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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16404
|
Posted - 2015.01.04 04:21:00 -
[691] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:I want to be part of the battle as a whole, not just the vehicle fight.
Blame infantry for that.
But you can't.
Vet players exploited tanks in the early Chromosome period using their accrued SP pools to ruin the time of most new beta players achieving scores of 80/1 because no one had the capacity to fight back.
Infantry exploited the 50m rendering range and high building tops to ruin the days of tankers until Uprising 1.5.
Tankers exploited the **** out of OP tank ins 1.7.
It's a massive circle of abusive game mechanics that has led to one side bitching incessantly until change is made. Currently its out turn.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star. EoN.
2659
|
Posted - 2015.01.04 04:24:00 -
[692] - Quote
True Adamance wrote:I'm actually for mandatory Small Turrets. I though it was a very nuanced aspect to the balancing of HAV fitting that was more or less a necessity.
No, because again, there was no way to get some giant idiot of a blue dot out of a small turret unless someone drove a LAV into either side of the tank to kill the idiot. Problem with that is along with the blue dot dying, so did the person trying to help you. Never trust a blue dot. No mandatory small turrets, ever.
It ensured the HAV was a vehicle open to your allies so that they could gun, etc but it also ensured that the ability to stack eHP modules was in some way capped and required significant SP investment to maximise your fittnigs.
There was no "maximizing a fitting" with two small turrets eating up CPU and PG. Those are the difference between fitting an enhanced damage mod and a complex damage mod, or a plate vs needing a CPU/PG upgrade mod. Again, no more mandatory small turrets, ever.
Either way in Dust a manned 3 turret tank trumps every other fit on the field.
Wasn't that way all the time. My experience beat out some randoms. Now ever terrible red dots with about an hour's worth of experience in a tank is equivalent to taking on the best during Chrome. They've been that dumbed down to the point where someone with as much experience as I have has trouble to someone a week out of the battle academy. I know infantry is going to love that last one. You hop into a tank against AV and someone with my experience, and tell me how well you do. And you have to take the death in the tank, not jump out with PRO AV because you're worried about your KDR.
But I know how it will go. You'll burn 8-10 times in one match.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2659
|
Posted - 2015.01.04 04:40:00 -
[693] - Quote
True Adamance wrote:Spkr4theDead wrote:Pokey Dravon wrote:I want to be part of the battle as a whole, not just the vehicle fight.
Blame infantry for that. But you can't. lolwut. ALL THEY DID for 3 years is complain about vehicles and how their rifles couldn't destroy them. I've read about a scout glitch where they could run faster than a tank. Nobody complained about that. Also the MLT NOS module making a tank fly away at the speed of sound. When was that fixed? The very next day. Why? Because infantry complained about it. Couldn't have fun with it for 2 or 3 days, to tell CCP, "You know, you could give this to us with a 3 second activation and longer cooldown." No, it got nerfed so hard, they may as well have taken them all out. Infantry rightfully had the after-swarm freeze fixed, at the cost of doing - 7000 damage before having to reload with swarms. Of course they thought it was fine, yet pilots were saying that would be the end of vehicles - and what do you know, look how many pilots we've lost?
Pilots have been right, while infantry have been wrong. Whenever they can't destroy vehicles they get then nerfed, but AV OP? "Oh, it's just fine, it's perfectly balanced, you pilots can HTFU." I'm missing quite a lot but I'm reading something else.Vet players exploited tanks in the early Chromosome period using their accrued SP pools to ruin the time of most new beta players achieving scores of 80/1 because no one had the capacity to fight back. Again, glass tanks took care of those in literally 2-3 railgun shots. It's nobody's fault if one team has 4 pilots and the other has none. YOU CAN'T BALANCE THE DAMN GAME AROUND THAT. Infantry exploited the 50m rendering range and high building tops to ruin the days of tankers until Uprising 1.5. That's not an exploit, that's just horrible broken rendering, mechanics and coding. Same with CCP not fixing the railgun glitches. I'm actually surprised they fixed the damage vehicles suffered from going over rocks, and LAVs rolling and instantly exploding. I'm sure infantry thought that was fair and working as intended, too.Tankers exploited the **** out of OP tank ins 1.7. There weren't any exploits. Pilots wanted to remain pilots, and that was it. There were no "exploits." You're sounding less like a credible pilot to me.It's a massive circle of abusive game mechanics that has led to one side bitching incessantly until change is made. Currently its out turn. No, it's infantry constantly complaining that got us into the giant mess we're in now. When was the last time you remember vehicles getting a solid buff? I'll answer it for you = never. I'm damn tired of being treated like a second class citizen.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Vitantur Nothus
Nos Nothi
1456
|
Posted - 2015.01.04 04:44:00 -
[694] - Quote
Introducing the new and improved HAV Pilot Helmet!
