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Thread Statistics | Show CCP posts - 16 post(s) |
Takahiro Kashuken
Red Star.
3931
|
Posted - 2015.02.20 12:07:00 -
[1] - Quote
A) All the Gallente HAV needed was more CPU.
C) I thought this was supposed to be a sandbox?
D) They were in Chrome and espc in Uprising - It helps when i can hit what i am aiming at and not having dispersion send my shots out at 30deg angles which miss a LAV at 50m.
E) I shall get on to this later on but as far as i can tell i have less variety that now with your changes.
2. 1 hardener - That is just so bad on so many levels and let me explain why.
So the hardener is key for any and all pilots, it allows us to actually leave the redline mainly because we have AV which is so powerful it will melt any vehicle without a hardener, we have installations which have over 10k HP base which can put a dent into us which always need removing 1st because blue dots dont use them or protect them and lastly we have the enemy vehicles which AV generally takes care of before i get there.
Now i use the hardener alot, like i said it is key to any and all fits because pure HP does not cut it. I have a Myron with 4 Hardeners on it so i can get there and back by bilbo baggins in safety, i have a couple of fits with dual hardeners with one being my PC fit with a dmg mod & 2 hardeners and a railgun or my pub fit which is 2 hardeners and a booster with missiles.
On armor tanks i generally only have 1 hardener but because armor hardeners are basically useless and can be replaced with a plate or rep i rarely use them and all AV weapons are armor barring one.
So if i use one hardener then it means im stacking pure HP as a result in the case of shields or in the case of armor it will most likely be reps. So if i have to go across the battlefield and encounter AV which melts pure HP and i use my hardener to get through then i have to wait about 45secs before it comes back, it means in shield vehicles espc i have no chance of going around the map to try and take out any vehicles since my booster is broken, the regen is 4sec wait and any damage stops the regen where as the armor can rep through damage and keep on going.
With the addition of more slots it means nothing, i can only use 1 hardener so what do i fill the rest up with? Extenders for shields and reps for armor? that less variety than now and giving AV a WP pinata.
All other vehicles such as the ADS/DS and LAVs will suffer even more.
As for AV weapons which melt anything against pure HP will they be getting nerfed and a big reduction in damage due to the high damage for HAV but DS and everything else die in 2 shots.
Also i find this goes against the universe of New Eden where few few modules are restricted to one and espc in EVE the hardener suffers from stacking penalties anyways so why is this not the same in DUST? For infantry they have a sandbox, for pilots we get cookie cutter fits and told what to fit.
5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
If I have spare CPU just say 150 and the CPU mod costs 25CPU and the module i want to put on costs 200CPU i can do that, with your system i can't do it.
In EVE again CPU/PG modules are low in fitting costs, for infantry in DUST 514 CPU/PG are low in fitting costs but yet again for pilots throwing the sand out of the sandbox seems to be the answer.
Advanced & Prototype vehicles - Unfortuantly they are only Advanced & Prototype in name and not in nature.
My Infantry suits all go up in tiers and in those tiers the higher i go the more slots i get given from basic to advanced to prototype but yet again for pilots this is not the case.
Are you trying to tell me that a meatbag suit can progress with more PG/CPU and slots but a vehicle which weights 50tonnes, requires an engine to move it and has far more PG and CPU which requires heavy modules and turrets which come from installations cannot improve in the slot layout from basic to advanaced to prototype?
Summary
This is getting worse and worse for me as a pilot, i am getting advanaced and prototype hulls but only in name, i am being told how to fit my tank and that i only need 1 hardener at any one time and that PG/CPU expansions are too good so they will be nerfed into the upper atmosphere where they will no longer be used.
I will have more slots but less variety in how to fit them, i will have a shield tank that will cower in the redline because its hardener is off for most of the match and a speedy rep armor tank because it can at least survive outside of the redline but any other vehicles will suffer 100x fold.
This used to be my fit in Chrome and also on a std madrugar in Uprising
1x 180 Poly armor plate - 3200HP roughly so i have over 6k in armor after adding one module 3x 25% Complex armor hardener - Stacking penalties roughly 25%, 22%, 13% 1x Heavy armor rep - Long pulse, long activation time, could easily repair 5k armor 1x Heat sink 1x Nitro
That fit above can blast every other fit that can be made using these new vehicles, it could also stand upto swarms back in the day when 3k per volley was common.
Vehicles are going backwards while infantry is taking the place of vehicles more and more and these changes are currently speeding that change up. |
Takahiro Kashuken
Red Star.
3938
|
Posted - 2015.02.20 18:07:00 -
[2] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: 5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
I believe Rattati's intention is to buff the resources of hulls such as the Python so that either the use of the PG expander is non-problematic, or unnecessary.
Still does not solve Rattati's current train of thought as seen on protofits website.
A complex CPU extender requiring a spare 400 PG for 15% more CPU.
A complex PG extender requiring a spare 190 CPU for 20% more PG.
Are you telling me that this is an improvement? a module with resources so high it is more than most modules requirments, the complex PG extender CPU requirement is over a quarter of a Madruagrs total CPU and near enough half of it.
These new stats make the modules next to worthless and for what reason?
If he buffs the vehicles PG/CPU then why the need to touch the PG/CPU module PG/CPU requirements?
Not to mention that the knock on effect for all other vehicles is even worse, a ADS or DS doesnt have a spare 400 PG left over or 190CPU and forget about using it on a LAV
Infantry PG/CPU modules do not have high fitting requirements and its the same in EVE
This feels of changing something for changes sake and that was what 1.7 was all about and look how that turned out
No one has ever complained about these modules, these modules may have been a must have on the Python but the problem lies with the Pythons PG/CPU stats not with the module |
Takahiro Kashuken
Red Star.
3938
|
Posted - 2015.02.20 18:20:00 -
[3] - Quote
Pokey Dravon wrote:Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates).
