|
Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1276
|
Posted - 2015.02.20 21:49:00 -
[1] - Quote
duster 35000 wrote:Pokey Dravon wrote:Takahiro Kashuken wrote:
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
Well last I checked, putting regulators in was on Rattati's plan, which is why I used it as an example. And yes i would like the return of many of those old low slot modules. I miss my Nano fit vehicles. But yes, I want valuable low slot modules so there are more options besides more resources. Yes, nano would make shield vehicles have a speed advantage over armor...I mean we can't reliably use nitro because it's a H-slot mod.
I think those OH guys I faced last night in PC would beg to differ on that nitro. Worked well on those hovering ADS as well:)
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1280
|
Posted - 2015.02.24 22:50:00 -
[2] - Quote
duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1281
|
Posted - 2015.02.25 16:38:00 -
[3] - Quote
True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000!
Naw, WAY higher than that!
But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go.
Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D.
Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it.
Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.25 20:53:00 -
[4] - Quote
Doc DDD wrote:
Nitro Gunlogis rely on broken mechanics,
Tank hits nitro then pushes back and forth back and forth back and forth back and forth...
Transmission should drop out of tank and explode but instead you often have to aim behind tank to hit as server lag thanks to lame ' tank strafing ' kicks in.
It's more useful realistically on a madrugar as they need the acceleration and to escape one AV player.
Breaking hit detection doesn't make the game any better, should have inertia when changing directions.
It's like saying equiping a module that made you strafe faster than a minmitar assault using keyboard mouse is great defensive ability that is good for the game. As soon as you have to guess where the server thinks your shot is going compared to what is on your screen, due to point blank shots doing zero damage, you are making the game worse.
Broken mechanics, I can hardly agree with that one.
You honestly can't call it broken hit detection when where your shot is no longer where the other tank is. I've come against this and used it, and it requires you to slow down when it comes to dealing with it. And the nitro works against the user just as much as it can work for them.
You think it's hard hitting a nitro gunnlogi, try hitting something while using that nitro. It's not exactly "easy". Then there's the fact that by using one, you are sacrificing tank so you honestly can't eat too many shots.
As for your last part, honestly man, it just doesn't apply. You are ALWAYS predicting movement when using the rail. You don't shoot at distant targets (dropships are good examples) by simply aiming exactly where they are at. You always lead. It's not hit detection, it's simply you missing your shot.
I mean I'm not trying to be a **** here, I've just come across a few tankers that were able to compensate for the change in acceleration and over come it. As I myself have done before against them. You recognize what you are fighting and compensate in whatever way needed. I've never seen any indication that the hit detection itself was "broken" as you indicate.
It's simply that I was aiming forward and firing as they either stop in their tracks or move backward or forward. And it's honestly not hard to compensate or even predict their movements. Sure you are going to miss but that's their D, and if you are stacked more than them, you can take those few shots they are putting out more than they can take them.
Nothing "broken" there, just a mechanic that requires a different approach to handling. And it's not like that nitro last forever. If things stay as planned, you are going to really hate the Dhav. Speed is key, and when we say speed is key that means AVOID being hit, rather then taking hits.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.25 20:55:00 -
[5] - Quote
True Adamance wrote:Tebu Gan wrote:True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000! Naw, WAY higher than that! But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go. Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D. Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it. Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work. That..... response.....was actually in no way as antagonistic as I thought it would be. I have used it by I'm not a fan of light tanks or haven't been since Uprising 1.4. Apologies for the earlier comment. Regardless speed is not generally my thing and likely won't be something I worry about until I can get my hands on an Amarrian HAV because it is coming.
I like to poke at things here and there but I'm not going to get my balls in a bunch over forums. Your comment actually made me let out a big smile:) Nice one
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 21:00:00 -
[6] - Quote
Alright, finally decided to check out proto fits in check these new tanks out. I really really like the 5 slot layout. You wanted to gunnlogis to focus shields and you gave them that ability, something that has been lacking previously.
