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Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.09.14 15:25:00 -
[1] - Quote
Honestly I think the build before this one was the most balanced when it came to HAVs and AV weapons. I specced into HAVs and I felt sufficiently strong but still had to be wary of assault forge guns or sustained swarm fire because I could get my ass kicked if people made a group effort to kill me. Really the only change that should have been made was increase the prices to where they are now, the attributes for AV and HAVs felt pretty close to being where they should be.
I'm not entirely sure CCP decided to make so many drastic changes to HAVs and AV in this current build, as I felt it was a move away from a better balance. Now with the current hotfix (I have no tested it out quite yet) but looking at the changes to resistance modules and whatnot, I can imagine how quickly tanks are being taken down. Now if this is preemptive for the release of pilot suits where suit bonuses and passive vehicle bonuses for skill levels will sufficiently buff tanks to compensate for their recent nerf, but not to the overpowering level they were pre-hotfix...then this may be a move in a better direction. Unfortunately I think Pilot suits and passive bonuses will be a massive factor, so it's difficult to really make an accurate analysis of the current balance. We'll just have to wait and see what the next build bring and go from there. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 15:35:00 -
[2] - Quote
Maximus Stryker wrote: (Side note, a week or so ago there was a prominent tank player on my team so I decide to jump in his tank to see what he has on it, try and learn a few things as I usually try and hunt him with my squad (doing a little reconnaissance) and what do I find but an awesome main turret for him to use and two literal pea shooters on the small turrets. I have to assume this is for two reasons, one to deter people from catching a free ride and stealing his kills and two Maybe...maybe he doesn't have the PG/CPU for better small turrets? Seemed like he was geared for a solo operation to me.)
Honestly the resource use of small turrets is so small there is really no excuse to not max them out. When I run HAV (and I've really started not to anymore simply because they've left a bad taste in my mouth) I always fit the best small turrets, then fit my defenses, and then whatever is left goes into my main turret. Kind of like I mentioned in my previous post, in the last build your small turrets are what kept you alive, so I always show them as much love as I can...the main turret is strong enough, and really only needs to be upgraded if you're intending to fight other HAVs |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:02:00 -
[3] - Quote
Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry.
Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:13:00 -
[4] - Quote
Mobius Wyvern wrote:Pokey Dravon wrote:Mobius Wyvern wrote: If you could get it at his feet while he was stationary, why didn't you just put it right through his chest? That's what I always used to do. Don't rely on the splash damage..
I agree, I use a railgun on the tank and when they buffed the **** out of the splash damage this build I though "uhhhhhwut?" it turned the railgun into an infantry eating machine which doesn't seem right. Its so stupidly easy to get kills with the 400+ splash damage on the railgun I felt bad using it. in the E3 build you really had to get a direct hit with it, and that felt very reasonable to me. It required more skill and forced people who wanted to be able to kill other HAVs to need support gunners to deal with infantry. Again, HAVs in E3 build was FAR better and I think we need to move towards where it was at that point. Admittedly, the HAVs in the E3 build were a bit overpowered against infantry, but part of that was due to an inability to coordinate since you never even knew who you'd be playing with. Also, the AV grenades were a joke, and the REs were far more effective against infantry than vehicles. See, what you're really seeing here is that they seem overpowered in comparison to the performance of the tools used to kill them. I don't think we'll see an end to this debate until they have a hard counter. A vehicle one, not an infantry weapon. If anything, I would support a return to the full capability of AV weapons at the beginning of this build, the Forge Gun being returned to its old range, and the implementation of a Gunship vehicle, as that's what such helicopters are used for in real life. With those in place, you could return HAVs to their E3 build effectiveness (though I still support separate driver and gunner positions) and they would no longer feel like unstoppable juggernauts while still remaining effective assets. Heck, since they're HAVs and not just tanks, allow them to carry guided SAM launchers and flak cannons as turret options to provide a hard counter against heavier air targets.
Oh by no means do I think the E3 build was perfect in terms of vehicles and AV, but you have to agree things felt more balanced than they are now. With the addition of pilot suits and passive skill bonuses, I think a nerf to vehicles was in order since those additions would ultimately buff them back up.
Even so my point being that HAVs need to be strong since they are after all tanks, however with some teamwork a team with moderate AV should be able to make that HAV run for its life. A well coordinated group with good AV weapons should be able to outright kill it. I think we were far closer to that dynamic in the last build than we are now. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:20:00 -
[5] - Quote
Mobius Wyvern wrote: Exactly. It should require teamwork to take down an HAV. The only issue is that it should require an equal or greater level of teamwork to operate one.
I have mixed feelings about the idea of separating the pilot and the main turret of HAVs, but I would not freak out if they went that direction with it. I certainly felt like the E3 build focused more on support because solo tanking was FAR more dangerous than doing it with support gunners, especially if you used a railgun. I mean I don't want to sound like a broken record here, but CCP...you're not taking HAVs and AV in a good direction, please re-evaluate where you're taking it. Admittedly we need to wait for passive bonuses and pilot suits before making judgment...but I'm still concerned about the writing on the wall. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:26:00 -
[6] - Quote
Paran Tadec wrote:Mobius Wyvern: "Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced."
