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Thread Statistics | Show CCP posts - 16 post(s) |
Doc DDD
TeamPlayers Negative-Feedback
370
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Posted - 2015.03.01 18:38:00 -
[541] - Quote
Godin Thekiller wrote:Doc DDD wrote:True Adamance wrote:I was thinking more......drive away through a clear escape route you left yourself and was not too far from?...... I've been driving all morning and seen some really nasty AV combinations..... and just reversed away. That's not to hard is it? Gee that sounds super complicated, tanks go backwards? On a serious note, AV infantry sometimes wait till you drive past them to step out of a building, sometimes there two behind you, sometimes they have friends up on towers.. try coming out of your redline now and then on north American servers. That's the point. Why bother with complex manoeuvres that get you killed when simple ones keep you alive and killing.
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.[/quote]
My question is why are you going into cities with a HAV......[/quote]
Not sure hiw this is confusing to people that tank but here you go, on most of the maps there is a city socket within 100 m of your own redline. Unless you want to sit in your redline and rail snipe or whatever you do with a blaster in the redline, there comes a time where your team may need supression fire past that first city socket, usually in a larger city socket with an objective. Sometimes on the objective, there is actually an enemy tank sitting behind cover. Now to either push forward towards the objective and help distract infantry or destroy the enemy tank you sometimes have to leave the safety of the redline. Often you have to pass a seemingly deserted city socket or even turn a corner into the objective city in order to be of any benefit to your team. I know many tankers are gasping that you both have to leave the redline and pass the first city socket.. but I hope you can follow when I say sometimes you even have to turn a corner!
I know this goes against your thinking of 'outside redline = dead ' and ' protect kdr in tank at all cost, even over winning'.. but I find I can help my team turn the momentum in our direction by coming out of the redline.
I am guessing that both your kdrs are approaching infinity so this must not apply to you.. but now what's happening is the second a tank comes out of the redline, 2 proto minmitar swarmers lock on and start releasing volley after volley, sometimes there is 3 swarmers, sometimes 4, sometimes there is also a forge or plasma canon. LAV's can not get out of the redline, dropships need to launch straight into the flight ceiling to make it out of the redline. Tanks sit in the back kof the redline trying to snipe bunny hoppingAV just to get out. Now your infantry has started spawning with sniper rifles to try and snipe ttheir way out of the redline. The objective is lost and you lose.
That's why I clear a path the city sockets and try to supress AV from sitting in our redline. The problem is if 3 proto swarmers lock onto you and a forge or av Nade hits you then in 4 seconds you are back to spawning in the redline, calling in your railtank and sniping AV.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17381
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Posted - 2015.03.01 20:38:00 -
[542] - Quote
Godin Thekiller wrote:Doc DDD wrote:
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.
My question is why are you going into cities with a HAV......
Exactly.
But more to the point you don't need the redline to find cover. Cover is everything around you from the side of a building to the slight incline of a hill that puts you below a Gunnlogi's barrel depression, a turret, anything that can screen or otherwise throw off enemy shots.
If you are in a city socket then you personally need to account for it as you enter, find yourself a location that gives you room to manoeuvre or fire on your enemies, pre-plan an escape route, etc but most of all accept that urban warfare is not where tanks excel.
I'm still struggling to understand where you drew the exaggerated 2 second TTK from especially on a tank....... either HTFU or try out a game like War Thunder which does tank simulation better and has varying TTK depending on where you place your shots, etc. Could be any thing from a OHKO to 1-2 mins or slugging it out.
Edit- Also for a tanker I can accept my KDR is pretty bad for a tanker but I was an assault for a couple of months before I picked up tanking and a partial Commando during the abysmal 1.7 patch when we were so over powered it wasn't even funny.
"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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Doc DDD
TeamPlayers Negative-Feedback
370
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Posted - 2015.03.01 21:56:00 -
[543] - Quote
True Adamance wrote:Godin Thekiller wrote:Doc DDD wrote:
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.
