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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.23 08:31:00 -
[31] - Quote
kill the fuel injector module on tanks.
then see how maddys perform without their crutch |
Devadander
Woodgrain Atari
1
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Posted - 2015.12.23 09:05:00 -
[32] - Quote
I miss the massive HP pools, and (sometimes) escaping on fire with nothing left.
My current party tank has five active modules, and its making me all nostalgic.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Daemonn Adima
Eternal Beings
712
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Posted - 2015.12.23 18:46:00 -
[33] - Quote
Again meta/tier locks would solve this problem also.
I don't understand trying to balance mlt/std/adv gear AND proto. A proto swarm/forge user can nearly 1 shot militia tanks or dropships. A proto gear user can nearly instant kill players in mlt/std gear.
This is like car racing in which one would allow unmodded Honda Civics to go up against Formula 1 racecars. It doesn't make any sense and shouldn't be like this.
The biggest "edge" I gained in Dust was finally getting proto mods, a suit and weapons. I went from regularly struggling to kill proto players to killing them quite easily. Mlt/std players melt like butter to my proto fit. Its honestly sad how fast some players die, they literally have no chance at killing me in an encounter. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.12.23 22:48:00 -
[34] - Quote
Daemonn Adima wrote:Again meta/tier locks would solve this problem also.
I don't understand trying to balance mlt/std/adv gear AND proto. A proto swarm/forge user can nearly 1 shot militia tanks or dropships. A proto gear user can nearly instant kill players in mlt/std gear.
This is like car racing in which one would allow unmodded Honda Civics to go up against Formula 1 racecars. It doesn't make any sense and shouldn't be like this.
The biggest "edge" I gained in Dust was finally getting proto mods, a suit and weapons. I went from regularly struggling to kill proto players to killing them quite easily. Mlt/std players melt like butter to my proto fit. Its honestly sad how fast some players die, they literally have no chance at killing me in an encounter.
proto gear is mostly a crutch for actual experience. i regularly use apex suits and cant tell the difference between gear other than their color.
if balancing AV tiers vs vehicle tiers is too much to ask for, then what about removing the tiers? just have one vehicle of each type and then balance the AV against that. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2015.12.23 23:10:00 -
[35] - Quote
DeathwindRising wrote:Daemonn Adima wrote:Again meta/tier locks would solve this problem also.
I don't understand trying to balance mlt/std/adv gear AND proto. A proto swarm/forge user can nearly 1 shot militia tanks or dropships. A proto gear user can nearly instant kill players in mlt/std gear.
This is like car racing in which one would allow unmodded Honda Civics to go up against Formula 1 racecars. It doesn't make any sense and shouldn't be like this.
The biggest "edge" I gained in Dust was finally getting proto mods, a suit and weapons. I went from regularly struggling to kill proto players to killing them quite easily. Mlt/std players melt like butter to my proto fit. Its honestly sad how fast some players die, they literally have no chance at killing me in an encounter. proto gear is mostly a crutch for actual experience. i regularly use apex suits and cant tell the difference between gear other than their color. if balancing AV tiers vs vehicle tiers is too much to ask for, then what about removing the tiers? just have one vehicle of each type and then balance the AV against that.
That's what we had before. It worked about as well as what we have now
Because why not?
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APPIE93
Dead Man's Game Preatoriani
17
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Posted - 2015.12.24 11:01:00 -
[36] - Quote
In my opinion tanks and av are pretty balanced.
you can destroy a tank whitin seconds and you can kill av'ers within seconds.
The biggest issue with tanks is currently the way people use it and specially combined with domination being the only pub mode available.
I thought that the goal of tanks was to make them strong on moments so they could push a point, but not to make them that strong that they could sit there the entire match. With the hardners that is achieved (only adjustment could be that 2 active hardners would only do around 50% damage reduction, i guess its around 60-70% now). However the price of a proto tank is currently to much compared to what it can do, for this I would suggest that proto tanks would be around 600-700k isk.
The issue with how people use tanks and with domination the only gamemode available. - redline to small you can only drive back and up front before you are in the redline on most maps. - tanks have a weak moment when hardners are down but because the redline is so close you would see them wait in the redline for there hardners. (you can't hit tanks on there weak moment) - tanks are also very effective to snipe from there own redline on the objective, very low risk for the tank/no counter. and a tank is in my opinion not maint for redline sniping. In skirmish it is no issue because there are more objectives, but in domination there is just one point.
In short my awnser to balance HAV/AV would be: Increase the redline in domination or Remove HAV's from DOM.
APPLE PIE RISING!
@PIE
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:35:00 -
[37] - Quote
Devadander wrote:This thread is OOC, so I am actually interested in hearing suggestions.