I basically took my current 3 slot layout on my high slot modules I use currently and built out from there. Keep in mind none of these use the new "HAV" tanks as these are not going to be used in the competitive PC environment that. In fact, something to note, gunners tanks (those using smalls) in any iteration will more than likely NEVER be used in PC. That's what I call a Pub Scrub tank:)
Also, I DO NOT agree with a single hardener rule. That is just utterly stupid in my book and I AM ignoring it. You should be encouraged to at least use 2 if you want, but 3 should be discouraged. The only option over a shield hardener for D are extenders or boosters. I suggest improving Shield extenders to be more on par with the resistances provided by hardeners to help encourage use over hardeners.
But I never will agree with restrictions like that. With this 5 slot layout, you should be able to lower resistance bonuses on hardeners to encourage using more to provide the same bonuses we have now at the cost of more slot space. And honestly, passive resists need to be brought back into play to help discourage the need for multiple hardeners. -------
So, some fits I put up:
Hardened booster setup
A new setup I've been trying out. Double hardened with a booster (came across a tanker in PC using this setup, VERY much OP). Booster acts like an extra extender. With skills, I managed to tack on an enhanced extender with a complex nitro.
Double hardeners with a single booster is already very solid for single engagements. The extender helps maximize the hardeners. The booster does the same thing, but a booster isn't always expected so it creates a shock an awe situation against the other tanker. Let them think they almost have you and pop back up to near full, starting regen, and drastically increasing the life of hardeners to their fullest.
Extremely solid setup all around for many engagements. Nitro helps with movement on the field, not to mention breaking engagements to get the full affect of the booster, and maximum hardener potential.
(Note: With a 5 slot layout, modules need to be addressed. Many modules will need to have their values decreased. Hardeners down from 40% to 30% for example. Hardener values being decreased will promote a healthy mixing of hardeners and other things like extenders.)
DMG speed/armor tanked
An ode to the old fits when damage mods were king (or broken I should say). Started with the double damage mods with a nitro (speed is key as this fit is low on the tank). After that I can manage a single complex hardener and a complex extender. Additionally managed to fit a basic plate and armor hardener.
Can't say for sure how well this would hold up to my previous fit. My instinct tells me it would struggle even with the damage mods. But the fact that I can put some amount of extra armor on it with some shield D means it might hold up well to the other fit.
As it is now, double damage mods don't seem all that viable. Then again, I've moved away from using damage mods for sometime now as they often just can't break the D of most fits in a sufficient time. I'm inclined to say hardeners are a much stronger choice, but if you were to lower hardener resists, this would more than likely change drastically.
Heavy extender D
I call this one a PUB fit. Works well on AV but I don't know that it would hold against some other tank fits, like my first one posted.
My current pub fit (I run double small rails on my current one, this is just with a solo HAV) uses 2 extenders and a single hardener. In this setup I managed to fit an extra extender and a nitro with the help of a PG module.
Without field testing I can't determine how this could hold up against another tank. I'm sure it would come close as it does now, but in my experience this will always be bested by my first fit. It would be a strong PUB fit against AV and lesser tankers, and with a gun or two added on (and a few tweaks in fitting) it could be a PUB slayer. Beyond that I don't see it playing out well in the competitive environment.
Conclusion All in all, holy OP balls. AV will have to be adjusted or modules adjusted. Shield tanks can already stand up well to AV as is, adding an extra 2 slots PLUS extra PG/CPU puts them WAY over the top.
But I guess the trade off is that the solo HAV won't be dealing with too much infantry and more tank v tank focused. I do very much enjoy the higher slot count as well. I hope to see extra modules added in to allow for some extra variety in fitting. You still aren't breaking away from the "cookie cutter" fitting options. That can really only be done with some new modules added in.
And NO to a single hardener rule, but agreed that triple hardeners needs to be prevented. But I don't know where you get this idea that triple hardening is a thing, because no good tanker will ever live with triple hardeners! I don't know anyone that actually does that anymore.
(extra note: maybe consider scaling modules more in power over time. Keep time the same across tiers, but increase power. This way if I decide to use a lower tier module, I don't just loose in that pretty irrelevant cool down time.
