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Posted - 2015.07.15 11:49:00 -
[1] - Quote
I'm no expert, but I'm of the opinion that Hardeners are more to blame than the HAVs themselves.
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Posted - 2015.07.15 13:38:00 -
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Lone Wolf 777 wrote:To be fair, tanks are easy to kill if you make a plan to kill it. BS.
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Posted - 2015.07.15 13:47:00 -
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A1ZEN AKUMA wrote:stop complaining get in a tank and have an amazing dog fight, pick up a maddie with a rail and blow some sh*t up. stop trying to Nerf something which isn't OP. if you want to nerf something look at the weapons on your AV fit and try to tell me they are not overpowered There's no AV fit in the game which is overpowered against perma-hardened Madrugars. The "if you don't like it, get one yourself" argument is and always has been an indicator of imbalance.
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Posted - 2015.07.15 13:55:00 -
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General Mosquito wrote:hails8n wrote: Its really not hard at all. Just tank in pairs that way you don't get crowded on by Av. Anyways with 2 hardeners and maxed skills you can always stay hardened.
Yes, and a single hardened tank explodes under the barrage you described in the OP. Either that or he engages his second hardener and gives you a window where he will be without any hardeners and be an easy kill. A small window of vulnerability. Is that "waves of opportunity" working as intended? I've always thought it was intended to mean a short span of high resistance followed by a long span of vulnerability (as opposed to the inverse).
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Posted - 2015.07.15 13:57:00 -
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General Mosquito wrote:AKA get good. Pilots telling AV Infantry to "get gud". Another indicator of imbalance.
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Posted - 2015.07.15 14:04:00 -
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General Mosquito wrote: Mouthbreathers shouldn't be influential to balance calls. "Mouthbreathing AVers are doing it wrong." Yet another indicator of a balance problem.
This thread reminds me of 1.7.
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Posted - 2015.07.15 14:08:00 -
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General Mosquito wrote: I'm saying his team was a bunch of pubstars who have no concept of teamwork or strategy, and that is why they lost. So, since these pubstars aren't NF, FA, or OH your tank get to trump their focused fire. And rightfully so?
How 'bout a compromise? If HAVs need be largely impervious to Infantry to thrive, give Infantry the same consideration. Retool Large Blasters as AV; set their AI capabilities equal to that of AV ... that is, lots and lots of warning shots followed by a brief window of "maybe".
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Posted - 2015.07.15 14:29:00 -
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General Mosquito wrote:Adipem Nothi wrote:So, since these pubstars aren't NF, FA, or OH your tank get to trump their focused fire. And rightfully so. Because balance. How 'bout a compromise? If HAVs need be largely impervious to Infantry to thrive, give Infantry the same consideration. Retool Large Blasters as AV; set their AI capabilities equal to that of Infantry AV ... that is, lots and lots of warning shots followed by a brief window of "maybe", provided more than Large Blaster is simultaneously firing at the same Infantry unit. They didn't focus fire on anything. No debate about that. Any time 3 AV focus their fire on a tank, it dies. That is not up for debate, and people who say otherwise have never tanked in a PC. Most of the time 2 will do, but 3 will always do it. That isn't some long drawn out fight either, its 9 Lai dais and good night. Done in literally less than 3 seconds, no amount of hardeners will stop it. Every large socket has more than a half dozen spots where infantry can huck grenades from cover. Combined with places tanks MUST travel through to impact the battle in the large sockets, and tank control is trivial for a team in PC. You don't know anything about PC tanking. In your scenario, 3 units manage to sneak into grenade range, and then manage to keep your HAV in grenade range while tossing one grenade after another after another. That's not an impossible scenario, but it certainly isn't a probable one. Don't tanks move around sometimes, especially when taking damage?
The scenario you've provided demonstrates plainly that you have it too easy. What's more concerning is that you seem to think it's OK. Focused Fire from 2 sources should be enough to make you sweat. Requiring focused fire from three is imbalanced. And AV shouldn't have to be prototype to threaten you.
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Posted - 2015.07.15 14:32:00 -
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General Mosquito wrote:Adipem Nothi wrote: A small window of vulnerability. Is that "waves of opportunity" working as intended? I've always thought it was intended to mean a short span of high resistance followed by a long span of vulnerability (as opposed to the inverse).
