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Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.04 10:43:00 -
[1] - Quote
Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. ) |
Jiler Xenod
Zumari Force Projection Caldari State
9
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Posted - 2012.09.04 11:04:00 -
[2] - Quote
I think this is a great idea. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.04 11:21:00 -
[3] - Quote
bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun dumb suggestion, not a good way to balance tanks
Dropships =/= tanks Dropships = transport chopper from BF3 |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.04 11:47:00 -
[4] - Quote
I agree on this and the driver seat should also be low and have a small FOV. I mean it's a tank .. why does the driver have the same FOV as a LAV driver? |
Victor Czar
Royal Uhlans Amarr Empire
7
|
Posted - 2012.09.04 11:58:00 -
[5] - Quote
Seran Jinkar wrote:I agree on this and the driver seat should also be low and have a small FOV. I mean it's a tank .. why does the driver have the same FOV as a LAV driver? Nanobots, or very small flying robots. It'd be stupid to limit the situational awareness of your tankers wouldn't it? |
Aqil Aegivan
The Southern Legion
50
|
Posted - 2012.09.04 11:59:00 -
[6] - Quote
Would the tank then be able to seat four or would it have to give up a turret? |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.04 12:23:00 -
[7] - Quote
Victor Czar wrote:Seran Jinkar wrote:I agree on this and the driver seat should also be low and have a small FOV. I mean it's a tank .. why does the driver have the same FOV as a LAV driver? Nanobots, or very small flying robots. It'd be stupid to limit the situational awareness of your tankers wouldn't it?
Actually that's the drawback of sitting inside a rolling indestructable shell of metal and shields. It won't be stupid at all if people that can't be sniped, splashed or jammed have to deal with a limited FOV at least.
LAV passengers ARE exposed, can be shot splashed and jammed ( corpse stuck ), do have less damage, less health and the same range at which they can be locked on with AV weapons, why in the world shouldn't at least the driver of the LAV ( or a pedestrian ) have at least ONE advantage compared to the HAV? The gunners are already locked into first person gun sight and exposed in almost every direction ( int he case of the LAV). The passenger seat has no view or function at all.
Now tell me how balanced THIS is...
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Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.04 12:24:00 -
[8] - Quote
Aqil Aegivan wrote:Would the tank then be able to seat four or would it have to give up a turret?
Sounds like 4 seats for all 4 of a full squad.
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Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.04 12:52:00 -
[9] - Quote
Mavado V Noriega wrote:bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun dumb suggestion, not a good way to balance tanks
Dropships =/= tanks Dropships = transport chopper from BF3
That's a pretty bad argument as there's no reason why Tanks in Dust 514 should be anything like they are in any other games.
Besides most of these games you are referring to allow anyone with a rocket launcher, Remote explosive, Mine or a grenade to take down even the biggest tank with 1-3 shots alone with barely any effort. In these games tanks are also often handed out with 'First come, first served' basis and tough as disposable products.
Aqil Aegivan wrote:Would the tank then be able to seat four or would it have to give up a turret?
This is a pretty good question, as it might just make 4-player driven tank a real force to be reckoned with.
Although that's also: - 4-players in a one confined place just waiting to be blown up. - 4-players less capturing objectives - 3-players less to target on the field.
It sounds a bit double edged, more fire power but less people on the field killing of AV-infantry and capturing objectives. Team of 3 full tanks can be in 3 places at once, team of 12 players can be in 12.
The amount of seats could also be related to the tank and modules in question, like lower quality tanks having no additional turrets, middle tier tanks having one and high tier tanks with 2. |
Aqil Aegivan
The Southern Legion
50
|
Posted - 2012.09.04 12:58:00 -
[10] - Quote
So a greater manpower commitment and a more attractive target in exchange for a feature that is (supposedly but not necessarily) a buff for organized teams and a nerf for unorganized ones? This would mean that a squad of four couldn't roll in four tanks anymore and could only really run two tanks (is this intended?). It would also mean that any random who jumped in your tank before your buddy could massively gimp your performance due to a lack of skills and no comms (which is true for dropships but I don't think they are being designed with the same priorities).
With reference to your comparison to dropships. I think that the job breakdown may have more to do with the difference between combat and troop transport roles.
I would be interested to know if tank drivers would consider having two people split these responsibilities would be a buff at all. Communication delays versus multitasking may make this a nerf even for good teams.
From a practical standpoint I can't see this working without at least the ability to kick or rearrange passengers due to the fact that good communication won't stop people from jumping in your tank and stopping you from teaming up. While I'm intrigued by the idea of vehicles that require crews rather than pilots, so to speak, I'm also concerned that removing a role that many players find rewarding may be a little harsh. |
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Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.04 13:06:00 -
[11] - Quote
Aqil Aegivan wrote:So a greater manpower commitment and a more attractive target in exchange for a feature that is (supposedly but not necessarily) a buff for organized teams and a nerf for unorganized ones? This would mean that a squad of four couldn't roll in four tanks anymore and could only really run two tanks (is this intended?). It would also mean that any random who jumped in your tank before your buddy could massively gimp your performance due to a lack of skills and no comms (which is true for dropships but I don't think they are being designed with the same priorities).
With reference to your comparison to dropships. I think that the job breakdown may have more to do with the difference between combat and troop transport roles.
I would be interested to know if tank drivers would consider having two people split these responsibilities would be a buff at all. Communication delays versus multitasking may make this a nerf even for good teams.
From a practical standpoint I can't see this working without at least the ability to kick or rearrange passengers due to the fact that good communication won't stop people from jumping in your tank and stopping you from teaming up. While I'm intrigued by the idea of vehicles that require crews rather than pilots, so to speak, I'm also concerned that removing a role that many players find rewarding may be a little harsh.
Seran Jinkar wrote: Sounds like 4 seats for all 4 of a full squad.
This "Squad" thinking could even promote people not only do their own builds but squad builds as well, this combined with option to allow only those in your squad to enter the vehicle could bring out interesting results when teaming up. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.04 13:07:00 -
[12] - Quote
Aqil Aegivan wrote:So a greater manpower commitment and a more attractive target in exchange for a feature that is (supposedly but not necessarily) a buff for organized teams and a nerf for unorganized ones? This would mean that a squad of four couldn't roll in four tanks anymore and could only really run two tanks (is this intended?). It would also mean that any random who jumped in your tank before your buddy could massively gimp your performance due to a lack of skills and no comms (which is true for dropships but I don't think they are being designed with the same priorities).
With reference to your comparison to dropships. I think that the job breakdown may have more to do with the difference between combat and troop transport roles.
I would be interested to know if tank drivers would consider having two people split these responsibilities would be a buff at all. Communication delays versus multitasking may make this a nerf even for good teams.
From a practical standpoint I can't see this working without at least the ability to kick or rearrange passengers due to the fact that good communication won't stop people from jumping in your tank and stopping you from teaming up. While I'm intrigued by the idea of vehicles that require crews rather than pilots, so to speak, I'm also concerned that removing a role that many players find rewarding may be a little harsh.
Driving an LAV with my Gf as gunner I often have people jumping on. A "Lock at Squad Level" and "Lock Driver Position" Feature would be cool.
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Disturbingly Bored
Universal Allies Inc.
93
|
Posted - 2012.09.04 13:26:00 -
[13] - Quote
Seems like a good change to address the dominance of tanks without a direct nerf or buff to anything.
It would take away the draw of them being solopwnmobiles, and encourage teamwork. Thats a positive on every front IMHO. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.04 13:38:00 -
[14] - Quote
Great Idea + 1 |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.09.04 13:45:00 -
[15] - Quote
Yes. I would like to see two seperate skill progression paths.
One: Vehicle driver/ pilot
Two: Vehicle gunner/ mechanic
I had assumed this is how things were structured the first time I looked through the market and skill sheet. I thought about making a gunner cause that would be a cool specialization. Was not to be. Since tanks are just the best "heavy dropsuit" in the game atm.
Up the cost to train into the disciplines and make it so that a tank driver/ builder could fit any turret even if they lacked the skills to use them. That way a tank for random matches/ etc. would only be able to fit militia turrets if you wanted anyone on squad to jump in and gun.
The vehicle gunner role would be an great thing to train and gunners would be valuable assets.
If you wanted a super killer tank you would always need to coordinate at least a team of 2 (driver, main turret gunner) |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.04 13:46:00 -
[16] - Quote
Seran Jinkar wrote:Aqil Aegivan wrote:Would the tank then be able to seat four or would it have to give up a turret? Sounds like 4 seats for all 4 of a full squad.
Yes, more kills when we finally, if ever in a match, kill the tank! |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.09.04 13:57:00 -
[17] - Quote
Also, you might find this thread of interest:
https://forums.dust514.com/default.aspx?g=posts&m=192186#post192186 |
Kincate
Algintal Core Gallente Federation
27
|
Posted - 2012.09.04 14:55:00 -
[18] - Quote
Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. )
+1 |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.04 15:37:00 -
[19] - Quote
I support separating tank driver and gunner similar to drop ships.
I also support increase the cost of tanks by at least three times the ISK. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.04 16:41:00 -
[20] - Quote
Mavado V Noriega wrote:bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun dumb suggestion, not a good way to balance tanks
Dropships =/= tanks Dropships = transport chopper from BF3 Planetside 1, for example, and many of the current players of Planetside 2 have been protesting the change to a driver controlled turret, and asking for the old system back. You won't find a single tank in reality that has the turret controlled by the driver, because it gimps the effectiveness of the vehicle. And yes, I know this is a game, but the same principles apply in the management of the vehicle. Separating the two functions into two positions would increase the viability of the vehicle, and also make them more of a team asset than a one-man force-multiplier. |
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Shiro Mokuzan
220
|
Posted - 2012.09.04 17:03:00 -
[21] - Quote
Mavado V Noriega wrote:bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun Red Orchestra. |
wathak 514
Circle of Huskarl Minmatar Republic
106
|
Posted - 2012.09.04 17:04:00 -
[22] - Quote
So u want to buff tanks by allowing the driver to just drive and the gunner of the main turret not worrying about where hes going.
Currently tanks are handicapped by the fact drivers need look whre there going but can only look at where there shootng so ost have to stand still to get a clean shot but now u want to make it so the can keep moving while someone else shoots your ass making tank harder to kill yet easyer for them to kill u
Ya great idea please ccp ingnore this idea |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.04 17:15:00 -
[23] - Quote
wathak 514 wrote:So u want to buff tanks by allowing the driver to just drive and the gunner of the main turret not worrying about where hes going.
Currently tanks are handicapped by the fact drivers need look whre there going but can only look at where there shootng so ost have to stand still to get a clean shot but now u want to make it so the can keep moving while someone else shoots your ass making tank harder to kill yet easyer for them to kill u
Ya great idea please ccp ingnore this idea So its better that the driver can drive and gun the tank by himself, mowing down large numbers of enemy players without even needing to coordinate with his team? That's part of what you're missing here. Without separated positions, a tank is a one man win-cannon. The only way to stem the tide of people complaining about them is to do what they should have done in the first place: make the HAV a teamwork dependent vehicle just like the LAV. |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.04 18:04:00 -
[24] - Quote
I am for this idea but the driver should be instead of the front gunner if the top gunner gets a 360 degree view. The driver should also have two or three small straight forward looking guns too like the WW2 tanks had.
In first person view the driver could have a cockpit view where he has small screens that show the view from the turrets, the front view, a map and a large screen that shows the view from a camera on the turret. That could look like this or this.With the right stick you can look around on the large screen.
The main gunner could be the tank commander and have a cockpit view too. There he could have one screen with the view from the turret and one with a overview map where he can set attack and rally targets for the crew of the tank. He can also give these orders with L2+L3. You steer the cursor on the map with the left stick. |
Raynor Ragna
266
|
Posted - 2012.09.04 18:06:00 -
[25] - Quote
I'd at least like the option to have another player use my main turret. My nano tank would be all powerful then xD |
wathak 514
Circle of Huskarl Minmatar Republic
106
|
Posted - 2012.09.04 18:15:00 -
[26] - Quote
Mobius Wyvern wrote:wathak 514 wrote:So u want to buff tanks by allowing the driver to just drive and the gunner of the main turret not worrying about where hes goNo im sayong tjering.
Currently tanks are handicapped by the fact drivers need look whre there going but can only look at where there shootng so ost have to stand still to get a clean shot but now u want to make it so the can keep moving while someone else shoots your ass making tank harder to kill yet easyer for them to kill u
Ya great idea please ccp ingnore this idea So its better that the driver can drive and gun the tank by himself, mowing down large numbers of enemy players without even needing to coordinate with his team? That's part of what you're missing here. Without separated positions, a tank is a one man win-cannon. The only way to stem the tide of people complaining about them is to do what they should have done in the first place: make the HAV a teamwork dependent vehicle just like the LAV. No im saying if this is done u have made tanks harder to hit cause the driver dont need to sit still to look where hes shooting make the maingun seperate ive just allowed the tank to fire while moving without making a drive mistake and getting stuck. Im not saying something cant be done im saying this aint the way ur making tank warfare easyer in the long run just.harder today cause many havent figured out there not playing cod or bf3 |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.04 19:01:00 -
[27] - Quote
wathak 514 wrote: No im saying if this is done u have made tanks harder to hit cause the driver dont need to sit still to look where hes shooting make the maingun seperate ive just allowed the tank to fire while moving without making a drive mistake and getting stuck. Im not saying something cant be done im saying this aint the way ur making tank warfare easyer in the long run just.harder today cause many havent figured out there not playing cod or bf3
You are forgetting that turrets have limited field of view (FOV). They have plenty of blind spots since they can only see what's happening in-front of the turret. Turret turning speed is also fairly slow providing all kinds of fancy opportunities to use.
Firing while moving can be pretty tough you need to take note on both the velocity of your vehicle and the target. there's also plenty of obstacles the driver can't see that might be on the turrets way. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.09.04 20:30:00 -
[28] - Quote
So instead of worry about driving, not getting stuck on terrain, gunning and running reppers/boosters, I can worry about just driving and repping or just worry about gunning. All this is going to do is make tanks MORE powerful, because you have twice the amount of brainpower being used to operate the vehicle, and freeing the gunner from having to drive properly running boosters and reppers to keep the thing alive. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.04 21:03:00 -
[29] - Quote
+1 tanks should eat up people and require alot of ppl to operate, if it kills 4 ppl then it requires 4 of the other team to occupie and man, maybe a prototype heavy tank idea? |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.04 21:19:00 -
[30] - Quote
Paran Tadec wrote:So instead of worry about driving, not getting stuck on terrain, gunning and running reppers/boosters, I can worry about just driving and repping or just worry about gunning. All this is going to do is make tanks MORE powerful, because you have twice the amount of brainpower being used to operate the vehicle, and freeing the gunner from having to drive properly running boosters and reppers to keep the thing alive.
