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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
74
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Posted - 2015.07.15 16:45:00 -
[61] - Quote
I've always felt the tanks real job should be something that the LAV was supposed to do. Armored troop transport, getting a couple guys to the point under fire and back out again. The weapons on a HAV should be for clearing a path to the objective and general suppressive fire, not a one man army. People claim if a couple guys all run full proto AV tanks are nothing. Yet those proto AV suits cost how much, and what exactly is their life expectancy on the battle field lol?
I think if they buffed LAV's to at least be able to take a few hits and not be complete death traps that would free up tanks a little more. Perhaps slow them down, decrease their accuracy. Let a tank be a tank, a brick to soak up dmg and provide cover for advancing infantry. However that same brick should not be able to fly across the map and kill any one it see's. In fact pretty much the best most determined AV in the world won't kill a tank if it doesn't bother to stay still too long.
Which kind of makes HAV"s as they are more like mechanized scouts than heavies. Again doing more what the LAV in my mind should be doing than being a true brick like a heavy. |
Doc DDD
Negative-Feedback. Negative-Feedback
506
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Posted - 2015.07.15 16:45:00 -
[62] - Quote
General Mosquito wrote:Breakin Stuff wrote: SP does not equal invulnerability. there are AV players who invest just as much SP if not more into perfecting their AV fits.
Your argument is irrelevant.
In no way is a AV trooper spending more SP than a tanker. Tankers are not invulnerable. You know the last time I saw you, you were riding in a butter soft LAV in a match with 4 tankers on the board, and railguns on the killfeed. Did you drive carefully, using cover and geography to get to your destination? No, you drove across an open field like an idiot, and your lav got one shot by me. Even if I hadn't killed you, you were still barreling around a corner into 3 tanks and a red turret. You may have perfected your fits, but you aren't smart enough to use them. Mouthbreathers shouldn't be influential to balance calls.
/sprays coffee out nose |
Balistyc Farshot
MONSTER SYNERGY
298
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Posted - 2015.07.15 17:59:00 -
[63] - Quote
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
BTW - Just throwing out an idea and seeing if it gets traction. Who else feels we should buff small turrets? I think we could see more gunner filled tanks if the small turrets packed a wallup. I mean big time buff the turrets. Make the small blaster hose down infantry. Make the small rail gun actually hurt tanks, DS, and LAV. If a light hand weapon can outdo the small turrets, people will never use them. Then we can nerf the hardners and make tanks what I want them to be. They should roll in and layout dmg as well as sop it up.
"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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General Mosquito
Fatal Absolution Negative-Feedback
94
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Posted - 2015.07.15 18:07:00 -
[64] - Quote
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.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Sergeant Sazu
Mantodea MC
663
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Posted - 2015.07.15 18:14:00 -
[65] - Quote
As long as there is a redline, and as long as tanks move as fast as they do, the "waves of opportunity" thing is invalid. I mean, why leave the redline if you're not at your best? This is the hidden problem with the curret system.
It's the same reason people want the ScR nerfed. It deals high DPS in short bursts. So when a ScR user can dictate the engagement and only be exposed to fire when he/she's cooled down and ready to spam, he/she is performing better than other rifle users.
[64.9m SP]
Sazu's Trading
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 19:01:00 -
[66] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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saxonmish
T.H.I.R.D R.O.C.K General Tso's Alliance
1
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Posted - 2015.07.15 19:11:00 -
[67] - Quote
Daddrobit wrote: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 ISK should never buy invulnerability.
Not invulnerable if the guy driving the tank is a dumbass, this being said thats almost every tanker
SAXON ON A MISH - My Youtube Channel :)
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Stormblade Green
KnightKiller's inc.
110
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Posted - 2015.07.15 19:16:00 -
[68] - Quote
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 .
Solution. Get a squad mate to run either an Assualt FG, or minmitar commando with swarms. You fill in the other slot. Or just pull at your own tank.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
76
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Posted - 2015.07.15 19:22:00 -
[69] - Quote
As it stands now a good proto tank and driver is pretty close to instant win in any match. Not that they can't be killed but the effort required to do so is so high that in a 16 on 16 game you end up losing the objectives in the process. If you ignore the tank it racks up kills and pushes people to use cheaper fits. Unless the driver is a complete moron a proto tank usually makes things insanely difficult for the enemy team depending on the map and how close they can get to the objectives. Never mind what happens when a couple proto tanks actually use team tactics and defend each other.