If you can't kill an unhardened maddy in the thirty seconds that his hardeners are offline, then you shouldn't be playing competitive games. Considering that the time for a scout suit to deliver 3 lai dais and a PLC shot is less than 5 seconds, there is plenty of time to get your kill on. Of course if you were smart, when the tank showed up, you would just go and put proxies down on his retreat route, and let him have nothing to shoot at. But if you were smart we wouldn't be having this conversation. So now I'm dumb? Please do keep telling us that we're doing it wrong. Meanwhile, this issue -- like all balance issues -- will come down to Kill/Spawn Efficiency.
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Posted - 2015.07.15 14:47:00 -
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General Mosquito wrote: And tanks are OP? That comes down to kill/spawn data; I suspect the affirmative is likely, but I can only speculate.
If I were an HAV pilot, I'd be thinking in terms of contingencies just in case. Clutching that crutch and calling AVers "dumb" won't get you far if/when Rattati comes knocking.
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Posted - 2015.07.15 14:51:00 -
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Bradric Banewolf wrote: The AV guys you're going to bat foe always fail to be truthful about the ingagement. A tanker can feel the difference between pro and cbr7?! Minmandos have 3 high slots, and are still complaining about tanks? I honestly feel sorry for dropship pilots smh?! I too feel bad for Dropships and even Gunnlogis, but Dropships and Gunnlogis are not Madrugars.
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Posted - 2015.07.15 14:54:00 -
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Bradric Banewolf wrote:Don't let lazy AV lie to you! I don't expect to whip out my 'quafe' plc, and kill multiple tanks?! It's a deterrent, nothing more. This games TTK is far too fast anyway. Why does everyone want insta-gank on everything?
Does your Large Blaster Turret not insta-gank infantry? Do you think most pilots would prefer that be nerfed first, or do you think they'd prefer Hardeners or Reps?
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Posted - 2015.07.15 16:23:00 -
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Assuming Armor HAV efficiency rates are above acceptable bounds and Shield HAVs are below:
* Limit all vehicle fittings to 1 hardener * Decrease chassis and turret costs by 25% (all vehicles, all turrets) * Decrease speed and acceleration of Armor HAVs * Increase speed and acceleration of Shield HAVs * Increase Large Missile Turret Reload Speed * Increase Packed RE blast radius and damage
If afterwards, HAV efficiency rates remain out of balance:
* Decrease Large Blaster Turret Accuracy * Decrease Large Blaster Turret Range
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Posted - 2015.07.15 19:01:00 -
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General Mosquito wrote:Breakin Stuff wrote:
Right, exclude Tankers who claim that tanks are fine from balance decisions.
Gotcha.
One dropsuit can tank out a tank. They can use any combo of proxies, AV nades, PLC, Swarms. They can kill it through its hardeners. If they are smart, they can be effectively immune to the tank responding other than running away at top speed taking blaster pot shots as they gtfo. If they are really smart, the tank doesn't even know exactly they just evaporated, but they think they must have run into mulitple AV. So where is balanced to you? If one suit can eliminate any tank, how is that unfair? Just because you can't kill tanks because you lack the capacity doesn't mean it isn't done regularly by people who are capable of tying their own shoes instead of having mommy velcro you up and cinching down your chin strap before you walk to the bus stop.
One moment, 3 infantry running proto AV are needed to pop a tank. Because balance. The next moment, infantry can solo any tank. Happens all the time. For real. Because balance.
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Posted - 2015.07.15 20:04:00 -
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General Mosquito wrote: You have many options as an AV player with which to either destroy or nullify tanks, and yet you cry as if you are helpless. So what about tanks makes them so "impossible" for you to kill?
Back when Scouts were demonstrably and irrefutably overpowered, people killed them all the time. Same with HMG Heavies and the MN Assaults that followed.
People pop HAVs all the time, but that doesn't make them balanced.
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Posted - 2015.07.15 20:36:00 -
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The very best HAV Pilot is no more skilled than the best infantry operator. HAV kill/spawn efficiency should proximate that of infantry. If affordability is at issue, then affordability should be addressed as its own separate issue. Price tag is not relevant, and it does not excuse imbalance.
HAVs should be good at resisting damage from infantry or dealing damage to infantry. Not both simultaneously, which is exactly what we have at the moment with permahardened blaster Madrugars. If Blaster Maddies are to be the "anti-infantry tank", then they should be made more vulnerable to AV counter attack, and they should be nigh helpless against Missile and Rail Gunnlogis. This could be accomplished by reducing large blaster accuracy and range, reducing armor HAV mobility, and reducing resistance afforded by cycling hardeners by limited hardeners to 1 per loadout.
