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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:24:00 -
[1] - Quote
Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be: Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 20:26:00 -
[2] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
I kinda agree. I think there should only be a 5 second warning not a 10 second delay time. Callin warning 5 second then strike hits. |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:28:00 -
[3] - Quote
They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended.
Edit: after rereading your post. No if internet spaceship shoots your internet tank, internet spaceship wins their guns much much bigger than your tank.
So no they should kill your tank sorry. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:31:00 -
[4] - Quote
Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended.
If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN". |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.02.13 20:33:00 -
[5] - Quote
what kind of warning we talking about? A vortex and lightning storm occurring in the sky above, or that annoying woman saying in her bionic voice "Warning, Orbital Strike detected"....I prefer the first. |
Knight SoIaire
Better Hide R Die
32
|
Posted - 2013.02.13 20:35:00 -
[6] - Quote
They're really the only thing that can destroy a fully fitted tank other than a fitting designed to deal with them, which I nor many other people do not own.
I like the idea of the warning, maybe a visual warning, so that tank drivers and anyone in the blast radius would have to pay attention to their surrroundings.
They are a little ridicilous, I was killed indoors with one, yet if I stand under a small little overhang on a certain map (Not sure which one) I'm completely protected! |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:38:00 -
[7] - Quote
Knight SoIaire wrote:They're really the only thing that can destroy a fully fitted tank other than a fitting designed to deal with them, which I nor many other people do not own.
I like the idea of the warning, maybe a visual warning, so that tank drivers and anyone in the blast radius would have to pay attention to their surrroundings.
They are a little ridicilous, I was killed indoors with one, yet if I stand under a small little overhang on a certain map (Not sure which one) I'm completely protected!
^^^ That happens because OBs always hit at 0 ground height. A few maps have spots beneath this level hence protection. On other maps that happens to fall right inside the building. At least that's how it seems to me (seems to be a random bug occurance) |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:38:00 -
[8] - Quote
Noc Tempre wrote:Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended. If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN".
Except they aren't free especially against you imperfects.
2500 wp to get one is hard against a really good team unless you are also really good. I am average my corpmates much better than me.
Instant I win ehhh not so much i have survived them in mlt tanks with a decent fit.
They are giant strikes from a ship firing multiple blasts designed to kill giant spaceships. Your in a tiny tank...
And right now they are only small turrets firing them... wait till they can be fired from a dread or a titan.
The damage is meant to be huge... andnonly going to get big andnonce the maps get bigger? Their damage will seem even less consequential. But if someone drops one on only your tank... they wasted an objectiv clearing weapon on you andnonly you. Feelhonored.
|
Luk Manag
of Terror
2
|
Posted - 2013.02.13 20:39:00 -
[9] - Quote
Nitro boosters! An armor tank can be fast enough. |
Pays 2 Win
Shining Flame Amarr Empire
102
|
Posted - 2013.02.13 20:43:00 -
[10] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
Actually I know a few corps that have survived a single warbarge OBS against them.
That dude Mavado has survived OBS. I have seen that dude with numbers on his name survive an OBS. Some other dude also survived OBS. Many more where that came from. |
|
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 20:43:00 -
[11] - Quote
I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover. |
gbghg
L.O.T.I.S. Legacy Rising
373
|
Posted - 2013.02.13 20:44:00 -
[12] - Quote
Bojo The Mighty wrote:what kind of warning we talking about? A vortex and lightning storm occurring in the sky above, or that annoying woman saying in her bionic voice "Warning, Orbital Strike detected"....I prefer the first. While that would look awesome most people wouldn't notice it, so while I prefer the first I think the second would be more practical |
Panoscape
BurgezzE.T.F
107
|
Posted - 2013.02.13 20:48:00 -
[13] - Quote
I think OB's are fine. They are earned and should be insta kills, it's a kitten bombardment from space! I could see if it was a laser orbital, it would do accrued damage over time like laser rifles, giving you time to get the heck out if you're lucky. But if it's a hybrid then it should strike without warning and do 100% damage.
Last time I checked, military forces do not give warnings to the target that it's about to destroy, so the same should be here too.
Sorry you've lost tanks too them. But, don't field it if you don't want to loose it.