The shiny, space-age polymer you want ... The airholes about the mouth you need!
* Cheeto and Soda slit sold separately |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16409
|
Posted - 2015.01.04 06:52:00 -
[695] - Quote
Spkr4theDead wrote:True Adamance wrote:I'm actually for mandatory Small Turrets. I though it was a very nuanced aspect to the balancing of HAV fitting that was more or less a necessity.
No, because again, there was no way to get some giant idiot of a blue dot out of a small turret unless someone drove a LAV into either side of the tank to kill the idiot. Problem with that is along with the blue dot dying, so did the person trying to help you. Never trust a blue dot. No mandatory small turrets, ever.
It ensured the HAV was a vehicle open to your allies so that they could gun, etc but it also ensured that the ability to stack eHP modules was in some way capped and required significant SP investment to maximise your fittnigs.
There was no "maximizing a fitting" with two small turrets eating up CPU and PG. Those are the difference between fitting an enhanced damage mod and a complex damage mod, or a plate vs needing a CPU/PG upgrade mod. Again, no more mandatory small turrets, ever.
Either way in Dust a manned 3 turret tank trumps every other fit on the field.
Wasn't that way all the time. My experience beat out some randoms. Now ever terrible red dots with about an hour's worth of experience in a tank is equivalent to taking on the best during Chrome. They've been that dumbed down to the point where someone with as much experience as I have has trouble to someone a week out of the battle academy. I know infantry is going to love that last one. You hop into a tank against AV and someone with my experience, and tell me how well you do. And you have to take the death in the tank, not jump out with PRO AV because you're worried about your KDR. But I know how it will go. You'll burn 8-10 times in one match.
I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star. EoN.
2660
|
Posted - 2015.01.04 07:27:00 -
[696] - Quote
True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Thaddeus Reynolds
Facepunch Security
141
|
Posted - 2015.01.04 07:59:00 -
[697] - Quote
Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat.
He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)...
and he's saying that adding in angled armor would be beneficial to the tanking experience overall
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
|
Posted - 2015.01.04 08:24:00 -
[698] - Quote
Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall
Nah you are reading too much into it.
I simply don't thing Dust vehicle gameplay is challenging or enjoyable any more and am looking into games that I think will require more of me as a tanker and are also interesting to play.
However that tank turret thing still stands. Automatic Main Battle Cannon with no projectile drop? I chuckle quietly to myself every time I think about Dust.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
141
|
Posted - 2015.01.04 08:35:00 -
[699] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall Nah you are reading too much into it. I simply don't thing Dust vehicle gameplay is challenging or enjoyable any more and am looking into games that I think will require more of me as a tanker and are also interesting to play. However that tank turret thing still stands. Automatic Main Battle Cannon with no projectile drop? I chuckle quietly to myself every time I think about Dust.
Nothing wrong with it if they tuned the railgun's damage (bear in mind that space-side railguns are more DPS weapons than Alpha-strike weapons, in dust they're doing both...I really want to see what Mattari Arty does) IMO you could adjust the damage numbers from Small Guns (their Damage Multipliers and Ammo Damage) to be Tank damage, and use Space-Side Small Turret ROF for Dust HAV Guns
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
|
Posted - 2015.01.04 08:54:00 -
[700] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall Nah you are reading too much into it. I simply don't thing Dust vehicle gameplay is challenging or enjoyable any more and am looking into games that I think will require more of me as a tanker and are also interesting to play. However that tank turret thing still stands. Automatic Main Battle Cannon with no projectile drop? I chuckle quietly to myself every time I think about Dust. Nothing wrong with it if they tuned the railgun's damage (bear in mind that space-side railguns are more DPS weapons than Alpha-strike weapons, in dust they're doing both...I really want to see what Mattari Arty does) IMO you could adjust the damage numbers from Small Guns (their Damage Multipliers and Ammo Damage) to be Tank damage, and use Space-Side Small Turret ROF for Dust HAV Guns I also suggested that to force all 4 racial turrets and tanks into the game they could.
