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Thread Statistics | Show CCP posts - 3 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7133
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Posted - 2015.02.12 15:14:00 -
[1] - Quote
Hey Rattati I don't have the ability to record. So if you're willing, I can show you what it takes to solo the vehicles manually in squad.
It's not impossible, but it can seem so for someone who has not been doing it forever.
But it's absolutely stupid the level of setup and time it takes to pull off.
Also I'm willing to bet you haven't fought a madrugar rather than boatloads of sica and gunnlogi.
So if you want to get in on it let me know. I'll show you all of the dirty tricks and tactics that don't involve tower sniping.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7137
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Posted - 2015.02.12 16:09:00 -
[2] - Quote
why should we stop at "drive off?"
No one has yet provided an adequate explanation.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7137
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Posted - 2015.02.12 16:18:00 -
[3] - Quote
Tesfa Alem wrote:@ Rattati
Not going to disagree with your experiences, but do you mind if I try to put them into context?
Any competent tanker will more often or not simply drive away. Vet tankers are also used to the ins and outs of AV, they know gunlogis are the most effective defense against swarms, the most common AV, and PLCs are too rare to really be taken as a legit threat.
The biggest threat to a tank has always been another tank. This lead to rapid cull of militia/ part time tankers. Its only a tough solid core of tankers left from the 1.7 tank bonanza.
Also, you need some significant alpha to kill a tank on the first go. A vet tanker knows he has the hp to survive alpha vs 1 AV. VS 2 AV the balance is in the AVs favor, time to retreat and pick them off. Its a wierd sort of balance where 1 tank beats 1 AV but two AV beat 1 tank.
On your suits, Minandos wreck dropships because of high sustained damage, and dropship have only open sky to hide behind. Shield tanks can negate most of that damage and turn a corner to getaway.
Since you're a big gallente fan i'm surprised your not useing a proto galmando for AV PLC. It has high HP, high native regen, +10% damage, + 10% reload speed, throw on a breach AR and a K2 and you have a much better chance than running up at a tank with a scout.
Proto galmando shares the same difficulty getting into an optimal firing position as a sentinel.
His choice of the scout is tactically sound.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7137
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Posted - 2015.02.12 16:42:00 -
[4] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:why should we stop at "drive off?"
No one has yet provided an adequate explanation. As I said just before, if AV was that powerful why would anybody use vehicles at all? What's the point of all those vehicles skills then? What's the point that of Rattati trying to bring hulls back? Why have vehicles at all? why have dropsuits at all? the red dots can kill me in them!
Why have LAVs at all? The red dots can kill me in them!
Why have...
It's a BATTLE SIMULATION! NOT A GODDAMNED TANK LOVER FAIRYLAND!
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7137
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Posted - 2015.02.12 18:26:00 -
[5] - Quote
Spkr4theDead wrote:Pokey wrote:
So basically you have no idea what the appropriate time to kill is. In other words you are incapable of being constructive to the balance process, as you don't actually have a means to offer up any quantitative suggestions. At least every can see that clearly now.
I'm sure you want it to be one second, probably less. Double swarm Minmando can take out an unhardened armor tank in 5 volleys. I would know, it's happened to me. So that's a little over 5 seconds. That's unacceptable learn to do math. I's significantly more than 5 seconds.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7138
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Posted - 2015.02.12 18:29:00 -
[6] - Quote
Spkr4theDead wrote:NINEinch WEAPON wrote:The other day we managed to drop a python with a lazor rifle, massdriver and combat rifle,... that was a bad pilot.. Not watching his health. Good pilots however, can hear the swarms before they hit. So my question is.. How do you factor pilot skills into your balancing? We can't always hear them. Experience can't be factored in. Experience leads to nerfs. We get handicapped because we have experience. experience has nothing to do with it. I actually fought a good tanker who supported their squad and was supported by them.
gunnlogi surived on fire with a sliver of armor at the EoM.
so precisely what difficulty are you having surviving AV if you're as slick as you think you are?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7140
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Posted - 2015.02.12 18:42:00 -
[7] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Pokey wrote:
So basically you have no idea what the appropriate time to kill is. In other words you are incapable of being constructive to the balance process, as you don't actually have a means to offer up any quantitative suggestions. At least every can see that clearly now.
I'm sure you want it to be one second, probably less. Double swarm Minmando can take out an unhardened armor tank in 5 volleys. I would know, it's happened to me. So that's a little over 5 seconds. That's unacceptable learn to do math. I's significantly more than 5 seconds. Switching to a second swarm is 0 reload time. Play the game more than once every 3 months. basing your argument on an outlier fit that's rarely used isn't valid for setting the discussion standard.