If introducing all at once would be too much, then pick one to start with and iterate. I'd suggest starting with the restriction of 1 hardener per loadout.
If "hardeners aren't the problem", then why do you need more than one?
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Posted - 2015.07.15 21:11:00 -
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General Mosquito wrote:Breakin Stuff wrote:This is not an argument worth having adipem.
Same tankers, same tactic. Someone suggests a nerf, drown the thread in sh*tposts till everyone gives up.
It's how they tried to derail rattatis rebalance thread for 2 weeks and 50 pages.
This is the song that never ends. Simple question, can 3 lai dais and a PLC shot take out a dual rep dual hardener madrugar with its hardeners up? Yes or no? Assume each engagement begins with best AV odds possible; the grenadier is in range behind an immobile HAV; the HAV has no infantry support, and its pilot is entirely unaware of the grenadier's presence. After 1000 engagements, your best estimates ...
In what percentage will we find the grenadier victorious? In what percentage will we find the grenadier dead? In what percentage will the HAV simply roll forward out-of-harm's way?
How many other balanced settings are there in Dust where your Counter sneaks up behind you and has you dead to rights, and yet you maintain high odds of emerging victorious?
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Posted - 2015.07.15 21:37:00 -
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General Mosquito wrote: Either the grenades and a plc shot can or cannot kill the tank described. From there we can further the discussion, but not until you start to acknowledge some facts.
The fact is that an HAV need only roll away when hit by the 1st grenade to be out-of-range for the 2nd or 3rd. If you're suggesting in a 'round about way that AV Grenade toss range and homing capabilities should be buffed, then just come out and say it.
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Posted - 2015.07.15 22:04:00 -
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General Mosquito wrote:Adipem Nothi wrote:General Mosquito wrote: Either the grenades and a plc shot can or cannot kill the tank described. From there we can further the discussion, but not until you start to acknowledge some facts.
The fact is that an HAV need only roll away when hit by the 1st grenade to be out-of-range for the 2nd or 3rd. If you're suggesting in a 'round about way that AV Grenade toss range and homing capabilities should be buffed, then just come out and say it. Stop avoiding the question. That you refuse to answer a simple question belies your intent. Are you really trying to become a CPM and you can't even handle a simple question without resorting hypotheticals? Do three lai dais and a PLC round destroy an dual rep Madrugar with its hardeners up? Since when am I running for CPM? Thought I answered your question. A number of infantry loadouts -- including PLC + Lai Dais -- can likely solo a parked and empty HAV. Unfortunately for this balance discussion, most HAVs aren't parked and empty in practice.
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Posted - 2015.07.16 14:32:00 -
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General Mosquito wrote: A tank can be killed by a single dropsuit.
The rest of your argument is invalid.
Balance Talk with *Tankers - Part III
Tanks were balanced following Uprising 1.7. If an AVer did it right, he could solo a tank. That's why tanks were balanced then. They were balanced. Then they got nerfed. That makes tanks underpowered right now.
* Not representative of all tankers; some are in fact reasonable.
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Posted - 2015.07.16 14:40:00 -
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501st Headstrong wrote:Adipem Nothi wrote:General Mosquito wrote:Adipem Nothi wrote:So, since these pubstars aren't NF, FA, or OH your tank get to trump their focused fire. And rightfully so. Because balance. How 'bout a compromise? If HAVs need be largely impervious to Infantry to thrive, give Infantry the same consideration. Retool Large Blasters as AV; set their AI capabilities equal to that of Infantry AV ... that is, lots and lots of warning shots followed by a brief window of "maybe", provided more than Large Blaster is simultaneously firing at the same Infantry unit. They didn't focus fire on anything. No debate about that. Any time 3 AV focus their fire on a tank, it dies. That is not up for debate, and people who say otherwise have never tanked in a PC. Most of the time 2 will do, but 3 will always do it. That isn't some long drawn out fight either, its 9 Lai dais and good night. Done in literally less than 3 seconds, no amount of hardeners will stop it. Every large socket has more than a half dozen spots where infantry can huck grenades from cover. Combined with places tanks MUST travel through to impact the battle in the large sockets, and tank control is trivial for a team in PC. You don't know anything about PC tanking. In your scenario, 3 units manage to sneak into grenade range, and then manage to keep your HAV in grenade range while tossing one grenade after another after another. That's not an impossible scenario, but it certainly isn't a probable one. Don't tanks move around sometimes, especially when taking damage? The scenario you've provided demonstrates plainly that you have it too easy. What's more concerning is that you seem to think it's OK. Focused Fire from 2 sources should be enough to make you sweat. Requiring focused fire from three or more is imbalanced. And AV shouldn't have to be prototype to threaten you. I'm still reading the thread but on page 2 I got to this post and I just had to say something....Did you literally just claim that you don't need Proto AV to threaten a 1.3 million Isk tank?..... Wow... *Goes back to thread* PS. Kaiser your idea is on point and I love it and you need to be CPM next year... The back-and-forth above with Mosquito is responsive to his claims that "everything is fine because ...". My only claim above is that most HAVs don't sit still long enough to take 3 AV grenades from one merc.