EX: Basic hardener 25% enhanced 27% complex 30%)
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 21:26:00 -
[7] - Quote
True Adamance wrote:In regards to the above post I noted you said something that is very insightful. Tebu Gan wrote: I basically took my current 3 slot layout on my high slot modules I use currently and built out from there. Keep in mind none of these use the new "HAV" tanks as these are not going to be used in the competitive PC environment that. In fact, something to note, gunners tanks (those using smalls) in any iteration will more than likely NEVER be used in PC. That's what I call a Pub Scrub tank:) This I feel is a fundamental design flaw that Rattati is pursuing in the SHAV. An HAV should NEVER be a tool that rewards the selfish solo player mind set. It should always require the fitting of small turrets. Rather than looking for a quick fix solution it would be better to pursue squad and pilot seat locks.
Nothing "selfish" about it. Fact of the matter is that a 3 seater tank will NEVER be a viable tank for PC. Those 3 people in a tank can generally slay just as well out of the tank as in it (if not better out of it). And in PC a tank is extremely limited when it comes to point control.
Tanks general main role in PC is ADS control. With tank control following behind it as you can't blow up the ADS if you can't keep your tank out long enough to do so. Every now and again you get a point that can be held by a blaster, but it's not often and in my experience not nearly as effective as a man on foot.
Sure, in a pub running a 3 seater tank is fun ( and something I do a LOT) and viable. But when it comes to PC, no good team is going to actually sacrifice people on the ground to get into a tank. Every one has a role, and teams aren't simply going to sacrifice 3 people to ONE tank. Maps just don't makes this viable in the least.
I understand where you are coming from, and yeah sure it would make sense if we weren't limited by things like map design or the 16 man limit. But with things as they are, multi man tanks are novelties at best and have no place in the competitive PC environment. Still fine for a PUB match, but it must be kept in mind that this will be their ONLY place.
Unless of course a UHAV can have a module that decreases dispersion on the large blaster but even still, you would still be running the thing solo in a PC. You would simply be forced to run guns on it, guns that would never get used outside of a PUB match.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 21:30:00 -
[8] - Quote
Breakin Stuff wrote:no passive resists unless by module.
Ummm, duh? I'm sorry, when I say passive resists I mean like we had pre 1.6. Sorry I'm a long time tanker and forget to clarify, I simply assume everyone knows what I mean:) Of course by module. That's why I say you wouldn't need to run multiple hardeners with a small passive resist module.
And you being an AV guy, saying AV needs no tweaking. OMG dude, the hell they won't. They won't be able to scratch most of these tanks fits. Maybe armor, but there really need to be some more shield based AV out there.
Gunnlogi is OP with the current setup, still.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 22:14:00 -
[9] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:no passive resists unless by module. Ummm, duh? I'm sorry, when I say passive resists I mean like we had pre 1.6. Sorry I'm a long time tanker and forget to clarify, I simply assume everyone knows what I mean:) Of course by module. That's why I say you wouldn't need to run multiple hardeners with a small passive resist module. And you being an AV guy, saying AV needs no tweaking. OMG dude, the hell they won't. They won't be able to scratch most of these tanks fits. Maybe armor, but there really need to be some more shield based AV out there. Gunnlogi is OP with the current setup, still. I am well aware that AV will need tweaking. I've been keeping silent on the AV until the HAVs are finalized per my understanding of Rattati's priorities. Other people have said that AV will need to be toned down or not be touched. I'm fully aware of what AV will need to burn down the new HAVs. I'm keeping silent because I don't really feel like starting a screaming riot until everyone is done gloating about how AV will be useless tank side. I've already done the calculations for what it'll take for AV to stand a chance. Especially with AV-resistant UHAVs on the horizon. Before you ask, no, I don't think AV should be balanced to fight UHAVs solo. MBTs yes. UHAVs, no.
I wasn't going to ask, but I will ask if you think DHAV need to be soloed by AV? Tanks that aren't even built around killing infantry.
Another note, AV may need some minor tweaks upwards, but the biggest change needs to come from the tank module side. With the added slots, modules need to be toned down to reflect this.