Not really, just easier to operate provided that you have someone who acts as your gunner/driver. But at the expense of heavily reduced (at least) offensive FOV and non-synchronized movement.
Here's a few situations that could happen: - A Long range AV tank is blasting you but main gunner is completely oblivious from where. You: "IT'S THERE!" Him: "WHERE!?" You: THERE! *boom* - Light weight tank with speed modules and fast turrets is constantly attacking you from god knows where, and your main turret is constantly loosing the track of it. - LAV is circling your tank faster than your main-gun can turn and you only have one gunner. - swarms out of ******* nowhere.
4-players in a single tank can be a tough thing to take down, especially alone.. but that's a whole squad, it should be a force to be reckoned with. Besides 4-players can only cover 3 directions + drivers view, still providing plenty of blinds spots for hostile tanks and av-infantry to use. |
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Disturbingly Bored
Universal Allies Inc.
93
|
Posted - 2012.09.04 21:27:00 -
[31] - Quote
D3LTA NORMANDY wrote:I am for this idea but the driver should be instead of the front gunner if the top gunner gets a 360 degree view. The driver should also have two or three small straight forward looking guns too like the WW2 tanks had. In first person view the driver could have a cockpit view where he has small screens that show the view from the turrets, the front view, a map and a large screen that shows the view from a camera on the turret. That could look like this or this.With the right stick you can look around on the large screen. The main gunner could be the tank commander and have a cockpit view too. There he could have one screen with the view from the turret and one with a overview map where he can set attack and rally targets for the crew of the tank. He can also give these orders with L2+L3. You steer the cursor on the map with the left stick.
Those are all really cool ideas actually...
And on a side note, to address the intermittent flamewhining:
I don't see in any way how this would be a nerf or a buff to tanks. They would still be tough, powerful, lumbering behemoths, still have all the same stats, still have the same effectiveness.
Instead it's a nerf to solo kill whoring, and a buff to teamwork. I'm 100% fine with it taking a team to kill a tank if it takes a team to field one. |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.04 23:04:00 -
[32] - Quote
Disturbingly Bored wrote:I don't see in any way how this would be a nerf or a buff to tanks. They would still be tough, powerful, lumbering behemoths, still have all the same stats, still have the same effectiveness.
Instead it's a nerf to solo kill whoring, and a buff to teamwork. I'm 100% fine with it taking a team to kill a tank if it takes a team to field one. I agree with this. I don't see any reason that one squad should be able to field 4 tanks.
Yes, it would change the tank dynamic. In some cases you'd be better off because you have someone focusing on gunning and someone focusing on driving. In some cases it would be harder because you're trying to work together to operate a single vehicle. |
The Polish Hammer
Doomheim
373
|
Posted - 2012.09.05 00:05:00 -
[33] - Quote
I posted about this in the general dicussion without looking first, i'm sorry OP *sobs*
Anyways, I completely agree with this with the addition of the driver being the tank commander; having the ability to kick players if they're not doing an adequate job or if they're not part of the orginal tank crew. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 00:25:00 -
[34] - Quote
The Polish Hammer wrote:I posted about this in the general dicussion without looking first, i'm sorry OP *sobs*
Anyways, I completely agree with this with the addition of the driver being the tank commander; having the ability to kick players if they're not doing an adequate job or if they're not part of the orginal tank crew. Hell, that was a feature in Planetside that a lot of that game's players hardily supported, and I think it makes even more sense here, given the major investment that an HAV now represents. If the driver, who would naturally be the one who called the think down, isn't going to be able to gun the vehicle, than he should absolutely be able to manage who can. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.05 00:33:00 -
[35] - Quote
I really don't like this idea. Driving a big, slow vehicle and doing nothing but drive it is incredibly boring. Anyone who played Planetside 1 knows what I'm talking about. Footing the bill for an expensive vehicle, spending all those SP on it, and not ever getting a kill for your effort except for a couple times you run someone over would be terrible. I understand that tanks are a bit too much now, but the solution isn't to make driving a tank a thankless, gloryless, boring way to play the game. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 00:50:00 -
[36] - Quote
Fivetimes Infinity wrote:I really don't like this idea. Driving a big, slow vehicle and doing nothing but drive it is incredibly boring. Anyone who played Planetside 1 knows what I'm talking about. Footing the bill for an expensive vehicle, spending all those SP on it, and not ever getting a kill for your effort except for a couple times you run someone over would be terrible. I understand that tanks are a bit too much now, but the solution isn't to make driving a tank a thankless, gloryless, boring way to play the game. Well then, assign the forward mounted turret to the driver. That way you don't need a full 4 people to operate it, but the driver is still incapable of dominating a map on his lonesome. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.05 02:44:00 -
[37] - Quote
I like the idea of 4 in a tank makes it really really worth killing. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 03:39:00 -
[38] - Quote
Sha Kharn Clone wrote:I like the idea of 4 in a tank makes it really really worth killing. As do I, because it means that the thing can't be fully useful without a crew that works well together, raising the skill ceiling on using them. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.05 03:59:00 -
[39] - Quote
Mobius Wyvern wrote:Well then, assign the forward mounted turret to the driver. That way you don't need a full 4 people to operate it, but the driver is still incapable of dominating a map on his lonesome.
This is still a very lazy way to approach the problem. Someone dumping millions of ISK and SP into a tank wants to get some kind of payoff. Shooting a small missile turret ain't it. The way you make tankers need to help of other players is by making tanks vulnerable to infantry if they're not supported by their own infantry. Tank drivers should feel like badasses. Everyone should feel like a badass. Making driving a tank not fun is a horrible way to approach the issue of tanks being overpowered. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 04:05:00 -
[40] - Quote
Fivetimes Infinity wrote:Mobius Wyvern wrote:Well then, assign the forward mounted turret to the driver. That way you don't need a full 4 people to operate it, but the driver is still incapable of dominating a map on his lonesome. This is still a very lazy way to approach the problem. Someone dumping millions of ISK and SP into a tank wants to get some kind of payoff. Shooting a small missile turret ain't it. The way you make tankers need to help of other players is by making tanks vulnerable to infantry if they're not supported by their own infantry. Tank drivers should feel like badasses. Everyone should feel like a badass. Making driving a tank not fun is a horrible way to approach the issue of tanks being overpowered. Who says its not fun? I personally have no fun having to manage both operating the vehicle and gunning it. I'd have much more "fun" if I could delegate shooting to another player, making all crew members involved more effective. |
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Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.05 04:15:00 -
[41] - Quote
Do you really believe the average player would find tanks more enjoyable if all they could do was drive it and maybe shoot its small turret, as opposed to driving it and shooting the main gun? Do you imagine the average player does not enjoy firing powerful weapons, or that they would find driving and shooting to be too demanding?
As I said in my earlier replies, this is a terrible approach to take. There are solutions to this issue which could still allow the typical tank user to have fun driving their tank, while also making tanks less of a dominant force. The changes CCP has in mind will hit it right on the head. Slower tank speed, and stuff like EMP and webifiers for infantry to disable tanks with. That is a great approach. Keep tanks powerful and fun to use, but make tanks which go head-long into infantry without support liable to be disabled and subsequently destroyed. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.05 07:17:00 -
[42] - Quote
Well if you don't like to drive your vehicle then control the main-turret instead. You could even form a squad with your corporation and alternate the roles, you could even potentially divide the cost of the tank it's by alternating who pays for it.
"It's not fun to just drive" is pretty poor argument considering that all other vehicles already work in this fashion.
Edit: As for front turrets for the driver, maybe allow the owner of the tank make one of the small-turrets stationary turret that just fires in front of the car. You'll loose one small turret for price of little firepower for the driver. Alternatively there could just be new module or small-turret to allow this. Both have their draw-backs but allow driver with some fire-power.
CPU/PG isn't endless even in a tank. |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.05 07:57:00 -
[43] - Quote
Maybe three classes of turrets small medium and large. The medium are the current small ones and the small ones are a bit stronger than handheld weapon. They could be fitted as pilot controlled weapon for aircrafts too. |
Renato Crusher
Bragian Order Amarr Empire
12
|
Posted - 2012.09.05 08:54:00 -
[44] - Quote
Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. )
+1
Give the driver a foward-arc small turret weapon instead of the large one. |
Grit Breather
BetaMax.
660
|
Posted - 2012.09.05 11:45:00 -
[45] - Quote
I fully agree to this separation. I've been advocating it for a long time.
Yes, there are many ways to balance tanks right now but none of them really leave the sandbox feeling Dust is build around. The problem isn't the maps, the turn speed, armour or any of those arguements. The problem is that people are treating tanks like super-heavy suits for soloing with. Even the tankers with gunners on board retain 95% of the vehicle's power and have 100% of the thinking going on. The gunners are usually just people trying not to die while getting more kills.
Tanks are a team asset and should be operated by a squad. Not soloed. Also, nobody said the driver HAS TO BE the owner. Try thinking differently. The owner should have lock-out abilities and get to choose who gets in but he himself can take any role within.
Another issue is squad sizes and team limitations. We are currently limited to teams of 4 squads where each squad is 4 players. We have no options for partitioning differently. A tank should really be a 3 person squad with the 4th spot empty. We should also have the ability to play with squad sizes a bit for say 2-6 players per squad. Teams should not have a squad limit at all.
And the last issue with tank drivers and the "fun" they're having is the rewards. Currently it's a crap job being a driver or pilot. You get no WP for most actions. As I understand it, this is being worked on and drivers/pilots should get a lot more in the next build (not update).
That's my 2 cents. |
DrunkardBastards
Inebriated Liberation Front
23
|
Posted - 2012.09.05 17:26:00 -
[46] - Quote
+1 to separation of roles. |
TERGONAUT
Seituoda Taskforce Command Caldari State
16
|
Posted - 2012.09.05 18:30:00 -
[47] - Quote
+1 i think its a good idea to separate the driver from main gun as well. The only thing i see as a problem, is who the hell would want to just drive the tank the whole time. You would end up with a million gunners, and no drivers!... lol UNLESS... you can somehow make it to where you have to start as a driver then move up as you skill up into gunner of one of the smaller turrets, then up to the main gun. That would be kinda interesting. |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.05 18:34:00 -
[48] - Quote
I dont know if this is a relevant reason to do it not. f I get a small weapon that fires just straight ahead on the tank Ill drive it. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.05 18:46:00 -
[49] - Quote
Well the game currently puts too much value to Kills/deaths ratio when even the Ambush is more about Kills / clones ratio.
Driver should get nice portion from the points gained from gunner kills etc. Same should apply to drop-ship pilots and LAV drivers as well. Besides even without turrets you can focus on squishing things, just remember to say sorry to the gunners for the extra bumps that enemy troops/vehicles might cause. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.07 09:55:00 -
[50] - Quote
Someone mentioned the limited View for the driver as well earlier in the thread, what do you people think of that one?
It would give LAV drivers advantage of knowing their surroundings better, but it might make harder to drive a tank since they are fairly big and controlling them isn't as fluid as many other vehicles.
|
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Pinkulton
Villore Sec Ops Gallente Federation
2
|
Posted - 2012.09.07 18:38:00 -
[51] - Quote
i think that this is a good idea, but the driver should be given one of the turrets. this turret should be locked in place so it would turn with the tank so he could at least shoot something. or maybe one of the turrets is given a module that has an A.I. controlled auto-turret so that there as still only three people in the tank. or one turret could be replaced with a point missle defense system. But there should defenitly only be a max of three in the tank |
General Rian
Mannar Focused Warfare Gallente Federation
10
|
Posted - 2012.09.07 18:54:00 -
[52] - Quote
The reason why it's taking so much for people to kill tanks is because they aren't doing it properly. They're using militia swarmlaunchers that do awful against a properly tanked HAV.
Using either an advanced version of the swarmlauncher or a forge gun (more so this) will turn a tank into mincemeat unless it's very heavily tanked... 2-3 people using free swarmlaunchers on a tank that costs 400, 500, 600k+ isk should have massive difficulty in killing it. |
Patches The Hyena
204
|
Posted - 2012.09.07 20:06:00 -
[53] - Quote
Regardless of current tank balance this is a good idea. Th3 tanks should be crewed, this is a team game and tanks being solo killers is not team play. If you want to be a heavily armed and armored solo badass you should be in a heavy suit not in a tank. All vehicles in the current build should require team work to fully function, yet the biggest most powerful one does not.
Also this has to come with a feature to allow control of who is in your vehicle and in what seat. Owner gets to do whatever and he can keep others out. |
Bob Deorum
G I A N T
14
|
Posted - 2012.09.07 20:18:00 -
[54] - Quote
Mavado V Noriega wrote:bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun dumb suggestion, not a good way to balance tanks
Dropships =/= tanks Dropships = transport chopper from BF3
T Here are lots of games that use this concept(arma 2 is the first that pops to mind), most people have not played them tho because they are for computers because consoles could not handle them(aka to many whiners not enough teamwork)
I also like and support this idea. |
Noric C-8
Doomheim
16
|
Posted - 2012.09.07 23:31:00 -
[55] - Quote
I support this idea.
It also puts tanks in line with other vehicles. I like consistancy |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.09.07 23:50:00 -
[56] - Quote
Lot of tank hatred going on here.
LAV's are useful without weapons. Honestly, I wish there was a way to NOT have a turret on an LAV, just to use it as a fast travel device. You can use them to drop people behind enemy lines, use them as portable spawn points, etc. They are extremely multipurpose and the turret is just a 'bonus'. You can use them for multiple roles even without their weapon.
HAV's, aka Tanks, are not useful without weapons. Their only advantage is a big gun and scads of hit points. The small turrets are a bonus. If the main gun didn't exist on a tank it would be absolutely pointless. It's slow, can't go over as much terrain, and is easy to see and target from a distance as it crawls toward you. More importantly, if the driver did NOT have control of the gun, it would be mandatory that the vehicle have a second person. Otherwise it would be useless. One person calling one in would basically have a large, slow, armored crate.
Dropships are not designed to be weapons of destruction. Their primary purpose is to move troops. Comparing them to tanks is outright silly.
