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Aeon Amadi
Maverick Conflict Solutions
1003
|
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. |
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.09.11 10:28:00 -
[2] - Quote
As a dedicated heavy forge gunner I can't tell you how frustrating it is to land a center mass hit on a tank and see the shields drop by less than 10%. It takes more than good coordination with a squad outfitted with officer or proto forge guns to really stand a chance of killing these beasts - you have to have multiple squads coordinating AND the tank driver has to make a mistake - good luck with that :/ The nerf to the heavy suit's armor made us even more vulnerable to infantry and with our pitiful movement rate snipers have a field day with us.
Seriously ccp if you want to play a tank game, WOT is already out. Please revert the poorly-conceived av nerf and reconsider the massive nerf to the heavy's armor. 25% of a heavy's armor is a LOT more than lost by those prancing little bugged-hit-detection scout pansies :( |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.09.11 10:45:00 -
[3] - Quote
Aeon Amadi wrote: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.
Your resists are worked out entirely wrong. Show the math and I'll help you out
Also I don't quite get your looking at forges. Proto swarm does 1500 with 6 in a clip. I play both AV and tanker I can tell u its fairly balanced. If the tanker is better at the game he wins. If the AV is better at the game he wins. Depends on stratagy as much as fittingand costs |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2012.09.11 10:49:00 -
[4] - Quote
Stacking penalties ftw |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.11 10:56:00 -
[5] - Quote
His calcs for resists are good
1st Module = 100% 2nd Module = 87% Damage Controls are not affected by stacking penalties
25(1.00)%+25(0.87)%+14%=60.75% |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.11 11:02:00 -
[6] - Quote
well ive been sayin all along its not all tanks in general that are OP its just the shield tanks swarms are more readily available and any suit can use em so armor tanks honestly arent a big of a deal |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.11 11:08:00 -
[7] - Quote
Mavado V Noriega wrote:well ive been sayin all along its not all tanks in general that are OP its just the shield tanks swarms are more readily available and any suit can use em so armor tanks honestly arent a big of a deal
Clearly you've never see an armor tank being remote repped properly. Remote armor reps are VERY good, far better than remote shield reps. Armor tanks also can be readily repaired by infantry with repair tools. Shield tanks are better for solo play, but with support the Armor tank wins hands down. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.09.11 11:13:00 -
[8] - Quote
Pokey Dravon wrote:His calcs for resists are good
1st Module = 100% 2nd Module = 87% Damage Controls are not affected by stacking penalties
25(1.00)%+25(0.87)%+14%=60.75%
Naa cos each is added seperately
1st, 25% 2nd 25%/100*87=21.75
So first one gives 25% Res. Second doesn't give another 21.75 added to the first 25 as its now not 25% off 100 its 25% of 75 which is 16.31
Which gives compound of 41.31 |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.11 11:17:00 -
[9] - Quote
Pokey Dravon wrote:Mavado V Noriega wrote:well ive been sayin all along its not all tanks in general that are OP its just the shield tanks swarms are more readily available and any suit can use em so armor tanks honestly arent a big of a deal Clearly you've never see an armor tank being remote repped properly. Remote armor reps are VERY good, far better than remote shield reps. Armor tanks also can be readily repaired by infantry with repair tools. Shield tanks are better for solo play, but with support the Armor tank wins hands down.
and u bring me to my next point it takes teamwork to get the best out of an armor tank a shield tank it doesnt so 4 ppl can wreak havoc while the 8 infantry go cap objectives at will
thats the problem imo |
q00t
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.11 11:23:00 -
[10] - Quote
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 |
|
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.09.11 11:57:00 -
[11] - 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
Each has counter so it sounds pretty balanced. Also I have proto swarm and have unloaded whole clips into drop ships and they still fly off. Shield drop ships are totes overpowered |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:02:00 -
[12] - 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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 12:12:00 -
[13] - 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
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!!
|
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:17:00 -
[14] - 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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 12:17:00 -
[15] - Quote
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??
|
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:20:00 -
[16] - 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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 12:22:00 -
[17] - Quote
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.
|
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 12:24:00 -
[18] - Quote
@ Tech Ohm Eaven i use buffer tanks mostly because it does let me afk for smoke brakes etc. Not lost a tank yet to smoking |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 12:25:00 -
[19] - Quote
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.
Ruthra kills my tanks every single game. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:27:00 -
[20] - 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 -
[21] - 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.
|
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 12:33:00 -
[22] - Quote
Aeon Amadi wrote: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?