But its an option i should be allowed to have
Back in the day we had low slot modules, dmg mods, nanofibres, power diagnostic systems etc and overnight its gone
I can do the same in a Caldari suit and put extra CPU in the lows and not get punished for it
Yes i can also put regulators in aswell but i might not want to and that is my choice but it is no reason to jack up the fitting requirements by a factor of 10
If he does go this route I can see that these modules will die a death and not be used because i dont think any vehicle will generally have enough to fit them and if you do stick in an armor module because its cheaper to fit and then what happens? Dual tanking is promoted again on the shield vehicle which i think we are trying to avoid
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Takahiro Kashuken
Red Star.
3940
|
Posted - 2015.02.20 18:44:00 -
[4] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote:Pokey Dravon wrote:Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates). But its an option i should be allowed to have Back in the day we had low slot modules, dmg mods, nanofibres, power diagnostic systems etc and overnight its gone I can do the same in a Caldari suit and put extra CPU in the lows and not get punished for it Yes i can also put regulators in aswell but i might not want to and that is my choice but it is no reason to jack up the fitting requirements by a factor of 10 If he does go this route I can see that these modules will die a death and not be used because i dont think any vehicle will generally have enough to fit them and if you do stick in an armor module because its cheaper to fit and then what happens? Dual tanking is promoted again on the shield vehicle which i think we are trying to avoid I think of anything it should be more of an evaluation of the tradeoff you would be making. Currently we pretty much have crap for low slots that a shield tanker would want to fit (aside from resource enhancers). I think what we really need is players to be asking "Well I can have more PG, but I need to give up X in order to do so" by consuming that low slot. So whatever low slot modules they add, then need to be useful enough that using a PG/CPU extender is not a no-brainer idea....get what Im saying?
You want a PG module to give you x% more PG for a tradeoff of something like -% CPU?
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Takahiro Kashuken
Red Star.
3941
|
Posted - 2015.02.20 19:03:00 -
[5] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: You want a PG module to give you x% more PG for a tradeoff of something like -% CPU?
Well that is an option I suppose but that's not what I was saying. Like....just as an example, Rattati is adding in Shield Regulators for vehicles. For a MBT (again just as an example), if he uses Infantry reg values, 2 regulators on a Caldari MBT would drop its recharge delay to ~1.8s which is actually pretty good. So for a Caldari MBT user, having those regs in the lows is a valuable thing, OR they can choose go with the longer recharge delay (due to not using the regs) in order to get more CPU/PG by using the Enhancers. I guess my point is that personally I don't mind shield vehicles making us of resource modules, but I would like there to be an equally attractive alternative they could use instead of PG/CPU mods, so there is actually a sort of tradeoff. Because right now, there's really not much going on for shield vehicles in the lows, so resource mods are often the clear and obvious choice. But you are right in that any sort of 'cost' for fitting them, if Rattati goes that direction, it needs to be percentage based. You can get away with absolute values for things like Heavy vs Light HP modules, but for generic modules like resource extenders, it needs to scale to the vehicle, so % based is the way to go.
Well the option that is posted is the worst kind of option since a module like that does not exist and i hope it doesn't
What you mean is basically 'more options for low slots' so you dont have to fill it with resource modules unless you want to
Many moons ago we did have more modules for low slots and they got taken away, i wouldn't be suprised if they were buried in the code somewhere but until then if i can improve my tank by using resource modules then i will do it
Resource modules have always given PG/CPU by %, frankly i do not want to see them changed |
Takahiro Kashuken
Red Star.
3943
|
Posted - 2015.02.23 11:12:00 -
[6] - Quote
Pokey Dravon wrote:KEROSIINI-TERO wrote:CCP Rattati wrote:Pokey Dravon wrote:Uhg 1 hardener limitation....I hate heavy handed stuff like that....oh well, time to get to work and break things. Well, we can also make them worse or harder to fit. I just want to see how people will fit them with that restriction in mind. How about good old reliable stacking penalties??? We've always had stacking penalties on hardeners.
Hence why we do not need a hard cap on hardeners |
Takahiro Kashuken
Red Star.
3943
|
Posted - 2015.02.23 13:23:00 -
[7] - Quote
Sir Dukey wrote:
Not to mention there is no cap on damage mods
Should'nt even be a cap on damage mods
I dont have a cap on damage mods on any of my suits
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Takahiro Kashuken
Red Star.
3943
|
Posted - 2015.02.23 15:05:00 -
[8] - Quote
Sir Dukey wrote:Takahiro Kashuken wrote:Sir Dukey wrote:
Not to mention there is no cap on damage mods
Should'nt even be a cap on damage mods I dont have a cap on damage mods on any of my suits Do you guys always forget to think about ADS? ADS is one shot by a Proto rail with 2 complex damage mods, gunnlogis will now have 5 highs...
Stacking penalty generally makes the 4 and 5th damage mod next to useless and also i find swarms are an ADS enemy since the ADS cannot throw off the SL aim or anything, at least with FG and rail it can dodge shots.
The ADS itself needs an overhaul and a buff anyways and also countermeasures.
If its redline rail the problem is the redline due to it being far too close to objectives and the gamezone in my book, if the redline and spawns were moved 500m back it would not be a problem. |
Takahiro Kashuken
Red Star.
3955
|
Posted - 2015.02.23 19:43:00 -
[9] - Quote
Pokey Dravon wrote: The primary issue when we had the 3 slot system was that the Gunnlogi didn't need any modules to have very good regen, so they could fill their 'regen slot' with the second hardener. Had they required a module to get really good regen, the stacking of hardeners would have been non-issue.
They took away the regen module with the 1.7 vehicle rebalance.
Also they removed 2 slots so less variety and more focus on defence and trying to limit the damage, boosters are still bugged and unreliable so the choice is hardeners and something else.
CCP actions caused these problems, they were not a problem before 1.7 and any problems that were around were due to swarms and that the Gunnlogi was 2nd best due to 10sec hardeners. |
Takahiro Kashuken
Red Star.
