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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.15 14:46:00 -
[61] - Quote
My take on bastion/siege modules:
Incredibly bad idea.
Anything that immobilizes a vehicle in DUST is going to guarantee the vehicle's destruction.
In EVE, dreadnoughts and Marauders do not have targetable weak points that carry the vehicular equivalent of a headshot modifier.
Things like this need to be very firmly kept in mind when cooking up ideas.
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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Quasar Storm
0uter.Heaven
650
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Posted - 2015.08.15 14:49:00 -
[62] - Quote
DRT 99 wrote: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.
TL;DR Vehicles are too reliant on hardners, too durable with hardners, too vulnerable without.
So really the problem is armor. Not really.
The problem is the low HP & high mitigation techniques tanks and other vehicle have. Another problem is having low passive armor repair. No doubt maddys benefit from this the most, But all tanks suffer from it.
3 things that would solve issues with tanks -Increase eHP -Make hardeners PASSIVE resistance with a lower percentage of mitigation. But bring back other mitigation modules like DMG control. -Make armor repair ACTIVE and have it repair more.
Recent studies show that staring at a green apple changes the likelihood of all ravens being black.
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General Mosquito
Fatal Absolution Negative-Feedback
284
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Posted - 2015.08.15 14:49:00 -
[63] - Quote
Breakin Stuff wrote:
Yeah but right now it's entirely too easy for idiots to be lazy and still profit.
That is the tankers opponents who allow that.
If a tank is making in and out runs on you, there is no excuse for you to not leave him a instapop proxie trap on the third go round.
A tank actually trying to push an objective, meeting determined opposition who don't just fling swarms(and even if they do, minmando plus one mlt swarmer will put a serious hurting on a tank) will die.
If it is so easy, lets get in a squad, I will give you proto tanks, and you put up back to back to back quality games without dying.
The Attorney General - Mr. Hybrid Vayu
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DUST Fiend
17
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Posted - 2015.08.15 15:54:00 -
[64] - Quote
General Mosquito wrote:If it is so easy, lets get in a squad, I will give you proto tanks, and you put up back to back to back quality games without dying. When my PC is fixed I think I'm gonna start doing this. I'll let well known tank complainers use any full PRO fit they like, and I will record their performance for all to see.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
WoD 514
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Kaze Eyrou
DUST University Ivy League
2
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Posted - 2015.08.15 17:37:00 -
[65] - Quote
DUST Fiend wrote:This is because one of the foulest sicknesses plaguing DUST has always been the Redline. This game will ultimately be impossible to balance so long as the redline remains. There are plenty of alternatives, but all require actual coding, so it will never happen unless a port magically appears (don't hold your breath) Actually, I'm going to call you out on this. Specifically because I am not well versed in every single shooter out there.
What shooter game, first person or third person, has no Redline?
Also, are we including the Redline to be the out-of-bounds redline as well or just the safe-zone Redline?
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Thaddeus Reynolds
Facepunch Security
370
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Posted - 2015.08.15 18:59:00 -
[66] - Quote
Megaman Trigger wrote:Thaddeus Reynolds wrote:Megaman Trigger wrote:General Mosquito wrote:You're preaching to the choir on that front.
But ask yourself, do I want to destroy tanks or wear a fat suit? If you want to destroy vehicles, the fat suit is not the most effective. And that is something that needs to change, and I don't think the problem is the suit. Not entirely. HAVs are out of balance with themselves, which needs to be addressed. Too fragile while unhardened, too resilient while hardened. Gunnlogis need something to make them a viable alternative. Both need more options in terms of modules. Buffing raw HP and/or add passive resist (hardeners would need toning down for balance with the latter) and moving Heavy Reps to active would be a start for sorting the HAVs, then shield HAVs can be looked at more and adjusted further. Sentinels need more AV options, hell, more Heavy weapon options in general. They need a shield AV option and a shield AI weapon. Preferably bring them up to two weapons, one AV and one AI, for each race. I would disagree that direct resilience is necessarily the problem. The problem is the constant recovery resulting in that massive resilience (on Armor Tanks), followed by a quick turn around back into combat...the problem isn't that the HAVs can take damage, it's that Damage doesn't stick to HAVs. Even shield HAVs have this problem to some degree...just without the benefit of direct resilience from it. The problem is with the Reps, not the Hardeners (although hardeners need changed from long duration/cooldown to short duration/cooldown), not the plates/extenders (although these could provide a little more HP...and not suck as much at lower tiers...or at light modules), not even necessarily the hulls/mobility (Mobility could use a bit of toning down). Overall as I've said time and time again, it's the setup of HAVs as skirmishing oriented Attack Platforms, when they should be more like siege oriented Combat Platforms Hardeners may not be the problem by themselves, but the combination of Hardeners and Passive Reps is. Separately neither is that big an issue, and in fact are likely working as intended, but when combined the result is invinsi-tank. As you said, damage just doesn't stick. Tankers have said, and I can agree, that without Hardeners a HAV is too fragile. So buff the HP for the hulls. If that's not enough, a small passive resistance can be added and Active Hardeners reduced to balance. Make it attractive, or at least viable, to run HP over resistance. Active Reps definitely need to a thing again. Fuel Injector needs a rework when combined with Hardeners to stop instant acceleration the moment things go south. Perhaps activating a Hardener reduces acceleration and top speed, much like fitting a plate, due the Hardeners making the armour much denser and heavier. Or it can be a result of high power drain.