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. |
Needless Sacermendor
98
|
Posted - 2012.09.11 12:34:00 -
[23] - Quote
Sha Kharn Clone wrote:@ Tech Ohm Eaven i use buffer tanks mostly because it does let me afk for smoke brakes etc. Not lost a tank yet to smoking /me is now dead set on breaking that form !! Lol. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 12:36:00 -
[24] - Quote
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. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:36:00 -
[25] - 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?
|
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 12:37:00 -
[26] - 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! |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 12:41:00 -
[27] - Quote
Needless Sacermendor wrote:Sha Kharn Clone wrote:@ Tech Ohm Eaven i use buffer tanks mostly because it does let me afk for smoke brakes etc. Not lost a tank yet to smoking /me is now dead set on breaking that form !! Lol.
eheheh well good on ya bud any tank killer is a freind of mine.
I mostly dont use em now unless the other side decide to bring them out. I had retro fitted them all with small rail guns to reduce infantry casultys but they just suck so bad even if they are suppost to be better on paper against other tanks.
Might go back to rofl stopming more peeps in them because if I'm honest not enuf tank whine threads atm or I could keep to my word and wait till the balancing comes to see if more tear production is needed.
Would like to add that I'm not even a good tanky. I have been up against good tankys and they own me. |
Beld Errmon
Tal-Romon Legion Amarr Empire
479
|
Posted - 2012.09.11 12:51:00 -
[28] - Quote
AV inf can kill a tank if its stupid, AV + a friendly tank will kill it much quicker. AV + tank to do opening damage, tank to chase it down and finish the job, dropship can fill in for this role but only if counter AV isn't swarm heavy and gunning for it, problem I see if when tanks are about, a minority of the team has to be anti inf or the team looses. rather then a minority runs tanks and AV and the majority is fighting it out with ARs, this seems wrong to me.
Hope the above makes sense, kinda tipsy. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 13:05:00 -
[29] - 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.
An ELITE FPS guy with an ELITE tank build. Oh kay then.
ELITE FPS guys with ELITE tank builds are OP.
Yeah lets buff the AV to the point where tank builds like yours are killable so that tank driving is pointless. Ok. You win.
Its not that 90 % of FPS folks are average and 10% are elite. Nope its the 90% of folks that are horrible...ok noted.
|
Azmode Deamus
Amarr Templars Amarr Empire
28
|
Posted - 2012.09.11 13:08:00 -
[30] - Quote
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. |
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Drako Death
22
|
Posted - 2012.09.11 13:09:00 -
[31] - Quote
I think a lot of this will be fixed when we can create teams instead of 4 man squads and there is a larger form of organization! I know that the TCD would not have issues due to the way we communicate with each other. Right now teaming is gimped in my perspective. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 13:11:00 -
[32] - Quote
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 on the tank driver side.
With this accounted for an assault forge gun shot damage gets nullified every 4 seconds. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:15:00 -
[33] - 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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 13:15:00 -
[34] - 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.
Yeah! its not like three heavys roll up to the side of a tank and while the tank is distracted by the empty LAV the three forge gunners kill the tank......er wait!!
Either way its a win for me since if AV is buffed then I can say kitten it! to tanks and go back to my fav. fit of heavy/SMG/forge gun combo and say goodby to all this tank fitting nonsense.
Hmmm so if I want my fav. combo buffed then I need to post a thread about how tanks are OP?? |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:16:00 -
[35] - 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 |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 13:17:00 -
[36] - Quote
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. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:19:00 -
[37] - 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. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 13:21:00 -
[38] - Quote
Aeon Amadi 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. Oh really? Didn't know about that.
Damage bonus and resistsances but they're hidden stats last time I looked at them (THANKFULLY Resists are getting dropped off on the murader next build) |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 13:25:00 -
[39] - 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.
So how do you get 1500/fg skills- tankresists 500 damage fixed in four seconds??
|
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 13:27:00 -
[40] - Quote
Iron Wolf Saber wrote:Aeon Amadi 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. Oh really? Didn't know about that. Damage bonus and resistsances but they're hidden stats last time I looked at them (THANKFULLY Resists are getting dropped off on the murader next build)
YIPEE! hides forge gun/smg combo. Part of me wants balance but part of me wants to one shot tanks with a forge gun.
|
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 13:31:00 -
[41] - Quote
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. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 13:41:00 -
[42] - 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 >_>; |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.09.11 13:46:00 -
[43] - 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.
The most I see is a shield recharge of 40 unless I use reppers and try as I might I am unable to get that number higher?? Is there a way to boost the passive shield recharge to 200 per second with out using reppers??
Anywho hopefully next build I go back to forge gunning since I am tired of hearing that its either my tank fits are bad or that I am a terrible driver.
I have yet to hear that its due to some folks being very good at AV thats resulting in my loosing tanks. And hopefully next build some of those folks that keep killing my tanks will drive tanks so that I can return the favor.