It is my opinion that 2 or more mercs volleying AV at tank (prototype or otherwise) should be sufficient to threaten the tank. This often isn't the case with hardened maddies, hence my opinion that hardeners should be restricted to one per loadout. I suspect that eliminating perma-hardening and double-hardening would likely bring V/AV into better balance.
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Posted - 2015.07.16 15:38:00 -
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Devadander wrote:Adipem Nothi wrote:Assuming Armor HAV efficiency rates are above acceptable bounds and Shield HAVs are below:
* Limit all vehicle fittings to 1 hardener * Decrease chassis and turret costs by 25% (all vehicles, all turrets) * Decrease speed and acceleration of Armor HAVs * Increase speed and acceleration of Shield HAVs * Increase Large Missile Turret Reload Speed * Increase Packed RE blast radius and damage
If afterwards, HAV efficiency rates remain out of balance:
* Decrease Large Blaster Turret Accuracy * Decrease Large Blaster Turret Range I can't even read the rest. You can get bent dooder. Idk who beat you over the head with a stupid stick, but I'm here to put you out of your misery. The simple fact that you are trying to kill Maddie's with anything but a forge/missile boat shows your ignorance. Now your cries for nerf have awakened the beast. I can survive your onslaught in my std gunnlogi, quafe even. Your ignorant suggestions for vehicle rework tells me you have never once grown a pair and called your own tank. So many ways to kill a tanker, but you do not deserve this knowledge. Even if you had it you would fail. Your T count is too low to come at me bro. GOML
Absolutely correct. The only tanks I've ever driven were the ones I hacked and parked in the redline. Unqualified and non-expert suggestions (like mine) are precisely what you get when a class can't own and address its own imbalance.
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Posted - 2015.07.16 16:31:00 -
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Alena Ventrallis wrote:we need to look at other options (limit one hardener per vehicle, make armor reps active, etc.) to fix the tank issue. Agreed. If deemed warranted, TA recommends increasing fitting costs for hardeners rather than introducing a hard cap. Thoughts?
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Posted - 2015.07.16 17:29:00 -
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General Mosquito wrote:Adipem Nothi wrote:
Absolutely correct. The only tanks I've ever driven were the ones I hacked and parked in the redline. Unqualified and non-expert suggestions (like mine) are precisely what you get when a class either cannot or refuses to address its own imbalance.
I'd like to see you tank. Would make me laugh my ass off as you get evaporated. I'll give you the finest fit tanks, but since they are so strong, you break 'em you bought em. I'd put good money on you going negative and losing 5 million ISK a game.
Had several million SP to spend a couple months back; thought about skilling into a Missile Gunnlogi. Something handy to thin the numbers of those oh-so-common blaster tanks, especially when the other side is running 2-3 at a time. Was advised by a buddy tanker that it'd be an unwise investment, with Blaster Madrugars being what they are. Found it peculiar that the most durable HAV on the field also happens to be the very best AI option and is all the while sufficiently competent in its presumed AV role to hold its own against a Missile Gunnlogi. No wonder it's so common.
TL;DR: Will get around to skilling into HAVs, but not until they're better balanced.
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Posted - 2015.07.16 18:10:00 -
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Heimdallr69 wrote:I kill plenty with my sica rail..you are a dumb av player..don't attack when his Hardner is on wait for the right moment and use the element of surprise..you really think a fit that takes maybe 5-6m and costs 200k ISK should insta gank a tank that takes 40-60m sp and costs 1.2-2m ISK? Smart players surprise the tank, most just use tactics to suppress tanks then QQ about not being able to kill one. Heim!
