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Francois Sanchez
Prima Gallicus
411
|
Posted - 2015.05.02 12:32:00 -
[1] - Quote
Hey guys I'm not used to this kind of deep global analysis but I guess there should be a start to everything so any constructive comment (so to improve this review) is welcome. I'm going to make some English mistakes so I already apologize for that and if there is something you don't understand don't hesitate to tell me. So let's start
LAVs This part is gonna be short as LAVs aren't designed to fight and I don't use them anyway. Even if I hate death taxis, I think an HP buff is needed as right now nearly any AV shot will blow up your car in one bullet/volley which is excessive. To me the pilot should have the possibility to either try to evade or to jump off his car. Getting killed without any warning like that is a bit too much. Maybe give them enough HP to barely survive to an ADV AV shot or give them a big resource buff so that they can fit some HP modules.
HAVs Atm the moment HAVs are awfully balanced. Some builds are completely OP versus AV while there is a huge difference between shield and armour tanks.
In general, HAVs are too good when they turn on their hardeners while they're too easy to destroy without it (well, the shield tank is to easy to blow up). There is basically no variety in HAV fittings, it's 90% of the time 2 hardeners, one regen module, and HP modules for the remaining slots. So a slight HP buff (or slight buff to HP modules) accompagnied by a slight hardeners nerf would be welcome.
The second general note is about turrets performances. The large blaster is way too good at long range. The RoF reduction coupled with the increased damage per shot was a great idea for tanks fights, however now blasters can easily destroy infantry at over 120 meters (I wiped out 25 guys at 140m with a large blaster installation in an ambush OMS the other day). The RoF reduction caused the spread to be too small between shot, making the long range shhots super accurate. Increase dispersion/spread and it should be fine.
And final general problem there is the bug with SHAVs that will be fixed soon.
Now let's talk more specifically about the imbalance between shield and armour.
Vehicles suffer from the same kind of imbalances than infantry : - Continuous armour regen is better than shield regen (even more true for tanks) - Much more HP for armour and better HP per resource invested ratio - The "secondary" good modules (scanner, damage mods, fuel injectors etc) are high slots so accessible to the armour vehicles easily while asking for huge sacrifices for shield vehicles. - More adapted fitting capacity for armour vehicles. Shield vehicles often dedicate their secondary slots to PG mods while armour vehicles fit plenty of useful things. - Armour hardeners are simply better shield hardeners, moreover at equal performances armour hardeners are way better thx to the continuous regen.
Some of those problems are hard to solve without breaking other things, but armour hardeners nerf is needed and shouldn't cause any problem. Shield recharge rate is beaten with a single basic armour repairer with max skills (130HP/sec for maddie vs 126 HP/s for gunnlogi). Add to that the shield delay and you have armour tanks ten times better at regen than shield tanks. You can at least double the recharge rate on shield vehicles in general while the regulators fix should have great effects. The shield booster is useless against continuous fire (blasters for example) as the recharge is canceled by the damage taken. The HP recharge should be done whatever the damage taken. Moreover the heavy shield booster PG cost is ridiculous. A final idea but I'm not sure it's good would be a very slight armour repairers nerf (something like 5%)
With all those changes we may already see some kind of balance even if I think it would still not be enough, but right now I don't have other ideas that wouldn't break other things.
A last point about tanks I would like to discuss is the tier progression. While I'm completely up for that kind of progress (same slot layout but better fitting capacity) there is a problem coming from the modules. To me it's normal to have proto tanks that powerful (even if the madrugar should be toned down, which I hope would be done with the few changes above), however STD tanks are way too good. The reason is pretty simple : many modules have the same performances at all tiers but simply recharge faster at higher level which means a STD is nearly as good as the proto tank but has to hide a bit longer. That's not right, especially when you see the cost difference. Hardeners, afterbruners, fuel injectors, shield boosters are the ones that come in my mind, but I may forget some. Also when will we see ADV and PRO mobile CRUs?
Dropships in next post
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Francois Sanchez
Prima Gallicus
411
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Posted - 2015.05.02 12:50:00 -
[2] - Quote
Dropships Already underpowered atm, dropships have moreover to suffer from the tank performances as more people are running around with AV weaponry. Right now 1 good swarm is already too much for an ADS and basically denies the access to a large zone of the battlefield. While the dropship shouldn't be able to fly around for a long time, it should at least have the chance to fire 2 or 3 times at the AV guy before running away. Right now you need at least two defensive modules (for example two hardeners) to fire once or twice before flying away, and if you fire a third time, you won't get away if the AV guy isn't killed. Outside a very few places, dropships have no way to hide or evade AV attacks meaning they need to get out of range or take the shots. While the afterburner allows you to get out of range, that used module on a python means you'll never have a chance to fight the AV guy and ADS can't tank anything.
