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Tebu Gan
Capital Acquisitions LLC
1414
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Posted - 2015.05.08 01:14:00 -
[1] - Quote
For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online.
Tanks - Balancing Turrets
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CCP Rattati
C C P C C P Alliance
22102
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Posted - 2015.05.08 05:24:00 -
[2] - Quote
Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online.
That was exactly the intent. I appreciate the rational feedback.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
1062
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Posted - 2015.05.08 05:46:00 -
[3] - Quote
CCP Rattati wrote:Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online. That was exactly the intent. I appreciate the rational feedback.
NO! OMG IT'S BROKEN! MY DROPSHIP DIES TO EVERYTHING!!!! THANKS CCP!!!
Just kidding. I like the change, it provides that extra bit of nuance regarding AV vs V i talk about so much on the forums. Better be on your toes and activating my hardener before going in forces me fly alot more tactically, rather than reflectively.
Redline for Thee, but no Redline for Me.
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WeapondigitX V7
The Exemplars
384
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Posted - 2015.05.08 06:20:00 -
[4] - Quote
CCP Rattati wrote:Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online. That was exactly the intent. I appreciate the rational feedback.
Did you get the idea from me Rattati? I remember suggesting a hardener activation delay change. You have made me happy. I just hope you increase grenade throwing animation speed later (less time consumed to throw a AV grenade). |
Kallas Hallytyr
Skullbreakers
1516
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Posted - 2015.05.08 07:54:00 -
[5] - Quote
Rattati, what is the purpose behind the Shield Hardener change? The cooldown times are now heavily out of sync (60/80/60; instead of progression) making Basic sHardeners the best option.
Is the intention to give sHardeners better cooldown than aHardeners? If so, would 60s base for Basic mean 60/48/36 (45/36/27 with max skill)? That would at least make shields attractive compared to armour.
Alt of Halla Murr. Sentinel.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3170
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Posted - 2015.05.08 08:21:00 -
[6] - Quote
It doesn't really effect my gameplay, as for the most part, I don't use it as a "OH **** MOAR HP NAOW" button, rather it's my main tank, and I plan out when I'm going to need it well ahead in advance.
Top lel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3170
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Posted - 2015.05.08 08:23:00 -
[7] - Quote
Kallas Hallytyr wrote:Rattati, what is the purpose behind the Shield Hardener change? The cooldown times are now heavily out of sync (60/80/60; instead of progression) making Basic sHardeners the best option.
Is the intention to give sHardeners better cooldown than aHardeners? If so, would 60s base for Basic mean 60/48/36 (45/36/27 with max skill)? That would at least make shields attractive compared to armour.
Wouldn't really make any sense imo to do such, better idea is to actually change the values of the armor hardener.
Top lel
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8449
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Posted - 2015.05.08 10:09:00 -
[8] - Quote
I have definitely noticed a trend by a lot of drivers to try running into a cluster of infantry with hardeners off.
The results have been fairly spectacular.
My AHMG combined with three assaults lobbing AV nades on the bridge. I had a clear shot at the weakspot.
I don't know why drivers don't activate hardeneers before engaging rather than after the fact. Most of the names I see on the forums tend to be flashing before they fire their guns or before I can charge the forge fully.
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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3171
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Posted - 2015.05.08 10:40:00 -
[9] - Quote
Breakin Stuff wrote:I have definitely noticed a trend by a lot of drivers to try running into a cluster of infantry with hardeners off.
The results have been fairly spectacular.
My AHMG combined with three assaults lobbing AV nades on the bridge. I had a clear shot at the weakspot.
I don't know why drivers don't activate hardeneers before engaging rather than after the fact. Most of the names I see on the forums tend to be flashing before they fire their guns or before I can charge the forge fully.
There's certain times that you don't need to because you don't expect any real resistance (aka yo don't see any AV around gunning for you). infantrymen carrying rifles and a HMG heavy doesn't yell AV to most (and imo shouldn't, well for the Heavy you should always expect some sort of AV from it due to heavy weapons).
Top lel
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Slave of MORTE
447
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Posted - 2015.05.08 11:07:00 -
[10] - Quote
CCP Rattati wrote:Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online. That was exactly the intent. I appreciate the rational feedback. Is not like tanks are op ..i do like the change as it further increases the skill required to run a tank however ..av..is bloody well fine ..Please do not buff it Rattati ..break this bloody cycle off ccp failure and leave tanks in a good place If anything swarms should be nerfed highest dps on the lowest skill requiring gun is stupid
FACT I can kill more with most of my infantry suits FACT I can make more wp on all of my infantry suits than my tank
Do not listen to the QQ ..it's already to the point where it only takes 2 people max to kill a non redline tank . .soloing tanks is 100 percent viable...
