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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.18 04:17:00 -
[1] - Quote
This probably won't be very popular opinion, but I think I should at least say it.
From what I heard and read from various interviews, despite its depth and hardcore nature, Dust 514 is also supposed to be something you can just jump in and play for some quick fun. Something poses a great threat to that kind of experience; the HAVs (tanks). HAVs are designed to take multiple anti-vehicle (AV) players to take down; so even if someone is playing as a heavy with a forge gun, its virtually impossible for that person to destroy the tank. Taking down a tank requires a level of teamwork that's almost exclusively seen in organized corps, while a tank can turn a battle into a one-sided victory without needing any teamwork from the rest of its team.
The solution is to substantially decrease the HP of tanks (and maybe tanking modules) so that its possible for a standard forge gun user to take down a standard tank on their own. Tanks (and tanking modules) are expensive though, so one could say that in a way they are balanced because the high price justifies the total domination, and that nerfing the tanks (and maybe tanking modules) would make them unused because they would no longer be worth their price. Nerfed tanks (and maybe tanking modules) with the current price would be a problem, so there should be a massive price cut would have to be included as well.
This could actually be a good thing for both infantry and pilots. Infantry wouldn't have to worry about tanks completely dominating and deciding the battle. Vehicles getting a massive price reduction would make them much more accessible to new pilots, and make them much more affordable. Cheaper but weaker tanks are more healthy for the game then expensive automatic victory tickets; games are about fun, and there is nothing fun about jumping into a game for a quick battle only to be owned by a mobile oppression palace. Tanks would still remain formidable, especially with some infantry support.
EDIT: Oh well, guess its a terrible idea. |
Tiel Syysch
Imperfects Negative-Feedback
634
|
Posted - 2012.11.18 04:31:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote: The solution is to substantially decrease the HP of tanks (and maybe tanking modules)
You've just made tanks useless, because now they oneshot each other. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.18 04:44:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:This probably won't be very popular opinion, but I think I should at least say it. From what I heard and read from various interviews, despite its depth and hardcore nature, Dust 514 is also supposed to be something you can just jump in and play for some quick fun. Something poses a great threat to that kind of experience; the HAVs (tanks). HAVs are designed to take multiple anti-vehicle (AV) players to take down; so even if someone is playing as a heavy with a forge gun, its virtually impossible for that person to destroy the tank. Taking down a tank requires a level of teamwork that's almost exclusively seen in organized corps, while a tank can turn a battle into a one-sided victory without needing any teamwork from the rest of its team. The solution is to substantially decrease the HP of tanks (and maybe tanking modules) so that its possible for a standard forge gun user to take down a standard tank on their own. Tanks (and tanking modules) are expensive though, so one could say that in a way they are balanced because the high price justifies the total domination, and that nerfing the tanks (and maybe tanking modules) would make them unused because they would no longer be worth their price. Nerfed tanks (and maybe tanking modules) with the current price would be a problem, so there should be a massive price cut would have to be included as well. This could actually be a good thing for both infantry and pilots. Infantry wouldn't have to worry about tanks completely dominating and deciding the battle. Vehicles getting a massive price reduction would make them much more accessible to new pilots, and make them much more affordable. Cheaper but weaker tanks are more healthy for the game then expensive automatic victory tickets; games are about fun, and there is nothing fun about jumping into a game for a quick battle only to be owned by a mobile oppression palace. Tanks would still remain formidable, especially with some infantry support.
1. Not sure if Dust is supposed to be handeled this way... 2. No, standard forge destroys militia/standard tanks; proto forge destroys marauder/black ops tanks. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
108
|
Posted - 2012.11.18 04:50:00 -
[4] - Quote
I joined the beta about a week ago.
I was awed by the intro, by the thought of how this game will be when it comes out. I marveled at the market and the giant list of skills. I did every intro, looked at every item I could.
As soon as I spawned into my first game, I was looking at a black and white screen. I had been killed by a tank. So I respawned...and saw another black and white screen, another tank. I started paying attention to the kill feed about 5 minutes later and said "WTH is a Sargis-Missile Launcher?" and then died by an explosion near my ass.