But I guess most pro tankers think a mil or two isk should ensure their team wins by default. Not sure why no one things a proto drop suit should get that same consideration, even if it's officer weapons and suit.... |
Stupid Blueberry
Negative-Feedback. Negative-Feedback
1
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Posted - 2015.07.15 19:23:00 -
[70] - Quote
x4 damage modded Alldin's to the sweet spot usually does the trick.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.15 19:25:00 -
[71] - Quote
We wouldnt have this issue if we could fire our weapons from the passanger seat in a dropship. Ya know like you can do in battlefield. If you can keep chasing tanks until they are dead that would be a plus.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
76
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Posted - 2015.07.15 19:27:00 -
[72] - Quote
Stupid Blueberry wrote:x4 damage modded Alldin's to the sweet spot usually does the trick.
I would say forge guns seem to be the best AV weapon out there. Their accurate, no travel time on the projectile with good range. No real tell tale effect pointing on the location the shot came from. Plus unlike swarm launchers, Av grenades etc it has some ability to kill infantry. Only down side is they take quite a bit of skill into both heavy suits heavy weapons to use effectively, though apex helps a bit there. Of course you are a heavy and after you take out the vehicles on the map it's a long walk back to a supply depot to switch out unless you risk your own vehicle to get there lol. |
Stormblade Green
KnightKiller's inc.
111
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Posted - 2015.07.15 19:30:00 -
[73] - Quote
Larkson Crazy Eye wrote:Stupid Blueberry wrote:x4 damage modded Alldin's to the sweet spot usually does the trick. I would say forge guns seem to be the best AV weapon out there. Their accurate, no travel time on the projectile with good range. No real tell tale effect pointing on the location the shot came from. Plus unlike swarm launchers, Av grenades etc it has some ability to kill infantry. Only down side is they take quite a bit of skill into both heavy suits heavy weapons to use effectively, though apex helps a bit there. Of course you are a heavy and after you take out the vehicles on the map it's a long walk back to a supply depot to switch out unless you risk your own vehicle to get there lol.
Forge sniping...... learn to frontline with a fg and the long way back is no issue.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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General Mosquito
Fatal Absolution Negative-Feedback
95
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Posted - 2015.07.15 19:41:00 -
[74] - Quote
Adipem Nothi wrote:
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.
I said three AV will devastate a tank, right through its hardeners. If a tank gets within 10 metres of two people with Lai dais it explodes. If it says within shooting line of 2 FGs for more than 8 seconds it explodes. If it comes within 150 metres of two swarmers and does not retreat it dies in around 15 seconds at the outside.
One infantry can destroy a tank. Pick the right spot, have the right tools, the tanker won't even see you.
6 f/49(45?) proxy mines will detonate Gv.0 Maddy with a plate from full shield, with a hardener running. Can be carried and laid down by scouts.
A single logi suit can lay six of those traps, each one capable of completely destroying a tank. While still carrying ammo and lai dais along with a main AV weapon. Scouts can carry spares in case their first one gets wasted on a LAV, and still have a hive to reload from.
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?
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Darken-Sol
Intruder Excluder
2
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Posted - 2015.07.15 19:43:00 -
[75] - 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.
You have no clue. Why even speak?
Crush them
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
78
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Posted - 2015.07.15 19:45:00 -
[76] - Quote
Stormblade Green wrote:Larkson Crazy Eye wrote:Stupid Blueberry wrote:x4 damage modded Alldin's to the sweet spot usually does the trick. I would say forge guns seem to be the best AV weapon out there. Their accurate, no travel time on the projectile with good range. No real tell tale effect pointing on the location the shot came from. Plus unlike swarm launchers, Av grenades etc it has some ability to kill infantry. Only down side is they take quite a bit of skill into both heavy suits heavy weapons to use effectively, though apex helps a bit there. Of course you are a heavy and after you take out the vehicles on the map it's a long walk back to a supply depot to switch out unless you risk your own vehicle to get there lol. Forge sniping...... learn to frontline with a fg and the long way back is no issue.
Never really had anything more than the militia FG. It used to be great fun to go close quarters with the FG and blow people up at point blank. But with all the speed and jumps people have now.. the FG isn't what it used to be against infantry. It is one of the best Anti sniper weapons out there though. Most heavy's can take a Thale to the head and survive while the range and accuracy of the FG let you one shot the snipers, even those stacked assault snipers who sacrifice dmg mods for more shields that normally take several shots to kill if you try to counter snipe. |
SgtNONECK WASSSUP
0uter.Heaven
272
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Posted - 2015.07.15 19:48:00 -
[77] - 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.