FYI, I've survived two direct orbital strikes. Luckily for both of them I was near a letter and jumped into the letter box. The warning was enough time to jump for cover. If you're out in the open, you're toast. Best thing to do then is stand still and hope for the best. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2013.02.13 20:49:00 -
[14] - Quote
Of all the broken stuff in this game... |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:51:00 -
[15] - Quote
semperfi1999 wrote:I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover.
There already is a delay or at least supposed to be giving even more warning makes them useless.
Because people especially scout suits would just start running leaving only heavies and logis to die in them. Ive seen tanks escape them. Who knew to immediately hit the boost when the noise plays ( that big bwwwwoooonnnnngggg) that happens before the strike hits. Hell I've even outrun one or two. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2013.02.13 21:26:00 -
[16] - Quote
completely disagree. To call in an OB you have to rack up the WP, and racking up WP requires gear and skill. If you've got an expensive tank on the field, and your team lets another squad OB, maybe you shouldn't have called in that tank. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 21:29:00 -
[17] - Quote
Val'herik Dorn wrote:semperfi1999 wrote:I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover. There already is a delay or at least supposed to be giving even more warning makes them useless. Because people especially scout suits would just start running leaving only heavies and logis to die in them. Ive seen tanks escape them. Who knew to immediately hit the boost when the noise plays ( that big bwwwwoooonnnnngggg) that happens before the strike hits. Hell I've even outrun one or two.
Theres a delay? You mean the shining lights that is your death toll? The second the light shines the strike begins there is no other warning and unless you were already heading out of the area by sheer luck you will be caught in the blast. No that is not a delay for a warning. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.02.13 21:43:00 -
[18] - Quote
Not sure I agree that there should be a lengthy delay or OB's would become kind of useless.
I could see some kind of visual reference from the MCC for the precision strikes but does CCP even intend to keep them in the game???
I don't like the idea of having anymore delay built into the actual OB from EvE side. There is already a small delay in the time from Merc request to EvE weapon cycle and the strike hitting. Hindering the EvE side orbitals that are already kind of lame for the capsuleers wouldn't exactly promote pilot interest if, the bulk of the time, everyone is able to get away from the strike.
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.13 21:46:00 -
[19] - Quote
Pays 2 Win wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Actually I know a few corps that have survived a single warbarge OBS against them. That dude Mavado has survived OBS. I have seen that dude with numbers on his name survive an OBS. Some other dude also survived OBS. Many more where that came from. Starship Tactical Laser Strike is a guaranteed kill on anything it hits, even up to CRUs. No vehicle can survive it. However, when these strikes first came out in Precursor, they were a joke, and the delay wasn't even 5 seconds. We'd once again be back to the things being completely worthless. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.13 21:50:00 -
[20] - Quote
I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. |
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
|
Posted - 2013.02.13 21:58:00 -
[21] - Quote
I disagree with nerfing OB's, especially the EVE-driven ones.
I think there should be a decoupling from the WP system for the EVE-driven OB's, of course, but I think the general mechanic should stay the way it is.
OB's should be timer-based, one every 4-5 minutes per squad (of at least 3 players) so the EVE player can aid a losing team instead of aiding in the curb-stomping of an already WP-high team. That type of counterbalance would be worth having pilots in orbit for, or to have competing corps (NOT FACTIONS) fight for the space over the district even. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:00:00 -
[22] - Quote
The alternative is to drop tanks in price so they sit around the same expense as prototype suits. If you can lose one and still make a profit it would at least be an improvement. I still think there is a serious lack of skill involved in the entire OB system. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.13 22:00:00 -
[23] - Quote
Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. All Noc needs to do is not stop moving. If you keep moving constantly its damn hard to drop one of those on you. The entire time I played both Codex and Chromosome, I never lost a tank to an OB. The few that got dropped on me I just drove away from, and Laser strike has the smallest radius of the EVE ones, even if it does the most damage, so evading it would be even easier. |
Boomer Dues Mortis
D3ath D3alers RISE of LEGION
40
|
Posted - 2013.02.13 22:00:00 -
[24] - Quote
I like Orbital Strikes how they are. They make you worry about sitting idle in your tank or being around a bunch of teammates. I also love seeing how many kills I can get from a single strike so far my record is 10. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:01:00 -
[25] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:03:00 -
[26] - Quote
Hel Zazaku wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it.
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:04:00 -
[27] - Quote
Noc Tempre wrote:Hel Zazaku wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it. You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
Maybe you should just quit if it's so bad. |
GeneralButtNaked
Burnwall Industries
54
|
Posted - 2013.02.13 22:10:00 -
[28] - Quote
Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward.
