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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.24 14:55:00 -
[31] - Quote
R F Gyro wrote:EnglishSnake wrote:As for no teamwork to drive one i really dont know where you are going with this, currently i have to drive/watch out for threats/activate mods while driving and GTFO of dodge/also aim main turret and if the tank survives its mainly because of the driver tbh and its even more so now
That's an example of something requiring skill, not teamwork. Anyway, like I said originally, "I know I'll just get shouted down by the community" on this. I understand a lot of people want to keep single player tanks, I just don't happen to agree. I don't believe it will ever be possible to balance tanks/AV and keep everyone happy without requiring multiple players to operate a tank. Expect to see a continuous cycle of nerfs & buffs as CCP struggle on without addressing the real issue. That real issue being that tank drivers want to balance in terms of ISK, almost everyone else wants to balance in terms of players, and the ratio of ISK to players will be different depending on whether tanks are involved or not.
Exactly skill not teamwork
Teamwork a tank isnt exactly easy to do since the driver does it all half the time with driving/aiming/killing and activating mods and the gunners are ther for the ride
Before missiles got hit chances are you had gunners with mics and watching out, now i dont bother because no point having a gunner when the turret is next to useless when i can do it all anyways
Only way is to split the main turret from the driver, then you come across the problem that most likely the guy driving still needs all the turrets skill to be bale to put it on a tank
Unless by teamwork a tank you mean to fully outfit a tank with gunners they can train up skills for certain turrets and then buy the turrets to fit onto the tank and the driver doesnt need them skilled to fit them because a gunner already has them which i can see being hard to implement and confusing for alot of ppl
Or even skills in general for players which help the tank, so i dunno pilot suits in which mods can be added to the suit which help imporve the tank in some way ie armor shield hp/regen/resistances/speed/acceleration/dps/ROF etc |
Berserker007
Imperfects Negative-Feedback
206
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Posted - 2012.11.24 15:17:00 -
[32] - Quote
Garrett Blacknova wrote:Ludvig Enraga wrote:Garrett Blacknova wrote:Jason Pearson wrote:WITH 6 MISSILES IN A SWARM LAUNCHER. What is with this community and their inability to read? It's bloody horrendous. I'm pretty sure a Swarm Launcher deals 1200HP at standard level. These are the basic stats on the Militia Swarm Launcher, as taken from in-game. Direct Damage Per Missile: 300 Splash Damage Per Missile: 15 Blast Radius: 1.0m Missiles Per Shot: 4 4 x 300 = 1200. Add splash of 4 x 15 = 60 That's a total of 1260 damage if all missiles hit, because splash damage applies to anything in their blast radius, including the target they dealt direct damage to. Add Weaponry level 5, Swarm Launcher Proficiency level 5 and Damage Mods, and you can be pouring a LOT of damage out with high-tier Swarm Launchers that fire more missiles per lock. Umm.... ok so 1260... How did you guys get 7200? Prove with math, please. Otherwise, you are talking out of your S First off, 1260 is Militia with NO skills and NO Damage Mods applied. And I never stated the 7200 as confirmed, because I haven't confirmed it for myself yet. Here's what I CAN say for sure though: +25% for Weaponry 5. +25% for Swarm Prof 5. There are 6 missiles per shot with a Prototype Launcher instead of the 4 from Militia/Standard models. That comes out to a total of either 2835 or 2953, depending on how those skill bonuses are applied. Now add the damage increase from 2 Damage Modifiers. I don't think it'll hit 7000, but I'm pretty sure 4000 is a low estimate. I don't have the exact numbers on hand right now, but anyone can feel free to work it out for me (I'll probably check properly when I have time).
First, just ROFL. Your stats are horribly off.
Weaponry lv5 =10% SL prof lv5 = 15%
So there is 25% bonus, NOT 50% like you are calculating before damage mods. Now dont remember if he said he damage mods or not, so for example give credit for 1, thats another 10%.
So you are looking at 20% bonus, as assume he has weaponry lv5, as he doesnt have prof, so 1 volley of basic/militia swarms = 1512, assuming all rockets hit
Now being that 1/2 my sp is into av, i find it funny how he is complaining about not being able to solo a gung/mad in that, as even w/ my proto av i barely can solo a gung/mad , which i still find messed up that in my 1mil sp in av, im only doing about 400 damage more per shot, but thats a totally differ topic |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.24 15:29:00 -
[33] - Quote
Waruiko DUST wrote:Tank drivers want balance in terms of being able to play to their chosen specialty. That may be a good thing, but its not "balance".