Active repairers should be active. 1 hardner per tank is idiotic do this tanks are useless there is no argument. Tanks should be hard to kill if u have 25mill sp into them simple truth 1 forge or swarm should not shutdown all vehicles. |
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
78
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Posted - 2015.07.15 19:55:00 -
[78] - Quote
SgtNONECK WASSSUP 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. Active repairers should be active. 1 hardner per tank is idiotic do this tanks are useless there is no argument. Tanks should be hard to kill if u have 25mill sp into them simple truth 1 forge or swarm should not shutdown all vehicles.
Armor reppers used to be active btw back in the old days. It rather sucked for armor tanks to be honest. Not that they were not hard to kill, but it gave them far to many modules to have to constantly keep active to stay alive. Making driving and shooting hard to do since I believe in those days the armor reps only lasted like 15 seconds.
Back in those days shield tanks were king because of the fact shields were always regenerating on their own and I don't believe many of the current AV weapons really existed yet if my memory serves me. Not to mention armor tanks were super slow back then and all the PG mods had to be put on low slots, the same ones the armor related stuff went on. |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 20:04:00 -
[79] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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General Mosquito
Fatal Absolution Negative-Feedback
95
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Posted - 2015.07.15 20:09:00 -
[80] - Quote
Larkson Crazy Eye wrote:
Armor reppers used to be active btw back in the old days. It rather sucked for armor tanks to be honest. Not that they were not hard to kill, but it gave them far to many modules to have to constantly keep active to stay alive. Making driving and shooting hard to do since I believe in those days the armor reps only lasted like 15 seconds.
Back in those days shield tanks were king because of the fact shields were always regenerating on their own and I don't believe many of the current AV weapons really existed yet if my memory serves me. Not to mention armor tanks were super slow back then and all the PG mods had to be put on low slots, the same ones the armor related stuff went on.
Active rep armor tanks were awesome. Much better and more fun than today.
The only thing better than the old tanks is the reduced rail range making hill sniping non viable on most maps if you want to win.
PG mods are still low slot mods btw. And armor tanks have had higher top speed since Uprising 1.0.
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
97
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Posted - 2015.07.15 20:16:00 -
[81] - Quote
Adipem Nothi wrote: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.
So then, oh wise master of balance, how fast should one dropsuit kill a tank?
They can do it in 6 seconds now, so where is the balance point?
5?
3?
1?
Or would you just prefer that the nasty tanks that you can't kill not be in the game?
Stick to ambush if you are afraid and unwilling to do what is necessary to win.
But at least tell me why you think tanks are so hard to kill, especially since you have all the tools necessary to do the job.
Please tell me why you can't kill a little old tanker with three lai dais and a PLC shot. What is so special with you, that you can't even do that?
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Skotty Hellm
Valor Company Freedom Fighters
11
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Posted - 2015.07.15 20:25:00 -
[82] - Quote
Amazing. It is not simply the Tank, it is the Tanker you must be aware of. We All have access to the Same Skill Tree. You went Av They went Tank. An earlier post was correct, in that, 'A tank is anti-infantry etc... I hope you wouldn't expect the same result in RL. --Going 1 on 1, Standing Still, Bunching Up, Engaging with weak Vehicles, Forgetting that Tanks are valid AV Threats in their own right, (This one's my Favorite) Allowing a Tank to Sneak Up on You... A Tank, with the Second most annoying & Loud Droning Sound in the Game.. ETC. Your fault, not the Tankers. It should take a decent amount of attention to destroy any vehicle, yet not all are Fitted the same. As alluded to earlier, individuals Skill into different specialties, and benefit from the bonus their choices have provided. Maybe the choices you made are not reflective of the game, but more appropriately your tactics: or lack there of. Find what you do best, Practice and Master it. If and Item, Vehicle, Player, Prevents you from Achieving. Find the Best Solution to Counter it/Them. It exists, otherwise all Tankers would have a perfect KDR overall. The Solution should NOT be to call for the Silver Nerf Hammer, rallying fellow frenzied Maxwell's. Rather learn from your Failures, repeat your Successes, Pay attention to what's working for others, Attack the Enemy with the same fervor in which you want 'Balancing.' Funny. Balancing now means, What is somebody using Successfully to embarrass Me now... OH It's Invincible and OP!!!! Call CCP to Nerfidy Nerf it For MEEE!!! You are a Mercenary. Time To Start Acting Like It...... Embrace the Pain..... |
Poison Diego
Fatal Absolution Negative-Feedback
608
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Posted - 2015.07.15 20:33:00 -
[83] - Quote
This is bullshit. Maddys do not NEEED a nerf, not even necessarily a tweak. AVers have for ages had uber advantage over tank pilots and now flip when the 500 tonne chunk of metal has the abilty and brains to kill them.
