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Thread Statistics | Show CCP posts - 16 post(s) |
Doc DDD
TeamPlayers Negative-Feedback
361
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Posted - 2015.02.25 21:24:00 -
[421] - Quote
Tebu Gan wrote: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.
Broken as in having to shoot 10 m behind target to hit, I'm not talking about anticipation of where target will be, but the constant back and forth breaks something... easiest thing to do is not move turret and let nitro tank drive into shot, but for me at least I end up having to guess which vector in time the other tank exists. Much easier to hit other tanks while using nitro personally.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17281
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Posted - 2015.02.25 21:28:00 -
[422] - Quote
Pokey Dravon wrote:True Adamance wrote: 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 dunno man. Put a nitro on an Amarrian HAV and you might actually see what a flying brick looks like.
That's the plan if they ever get put in the game. Oh how I fantasise over that beautiful tank.
- Rolled Homogeneous Tungsten Carbide Armour - 180mm Graphene Layered Armour Plates - Reduced Antimatter Reactor Systems - Modified Tesserect Capacitor Resevoirs - Dual Focused Pulse Lasers - LADAR ECM Modules
((According to CCP Falcon Amarr use this stuff on ships.... I'd assume they used similar tech on their ridiculously supped up vehicles)
*Dribbles a bit....
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7367
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Posted - 2015.02.25 21:53:00 -
[423] - Quote
Doc DDD wrote:
Broken as in having to shoot 10 m behind target to hit, I'm not talking about anticipation of where target will be, but the constant back and forth breaks something... easiest thing to do is not move turret and let nitro tank drive into shot, but for me at least I end up having to guess which vector in time the other tank exists. Much easier to hit other tanks while using nitro personally.
Oh Lord confirmation of the strafe strafe wiggledance for tanks.
Someone fix the hit detection.
AV
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Godin Thekiller
The Corporate Raiders
2936
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Posted - 2015.02.25 22:55:00 -
[424] - Quote
Breakin Stuff wrote:Doc DDD wrote:
Broken as in having to shoot 10 m behind target to hit, I'm not talking about anticipation of where target will be, but the constant back and forth breaks something... easiest thing to do is not move turret and let nitro tank drive into shot, but for me at least I end up having to guess which vector in time the other tank exists. Much easier to hit other tanks while using nitro personally.
Oh Lord confirmation of the strafe strafe wiggledance for tanks. Someone fix the hit detection.
Blasters in general has bad hit detection, it gets worse the smaller the target gets too.
click me
Blup Blub Bloop. Translation: Die -_-
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duster 35000
Algintal Core Gallente Federation
306
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Posted - 2015.02.26 00:40:00 -
[425] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: 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 dunno man. Put a nitro on an Amarrian HAV and you might actually see what a flying brick looks like. That's the plan if they ever get put in the game. Oh how I fantasise over that beautiful tank. - Rolled Homogeneous Tungsten Carbide Armour - 180mm Graphene Layered Armour Plates - Reduced Antimatter Reactor Systems - Modified Tesserect Capacitor Resevoirs - Dual Focused Pulse Lasers - LADAR ECM Modules ((According to CCP Falcon Amarr use this stuff on ships.... I'd assume they used similar tech on their ridiculously supped up vehicles) *Dribbles a bit.... Carbide armor?
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17288
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Posted - 2015.02.26 00:52:00 -
[426] - Quote
duster 35000 wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: 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 dunno man. Put a nitro on an Amarrian HAV and you might actually see what a flying brick looks like. That's the plan if they ever get put in the game. Oh how I fantasise over that beautiful tank. - Rolled Homogeneous Tungsten Carbide Armour - 180mm Graphene Layered Armour Plates - Reduced Antimatter Reactor Systems - Modified Tesserect Capacitor Resevoirs - Dual Focused Pulse Lasers - LADAR ECM Modules ((According to CCP Falcon Amarr use this stuff on ships.... I'd assume they used similar tech on their ridiculously supped up vehicles) *Dribbles a bit.... Carbide armor?
This is apparently what the Amarr use. At the same time this is also what modern KE penetrator rounds are made/tipped with.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.26 21:00:00 -
[427] - 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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17311
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Posted - 2015.02.26 21:06:00 -
[428] - Quote
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.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7378
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Posted - 2015.02.26 21:17:00 -
[429] - Quote
no passive resists unless by module.