Then again, of course we can put it all on the AV side, but you have to keep in mind DS and light vehicles. Don't want to be insta popping things for the sake of tank balance.
And your statement that the Uhav can't be soloed, yet the MBTs can seems incredibly wrong to me. Something just doesn't jive with that statement. Something that can easily kill the AV infantry yet remain way stronger just doesn't sit well with me. I have a UHAV now, called a double extender hardener gunnlogi. With gunners, honestly, that's all the defense I would need to be on par and above a solo AV.
And by solo, I don't imagine you mean fire one clip and call it done. I imagine it would take some work. Especially if you are taking on something that is limited in engagement against them.
And as I said with true, UHAV's or any multi seater tank is useless in PC. Multi man tanks only have a place, and always will, in Pubs. Which by their very nature are unbalanced to start. What do you think of that statement.
And I know, lots of ands.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 22:16:00 -
[10] - Quote
True Adamance wrote:Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:no passive resists unless by module. Ummm, duh? I'm sorry, when I say passive resists I mean like we had pre 1.6. Sorry I'm a long time tanker and forget to clarify, I simply assume everyone knows what I mean:) Of course by module. That's why I say you wouldn't need to run multiple hardeners with a small passive resist module. And you being an AV guy, saying AV needs no tweaking. OMG dude, the hell they won't. They won't be able to scratch most of these tanks fits. Maybe armor, but there really need to be some more shield based AV out there. Gunnlogi is OP with the current setup, still. I am well aware that AV will need tweaking. I've been keeping silent on the AV until the HAVs are finalized per my understanding of Rattati's priorities. Other people have said that AV will need to be toned down or not be touched. I'm fully aware of what AV will need to burn down the new HAVs. I'm keeping silent because I don't really feel like starting a screaming riot until everyone is done gloating about how AV will be useless tank side. I've already done the calculations for what it'll take for AV to stand a chance. Especially with AV-resistant UHAVs on the horizon. Before you ask, no, I don't think AV should be balanced to fight UHAVs solo. MBTs yes. UHAVs, no. Are UHAV getting defensive module bonuses or something else entirely?
Nothing solid yet.
Tanks - Balancing Turrets
|
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 23:35:00 -
[11] - Quote
Let me just pick out a few things that I want to explore further.
Breakin stuff wrote: DHAVs are supposed to be glass cannons, so yes. I'm also of the opinion that said glass cannons should be cheaper than MBT and UHAVs because of their intended fragility to offset the odds of me telling it to stay OFF MY UHAV killing YOUR boys.
I just don't like it. I'm of the opinion that your fit, not your tank, determines your role above anything. I mean I get it that, new hull types are cool. But what I don't like is how "stuck" everyone is getting in how they are supposed to work. It's like saying your assault can't stack damage mods and snipe. They have to stack up the Ehp.
Coming right out the door and calling a Dhav a glass cannon right away just seems wrong, while saying it's just going to be a cheaper throwaway to compensate. For more SP I can "specialize" into a tank that may or may not be on par.
Then theres the targeted resists that are going around, 15% AV resists for a Uhav. Umm ok, so why don't we give the Dhav, you know the tank killer, one as well. Like 15% to vehicle weapons, to offset the smalls from a Uhav as well as the large.
I mean in all honestly, sure I haven't seen anything final for these new specialized tanks, but I don't like the sound of how they will work. If I want a glass cannon Dhav, I can easily make that happen through a fit that does EXACTLY what people are expecting it to do in the first place. On the other hand I can make one tankier, that can take more damage from another Dhav. But between them, the battle should come out rather even.
I mean tanks, while they do have similarities with infantry, they are not nearly the same. I can drastically alter the functionality of my tank simply based on my fit.
I mean in your scenario with a Dhav, why the hell would I need to use one to beat an Uhav. I can handle the AV much better and still run a high output damage fit with an MBT, that will still easily overcome a Uhav.