Just so happens that I snuck up behind your tank not so long ago.
It was an Acq or Dom. I arrived late in the match to find that we were more-or-less redlined. Spawned at the CRU in our ground spawn and was promptly gunned down by your Blaster HAV. Typically, I'd leave battle at this point, but you didn't have any infantry support nearby, so I thought I'd try to get you back first.
Spawned elsewhere. GalScout, Lai Dais + PLC.
Ran around the map and found my way back to you (you hadn't moved much at all; still camping that CRU). There I waited, cloaked, literally right next to you. Waiting waiting waiting. Your hardeners were up for what seemed like forever. I knew better than to open up while you were hardened. Finally! Hardeners drop. I decloak and rush in, tossing my first grenade and immediately following up with a second. The first grenade detonated and you were on the move, rolling backwards as my second hit. I'm racing toward you with 3rd in hand, trying to get back into range ...
And then you activate your other hardener before promptly wiping me out with 2 blasts.
Of course you were running multiple hardeners. Why wouldn't you? What was I thinking?
Lol. Balance.
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Posted - 2015.07.16 18:53:00 -
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Heimdallr69 wrote: I run a mlt sica rail, 2 hardners and a rep for those that do get into my armor..I tend to be lazy when in tank =ƒÿü 3 av nades will blow up my tank, it happens a lot
The guy who got me was running a double hardened maddie with a prototype blaster. This happened ~2 months back. Thought for sure it was you.
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Posted - 2015.07.16 20:22:00 -
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Devadander wrote: You are, in fact, doing it wrong.
Obviously. But had that tank been limited to one hardener, which would be better for balance, things might have gone differently. Right? Right.
I've since found Forge Guns to be far more effective than Pro5 Proto Swarms, Pro5 Plasma Cannon, Lai Dais, or any combination thereof. Like I said before, I kill tanks often. But doesn't mean that madrugars are balanced. Fairly confident that they aren't, and it won't come as a surprise if/when they get nerfed.
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Posted - 2015.07.17 10:53:00 -
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General Mosquito wrote: Tanks will never be balanced between themselves, because the shield tank hull is crap, and even though you can buff around some of its problems, it biggest alleged role is nullified by the fact that it can't depress the gun, and so can't properly fight from high ground, and with a slower top speed and slower practical acceleration it can't actually fight from range either.
Balancing tanks is no different than balancing anything else. If Armor-based Hulls are substantially better than Shield-based Hulls, then buff one or nerf the other. If the latter is favored over the former, and armor hardeners are for some reason sacrosanct, then knock armor HAVs down a notch by nerfing speed/acceleration and regen.
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Posted - 2015.07.17 11:32:00 -
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General Mosquito wrote:Adipem Nothi wrote: Obviously. But had that tank been limited to one hardener, which would be better for balance, things might have gone differently. Right? Right.
I've since found Forge Guns to be far more effective than Pro5 Proto Swarms, Pro5 Plasma Cannon, Lai Dais, or any combination thereof. Like I said before, I kill tanks often. But doesn't mean that madrugars are balanced. Fairly confident that they aren't, and it won't come as a surprise if/when they get nerfed.
FG most effective AV? I smell a roof topper. Is that what this is really about, CCP not letting you kill vehicles from rooftops with no risk to yourself? Unless a tank is inside a socket, Forge Guns are the only form of infantry AV which work reliably.
So, yeah, sometime back I got tired of throwing 100k suits at blaster tanks. I'd always get my licks in, but unless the pilot was especially stupid (not uncommon) or inattentive, he'd more often than not kill me before I could deal sufficient damage to pose any real threat, even when I sync'd strikes with allied AV. In the vast majority of cases, running up on an HAV with Nades and/or REs is suicide. PLC and Swarms are little more than an eventual deterrent. Every tanker in this thread who isn't actively licking a window knows that this is true.
For awhile, I'd just ignore HAVs, which (sadly) is what I think most tankers expect of infantry:
"Let me farm you and leave me alone. My stuff's more expensive than yours, so I'm supposed to go 30/0. If you shoot back at me, you're an idiot and you deserve to die. I'm in a tank." :: eats chips ::
Recently, I got aggravated with multiple HAV spam. Thought about skilling into Missile Gunnlogi. Changed my mind because Blaster Maddies are OP. Ended up skilling into a CalSent and maxed out the Forge Gun tree.
