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Ghost Steps
G0DS AM0NG MEN
32
|
Posted - 2015.11.30 01:01:00 -
[61] - Quote
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).
Caldari Scouts should be Ninjas.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.11.30 02:23:00 -
[62] - Quote
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.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Text Grant
PIanet Express
446
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Posted - 2015.11.30 22:46:00 -
[63] - 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. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
|
Posted - 2015.12.01 00:59:00 -
[64] - Quote
Text Grant wrote: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.
Agreed. It's simply need to be changed so that it only confers say a 20% resistance to damage at maximum. To compensate we should be looking at a higher tier if plating and or Shield Extender to confer Raw HP.
Ideally what would happen is that tanks can remain on field even when their hardeners are down and not be instantly destroyed by AV while at the same time the amount of damage mitigated by hardeners is reduced.
Beyond that we also need active armour reps, much lower constant shield regen, a few other utility modules and large turrets that are slow firing but have an Area of Effect upon resolution.
Don't mistake me either when I say powerful single shot cannon. I mean it. You get hit by one directly as and infantryman and you are rendered instantly about as dead as they come.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Ghost Steps
G0DS AM0NG MEN
32
|
Posted - 2015.12.05 06:40:00 -
[65] - Quote
Text Grant wrote: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.
Setting a limit is not necessary bad, remember (as u mentioned) myofibrilants are limited to 3 as cloacks on scouts or change the perspective, why dont sset hardener as some kind of equipment, perma module (included on the tank) or the like.
Caldari Scouts should be Ninjas.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
|
Posted - 2015.12.05 11:55:00 -
[66] - Quote
*AHEM*
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!
That is all.
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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Text Grant
OSG Planetary Operations
446
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Posted - 2015.12.05 12:02:00 -
[67] - 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? |
Megaman Trigger
OSG Planetary Operations
945
|
Posted - 2015.12.05 12:07:00 -
[68] - Quote
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.
Purifier. First Class.
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Text Grant
OSG Planetary Operations
446
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Posted - 2015.12.05 12:23:00 -
[69] - 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? |
Megaman Trigger
OSG Planetary Operations
945
|
Posted - 2015.12.05 12:29:00 -
[70] - Quote
Text Grant wrote: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? All of them.
Purifier. First Class.
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Text Grant
OSG Planetary Operations
446
|
Posted - 2015.12.05 12:42:00 -
[71] - 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 |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2015.12.05 13:01:00 -
[72] - Quote
Text Grant wrote: He certainly isn't for helping out AV any. He sounds like a tanker to me
I'm amused that never once has anyone assumed that as an AV gunner, I might actually know what the hell I'm talking about.
But you know...I've clearly never done any constructive work on the topic at all.
For reference, I was kicking this around with CPM1 before I ever settled on actually running for the post.
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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Xenu Khanid
ScReWeD uP InC Devil's Descendants
9
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Posted - 2015.12.05 16:49:00 -
[73] - Quote
Text Grant wrote: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 This is literally the single funniest post I have read today. |
Thaddeus Reynolds
Facepunch Security
567
|
Posted - 2015.12.05 17:52:00 -
[74] - Quote
Text Grant wrote: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.
It is worth noting that the Myofibs where limited just because it was too powerful, but because of the reason it was too powerful, the stacking penalties where working in reverse past 3 and they couldn't figure out why (Legacy Code!)...so it was limited to an acceptable level rather than spend precious dev time figuring out why 1 module had broken stacking penalties (at least, this is my understanding from the dev posts and community investigation into the issue when the limited it).
Edit: That aside, I too am against arbitrary module limitations wherever possible, that is at least something we can agree on
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Flix Keptick
Red Star.
4
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Posted - 2015.12.21 20:15:00 -
[75] - Quote
Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things.
Vehicle addict // caldari scout
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.12.21 21:07:00 -
[76] - Quote
Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it.
I honestly wish I had a co-axial small turret.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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HOLY PERFECTION
Fourth Nature
179
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Posted - 2015.12.23 14:56:00 -
[77] - Quote
Text Grant wrote: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. You need to think. If you nerfed a armor hardener you will truly kill Tanks. And by the way about your other post, they are not going to refund you my friend. You obviously wanted to spend your money on DUst.
If I charge, follow me. If I retreat, kill me. If I die, revenge me.
I'm really hard headed
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Thaddeus Reynolds
Facepunch Security
585
|
Posted - 2015.12.24 21:34:00 -
[78] - Quote
True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret.