Let the guy who's forking over a quarter-of-a-million to a million isk for a tank both drive and shoot it at the same time. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.08 01:30:00 -
[57] - Quote
Whispercrow wrote:Lot of tank hatred going on here.
LAV's are useful without weapons. Honestly, I wish there was a way to NOT have a turret on an LAV, just to use it as a fast travel device. You can use them to drop people behind enemy lines, use them as portable spawn points, etc. They are extremely multipurpose and the turret is just a 'bonus'. You can use them for multiple roles even without their weapon.
HAV's, aka Tanks, are not useful without weapons. Their only advantage is a big gun and scads of hit points. The small turrets are a bonus. If the main gun didn't exist on a tank it would be absolutely pointless. It's slow, can't go over as much terrain, and is easy to see and target from a distance as it crawls toward you. More importantly, if the driver did NOT have control of the gun, it would be mandatory that the vehicle have a second person. Otherwise it would be useless. One person calling one in would basically have a large, slow, armored crate.
Dropships are not designed to be weapons of destruction. Their primary purpose is to move troops. Comparing them to tanks is outright silly.
Let the guy who's forking over a quarter-of-a-million to a million isk for a tank both drive and shoot it at the same time. The money you spend on an HAV is not a good justification for keeping it from being what it should be: a cooperative vehicle. It should be useless without a second person, and now that you can squad up with people and go into a match with people you trust, the issue of having "pubs" gun your expensive asset is no longer an issue. This game is designed around teamplay, and one-man tanks just helps to emphasize the kind of lone-wolfing that leads to your team losing matches.
EDIT: Oh, and as I said in another thread, I rolled HAVs almost exclusively last build, and still love gunning for them in this one. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.09.08 02:25:00 -
[58] - Quote
+1
Definately worth testing. As before, anything that promotes successful teamwork is good.
Strongest argument against the separation is the abovementioned boredom of just driving medium-speed (not slow by any means!) mobile bunker. And still, I believe people find it satisfying being a part of awesome killing machine (Provided SP gain issues are fixed) |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.08 16:05:00 -
[59] - Quote
Whispercrow wrote: it would be mandatory that the vehicle have a second person. Otherwise it would be useless. One person calling one in would basically have a large, slow, armored crate.
That's the whole point of this suggestion. If tanks need multiple people to take down, they should require multiple people to operate.
They are far too powerful for a single player. It's like giving Playing TDM in Doom where one person spawns with 10 000 health and is equipped BFG9000 with infinite ammo. |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.10 07:40:00 -
[60] - Quote
Fivetimes Infinity wrote:Do you really believe the average player would find tanks more enjoyable if all they could do was drive it and maybe shoot its small turret, as opposed to driving it and shooting the main gun? It's not my problem what "the average player" finds enjoyable. The point isn't to make tank driving fun for everybody. Despite the apparently popular view, this isn't a game about tanks. There will be some people who enjoy and take pride in just driving a tank--like the people who enjoy and take pride in flying dropships.
Whispercrow wrote:Let the guy who's forking over a quarter-of-a-million to a million isk for a tank both drive and shoot it at the same time. The guys who are piloting dropships are forking over the same kind of cash. Therefore I don't find this argument convincing. |
|
Shiro Mokuzan
220
|
Posted - 2012.09.10 08:37:00 -
[61] - Quote
TERGONAUT wrote:+1 i think its a good idea to separate the driver from main gun as well. The only thing i see as a problem, is who the hell would want to just drive the tank the whole time. You would end up with a million gunners, and no drivers!... lol UNLESS... you can somehow make it to where you have to start as a driver then move up as you skill up into gunner of one of the smaller turrets, then up to the main gun. That would be kinda interesting.
It works for LAVs and dropships. People drive those. I don't see why tanks should be any different. |
Shiro Mokuzan
220
|
Posted - 2012.09.10 08:38:00 -
[62] - Quote
Grit Breather wrote:I fully agree to this separation. I've been advocating it for a long time.
Yes, there are many ways to balance tanks right now but none of them really leave the sandbox feeling Dust is build around. The problem isn't the maps, the turn speed, armour or any of those arguements. The problem is that people are treating tanks like super-heavy suits for soloing with. Even the tankers with gunners on board retain 95% of the vehicle's power and have 100% of the thinking going on. The gunners are usually just people trying not to die while getting more kills.
Tanks are a team asset and should be operated by a squad. Not soloed. Also, nobody said the driver HAS TO BE the owner. Try thinking differently. The owner should have lock-out abilities and get to choose who gets in but he himself can take any role within.
Another issue is squad sizes and team limitations. We are currently limited to teams of 4 squads where each squad is 4 players. We have no options for partitioning differently. A tank should really be a 3 person squad with the 4th spot empty. We should also have the ability to play with squad sizes a bit for say 2-6 players per squad. Teams should not have a squad limit at all.
And the last issue with tank drivers and the "fun" they're having is the rewards. Currently it's a crap job being a driver or pilot. You get no WP for most actions. As I understand it, this is being worked on and drivers/pilots should get a lot more in the next build (not update).
That's my 2 cents.
I wish I could like this more than once. |
Shiro Mokuzan
220
|
Posted - 2012.09.10 08:59:00 -
[63] - Quote
I think it'd be cool if the driver was just a driver to make it actually drive like a tank, using both sticks to drive it, one for each side. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.10 09:17:00 -
[64] - Quote
To all those that think this is a bad idea or wont work. Let me tell you I drove tanks in Planetside 1 for 5 years this way!. It works amazing and totally kills the solo kill whores out there. It's one of the main reasons I'm not interested in PS2 at all.
I don't oppose this idea at all, but suggest a few changes to it. In PS1 the driver controlled a much smaller AI/AV weapon in the front that was fixed. Granted this was only on one factions tank, but I think it's a good idea. It was handy for pointing out targets to your gunner if nothing else, as it wasn't too effiicient at killing. This said I'd be quite happy without it, anything that promotes more teamwork is a major plus point.
One thing that needs implementing before this, is some sort of locking system for vehicles. This NEEDS implementing irrelevant quite frankly. As it stands, there's absolutely nothing from stopping people from stealing vehicles worth 3 mill isk or just hopping in to steal assists from you, when you could have a guy on comms instead.
For this to come into place you could swap control of the main turret to the one on the front or failing this, fit some sort of spotting module for the tank driver, at least that way even without comms his gunners will know where the nearest threat is. |
Patches The Hyena
204
|
Posted - 2012.09.10 09:25:00 -
[65] - Quote
This idea needs to stay up high :D |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.10 18:09:00 -
[66] - Quote
Patches The Hyena wrote:This idea needs to stay up high :D
I agree.
Tyas Borg wrote: One thing that needs implementing before this, is some sort of locking system for vehicles. This NEEDS implementing irrelevant quite frankly. As it stands, there's absolutely nothing from stopping people from stealing vehicles worth 3 mill isk or just hopping in to steal assists from you, when you could have a guy on comms instead.
There was talk about squad lock in previous pages if I recall correctly. |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.09.10 23:03:00 -
[67] - Quote
Quote:Mobius:The money you spend on an HAV is not a good justification for keeping it from being what it should be: a cooperative vehicle. It should be useless without a second person Why? Why should it be useless without a second person? Please explain this. Its purpose is not served by it being a mandatorily multiplayer vehicle.
Quote:Mobius: This game is designed around teamplay, and one-man tanks just helps to emphasize the kind of lone-wolfing that leads to your team losing matches. It's funny that you say that. Because, when I play matches with a tank, I don't lone wolf at all. That's the fastest way to get killed. I find the knots of guys moving to kill others (deathmatch) or capturing the points and support them. 80% of the time, this leads to my team winning matches. Unless the enemy team has a competant dropship, tank pilot, or AV guys, in which case it's just a standard case of combined arms. Incidentally... that's called "team play", and I can do it without corp/fixed-squad backup.
Quote:Kyy: That's the whole point of this suggestion. If tanks need multiple people to take down, they should require multiple people to operate. Except... they don't. One good player can do it with a proper AV fit (one in a speedy suit instead of a heavy). One decent player can do it with... another tank. It's not like the tank guy is unique. Most of MY tanking is done in Militia-fit equipment (except the turret and Nanos... I'd LOVE a Militia nano).
Quote:Goric: It's not my problem what "the average player" finds enjoyable. The point isn't to make tank driving fun for everybody. Despite the apparently popular view, this isn't a game about tanks. There will be some people who enjoy and take pride in just driving a tank--like the people who enjoy and take pride in flying dropships. The guys who are piloting dropships are forking over the same kind of cash. Therefore I don't find this argument convincing No, but you're making it the average player's problem what YOU find enjoyable, so I don't see much difference.
This game isn't about tanks. It's about warfare, with a variety of options. Tanks are an option. Some people don't like that one person can pilot it. However, forcing it to be a mandatory co-op vehicle is not going to make things better.
As for the dropship comment, check my post. This is already covered. It's not a 'flying tank', a 'gunship', or an 'attack aircraft'. It's a DROPship. It's designed to drop troops. It's not designed as a warship. Modern militaries often have troop-hauling helicopters with door gunners. That doesn't make them attack ships, it makes them troop carriers, exactly like the Dropships they inspired. If you'd like a role-based counter to your commentary, then consider this: tank can't fly across the map in fifteen seconds and drop 6 guys off to complete annihilate any enemies and take the point they were guarding, either. That's extremely powerful. It also requires teamwork, as it should. Incidentally, a good dropship and gunner can hound a tank to the point where it really can't do much.
If CCP made an attack aircraft (and I hope they do), I seriously hope it can be piloted and fight with a single character. For the record, I hope they make some fast ground attack craft that can do the same. I also wouldn't mind an armored APC that has like 1.5 times a tank's health and only the 2 small turrets, but can hold 5 other guys. A 'ground dropship', as it were. Proably won't happen, but still.
---
As an aside, I agree with Tyas. Vehicles should require skills to USE them, not to FIT them. If you don't have the skills for a missile turret or a Gunnlogi, you should not be able to hop in one and go joyriding in it. In addition, you SHOULD be able to fit things you can't get into, if for no other reason than build experimentation. This would also help 'sort' people so that those with improper skills can't hop into your ride. |
Cephus Stearns
2
|
Posted - 2012.09.10 23:35:00 -
[68] - Quote
Mobius Wyvern wrote:Mavado V Noriega wrote:bad idea what ******* game do u know with tanks that doesnt have the tank driver using the main gun dumb suggestion, not a good way to balance tanks
Dropships =/= tanks Dropships = transport chopper from BF3 Planetside 1, for example, and many of the current players of Planetside 2 have been protesting the change to a driver controlled turret, and asking for the old system back. You won't find a single tank in reality that has the turret controlled by the driver, because it gimps the effectiveness of the vehicle. And yes, I know this is a game, but the same principles apply in the management of the vehicle. Separating the two functions into two positions would increase the viability of the vehicle, and also make them more of a team asset than a one-man force-multiplier.
i agree. any way when i bought my tank-wich blew up 30 secs after drop in btw-i was trying to drive and shoot at the same time and failed completely. if they do implement this system i hope they make the main gun quicker to turn. |
Hiseki Lionel
Algintal Core Gallente Federation
12
|
Posted - 2012.09.10 23:47:00 -
[69] - Quote
Whispercrow wrote:Quote:Mobius:The money you spend on an HAV is not a good justification for keeping it from being what it should be: a cooperative vehicle. It should be useless without a second person Why? Why should it be useless without a second person? Please explain this. Its purpose is not served by it being a mandatorily multiplayer vehicle. Quote:Mobius: This game is designed around teamplay, and one-man tanks just helps to emphasize the kind of lone-wolfing that leads to your team losing matches. It's funny that you say that. Because, when I play matches with a tank, I don't lone wolf at all. That's the fastest way to get killed. I find the knots of guys moving to kill others (deathmatch) or capturing the points and support them. 80% of the time, this leads to my team winning matches. Unless the enemy team has a competant dropship, tank pilot, or AV guys, in which case it's just a standard case of combined arms. Incidentally... that's called "team play", and I can do it without corp/fixed-squad backup. Quote:Kyy: That's the whole point of this suggestion. If tanks need multiple people to take down, they should require multiple people to operate. Except... they don't. One good player can do it with a proper AV fit (one in a speedy suit instead of a heavy). One decent player can do it with... another tank. It's not like the tank guy is unique. Most of MY tanking is done in Militia-fit equipment (except the turret and Nanos... I'd LOVE a Militia nano). Quote:Goric: It's not my problem what "the average player" finds enjoyable. The point isn't to make tank driving fun for everybody. Despite the apparently popular view, this isn't a game about tanks. There will be some people who enjoy and take pride in just driving a tank--like the people who enjoy and take pride in flying dropships. The guys who are piloting dropships are forking over the same kind of cash. Therefore I don't find this argument convincing No, but you're making it the average player's problem what YOU find enjoyable, so I don't see much difference. This game isn't about tanks. It's about warfare, with a variety of options. Tanks are an option. Some people don't like that one person can pilot it. However, forcing it to be a mandatory co-op vehicle is not going to make things better. As for the dropship comment, check my post. This is already covered. It's not a 'flying tank', a 'gunship', or an 'attack aircraft'. It's a DROPship. It's designed to drop troops. It's not designed as a warship. Modern militaries often have troop-hauling helicopters with door gunners. That doesn't make them attack ships, it makes them troop carriers, exactly like the Dropships they inspired. If you'd like a role-based counter to your commentary, then consider this: tank can't fly across the map in fifteen seconds and drop 6 guys off to complete annihilate any enemies and take the point they were guarding, either. That's extremely powerful. It also requires teamwork, as it should. Incidentally, a good dropship and gunner can hound a tank to the point where it really can't do much. If CCP made an attack aircraft (and I hope they do), I seriously hope it can be piloted and fight with a single character. For the record, I hope they make some fast ground attack craft that can do the same. I also wouldn't mind an armored APC that has like 1.5 times a tank's health and only the 2 small turrets, but can hold 5 other guys. A 'ground dropship', as it were. Proably won't happen, but still. --- As an aside, I agree with Tyas. Vehicles should require skills to USE them, not to FIT them. If you don't have the skills for a missile turret or a Gunnlogi, you should not be able to hop in one and go joyriding in it. In addition, you SHOULD be able to fit things you can't get into, if for no other reason than build experimentation. This would also help 'sort' people so that those with improper skills can't hop into your ride.