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Posted - 2015.07.17 13:05:00 -
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General Mosquito wrote: Missile Maddy beats blaster maddy, tell CCP to buff shield tanks if you want to see them on the field.
Buff them. I'm a patient guy. If in one build, both flavors of tank are made as OP as perma-hardened Maddies, then in the next build there will be twice the number of good reasons to balance tanks.
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Posted - 2015.07.17 13:11:00 -
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General Mosquito wrote:Adipem Nothi wrote:General Mosquito wrote: Missile Maddy beats blaster maddy, tell CCP to buff shield tanks if you want to see them on the field.
Buff them. I'm a patient guy. If in one build, both flavors of tank are made as OP as maddies, then in the next there will be twice the number of good reasons to balance tanks. Buff shield tanks wouldn't make them OP because maddies are not OP. Try and keep up. Already two steps ahead of you, buddy. Do you think that your ill-formed arguments and/or browbeating demeanor are helping your side of this debate?
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Posted - 2015.07.17 13:32:00 -
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General Mosquito wrote:Adipem Nothi wrote: Already two steps ahead of you, buddy. Do you really think that your ill-formed arguments and/or browbeating demeanor are helping your side of this debate?
I'm just toying with you at this point. Please, keep doing what you're doing.
Quote:Kill/Spawn Efficiency is what it is, and if hardened maddies are OP they're OP. Colorful excuses and name calling won't affect efficiency data, though both do make the process of problem solving much more entertaining.
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Posted - 2015.07.17 13:41:00 -
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General Mosquito wrote: ... the debate is long over, and you lost. Right. Good job. When Rattati comes knocking, you should do exactly what you've done here.
Parry his data with your excuses. Wow him with your intellect. Beat him with your brows.
You should make a video of PLC + Lai Dais vs parked and empty Madrugar.
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Posted - 2015.07.17 21:50:00 -
[34] - Quote
Alcina Nektaria wrote: ... so either tanks need to be nerfed, av needs a buff, or the number of vehicles allowed in each match should be severely reduced. AV-wise, would have to be very careful about what to buff and how to buff it, as increasing pressure on Dropships would be ill-advised. Further, such changes would do nothing to address the fact that Madrugars > All Else. Personally prefer the most obvious and direct approach, which the title above sums up succinctly:
Nerf impenetrable Madrugars already.
So far, 'limit hardeners per loadout to 1' seems the most promising option.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 00:05:00 -
[35] - Quote
General Mosquito wrote: Where is the data you presented?
Balance boils down to Kill / Spawn Efficiency. I've assumed (and I've said as much) that Madrugar Kill / Spawn Efficiency is disproportionately high. If the data isn't on my side, then my balance complaints are baseless and I'll stand corrected. If the data is on my side, however, then your excuses and what ifs -- while colorful and entertaining -- will fall on deaf ears while Rattati swings that hammer.
I think it more probable than not kill/spawn efficiency data is on my side. I imagine you do as well. If you didn't, why would you be so frothy?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 00:14:00 -
[36] - Quote
Devadander wrote: What am I missing?
Period: Uprising 1.0 - 1.5 Hypothesis: Cal/Gal Slayer Logis + AR are super duper OP. Test Method: Run MN Logi + MD over a dozen pub matches. Conclusion: ?
Period: Uprising 1.8 - HF Alpha Hypothesis: Uparmored GalScouts + SG are super duper OP. Test Method: Run MN Scout + NK over a dozen matches. Conclusion: ?
Period: Warlords 1.1 - 1.2 Hypothesis: MN Assaults + CR are super duper OP. Test Method: Run GA Assault + AR over a dozen matches. Conclusion: ?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 00:21:00 -
[37] - Quote
Aeon Amadi wrote: If a veteran with a prototype amarr assault ran with a scrambler rifle against a bunch of academy bros, obviously his kill/spawn is going to skew results.
The larger the dataset, the less anomalies like this will have the potential to "skew" it. Madrugars have been OP for a long time now, and there certainly are no shortage of them in game. I imagine Rattati has quite the robust sample to evaluate.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 00:25:00 -
[38] - Quote
General Mosquito wrote:Adipem Nothi wrote:General Mosquito wrote: Where is the data you presented?