You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill.
Either go on foot, or stop whining.
Imperfect tears, so salty. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:12:00 -
[29] - Quote
GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty.
This guy knows his stuff...
and has a great name. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:13:00 -
[30] - Quote
GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty.
Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's
See the imbalance yet? |
|
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:18:00 -
[31] - Quote
Noc Tempre wrote:GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty. Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's See the imbalance yet?
No. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:20:00 -
[32] - Quote
Hel Zazaku wrote:Noc Tempre wrote:GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty. Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's See the imbalance yet? No.
Then there is no reasoning with you. Risking 1M ISK that is incredibly vulnerable to something that is awarded for free every match for at most an extra 100k isk over just running around in militia gear or even AFKing is not a proper risk/reward tradeoff. |
Johnny Guilt
Algintal Core Gallente Federation
50
|
Posted - 2013.02.13 22:23:00 -
[33] - Quote
Do the orbital strikes team kill? i hope they do. that way there more of a risk for using them. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:25:00 -
[34] - Quote
Johnny Guilt wrote:Do the orbital strikes team kill? i hope they do. that way there more of a risk for using them.
Not in pub matches, the only place to earn SP currently. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.02.13 22:25:00 -
[35] - Quote
A 10 second delay that includes a 5 second warning?
Somebody would be lucky to hit the broadside of a barn, that is being carried off by ants, with that ridiculous requirement. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2013.02.13 22:26:00 -
[36] - Quote
Noc Tempre wrote:Hel Zazaku wrote:Noc Tempre wrote:GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty. Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's See the imbalance yet? No. Then there is no reasoning with you. Risking 1M ISK that is incredibly vulnerable to something that is awarded for free every match for at most an extra 100k isk over just running around in militia gear or even AFKing is not a proper risk/reward tradeoff.
So stop calling in 1M ISK gear in pub matches? |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:26:00 -
[37] - Quote
Noc Tempre wrote:Hel Zazaku wrote:Noc Tempre wrote:GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty. Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's See the imbalance yet? No. Then there is no reasoning with you. Risking 1M ISK that is incredibly vulnerable to something that is awarded for free every match for at most an extra 100k isk over just running around in militia gear or even AFKing is not a proper risk/reward tradeoff. Edit: No I still don't see it. Stop calling in 1 mil tanks in pub matches. |
The Black Jackal
The Southern Legion
302
|
Posted - 2013.02.13 22:27:00 -
[38] - Quote
I don't think there shoudl be a warning at all for Orbitals... Targeting shouldn't make a sound. The first and last sound you should here is the sky tearing apart as death descends from the sky to obliterate you.
This big horn from the sky before an orbital strike? Why? Where does it come from? What purpose does it serve but to warn? EVE-side Orbitals can already be delayed due to a not-so quick finger on the Shoot Button, or even an afk pilot (yes we've had this when attempting out-of-corp support.) And when he fired, the timing was so wrong and he hit nothing, didn't help us achieve anything by doing so.
So I will vote the opposite, and say we should have NO warning before Orbital Strikes. Just the sound of the ammunition splitting the atmosphere the moment before it strikes. |
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2013.02.13 22:27:00 -
[39] - Quote
As a Heavy, anytime i hear the "sound", i know im dead. Im just too fat and slow. Atleast scouts,assault, LAVs and HAVs have a chance to escape, if theyre near the perimeter of the blast. HOWEVER, i dont agree with giving a long warning. It would defeat the purpose of the strike, since most enemies would have enough time to escape. Besides, currently HAVs can still escape. You just cant let yourself sit still. Ive seen plenty of HAVs that stay on the move and escape strikes that are directed at them. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:28:00 -
[40] - Quote
Baal Roo wrote:
So stop calling in 1M ISK gear in pub matches?
1M is advanced level gear. Maybe I don't want to be forced to run militia just to not go broke? Especially since I have a higher survival rate than the average. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2013.02.13 22:40:00 -
[41] - Quote
Noc Tempre wrote:Baal Roo wrote:
So stop calling in 1M ISK gear in pub matches?
1M is advanced level gear. Maybe I don't want to be forced to run militia just to not go broke? Especially since I have a higher survival rate than the average.
sounds like a personal problem.
Seriously, why would you call in a 1M asset into a match that can only gain you 200k-300k ISK?