I agree with his points, all of them actually. The last one especially, preventing unskilled players from stealing ones **** is a good idea. At least then you know that the guy driving your tank/dropship isn't a complete moron who's going to play "hit the wall" ten thousand times before being killed.
I also agree with the idea for an attack aircraft and having it be piloted by a single char. As far as I know, most fighters can be piloted by one man and frequently are. Now maybe if they made a bomber that would be two players, one focused on flying, while the other focuses on dropping bombs. Or perhaps a gunship, that would work even better. Have it with lower health than a drop ship, but more guns and it becomes balanced yet powerful.
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Onizuka-GTO Houdan
Osmon Surveillance Caldari State
8
|
Posted - 2012.09.11 02:23:00 -
[70] - Quote
You know, i never thought the tank was an issue, until i was tuck on a game where one team had two people and mine had six.
The superiority of our team, became obvious and the opposite player, eventually called down a tank.
What turned out to be an easy win, went completely the opposite way, it became a game of cat and mouse. The tank roaming about killing left, right and centre, while his team-mate ran around as a sniper in the open.
Our team on the other hand, were all in heavy suit shooting swarm missiles.
We all must of been low level because only once when we all manage to hit the tank at roughly the same time did we see his shield dip. To keep the story short, we lost. But it was breathtaking sight that even outnumbering the opposition and all with anti-tanking weaponry, we couldn't even scare the tank to retreat, left a funny feeling.
Now im not one to judge whether the tank is overpowered, thats the natural of a rpgmmo type game such as this. Perhaps there is a problem with the noob, standard swarm? Or maybe the lack or any other alternative weaponry available for a low level team? Or tactics?
But the fact that one player on another team in a tank, can drive around by himself and easily win a match by himself, speaks volumes. I'm pretty surprised his other team mate did not join him in the tank, but after seeing this first hasnd. Why would you? He was absolutely safe, running around the tank getting kills by himself. Nothing incentive to join the tank, perhaps even less skills/isk? i'm not sure.
While i understand the desire to be able to score kills in your own vehicle, there must be an incentive to create a better way to use them that does not, as someone previous mentioned, make players treat them as a oversized heavy suit, that can have the occasional hanger on.
If there is any contribution to this topic, i prefer the idea of the drive being able to shoot the main cannon, but only stationary, but when a team mate joins them, they can then move and shoot. The idea of being able to lock out or admit other people would be a good way for the owner to retain some sort of control.
Another way perhaps, is the limiting of the firing control or perhaps weaponry?
You will have limited ammo, loading of each round would be slow, or certain weaponry would be downgrade, until an additional player joins.
I don't want to limit of the enjoyment of tank players, i can understand the fun of it. But on the other hand, i don't think it was intended to be treated as another dropsuit class... |
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Patches The Hyena
204
|
Posted - 2012.09.11 05:56:00 -
[71] - Quote
I think the argument boils down to a simple question. If every other vehicle requires at least 2 people to opperate why does the biggest baddest one only require one? |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.11 08:47:00 -
[72] - Quote
Onizuka-GTO Houdan wrote: We all must of been low level because only once when we all manage to hit the tank at roughly the same time did we see his shield dip. To keep the story short, we lost. But it was breathtaking sight that even outnumbering the opposition and all with anti-tanking weaponry, we couldn't even scare the tank to retreat, left a funny feeling.
Now im not one to judge whether the tank is overpowered, thats the natural of a rpgmmo type game such as this. Perhaps there is a problem with the noob, standard swarm? Or maybe the lack or any other alternative weaponry available for a low level team? Or tactics?
The prototype swarm-launcher only shoots like 2 missiles more than the standard one, meaning the damage just isn't really worth it. Heavy with a swarm-launcher is a joke as you need the agility of scout to avoid the tank and nano-hives to replenish your av-missiles and grenades.
Forge-gun needs to get close and often far too close to hit the tank and you still need like dozen shots. Funny thing is that you could just buy yourself a tank and get far more killing power at the price of a decent AV-fit. The top tier tanks are just way too powerful and way too expensive. It's like the devs went completely mad with the tank stats and price after the militia or standard tanks.
Whispercrow wrote: Why? Why should it be useless without a second person? Please explain this. Its purpose is not served by it being a mandatorily multiplayer vehicle.
This game isn't about tanks. It's about warfare, with a variety of options. Tanks are an option. Some people don't like that one person can pilot it. However, forcing it to be a mandatory co-op vehicle is not going to make things better.
It's not useless without a second person, you just can't drive and use the turret at the same time. One of the reasons why I am suggesting this is because the current tank is just far too powerful for a single person to control. Especially with the 3rd person view that reveals pretty much all the potential dangers surrounding the tank.
And No this isn't just warfare it's bigger than that. It's grand scale war.
EVE for my knowledge focuses much on people playing and working together to achieve their goals and bend the EVE universe to their liking. It's about corporations, nations, clans and squads working together towards their goals not just a single player dominating the field with a tank.
If you are unable to form a 2-player tank squad in Dust 514 I don't think this game is for you.
Onizuka-GTO Houdan wrote: Except... they don't. One good player can do it with a proper AV fit (one in a speedy suit instead of a heavy). One decent player can do it with... another tank. It's not like the tank guy is unique. Most of MY tanking is done in Militia-fit equipment (except the turret and Nanos... I'd LOVE a Militia nano).
No offense but you don't even seem to know what you are talking about. How about next time you play, instead of sitting in your militia tank you try to take down one of those top tier tanks with swarm launcher scout fit.
also take a look at this thread:
You should have been at the 3rd corporate vs corporate EU event last Sunday. you could have demonstrated me your awesome scout swarm launcher skills against these 5-7 crux members in a tank that were blasting us zumari at our spawn.
Cephus Stearns wrote: i agree. any way when i bought my tank-wich blew up 30 secs after drop in btw-i was trying to drive and shoot at the same time and failed completely. if they do implement this system i hope they make the main gun quicker to turn.
If I recall correctly there will be new modules and skills for vehicles that can do this. When we get more options there will probably be faster turning turrets with their own drawbacks as well offering tank squads plenty of options how to roll. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 09:36:00 -
[73] - Quote
I still love this Idea so much |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.11 11:15:00 -
[74] - Quote
Sha Kharn Clone wrote:I still love this Idea so much
Would you drive the tank or shoot the main turret? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 11:23:00 -
[75] - Quote
D3LTA NORMANDY wrote:Sha Kharn Clone wrote:I still love this Idea so much Would you drive the tank or shoot the main turret? I know I would drive the tank. I'm not that great with the main turret anyway. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 11:35:00 -
[76] - Quote
D3LTA NORMANDY wrote:Sha Kharn Clone wrote:I still love this Idea so much Would you drive the tank or shoot the main turret?
Tbh I would be trying to set the dam thing on fire.
If I had to be in it tho I would be the driver 90% of the time and 10% main turret just to mix it up a little.
Also + 1 Mobius Wyvern because i know deep down your starting to see the light
Tyras Borg got a like 2
Man its strange handing out likes to known tank drivers lol |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 11:46:00 -
[77] - Quote
Sha Kharn Clone wrote:D3LTA NORMANDY wrote:Sha Kharn Clone wrote:I still love this Idea so much Would you drive the tank or shoot the main turret? Tbh I would be trying to set the dam thing on fire. If I had to be in it tho I would be the driver 90% of the time and 10% main turret just to mix it up a little. Also + 1 Mobius Wyvern because i know deep down your starting to see the light Tyras Borg got a like 2 Man its strange handing out likes to known tank drivers lol
I mean, in all honesty, for the people talking about that gimping the SP the driver gets, you have to factor in that with a 4-man HAV, the driver would now be getting kill assists from three turrets, one of which is perfectly capable of instagibbing whole groups of infantry with one shot. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.11 11:54:00 -
[78] - Quote
Cephus Stearns wrote: i agree. any way when i bought my tank-wich blew up 30 secs after drop in btw-i was trying to drive and shoot at the same time and failed completely. if they do implement this system i hope they make the main gun quicker to turn.
Pretty sure there's already fast turning variants in game. They are very power hungry however.
Although with the bugged skills not working at the minute, your very limited as to what you can fit on your tanks power and CPU wise. It's certainly not like last build, now you really have to make choices as the power just isn't there. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 13:06:00 -
[79] - Quote
Tyas Borg wrote:Cephus Stearns wrote: i agree. any way when i bought my tank-wich blew up 30 secs after drop in btw-i was trying to drive and shoot at the same time and failed completely. if they do implement this system i hope they make the main gun quicker to turn.
Pretty sure there's already fast turning variants in game. They are very power hungry however. Although with the bugged skills not working at the minute, your very limited as to what you can fit on your tanks power and CPU wise. It's certainly not like last build, now you really have to make choices as the power just isn't there. They're going to have medium turrets eventually, which will probably be more akin to the default turrets on the Lightning in Planetside, for instance. |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.11 22:35:00 -
[80] - Quote
Whispercrow wrote:No, but you're making it the average player's problem what YOU find enjoyable, so I don't see much difference. As far as I can tell, you're doing the same. Some people out there would enjoy driving a tank without handling the turret, but you don't want them to have that option. The simple difference is that this suggestion is promoting teamwork, and you're promoting the ability to have substantially more power as a solo player than other solo players who don't go the same route.
Whispercrow wrote:This game isn't about tanks. It's about warfare, with a variety of options. Tanks are an option. Some people don't like that one person can pilot it. However, forcing it to be a mandatory co-op vehicle is not going to make things better. I disagree, and it seems a lot of other people do as well. Including people who drive tanks.
Yes, it's about options. And arguing that "the average player" should want to drive a tank isn't promoting options. It's promoting tanks. I don't see anyone arguing that "the average player" should want to be a logi, or a dropship pilot, or for that matter an AV. Yet all those positions are needed--in some cases, it could be argued, more than tanks.
Whispercrow wrote:As an aside, I agree with Tyas. Vehicles should require skills to USE them, not to FIT them. If you don't have the skills for a missile turret or a Gunnlogi, you should not be able to hop in one and go joyriding in it. In addition, you SHOULD be able to fit things you can't get into, if for no other reason than build experimentation. This would also help 'sort' people so that those with improper skills can't hop into your ride. I agree with this, although maybe we should still require skills to fit them and just lower the requirements. But there should be skill training required to use them for sure, even if the barrier to entry is low (i.e., a level 1 Missile Turret Op skill would let you use any missile turret). Each subsequent level would improve some aspect of operation, such as precision or splash radius, so that skilled-up turret ops are a commodity. Perhaps there should even be turret op dropsuits and modules to further specialize.
The skill requirement could also apply to installations, although that might be taking it a little far. |
|
Andius Fidelitas
Algintal Core Gallente Federation
51
|
Posted - 2012.09.11 22:48:00 -
[81] - Quote
I approve of the OP for the separation of pilot and gunner roles. |
Vesta Ren
ZionTCD Legacy Rising
33
|
Posted - 2012.09.12 02:35:00 -
[82] - Quote
Yes, YES! A thousand times yes! |
Nom Lemming
5
|
Posted - 2012.09.12 07:47:00 -
[83] - Quote
HELL YES!!!
It's also more realistic (which may sound weird but you can't drive and shoot in a REAL tank).
Actually I'd like to see tanks reduced to the main gun and ONE turret on top of it that is on it's own gymbal that can fire 360 instead of current 180 on the left of the main guns direction (having aim thrown off when the main gun moves is annoying).
I wonder what you lot would think if they made it so a Remote rep module takes up a turret slot... give the tank a bit more resilience but takes away some damage dealing (not that it needs that extra damage most of the time). |
Patches The Hyena
204
|
Posted - 2012.09.12 10:39:00 -
[84] - Quote
I like the idea of removing a turret and giving the top turret 360 degrees is good. So a tank doesn't take a full squad give the little front turret to the driver, then a guy on the main gun and last a guy in a 360 degree small turret up top. |
victor coolbreeze
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.12 13:47:00 -
[85] - Quote
I have to say it doesn't make any sence that a tank only has one spot.. LAV requires two.. you can drive it or hop to the gunners spot if no one else is there.. might as well do it for a tank.. this is a team base game right... just have the awards system set up, the driver gets a percentage of all the kills the gunner gets as well the driver gets so many points for every min he keeps the tank alive.. you can set that up for the LAV and air units as well... then people will not care their not getting all the kills.. as long as they keep the veh functioning and repaired they get points...
|
Patches The Hyena
204
|
Posted - 2012.09.13 07:11:00 -
[86] - Quote
Bump this thread! |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.09.13 11:10:00 -
[87] - Quote
How does this post even get popular?....
No. I'd rather have autoturrets as passengers before actual players.
The only thing that needs to be fixed in the tank... Is the controls. R2 and L2 need to control the forward and reverse. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.13 11:12:00 -
[88] - Quote
It got popular by LAVs and Dropships being forced to have multiple people to be effective, while the most effective weapon on the field only needs one person ? |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.09.13 11:22:00 -
[89] - Quote
Yep... Only one person can do a lot... Everyone else on my team are just decoys.
Besides I snipe... I only need a good area and bunch of other lamer snipers on the other team packin up together. I've captured entire areas by myself -- with a pistol. I sometimes find games, that I do not like picking up passengers, because they start firing randomly at lil red dots. They either just want to get us blown up or they actually think someone is there, but it reveals us on maps. If they see you coming they know to run.
I like the way the tank is, just driving controls bite... They put a whole bunch of effort into the aircraft, but they put crap controls in the land vehicles... WTF no hand brake on the jeep? |
Patches The Hyena
204
|
Posted - 2012.09.13 12:36:00 -
[90] - Quote
Seran Jinkar wrote:It got popular by LAVs and Dropships being forced to have multiple people to be effective, while the most effective weapon on the field only needs one person ?
^this |
|
Beyliss Rokon
Seituoda Taskforce Command Caldari State
12
|
Posted - 2012.09.13 17:35:00 -
[91] - Quote
Kyy Seiska wrote:The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
Winner Winner Chicken Dinner. /Agree with OP. |
Beyliss Rokon
Seituoda Taskforce Command Caldari State
12
|
Posted - 2012.09.13 17:37:00 -
[92] - Quote
Reading some of these posts, it seems you can tell who the tank drivers are. If i wanted to play a ******* tank game i would buy some tank sim. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.09.13 23:34:00 -
[93] - Quote
Patches The Hyena wrote:Seran Jinkar wrote:It got popular by LAVs and Dropships being forced to have multiple people to be effective, while the most effective weapon on the field only needs one person ? ^this
Absolutely a great idea splitting up a the driver like the dropship.