I'm her slave because amarrians are the best in the sheets #stamina
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8452
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Posted - 2015.05.08 11:42:00 -
[11] - Quote
You're hilarious.
Taking two bodies to kill a tank isn't "fine."
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
1064
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Posted - 2015.05.08 12:17:00 -
[12] - Quote
Breakin Stuff wrote:You're hilarious.
Taking two bodies to kill a tank isn't "fine."
It almost is. Its more like 1.5 bodies to be honest. It depends on how quickly you want the job done.
To clarify, because tanks have mobility and can utilize cover, no matter how much damage one AV guy can do, having that extra teamate do nothing but toss AV nades at a tank helps tremendously.
And if/when you catch a tank with all hardeners on cooldown its very easy to solo.
If i had to grade the balance as it currently seems to be, hardeners off, solo kill. 1 hardener on, solo is bit tricky, and needs a bit of help. 2 hardeners on and mobile, you'll need a second good AV guy at least. 3 AV guys, and no tank can stick around.
With matchmaking as it is currently, very few fights that i have been in (played roughly 8 hourse of the last 48) have just one AV guy gunning for vehicles. I'm in matches where people have the SP for an very good AV fit and dont thinkg twice about ganing up on either me in a dropship/ tank or the enemy tank.
Anectdotal i know, but i have seen very few "immortal" tanks. Without militia AV to farm or give a distorted picture, tanks are closer to balance than before. Not quite there yet, shield tanks need a little love and armor needs a more creative way to enhance its weakness, but it feels better now.
Heh, of all the hundreds, maybe thousands of posts me and you went through on how to balance tanks, matchmaking may have been the deciding factor. OP tanks vs OP suits.
Redline for Thee, but no Redline for Me.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18859
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Posted - 2015.05.08 14:16:00 -
[13] - Quote
CCP Rattati wrote:Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online. That was exactly the intent. I appreciate the rational feedback.
Doesn't really change a lot for me personally having just played three rounds with it. Frankly it really changed nothing and hasn't addressed the issue of Dual Rep and Dual Hardener fits being still incredibly powerful. Especially the Rep fits which I keep telling you have prolific active module per second repair values on a passive module base.
I guess it allows a bit more application of damage initially but not yet convinced that has changed anything.
"MIN MAXING! MIN MAXING! I'M BETTER AT IT THAN YOU!"
- Mobius Wyvern
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Tebu Gan
Capital Acquisitions LLC
1417
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Posted - 2015.05.08 15:12:00 -
[14] - Quote
True Adamance wrote:CCP Rattati wrote:Tebu Gan wrote:For armor hardeners for vehicles. I'll say that it certainly changes my game. Very important to activate it well before you hear or take damage. Been jumped a few times and just barely made it out alive.
It's not a HUGE change, but it certainly changes the dynamics of battle for tanks and infantry. Getting a quick jump on an unhardened tank really puts the hurt on, enough that at least two forms of AV can down it even when hardeners come online. That was exactly the intent. I appreciate the rational feedback. Doesn't really change a lot for me personally having just played three rounds with it. Frankly it really changed nothing and hasn't addressed the issue of Dual Rep and Dual Hardener fits being still incredibly powerful. Especially the Rep fits which I keep telling you have prolific active module per second repair values on a passive module base. I guess it allows a bit more application of damage initially but not yet convinced that has changed anything.
What are you running and how are you running it?
How many kills did you manage?
Did you feel you made an impact on the battle?
It doesn't address the core issue no, but it does have an impact on how you run your tank. Personally I try to hold on to my hardeners until I absolutely need them. More I can save the the more I can be out and about. Activating them early gives me less time (not by a huge margin mind you though) to be effective and immune.
Another small change that could have noticeable impacts with this change are the hardener cooldown and durations. If I only had 30 seconds per hardener, my presence would be substantially less on the field. Unless of course I opted for a plated fit over the rep fit.
Tanks - Balancing Turrets
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8455
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Posted - 2015.05.08 15:24:00 -
[15] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:You're hilarious.
Taking two bodies to kill a tank isn't "fine." It almost is. Its more like 1.5 bodies to be honest. It depends on how quickly you want the job done. To clarify, because tanks have mobility and can utilize cover, no matter how much damage one AV guy can do, having that extra teamate do nothing but toss AV nades at a tank helps tremendously. And if/when you catch a tank with all hardeners on cooldown its very easy to solo. If i had to grade the balance as it currently seems to be, hardeners off, solo kill. 1 hardener on, solo is bit tricky, and needs a bit of help. 2 hardeners on and mobile, you'll need a second good AV guy at least. 3 AV guys, and no tank can stick around. With matchmaking as it is currently, very few fights that i have been in (played roughly 8 hourse of the last 48) have just one AV guy gunning for vehicles. I'm in matches where people have the SP for an very good AV fit and dont thinkg twice about ganing up on either me in a dropship/ tank or the enemy tank. Anectdotal i know, but i have seen very few "immortal" tanks. Without militia AV to farm or give a distorted picture, tanks are closer to balance than before. Not quite there yet, shield tanks need a little love and armor needs a more creative way to enhance its weakness, but it feels better now. Heh, of all the hundreds, maybe thousands of posts me and you went through on how to balance tanks, matchmaking may have been the deciding factor. OP tanks vs OP suits.
