for extended periods of time with no legitimate counter-weapon. Suppression should be possible as they should have OHK weapons (More or less) to make infantry want to be wary, though again the OHK weapons should take skill to hit infantry with (Like our railguns right now, I love the spool-up time, gorgeous perfect Large Turrets). So in summary I would agree with your statement with my clarifying points above. I also want to go on the record and say I think Large Blaster Turrets need to be reworked, and that an HAV with operational small turrets should make infantry be very, very afraid.
Small turrets are amazing at killing infantry though... and Blasters are the easiest to kill infantry with... I really don't want you guys to bring back the days of 1.7. I mean seriously, I see a lot of you blueberries blow at hitting **** in small turrets but they are exceptionally good if you aim and shoot at things.
Pro-Tip: don't fire until the HAV/dropship stops/slows down, you aren't going to hit anything unless your lucky when moving/flying fast.
Also sometimes the Rail turret doesn't exist, I figure this is a glitch but don't consider it a balance issue. For example, earlier I fired up close into a tank with another tank with a rail turret. The game didn't even show an explosion graphic and no damage was taken although I lost ammo. **** happens... |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 00:31:00 -
[7] - Quote
Crimson ShieId wrote:The 1.7 hatred of tanks has died down for me, though while I don't hate tanks, what I do loathe are the good pilots. I'm not talking about the ones who can farm noobs with their squad of tanks all day long and never die because they've become masters of fleeing in their Cal scouts when their tank is threatened, I'm talking about the ones who are just so good you can't kill them on your own. At this point in the game, I usually see tanks as free warpoints, boundless RE's, packed Lai Dais, and a plasma cannon make short work of any tank... but those pilots who know what they're doing? Good luck even getting near them. So far, I've only encountered one of these in the entire game. Calypso (Few numbers in there, can't recall em though) This ****** is my bane so far and despite running into him in game about four times, I've never been able to kill him. Always runs small rails on his Sica and Gunlogi and he/she certainly knows how to use them to repel infantry where the large turret fails. I've yet to see him die in general, but I'm still hopeful.
Things I dislike about tanking... True mentioned most of it. The role just doesn't feel all that rewarding anymore. Like scouts, it used to require a lot more skill. Activating modules at just the right times meant the difference between life and death, and while tankers were rare before 1.7, those who existed were exceptionally good. Tanks were generally more fun because of this, and due to their price tags, for most of the more casual players like myself, they were also more of a treat to run, a reward of sorts, like what proto was meant to be. The price tag drop though, as well as the low SP investment required to "tank" means that anyone can get in one and do alright if they don't suck completely. Militia tanks are perfectly viable if fit right and the pilot can back up the lack of modules and SP investment with skill, thus we see a lot more tanks on the battlefield and they become an annoyance rather than the great threat they were back in Chrome or even early Uprising.
Is that Calypso guy the guy that always seems to have a small rail gunner? If so, yeah that guy ******* wrecks or at least that two man team. The large rail not such an issue but the guy on the small rail never seems to miss when I'm trying to forge him. It's a nightmare dealing with those two. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 00:45:00 -
[8] - Quote
Vicious Minotaur wrote:Vehicles are awful. They need to be completely reworked from the ground up.
No racial parity Lackluster customization/fitting options Unnecessarily expensive Worst vehicle interplay I have ever had the displeasure of experiencing Too threatening to infantry in some cases (large blaster turret needs to be completely redone)
LAVs are horribly made and are completely unfit for any combat scenarios do to its moronic design. Physics are bad, handling is bad. Small turrets are death traps. Too expensive for what they give you.
I have no idea about Dropships, so I will just say they are badly implemented and thought out. Look to real-world roles that aerial vehicles fill, and emulate those.
HAVs are supposed to focus on large targets, not stupid soft infantry. Alas, there is a supreme lack of inter-vehicular combat due to LAVs being bad deathtraps, no MAVs, no MTACs, so really, there is little else for HAVs to target other than infantry and other HAVs. BORING.
VEHICLES ARE LAME.
LAVs are really good solo as the turrets are useless in motion but otherwise I agree. I'd love to see better engine physics with the LAVs so that turrets actually hit things (Halo 1, 2, 3, 7 etc. comes to mind on making our Warthogs combat effective.) |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 00:55:00 -
[9] - Quote
LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma?