And of course work on splash damage and we have the answer to tanks |
Amazigh Stormrage
Royal Uhlans Amarr Empire
36
|
Posted - 2012.09.13 23:39:00 -
[94] - Quote
do you realy think people would ride tanks that way if you have stupid people shooting at the MCC all the time lik ei got as my gunners 90% of the time?
Dude there's 4 guy's dead ahead in close proximity shooint the tank.... still shooting the MCC.... |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.09.14 00:05:00 -
[95] - Quote
I have been advocating the OPPOSITE of this OP notion the entire time I've been in beta.
I have felt pilots need a pilot gunned variant of every vehicle in the game.
Why? Because it's HIS SP and HIS ISK at risk. Not the no-skill gunners who can jump out and be fully skilled at something else.
THAT SAID.. if CCP really wanted to neuter pilots and make them completely without power, I would need the following:
REWARD for my SP investment and ISK risk that is greater than the skill-less gunners who are in my vehicle.
SP reward, specifically, but also ISK and salvage.
Reward pilots handsomely for fitting and driving good vehicles, and I'd be ok with not shooting anything.
Right now, driving a tank is the only rewarding thing to do in the entire vehicle "skill tree". (and I don't enjoy driving tanks) |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.09.14 00:07:00 -
[96] - Quote
This is a brilliant idea, I'd like to suggest separating the skills though so people can specialist in driving tanks or shooting in them. |
Andius Fidelitas
Algintal Core Gallente Federation
51
|
Posted - 2012.09.14 00:29:00 -
[97] - Quote
Maybe the reason they are so effective as one manned, is maybe they actually have a pod like in EVE..... THAT would explain everything..... capsuleers mingling amongst immortals....
hehehehe |
Amazigh Stormrage
Royal Uhlans Amarr Empire
36
|
Posted - 2012.09.14 00:50:00 -
[98] - Quote
you want to shoot with the big gun?
1 then why does the tank driver needs to get all the skills to be able to fit them? 2 get ur own tank skills, since the cost to get them is ALOT more then infantry 12x modifiers, 8x modifiers... you need over 10 milion SP into tanks to have a "decent" tank
if you got 10 mil SP into infantry, ur little brat is , maxed out to its limits while a tank driver is barely halfway max.
HAV to lvl 4 : 1,7 mil SP HAV to lvl 5 : over 3 mil SP
cost difference infantry maxed out : 150K ISK Tank halfway maxed out : over 1,5 mil / tank (Saaris / sury the hull alone is already 1,3 mil without any fit; decent full fit the tank costs over 3 mil each
you lads just want to be lazy and drain on another person that worked his skill up even tho he needs ALOT more SP and then you wonna use their main turet? roflmao |
Terminus Decimus
37
|
Posted - 2012.09.14 02:51:00 -
[99] - Quote
Amazigh Stormrage wrote:
you lads just want to be lazy and drain on another person that worked his skill up even tho he needs ALOT more SP and then you wonna use their main turet? roflmao
Nah you can leave the main turret empty if you like, I'll just gun the little guy and still get loads of kills because big gun or not, them tanks are nearly indestructible so it wouldn't matter.
You mount a scrambler pistol on the front of one of those things and I bet you would still see tank drivers with over 15/0 kdr. lol
So who cares if the gunner doesn't shoot what you're looking at, you'll still live and he will just kill some other poor fools. Now in the hands of a two person team (note: that cares less about individual kdr) will be even more powerful than the current tank of one driver/gunner. The gunner will see what is most important and direct the driver, plus you have the driver looking out for threats as well. No longer will infantry think they are safe just because the turret isn't looking at them. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.09.14 03:21:00 -
[100] - Quote
Omg you are my hero, I love this ^_^ |
|
MR-NASTY
Amarr Templars Amarr Empire
87
|
Posted - 2012.09.14 03:29:00 -
[101] - Quote
Amazigh Stormrage wrote:you want to shoot with the big gun?
1 then why does the tank driver needs to get all the skills to be able to fit them? 2 get ur own tank skills, since the cost to get them is ALOT more then infantry 12x modifiers, 8x modifiers... you need over 10 milion SP into tanks to have a "decent" tank
if you got 10 mil SP into infantry, ur little brat is , maxed out to its limits while a tank driver is barely halfway max.
HAV to lvl 4 : 1,7 mil SP HAV to lvl 5 : over 3 mil SP
cost difference infantry maxed out : 150K ISK Tank halfway maxed out : over 1,5 mil / tank (Saaris / sury the hull alone is already 1,3 mil without any fit; decent full fit the tank costs over 3 mil each
you lads just want to be lazy and drain on another person that worked his skill up even tho he needs ALOT more SP and then you wonna use their main turet? roflmao
A heavy drop suit is 4 million sp just for the suit. Another 2.5 for the gun alone. Not including the other skills needed to unlock the suit and gun so your argument doesn't hold much water. Our gun cost 140, risk per death plus the suit 200 something. average deaths to a tank filled match is four. So our suits cost more than your tanks. Per match! |
Imp Smash
On The Brink
51
|
Posted - 2012.09.14 03:42:00 -
[102] - Quote
Im for this. Good Idea IMO. The driver should get a small forward turret however. Other than that yes I agree that the main turret would be better served as a single role. It also makes it more realistic and teamwork based. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.14 08:16:00 -
[103] - Quote
Kyy Seiska wrote:Paran Tadec wrote:So instead of worry about driving, not getting stuck on terrain, gunning and running reppers/boosters, I can worry about just driving and repping or just worry about gunning. All this is going to do is make tanks MORE powerful, because you have twice the amount of brainpower being used to operate the vehicle, and freeing the gunner from having to drive properly running boosters and reppers to keep the thing alive. Not really, just easier to operate provided that you have someone who acts as your gunner/driver. But at the expense of heavily reduced (at least) offensive FOV and non-synchronized movement. Here's a few situations that could happen: - A Long range AV tank is blasting you but main gunner is completely oblivious from where. You: "IT'S THERE!" Him: "WHERE!?" You: THERE! *boom* - Light weight tank with speed modules and fast turrets is constantly attacking you from god knows where, and your main turret is constantly loosing the track of it. - LAV is circling your tank faster than your main-gun can turn and you only have one gunner. - swarms out of ******* nowhere. 4-players in a single tank can be a tough thing to take down, especially alone.. but that's a whole squad, it should be a force to be reckoned with. Besides 4-players can only cover 3 directions + drivers view, still providing plenty of blinds spots for hostile tanks and av-infantry to use.
Wait - so - it's detrimental to have things act like they do in Eve what with turrets not being able to track fast moving targets?
Wow. Man, we need to go tell CCP Soundwave this and have him change all of the combat mechanics of Eve Online -right now- |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.14 08:20:00 -
[104] - Quote
MR-NASTY wrote:Amazigh Stormrage wrote:you want to shoot with the big gun?
1 then why does the tank driver needs to get all the skills to be able to fit them? 2 get ur own tank skills, since the cost to get them is ALOT more then infantry 12x modifiers, 8x modifiers... you need over 10 milion SP into tanks to have a "decent" tank
if you got 10 mil SP into infantry, ur little brat is , maxed out to its limits while a tank driver is barely halfway max.
HAV to lvl 4 : 1,7 mil SP HAV to lvl 5 : over 3 mil SP
cost difference infantry maxed out : 150K ISK Tank halfway maxed out : over 1,5 mil / tank (Saaris / sury the hull alone is already 1,3 mil without any fit; decent full fit the tank costs over 3 mil each
you lads just want to be lazy and drain on another person that worked his skill up even tho he needs ALOT more SP and then you wonna use their main turet? roflmao A heavy drop suit is 4 million sp just for the suit. Another 2.5 for the gun alone. Not including the other skills needed to unlock the suit and gun so your argument doesn't hold much water. Our gun cost 140, risk per death plus the suit 200 something. average deaths to a tank filled match is four. So our suits cost more than your tanks. Per match!
You weren't intended to go for Tanks at the beginning of the game dawg - it's something you generally want to work up to. Sure, I can spec up for Marauders (the eve online ship) right away but it's going to take frakking years and even then I have a handful of other ships that I can fly just because of the requirements.
The way it -SHOULD- work is that you have to have LAV up to at least 4 before you jump into an HAV. You don't just jump into a Battleship in Eve - you have to work your way up to it. |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2012.09.14 11:07:00 -
[105] - Quote
OK, I only read first 3 pages of this thread so if it's already suggested, I'm sorry
How about a compensation ? Let's devide HAV into 2 category a light tank and a heavy tank.
1. Light Tank will operate the same as it was. Single player both driver and gunner just like any other FPS. In turn, this kind of tank will be balanced accordingly. A paper tank just like any FPS tank out there.
2. Heavy Tank will require a squad to man them. Just like what we suggested in this thread. This kind of tank can be uber killing machine like it currently is but need more men to operate, more teamwork require and more rewarding when killed.
PS: This way everyone get what they want. Solo FPS tanker got to drive & shoot. AV tank hater got some easy tank to kill. Hardcore team-based tanker got to work with his friend and a tank that can actually tank something. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.14 13:01:00 -
[106] - Quote
Aeon Amadi wrote: Wait - so - it's detrimental to have things act like they do in Eve what with turrets not being able to track fast moving targets?
Wow. Man, we need to go tell CCP Soundwave this and have him change all of the combat mechanics of Eve Online -right now-
If you want to track fast moving targets you better have fast moving turrets. Besides there's no reason why ground combat should be anything like being a EVE spaceship commander.
This is the main weakness of all tanks. The crew is in confined space where they can barely see whats going on outside the heavy armored shell.
Everything that provides tank crew with more visibility also provides tank with more weak spots. - Cameras: can be rendered useless. - Holes: are.. well holes. - windows: Offer generally weak protection from enemy fire. - Shields: Same as cameras, they are weak against everything that can screw electronic **** up.
Talruum Tezztarozza wrote:OK, I only read first 3 pages of this thread so if it's already suggested, I'm sorry
How about a compensation ? Let's devide HAV into 2 category a light tank and a heavy tank.
1. Light Tank will operate the same as it was. Single player both driver and gunner just like any other FPS. In turn, this kind of tank will be balanced accordingly. A paper tank just like any FPS tank out there.
2. Heavy Tank will require a squad to man them. Just like what we suggested in this thread. This kind of tank can be uber killing machine like it currently is but need more men to operate, more teamwork require and more rewarding when killed.
PS: This way everyone get what they want. Solo FPS tanker got to drive & shoot. AV tank hater got some easy tank to kill. Hardcore team-based tanker got to work with his friend and a tank that can actually tank something.
Well I think CCP are already on to something like this. For my understanding LAV can be anything that is a lightly armored and a vehicle and HAV can be anything that is heavily armored an vehicle e.g not necessarily a tank or a jeep.
Don't agree with 1-man light tank tough, it would render lavs fairly useless. Maybe if it's just front turret (APC with front HMG) or any vehicle with small turret + A.I Drone module or something. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.14 13:36:00 -
[107] - Quote
Necro-thread Here is another thread with some good support for this idea. I, for one, love the idea of having to field a tank with a crew (at least 2 members). With separate skills and bonuses to the team for having a Tank Commander that can call the action. Drivers should be drivers; gunners should be gunners (both large turrets and small).
Some fun facts from my brother who was a tank driver in the US Army:
- Battlefield life expectancy for tank crew member: 20 seconds - You can jump a real tank off dirt piles if you're good (pulling the governor of the engine helps a tad ;) |
Ares Webber
Crux Special Tasks Group Gallente Federation
15
|
Posted - 2012.09.14 16:05:00 -
[108] - Quote
I too realy like the idea of having separate gunners and drivers, but i would like to ad something extra to the driver so it is not as boring just to only drive.
Lets make the driver also be able to spot and target (lazerpointing or something like that) objectives so the gunner can take the targets down. This will also give the driver points for each target taken down so it will be more attractive to be a driver. |
Raynor Ragna
266
|
Posted - 2012.09.14 20:10:00 -
[109] - Quote
Ill +1 this. It's a great idea and I love that you backed up your argument with actual data and reasoning. |
Kane Fyea
Tritan-Industries Legacy Rising
65
|
Posted - 2012.09.14 20:56:00 -
[110] - Quote
I completely agree with this. |
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Vascillar Mandate
Villore Sec Ops Gallente Federation
5
|
Posted - 2012.09.15 00:20:00 -
[111] - Quote
+1 My name is Vascillar Mandate, and I approve this message. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.15 08:24:00 -
[112] - Quote
Well it seems tank fix / nerf / adjustment has finally landed on Dust.
I'd like to note all the dedicated tank builds with potential gunner or driver friends that this suggestion would allow tanks far easier controls meaning they could shoot while they are moving. This could be pretty handy against those swarms and forge guns no? |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2012.09.15 11:18:00 -
[113] - Quote
Kyy Seiska wrote:Don't agree with 1-man light tank tough, it would render lavs fairly useless. Maybe if it's just front turret (APC with front HMG) or any vehicle with small turret + A.I Drone module or something.
I'm not sure how light tank will make LAV any less useable than it currently is. The light tank I suggest is no different than current tank that is running around right now but ppl still use LAV.
My light tank will be current tank with more Nerfed. The heavy tank will be an unnerfed (or even buffed) tank that need two men to operate.
I personally like the diea in this thread. It will make tank look a lot more.......tank-like. Nevertheless, we have to admit that majority of FPS tank driver out there won't approve of this idea. However, I believe we don't have to go one way or another. We can have it both way. Everyone will get what they want. More variaty in battlefield. More item to sell for CCP. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.15 12:57:00 -
[114] - Quote
This topic is pretty null and void now it seems. What's the point in creating well thought out and decent suggestions for alternatives if all we get is a cheap and nasty fix?.
I liked this idea a lot, but CCP think it's better to appease whiners it seems. At this early stage in a games life the fact that the devs are already pandering to a whiny player base is more than a little worrying frankly. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.15 13:37:00 -
[115] - Quote
Tyas Borg wrote:This topic is pretty null and void now it seems. What's the point in creating well thought out and decent suggestions for alternatives if all we get is a cheap and nasty fix?.
I liked this idea a lot, but CCP think it's better to appease whiners it seems. At this early stage in a games life the fact that the devs are already pandering to a whiny player base is more than a little worrying frankly.
