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wiseguy12
Y.A.M.A.H
111
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Posted - 2015.04.13 19:23:00 -
[91] - Quote
1v1 isn't viable anymore. If I solo a tank with my av suit that tank is "weak sauce". The only tanks I can solo consistently are std. or militia shield tanks. I just simply cook a flux and then nova knife away until it's dead. If you don't have alot of skills in AV it's impossible to kill a half decent tank. I like the current hit points and resistance of tanks, but I find blasters as unbalanced. Blasters can kill swarmers before the first swarm. Quite frankly, my dear, it's unfair. but that's my only complaint.
Pro Caldari assault and Amarr sentinel.
Proto SMG, sniper, HMG, Scrambler and Assault Rifle
Onuoto Uakan
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DUST Fiend
16378
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Posted - 2015.04.13 19:33:00 -
[92] - Quote
Mary Sedillo wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. But only X can take points and X has tactical flexibility that Y does not have available. Also keep in mind that 2x is more or less = zy, since it only takes 2 or 3 AV on a team to respond to ALL vehicle threats.
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Kierkegaard Soren
Corrosive Synergy Rise Of Legion.
750
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Posted - 2015.04.13 19:47:00 -
[93] - Quote
I don't think I should be able to solo tanks, unless they're poorly fitted or poorly piloted.
However, I am seeing a problem with the way armour tanks just shrug off multiple AV whilst wreaking carnage before driving away with enough speed to survive the hits without hardeners. And then thry come back a minute or two later, no worse for wear.
Ideally, armour hardeners need a slight nerf and reps need to go back to active management; that way, tanks have to think before they commit, and plan a safe route out of the fight if it doesn't go according to plan.
I'm basically fine with tanks bein awesome and devastating, but they need to come with equally interesting and potent drawbacks.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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J0LLY R0G3R
And the ButtPirates
2665
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Posted - 2015.04.13 19:48:00 -
[94] - Quote
JARREL THOMAS wrote:J0LLY R0G3R wrote:You bloody shoot at me or even aim that turret my way. Don't think I"m going to just run off and hide. If I don't kill you, I'm at least going to hold you up from just patrolling the map before ya dip into the redline. Don't you dare characterize me as a redline tanker I would shoot you down before that happens.
Didn't really think I did?
"patrolling the map" which is what tanks will do if not challenged or they find a honeyspot I'll definitely die here and there while trying to make you adapt or die except when it comes to the tankers running all the reps. they just sit there and laugh
but a tank left to do whatever he wants is a tanker i'd like to annoy as much as possible and I def can't kill every taker out there solo but I can usually annoy and throw them off the game they wanted to have
the amount of reps some of the current tanks have now it is impossible unless they are complete idiots that said, most blue berries seems to get killed by the tank and spend the rest of the game trying to be on the opposite side of the map as the tank.
and my statement stands i'll try my best to kill you or put u in the redline or at the very least from just rolling over the blueberries There isn't a tanker out there that won't fall back to the redline to recover/reposition.
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Count- -Crotchula
Namtar Elite Gallente Federation
13
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Posted - 2015.04.13 20:11:00 -
[95] - Quote
would be OK if I'm not the only guy in an expensive prototype AV fit with no anti-shield weaponry! Even a duplicate forge gun which does nothing more but have a proficiency skill against shields WOULD BE FANTASTIC. |
DEATH THE KlD
Seven Kin of Purgatory
108
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Posted - 2015.04.13 20:18:00 -
[96] - Quote
If you think proto tanks should be able to be solo'd then sure but make the price 150-200k so it's equal. Otherwise why should 1 dude whose suit cost 150k be able to solo 1.5m? |
Roy Ventus
Axis of Chaos
1926
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Posted - 2015.04.13 20:32:00 -
[97] - Quote
One Eyed King wrote:Because then the meta becomes who can get the most tanks out fastest wins.
There should never be a point at which the only viable counter to something is itself. Never.
If vehicle prices are too high, that can be reduced, but it should never be an easy way to not die while racking up kills.
There should never be a role in which the risk/rewards are out of balance.
Whether that is tanks, heavies, or scouts.
This.
Plus becoming an AVer makes you an easy target for both infantry AND tanks. Yes, you can hit tanks but tanks can hit back and harder.