My question is why are you going into cities with a HAV...... Exactly. But more to the point you don't need the redline to find cover. Cover is everything around you from the side of a building to the slight incline of a hill that puts you below a Gunnlogi's barrel depression, a turret, anything that can screen or otherwise throw off enemy shots. If you are in a city socket then you personally need to account for it as you enter, find yourself a location that gives you room to manoeuvre or fire on your enemies, pre-plan an escape route, etc but most of all accept that urban warfare is not where tanks excel. I'm still struggling to understand where you drew the exaggerated 2 second TTK from especially on a tank....... either HTFU or try out a game like War Thunder which does tank simulation better and has varying TTK depending on where you place your shots, etc. Could be any thing from a OHKO to 1-2 mins or slugging it out. Edit- Also for a tanker I can accept my KDR is pretty bad for a tanker but I was an assault for a couple of months before I picked up tanking and a partial Commando during the abysmal 1.7 patch when we were so over powered it wasn't even funny.
where did I say 2 second ttk? .. it's 4 seconds ttk . Pop hardeners, count to 4, tank explodes. If you are confused as to how any tank could be anywhere in the map where you are vulnerable for 4 seconds then I can't help you. Stick to the redline. The two seconds was how far from cover you can be, gives you just over a second to react and drive backwards. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17384
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Posted - 2015.03.01 22:17:00 -
[544] - Quote
Doc DDD wrote:True Adamance wrote:Godin Thekiller wrote:Doc DDD wrote:
Again, this is all fine and good if you are 2 seconds from cover in the redline, but bringing a blaster or missile tank to a city socket to help your team push a point opens up all sides of your tank to potential fire. By all means sit in the redline and snipe but I have more fun trying to push out and help the team.
These proposed changes will be pushing us deeper into the redline unless nitro on a DHAV let's me outrun swarms.
My question is why are you going into cities with a HAV...... Exactly. But more to the point you don't need the redline to find cover. Cover is everything around you from the side of a building to the slight incline of a hill that puts you below a Gunnlogi's barrel depression, a turret, anything that can screen or otherwise throw off enemy shots. If you are in a city socket then you personally need to account for it as you enter, find yourself a location that gives you room to manoeuvre or fire on your enemies, pre-plan an escape route, etc but most of all accept that urban warfare is not where tanks excel. I'm still struggling to understand where you drew the exaggerated 2 second TTK from especially on a tank....... either HTFU or try out a game like War Thunder which does tank simulation better and has varying TTK depending on where you place your shots, etc. Could be any thing from a OHKO to 1-2 mins or slugging it out. Edit- Also for a tanker I can accept my KDR is pretty bad for a tanker but I was an assault for a couple of months before I picked up tanking and a partial Commando during the abysmal 1.7 patch when we were so over powered it wasn't even funny. where did I say 2 second ttk? .. it's 4 seconds ttk . Pop hardeners, count to 4, tank explodes. If you are confused as to how any tank could be anywhere in the map where you are vulnerable for 4 seconds then I can't help you. Stick to the redline. The two seconds was how far from cover you can be, gives you just over a second to react and drive backwards.
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.
"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
7417
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Posted - 2015.03.02 06:42:00 -
[545] - Quote
Basing an argument on balance around 3 people focusing fire on a single target is disingenuous and misleading.
Considering that's what it takes for a tank to die in four seconds. Single AV whether heavy turret or handheld should never be balanced based on three people sharing a target being overpowered.
Thats like me claiming that sentinels need 50% stacking resistance for each extra person focusing fire on them.
AV
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Soul Cairn
Negative-Feedback
73
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Posted - 2015.03.02 06:44:00 -
[546] - Quote
What was this originally about again? There was to much arguing and not enough discussion for me to remember.
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7417
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Posted - 2015.03.02 09:10:00 -
[547] - Quote
Soul Cairn wrote:What was this originally about again? There was to much arguing and not enough discussion for me to remember. Go to protofits and test the stats for the madrugar, gunnlogi, marduk and I fforget the caldari one. They are the proposed stats for the gallente and caldari main battle tanks.