I would dissagree that hulls need more HP, it's the buffer modules that need to provide more...adding hp to the hulls just further encourages multi-hardened builds...in fact HAV hulls may even need to have their HP reduced (The Maddy in Particular).
Also, I would argue that, on their own merits Hardeners are fine, but Passive Reps are broken at their current repair levels. Combining something that is fine, but amplifies the power of something broken just results in the broken thing being even worse off
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Megaman Trigger
Ready to Play
443
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Posted - 2015.08.15 19:15:00 -
[67] - Quote
Thaddeus Reynolds wrote:Megaman Trigger wrote:Thaddeus Reynolds wrote:Megaman Trigger wrote:General Mosquito wrote:You're preaching to the choir on that front.
But ask yourself, do I want to destroy tanks or wear a fat suit? If you want to destroy vehicles, the fat suit is not the most effective. And that is something that needs to change, and I don't think the problem is the suit. Not entirely. HAVs are out of balance with themselves, which needs to be addressed. Too fragile while unhardened, too resilient while hardened. Gunnlogis need something to make them a viable alternative. Both need more options in terms of modules. Buffing raw HP and/or add passive resist (hardeners would need toning down for balance with the latter) and moving Heavy Reps to active would be a start for sorting the HAVs, then shield HAVs can be looked at more and adjusted further. Sentinels need more AV options, hell, more Heavy weapon options in general. They need a shield AV option and a shield AI weapon. Preferably bring them up to two weapons, one AV and one AI, for each race. I would disagree that direct resilience is necessarily the problem. The problem is the constant recovery resulting in that massive resilience (on Armor Tanks), followed by a quick turn around back into combat...the problem isn't that the HAVs can take damage, it's that Damage doesn't stick to HAVs. Even shield HAVs have this problem to some degree...just without the benefit of direct resilience from it. The problem is with the Reps, not the Hardeners (although hardeners need changed from long duration/cooldown to short duration/cooldown), not the plates/extenders (although these could provide a little more HP...and not suck as much at lower tiers...or at light modules), not even necessarily the hulls/mobility (Mobility could use a bit of toning down). Overall as I've said time and time again, it's the setup of HAVs as skirmishing oriented Attack Platforms, when they should be more like siege oriented Combat Platforms Hardeners may not be the problem by themselves, but the combination of Hardeners and Passive Reps is. Separately neither is that big an issue, and in fact are likely working as intended, but when combined the result is invinsi-tank. As you said, damage just doesn't stick. Tankers have said, and I can agree, that without Hardeners a HAV is too fragile. So buff the HP for the hulls. If that's not enough, a small passive resistance can be added and Active Hardeners reduced to balance. Make it attractive, or at least viable, to run HP over resistance. Active Reps definitely need to a thing again. Fuel Injector needs a rework when combined with Hardeners to stop instant acceleration the moment things go south. Perhaps activating a Hardener reduces acceleration and top speed, much like fitting a plate, due the Hardeners making the armour much denser and heavier. Or it can be a result of high power drain. I would dissagree that hulls need more HP, it's the buffer modules that need to provide more...adding hp to the hulls just further encourages multi-hardened builds...in fact HAV hulls may even need to have their HP reduced (The Maddy in Particular). Also, I would argue that, on their own merits Hardeners are fine, but Passive Reps are broken at their current repair levels. Combining something that is fine, but amplifies the power of something broken just results in the broken thing being even worse off
Disagree about reducing HAV hull HP. If higher hull HP encourages multi-hardener fits, either nerf the Hardeners in function or fitting costs (higher costs, can't fit multiple) or buff their function slightly and cap their numbers.
Purifier. First Class.
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