So Godin, if you please, tell me what you would do to improve HAV/AV.
Blub
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:38:00 -
[38] - Quote
Derrith Erador wrote:Godin Thekiller wrote:Derrith Erador wrote:You know, I was watching that previous thread you were in as a lark. TBH, I didn't want to help push for any sort of V/AV balance because I can guarantee some side is going to whine and complain. But seeing as you've got this thing going, I may as well put in my two cents.
I'm going to speak on behalf of the ADS pilots, seeing as no one will.
Back when I was active, it was impossible to kill a hardened maddy with a rail incubus. Hell, it was like pulling teeth to kill a non hardened maddy, like the dude would have to be a straight tard to die by my barrage.
The main reason that is because of two things, which could easily be rectified (maybe).
1) Reps plus hardeners make it an impenetrable fortress.
2) The scrubbing bubbles technique. This is where the tank moves back and forth constantly, making it a nightmare to hit him, and when I do, it's usually all back by the time he gets out of my LOS, because reps are too fast and cannot be interrupted by damage.
Solution:
You could reduce the acceleration on tanks, but I would be wary of how much, seeing as you could easily kill the whole maddy trade this way.
Another thing that could work is increasing the rep delay. By that I mean making it take longer to get a repair from the module. This is also a main problem in ADS duels. If you slap a three/two rep fit on anything, you're pretty much God mode in the sky. Well, unless you're stupid.
Edit: Another good way to balance tanks and armor is to make the reps breakable. By that I mean if it's under fire, the tank cannot rep until it's not taken damage for x amount of time. The problem is that you're trying kill a target much bigger than you with a weapon much smaller than the ones that usually are killing it. There were even nerfs to keep ADS's from simply wrecking HAV's (although it's still possible in a longer timeframe). You're simply using the wrong tool for the job. ADS's aren't gunships. In a sense, you're correct that ADS aren't gunships. In truth, the word assault in Assault DropShip... is actually misused. ADS actually mirror scouts. If you're a pilot, you'd know that the usual routine we do is: Wait for opportune moments Activate mods Go in and kill leave as soon as it gets real Recharge mods Repeat The basic creed of pilots, whether they realize it or not, is to be a damn coward. This is pretty much, modified a little, the way a good scout will operate in combat. And on this thought that it's bigger, so it shouldn't die to you... I'm going to bite my tongue and not say what I truly want to say, because in all honesty, your thought process on this is flawed. Take the size of a PLC, or a forge, they're about the size of a rail turret, give or take. They're more effective at killing tanks than my turret is. I had all my skills maxed on Incubus and rail mostly. Saying that it shouldn't kill a tank because it's bigger is a load of crap, as I've probably put more SP in my craft than most tankers put in their tanks. I may be reading what you're saying wrongly, but it's stupid that I don't even pose a threat to a vehicle using an AV weapon.
No, that's not my thought process at all. It's a DROPSHIP, not a jet, a gunship, or otherwise. It's not meant to be a tank killer, nor was it to my knowledge ever described as such. It wasn't until Pilots were able to abuse faulty mathz created by CCP that it became such and that was nipped in the bud quickly.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:41:00 -
[39] - Quote
Ghost Steps wrote:Tanks on the beta old days were balenced but really expensive, everything went wrong after the hardener modules. 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).
You do realize that the price is about the same right now, right?
Additionally, no, it's not hardeners fault (if anything, the hardener buffs have helped Shield HAV's and Dropships, because they simply last longer). It's the constant, passive regen that changed. Only but a few people complained about the active, high regen that existed before, as it would quickly turn off, allowing for a opportunity of assault and quick destruction of a target.
Also, Balanced*.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:46:00 -
[40] - Quote
True Adamance wrote:Godin Thekiller wrote:Devadander wrote:We are in a spot where vehicles can go either way.
Hardest part is balancing AV vs pro HAV without shutting down all other vehicles even more. Not to mention current maddy meta is far too hardened.
There are few things I can suggest that would not completely ruin either sides fun.
A very slight hardener reduction would be first step.
Returning some of the less OP modules of yore could inspire some diversity in HAV fitting. (Chassis, rotation, etc.) And make hardener reduction less painful.
Someone suggested giving AV a negative infantry modifier and increasing base damage. I could be on board with that.
Large blaster could use a slight touch more AV %, as a gunni cannot win against maddy blaster to blaster. (Although maddy would still be king... Sigh... Idk) A slight AI % reduction could help ground AV as well.
Large missiles are garbage ATM. Furthering the maddy meta. They need reload love badly.
The assault swarm and mass driver getting an av rework could be amazing.
I don't seek invulnerability, just some fun tankvtank like the old days.
Suggest, discuss.