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 13:56:00 -
[44] - Quote
Yeah I used to slay tanks quite often last build and this build its like they're laughing at me. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.09.11 14:09:00 -
[45] - Quote
AV was way more balanced last build. I had a nice proto scout with Swarm Launchers who could give pretty much any tank a run for its money. It was extremely hard to kill a tank solo, but it was within the realm of possibility.
Of course I was crazy OP against infantry with the old Boundless Breach SMG and shield regen that was so fast that most people didn't realize they had ever damaged me.
Things seem to be improving, though. It's still nigh impossible to kill tanks faster than the enemy can call more in, but with more people at least trying AV stuff it's possible to beat the HAVs back from objectives. A match yesterday had two enemy tanks that went a combined 50/0 while losing handily because we'd just respawn with AV 'nades en masse and force them to retreat.
With the upcoming HAV changes, we may actually see more dropships and non-militia LAVs on the field. (They've been the real losers in the AV/HAV nerf war.) |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.11 14:11:00 -
[46] - Quote
q00t wrote: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. Why? The dropship is the equivalent of a transport helicopter with two door gunners, not the Dust analogue of an attack helicopter. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 14:21:00 -
[47] - Quote
Tech Ohm Eaven wrote: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. An ELITE FPS guy with an ELITE tank build. Oh kay then. ELITE FPS guys with ELITE tank builds are OP. Yeah lets buff the AV to the point where tank builds like yours are killable so that tank driving is pointless. Ok. You win. Its not that 90 % of FPS folks are average and 10% are elite. Nope its the 90% of folks that are horrible...ok noted.
Um hello this is my first FPS on any console so give the Elite stuff a rest only found out 2 weeks what ADS stands 4 . The whole point is I'm not pro yet I can ROFL stomp AV teams with my god tank.
Also I dont know if AV buff is the way to go. I mean what then happens to LAV's and dropships ?
I'm sorry I made you mad |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 14:25:00 -
[48] - Quote
Aeon Amadi wrote: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
Yep land drakes are the way to go against AV infantry thats 4 sure.
Only thing in New Eden more OP than the Drake is a Dust drake tank lolz |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.11 14:35:00 -
[49] - Quote
A tank is a KITTEN TANK!
Even a forge gunner should have trouble. it MUST take a team effort.
trus me, it is equally frustrating having a forge gunner bunny hopping around, or popping up from cover with a charged gun let loose a round, and then go back into hiding. We can't hit that, so NERF Forge guns!!!
See a trend here. STFU, learn to play. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 14:38:00 -
[50] - Quote
You and your 2 gunners with aoe weapons cant hit a slow moving fatsuit ? Your prob right i bet hardly any hvy forge gunners get killed by tanks |
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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.11 14:42:00 -
[51] - Quote
Sha Kharn Clone wrote:You and your 2 gunners with aoe weapons cant hit a slow moving fatsuit ? Your prob right i bet hardly any hvy forge gunners get killed by tanks
Not if he's hiding behind something. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 14:46:00 -
[52] - Quote
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. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 14:52:00 -
[53] - 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. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 14:54:00 -
[54] - Quote
Dewie Cheecham wrote:A tank is a KITTEN TANK!
Even a forge gunner should have trouble. it MUST take a team effort.
trus me, it is equally frustrating having a forge gunner bunny hopping around, or popping up from cover with a charged gun let loose a round, and then go back into hiding. We can't hit that, so NERF Forge guns!!!
See a trend here. STFU, learn to play.
shouldnt take 16 people to kill a single tank on a 12 player map though. |
Darky Kuzarian
Royal Uhlans Amarr Empire
143
|
Posted - 2012.09.11 14:55:00 -
[55] - Quote
My first experience with tanks was when Sha Kharn gave me one ( a gonlugi?) it took few seconds to get used to the controls then i took off people start firing SL from everywhere first i was afraid my tank will go boom but i noticed that every time they drop my shield i just need drive away for a second and it regenerate like nothing happen!
I went 8-0 i know its nothing compared to other HAVs driver and that because i was killing ONLY vehicles i didn't fire single shot at infantry i hate killing people with such cheap tool so i spent most of the match roaming around and ate every single swarms sent at me i think the most critical point during that match was when my shield dropped 50% lol
so yes tanks drive them self and they are a win buttons there is no such skilled HAV user
Edit: i was alone on the tank and it has only rail gun blaster, am sure if i went after infantry i would have 25+ kills |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.09.11 14:56:00 -
[56] - Quote
Dewie Cheecham wrote: a forge gunner bunny hopping
Did I actually just read this????
