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Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
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Posted - 2012.07.22 22:12:00 -
[31] - Quote
If you're in a marauder and it's well fit and you're still having problems against swarm launchers then it's probably because the whole enemy team is focused on taking out your tanks. Just because swarm launchers are effective in large amounts doesn't mean tanks need buffing, it means you shouldn't call in another tank right away and play on foot for awhile. My gunnlogi is not underpowered, so your surya/sagaris sure as hell shouldn't be.. |
Bhal Jhor
Subdreddit Test Alliance Please Ignore
23
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Posted - 2012.07.22 22:38:00 -
[32] - Quote
Pezz IsDank wrote:If you're in a marauder and it's well fit and you're still having problems against swarm launchers then it's probably because the whole enemy team is focused on taking out your tanks. Just because swarm launchers are effective in large amounts doesn't mean tanks need buffing, it means you shouldn't call in another tank right away and play on foot for awhile. My gunnlogi is not underpowered, so your surya/sagaris sure as hell shouldn't be..
I'm talking of one guy with a prototype swarm launcher. And I agree it shouldn't be a problem for a tank. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.22 22:40:00 -
[33] - Quote
Bhal Jhor wrote:Well, either the tanks are underpowered or the prototype swarm launchers are overpowered. They apparently come out of nowhere (they can be fired through a rather narrow peek-hold apparently), track you forever and dodge obstacles when you try and run. They also seem to two-shot my surya. If you're being two-shotted, there are AT LEAST two people firing simultaneous salvoes (so you're being hit by FOUR waves of missiles, not just two), and if you're being hit through pinholes, then the people using them are firing over/around obstacles (which can be done by good Swarm users) by curving the shots. Also, if you're dying that fast, you're staying too close to the shooters without finding and killing them.
Good AV guys are MEANT to be a threat, and as a good AV guy, I'm glad we can achieve that. |
steadyhand 08 orti
Doomheim
43
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Posted - 2012.07.22 22:42:00 -
[34] - Quote
tanks are fine, their are just like forge guns, put in the right hands they are a force of nature, given to scrubs they are going to die fast, iv seen some awesome work with early type tanks and some down right shocking driving with late game tanks.
i think now iv seen they have an effective counter they are fine, just like in real life you have to drive smart |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
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Posted - 2012.07.22 23:01:00 -
[35] - Quote
this is quite interesting... |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.22 23:05:00 -
[36] - Quote
Bhal Jhor wrote:Well, either the tanks are underpowered or the prototype swarm launchers are overpowered. They apparently come out of nowhere (they can be fired through a rather narrow peek-hold apparently), track you forever and dodge obstacles when you try and run. They also seem to two-shot my surya.
You are just a bad tank driver no offense, but on my serious AV load out I have a prototype swarm launcher with 3 complex damage mods and it does ~2900 per shot. The good tank drivers can survive all 6 shots, it must be something you are doing wrong. |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.07.22 23:37:00 -
[37] - Quote
I'm an Eryx and Sagaris pilot, and do Proto SL stuff as infantry, and think when the R1 button glitchiness of the lock-on stuff with Swarm Launchers are working right, and I can get a lock and launch every single time I aim and the target is in range, I'm pretty sure every kind of dropship will fall very quickly, and it may even be OP against Maurauders.
I'm better at SL than Sagaris, mostly out of interest and experience, so I don't pretend to have the best fit for a Sagaris (despite having the gear), but I really feel confident I can take out any vehicle if given enough time with my SL. But this will get more difficult when the high towers go away and I have to avoid infantry as I hunt.
If maps continually give us really strong "sniping" positions with good field coverage, then SL are probably too strong, but if we have to chase on ground and dodge infantry fire along the way, then it's probably just about right, and we just need a new map to play.
Bigger maps will also make it harder to AV snipe. Right now, the towers allow 1 AV to essentially shut down 1/2 the map.
I'm really hoping the update is soon. |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.07.23 17:57:00 -
[38] - Quote
Dewie Cheecham wrote:Grit Breather wrote:The tanks are what they are. Neither under or overpowered. I find all these threads rather amusing. One week everyone's yelling something's too strong and should be nerfed. The next week once everyone learns to counter that threat the other side starts yelling it's underpowered.