Learn to talk to people without being a douche.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7141
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Posted - 2015.02.12 18:57:00 -
[8] - Quote
Tesfa Alem wrote:Pokey Dravon wrote:
Lol he's crying about a Minmatar Commando...with two swarm launchers?
Let's talk about what benefit that actually offers.
-10% Damage Bonus from Commando, that's fine, part of the role. -25% Reload Bonus from Commando, that's fine, part of the role. -Carrying two swarms basically means you save a couple fractions of a second between the third salvo and the 4th salvo by skipping the reload and switching to the other swarm. However the time savings is fairy small given the fact that the reload is already shortened from skills/bonuses.
In exchange, the double swarm Commando literally has zero way to counter any infantry whatsoever. Unless I guess he wants to bring a fist to a gun fight and punch them to death.
Like you're literally crying about a suit specifically designed to to kill armor tanks, so specialized in fact that it can't even defend itself against infantry, and you're upset that you died in 5 salvos because you somehow managed to never turn your hardener on during that entire time of being hit?
You're actually upset....that a suit custom tailored to kill you, finished you off too quickly, because you were in your weakest, unhardened state?
Not sure if I should laugh or just pity you.
I'm going to stick up spkr here, albeit in a limited fashion. I would livid at a double swarm minando on a rooftop. That being said, thats the rarest form of AV i have seen or heard of. I would call it one a in a million but there arent that many people on dust. Non hardened armor tanks are regular enough. Dual swarm minandos, no way.
He's literally crying that the outlier justifies his claims that everything else in AV is broken.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7142
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Posted - 2015.02.12 19:24:00 -
[9] - Quote
Tesfa Alem wrote:You know guys, since the HAV and Turret feedback threads closed, I was wondering how long it would take for threads like these crop up.
Ahhhh, so familiar.
Another episode of Spkr4thedead versus everyone else per usual. nothing to see here.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7149
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Posted - 2015.02.12 20:54:00 -
[10] - Quote
Mary Sedillo wrote:Also, lets remove proto-suits in the game that are incredibly tough to 1v1 in basic or militia suits. 1 = 1 right? Even for Infantry. I find it hilarious that you think there's a tank nerf in the offing
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7150
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Posted - 2015.02.12 21:06:00 -
[11] - Quote
Mary Sedillo wrote:Breakin Stuff wrote:Mary Sedillo wrote:Also, lets remove proto-suits in the game that are incredibly tough to 1v1 in basic or militia suits. 1 = 1 right? Even for Infantry. I find it hilarious that you think there's a tank nerf in the offing Tank nerfs are always preceding by Infantry who know not the role bitching on the forums about it. the same could be said about vehicle drivers vs. AV
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7156
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Posted - 2015.02.12 21:21:00 -
[12] - Quote
True Adamance wrote:Breakin Stuff wrote:Mary Sedillo wrote:Breakin Stuff wrote:Mary Sedillo wrote:Also, lets remove proto-suits in the game that are incredibly tough to 1v1 in basic or militia suits. 1 = 1 right? Even for Infantry. I find it hilarious that you think there's a tank nerf in the offing Tank nerfs are always preceding by Infantry who know not the role bitching on the forums about it. the same could be said about vehicle drivers vs. AV "Could be"? You mean "Is always" honestly it's pointless. Spkr4thedead is pissed off that he basically ignored by treating everyone in the HAV feedback thread like trash.
This is more of the same, only he's bringing his other buddy from back in the day who also liked to say get gud scrub when the HAVs were averaging between 20 and 50 KD in beta.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7162
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Posted - 2015.02.12 22:40:00 -
[13] - Quote
Sir Dukey wrote:CCP Rattati wrote:Banjo Robertson wrote:CCP Rattati wrote:Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always spawning in as AV when I see any vehicle and going after it.
As an experiment I have had two to three proto AV fits, both a cloak scout plc and/or Minmando swarms, on my main. I am simply terrible with RE's so I don't even run them. I always fit Proto AV grenades, but they are not overly effective.
Against a semi-competent driver that doesn't panic and drive into a wall, there is no way to kill a HAV. They simply harden and rail or blast me, fairly easily.
2 AV scare most HAV's away. Thing is about PLC is that it is very difficult to hit a moving target, the first shot is a hit, 2nd maybe and then you are in dream territory.
Even fitted as I am, the last two week KDR against HAV's is approximately 0-20 on my side.
Against random guys that start shooting me when I am trying to AV, I am probably a 5/30 KDR with my measly scout HP, or screenfilling swarm launcher.
