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Makina Loussier
OO Meisters
3
|
Posted - 2012.11.21 22:17:00 -
[1] - Quote
(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. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.21 22:22:00 -
[2] - 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.
They are tough, but with decent launchers you can take them down, what you say about them running off tho is spot on. If you catch them in the open with proto av and there's 2 of you atleast in cover then it's doable, otherwise they just turn the corner. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.21 22:25:00 -
[3] - Quote
Wot? You tried to Solo a Tank and it didn't work? OH NO! This is the problem right here, people trying to solo a Tank that actually requires teamwork to use effectively.. With 6 Missiles in your Swarm Launcher, you deal over 7200 Damage. If you had two people using swarms, you'd of killed off the Tank. What kind of Swarms are you running?
It's extremely easy to die in a Tank. I get smashed by Forge Guns very easily, especially if they're higher up. I only run a Tank when I've got a squad backing me up (4 People including myself) to protect me, and you want to solo us?
-_- |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.21 22:32:00 -
[4] - Quote
I've seen my "normal" Sica fit killed solo by a Militia Swarm Launcher when my shield rep was on cooldown and he managed to pop up from an unexpected direction. I've seen my pure-HP shield-tanked Sica killed by a couple of Militia Swarms a few times as well.
I've killed a Gunnlogi with Militia Swarms and a couple of teammates with the basic Laser Rifle.
If you're not using good gear with good fittings, it's not the game's fault someone with a well-fitted Sagaris can facetank everything.
If they're surviving the kind of firepower you're talking about, you're not timing it right and they're using active modules to good advantage, and you're continuing to fire while they do. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 22:42:00 -
[5] - Quote
What most annoys me is that while my LAV's prototype railgun wreaks havoc on dropships, it barely scratches anything tougher than a militia tank. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.21 22:45:00 -
[6] - Quote
Jason Pearson wrote:Wot? You tried to Solo a Tank and it didn't work? OH NO! This is the problem right here, people trying to solo a Tank that actually requires teamwork to use effectively.. With 6 Missiles in your Swarm Launcher, you deal over 7200 Damage. If you had two people using swarms, you'd of killed off the Tank. What kind of Swarms are you running?
It's extremely easy to die in a Tank. I get smashed by Forge Guns very easily, especially if they're higher up. I only run a Tank when I've got a squad backing me up (4 People including myself) to protect me, and you want to solo us?
-_-
what swarm does 7200 dmg lol |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.21 22:53:00 -
[7] - Quote
Knightshade Belladonna wrote:Jason Pearson wrote:Wot? You tried to Solo a Tank and it didn't work? OH NO! This is the problem right here, people trying to solo a Tank that actually requires teamwork to use effectively.. With 6 Missiles in your Swarm Launcher, you deal over 7200 Damage. If you had two people using swarms, you'd of killed off the Tank. What kind of Swarms are you running?
It's extremely easy to die in a Tank. I get smashed by Forge Guns very easily, especially if they're higher up. I only run a Tank when I've got a squad backing me up (4 People including myself) to protect me, and you want to solo us?
-_- what swarm does 7200 dmg lol
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.21 23:06:00 -
[8] - Quote
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. |
Misaka Mokoto
OO Meisters
0
|
Posted - 2012.11.21 23:11:00 -
[9] - Quote
Jason Pearson wrote:Wot? You tried to Solo a Tank and it didn't work? OH NO! This is the problem right here, people trying to solo a Tank that actually requires teamwork to use effectively.. With 6 Missiles in your Swarm Launcher, you deal over 7200 Damage. If you had two people using swarms, you'd of killed off the Tank. What kind of Swarms are you running?
It's extremely easy to die in a Tank. I get smashed by Forge Guns very easily, especially if they're higher up. I only run a Tank when I've got a squad backing me up (4 People including myself) to protect me, and you want to solo us?