Wow, yea you're definitely a tank driver >_< |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.11 15:02:00 -
[57] - Quote
DUST Fiend wrote:Dewie Cheecham wrote: a forge gunner bunny hopping Did I actually just read this???? Wow, yea you're definitely a tank driver >_<
No man havent you seen them ? I just dont understand how they can jump so high and they just dont stop ..its like why cant my scout suit jump like that
Also wtf titan hvy suit lamo thats gona be one lonely guy if he falls out a dropship way out in the sticks. lol see you in 10 mins buddy .. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.11 15:08:00 -
[58] - Quote
Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead?
TLDR tanks don't necessarily need to die more. They need to be more fun to play against. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 15:10:00 -
[59] - Quote
So anyways Some stats
Sagaris w/ max support skills 3900 shields (EHP 4875 natural shields resists) and 1250 armor 127.5 second recharge time from 0 to 100% sihelds, we assume no linear math in this number. or 29.9 shields a second (EHP repaired is 37.75 shields a second) 437.5 CPU 2300 PG 5 highs 3 lows
This leads me to belive the OP's 6k number is way off vs a fitted sagaris. Best LSE makes this above over 6085 and with resists you're shooting at 7,605 effective shields. This unfourtunately doenst count the LSE 25% bonus from shield management |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 15:10:00 -
[60] - Quote
Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead?
Which is why I liked the last build alot, tanks didnt murder everything quickly HAV pilots acutally had to upgrade thier guns. |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.11 15:13:00 -
[61] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead? Which is why I liked the last build alot, tanks didnt murder everything quickly HAV pilots acutally had to upgrade thier guns.
This isn't true at all. Tanks were way more powerful last build by pure math. Just proving it's not the numbers that are causing the most problems. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.09.11 15:15:00 -
[62] - Quote
last night, me and my group ran into a game where the enemy tank had 5,yes 5 tanks; none of which were militia fit. There was 2 Sag's, 2 Gung's and a Surya. B/t me, and my 2 buds we were only able to take out 1 tank (a Gung), but that was with us using 2 proto FG and 1 proto SL plus AV nades.
We all had to go through one full mag, and into a 2nd ... and only reason we got him, was b/c he got stuck against a wall ; as we were chasing him around the map for about 5min.
So yeah, where you have guys each putting 1400 damage 12 times w/ guns, then add AV nades on top, and still not be enough to take out a tank in a acceptable time, there might be a slight problem; as tanks can easily get out of the area much faster then we can, and by time we re-encounter they were fully repaired, and had to repeat the process over and mainly cost us our fits. B/t the 3 of us, i think we lost close to 2.5 mil in fittings trying to rid the field of tanks |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.11 15:17:00 -
[63] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead? Which is why I liked the last build alot, tanks didnt murder everything quickly HAV pilots acutally had to upgrade thier guns. This isn't true at all. Tanks were way more powerful last build by pure math. Just proving it's not the numbers that are causing the most problems.
It is not the tanks. It is the tank drivers that are OP. They are good, so by all means, lets nerf them :P
Really, I'm getting tired of this old spiel about tanks being OP. They really are not. A few items are underpowered really, such as the turrets health (the turrets guns themselves are nightmares now)
And we haven't even seen the biggest Anti-AV modules on the field yet. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.11 15:19:00 -
[64] - Quote
It's still the terrain as the number one culprit. There are three objectives between 2 maps a tank can't easily cover. How does that promote balanced gameplay?
Also by pure math tanks lost at least 15% of their health and over 60% of their attack power. 25% AV damage nerf was necessary to stop 2 people from alpha killing tanks (making them useless for team games which is the opposite of what people want) but the maps got worse (more open) and aerial mobility is no longer free. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.11 15:28:00 -
[65] - Quote
Either way Ill do a real math post later, EHP estimates by alot of folks are entirley wrong. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 16:03:00 -
[66] - Quote
I've been reading both sides of the debate and figured I'd throw out my observations.
While I hear the expense and three men in a tank arguments I don't see them as valid. Yes, they are expensive per unit, but not so much per use if you only loose one every 5-10 matches. It also only takes one man per tank to drive and shoot, so you don't need to tie up two more guys, they can each drive one of their own.
So I see a tank as equivalent to a dropsuit and weapon. It's got shields, armor, rep, mobility, and a gun. Basically a super heavy. It does have the downside of a large hitbox and being lockable by swarms, but in every other aspect it is orders of magnitude more powerful than any dropsuit you can fit. Does anyone have an argument they can state against this position?
One downside for conventional tanks is that they can't go everywhere, but as previously stated our current maps are wide open.