It is useless to say that 2 swarms will kill the dropship 99% of the time without letting it any chance of surviving.
Another problem, but I suppose that one can't be solved right now, is the visibility of the ground units. You have to get really close to just know there is a guy down there and you often have the bad surprise to see AV shots coming from nowhere because the guy isn't displayed on your screen yet. This problem is even more important when there are two guys, which means automatic death as the ADS is too weak/slow to survive that. Here there is simply nothing the pilot can do, he's not making any mistake, he doesn't take any risk, he's simply dead with no way to counter it. This is why ADS should be much more survivable.
They should receive the tank treatment (extra slots, complete change of resources and tier progression). Right now you can't fit a python with 3 basic turrets and 3 basic shield modules (1 hardener, 1 booster and 1 heavy extender) without a PG upgrade EVEN WITH MAX SKILLS. That's simply unacceptable for something that expensive. It's the only ADV thing in the game you can't fill with STD stuff. However if you fit only one turret, you can run nearly full complex if you put a PG upgrade, which isn't right either.
We should have SADS and ADS as there are HAVs and SHAVs. I made a post a while ago about that kind of modification, but apparently it didn't get noticed. Anyway there are things that aren't right in the proposition I made, but the global idea is there and I think it's worth looking at : https://forums.dust514.com/default.aspx?g=posts&t=196627
That's it for the moment. Congrats to those who had the courage to read through this huge block. Rattati I'd really like to get your opinion about this, even if it's to say everything I said is crap or that you don't care atm
07 |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8346
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Posted - 2015.05.02 14:39:00 -
[3] - Quote
LAVs with zero skills can survive a hit from proto AV when you put mods on them.
One PG mod allows a heavy extender or heavy armor plate (militia).
There is no reality in which a naked lav should be eating hits from AV. I think that making LAVs immune to small arms fire and so expensive to purchase/fit was a mistake. The need for heavy AV to destroy a light vehicle has done more to make sure there's always a swarm or forge on the field than any act by tank or dropship pilot in DUST's history.
Dropships can actually evade AV fairly consistently unless they are dealing with a good or stubborn gunner who gives them no rest opportunity.
HAVs problems are many and myriad, and oddly the solutions are fairly simple.
As far as vehicles, the primary problem is the lack of a clearly defined purpose. Vehicles are supposed to kill vehicles. But without the ability to make them fit an anti-infantry role without allowing them to be overpowered begs the question:
Why do we have them?
There's a few ways to make them more relevant but it requires making the battlefield more dynamic, making turrets more dynamic and making hardpoints that a tank crew can siege and destroy.
Right now the role as I understand it (even though I know it's not the intent) is destroying other vvehicles while providing transport and being a target for infantry AV.
The other problem, which makes the community as a whole hostile to the idea of giving vehicles ANY considerationis the thinly veiled comments by a loud minority of vehicle drivers who think that they should get a pass on risk. Most HAV drivers aren't looking for a fight.
The behavior in game tells the story. They stick around to paste anything in reach then bolt out and hide in the redline the INSTANT they take a notable level of damage.
Because of this vocal minority, very few in the game believe that vehicle drivers are interested in anything but risk-free kill farming.
It's a crap statement, and in my experience it's not true. But the loudest ones are the ones who say that even against the current madrugar meta, AV is still OP. They're the ones the community at large sees.
Pilots need to be thrown a bone in a few areas. But doing so with the ungrateful bastards who berate the devs relentlessly whenever something they dislike even slightly makes it really damn hard to convince people that the bone thrown is worth the effort.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Vulpes Dolosus
Molon Labe. RUST415
3264
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Posted - 2015.05.02 14:47:00 -
[4] - Quote
LAVs are garbage. They need more slots and slightly more base hp, at the very least more variants that have these.
Shield tanks are fine, though a slight shield regen buff is needed. They can be fought off even with one hardener on and with two they need to regen longer. Heavy armor reps are OP right now, beyond a doubt. I fought an ADV Madrugar with an ADV Blaster and damage mod point blank and couldn't break 1/5 of his armor before overheating and losing my shield, and it immediately regened back when I stopped. Teammates have been complaining how difficult it is for them to fight them off with AV.
Large armor reps need a fitting nerf (increased). Fitting 2 or more large armor reps should be incredibly difficult and two proto nearly impossible with any other mods on. To accommodate, large reps should receive a slight buff in repair rate, but also a longer interval between reps (ex proto heavy reps from 120>150rps, but give 450/3s).
The only problem with ADSs is their target and threat aquisition. Improved rendering will help when coming from far from the enemy. Also, giving a special chevron to AV within 100m of a vehicle when engaging that vehicle (locking swarm of charging FG/PLC) will help a pilot know where threats are coming from and how many there are.
