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Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.09.11 10:10:00 -
[1] - Quote
EDITORIAL NOTE: Copied directly from my post on the Feedback/Requests.
This build the AV/Tank balance is just ridiculous. Here's why.
Here's the stacking penalties on using more than one Shield Resistance on an HAV.
-25% 1 Shield Resist -46.75% 2 Shield Resists -61% 3 Shield Resists -68% 4 Shield Resists -82% 4 Shield Resists + Damage Control
Now, for the sake of argument, we're going to assume that a Sagaris with two resistances, a shield extender, a damage control, and a booster.
6000 (approximately) HP with 60.75% resistance.
Now we'll pit it against an Officer Forge Gun, which does 1080 damage - base - and with Weaponry 5 and Proficiency 3 would be an 24% increase to a grand total of 1340.
Now, we're going to take the resistances and apply it to our forge gun, which now makes it at 536.
6,000 divided by 536 = 11.19, approximately. This is about two magazines from your Officer Forge Gun.
This means that with two (officer) forge gunners firing at the same Tank, taking into account charge up times, it would take 10 Seconds for both gunners to exhaust their magazines and theoretically deplete the tank's shields. Round about's 20, for one gunner. In this time frame the tank has already disengaged the battle and has retreated to an area that it can use it's booster - all the while using a large array of weaponry to fire back at it's opponents.
Whatever happened in this build screwed over any balance there ever was between vehicles and Anti-Vehicle builds.
To counter the argument that Movement Nullifiers will "fix everything", you're very wrong. Movement Nullifiers will help but they won't solve the issue at hand - as this math is directed for -ONE TANK- and I have seen as many as five in a single match.
I'm curious as to what CCP was even thinking when they came out with the AV "hotfix" in the first place, to be honest. Reducing the speed on the tanks isn't the problem - it's their absolutely ridiculous invulnerability to conventional methods.
EDITORIAL NOTE: I know that the Officer Forge Gun has 6 rounds in the mag - but a Proto Forge Gun does about the same damage so it's a moot point. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:02:00 -
[2] - Quote
q00t wrote:All these conversations about AV infantry vs Tanks; very few people seem to consider that drop ships should also be factored in. They already get blasted out of the air on a whim by pretty much everything, if you buff AV infantry more this is just going to get worse.
In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off.
Drop ship > Tank > Infantry > Drop ship ..... the cycle itself isn't balanced
Hence why the thread is about Tanks being over-powered, not AV being under-powered. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:17:00 -
[3] - Quote
Tech Ohm Eaven wrote:q00t wrote:All these conversations about AV infantry vs Tanks; very few people seem to consider that drop ships should also be factored in. They already get blasted out of the air on a whim by pretty much everything, if you buff AV infantry more this is just going to get worse.
In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off.
Drop ship > Tank > Infantry > Drop ship ..... the cycle itself isn't balanced Sure! lets buff a Myron! its not like I spent an entire match! shooting at one with my tanks railgun!! Two guys with forge guns versus a sagaris?? Yeah those numbers sound bitching and leaves the poor forgegunners in slow heavy suits far behind versus the faster sagaris. Yeah, yeah its not like the heavy can chase down the sagaris in a FREE MILITIA LAV right, right?......er wait!! And its not like guys like Timesplitter can instapop my gunnlogi or three shot a sagaris......er wait!!
Sure - Free Militia LAV that can be one-shotted by Swarm Launcher, Forge Gun, Tank, AV Grenade, Cavity Thukker, etc etc etc
Just another way to lose a perfectly good - albeit expensive - Proto-fit heavy suit because your suit has more defense than the damn vehicle your driving. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:20:00 -
[4] - Quote
Tech Ohm Eaven wrote:Aeon Amadi wrote:q00t wrote:All these conversations about AV infantry vs Tanks; very few people seem to consider that drop ships should also be factored in. They already get blasted out of the air on a whim by pretty much everything, if you buff AV infantry more this is just going to get worse.
In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off.
Drop ship > Tank > Infantry > Drop ship ..... the cycle itself isn't balanced Hence why the thread is about Tanks being over-powered, not AV being under-powered. So what YOU and others "want"??? is a heavy marauder tank that anyone can kill with a sidearm pistol?? Right since tanks are so "overpowered" that a tank driver can go AFK for a soda and the tank is still there with no damage instead of being insta toast the moment the tank stops moving??
Are you stupid? The tank stops moving and he can survive long enough to still get out of there and boost the shields back to normal just by going to the edge of the map simply because he's got a faster top speed than the freaggin Scout suits - and don't even get me started skill-buffed shield recharge times.
Maybe we just want **** to go back to the way it was -BEFORE- this bullshit got out of hand, eh? Last build there was at least some balance with the only pressing vehicle issue being Dropships sitting at the top of Towers racking in spawn-kills - wasn't much complaints about the tanks; this build there is an obvious frakking issue and.... Ahem... YOU AND THE OTHERS can't seem to acknowledge the giant elephant in the room that has so obviously landed on the television. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:27:00 -
[5] - Quote
Tech Ohm Eaven wrote:Aeon Amadi wrote:Tech Ohm Eaven wrote:q00t wrote:All these conversations about AV infantry vs Tanks; very few people seem to consider that drop ships should also be factored in. They already get blasted out of the air on a whim by pretty much everything, if you buff AV infantry more this is just going to get worse.