Titan pilots in Eve also just want to be able play their chosen speciality, but the community and CCP understand that without appropriate controls it is going to cause problems for the game.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.24 15:42:00 -
[34] - Quote
EnglishSnake wrote: Exactly skill not teamwork
So you are suggesting that Tanks should not require teamwork, but that AV to kill them should. I don't agree.
Quote: Teamwork a tank isnt exactly easy to do since the driver does it all half the time with driving/aiming/killing and activating mods and the gunners are ther for the ride
Exactly. I'm not raging at you for not doing teamwork in your tank, because I know that tank driving doesn't require it. I'm suggesting that the game should be changed so that you can't do driving/aiming/killing/activating mods with one player.
Quote:Only way is to split the main turret from the driver, then you come across the problem that most likely the guy driving still needs all the turrets skill to be bale to put it on a tank
Yes, I'm suggesting to split the main turret from the driver. I'm also suggesting a tank commander role to make it a 3 player vehicle. You'd probably find that it will be the commanders who create the fits and call them in, then they delegate the driving and main turret shooting.
Quote: Unless by teamwork a tank you mean to fully outfit a tank with gunners they can train up skills for certain turrets and then buy the turrets to fit onto the tank and the driver doesnt need them skilled to fit them because a gunner already has them which i can see being hard to implement and confusing for alot of ppl
No, I don't think this would work; as you say, confusing & hard to implement.
Quote: Or even skills in general for players which help the tank, so i dunno pilot suits in which mods can be added to the suit which help imporve the tank in some way ie armor shield hp/regen/resistances/speed/acceleration/dps/ROF etc
Sounds reasonble to me. A tank commander dropsuit, maybe?
I'm still aiming for that "epic" fight between a tank and an AV squad; both sides have 3 players, with a total of about 10mill SP between them and both have spent about 2 mill ISK on equipment. Both sides need to work as a team, with all players demonstrating significant personal skill as well as the teamwork stuff. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.25 15:04:00 -
[35] - Quote
R F Gyro wrote:EnglishSnake wrote: Exactly skill not teamwork
So you are suggesting that Tanks should not require teamwork, but that AV to kill them should. I don't agree. .
I never said that it was in response to your quote that it takes driver skill to survive and that it doesnt take teamwork becuase the 2 gunners are next to useless
Ther is no teamwork for the tank driver but its all on him to survive against AV
AV should take teamwork, as it is now it doesnt its an option but you can solo a tank no problem on your own |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.25 15:32:00 -
[36] - Quote
Berserker007 wrote:First, just ROFL. Your stats are horribly off.
Weaponry lv5 =10% SL prof lv5 = 15%
So there is 25% bonus, NOT 50% like you are calculating before damage mods. Now dont remember if he said he damage mods or not, so for example give credit for 1, thats another 10%.
So you are looking at 20% bonus, as assume he has weaponry lv5, as he doesnt have prof, so 1 volley of basic/militia swarms = 1512, assuming all rockets hit
Now being that 1/2 my sp is into av, i find it funny how he is complaining about not being able to solo a gung/mad in that, as even w/ my proto av i barely can solo a gung/mad , which i still find messed up that in my 1mil sp in av, im only doing about 400 damage more per shot, but thats a totally differ topic Sorry, was half-asleep and flashing back to the E3 build when Weaponry was +5% damage per level.
If you add the 15% and 10% bonuses together for a 25% increase, you get 1575, but if you STACK them (add 10%, then add 15% SEPARATELY, or vice versa), you get 1593 or 1594. Not a huge amount, but that definitely DOES apply before any damage mods, so if you add those, then you get whatever damage percentage applied to potentially a slightly larger figure than you're working with.
Also, given the way skills and damage mods stack, you get more than a flat 20% bonus - it only goes up to 1524, but it's still more than your calculation suggested.
You're also ignoring the extra damage dealt by simply adding more missiles to the salvo with higher-tier Launchers.
