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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:04:00 -
[31] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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General Mosquito
Fatal Absolution Negative-Feedback
87
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Posted - 2015.07.15 14:05:00 -
[32] - Quote
Adipem Nothi wrote:General Mosquito wrote:AKA get good. Pilots telling AV Infantry to "get gud". Another indicator of imbalance.
Would you let a tank squat for 20 kills in a PC?
NF, OH, etc would NEVER let that happen.
First, their rail tankers are of enough quality to make sure that doesn't happen. Second, their battleplans do not allow a tank unfettered access to areas where grabbing twenty kills is even possible. Third, if a tank was being that much of a nuisance, they would change tactics to drop it, and limit its effectiveness.
In a team mode, if you let one player dominate you, that is because you are a horrible team, not because tanks are OP.
I'm not telling his AV to get good, I'm saying his team was a bunch of pubstars who have no concept of teamwork or strategy, and that is why they lost.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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General Mosquito
Fatal Absolution Negative-Feedback
87
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Posted - 2015.07.15 14:06:00 -
[33] - Quote
Adipem Nothi wrote: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.
Yes, because the guy who drives an untanked LAV into a swarm of infantry, tanks and turrets should be listened to when they complain tanks are OP.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.15 14:07:00 -
[34] - Quote
Mina Longstrike wrote:Varoth Drac wrote:Madrugars don't need nerfing (except for large blaster dispersion). Instead buff Gunlogis and maybe missile turrets. They do need some adjusting. Without their hardeners they're far too weak. With them they're practically invincible (-60.86% incoming damage) They go from ~5k ehp & ~150ish reps to ~11.5k ehp (presuming the plate, dual hardener & single rep) with roughly ~400 effective reps once both hardeners get activated. Their reps outpace incoming DPS unless you can find some *massive* burst or have way, way too many people shooting at target. Their effective reps get even wilder if they drop the plate for a second rep. Or something like that, I'm tired and not mathing well. The problem is largely that this is all done in effective hitpoints, which means that the damage reduction is *insane*. If tanks were to have higher raw hitpoints, and lower hardened values alongside lower proportional reps... people wouldn't be as upset, as tanks would take damage that actually sticks for a bit. The large other portion of the problem is that vehicles have isk costs that treat them like they're temporary powerups (and yes, isk IS used as a balancing feature in this game, like it or not) so when someone calls out a 1m isk tank they feel like it should 'buy' them a lot of power, because risk vs reward. Another issue is that vehicles take up an absolutely massive amount of SP to be any real good which really messes with their design, as it treats them more as a role than a temporary powerup anyone could purchase... so there's a second hurdle there. Thirdly vehicles lack a very well defined role other than 'roam around and kill whatever you encounter' which further adds to frustrations - If they had a clearly defined role, people would be less likely to pull them out in situations where they're not needed. If isk costs remain so absurdly high, SP costs should go down, and survivability should probably be retained. If sp costs remain so absurdly high, isk costs should go down and survivability should be lowered (no one likes dying, but I care less about dying in something that costs 20k than something that costs 2mil). Vehicles need clear and frequently useful roles, without people getting upset when they perform well in the roles they have (currently people get really upset that some tanks are good at slaying... because well, that's the only identifiable role they have, and then vehicles get nerfed into uselessness... which causes a set of buffs later down the line that breaks everything because they still don't have a role).
CCP has been trying to balance tanks for awhile. They pretty much flip between "Expensive Butterflies" and "Invincible Death Machines"
My problem is that Tanks fill a very odd role in Combined arms. To Infantry, Tanks are SUPPOSED to be OP as F*CK. They are immune to small arms fire, have insanely more range, and far more firepower.
In exchange, they need to be weak to something. I've always been of the opinion that AV is supposed to be DETERRENT in the hands of Infantry. More of a "Engage and you might die", not "CHASE AND KILL THE TANK".
Tanks need to be on equal ground with other tanks in terms of fighting. Then what are tanks weak against?
Tanks need to be weak to AIR. Dropships need heavier ordnance specifically for taking down tanks. Personally, I think that the main guns on ADS's need to be redone. Make an actual "Missile Launcher" for the ADS, just like the main turret on tank. Would be used for anti-tank/anti-infantry. Blaster would be akin to a mounted Plasma cannon with a larger clip for popping tanks. Rail would be where its at now, with a damage boost.
With all this anti-tank abilities, dropships would still need to be weak to Infantry AV, with their fire and forget AA weapons, they will be able to terrorize dropships and keep them away from their armor.
Now the Weapons Triangle is complete. Tanks > Infantry > Dropships > Tanks.