In a game of 16 vs 16, there can only be so many AVers before your team because dysfunctional. Think about it. Four solo tankers vs four-six AVers. The tankers have more firepower and are actively use their firepower to either destroy or hinder you. The AVers are a response, usually, or a defense in waiting. But regardless if the AVers are giving the tankers a hard time, and they're probably not if there's four fricking tankers on the field at once, the enemy team with the four tankers are most likely progressing much better off than your team, unless of course they really suck at corp battles.
I'm not saying that AVers should feel a need to team up to effectively handle a tank but I'm saying is that a solo AVer shouldn't feel completely useless. The AVer should at LEAST be capable, with the right skills and weapons, of hindering the enemy's tank progress in a 1v1.
A lot of tankers from day one feel like 1v1 should always favor the tanker because it costs much more. But they fail to realize that tanks can become OP much more easily by going off of this idea.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18210
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Posted - 2015.04.13 20:37:00 -
[98] - Quote
Roy Ventus wrote:One Eyed King wrote:Because then the meta becomes who can get the most tanks out fastest wins.
There should never be a point at which the only viable counter to something is itself. Never.
If vehicle prices are too high, that can be reduced, but it should never be an easy way to not die while racking up kills.
There should never be a role in which the risk/rewards are out of balance.
Whether that is tanks, heavies, or scouts. This. Plus becoming an AVer makes you an easy target for both infantry AND tanks. Yes, you can hit tanks but tanks can hit back and harder. In a game of 16 vs 16, there can only be so many AVers before your team because dysfunctional. Think about it. Four solo tankers vs four-six AVers. The tankers have more firepower and are actively use their firepower to either destroy or hinder you. The AVers are a response, usually, or a defense in waiting. But regardless if the AVers are giving the tankers a hard time, and they're probably not if there's four fricking tankers on the field at once, the enemy team with the four tankers are most likely progressing much better off than your team, unless of course they really suck at corp battles. I'm not saying that AVers should feel a need to team up to effectively handle a tank but I'm saying is that a solo AVer shouldn't feel completely useless. The AVer should at LEAST be capable, with the right skills and weapons, of hindering the enemy's tank progress in a 1v1. A lot of tankers from day one feel like 1v1 should always favor the tanker because it costs much more. But they fail to realize that tanks can become OP much more easily by going off of this idea.
But it simply doesn't. A great many maps are dominated by objectives that are inaccessible to HAV as a result of adjustment's made by Rattati to accommodate infantry. Even if a team placed 4-5 tanks on any map with a large socket they would be doing more harm to their chanced than good.
There are only several specific objectives upon which HAV can have a direct impact.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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R F Gyro
Clones 4u
1432
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Posted - 2015.04.13 20:39:00 -
[99] - Quote
True Adamance wrote:But it simply doesn't. A great many maps are dominated by objectives that are inaccessible to HAV as a result of adjustment's made by Rattati to accommodate infantry. Even if a team placed 4-5 tanks on any map with a large socket they would be doing more harm to their chanced than good.
There are only several specific objectives upon which HAV can have a direct impact. But we don't get to pick the maps we fight on. Or maybe we'll end up with all the infantry quitting from half the games, and all the tankers quitting from the other half.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2020
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Posted - 2015.04.13 20:40:00 -
[100] - Quote
JARREL THOMAS wrote:I mean before maybe because they costed less, but I mean now... no. Your at most like 150k suit killing a 1.3 million tank? No. You should require teamwork to kill a tank. And please don't tell me "We get killed so much trying to kill it." I get killed by vehicles and infrantry too... while hacking an objective, being a logi (not a heavy slaver I might add), ect. There's no excuse for you to even be solo killing an adv tank.
But of course that's my opinion and I'm open for someone to prove me wrong.
You know something is wrong when my basic madrugar -300k isk can easily survive proto AV from 3-4 guys.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Iron Wolf Saber
Den of Swords
19265
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Posted - 2015.04.13 21:05:00 -
[101] - Quote
A quick breakdown
In a limited numbers game if every assault player counts as 1.0 then the sides would be 16 vs 16 points.
When you shove a player into tank they can easily make it 0 vs 1 where zero will lose against one. The other 15 infantry assult players no longer matter (objective mutator not added this id TDM)
So when you throw in one AV player on the game you now change the score up quite a bit. Most AV players are not that great at killing or supporting or maintaining meaningful effort equal to the baseline soldier class. because of this they're generally not scoring a 1.0 score but rather closer to a 0.5 or 0.25 a problem similarly shared with most logistics. Most have sidearms so they're not totally useless but they're still woefully ineffective against the other 15 players.