The situation is not even close to what you are describing, for me at least. Does this mean you wana buff the plasma cannon some more? The very least it means that AV is not inordinately powerful. The PLC is actually, as demonstrated by Breakin, painfully UP compared to Swarms. False, a Gallante Commando with Dual PLC's can bring my unhardened 5300 shields to 1000. You're not going to gain much traction complaining that AV bonused for your tank type hits hard when your hardeners are down.
And the commando is not the only suit that can employ the PLC effectively.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7168
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Posted - 2015.02.13 08:38:00 -
[14] - Quote
Spkr4theDead wrote:tritan abbattere wrote:
from the few replies i have read from you you seem to jump to conclusions with out thinking much.
I usually don't need to spend time thinking of a reply, or spending 3 seconds to read and absorb every single word. I can fire out responses quickly because I know what does and what does not work. I can point out when people lie as well, like someone saying a Soma can tank 7000 damage launched in a few seconds.
In short, he knows everything and anyobe who disagrees with him even slightly is wrong and trying to ruin the game.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7168
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Posted - 2015.02.13 10:52:00 -
[15] - Quote
Sorry mina, thoroughly disagree with you on the skill changes.
Minnatar explosive bonus is a borderline nonfactor, and even at advanced the primary benefit comes from the reload bonus which sharply increases the long term DPS. At no point does the math bear up to the claim that the minmando is notably superior. Perception can lie.
Removing the charge bonus from forges will neuter the entire weapon line and make it impossible to do enough damage fast enough to kill a vehicle. The reload benefit is of marginal utility, not even failing to mitigate the loss of sustained DPS which is already sub-400.
what seems at first to be a reasonable change rapidly becomes a critical issue (we will cite charge times and madrugar fitting), or covers up the actual problem (minmatar commando explosive bonus).
There are actual problems but you're missing the mark on wgwhat they are.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7171
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Posted - 2015.02.13 12:24:00 -
[16] - Quote
MINA Longstrike wrote:^Breakin, I didn't mean to imply that forge guns should be left at current (pre operation) charge values. Much like the plasma cannon I'd like to see them standardized at their current (max operation) charge values. Forge guns do need some improving (notably on the standard / breach variants).
And if minmatar explosive bonus is a non-factor why is EVERYONE running that suit? EVERYONE. I can see it several times a match and a lot of the time it's from PC corps. All adv/proto minmando with 2x damage mods and wiyrkomi swarms. It may not have an 'effect' on dropship TTK, but something seems out of line with it being so omnipresent.
In short I want to see some of the gap closed between basic and proto on both sides and I want vehicle players to stay on the field where they can be worn down instead of running away to the red line the moment they don't have modules up. Minmatar explosive bonus is a psychological advantage. The core problem with the minmando is not the minmando. The bonus doesn't. Alter the number of shots to kill. If you want to see the culprit click on the link on my sig.
Go to the swarm tab
Look at the bottom table. Three Damage mods, max skill vs. Shields. The DPS counts have to be scrolled right to locate. If the mando bonus was OP the galsent PLC combo wouldn't still be a joke.
WHat the minmando adds to that table of DPS is an approximate 4% boost. The Sustained (with reloads) is further right. The universal 25% commando reload speed affects THAT. But not the raw DPS.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7181
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Posted - 2015.02.13 23:20:00 -
[17] - Quote
Tesfa Alem wrote:Alena Ventrallis wrote:CCP Rattati wrote:Just as a player, I have not been able to kill a single vehicle in the last few weeks. And I am dedicating myself, to really see how it is, by always spawning in as AV when I see any vehicle and going after it.
As an experiment I have had two to three proto AV fits, both a cloak scout plc and/or Minmando swarms, on my main. I am simply terrible with RE's so I don't even run them. I always fit Proto AV grenades, but they are not overly effective.
Against a semi-competent driver that doesn't panic and drive into a wall, there is no way to kill a HAV. They simply harden and rail or blast me, fairly easily.
2 AV scare most HAV's away. Thing is about PLC is that it is very difficult to hit a moving target, the first shot is a hit, 2nd maybe and then you are in dream territory.
Even fitted as I am, the last two week KDR against HAV's is approximately 0-20 on my side.
Against random guys that start shooting me when I am trying to AV, I am probably a 5/30 KDR with my measly scout HP, or screenfilling swarm launcher.