Not really. This suggestion was never directly about fixing the overpowered tanks, this was more or less about fixing the poor mobility of a tank. Simple fix that would allow the tank the mobility that it deserves with price of limited main-turret FOV.
Besides this is probably something that can't just be hot fixed to the game, sure basic implementation would be fairly easy, but it would still have fairly big impact on how tanks would work warranting a lot of planning and testing. The change is big enough to indirectly affect many things like module, equipment and turret balance. Not really something you can just hastily change.
Not to mention the pilot/driver rewards and randoms occupying the tank problems that where mentioned in the thread, which might be better fix before implementing something like this. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.16 20:03:00 -
[116] - Quote
Bringing this up, due to how little bird told me how there seem to be more talk about tanks in these forums than ever. |
Typo Name
78
|
Posted - 2012.09.16 20:07:00 -
[117] - Quote
I never understood why they didn't do this in the first place |
IronDefender Avenged
Crux Special Tasks Group Gallente Federation
4
|
Posted - 2012.09.16 21:39:00 -
[118] - Quote
Maybe this might be a good idea, but how many of the vehicles in this game let the driver shoot something? I am still new at this. |
Primus Core
Brimstone Tactical Covert Intervention
22
|
Posted - 2012.09.16 21:58:00 -
[119] - Quote
IronDefender Avenged wrote:Maybe this might be a good idea, but how many of the vehicles in this game let the driver shoot something? I am still new at this.
Only the tank.
Anyway, regardless of the recent patch, I still support this idea. After all, a real tank has a driver, a guy manning the main cannon, and sometimes a third for dealing with ammo and/or manning a mounted LMG or HMG. If you put all those jobs on the same guy, you'd have to make every one of your tank drivers some of the best multitaskers in existence.
|
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.19 03:48:00 -
[120] - Quote
Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. )
stupidest idea i have ever heard tbqh..... you even posted why it is a TERRIBLE idea..."Unable to see where you are going due to slow turret / camera turning speed."
so by seperating the driver from the main gun you expect to make the tank weaker...yea not gunna work that way.
1) will make shooting infantry much easier, since gunner can just spam the cannon instead of you know having to worry about watching where he is driving and avoiding obstacles. can focus on av infantry while not having to worry about backing into a hill and getting stuck. 2) yes let me train a ton of SP then spend 1.5mil to fit this tank that im not gunna get a kill with....geniussssss. seriously ppl train for a tank for a reason..to be able to fire the main gun and farm infantry...you dont like it train some AV and make the tank pop rather easy if you spend the points on swarms or forge instead of lolprotoweapons or iwinnades. 3) comparing it to TRANSPORT vehicles...tank is a COMBAT vehicle, meaning it is designed to have the driver SHOOTING the main gun. 4) boost speed modules..what?? so the tank will be faster, driver can just drive, gunner can just shoot, and the tank is more balanced this way
tanks are balanced more due to the driver having to go stationary to make accurate shots. take away the turret and a tank is never gunna stop driving. forge guns destroy tanks so easily because the tanks have to stop to turn since they are trying to shoot infantry AND drive. dont know how many i have made drive into a building or hill and get stuck so i can easily blow them up
|
|
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.19 03:57:00 -
[121] - Quote
immortal ironhide wrote:Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. ) stupidest idea i have ever heard tbqh..... you even posted why it is a TERRIBLE idea..."Unable to see where you are going due to slow turret / camera turning speed." so by seperating the driver from the main gun you expect to make the tank weaker...yea not gunna work that way. 1) will make shooting infantry much easier, since gunner can just spam the cannon instead of you know having to worry about watching where he is driving and avoiding obstacles. can focus on av infantry while not having to worry about backing into a hill and getting stuck. 2) yes let me train a ton of SP then spend 1.5mil to fit this tank that im not gunna get a kill with....geniussssss. seriously ppl train for a tank for a reason..to be able to fire the main gun and farm infantry...you dont like it train some AV and make the tank pop rather easy if you spend the points on swarms or forge instead of lolprotoweapons or iwinnades. 3) comparing it to TRANSPORT vehicles...tank is a COMBAT vehicle, meaning it is designed to have the driver SHOOTING the main gun. 4) boost speed modules..what?? so the tank will be faster, driver can just drive, gunner can just shoot, and the tank is more balanced this way tanks are balanced more due to the driver having to go stationary to make accurate shots. take away the turret and a tank is never gunna stop driving. forge guns destroy tanks so easily because the tanks have to stop to turn since they are trying to shoot infantry AND drive. dont know how many i have made drive into a building or hill and get stuck so i can easily blow them up
Neat and all, but you miss the point completely. It is not a terrible idea - I would love to know the basis for such a statement. Certainly, the gunner position would/should not be able to 'spam' anything. It actually takes a bit of time to load a real tank turret. If it is electric/rail, then there may be a speed increase, but at the ranges discussed, close-contact infantry would not be at risk. The gun should not have that range of motion AND it should be slow to move. Tanks are not just super-easy do-it-all-yourself pieces of equipment. It takes a HIGHLY trained TEAM of SPECIALISTS to run one on the real battlefield. So I would ask that you not suggest that these comments are ridiculous. The way tanks have been implemented in EVERY FPS to date is what is actually ridiculous! |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.19 04:04:00 -
[122] - Quote
the way tanks are implemented in FPS works. the reason so many ppl have been complainin is imho that they spec into nothing but assault and have no AV weaponry and they get mad that their prototype ar cant take out a tank. and yes it takes a team in real life to operate a tank i know how that works. but this is a video game, and a futuristic one at that. no need to seperate the gunner from the driver, when it is working.
also seems to be getting lost that the tank is not designed to be infantry transport like the dropship and lav. thats why those 2 have no guns for driver. |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.19 04:10:00 -
[123] - Quote
immortal ironhide wrote:the way tanks are implemented in FPS works. the reason so many ppl have been complainin is imho that they spec into nothing but assault and have no AV weaponry and they get mad that their prototype ar cant take out a tank. and yes it takes a team in real life to operate a tank i know how that works. but this is a video game, and a futuristic one at that. no need to seperate the gunner from the driver, when it is working.
also seems to be getting lost that the tank is not designed to be infantry transport like the dropship and lav. thats why those 2 have no guns for driver.
Respectfully disagree (with no hard feelings I hope). But, I would suggest that it takes more skill to drive a tank than a jeep. And a jeep cannot fire by driver. I understand that folks feel it's 'just a video game' but my point is this. I am fine with tanks being buffed and hard as hell to kill (as they should be)! I think that Dust is trying for a more 'real' feel and that would be so cool if you had to actually skill up and get a squad together to field one. Just my humble 0.02ISK. |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.19 04:12:00 -
[124] - Quote
while that works the major problem i see is ppl wont call in a tank becuae they cost 1+ mil for a good fit plus they arent guarenteed to have good gunners so it will be a rolling death trap |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.19 04:18:00 -
[125] - Quote
immortal ironhide wrote:while that works the major problem i see is ppl wont call in a tank becuae they cost 1+ mil for a good fit plus they arent guarenteed to have good gunners so it will be a rolling death trap
Yeah - I would love to see this spawn more teamwork and I would love to see some angle with training facilities etc. to get squads together (corp driven) to train and get bonus for having tank commanders etc. (similar to wing commanders in EvE). It would be very easy to implement training grounds for corps. and I will say. I want tanks to be foreboding, and not fielded at a whim. They should rock the battlefield, but it should not be without cost and time to train up. Eh. Good convo and thanks for not going all ballistic on opposing POV (it happens way too much these days around here). |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.19 04:52:00 -
[126] - Quote
the other major problem is look at how ppl use dropships..sit on a tower or hill and just spam missiles. i see some tankers just doing this if they seperate the turret from driver..adn contrary to believe you cant hit a tank across the map with a forge accurately or consistantly...ive tried |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.19 08:35:00 -
[127] - Quote
I do agree .. it takes no skill to drive a LAV, and no coordination.
Why should it be more difficult to drive a tank that does not actually have limitations concerning mass (bobbing and weaving when driving a tank), field of view (limited view through cameras or portholes), fuel (yeah tanks need a lot of power to run which equals fuel or a capacitor on your fusion drive), ammo (yeah either it has to restock by a nanohive or capacitor) and complexity (driver, gunner, turret guners). Right now it's not a tank but a huge Dropsuit with additional slots to sit in that is sooo difficult to handle that only the best of the best are able to control its tracks and turrets AT THE SAME TIME!
The no skill LAV on the other hand is so easy to steer that there are lots of people complaining about the vehicle controls and soap wheels on LAVs. Oh and why should one use a Heavy suit as a LAV driver outfit? You can't get shot, splashed or fluxed out of the LAV anyway.
Oh and heeeeyy .. it's so easy to kill anything with the small turret on it that only hits and aims properly when the LAV is standing still and the target isn'T bunnyhopping. But that doesn't matter as it takes ages for Swarmlaunchers to lock on the LAV (about four times longer than on tanks due to the small signature radius)and AV grenades don't home on them. Well it can't be the price of an advanced or prototype LAV because there aren't any. Just some Noob Logistics LAVs that need the laughingly low amount of 3 million SP to unlock a vehicle with a 0.5 damage multiplier and a variant that has a shield booster that nets no WP.
Well .. there is is really no need for skill when you want to make a LAV effective. Or Coordination with your gunner or Ghandi in the driver seat.
Actually tanks don't need a seperation between gunner and driver. They need auto-aim turrets that allow to drive the tanks by one person alone and still be stronger and durable than the noob in his LAV with no skill that needs to have another one on board that wants to be exposed and have a nice "snipe me" sign on his back. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.19 08:46:00 -
[128] - Quote
immortal ironhide wrote:Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. ) stupidest idea i have ever heard tbqh..... you even posted why it is a TERRIBLE idea..."Unable to see where you are going due to slow turret / camera turning speed." so by seperating the driver from the main gun you expect to make the tank weaker...yea not gunna work that way. 1) will make shooting infantry much easier, since gunner can just spam the cannon instead of you know having to worry about watching where he is driving and avoiding obstacles. can focus on av infantry while not having to worry about backing into a hill and getting stuck. 2) yes let me train a ton of SP then spend 1.5mil to fit this tank that im not gunna get a kill with....geniussssss. seriously ppl train for a tank for a reason..to be able to fire the main gun and farm infantry...you dont like it train some AV and make the tank pop rather easy if you spend the points on swarms or forge instead of lolprotoweapons or iwinnades. 3) comparing it to TRANSPORT vehicles...tank is a COMBAT vehicle, meaning it is designed to have the driver SHOOTING the main gun. 4) boost speed modules..what?? so the tank will be faster, driver can just drive, gunner can just shoot, and the tank is more balanced this way tanks are balanced more due to the driver having to go stationary to make accurate shots. take away the turret and a tank is never gunna stop driving. forge guns destroy tanks so easily because the tanks have to stop to turn since they are trying to shoot infantry AND drive. dont know how many i have made drive into a building or hill and get stuck so i can easily blow them up
You Sir have not really understood the meaning of this thread. It's about creating complexity similar to dropships and LAVs, NOT about nerfing something. YES, a well coordinated tank with gunner and driver will work more effectively, BUT also requires more coordination and would resemble the tanks, as we know them, much better.
Oh and btw .. Tanks are support vehicles not Combat Vehicles. They are similar to the Cavalry in medieval times. They come in and flank the enemy or break through their lines. They do assault and need both crew and support concerning fuel and ammo (unlike the DUST tanks), but they can't win a fight on their own. With the current state of the game it seems the role has already been corrected by making them rely on infantry around them to stop forge gunners and swarmers. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.19 13:03:00 -
[129] - Quote
Seran Jinkar wrote:immortal ironhide wrote:Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. ) stupidest idea i have ever heard tbqh..... you even posted why it is a TERRIBLE idea..."Unable to see where you are going due to slow turret / camera turning speed." so by seperating the driver from the main gun you expect to make the tank weaker...yea not gunna work that way. 1) will make shooting infantry much easier, since gunner can just spam the cannon instead of you know having to worry about watching where he is driving and avoiding obstacles. can focus on av infantry while not having to worry about backing into a hill and getting stuck. 2) yes let me train a ton of SP then spend 1.5mil to fit this tank that im not gunna get a kill with....geniussssss. seriously ppl train for a tank for a reason..to be able to fire the main gun and farm infantry...you dont like it train some AV and make the tank pop rather easy if you spend the points on swarms or forge instead of lolprotoweapons or iwinnades. 3) comparing it to TRANSPORT vehicles...tank is a COMBAT vehicle, meaning it is designed to have the driver SHOOTING the main gun. 4) boost speed modules..what?? so the tank will be faster, driver can just drive, gunner can just shoot, and the tank is more balanced this way tanks are balanced more due to the driver having to go stationary to make accurate shots. take away the turret and a tank is never gunna stop driving. forge guns destroy tanks so easily because the tanks have to stop to turn since they are trying to shoot infantry AND drive. dont know how many i have made drive into a building or hill and get stuck so i can easily blow them up You Sir have not really understood the meaning of this thread. It's about creating complexity similar to dropships and LAVs, NOT about nerfing something. YES, a well coordinated tank with gunner and driver will work more effectively, BUT also requires more coordination and would resemble the tanks, as we know them, much better. Oh and btw .. Tanks are support vehicles not Combat Vehicles. They are similar to the Cavalry in medieval times. They come in and flank the enemy or break through their lines. They do assault and need both crew and support concerning fuel and ammo (unlike the DUST tanks), but they can't win a fight on their own. With the current state of the game it seems the role has already been corrected by making them rely on infantry around them to stop forge gunners and swarmers.
dumbest suggestion ive seen on these forums yet.......and yes there have been some really dumb ones...like requesting capes and grappling hooks......this surpasses those.
immortal pointed out that the driver already has the problem of having to stop most times to shoot moving the main turret away from the driver is in turn making stuff EASIER for corps, sure in ur little hisec pub games a random A drops one and Random B guns and neither are in any coordination
this suggestion just shows me again most ppl do not play clan matches or in any real organised clan.
also bringing realism into an unrealistic game is ********. stating how tanks work irl never translated to how it works in a video game.
gonna bold this next line cuz i LOVE how ppl keep avoiding it
WHEN MTACS, FIGHTERS AND GUNSHIPS GET ADDED ARE PPL GONNA CRY AND ASK CCP TO MAKE 1 PERSON OPERATE THE LEGS OF THE MTAC AND 1 GUN? GONNA SEPERATE THE GUNS FROM THE FIGHTER FROM THE PILOT? SAME WITH GUNSHIP? STOP ******* COMPARING TRANSPORT VEHICLES TO VEHICLES DESIGNED FOR OFFENSE. DROPSHIPS = TRANSPORT CHOPPER, GUNSHIP THAT WILL BE ADDED = ATTACK CHOPPER WHICH MEANS CCP IS GONNA GIVE THE PILOT THE ABILITY TO SHOOT HIS OWN GUNS STOP MOANING ABOUT TANKS ALREADY THEY GOT NERFED AND TURRET SPEED NERFED SO IF U STILL CANT KILL THEM U ARE NOT VERY GOOD. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.19 13:19:00 -
[130] - Quote
Yep .. he didn't read it ... effective vehicles should be a team effort. They should reward team play and coordination. the stronger the vehicle the more crew (seperate driver and gunnner) or support (ammo and refueling) it should need. That's the background of this thread.
