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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.11.05 06:12:00 -
[1] - Quote
They got a massive ( and i mean massive) hp boost but got a mobility reduction but the dropship would still be faster than walking and more more mobile than lavs.
Any thoughts? |
Victor 'LifeLine' Ramous
SyNergy Gaming
242
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Posted - 2012.11.05 06:37:00 -
[2] - Quote
Vermaak Doe wrote:They got a massive ( and i mean massive) hp boost but got a mobility reduction but the dropship would still be faster than walking and more more mobile than lavs.
Any thoughts?
Tbh imo there is nothing wrong with HP of Tanks or Dropships...
Missile turrets need to be nerfed, splash on them and a bit of damage needs to be nerfed. Tanks themselves are actually fine because players who are too aggressive against an organized team get killed, way it should be. |
Wako 75
SVER True Blood Unclaimed.
76
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Posted - 2012.11.05 06:40:00 -
[3] - Quote
yes the MT need to be nerfed maybe make a skill that makes the splash bigger |
Zero Harpuia
Maverick Conflict Solutions
421
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Posted - 2012.11.05 06:52:00 -
[4] - Quote
Yes. Very Yes. Maybe not a MASSIVE increase in HP, but a decent one... I'm tired of marathon tanks rushing across half the map just to cower behind their red line. |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.05 08:14:00 -
[5] - Quote
NO NO NO. Just fix swarm pathing. |
Villore Isu
Algintal Core Gallente Federation
115
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Posted - 2012.11.05 08:37:00 -
[6] - Quote
Paran Tadec wrote:NO NO NO. Just fix swarm pathing. This^ It's impossible to balance vehicles against swarms until swarms are fixed. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.11.05 11:39:00 -
[7] - Quote
There's no ideal solution. it's a lot of small tweaks that are needed.
=> SL fixed tracking against Dropships. => Dropships getting extra counter measures like flares to dodge SL (with a cooldown timer between using those) => Every missile turret getting a massive nerf in direct and splash. Light turrets even more as they are, like there names indicates... light turrets. Keep missile in their role. Reduce ROF, Raise reload time or add a real overheat system. => Raise HAVs HP but reduce efficiency of res modules. Add balance between armor and shield vehicules
HAVs should last longer in a fight but cause less damage so they can"t OS most people. Chronicles about dust says a Heavy should remain a pain in the ass of a HAV. Lowering damage done and raising its HP will make the HAV less efficient, but also with less chance of being too much of a paper made thingy against FG.
Also, it would help having real HAV fights that would last more than a minute.
Dropships ? mobility and HP are fine. It's just the broken system of missile + no real efficient way to hit them that makes them so unbalanced at the moment.
Nothing that can't be fixed. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.05 12:38:00 -
[8] - Quote
You do know with a missile that its a ******* missile and its an AOE weapon right? If you take away too much AOE it become a bullet and thats what the blaster/railgun is
I mean when artillary comes into the game that will fire a shell or it should which will cause a stupid amount of damage and have splash damage to boot like the missiles do will you cry to get that nerfed? lol course you will
At this rate none of the tank turrets are going to be useful and the tanks will just not be used
As for tanks HP yes it needs quite a buff and so do all the resistance mods, 2mil tank gets soloed by 1 basic forge gun lol balance
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Governor Odius
Doomheim
177
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Posted - 2012.11.05 12:54:00 -
[9] - Quote
Villore Isu wrote:Paran Tadec wrote:NO NO NO. Just fix swarm pathing. This^ It's impossible to balance vehicles against swarms until swarms are fixed. Swarms aren't broken. Well, that's probably not true, but they're not the main problem with the dropship meta-game right now.
Dropships need a way to avoid swarms, and since dropships aren't very nimble the only realistic way to do that is to outrun them. The problem lies in the fact that at present a dropship can be performing emergency evasive maneuvers and laying down withering fire at the same time.
If swarms get the "fix" you want, e.g. making swarm launchers always hit, you won't balance dropships, you'll remove them from the game entirely. |
Gaechti
BetaMax.
71
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Posted - 2012.11.05 13:10:00 -
[10] - Quote
Two things pretty much broke with turret imho:
1: Missile Turret vs Railgun
How comes, a railgun needs TWO shots to kill an installations shield and the MT only one?
2: Light Turret (No matter what kind) should NEVER kill a heavy in one shot |
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Sentient Archon
Red Star.
690
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Posted - 2012.11.05 14:32:00 -
[11] - Quote
Victor 'LifeLine' Ramous wrote:Tbh imo there is nothing wrong with HP of Tanks or Dropships...
Missile turrets need to be nerfed, splash on them and a bit of damage needs to be nerfed. Tanks themselves are actually fine because players who are too aggressive against an organized team get killed, way it should be.
Missile turrets in their current state are way OP. That with the damage mods and turret skills you are looking at 100% + damage. Add the Sigaris missile damage bonus and basically everyone except for a dropship or another missile tank is owned.
+1 |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.11.05 15:10:00 -
[12] - Quote
Well the thing is we have to balance around the fact that these vehicles can be lost and they cost resources when lost.
its not like halo or BF where they re spawn and having them blow up in one shot is of little to no consequence.
Then there are tonns of other metrics such as squad strength vs opposition strength. For example old style tanks before fix was probably around a 5x force multiplier its now been reduced to a 1.5x multiplier with the small missile turrets making the largest dent in kill factor.
As of right now 2 AV infantry even a bad ones could possibly kill a tank. So this would ideally average out to a force requirement to kill a tank in the same time to live window of 1 to 1, in English the amount of time a tank takes to kill these three av is nearly the same as the AV killing the fully loaded out tank.