I honestly don't understand your reasoning here. It's almost like you think you're playing a completed game, and that instant battles will be the heart of the gameplay for people with 1M tanks that they can burn through.
Furthermore, your false dichotomy of "1M asset tank or Militia gear" is at best intellectually dishonest, and at worst just plain old trolling. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 22:42:00 -
[42] - Quote
The Black Jackal wrote: This big horn from the sky before an orbital strike? Why? Where does it come from? What purpose does it serve but to warn?
Contrary to some peoples' beliefs, this is a game, and games are meant to be enjoyable for both parties involved. Instantly dying with no preventative measures because the other team reached an arbitrary point value is a poorly designed mechanic. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:43:00 -
[43] - Quote
The Black Jackal wrote:I don't think there shoudl be a warning at all for Orbitals... Targeting shouldn't make a sound. The first and last sound you should here is the sky tearing apart as death descends from the sky to obliterate you.
This big horn from the sky before an orbital strike? Why? Where does it come from? What purpose does it serve but to warn? EVE-side Orbitals can already be delayed due to a not-so quick finger on the Shoot Button, or even an afk pilot (yes we've had this when attempting out-of-corp support.) And when he fired, the timing was so wrong and he hit nothing, didn't help us achieve anything by doing so.
So I will vote the opposite, and say we should have NO warning before Orbital Strikes. Just the sound of the ammunition splitting the atmosphere the moment before it strikes.
We come to the classic problem with ground warfare. If you are going for "realistic" instead of "good gameplay" we wouldn't be fighting on the planet at all, or certainly not in locales that you could afford the collateral damage from a strike from orbit. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:45:00 -
[44] - Quote
Baal Roo wrote:Noc Tempre wrote:Baal Roo wrote:
So stop calling in 1M ISK gear in pub matches?
1M is advanced level gear. Maybe I don't want to be forced to run militia just to not go broke? Especially since I have a higher survival rate than the average. sounds like a personal problem. Seriously, why would you call in a 1M asset into a match that can only gain you 200k-300k ISK? I honestly don't understand your reasoning here. It's almost like you think you're playing a completed game, and that instant battles will be the heart of the gameplay for people with 1M tanks that they can burn through. Furthermore, your false dichotomy of "1M asset tank or Militia gear" is at best intellectually dishonest, and at worst just plain old trolling.
To get a functional tank under the 200k ISK mark requires a militia hull and BPO fittings. |
Deskalkulos Ildigan
CrimeWave Syndicate
115
|
Posted - 2013.02.13 22:47:00 -
[45] - Quote
Actually i like the current OB, even when i am on the "recieving" end. It is like *Warning sound* "Holy ****, INCOMING" *frantically running underneath the nearest roof while the first bombs hit the ground, hoping to be spared*
A 5 second delay (after the warning) would make OB completely useless, even armor tanks would have enough time to get out of the area of effect. We use OB mainly to start a sneaky attack in skirmish, if we issue a warning then the enemy would be able to withdraw all their troops and then be able to prepare for the attack.
There might be other types of bombardement where a delay might make sense, but which type it would, i have no idea. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.13 22:48:00 -
[46] - Quote
Orbitals shouldn't respect friendly fire- problem solved.
A few days ago, by coordinating with bobthe843cakeman, I achieved superoverkill by calling a precision strike on a single sniper. It was necessary. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2013.02.13 22:48:00 -
[47] - Quote
Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Baal Roo wrote:
So stop calling in 1M ISK gear in pub matches?
1M is advanced level gear. Maybe I don't want to be forced to run militia just to not go broke? Especially since I have a higher survival rate than the average. sounds like a personal problem. Seriously, why would you call in a 1M asset into a match that can only gain you 200k-300k ISK? I honestly don't understand your reasoning here. It's almost like you think you're playing a completed game, and that instant battles will be the heart of the gameplay for people with 1M tanks that they can burn through. Furthermore, your false dichotomy of "1M asset tank or Militia gear" is at best intellectually dishonest, and at worst just plain old trolling. To get a functional tank under the 200k ISK mark requires a militia hull and BPO fittings.
i think the point they're trying to get at noc, is don't call a tank in every game. |
The Black Jackal
The Southern Legion
302
|
Posted - 2013.02.13 22:48:00 -
[48] - Quote
Tiel Syysch wrote:The Black Jackal wrote: This big horn from the sky before an orbital strike? Why? Where does it come from? What purpose does it serve but to warn?