1: The constant idea that hardeners are the main problem of why HAV's, particularly Madrugars is still silly to me, because they didn't change much about the system (eHP actually went down because of hull and extender/plate nerfs). I'm perplexed as to why people still haven't figured out that the repair change is what caused this shift of a massive Maddy meta after rails have somewhat been brought to Earth. 2: Adding situational modules would although be nice and a step in the right direction doesn't solve the main problems, and wouldn't change the fact that our call for a nerf is misguided. 3: I still don't see the point in this. AV doesn't need general damage buffs, they need to be given niche and be tweaked accordingly. Having all of them in general being good AV is part of the problem. Also, I don't get the reason why a giant shot would do less damage towards a smaller target vs. a larger target. 4: The blaster does need to be reworked to become more of a "Large Turret", but to help with Cal HAV's use them to fight Gal HAV's with blasters? No, that doesn't even make sense considering the damage it does, plasma, which is more hard hitting towards shields in the first place. As for a reduction in %, Same as #3; it's illogical. 5: "Missiles" are certainly not getting their instagib flow back. Nerf the damage, and they can have a fast reload. Might as well rename them to rockets while you're at it. 6: As I said in #3, they need to find their niche, not just get general buffs. We know that general buffs simply don't work. Repairs are part of the issue now that they are passive and constant. It is that in conjunction with the Hardener changes that have ruined HAV combat. The issue is not total raw HP or EHP it is the great disparity between the two and one that gives rise to periods of night invulnerability or utter vulnerability as opposed to a happy middle ground in which HAV have a respectable RAW HP value and are supplemented short term by active repairs and low yield hardeners.
My objection to this is why can't we have both high yield hardeners and to be able to have the high passive tank? Having this either or situation is just boring, and it won't help differentiate between the racial vehicles if we can somehow actually get a port.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:56:00 -
[41] - Quote
Alena Ventrallis wrote:1) Make armor repairers active. The reason Maddy's are so hard to kill is their reps cannot be stopped by any means. Making them active will severely limit how long they can be as strong as they are for. I'm thinking 30 sec uptime with a 2 minute cooldown, modifiable by skills.
2) Severely adjust tank acceleration. Beyond the argument of how is 82 tonnes of mass stopping on a dime and reversing in the opposite direction without ripping itself apart, it makes tanks want to actually worry about infantry getting too close. If I blindside a tank with a PLC and Lai Dai AV nades, he should not be able to immediately zip off to safety. Alternatively, put a delay on the activation of fuel injectors.
3) Make swarms specifically for killing tanks (hard-hitting but slow/nonmaneuverable missiles) and swarms specifically for hitting ADS (fast, maneuverable missiles but less damage) so we can bance the two independently of each other. The reason we always argue over V/AV is making AV balanced against a certain vehicle means throwing off the balance of AV vs a different vehicle. If we can tune AV against each type of vehicle independently, we can ensure that balance passes here don't upset the equilibrium elseware.
4) buff railgun damage. Honestly, if the railgun is supposed to be a pure AV turret (the reasoning behind removing its splash radius) then it should be the best at AV. There is nothing wrong with a railgun turret being the best turret at AV while being the worst turret at AP.
1: Just no. Before it was 15 seconds up, and 45 seconds down, and that was damn near perfect (made the remote reps even more worth it as they were iirc almost double the time). Otherwise, yes, active reps please.
2: It needs a acceleration nerf, but severe? No. Your example is exactly why.
3: Okay for the swarms, but you are disregarding FG's, and PLC's (**** AV nades, they need to either burn or change form). How are you planning on segmenting them?
4: I still hate this "It's a pure AV turret" nonsense. It's a large turret; it's meant to shoot at big stuffz. If that just so happens to be a vehicle, then that's nice, but that's not the only thing it can shoot at. Additionally, every other large turret is in the same boat, so they should be just as capable, just in a different way of blowing up/melting big stuffz.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 00:58:00 -
[42] - Quote
True Adamance wrote:Devadander wrote:True Adamance wrote:Alena Ventrallis wrote:82 tonnes of mass I'm going to go out of a limb here and suggest that HAV universally weight more than 100 tonnes a piece given the super dense alloys used in their base construction, weight of additional protective plating, internal systems, not to mention being designed to accommodate a 2.5m tall super soldier. Normal MBT's are huge enough especially when you get a look at the internals of something like a Challenger..... ones designed for cloned soldiers would go far beyond conceivable proportions and trying to imagine something twice as big as a Challenger or M103 (old school I know) is very difficult. I prefer to stay away from trying to make things more "real" as that doesn't always mean "fun". Emulate all the many roles and options, but not duplicate. Real would equal OHK on pretty much everything with anything. Would be like watching storm troopers rpg a sandcrawler In this case a more realistic simulation of HAV would only serve to make tanks more enjoyable, more balanced, and better suited to a specific battlefield role. What we have currently is a bad joke that cannot be defended.