To solution a tank feeling 'worth the cost' and to not make AV that entirely useless would be to increase the time to kill each other.
This would either mean reducing Tank damage (emphasis on small missile turret) and AV damage overall or an hp inflation we cant deal with to easily. |
Victor 'LifeLine' Ramous
SyNergy Gaming
242
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Posted - 2012.11.05 15:50:00 -
[13] - Quote
I also think not letting heavies be susceptible to spash damage is a good way to give AV a boost while not making them OP, and for those realism junkies its completely explainable. It makes it not as easy for dropship gunners to take em out |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.11.05 15:53:00 -
[14] - Quote
Vermaak Doe wrote:They got a massive ( and i mean massive) hp boost but got a mobility reduction but the dropship would still be faster than walking and more more mobile than lavs.
Any thoughts?
Tanks already reach 5 digit HP, you sure about this? |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
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Posted - 2012.11.05 16:24:00 -
[15] - Quote
EnglishSnake wrote:You do know with a missile that its a ******* missile and its an AOE weapon right? If you take away too much AOE it become a bullet and thats what the blaster/railgun is
I mean when artillary comes into the game that will fire a shell or it should which will cause a stupid amount of damage and have splash damage to boot like the missiles do will you cry to get that nerfed? lol course you will
At this rate none of the tank turrets are going to be useful and the tanks will just not be used
As for tanks HP yes it needs quite a buff and so do all the resistance mods, 2mil tank gets soloed by 1 basic forge gun lol balance
I agree about missiles. Keep splash damage, BUT, ROF should be halved.
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Wakko03
Better Hide R Die
134
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Posted - 2012.11.05 17:12:00 -
[16] - Quote
Simply put as a heavy with a forge gun, I would like to know some things......
Why is it that my aiming is interrupted by taking damage, so much more so than playing as another class (assault, logi etc) - that it is to the point where I can't even take the shot? Now I ask this because I have gotten lucky enough to get a shot off, that hits a tank or a dropship but it does not seem to do anything negative to vehicles......why doesn't it render them the same way....meaning that they should not be able to hear, they should have to re-aim too and their screen should shake and bobble.
Just how does one magically jump into a tank? It seems silly that a player can just enter the tank and leave it at will - from 360 degrees around the vehicle..... real life says it should probably take about a minute (at most) to climb into one.....and it should have only one way into it and out of it. Something similiar for dropships, it should take the pilot a bit of time to get in.
---I realize the above is a minor point, because we have droplinks that act like teleporters...etc.
Second thing relevant to the discussion is the fact that I have seen swarms that CAN NOT go into the redzone after said dropships. So why can dropships go into the red zone?
Now there also is a PROBLEM with the forge guns, while not as apparent as the Swarm Launcher's issue it is still worthy of discussion, when you shot a forge gun at a dropship or a tank there is a HICCUP sometimes. The game just micro-freezes and the shot is either in front of the vehicle or magically after the freeze right behind it.
Where the heck is this Anti-vehicle weapon I have heard about for months that stops or limits the vehicles movement?
Which since it was brought up again, I would like to know why since I am the only one on my team to pull out the fat suit kill me sign and go hunting the tank, and the tanks (and dropships) cost millions of ISK.....why does my pay not reflect the fact that I can after many deaths finally get lucky to occasionally blow it up. |
STB Vermaak Doe
558
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Posted - 2012.11.05 21:47:00 -
[17] - Quote
Alldin Kan wrote:Vermaak Doe wrote:They got a massive ( and i mean massive) hp boost but got a mobility reduction but the dropship would still be faster than walking and more more mobile than lavs.
Any thoughts? Tanks already reach 5 digit HP, you sure about this?
D*mn straight I'm sure |
BobThe843CakeMan
BurgezzE.T.F
132
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Posted - 2012.11.05 21:50:00 -
[18] - Quote
Alldin Kan wrote:Vermaak Doe wrote:They got a massive ( and i mean massive) hp boost but got a mobility reduction but the dropship would still be faster than walking and more more mobile than lavs.
Any thoughts? Tanks already reach 5 digit HP, you sure about this? I want 6 digit hp for armor tanks. they need it. Lol Also some LAV speed. :) |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.11.06 00:07:00 -
[19] - Quote
Dropships are considered light aircraft- the flying equivalent of an LAV, so why should they get tank shields/armor if they already have speed? |
Obama DAT
Doomheim
389
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Posted - 2012.11.06 00:30:00 -
[20] - Quote
Whenever i'm reading suggestions on how to balance tanks and dropships why do I never see mention of vehicles unlimited ammo and no cool down time on missle fire? I don't see anywhere in vehicle descriptions that they self-replicate their own ammo. Am I missing something here? |
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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.11.06 00:36:00 -
[21] - Quote
Obama DAT wrote:Whenever i'm reading suggestions on how to balance tanks and dropships why do I never see mention of vehicles unlimited ammo and no cool down time on missle fire? I don't see anywhere in vehicle descriptions that they self-replicate their own ammo. Am I missing something here? Blasters don't need ammo, railguns can use any random piece of aluminum, and when you fire a missile, it blasts through the planet and goes into orbit until the next time you fire- happy? |
Logi Bro
ZionTCD Legacy Rising
836
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Posted - 2012.11.06 00:50:00 -
[22] - Quote
Obama DAT wrote:Whenever i'm reading suggestions on how to balance tanks and dropships why do I never see mention of vehicles unlimited ammo and no cool down time on missle fire? I don't see anywhere in vehicle descriptions that they self-replicate their own ammo. Am I missing something here?
This. Our nanohives are limited now, so why do tanks have magical infinite replicating ammo? Plus, both other turret classes have cooldown times, so why not missile turrets? |
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