And honestly, swarms could use a lock time nerf and slight lock range reduction, but it's not that important imo.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Doc DDD
TeamPlayers Negative-Feedback
439
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Posted - 2015.05.02 16:08:00 -
[5] - Quote
A lot of good points in original post, most of which have been touched on earlier by most players that call in vehicles.
I'm not sure that the blaster needs a range nerf, if you are getting 20 kills with a blaster installation then the other team is full of morons, more than likely a few vocal members of the AV community.
The armor hardener is keeping armor vehicles alive. This infuriates the AV community as it is no longer:
1 ishukone forge gun > all vehicles or 1 minmitar swarm launcher > all vehicles
You now have to actually TRY to kill 2 different builds of madrugars ( 2 hardeners 1 plate or 2 hardenrs 2 reps ) by using teamwork or timing your attack during cooldown. Not to mention the devastating effect of stealth and Lai Dais even when hardened, Don't worry though, much easier to cry on forums and beg for nerfs so that spawning in using a BPO heavy with forge gets you 300 wps when you hold down the fire button staring at a tank.
The AV community / terrible tankers were very vocal about what would balance shield tanks, got their way, and now shield tanks sit in the redline or POP when a blaster looks at them.
Leave armor harders as is Buff shield hardeners to 60% and reduce downtime FIX SHIELD BOOSTERS, IT HAS BEEN BROUGHT UP 500 TIMES THEY ARE BROKEN Remove shield stacking penalty Buff shield regen to old stat Reduce rediculous cost of heavy sheild boosters Reduce rediculous cost of shield regulators and have them act as energizers as bonus
The only people happy with shield tanks are the ones that sit in the redline with 3 damage mods on a missile tank that pray you get within distance. Makes more sense to do this with a madrugar as chances are any tank that makes it to your redline is going to have a blaster and be armor.
But carry on vocal AV community, keep pushing for 1 Forge > than all, you will likely get your way.
P.S. Increase Large Rail range to 450 meters. Armor hardener problem fixed. |
Francois Sanchez
Prima Gallicus
412
|
Posted - 2015.05.03 09:29:00 -
[6] - Quote
Thx for the feedback, I don't agree with every points of course but it's still interesting.
About the blaster range, my point wasn't about blaster installation being OP because I gunned down a bunch of scrubs, I just don't find legit to be able to kill infantry in less than 1 second with a large blaster while being at over 120m. Theoretically the blaster was supposed to be short range and it is not.
About the tank role, I think there should be one build good against infantry at short range but bad against vehicles (large blaster, but right now it's destroying vehicles easily and can shoot very far). Have the rail cannons gods against vehicles and crap against infantry (roughly the case) and missiles ok at both but beaten by the specialized version at both.
Buffing hardeners is really what I want to avoid, tanks are too good with them and too fragile without them. Tanks should be naturally tougher while being less in god mode with hardeners. That would be fairer while increasing the variety of builds.
And finally about the AV vs vehicles communities people really need to play on both sides, which I do. Vehicles users have to understand that being invincible against 1 AV guy is extremely frustrating for the other side as the AV can't do anything else and don't get any kind of reward. On the other hand AVers are asking way too much for automatic success when hunting vehicles.
P.S : @Breakin Stuff : yes, tankers are mostly cowards, which is sadly the case for 90% of the community. This is the main problem of this game as the guys wishing to fight are hardly penalized by that. Personally it's the worst community I've ever seen because of that. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8359
|
Posted - 2015.05.03 09:48:00 -
[7] - Quote
Francois Sanchez wrote: P.S : @Breakin Stuff : yes, tankers are mostly cowards, which is sadly the case for 90% of the community. This is the main problem of this game as the guys wishing to fight are hardly penalized by that. Personally it's the worst community I've ever seen because of that.
risk aversion is pretty much the definition of everything wrong with any given player in this game.
And you deal with the worst by ignoring them, or point out every logical insanity they throw at you.
Whatever is more fun for you.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Tesfa Alem
Death by Disassociation
1046
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Posted - 2015.05.03 11:43:00 -
[8] - Quote
@ Breaking stuff regarding armor LAVs
You may survive the first hit but you wont survive the second one.
Assuming you fit a PG upgrade, which is necessary.
- Armor plate? No Reps, second hit kills.
- Rep tanK? First hit kills.
- Hardner? You are running on base eHP and no rreps second hit kills.
To use it soley as means of tranport from A to B is fine, as long as you own a BPO. Otherwise, LAV's with any sort decent turret on them is just a waste of time. The changes have made them from interesting if fit correctly to snot wrapped tissue paper no matter what you put on them. which is sad, i liked my quafe LAV. I bought it to use it, use it often, and effectivley as well.