Rattati wants critique. I personally think they're pretty damn good overall, certain design decisions notwithstanding.
The pg/cpu mods that are proposed are also in there.
The proposal is one hardener only (If this happens then armor hardeners need to be buffed to 30-35% in order to keep parity with shields if we get proper parity for turrets and AV).
But if you find any giant holes in the proposed stats post them.
mostly the discussion dicdiverged to why everyone disagrees on balance points and design philosophy after what, page 5?
So I recommend getting your own impressions and giving input on your thoughts. Talk to pokey dravon if you're having trouble with figuringbout the fits.
I personally think the pg/cpu mods need to not eat so many resources. The cost/benefit is not a great ratio.
AV
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duster 35000
Algintal Core Gallente Federation
316
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Posted - 2015.03.02 09:30:00 -
[548] - Quote
Breakin Stuff wrote:Soul Cairn wrote:What was this originally about again? There was to much arguing and not enough discussion for me to remember. Go to protofits and test the stats for the madrugar, gunnlogi, marduk and I fforget the caldari one. They are the proposed stats for the gallente and caldari main battle tanks. Rattati wants critique. I personally think they're pretty damn good overall, certain design decisions notwithstanding. The pg/cpu mods that are proposed are also in there. The proposal is one hardener only (If this happens then armor hardeners need to be buffed to 30-35% in order to keep parity with shields if we get proper parity for turrets and AV). But if you find any giant holes in the proposed stats post them. mostly the discussion dicdiverged to why everyone disagrees on balance points and design philosophy after what, page 5? So I recommend getting your own impressions and giving input on your thoughts. Talk to pokey dravon if you're having trouble with figuringbout the fits. I personally think the pg/cpu mods need to not eat so many resources. The cost/benefit is not a great ratio. Yep.
Also, if any new low slot mods get added, gunlogi will need a resource buff...
Molestia approved
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Takahiro Kashuken
Red Star.
4048
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Posted - 2015.03.02 11:18:00 -
[549] - Quote
duster 35000 wrote:Sir Dukey wrote:Doc DDD wrote:The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff. same.. more slots= more isk = surviveability as now. And less shield regen. Although I will use 2 light boosters, gunlogis will die even quicker to blasters now.
That is if your boosters work and dont stop if you take a bit of damage.
Also the large railgun still bugged up after 3 years and now the small railgun and missile suffer from the reload glitch now and again which really takes the cake in an ADS. |
Lorhak Gannarsein
Nos Nothi
4354
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Posted - 2015.03.02 14:13:00 -
[550] - Quote
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.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
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Posted - 2015.03.02 14:27:00 -
[551] - Quote
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, curtrently 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.
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.
AV
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Doc DDD
TeamPlayers Negative-Feedback
370
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Posted - 2015.03.02 15:57:00 -
[552] - 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 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.
It doesn't get any older than driving your tank out of a redline to have half a team lock onto you with swarms. When you calculate your dps you should start at the impact of the first shot at a tank, as unless you are standing directly in line of sight of the pilot, initial charge up times and lock on times mean nothing.
For example, an UN HARDENED ( with only one hardener gotta save every second ) gunlogi with 6000 hp comes out of the redline, a fully specced breach forge ( i know breach sux but it has longest charge time ) on a tower charges up and fires, a hit... now the tank turns on his hardener and drives backwards while breach forge charges, breach fires into the redline leaving the tank with next to no health in what the pilot sees as only the charge up time. The same goes with swarms, however with swarms if the pilot doesn't see the infantry player there are 3 guaranteed volleys hitting the tank in succession, and with reload bonuses. more on the way.
I know you are thinking 'who cares, tank came out if redline, it knows to expect damage now'.