Getting closer but I'm not exaggerating when I say Advanced madrugars are capable of being unkillable. And I don't bother with anything less than full proto forge fits.
Do me a favor. Check out a fit. Hardener, two ADV plates and a rep. Assuming no shots between the buttcheeks it should be nightmare. Proto hardener and reps of course. That should leave room for a full rack of semi decent mods in the highs. And a PRO blaster.
You can pro the plates but won't be able to fit more than a very cheap mod in the highs.
Math says the fit should be beast mode. I can't fit anything near that level. If you have the time or inclination to risk a Gv.0 for testing lemme know.
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
1418
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Posted - 2015.05.08 18:05:00 -
[16] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:You're hilarious.
Taking two bodies to kill a tank isn't "fine." It almost is. Its more like 1.5 bodies to be honest. It depends on how quickly you want the job done. To clarify, because tanks have mobility and can utilize cover, no matter how much damage one AV guy can do, having that extra teamate do nothing but toss AV nades at a tank helps tremendously. And if/when you catch a tank with all hardeners on cooldown its very easy to solo. If i had to grade the balance as it currently seems to be, hardeners off, solo kill. 1 hardener on, solo is bit tricky, and needs a bit of help. 2 hardeners on and mobile, you'll need a second good AV guy at least. 3 AV guys, and no tank can stick around. With matchmaking as it is currently, very few fights that i have been in (played roughly 8 hourse of the last 48) have just one AV guy gunning for vehicles. I'm in matches where people have the SP for an very good AV fit and dont thinkg twice about ganing up on either me in a dropship/ tank or the enemy tank. Anectdotal i know, but i have seen very few "immortal" tanks. Without militia AV to farm or give a distorted picture, tanks are closer to balance than before. Not quite there yet, shield tanks need a little love and armor needs a more creative way to enhance its weakness, but it feels better now. Heh, of all the hundreds, maybe thousands of posts me and you went through on how to balance tanks, matchmaking may have been the deciding factor. OP tanks vs OP suits. Getting closer but I'm not exaggerating when I say Advanced madrugars are capable of being unkillable. And I don't bother with anything less than full proto forge fits. Do me a favor. Check out a fit. Hardener, two ADV plates and a rep. Assuming no shots between the buttcheeks it should be nightmare. Proto hardener and reps of course. That should leave room for a full rack of semi decent mods in the highs. And a PRO blaster. You can pro the plates but won't be able to fit more than a very cheap mod in the highs. Math says the fit should be beast mode. I can't fit anything near that level. If you have the time or inclination to risk a Gv.0 for testing lemme know.
Double plate, hardener, rep? Been meaning to try that out. Got plenty of isk to burn. I feel you can't get a feel for a fit unless you get the thing blown up.
Think I can get a pro plate and rep, have to drop down second plate though without a doubt.
I assume though that yes it would be beast mode, but still wouldn't compare to the double rep hardener setup. As with the latter you can stay hardened with just the one and cycle them and still mitigate a load of damage. I suspect it will be strong but much easier to drop.
Have to try it out though later when I'm done with work though to really know.
Edit: no need for a pro hardener, enhanced is more than sufficient with max skills. Better to save the PG/CPU, as you get the same 40% out of it, for a better plate or rep.
Tanks - Balancing Turrets
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3171
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Posted - 2015.05.08 19:32:00 -
[17] - Quote
Breakin Stuff wrote:You're hilarious.
Taking two bodies to kill a tank isn't "fine."
It doesn't take two bodies to kill a HAV, 1 is fine atm (I've killed 4 at one time for example with a FG because I went broke). If you want to ensure the kill, more bodies will be needed obviously, especially if they make small turrets in general better against infantry.
Top lel
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Aderek
Made in Poland... E-R-A
134
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Posted - 2015.05.09 07:09:00 -
[18] - Quote
This change is no problem for my Maddi, because i always use proto scaner.
B U T
Range of this scan is too low (not really for tanks, but for dropships). Why? Because pilot cant see infrary, infrary see dropship ;)
In my opinion range of scan could be like this 50/70/90/110 for militia/std/adv/proto. Why buff range of scan? Because infrary can trow AV about 50m, and swarm have 175 m range and tanker cant scan him before he shoot to tank.
Good day!
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
60 kk SP and growing
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