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.26 21:26:00 -
[430] - 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
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.26 21:30:00 -
[431] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 21:43:00 -
[432] - Quote
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 tha calculations for what it'll take for AV to stand a chance. Especially with AV-resistant UHAVs on the horizon.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17318
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Posted - 2015.02.26 22:10:00 -
[433] - Quote
Tebu Gan wrote: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.
I'm not suggesting you have to mount people in the tank. but I am suggesting regardless of what you want you must fit at least the minimum number of guns.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17318
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Posted - 2015.02.26 22:12:00 -
[434] - 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.
Are UHAV getting defensive module bonuses or something else entirely?
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.26 22:14:00 -
[435] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:15:00 -
[436] - Quote
True Adamance wrote:
Are UHAV getting defensive module bonuses or something else entirely?
If the winds are blowing the way the aught, they'll be getting a direct resistance to Infantry AV. Which will not apply to heavy turrets.
that's really the only way for the DHAV to be a viable counter while still maintaining hardcore resistance to my particular brand of *******.
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.26 22:16:00 -
[437] - 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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17318
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Posted - 2015.02.26 22:20:00 -
[438] - Quote
Breakin Stuff wrote:True Adamance wrote:
Are UHAV getting defensive module bonuses or something else entirely?
If the winds are blowing the way the aught, they'll be getting a direct resistance to Infantry AV. Which will not apply to heavy turrets. that's really the only way for the DHAV to be a viable counter while still maintaining hardcore resistance to my particular brand of *******.
Hmmmm okay that does sound odd. I was simply thinking things like cooldown and duration bonuses.....not actually making the hulls more resistant to damage.
I'm assuming the hulls will have better based HP values anyway right?
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:39:00 -
[439] - Quote
Tebu Gan wrote:
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.
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.
Honestly there's no reason why AV will need an alpha increase. What needs to be done can be done PURELY via rate of fire without tweaking alpha upward. In fact I'm VEHEMENTLY against further increases to alpha damage on the current AV.
I said that AV should be able to FIGHT an MBT. I said NOTHING about being able to casually destroy one. My optimal solution would be if the stars align and you never miss it'll take between thirteen and 16 seconds to fight down an MBT. I hope you (AV players) have a clue what you're doing. That's a MINIMUM timeframe assuming you are using a weapon intended to kill the appropriate tank type. So forge guns for armor, some kinda laser for shields, etc. All of my balancing ideas call for the AV gunner to have to reload to land an MBT kill. I'm also in favor of splash going bye bye to make room for actual weapon bonuses.
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.
But no, contrary to a lot of what people like to bandy about when referencing me, I am not an advocate of HAVs being one shot kills except when I'm trying to get a rise out of people dumb enough to assume it. I absolutely think AV should threaten a main battle tank, credibly threaten. But honestly I consider the advantage to go to the tank, and the foot soldier with the big gun needing to be slick to pull off a solo.
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.
I'm also actively cooking up proposed stats for a Heavy autocannon, Heavy plasma mortar, heavy laser cannon (scrambler lance) and an amarr Light AV weapon. Having run the numbers any buffs to swarms we have current will sign the death warrant of all dropships and armor HAVs. as it stands swarms will also require reloads to kill madrugars coming down the pipe.
Honestly some people have suggested giving the mass driver 100% efficacy versus HAVs, and I'm pretty much pointing and shaking my head because it won't accomplish anything. You'd have to make the Mass driver profile 140% vs. HAVs to do anything other than bust holes in LAVs. Even then it's utility is iffy. You'd need a squad of the damn things to be a credible threat.
As far as the new HAVs go I actually like them. They're going to be powerful and scary. They should be. Av should be a threat, absolutely, but within certain boundaries. I deliberately (even on my not-final because I'm dicking around) set even the scrambler lance stats I have poked into my merry little Av database running a bit over 900 DPS. With a full shield tank it'll need a reload before breaching the armor, and will have done somewhere in the neighborhood of 600 damage to the operator if they simply hold down the trigger on a gunnlogi. So again, I'm not interested in HAV EZ-Kill mode.
And no, none of the numbers in my AV spreadsheet under proposed are final, just so no one gets too panicky. I am not going to do final numbers until such time as Rattati says "HAV hulls and modules are done." Once we have that, I'll start adjusting recommendations for what we're going to deal with. Until we have that much, there's no point in getting excited.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:40:00 -
[440] - Quote
True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:
Are UHAV getting defensive module bonuses or something else entirely?