The problem is Rattati has proposed that the new tanks will be limited to around 15000 Ehp max and be centered around having 3 infantry inside. That 15000 is in a hardened state so if any damage is taken before hardeners are up all these stats about ttk go out the window.
So if we consider shield tanks will have 15 seconds hardened out cover (redline) time before heading back to cover (redline) as any shield tank pilot driving around with hardener on cooldown, and nerfed shield regen is asking to be popped. 3 AV users will trump the 3 people in the tank, 3 forges or 3 swarmers or 3 Nova knives, it won't matter, that shield tank will be sitting in the redline sniping with 2 infantry on small turrets. That's 1/5th of your team doing nothing in the redline but guarding your own redline. The longer that tank sits in the redline with 3 people, the less chance there is of a win... the forums will scream for webifiers and redline nerfs, more rail nerfs, nerfs for vehicles damaging anything if they are in thier own redline... all because 15000 Ehp for 15 seconds are borderline useless in a game where everyone evolves to destroy tanks as fast as possible.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
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Posted - 2015.03.02 15:59:00 -
[553] - Quote
DPS is calculated on how long it takes ME to kill YOU, not how long it takes from you realizing I'm shooting at you till the objective is achieved, so yes, the DPS loss from the initial charge/lock is valid.
and I see a lot of complaining about lots of people speccing AV. I suppose we've forgotten the tankers gloating and yelling HTFU when they were able to more or less farm infantry kills with impunity, and on the rare occasions they died, cried out for nerfs to AV.
I'm sorry, but three people focusing fire on a SINGLE TARGET shows that teamwork is effective, not that AV is OP.
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1291
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Posted - 2015.03.02 16:01:00 -
[554] - 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
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Doc DDD
TeamPlayers Negative-Feedback
370
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Posted - 2015.03.02 16:07:00 -
[555] - Quote
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' |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
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Posted - 2015.03.02 16:08:00 -
[556] - Quote
Yes, my problem is not that swarms are easy.
My problem is when the discussion is "well these AV options here suck and have no utility" gets responded to with "AV IS OVERPOWERED BECAUSE SWARMS!"
It's dumb as hell, and useless to boot.
That's no the current discussion, but it's effectively what's happening.
what's hilarious is the fact that swarms just need a mechanical overhaul. It's that simple. they need to be reworked. Any "Balance" (and I use this term VERYloosely) will be a bandaid due to the fact that there's no human error involved.
Forge guns? Yeah not so bad. PLC? Hilarious.
What's going to be REALLY rich is if Rattati introduces the laser cannon and plasma mortar. The Gunnlogi pilots are going to scream if overall DPS among the AV weapons is similar because the profiles will mean that there's more than just armor AV anymore. But the people driving madrugars will point and laugh at the lasers and plasmas rather in the fashion that gunnlogis laugh at forge guns now.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:09:00 -
[557] - Quote
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.
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1291
|
Posted - 2015.03.02 16:24:00 -
[558] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:29:00 -
[559] - Quote
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"
AV
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Doc DDD
TeamPlayers Negative-Feedback
370
|
Posted - 2015.03.02 16:34:00 -
[560] - 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.
The gunlogi is no where near OP, and definitely not after all the proposed nerfs.
The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:40:00 -
[561] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush. there's a lot of whining about OMS and vehicles. It's pure magic. suck up the pain and spawn AV. And the gunnlogi is OP. Pure and simple. It's only effectively stopped by another gunnlogi, which has been the developer definition of OP> A thing that can only effectively be countered by itself. The gunlogi is no where near OP, and definitely not after all the proposed nerfs. The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. I have words for tank drivers who hang around long enough for breach forges to fire three times.
they rhyme with Boron, crabgrass, cupid and shrub
And bluntly, nothing should be balanced to survive 3 v 1. that's stupid as hell.
AV
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Doc DDD
TeamPlayers Negative-Feedback
370
|
Posted - 2015.03.02 17:08:00 -
[562] - Quote
The time it takes, not the damage. English. |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1292
|
Posted - 2015.03.02 17:12:00 -
[563] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7422
|
Posted - 2015.03.02 17:29:00 -
[564] - Quote
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."
