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Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.19 18:49:00 -
[1] - Quote
Why hello Breakin, and grats on your CPM election. Me being me, get ready for the smack down.
Your proposal is awful, and should be burned with the fires of hell...
Ok, serious time. It's an excellent piece of work. Though I do have some problems with a few of your proposals. (Of course I do right)
On Tanks
I have NEVER been able to agree with a single hardener rule. Placing such limitations leaves NO room for any variation in tank fitting. The baseline fit under this proposal would be the double plated, single rep, single hardener fit that I myself run mostly for trolling in Pubs (and PC).
With a single hardener rule, this would be the ONE and ONLY tank on the armor side to run. I do understand why you make such a proposal, but in the end it's nothing more than a band-aid on a gushing wound.
And from my experiences with running this fit, I can say a 10% reduction would be HUGE. At 30%, I suspect a single swarmer could easily match a single tank, not to mention your proposals to forge guns (of which I agree). Perhaps this is your intended goal, yet, given the costs for tanks, I simply could not agree with this.
With hardener cycles up, a single tanks should not be solo'ed (with just the main weapon) by one infantry. Your proposal, while not fully pushing it to that point, would bring it very close. For this to work, costs would HAVE to come down. 1.2 million for a paper tank is simply unacceptable.
And never mind multiple AV, as that would be complete over kill for any tank that moves onto the field.
Anyways, enough of my critique. The main problem with tanks lay in the "Waves of Opportunity". The concept works in practice from the tanks perspective, but does not work from the AV perspective.
I know from experience, that you can easily work the "Waves of Opportunity" to my own sole advantage. AV quite literally have no "Window of Opportunity" between hardener cycles. On the flip side, I have a HUGE window.
This is the biggest problem with AV/Tank interactions. I propose :
We reduce the available active hardener times reducing the tanks window
A change to passive reps, that fall more inline with EVE active reps.
Terribly sorry, but at work atm and breaks over, will finish later. |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.19 20:27:00 -
[2] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
With hardener cycles up, a single tanks should not be solo'ed (with just the main weapon) by one infantry. Your proposal, while not fully pushing it to that point, would bring it very close. For this to work, costs would HAVE to come down. 1.2 million for a paper tank is simply unacceptable.
As far as I'm concerned, one player = one player, regardless of what he's wearing or driving. So your assertion that a tank should not be solo'd always has and always will fall on deaf ears. Until a Dev says otherwise, I'm not going to quit pushing that. However, I fully agree on the cost. Part of this is to push tank costs down so that losses of vehicles can be sustained and a single vehicle will not bankrupt a player if it explodes. If a tank is a role, then it needs to be sustainable by itself, not by being too obnoxious to deal with. Which means tanks need to follow dropsuits in the "expendable asset" category, rather than what they are now, an inducement to ragequit if I pop it for you. And as said before, single hardener was the least asinine of a host of bad solutions. It was literally the only way I could make the numbers work in a sane fashion, mostly because of the passive reps. The other option that would have worked easily would have been a significant buff to AV alpha. If that were to happen Dropships would become extinct. And I don't want that.
Cost is a large issue, and prices would have to come down to reflect the loss of durability.
Now, I don't want to go too far with this, as I know it's a rather touchy subject and it's unlikely we will ever agree. But on that one vs one thing.
Tanks are nothing like infantry and should not be treated as such. I'm for them having increased durability for what they trade out when you attempt to compare them to dropsuits.
Tanks are quite limited in what area's they can actually control, and even then they have some severe limitations. More often than not I run ground game because the contributions I make as infantry far outweigh any contribution I can make in a tank. Just by having a tank on the field does not mean you are going to hold a significant advantage. And with many maps and sockets, tanks just have no viable way to make a contribution.
More often than not, AV go for a tank because it's there and they want to kill a tank. Not because it's holding them back from an objective or preventing them from moving up. Given in a few instances they can completely hold a point, they are often very limited to objectives. Dom and Aqa are 2 where they can often make noticeable impacts.
Pubs are Pubs, if a tank dominates, is it due to the inadequacies AV or the lack of diversity on the AVers side to deal with it.
Let me just throw PC out there. Tanks absolutely do not dominate infantry directly. In fact, you would question whether AV is actually underpowered at all or if tanks are OP. Tanks are there mostly for dropship control. Notably the bridge map would tend to be a good map for a blaster, it's not something I see much anymore.