3956
|
Posted - 2015.02.23 20:03:00 -
[10] - Quote
True Adamance wrote:Takahiro Kashuken wrote:Pokey Dravon wrote: The primary issue when we had the 3 slot system was that the Gunnlogi didn't need any modules to have very good regen, so they could fill their 'regen slot' with the second hardener. Had they required a module to get really good regen, the stacking of hardeners would have been non-issue.
They took away the regen module with the 1.7 vehicle rebalance. Also they removed 2 slots so less variety and more focus on defence and trying to limit the damage, boosters are still bugged and unreliable so the choice is hardeners and something else. CCP actions caused these problems, they were not a problem before 1.7 and any problems that were around were due to swarms and that the Gunnlogi was 2nd best due to 10sec hardeners. His inference was that the Gunnlogi could effectively have a rep/sec rate of 168 (higher than a single complex [with skills V] armour repairer) without having to fit a module at all. That gave it a huge edge over the Madrugar counter part since you could couple that rep rate with higher module based and natural resistances and higher total eHP's.
It only has a rep/sec rate of 168 IF you are not taking damage.
You do not get that rep rate immediately, you have to wait and pray that nothing hits you so essentially it is not there.
The complex armor repairer at the time was 150 a sec i think before it got nerfed hard and also it worked all the time. |
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Takahiro Kashuken
Red Star.
3964
|
Posted - 2015.02.25 11:28:00 -
[11] - Quote
True Adamance wrote:Takahiro Kashuken wrote:True Adamance wrote:Takahiro Kashuken wrote:Pokey Dravon wrote: The primary issue when we had the 3 slot system was that the Gunnlogi didn't need any modules to have very good regen, so they could fill their 'regen slot' with the second hardener. Had they required a module to get really good regen, the stacking of hardeners would have been non-issue.
They took away the regen module with the 1.7 vehicle rebalance. Also they removed 2 slots so less variety and more focus on defence and trying to limit the damage, boosters are still bugged and unreliable so the choice is hardeners and something else. CCP actions caused these problems, they were not a problem before 1.7 and any problems that were around were due to swarms and that the Gunnlogi was 2nd best due to 10sec hardeners. His inference was that the Gunnlogi could effectively have a rep/sec rate of 168 (higher than a single complex [with skills V] armour repairer) without having to fit a module at all. That gave it a huge edge over the Madrugar counter part since you could couple that rep rate with higher module based and natural resistances and higher total eHP's. It only has a rep/sec rate of 168 IF you are not taking damage. You do not get that rep rate immediately, you have to wait and pray that nothing hits you so essentially it is not there. The complex armor repairer at the time was 150 a sec i think before it got nerfed hard and also it worked all the time. The 4 second delay was incredibly manageable. In many respects too easy to manage for the prolific nature of the reps that did not require a module. I've basically be using the two common Gunnlogi fits since their inception.....half the reason the 5300 one works as well as it does is that it has enough hardened and unhardened tank to survive until you could get your shield regen to kick in. It was basically a passive tank for all intents and purposes but with significantly higher rep values than it should have had. I don't think it is unreasonable to suggest that a passive shield rep rate take 90 seconds without imput from boosters.
The 5300 HP Gunnlogi was never used in a PC and never will be because frankly it is useless.
It is a pub fit at best and also the regen can be stopped and the only way you escape is by hiding in the redline or having AV save you. |
Takahiro Kashuken
Red Star.
4008
|
Posted - 2015.02.27 11:14:00 -
[12] - Quote
You buff AV then you kill the LAV You buff AV you kill the DS You buff AV you kill the ADS You buff AV you kill the DHAV
Any which way you buff AV you kill something else and completely take it off the field and out of the game.
Simple solution - HAVs take out HAVs and AV does secondary damage because ADS/DS/LAV cannot survive now so it means any new LAV/DS like Logi then its already made useless before it gets out the door.
AV cannot be the end all solution, AV is there for when you do not have vehicle support but right now it is there no matter what and is the end all solution. If it gets buffed it kills everything, if it gets nerfed then it may require more than 1 AV person but the 3man HAV getting destroyed by 1 AV is unfair but having AV making every other vehicle useless is just as bad. |
Takahiro Kashuken
Red Star.
4026
|
Posted - 2015.02.27 16:02:00 -
[13] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:You buff AV then you kill the LAV You buff AV you kill the DS You buff AV you kill the ADS You buff AV you kill the DHAV
Any which way you buff AV you kill something else and completely take it off the field and out of the game.
Simple solution - HAVs take out HAVs and AV does secondary damage because ADS/DS/LAV cannot survive now so it means any new LAV/DS like Logi then its already made useless before it gets out the door.
AV cannot be the end all solution, AV is there for when you do not have vehicle support but right now it is there no matter what and is the end all solution. If it gets buffed it kills everything, if it gets nerfed then it may require more than 1 AV person but the 3man HAV getting destroyed by 1 AV is unfair but having AV making every other vehicle useless is just as bad. fairly bold statements there bunky. Historically statements like this have been proven false repeatedly. if AV isn't to be buffed in response to the new HAVs then we should just leave HAVs as they are now. compromise: when nobody leaves happy. But no. You dont get improved tanks and demand that AV be marginalized to worthlessness. That's not a solution. Plus LAVs are too durable anyway. A militia trash LAV takes multiple shots from proto antitank guns to kill even if no modules are loaded. Kill LAVs my ass. You're reaching pretty hard asserting dropships even. Try again.
Proven false? Uprising had 3k damage swarms with a 400m map coverage, they basically wrecked anything that wasn't a HAV.
Today they wreck anything that flies and most LAVs are BPO while HAV are beaten back to the redline more now than in uprising.
Historically it has been proven that AV is on the overpowered side more than the underpowered side and the only time AV was classed as UP was in 1.7 after the vehicle shake up but that was quickly sorted out and it went back to square one and the OP box.
The new HAVs look like they will have similar HP stats as now and if the 1 hardener limit goes through then they will be roughly be the same.
