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Thread Statistics | Show CCP posts - 6 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7622
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Posted - 2015.03.13 10:12:00 -
[1] - Quote
CCP Rattati wrote:shaman oga wrote:Any chance to have a little AoE back (2-3 meters) with large rails? Increased heat build up is a very huge nerf, heat sink are on high slots wich means less HP-regen-hardener, i think a little AoE would improve our experience. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash.
If the heavy cannon turrets splashed it'd justify keeping it IMHO.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
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Posted - 2015.03.13 18:23:00 -
[2] - Quote
Fox Gaden wrote:Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote:Any chance to have a little AoE back (2-3 meters) with large rails? Increased heat build up is a very huge nerf, heat sink are on high slots wich means less HP-regen-hardener, i think a little AoE would improve our experience. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist... I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage. it's not explosive resistance, it's splash resistance. it applied to rail impacts when they still had splash, and it applies to PLC near misses. It applies to missiles from an ADS which were swapped to the projectile profile. it does not apply to mass driver direct hits. ONLY to the splash radius, and it's not particularly hard to lob a mass driver shell into a sentinel's underpants.
it's also not correctly applying to REs correctly or full-health cal and minsents would be able to take ADV and single PRO RE hits to the chin.
as it stands a basic RE that does less damage than a sentinel has health (after considering profiles) is instapopping any sentinel. the resistance isn't working, and the REs are doing more damage than intended.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
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Posted - 2015.03.13 20:42:00 -
[3] - Quote
XxBlazikenxX wrote:Cat Merc wrote:DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none. Nor can he afford to sleep, after the giant mess the game was left in before he came in Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother? Dunno what you're talking about.
Rattatattatattatattatattatattatattatattatattati
Is a machinegun.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
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Posted - 2015.03.16 06:54:00 -
[4] - Quote
Doc DDD wrote:Pokey Dravon wrote:DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though.
that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7641
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Posted - 2015.03.17 04:16:00 -
[5] - Quote
WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 07:54:00 -
[6] - Quote
Himiko Kuronaga wrote:Breakin Stuff wrote:WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet. AV is in a good place. Don't mess with it.
That changes instantly once people adapt to the new fitting meta. AV nades are in a good place. I guarantee standard, non-swarm AV is not in a good place. Reported instagib bugs notwithstanding.
Instagib bugs, if extant, are bugs and need to be stomped out.
But once the proto HAVs begin rolling out in earnest, with proper tank fits, AV is going to be right back to 1.7 except for swarms.
It's inevitable and hilarious.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 09:46:00 -
[7] - Quote
WeapondigitX V7 wrote:I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
Having HAVs not be the house b*tch was the basis of the balancing of vehicle stats.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7715
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Posted - 2015.03.25 14:13:00 -
[8] - Quote
I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
Because that was purely to address the fact that AV players generally get squat for WP without it. it was put in to encourage people to feel like it was worth playing, not as a consolation prize for failing to kill the target.
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
We will, of course, ignore the activation delay of human reflexes,"first strike" privilege enjoyed by the AV infantryman nine times out of ten... Yeah no, activation delay doesn't need to be added to. that's a lazy cop out that basically says "sure, you can be a tank, after I'm done killing you." Bad idea in entire, I agree fully with Kal here.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
You have no conception of how much I would laugh my ass off at this. especially the way the wheel is a pain in the ass to actually get the correct module. Random muscle twitch or misjudgement and "You have attempted to activate: Shield hardener. What you are getting is: Fuel Injection.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
I have a hard time arguing with this statement. Of course whenever I see five tanks on the field I start foaming at the mouth and mindlessly grabbing for the forge gun. It's only a problem when no one will take the time to hit a supply depot and get the right gear, or do what I do, shoot the tank to get it's attention and then stand there like a doofus while he kills me so I can more rapidly deploy a forge gun to a position of my choosing.
Disclaimer: if the tanker is usingan unmodded blaster it's faster to run wherever you need to go. even if it's on the other side of the map.
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
Risk aversion is for sissies. Embrace death and watch your wallet burn.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
hilariously enough did you know that the forge gun and railgun misfire in the exact same manner? Often several times? It's utterly hilarious. when you're the guy that was just spared the killshot.
But on a more serious note to the guy KAL was responding to:
There is a simple fix to this simple problem. And crying for nerfs isn't the simple fix. It's just dumb. We'll see if the simple fix is implemented.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7825
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Posted - 2015.04.04 00:38:00 -
[9] - Quote
Holy Sweet Jesus you nerds are going to lose your sh*t when you see the numbers it takes to break the tanks that Rattati had proposed before he let up on the hardeners.
even with a 10% hardener nerf on the numbers... It's insane. My rough guesstimate math was very nastily off in favor of the HAVs. Even kitbashing the numbers it STILL favors the HAVs.
Hat's off Rattati, you build 'em brutal.
AV
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