I still love the game, but I could see how other people wouldn't. As is, if the enemy calls in a tank at the very beginning of the match, you can probably save yourself a lot of trouble by just leaving the game.
That being said, this idea sounds kind of bad. The more I read it, the more I begin to love the general idea, but something about it just seems off. Weak tanks would just be fodder for AV and deity help them if an organized force is around them. To be honest, I think something needs to be done about missiles, maybe reduced splash radius or something. I'll reserve trying really hard to come up with a solution until the actual game (or public beta, assuming there will be one) comes out..
That influx of players could change things. |
Sleepy Zan
Internal Error. Negative-Feedback
2048
|
Posted - 2012.11.18 04:51:00 -
[5] - Quote
This make you happy OP |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.11.18 07:18:00 -
[6] - Quote
Ha nope if anything HAV (tanks HP should be increased) tanks are mobile called HEAVY assault vehicle for a reason they should not be as easy to take down, even for a level one because of the 900k the SKILL COSTS >:U
Tanks should be worth what you pay for them, they should be over priced and dominate the battle field, taking SERIOUS teamwork to kill. That being said if you dont like it, adapt or die.
On another note, with the increase in shields and power. they should also require a four man crew to operate.
Driver
Turret Gunner
and the two small turret operators.
THERE solution solved. at this current time and moment tanks are nothing but wastes of money... unless you spend some serious high level cash paying into one, even then there not worth it.
I remember a while back when tanks dominate the battlefield..
But people kitten b&m because they cant kitten pick up a kitten controller and stop their kitten whining and going OH ITS NOT FAIR ITS TOO POWERFUL I SPECED INTO SNIPING WHAAAAA and actually learn how to play.
I CANT KILL TANK WITH STANDURD SWARM LAUNDURR
You get killed by a tank, too bad its a TANK, in BF3 do you charge a tank HEAD ON?! NO YOU DONT, YOU EITHER USE
STEALTH TACTICS, C4, TEAM WORK OR AIR SUPPORT, there SHOULD BE NO ONE MAN, team taking down a tank. there should be NO ONE GUN that can take down all tanks, people should be FORCED into team work and working together instead of being able to buy AUR proto weapons and JUNK to take down a tank single handly.
=.=
Am I an angry tanker, no? Do I think tanks should be a bit more powerful yes
Its a beta. shut up already please.
Dark.
|
epicsting
Doomheim
60
|
Posted - 2012.11.18 07:35:00 -
[7] - Quote
DarkShadowFox wrote:Ha nope if anything HAV (tanks HP should be increased) tanks are mobile called HEAVY assault vehicle for a reason they should not be as easy to take down, even for a level one because of the 900k the SKILL COSTS >:U
Tanks should be worth what you pay for them, they should be over priced and dominate the battle field, taking SERIOUS teamwork to kill. That being said if you dont like it, adapt or die.
On another note, with the increase in shields and power. they should also require a four man crew to operate.
Driver
Turret Gunner
and the two small turret operators.
THERE solution solved. at this current time and moment tanks are nothing but wastes of money... unless you spend some serious high level cash paying into one, even then there not worth it.
I remember a while back when tanks dominate the battlefield..
But people kitten b&m because they cant kitten pick up a kitten controller and stop their kitten whining and going OH ITS NOT FAIR ITS TOO POWERFUL I SPECED INTO SNIPING WHAAAAA and actually learn how to play.
I CANT KILL TANK WITH STANDURD SWARM LAUNDURR
You get killed by a tank, too bad its a TANK, in BF3 do you charge a tank HEAD ON?! NO YOU DONT, YOU EITHER USE
STEALTH TACTICS, C4, TEAM WORK OR AIR SUPPORT, there SHOULD BE NO ONE MAN, team taking down a tank. there should be NO ONE GUN that can take down all tanks, people should be FORCED into team work and working together instead of being able to buy AUR proto weapons and JUNK to take down a tank single handly.
=.=
Am I an angry tanker, no? Do I think tanks should be a bit more powerful yes
Its a beta. shut up already please.