In certain cases like proportions, yes. But realism shoved into every aspect, especially in this game? No, that's not even possible.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 01:02:00 -
[43] - Quote
Flix Keptick wrote:Alena Ventrallis wrote:1) Make armor repairers active. The reason Maddy's are so hard to kill is their reps cannot be stopped by any means. Making them active will severely limit how long they can be as strong as they are for. I'm thinking 30 sec uptime with a 2 minute cooldown, modifiable by skills.
2) Severely adjust tank acceleration. Beyond the argument of how is 82 tonnes of mass stopping on a dime and reversing in the opposite direction without ripping itself apart, it makes tanks want to actually worry about infantry getting too close. If I blindside a tank with a PLC and Lai Dai AV nades, he should not be able to immediately zip off to safety. Alternatively, put a delay on the activation of fuel injectors.
3) Make swarms specifically for killing tanks (hard-hitting but slow/nonmaneuverable missiles) and swarms specifically for hitting ADS (fast, maneuverable missiles but less damage) so we can bance the two independently of each other. The reason we always argue over V/AV is making AV balanced against a certain vehicle means throwing off the balance of AV vs a different vehicle. If we can tune AV against each type of vehicle independently, we can ensure that balance passes here don't upset the equilibrium elseware.
4) buff railgun damage. Honestly, if the railgun is supposed to be a pure AV turret (the reasoning behind removing its splash radius) then it should be the best at AV. There is nothing wrong with a railgun turret being the best turret at AV while being the worst turret at AP. 2) I think that's mostly due to fuel injectors turning tanks (especially maddys) into drag racers. Imo the overdrive mod should be brought back (it increased torque), and fuel injectors should only affect top speed, not acceleration. In addition, it might be a good idea to make torque mods high slots and injectors low slots. 3) I could get behind that. Or the addition of flares for dropships. 4) Yes. They're pretty underwhelming at the moment (I have proto rails, killing hardened targets is practically impossible unless the driver is a moron and doesn't move). Altough imo, HAVs should be given a purpose. That used to be locking down areas and infantry/vehicle suppression, but with the change to blaster accuracy it's hardly the case anymore. Basically, there isn't much I CAN do besides killing instalations and trying to spine people (which is hard considering my ****** aim). Something like destructible control points or things that can only be captured with vehicles would give tanks a purpose, and would make them contribute for the win (and less focused on killing infantry).
I'd be sort of fine with that change. Or a up time nerf of the nitro.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 01:05:00 -
[44] - Quote
DeathwindRising wrote:kill the fuel injector module on tanks.
then see how maddys perform without their crutch
Then remove myrofibs and any other movement enhancement module from infantry.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.12.25 01:08:00 -
[45] - Quote
DeathwindRising wrote:Daemonn Adima wrote:Again meta/tier locks would solve this problem also.
I don't understand trying to balance mlt/std/adv gear AND proto. A proto swarm/forge user can nearly 1 shot militia tanks or dropships. A proto gear user can nearly instant kill players in mlt/std gear.
This is like car racing in which one would allow unmodded Honda Civics to go up against Formula 1 racecars. It doesn't make any sense and shouldn't be like this.
The biggest "edge" I gained in Dust was finally getting proto mods, a suit and weapons. I went from regularly struggling to kill proto players to killing them quite easily. Mlt/std players melt like butter to my proto fit. Its honestly sad how fast some players die, they literally have no chance at killing me in an encounter. proto gear is mostly a crutch for actual experience. i regularly use apex suits and cant tell the difference between gear other than their color. if balancing AV tiers vs vehicle tiers is too much to ask for, then what about removing the tiers? just have one vehicle of each type and then balance the AV against that.
That would only work if there was one tier of AV
And as Breakin said, the change from what you're suggesting didn't change anything.
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Thaddeus Reynolds
Facepunch Security
585
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Posted - 2015.12.25 04:55:00 -
[46] - Quote
Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:Devadander wrote:We are in a spot where vehicles can go either way.
Hardest part is balancing AV vs pro HAV without shutting down all other vehicles even more. Not to mention current maddy meta is far too hardened.
There are few things I can suggest that would not completely ruin either sides fun.
A very slight hardener reduction would be first step.
Returning some of the less OP modules of yore could inspire some diversity in HAV fitting. (Chassis, rotation, etc.) And make hardener reduction less painful.
Someone suggested giving AV a negative infantry modifier and increasing base damage. I could be on board with that.
Large blaster could use a slight touch more AV %, as a gunni cannot win against maddy blaster to blaster. (Although maddy would still be king... Sigh... Idk) A slight AI % reduction could help ground AV as well.