- Reskin the Maddy to be Gold and adjust it to 800 Shields 4000 Armour, Adjust the Maddy to 1125 Shields and 3400 armour. -Reskin the Gunnlogi to Rust Red and give it the current Gunnlogi Stats, and adjust the current Gunnlogi to 3000 Shields and 1200 armour
Establish that each turret mantlet is assigned to the vehicle and all the changes when fitting a new turret is the barrel.
- Enlarge the Combat Rifle Barrel and give it the Current Large Blaster functions vs Armour - Enlarge the Laser Rifle and make that the Amarr Barrel - Rails and Missiles = Small tweaks - Large Blasters become the 25mm gun or the CZ75 of Dust 514.
Now all turrets are in the game. Prissy ***** ass tankers can keep their ".50 Cal Maching Gun" and pretend they are good. Blasters become proper DPS weapons and function like they should, Rails get less DPS, Missiles/ Rockets less alpha (love to see their damahe halved and ammo cap doubled) and all four ******* tanks are in the game.
Not that I'd stick around to use the Amarr tank.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
141
|
Posted - 2015.01.04 09:02:00 -
[701] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:[quote=Spkr4theDead]
He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)...
and he's saying that adding in angled armor would be beneficial to the tanking experience overall Nah you are reading too much into it. I simply don't thing Dust vehicle gameplay is challenging or enjoyable any more and am looking into games that I think will require more of me as a tanker and are also interesting to play. However that tank turret thing still stands. Automatic Main Battle Cannon with no projectile drop? I chuckle quietly to myself every time I think about Dust. Nothing wrong with it if they tuned the railgun's damage (bear in mind that space-side railguns are more DPS weapons than Alpha-strike weapons, in dust they're doing both...I really want to see what Mattari Arty does) IMO you could adjust the damage numbers from Small Guns (their Damage Multipliers and Ammo Damage) to be Tank damage, and use Space-Side Small Turret ROF for Dust HAV Guns I also suggested that to force all 4 racial turrets and tanks into the game they could. - Reskin the Maddy to be Gold and adjust it to 800 Shields 4000 Armour, Adjust the Maddy to 1125 Shields and 3400 armour. -Reskin the Gunnlogi to Rust Red and give it the current Gunnlogi Stats, and adjust the current Gunnlogi to 3000 Shields and 1200 armour Establish that each turret mantlet is assigned to the vehicle and all the changes when fitting a new turret is the barrel. - Enlarge the Combat Rifle Barrel and give it the Current Large Blaster functions vs Armour - Enlarge the Laser Rifle and make that the Amarr Barrel - Rails and Missiles = Small tweaks - Large Blasters become the 25mm gun or the CZ75 of Dust 514. Now all turrets are in the game. Prissy ***** ass tankers can keep their ".50 Cal Maching Gun" and pretend they are good. Blasters become proper DPS weapons and function like they should, Rails get less DPS, Missiles/ Rockets less alpha (love to see their damahe halved and ammo cap doubled) and all four ******* tanks are in the game. Not that I'd stick around to use the Amarr tank.
Then wouldn't be just end up with the same problem with the "Autocannon" as we have with the Large Blaster (Unless you mean making it a burst fire weapon?)
Also...what do you think of a 60 second shield recharge time for HAVs?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
|
Posted - 2015.01.04 09:09:00 -
[702] - Quote
Thaddeus Reynolds wrote:
Then wouldn't be just end up with the same problem with the "Autocannon" as we have with the Large Blaster (Unless you mean making it a burst fire weapon?)
Also...what do you think of a 60 second shield recharge time for HAVs?
Yeah you would but at this point I don't care any more.
And meh..... IMO needs to be longer 60 seconds is **** all time to repair a Heavy Tank like the Marauder or even a light tank like the standard variants.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
141
|
Posted - 2015.01.04 09:16:00 -
[703] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:
Then wouldn't be just end up with the same problem with the "Autocannon" as we have with the Large Blaster (Unless you mean making it a burst fire weapon?)