-_-
I had the first level swarm launcher thats in the market. 300 per rocket at four rockets with a 10% damage bonus and basic AV nades. I shot all four rounds then reloaded the other two then threw the AV nades because i was closing in the entire time I was shooting. I don't know for sure how much the AV nades do against vehicles but since it can kill an Onikuma with 2 easy I'm going to say about 500 damage a nade. Thats 1500 for the nades then 300 x 1.10 x 24 for the rockets thats a total of 9420 damage. Thats quite a bit of damage for a tank to just shrug off even if its one player. As well, the next game i played we had a Gunnlogi roll right in between 3 of us armed with swarms and one with a forge gun and escape completely fine. So even in teams they are hard to kill. Not to mention these are the lower - mid level tanks. |
Chirico Red Shoulder
Doomheim
17
|
Posted - 2012.11.22 11:12:00 -
[10] - Quote
At this point in this build, you cant call yourself av swarmer if you don't use a prototype launcher and have proficiency lvl3 at least. Using A series assault dropsuit with 2 complex light damage modifiers, prototype swarm launcher, and swarm launcher proficiency lvl3 and above is guaranteed to wreck any lav, hav, or dropship in few swarms. That's how I used to destroy tanks last build (bad furry's included), when tanks were almost invincible, tanks are a joke now compared to how they were. Basic swarm launchers are useless unless ur targeting basic militia lavs and dropships. |
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BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.22 14:46:00 -
[11] - Quote
u got to be kidding me. r u saying u want to nerf tanks even more??? are u drunk??? our lives are hard enough as it is. Esspecially with forge guns doing 3000 damage and swarms doing 2000(shield tank) i'm going to take it tht u r just drunk. :) |
Waruiko DUST
G I A N T
90
|
Posted - 2012.11.22 15:12:00 -
[12] - Quote
part of the issue is that swarms as the default AV weapon deal lopsided damage. A single swarm has a base damage of 1200 assuming all rounds hit and excluding splash as negligible. Swarms also deal reduced damage against shields and extra damage to armor now though. The opposite is true for forge guns which deal roughly 1200 base direct hit damage themselves. We get this from the math then.
Type.........Base DMG...........VS Shield............VS Armor SL............1200.....................840.......................1560 FG............1200.....................1560.....................840 Pro SL......1800.....................1260.....................2340 Pro FG......1400.....................1820.....................980
AV nades and all explosive charges seem to be just that, explosive. They would then also suffer from massive damage reduction against the currently popular shield tanks.
And yes those numbers suggest that were that 30% type shift not a factor and SL able to catch dropships They would be better then FG.
EDIT FOR FORMATING |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2012.11.22 15:38:00 -
[13] - Quote
Waruiko DUST wrote:part of the issue is that swarms as the default AV weapon deal lopsided damage. A single swarm has a base damage of 1200 assuming all rounds hit and excluding splash as negligible. Swarms also deal reduced damage against shields and extra damage to armor now though. The opposite is true for forge guns which deal roughly 1200 base direct hit damage themselves. We get this from the math then.
Type.........Base DMG...........VS Shield............VS Armor SL............1200.....................840.......................1560 FG............1200.....................1560.....................840 Pro SL......1800.....................1260.....................2340 Pro FG......1400.....................1820.....................980
AV nades and all explosive charges seem to be just that, explosive. They would then also suffer from massive damage reduction against the currently popular shield tanks.
And yes those numbers suggest that were that 30% type shift not a factor and SL able to catch dropships They would be better then FG.
EDIT FOR FORMATING Where did you get these figures from ? |
Misaka Mokoto
OO Meisters
0
|
Posted - 2012.11.22 23:09:00 -
[14] - Quote
BobThe843CakeMan wrote:u got to be kidding me. r u saying u want to nerf tanks even more??? are u drunk??? our lives are hard enough as it is. Esspecially with forge guns doing 3000 damage and swarms doing 2000(shield tank) i'm going to take it tht u r just drunk. :)
Im saying that tanks need to be tanks and not an instant "no deaths machine". Their shields and armor shouldn't be able to regen in less than a minute. The low-mid level tanks should be able to destroy with at least 6 low-mid level AV shots. I also think that their firepower should be increased on a few weapon types because they tanks seem relatively weak in that area. A tank should be a heavy armored & powerful machine that takes a few rocket/forge shots to damage/take out, without it going around a corner and coming back perfectly fine. |
Django Quik
R.I.f.t
219
|
Posted - 2012.11.22 23:42:00 -
[15] - Quote
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?
Okay so this is the future and there's all this fantastic tech, so tanks would not be as vulnerable in this way but also consider that this super tech would also apply to AV.
There is no vehicle on earth that could handle repeated multiple hits from anti-vehicle weapons. If you were in a war and rubbish enough at tank driving to let yourself take even one hit from an AV weapon, let alone two or three, you would die plain and simple.