I disagree with your general consensus. In all fairness, all roles outside of Logi's is a slayer role, by general consensus, and the general consensus of Logi's seems to be that Logi's should be able to slay too lol. People aren't generally creative, that doesn't mean you can't do many creative things with HAV's. Most people just think big tank me kill now, though. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 01:05:00 -
[10] - Quote
Crimson ShieId wrote:LUGMOS wrote:So, the general idea is that it is too unfulfilling and boring, with lack of actual skill in input from the operator. It is more about slaying, as its focus has been shifted from having to do multiple things at once, tank battles are generally nonexistent and bland.
So, more food for thought: What would be the best way to bring in more fun to tanking? Is the power of AV scaring some tankers away from fielding tanks? Is it the lack of profit to be made? Is it the general lackluster in tank battle mechanics/modules? Would bringing in more diversity in modules and vehicles solve some puzzles? Should tank survivability versus AV be increased? Maybe just the Madrugar/Soma? I'd say bring the old modules and hulls back, swap things back to active modules but allow that more advanced style of gameplay to be more rewarding. For those who don't know what they're doing though, AV likely sends the less skilled fleeing to the forums to complain, but for the pilots who have it together, it's a joke.
Never should something be a joke for others to attempt against you. In a competitive environment there is no such sure way to ensure Monotonous game play then by making one aspect god mode when mastered. |
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TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 01:09:00 -
[11] - Quote
Crimson ShieId wrote:Quote:Is that Calypso guy the guy that always seems to have a small rail gunner? If so, yeah that guy ******* wrecks or at least that two man team. The large rail not such an issue but the guy on the small rail never seems to miss when I'm trying to forge him. It's a nightmare dealing with those two. Most of the time I've seen him, he's actually solo, he just swaps in between piloting and gunning, but yea, it is indeed a nightmare to try and take him out. One of the few I've come across that actually requires a two-three man team to down.
It wasn't the same guy, but still I'd imagine quite hard to beat given how good and underestimated small turrets are. The guy I was thinking of kept turning the vehicle to face me as the gunner fired. It was a gunnlogi so my caldari heavy couldn't strafe faster then his turning and he'd just center me as I hit em with my proto forge. his gunner fired at me several times but it only takes like 3 hits for a proto small rail to wreck my caldari heavy. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 01:36:00 -
[12] - Quote
LUGMOS wrote:OK, so what reasoning do you give that there are no real HAV battles anymore?
I assure you, I'm definitely not Spkr 2.0 in any way. I just want HAVs to be something... More meaningful. And more fulfilling.
I can't answer a question that supposes something I don't agree with. HAV battles occur pretty much every time I enter a HAV. Only when the infantry AV dedicates hard to stopping me do I really get destroyed otherwise it takes another HAV to dominate me. And that's coming from someone that doesn't even have ADV/PRO modules. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 01:43:00 -
[13] - Quote
LUGMOS wrote:TYCHUS MAXWELL wrote:LUGMOS wrote:OK, so what reasoning do you give that there are no real HAV battles anymore?
I assure you, I'm definitely not Spkr 2.0 in any way. I just want HAVs to be something... More meaningful. And more fulfilling. I can't answer a question that supposes something I don't agree with. HAV battles occur pretty much every time I enter a HAV. Only when the infantry AV dedicates hard to stopping me do I really get destroyed otherwise it takes another HAV to dominate me. And that's coming from someone that doesn't even have ADV/PRO modules. So you think HAVs are perfect right now... I want to see where the community sees shortcomings with HAVs as they stand at the moment. Would you like to see more modules reintroduced? What would you like to see more in an HAV?
As to more modules being introduced its not that I don't want to see new content, its that no new content has come since 1.8 which was before CCP announced it was for less of a better term, pulling the plug. Granted we got some new sockets but I'm still skeptical that we will actually see the introduction of new content player wise (Weapons, equipment, modules, etc.) as much as I'd love to mind you.
I mean those sockets could have been in the works already. God knows we know there exists place holders for a lot of other things like vehicles that haven't been introduced still over a year after the official release.
As to balance. Armor HAV's need to be readdressed and I think raising armor hardeners to be on par with shield hardeners is a pretty good start. Given that they constantly regen and can do so on par or higher then shield tanks combined with their higher e/hp may be enough to rebalance them, although they may still be disadvantaged by the overwhelming amount of long range armor profiled AV. Not sure what to do about that but to add new content IE. adding Amarr shield based heavy weapon AV or something, but again I wouldn't hold your breath for that. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 02:09:00 -
[14] - Quote
LUGMOS wrote:Perfect! I knew I could get more out of you!