Dark.
thank you
|
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.18 07:59:00 -
[8] - Quote
DarkShadowFox wrote:Ha nope if anything HAV (tanks HP should be increased) tanks are mobile called HEAVY assault vehicle for a reason they should not be as easy to take down, even for a level one because of the 900k the SKILL COSTS >:U
Tanks should be worth what you pay for them, they should be over priced and dominate the battle field, taking SERIOUS teamwork to kill. That being said if you dont like it, adapt or die.
On another note, with the increase in shields and power. they should also require a four man crew to operate.
Driver
Turret Gunner
and the two small turret operators.
THERE solution solved. at this current time and moment tanks are nothing but wastes of money... unless you spend some serious high level cash paying into one, even then there not worth it.
I remember a while back when tanks dominate the battlefield..
But people kitten b&m because they cant kitten pick up a kitten controller and stop their kitten whining and going OH ITS NOT FAIR ITS TOO POWERFUL I SPECED INTO SNIPING WHAAAAA and actually learn how to play.
I CANT KILL TANK WITH STANDURD SWARM LAUNDURR
You get killed by a tank, too bad its a TANK, in BF3 do you charge a tank HEAD ON?! NO YOU DONT, YOU EITHER USE
STEALTH TACTICS, C4, TEAM WORK OR AIR SUPPORT, there SHOULD BE NO ONE MAN, team taking down a tank. there should be NO ONE GUN that can take down all tanks, people should be FORCED into team work and working together instead of being able to buy AUR proto weapons and JUNK to take down a tank single handly.
=.=
Am I an angry tanker, no? Do I think tanks should be a bit more powerful yes
Its a beta. shut up already please.
Dark.
THIS. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 08:47:00 -
[9] - Quote
In the current build of CODEX most tanks are just fodder for Dropships. Without infantry support the HAV may as well be a pinata. The ships themselves (like HAVs an investment of potentially millions in both ISK and Skill Points) can be mitigated (or outright neutralized, depending on pilot) with a starter AV swam fit (note I say neutralized, because generally they're not destroyed). Both HAVs and Dropships also require several Mercs to operate, so taking an equal number (aprox 2-3) to destroy seems entirely reasonable.
Having said all of that CCP agrees that there needs to be something done and is in the process of creating some more infantry friendly maps to add to the map pool. So I'd say wait and see is the best option here.
A direct note on the OP, market cost for items cannot really be used as a balance factor since there will be a player based market when things go live and thus cost will be more in the effect than cause category since items won't be seeded by CCP.
Cheers, Cross
ps ~ a note to the "GTFO" crowed, you might want to read the name of the sub-forum you're in before telling people not to post ideas and requests. Telling someone not to post their feedback on the beta, in the feedback forums of the beta really makes little to no rational sense (providing a counter point is one thing, but telling someone not to post isn't a constructive response to ideas). |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.18 10:08:00 -
[10] - Quote
Honestly, a well-fitted HAV is SUPPOSED to be a force to be reckoned with on the battlefield. Even in public matches. In most HighSec matches, which is where matchmaking happens, that well-fitted tank will be worth more than the combined total your team earns. If it dies, you just cost yourself MORE than the value of your contract. Even Militia HAVs are expensive to buy and fit. People might do it, but when there are a few AV guys on the field, they WILL lose tanks, and they WILL spend more than their last 5 contracts replacing that loss.
If you're infantry, and can't handle a tank, you can usually AVOID it. Try that. I've been in a game where the other team had 2 high-tier tanks - a well-fitted Gunnlogi and a REALLY nasty Sagaris - and a Dropship, and my team gave up on vehicles after the second RDV got shot down. I was the only one running AV, and only had a Swarm Launcher. Basically, all I achieved was forcing the Dropship to race around the map instead of giving its gunners a good chance to shoot. While doing that, I helped out in small ways with handling the limited numbers of enemy infantry, we kept control of the objectives (remember those?) and we WON.
The top half of the enemy team's side of the scoreboard was 7-0 or better on their K/D, and the best K/D on our team was 10-6, but we won, and the top 3 players on our team had more WP individually than any 2 players on the opposing team. Vehicles DON'T control the map alone. They need infantry support, or they can be worked AROUND by the enemy infantry.