FOLLOWING YOUR CAPS ITS ABOUT TANKS NEED TWO PEOPLE TO OPERATE. SINGLE PERSON VEHICLES WITH ATTACK FUNCTION SHOULD REQUIRE REFUELING, CAPS OR AMMUNITION. THIS IS THE INTENT TO SEPERATE ONE PERSON IN A DROPSUIT FROM A TEAM THAT SPORTS VEHICLES. |
|
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.19 13:29:00 -
[131] - Quote
Seran Jinkar wrote:Yep .. he didn't read it ... effective vehicles should be a team effort. They should reward team play and coordination. the stronger the vehicle the more crew (seperate driver and gunnner) or support (ammo and refueling) it should need. That's the background of this thread.
FOLLOWING YOUR CAPS ITS ABOUT TANKS NEED TWO PEOPLE TO OPERATE. SINGLE PERSON VEHICLES WITH ATTACK FUNCTION SHOULD REQUIRE REFUELING, CAPS OR AMMUNITION. THIS IS THE INTENT TO SEPERATE ONE PERSON IN A DROPSUIT FROM A TEAM THAT SPORTS VEHICLES.
lol clearly never driven a tank tanks need gunners to survive aka teamwork turrets trackin were nerfed a sole tank will not realise its full potential a tank with 2 gunners however aka using teamwork uses it to full potential but im not about to sit here and discuss how we operate tank crews
so again the intent of this thread still fails as tanks do currently take teamwork same way MTACs and Fighters and gunships will
yall seem to be under the delusion that u must have 2 ppl to operate it that that makes it take teamwork which again proves my point that most of the ppl posting these suggestions are a bunch of pubstars with little competitive experience. In organised corp v corp play it will teamwork , fighters will have to coordinate with ground troops, gunships as well, tanks already need gunners to effectively work
understand the concept of teamwork and stop judging teamwork based on pub games with randomly organised teams ur never gonna get teamwork on any highscale there the way yall seem to imagine it will happen.
seperating the main gun from driver makes tanking easier, 2 corp mates can now run riot as the driver can just focus on driving and now the tank is MORE mobile as it will be moving AND shooting all the time |
Johnson McCrea
Sanmatar Kelkoons Minmatar Republic
10
|
Posted - 2012.09.19 14:11:00 -
[132] - Quote
Ya'll thinking this change is good, need to go play EVE for awhile.
1 person, in a pod, controlling an entire Battleship (or Titan) full of guns and drones, using camera drones for the external view (so the tanks have this, but limited to the turrets facing), and nobody else.
Tanks, have at least 2 turrets for co-gunners. Who's the ones most likely to die when the tank does? THEM! (Cause the driver saw the shields die and bailed and ran)
Currently, the driver is more likely to die with the tank cause he's busy fighting it.
In Dust, the driver must be the one doing the maingun shooting. Why? Cause he PAID for it. People who buy tanks, don't get kills if they can't control any guns now, can they? If you can't understand that, buy an Impact and drive it around with a guy on the turret till it blows up (and no, you can't run anybody over).
A BETTER suggestion, would be to give the LAVs and Dropships pilot controlled weapons. Machine guns on the LAVs, and the same, or even rocket launchers, for the Dropships (would take practice for doing strafing runs I think).
Impacts can still run people over. Dropships before Precursor used to, but now take too much damage (and draw Swarm Spam like you wouldn't belive). Have you ever TRIED to run someone over in a tank? Hard as HECK, unless they ain't looking your way, and standing dead still.
But tanks, need the guy driving to get kills, or else they are useless. If you pay 500k ISK or more for a tank, and can't get any kills, but die when it blows up and you didn't get out in time, it's worthless.
If you separate the driver from the turret, sure as HECK, some putz will get into the turret just to 'shoot the big gun' and never let the driver have it.
Separate it, and you better make it so the driver is the only one who can get into the turret (making the tank a fixed gun), and only the main turret user able to switch to driver. Either that, or give the tank owner the ability to 'LOCK' his tank, so nobody else can get in.
If tanks are changed like the OP wants, you'll have NERFd people who use them. They'd then stop buying them. Only squads would use them at most.
The OP should have been slapped upside his head but the one blaring contradiction his suggestion entails: The DRIVER most likely bought the tank!
Nerf them, and you'll see fewer people buying them, and more people looking to hop the 'Big Gun' on any called in.
I do not tollerate fools, gladely or otherwise. Try to think things through before posing suggestions. |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.19 18:36:00 -
[133] - Quote
You cannot compare EVE and DUST. In EVE this works because you dont have to aim the turrets yourself. You give the target and your bordcomputer targets it. Thats completely different.
if the driver gets two small turrets in front of the tank like the russian T32 WW2 tank had its enough. They even dont have to be aimed they should shoot just straight ahead. Maybe also something like a melee weapon for tanks controlled by him like an electric whip like Whiplash has on each side with a range of two meters. |
Tezza Tezztarozza
1
|
Posted - 2012.09.19 20:48:00 -
[134] - Quote
The discussion keep going on and on. Both side think their idea is brilliant while the other is just plain stupid. How about you guys look at larger picture. I see merit in both suggestions.
Can anyone answer me this ? Why do we have to go one way or another ? Why can't we get it BOTH ?
Make 2 type of HAV, a fps standard one (paper thin one man operated) and an uber strong squad operated one. Nothing can go wrong with this, can it ? |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.19 22:27:00 -
[135] - Quote
Mavado V Noriega wrote:Seran Jinkar wrote:Yep .. he didn't read it ... effective vehicles should be a team effort. They should reward team play and coordination. the stronger the vehicle the more crew (seperate driver and gunnner) or support (ammo and refueling) it should need. That's the background of this thread.
FOLLOWING YOUR CAPS ITS ABOUT TANKS NEED TWO PEOPLE TO OPERATE. SINGLE PERSON VEHICLES WITH ATTACK FUNCTION SHOULD REQUIRE REFUELING, CAPS OR AMMUNITION. THIS IS THE INTENT TO SEPERATE ONE PERSON IN A DROPSUIT FROM A TEAM THAT SPORTS VEHICLES. lol clearly never driven a tank tanks need gunners to survive aka teamwork turrets trackin were nerfed a sole tank will not realise its full potential a tank with 2 gunners however aka using teamwork uses it to full potential but im not about to sit here and discuss how we operate tank crews so again the intent of this thread still fails as tanks do currently take teamwork same way MTACs and Fighters and gunships will yall seem to be under the delusion that u must have 2 ppl to operate it that that makes it take teamwork which again proves my point that most of the ppl posting these suggestions are a bunch of pubstars with little competitive experience. In organised corp v corp play it will teamwork , fighters will have to coordinate with ground troops, gunships as well, tanks already need gunners to effectively work understand the concept of teamwork and stop judging teamwork based on pub games with randomly organised teams ur never gonna get teamwork on any highscale there the way yall seem to imagine it will happen. seperating the main gun from driver makes tanking easier, 2 corp mates can now run riot as the driver can just focus on driving and now the tank is MORE mobile as it will be moving AND shooting all the time
Clearly never driven a REAL tank...boo to you sir
EDIT: [hah - never driven a tank - make me laugh some more SON - this is good stuff] <==purposeful goading |
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.19 22:35:00 -
[136] - Quote
Johnson McCrea wrote:Ya'll thinking this change is good, need to go play EVE for awhile.
1 person, in a pod, controlling an entire Battleship (or Titan) full of guns and drones, using camera drones for the external view (so the tanks have this, but limited to the turrets facing), and nobody else.
Tanks, have at least 2 turrets for co-gunners. Who's the ones most likely to die when the tank does? THEM! (Cause the driver saw the shields die and bailed and ran)
Currently, the driver is more likely to die with the tank cause he's busy fighting it.
In Dust, the driver must be the one doing the maingun shooting. Why? Cause he PAID for it. People who buy tanks, don't get kills if they can't control any guns now, can they? If you can't understand that, buy an Impact and drive it around with a guy on the turret till it blows up (and no, you can't run anybody over).
A BETTER suggestion, would be to give the LAVs and Dropships pilot controlled weapons. Machine guns on the LAVs, and the same, or even rocket launchers, for the Dropships (would take practice for doing strafing runs I think).
Impacts can still run people over. Dropships before Precursor used to, but now take too much damage (and draw Swarm Spam like you wouldn't belive). Have you ever TRIED to run someone over in a tank? Hard as HECK, unless they ain't looking your way, and standing dead still.
But tanks, need the guy driving to get kills, or else they are useless. If you pay 500k ISK or more for a tank, and can't get any kills, but die when it blows up and you didn't get out in time, it's worthless.
If you separate the driver from the turret, sure as HECK, some putz will get into the turret just to 'shoot the big gun' and never let the driver have it.
Separate it, and you better make it so the driver is the only one who can get into the turret (making the tank a fixed gun), and only the main turret user able to switch to driver. Either that, or give the tank owner the ability to 'LOCK' his tank, so nobody else can get in.
If tanks are changed like the OP wants, you'll have NERFd people who use them. They'd then stop buying them. Only squads would use them at most.
The OP should have been slapped upside his head but the one blaring contradiction his suggestion entails: The DRIVER most likely bought the tank!
Nerf them, and you'll see fewer people buying them, and more people looking to hop the 'Big Gun' on any called in.
I do not tollerate fools, gladely or otherwise. Try to think things through before posing suggestions.
Plus, the point is that tanks should probably be shared cost - or corp bought. You should be issued heavy equipment from a corp. or the crew should split the cost or the tank owner (who is not necessarily the driver should hire folks for his crew). I thought we were mercs? Who said that mercs dont hire other mercs, especially when they have the skills to do something the owner doesn't. Not that it matters, cause its all unreal sci-fi right? But have you ever seen any popular sci-fi shows where the owner of a ship or vehicle happened to hire other people to pilot their baby? (Hi my name is Malcom Reynolds) - sheesh. |
D3LTA NORMANDY
Doomheim
101
|
Posted - 2012.09.20 04:10:00 -
[137] - Quote
Tezza Tezztarozza wrote:The discussion keep going on and on. Both side think their idea is brilliant while the other is just plain stupid. How about you guys look at larger picture. I see merit in both suggestions.
Can anyone answer me this ? Why do we have to go one way or another ? Why can't we get it BOTH ?
Make 2 type of HAV, a fps standard one (paper thin one man operated) and an uber strong squad operated one. Nothing can go wrong with this, can it ?
That could work but they will need some hotfixes then: Medium tank -just 1 gunner -faster turning speed -24mph -costs as much as the current hav -about 70 % of their hp
Heavy tank -3 gunners (1 large 2 small) -slower turning speed -12mph -very expensive (1mil for a standard tank at least) -about 160 % of current havs hp |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.20 04:37:00 -
[138] - Quote
You will never sell your average gamer on the idea of spending millions of ISK and SP acquiring, fitting, and skilling into a vehicle, only to tell him that his only payoff for all that expenditure will be to move a slow, lumbering vehicle forward and backwards and turn while other people shoot guns and get kills and have a good time.
Honestly, you've all diverged into the realm of "doing it for the sake of doing it". What's the point? Is there even one anymore? Something nebulous about teamwork? All this work CCP would do, this inelegant solution that leaves nobody happy, and for essentially no reason. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.20 04:47:00 -
[139] - Quote
Fivetimes Infinity wrote:You will never sell your average gamer on the idea of spending millions of ISK and SP acquiring, fitting, and skilling into a vehicle, only to tell him that his only payoff for all that expenditure will be to move a slow, lumbering vehicle forward and backwards and turn while other people shoot guns and get kills and have a good time.
Honestly, you've all diverged into the realm of "doing it for the sake of doing it". What's the point? Is there even one anymore? Something nebulous about teamwork? All this work CCP would do, this inelegant solution that leaves nobody happy, and for essentially no reason. Separating the positions increases the effectiveness of the tank while removing its ability to be a one-man super-suit. If necessary, keep it a 3-man vehicle and give the driver the front small turret. You'll never see an end to the balancing argument as long as a one-man asset is capable of fighting off 4-6 other players. Give players the ability to squad-lock their vehicles, and the owner could occupy the turret and have someone else drive him. Why should an HAV be the only vehicle with driver controlled weapons? |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2012.09.20 05:24:00 -
[140] - Quote
Make tanks work like tanks.
Make the tanks powerful like tanks, but make them require teamwork like tanks. |
|
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2012.09.20 06:35:00 -
[141] - Quote
D3LTA NORMANDY wrote:That could work but they will need some hotfixes then: Medium tank -just 1 gunner -faster turning speed -24mph -costs as much as the current hav -about 70 % of their hp
Heavy tank -3 gunners (1 large 2 small) -slower turning speed -12mph -very expensive (1mil for a standard tank at least) -about 160 % of current havs hp
Exactly what I proposed, although, we don't need need to be hurry about it and we shouldn't. A lot of things need to be considerd to implement squad-based HAV.
Implement this kind of tank need a lot of work. It's not at hot-fix level. It's more like implementing a brand new vehicle altogether than fixing the existing one. This suggestion should be "ADDING NEW FEATURE" not "REPLACING EXISTED FEATURE" (Add one then remove one, what is the point?)
For now, CCP can balance current HAV with Light/Medium tank in mind. Nerf it so it's soloable (since it can be solo-operated) which they already did.
Sometime in the future patch, when everything is throughly thought out. They can give us new shiny SHAV that need squad to operate.
Then, everybody will get what they want
|
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.20 08:13:00 -
[142] - Quote
Mavado V Noriega wrote:Seran Jinkar wrote:Yep .. he didn't read it ... effective vehicles should be a team effort. They should reward team play and coordination. the stronger the vehicle the more crew (seperate driver and gunnner) or support (ammo and refueling) it should need. That's the background of this thread.
