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Reb El
Zumari Force Projection Caldari State
19
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Posted - 2012.09.04 17:08:00 -
[31] - Quote
OK lets table the idea of modifying the current controls and point awards sytems, and damage rates for tanks. I think from the 2wks I have been on this game that the DUST devs are heavily invested in the current scalar system of skilling and buy-up for armor and vehicles. Those running them don't feel unduly advantaged, and most of the complaints are coming from infantry in matches where there is no turret infrastructure to gain and use for retaliation.
So just add in more turrets. Make them repairable or randomly placed so that the tanks can't sit on them all or pre-plan their eradication. They are pretty simple things to add-in to a map. And there are support guys like me who mostly run around in a scout suit dropping nanohives and jumping into turrets to hasten the enemy MCC's destruction. I love the maps where I can support ground troops from a distance by taking out vehicles, dropships and even tanks. I got a 16/0KD one game using a turret to support a resupply dump, and only 2 of those were jeeps, the rest were snipers and hackers and tanks.
I am just trying to think in terms of adding things TO the game to improve it, not remove current functionality to try and artificially level it. That rarely works as well as simply adding additional capability.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.09.04 17:12:00 -
[32] - Quote
Craig Greenway wrote:We have all read about, and encountered first hand the rise in usage of tanks following the reduction of damage against them, but I have only seen solutions about balancing the damage and little else in the way of possible solutions. I will offer my two-penneth for what it is worth.
In the latest batch of changes, we saw the controls of dropships change and the difficult level of piloting them increase. This has led to a reduction in the number of users of dropships in the battles I have been in, as casual dropship users find the controls harder than before and do not want to spend time learning how to fly them properly.
This has led the the better pilots doing what they do best.
My suggestion for resolving the tank-fest is to make the controls more difficult to master. In particular I believe you should not be able to drive a tank and fire at the same time. You should be either a driver or a gunner, and will also make tank owners less inclined to live in their tanks if they only get assist points.
This allows squads to use tanks more realistically, and more likely to share 1 tank rather than 1 each if they cannot drive and fire.
I welcome your comments - anything we can come up with which has a logical reason for change must be good for the game, and as beta testers we have a perfect opportunity to help shape the game for everyone's benefit. Thank you, another post about separating driving and gunning. As far as I'm concerned, we can't get enough of these. The old reason for not doing this was the fear of having someone incompetent in your turret, but with the new persistent squad system, if you're going to drive a tank, you should be coming in with a squad of your own to take the other seats. This would also mesh well with a squad-locking function that would allow you to keep unknown players out of your vehicle, which I think we can all agree would be a nice addition. |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.09.04 17:50:00 -
[33] - Quote
I personally have nothing against tanks or their drivers, but, for the sake of (hopefully) making peace between the pro-tank and anti-tank factions, I have an idea: Make the tank's missile supplies finite. There could be a type of Nanohive module that works in a similar manner to shield and armor reps - once activated, it slowly replenishes the missiles. But the module can only be activated a few times. After that, the tanks either needs to find a regular Nanohive or a supply depot, just like everyone else. This idea could be applied to every vehicle capable of equiping missile launchers. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.09.05 00:23:00 -
[34] - Quote
Timothy Reaper wrote:I personally have nothing against tanks or their drivers, but, for the sake of (hopefully) making peace between the pro-tank and anti-tank factions, I have an idea: Make the tank's missile supplies finite. There could be a type of Nanohive module that works in a similar manner to shield and armor reps - once activated, it slowly replenishes the missiles. But the module can only be activated a few times. After that, the tanks either needs to find a regular Nanohive or a supply depot, just like everyone else. This idea could be applied to every vehicle capable of equiping missile launchers. YES. I can't properly express my happiness at seeing both of these wonderful ideas in the same thread. This is the solution, ladies and gentlemen: Separate driving and gunning into two positions, and give all vehicles a finite supply of ammunition. All the vehicle whine will disappear overnight. |
Craig Greenway
21
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Posted - 2012.09.05 15:19:00 -
[35] - Quote
Mobius Wyvern wrote:Timothy Reaper wrote:I personally have nothing against tanks or their drivers, but, for the sake of (hopefully) making peace between the pro-tank and anti-tank factions, I have an idea: Make the tank's missile supplies finite. There could be a type of Nanohive module that works in a similar manner to shield and armor reps - once activated, it slowly replenishes the missiles. But the module can only be activated a few times. After that, the tanks either needs to find a regular Nanohive or a supply depot, just like everyone else. This idea could be applied to every vehicle capable of equiping missile launchers. YES. I can't properly express my happiness at seeing both of these wonderful ideas in the same thread. This is the solution, ladies and gentlemen: Separate driving and gunning into two positions, and give all vehicles a finite supply of ammunition. All the vehicle whine will disappear overnight.
All we need now is for the dev team to take this on board |
Cephus Stearns
2
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Posted - 2012.09.11 07:43:00 -
[36] - Quote
STB-LURCHASAURUS EV wrote:Craig Greenway wrote:Fivetimes Infinity wrote:Paying millions of ISK and skill points for a vehicle that you call in and then use as a taxi to ferry around other people so that they can shoot guys with the tank's guns sounds like the least fun thing in the world. Planetside 1 did tanks this way. It sucked immensely. Nobody likes footing the bill for a vehicle and then never having any fun in it.
There are better solutions to tanks that don't require such a fundamental shift, I think. Thanks Five, do you have any ideas to add to the mix? I was hoping to shift the tanks emphasis to a support role, playing for the squad as much as for yourself. A compromise is if you are driving and want to shoot, you should switch to a position which only the driver can get to (rendering your tank immobile while you fire) - what do you think? Best of both worlds? terrible idea. tanks shoot while moving in rl too might be getting what your asking for tho with artillery....but no ones gonna like that lol
you do realize in real life tanks teams are 2-3 people.....right? they can shoot and drive but 2 people are doing it indipendently
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Tyas Borg
Osmon Surveillance Caldari State
112
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Posted - 2012.09.11 10:50:00 -
[37] - Quote
Timothy Reaper wrote:I personally have nothing against tanks or their drivers, but, for the sake of (hopefully) making peace between the pro-tank and anti-tank factions, I have an idea: Make the tank's missile supplies finite. There could be a type of Nanohive module that works in a similar manner to shield and armor reps - once activated, it slowly replenishes the missiles. But the module can only be activated a few times. After that, the tanks either needs to find a regular Nanohive or a supply depot, just like everyone else. This idea could be applied to every vehicle capable of equiping missile launchers.
This is how it worked in Planetside 1 and it worked beautifully.
My only concern in this game is the fact that everything has a cost. Therefore I may only be inclined to use my tank if my gunner is online. If he isn't, then there'd be little point in me deploying a 5 mill sp / 3 mill isk tank on a whim to see if I get a gunner that doesn't think the MCC is primary...
On the whole though it's nice to see a thread that's discussing other options other than just a blatant nerf or buff. There's some serious whiners here that only understand the concept of nerf/buff and not an actual solution.
Here's my 2 cents, How about making a tanks weaponry 75% AV and 25% AI?. I know this way they'd be not so effective at killing troops, but they'd be still very effective against other tanks and installations.
I also feel like the Large missile turret needs looking into, as it stands it is pretty much an "I win" button for any old noobie. Which seeing as how many missile tanks are being fielded, is probably a huge part of the tank issue. Last build the large missiles didn't even work for example. |
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