Also, I've seen a Sagaris forced into a retreat by a lone Forge Gunner who was REALLY good at not being where they last saw him. He got a quick shot off, then moved on, and showed up somewhere else before the enemy knew he'd moved. They bombed the logical area for him to show up, then got flanked and hit hard. Turn, and there's nothing there any more. He didn't KILL the thing, but he kept it on the run for most of the match. I've also seen, in pub matches, a single Forge Gunner and a single Swarm Launcher guy, without voice comms between the two, and without knowing each other prior to the match, take down a Gunnlogi, a couple of well-fitted Sicas, and a Dropship. I've also seen more than one cheap HAV fit go down to a couple of guys with Laser Rifles and AV Grenades.
The problem with tanks is definitely NOT how much damage they can handle. It's the range and power of their turrets - particularly missile turrets, which a large portion of the playerbase agrees to needing a (minor) nerf. Scale back the splash damage and/or radius on missile turrets, and give them a range that fits within the boundaries of our current map size. Buff (slightly) the other weapons to be in line with the moderate nerf to missiles, and tanks will be what they're SuPPOSED to be.
Cutting vehicle HP with how things are currently would be a HORRIBLE idea.
P.S. I don't drive HAVs. I bring Swarms. I can barely scratch a good Shield Tank alone, but if I work with a Forge Gunner or a couple of guys with Laser Rifles... those tanks will be hurting. And I usually do that in pub matches with blueberries, not with "real" teammates. |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.18 10:16:00 -
[11] - Quote
Fix the maps. They are wide open kill boxes. Where is the cover and structure you'd expect of a facility? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.18 10:37:00 -
[12] - Quote
Noc Tempre wrote:Fix the maps. They are wide open kill boxes. Where is the cover and structure you'd expect of a facility? This too. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.18 11:31:00 -
[13] - Quote
1) Fix the maps. More cover. 2) Reduce Turret Damage 3) Better matchmaking avoiding new players encountering top grade HAV
That's it. After all, people playing dust KNOW they'll fight vehicle eventually. But decreasing HAV HP ? bad bad bad bad idea. They should be way more tough and serve as support instead of being OSing machines. And thus fights between HAV should last a LOT longer considering how costy they are. |
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
|
Posted - 2012.11.18 11:42:00 -
[14] - Quote
Terrible idea. Vehicles are supposed to be a significant part of the game, not useless toys, which is what they'd be if they were nerfed further.
I think tanks actually need a defense buff. Missile turrets are what is overpowered. Right now a tank has to hide and snipe because if it goes to the front line it'll probably get destroyed pretty quickly. I lost tanks all the time when I fit blasters and used it as close infantry support. Now I snipe from across the map because that's about the only way to avoid losing it when half the enemy team goes AV to destroy you. I'd actually prefer to be on the front lines supporting infantry, but I lost too many tanks that way so now I'm relegated to long range fire support. |
Governor Odius
Doomheim
177
|
Posted - 2012.11.18 12:52:00 -
[15] - Quote
Y'know what I do when I feel like just playing casually and not getting a squad together? I just avoid HAVs. It's not hard to do. They're loud as hell, and as soon as anyone spots it it's visible on your radar. I've been in games with two or three enemy HAVs and will almost never lose a clone to them.
Snipers, on the other hand. Bane of my existence. *shakes fist at the hills* |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.18 13:59:00 -
[16] - Quote
I think people are missing the point that once the game goes live, it will be nothing like we see now.
If people want to drop in and play a casual game, then it'll probably involve some sort of match-making and throwing you into say Deathmatch,Skirmish, Ambush and so on. People will be able to choose other option than what we see now. I for one won't be touching any of that, because then it's just the same as playing any other FPS.
The things I'll be doing is the "Conquest" mode that actually has consequences in New Eden. In those matches there'll probably be no rules, full friendly fire and such. For the other modes I suspect you'll be able to search for vehicle or no vehicle maps alike.
As it stands now we're just testing the shooter part and a bunch of broken items, vehicles and maps.