Now part of me has always loved tanks and I know in my heart that they should be very scary behemoths. You shouldn't be able to take one out easily, so what do you do? You have one guy wielding the power of ten men.
As I see it, the tank is currently missing its natural peditor, the gunship. Modern tanks fear the A-10 which can cut them in half with depleted uranium slugs from its Gatling gun. Then there are precision bombers who scream in before a tank can find cover and drop guided munitions that can take them out in one punch. DUST has no equivalent, and without a natural preditor this beast multiplies until it consumes all its food source.
I am hoping to see one of these natural preditors introduced in the next build. Then (if the gunship doesn't just replace the tank as a good for everything role), we will see a balance. |
q00t
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.11 16:12:00 -
[67] - Quote
Wolf Ritter vonKaldari wrote:q00t wrote: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. Why? The dropship is the equivalent of a transport helicopter with two door gunners, not the Dust analogue of an attack helicopter.
your reading 'dropship' too literally; read Skihids' post for essentially what was meant:
Skihids wrote:As I see it, the tank is currently missing its natural peditor, the gunship. Modern tanks fear the A-10 which can cut them in half with depleted uranium slugs from its Gatling gun. Then there are precision bombers who scream in before a tank can find cover and drop guided munitions that can take them out in one punch. DUST has no equivalent, and without a natural preditor this beast multiplies until it consumes all its food source.
I am hoping to see one of these natural preditors introduced in the next build. Then (if the gunship doesn't just replace the tank as a good for everything role), we will see a balance.
An A-10's a fixed wing aircraft; Apache's are more analogous imo; on board with the sentiment tho.
But as I said before, this also has to be balanced with whatever AV infantry has available, and also, as raised above, the map terrain - from a flying point of view there's very little for a drop ship to hide behind to break missile lock, and if your spawn camped (ie the rest of the map is enemy controlled) you haven't got anywhere to fly to that isn't dangerous. |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.09.11 16:18:00 -
[68] - Quote
Tanks are expensive. Even with militia builds there expensive. Some people dont have the money to buy tanks to counter tanks. When the only counter to tanks is tanks, theres no reason to skill anything else.
As I have always said you dont have to nerf tanks to balance them. Just make War points match dependent.
You start with 0 war points then you gain them for preforming tasks during the match. This causes the match to escalate instead of having it start with 5 tanks and one team getting steam rolled.
I like to cite Tribes Ascend as an example. You Earn the ability to deploy tanks shrikes, supply depots and orbital strikes and air strikes. You dont start the match with them you earn them. |
q00t
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.09.11 16:19:00 -
[69] - Quote
Aeon Amadi wrote: 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
I also wouldn't have said infantry should be chasing vehicles around a map, they should be used to secure locations, so chasing vechles off is actually an acceptable result. Air vehicles or other tanks should be chasing tanks, which should then be retreating back to areas that are secured by friendly infantry (which will provide the tanks with defense against air threats whilst they can turn round and engage pursing ground vehicles). |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 16:32:00 -
[70] - Quote
Corban Lahnder wrote:Tanks are expensive. Even with militia builds there expensive. Some people dont have the money to buy tanks to counter tanks. When the only counter to tanks is tanks, theres no reason to skill anything else.
As I have always said you dont have to nerf tanks to balance them. Just make War points match dependent.
You start with 0 war points then you gain them for preforming tasks during the match. This causes the match to escalate instead of having it start with 5 tanks and one team getting steam rolled.
I like to cite Tribes Ascend as an example. You Earn the ability to deploy tanks shrikes, supply depots and orbital strikes and air strikes. You dont start the match with them you earn them.
Maybe for High-sec or gladiatorial matches, but I can't see the logic for such artificial restrictions in normal battles. We need the Rock/Paper/Scissors of natural preditors to form a natural balance. Tanks need air cover from installations or dedicated AA teams, air superiority must be won by destroying AA assets, probably by fighters that aren't much good against infantry, etc. |
|
woess
Kanalanal
23
|
Posted - 2012.09.11 16:39:00 -
[71] - Quote
Yeah Tanks are op....
ccp can i has mines ? |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 19:53:00 -
[72] - Quote
I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. |
Roy Ventus
Foxhound Corporation
172
|
Posted - 2012.09.11 19:59:00 -
[73] - Quote
I say just make them slower in both speed and weapon turning. That OR bring out some specific AV grenades that don't do damage but rather cut down the speed or cut out barriers. Seriously. Just make these grenades fairly expensive, so that Mercs can't just throw them like hot potatoes, and I believe that's all we need. |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 20:00:00 -
[74] - Quote
Roy Ventus wrote:I say just make them slower in both speed and weapon turning. That OR bring out some specific AV grenades that don't do damage but rather cut down the speed or cut out barriers. Seriously. Just make these grenades fairly expensive, so that Mercs can't just throw them like hot potatoes, and I believe that's all we need.