Contrary to some peoples' beliefs, this is a game, and games are meant to be enjoyable for both parties involved. Instantly dying with no preventative measures because the other team reached an arbitrary point value is a poorly designed mechanic.
Preventative measures? Like a bunker? A Shield? An insta-dome of impentrable force? Or just getting under cover (does work on most maps.)
I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
How many 'support' items in any FPS are not controlled by such a point system?
We at least get a no-point system for vehicles. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 22:51:00 -
[49] - Quote
Deskalkulos Ildigan wrote: A 5 second delay (after the warning) would make OB completely useless
With the first OBs we had access to, the delay was longer than it is now, and people still managed to get kills with them (even on tanks!). Infantry scattering still gets them killed if you use it to clear an objective, because their choices are keep sprinting and die to other infantry, or slow down to shoot back and die to the OB. |
Rugman91
Deep Space Republic
143
|
Posted - 2013.02.13 22:51:00 -
[50] - Quote
Basically you want there to be nothing that can stop you except another tank of equal might. Not interested |
|
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 22:52:00 -
[51] - Quote
The Black Jackal wrote: I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
Prepare to have your mind blown, but CoD kill streaks aren't instant effects. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:52:00 -
[52] - Quote
The Black Jackal wrote:Tiel Syysch wrote:The Black Jackal wrote: This big horn from the sky before an orbital strike? Why? Where does it come from? What purpose does it serve but to warn?
Contrary to some peoples' beliefs, this is a game, and games are meant to be enjoyable for both parties involved. Instantly dying with no preventative measures because the other team reached an arbitrary point value is a poorly designed mechanic. Preventative measures? Like a bunker? A Shield? An insta-dome of impentrable force? Or just getting under cover (does work on most maps.) I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time? How many 'support' items in any FPS are not controlled by such a point system? We at least get a no-point system for vehicles.
CoD killstreaks are designed specifically to reinforce the snowball so the person with the lucky first few kills goes on a rampage. Even in COD, there are ways to avoid everything except the nuke, which is more of a cherry tapper than anything else. So actually, CoD killstreaks are significantly better than DUST's OBs. |
Kain Spero
Imperfects Negative-Feedback
901
|
Posted - 2013.02.13 22:53:00 -
[53] - Quote
Game balance and fun is always the most important factor.
I do think OBs should not have a warning in addition to the current broadcast we have, but for low sec the warpoints system prevents OB support from being an I-win button. In Null we will probably have a different system.
Also, once we have the Eve ships appearing in the sky, which CCP is working on, that will let people know they need to look out. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.13 22:53:00 -
[54] - Quote
Fargen Icehole wrote:As a Heavy, anytime i hear the "sound", i know im dead. Im just too fat and slow. Atleast scouts,assault, LAVs and HAVs have a chance to escape, if theyre near the perimeter of the blast. HOWEVER, i dont agree with giving a long warning. It would defeat the purpose of the strike, since most enemies would have enough time to escape. Besides, currently HAVs can still escape. You just cant let yourself sit still. Ive seen plenty of HAVs that stay on the move and escape strikes that are directed at them. +1 |
Panoscape
BurgezzE.T.F
107
|
Posted - 2013.02.13 22:53:00 -
[55] - Quote
Scheneighnay McBob wrote:Orbitals should respect friendly fire- problem solved.
A few days ago, by coordinating with bobthe843cakeman, I achieved superoverkill by calling a precision strike on a single sniper. It was necessary.
Nothin's better than dropping an orbital on a single camping sniper... makes them feel loved. Bob's good at racking up the points for an orbital, he's a beast. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:54:00 -
[56] - Quote
Tiel Syysch wrote:The Black Jackal wrote: I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
Prepare to have your mind blown, but CoD kill streaks aren't instant effects.
The stealth bomber, the closest thing to an OB, has a significant delay and you can see it coming if you are paying attention. |
Spec Ops Cipher
UnReaL.
14
|
Posted - 2013.02.13 22:56:00 -
[57] - Quote
OB's aren't as deadly as you think. There's certain places you can stand inside them, to take about 300damage ONLY. Thankfully your tank won't quite fit in the gap, and will take at least 1800 dam. Oh did I mention, OB's don't kill everything in the zone. They fire 7(?) individual projectiles, which do at least 1.2k direct dam each, and the splash seems to start at about 800. They are survivable, with practice (or blind luck).