Large missiles are garbage ATM. Furthering the maddy meta. They need reload love badly.
The assault swarm and mass driver getting an av rework could be amazing.
I don't seek invulnerability, just some fun tankvtank like the old days.
Suggest, discuss.
1: The constant idea that hardeners are the main problem of why HAV's, particularly Madrugars is still silly to me, because they didn't change much about the system (eHP actually went down because of hull and extender/plate nerfs). I'm perplexed as to why people still haven't figured out that the repair change is what caused this shift of a massive Maddy meta after rails have somewhat been brought to Earth. 2: Adding situational modules would although be nice and a step in the right direction doesn't solve the main problems, and wouldn't change the fact that our call for a nerf is misguided. 3: I still don't see the point in this. AV doesn't need general damage buffs, they need to be given niche and be tweaked accordingly. Having all of them in general being good AV is part of the problem. Also, I don't get the reason why a giant shot would do less damage towards a smaller target vs. a larger target. 4: The blaster does need to be reworked to become more of a "Large Turret", but to help with Cal HAV's use them to fight Gal HAV's with blasters? No, that doesn't even make sense considering the damage it does, plasma, which is more hard hitting towards shields in the first place. As for a reduction in %, Same as #3; it's illogical. 5: "Missiles" are certainly not getting their instagib flow back. Nerf the damage, and they can have a fast reload. Might as well rename them to rockets while you're at it. 6: As I said in #3, they need to find their niche, not just get general buffs. We know that general buffs simply don't work. Repairs are part of the issue now that they are passive and constant. It is that in conjunction with the Hardener changes that have ruined HAV combat. The issue is not total raw HP or EHP it is the great disparity between the two and one that gives rise to periods of night invulnerability or utter vulnerability as opposed to a happy middle ground in which HAV have a respectable RAW HP value and are supplemented short term by active repairs and low yield hardeners. My objection to this is why can't we have both high yield hardeners and to be able to have the high passive tank? Having this either or situation is just boring, and it won't help differentiate between the racial vehicles if we can somehow actually get a port.
Provided that the Repairers don't provide the same direct survivability as buffer, and both are destructible by infantry portable AV weaponry (The advantage the repairers should have is in breaking off and repeatedly engaging the same target, not the sustained brawl-fest sluggers we have right now)
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 16:43:00 -
[47] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:Devadander wrote:We are in a spot where vehicles can go either way.
Hardest part is balancing AV vs pro HAV without shutting down all other vehicles even more. Not to mention current maddy meta is far too hardened.
There are few things I can suggest that would not completely ruin either sides fun.
A very slight hardener reduction would be first step.
Returning some of the less OP modules of yore could inspire some diversity in HAV fitting. (Chassis, rotation, etc.) And make hardener reduction less painful.
Someone suggested giving AV a negative infantry modifier and increasing base damage. I could be on board with that.
Large blaster could use a slight touch more AV %, as a gunni cannot win against maddy blaster to blaster. (Although maddy would still be king... Sigh... Idk) A slight AI % reduction could help ground AV as well.
Large missiles are garbage ATM. Furthering the maddy meta. They need reload love badly.
The assault swarm and mass driver getting an av rework could be amazing.
I don't seek invulnerability, just some fun tankvtank like the old days.
Suggest, discuss.
1: The constant idea that hardeners are the main problem of why HAV's, particularly Madrugars is still silly to me, because they didn't change much about the system (eHP actually went down because of hull and extender/plate nerfs). I'm perplexed as to why people still haven't figured out that the repair change is what caused this shift of a massive Maddy meta after rails have somewhat been brought to Earth. 2: Adding situational modules would although be nice and a step in the right direction doesn't solve the main problems, and wouldn't change the fact that our call for a nerf is misguided. 3: I still don't see the point in this. AV doesn't need general damage buffs, they need to be given niche and be tweaked accordingly. Having all of them in general being good AV is part of the problem. Also, I don't get the reason why a giant shot would do less damage towards a smaller target vs. a larger target. 4: The blaster does need to be reworked to become more of a "Large Turret", but to help with Cal HAV's use them to fight Gal HAV's with blasters? No, that doesn't even make sense considering the damage it does, plasma, which is more hard hitting towards shields in the first place. As for a reduction in %, Same as #3; it's illogical. 5: "Missiles" are certainly not getting their instagib flow back. Nerf the damage, and they can have a fast reload. Might as well rename them to rockets while you're at it. 6: As I said in #3, they need to find their niche, not just get general buffs. We know that general buffs simply don't work. Repairs are part of the issue now that they are passive and constant. It is that in conjunction with the Hardener changes that have ruined HAV combat. The issue is not total raw HP or EHP it is the great disparity between the two and one that gives rise to periods of night invulnerability or utter vulnerability as opposed to a happy middle ground in which HAV have a respectable RAW HP value and are supplemented short term by active repairs and low yield hardeners. My objection to this is why can't we have both high yield hardeners and to be able to have the high passive tank? Having this either or situation is just boring, and it won't help differentiate between the racial vehicles if we can somehow actually get a port. Provided that the Repairers don't provide the same direct survivability as buffer, and both are destructible by infantry portable AV weaponry (The advantage the repairers should have is in breaking off and repeatedly engaging the same target, not the sustained brawl-fest sluggers we have right now)
It's not if it can we should be asking. All should be able to put up a relatively high buffer on their own. It's rather how long. Otherwise, yea.