In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off.
Drop ship > Tank > Infantry > Drop ship ..... the cycle itself isn't balanced Sure! lets buff a Myron! its not like I spent an entire match! shooting at one with my tanks railgun!! Two guys with forge guns versus a sagaris?? Yeah those numbers sound bitching and leaves the poor forgegunners in slow heavy suits far behind versus the faster sagaris. Yeah, yeah its not like the heavy can chase down the sagaris in a FREE MILITIA LAV right, right?......er wait!! And its not like guys like Timesplitter can instapop my gunnlogi or three shot a sagaris......er wait!! Sure - Free Militia LAV that can be one-shotted by Swarm Launcher, Forge Gun, Tank, AV Grenade, Cavity Thukker, etc etc etc Just another way to lose a perfectly good - albeit expensive - Proto-fit heavy suit because your suit has more defense than the damn vehicle your driving. Proto? dude! please! Militia suit with basic assault forge gun and two buddies in same fits. Militia lav with resists and extenders can survive unless its driven by a fool that decides to park it.
Yeah that 380 damage from each shot will totally bridge that gap - let me tell you. Even with three firing at the same time it would take a six shots, a magazine and a half from every single one of them, just to get through the shields. Provided they haven't died yet and aren't being suppressed to death from all the splash damage/camera jerk/movement reduction from every other gameplay mechanic currently going on.
LAV would do you a lot of good as well considering that you have to exit the damned thing in order to use these guns, assuming you survived the direct hit from the 1,500+ damage Railgun and two missile launchers which are sure to barrage the hell out of you being of your super-high profile on the minimap lighting you up like exactly what you are - a moving ****ing target.
Seriously, are you even thinking before you respond or are you just throwing **** out there to sound smart? |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:28:00 -
[6] - Quote
Tech Ohm Eaven wrote:Aeon Amadi wrote:Tech Ohm Eaven wrote:Aeon Amadi wrote:q00t wrote:All these conversations about AV infantry vs Tanks; very few people seem to consider that drop ships should also be factored in. They already get blasted out of the air on a whim by pretty much everything, if you buff AV infantry more this is just going to get worse.
In conventional terms, tanks should be scared ****less of air power, at the moment they're not because it only takes one guy with a swarm launcher to scare the air power off.
Drop ship > Tank > Infantry > Drop ship ..... the cycle itself isn't balanced Hence why the thread is about Tanks being over-powered, not AV being under-powered. So what YOU and others "want"??? is a heavy marauder tank that anyone can kill with a sidearm pistol?? Right since tanks are so "overpowered" that a tank driver can go AFK for a soda and the tank is still there with no damage instead of being insta toast the moment the tank stops moving?? Are you stupid? The tank stops moving and he can survive long enough to still get out of there and boost the shields back to normal just by going to the edge of the map simply because he's got a faster top speed than the freaggin Scout suits - and don't even get me started skill-buffed shield recharge times. Maybe we just want **** to go back to the way it was -BEFORE- this bullshit got out of hand, eh? Last build there was at least some balance with the only pressing vehicle issue being Dropships sitting at the top of Towers racking in spawn-kills - wasn't much complaints about the tanks; this build there is an obvious frakking issue and.... Ahem... YOU AND THE OTHERS can't seem to acknowledge the giant elephant in the room that has so obviously landed on the television. Noc Tempre drives up to my tank in a lav and jumps out and two shots my tank.
Well then apparently you aren't up to date on all the other bullshit fits that these guys are running lately - and thusly deserve your insignificant death.
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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:36:00 -
[7] - Quote
Tech Ohm Eaven wrote:
What ifs and numbers sound cool.
I PREFER IN GAME RESULTS! instead of THEORY. Results so far are my tanks die!!
Sorry if the results disagree with your THEORY.
It's not a frakking theory - idiot - do you not see the threadnaughts in the forums about this? Do you not see dozens of posts about how Tanks are ridiculously un-killable, how it was mentioned in the IRC and even CCP acknowledged - in the frakking IRC - that they're looking into it because it is THAT pressing of an issue? ARE YOU BLIND?
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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:37:00 -
[8] - Quote
Sha Kharn Clone wrote:Your horrible in tanks then. Not once has a corp mate of mine lost one of my tanks on his very first time in one to AV infantry.
I really mean that..the very very first time they have ever driven a tank and no I didnt babysit them with RR.
This guy - a tank driver himself - even acknowledges that there's a freaggin issue! |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:15:00 -
[9] - Quote
Azmode Deamus wrote: Tanks should be balanced by one squad against an other squad.
What I mean is a squad of four militia suits should be able to take down a squad in. Militia tank.