Balance boils down to Kill / Spawn Efficiency. I've assumed (and I've said as much) that Madrugar Kill / Spawn Efficiency is disproportionately high. If the data isn't on my side, then my balance complaints are baseless and I'll stand corrected. If the data is on my side, however, then your excuses and what ifs -- while colorful and entertaining -- will fall on deaf ears while Rattati swings that hammer. I think it more probable than not kill/spawn efficiency data is on my side. I imagine you do as well. If you didn't, why would you be so frothy? You can't call your assumptions data. So I ask again, where is your data? Can you construct a gv.0 fit that can survive two proto AV for 36 seconds? WIll you tell the audience how long you think it should take for an AV troop to kill a tank with its hardeners up? You will do neither of those things, instead you will appeal to "data" that you don't have, and can at best make a half assed guess at, and given how biased you are against vehicles(as you clearly stated), you can't be called a trusted source can you? Love the appeal to authority in there as well, you are just a fallacious machine.
I don't get to play with data. What I get is what I observe in game. When my observations resonate with Forum complaints, I gain confidence in my position. When my observations form a distinctive pattern over time, I gain confidence in my position. And when I'm told[i] And when I'm told "everything is fine" by a room full of tankers, well, I gain mucho confidence in my position. by a room full of tankers, well, I gain mucho confidence in my position.
The data is what it is. All we can do is observe and hypothesize.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 00:58:00 -
[39] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: If a veteran with a prototype amarr assault ran with a scrambler rifle against a bunch of academy bros, obviously his kill/spawn is going to skew results.
The larger the dataset, the less anomalies like this will have the potential to "skew" it. Madrugars have been OP for a long time now, and there certainly are no shortage of them in game. I imagine Rattati has quite the robust sample to evaluate. Again, how can you 100% be certain that they are, without a shadow of a doubt, the problem here? Dust 514 players have a repitoire for not wanting to run AV, even when they're getting hammered by Tanks, because it is a very high-risky playstyle and there have -always- been faults in the AV vs Vehicle logic; that it should take a team of people [AV] to deal with one person [a tank]. But, if it was on a one-to-one basis, vehicle users would immediately say that HAVs are a coffin. If it were up to me I'd have the damn hardeners built into the HAVs, be stupid powerful, but paper-thin without the hardener on, forcing Tankers into attacks of opportunity (which was the original intent behind Hardeners if anyone remembers). Trouble is that you can force a tank to disengage when his hardeners turn off but the chances of you killing them are sometimes very low because HAVs are simply faster than infantry. So, the AV vs HAV situation aside, instead of looking at how we can nerf Madrugars what can we do to bring the Gunnlogi up? I think that is where we should start, and if Madrugars and Gunnlogis are on par with one another but excessively over-powering infantry than we can bring them BOTH back down a bit. Let's explore our options before we immediately jump to castrating Madrugars.
I'm not 100% certain that Madrugars are overpowered, but I do think it more probable than not. If performance data says they are in fact OP, then I say we do something about rather than make excuses for it.
What's been proposed is that we limit hardeners to 1 per loadout. Is it your opinion that such a change would "castrate Madrugars"? If so, why? And what alternative adjustment would you propose?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 01:29:00 -
[40] - Quote
Devadander wrote:A one hardener limit would doom shield HAV. Spitballing: What meta shift would you expect if Armor Hardeners only were limited to one / loadout?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 03:41:00 -
[41] - Quote
Quasar Storm wrote:On the blaster note, I think CCP should just make them AI. Those are the turrets you camp CRUs with for free kills, right? Aren't they already pretty good at mopping up infantry (and everything else) as is?
If Large Blasters are officially rebranded as "AI", then I'm thinking they should be reduced to crap when used in any AV capacity. Thinking the guy who whips out an anti-infantry blaster tank should lose pretty much every time when up against a proper AV missile or rail tank. You know, for balance for stuff.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 03:49:00 -
[42] - Quote
Quasar Storm wrote: Do you know what a compressed blaster is?
I don't play many single player games these days. Is that the best gun to use against the bosses?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.18 04:52:00 -
[43] - Quote
Darken-Sol wrote:You wish ... we had ... larger balls ? If more tankers did, I suspect conversations like this one would play out with far less fanfare and far more efficiency.
Shoot scout with yes. - Ripley Riley (for CPM2)
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