Y U HAVE NO LIKES??????
EDIT: fixed that problem ;) |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.11 20:27:00 -
[75] - Quote
Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build.
Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you.
Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside.
I'm still waiting for a tanker to debate this point with me. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.11 20:44:00 -
[76] - Quote
q00t wrote:your reading 'dropship' too literally; read Skihids' post for essentially what was meant: He's arguing via realism, by the same measure I could argue that another tank or av weapon of equal weapon should one shot a tank, because the silver bullet, the disposable AT rocket, and the man-portable ATGM are also the, to follow his metaphor, "natural predators of the tank". |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.11 20:44:00 -
[77] - Quote
Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me.
lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.09.11 21:15:00 -
[78] - 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. |
Sparten 269
Villore Sec Ops Gallente Federation
89
|
Posted - 2012.09.11 21:35:00 -
[79] - Quote
If tanks are made easy to kill for everyone they would no longer be tanks but a hunk of useless metal. No one would spec into them because it is expensive to do so. And heavies would have few people using them because every class can weild a swarm launcher.
Please explain why ccp should do this. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.11 23:55:00 -
[80] - Quote
Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m.
In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams.
And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle. |
|
Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.12 00:02:00 -
[81] - Quote
Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And it has been this way ever since, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle.
+1
shhhh... you'll give the kiddies nightmares.....
in other news,.... anti-material sniper rifle is still broken .....hurry up already CCP :) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.12 00:05:00 -
[82] - Quote
Saying you can blow up an Abrams with an RPG-7 is just asinine. A well placed hit will disrupt the treads. That's quite a bit less impressive than actually destroying such a monster. But it is winning the fight. Unfortunately DUST has nanites so location damage can be quickly repaired. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.12 00:23:00 -
[83] - Quote
Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty.
I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters.
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.09.12 00:28:00 -
[84] - Quote
Skihids wrote:Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters. What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation. I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside? |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.12 00:48:00 -
[85] - Quote
Drako Death wrote:I think a lot of this will be fixed when we can create teams instead of 4 man squads and there is a larger form of organization! I know that the TCD would not have issues due to the way we communicate with each other. Right now teaming is gimped in my perspective.
this works both ways btw #justsayin just because u can form larger parties doesnt mean the enemy cant as well and u prob might see more tank play and also more support covering tanks when they have their infantry buddies running around as well
at some point ppl will also have to realise that if a team has more than 2 tanks then honestly u should also have some tanks on the field
a team that utilizes ALL of the aspects of the game (infantry, vehicles etc) will have a leg up over a team that only utilizes one aspect of gameplay.
in competitive BF3 1 person cannot solo a tank and on pubs good tankers rarely get blown up in BF i do think AV needs a slight buff along with other stuff like caps and ewar coming into play and Flux nades being fixed that would help solve the problem |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:05:00 -
[86] - Quote
Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle.
unless I am mistaken(which I might be I wasn't there) 1 person didn't shoot an RPG at a tank it was a squad of people ambushing said tank. another thing I'm also betting that they didn't shoot their AR's at the tank then wonder why it turned around and killed them -.- |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.12 01:12:00 -
[87] - Quote
Skihids wrote:Thor Thunder Fist wrote:[quote=Skihids][quote=Thor Thunder Fist]
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside?
So you agree that it's a one man Titan and believe that the only limitation that power needs is but more map restrictio?
How much of the map should it have access to? |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:18:00 -
[88] - Quote
Skihids wrote:Thor Thunder Fist wrote:Skihids wrote:Thor Thunder Fist wrote:I'd be fine with a turret damage reduction across the board(again) but with an HP increase there have been several times today where militia swarms have gotten through my shields when there were 3 people shooting at me(which is appropriate because 3 people fit in a tank) tanks are fine maybe they reach there top speed too quickly but there HP isn't the problem maybe the regen is but not the hp I often go around 20-0 in a round with my tank and range from 30-80k sp depending on how many RDV's I kill in said round. pretty much suck it up tanks were worse last build. Yes, you can carry a couple team mates around and hand them assists, but you don't require them. Each of them can call in their own and run along with you, or pick up a gun and kill the AV guy before he can get close to you. Right now a tank is the equivalent of a super duper heavy proto suit that one man can strap on. It has superior armor, shields, rep, mobility, CPU, PG, and weapon slots than any other suit you could possibly build. It is faster than a scout, has more HP than a dozen heavies, more rep, and a gun that's over a magnitude better than anything a heavy can carry, and it never runs out of ammunition. Other than not being able to hack, having a large hitbox, and being swarm lockable, there is no downside. I'm still waiting for a tanker to debate this point with me. lack of mobility is a downside there are a lot of spots tanks can't go. well shouldn't I know it's fun taking a joyride down the side of a mountain. and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? arn't tanks supost to dominate infantry? maybe the heavy needs something like in Valkyria Chronicles where Lancers(AV Units) had explosive resistant armor(some weird thing that lets you survive multiple tank shells to the face) I donno I don't think there is much trouble from what I gathered on this thread 11 shots from a forge gun kills a tank sounds like a lot but when you have 3 guys thats around 4 shots each think the charge up is 3 sec each shot so in 12 sec the tank goes from full hp to empty. I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters. What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation. I haven't gotten either so far, just side tracking. What say you to my question?