Also...what do you think of a 60 second shield recharge time for HAVs?
Yeah you would but at this point I don't care any more. And meh..... IMO needs to be longer 60 seconds is **** all time to repair a Heavy Tank like the Marauder or even a light tank like the standard variants.
I've got a spreadsheet with some numbers I've been working on (updated since I last posted the link) I'm adding in the other Racial HAV Base Hulls now. If you don't mind taking a look? (I can send it to you over skype if you'd like, I currently have the HAV Recharge time set to 60 seconds, but it can be easily changed)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16410
|
Posted - 2015.01.04 09:24:00 -
[704] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:
Then wouldn't be just end up with the same problem with the "Autocannon" as we have with the Large Blaster (Unless you mean making it a burst fire weapon?)
Also...what do you think of a 60 second shield recharge time for HAVs?
Yeah you would but at this point I don't care any more. And meh..... IMO needs to be longer 60 seconds is **** all time to repair a Heavy Tank like the Marauder or even a light tank like the standard variants. I've got a spreadsheet with some numbers I've been working on (updated since I last posted the link) I'm adding in the other Racial HAV Base Hulls now. If you don't mind taking a look? (I can send it to you over skype if you'd like, I currently have the HAV Recharge time set to 60 seconds, but it can be easily changed)
Sure thing.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Lazer Fo Cused
Shining Flame Amarr Empire
350
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Posted - 2015.01.04 12:08:00 -
[705] - Quote
Pokey Dravon wrote:
- More slots for HAVs and LAVs to allow more flexibility in fitting.
- General push to make modules a more important part of fitting, and base hull stats less important.
- Move armor repair back to an active module
- Keep shield recharge passive, but require a module of equal tier in order to surpass an armor repairer (Natural Shield Regen < Armor Repairer < Shield Regen + Recharger < Shield + Booster)
- Reduce Shield Recharge Rate on Armor Vehicles
- Make shield and armor vehicles have more similar total base HP, with main difference being in module HP/regen.
- Either move shields to 0 delay, or introduce skills & modules to reduce shield recharge delay.
- General rebuild of the skill system. Will attempt to leave existing skills intact, even if effect is modified (Avoid need for respec)
- Reintroduce/Add removed/needed modules.
- Explore options of Passive/Active modules with lesser/greater effectiveness.
1. I said that
2. With vehicles base hull stats should be different for each vehicle and possibly improved in places if specalized
3. I said that
4. I said that
5. Might have said that
6. Total base HP is one thing but having 2 vehicles at 5k HP but one shield and armor with most of the weapons doing damage to armor atm means advantage shield hence why armor has more atm but it doesnt seem to help
7. Shield should always be 0 - Constant passive shield regen - I said that
8. Go back to Chrome/Uprising vehicle skill tree - I said that
9. I said that
10. Its same as 9 since removed passive resistance modules offered less resistance for lower PG/CPU fitting and not needing to be active
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Text Grant
PIanet Express Smart Deploy
387
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Posted - 2015.01.04 17:04:00 -
[706] - Quote
While we are changing vehicles, I hope that you at least consider changes to the large blaster turret. A blaster tank is very effective vs infantry, and fairly effective vs enemy tanks. Because of this, it is easily the go to turret. You only get out a missile tank or rail tank if you expect to kill tanks or turrets. This should be changed to make the blaster less of an all around weapon. The missile tank is meant to be all around. I'm suggesting an increase to the fitting cost of a large blaster turret to lower its tanking ability. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6151
|
Posted - 2015.01.04 17:17:00 -
[707] - Quote
Text Grant wrote:While we are changing vehicles, I hope that you at least consider changes to the large blaster turret. A blaster tank is very effective vs infantry, and fairly effective vs enemy tanks. Because of this, it is easily the go to turret. You only get out a missile tank or rail tank if you expect to kill tanks or turrets. This should be changed to make the blaster less of an all around weapon. The missile tank is meant to be all around. I'm suggesting an increase to the fitting cost of a large blaster turret to lower its tanking ability.
blaster turret is low-mediocre vs infantry at best
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spkr4theDead
Red Star. EoN.