Thats what I'm saying. This morning I lost a well fitted, well tanked gunnlogi to one militia swarm. Can't get close enough to him to use blasters effectively, so running is the only option, which doesnt work on more open maps where your only cover from terrain is the rock spires.
I think that maps sucks for anyone who isn't a sniper haha. Though have they fixed pathing for swarms? because I swear to god whenever I try to use them on that map the rockets say "Hell with the lock!" and target the nearest spire. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:32:00 -
[7] - Quote
Paran Tadec wrote:Pokey Dravon wrote:Paran Tadec wrote:Mobius Wyvern: "Yes, if you get a group of people working together to kill one of those things, it should go down. But that's what it should require, not a single guy with a proto swarm blowing them up on his lonesome and saying everything is balanced."
Thats what I'm saying. This morning I lost a well fitted, well tanked gunnlogi to one militia swarm. Can't get close enough to him to use blasters effectively, so running is the only option, which doesnt work on more open maps where your only cover from terrain is the rock spires.
I think that maps sucks for anyone who isn't a sniper haha. Though have they fixed pathing for swarms? because I swear to god whenever I try to use them on that map the rockets say "Hell with the lock!" and target the nearest spire. Pretty much, swarms path still wonky. Straight into objects sometimes, and other times they stop on a dime, do 180's and hit their target. The last one is usually when a skilled dropship pilot (Sin3) dodges them.
I like when they instantly do a 90 degree turn on a dime, fly 5 meters, do another 90 degree turn, then run into some random object. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 16:37:00 -
[8] - Quote
lets not reduce this thread to a gripe-fest about "skill" and "noob weapons". |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 17:09:00 -
[9] - Quote
Paran Tadec wrote:Mira Adari wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire.
If someone gets that close to you, they should be rewarded by being able to do more DPS. Thats like complaining shotguns do too much damage if they get close. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.14 17:26:00 -
[10] - Quote
Paran Tadec wrote:Pokey Dravon wrote:Paran Tadec wrote:Mira Adari wrote:Paran Tadec wrote:Nope, not exaggerating, and certainly not any more exaggerated than "wha wha tanks are unstoppable". Try it yourself. Tanks can't run anymore, and the railgun is useless against anything other than a stationary vehicle or a turret installation. Tried to kill a forge gunner who was standing still, put the **** right at his feet but it didnt so squat.
You know... that is the idea...Tanks are not solopwnmobiles designed to squash hordes of infantry. You are supposed to kill the big guns (other tanks, turrets), while your support (infantry on foot, not passengers with small turrets) keep the heavies at bay. Thats generally what I do, however, my infantry can now no longer engage swarmers and forgegunners due to their massive range, with one possible exception. Even if a swarmer got at close range that my infantry could kill him, he can just dumbfire spam rockets into the tank, because they do not require a lock to fire. If someone gets that close to you, they should be rewarded by being able to do more DPS. Thats like complaining shotguns do too much damage if they get close. Well, people can spawn anywhere currently. Spawning should be restricted to bases and clone units. The problem is more prevalent in ambush matches, and it allows tankers and dropship gunners to own objectives by constantly shelling them because. Also, previously I could pop them with a well placed tank round to prevent them getting that close. Not anymore I feel.
You can still pop them off, it just requires more skill because it has to be a direct hit. Even so, no tank should be safe without 2 support gunners WITH active communication. Since the pilot has the widest field of vision, they need to be calling out infantry targets to their support gunners since the support gunners are really the best equipped to deal with nearby infantry threats. The main turret isn't helpless...but it should be difficult to use, especially if you go with a railgun.
For ambush, random spawning is really necessary lest people spend 80% of the match running to the battle...that's not going to fly. As for Skirmish, I just consider objectives as indestructible CRUs, I don't think people spawning at a location they captured is unreasonable.
As for your range concerns, in EVE, missiles and railguns have the longest ranges in the game, and since swarms are missiles and forge guns are basically railguns...this seems reasonable. The fact that railgun range got reduced is kinda stupid in that regard, but it does make the sharpshooter skill actually useful so I don't mind that so much.
The key is that some maps are simply not going to be good for tanks, and that's exactly how it should be. Plateaus for example is a HAV's wet dream, whereas Communications can be a nightmare if a dropship shows up. I mean this goes for any weapon, not just vehicles. I run a shotgun and SMG, and the Spire map is HORRIBLE for me since I need to run towards a firing squad of snipers across an open field...thats just the nature of the game. No weapon, vehicle, role, or class should be effective in all situations, because if it is then everyone will spec into that all the time and it kills the diversity of the game. Unfortunatly with this build, because AV got hit so hard, it made HAVs pretty damn effective in almost any situation (Trust me, when I drive one its MUCH easier this build because AV weapons are so horrible) and as a result so many people specced into them...that's not good. |
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