Combined arms then boils down to this: Tanks protect the infantry, and the infantry protect the Dropships. Dropships then work as both infantry and vehicular support, much like the standard attack helicopter of today.
Since Infantry still hard counter dropships, you can't stick a dropship into enemy territory, as swarms will quickly kill or dissuade attack. They also dissuade Armor from engaging due to damage. With enough AV, infantry can buy enough time to deploy their own ground or air power.
Combined arms is always the way to go, and engagments are won from the Air down. Air Superiority is king.
Just my thoughts on how Vehicles should work in Dust. I'm fully aware that this probably won't happen.
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:08:00 -
[35] - Quote
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".
Shoot scout with yes. - Ripley Riley (for CPM2)
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General Mosquito
Fatal Absolution Negative-Feedback
87
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Posted - 2015.07.15 14:13:00 -
[36] - Quote
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.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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General Mosquito
Fatal Absolution Negative-Feedback
87
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Posted - 2015.07.15 14:18:00 -
[37] - Quote
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.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:29:00 -
[38] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:32:00 -
[39] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Bradric Banewolf
D3ATH CARD RUST415
982
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Posted - 2015.07.15 14:32:00 -
[40] - Quote
nicholas73 wrote:Options: 1. Make repairers active with a cool down time 2. Limit armour hardeners to 1 per tank. 3. Reduce hardener efficiency to 25% again
Also, I think armour hardener needs to have a higher CPU/PG cost, they're awfully low for the benefit they provide and differ hugely from their shield counterparts.
Respeccing out of tanks the minute they do
"Anybody order chaos?"
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.15 14:40:00 -
[41] - Quote
maybe deadcatz wrote:hails8n wrote:Theres nothing like having a Madrigar survive your 3 boundless packed res, then your 3 Lai Dai packed nades, then your wyrikomi swarms consecutively and still have 75% armor, then 100% a second later. A pack of them together is HELL . You ever think of the price and sp you have to invest to get a tank like that? A SH!T TON. Just get 3 dudes with swarms and a PLC or two and tanker dies
Did someone beat you down with a stupid stick?
Are you seriously saying that one person should be able to force an entire squad to drop everything and coordinate to fight a tank with one guy in it?
Two words......
FORCE MULTIPLIER
Sorry to disappoint you by not saying GOD MODE.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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General Mosquito
Fatal Absolution Negative-Feedback
89
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Posted - 2015.07.15 14:41:00 -
[42] - Quote
Adipem Nothi wrote: 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 the AV shouldn't have to be prototype to threaten you.
What sneak into grenade range?
All the Large sockets in PC have cover near and between every flag. Every flag has a location either withing a 30m approach or on the flag itself from which infantry can spawn and throw nades.
A tank, in order to defend or attack a hack in the large sockets will ALWAYS have to put itself in nade range to do it. In order to get to that flag(assuming thats even possible) the tank MUST drive through a choke point, normally more than one. He also MUST retreat out of a choke point.
You make it sound like tanks have all the advantages in the large sockets(where matches are won or lost more often than not) when the exact opposite is true.
Focused fire from two sources means flee or die within 10 seconds. Focused fire from 3 is certain death, within 5and you aren't getting away. That is with two hardeners active. And tanks are OP?
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Bradric Banewolf
D3ATH CARD RUST415
982
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Posted - 2015.07.15 14:42:00 -
[43] - Quote
Adipem Nothi wrote: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.
Not dumb, but severely mis-informed?! That Maddy you guys described can be downed relatively quickly. 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?!
The OP described a Maddy gv.0, and a smart operator! He also described either some advanced AV, or some very.... challenged proto AVers?! There is no way a Maddy is surviving 3 pro AVers toting Lai Dai grenades! That, if done right, is a 3-5 second engagement.
"Anybody order chaos?"
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:47:00 -
[44] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Bradric Banewolf
D3ATH CARD RUST415
983
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Posted - 2015.07.15 14:50:00 -
[45] - Quote
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?
"Anybody order chaos?"
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:51:00 -
[46] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Lone Wolf 777
Caldari Immortals
7
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Posted - 2015.07.15 14:51:00 -
[47] - Quote
Adipem Nothi wrote:Lone Wolf 777 wrote:To be fair, tanks are easy to kill if you make a plan to kill it. BS. If Pilots can consistently ignore/escape focused fire, then Pilots have it too easy. I believe that this is the case at present. Edit: Not opposed to reducing the cost of HAVs. Nope, not BS. Just make a plan & a tank, simple really. Seems like a certain somebody has been killed by tanks 1 too many times XD haha |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 14:54:00 -
[48] - Quote
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?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
72
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Posted - 2015.07.15 14:59:00 -
[49] - Quote
It's funny how many people think AV is OP despite the fact 3-4 guys can be trying to kill a tank and just die in droves. It's no joke that most proto tanks can kill 30+ people and never die, even withstand a major laser strike. The biggest joke is swarms for all that people seem to think their still OP after the latest nerf in their lock on range I have to wonder do these people ever try the other side of the coin?