In summary, tanks should be able to be taken on solo. However, and I can't stress this enough, it should not be safe or easy to be able to get yourself into a position to solo a tank. Swarms should be heavy weapons which need reloading every round. You should not be able to run around in a scout suit willy nilly popping off powerful rockets left, right and centre and you should not be able to move whilst aiming (or at least move very slowly, akin to the forge gun).
This would ensure that AV suits are effective but vulnerable. It would still take multiple people to take down a tank because you would need a support team to protect you and repair/revive you whilst getting into tank-killing position. Taking down a tank would still require coordination and planning, as it does in real life unless of course you have another tank. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.11.23 03:48:00 -
[16] - Quote
Jason Pearson wrote:Wot? You tried to Solo a Tank and it didn't work? OH NO! This is the problem right here, people trying to solo a Tank that actually requires teamwork to use effectively.. With 6 Missiles in your Swarm Launcher, you deal over 7200 Damage. If you had two people using swarms, you'd of killed off the Tank. What kind of Swarms are you running?
It's extremely easy to die in a Tank. I get smashed by Forge Guns very easily, especially if they're higher up. I only run a Tank when I've got a squad backing me up (4 People including myself) to protect me, and you want to solo us?
-_-
Lmao ppl love defending tanks. Let me ask you a question. How much does your tank cost? What's your average K/D in a game where you use a tank? How many games does your average tank survive. How often do you run off to spawn red zone to heal up? How many FG charges to the hull can your average tank take?
I'd love you to truthfully answer these questions and still manage to make a convincing argument against the points that the author of the post made.
No one said that one AV guy should be able to solo a tank (but judging by how much a decent AV suit costs they may as well). Usually you have a whole team of red dots trying to stop one tank and failing miserably - the second a couple of guys starts respawning as AV the team becomes too vulnerable to infantry. The point that the author made was that with extreme luck and having landed multiple hits on a tank, he still could not blow it up. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.11.23 03:52:00 -
[17] - Quote
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 |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.11.23 03:57:00 -
[18] - Quote
Ok... I am not a fan of comparing games to reality but I think the following is a fair argument.
In real life tanks dominate in open spaces but are vulnerable in urban areas. The same should also make sense in Dust - I see tanks roll up in places with tons of rocks or other obstacles where infantry can hide and still manage to wreck havoc. The reason for this is that they can withstand a ton of AV beating w/o going down. |
Waruiko DUST
G I A N T
90
|
Posted - 2012.11.23 08:59:00 -
[19] - Quote
Needless Sacermendor wrote:Waruiko DUST wrote:part of the issue is that swarms as the default AV weapon deal lopsided damage. A single swarm has a base damage of 1200 assuming all rounds hit and excluding splash as negligible. Swarms also deal reduced damage against shields and extra damage to armor now though. The opposite is true for forge guns which deal roughly 1200 base direct hit damage themselves. We get this from the math then.
Type.........Base DMG...........VS Shield............VS Armor SL............1200.....................840.......................1560 FG............1200.....................1560.....................840 Pro SL......1800.....................1260.....................2340 Pro FG......1400.....................1820.....................980
AV nades and all explosive charges seem to be just that, explosive. They would then also suffer from massive damage reduction against the currently popular shield tanks.
And yes those numbers suggest that were that 30% type shift not a factor and SL able to catch dropships They would be better then FG.
EDIT FOR FORMATING Where did you get these figures from ?
SL does 300 a missile and standard fires 4 with proto firing 6 so 1200 and 18oo respectively FG deal 1200 and change at standard and 1400 and change at proto. an Assault will deal a little more and a breach will deal a lot more but those are different beasts all together. Skills and the exact damage on the FG weren't included because I didn't have access to my PS3 at the time I was posting, but those figures are roughly accurate. If you are referring to the CS Shield and Armor thing thats because some weapons now deal 130% damage to one type and 70% to the other.
Its also worth noting that those figures are for single shots the fully connect against non weak point locations. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.23 09:38:00 -
[20] - Quote
Waruiko DUST wrote:part of the issue is that swarms as the default AV weapon deal lopsided damage. A single swarm has a base damage of 1200 assuming all rounds hit and excluding splash as negligible. Swarms also deal reduced damage against shields and extra damage to armor now though. The opposite is true for forge guns which deal roughly 1200 base direct hit damage themselves. We get this from the math then.