Well tanks are just fine. Drivers just need to learn how to counter the new tactics being thrown at them.
I've been reading a lot about these neft cries. It is my understanding that such community outcries (and devs listening to them without waiting for them to calm down) are the reasons games such as MAG and Planetside got ruined.
So calm down tank drivers. Calm down and learn how to counter the new AV tactics. I've always said that the tanks were underpowered, and only appeared OVER powered because the teamplay weren't there yet. It still aren't. But individually people are beginning to field a lot of AV weaponry to deal with tanks, which is fine, but that also means they die awfully fast. A tank is a tank, and I don't ever think I claimed that they should be invincible, but tank drivers spend a LOT of SP specializing in driving tanks, and just as you probably have your preferred fit/role, I have mine. Your fit easily breaks even unless you really screw up, and you probably have cheaper fits to choose from should the need arise. Tanks are a little more expensive, and if I top fitted mine, I'll not even make it's worth in one round, perhaps not even two as it is. Meaning I'm compromising. But I am still limited to the choice between expensive, and very expensive. I never said a tank should be invincible, but any fit, or vehicle should at least have a chance of breaking even in good hands. I'm seeing Sagarises and Suryas dying in droves now, under a barrage of Swarm launchers and Forge guns. That is not balanced.
no good marauder tank driver has problems having a tank survive a couple rounds if ur **** gets blown up too much maybe YOU should think of scaling down to the standard tanks which would be cheaper
Plus when u have the party system implemented u will have teammates reppin ur tank along with ur own armor rep modules |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.07.23 18:08:00 -
[39] - Quote
The only thing I could really advocate would be a PDS shooting incomming missiles before they explode. These systems exist in current military tech, so it should probably be available in some form.
I'd rather see it take up a small turret slot, and would be very suitable for an APC if they ever bring those in. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.07.23 18:15:00 -
[40] - Quote
Bhal Jhor wrote:Well, either the tanks are underpowered or the prototype swarm launchers are overpowered. They apparently come out of nowhere (they can be fired through a rather narrow peek-hold apparently), track you forever and dodge obstacles when you try and run. They also seem to two-shot my surya.
Careful what you wish for. For every missile that mysteriously flies through an object, dozens more are failing to fire at all due to glitches. I've lost count of the number of times tanks have escaped me because my launcher straight up refuses to lock on or fire. (For instance: after exiting a dropship, I can't fire until I switch to another weapon and switch back.)
The swarm launcher is in the middle of a massive overhaul, and all we know about how it will behave in the final release is that it will be different from how it is now and how it was in the prior build.
Personally, I can't wait for web grenades. Tanks are shockingly fast, and all they have to do is find a moderate amount of cover to escape the majority of a SL salvo. Even with the prototype version and two complex damage modifiers, it takes 3-5 perfect, direct hits to take out a well fitted tank. (When I'm backing up a competent forge gunner, however, I'd recommend just getting out of the tank now and calling it a day.) |
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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.23 18:24:00 -
[41] - Quote
There are two issues with HAV vs AV fights right now.
1) Swarm launchers are stupid good at following ground targets, including around corners and chasing you for several kilometers. They are inconsistent, but they when they work they are stupid good. 2) Draw distance stupidity means people on roofs and REs are invisible 99% of the time. Again this is inconsistent,, but also not that things that fire from beyond draw distance give no hit indicator (missiles travel, but forge guns... not knowing which direction that gun is coming from is a recipe for disaster.)
The health is a touch low for the SP investment comparisons vs the counters, but it's certainly not glaring. |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2012.07.23 18:28:00 -
[42] - Quote
Noc Tempre wrote:There are two issues with HAV vs AV fights right now.
1) Swarm launchers are stupid good at following ground targets, including around corners and chasing you for several kilometers. They are inconsistent, but they when they work they are stupid good. 2) Draw distance stupidity means people on roofs and REs are invisible 99% of the time. Again this is inconsistent,, but also not that things that fire from beyond draw distance give no hit indicator (missiles travel, but forge guns... not knowing which direction that gun is coming from is a recipe for disaster.)
The health is a touch low for the SP investment comparisons vs the counters, but it's certainly not glaring.