To answer your suggestion for lowering the HP however, I think it's not the answer at all. I'd much prefer a damage output reduction and tonnes more HP. As it stands now high level tank battles just involve who sees who first and then one shots the other guy. There's no fun in that at all tbh, I'd much prefer a bit of a scrap. |
Valmar Shadereaver
Lost-Legion
18
|
Posted - 2012.11.18 14:46:00 -
[17] - Quote
Ty 'SweetCheeks' Borg wrote:I think people are missing the point that once the game goes live, it will be nothing like we see now.
If people want to drop in and play a casual game, then it'll probably involve some sort of match-making and throwing you into say Deathmatch,Skirmish, Ambush and so on. People will be able to choose other option than what we see now. I for one won't be touching any of that, because then it's just the same as playing any other FPS.
The things I'll be doing is the "Conquest" mode that actually has consequences in New Eden. In those matches there'll probably be no rules, full friendly fire and such. For the other modes I suspect you'll be able to search for vehicle or no vehicle maps alike.
As it stands now we're just testing the shooter part and a bunch of broken items, vehicles and maps.
To answer your suggestion for lowering the HP however, I think it's not the answer at all. I'd much prefer a damage output reduction and tonnes more HP. As it stands now high level tank battles just involve who sees who first and then one shots the other guy. There's no fun in that at all tbh, I'd much prefer a bit of a scrap. i agree whit the damage output going down evry know's misile turet's atm are 0hk turrets you never see any1 using railgun or blaster where is the love for non misile turets you cant aim whit them? then practice for one youl get beter i prefer blaster main turet on tanks but seeing misile's cost les cpu and pg and do more damage evry1 goes misile cause its cheap cpu and alot of damage for less payment and less actualy looking where you shoot just spam shoot and youl get 0hk's evrywhere same whit dropship's the misile turets shudent work on them cause of obvius recoil isues that wuild give but gues we cant ask for rail/blaster only fit posibelety on those or il end up geting flame mail etc -.- |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.18 15:08:00 -
[18] - Quote
This idea is so bad and its coming from someone who i thought had a head on his shoulders
Level of teamwork? lolno its never been easier out of all the builds, now 2 builds ago it required full on teamwork not half assed teamwork with basic AV stuff and you know what happened the community cried and got tanks nerfed and AV buffed so they were 1 step closer to being able to solo a tank on its own
Even if tanks are cheaper the SP needed to fully fit out a HAV is more than anything in the game right now so it woulndt make it worthwhile to dump 5mil SP into a tank only for it to be paper and once again be destroyed by basic AV because ppl are too lazy to skill up
Before tanks or AV can be changed the basics have to be sorted out, all HAV turrets move at the same rate and have armor active resist mods at least, AV SL remove that extra damage buff to armor and fix the tracking so they do not go around cover to hit that HAV, damage mods for tank have the same damage modifier bonus for all turrets, give a reload function to missiles on par with the other turrets small and large
How would the game play out when the enemy hide on that hill and spam SL at the tank but all it does is hit the hill the tank is behind and it doesnt fly around it and cause damage? it would force the SL users to actually move out and try to co-ordinate an attack and not just sit up on a hill, the tank users would feel more confindent about being more aggressive and not getting whacked anymore when they use cover, armor tanks would finally be used and so would the different turrets so we can see what happens against shield and railgun vs armor and blaster or what ever combinations ppl come up with
If the basics are fixed then we can see how tanks are balanced against each other and also against AV and we should see more variation at least but still expect QQ threads because an AR cant kill a tank (yet)
Then after the tanks are equal betwen shield and armor and AV is fixed so swarms dont bend around cover or lock on through mountains then we can tweek the resistance mods and hp of tanks because tanks are ment to be tank and strike fear into infantry and be able to take a lot of damage
As it is right now tho i do the basics then increase all passive mods to they are an option and buff the tanks HP at least by 25% but right now they are not like a tank and it takes a minimal amount of teamwork to cause serious damage to it |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.11.18 15:34:00 -
[19] - Quote
and kage I didnt mean to say shut up, I mean to say that im sick and tired of people complaning about the same thing three hundred times and not getting that powerful things are part of the game mechanics. Its Dust, its coming from the makers of eve theres gonna be powerful things.