Type.........Base DMG...........VS Shield............VS Armor SL............1200.....................840.......................1560 FG............1200.....................1560.....................840 Pro SL......1800.....................1260.....................2340 Pro FG......1400.....................1820.....................980
AV nades and all explosive charges seem to be just that, explosive. They would then also suffer from massive damage reduction against the currently popular shield tanks.
And yes those numbers suggest that were that 30% type shift not a factor and SL able to catch dropships They would be better then FG.
EDIT FOR FORMATING Dude you do know that forgeguns have a efficency rating off 100% against armor and shields? There is no weapon in the game that gives you 130% bonus towards shields on vehicles. The only reason why people think that forgeguns do more damage against shields is because they actually deliver the damage thats tagged on the stats off it. You might get more damage cause off your skills or damage mods but you do not gain a natural bonus like swarms do against armor. And it depends on the tank fit aswell depending what resistance it has or if it is running a active resistance module. The only weapons that would be gaining a efficency bonus are lasers and no i dont mean the infantry modell. You probs would need a laser turret on a vehicle to do proper damage. At the moment as it is the forgegun is counted as a hybrid weapon like the railgun. |
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Guinevere Bravo
SVER True Blood Unclaimed.
140
|
Posted - 2012.11.23 10:02:00 -
[21] - Quote
I run a crappy assault AV fit,
Level 2 SL Prof so I can use the 5 shot SL. I run 'Packed' AV nades. Nanohives
I've destroyed 2-3 tanks on patch day. EZmode. The trick is to get as close and high up (to the tank) as possible, if you start firing your swarms from the other side of the map he will see and dodge it.
I literally run AT the tank firing swarms off and as soon as the sheild hits zero 2 packed AV nade's and POP job done.
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.23 12:53:00 -
[22] - 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 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). |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.23 13:19:00 -
[23] - Quote
Tanks are not tanks
2/3 turrets are nerfed because the community cried
All the resistance mods got nerfed so less resistance against AV
AV in general got a buff but it is also broke in a big way
1 AV guy can solo a tank
Armor tanks are weaker than shield tanks so only 1 type of tank is mainly used
In short tanks are getting slowly taken out of the game, the reason they are up on that hill is because the community forced them up ther, the reason they back off after taking a hit or 2 is because tanks are weak and they want to survive and look after that investment not lose it |
Django Quik
R.I.f.t
219
|
Posted - 2012.11.23 20:54:00 -
[24] - Quote
Tanks should be up on the hills hiding because tanks never operate alone. Tanks are always used in groups in real life because otherwise they are too vulnerable to AV - this should be the case in Dust too. Personally I think they've got the tanks and AV balanced just about right at the moment. It's fairly easy to keep tanks at bay or even destroy them, though the higher level ones can be more troublesome. There is only one map on which tanks are a pain because they can hide in the outskirts far too easily but still get good shots at key targets (Manus Peak) but that map's getting a major overhaul next build anyway, so it's being dealt with.
What is disappointing is that there isn't more use of tanks in groups, like you see in many of the Dust promo videos. If you want tanks to be effective, start using them properly.
Also, to go back to the whole 7200 damage discussion, I think that number was arrived at by adding the basic damage of each shot of the militia swarm after using the entire ammo - that's 300 X 4 x 6 = 7200. Done. |
The Polish Hammer
Doomheim
373
|
Posted - 2012.11.23 21:05:00 -
[25] - Quote
EnglishSnake wrote:
1 AV guy can solo a tank
Yes.....your point is?
It's not easy to solo a tank. Especially the ones that are well known for being absurdly fine tuned and specialized. (Lurch, Ted, Bad Furry, etc etc).
It can be done, but it's a almost like a completely separate match between you and the tanker. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.24 12:31:00 -
[26] - Quote
The Polish Hammer wrote:EnglishSnake wrote:
1 AV guy can solo a tank
Yes.....your point is? It's not easy to solo a tank. Especially the ones that are well known for being absurdly fine tuned and specialized. (Lurch, Ted, Bad Furry, etc etc). It can be done, but it's a almost like a completely separate match between you and the tanker.
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 |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.11.24 12:46:00 -
[27] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.24 13:05:00 -
[28] - Quote
You limit driver view your screwing the tank over
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
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R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.11.24 14:27:00 -
[29] - Quote
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.
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Waruiko DUST
G I A N T
90
|
Posted - 2012.11.24 14:39:00 -
[30] - Quote
Tank drivers want balance in terms of being able to play to their chosen specialty. |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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