well then let me have a crack at refuting it.
1. it's not upright it's laying down 2. it's on wheels 3. 3 people can fit in the tank 4. lets see you outrun a tank going at 1/2 speed to (compensate for you not running as fast as a scout suit)(yes the acceleration is a little too high right now but not the speed) |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:21:00 -
[89] - Quote
Skihids wrote:Skihids wrote:Thor Thunder Fist wrote:[quote=Skihids][quote=Thor Thunder Fist]
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
The same thing I always say, the problem is the maps, not the stats. The turrets are a bit too multipurpose, but fundamentally the mobility restrictions (separate from limitations) are not sufficient. Who builds a hyper-expensive space defense facility and then leaves the command console for the gun outside? So you agree that it's a one man Titan and believe that the only limitation that power needs is but more map restrictio? How much of the map should it have access to?
dude repost please think you screwed up the quoting cause it looks like you just asked yourself a question.... |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.12 01:22:00 -
[90] - Quote
Thor Thunder Fist wrote:Skihids wrote:I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters.
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
well then let me have a crack at refuting it. 1. it's not upright it's laying down 2. it's on wheels 3. 3 people can fit in the tank 4. lets see you outrun a tank going at 1/2 speed to (compensate for you not running as fast as a scout suit)(yes the acceleration is a little too high right now but not the speed) So what you're saying is...it's like a super dropsuit, but better?
That doesn't sound like a refutation. |
|
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2012.09.12 01:25:00 -
[91] - Quote
Goric Rumis wrote:Thor Thunder Fist wrote:Skihids wrote:I already acknowledged that this super duper Titan suit is too large to go everywhere, but it can go just about everywhere that matters and faster than a scout to boot so that's hardly a limitation that matters.
What I want is either a recognition from a tank driver that he basically has a Titan suit or a convincing refutation.
I haven't gotten either so far, just side tracking. What say you to my question?
well then let me have a crack at refuting it. 1. it's not upright it's laying down 2. it's on wheels 3. 3 people can fit in the tank 4. lets see you outrun a tank going at 1/2 speed to (compensate for you not running as fast as a scout suit)(yes the acceleration is a little too high right now but not the speed) So what you're saying is...it's like a super dropsuit, but better? That doesn't sound like a refutation.
no I'm saying it's not a suit..... |
Sparten 269
Villore Sec Ops Gallente Federation
89
|
Posted - 2012.09.12 03:52:00 -
[92] - Quote
Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle.
Oh yeah, forgot we were talking about old and modern tanks not futuristic supertanks!
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STB Vermaak Doe
558
|
Posted - 2012.09.12 04:04:00 -
[93] - Quote
Sparten 269 wrote:Wolf Ritter vonKaldari wrote:Thor Thunder Fist wrote:and just think about what your saying for a minute if there was an uber downside that would let an infantry men kill a tank why would tanks have been invented? In World War I the German Empire developed the Patrone SmK Kurz 7.92mm for the Gewehr 98 which could penetrate up to 12-13mm of armor at 100m, the British Mk I-Mk III tanks had 12mm of armor. In June 1917 the UK came out with the Mk IV which rendered it useless by using a better steel but still keeping 12mm thickness, the Germans responded a year later with the Mauser 1918 and it's 13.2mm Tank und Flieger which could penetrate 22mm of the higher grade steel at 91m and 19mm at 500m. In WW2 the very first of the Panzerfaust, Faustpatrone, could penetrate up to 140mm of RHA and was available in 1942. The earliest US and Soviet tanks to be able to laugh off a direct hit to the front glacis plate (the most heavily armored part) were the M60 Patton that was made in 1960 and the T-64 in '63. The Germans also had by 1944 the Panzerfaust 60, which could penetrate up to 220mm of armor. The Soviets being ahead of us in armor schemes up until recently were able to beat it with the T-64, we didn't have one until 1979 when we made the Abrams. And this has always been the case throughout human history, offensive abilities always outpace defensive ones. So, yes, whilst the tank has been the fear of the infantryman, that is only because it is impractical for a sufficient number of troops to be equipped with the latest of anti-tank weaponry, the ones that were equipped with the latest in anti-tank weapons, however, were capable of destroying tanks with hilarious ease such that even an RPG-7 with a PG-7VT tandem warhead was capable of crippling the most heavily armored tank in the world with a single shot as was such when in 2003 Iraqi insurgents knocked out an Abrams by hitting it in a left-side rear panel and a man portable Metis-M ATGM can penetrate the armor of an Abrams from any angle. Oh yeah, forgot we were talking about old and modern tanks not futuristic supertanks!