But people bitched about wheelchair heavies, gunners using smail rail turrets, and LAV's being 'too hard to kill ( in a build where tanks were UP vs AV, people argued LAVs were OP?)' and here we are.
Redline for Thee, but no Redline for Me.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3153
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Posted - 2015.05.03 15:40:00 -
[9] - Quote
Francois Sanchez wrote:Thx for the feedback, I don't agree with every points of course but it's still interesting.
About the blaster range, my point wasn't about blaster installation being OP because I gunned down a bunch of scrubs, I just don't find legit to be able to kill infantry in less than 1 second with a large blaster while being at over 120m. Theoretically the blaster was supposed to be short range and it is not.
About the tank role, I think there should be one build good against infantry at short range but bad against vehicles (large blaster, but right now it's destroying vehicles easily and can shoot very far). Have the rail cannons gods against vehicles and crap against infantry (roughly the case) and missiles ok at both but beaten by the specialized version at both.
Buffing hardeners is really what I want to avoid, tanks are too good with them and too fragile without them. Tanks should be naturally tougher while being less in god mode with hardeners. That would be fairer while increasing the variety of builds.
And finally about the AV vs vehicles communities people really need to play on both sides, which I do. Vehicles users have to understand that being invincible against 1 AV guy is extremely frustrating for the other side as the AV can't do anything else and don't get any kind of reward. On the other hand AVers are asking way too much for automatic success when hunting vehicles.
P.S : @Breakin Stuff : yes, tankers are mostly cowards, which is sadly the case for 90% of the community. This is the main problem of this game as the guys wishing to fight are hardly penalized by that. Personally it's the worst community I've ever seen because of that.
Blaster installations functionally work different than HAV blasters, as they have no spread. That doesn't mean that blasters in general needs nerfing. Also, I think they are fine, it's just that they can tank like a hardened HAV without reps, which needs to go, but they should be redeployable.
If someone even so much as moves, long range blasters are not viable. It's optimal range makes sure of that, and the spread checks the optimal. It's already been agreed on anyways: Large turrets will be made to take on larger targets. If someone wants to take on infantry in a HAV, they can either use a small turret fitted to it, or hope that whenever they come in the future (if they come) CCP allows medium turrets to fit into large slots. And we had that setup before, twice eve. We went away from them for a reason.
We don't really need to buff hardeners. nerfing the armor ones by a small 5-10% would be enough, and on top of that making reps active again would make them better for what they should be used for: running in and ganking the **** out of whatever they see, then getting the **** out of dodge. Also, Gal HAV's are not made to be brick tanked (unless this is EVE, and we're fighting in small gang BS fights), as I said, roll up, **** **** up, dip quick.
If I'm better than someone and outplay them at every turn, going so far as to even kill him, you could say that I'm unkillable against said person. That logic is the same everywhere else in this game. If you don't got the skill and/or the ISK, you will be slain. There's no free kills here, nor are there easy kills here. AV shouldn't expect to kill me easily, especially since my hulls probably cost at least 2x their average suit at STD levels. And there's man out there that are asking for automatic success on both sides, sure. Doesn't mean they will ever get it.
Explain how you see most of us as cowards, I'd really like to know.
Top lel
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Francois Sanchez
Prima Gallicus
418
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Posted - 2015.05.03 21:46:00 -
[10] - Quote
Half tankers are redline/hills campers, in the other half you have most blaster tanks. Sure some of them are there to get into the thick of it, but a part of them are just there to get easy kills and flee in front of any kind of engagement that has more than 5% chance to be fatal. That's where you see the difference between the scrubs and the true good tankers who will try to destroy the threat until it's clear they're gonna lose and so retreat smartly to come back a bit later to get ridd of the opposition once more.
So yeah, 50%+a part of 50% = majority of cowards, and sadly those guys are pretty noisy and have too much impact on tanks evolution (as the whiney AVers). So you alternate between tanks=easy mode and too powerful AV |
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3155
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Posted - 2015.05.03 22:08:00 -
[11] - Quote
Francois Sanchez wrote:Half tankers are redline/hills campers, in the other half you have most blaster tanks. Sure some of them are there to get into the thick of it, but a part of them are just there to get easy kills and flee in front of any kind of engagement that has more than 5% chance to be fatal. That's where you see the difference between the scrubs and the true good tankers who will try to destroy the threat until it's clear they're gonna lose and so retreat smartly to come back a bit later to get ridd of the opposition once more.
So yeah, 50%+a part of 50% = majority of cowards, and sadly those guys are pretty noisy and have too much impact on tanks evolution (as the whiney AVers). So you alternate between tanks=easy mode and too powerful AV
Ah, okay. That makes sense.