Quote: Multiman HAVs have a place, and that place is situational. I think True has the right idea that there should be an option. Party tanks are useful for delivering people directly to open-ground hack points while providing counterfire vs. AV. Do I think they're a "everyone get in and stay in?" Not by a long shot. I believe that True shares my opinion that the SHAV is a bandaid placed on a wound. No PC crew is going to actually have some dipwad loiter in a small turret when he needs to be DOING things. So it's less of a concern given that barring the smalls, both types of tank are limited to more or less identical fits.
So it's a yes and no. situationally they are useful. As a general suppression tool, we're going to need to see how the UHAVs play out before calling out fail points. The UHAV will be the useful three-seater if anything.
Situational, sorry I don't know if you can even apply that word to it. Party tanks are NOT used to deliver people to a point, EVER. I can't imagine this is overly viable, as you can only carry two to begin with. Dropships fills this role better than any tank could.
I mean with most matches, a 3 man tank just won't work. The other team will run purely dedicated armor busters and absolutely decimate you. In fact every match starts as such. And it's not like "oh I gained vehicle control let's call in a 3 seater tank". It's more like keep out the solo tanks because more are in route.
It's not viable and hardly useful and they would NEVER be on the field for long. I mean I understand that if you had a mod to decrease dispersion so your Uhav can hit infantry easier, it might be viable. But in the end I still think those guns just end up as dead weight. PC's just don't work around the idea of a 3 man tank.
Quote: I solo the current generation of sicas and gunnlogis, which are arguably (Depends on who's arguing) OP. The only real efficient defense is pinpoint accuracy with a rail (don't laugh, I've been jacked up by some absolutely lethal gunners with rails today) and jumping out of the tank with an HMG or a shotgun which is arguably the most cheeseass thing this side of the JLAV, which I only use when someone who I know will get buttmad and post about it here is on the enemy team.
No, I'm laughing. What kind of scrublet are you to let a rail hit you. Ok yes I know they are rather deadly, but often that's such a rare occurrence I can't call it an effective D or a defense at all. More often if I'm facing any AV that moves correctly, any shot landed is one of PURE LUCK. Often though I'm forced back. I've said it before, I'm usually a pretty good shot with a rail, and 8 is my average. And most of those are people standing perfectly still!
And totally agreed on those dicks that jump out with a heavy suit and HMG. Nothing pisses me off more when I'm running AV then **** like that. A tank should be your suit for the most part and any functionality outside should be limited to utility, not offense.
I've actually taken to doing this recently (never did before) running a "slayer" logi suit. Sorry the only proto suit I have is a min logi so I decided to make it into a "slayer". At least as much of a slayer as it can be. Anyways, I always feel like a douche when I get out and gun down that AV. Fun yes, but it's just not right.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.26 23:54:00 -
[12] - Quote
Breakin Stuff wrote:
On a more constructive note, before we pass judgement on the DHAV/UHAV let's see how it plays. Rattati said outright that he wants to put in a module to improve blaster dispersion for the UHAV that MBTs can use as well. Well maybe MBTs I can't recall that.
I'm actually an advocate of making heavy turrets kill infantry a bit better than what we have now. What we have now pains me.
Of course I can fully judge the Dhav/Uhav, but from my experience there are a few things I think can be done before hand to make the experience better. Those are still a ways out and we haven't even seen numbers on them to make fully informed decisions.
I would also rather wait to see what the Devs have in store. So everything else is just speculation and theory crafting.
And I would also like to see large turrets being more AI centric, but like to see AV efficiency go down as a result. Then you would see tanks out in every match actually making useful contributions.
Now time to go play some games. I appreciate the civil discussion.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.27 00:08:00 -
[13] - Quote
True Adamance wrote:Tebu been using 3 man HAV's since the competitive days of FW where it was 16 corpmates vs the 8-10 guys PIE could field. It is inordinately successful with good co-ordination.
I don't pretend to know about PC but with two good infantrymen we're more than enough to hold two separate external objectives on almost any map in the game.
Let me put this differently. I agree that there is potential for a multi man tank in PC. But I also see it so situational that it wouldn't have much positive impact on the outcome. Then again, from all my PC's, I've never attempted it nor was anyone else willing to attempt it.