No, as I said, you CAN'T reach the damage levels some people are claiming, but yes, you can stack the damage high enough to threaten a good tank. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.11.25 17:08:00 -
[37] - Quote
Ludvig Enraga wrote:Garrett Blacknova wrote:Jason Pearson wrote:WITH 6 MISSILES IN A SWARM LAUNCHER. What is with this community and their inability to read? It's bloody horrendous. I'm pretty sure a Swarm Launcher deals 1200HP at standard level. These are the basic stats on the Militia Swarm Launcher, as taken from in-game. Direct Damage Per Missile: 300 Splash Damage Per Missile: 15 Blast Radius: 1.0m Missiles Per Shot: 4 4 x 300 = 1200. Add splash of 4 x 15 = 60 That's a total of 1260 damage if all missiles hit, because splash damage applies to anything in their blast radius, including the target they dealt direct damage to. Add Weaponry level 5, Swarm Launcher Proficiency level 5 and Damage Mods, and you can be pouring a LOT of damage out with high-tier Swarm Launchers that fire more missiles per lock. Umm.... ok so 1260... How did you guys get 7200? Prove with math, please. Otherwise, you are talking out of your S
Sorry if I wasnt clear, I added up all the damage using all the Militia Swarm Launcher ammo. (So 6 volleys) which will equal a minimum of 1200 HP. With high level reloading it's pretty much instant anyway. So without a Nanohive and in a good position you will deal 7200 HP minimum. This will solo many tanks with ease. Some better fits will survive, providing you didn't bring a nanohive. And that's a Militia Swarm Launcher I'm talking about. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.11.25 17:15:00 -
[38] - Quote
Jason Pearson wrote:Ludvig Enraga wrote:Garrett Blacknova wrote:Jason Pearson wrote:WITH 6 MISSILES IN A SWARM LAUNCHER. What is with this community and their inability to read? It's bloody horrendous. I'm pretty sure a Swarm Launcher deals 1200HP at standard level. These are the basic stats on the Militia Swarm Launcher, as taken from in-game. Direct Damage Per Missile: 300 Splash Damage Per Missile: 15 Blast Radius: 1.0m Missiles Per Shot: 4 4 x 300 = 1200. Add splash of 4 x 15 = 60 That's a total of 1260 damage if all missiles hit, because splash damage applies to anything in their blast radius, including the target they dealt direct damage to. Add Weaponry level 5, Swarm Launcher Proficiency level 5 and Damage Mods, and you can be pouring a LOT of damage out with high-tier Swarm Launchers that fire more missiles per lock. Umm.... ok so 1260... How did you guys get 7200? Prove with math, please. Otherwise, you are talking out of your S Sorry if I wasnt clear, I added up all the damage using all the Militia Swarm Launcher ammo. (So 6 volleys) which will equal a minimum of 1200 HP. With high level reloading it's pretty much instant anyway. So without a Nanohive and in a good position you will deal 7200 HP minimum. This will solo many tanks with ease. Some better fits will survive, providing you didn't bring a nanohive. And that's a Militia Swarm Launcher I'm talking about. If you die to a single miltia SL you deserve to be killed.
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
108
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Posted - 2012.11.25 18:45:00 -
[39] - Quote
Flux Grenades.
Seriously, I just chucked two or three at a tank and it's shields were just gone. It was then taken out basically immediately by all the blue dots around me using the Swarm Launcher.
Did it twice just to be sure. Some super fits might take more than three, but my nanohive's got me covered. I wasn't expecting the range of the throw of the Flux Grenade. Those really are deadly little buggers. If they aren't destroyed before they can, you can bet your arse a tank will be runnin away once all it's shields are gone.
Do Flux Grenades do the amount of damage listed to shields exactly? I'm asking since the AV grenades definitely don't do the splash damage listed to vehicles as it's only damage. On that note, does anyone know how much (even approximate) damage a AV grenade does? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.25 18:51:00 -
[40] - Quote
Django Quik wrote:Should we not be considering these things in the same sort of sense that tanks in reality operate? How many hits from a rocket launcher could a real life tank take? Two? Three? One type of tank (forgot the name) still hasn't been destroyed in combat yet. It took repeated hits from RPGs and an anti-tank missile, and didn't have to retreat until the missile wrecked the sights or something like that. |
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.25 21:07:00 -
[41] - Quote
EnglishSnake wrote:R F Gyro wrote:EnglishSnake wrote: Exactly skill not teamwork
So you are suggesting that Tanks should not require teamwork, but that AV to kill them should. I don't agree. . I never said that it was in response to your quote that it takes driver skill to survive and that it doesnt take teamwork becuase the 2 gunners are next to useless Ther is no teamwork for the tank driver but its all on him to survive against AV AV should take teamwork, as it is now it doesnt its an option but you can solo a tank no problem on your own
R F Gyro wrote: So you are suggesting that Tanks should not require teamwork, but that AV to kill them should. I don't agree.