I agree with Noc and with the price hike I'd like to see a little hp increase or just fix the skill book bugs where they don't affect vehicles(ie shield management and mechanics to name 2) |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.23 18:47:00 -
[43] - Quote
Learning to operate a vehicle such as a TANK requires much much more training than it does to operate a firearm, if anything there should be a bigger disparity than there currently is. |
EnIgMa99
Imperfects Negative-Feedback
219
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Posted - 2012.07.23 18:55:00 -
[44] - Quote
might be to soon to say what about what, they seem like they have more changes to tanks and what not. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.23 19:22:00 -
[45] - Quote
Thor Thunder Fist wrote:Noc Tempre wrote:There are two issues with HAV vs AV fights right now.
1) Swarm launchers are stupid good at following ground targets, including around corners and chasing you for several kilometers. They are inconsistent, but they when they work they are stupid good. 2) Draw distance stupidity means people on roofs and REs are invisible 99% of the time. Again this is inconsistent,, but also not that things that fire from beyond draw distance give no hit indicator (missiles travel, but forge guns... not knowing which direction that gun is coming from is a recipe for disaster.)
The health is a touch low for the SP investment comparisons vs the counters, but it's certainly not glaring. I agree with Noc and with the price hike I'd like to see a little hp increase or just fix the skill book bugs where they don't affect vehicles(ie shield management and mechanics to name 2)
Those skills DO work. Hop in and out of a vehicle with 10% damage or less. Your shields will jump to 70% and your armor will jump to 100%. This is because bonus shield HP is lost first and bonus armor HP is lost last. I am pretty sure you can kill yourself by exiting a vehicle too close to death this way (since it's armor goes to 0 with shields down). |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2012.07.23 19:27:00 -
[46] - Quote
Noc Tempre wrote:Thor Thunder Fist wrote:Noc Tempre wrote:There are two issues with HAV vs AV fights right now.
1) Swarm launchers are stupid good at following ground targets, including around corners and chasing you for several kilometers. They are inconsistent, but they when they work they are stupid good. 2) Draw distance stupidity means people on roofs and REs are invisible 99% of the time. Again this is inconsistent,, but also not that things that fire from beyond draw distance give no hit indicator (missiles travel, but forge guns... not knowing which direction that gun is coming from is a recipe for disaster.)
The health is a touch low for the SP investment comparisons vs the counters, but it's certainly not glaring. I agree with Noc and with the price hike I'd like to see a little hp increase or just fix the skill book bugs where they don't affect vehicles(ie shield management and mechanics to name 2) Those skills DO work. Hop in and out of a vehicle with 10% damage or less. Your shields will jump to 70% and your armor will jump to 100%. This is because bonus shield HP is lost first and bonus armor HP is lost last. I am pretty sure you can kill yourself by exiting a vehicle too close to death this way (since it's armor goes to 0 with shields down).
hmmm did not notice that(I go down with my tank:/) thanks now I know where to spend my SP......would be nice to see in the fitting menu though along with the damage resists.... |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
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Posted - 2012.07.23 19:29:00 -
[47] - Quote
Yup, noticed my survivability skyrocket when I maxed Shield Management. Now my EHP are over 17K from my shields alone not even counting armor which is absolute bliss. Granted, my shield booster seems anemic now... |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.07.23 19:38:00 -
[48] - Quote
Some ideas, for what their worth.
Tanks are largely anti installation weapons, with only their sub-weapons being anti-infantry. Large guns should not be able to track a person running at a close distance, leaving the sub-weapons to deal with them. Also, most infantry weapons should not do anything to heavy tanks. All but specific AV weapons should be more or less ineffective.
That being said, it would make sense to have different ammo types in the game. IRL for large caliber weapons we have incendiary, AA (flack shells), high explosive and high penetration ammo. For infantry there is regular ammo, AV ammo, flachette, dragons breath, scattershot. Even with a simple option to carry AV cartridges and regular bullets would add depth to the game. Having to swap out ammo would add more strategy to Dust.
I don't think that tanks need more HP but should definitely have some healthy resists. And while I personally think the price of them should go way up, It would not fit into the existing price bracketing in EVE. You can outfit a T1 tier 3 frig with mods for less than 500k. In terms of size alone it would make no sense whatsoever that a tank would cost more considering the material costs. In a nutshell here are some ideas:
- realistic tracking speeds - multiple ammo type choices, AV for infantry vs tank, maybe antipersonnel for tanks vs infantry - Tanks resists increased - Point defense turret or reactive armor for incoming ballistics - AV land mines that require disarming
Anywhoo, my 2 cents |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
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Posted - 2012.07.23 19:41:00 -
[49] - Quote
I would love for LAVs to take a more anti-infantry role, and HAVs a more anti-vehicular focus.