This...So much this...as much this as possible...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:32:00 -
[79] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret. This...So much this...as much this as possible...
Infantry (for some reason vov) won't let that happen until the large blaster loses it's ability to fire quickly (even though it's already inaccurate against them). Arguing otherwise will end up making them saying "You just want to be all powerful monsters!" or some dribble like that, and the conversation will end there, as it always has.
Top lel
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Thaddeus Reynolds
Facepunch Security
585
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Posted - 2015.12.25 04:53:00 -
[80] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret. This...So much this...as much this as possible... Infantry (for some reason vov) won't let that happen until the large blaster loses it's ability to fire quickly (even though it's already inaccurate against them). Arguing otherwise will end up making them saying "You just want to be all powerful monsters!" or some dribble like that, and the conversation will end there, as it always has.
Well...I'm pretty sure you know I want blaster mechanics to change, but that's because I want the turrets on the HAVs to feel like MBT turrets (also...a high RoF makes landing the individual shots less important...so there's that balance reasoning xD), but I respect that some people do like the fast firing turret as-is. So I will still campaign for something like a giant shotgun or Plasma cannon, I won't say that you are flat out wrong for liking what we have/had
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.27 22:41:00 -
[81] - Quote
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).
I like how people ignore (still) that hardeners were barely changed, and is surrounded by a bunch of other more heavy changes, such as a complete rework of regen.
But let's just point at one singular thing and say it's that thing's fault.
Top lel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.27 22:54:00 -
[82] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:Thaddeus Reynolds wrote:True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret. This...So much this...as much this as possible... Infantry (for some reason vov) won't let that happen until the large blaster loses it's ability to fire quickly (even though it's already inaccurate against them). Arguing otherwise will end up making them saying "You just want to be all powerful monsters!" or some dribble like that, and the conversation will end there, as it always has. Well...I'm pretty sure you know I want blaster mechanics to change, but that's because I want the turrets on the HAVs to feel like MBT turrets (also...a high RoF makes landing the individual shots less important...so there's that balance reasoning xD), but I respect that some people do like the fast firing turret as-is. So I will still campaign for something like a giant shotgun or Plasma cannon, I won't say that you are flat out wrong for liking what we have/had
Fair enough. Although, I wonder what AC's would be.
Top lel
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kickin six
Royal Uhlans Amarr Empire
28
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Posted - 2016.01.02 19:46:00 -
[83] - Quote
I'm a FG'er and this is an age-old situation that CCP makes worse on every release. I don't want to be able to take a tank out without some hard ass work but to even things I think they should lose one of their advantages when 1/2 damaged; Speed, Repairing or Firing. Disable any one and that's closer to fairness. Or maybe if they are severely damaged then high-acceleration increases the damage. That would give FG one more chance from long-distance.
I still take out a lot of tanks but I also die more since their aim precision was improved. Just part of the game. Other than picking off someone running in the open from 150m, there's nothing funner than watching a tank try to get away and not make it. Cheers |
ROMULUS H3X
research lab
928
|
Posted - 2016.01.02 21:22:00 -
[84] - Quote
Baal Omniscient wrote:Richard Gamerich-R wrote:Don't forget, proto tank cost 1 200 000 ISK, your suit max 130 000.
Balance tank/AV is good, if you play in coordinate squad, no vehicle can run as they want. So you're saying that a solo player in a tank is counterable by an entire squad. Yep, sounds totally balanced to me.
** Two more proto tanks get deployed**
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Lightning35 Delta514
The Warlords Legion
3
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Posted - 2016.01.03 01:58:00 -
[85] - Quote
Text Grant wrote: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. Wtf you talking about?
I can destroy all but proto and well fitted adv tanks with Plc and packed AV nades.
Take out shields quickly with plasma cannon and finish off with AV nades.
You're not doing something right if you can't take out a soma.
CEO of T-W-L
YT- LD3514
Gallente Loyalist- ION PISTOL FOR LIFE! GFQ!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2016.01.04 01:16:00 -
[86] - Quote
kickin six wrote:I'm a FG'er and this is an age-old situation that CCP makes worse on every release. I don't want to be able to take a tank out without some hard ass work but to even things I think they should lose one of their advantages when 1/2 damaged; Speed, Repairing or Firing. Disable any one and that's closer to fairness. Or maybe if they are severely damaged then high-acceleration increases the damage. That would give FG one more chance from long-distance.