Top lel
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18703
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Posted - 2015.05.04 01:21:00 -
[12] - Quote
Breakin Stuff wrote:Francois Sanchez wrote: P.S : @Breakin Stuff : yes, tankers are mostly cowards, which is sadly the case for 90% of the community. This is the main problem of this game as the guys wishing to fight are hardly penalized by that. Personally it's the worst community I've ever seen because of that.
risk aversion is pretty much the definition of everything wrong with any given player in this game. And you deal with the worst by ignoring them, or point out every logical insanity they throw at you. Whatever is more fun for you.
And while I personally do hate Tankers who sit in the redline and nothing I cannot find fault with a player who has gone into cool down pulling back from combat. No different from how the good tankers play Battlefield, Planetside, etc.
However I must point out how boring I find the current Armour HAV meta since two Armour HAV on field pretty much invalidates most attempts to tankers to deal with them due to the length of engagements, can almost never be dealt with AV unless you catch one in cool down, and ADS don't even have a say any more.
I don't really think the repair values on HAV need to change only how they function. Transition them from Passives to Actives and a fair amount of time players will be engaging armour HAV which are hardeners but can only infrequently activate their reppers.
"MIN MAXING! MIN MAXING! I'M BETTER AT IT THAN YOU!"
- Mobius Wyvern
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Tebu Gan
Capital Acquisitions LLC
1407
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Posted - 2015.05.04 19:46:00 -
[13] - Quote
True Adamance wrote:
And while I personally do hate Tankers who sit in the redline and nothing I cannot find fault with a player who has gone into cool down pulling back from combat. No different from how the good tankers play Battlefield, Planetside, etc.
However I must point out how boring I find the current Armour HAV meta since two Armour HAV on field pretty much invalidates most attempts to tankers to deal with them due to the length of engagements, can almost never be dealt with AV unless you catch one in cool down, and ADS don't even have a say any more.
I don't really think the repair values on HAV need to change only how they function. Transition them from Passives to Actives and a fair amount of time players will be engaging armour HAV which are hardeners but can only infrequently activate their reppers.
Yeah, pulling back to your redline to cooldown and recharge, while hated on, is a valid tactic. By doing so they give infantry being attacked by said tank breathing room. One problem with armor hardeners though is that constant cycle. With one I can eat one AV, maybe multiple if I have some sort of cover. As soon as my first one is down, I pop the other and start a continuous cycle of at least one hardener.
Increasing the cooldown time on hardeners (and adjusting uptime) I think will have a very large impact on tanks and work very favorably for AV. And I'll agree with you true that strong active reps, over strong passive, will have a HUGE impact on tanks. Though there is is no reason to drop passive all together. Like I've said before, passive shouldn't be repping every second (as you aren't supposed to take alpha damage as well as active reps). Changing the rep rate then reducing the amount repped to a reasonable level to be determined would still make them viable to fit.
@Breakin Agreed that tanks should have a role outside that of killing infantry. But I've yet to see a Dev response that that is even possible(and I and others have said this any times if tank are to kill other tanks, there must be reason). At this point, I just assume that it isn't exactly possible, or quite a ways down the road.
I imagine it would require quite a revamp to many things to become possible.
So thus we are stuck with making it so that tanks either are designed around killing other tanks (becoming useless in the process) or killing infantry, giving a reason to call tanks.
And honestly, right now I can't exactly say that tanks are insanely OP as AV make them out to be. It generally boils down to ONE singular fit that causes the problem for infantry AV, the infamous double rep - double hardened.
A double hardened - plate - rep fit, while strong, doesn't compare to the former as it is not possible to take sustained damage with hardeners up. As AV attack it, it slowly wears down, eventually getting to a critical point that takes a bit of time to recover from (say like 10 to 15 seconds or more).
So, imho, this should be the main focus of the balancing act, double rep - double hardened fits first and foremost. And I don't think that hardeners themselves are the biggest problem, but the nature of the passive reps. A return to active I think would have a very large impact.
And please be reasonable and respectful if you choose to reply. I've done nor said anything to elicit such negative and nasty comments that you generally leave for me. If you disagree, cool, but I don't need you bashing my intelligence because you find you are somehow more right.
And I also want to state, the state of AV to tanks isn't nearly as terrible as it's made out by some people. I myself have been running predominantly in an infantry capacity. Many maps just don't accommodate tanks, or severely limit the contribution they can make to a battle.
Often times, I simply ignore a tank when I know I'm in a position (map dependent) to do so. And if one does go about causing destruction, I and others make it a goal to down that tank. I run with some buddies, and one can generally solo tanks with swarms and AV nades. Throw in another form of AV and tanks won't be able to make much of a push at all.
Not to mention proxie traps (maybe look to buffing these sweet sweet babies) that on their own can blow a tank. Given that one particular fit is far to strong, this requires some very limited changes to fix. Buffing AV isn't a valid solution. First we must break one OP fit, lest we over do it as was the case with shield vehicles.