If you die you die, its just a game. Learn to adapt and work together. If a tanks blasting you, try to earn a strike, draw it out into the open and drop that kitten strike on it. |
Va'len Irisian
Zumari Force Projection Caldari State
2
|
Posted - 2012.11.18 17:20:00 -
[20] - Quote
I'm sure more changes will come but I've already noted the movement towards balancing out the power of the HAVs. It wasn't that long ago that the basic HAV and other vehicles, were cheap; really cheap. I scrapped together the necessary skill points, I'm making a guess here, at least five times faster and had accumulated a stockpile of about 30 Sica HAVs before abandoning that build for the Sagaris. A lot of vehicle drivers, myself included, would call in virtually as many vehicles as we needed over the course of the battle. Personally, I always -tried- to keep a single HAV alive through the battle in anticipation of the costs going up but that's a moot point. As it stands now, I am barely maintaining one to two Sicas in my inventory simply because I'm not accumulating money quickly enough to grow that stockpile. If I lose one Sica, then I need atleast two good rounds to cover the expense of loosing the vehicle. I need three to four mediocre rounds and even more if I have a poor round or two mixed in.
Having driven this vehicle; I use the large missile launchers in my build, I can say that one good AV player can hang me up and stop my advance. Due to the cost, I will not blindly rush into a group of enemies without adequate support from my team; I can't afford the risk of losing the HAV. Even an AV player with the starter loadout can stall my advance because I don't know how many or what types of other AV players are with him. Not to say that all HAV drivers play it so conservatively but if they do lose that HAV then they are probably not calling in one after another after another. Particularly against the large missiles, I suggest getting to a position above the HAV that you are fighting. If I can't get a height advantage over enemy infantry, then it is very difficult to kill them. The large missiles do not lend themselves well to direct hits on infantry and unless you are backed directly against a wall or cliff, then it can be difficult to get splash damage on infantry as well. If you are dying as soon as you spawn, then spawn at a different location. I have gotten a number of kills simply because I'm 'camped' out near an enemy held objective providing fire support so that infantry can advance and capture it. However, I generally can not get a good fire on enemy forces inside of their 'base' spawn nor in their MCC. Don't keep spawning right in front of me. Yes, you may have to call in an LAV or run across part of the map but atleast it is going to be less time consuming and frustrating in the long run than spawning right in front of me. |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.18 17:44:00 -
[21] - Quote
Great advice, Va'len.
Very much how I play. Except when I'm playing suicide area denial with one of my free shotgun fittings to try for a random lucky kill or two while primarily focusing on not letting enemies hack the objective. Wrecks my K/D, but if I'm in the mood to play for the win, I don't really care. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.18 20:15:00 -
[22] - Quote
one of the dumbest requests/suggestions ive read in a long time tbh. such a bad bad bad baaaaaaaad idea like srsly....HOW much more help do ppl need to take out tanks?
and FYI kage blaster and rails usually need support from infantry....especially the ARMOR tanks i roll with missile tanks atm can solo a bit better but once a reload function is added there will be a delay between shots givng peeps time to pop out of cover an take shots |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.18 20:44:00 -
[23] - Quote
Mavado V Noriega wrote:once a reload function is added there will be a delay between shots Is that confirmed? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
|
Posted - 2012.11.18 20:59:00 -
[24] - Quote
It's a very taboo subject and something CCP has been very careful to observe. From what I notice, a large part of a tank's success and impact in the battlefield comes from the battlefield itself. Take Manus Peak or Ashland as examples of how the terrain favors vehicles over infantry.
Now take a look at Line Harvest (formally known as Plateau from the E3 build). Notice how balanced it is and how vehicles are not overpowering nor ruining the experience. The only issue I have with anything in this map (which also applies to other maps) is the spawn mechanic for ambush matches. More often than not in ambush I read about too many people spawning right in front of the barrel of a Sagaris or in the way of an enemy merc group. But other than that, Line Harvest is a perfect example of how a map can effect the impact of a tank or dropship.
If CCP can balance the layout of the maps alone, the tanks would not be as overpowering or at least as dominating as they are.
Of course, it is also equally important that the tanks be properly tuned so that they are neither too weak to the point of being useless even with the strongest tank or too strong to the point of being the only way to succeed in the game.