So one player going AV it becomes 0.5AV vs 1V + 15 vs 15 infantry.
Now that all infantry matter on both sides the tank we come to find out is a multiplier of sorts it cannot be destroyed by the 15 other players but the AV player can destroy it; It can easily kill the other 15 becuase of the immunity and kill advantage it offers. Well call it a +10% multiplier additive of current forces per HAV.
AV side 15.5 vs 17.5 V side
Now this is our base line in a 1 vs 1 situation. A team full of AV would have a score of 8 vs 16\ A vehicle heavy team however vs infantry on an objective game (skirmish) would have a score of 16A vs 10V (averages about 12 actual with map factors) (vehicles cannot capture objectives; majority cannot enter objective zones or control them)
Either way as the game remains a low number game a single AV user under reasonable situations must be able to kill a vehicle. Any serious AV player would tell you the largest threat to them has never been the vehicle but rather the infantry that escort it.
The math is mostly arbitrary but it can be concreted more if tried; it just for dust 514 in all of its complexity gets extremely out of hand quickly on the player score weight on paper.
Right now lots of HAVers think it should be 3 AV vs V
So 14.5 vs 17.5
not exactly fair considering most tankers hate the idea of having two people in thier vehicle.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Nothing Certain
Bioshock Rejects
1631
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Posted - 2015.04.13 21:22:00 -
[102] - Quote
Dovallis Martan JenusKoll wrote:Nothing Certain wrote:Mary Sedillo wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. But only X can take points and X has tactical flexibility that Y does not have available. You might play that way but y is actually xy, you can run any dropsuit inside your tank that I run without one, pop out of your tank and we are equal, pop back in and you have every advantage. I know you run team tanks and your invincibility extends to your gunners, so they can hop out and hack stuff or run inside a building then hop back in and be safe and have the power of the tank again. ISK should get you an advantage but just like the rest of Dust it should be subject to diminishing returns. Proto weapons cost 40X the cost of STD yet only provide a 10% increase in damage. A 5X ISK difference between vehicles and dropsuits buys a 100% increase in power, this is breaking the very principle. On the other hand, a tanker can take 3 or 4 games to pay for a tank, if they are balanced, they are too expensive to run. I think vehicles and turrets should drop way down in price, the tanks besides the Madrugar w/hardeners are about where they should be. The ADS is not far off and regular DS could use a little more HP and LAV's could use more fitting slots. Oh dear... Never driven a tank have you? You hop out of a tank to hack a point, either A. An ally took the tank. B. Your tank got hacked. C. Your tank was blown up. or D. It's still sitting there. In order of likelyhood A: 50% B 15% C 25% D 10% From what I've had when trying this. More often than not, someone who is in a tank, does not run full expense gear. Kind of stupid to do that when you're already running a high expense that can go boom. If the tanker gets out about 70% of the time I've been able to kill them with my ground setups.
Yes, if you get out of your tank chances are good that you will lose it. So you lose your advantage and are now just equal to the other players. Being reduced to equal is not unfair. I guess you may be right though, I've never seen a tanker leave his tank to gun down someone before. Oh wait.
If you run a small turret you don't even have to chance that and you share your invincibility with another player.
Because, that's why.
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Smoky The Bear
THE SMOKIN GUNZ Dark Taboo
193
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Posted - 2015.04.13 21:42:00 -
[103] - Quote
JARREL THOMAS wrote:I mean before maybe because they costed less, but I mean now... no. Your at most like 150k suit killing a 1.3 million tank? No. You should require teamwork to kill a tank. And please don't tell me "We get killed so much trying to kill it." I get killed by vehicles and infrantry too... while hacking an objective, being a logi (not a heavy slaver I might add), ect. There's no excuse for you to even be solo killing an adv tank.
But of course that's my opinion and I'm open for someone to prove me wrong.
