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KILLER 20965
Negative-Feedback.
37
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Posted - 2015.07.15 21:17:00 -
[91] - Quote
A1ZEN AKUMA 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 . are you crazy. its pretty hard to tank already. my suggestion for you get in a tank and see how much fun you have before a militia bpo armour av decides to bombard you with swarms because that's what they always do other than snipe. then when people who are actually skilled into av have a go at you have to retreat for fear of losing 1.3+ isk. i dunno when ccp lost the plot tanks are suppose to be a dominating force that would require a squad or maybe a team effort to take out not just one merc. my suggestions nerf swarm launchers they are crazy and lai dais I ******* AGREE
I once personally owned a district.
Yes I run logi, got a problem?
I want an officer armour tank.
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Krixus Flux
Kang Lo Directorate Gallente Federation
880
|
Posted - 2015.07.15 21:20:00 -
[92] - Quote
I don't know. Tanks are pretty expensive to run and under attack by organized efforts can be headache inducing. You just see the part where he kills you. Maddies are not as scary as the time old.
Saying what's on people's minds
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KILLER 20965
Negative-Feedback.
37
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Posted - 2015.07.15 21:21:00 -
[93] - Quote
General Mosquito wrote:Daddrobit wrote:
ISK should never buy invulnerability.
And for tanks, it doesn't. I ******* hate you Fatal absolution fags, but you have a damn good point.
I once personally owned a district.
Yes I run logi, got a problem?
I want an officer armour tank.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.15 21:27:00 -
[94] - 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.
Don't need to limit to 1 per tank as a hard limit. Fitting requirement increases to allow double hardeners fits at the cost of those modules might work better in favour both Tankers and AV alike.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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General Mosquito
Fatal Absolution Negative-Feedback
105
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Posted - 2015.07.15 21:29:00 -
[95] - Quote
Adipem Nothi wrote:TAG wrote:
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? What part of simple question eluded you?
You are appealing to data that neither us, and I doubt even CCP could create. The situation you described is nothing close to the best AV odds possible, as a tank at rest can hear you pull the pin on your grenade.
But I digress.
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.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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KILLER 20965
Negative-Feedback.
37
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Posted - 2015.07.15 21:35:00 -
[96] - 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. This is one of the retrds running for cpm? welp, we are all ****** if he wins.
I once personally owned a district.
Yes I run logi, got a problem?
I want an officer armour tank.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.15 21:37:00 -
[97] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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KILLER 20965
Negative-Feedback.
37
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Posted - 2015.07.15 21:42:00 -
[98] - Quote
This post has autism...............
I once personally owned a district.
Yes I run logi, got a problem?
I want an officer armour tank.
|
General Mosquito
Fatal Absolution Negative-Feedback
105
|
Posted - 2015.07.15 21:45:00 -
[99] - Quote
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?
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
105
|
Posted - 2015.07.15 21:47:00 -
[100] - Quote
Adipem Nothi wrote: I'm not sure that it'd make for productive design decisions or discourse, but if it pleases you, sure. Let's discuss balancing AV against parked and empty HAVs.
So you edited the post, said you would be willing to discuss it, but still didn't answer the question.
Interesting.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
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Nothing Certain
Bioshock Rejects
1
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Posted - 2015.07.15 21:47:00 -
[101] - Quote
Lone Wolf 777 wrote:To be fair, tanks are easy to kill if you make a plan to kill it. Yeah, they can take alot of punishment but lets try to think for a second....hmm....its a damn tank, get used to 1 person with AV getting swatted to the side like a bug. It should take teamwork to kill a tank. Not a few Lai Dais at a un-hardened tank to kill it, which by the way is absolutely ridiculous. You want to know what I do to deal with a tank if it becomes a problem with me or my blues, i bring out a tank. So stop whining, either use teamwork or spend lots of SP & ISK into vehicles. And if that tank kills yours, dont go crying saying, "It was lag!", "He/she is cheating" or one of my favorite, "Tanks are OP!"....lol. Just remember, your infantry....a tank is "anti-infantry". Who do you expect to win when your not using advantages and or teamwork.