I would not say improved tanks when hardeners are being limited to 1 and PG/CPU mods will be nerfed that hard they will be useless while 'advanaced and prototype' vehicles are just in name and not in nature.
ADS are weaker in comparision to a standard DS and 1 SL user can scare away the ADS for the entire match making it useless, the ADS generally cannot dual due to knockback, cannot avoid swarms or even evade them due to obv no cover in the sky but they do not even have the speed to escape since the SL got a speed buff. If the PG/CPU modules nerfs go through with the 1 hardener then any DS are killed off.
As for the LAV they are rarely used in any proper way and most are BPO used once and throwaway and even if i could fit one up it is generally a pointless thing due to carjackers and a waste of ISK for something that can be easily destroyed.
AV is the end game even for vehicles, it can destroy vehicles better than vehicles can while costing a mere fraction of the ISK and SP needed all while being the size of an ant and not having to worry about the vehicle actually trying to kill you since that has been nerfed mulitiple times. The main AV weapon is the SL which frankly is bad on so many levels a deletion seems to be the only course to take, i have never had a problem with the FG and the PLC needs a much needed buff but no matter what happens to the SL it seems to be OP as ever and only gets worse for pilots.
I play other games such as Planetside 2 which is very balanced across infantry and vehicles and i find that infantry has some very strong AV such as Proxy mines or the anti vehicle engineer turret and a few RPGs to boot but yet in this game it rewards lazyness but also it doesn't help that CCP add mechanics such as bandwidth which kills proxy mines which are so weak to begin with. PS2 also has a very balanced vehicle game with a variety of different turrets in which mass vehicle battles take place before the full assault on a compound but PS2 has numbers to back it up where as DUST is 32 player max and vehicles are a sideshow to infantry.
You buff AV you kill everything else because it would be made to kill HAVs yet DS/LAV are not HAVs and you have to recognize that fact. |
Takahiro Kashuken
Red Star.
4029
|
Posted - 2015.02.27 16:24:00 -
[14] - Quote
Breakin Stuff wrote:Everything you just posted is opinion.
And bluntly I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.
And in what deluded post has anyone in any of the latest HAV threads seriously suggested buffing swarms? My count is at zero. So why are you using swarms as your be-all end-all example?
Not really when rattati is seriously thinking about limiting the hardener to 1 and nerfing PG/CPU modules or creating various fits on protofits.
Im right when i talk about SL in uprising and now, im right on the new advanced/prototype HAVs which are just in name and not nature because of no slot increase, im right about the ADS unable to dodge SL.
I play the game every day and i see what happens to my vehicles and how a SL pushes me off easily or i can dual a FG because they have a chance to miss. I have FG and SL to proto and prof 5, i have used them and i know the downsides and upsides of both.
Opinions come from playing the game and just being a spreadsheet warrior doesn't cut it because the spreadsheet pits whatever it is on an empty field with no cover, no moving, no tactics, no variables whatsoever so it produces a false outcome.
Unfortuanly not many use FG, the majority is AV and last i checked the SL is AV, the FG is generally fine, the PLC is not but buffing any AV can defo kill the rest of the vehicles.
But you may say ' I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.' so then why should i take your points seriously or anyone from your corp seriously? should i tie you all with the same brush? why should CCP take you seriously? Should anyone take your opinion seriously?
TBH with your latest post it reeks of 'im not listening to you la la la la la la' which frankly is childish and not in any way helpful.
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Takahiro Kashuken
Red Star.
4029
|
Posted - 2015.02.27 16:34:00 -
[15] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:Everything you just posted is opinion.
And bluntly I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.
And in what deluded post has anyone in any of the latest HAV threads seriously suggested buffing swarms? My count is at zero. So why are you using swarms as your be-all end-all example?
Not really when rattati is seriously thinking about limiting the hardener to 1 and nerfing PG/CPU modules or creating various fits on protofits. Im right when i talk about SL in uprising and now, im right on the new advanced/prototype HAVs which are just in name and not nature because of no slot increase, im right about the ADS unable to dodge SL. I play the game every day and i see what happens to my vehicles and how a SL pushes me off easily or i can dual a FG because they have a chance to miss. I have FG and SL to proto and prof 5, i have used them and i know the downsides and upsides of both. Opinions come from playing the game and just being a spreadsheet warrior doesn't cut it because the spreadsheet pits whatever it is on an empty field with no cover, no moving, no tactics, no variables whatsoever so it produces a false outcome. Unfortuanly not many use FG, the majority is AV and last i checked the SL is AV, the FG is generally fine, the PLC is not but buffing any AV can defo kill the rest of the vehicles. But you may say ' I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.' so then why should i take your points seriously or anyone from your corp seriously? should i tie you all with the same brush? why should CCP take you seriously? Should anyone take your opinion seriously? TBH with your latest post it reeks of 'im not listening to you la la la la la la' which frankly is childish and not in any way helpful. And you've never seriously entertained nor considered any counterpoint in any post so I'm not exactly inclined to listen to someone who simply dismisses me as a "spreadsheet warrior" or as someone who "Doesn't play the game. I say again: No one has ever suggested buffing swarms. Quite the opposite in fact. Why are you using them as your justification for saying AV should never be buffed?
When you talk about buffing AV that includes the SL, you may say 'no it doesn't' but it does include the SL and it will have to because it is an AV weapon.
I counter points but when its a broad 'buff AV' not much really to counter with apart from 'you will kill other vehicles' and as for no one wants to buff the SL go talk to Atiim about that.
Frankly i havn't see any decent counterpoints yet to back this latest round of nerfs, the hardener is essential for pilots, PG/CPU mods are essentinal for mulitiple fitss and buff AV for any of the new vehicles would hammer another nail into medium and light vehicles and that is a fact. |
Takahiro Kashuken
Red Star.