Because every fit should have another fit that can destroy it.. Same as real life you dipshit |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1248
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Posted - 2015.04.13 22:21:00 -
[104] - Quote
Nothing Certain wrote:Dovallis Martan JenusKoll wrote:Nothing Certain wrote:Mary Sedillo wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. But only X can take points and X has tactical flexibility that Y does not have available. You might play that way but y is actually xy, you can run any dropsuit inside your tank that I run without one, pop out of your tank and we are equal, pop back in and you have every advantage. I know you run team tanks and your invincibility extends to your gunners, so they can hop out and hack stuff or run inside a building then hop back in and be safe and have the power of the tank again. ISK should get you an advantage but just like the rest of Dust it should be subject to diminishing returns. Proto weapons cost 40X the cost of STD yet only provide a 10% increase in damage. A 5X ISK difference between vehicles and dropsuits buys a 100% increase in power, this is breaking the very principle. On the other hand, a tanker can take 3 or 4 games to pay for a tank, if they are balanced, they are too expensive to run. I think vehicles and turrets should drop way down in price, the tanks besides the Madrugar w/hardeners are about where they should be. The ADS is not far off and regular DS could use a little more HP and LAV's could use more fitting slots. Oh dear... Never driven a tank have you? You hop out of a tank to hack a point, either A. An ally took the tank. B. Your tank got hacked. C. Your tank was blown up. or D. It's still sitting there. In order of likelyhood A: 50% B 15% C 25% D 10% From what I've had when trying this. More often than not, someone who is in a tank, does not run full expense gear. Kind of stupid to do that when you're already running a high expense that can go boom. If the tanker gets out about 70% of the time I've been able to kill them with my ground setups. Yes, if you get out of your tank chances are good that you will lose it. So you lose your advantage and are now just equal to the other players. Being reduced to equal is not unfair. I guess you may be right though, I've never seen a tanker leave his tank to gun down someone before. Oh wait. If you run a small turret you don't even have to chance that and you share your invincibility with another player. I've read some poorly written posts... but you seriously put no thought into that.
If you are in a tank, worth around 400k... why would you also wear a suit worth 150k? One death would mean the combined loss of the items.
The answer is, they don't. Most people who drive a tank use a BPO or starter fit, so that if the tank goes. It's just the tank that takes a wallet loss. It's as useless as a dropsuit carrying around a briefcase full of money. It just makes no sense to deploy.
If you are wearing a combat ready suit, you are probably not just gunning with the tank, which means the player is getting in and out of the vehicle.
And if you notice.... what I just wrote contradicts everything that you attempted to write. Just try to think a bit more, OK?
Oh, and I hope to see you attempting to drive a tank, just so I can blow you up and show you how much "invincibility" you just bought.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Cypher Nil
Fireteam Tempest
225
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Posted - 2015.04.13 22:25:00 -
[105] - Quote
I think a single AV fit SHOULD be able to take out a tank by itself.
so long as the fit costs the same as a tank.
oh... wait..
n++pâçGòÉS+Ç +24 Million SP Merc n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
Of course we won, now when do I get paid?
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Radiant Pancake3
Y.A.M.A.H
38
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Posted - 2015.04.13 22:36:00 -
[106] - Quote
Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance.
Math... o.O (Hides in the corner)
I am the Clown of Ass!
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Minmatar Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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XxBlazikenxX
Y.A.M.A.H
770
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Posted - 2015.04.13 22:37:00 -
[107] - Quote
Radiant Pancake3 wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. Math... o.O (Hides in the corner) That's my line.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Radiant Pancake3
Y.A.M.A.H
38
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Posted - 2015.04.13 22:38:00 -
[108] - Quote
XxBlazikenxX wrote:Radiant Pancake3 wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. Math... o.O (Hides in the corner) That's my line.
So your on the forums yet not on dust? Seems legit.
I am the Clown of Ass!
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Minmatar Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Onesimus Tarsus
is-a-Corporation
3262
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Posted - 2015.04.13 22:40:00 -
[109] - Quote
Dear CCP:
Please remove tanks from DUST 514, so that all this bickering will stop.
Thanks, Your stud, O.T.
P.S. If you happen to remove DSs at the same time, I doubt anyone would notice.
As of April 9, 2015, we have about 330 days of DUST 514 left. Enjoy them!
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logan turnbull
Dem Durrty Boyz General Tso's Alliance
28
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Posted - 2015.04.13 22:42:00 -
[110] - Quote
one dren logisticssix remotes[list] [/poof no more tank
lets roll
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davis fritz
Subsonic Synthesis
67
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Posted - 2015.04.13 23:43:00 -
[111] - Quote
JARREL THOMAS wrote:I mean before maybe because they costed less, but I mean now... no. Your at most like 150k suit killing a 1.3 million tank? No. You should require teamwork to kill a tank. And please don't tell me "We get killed so much trying to kill it." I get killed by vehicles and infrantry too... while hacking an objective, being a logi (not a heavy slaver I might add), ect. There's no excuse for you to even be solo killing an adv tank.