The situation is not even close to what you are describing, for me at least. Here's the thing, the HAV is running away. That should not be the case. HAVs should endure AV, not dodge or avoid it. This is the crux of the issue for me. I want my HAV to be able to sit there and soak up AV damage when my modules are up. When my modules are down, escape should not be a likely scenario. I should either a. have backup to protect me or b. hope my modules are off cooldown. But I should by no means expect my 40 ton tank to be able to jet away nearly at LAV levels of speed. Tanks don't run. They endure, or they die. I'm just throwing these hypotheticasl at you. If you could endure AV from several players, wouldn't you be better off running before your modules reach cooldown anyways? Isnt this what we currently have with armor AV engaging shield tanks? Putting us right back at square one? spkr wants it that way. he has literally said being killed in a tank by infantry is unfair in the past.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
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Posted - 2015.02.14 14:49:00 -
[18] - Quote
Spkr4theDead wrote:Breakin Stuff wrote: spkr wants it that way. he has literally said being killed in a tank by infantry is unfair in the past.
All I've said is that I want vehicle SP and ISK to be worth it. Never have I said I want to be invincible. The beta forum posts are still available if you would like me to go trawling.
Theyre locked too, so you can't edit them to save face.
Never say never sparky.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
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Posted - 2015.02.14 16:32:00 -
[19] - Quote
As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
The IAFG will require a reload vs. Maddy and gunnlogi.
When I make my recommendations to Rattati I'm not going to recommend AV alpha be raised except on a couple specific weapons that are trash Anyway.
So if Rattati takes my recommendations the alpha strike capacity will remain completely untouched except for the vanilla forge gun to put it's DPS solidly between the AFG and Breach.
So it will be the middle RoF/DPS weapon.
None of the weapon changes I can cook up will bring the base DPS closer to a heavy turret than about 300 DPS less at baseline based on current numbers in Rattati's proposal. So if the proto rail unmodified sits at 870 I am shooting for 500 on the IAFG Unmodded and unskilled.
I firmly think that HAV main guns should have the advantage as a killer of vehicles with the infantry weapons depending more on skill, timing, positioning and personal finesse.
The wall I am banging on currently is the plasma cannon. The galmando breaks it because of the reload bonus. Currently a maxed, 3 mod assault does 640 shield DPS with the PLC. Not a competitive number.
The Galmando, with the universal commando reload bonus, hits 805 DPS.
So that's the crux of my problem there.
So short of reworking commandos entirely (don't mention the minmando, it's advantage is negligible and I have math to prove it) do any of you have ideas for mitigating this?
I could simply recommend buffs for the PLC and ignore the outlier factor but I have a feeling that the outlier will make most pilots sh*t kittens. Does anyone have a creative solution idea?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
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Posted - 2015.02.14 16:36:00 -
[20] - Quote
Tebu Gan wrote:Breakin Stuff wrote:As a side note if Rattati sticks close to the numbers he has now, UHAVs will be able to eat between 7 and 10 successive AV shots from a solo gunner.
I gotta ask, are you just looking at the "stock" tank? If so, you are doing it wrong. No.
Some delightful bastard did EHP extrapolations based on the proto tier of each chassis using the current modules. I am going off the UHAV proto extrapolation.
My assessments aren't final in any reality that we don't have finalized HAV proposal ninumbers. And they won't be relevant till phase 2 or phase 3 of the rebalance.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7190
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Posted - 2015.02.14 16:37:00 -
[21] - Quote
Tebu Gan wrote:I want things to go back to exactly as they were after 1.6 hit.
Indestructible triple rep maddie. Stacking damage mods. Insane MLT nitros. Infantry tears. Super OP ADS Pinpoint accurate large blasters.
Ect.
There is absolutely NO reason anything but another tank should even stand a chance against me. Come on guys, things were fair and balanced just the way they should be back then. Kinda like Fox News.
10/10. Will recommend to friends.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7192
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Posted - 2015.02.14 17:05:00 -
[22] - Quote
I don't know, I think Pokey did the baseline fits but tentatively it looks like the Cal UHAV will have up to roughly 11,749 EHP. current alpha if I recall that's 7.72 Forge gun shots, so 8 shots to solo. Don't miss.
the gallente will float around 12,706 EHP 5.94 shots with the IAFG. so 6 shots with an anti-armor weapon. But that makes sense. the cal UHAV should be more resistant.
the Caldari MBT will take 4.80 shots, so 5 shots solo. the Gallente MBT 4.22 shots, so still 5 shots.
that's with current. Bear in mind this is a rough guesstimate based on an extrapolation. This is pure crystal balling, so take it as a theory, not expectation of fact.
If modules are addressed then the guesswork changes.
but tentatively the EHP stuff is looking fairly good. I won't know more until Rattati actually finishes, but I'm fairly sure you can see why I'm against adding alpha to AV in most cases.
Swarms are another ball of weird. I can't even begin to guess how well they will do, but my gut says overkill.
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