Let's take an example of a tank holding an outside objective, homepoint. It would be incredibly hard to dislodge, not to mention the 2 extra guarding HP that can jump in your tank if things get hot. I really think that's pretty viable, as it could hold HP against MANY infantry. So sure it could work to an extent.
I mean I know FW can be competitive, but there is nothing like a 16 vs 16 fully prepped and ALWAYS proto team.
And not to mention vehicle control, without gunners, you are more than likely dead to any solo tanker. And more often than not you won't have gunners and be shooting at incoming ADS or tanks. I'm just very inclined to say that it just won't be done now or ever. I've done many many a PC, and not once was this EVER done.
And I remember this one guy in a PC saying "I can't kill this tank, I need gunners to jump in and I can take it!". He said this multiple times and eventually the FC is like "NOBODYS JUMPING IN YOUR ******* TANK, we don't ******* run pub gunners in PC."
It's good for Pubs, but if you need to rely on your gunners to be effective at your job, then it's YOU that will be switching to said guns to get the job done, as everyone else WILL be tied up doing a multitude of other things.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
|
Posted - 2015.02.27 00:47:00 -
[14] - Quote
True Adamance wrote:Tebu Gan wrote:[quote=True Adamance] I mean I know FW can be competitive, but there is nothing like a 16 vs 16 fully prepped and ALWAYS proto team.
It was like that at one point. But just like your PC crowd you kinda had to have been there and if you didn't bring your proto you'd get face rolled and fleet fights would happen in the air above out matches.
No doubt, but 3 man tanks just aren't viable options in every PC. Best bet is to always run solo because at least this way you know you are running your fullest potential as opposed to being limited without the extra gunners in a 3 man tank. If we had 32 vs 32 over this 16 vs 16 then yeah, you could totally run 3 man tanks pushing objectives.
But there just isn't room to spare anyone to dedicate to a tank so it can run at it's fullest potential. 90% of the time you are needed to run solo in a tank. Or more like you have to, to maximize your potential. And it's a LONG process switching out tanks to fulfill a role you will spend most of the match doing anyways.
But no doubt on the competitive FW, really wish it was easier to qsync matches like that. Like an option to schedule matches or something.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 16:31:00 -
[15] - Quote
Spkr4theDead wrote: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. I annihilated a Soma in 4 volleys with swarms on a Minmando a few days ago. That is unacceptable. The power of swarms is akin to dropping an asteroid on a vehicle.
Hah, ok.
And just yesterday evening I sat there and ate swarms and shrugged them on like they were nothing in my gunnlogi. See I made swarms look and feel underpowered.
So from that I MUST conclude that swarms need a buff.
See what I did there?
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 16:51:00 -
[16] - Quote
Spkr4theDead wrote:Tebu Gan wrote:Spkr4theDead wrote: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. I annihilated a Soma in 4 volleys with swarms on a Minmando a few days ago. That is unacceptable. The power of swarms is akin to dropping an asteroid on a vehicle. Hah, ok. And just yesterday evening I sat there and ate swarms and shrugged them on like they were nothing in my gunnlogi. See I made swarms look and feel underpowered. So from that I MUST conclude that swarms need a buff. See what I did there? Shield vs. armor. You'd point is invalid. They were probably MLT swarms. I was using a level 5 Minmando with PRO swarms. Your point is invalid.
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 17:38:00 -
[17] - Quote
Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus.
Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 18:38:00 -
[18] - Quote
Thaddeus Reynolds wrote:
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.
Perfect description! I've never believed that you can figure out the solution on paper, as things work differently in the field than they do on paper often.
But all these things go hand in hand, paper creates the shape, experience and practice hammers out the edges. Can't have one without the other.
Love it.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 18:38:00 -
[19] - Quote
Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent!
I would like 100 times if I could!
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 19:00:00 -
[20] - Quote
Spkr4theDead wrote: The correct answer is bringing armor up to the level shield is at, not nerfing shield to the point where the differences are back to Chrome/Uprising levdls.