4033
|
Posted - 2015.02.27 18:16:00 -
[16] - Quote
Thaddeus Reynolds wrote:The creating various fits on protofits is part of the community feedback phase, and is designed to help Rattati see if there is anything broken at all. I agree with you that I don't like the heavy-handed approach to hardeners. As well, PG/CPU mods don't need as hard of a nerf as Rattati is giving them as much as they need some competition for utility in the low-slots, beyond just armor mods. New ADV/PRO HAVs may have the same slot-layout, but they have expanded fitting to allow them to fill those slots out. It isn't the same as dropsuit progression, and in my opinion, it's better and should be how the dropsuits are done. Swarm Launcher is in a...very powerful place right now, and wouldn't need a change, I'm reasonably sure Breakin, Rattati...and frankly anyone who has seen a swarm launcher in action is aware of that. The Forge Gun (Specifically the VFG and BFG...AFG is in a pretty solid place right now, and might only need slight tweaking) however could use a little bit of help...particularly the BFG... and the PLC's AV Capability is laughable outside of a commando platform, and even then it barely does enough to qualify unless you run double PLCs or a Kubo's. So in that sense, the majority of AV needs some sort of buff, but it would be more accurate to say that AV needs a re-balance, and commando potential AV utility needs to be looked at as well but that's a discussion for a separate thread (that has already been made by pokey). (As do LAVs and DSs...LAVs get too much in the way of base stats...need more slots, lower base stats, better Light Modules...DSs need something) You are correct, spreadsheets assume spherical mercs in a vacuum, and thus aren't going to ever be where final balance is struck. But they are a great starting point to hammer into a correct shape through testing...and we as the Vehicle Operator/AV community should be focusing on the new stats, and looking for any issues that will come up through the course of normal game-play. It's true that we cannot predict everything, but we can get a pretty good idea based on our past experiences.
If a shield tank ends up fitting resource modules then it because there is very little choice as to what should be put there, we had nanofibres/PDS/Dmg modules etc and now we have nothing maybe except regulators but that is one module and it would have to have a big effect for it to be the go to module instead of an armor module. In reality CCP should bring back nanofibres and PDS and the like just for more variety.
TBH i disagree, they have the same slot layout with just more PG/CPU to increase the tiers of the modules but the fit itself will stay exactly the same from basic to advanced to prototype because why change? If it got 1 more slot per tier then that is something and add more variety. Vehicles are supposed to be a viable playstyle in a sandbox game but that is not the case, my suits which are a meatbag and have very little CPU/PG in comparision to a 50tonne vehicle gets more slots as standard when it goes up a tier. Even the specialised suits get more slots as they progress but if you are a pilot that is not the case, the sandbox does not exist for pilots but it does for infantry.
The SL does need a change in alot of areas but the majority of the playerbase/AV has it as a primary AV weapon and you can be sure if it doesnt get a buff or made more skill orientated then the tears will fall. My problem with changing AV for any of the new HAVs is that if the HAVs end up having higher EHP variables even if its on paper that will be enough for players to cry for buffs not thinking about other vehicles such as a DS which wont have half the EHP or a simple LAV which fitted up should get from A to B without being instapopped. If you do buff AV fro the strongest vehicles in the game then it will outright knock everything out of sync and kill other vehicles and there variations. For once i would like to see vehicles being used to take out other vehicles, just like the old incubus hammered on HAVs, just like in Chrome and Uprising a vehicle taking out another vehicle, it works in plenty of games except this one and Planetside follows this pattern quite well and its coming to a console near you.
Spreadsheets point out the obvious things, like max fits but then players take it as fact and that it will kill the game and that AV needs to be buffed to compensate, i can't help it but it is flawed and for me experiencing it in the game beats a spreadsheet no matter what. Take the SL on a spreadsheet it doesn't say that it will track around 2 corners and still hit you but in the game it does and for me happens a bit too much but for someone who doesn't play the game they will play the BS card and call you a liar. Likewise many use the 2 extender 1 hardener on a Gunnlogi and say EHP wise it is vastly superior but take out the 4sec wait for passive repping and it is weak and can be beaten quite easily or even put it in a PC game and watch it die. Spreadsheets are good as a rough guide but it can never tell you how it would play out in game, how bad an actual fit would be, how competitive and useful it would be in a PC match instead of a pub match.
For me i look at proto fits and the 1 hardener and terrible resource modules and i come up with alot of cookie cutter fits using the spreadsheet warrior method and i know from experience that these fit will either work or will not, i will know if they are PC viable or pubstar viable, i will know if these hardcapped limitations will break other vehicles and fits because of that experience and that i have them in my fittings. If i did not have that experience then i wouldn't know how the fits would play out because numbers on a sheet does not transfer into experience. |
Takahiro Kashuken
Red Star.
4038
|
Posted - 2015.02.28 13:20:00 -
[17] - Quote
Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising.
I feel that AV should not hit harder or faster than a HAV at all.
if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch.
30sec should be the minimum battle time between HAVs and for AV add on 15sec more.
Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. |
Takahiro Kashuken
Red Star.
4041
|
Posted - 2015.02.28 16:08:00 -
[18] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot. It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing. Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table. But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die. You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo. But keeping the UHAVs somewhere around 6-9k versus tank turrets. I don't care if other infantry will think it's unfair. I think it'll be hilarious. And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
There you go again throwing 'anecdotal' around which it isn't.
Uprising armor repairer lasted 15seconds so add that on with 3 armor hardeners and it means i lasted 15seconds and then some against another HAV or 2 HAV. That is experience in the game from playing
Yet you want a 15sec TTK with AV and since a HAV hits harder than AV because of 20% damage mods and general higher base damage with the installtion sized turret it means it will kill a target even quicker. It is less fun for the pilots overall since blink and your dead and again if you balance AV against HAV then DS/LAV are dead without trying.
TTK for HAV vs HAV is the priority, AV on the backburner because if pilots cannot have fun dualing each other with a variety of different fits and turrets across all races with module timing and experience then what is the point? If i wanted a twitch shooter i would play COD so why would i want it with vehicles?