I've seen many tanks pop, and it didn't require a tank or army of tanks to make it happen. Just one or 2 guys playing it smart with AV. And how easy it is when those tankers don't run the dreaded double rep - double hardener fit.
Tanks - Balancing Turrets
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Doc DDD
TeamPlayers Negative-Feedback
439
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Posted - 2015.05.04 21:13:00 -
[14] - Quote
Double rep double harden used to be two shot by rails, thus making them useless vs anyone spawning in the redline. However, rails have been nerfed to the point that even if they overheat and connect every shot, you need 3 damage mods to take one out. This gives the tank such low ehp that it has to sit there waiting in the redline, which seems to be what everyone hates almost as much as the double rep/hardner fit.
Give rails another shot before overheat and another 150m range. |
Jason1 Black
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
12
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Posted - 2015.05.04 22:54:00 -
[15] - Quote
You just defined all my thoughts on vehicles perfectly, congrats. I really hope the defs see this. I made a few points a few months ago but it went unnoticed.
I love this game but it makes me rage so much.
Star wars battlefront 3 coming out, so excited!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8376
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Posted - 2015.05.04 23:01:00 -
[16] - Quote
Tesfa Alem wrote:@ Breaking stuff regarding armor LAVs
You may survive the first hit but you wont survive the second one.
Assuming you fit a PG upgrade, which is necessary.
- Armor plate? No Reps, second hit kills.
- Rep tanK? First hit kills.
- Hardner? You are running on base eHP and no rreps second hit kills.
To use it soley as means of tranport from A to B is fine, as long as you own a BPO. Otherwise, LAV's with any sort decent turret on them is just a waste of time. The changes have made them from interesting if fit correctly to snot wrapped tissue paper no matter what you put on them. which is sad, i liked my quafe LAV. I bought it to use it, use it often, and effectivley as well.
But people bitched about wheelchair heavies, gunners using smail rail turrets, and LAV's being 'too hard to kill ( in a build where tanks were UP vs AV, people argued LAVs were OP?)' and here we are. working as intended.
Bluntly the fact that LAVs require anti-tank guns to destroy (and that they cost as much or more as a proto suit) is pretty dumb.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8376
|
Posted - 2015.05.04 23:13:00 -
[17] - Quote
Tebu Gan wrote:
@Breakin Agreed that tanks should have a role outside that of killing infantry. But I've yet to see a Dev response that that is even possible(and I and others have said this any times if tank are to kill other tanks, there must be reason). At this point, I just assume that it isn't exactly possible, or quite a ways down the road.
I imagine it would require quite a revamp to many things to become possible.
So thus we are stuck with making it so that tanks either are designed around killing other tanks (becoming useless in the process) or killing infantry, giving a reason to call tanks.
And honestly, right now I can't exactly say that tanks are insanely OP as AV make them out to be. It generally boils down to ONE singular fit that causes the problem for infantry AV, the infamous double rep - double hardened.
A double hardened - plate - rep fit, while strong, doesn't compare to the former as it is not possible to take sustained damage with hardeners up. As AV attack it, it slowly wears down, eventually getting to a critical point that takes a bit of time to recover from (say like 10 to 15 seconds or more).
So, imho, this should be the main focus of the balancing act, double rep - double hardened fits first and foremost. And I don't think that hardeners themselves are the biggest problem, but the nature of the passive reps. A return to active I think would have a very large impact.
And please be reasonable and respectful if you choose to reply. I've done nor said anything to elicit such negative and nasty comments that you generally leave for me. If you disagree, cool, but I don't need you bashing my intelligence because you find you are somehow more right.
I have bolded, highlighted and italicized the points I have issues with. When the minimum solo engagement time for an AV weapon at it's intended range is in excess of thirty seconds (that's two or three reloads) it's OP.
Double-rep, double hardened is stupid-overpowered. But a single rep, double plate, single hardener will take over 30 seconds with current AV (except swarms, which **** me off intensely) at their intended ranges.
One, tanks vs. AV are bloody overpowered, and they are overpriced to boot. if a damn tank is 4x as hard to kill as my fatsuit it should only cost 4x my fatsuit. Pricing by utility would have solved a lot of the idiotic problems we've had.
Should tanks be powrful? Absolutely.
Should they be as powerful comparatively as they are now? Not if you want to keep more players than you permanently lose to ragequits.
And bluntly Tebu, I've been mildly annoyed with you when you solicited feedback, I gave it, and then you turned about and changed the premise of the feedback to suit your own ends. Your statement that an AV gun by itself shouldn't be able to fight a tank was bluntly one of the most asinine premises you could have pushed and something I'd expect from certain parties who remain nameless, not from someone actually interested in civil and reasoned discourse. By that logic there's no reason for a forge gun to have the range it has now.