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Sytonis Auran
Valor Coalition RISE of LEGION
52
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Posted - 2012.11.26 00:37:00 -
[42] - Quote
Makina Loussier wrote:(My thoughts and opinions are my own, you have been notified) First off, let me say that while I dislike tanks as they are now I get their role in the battlefield and i get the way that they are used, and that they are most effective to the player who buys them. By all means they should be careful not to die in a tank because they are expensive, and that they want to get back rewards for their efforts. However, the tanks as they are right now are invincibility machines. They take no damage from small arms (as they should) but they also take very small damage from everything else even AV. They can sit on the top of an area safe and secure and rain down fire without worrying about damage as they can easily turn tail and run to safety to heal/recharge. As a player who focuses on AV primarily to combat vehicles I find it very frustrating to attempt to fight even a low level tank. Just today I had an instance where i shot my entire ammo cache of 6 swarm launcher rockets and threw 3 AV nades at a tank just to have him get in his safe zone and heal up. (Im still working on leveling up AV but it was only a Madrugar) While I don't think it should be easy to kill a tank I also don't think it should be hard enough that 24 rockets and 3 AV nades can't get the job done. I also don't think I should have gotten that close to the tank, but the driver wasn't that great and I got lucky. And I think thats what annoys me the most is that it makes it easy to get kills and hide while not being good at having a tank. Its just too easy not to die in a tank. My thought is that the tanks should be powerful anti ground forces that can be destroyed with effort just not enough that its next to impossible. If you have a differing opinion I encourage you to say what you think, just keep it nice.
Edit: good job forum, ate my post.
Edit2: New try at post
Just a couple things:
How long does it take to aim, lock and fire 1 set swarm missiles? How long does it take to aim, lock and fire 6 sets? Was the tank always in sight or did you have to move? Shooting 6 sets, assuming it was a militia launcher would have required 3 reloads, each taking 5 seconds.
On the tank side:
A Madrugar is mid-level armour tank, "only" is a little unfair although not altogether unsurprising to see.
Base shield and armour of a Madrugar is 900 and 2900 HP respectively. Using my skills, level 4 shield management and level 5 mechanics, this becomes 1079 and 3624 HP. Depending on the fit, the armour is likely to be anywhere from a starting point of 6000 on the low end, through to 7-8000 and possibly even higher.
Assuming a single large repairer 5 pulses, 3 seconds apart it would repair anywhere between 342/360/396/414 per tick, depending on the module used. Lets say 360 as the lowest meta module. So, 5 pulses * 360 = 1800 repaired in 15 seconds. 30 seconds cooldown.
If two small repairers were used, 5 pulses, 3 seconds apart would repair between 135/128/155/149 per tick. Lets say 5 pulses * 135 = 675. In this instance, staggering them would continually repair rather than waiting for the cooldown, as with the large.
6 sets of swarms would have done anywhere between 1260 (damage plus splash) to 1512 (with level 5 weaponary, level 5 swarm proficiency) for a total of 7520 to 9072. I will discounting the latter, as a level 5 swarm proficiency would be inclined to use higher meta launcher.
7520 (discounting increase/decreased damage based on shields/armour) could take a poorly fit Madrugar, but only if no armour repair mods were activated. Using my tanks stats, 1079 shield plus 8000 approximate armour, plus one repair cycle of 1800, it would be insufficient.
Given the length of time to shoot 6 sets of swarms, plus 3 reloads taking 15 seconds, plus positioning to get AV grenades close enough, I can see that repairer being activated a minimum of twice, if not more.
Hope that helps explain why a solo AV infantry with a militia swarm launcher and AV grenades (I have not factored in their damage, as I am unsure of the figure to use but should be countered by the multiple repair cycles due to the length of the combat) could not take out the Madrugar.
