|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
938
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 00:46:00 -
[1] - Quote
My general opinion on this is thank you and good job. Now I can say that Forge guns are good where they are since I noticed infantry use prototype or officer weapons to fight back tankers. I do propose a very slight nerf on plasma cannon heat up in the ways of increasing the heat up time and to drop the damage against shields. Also as a note Lai Dai packed AV grenades must have a slight nerf in carrying capacity and should require more nanites when restocking from Nanohives. Drop the carrying capacity from 3 to 2 for all packed AV grenades.
Now moving on to tanks, we must consider the fact of a small module reworking. The amount of damage blocked by hardeners should reflect it's meta level. Small armor repair modules should remain passive and large armor repair modules should be active but should also have a slight PG decrease and a slight CPU increase based on meta level. Armor plates should do more to penalize movement speed but should take up less PG and CPU. It should serve as a buffer and a weight holding tanks down thus making a tank actually a tank. For those that choose to NOT add armor plates movement speed and general movement should be unhindered unless in a specific area that does hinder movement. Shield boosters should be given a incentive for tankers to use them as by lowering CPU requirements and changing it to Shield recovered per pulse. Shield regulators also require a buff in strength to those that are interested in running dedicated shield tank fits. As for shield hardeners, they should have a almost instant activation OR base health of shield tanks in general should be higher. Armor tanks in general have a higher base health and top speed than shield tanks.
Moving on to turrets and/or AV weapons; New turrets or AV weaponry should NOT be introduced. Instead, variation of existing turrets should be reimplemented like the compressed particle cannon and fragmented missile launcher as to have more options to combat enemy AV forces and to work better as a force multiplier and not be too dependant on teammates to kill off enemy AV infantry. Racially aligned tanks should be a lesser priority and racially aligned turrets too. Balancing and tweaking should be a bigger priority than introducing new content.
In conclusion, dedicated AV should be a fighting force. A mercenary with Lai Dai packed AV grenades as his only AV measures should not be a standing threat as it is now. Tank versus tank is already well done. Any inputs?
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
940
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 05:16:00 -
[2] - Quote
General Mosquito wrote:We already talked about this, but I want to put my thoughts out on the forum for posterity.
First, and most important is that the vehicle AV relationship contains choices for BOTH sides. An AV'er should have the option of a longer range, slower TTK setup that reduces their risk, while also being able to fit a close up, very high damage option that requires them to get within get roasted range. The vehicle pilot must also have choices to make regarding standing and fighting or hauling butt to escape the threat.
On the face of it, your numbers look good, as the engagement times look very servicable, and the options for tuning are easy to adjust.
Now, we already talked about my personal pessimism regarding porting/new content, so I don't think we should expect new weapons or turrets, or anything of that sort, and as long as we don't all move forward with that expectation, I think the community can provide meaningful feedback on this idea.
One thing I didn't mention that you brought up briefly in our discussion is that if we are going to be buffing AV and readjusting tanks, I want tanks to be able to massacre infantry as they properly should. I have no qualms with a single AV player being able to junk my tank, so long as I have an equal chance of turning him to biomass if I get a chance.
Finally, even though it doesn't fit in with your proposal specifically, AV nades will need to be carefully watched if a system like this goes into effect. There is a fairly high potential for AV nades to get out of hand if tanks are a little on the weak side, and I agree with Maximus that AV nades should not be a primary AV weapon on their own. If we approach a point where an infantry person can mop a tank up with just a nanohive and four nades, they will need to get hit with the nerf bat.
I agree that AV grenades should be nerfed but not in damage but in other means. Reduce the range thrown and magnestism by 3 meters and 1 meter respectively, slightly increase PG cost, decrease Packed AV grenades from 3 to 2 and make them be heavier on Nanohives since grenade spam seems to be first and last resorts for anyone with a formidable opponent. Other than that, introduction of new content is the least productive thing to occur within the AV & Vehicle communities respectively.
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
940
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 05:23:00 -
[3] - Quote
Tl;dr No new content. Rework Tanks & essential modules. Nerf AV grenades (specifically Packed AV nades).
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
940
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 05:24:00 -
[4] - Quote
General Mosquito wrote:Maximus Mobius wrote: I agree that AV grenades should be nerfed but not in damage but in other means. Reduce the range thrown and magnestism by 3 meters and 1 meter respectively, slightly increase PG cost, decrease Packed AV grenades from 3 to 2 and make them be heavier on Nanohives since grenade spam seems to be first and last resorts for anyone with a formidable opponent. Other than that, introduction of new content is the least productive thing to occur within the AV & Vehicle communities respectively.
Reducing range means AVers have to get right next to the tank, which is kind of crap. If this type of proposal gets enacted, leave them as they are at first, then adjust as necessary. AV nades still need to be a threat to tankers who think that driving within a few metres of a bunch of infantry is a good idea. With the current tanks, AV nades are fine, so I would be patient before I start slamming nerfs around. Increases in nanite cost and carrying capacity is still a necessary action though.
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
943
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 05:40:00 -
[5] - Quote
General Mosquito wrote:Maximus Mobius wrote: Increases in nanite cost and carrying capacity is still a necessary action though.
Nanite cost sure, but carrying capacity for right now is fine. No one is getting wiped out by just three nades right now. Any tanker with a bit of a brain would be hard pressed to get killed by AV nades alone right now. In any situation where two guys get six off, well, you got outnumbered, and everyone dies in a fire eventually. Fair enough but it takes a single plasma shot or any other high powered AV weapon to hit a armor tank once and 3 packed Lai Dai grenades will obliterate it. If the tanker is stuck in a bad situation or simply can't move from existential factors, he will lose 200,000 ISK on upward from effort that only cost 25,000 on upward.
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
![Maximus Mobius Maximus Mobius](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Maximus Mobius
Fatal Absolution
943
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.08.16 06:09:00 -
[6] - Quote
General Mosquito wrote:Maximus Mobius wrote: Fair enough but it takes a single plasma shot or any other high powered AV weapon to hit a armor tank once and 3 packed Lai Dai grenades will obliterate it. If the tanker is stuck in a bad situation or simply can't move from existential factors, he will lose 200,000 ISK on upward from effort that only cost 25,000 on upward.
And? Getting stuck in a bad situation means death. Don't get caught in bad situations. If the enemy baits you into one, good for them, enjoy your respawn. Glitches happen, and the randomness of it means you lost a bet with the RNG gods, but that isn't a problem with AV nades, but the game as a whole. Even if tanks cost 10 million ISK, a tanker who screws the pooch and high centers himself infront of some infantry should die. Just because AV nades are affordable doesn't mean they shouldn't work. They serve a very valid purpose, to keep tankers honest. You can't take that away just because you think that your tank is worth more and should therefore be able to survive an equal ISK cost to destroy it. That isn't a valid method of comparison. My gv.0 fits cost more than a million, but can be destroyed by 25k ISK worth of proto proxy mines. Should proxies be nerfed so that it takes one million ISK worth of proxies to destroy my tank? Of course not. I in no way implied that AV should match the vehicles weight in ISK and should also be a direct reflection on standing damage. All I'm saying is if you tries to already escape, but the poorly meshed landscape gets you stuck, reversing, turning and speeding up is almost justifying a tanker's ability to fight back the AV without having to deal with landscape and akward camera angles. The tanker basically got his pooch screwed for him.
ALL HAIL MAXSON!!
Multi-role Tanker
Tanks and turrets supplied by Caldari Steel and Ishukone!!
For The State!!
|
|
|
|