They keep say jump in a tank and see how bad it is, but when was the last time they chased down a tank that can cut you down in half a second with AV weapons that require you to hit it 3-5 times minimum? Even a militia tank with full proto swarms, proficiency 5 and at least 4% dmg on the war barge takes 3 missiles most of the time. A hardened shield variant is even worse due to the dmg penalty vs explosives. You won't even see their shield bar move when you hit them. Keep in mind with swarms it has zero use against any infantry running around with a huge visual effect every time you fire that screams "Kill me".
Over all I don't mind tanks being hard to kill, forcing half the team to chase them down is a valid role in wasting the enemies time. I do think however tanks anti infantry capability should be toned down drastically. Imo the large turret should be nearly useless against infantry while the small turrets should be extremely effective within 100-150min range max. That not only solves the problem of being to easy to kill and a waste of ISK but their ability to be one man killing machines. I can accept a tank slaughtering it's way threw the map if 3 players are required to operate it. But 1 man tanks going 40-0 is insane.
As it is now not only can tanks work fine without gunners, it's usually a waste of time to have them. The small turrets are largely ineffective and having 3 players ride in one tank is a large waste of man power on a 16 man team. But one major thing to consider when you think about vehicles... if they get nerfed to bad no one will ever get the vehicle kill assist mission done ever again ;) |
General Mosquito
Fatal Absolution Negative-Feedback
89
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Posted - 2015.07.15 15:00:00 -
[50] - Quote
Adipem Nothi wrote: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.
I have tanked since Open Beta, through good times and bad.
Right now, they are as balanced as they can get.
One ground suit is more than capable of killing any tank, provided that infantry is a better player than the tanker. They have numerous options with which to work, all of which are effective in different situations to varying degrees.
Swarms are weak, and should stay that way. You need homing weapons, you should have to get in close and put yourself at risk too. Besides, minmandos with good skills in swarms are strong enough to force even dual hardened Maddys to check themselves. You can always tell when those guys are about, and they are extremely effective at area denial. One suit, no vehicles within 175m. Draw a 350m diameter circle on most maps, and that is enough area to hold three flags and win the match.
I'll agree that the recent strafe changes have hurt scouts ability to completely dodge blaster fire, but that was ridiculous, and the scout suit is still the best AV suit anyway. The third equipment slot is really a more important swing for balance while it lasts. Heck, the increase in slots made for all sorts of cheap, AV fits that people could use.
None of this applies to shield tanks of course, because they are crap.
I call dumb AVers dumb, and if their friends did as well, they would get better instead of crying about it.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Lone Wolf 777
Caldari Immortals
7
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Posted - 2015.07.15 15:02:00 -
[51] - Quote
General Mosquito wrote:Aidualc wrote:Adipem Nothi wrote:I'm no expert, but I'm of the opinion that Hardeners are more to blame than the HAVs themselves. Why not limit Hardeners to one per loadout, like the cloak? Yeap, limit the dual hardeners is a solution, dual rep is not efective vs 2 swarms or dai lai spawn. But dual hardener now is op. Yeap many players don't wanna loose a 1M isk so easy, but in a PC battle. A tank can slay at last 15 - 20 proto dropsuis... That is the risk. If a tank is slaying 20 suits in your PC, your AV players shouldn't be in that PC, and your tankers should all quit. AKA, get good. Lol couldnt say it better myself. Im not even a tanker & i dont complain about them. Its sad that these "nerf warriors" are whats ruining the game. The only thing i want nerfed is the obvious....ScRs. Give a scrub a ScR & very little practice & he becomes a slayer. Damn thing does more dps by 5 over an HMG! #FOTM Back to tanks XD |
Lone Wolf 777
Caldari Immortals
9
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Posted - 2015.07.15 15:10:00 -
[52] - Quote
Larkson Crazy Eye wrote:It's funny how many people think AV is OP despite the fact 3-4 guys can be trying to kill a tank and just die in droves. It's no joke that most proto tanks can kill 30+ people and never die, even withstand a major laser strike. The biggest joke is swarms for all that people seem to think their still OP after the latest nerf in their lock on range I have to wonder do these people ever try the other side of the coin?