Things would change significantly when another source of damage is being applied at the same time. |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.11.26 00:39:00 -
[43] - Quote
The fact you can, as a single AV guy with a proto swarm launcher, force a big Marauder tank to leave your area is proof enough that you are effective. If they're hiding, you just took 3 people out of the game for a few moments. If you're good at hiding, and brought a nanohive, you can repeat this process over and over, making them run indefinitely. The main challenge with tanks is when infantry support them and go after you before you can do much damage to the tank. |
xMarauder
Doomheim
139
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Posted - 2012.11.26 03:03:00 -
[44] - Quote
Am I only one who thinks that tanks are balanced this build? I'm not a tanker btw.
I think that missiles should be better cuz they're useless now but as far as tank health and survivability and whatnot, I think it's fine. |
Berserker007
Imperfects Negative-Feedback
206
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Posted - 2012.11.26 03:26:00 -
[45] - Quote
xMarauder wrote:Am I only one who thinks that tanks are balanced this build? I'm not a tanker btw.
I think that missiles should be better cuz they're useless now but as far as tank health and survivability and whatnot, I think it's fine. ?
Agreed here, only thing id say needs to be looked at w/ tanks nowadays are the resistors/hardeners ; in having stacking penalty working, or making resisters like the dcu in limit them to one passive |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
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Posted - 2012.11.26 14:01:00 -
[46] - Quote
R F Gyro wrote:EnglishSnake wrote:TBH it really shouldnt happen unless its a badly fitted tank
2 builds ago it took a little thing called TEAMWORK and at least some serious investment in AV, now its the opposite See, I think the problem is that while it should take a lot of teamwork to defeat a tank (I agree 100% on this btw) it doesn't currently require any teamwork to drive one. The most scare resource in Dust warfare isn't ISK or Aurum or skill points; it is players. The game should be balanced around that, not around ISK. Who gives a stuff if your tank is more expensive than my dropsuit; the constraint is the players, not the ISK. Trying to balance using ISK has failed dramatically in Eve (Titan blobs anyone?) and I strongly suspect it will do so in Dust. The solution seems simple to me (but I know I'll just get shouted down by the community): balance around a 3 player tank team fighting a 3 player AV team, assuming equal ISK on both sides. Reds have a 1.2 million ISK tank fit that requires a driver, a gunner and a commander (driver can't fire the main gun, both driver and gunner have limited field of view, commander has good visibility and an anti-infantry HMG). Blues have 3 x 400K AV dropsuits. That should be an even battle and player skill would be the decider.
You know what, I actually agree 100%, and this is coming from a dedicated Tank Driver, if this is how they recreated and balanced tanks, then they would be practical, and for that matter, they would 'require' a proper tank crew which would make them totally worth making the instruments of destruction they used to be. Basically its an awesome way to recreate the old tanks, which players used to call OP, but with such a cost and such limitations that they actually make sense in spite of being as powerful as they are. In short they will be REAL tanks, and AT players will hopefully get more satisfaction from facing them, even if they do die a couple times even in teams before rolling one.
This is a team based game, and although I hope 64 v 64 will be standard eventually, right now your absolutely right that the limitation is players. But further, making tanks operate like this, and adding more installations would make both infantry and vehicles equally as important, and it would allow CCP to get rid of the vehicle cap too. After all there would be no need if infantry was essential, and you couldn't risk offloading your tank crew as infantry to capture a point since each member was essential to the function of the vehicle. Basically it would force tanks to be tanks, and not APC's and it would force infantry back into their real role, encourage teamwork on both sides, and add the level of epicness back to the game.
I admit, it would suck having to rely on others to use my pretty new toy... Further it would deter a lot of people from even bothering with tanks to begin with, but THIS IS a FPS so that's perfectly fine. It all makes sense... Brilliant suggestion, even though I've seen it before, your description of balancing based on players made it click, and I think you should re post this suggestion in another thread, you have my full endorsement, and with a little though I think all of us looking to see this turn into a real teamwork game with awesome RTS elements will see the value in this suggestion even if it makes a lot of the other HAV pilots whine. |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.11.27 14:25:00 -
[47] - Quote
[blush] |
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