Also, Precursor build OB's were AWFUL. They only had 3s delay and 9/10 everyone except the heavy escaped it. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 22:57:00 -
[58] - Quote
Noc Tempre wrote:Tiel Syysch wrote:The Black Jackal wrote: I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
Prepare to have your mind blown, but CoD kill streaks aren't instant effects. The stealth bomber, the closest thing to an OB, has a significant delay and you can see it coming if you are paying attention.
Yeah, it's also VERY audible. All the airstrikes and stuff show up on the radar before they ever fly over, and the choppers and AC130s and stuff have to fly into the zone before they're within shooting range. There's significantly more of a warning time for CoD kill streaks than there is for the Dust OB. |
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2013.02.13 22:57:00 -
[59] - Quote
Regarding the cost of HAVs... A good infantry player can run moderately high-end gear, costing 80-150k isk. They can average 1-2deaths every match. This nets them positive cashflow. A bad player, using same gear, will die a half dozen times or more...making this fit unsustainable.
Same goes for HAVs. A good tank driver can go 10 matches without dieing. So even if your HAV costs 1mil, you'll be cashflow positive. A bad tank driver may die every other match... making their tanking unsustainable. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.13 22:58:00 -
[60] - Quote
How long would this purposed warning be?
And I don't know.....this seems to me that it would make Orbitals very easy to avoid, thus making them ineffective. |
|
Red Dot 24601-HA
S.e.V.e.N.
36
|
Posted - 2013.02.13 23:00:00 -
[61] - Quote
The OBs are here to stay. CCP will leave the warbarge strikes for players that don't have eve side support. Eve compliments the game just as dust compliments eve but both can be played with out the other. I think when the squads go to 6 man squads they should rethink the wp requirements. I got an OB last night with a 2 man squad.
As for the original complaint about losing gear to these free weapons...If you bring in a tank and lose it that is a part of war. If you think that because you have invested a lot of isk and sp into that HAV you should be indestructable you are wrong. I think the OB offers balance. It is a counter to the HAV that is going 30-0.
Just a thought though, while that HAV sits on the red line not allowing anything to cross into the battlefield it is really hard to earn an OB. You will get no sympathy from me when your precious tank gets destroyed.
No warnings other than than sound you already hear just a second before the strike hits.
No damage reductions, they should be instant death to all inside the area of effect.
OBs are not hard to earn by skilled players playing as a squad but randoms very rarely seem to get them. It is usually a squad from a corp that gets them in pub matches.
Solutions?
How about a module that increases your shield output for a brief time? Something that can take the hit and let you survive but barely. You here that great dubstep from the sky sound and you have seconds to activate it or you are dead.
How about a monetary cost for calling in the strike? I am sure the ammo isn't cheap to generate.
MAG had a cooldown between squad orders, platoon orders, and OIC orders but they were based on time not on how well the team was doing. This means even the redlined team has a chance of calling in strikes and breaking free. Seems like a better balance to me...
|
Kain Spero
Imperfects Negative-Feedback
901
|
Posted - 2013.02.13 23:00:00 -
[62] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
This is too much time. The only thing I can see is a slight tweak to the broadcast time. I've actually avoided OBs in a heavy suit though (more luck than anything else though).
I could see maybe a module or a role of some kind potentially giving a warning when the OB menu is pulled up and an ordnance package is selected, but a base warning this long is a non-starter for me. |
Rasputin La'Gar
Tritan-Industries Legacy Rising
28
|
Posted - 2013.02.13 23:00:00 -
[63] - Quote
Bojo The Mighty wrote:what kind of warning we talking about? A vortex and lightning storm occurring in the sky above, or that annoying woman saying in her bionic voice "Warning, Orbital Strike detected"....I prefer the first. "CESHER NOCANONS TO DEFEAT THE ENEMY TEAM" |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 23:02:00 -
[64] - Quote
Polish Hammer wrote:How long would this purposed warning be?
And I don't know.....this seems to me that it would make Orbitals very easy to avoid, thus making them ineffective.
The NPC war barge strikes shouldn't be all that effective anyway. They don't need to be. The weakest player-controlled OBs are devastating already and things are only going to get bigger beyond that. We need somewhere that starts small.