2667
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Posted - 2015.01.04 19:46:00 -
[708] - Quote
Text Grant wrote:While we are changing vehicles, I hope that you at least consider changes to the large blaster turret. A blaster tank is very effective vs infantry, and fairly effective vs enemy tanks. Because of this, it is easily the go to turret. You only get out a missile tank or rail tank if you expect to kill tanks or turrets. This should be changed to make the blaster less of an all around weapon. The missile tank is meant to be all around. I'm suggesting an increase to the fitting cost of a large blaster turret to lower its tanking ability. Blaster good against infantry? You haven't been in a tank in the last few months. It sounds like you also want to nerf the blaster again. More dispersion, higher fitting cost? What can a blaster do when a rail is 290m away, or a missile is 240m away? I already know the answer to that, and it's blow up. A blaster has to get in the face of any vehicle to have a chance at blowing it up.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2667
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Posted - 2015.01.04 19:47:00 -
[709] - Quote
Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall It's not too fast. It used to be faster, and when we had more modules, we had passive mods that reduced the spool time even more.
You just don't know what you're talking about.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Thaddeus Reynolds
Facepunch Security
141
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Posted - 2015.01.04 21:01:00 -
[710] - Quote
Spkr4theDead wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall It's not too fast. It used to be faster, and when we had more modules, we had passive mods that reduced the spool time even more. You just don't know what you're talking about.
I'm not debating that it used to be faster, I'm saying that the RoF doesn't feel right for a main cannon (it feels too fast, even for a Caldari Railgun)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16415
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Posted - 2015.01.04 22:00:00 -
[711] - Quote
Thaddeus Reynolds wrote:Spkr4theDead wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:True Adamance wrote: I always die with my HAV. I run a scout suit inside with a rep tool. That depends Spkr I've fought against pretty much all the big names of my time as a tanker I can't speak for before them since I was not a tanker but I think I've faired reasonably well.
Where was I saying it was you jumping out?
As for your assertion that I don't have experience.....well Spkr there's only so much you can learn in a game And if you are suggesting you can beat a similarly fit tank to your own plus two gunners I'd call you a liar. It doesn't much matter either way, I haven't played Dust in a month or so and honestly I don't feel like its a very good indicator or where I am at now as a tanker in terms of my gaming habits.
Where did I say it was you that didn't have experience? I'm not used to the rapid firing Railguns, XT Missile Launchers, and Blasters any more. I'm used to 10 second reload time, managing my armour angles, using FPE, and dealing with which kinds of rounds to use vs which kinds of tanks, where to shoot them, how to shoot them, when to shoot them.
There's no better angle to take damage in this game.
But hey I'll leave you pretending that rapid firing 5 rounds out of a railgun at infantry who couldn't fight back made you good.
lolwut. That's a glitch, if you didn't know. It's been around for over a year.
^^^ are you sure you tank? If you did, you would've encountered that countless times, and knew what I was talking about right off the bat. He's just reffering to the standard firing rate of the Railgun relative to actual tank cannons, which he has at least some of a point about...the RoF of the Railguns seems to fast to me as well (though it shouldn't be as high as 10s, that should be reserved for Mattari Artillery)... and he's saying that adding in angled armor would be beneficial to the tanking experience overall It's not too fast. It used to be faster, and when we had more modules, we had passive mods that reduced the spool time even more. You just don't know what you're talking about. I'm not debating that it used to be faster, I'm saying that the RoF doesn't feel right for a main cannon (it feels too fast, even for a Caldari Railgun)
Pfff fires up to five rounds from a nine round chambering every 1.8 Seconds.... that's rapid fire if you ask me.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star. EoN.
2671
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Posted - 2015.01.04 23:09:00 -
[712] - Quote
True Adamance wrote:
Pfff fires up to five rounds from a nine round chambering every 1.8 Seconds.... that's rapid fire if you ask me.
Uh... no, because you can fire 3 rounds with an overheat. 5 if you wait for the bar to go all the way down and immediately fire again, and all 9 if you manage it well.
It's not fast enough when you need to destroy a vehicle then GTFO.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:00:00 -
[713] - Quote
Spkr4theDead wrote:
I don't play it, so how would I know?
So you're judging something you haven't even tried? lol
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:05:00 -
[714] - Quote
True Adamance wrote:
WT might as well be the closest thing to a tank simulator out this generation of gaming. Trumps that arcade World of Tanks crap..