No, killing a hardened Madrugar is never easy and the "It is a tank" line of logic fails because that tank is just one player, one player should never be able to replace 2 or 3 players merely by virtue of their fit. Tanks are anti-infantry and infantry AV is anti-tank, it makes no sense that tanks should be able to kill infantry but not the other way around.
It is obvious that Madrugars are a little OP right now and that almost all other vehicles are too weak. LAV's go boom far too easy now, DS go down too easy, shield tanks die and the Madrugar reigns supreme, this is not balance in any sense.
Because, that's why.
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
81
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Posted - 2015.07.15 21:48:00 -
[102] - Quote
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?
I think the better question is can you throw three grenades and fire a plasma cannon shot without the tank or any one else killing you first. AV at best is a glass cannon, a cannon that is only effective on one or two types of targets. Even amongst AV you got ones better at tanks, LAV's and Drop ships while weak or ineffective against the other types. |
Satori Particle
Negative-Feedback. Negative-Feedback
66
|
Posted - 2015.07.15 21:49:00 -
[103] - Quote
If using more than one hardener there should be a cooldown time / active duration stacking penalty. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
|
Posted - 2015.07.15 21:50:00 -
[104] - Quote
Nothing Certain wrote: one player should never be able to replace 2 or 3 players merely by virtue of their fit.
By virtue of skill though any vehicle pilot should be able to match a slayer type player who can themselves by virtue of their own skill replace 2-3 players.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
81
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Posted - 2015.07.15 21:53:00 -
[105] - Quote
Nothing Certain wrote:[
No, killing a hardened Madrugar is never easy and the "It is a tank" line of logic fails because that tank is just one player, one player should never be able to replace 2 or 3 players merely by virtue of their fit. Tanks are anti-infantry and infantry AV is anti-tank, it makes no sense that tanks should be able to kill infantry but not the other way around.
Which is why I always felt they should nerf Large turrets vs infantry, lower the range, accuracy, RoF what ever it takes to make their ability to kill infantry worse. Hurt, yes they should make infantry dive for cover and if your dumb enough to stand around long enough they could kill you. But a turret shouldn't be able to clear a field of all infantry in single clip. To compensate for this small turret's effectiveness should go up. Force tanks to have a crew. Then and only then would it be fair to force 3-4 people to go AV to kill a tank. After all 3 people are manning the tank, 3 people to kill it would be fair. |
Adipem Nothi
Nos Nothi
11
|
Posted - 2015.07.15 22:04:00 -
[106] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Balistyc Farshot
MONSTER SYNERGY
299
|
Posted - 2015.07.15 22:21:00 -
[107] - 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.
Hey.
First thing tankers on this thread - You're doing it wrong! Just eat the fact that you still don't know what you are doing because you talk about tank spam or one man army which is stupid! You need to load a tank with 2 effective partners, one with AV to help when another vehicle challenges and one with AI for pesky AV. There is a guaranteed win, I do it with friends as an AHMG front gunner.
Second, AV - I use forge guns regularly, they need a buff for all they sacrifice - give them back splash damage is my request, but otherwise AV is fine. Stop complaining please. If just the maddies double hardened are causing issues, then don't call for them to be nerfed, call for a way around the issue. CCP does not nerf well and we don't need that here. Swarms being barely useful on tanks is ok. Just stay away from tanks, there are so few points that can be directly fired on without jamming a tank into a hard to maneuver location. Use your swarms for smaller vehicles or get some real AV with a PLC, AV Nades, or other weapons that still work well without relegating yourself to strictly AV as a role.
I don't like double hardners, I want that to be a more risk fit, making fits that focus say on damage mods, speed, or repping mods, but that is just me enforcing my opnion which is bias to my play style.
"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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hails8n
DEATH BY DESTRUCTION
360
|
Posted - 2015.07.16 05:02:00 -
[108] - Quote
Bump
Get some life in your hands.
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Baltazar Pontain
Blauhelme E.B.O.L.A.
184
|
Posted - 2015.07.16 07:01:00 -
[109] - 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 .
Sorry mate but I have to disagree.
I run proto tank, have all skills and I can guarantee you that tanks dominate only as long as the enemy team is not annoyed and switch to AV. As soon as you have proto AV on the field you have to be careful. Most of the time you have to be very mobile and never be to confident about your fit or you will be toast.