As for the introduction of different modules, it would not be difficult and most entirely possible. The only reason they still aren't in game is because of balancing, as Rattati doesn't believe there is true balance in vehicles ATM.
The RE-introduction of modules wouldn't be difficult, as the assets exist and it would only be a matter of putting them back into the game code. Only numbers would be changed on them.
I would totally agree with you on the armor vehicle bit. Its not even just HAVs. Its all armor vehicles. I had proposed an idea to temporarily remove AV weapon damage profiles, as there is only one shield based AV weapon at the moment, which is entirely unfair to armor vehicles. What's more is that their hardeners also have less strength in comparison. The original intent was for armor hardeners to reflect an armor tank's strength as a vehicle that could take constant hits, and for shield HAVs to be hit and run specialists. Its why the armor hardener doesn't have as much resistance but lasts longer. However, the armor tanks strengths isnt good against the alpha based rail and missile shield based tanks, as the resists won't do you much good. At least not as much as the shield tank's would...
Only issue I see with the damage profile removal is that Forge guns and PLC's can still effect other infantry. You can certainly say I told you so when it happens but with as long as development has taken with this game I seriously doubt the re-introduction of anything has anything to do with balance. Armor having staying power just doesn't work in this game mechanic wise. Considering everything is sectioned off by SP walls and not say kill streaks or what have you, the only logical choice is always the power choice. If armor tanks or any tanks for that matter can sit there and take punishment there is no reason for all players not to spec and play with said things. People overplay hacking objectives if the entire team could field tanks, they would, and one guy would just walk out to cap the objective/s once they are surrounded. This game has a long history of ignoring obvious simple game abuses for months, that's just Rattatai's doing his job to say x is in the works. Don't take any company's word for it unless you want to be a sucker. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 02:24:00 -
[15] - Quote
Spkr4theDead wrote:Henrietta Unknown wrote:Summa Militum wrote:The only vehicles that **** me off are the dropships that can shoot you from head-on (not the ones that have turrets on the side of the drop ship, I am talking about the one with the turret in the front of the dropship facing forward) . I can be taking on a group of people single-handedly and kicking some serious ass and then the next thing I know the ground around me is being blown to hell and I die.
I give props to the guy in the dropship who just saved his team but at the same time that guy can go **** himself. It's called an Assault Drop Ship, and it's very expensive - some 200K ISK. That's not at all expensive. My current Gunnlogi missile fit is 455k ISK, which is 1/3 the price my PC-quality fit used to cost.
In all fairness, currently a 200kish ADS will get swatted out of the sky in 2-3 swarm volleys aka a single load aka one person can shoot those things out of the sky. The good ADS cost far more. HAVs are only really more expensive than an ADS when you use 2 proto small turrets on the HAV. Because, turrets in general are ridiculously over priced. |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 02:31:00 -
[16] - Quote
True Adamance wrote:TYCHUS MAXWELL wrote:Spkr4theDead wrote:Henrietta Unknown wrote:Summa Militum wrote:The only vehicles that **** me off are the dropships that can shoot you from head-on (not the ones that have turrets on the side of the drop ship, I am talking about the one with the turret in the front of the dropship facing forward) . I can be taking on a group of people single-handedly and kicking some serious ass and then the next thing I know the ground around me is being blown to hell and I die.
I give props to the guy in the dropship who just saved his team but at the same time that guy can go **** himself. It's called an Assault Drop Ship, and it's very expensive - some 200K ISK. That's not at all expensive. My current Gunnlogi missile fit is 455k ISK, which is 1/3 the price my PC-quality fit used to cost. In all fairness, currently a 200kish ADS will get swatted out of the sky in 2-3 swarm volleys aka a single load aka one person can shoot those things out of the sky. The good ADS cost far more. HAVs are only really more expensive than an ADS when you use 2 proto small turrets on the HAV. Because, turrets in general are ridiculously over priced. Pfff not even. I loved it when Prototype turrets cost 981,000 ISK!
That crap better shot rainbows at the MCC while spitting its own Null Missiles for that much isk... |
TYCHUS MAXWELL
The Fun Police
637
|
Posted - 2014.12.03 02:33:00 -
[17] - Quote
Mossellia Delt wrote:What annoys me is tanks not setting off my proxies, not taking damage from my forge gun and having my av nades bounce off of tanks. What annoys me tanking is my gun constantly resetting to the middle of the screen every 2 seconds.
proxies really should go off instantly... I mean they freakin' beep warning people LAVs and injector tanks shouldnt be able to drive over them no matter how fast they are going... |
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