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DRT 99
RAT PATROL INC. The Empire of New Eden
522
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Posted - 2015.08.13 03:11:00 -
[1] - Quote
First off i forgot if its Windows of Opportunity or Waves of Opportunity, but im referring to CCPs goal of vehicles being strong for a little while and then vulnerable for a little while. Whatever its called it isnt working.
Now before anyone burns me at the steak for attempting to touch vehicle balance, let me state i have some basic experience using vehicles and extensive experience shooting them. I know im going to be accused of bias by people who dont even read the whole OP. Regardless of that, as someone who would like to get into using vehicles, there is no bias here - these are simply my observations as someone who has shot at vehicles and my frustrations as someone attempting to learn how to use vehicles.
Now with that out of the way, im going to cut to the chase - most active modules are fine, and the Windows or Waves or whatever it is works tolerably. Hardners, on the other hand, are working too well and throwing everything else out of whack.
So at this point i figure many people have already stopped reading and have started replying, those of you still with me, let me explain.
Im going to be using tanks in this example but much of this applies to DS as well, tanks are simpler to type than vehicles.
Currently, with hardners active, tanks are increadibly difficult to destroy with a reasonable ammount of infantry AV. That being said, without hardners, tanks are increadibly easy to destroy with just a single person. The current state of hardners makes vehicles incredibly difficult to balance as they are both overpowered and underpowered at the same time - it all depends wholly on whether the hardners are on or off.
Am i the only one who sees an issue with this?
From an infantry perspective, since tanks are so fast and can easily outrun infantry AV, tanks can simply make their 'vulnerable' period completely irrelevant by either using 2 hardners or returning to the redline and waiting for the cooldown. Either way, the only time they will be getting shot is when they have their hardners on.
From a tank's perspective, it basically forces you to fit 2 hardners, or spend time in the redline waiting for cooldowns.
What im getting at is the current 'Windows of Opportunity' system isnt fun for both tankers (do nothing in redline and wait to get hard again) and infantry (can only ever shoot a tank when it has its hardners on) unless the tanker has 2 hardners and is perma-hardened (which isnt even waves of opportunity anymore, is it...?)
On top of this, it seems like a vehicle is not viable unless it has a hardner - which i dont believe is right. In eve, there are many ways to fit a ship. In dust, there are many ways to fit a dropsuit. When it gets to tanks though, theres only so many ways to fit a tank and still be viable, and that is because windows of opportunity forces players to fit hardners.
There isnt a solution i can propose that wouldnt start a flamewar and cause butthurt, but my point still stands:
Tanks and DS will NOT be balanced so long as 'Windows of Opportunity' applies to hardners - they will flip flop between overpowered and underpowered, much like the activation cycle of the hardners themselves. All you need to do is look back at the changes made to hardners in the past for proof. |
DRT 99
RAT PATROL INC. The Empire of New Eden
522
|
Posted - 2015.08.13 03:27:00 -
[2] - Quote
Reign Omega wrote:I too..dislike burnt steaks.
TLDR.
how could i have inconvenienced you like that! that will teach me for using words i tell you what! |
DRT 99
RAT PATROL INC. The Empire of New Eden
522
|
Posted - 2015.08.13 04:36:00 -
[3] - Quote
i've always liked the idea of a siege cycle for tanks but i fear this will be more of the same, vulnerable when not in siege, impossible to force off while in siege |
DRT 99
RAT PATROL INC. The Empire of New Eden
528
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Posted - 2015.08.13 16:43:00 -
[4] - Quote
Beld Errmon wrote:On the other hand I think hardeners have become too much of a must have, the few times i've bothered to try out a tank i've noticed that once the hardeners go on you might as well not bother shooting at another tank with a blaster, seems this way with a swarm launcher as well, unless your entire time is shooting at them at the same time. This right here.
bear90211 wrote:I think I made a thread a while back, maybe, stating that hardeners should have a 60% res, a 45 sec active period and a 60 sec down time, BUT you could only have 1 hardener of either type. forcing the tank to leave before the hardener pops, or getting screwed up, but implement the passive hardeners and active armor reps, with a natural (Very low) HP regen / sec. This would only make things worse, the problem right now is that vehicles are weak as hell without hardners active and ridiculously durable with them, so giving them an even harder hardner will only cause MORE issues, because tanks will have to be nerfed somehow to make up for this, making them even weaker without the hardner.
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DRT 99
RAT PATROL INC. The Empire of New Eden
531
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Posted - 2015.08.14 16:21:00 -
[5] - Quote
pegasis prime wrote:Got as far as " with hardeners invincible without hardeners weak......sounds like windows of opportunity to me .....good night . Congratulations! You managed to successfully read into the OP to the point where i state what the problem is, but apparently missed the part where i say 'this is a bad thing'
General Mosquito wrote: With two hardeners active, a tank can be cut through with 6 AV grenades at maximum.
Now, should two people be able to destroy a double hardened tank in less than 4 seconds?
It is already suicide to not run a dual hardened maddie. So if you can't go with a maximum hardened tank and survive for more than 5 seconds, what is the point of tanks?