I personally enjoy rolling an HAV to fight other tanks or shoot down dropships or pinwheel LAVs and bombard structures, often to the point that I will completely ignore a dozen infantry to just go chasing off after another tank I see in the distance. It is more fun, and more balanced imo for HAVs to be focused more on attacking Hard Targets. |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2012.07.23 19:42:00 -
[50] - Quote
Xocoyol Zaraoul wrote:Yup, noticed my survivability skyrocket when I maxed Shield Management. Now my EHP are over 17K from my shields alone not even counting armor which is absolute bliss. Granted, my shield booster seems anemic now...
yay got something to do next weekend was gunning around in a type 2 assault and a creo to pass the time this weekend was fun but missed the big electronic bullet leaving a railgun turret... |
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STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.23 21:22:00 -
[51] - Quote
I must be the only person who thinks that gun mechanics should be more important than vehicle mechanics in an FPS. I play FPS games to first person shoot but I guess others play to use vehicles. Every player plays the way they want to play and thats the way it should be. The fact is that tank drivers mock people when they say that tanks are overpowered and then they complain that their tanks are underpowered when half the game community specs out for AV. If you want to sit in a tank and get EASY kills against infantry than thats cool but don't complain when an AV guy destroys your vehicle. A Prototype AV user with damage mods still takes several shots with either the forge gun or SL to destroy a very good marauder, while a tank can 1 hit (with a well placed shot) that same AV guy (maybe 2 hits for a maxed out proto-heavy) not to mention the tank driver has a turret and 2 gunners. Also don't complain about the gunners, 90% of the games I play in people are using comms and the GOOD tank drivers ask who would like to be a gunner and then they meet to make sure that the tank driver gets gunners that are communicating. If you get in a game when no one is talking then too bad, everyone has to deal with that occasionally. |
Vaas Edi
SVER True Blood Unclaimed.
10
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Posted - 2012.07.23 21:48:00 -
[52] - Quote
STB-stlcarlos989 EV wrote:I must be the only person who thinks that gun mechanics should be more important than vehicle mechanics in an FPS. I play FPS games to first person shoot but I guess others play to use vehicles. Every player plays the way they want to play and thats the way it should be. The fact is that tank drivers mock people when they say that tanks are overpowered and then they complain that their tanks are underpowered when half the game community specs out for AV. If you want to sit in a tank and get EASY kills against infantry than thats cool but don't complain when an AV guy destroys your vehicle. A Prototype AV user with damage mods still takes several shots with either the forge gun or SL to destroy a very good marauder, while a tank can 1 hit (with a well placed shot) that same AV guy (maybe 2 hits for a maxed out proto-heavy) not to mention the tank driver has a turret and 2 gunners. Also don't complain about the gunners, 90% of the games I play in people are using comms and the GOOD tank drivers ask who would like to be a gunner and then they meet to make sure that the tank driver gets gunners that are communicating. If you get in a game when no one is talking then to bad every has to deal with that occasionally.
I generally agree with this.
I am a dedicated tank commander/ AV suit. And I don't find that the tanks are UP or OP. I can tell with the first shot of my FG if a tank is well fit or not. I don't cry OP when i cant solo a tank. I don't cry UP when someone pops my tank either i give props.
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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.23 21:59:00 -
[53] - Quote
STB-stlcarlos989 EV wrote:The fact is that tank drivers mock people when they say that tanks are overpowered and then they complain that their tanks are underpowered when half the game community specs out for AV. I'm apparently the ultimate DUST hipster then.
When everyone was crying nerf about vehicles, I was already running AV, and I had barely touched any vehicles at all for myself. I was backing up the tank drivers and Dropship pilots against claims of OP-ness and saying they're not that bad, while giving advice (from experience) on how to deal with them as infantry.
Now that everyone's crying about them being underpowered, I've started using them, and I'm poking holes in those arguments too.