UHAV with 14k EHP? My Surya had that as a std fit, 1 heavy rep repaired at least 5k, 1 armor plate added on gave me over 6k HP at base and 3 complex hardeners at 25% rough stacking penalties give me 25%/22%/14%. That is not nothing new we had that 2 years ago but add in limitations such as 1 hardener and it becomes a joke, be lucky to get 10kEHP but even then 10k is nothing. |
Takahiro Kashuken
Red Star.
4042
|
Posted - 2015.02.28 16:25:00 -
[19] - Quote
Breakin Stuff wrote:Just because you two want to have everything and compromise nothing doesn't require the rest of us to be on board or cooperate. But sure, keep banging on the Surya bus when you two are literally the only people on this forum who buy into the idea that the surya wasn't overpowered.
And I don't care about the chrome surya. Rattati has opted to not go with my recommendation to go back to chrome basis for vehicles and AV. I've moved along, and really don't care about what you think things should be, I only care about what they are versus what they will be.
But you two are welcome to try and stonewall everyone else, because it's been kinda amusing watching you bang your heads on the wall.
The Surya wasn't overpowered.
When did anyone really cry over the Marauders? Not many even had them and they were not around for PC battles just corp battles.
Lets be honest here the Marauders costed over 2.5mil to fit up do you really think that 1 AV user spending less SP and only 100k or so on an AV fit should solo it?
Also what im trying to say is that HAV vs HAV is priority, they need to be worthwhile to use, fun the drive, give a variety of different options and fits to pilots so we don't all have the same fit and also be fun to kill each other with.
AV has to be on the back burner, HAVs are more powerful and hit harder so any number you make up the HAV will do it quicker and from further away but also he fact you keep missing is that if you buff AV DS/LAV will suffer more than they already do and the reason for pilots to fly will not exist and players will stick to using BPO LAV. |
Takahiro Kashuken
Red Star.
4048
|
Posted - 2015.03.02 11:18:00 -
[20] - Quote
duster 35000 wrote:Sir Dukey wrote:Doc DDD wrote:The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff. same.. more slots= more isk = surviveability as now. And less shield regen. Although I will use 2 light boosters, gunlogis will die even quicker to blasters now.
That is if your boosters work and dont stop if you take a bit of damage.
Also the large railgun still bugged up after 3 years and now the small railgun and missile suffer from the reload glitch now and again which really takes the cake in an ADS. |
|
Takahiro Kashuken
Red Star.
4060
|
Posted - 2015.03.02 17:53:00 -
[21] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush. there's a lot of whining about OMS and vehicles. It's pure magic. suck up the pain and spawn AV. And the gunnlogi is OP. Pure and simple. It's only effectively stopped by another gunnlogi, which has been the developer definition of OP> A thing that can only effectively be countered by itself. The gunlogi is no where near OP, and definitely not after all the proposed nerfs. The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. I have words for tank drivers who hang around long enough for breach forges to fire three times. they rhyme with Boron, crabgrass, cupid and shrub And bluntly, nothing should be balanced to survive 3 v 1. that's stupid as hell.
Well at the current rate it is 1 AV to a 3 man HAV but even after the changes if you choose to run the 3man HAV you are no better off because everything relies on that 1 hardener and when that goes you are doomed.
So breaking is 1 AV to a 3man HAV balanced? |
Takahiro Kashuken
Red Star.
4060
|
Posted - 2015.03.02 18:05:00 -
[22] - Quote
Breakin Stuff wrote:I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there.
Sure why not, it is still a ratio of 1 AV to 3 pilots and 1:3 doesn't look fair to me but yet you will complain that it may take 3 AV to kill 1 HAV. Can't have it both ways.
Small turrets suck, if the AV player is close enough to get there head ripped off that is the AV players fault but there are many areas of a map that the gunners cannot reach out of a tank or in the gun seat.
It has been an option in PC, a rare one but if it is a ratio of 3 man HAV to 3 AV then maybe it may happen. |
Takahiro Kashuken
Red Star.
4064
|
Posted - 2015.03.02 18:32:00 -
[23] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there. Sure why not, it is still a ratio of 1 AV to 3 pilots and 1:3 doesn't look fair to me but yet you will complain that it may take 3 AV to kill 1 HAV. Can't have it both ways. Small turrets suck, if the AV player is close enough to get there head ripped off that is the AV players fault but there are many areas of a map that the gunners cannot reach out of a tank or in the gun seat. It has been an option in PC, a rare one but if it is a ratio of 3 man HAV to 3 AV then maybe it may happen. having the extra seats bring something to the table defensively has never been an objection I have. Even if it's a built-in booster or mini-hardener that the second/third seat can trigger or something. If the defenses take three people to operate then yes, it should absolutely improve the survival of the HAV versus solo AV. 1 player = 1 player HAS to mean something. And no, it can't be a one-way street. However, the "jump out and shoot the AV" is stupid. it's just as cheesy as JLAVs, which I use whenever I have an HMG jump out to pop my AV fatsuit. If an HAV takes three people to operate at max capacity, then the three AV to kill ratio becomes reasonable. But as long as it only requires one player to run at max defensive capacity? Then no. it's still really one player versus one player. because the two smalls are rarely useful due to hit detection stupidity, and they'll just jump out and shoot the AV player with a rail rifle or whatever.
The JLAV can cause over 10k of damage, the 'jump out and shoot someone' requires at least some aim so for me it is chalk and cheese because the JLAV is complete no skill and no risk being able to kill something that takes a lot of SP to skill into and alot of ISK to field but the 'jump out' can be killed or you kill the LAV and it is done with.
There is 3people in a HAV so it should take 3 to kill it. The general argument is for AV is that it is only 1 person in a HAV and it is unfair and should only take 1 to kill it no matter the SP or ISK invested for the pilot so likewise 3 for 3 with no other additions in SP or ISK for the 2nd & 3rd gunners. If it is 1 AV to 3 man HAV then why run the 3man HAV? What advanatage does it carry? They cannot defend from AV because small turrets and jumping out offers nothing if AV is not in CQC/short run range? It is just more people in a HAV which gives more points to AV who can solo it.