That's exactly what I said, and by taking one look at proto fits you can see that's what they are attempting to do! Who in the world ever said NERF SHIELDS? Where and why are you even saying this.
Makes no sense.
Tanks - Balancing Turrets
|
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 19:06:00 -
[21] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy.
You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams.
I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either.
Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1291
|
Posted - 2015.03.02 16:01:00 -
[22] - Quote
Breakin Stuff wrote:Lorhak Gannarsein wrote:True Adamance wrote:Even four seconds boggles the mind. That's a more than a total of 2230 DPS or 9000 damage in Alpha!
Not many things can achieve this. I simply want to know how you suffered this kind of catastrophic damage within your established parameters (strikes me that JLAV are not likely used in PC).
Also while the redline certainly is a useful tool as a safe zone for redeployment, resupply, and to gain a little bit of battlefield perspective I've long been wishing for a no fire zone in the redline. Deliberately hiding in there because you are unwilling to deploy to the battlefield is somewhat shameful....but I can't begrudge the people who do it...that's their prerogative but it marks the battlefield as MINE if they are unwilling to come down onto it. Well, one Cx damage modded IAFG deals about 700 DPS before proficiency/bonuses; it's hardly uncommon to be attacked by multiple AV users, and a single Wiyrkomi MinMando will kill an unhardened Madrugar in seven seconds (assuming two damage mods and maxed proficiency we have one second between volleys and three seconds to reload. First volley strips shields, second and third take the HAV down to about 800 HP fourth volley kills the HAV. I'm also assuming two repairers, because plates are garbage). Hardened, that increases to eight seconds - the fifth volley will kill the HAV. Eight seconds is a long time; it's usually long enough to escape. The MinMando will gain some 3-400 WP out of this. If he has a friend, or he's firing invisibly, you die. One or both of these things are frequent. It is also perfectly doable to solo a Gunnlogi as a forge-gunner; four shots from a damage-modded IAFG and two Lai-Dai Packed AV grenades will kill pretty much anything, assuming you've already forced the triggering of the hardener (if you didn't why are you bothering?). Essentially, what's happened is that the only way to survive as a tanker is to either stay in the redline and only come out while hardeners are up and you're certain you won't be ganked upon leaving, or to be so much more skilled and prepared than the AV player that there's nothing he can do (like the idiots who insist on firing swarms at my hardened shield tank, versus the times when I dance around blasters in the street in my Sentinel to score an easy kill). In the meantime the AV player is making bank, and you're making a loss. Dunno where you're getting your numbers, currently a triple mod IAFG get 657 DPS. not 700. That's versus armor. versus a gunnlogi, they cap out at 468 DPS. So no, 700 DPS is misleading. the Swarm launcher, however... Not so misleading. On paper vs. armor is 1505 DPS with three damage mods, versus shields it's 872. In both cases far outstripping the forge gun by more than double. In fact the DPS versus shields appears to be higher than the forge gun DPS vs. armor. The minmando does a base 1575 DPS versus armor, and the sustained fire coming from the reload bonus does the rest. But the minmando isn't the problem when the base weapon cracks out 1505 DPS. Just because you CAN fit the LaiDais on the suit, doesn't mean it'll be a good choice, or that the suit will be survivable long enough to kill said tank, since the laidai does less damage than the IAFG overall, and bluntly is much harder to get into range with. and since it can take upwards of eight forge gun shots to kill a gunnlogi? No, four shots and two laidais don't kill everything. Not reliably enough to be counted on, or taken seriously as a viable AV setup. Judging all AV by the performance of the swarm launcher is a hilarious and misleading argument, and bluntly it's getting old.
Well, of all the AV weapons, swarm launchers are the most common, and I'm inclined to say, most deadly.
I swarm on my tanker and Forge/Plasma cannon on my alt, Teba. I like to forge but missing a shot means missing a kill. And anyone who has used a forge gun knows it's not exactly easy hitting a tank at range. Hell even getting close to one can be deadly when they pop out and gun you down.