Vehicles aren't perfectly balanced this build, a few things need tweaking, but there isn't a significant imbalance EITHER way. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.23 22:32:00 -
[54] - Quote
My main issue is the AV weapons are so inconsistent in performance. Same fits in 1 v 1 with neither side moving, sometimes the railgun does no damage with a direct hit, sometimes it does full damage with splash. Conversely, the swarm will sometimes bug off into the abyss, and the next second a double fire swarm glitch that will track you across the map around corners. It's the same problems of polish and consistency on the vehicle scale, nothing more, nothing less.
Mostly directed at carlos - this is a combined arms game, all the way up to spaceships the size of cities demolishing a battlefield. Everything needs to work in concert and that doesn't mean anyone forgot that the small arms still need love too. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.23 22:50:00 -
[55] - Quote
Noc Tempre wrote:My main issue is the AV weapons are so inconsistent in performance. Same fits in 1 v 1 with neither side moving, sometimes the railgun does no damage with a direct hit, sometimes it does full damage with splash. Conversely, the swarm will sometimes bug off into the abyss, and the next second a double fire swarm glitch that will track you across the map around corners. It's the same problems of polish and consistency on the vehicle scale, nothing more, nothing less.
Mostly directed at carlos - this is a combined arms game, all the way up to spaceships the size of cities demolishing a battlefield. Everything needs to work in concert and that doesn't mean anyone forgot that the small arms still need love too.
I agree but I can't account for the railgun issues, however I uses the prototype swarm launcher with a prototype SMG as my main fit I can say that your SL assessment is wrong, no offense. The SL doesn't travel around corners, I believe tank drivers are mistaken when they travel under buildings or pipes and feel that the SL won't hit them. It depends on the distance that they are fired from. They have to travel for some distance before they are tightly packed, but before then they are spread out. When a tank driver is near an obstacle and the SL is fired close by some of the missiles will hit the obstacle and some will manage to hit the tank. I have seen SL missiles come in contact with an obstacle and skim across the surface rather than explode, but only when they just barely come in contact with the edge of that surface. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.23 22:55:00 -
[56] - Quote
Carlos is right in many respects. The FPS side of things is still in need of some work, while the HAV side seems pretty good. Except for when you start turning and then it goes back and forth and back and forth and BOOM. They can be destroyed, and with AV nades you can make almost any HAV think twice about sticking around. With any suit :)
The map is a huge factor in this too. Crater lake would make for a difficult time with 3 Sagaris. All bumping into each other and getting shot from cliff tops. Situation IS king in Dust. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
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Posted - 2012.07.24 00:11:00 -
[57] - Quote
STB-stlcarlos989 EV wrote:The SL doesn't travel around corners
I've seen them bend around corners if fired from a properly far enough distance, and even seen them track other tanks from when I've had a very good angle to see it.
They are very strange devices at long range. |
Raynor Ragna
266
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Posted - 2012.07.24 00:13:00 -
[58] - Quote
I swear that they sometimes weave in and out of obstacles I move through, as if they follow my same flight path. Swarm missiles that is. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.24 01:29:00 -
[59] - Quote
I will grant it may be a rendering issue (as in they appear to be flying in a very erratic, corner bending path, but actually follow a much more logical, less off-bore flight plan) but that still leaves it as an issue where the game is *inconsistently* feeding you bad intel. I am in favor of eliminating that level of risk analysis where you have to meta if the game/RNG is killing you or your opponent's craft and guile. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
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Posted - 2012.07.24 01:39:00 -
[60] - Quote
Xocoyol Zaraoul wrote:STB-stlcarlos989 EV wrote:The SL doesn't travel around corners I've seen them bend around corners if fired from a properly far enough distance, and even seen them track other tanks from when I've had a very good angle to see it. They are very strange devices at long range.
I didn't notice this until I started driving tanks but the missiles do curve around some objects. I've had some really strange experiences with them the last couple of days. I've been using the SL a lot this build and haven't bothered with tanks until Saturday. Had a few incidents where I would be behind an object, I'd be looking at the missiles and thinking they won't hit and they do a fairly significantly sharp curve around the object I was behind.
It wasn't like I was driving the tank away and made it around a corner and the missiles were close enough before the bend that they stuck with me or anything like that, this was a juke move. I don't notice it often though, only that one time. |
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