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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.27 18:18:00 -
[1] - Quote
I wasn't planning to post this due to the expectation of an overwhelming negative response from tank drivers, but I had an encouraging response to the idea from a tank driver in another thread so lets see how it goes.
It seems to me the it will simply not be possible to achieve a balance between tanks and AV with the current implementation; tanks right now are basically single player constructs (aside from a couple of gunners along for the ride) whereas everyone agrees that to kill one should take an AV team. The problem is that we're trying to balance based on the ISK cost of in-game items, and this is a fundamentally flawed approach.
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: balance around a 3 player tank team fighting a 3 player AV team, assuming equal ISK on both sides.
Reds have a 1.5 million ISK tank fit that requires a driver, a gunner and a commander (assume the game is patched so the driver can't fire the main gun, both driver and gunner have limited field of view and the commander has good visibility and an anti-infantry HMG).
Blues have 3 x 500K AV dropsuits.
That should be an even battle and player skill and teamwork would be the decider.
I appreciate that tanks requiring multiple players is not a new idea, but maybe this gives a bit more context into why it is a good idea.
Flame on. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.27 19:34:00 -
[2] - Quote
Skihids wrote:I say we should reward an organized three man tank team with a truly powerful vehicle, but only when it has a competent three man team inside it. Sounds good to me.
Maybe the current HAVs should be kept, and a new, stronger category of HAV introduced that requires 3 players to operate.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.27 19:41:00 -
[3] - Quote
ugg reset wrote: It blows my mind that high end Tanks need to hide behind cover when good AV is on the field. In a large battle enemy infantry should be an after thought or at the very most a nuisance that left unchallenged could end up killing you. the real chalenge for the tank will be other tanks and turrets large and small that will have the fire power and range needed to halt their advance.
Balancing on players will allow for stronger tanks that have a fair chance even against competent AV, without making them OP relative to other player options.
Balancing a game based only on the real world is never going to work, unfortunately, as there are very different constraints. You make the game as realistic as possible without compromising gameplay. Besides, in the real world an unsupported tank would still probably run away from a dedicated AV squad (http://en.wikipedia.org/wiki/FGM-148_Javelin). |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.27 23:38:00 -
[4] - Quote
Yep, Ranger, you seem to be on the same wavelength as me here. The ABC sounds like a good approach.
I like the idea of the tank driver having control over a forward facing machine gun. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 11:56:00 -
[5] - Quote
I was expecting more hate than this. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 16:48:00 -
[6] - Quote
EnglishSnake wrote:stuff about current gameplay I was talking about the way I think it should be, not the way it is right now.
Specifically, I think the following changes should be made to tanks...
* The driver should control the front machine gun, not the main gun, and have a narrower field of view * The main gun should have a higher zoom level and a narrower field of view, and possibly turn slower * The top turret should turn almost as fast as a heavy dropsuit and support a good anti-infantry weapon
Also, I think the main and top guns should (if manned) maintain their heading relative to the map rather than the tank, absent any control from the operator.
Restricting the view for the driver & gunner, while enhancing it for the top turret is intended to promote a "tank commander" role, with the commander issuing instructions for the driver and gunner.
Having the main gun zoomed in will also make it harder for it to be used against close targets, which in my view is a good thing. To compensate, there could be a 2 speed traverse option; fast traverse for swinging round towards the target, then slow traverse for accurate targeting of distant objects.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 18:03:00 -
[7] - Quote
Shiro Mokuzan wrote:I'm a tank specialist and I support separating the driver and main gunner. I think vehicle crews should pretty much be a squad unto themselves.
I wouldn't even need any gun if I could use both sticks to drive like an actual tank (one for each track). Plus then the commander would be needed for situational awareness and visibility, since the driver could only look forward.
Love the 2 sticks idea. +1 there.
Quote: I think tanks need a defense buff, though. Right now if they actually try to push into the front line they die pretty quickly, forcing them into the role of long-range sniping, from way behind the line. I want to be on the front lines, supporting infantry advances, not sniping from my base.
Yep. As soon as it requires 3 players to crew a tank it becomes possible to buff them again without people crying about them being overpowered. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 18:04:00 -
[8] - Quote
EnglishSnake wrote:Only way is if pilot suits and maybe certain skill will help boost the tank, so just say the pilot suit offers like 5% bonus to something which helps the tank then 3 ppl all with pilot suits get in a tank then the tank get 15% of whatever it is. Lets also assume the pilot suit gets special mods which help to increase resistances/shield hp/recharge rate/armor resists/hp/turrets ROF/DPS/range etc so you can have 3 ppl in a tank all with different mods which would add bonuses to the tank and effectively make it stronger, as for the mods they would have stacking penalties across the enitre team so if 2 ppl have the same mods they would get a stacking penalty
I like the idea of suits and skills giving targetted bonuses like this.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 20:05:00 -
[9] - Quote
Skihids wrote:If you did limit the driver's view I suggest adding a rear view he can switch to when backing up. Actually I would add that regardless. Yep, good idea. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.28 20:15:00 -
[10] - Quote
EnglishSnake wrote:So you want to gimp the driver by limiting his veiw and make him look constantly forward while having a pointless small turret to control
Gimp the main gun because its not like they are already slow as it is like the railgun is and also make it zoomed in so that targets upclose are next to impossible to hit because your turret takes an ice age to move, sure rely on the small guns to do something but lets be honest they are crap and useless
Yea not buying it if im the driver i need full view not a nerfed area to look at because AV have it so hard right now they need to nerf the tank and users even more
Its a bad idea and wouldnt make the tank tank require more teamwork it would require more driver skill to work with a gimped out tank and view and make it free points to any AV
Yep, we're gimping the driver, big time. The driver should be driving. The front machine gun is a bonus.