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Thaddeus Reynolds
Facepunch Security
586
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Posted - 2015.12.28 14:01:00 -
[48] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:
1: The constant idea that hardeners are the main problem of why HAV's, particularly Madrugars is still silly to me, because they didn't change much about the system (eHP actually went down because of hull and extender/plate nerfs). I'm perplexed as to why people still haven't figured out that the repair change is what caused this shift of a massive Maddy meta after rails have somewhat been brought to Earth.
2: Adding situational modules would although be nice and a step in the right direction doesn't solve the main problems, and wouldn't change the fact that our call for a nerf is misguided.
3: I still don't see the point in this. AV doesn't need general damage buffs, they need to be given niche and be tweaked accordingly. Having all of them in general being good AV is part of the problem. Also, I don't get the reason why a giant shot would do less damage towards a smaller target vs. a larger target.
4: The blaster does need to be reworked to become more of a "Large Turret", but to help with Cal HAV's use them to fight Gal HAV's with blasters? No, that doesn't even make sense considering the damage it does, plasma, which is more hard hitting towards shields in the first place. As for a reduction in %, Same as #3; it's illogical.
5: "Missiles" are certainly not getting their instagib flow back. Nerf the damage, and they can have a fast reload. Might as well rename them to rockets while you're at it.
6: As I said in #3, they need to find their niche, not just get general buffs. We know that general buffs simply don't work.
Repairs are part of the issue now that they are passive and constant. It is that in conjunction with the Hardener changes that have ruined HAV combat. The issue is not total raw HP or EHP it is the great disparity between the two and one that gives rise to periods of night invulnerability or utter vulnerability as opposed to a happy middle ground in which HAV have a respectable RAW HP value and are supplemented short term by active repairs and low yield hardeners. My objection to this is why can't we have both high yield hardeners and to be able to have the high passive tank? Having this either or situation is just boring, and it won't help differentiate between the racial vehicles if we can somehow actually get a port. Provided that the Repairers don't provide the same direct survivability as buffer, and both are destructible by infantry portable AV weaponry (The advantage the repairers should have is in breaking off and repeatedly engaging the same target, not the sustained brawl-fest sluggers we have right now) It's not if it can we should be asking. All should be able to put up a relatively high buffer on their own. It's rather how long. Otherwise, yea.
Which is why I used the term "Direct Survivability" instead of just "Survivability"...but it is probably most important that both are able to be killed with infantry portable AV...also, an actual role to have other than shoot other HAVs and/or kill footsloggers from inside of the giant battle-box would be nice (Footsloggers don't like it when you shoot at 'em, worked that one out myself)
(something something something siege roles....something something something defense relays)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Sgt Kirk
Fatal Absolution Bleeding Sun Conglomerate
12
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Posted - 2015.12.28 14:31:00 -
[49] - Quote
Great stuff in this thread. Sadly, my bugging to get more tanks back didn't work but this thread still has some good material for the future.
Sgt Kirk's Youtube Channel
Skype: jadkirk
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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.29 03:36:00 -
[50] - Quote
In eve, the offset of armor hardening and armor repairing/shield reping is capacitor or energy reserve. I notice that tanks currently don't have an sort of energy, they just have durations and cooldowns. Tanks need to have capacitor and then all active modules need to drain capacitor. A tank could drive around with armor hardeners active or speed boosts active and it will last. If they use all three, then they burn up the cap and their "invulnerability" lasts for a very short time and it leaves them with nothing. Gives more skill to using an HAV other than activating all the condoms and pulling out before the swarm orgy hits. Not sure how it would work with dropships, though I believe that all vehicles should be balanced by this mechanic.
It also paves the way for electronic warfare =p
Committed suicide....again...