Tanks play an important role, yet it's more directed in the Vehicle vs Vehicle department. And there are often times when I must mulit role and drop tanks all together in favor of a commando. Because my tank isn't making any contribution or AV is dominating.
Look, bottom line, they go through with this (even WITH a huge cost reduction), tanks will be completely and utterly worthless. Yes, gloom and doom I know, but it's the cold hard truth. Why in the world would I EVER call a tank out when infantry do it better? Under your proposal tanks become a novelty item (yet again). AV would be where it's at for ALL vehicle control.
I commend your efforts at balancing, yet I feel you are missing some important aspects when it comes to tanks and their actual contributions. Or their ability to interact with said infantry that feel they NEED to 1 vs 1 them.
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.19 20:29:00 -
[3] - Quote
Cross Atu wrote:Breakin Stuff wrote:Tebu Gan wrote:
With hardener cycles up, a single tanks should not be solo'ed (with just the main weapon) by one infantry. Your proposal, while not fully pushing it to that point, would bring it very close. For this to work, costs would HAVE to come down. 1.2 million for a paper tank is simply unacceptable.
As far as I'm concerned, one player = one player, regardless of what he's wearing or driving. So your assertion that a tank should not be solo'd always has and always will fall on deaf ears. Until a Dev says otherwise, I'm not going to quit pushing that. However, I fully agree on the cost. Part of this is to push tank costs down so that losses of vehicles can be sustained and a single vehicle will not bankrupt a player if it explodes. If a tank is a role, then it needs to be sustainable by itself, not by being too obnoxious to deal with. Which means tanks need to follow dropsuits in the "expendable asset" category, rather than what they are now, an inducement to ragequit if I pop it for you. And as said before, single hardener was the least asinine of a host of bad solutions. It was literally the only way I could make the numbers work in a sane fashion, mostly because of the passive reps. The other option that would have worked easily would have been a significant buff to AV alpha. If that were to happen Dropships would become extinct. And I don't want that. I still maintain that a transition to active, rather than passive, reps is the right call. Gives another point from which to tune values. We also need to look at the situation of value in each type of HAV when considering 'one player = one player' because a HAV with two gunners on board then equals three players and balance needs to account for that in some manner.
Good point on that, I'll have to elaborate more on this as well. |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.19 21:00:00 -
[4] - Quote
True Adamance wrote:TL;DR it for me please.... what is the more central axis of balance based around.
Only allowing one hardener per fit, buffing forge gun with faster ROF (which I think is a solid idea). Reducing hardener to 30%. |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.19 22:21:00 -
[5] - Quote
Breakin Stuff wrote:
And reverting the shield changes and a buncha other crap.
The fulcrum point is balancing AV weapons to Vehicles is balance by intended time to kill. The suggestions for this balance method and the suggestions for benchmarking are actually what I consider most important: establishing a method. Numbers and specifics can be shifted up or down as needed and at will depending upon results.
And no, it will not make tanks useless. It puts the benchmark madrugar fit at an identical TTK to the closed beta sagaris solo. That's hardly "worthless."
Bear in mind all of my proposals are designed to be easily shifted up or down the curve as needed in entire. I want to set things so that, were this proposal adopted and tebu correct that tanks are too squishy, the curve can be easily shifted to compensate.
A solid method trumps any numbers I can pull out of my ass any day of the week. And a solid method will make it easier to find the sweet spot.
But there is no room in a balanced environment for a single player to require 2-3 to kill.
My thing is, within the hardened cycle, it should require more than one to deal with. As we have a non defensive mode that (non hardened) has no defenses if one were to choose double hardeners. It takes burst dps for short periods (which are long periods at the moment). On the flip side, my single hard / rep, double plated fit does better with slower, sustained DPS.
Outside of that cycle, tanks are easily taken solo even now. As I had started in the post above that I will finish at some point in time, I think a big part has to do with the waves of opportunity working nearly completely in the tanks favor.
Surely we can get creative and work out and idea to open up those windows for AV. I'm still pointing to changing the rep cycles to a 5 second cycle or more. With some of you proposals there, and rep cycles in mind, one will drive one(tank) off with relative ease.
Passive reps need to emphasise mitigation of sustained dps, where burst (2 Av for example) damage kills it. And in all honesty, active reps DO need to come back, yet I think we can still keep passive around if we change some of it's basic mechanics.
In my mind, a double hardened or triple hardened tank should tank burst damage, and not do nearly as well with sustained dps. To do this, timers need to come down to more reasonable levels to reduce the actual time you can effectively take damage. As any of these tanks without hardeners are basically two shot with an unmodded rail.