I can agree that AV grenades are allitle over the top right now. Im thinking what if we halved damage and nanite cost to resupply, but doubled carry capacity? they become less alpha and more sustained DPS, same total damage dealt, but more chance to react for the vehicle.
Vegetation Monster wrote:How about we make it so Hardeners give less resistance. Say 30% when active and 15% when not active. Also- this means reduce resource cost of Shield hardeners specifically.
Say shield tank has 2 hardeners. When both are inactive, they give a little less than 30% with stacking penalty and you have the ability to active them. Say you activate both, you get less than 60% resistance with stacking penalties.
This makes it so the tank isn't completely useless with hardeners activated and not as overpowered as now with 2 hardeners activated. I sort of like this, but would prefer 25% when active, even that is pushing it with 2 hardeners active simultaneously
Joel II X wrote:Lol "runs to the redline and waits to get hard again".
Just... Lol xD DONT MOCK SOMETIMES IT TAKES A WHILE ITS A SERIOUS MEDICAL CONDITION |
DRT 99
RAT PATROL INC. The Empire of New Eden
532
|
Posted - 2015.08.14 16:29:00 -
[6] - Quote
Toobar Zoobar wrote:Rattati has only tried to make dust less and less like EVE since he took control. i agree that DUST and EVE are different and should remain different, but certain themes (Like racial tanking philosophy) just arent meant to be messed with, and dust originally had this backwards (amarr have reps, gal have plates) wasnt it ratatti that corrected this?
additionally, a bastion / siege mod in DUST would draw inspiration from the same mod in EVE but would not be the same - infact i dont even think they would have the same name |
DRT 99
RAT PATROL INC. The Empire of New Eden
533
|
Posted - 2015.08.14 17:05:00 -
[7] - Quote
General Mosquito wrote:Jesus, you don't even know why you think tanks are OP
incase i wasnt clear, let me dumb it down for you.
Vehicles are weak and hardeners are overperforming.
I never said tanks are OP, consider reading the OP next time. |
DRT 99
RAT PATROL INC. The Empire of New Eden
533
|
Posted - 2015.08.14 17:17:00 -
[8] - Quote
General Mosquito wrote:You know this game is screwed when a tanker is defending AV nades versus so called AV players.
As a tanker, I assume every player has AV nades, and I don't get into throwing range. If they actually had them, there would be far less complaining about maddies.
Clearly, the scrubs(which is 99% of the infantry players when it comes to fighting tanks) need all the help they can get, because thinking isn't their strong suit. They need more homing AV otherwise they just can't do the job.
"If everyone used AV, tanks wouldnt be OP"
Also, you evidently missed the part where i said Half Damage, Double Capacity
General Mosquito wrote:And yet, even double hardened two players can absolutely nuke a tank.
So how are hardeners overperforming exactly?
Well i'd say that the fact that it takes 2 people to even stand a chance at killing one double hardened tank that, ignoring hardeners, dies to three 'baseballs', is a pretty sure sign that hardeners are overperforming and vehicles without hardeners are lacking.
Tell me exactly how many players you think it should take to kill a tank. This will be good. |
DRT 99
RAT PATROL INC. The Empire of New Eden
533
|
Posted - 2015.08.14 18:08:00 -
[9] - Quote
General Mosquito wrote:2. Having to double up on hardeners to be able to even face av isn't a sign that hardeners are overperforming. It is players resorting to the ONLY fit that allows them to engage at an objective at all. This is exactly what i have been saying, when the ONLY way to have a vehicle be durable is with hardeners, theres something wrong.
Im not saying 'flat out nerf hardeners' im saying 'make vehicles viable without hardeners' because the windows of opportunity gameplay isnt working |
DRT 99
RAT PATROL INC. The Empire of New Eden
533
|
Posted - 2015.08.14 18:21:00 -
[10] - Quote
General Mosquito wrote:DRT 99 wrote:General Mosquito wrote:2. Having to double up on hardeners to be able to even face av isn't a sign that hardeners are overperforming. It is players resorting to the ONLY fit that allows them to engage at an objective at all. This is exactly what i have been saying, when the ONLY way to have a vehicle be durable is with hardeners. And your solution is to nerf hardeners because you were dropped on your head as a child?
What im saying is that vehicles are underperforming unless hardeners are involved - people are FORCED To use hardeners in order to be viable, which kills variety in fittings. Theres like 2 viable loadouts for a maddies low slots. both involve 2 hardeners.
What im saying is make vehicles viable without hardeners. Does that involve a hardener nerf? yes. does it involve some other buffs? also yes. |
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DRT 99
RAT PATROL INC. The Empire of New Eden
534
|
Posted - 2015.08.14 19:45:00 -
[11] - Quote
General Mosquito wrote:You are better off learning to not suck at AV, that might be possible. youre contributing nothing to the discussion other than insuls. if youre going to provide reasonable criticism, do so, if youre going to suggest an alternative, im listening, otherwise stop spkring all over the thread. |
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