If you look at sim mode for Ground forces, maybe even realistic, sure. Arcade is a hell no, handles nothing like those tanks.
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:10:00 -
[715] - Quote
True Adamance wrote:Spkr4theDead wrote:Godin Thekiller wrote:Breakin Stuff wrote:Not having a means to recover from disabling shots would absolutely be idiotic.
This isn't World of Tanks - another bad idea.
Let's take the immobile tank as an example.
Busted track and complete immobility is just a countdown to annihilation.
There would have to be a means of recovery or I would never fail to solo an HAV ever. Especially if another type of disabling shot immobilizes the turret or whatnot.
More bad ideas, and shouldn't happen because video game.
But this is unlikely to happen because of the programming time required.
I think reversion to chrome ICLUDING mandatory small turrets would be best or reduced CPU/PG.
Not having to fit small turrets was the best thing to ever happen to vehicles.
Because it would be too easy to supertank beyond the most "I want to be invincible" tank idjits wildest dreams.
We were nerfed because we knew how to fit our vehicles for the best compromise between offense and defense - looks like you want us nerfed yet again for the same thing.
Marauders were beast even having to fit smalls.
No more mandatory small turrets. There's a problem with that logic, and that is fitting smalls didn't really change your HAV fit much at all unless you put on higher end smalls, in which you might have to drop one module to a slightly weaker one. That only happens since 1.7, which is part of why I think the new fitting system is silly. Agreed, having to fit small turrets is insane. I'm glad the requirement to have them on was removed, as it freed up that little bit of CPU and PG needed to put on a better module.Turrets need a overhaul, we have agreed on that, but otherwise, the best balance between AV and vehicles scratch DS's and AV was Chromo. We can go off of that, but we still need to keep in mind large turret balance, because it was as bad as it is now. I still believe that since we don't have racial parity with vehicles and turrets, that the rail and forge gun should be neutral as far as damage goes. Armor has the short end of the stick with two turrets and two AV weapons getting a damage bonus against armor. That ought to change until we get racial parity with hulls and turrets, then the bonuses can be tweaked to more closely follow EVE lore. Wiping out tanks in 2-3 shots was ridiculous; having Uprising damage was certainly better, but vehicles as a whole were better during Chromosome. A balance between the two could be achieved, but it would take some work to do that. I'm actually for mandatory Small Turrets. I though it was a very nuanced aspect to the balancing of HAV fitting that was more or less a necessity. It ensured the HAV was a vehicle open to your allies so that they could gun, etc but it also ensured that the ability to stack eHP modules was in some way capped and required significant SP investment to maximise your fittnigs. Either way in Dust a manned 3 turret tank trumps every other fit on the field.
Forcing Teamwork is never a good idea, no matter how you slice it. Hell no. Making it to where it is a really good idea to have teamwork is better, you know, making it to where all the large turrets sucks ass at killing infantry could help.
Also, even when they were good, I had people for the most part just hop in for a ride, and if I needed infantry support, they would follow me in a LAV, simply because it's a lot easier that way. The front turret is terribly positioned imo, and the top turret is although better, for some reason inaccurate when aiming the large. A lot of the teams I was on had repping lAV's, which would follow me or another HAV, and infantry would go with us. It just worked.
In short, there's better ways of getting people to work together rather than forcing people, and forcing people doesn't really help anything.
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:11:00 -
[716] - Quote
Pokey Dravon wrote:Spkr4theDead wrote: I still don't understand what was wrong with Chromosome. We beat the absolute hell out of each other once vehicles were brought into the battle. What was wrong with that? We literally left you all alone to fight your battle while we pounded the hell out of each other to the ends of the world.
What the hell was wrong with us leaving you alone to fight your battle, while we fought ours?
Because vehicles need more of a role than simply killing each other. If I just wanted to fight other tanks, there are plenty of tank vs tank only games out there. I want to be part of the battle as a whole, not just the vehicle fight.
This. Give me something to blwo up other than a Squid HAV.
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:12:00 -
[717] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Spkr4theDead wrote: I still don't understand what was wrong with Chromosome. We beat the absolute hell out of each other once vehicles were brought into the battle. What was wrong with that? We literally left you all alone to fight your battle while we pounded the hell out of each other to the ends of the world.