If the winds are blowing the way the aught, they'll be getting a direct resistance to Infantry AV. Which will not apply to heavy turrets. that's really the only way for the DHAV to be a viable counter while still maintaining hardcore resistance to my particular brand of *******. Hmmmm okay that does sound odd. I was simply thinking things like cooldown and duration bonuses.....not actually making the hulls more resistant to damage. I'm assuming the hulls will have better based HP values anyway right? they're going to have to have better base HP values to make up for the lower slot layout. Otherwise they're a DHAV that makes infantry cry. You might as well just use a gunnlogi/Madrugar
AV
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LudiKure ninda
Dead Man's Game RUST415
202
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Posted - 2015.02.26 22:40:00 -
[441] - Quote
cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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LudiKure ninda
Dead Man's Game RUST415
202
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Posted - 2015.02.26 22:45:00 -
[442] - Quote
and NO av dont need to be buffed, maybe plasma cannon but swarms are overkill on min comando allerady..
FG...well it need some love,breach especialy.
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:46:00 -
[443] - Quote
LudiKure ninda wrote:and NO av dont need to be buffed, maybe plasma cannon but swarms are overkill on min comando allerady.. FG...well it need some love,breach especialy. I've already said multiple times that swarms need to not be buffed versus the HAVs. the current ones we have will do decently versus HAVs proposed without being utter overkill.
Not against shield tanks, but I really would rather have that disparity in place so when we DO get laser and Plasma heavy AV we don't have to redo the balancing and can just tweak the guns to perfection.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17319
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Posted - 2015.02.26 22:49:00 -
[444] - Quote
LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl
So much fail right here.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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LudiKure ninda
Dead Man's Game RUST415
202
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Posted - 2015.02.26 22:51:00 -
[445] - Quote
True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here.
Why? I fount that in spreaadshit..
What do you think is should be?
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:53:00 -
[446] - Quote
True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here.
I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs.
I tend to view Tank turrets as the EFFICIENT method of killing vehicles.
I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17319
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Posted - 2015.02.26 22:59:00 -
[447] - Quote
Breakin Stuff wrote:True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here. I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs. I tend to view Tank turrets as the EFFICIENT method of killing vehicles. I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot.
I get ya.
In my mind all I'm saying is that every capacity an infantry mounted AV weapon has a tank mounted one theoretically should have more of in spades.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 23:00:00 -
[448] - Quote
True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here. I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs. I tend to view Tank turrets as the EFFICIENT method of killing vehicles. I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot. I get ya. In my mind all I'm saying is that every capacity an infantry mounted AV weapon has a tank mounted one theoretically should have more of in spades.
honestly I'm of the opinion that small turrets and heavy weapons should have similar functionality.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17319
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Posted - 2015.02.26 23:01:00 -
[449] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here. I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs. I tend to view Tank turrets as the EFFICIENT method of killing vehicles. I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot. I get ya. In my mind all I'm saying is that every capacity an infantry mounted AV weapon has a tank mounted one theoretically should have more of in spades. honestly I'm of the opinion that small turrets and heavy weapons should have similar functionality.
Interesting theory. Btw what is your scrambler lance like?
I've been thinking of suggestions for the Large and Small Laser Turrets if they ever are to appear and how they might function.
Normally I hate the idea of another hold trigger down laser but after I started thinking about one with twin barrels....... it started to fall into place.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 23:05:00 -
[450] - Quote
True Adamance wrote:
Interesting theory. Btw what is your scrambler lance like?
I've been thinking of suggestions for the Large and Small Laser Turrets if they ever are to appear and how they might function.
Normally I hate the idea of another hold trigger down laser but after I started thinking about one with twin barrels....... it started to fall into place.
Scrambler lance is kinda like the laser rifle WITHOUT the overheat for more damage mechanic. There's no reality in which that won't be broken and in dire need of an instant nerf. When it overheats it doesn't seize, it just does 100-150 damage per second to the firer.
the arc cannon is a charged weapon, you charge the laser and it erupts a 1-second beam of energy that you must hold on the target. when it ends it charges and releases again, and it doesn't overheat (a nod to the amarr commando, who needs something to not suck with).
AV
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