They keep say jump in a tank and see how bad it is, but when was the last time they chased down a tank that can cut you down in half a second with AV weapons that require you to hit it 3-5 times minimum? Even a militia tank with full proto swarms, proficiency 5 and at least 4% dmg on the war barge takes 3 missiles most of the time. A hardened shield variant is even worse due to the dmg penalty vs explosives. You won't even see their shield bar move when you hit them. Keep in mind with swarms it has zero use against any infantry running around with a huge visual effect every time you fire that screams "Kill me".
Over all I don't mind tanks being hard to kill, forcing half the team to chase them down is a valid role in wasting the enemies time. I do think however tanks anti infantry capability should be toned down drastically. Imo the large turret should be nearly useless against infantry while the small turrets should be extremely effective within 100-150min range max. That not only solves the problem of being to easy to kill and a waste of ISK but their ability to be one man killing machines. I can accept a tank slaughtering it's way threw the map if 3 players are required to operate it. But 1 man tanks going 40-0 is insane.
As it is now not only can tanks work fine without gunners, it's usually a waste of time to have them. The small turrets are largely ineffective and having 3 players ride in one tank is a large waste of man power on a 16 man team. But one major thing to consider when you think about vehicles... if they get nerfed to bad no one will ever get the vehicle kill assist mission done ever again ;) "Tanks anti infantry capability should toned down drastically"....Just lol. What would the point of a tank be then? To sit there and look pretty? & if a tank goes 40 - 0, then apparently your not doing a good job or literally charging at a tank head on |
Bradric Banewolf
D3ATH CARD RUST415
983
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Posted - 2015.07.15 15:11:00 -
[53] - Quote
Adipem Nothi wrote: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? Would you prefer that be nerfed first, or would you prefer Hardeners or Reps?
Well mine doesn't lol! I'm not that good, but if I had a choice I'd choose survivability over dmg output all day! So nerf the turret if a nerf must come. I'm just saying most AV has never tried to be that force multiplier before. I always say, "to understand an adversary you must become him". I know what kills tanks because I tank! So on my pro login (a support role) are alloteks or Lai dais, always! Fools who want easy kills carry cores to PC as a logi?! No tanker expects to role up on a heavy/logi combo, and the logi drops him?! However, several tankers can testify that I have done just that!
I've respecced more times than I care to admit, and in all those I ran everything! So I know better how to kill everything! Not saying I'm a slayer by any means , but I'm a mean strategist and can build a ferocious setup!
Alot of AVers are singular in purpose, and if squaded with them, you will find they are hard pressed to slow down once they smell blood. It gets them killed often, and when the tank could've been killed instantly, you get to watch it escape 10 times because there was no coordination?! Sometimes they don't even announce it's presence, because like rep tool logis, they are point wh*res?! They focus on the vehicle destruction, more than the vehicle being deterred. Often letting the assaults protecting them die right next to them without disengaging the tank to help his buddy.
That's what I mean. Those AVers in this story can kill that tank if they were on the same page. Really only takes two. That logi trying to milk guardian points should've been hucking lai dai!
"Anybody order chaos?"
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General Mosquito
Fatal Absolution Negative-Feedback
90
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Posted - 2015.07.15 15:16:00 -
[54] - Quote
Larkson Crazy Eye wrote:It's funny how many people think AV is OP despite the fact 3-4 guys can be trying to kill a tank and just die in droves. It's no joke that most proto tanks can kill 30+ people and never die, even withstand a major laser strike.
3-4 guys putting AV on a tank kill it everytime.
4 guys with swarms, no av nades, no proxies, nothing else but ammo, will pop a Gv.0 before his hardners are even done the cycle.
If 3-4 guys are trying to kill a tank, they have no excuse not to. There is no fitting for a Madrugar that allows you to sustain 4 AVers shooting at you, hardeners or no. Even a theoretical triple hardened and plated Maddy would melt under quad swarms, let alone the good AV options.
Any dual rep maddy fit pops to 4 lai dais, which coming from your hypothetical AV squad only means they each need to hit one. That leaves 8 more nades for the next tanks, and surely one of you has a hive. Between 4 people in that hypothetical squad you could layout at least 48 proximity mines. That is 8 kill packs that you can set up to close down travel routes.