What the hell was wrong with us leaving you alone to fight your battle, while we fought ours?
Because vehicles need more of a role than simply killing each other. If I just wanted to fight other tanks, there are plenty of tank vs tank only games out there. I want to be part of the battle as a whole, not just the vehicle fight. this. you exist, therefore I want to kill you. really is that simple. More to the point I will not ignore HAVs because HAV drivers NEVER ignore infantry, instead opportunistically slaughtering infantry for free kills wherever possible. The people who bang the loudest on the "I only want to fight other tanks" have historically been the ones I see with a maxed out HAV harvesting Infantry kills like a God-possessed Combine Harvester until I engage them. We exist on the same battlefield. You are on the opposing team. You are a target for extermination. Just like your blue dots on foot.
Most of the time I ignore infantry. I see them, but I just don't care about them. It's only when I've ran out of targets or they pissed me off is when I shoot at them.
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Godin Thekiller
The Corporate Raiders Top Men.
2673
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Posted - 2015.01.05 03:16:00 -
[718] - Quote
ADAM-OF-EVE wrote:Godin Thekiller wrote:ADAM-OF-EVE wrote:Breakin Stuff wrote:ADAM-OF-EVE wrote:i think we will always have issues with tanks until you let us defeat them in other ways than killing which currently is the only way to deal with them. what we need is more options like https://forums.dust514.com/default.aspx?g=posts&m=2527039#post2527039 which i have been suggesting for ages. this will allow us to temporarily restrict vehicle movements and provide a middle ground to the infantry/vehicle interaction which doesn't involve 1 killing the other on sight. when we get this proper balance can be introduced between the 2 sides as needing to kill the other side fast is not going to be as important as restricting movement or returning it The purpose of disabling a tank is so you can kill it. There is no justification for the assertion that destroying a tank should not be the primary objective of engaging it. i made no suggestion of disabling a tank. did you read the linked post. im talking about denial of movement which is by far the most powerful asset a vehicle has. the ability to move in and out of combat unhindered. what i'm suggesting is slowing them down, making them think about not only what's in front of them but what's behind. i wouldn't care how powerful tanks where if i had the ability to restrict where they go or at least slow them down and i'm sure a lot of tankers would enjoy the extra things to blow up. Actually thinking about this, how big are these things supposed to be, and how many do you get? entrances to places are quite large... 2 types. 1 small say 1m square but not solid and looks like a caltrop which you can carry lots of but can be shotup quite easily and the other 1-2m square (or just length or height) which is a solid block of ehp like a big block of rock or in this case a big block of armor plate to chew through which are fewer in number. to get the full effect these would have to be given in reasonable quantities with high deploy count with optimal effect using up both types.
So say enough to black entrances? I like. Could be a beginning to things like actual structures like actual gates and stuff.
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Breakin Stuff
Internal Error. Negative-Feedback
6151
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Posted - 2015.01.05 07:15:00 -
[719] - Quote
The problem with making the smalls optional back in chrome was even with them mads could field tanks that could weather a storm of fire that is unbelievable, gunnlogis and maddies universally had a 3-4 shot from solid AV lifespan and militia tanks were meat.
Having HAVs with the capability to be even MORE bricky is sketchy at best.
Currrently TTK on a normal gunnlogi (not a newbie gunlogi) exceeds the old sagaris by a wide margin. Not only because it can field the old Surya tank levels but because AV has all beeen nerfed both in rate of fire and damage output.
Leave swarms off my argument I dislike them. They aren't fun for me to use. So I don't.
But the mandatory turret removal would mean if we reintroduce marauders anywhere close to the old numbers their cpu and pg would have to come down anyway because they were barey manageable for most AV players as far as yo yo play and impossible to kill for all but a few.
The HAV rail and missiles would lilely be best staying as they are vs. HAVs if we don't retool them to be more like cannons.
But they need the splash. Being helpless vs AV infantry is uninteresting design space.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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killer270890 rock
G0DS AM0NG MEN General Tso's Alliance
4
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Posted - 2015.01.05 14:49:00 -
[720] - Quote
I like that each tank is differentiated by a particular color, to differentiate a military tank of a GULOGI and also continuously ,
Sometimes you win, sometimes you lose, but this time I'm not willing to lose.
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