But of course that's my opinion and I'm open for someone to prove me wrong.
I think tanks are the most balanced they've ever been . ( I don't tank btw) It should be hard to kill them but they're not indestructible either. It would be absolute bs for a tank to be easily taken out by a solo DS
I fucking Love/Hate this game
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DUST Fiend
16381
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Posted - 2015.04.13 23:47:00 -
[112] - Quote
Radiant Pancake3 wrote:Zepod wrote:If 2x = 1y, there's no actual reason to use x in any scenario with a remote amount of importance. Math... o.O (Hides in the corner) Like I've said though, it's not 2x = 1y, it's 2x = zy because all it takes is 2 to 3 AV working even remotely in sync to totally deny any number of vehicles that are deployed by the enemy.
So, if the enemy just calls out a single tank, it's not so even, but once 2 or more show up, it actually flips into favor of the AV squad. It's not our fault of the enemy team goes ape **** and deploys 7 AV players to handle 2 vehicles, that's on them.
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DUST Fiend
16381
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Posted - 2015.04.13 23:51:00 -
[113] - Quote
davis fritz wrote:It would be absolute bs for a tank to be easily taken out by a solo DS Mathematically speaking it's now all but impossible to solo kill a well fit tank with any DS fit. It just will not happen unless the tanker actively tries to lose.
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TIGER SHARK1501
Savage Bullet General Tso's Alliance
219
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Posted - 2015.04.14 00:36:00 -
[114] - Quote
The worst part is Proto tanks don't live up to the hype. They should need more than one proto AV player to be a threat. But merely my opinion. |
manboar thunder fist
Dead Man's Game RUST415
433
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Posted - 2015.04.15 23:07:00 -
[115] - Quote
Iron Wolf Saber wrote:A quick breakdown
In a limited numbers game if every assault player counts as 1.0 then the sides would be 16 vs 16 points.
When you shove a player into tank they can easily make it 0 vs 1 where zero will lose against one. The other 15 infantry assult players no longer matter (objective mutator not added this id TDM)
So when you throw in one AV player on the game you now change the score up quite a bit. Most AV players are not that great at killing or supporting or maintaining meaningful effort equal to the baseline soldier class. because of this they're generally not scoring a 1.0 score but rather closer to a 0.5 or 0.25 a problem similarly shared with most logistics. Most have sidearms so they're not totally useless but they're still woefully ineffective against the other 15 players.
So one player going AV it becomes 0.5AV vs 1V + 15 vs 15 infantry.
Now that all infantry matter on both sides the tank we come to find out is a multiplier of sorts it cannot be destroyed by the 15 other players but the AV player can destroy it; It can easily kill the other 15 becuase of the immunity and kill advantage it offers. Well call it a +10% multiplier additive of current forces per HAV.
AV side 15.5 vs 17.5 V side
Now this is our base line in a 1 vs 1 situation. A team full of AV would have a score of 8 vs 16\ A vehicle heavy team however vs infantry on an objective game (skirmish) would have a score of 16A vs 10V (averages about 12 actual with map factors) (vehicles cannot capture objectives; majority cannot enter objective zones or control them)
Either way as the game remains a low number game a single AV user under reasonable situations must be able to kill a vehicle. Any serious AV player would tell you the largest threat to them has never been the vehicle but rather the infantry that escort it.
The math is mostly arbitrary but it can be concreted more if tried; it just for dust 514 in all of its complexity gets extremely out of hand quickly on the player score weight on paper.
Right now lots of HAVers think it should be 3 AV vs V
So 14.5 vs 17.5
not exactly fair considering most tankers hate the idea of having two people in thier vehicle.
Multiple assumptions however
1. The av player is not using a commando o.O does that mean commandos count as 1.5?
2. The av player is not using a sidearm that can be used just as effectively as a main weapon e.g breach smg/bolt pistol/flaylock w jump mods. When I'm easily able to hit 30+ kills using an advanced bolt pistol then that assumption is completely Flawed
3. If a solo av player can take out a well fit proto madrugar with multiple hardeners, over 5000 hp and 150+ rep/s as well as a huge dps large turret, then how in the hell would they have any problem at all taking out a DS, this style of av completely screws over other vehicles
4. If your argument stands then 1 tank = 1 ds, both require the same amount of players without considering force multipliers, now how come the ads can't take out a madrugar.
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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