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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.29 03:41:00 -
[51] - Quote
Also, since this is about balancing AV and HAV, I thought I would Quote from another thread regarding swarm launcher "buffs". This is the conclusion after several heated discussions about what is broken and what is not. " Swarm launcher users must MAINTAIN the lock during missile flight or the missiles fly off in random directions and don't hit ****. This eliminates the set and forget system. This also eliminates the issue for us swarm users to have to constantly re-lock onto an enemy vehicle. We launch our missiles and keep launching them until we run out of ammo. However. We have to maintain the vehicle in our hit box or else we lose all the missiles that were launched. This makes our potential damage to vehicles much higher, on the grounds of killing them. However, it's a risk vs reward system. If you get killed, or you are forced to move because of enemy fire. Tough ****. The tank got away. This also rewards DS pilots. If the pilot out maneuvers the lock or simply gets out of range of the lock, then the threat effectively disappears for a time Vehicles get notification when they have been locked on. This will give the drivers a heads up to find cover or start moving. "
Derrith Erador added with "The problem with that is the fact that maintaining the lock is rather easy seeing as the PRO swarm has a lock box that is 24x the inner crosshair of a forge gun. So the solution to this, and to the rather underwhelming range is:
There will be three lock range settings:
short: range is 75 meters, with a 20x lock box medium: range is 150 meters, with 12x lock box long: range is 250 meters, with a 4x lock box
I'd use this for the standard, needless to say that the assault swarm should be the anti-ADS variant and will have greater lock range, lock box size, but less damage. That's my two cents on it, no point in maintaining a lock if I can just leave your zone with ease."
Original Dead-thread link: https://forums.dust514.com/default.aspx?g=posts&m=3061313#post3061313
Committed suicide....again...
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Fristname Family name
Opus Arcana
813
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Posted - 2015.12.29 13:40:00 -
[52] - Quote
Sgt Kirk wrote:Great stuff in this thread. Sadly, my bugging to get more tanks back didn't work but this thread still has some good material for the future. material for you know what ;)
this isnt the right place for this shenanigans lol sorry senpai
BAKA! Why would I love you!!
>blushes and looks down as you start to walk away i tug on your shirt and look in your eyes
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Fristname Family name
Opus Arcana
813
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Posted - 2015.12.29 13:46:00 -
[53] - Quote
Godin Thekiller wrote:DeathwindRising wrote:kill the fuel injector module on tanks.
then see how maddys perform without their crutch Then remove myrofibs and any other movement enhancement module from infantry. NO..... NEVER........ PLEASE PUT YOUR HANDS UP AND EXIT THE VEHICLE IMMEDIATELY!!!!!!! *throws re's on the back and ready's a forge squad holding their charges aimed at your ride* now, don't ever think about nerfing people things cause your legs are too small for your body, your tank is not a necessity you know, you can always leave it and help take points..... (no reason for tank lav ect exclusive points btw to the long quote) i will not allow you to nerf my fun, ever now get out of the tank please sir
BAKA! Why would I love you!!
>blushes and looks down as you start to walk away i tug on your shirt and look in your eyes
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Thaddeus Reynolds
Facepunch Security
593
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Posted - 2015.12.31 01:13:00 -
[54] - Quote
Fristname Family name wrote:Godin Thekiller wrote:DeathwindRising wrote:kill the fuel injector module on tanks.
then see how maddys perform without their crutch Then remove myrofibs and any other movement enhancement module from infantry. NO..... NEVER........ PLEASE PUT YOUR HANDS UP AND EXIT THE VEHICLE IMMEDIATELY!!!!!!! *throws re's on the back and ready's a forge squad holding their charges aimed at your ride* now, don't ever think about nerfing people things cause your legs are too small for your body, your tank is not a necessity you know, you can always leave it and help take points..... (no reason for tank lav ect exclusive points btw to the long quote) i will not allow you to nerf my fun, ever now get out of the tank please sir
I don't think Godin is seriously advocating the removal of myos...merely providing a parallel module type to the fuel injector (which the other person in the quote suggested removing from havs).
To many of us, armored vehicles are a necessity to have the full experience we're looking for. I don't play ambush anymore because of the lack of vehicles over all (no way of getting cover on most maps other than a vehicle). I only rarely call out my HAVs, But when I call them out it Is always for a specific purpose. Sometimes that is a Tank Destroyer/Interdiction, other times a mobile wall/intel box, my favorite is being a "distraction Carnifex" where my job is to just get people to tunnel vision into killing me xD. Most of the time though I'll be running swarms and a RR myself, looking for HAVs or Derp ships to push away from points or pushes. Or running up and hoping melee hit detection works xD (it wasn't working well for me earlier today)
I was by no means suggesting a vehicle exclusive objective type, just one that needed ordnance to destory, regardless of I'd it was mounted to an hav or carried by a merc. Another possibility for HAVs is to make NULL cannons take damage...going neutral after their hp pool is depleted. Just something for HAVs to do once more other than suppressing mercs and AV
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2016.01.01 03:42:00 -
[55] - Quote
I quit playing ambush when they removed my favorite targets from the game mode.