Three guys hoping out of a tanked LAV with Lai dais will turn ANY tank, regardless of fitting into scrap.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Balistyc Farshot
MONSTER SYNERGY
297
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Posted - 2015.07.15 15:24:00 -
[55] - Quote
Bradric Banewolf wrote:nicholas73 wrote:Options: 1. Make repairers active with a cool down time 2. Limit armour hardeners to 1 per tank. 3. Reduce hardener efficiency to 25% again
Also, I think armour hardener needs to have a higher CPU/PG cost, they're awfully low for the benefit they provide and differ hugely from their shield counterparts. Respeccing out of tanks the minute they do
I think everyone knows dual hardners is too easy to achieve. What they should do is either give it a stacking penalty or make the PG/CPU much larger so that there is sacrifice for the dual hardners.
The issue is that as a Maddie, you can't fight another Maddie unless you have the dual hardner layout. That defines imbalanced. To balance this, I personally like where stacking them has way less benefit. Then you aren't seeing tanks focused on a single hardened time frame or perma hardened. I also miss Logi LAVs but that is a different problem.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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Bradric Banewolf
D3ATH CARD RUST415
985
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Posted - 2015.07.15 15:42:00 -
[56] - Quote
Balistyc Farshot wrote:Bradric Banewolf wrote:nicholas73 wrote:Options: 1. Make repairers active with a cool down time 2. Limit armour hardeners to 1 per tank. 3. Reduce hardener efficiency to 25% again
Also, I think armour hardener needs to have a higher CPU/PG cost, they're awfully low for the benefit they provide and differ hugely from their shield counterparts. Respeccing out of tanks the minute they do I think everyone knows dual hardners is too easy to achieve. What they should do is either give it a stacking penalty or make the PG/CPU much larger so that there is sacrifice for the dual hardners. The issue is that as a Maddie, you can't fight another Maddie unless you have the dual hardner layout. That defines imbalanced. To balance this, I personally like where stacking them has way less benefit. Then you aren't seeing tanks focused on a single hardened time frame or perma hardened. I also miss Logi LAVs but that is a different problem.
You guys must see the entire picture.
1. Dual hardeners are already a pain to fit, and automatically require dual reps
2. The Gallente are CQC brawlers in every aspect of fighting. Their vehicles are as armor durable as their dropsuits. In order to fight in close range amongst Lai Dai nades, swarms, forges, PLC's, etc., and be effective, you must be tough.
3. Shield tanks, like shield dropsuits, have long range weaponry (rail and missile turrets). They can fight from range.
4. The field cognicence of individual players is always a factor no one seems to account for. Tanks were balanced when they made the armor tank better than shield tanks in CQC. Now any shield tanks caught in CQC usually gets banged. Are they underpowered? No! I know several tankers that can wreck Maddies with gunlogis. They're just not king of the field from everywhere anymore.
You guys have to understand that armor tanks are slow to turn, almost all AV is armor based, and the timing of the operator makes the tank hard to kill. The combination of hardener/rep is also the strategy afforded to the tanker. Just like the option for insane dmg output is afforded to the shield tanker.
This player base is just too used to C.O.D., and wants insta-gank in everything. Hence modded controllers?!
"Anybody order chaos?"
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General Mosquito
Fatal Absolution Negative-Feedback
91
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Posted - 2015.07.15 15:44:00 -
[57] - Quote
Balistyc Farshot wrote:
The issue is that as a Maddie, you can't fight another Maddie unless you have the dual hardner layout.
The limitation on tank fits isn't because of tanks themselves, but because all tanks must fight off, or at least temporarily weather an AV storm to accomplish an objective. A theoretical dual damage mod complex heat sink maddy sounds fantastic until you remember that AV nades and swarms exist.
Its part why the Gunnloggi is a myth in PC, because it can't drive up to a flag, drop off two dudes and escape without exploding. The maddy can do it, as long as at most two people are using swarms, and they don't want to get into nade range on its way out.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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General Mosquito
Fatal Absolution Negative-Feedback
91
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Posted - 2015.07.15 15:51:00 -
[58] - Quote
Bradric Banewolf wrote:
1. Dual hardeners are already a pain to fit, and automatically require dual reps
No, I can fit a plate, two hardners and a rep without a problem with perfect fitting skills.
Bradric Banewolf wrote:
3. Shield tanks, like shield dropsuits, have long range weaponry (rail and missile turrets). They can fight from range.
Shield tanks are overall just crap. Insufficient HP, poor module distribution, expensive fitting for shield mods. Lower top speed, no gun depression just make it so that a shield tank that wants to hang back at range can be rendered ineffective with terrain.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 16:23:00 -
[59] - Quote
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
Shoot scout with yes. - Ripley Riley (for CPM2)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.15 16:34:00 -
[60] - Quote
General Mosquito wrote: Mouthbreathers shouldn't be influential to balance calls.
Right, exclude Tankers who claim that tanks are fine from balance decisions.
Gotcha.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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