As far as swarms are concerned, they tend to be a LOT more consistent in their DPS due to the tracking missiles. It's probably why they get brought up so much. I can dodge FG shots far easier than I can dodge those swarmers. I mean you don't really dodge a swarm launcher. You just tank the damage or try to break LOS.
Swarms are by far the cheapest and easiest AV out there. Unlike a FG, they don't require a specific suit and SP investment is cheap. Not to mention they don't require much aiming to use properly. Swarms are the most common threat to any tanker out there, therefore they will get the most hate!
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1291
|
Posted - 2015.03.02 16:24:00 -
[23] - Quote
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.
Well, a blaster gunnlogi won't last against a madrudger blaster. But blasters are kinda crap atm due to being trapped in limbo between AV and AI, so that's not saying much.
And yeah, the gunnlogi is OP right now. Though I can't say I would go so far as saying it takes another gunnlogi to destroy. A maddie does stand a chance, but given all the anti armor AV out there, you don't often see many. And if you do they are usually too busy fighting AV off or dying to it.
So it's hard to judge how a gunnlogi and maddie match up nowadays. Well, I guess that kinda means the best counter is another gunnlogi huh, as they won't get insta popped by the AV lol.
This does make me wonder though, how much of a buff does the maddie need to be on par with infantry AV and would such a buff put them over the top against a gunnlogi.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1292
|
Posted - 2015.03.02 17:12:00 -
[24] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
This does make me wonder though, how much of a buff does the maddie need to be on par with infantry AV and would such a buff put them over the top against a gunnlogi.
Once we go hot with Rattati's HAVs the shoe will be on the other foot... to a point. Forge guns and swarms aren't really going to have an easier time killing a gunnlogi. Whoop de do. they will have a harder time killing a maddy, so it's a win there. the trick will be the fact that the way rattati built the HAVs if you were to make two versions of the forge gun, one plasma and one rail, the plasma one would kill the gunnlogi in the time it takes the rail to splatter the madrugar. However if you swapped them, they'd both take about as long as it takes to bust through a gunnlogi NOW. so they'll be about on par, it'll be a matter of using weapons with the correct damage profiles to do the job rather than "one gun fits all"
Agreed, I've suggested multiple times in the past that we use current weapons, tacking on different damage profiles. EM swarm launchers, can you imagine the tears that would flow!
Would rather see though some amar and minmatar weapons to fill the gap. At least then it wouldn't be spec into FG or SL and have the best of all worlds. At least then you would have to spec into another weapon to achieve the same goals.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1292
|
Posted - 2015.03.02 17:47:00 -
[25] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
Agreed, I've suggested multiple times in the past that we use current weapons, tacking on different damage profiles. EM swarm launchers, can you imagine the tears that would flow!
Would rather see though some amar and minmatar weapons to fill the gap. At least then it wouldn't be spec into FG or SL and have the best of all worlds. At least then you would have to spec into another weapon to achieve the same goals.
Welp, rattati wants to add an AV autocannon (I want to get this so I can spec out of the HMG so bad...) a heavy laser and a plasma mortar, all intended for Av utility. I've built my proposals for them, I'm just waiting on final HAV numbers so I can finalize the DPS values. But the way I'm setting them up (and I hope rattati runs it this way) is that the plasma mortar and scrambler lance will kill a gunnlogi in about the time it takes a forge gun or autocannon to kill a Madrugar. Rattati's Madrugar, not the current bad joke madrugar. By the same token, using a forge or autocannon on a gunnlogi, or using a laser/plasma on a madrugar should feel like you are wasting ammunition, IMHO. I want there to be a "right tool for the job" rather than the current meta of "one weapon needs to do everything."
I hear a lot of mention of the laser weapon and I always think that pretty beam of light that you hold on target. Honestly I can't imagine that would be the right direction for an AV weapon.
I was thinking the laser weapon fires bursts of lasers, rather than a beam of light that only needs to be held on a target. Add a little skill into a weapon. Sure a laser beam works on small targets but on a large target it would be FAR too easy.
Tanks - Balancing Turrets
|
|
|
|