FOLLOWING YOUR CAPS ITS ABOUT TANKS NEED TWO PEOPLE TO OPERATE. SINGLE PERSON VEHICLES WITH ATTACK FUNCTION SHOULD REQUIRE REFUELING, CAPS OR AMMUNITION. THIS IS THE INTENT TO SEPERATE ONE PERSON IN A DROPSUIT FROM A TEAM THAT SPORTS VEHICLES. lol clearly never driven a tank tanks need gunners to survive aka teamwork turrets trackin were nerfed a sole tank will not realise its full potential a tank with 2 gunners however aka using teamwork uses it to full potential but im not about to sit here and discuss how we operate tank crews so again the intent of this thread still fails as tanks do currently take teamwork same way MTACs and Fighters and gunships will yall seem to be under the delusion that u must have 2 ppl to operate it that that makes it take teamwork which again proves my point that most of the ppl posting these suggestions are a bunch of pubstars with little competitive experience. In organised corp v corp play it will teamwork , fighters will have to coordinate with ground troops, gunships as well, tanks already need gunners to effectively work understand the concept of teamwork and stop judging teamwork based on pub games with randomly organised teams ur never gonna get teamwork on any highscale there the way yall seem to imagine it will happen. seperating the main gun from driver makes tanking easier, 2 corp mates can now run riot as the driver can just focus on driving and now the tank is MORE mobile as it will be moving AND shooting all the time
LOL ... this is indeed somehow funny as we are saying the same things. Yes! A tank with a seperate gunner and driver CAN be more effective but not neccessarily IS more effective. While one guy using a tank like his personal 1500 damage and 6000 HP dropsuit is definitely turning other vehicles into a joke concerning effectiveness with 1 person inside. Right now the guys in their HAV dropsuits are NOT requiring teamwork. They just need somebody in the small turrets to cover their sides.
Of course this relates to teamwork in the crew (to operate the strongest vehicle on the field) and NOT in the team. Right now 80% of the tank dropsuits are rolling from red blob to red blob all alone to gather their kills instead of getting to their infantry and supporting them which would be TEAMWORK for me (and supposedly in corp vs corp matches).
|
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.09.20 08:24:00 -
[143] - Quote
The driver shouldn't have the primary turret on the tank. I think that's fairly obvious, but why should he have no turret at all? Just give him a secondary turret while the first gunner gets the primary one.
That way tank drivers need at least one other guy to be really effective (well, the driver is able to just switch seats, but then he would be stationary and random teammates can jump in and take the tank as well), but the driver will still be able to get kills and help his gunners out. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.20 08:26:00 -
[144] - Quote
Fivetimes Infinity wrote:You will never sell your average gamer on the idea of spending millions of ISK and SP acquiring, fitting, and skilling into a vehicle, only to tell him that his only payoff for all that expenditure will be to move a slow, lumbering vehicle forward and backwards and turn while other people shoot guns and get kills and have a good time.
Honestly, you've all diverged into the realm of "doing it for the sake of doing it". What's the point? Is there even one anymore? Something nebulous about teamwork? All this work CCP would do, this inelegant solution that leaves nobody happy, and for essentially no reason.
Just the way it is with Logistics LAVs :) 3 Million SP just to drive it WITHOUT any modules. Fully fitted (which is the same amount like tanks have in small turrets and shield/armor) it can't even fire a gun with just the driver, costs about 500k and even has the wonderful 0.5 damage multiplier.
I know HAVs cost a lot more, but they also do have a lot more punch (about 4 to 5 times even not counting the multiplier, which makes it 8 to 10 times) and a lot more HP/Shield. Even the highest extended fitted LAV has only the same amount of points as a militia fitted HAV.
And with the Standard LAV '(350k in a survivor fit) it's all the same except that they equal the standard tanks in meta level which make them even worse and yet still require more teamplay as the driver has to be on the lookout for the gunner which has a smaller FOV than a tank driver-gunner right now, has to call out targets, keep the FOV of the gunner in mind and besides all of this has to evade AV nades and swarms that lock on as fast and good as on a tank even though having a smaller profile.
Now tell me where exactly is the point that requires LAV users to be the fools while HAV users have all the benefits for barely any higher investment (which actually is just the main gun SP wise) related to higher HP/Shield gain for isk and dont even have to coordinate at least two people.
|
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.20 08:27:00 -
[145] - Quote
Bendtner92 wrote:The driver shouldn't have the primary turret on the tank. I think that's fairly obvious, but why should he have no turret at all? Just give him a secondary turret while the first gunner gets the primary one.
That way tank drivers need at least one other guy to be really effective (well, the driver is able to just switch seats, but then he would be stationary and random teammates can jump in and take the tank as well), but the driver will still be able to get kills and help his gunners out.
+1 for this when the driver gets a small FOV like the front turret on the one standard tank I just can't remember the name of.
|
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.20 15:01:00 -
[146] - Quote
Mobius Wyvern wrote:Separating the positions increases the effectiveness of the tank while removing its ability to be a one-man super-suit. If necessary, keep it a 3-man vehicle and give the driver the front small turret. You'll never see an end to the balancing argument as long as a one-man asset is capable of fighting off 4-6 other players. Give players the ability to squad-lock their vehicles, and the owner could occupy the turret and have someone else drive him. Why should an HAV be the only vehicle with driver controlled weapons?
Is the increase in effectiveness equal to or greater than having one extra infantry guy or whatever on the field? Certainly not, unless the extra person in the tank is terrible. The aggregate power of your team would be less with the driver/gunner split.
As for it being a one-man-super-suit, that's exactly what it should be, albeit with more of a demand for combined arms. Someone dropping the amount of SP and ISK on a tank that tank drivers do should be able to reap what they sow. Making their gameplay significantly less enjoyable because of realism or a misguided approach to encouraging teamwork is a terrible idea.
HAVs are the only vehicles currently with driver weapons because the other two have very involved driving by comparison, among other reasons. Flying a dropship is easily a job in itself, and driving a LAV isn't much less demanding. Conversely, driving a slow, lumbering vehicle like a HAV places virtually no demands on the player. You are moving slowly, you are not agile. If they made that a role in the tank, the driver would be super bored the entire time. Making such an expensive vehicle be so boring to use would be a very bad idea, and would be an awful approach to take to gameplay in Dust. |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2012.09.20 16:24:00 -
[147] - Quote
Bendtner92 wrote:The driver shouldn't have the primary turret on the tank. I think that's fairly obvious, but why should he have no turret at all? Just give him a secondary turret while the first gunner gets the primary one.
That way tank drivers need at least one other guy to be really effective (well, the driver is able to just switch seats, but then he would be stationary and random teammates can jump in and take the tank as well), but the driver will still be able to get kills and help his gunners out.
Drivers should have support abilities. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.20 16:29:00 -
[148] - Quote
Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. )
After some more thought, I still like this idea... |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.20 19:19:00 -
[149] - Quote
just reread OP..it takes load of teamwork to take a tank down...yet i took out a sagaris solo..
by this logic it should take 2 ppl to operate the forge gun then, since it can solo any vehicle in the game and demolishes infantry. also the hmg should need 2 ppl since it will tear infantry apart.
might aswell add 2 person operation to swarms since they shred dropships so easy.
back to what Mavado has asked numerous times and is constantly avoided...fighters and mtacs....how long after they come out till everyone starts saying they need to have 2 ppl to operate? |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.20 22:02:00 -
[150] - Quote
immortal ironhide wrote:just reread OP..it takes load of teamwork to take a tank down...yet i took out a sagaris solo..
by this logic it should take 2 ppl to operate the forge gun then, since it can solo any vehicle in the game and demolishes infantry. also the hmg should need 2 ppl since it will tear infantry apart.
might aswell add 2 person operation to swarms since they shred dropships so easy.
back to what Mavado has asked numerous times and is constantly avoided...fighters and mtacs....how long after they come out till everyone starts saying they need to have 2 ppl to operate?
A) Please reference the date of the original post and try to remember how the tanks had not been tweaked yet
B) We already know those things are coming but so are a lot of other AV things ie. e-war |
|
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.20 22:04:00 -
[151] - Quote
Maximus Stryker wrote:immortal ironhide wrote:just reread OP..it takes load of teamwork to take a tank down...yet i took out a sagaris solo..
by this logic it should take 2 ppl to operate the forge gun then, since it can solo any vehicle in the game and demolishes infantry. also the hmg should need 2 ppl since it will tear infantry apart.
might aswell add 2 person operation to swarms since they shred dropships so easy.
back to what Mavado has asked numerous times and is constantly avoided...fighters and mtacs....how long after they come out till everyone starts saying they need to have 2 ppl to operate? A) Please reference the date of the original post and try to remember how the tanks had not been tweaked yet B) We already know those things are coming but so are a lot of other AV things ie. e-war
yea they werent tweaked...now they are...and ppl still supporting this
|
Dane Stark
Golgotha Group
178
|
Posted - 2012.09.21 06:15:00 -
[152] - Quote
immortal ironhide wrote:just reread OP..it takes load of teamwork to take a tank down...yet i took out a sagaris solo..
by this logic it should take 2 ppl to operate the forge gun then, since it can solo any vehicle in the game and demolishes infantry. also the hmg should need 2 ppl since it will tear infantry apart.
might aswell add 2 person operation to swarms since they shred dropships so easy.
back to what Mavado has asked numerous times and is constantly avoided...fighters and mtacs....how long after they come out till everyone starts saying they need to have 2 ppl to operate?
If you want to get semi-techinal, it does actually take 2 ppl to shoot the modern day equivalent of a swarm launcher. You have the gunner and the loader, but who's counting? Anyway...the point is not that you need all these people for various weapons. The point is that the swarm launcher shouldn't do so much damage and the tanks should need crews and they should be expensive on purpose and all the other countless ideas people have had. Bottom line is, keep the ideas flowing and CCP will pick out the ones they like. I guess that's it. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.21 08:00:00 -
[153] - Quote
Concerning when people will start asking for fighter or gunships will need two to operate I just say: They will right after day 1. But I already suggested an alternative. The alternative is that weapons with driver controlled main weapons should have either an ammo limit or a capacitor. |
Mack Five
0
|
Posted - 2012.09.21 14:21:00 -
[154] - Quote
Same idea from the previous build. Different reasons and coming from a different angle, but the basic idea is the same: Tank driver != Main gunner |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.09.21 15:34:00 -
[155] - Quote
Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. )
If tank prices weren't colossal then I would agree with this idea. However, most skilled tanks drivers do not want to risk loosing their vehicles due to having terrible gunners. "But there's grouping" Care to give me a statistics of how many people in Dust group up? Got Mics? Good gunners? I find it lacking.
Also, consider this:
How many times were you in a tank and nobody near you thought of coming inside? |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.21 19:38:00 -
[156] - Quote
If we get a 4man tank it has to be a tank not one of these glass tanks we currently have
So i would say a boost in HP by at least 25-50%
Slot layout, possibly more slots so a shield tank maybe 6high 4low
PG/CPU increase
Skill increase and make it a have HAV skill level 4
ISK price 5mil
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.21 19:41:00 -
[157] - Quote
EnglishSnake wrote:If we get a 4man tank it has to be a tank not one of these glass tanks we currently have
So i would say a boost in HP by at least 25-50%
Slot layout, possibly more slots so a shield tank maybe 6high 4low
PG/CPU increase
Skill increase and make it a have HAV skill level 4
ISK price 5mil
Base price of the hull is fine, considering new module costs. To make it easier, buff both them and AV weapons back up to E3 levels. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.21 19:43:00 -
[158] - Quote
Alldin Kan wrote:Kyy Seiska wrote:Many current tank abusers might be against this, but it's actually pretty reasonable suggestion that improves: Team-work, somewhat balances vehicles and potentially offers new character builds like gunner, driver etc.
The obvious question: why are tanks the only vehicles in the game that only need one person to both drive and operate the main turret.
- You need 2 players to get the most out from simple LAV. - Drop-ship without gunners can only fly. Drop-ship without pilot, can't fly.
Why not just make Tanks work in similar fashion? if you want to use the main turret you need to be the gunner, if you want to drive the tank you better be on the drivers position. Since tanks seem to require loads of teamwork to take down, why do they require none to operate?
This would also solve few other problems as well. - Unable to see where you are going due to slow turret / camera turning speed. - Driver should be the only one that has the ability to see the tank from 3rd person perspective. - Upcoming Smoke grenades and EMP grenades could severely hinder the gunners due to poor visibility / turret camera system failing. - Boost the usefulness of many tank modules like the speed module (due to a driver and gunner being separate roles, you could drive the tank while gunners handle the shooting. ) If tank prices weren't colossal then I would agree with this idea. However, most skilled tanks drivers do not want to risk loosing their vehicles due to having terrible gunners. "But there's grouping" Care to give me a statistics of how many people in Dust group up? Got Mics? Good gunners? I find it lacking. Also, consider this: How many times were you in a tank and nobody near you thought of coming inside? That's not an excuse for keeping them as one-man super-suits. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.21 19:43:00 -
[159] - Quote
Mobius Wyvern wrote:EnglishSnake wrote:If we get a 4man tank it has to be a tank not one of these glass tanks we currently have
So i would say a boost in HP by at least 25-50%
Slot layout, possibly more slots so a shield tank maybe 6high 4low
PG/CPU increase
Skill increase and make it a have HAV skill level 4
ISK price 5mil
Base price of the hull is fine, considering new module costs. To make it easier, buff both them and AV weapons back up to E3 levels.
I still say a boost in mod slots and PG/CPU to make it really feared since it requires 4ppl to operate it to maximum effectivness
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.21 19:46:00 -
[160] - Quote
EnglishSnake wrote:Mobius Wyvern wrote:EnglishSnake wrote:If we get a 4man tank it has to be a tank not one of these glass tanks we currently have
So i would say a boost in HP by at least 25-50%
Slot layout, possibly more slots so a shield tank maybe 6high 4low
PG/CPU increase
Skill increase and make it a have HAV skill level 4
ISK price 5mil
Base price of the hull is fine, considering new module costs. To make it easier, buff both them and AV weapons back up to E3 levels. I still say a boost in mod slots and PG/CPU to make it really feared since it requires 4ppl to operate it to maximum effectivness Well yeah, return PG/CPU to E3 levels. They nerfed that for Precursor as well. |
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