And on the other side it is very easy for me to destroy a tank in my AV fit.
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Cesar Geronimo
DUST University Ivy League
7
|
Posted - 2015.07.16 07:56:00 -
[110] - Quote
Ghost Kaisar wrote: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.
^^^^^^^^ This guy gets it... |
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General Mosquito
Fatal Absolution Negative-Feedback
108
|
Posted - 2015.07.16 14:17:00 -
[111] - Quote
Larkson Crazy Eye wrote:
I think the better question is can you throw three grenades and fire a plasma cannon shot without the tank or any one else killing you first. AV at best is a glass cannon, a cannon that is only effective on one or two types of targets. Even amongst AV you got ones better at tanks, LAV's and Drop ships while weak or ineffective against the other types.
If the tanker kills you, you lost the duel.
If infantry killed you, teamwork is OP, get more friends.
If a gunner killed you, same as above.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
|
General Mosquito
Fatal Absolution Negative-Feedback
108
|
Posted - 2015.07.16 14:18:00 -
[112] - Quote
Adipem Nothi wrote: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? Thought I answered your question. A number of infantry loadouts -- including PLC + Lai Dais -- can solo a parked and empty HAV.
That was not my question.
Try again.
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
114
|
Posted - 2015.07.16 14:20:00 -
[113] - Quote
Nothing Certain wrote:
No, killing a hardened Madrugar is never easy and the "It is a tank" line of logic fails because that tank is just one player, one player should never be able to replace 2 or 3 players merely by virtue of their fit. Tanks are anti-infantry and infantry AV is anti-tank, it makes no sense that tanks should be able to kill infantry but not the other way around.
A tank can be killed by a single dropsuit.
The rest of your argument is invalid.
General Butt Naked - Biomassed
The Attorney General - Biomassed when unbanned
Only 9 more alts to go.
|
501st Headstrong
0uter.Heaven
1
|
Posted - 2015.07.16 14:30:00 -
[114] - Quote
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...
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Balistyc Farshot
MONSTER SYNERGY
299
|
Posted - 2015.07.16 14:30:00 -
[115] - Quote
Cesar Geronimo wrote:Ghost Kaisar wrote: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. ^^^^^^^^ This guy gets it...
I agree with most of the proposal above. I made a similiar proposal but it involved giving the DS lock on anti-tank missiles and maintaining their current guns to keep them from being gunships. Having a tank style missile launcher would decimate infantry. The other piece I threw in as well is that the LAV should be anti DS, but I like your simple layout better.
Vehicle Version: Tanks > Infantry > Dropships > Tanks Infantry Version: Heavies > Assaults > Scouts > Heavies
CCP needs to understand that formula and build around it. They just are so scared of archetypes.
"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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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.16 14:32:00 -
[116] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.07.16 14:39:00 -
[117] - Quote
Lone Wolf 777 wrote: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
This lol. Get on some high ground AV. Besides I fail to see why a tank shouldn't be willing to have a squad chase him, when if you kill them, they have to play six matches at 200k isk without dying to make up just dying once to your tank...
SMH back to the thread
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.16 14:40:00 -
[118] - Quote
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.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Sergeant Sazu
Mantodea MC
681
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Posted - 2015.07.16 14:46:00 -
[119] - Quote
Adipem Nothi wrote:General Mosquito wrote: A tank can be killed by a single dropsuit.
The rest of your argument is invalid.
Balance Talk with *Tankers - Part IIITanks were balanced following Uprising 1.7. If an AVer did it right, he could solo a tank. That's why tanks were balanced then. Tanks were balanced. Then they got nerfed. That makes tanks underpowered right now.* Not representative of all tankers; some are in fact reasonable.
I think he has the views that he does because he plays PC, where everyone is overly prepared to gank a tank with Lai Dais and rooftop AV. In any other game mode, a Madrugar has clear superiority over unorganized teams through sheer mobility, firepower, and ridiculous durability.
[64.9m SP]
Sazu's Trading
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.16 14:51:00 -
[120] - 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 .
I'm sure the said tanker would say two of you just Lai Dai'ing at the same time would be hell as well.
Yes, the best tanks while in their prime are impregnable solo.
Did you notice the underlinings above?
KERO-TRADER is my official Eve character for Dust trading.
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