And like he said, with futuristic tanks comes futuristic weapons that currently don't do **** |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.09.12 04:58:00 -
[94] - Quote
The map in the OP is wrong. It isn't 100% - ( (resist 1) + (resist 2)(0.87) + (resist 3)(0.57) + (resist 4)(0.28) + (damage control unit) ) = damage taken It actually is (100%) (100% - resist 1) (100% - (resist 2) (0.87) ) (100% - (resist 3) (0.57) ) (100% - (resist 4) (0.28) ) (100% - damage control unit) = damage taken
Essentially, if my resists are set up to reduce my damage by 25%, so that if I would take 4 points of damage I would instead take 3, and then I add a damage control unit that reduces damage by 14%, It does NOT remove 14% of the first 4 points of damage, it cuts the 3 points of damage by 14%. Resists are added sequentially, NOT simultaneously. |
RedBleach
50
|
Posted - 2012.09.12 08:19:00 -
[95] - Quote
Noc Tempre wrote:Why do people want to change the dynamics so a tank is destroyed faster but still destroys everything very quickly while it is alive? Wouldn't it be more interesting for the tanker and the infantry if the battles lasted longer and gave room for more tactics by balancing the turrets and terrain instead?
TLDR tanks don't necessarily need to die more. They need to be more fun to play against.
That is the best point I've heard yet. UNNERF the suits, Rebuild them, make some shield bubble grenades (one way - to shoot out of), etc. just do something to make it fun.
It is fun to kill a tank, I've done it once on this recent build. it took 9 AV grenades, I was behind a crate, open sky, tank right in front of me and I was standing on a nanohive... it was pandemonium. A one time deal, I'm sure. |
RedBleach
50
|
Posted - 2012.09.12 08:26:00 -
[96] - Quote
Roy Ventus wrote:I say just make them slower in both speed and weapon turning. That OR bring out some specific AV grenades that don't do damage but rather cut down the speed or cut out barriers. Seriously. Just make these grenades fairly expensive, so that Mercs can't just throw them like hot potatoes, and I believe that's all we need.
I take it that you take down tanks all the time then? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.09.12 10:27:00 -
[97] - Quote
Mavado V Noriega wrote:well ive been sayin all along its not all tanks in general that are OP its just the shield tanks swarms are more readily available and any suit can use em so armor tanks honestly arent a big of a deal
Yes, as shield tanking is way too efficient compared to Armor Tanking. For vehicles OR infantry as a matter of fact. See the post i started on that. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.09.12 17:35:00 -
[98] - Quote
Noc Tempre wrote:Saying you can blow up an Abrams with an RPG-7 is just asinine. A well placed hit will disrupt the treads. That's quite a bit less impressive than actually destroying such a monster.. The instance in 2003 did not cause the tank to throw a track, as I said it was a shot to the rear side of the tank which hit a fuel compartment which proceeded to flood the engine.
Thor Thunder Fist wrote:unless I am mistaken(which I might be I wasn't there) 1 person didn't shoot an RPG at a tank it was a squad of people ambushing said tank. another thing I'm also betting that they didn't shoot their AR's at the tank then wonder why it turned around and killed them -.- You are mistaken, you're thinking of different incidents (probably one where the open hatch directed fragments into the crew compartment) involving standard PG-7V and PG-7VL warhead which an Abrams can take all day, the incident I'm speaking of involved the use of a much more advanced PG-7VR tandem warhead.
Sparten 269 wrote:Oh yeah, forgot we were talking about old and modern tanks not futuristic supertanks!
Oh yeah, I forgot the denizens of New Eden are blithering ******* retards whose weapons don't utilize the more advance manufacturing processes, chemical and material advances, or handwavium that the tanks do. How silly of me to assume EVE and Dust had a consistent background. I mean it's not as if you could have AT missiles with shield projectors of their own with their shields geometrically orientated specifically to bypass shields and penetrate armor. That'd make too much sense. |
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