The reduced field of view will mean more teamwork required, because the driver will have to rely on the commander to get the big picture.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.29 09:11:00 -
[11] - Quote
Arron Rift wrote:Also, the driver/gunner/commander wouldn't even require that they redesign the models. They could allow the front-gunner to steer the tank with the L stick (he can only see in front of the tank), force the turret-gunner to be stuck in the R3-sight mode (he can't see behind the giant, slow turret), and put the commander up in the tiny turret on the top (he can quickly look all around the tank, and maybe they could even give him the panned-back view that the driver has in the current build).
That works for me. +1
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.11.30 20:14:00 -
[12] - Quote
EnglishSnake wrote:Yea its a no from me
I'm not massively surprised by that
Could you support this if the MTACS were introduced at the same time as this change, so that you still have your single-player mech-monster? |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.01 09:47:00 -
[13] - Quote
So, surprisingly, I'm seeing more support than hate for this idea.
Anyone else want to jump in with an opinion? |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.02 01:30:00 -
[14] - Quote
EnglishSnake wrote:I dont want MTACs at all tbh
Gimmick cheap crap, we already have powered dropsuits and with the ammount of free LAVs take out a leg with it and its on its back for most of the game
OK. So the only thing you'll be happy with is the current tank setup, where you can be both driver and gunner on your own? And you insist that it should require multiple other players operating as a team to be competitive against you (as an individual)?
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.03 21:12:00 -
[15] - Quote
One concern with this approach is whether it would be any fun for the tank drivers. The gunners obviously get to shoot stuff, and the tank commanders would have a lot to do, as well as being the primary anti-infantry element.
What could be done to make (just) tank driving more fun? |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.04 00:18:00 -
[16] - Quote
Skihids wrote:Let him drive OVER and crush LAVs flat. Ooohhh... I like that!
Quote:That and shoot stuff in front with a small turret. Yep, we'd already got this one.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.04 10:54:00 -
[17] - Quote
Cross Atu wrote:Point of clarity, the whole thread is proceeding with the assumption that there are specific and exclusive guns in every slot on a HAV, is the proposal also to eliminate the ability of players to customize their fittings? Not sure where you got that impression from. HAVs will continue to have the current 2 small and one large turrets, and can fit whatever they want in them.
Quote:That aside I've had a very different experience with HAVs that many in this thread. For instance the idea that only the main gun matters is profoundly foreign to me. The majority of HAVs I've run in were never deployed without at least one dedicated gunner established before deployment. The main gun is the main weapon of the tank, and is currently operated by the driver. Yes, additional gunners are useful, but it is in no way required to successfully use a HAV currently.
Quote: ISK is, ironically considering the content of this thread, the major limiting factor on HAVs and their use currently with a "driver takes all the risk" mentality being common place enough that frequently HAVs are left undeployed, or not redeployed, even in high stakes games because it's assumed that the driver assumes all cost risk associated with deploying the vehicle.
ISK may be the limiting factor right now, but is unlikely to remain so. That is one of the key points of this thread: in a persistent MMO with a long shelf-life (as CCP hope Dust will be) you inevitably end up with a large number of very, very wealthy players. For these players ISK is not an issue, so they'll use whatever makes them most effective: if a HAV is better than a dropsuit then they'll use a tank. I'm working on the assumption that CCP does not want to make World of Tanks II.
Quote: Making the driver run the front gun seems fine, and giving the top turret more fluid motion for a better rage of vision would be a positive. Generally speaking however I don't see the need for a number of the other changes proposed, under current conditions/ That being said I realize that many of them have been proposed based on presumptions that certain things are coming (pilot suits for example) so my current view on things isn't an out of hand dismissal of the ideas.
The other changes were primarily aimed at ensuring that it takes 3 players working as a team to operate a HAV, in balance with the need for 3 AV players working as a team to counter it.
Quote: Sure it's frustrating to encounter 'rock' when you're running 'cissors' but that's what teamwork is for and it's a calculated risk, take that away and the game as a whole is diminished.
In this case I think it is "my rock kills your three scissors".
Way more than 0.02 ISK of value there Cross, thanks. Keep it coming.