No, I do not accept any premise that says any unit should be immune to destruction by it's counter under any circumstance.
If that's what you have an inherent problem, instead of trying to argue with me, walk away, because that is the one point I will give no ground on. Counters in DUST should be lethal.
You want me to be nice? Be honest with your intent and don't try to hide it from the word go, and quit dismissing the opinions of dissent, because bluntly your opinions on balance are no more valid than mine than mine are to yours. they're opinions.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Doc DDD
TeamPlayers Negative-Feedback
439
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Posted - 2015.05.05 00:36:00 -
[18] - Quote
If it doesn't destroy it then it's not the counter.
I like that one av load out is no longer the counter for every vehicle.
The counter to double rep double hardened maddy is high alpha, which used to come from damage modded rails. Now that you need a Gunlogi, with a heat sink, and a damage mod, and another damage mod, and another damage mod, and a shield extender, to hidein the redline and hopen this one build of tank comes within 300m and sits there for 5 straight shots is just bad game design.
The only thing you can really do is roll up with a missile madrugar with 2 hardeners and a damage mod and land every volley.
Shield tanks need to be fixed Rails need decreased heat build up and more range Missiles need that weird delay at end of clip reduced
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3161
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Posted - 2015.05.05 00:42:00 -
[19] - Quote
Doc DDD wrote:If it doesn't destroy it then it's not the counter.
I like that one av load out is no longer the counter for every vehicle.
The counter to double rep double hardened maddy is high alpha, which used to come from damage modded rails. Now that you need a Gunlogi, with a heat sink, and a damage mod, and another damage mod, and another damage mod, and a shield extender, to hidein the redline and hopen this one build of tank comes within 300m and sits there for 5 straight shots is just bad game design.
The only thing you can really do is roll up with a missile madrugar with 2 hardeners and a damage mod and land every volley.
Shield tanks need to be fixed Rails need decreased heat build up and more range Missiles need that weird delay at end of clip reduced
If rails gets a heat and range buff, that damage needs to get nerfed.
Top lel
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Apocalyptic Destroyer
L.O.T.I.S.
473
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Posted - 2015.05.05 00:45:00 -
[20] - Quote
Oh, another vehicle post ? Sorry. CCP doesn't care about LAV's or Drop ships.
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Doc DDD
TeamPlayers Negative-Feedback
439
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Posted - 2015.05.05 00:54:00 -
[21] - Quote
Godin Thekiller wrote:Doc DDD wrote:If it doesn't destroy it then it's not the counter.
I like that one av load out is no longer the counter for every vehicle.
The counter to double rep double hardened maddy is high alpha, which used to come from damage modded rails. Now that you need a Gunlogi, with a heat sink, and a damage mod, and another damage mod, and another damage mod, and a shield extender, to hidein the redline and hopen this one build of tank comes within 300m and sits there for 5 straight shots is just bad game design.
The only thing you can really do is roll up with a missile madrugar with 2 hardeners and a damage mod and land every volley.
Shield tanks need to be fixed Rails need decreased heat build up and more range Missiles need that weird delay at end of clip reduced
If rails gets a heat and range buff, that damage needs to get nerfed.
Why?
They would be used primarily for anti vehicle, infantry should be happy
As is, missiles fire 50m shorter and have much higher alpha with the same number of damage mods. The state shields are in actually have madrugar missile tanks having more advantages over caldari missile tanks, this is sad. Unless it's a 4 damage mod shield missile tank hiding in the redline (paper thin to AV).
The only people that should be scared of rails that can take 3 shots without over heating and hitting targets 450m away are double repped, double hardened madrugars. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8386
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Posted - 2015.05.05 07:47:00 -
[22] - Quote
Doc DDD wrote:Godin Thekiller wrote:Doc DDD wrote:If it doesn't destroy it then it's not the counter.
I like that one av load out is no longer the counter for every vehicle.
The counter to double rep double hardened maddy is high alpha, which used to come from damage modded rails. Now that you need a Gunlogi, with a heat sink, and a damage mod, and another damage mod, and another damage mod, and a shield extender, to hidein the redline and hopen this one build of tank comes within 300m and sits there for 5 straight shots is just bad game design.
The only thing you can really do is roll up with a missile madrugar with 2 hardeners and a damage mod and land every volley.
Shield tanks need to be fixed Rails need decreased heat build up and more range Missiles need that weird delay at end of clip reduced
If rails gets a heat and range buff, that damage needs to get nerfed. Why? They would be used primarily for anti vehicle, infantry should be happy As is, missiles fire 50m shorter and have much higher alpha with the same number of damage mods. The state shields are in actually have madrugar missile tanks having more advantages over caldari missile tanks, this is sad. Unless it's a 4 damage mod shield missile tank hiding in the redline (paper thin to AV). The only people that should be scared of rails that can take 3 shots without over heating and hitting targets 450m away are double repped, double hardened madrugars.