In fact im also finding it hard to justify the existance of a HAV with 3 gunners in it, like the DHAV it has massive shortcomings with next to no advantages.
As much as i would like to run with 2 extra gunners the HAV overall gets no extra game changing benefits or even a stronger tank let alone the simple ability to defend itself from AV. Maybe if pilot suits could stack with each other and the vehicle then possibly it would be worth it but that is looking unlikely since infantry had a heart attack with pilot suits placeholders so i doubt they would even agree to something like this. |
Takahiro Kashuken
Red Star.
4065
|
Posted - 2015.03.02 19:12:00 -
[24] - Quote
True Adamance wrote:
Except an epic almost 1000 DPS increase depending on your turret and two pairs of eyes to communicate the locations of HAV, DS, LAV as you drive...... that's can and does make you much more powerful than you would normally be.
Front turret is damn poor in general and the pilot generally faces that way anyways. Second turret is far better but still overall not great. Together a bit more damage because if they dont attack the front the front turret does 0 damage and against AV generally useless unless they happen to be up close or reachable but that is rare
If i want eyes on the map have a sniper who can see everything up high, doesn't need to be in the vehicle and much much more powerful no because it will still take the same number of hits to kill the vehicle. |
Takahiro Kashuken
Red Star.
4067
|
Posted - 2015.03.02 20:05:00 -
[25] - Quote
Breakin Stuff wrote:I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten.
Well you would because if that tank had 10people in it you would need 10people with AV to kill it. |
Takahiro Kashuken
Red Star.
4068
|
Posted - 2015.03.02 22:11:00 -
[26] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:Ofc all this AV discussion is irrelevant to the topic of the thread itself...
The proposed HAVs are almost good...both need a resource buff, and we need some utility for the lows (That way you can actually have the intended opportunity cost of fitting mods)...no change to the resource cost is necessary once the slot becomes competitive (Things like Overdrives, Regulators...even passive damage amps and the like for things for the low slot) Can we all agree that Damage Modules/ Weapons Utility Modules really should be low slot passives anyway. Not high slot actives.
They were before, they were in EVE.
If it ain't broke don't touch it, a rule CCP ignores on a daily basis. |
Takahiro Kashuken
Red Star.
4073
|
Posted - 2015.03.03 13:19:00 -
[27] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten. Well you would because if that tank had 10people in it you would need 10people with AV to kill it. I could cheerfully shoot at something like that all DAY.
But you would not.
You are already complaining about getting 3 AV to combat a 3man HAV. |
Takahiro Kashuken
Red Star.
4073
|
Posted - 2015.03.03 14:06:00 -
[28] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten. Well you would because if that tank had 10people in it you would need 10people with AV to kill it. I could cheerfully shoot at something like that all DAY. But you would not. You are already complaining about getting 3 AV to combat a 3man HAV. HAV doesn't take 3-10 people to run at peak power, does it? It only takes one and has only ever taken one. The secondary gunners have only ever been tagalongs at best. Nice attemt at twisting my words. You're better at it thaN the usual suspects.
But i keep getting the same old thing from AV which is 1 person to combat 1 person and unfortuantly for you 3 people in a HAV is still 3 people and the ratio of 1 AV to 3 in a HAV is unfair which ever way you look at it.
If it was 3 AV to combat 1 person in a HAV you are quick to scream and cry about it but when it is the otherway around we hear nothing and that is double standards.
Fair is fair and you have to stand by your words, you don't want it to be fair you want it to be able to solo all vehicles no matter what. |
Takahiro Kashuken
Red Star.
4079
|
Posted - 2015.03.03 16:10:00 -
[29] - Quote
Breakin Stuff wrote:Takahiro let me summarize every argument you and spkr have made.
"Golly, I can't wait for fragmented missiles so I can efficiently kill some infantry"
Rather frequently combined with "It is inherently unfair that infantry AV can 1v1 tanks."
Translation: "Y'all crops are gettin' awfully uppity about this here harvest day thing."
You want the ability to slaughter infantry with efficiency, but do not want said victims to be able to fight back with any semblance of efficiency. you argue that three bpdies in a tank, two of which provide another 100-150% effective firepower should allow you to be invulnerable to anything but three AV when the defensive capacity of the HAV DOES NOT CHANGE.
You are also both historically the loudest haters of people defiling your tanks by climbing aboard, have flat out said that unless you have twice and more the EHP of a main battle tank in a marauder that it is pointless to use, at that point are you ever, at all interested in anything resembling balance?
Every argument the two of you have made is in summation when looked at as a whole:
I want tanks to be invulnerable EZ Mode.
You want the ability to kill and destroy everything on field. But if the crops you're farming are able to kill back it's unfair.
So tell me, oh wise one.
Exactly when does anything resembling "balance" come into play? Because from closed beta to today, every single post from Red Star on the topic of AV/V and vehicle balance has been "I pay ISK, and in return I expect to be immune to retaliation."
I used to be able to kill infantry with missiles - it got nerfed
I used to be able to kill infantry with blaster - it got nerfed
I used to be able to kill infantry and vehicles with an ADS - it got nerfed
Fragmented missiles havn't been in the game for years now, but if they make a return and actually kill infantry and also kill AV players before they can dent us the tears will form and be flowing again on the forums and eventually in the cycle on nerfs and more nerfs for vehicles it will get nerfed.
No matter what happens if a vehicle is performing like it should be doing it eventually gets nerfed and AV buffed in comparision.
Even when the blasters were killing players AV still had the ability to solo HAVs but yet that was unfair so blasters got nerfed but AV stayed the same and actually got buffed afterwards so they can solo vehicles even more.
The problem is with players like you is that you don't want vehicles to have a place, you are upset if it takes 3 AV to 1 HAV like in chrome while the vehicles deck each other, you get upset again when you think it is unfair that it should take 3 AV to combat 3 in a HAV but are perfectly fine with it being 3 in a HAV to 1 AV. This is your ratio you stand by, 1player against 1player 1:1 but you only use that argument when it suits you and if anyone points out the obvious you put your fingers in your ears.