Oh, and I've had to be a bit selective about what I respond to, primarily to keep within the limits of the forum software. Sorry if I seem to have ignored something important. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.05 19:50:00 -
[18] - Quote
DarkShadowFox wrote:OHOHOH On a completely unrelated topic HAV note, lets remove those small turrets and seats so people cant sit in my HAV and I can have a beautiful Streamlined machine 8D
How about a simple "lock the doors" button?
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.09 18:04:00 -
[19] - Quote
DarkShadowFox wrote:R F Gyro wrote:DarkShadowFox wrote:OHOHOH On a completely unrelated topic HAV note, lets remove those small turrets and seats so people cant sit in my HAV and I can have a beautiful Streamlined machine 8D How about a simple "lock the doors" button? well removing the seat and turrets would free up a good amount of CPU and PG, thats why I keep mentioning it, so I can just have like one main cannon and run around with that feeling a bit less weighed down by the price and by people dying with me incase they try to jump in because their about to die and its really annoying because I need people who dont just jump in because they want to save their lives and stuff. Honestly Like If there more more single cannon tanks, people would have more skill because they could focus on themselves but they would be an big weaker, like a 5% chop on damage resitance... would it make them OP no not really because we have lots of broken swarms and forge gunners... 8D Maybe this should be the MAV (Medium Attack Vehicle), a single seat large gun platform. Less armour/shield than the HAV but a bit faster. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 00:09:00 -
[20] - Quote
Vermaak Doe wrote:R F Gyro wrote:EnglishSnake wrote:I dont want MTACs at all tbh
Gimmick cheap crap, we already have powered dropsuits and with the ammount of free LAVs take out a leg with it and its on its back for most of the game OK. So the only thing you'll be happy with is the current tank setup, where you can be both driver and gunner on your own? And you insist that it should require multiple other players operating as a team to be competitive against you (as an individual)? The only other available vehicles are rooted on transportation and teamwork, they SHOULD require teamwork to be used effectively in my opinion and at no point did English say all other vehicles need multiple people ro be effective Sorry, I don't understand this comment at all. Could you clarify? |
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 10:50:00 -
[21] - Quote
Vermaak Doe wrote:English snake didn't say only tanks should be able to be effectively able to use by one person and the only other vehicles in the game aren't comparable I know, I never suggested he did.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 13:50:00 -
[22] - Quote
EnglishSnake wrote: Its how the HAV is made atm
Yep, and I'm proposing we change it.
Quote: I need all the skills to fit it, even for my gunners i still need to get the small turret skills up just so i can fit the best turrets onto my tank, basically its the driver me who has to do everything as it is
In a game im looking for tanks/AV guys while driving around and activating mods and watching my back
If the HAV is split up so you have 1 driver and 3 gunners then all the skills have to change tbh because i wouldnt skill up any turret skills and tbh i shouldnt have to because im not going to be using them so ther has to be away for my gunners to be able to skill up to the gun/buy the gun then be able to give me the gun to fit onto the tank so they can use it
As a driver in most games i dont want a gun tbh because it distracts me mainly from watching my back and looking out for threats but i have one and i cant even take it off if i wanted to or give it to someone else
But as it is it does take teamwork to take out a tank or it should but i cant help it that its just me in a tank against 3ppl its how its made atm, as a driver/gunner i do more than 3ppl with forge guns who hold down R1 at a supply depot while i try to back up around cover firing and activating mods and hope to god that my turret being at a wrong angle doesnt put me into a wall or up a rock
It sounds like you would support a change that takes the main gun away from the driver then; the current proposal is to give the driver the front small turret instead.
I expect the skills would all change, so this would probably have to be done at the same time as a skills wipe.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 15:20:00 -
[23] - Quote
EnglishSnake wrote:
That idea is even worse
Small turret is worse than the large, id rarther have no turret so i concentrate on driving
Could you simply not use it? It would be trivial to get rid of it, but then we'd have complaints from all the drivers who want a gun.
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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 15:42:00 -
[24] - Quote
EnglishSnake wrote:R F Gyro wrote:EnglishSnake wrote:
That idea is even worse
Small turret is worse than the large, id rarther have no turret so i concentrate on driving
Could you simply not use it? It would be trivial to get rid of it, but then we'd have complaints from all the drivers who want a gun. If its made for the driver it means no one else can use it so its a useless turret anyways in my tank Would you suggest multiple HAV types then? Some with a small turret for the driver and some without? Or just that no HAV drivers have guns at all. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.10 16:13:00 -
[25] - Quote
EnglishSnake wrote:R F Gyro wrote:EnglishSnake wrote:R F Gyro wrote:Could you simply not use it? It would be trivial to get rid of it, but then we'd have complaints from all the drivers who want a gun.
If its made for the driver it means no one else can use it so its a useless turret anyways in my tank Would you suggest multiple HAV types then? Some with a small turret for the driver and some without? Or just that no HAV drivers have guns at all. We should have multiple tanks, we dont have a choice tbh
Would it be a enough if you could simply leave the turret empty (no default weapon in it) as per your other thread? |
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