Doc is correct that caldari HAVs need some serious love right now, but so does non-swarm AV. With the madrugars the only way a AV gunner will get a kill is if the driver is a complete idiot.
Right now the gunnlongi will only survive if the AV gunner is a complete idiot. Both of these are bad.
I really wish AV/V was roughly equal with the odds weighted in the favor of the HAV and the cost of vehicles was lowered to match.
I want AV/V to be decided by gunner/driver skill and not inherent and overwhelming mechanical advantage.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Tebu Gan
Capital Acquisitions LLC
1407
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Posted - 2015.05.05 19:06:00 -
[23] - Quote
Breakin Stuff wrote:
No, I do not accept any premise that says any unit should be immune to destruction by it's counter under any circumstance.
If that's what you have an inherent problem, instead of trying to argue with me, walk away, because that is the one point I will give no ground on. Counters in DUST should be lethal.
You want me to be nice? Be honest with your intent and don't try to hide it from the word go, and quit dismissing the opinions of dissent, because bluntly your opinions on balance are no more valid than mine than mine are to yours. they're opinions.
No, I don't think an AV weapon should stand fully on it's own the way you think it should. Sorry don't agree with you there when you have other options readily available to you that work in tangent with your AV abilities.
Does this mean that I think an AV weapon should be ineffective against it's intended target, absolutely not. But if you are looking for a fast TTK, the weapon alone shouldn't give that to you. That is what I mean when I say other items available for AV should be taken into consideration.
A lot of my thinking revolves around range. If you want higher alpha and shorter TTK you must be in close, but the more we increase the distance TTK goes up. As a long range is a HUGE defense.Yet another thing though to be considered, is the difficulty to hit a target at range, which is the big case with the FG.
So at your max range, no, I don't think you should have a 15 second TTK with just your main weapon as you are basically untouchable for that tank(unless they have a rail, even then though it's tricky).
I have said the same of blasters before as well before they first tried to "fix" them. I liked the idea that they killed infantry, but I didn't like that they could do so at 150m with relative ease. Reducing their optimal to 75m means that any engagement with infantry would tip the scales to most of the AV weapons advantage as the tank would have a much shorter window to engage and get out safely.
And honestly, the big bad tank everyone should complain about is a blaster tank. That's the one mowing people down, driving people crazy. As it's the one that has the easiest time engaging and killing over the other two varieties. Given rails can be deadly to infantry, I don't see it very often, and rarely pull good numbers myself with it.
And as far as hull's go themselves, as I've said before, a simple change to hardener cooldown and uptime could have some very drastic affects for AV and maybe a small reduction from 40 to 35 percent in effectiveness. Like I've said, I can basically stay perma hardened with just 2 hardeners.
Couple this with a change to the rep rate from per second to per 5 seconds or strong active reps and I think you would see a major shift in power from the tank to AV.
There are many things here that can be done that can have a drastic affect on the AV and tank dynamics. Some are obvious and easily measurable like buffing AV damage and others not so obvious and hard to measure like changing cooldowns or adjusting ranges for primary weapons of both.
And honestly, I want to see these changes done in much smaller increments. If they are to buff AV damage in some way, then they don't need to go about nerfing hardener values. Much like they did with the armor hardener buff, coupled with a shield hardener nerf.
Observe first how changing one part of the equation affects the overall outcome first before making a determination that more must be done.
And if they are just opinions, why go off on a tantrum anytime anyone would disagree with you. The VERY first time I ever gave gave feedback in response to one of your posts, you immediately turned around and snapped as if you had been insulted. I'm sorry people have differing opinions than your own. It seemed that disagreeing with you was enough to set you off.
Never was it my intent or purpose, and never do I have a problem with others when I express an opinion that doesn't mesh with their ideology, but with you, it's your way or the highway. I understand well that these are opinions, and I treat them as such and make an attempt to keep my responses neutral. If you have a problem with something someone says, the very first response shouldn't be one of anger and frustration.
You're clearly a smart guy, but you honestly don't do well in having a discussion and focus more on turning it into an argument the moment someone says something that you "can't" agree with. A large part of critical thinking involves keeping an open mind, and by shutting out responses that you don't like, you stop thinking critically.
I've tried to engage in dialogue with you but you always turn it around like I'm somehow "attacking" you. Quite frankly, I do not and I'm tired of trying to be nice to you about it. If I ever do attack you for something, feel free to point it out, but thus far all I've done is disagree. And to me that does not give you grounds to attack.
Tanks - Balancing Turrets
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