I still take out a lot of tanks but I also die more since their aim precision was improved. Just part of the game. Other than picking off someone running in the open from 150m, there's nothing funner than watching a tank try to get away and not make it. Cheers
I'll accept this when I can shoot at infantry and disable them too.
Also, unless they've actually changed something since the last time I checked (2 weeks ago), precision on not a single turret, or anything else has improved.
Top lel
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Medical Crash
Systematic Engineers Unlimited
411
|
Posted - 2016.01.04 05:35:00 -
[87] - Quote
Just take out that module that increases tanks speed temporarily out of the game (can't remember it's name). See how OP armour tanks are after that.
My YouTube Channel
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2016.01.04 22:58:00 -
[88] - Quote
Medical Crash wrote:Just take out that module that increases tanks speed temporarily out of the game (can't remember it's name). See how OP armour tanks are after that.
Then remove all forms of maneuverability modules from infantry.
Top lel
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sullen maximus
Deadspace Knights
14
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Posted - 2016.01.06 22:25:00 -
[89] - Quote
I love reading the "i should be able to take out a tank by myself!" arguments from infantry only players. If anything this game needs a massive buff to the low end tanks considering their value. The lowest level milita tanks will cost easily 40% of everything you make in a game IF you win the game. Even building a standard issue tank will cost more than all the winnings of a single battle. Losing a single 'enhanced' tank will take you the rest of your night to recoup should you lose it. This means if you lose even a single tank you better start walking with the other infantry cause you're already in the hole.
Given the stupid amount of SP required to even use tanks effectively it's pretty disheartening to even attempt to consistently use them. I've been playing since the beta and planed to be a vehicle primary from the get go. Looking back now it's disheartening to see how much SP is essentially wasted in vehicle skills that I may get to utilized 1 - 2 times a night.
To flip the tables. I would love to see how you would react if you dumped millions upon millions of SP into your infantry suit and then after a single lost were negated to doing nothing but being a side turret on a vehicle.....
If anything. They should reduce the cost of all tanks, but also reduce the initial hp for all of them. To counter this skills should do 2x the benefit they currently do. That way not every joe can just hop into a soma and do damage, but someone who truly committed to vehicles can be a serious contender. |
DUST Fiend
17
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Posted - 2016.01.09 15:16:00 -
[90] - Quote
Baal Omniscient wrote:KEROSIINI-TERO wrote:Text Grant wrote: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.
. I think you are not aiming for a realistic balanced situation, at all. The underlined part sounds an awful lot like: Quote:Until any AV'er can kill 1 tanker Even if you mean maximized proto AV vs maximized proto tank and not lesser AV variations, that is not good gameplay balance. The reason why that is broken balance is that if in all theoretical 1v1 scenarios (impossible btw) both tank and infantryman are "on balance", the tank gets absolutely wrecked, instagibbed and all totaled if two infantrymen casually open fire together. Let's face it: infantry, dropships, tanks (and even scouts and sentinels) play differently. I understand your point, but at the same time this point can be boiled down 'Tanks shouldn't be able to be killed 1v1 because then when they get into a 2v1 situation they are f*cked'. Which is the same scenario for every other non-vehicle player on the field. 2v1 with equivalent gear and the 1 is in trouble. It's not an even analogy because of the differences between infantry and vehicle combat, but the fact is that you can currently have people soloing in a fitting that cannot be killed by another player soloing in a fitting meant to counter the first. And with hardeners in their current state a solo Av player is better off trying to avoid a hardner stacked tank because they will accomplish nothing more than drawing it's attention to them. At best, scaring it away for a few seconds. The meta is broken and needs fixing. I'm not advocating any particular action, but in the end vehicles need to be able to be killed in a 1v1 fight. But do infantry players have to wait to call in their dropsuits? Are their dropsuits vulnerable to destruction and theft while being called and recalled? Can vehicles cap points? Do infantry have a supply cap? As far as tanks go, are full proto fits equivilent to Infantry?
Why should one player have to go through so many more hurdles, in and even before match, just to be easily wrecked by a single player? And, to add icing to that tasty cake, after you go up in flames to that one idiot and wait all that time to get another vehicle up and running, that numskull wanders over to a supply depot and goes back to being rambo before switching out again for more free points.
I've personally always advocated for less infantry killing power and simply make vehicles the best counter to vehicles, that way AV is more of a support role if alone yet can still function as primary AV in small groups of 2-3
If any of my posts seem severely negative, it's probably because they are.
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