Because why not?
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Fristname Family name
Opus Arcana
816
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Posted - 2016.01.01 10:26:00 -
[56] - Quote
Breakin Stuff wrote:I quit playing ambush when they removed my favorite targets from the game mode. this would be the hoards of tanks im assuming? speaking of targets, tanks and ambush, anyone seen Duna around?
BAKA! Why would I love you!!
>blushes and looks down as you start to walk away i tug on your shirt and look in your eyes
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Fristname Family name
Opus Arcana
816
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Posted - 2016.01.01 10:34:00 -
[57] - Quote
http://imgur.com/iKPMqHy when you finally found a way to make your tank also a mobile supply deport (image is poop as anything lol but there is a tank inside a depo, i got one of a tank without a large turrent somewhere and its better quality lol)
BAKA! Why would I love you!!
>blushes and looks down as you start to walk away i tug on your shirt and look in your eyes
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Devadander
Woodgrain Atari
1
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Posted - 2016.01.01 15:41:00 -
[58] - Quote
I thought a little respect might go a long way, and I have not been disappointed.
I have gone through and screenshotted pretty much entire thread. Read Godin's proposal twice and screened it. Already know Breakin's proposal front to back.
I'm going to setup a doc with current vs three possible variations. Two possible with hotfixes. One needing massive module/slot/turret changes that would likely be a client (dream) update.
I'm going to try to squeeze Breakin's AV changes on there just to have the full comprehensive list. My goal is not to nerf or buff anyone. Rather, a full overhaul to increase both sides enjoyment. End result I'm hoping for is a balanced and drawn out 1v1 scenario. Keeping teamwork OP means 3v1 is my balance point there. Will be slightly trickier...
Will post and share asap.
Again everyone, amazing stuff going on here. Keep it up, as I read this every day for new posts. And will factor in any new suggestions right up until completion.
Die well o7
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Devadander
Woodgrain Atari
1
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Posted - 2016.01.01 15:48:00 -
[59] - Quote
Thaddeus Reynolds wrote:Fristname Family name wrote:Godin Thekiller wrote:DeathwindRising wrote:kill the fuel injector module on tanks.
then see how maddys perform without their crutch Then remove myrofibs and any other movement enhancement module from infantry. NO..... NEVER........ PLEASE PUT YOUR HANDS UP AND EXIT THE VEHICLE IMMEDIATELY!!!!!!! *throws re's on the back and ready's a forge squad holding their charges aimed at your ride* now, don't ever think about nerfing people things cause your legs are too small for your body, your tank is not a necessity you know, you can always leave it and help take points..... (no reason for tank lav ect exclusive points btw to the long quote) i will not allow you to nerf my fun, ever now get out of the tank please sir I don't think Godin is seriously advocating the removal of myos...merely providing a parallel module type to the fuel injector (which the other person in the quote suggested removing from havs). To many of us, armored vehicles are a necessity to have the full experience we're looking for. I don't play ambush anymore because of the lack of vehicles over all (no way of getting cover on most maps other than a vehicle). I only rarely call out my HAVs, But when I call them out it Is always for a specific purpose. Sometimes that is a Tank Destroyer/Interdiction, other times a mobile wall/intel box, my favorite is being a " distraction Carnifex" where my job is to just get people to tunnel vision into killing me xD. Most of the time though I'll be running swarms and a RR myself, looking for HAVs or Derp ships to push away from points or pushes. Or running up and hoping melee hit detection works xD (it wasn't working well for me earlier today) I was by no means suggesting a vehicle exclusive objective type, just one that needed ordnance to destory, regardless of I'd it was mounted to an hav or carried by a merc. Another possibility for HAVs is to make NULL cannons take damage...going neutral after their hp pool is depleted. Just something for HAVs to do once more other than suppressing mercs and AV
I do this frequently in pubs when blues can't get any ground. Using std guns, I can tank my hull to the extreme, drive out with no intention of fighting, and half the red team comes flying out with spittle frothing to destroy me. At that point my remaining fireteam can almost turn the tide alone.
This is a valid tactic, and one I will be trying to balance in as well.
+1
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Devadander
Woodgrain Atari
1
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Posted - 2016.01.01 15:52:00 -
[60] - Quote
Also, I'm thinking of using the clone unit asset for a vehicle objective.
Have neutral ones that drop on outskirts of map and can't be hacked. Destruction gives 50-100 wp, and gives an extra 10-30 clones to destroyers team.
Possibly get some epic fights out there. (Just make sure turrets can't see the drop spots...)
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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