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Thread Statistics | Show CCP posts - 0 post(s) |
Text Grant
PIanet Express
442
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Posted - 2015.11.14 05:25:00 -
[1] - Quote
I run proto AV every match. I can't kill well built somas, much less gunnies, or maddies. Until 1 AV'er can kill 1 tanker, so long dust. It's been a crappy 4 years, and I'd like a refund for my aurum CCP.
Ways to fix since I put this here...
1 keep tanks strong, but take away their acceleration
2 make tanks weak, but keep the acceleration.
3 add dispertion to all hybrid large turrets, and nerf the range on them.
Hey, let me know if any of these things happen so I can actually enjoy a game not based on tank vs tank warfare only. |
Text Grant
PIanet Express
442
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Posted - 2015.11.14 10:36:00 -
[2] - Quote
Takahiro Kashuken wrote:Basically you want to go back to the times when 1 AV player could effectively shutdown 6 vehicles by themselves and destroy them without ever fearing a retaliation by said vehicle pilots.
Add in a second AV player and there is no more room or even a role for the vehicle because infantry can do it better anyways.
This is why the 1v1 argument is flawed, at least with a vehicle in the days when my blaster was accurate and not RBS based infantry could still hide from my massive vehicle and ambush me using areas i cannot get to but infantry can get everywhere and attack from everywhere and if 1AV can kill a vehicle no problem like a HAV then every other vehicle such as the ADS/LAV will get hammered even quicker.
Just admit you want to delete vehicles from the game. Can you read? |
Text Grant
PIanet Express
442
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Posted - 2015.11.18 22:25:00 -
[3] - Quote
THEAMAZING POTHEAD wrote:Commandos means theres always 3-7 swarms near every red berry furball. Until theres not an average 4 av'ers every game that can insta pop everything that comes near them, you cant talk about 1v1 balance. In chrome a proto aver could solo maxed out tanks but it wasnt a huge problem because there was only 1 or 2 proto avers ever in a game, and redline rail gunnys kept other tanks, in redlines anyways.
I'd have no problem with proto av 1v1 killing tanks if tere weren't 4 on average each game. I wish I could survive when 4 infantry came after me. Lol |
Text Grant
PIanet Express
442
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Posted - 2015.11.19 11:13:00 -
[4] - Quote
Richard Gamerich-R wrote:Moreover, I know people who don't have any problems to destroy a tank.
Last WE, I loose 3mil ISK just against 2 commando swarm and 1 FG. And except the FG, commandos didn't have difficulties to help on the field.
In short, play well in squad, and there is not problem.
The real problem is the tank spam, for me 2 tanks max on the field, not more. You lost your tank to 3 AVers, and you're complaining??? This is the problem with tankers. 1v1 AV should kill V. No ifs ands or buts about it. |
Text Grant
PIanet Express
442
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Posted - 2015.11.26 05:00:00 -
[5] - Quote
Sure, suppression can be a role that tanks, and commandos do, but commandos can be one shotted by snipers for staying in one area, while tanks can take several clips from weapons specifically designed to "kill" them. |
Text Grant
PIanet Express
444
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Posted - 2015.11.29 21:22:00 -
[6] - Quote
Devadander wrote:This whole thread is somewhat of a shitpost...
If you don't like me, take that to the locker room. I simply pointed out the road that brought us here.
Would like to help make both sides more fun. But this is obviously not the thread for it. Actually, the suggestions were quite reasonable for the literate :D |
Text Grant
PIanet Express
444
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Posted - 2015.11.29 22:20:00 -
[7] - Quote
Devadander wrote:Text Grant wrote:Devadander wrote:This whole thread is somewhat of a shitpost...
If you don't like me, take that to the locker room. I simply pointed out the road that brought us here.