A proto tank should wreck the squad of AV militia but fear a full squad full of proto heavies. People say "oh tanks. Ohhh tanks are SO expensive!" but a squad of four heavies in proto gear is just as expensive but also is vulnerable to everything else in the game. Tanks can't die to a militia scrambler pistol but heavies can.
Heavy tanks also shouldn't be able to roll around without infantry support without bein swarmed and disabled by enemy infantry. There needs to be a way for regular infantry to disable any type of tank. For instance if I'm able to jump on top of a tank I should be able to shoot or kill the crew of it. Or hack it while on top. Or set RE explosives on top and blow it to hell and back.
I would also like to see heavies get 1) a bonus resistance against vehicles weapons.
Tanks can solo anything in this game except other tanks. I would love to see tank on tank battles but the problem is that tanks have no hard counters. Having to have half of the enem team switch to AV just to kill a squad of three is unacceptable. It should be balanced by three versus three/four. It's much easier coordination a team in a vehicle anyway.
Somewhat agree. Tank vs tank is applicable it's just when one team gets five tanks in there's no chance in hell you're tank is even going to get dropped because they killed it before it even hits the ground.
Four heavies with forge guns is being optimistic and at one point I ran a squad with some corp-mates comprised of two forge guns, a swarm launcher, and a logistics guy with nanohives. We killed a -single- tank of the two they dropped in the entire match, the rest was spent tentatively dodging bullets and switching to sidearms to counter the infantry that kept running after us.
The only reason we killed that tank is because he stopped - by the glory of satan perhaps - while the other just kept driving a giant circle over the map making hit-and-still-running kills. We'd get a few shots off on him but eventually we figured out we'd never kill him so long as he was maintaining his top speed, never slowing down.
Further more are the tank drivers who sit on the edge of the map or on tops of hills with their back to the red zone so there's only one approach - directly infront of them.
CCP has stated they might reduce the maximum speed but **** all that will do considering they're adding Boosters/Accelerators which are more than likely going to take up the low slots that shield-tanks don't even use in the first ******* place. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:16:00 -
[10] - Quote
Iron Wolf Saber wrote:Ahem to the OP you're forgetting to drop booste for extender, and natural shield recharge into account Then bottom rowing with power diagnostics which increase shield recharge rates and amount.
What we have here is a land drake. Eith an effective EHP in the 20k+ shields.
You also forgot to take skills into account ont eh tank driver side.
Most epic response ever |
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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:19:00 -
[11] - Quote
Iron Wolf Saber wrote:Either way the natural shield regenreation on some of these buffer tanks would recharge damage lost to an assault forge gun in about 4 seconds.
Also on muraders there is natural resists too.
Oh really? Didn't know about that. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:41:00 -
[12] - Quote
Iron Wolf Saber wrote:Tech Ohm Eaven wrote:Iron Wolf Saber wrote:Either way the natural shield regenreation on some of these buffer tanks would recharge damage lost to an assault forge gun in about 4 seconds.
Also on muraders there is natural resists too. So how do you get 1500/fg skills- tankresists 500 damage fixed in four seconds?? More like 600-700 damage a shot with mods unless you want to do it all in ehp math. Shield Amounts/shields per second and from current observations the shield in dust 514 are not scaled so that 30% of shields is peak recharge. However there is a scale os some sorts as 90% shields on vehicles take the longer than 10% to rechage. How much this 'arc' goes up and down is not yet well known or understood. Where as in eve's its more like shields at 30-40% having 1.5% recharge rage vs 95% shields 0.25 rate. I unfourutnately dont sit down in front of a spread sheet to get exact numbers, maybe I should.
Build enough POSes/Stations and you learn how to jot down numbers in a hurry >_>; |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 14:52:00 -
[13] - Quote
Sha Kharn Clone wrote:yea you have a good point with that one. If you then try to flank him so his cover is no longer giving cover well he would prob just sprint away or climb up one of the hills like a goat. I'm with you buddy I hate the fact that heavys can run about and hide so easy. They need to be slower or somthing.
CCP Thought ahead of time and are implementing the Titan Heavy Dropsuit which has increased protection and less mobility.
You think I'm shitting you but I'm not. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 21:15:00 -
[14] - Quote
Alright this is getting stupid.
I'm going to finish this argument once and for all by saying this - The ONLY WAY that AV/Tanks are going to be ****ing balanced is when we stop nerfing one side or the other before we even have all the got damn features in.
Players dropping in Installations, Movement Nullifiers, new dropsuits from the next build, Minmatar/Amarr vehicles - there's a hundred things we haven't even seen yet that could influence this tide of battle but you're all focused on what this post is saying currently instead of seeing the larger picture.
I made it -very clear- that this information was concerning THIS CURRENT BUILD.
So I'll put it in big bold ****ing letters so you all get the point much more clearly.
We need to stop nerfing AV/Tanks before we have all of our features and report feedback on when things are unbalanced so that the developers understand that we need more tools to work with and less nerfs. Are we ******* done here? No? Okay well than jerk off some more until you get your final say - children. |
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