AV
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1292
|
Posted - 2015.03.02 17:47:00 -
[565] - 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
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
|
Posted - 2015.03.02 17:52:00 -
[566] - Quote
Tebu Gan wrote:
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.
there's a couple considerations there, firstly the beam has to have a low per-shot alpha. Second, the beam is harder to use on infantry without making it useless against them. It's just going to suck versus armor.
But the capper is that it cannot use the escalating damage mechanic of the laser rifle. It's why when someone suggested making the laser rifle AV capable my instant thought was BAD IDEA BAD IDEA BAD IDEA.
Also my vision for the beam laser is that it tries to kill you from overheat. to the tune of 150 laser profile damage per second you keep shooting it once it reaches critical heat. the Amarr suit (which can't load up damage mods) would of course take LESS damage from this issue.
AV
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Takahiro Kashuken
Red Star.
4060
|
Posted - 2015.03.02 17:53:00 -
[567] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush. there's a lot of whining about OMS and vehicles. It's pure magic. suck up the pain and spawn AV. And the gunnlogi is OP. Pure and simple. It's only effectively stopped by another gunnlogi, which has been the developer definition of OP> A thing that can only effectively be countered by itself. The gunlogi is no where near OP, and definitely not after all the proposed nerfs. The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. I have words for tank drivers who hang around long enough for breach forges to fire three times. they rhyme with Boron, crabgrass, cupid and shrub And bluntly, nothing should be balanced to survive 3 v 1. that's stupid as hell.
Well at the current rate it is 1 AV to a 3 man HAV but even after the changes if you choose to run the 3man HAV you are no better off because everything relies on that 1 hardener and when that goes you are doomed.
So breaking is 1 AV to a 3man HAV balanced? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
|
Posted - 2015.03.02 17:56:00 -
[568] - Quote
I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there.
AV
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Takahiro Kashuken
Red Star.
4060
|
Posted - 2015.03.02 18:05:00 -
[569] - Quote
Breakin Stuff wrote:I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there.
Sure why not, it is still a ratio of 1 AV to 3 pilots and 1:3 doesn't look fair to me but yet you will complain that it may take 3 AV to kill 1 HAV. Can't have it both ways.
Small turrets suck, if the AV player is close enough to get there head ripped off that is the AV players fault but there are many areas of a map that the gunners cannot reach out of a tank or in the gun seat.
It has been an option in PC, a rare one but if it is a ratio of 3 man HAV to 3 AV then maybe it may happen. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
|
Posted - 2015.03.02 18:13:00 -
[570] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there. Sure why not, it is still a ratio of 1 AV to 3 pilots and 1:3 doesn't look fair to me but yet you will complain that it may take 3 AV to kill 1 HAV. Can't have it both ways. Small turrets suck, if the AV player is close enough to get there head ripped off that is the AV players fault but there are many areas of a map that the gunners cannot reach out of a tank or in the gun seat. It has been an option in PC, a rare one but if it is a ratio of 3 man HAV to 3 AV then maybe it may happen. having the extra seats bring something to the table defensively has never been an objection I have. Even if it's a built-in booster or mini-hardener that the second/third seat can trigger or something. If the defenses take three people to operate then yes, it should absolutely improve the survival of the HAV versus solo AV.
1 player = 1 player HAS to mean something. And no, it can't be a one-way street.
However, the "jump out and shoot the AV" is stupid. it's just as cheesy as JLAVs, which I use whenever I have an HMG jump out to pop my AV fatsuit.
If an HAV takes three people to operate at max capacity, then the three AV to kill ratio becomes reasonable.
But as long as it only requires one player to run at max defensive capacity? Then no. it's still really one player versus one player. because the two smalls are rarely useful due to hit detection stupidity, and they'll just jump out and shoot the AV player with a rail rifle or whatever.
AV
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