On the flip side, the fit you describe should be great at dealing with sustained dps, but fail against larger bursts. While it could take burst damage for a short time, it's not possible to sustain it like the previous fit. It's built around the idea that you drop those cycles for some long term sustainability.
One type goes balls deep, the other creeps around the edges.
(sorry, kinda messy, in a hurry to get to the game) |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.19 23:52:00 -
[6] - Quote
Breakin Stuff wrote:
Did I mention I'm in favor of the turret lethality climbing some to match the lessening of defenses? Something something tank cannons being effective.
This would be an acceptable trade off. Although, I feel often times tanks are not quite the power house against infantry people make them out to be. I personally use tanks more as an anti vehicle/turret source. Blasters can be used for AI, yet I feel often times they are lacking.
If I want to go for kills, an ADS is still king in that department.
And don't forget dropships, 30% hardeners will drop them even lower on the totem pole. Though I think it's widely known that dropships need the same treatment tanks were given. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 14:55:00 -
[7] - Quote
Fox Gaden wrote:
I actually agree with Tebu Gan on this one, specifically because he also specified "with just the main weapon".
I think that Swarm, Plasma Cannon, and AHMG users should be able to solo a tank, but only if they also have AV Grenades, or start with a Flux, or the tank is stuck and can't get away, or some other factor. A solo AV'er should only be able to solo a tank if they are lucky, or are supplementing the limitations of their main weapon with something else.
I would make an exception for Forge Guns though. First because Forge Guns are a ranged weapon, so you can't exactly pair them up with an AV Grenade. Secondly, the Forge Gun is an aimed weapon, with a charge up time, that can only be used by a Sentinel (with all the limitations to movement that implies). These are limitations the other weapons do not have. So I am fine with a Forge Gun being able to solo a tank, but it should not be easy.
Even a forge gun with it's limitations has some strengths. A big part of that being said range. Few weapons have the range (and nearly the power) of a particle cannon.
For a blaster tank, a forge gun easily beats it in range, making it difficult to dislodge it.
It stands on more even ground with a rail tank, considering they are matched in range.
A missile tank is not nearly in as bad a position as a blaster, yet missiles are missiles. They don't do much beyond pop maddies.
A forge gun even now has superior vehicle control. They drive away both tanks and ADS, locking down high points while covering large portions of the map. To me, forge guns even now are in a strong spot. They are an absolute must in many PC's I play, and typically have a larger impact on the win than any tank would.
They don't need to outright kill a tank, just drive it out. That said though, the proposed slight increase in ROF for the FG would put it in a VERY strong position. Maybe just a bit to strong as they aren't exactly weak now. But I do like the idea of a higher ROF.
Anyhow, there are multiple options open to AV and they should all be considered being used in conjunction (a true AV'er) to supplement the primary weapon.
And Proxies really need to be looked at. These things could be absolutely devastating. Maybe something like spider mines in SC, where when you get in the proximity of them, they magnetize to the target. As it is now, you can lay a trap, yet getting a tank to drive over them can be difficult. A magnetic feature like AV nades have would go a long way in making them invaluable assets. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 15:23:00 -
[8] - Quote
Breakin Stuff wrote:I would actually focus on how to make vehicle turrets more incrementally lethal, and the vehicles less costly to go with the proposal.
The dispersion on the blaster turrets is highly likely to cause problems if tanks lose durability.
True, and this would be a reasonable trade off.
Something though I've mentioned in the past, if a tank is AI focused, it should be more on par with the infantry it is fighting. Be it through range limitations or durability.
If a tank is AV focused, in the case of a rail gun, it should have the durability to withstand punishment from infantry AV as it's not focused around fighting said infantry. Increased durability for the trade off of AI capabilities.
Else, the anti vehicle role would fall squarely on infantry AV and only infantry. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 15:50:00 -
[9] - Quote
Breakin Stuff wrote:I disagree. Anti vehicle weapons are anti-vehicle weapons. I feel that heavy weapons need to be dual purpose rather than ungodly and unreasonably more powerful.
The same applies to turrets. Making heavy turrets gimped against infantry by more methods than rotation speeds can create some issues.
Infantry should always be a threat unless they take no special effort to be so. By the same token, HAVs should always be a threat to infantry.
Problem with most dialogs is people willing to meet in the middle usually get drowned in a sea of bullsh*t when it comes to AV/v. Honestly I wish balance hadn't swung so hard that the community feels that one must have proto AV to avoid getting schooled without hope of reprieve by HAV and ADS.