You don't want vehicles to combat vehicles like what used to happen, you want to be that solo AV player killing everything in a clip in 5seconds, you want vehicles to be WP pinatas something that can be brushed off and currently you have that yet you still are not happy. You are afraid that vehicles may have a purpose in the game and could with the correct fit brush you off like a fly and could change the game or actually be used to do something.
You say i want invincible tanks just so i can farm infantry, but i don't have any turrets left which can farm infantry because they have been removed/nerfed or are outright useless and it is pointless in being invicible to other vehicles because then no fun would be had battling enemy vehicles. I say i want useful vehicles which can last more than a few seconds out of the redline but that is not happening either and AV are up in arms as it is because being able to solo a vehicle in a clip apparently isn't quick enough.
Also i speak for myself not R* so go cry about that to someone else since that has nothing to do with it child. |
Takahiro Kashuken
Red Star.
4082
|
Posted - 2015.03.03 17:48:00 -
[30] - Quote
Breakin Stuff wrote:Yet more of the same. Just because you claim not to speak for R* the message doesn't change.
It's also amazing, your theories on my motivation.
My assertions are based on what you have said. Your counterarguments on my intent have nothing to do with anything I have said or presented your arguments are entirely based on what you assume I mean when I have been pretty direct in my intent.
You have been remarkably adept at playing coy by comparison.
Your stated playstyle preference seems, based on your comments and your direct statements involves an automatic win. With no recourse for a majority of the playerbase.
not one thing you have said has been based on any numbers, no evidence. Just assertions of intent and twisting the words of people who disagree.
As long as you campaign for tanks to be a win button that can't be fought by the majority of the playerbase, then the playerbase will campaign to keep your playstyle nerfed into the ground.
And thus far you, spkr and docDDD (Hi Ripper!) Are the only people in the last four months besides lazer got banned who assert that I'm being unreasonable.
Being apart of a corp has nothing to do with this child.
You still believe that 1 AV should be able to take out a 3man HAV.
If i said it should take out 3 AV to take out 1 man HAV you complain and say it is unfair and that it should take 1 player to take out 1 player.
The double standards is there for all to see, you hide behind 'balance' yet you want it as unbalanced as possible in the favor of AV while making vehicles a sideshow at best and absolutely useless at its very worst.
Since are going to be like this i can do exactly the same thing.
It should take 3 AV working together to take out a HAV, don't quote 1 player to 1 player BS to me since you obv don't want it and if you cry balance i will say 'tank', my missiles should hammer infantry into the ground but a flaylock and core locus do the job better where is the balance?
All players like you do is take, take and take some more, you suck the life out of this game while you still complain that it is too hard for you, that you need more buffs and the playstyle that is supposed to counter you should be nerfed more and more. It won't stop with this game, slowly it dies out and you move onto the next like a virus slowly ruining it because something is too hard or you can't solo it and the cycle continues.
Vehicles are in this game and yet you want a clip of whatever to kill every vehicle, why don't you move to a game where vehicles do not exist? I play planetside and can deal with AV and other vehicles but that is because the game is more developed and i have countermeasures yet no matter what pilots say you always disagree. You don't want turrets to kill infantry, you don't want HAV to have too much health that 1 clip cannot kill it outright, you want to buff AV for the new vehicles yet don't care about the DS/LAV which will be made useless, it is always what you or infantry want and never what pilots actually want who happen to use and skill into the vehicles hoping that it can actually become a proper playstyle rarther than a freak sideshow who can be put out of the game by 1 player with minimal SP investment. |
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Takahiro Kashuken
Red Star.
4086
|
Posted - 2015.03.03 18:11:00 -
[31] - Quote
Breakin Stuff wrote:
sorry dude, I lost interest when you resorted to name calling to make a point. Which you're incapable of without a hefty dose of anecdotal opinion. Sorry to tell you vehicles aren't the central focus of the game. And I think this conversation has abundantly demonstrated the fact that you're not interested in Rattati's HAVs because they aren't overpowered enough.
Later.
This is what we have, double standards at its finest, very quick to judge and abuse other people such as Spkr and acts like a child when something doesn't go there way and puts the fingers in the ears and squeezes there eyes shut.
This is a player who thinks it is fine for 1 person to outright destroy a 3 man HAV yet if it is the other way around and it takes 3 AV to take out a 1 man HAV then that is suddenly unfair and not balanced but yet will not agree to using 3 AV for a 3man HAV and this is using there main argument against them that it should be 1 player vs 1 player.
Rattati's HAV we already have them now, he has given basic vehicles the old slot layout back which we had 2 years ago but reduced the HP and is also wanting to limit hardeners to 1 and nerf resource modules. This is another nerf but of course you are happy with this because lets be honest you want to be god mode.
If you act like a child don't be suprised when i treat you like one. Grow up. |
Takahiro Kashuken
Red Star.
4088
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Posted - 2015.03.03 20:10:00 -
[32] - Quote
True Adamance wrote:Please do remember that I am currently looking at a Surya fit right now with
Shields: 2135 Armour: 8867
That's a 3/5 Tank as you all well know. Fit up very well, with 25% damage reducing hardeners that lasted over 30 seconds with a very short cool down, damage control unit, and a Heat Sink.
That's also coupled with a pin point accurate blaster that deal 180.1 damage per round.......
AV these days wouldn't have had a chance against that. We'd have everything we need, range, power, durability. One of the best aspects about the old style of Chromo/Uprising Tanking AV I think was that if AV could engage us, providing you guys had rendered we could also engage you back.
No rep i take it?
The rep could bail you out sometimes with that extra 5k+ when needed.
I never used shields, nitro and heat sinks.
AV render now mostly but the blaster is a game of luck, Uprising the blaster required aim and rewarded it but i do remember in PC the FG up top i could not shoot but i could still fight a tank while they were hitting me. Swarms on the otherhand out of reach, out of sight. |
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