Maddys are not invulnerable... The proto ones are difficult to take out yes, but not only because they are proto. They are expensive enough so that those good enough and confident enough should be the only ones driving them, and yes that is why you don't always beat them 1v1..
These post are just not right. They are not even that difficult to take out. Its only the very cautious(good) ones that survive full 13 minute matches.
I am both part time tanker and religious AVer and the tanks are right where they should be I say.
Nýja Eden er bara byrjunin.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 20:36:00 -
[84] - Quote
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?
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 20:44:00 -
[85] - Quote
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.
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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General Mosquito
Fatal Absolution Negative-Feedback
100
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Posted - 2015.07.15 20:44:00 -
[86] - Quote
Adipem Nothi wrote: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.
You are appealing to a stat that can not be established, and is of dubious worth on its own.
You want tanks to be more vulnerable than 3 lai dais and a PLC shot? So you think that any tank should just be one suits worth of grenades, no AV weapons or reloads needed? That is balance to you?
A blaster maddy is helpless to a missile or rail tank, assuming both tankers are equally skilled, and not too far apart on SP.
Yeah, you want paper tanks, which means no tanks in PC, so no endgame for the SP.
I'm fine with tanks costing an arm and a leg, and being able to be killed by a single dropsuit, which is how it is now.
You want an SP sink that wouldn't even be worth calling out, and turning the game into infantry only. If having vehicles in the game is so oppressive for you, there are plenty of FPS' on offer without them, go play that ****.
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
100
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Posted - 2015.07.15 20:46:00 -
[87] - Quote
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?
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Skihids
Random Gunz Rise Of Legion.
3
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Posted - 2015.07.15 21:03:00 -
[88] - Quote
I'm not surprised this argument is still running more than a year after I left.
Tanks are impossible to balance as long as they have the exact same mission as a dropsuit and can be effectively piloted by one player. They are effectively a "Super Mega Dropsuit" or as someone put it, a "Power Up".
With the low player count in a match that extra power is a huge advantage.
CCP tried balancing on ISK which just exacerbated the problem. Drivers demanded invulnerability in return for insane costs. Once you price an asset so it has to last three matches to beak even you pretty much make it invulnerable to most attacks. They put tank skills behind a huge SP barrier, but that just meant it was harder to get into while the top drivers continued to wreak havoc. They then slapped limits on vehicle deployments which left some pilots standing around twiddling their thumbs. They finally stuffed a bunch of objectives inside buildings and banned vehicles from ambush.
The last thing they tried "Waves of Opportunity" which would exchange the extra power for extra vulnerability part of the time. That doesn't seem to have worked out either. Drop ships go from vulnerable to fragile while tanks get to remain powered up indefinitely. The problem with waves is that insertion and extraction times have to be included with the station time which for ground vehicles is substantial. With short match times that means few waves.
The solution?
1) Give tanks something to do other than kill infantry. Make them inefficient against infantry and great at breaching fortifications and killing other vehicles.
And/or
2) Make tanks multi-crew. They are more powerful because you stack 2-3 players together rather than creating more power out of nothing so balance is maintained. You have a driver, a main gunner, and an anti-infantry gunner sharing the fun, responsibility, and cost. Make each position require SP skills to operate so nobody gets to play for free and nobody fees cheated when calling one in.
The first requires game changes that might not be possible on the PS3. The second should be doable, but would be opposed by most tankers. |
CHET CHEWS
129
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Posted - 2015.07.15 21:06:00 -
[89] - Quote
What are you talking bout, ive killed proto tanks with 2 hardners with 3 adv res, 3 av nades and a hive. All it takes is just having patience.
http://chetchews.imgur.com/all/
I was close sax >.<
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 21:11:00 -
[90] - Quote
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?
Shoot scout with yes. - Ripley Riley (for CPM2)
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