Say we take a blaster, reduce it's damage and reduce it's dispersion. Conversely, we take a blaster, increase damage but increase dispersion as well.
One would be more equipped at taking infantry, the other more equipped for tanks and other vehicles. I could see an obvious problem with the AV blaster being a threat to infantry, yet we had some pretty large dispersion in the past and it severly reduced a blasters AI functionality to a point of nearly being useless.
If you could, elaborate on some of these issues that would crop up when you go beyond rotation speed. When I bring my rail tank to the field, dealing with infantry is a secondary thought and not one it does very well at unless what I'm fighting stands still or moves in a straight line. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 17:15:00 -
[10] - Quote
Breakin Stuff wrote:I don't think that there are any easy fixes. Honestly we'd need to know more of rattati's intent for vehicles ultimately.
Agreed. |
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.08.20 17:22:00 -
[11] - Quote
Breakin Stuff wrote:actually now that I think about it, the determination whether a turret is AV/AI could be determined by the theoretical new tank chassis, the UHAVs and DHAVs
Through role bonuses eh. I was thinking doing a bonus to a specific turret class like scouts and cloaks. Though you could do the same with the class of HAV, augmenting the turrets functionality. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 19:18:00 -
[12] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:actually now that I think about it, the determination whether a turret is AV/AI could be determined by the theoretical new tank chassis, the UHAVs and DHAVs
Through role bonuses eh. I was thinking doing a bonus to a specific turret class like scouts and cloaks. Though you could do the same with the class of HAV, augmenting the turrets functionality. Honestly that might be the least idiotic way of going about it.
Sounds good to me. Seems to work best as evident with logis, scouts, assaults, ect. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.20 20:20:00 -
[13] - Quote
Breakin Stuff wrote:so if we propose to rattati to mid-line the Heavy guns, then bonus them by hull type we should be good.
For instance, a DHAV would be the zero-splash, high dispersion, intended to murder tanks not footscrubs, but the UHAV would be the low DPS, splash weapon having death mobile that AV has a hard time dropping
with MBTs in the middle providing a baseline.
I actually wrote the proposal with the intent that the main battle tanks act as the baseline.
Oo, I didn't even consider giving forge heavies a bonus to a certain hull type. That's a good idea.
Glad we could come to an understanding. I would be most interested in what the big man up top intends. While I can't say I don't like being OP (not that I drive a tank too often anyhow nowadays), I do not enjoy the imbalances and neither does anyone else. And this is one that has been ongoing since the start of this game with no huge improvements to the problem.
Nice work in any case, been a while since there was anything worth commenting on. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.22 15:27:00 -
[14] - Quote
Just spit balling an idea here. What if forge guns (or a variant) did damage based on the amount of charge. Meaning it could be fired early for much less damage. Might be something good for infantry sniping. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.22 17:01:00 -
[15] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:Tebu Gan wrote:Just spit balling an idea here. What if forge guns (or a variant) did damage based on the amount of charge. Meaning it could be fired early for much less damage. Might be something good for infantry sniping. Like the Charge Sniper; half charge for lower damage, and maybe shorter range, or full charge for full damage. with four shots total in the magazine? Waste of ammo and effort
Could be a variant, larger magazine, higher ROF, less damage per shot. Something good for keeping the pressure up.
Bored, just throwing random stuff out there. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.08.25 00:54:00 -
[16] - Quote
Did a few comparisons with current fits simulating a 3 hard 1 rep, and 2 hard, 1 rep, 1 plate (the current PC tank meta). threw in a 2 plate, 1 rep, 1 hard fit for lolz and it's insanely underpowered in comparison. The fit I assume is attacking is a duel dmg mod, heatsink proto rail.
Attempting to convince my corp tankers that's it's superior within it's hardener cycle to any fit out there. Would like you to fact check if you don't mind. Sorry it's not exactly pretty but I think my math is solid.
Outside of the hardener cycle, it's a difference of one shot anyhow, which is marginal and not nearly as useful as some make it out to be.
Right now though the tank meta is hardeners or go home. Tank on tank skirmishes are brief anyhow. But imagine if AV attempted to down this tank (3 hards 1 rep) in it's cycle. With a blaster, it could hold a point for 45 seconds against quite a large number of AV (AV nades are required).
Not to mention on a blaster they can easily cycle and have at least one up all the time.
Tank comparisions |
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