As of right now, every vehicle appear to be tiered just like how most ships in Eve Online were before the Inferno Expansion came around. Nowadays, more ships in Eve are undergoing what CCP calls 'tieracide' in which the tier system is taken down in favor of making every ship have a unique role in the game rather than just being a stepping stone to a better vehicle. Perhaps this system can solve the problem with over powering tanks.
At the moment in Dust, an LAV has no chance of facing against a tank while the dropships run nearly unopposed. It's a careful balance that you can't just fool around with. |
Galasdir
Commando Perkone Caldari State
0
|
Posted - 2012.11.18 22:23:00 -
[25] - Quote
Garrett Blacknova wrote:Honestly, a well-fitted HAV is SUPPOSED to be a force to be reckoned with on the battlefield. Even in public matches. In most HighSec matches, which is where matchmaking happens, that well-fitted tank will be worth more than the combined total your team earns. If it dies, you just cost yourself MORE than the value of your contract. Even Militia HAVs are expensive to buy and fit. People might do it, but when there are a few AV guys on the field, they WILL lose tanks, and they WILL spend more than their last 5 contracts replacing that loss.
If you're infantry, and can't handle a tank, you can usually AVOID it. Try that. I've been in a game where the other team had 2 high-tier tanks - a well-fitted Gunnlogi and a REALLY nasty Sagaris - and a Dropship, and my team gave up on vehicles after the second RDV got shot down. I was the only one running AV, and only had a Swarm Launcher. Basically, all I achieved was forcing the Dropship to race around the map instead of giving its gunners a good chance to shoot. While doing that, I helped out in small ways with handling the limited numbers of enemy infantry, we kept control of the objectives (remember those?) and we WON.
The top half of the enemy team's side of the scoreboard was 7-0 or better on their K/D, and the best K/D on our team was 10-6, but we won, and the top 3 players on our team had more WP individually than any 2 players on the opposing team. Vehicles DON'T control the map alone. They need infantry support, or they can be worked AROUND by the enemy infantry.
Also, I've seen a Sagaris forced into a retreat by a lone Forge Gunner who was REALLY good at not being where they last saw him. He got a quick shot off, then moved on, and showed up somewhere else before the enemy knew he'd moved. They bombed the logical area for him to show up, then got flanked and hit hard. Turn, and there's nothing there any more. He didn't KILL the thing, but he kept it on the run for most of the match. I've also seen, in pub matches, a single Forge Gunner and a single Swarm Launcher guy, without voice comms between the two, and without knowing each other prior to the match, take down a Gunnlogi, a couple of well-fitted Sicas, and a Dropship. I've also seen more than one cheap HAV fit go down to a couple of guys with Laser Rifles and AV Grenades.
The problem with tanks is definitely NOT how much damage they can handle. It's the range and power of their turrets - particularly missile turrets, which a large portion of the playerbase agrees to needing a (minor) nerf. Scale back the splash damage and/or radius on missile turrets, and give them a range that fits within the boundaries of our current map size. Buff (slightly) the other weapons to be in line with the moderate nerf to missiles, and tanks will be what they're SuPPOSED to be.
Cutting vehicle HP with how things are currently would be a HORRIBLE idea.
P.S. I don't drive HAVs. I bring Swarms. I can barely scratch a good Shield Tank alone, but if I work with a Forge Gunner or a couple of guys with Laser Rifles... those tanks will be hurting. And I usually do that in pub matches with blueberries, not with "real" teammates.
Agreed! What we need is a nerf to the damage of the missile turrets!
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Chinduko
KILL-EM-QUICK RISE of LEGION
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Posted - 2012.11.19 15:32:00 -
[26] - Quote
I agree, the HAVs can potentially remove the drop in and play element of shooters like COD which make
them so appealing.
CCP does have to find a way to either better balance the infantry and HAV aspect or the game won't be fun
enough for people to continue playing.
HAVs are ok with competitive CORP battles; hardcore competition is expected as you may be trying to
take a planet so you'll use all the ISK necessary to win.
They are possibly not going to go well in random matches. Players will likely just stop playing if they have no
chance to win. |
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