Would like to help make both sides more fun. But this is obviously not the thread for it. Actually, the suggestions were quite reasonable for the literate :D So two personal attacks, and nothing to actually further any kind of discussion. I was replying to what you were speaking of. You didn't comment on the post, so I assumed you couldn't read. Maybe you just forgot to read? Either way, you didn't read. |
Text Grant
PIanet Express
446
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Posted - 2015.11.30 22:46:00 -
[8] - Quote
True Adamance wrote:Ghost Steps wrote:Tanks on the beta old days were balenced but really expensive, everything went wrong after the hardener modules, back in the day, tanks were HP mountains (like beating a boss in most vg) or weak with quick regen. They should keep tanks simple, with just 1 hardener per fitting or go back to the tank of old days but with infantry prices (well not that cheap, slightly more can do the trick). Limiting fitting options is a terrible idea unless infantry like the idea of being limited to one shield hardener or armour repairer. I never liked the idea of limiting items. IMO if a module is too powerful, nerf it. Like, nerf the miofibs, and take away the limit. Also, nerf hardeners. |
Text Grant
OSG Planetary Operations
446
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Posted - 2015.12.05 12:02:00 -
[9] - Quote
Breakin Stuff wrote:*AHEM*
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!
That is all. Sorry, but you have no place in a vehicle balance thread. Your idea of balance is with tanks killing everything. How did you even become cpm when you are so biased? |
Text Grant
OSG Planetary Operations
446
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Posted - 2015.12.05 12:23:00 -
[10] - Quote
Megaman Trigger wrote:Text Grant wrote: Sorry, but you have no place in a vehicle balance thread. Your idea of balance is with tanks killing everything. How did you even become cpm when you are so biased?
I dunno if I'd call Breakin biased in favour of tanks. I've seen him arguing in favour of AV more than I've seen him argue in favour of tanks. Which AV? Forge? |
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Text Grant
OSG Planetary Operations
446
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Posted - 2015.12.05 12:42:00 -
[11] - Quote
Breakin Stuff wrote:Buntly I am opposed to blanket buffs to any AV weapons without testing the ramifications of what will happen first. At the very least kill models need to be done via spreadsheet to determine the balance points at a baseline to figure out what breaks.
But here is my item-by-item response to your suggestions. My answers are italicized:
1 change the proficiency on the swarm launcher to bypass hardeners 5% bypassed per level.
There are no provisions for hardener penetration, and negating the purpose of having hardeners in the first place is pretty lame. Reducing hardeners to 1 per tank would make it possible for a swarmer to kill an HAV, but not trivially. Combined, your suggestions make doing so a trivial affair.
2 slow down the acceleration on tanks, making them more vulnerable when they camp infantry.
Maybe. This has been tossed around as a balancing factor as chrome tanks were a lot slower, and the fast speeds of today's tanks came as a bit of a shock to everyone. This might help. But for now, there are more likely to work solutions.
3 add permanent dispertion on all large turrets. No heat buildup required.
No. Railguns would be rendered worthless entirely for anything except shooting tanks at near point blank and killing stationary installations. Heavy Missile turrets are only good in the hands of a badass tank monkey and even then, aren't the best option. Blasters have obnoxious dispersion that requires a module that is an activated unit with a time duration to make them truly viable for infantry hitting.
4 nerf the range on all turrets to 100 meters. It's the swarmer's job to kill vehicles. He shouldn't be sniped by the thing he is trying to kill simply because of bad game mechanics. Of course, this could also be fixed by giving swarms a 300 meter lock on again.
Hell no, get out. Your premise "He shouldn't be sniped by the thing he is trying to kill simply because of bad game mechanics." is flawed because it is an opinion, and anecdotal at best.
Finally, Swarms are not meant to be the go-to AV option that is superior to all choices. Swarms are an AV choice. Your change suggestions would by and large render swarms superior to the Forge Gun and Plasma Cannon in just about every possible way, on the AV platform with the flat-out highest baseline DPS of any infantry AV weapon in the game.
I know this because I have TESTED these permutations. I have gone over them with tank drivers who aren't rabid win butan fanatics, and AV gunners who aren't of the opinion that having an AV weapon should mean an automatic kill against a vehicle.
I would suggest more thought and consideration to the problem and examining it both from the AV and from the driver's seat of a tank before providing one-sided solutions to acknowledged problems that benefit only your playstyle if you wish said suggestions taken more seriously. He certainly isn't for helping out AV any. He sounds like a tanker to me |
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