I'd personally be fine with a +1 to 2 sec increase in the time between warning signal and first pulse. More than what we have now, it doesn't have to go all the way to the first variation of OBs we had, I forget how much longer that was than this. |
James-5955
Pink Fluffy Bounty Hunterz RISE of LEGION
151
|
Posted - 2013.02.13 23:03:00 -
[65] - Quote
Good, it's the only real threat a well fitted tank is going to have in pubs unless they get matched against a good organized corp that happens to have someone dedicated to AV in their squad. I know tanks are expensive but you should have enough isk to be able to afford to drop another only a minute later and dominate once again.
The average pub match is full of people who are basically free kills, I recognize this and I don't have thousands of HP with a blaster turret. Most people I see who call in well fit tanks can roam around all match farming kills and not dying, so it's a relief when I have something like an OB that can at least get rid of it for a minute. Can't wait til I have more SP and can have proper AV equipment to deal with high SP tankers.
Give it a small delay? Maybe, but lets not make it useless against tanks. Using an OB to take out a tank should be a viable option IMHO. |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.13 23:05:00 -
[66] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. No, i love to take it quicqly on a imperfect squad, stop crying plz |
The Black Jackal
The Southern Legion
302
|
Posted - 2013.02.13 23:05:00 -
[67] - Quote
Tiel Syysch wrote:Noc Tempre wrote:Tiel Syysch wrote:The Black Jackal wrote: I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
Prepare to have your mind blown, but CoD kill streaks aren't instant effects. The stealth bomber, the closest thing to an OB, has a significant delay and you can see it coming if you are paying attention. Yeah, it's also VERY audible. All the airstrikes and stuff show up on the radar before they ever fly over, and the choppers and AC130s and stuff have to fly into the zone before they're within shooting range. There's significantly more of a warning time for CoD kill streaks than there is for the Dust OB.
You guys do realise there is a non-audible warning? The Large targetting lasers appear ~5 seconds before the strike so 'paying attention' can save you from an Orbital Strike.
Stealth Bombers, airstrikes yes, they aren't instant hit, but they aren't firing from space at super velocity. They are 'flying in' engine sounds. etc. You also 'see them' incoming on your radar because they are there to detect using said radar. DUST OBs don't come across space. I'm sure when they introduce Air-Strikes or something similar from EVE-side (if they do) they will show up on radar before the strike and make noise.
|
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.13 23:07:00 -
[68] - Quote
Scheneighnay McBob wrote:Orbitals shouldn't respect friendly fire- problem solved.
A few days ago, by coordinating with bobthe843cakeman, I achieved superoverkill by calling a precision strike on a single sniper. It was necessary. Lol ur to kind i got all those points from blowing up 2 tanks tht could not shoot a heavy jumping in front of their faces charging a forge gun and even having to reload it. and then u got the rest from repping me from those god aweful snipers. he deserved it killing me like 2 times. |
James-5955
Pink Fluffy Bounty Hunterz RISE of LEGION
151
|
Posted - 2013.02.13 23:08:00 -
[69] - Quote
Baal Roo wrote:Noc Tempre wrote:Baal Roo wrote:
So stop calling in 1M ISK gear in pub matches?
1M is advanced level gear. Maybe I don't want to be forced to run militia just to not go broke? Especially since I have a higher survival rate than the average. sounds like a personal problem. Seriously, why would you call in a 1M asset into a match that can only gain you 200k-300k ISK? I honestly don't understand your reasoning here. It's almost like you think you're playing a completed game, and that instant battles will be the heart of the gameplay for people with 1M tanks that they can burn through. Furthermore, your false dichotomy of "1M asset tank or Militia gear" is at best intellectually dishonest, and at worst just plain old trolling.
Well said and good points as well...
It's a bit ridiculous how people drop such expensive tanks in ambush when the payout is so low. I guess they don't have to care so much though because they won't die against randoms anyway & it's super ez KDR padding. How much easier do you want this game to be? |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.13 23:08:00 -
[70] - Quote
I think OB's (from the Wabarge) should only be called in when you get enough WP's and have a warning. The lady saying "Enemy Orbital Bombardment imminent" then 3 - 5 seconds later boom. Maybe even a red circle on your HUD / Minimap where it will strike. The warning is generated when the enemy warbarge starts targeting / preparing to fire.
I think OS's (from EVE Players) should be available at any time. To allow for targeting you use an item (equipment, gun, I dunno) to laze the target (Like the Ghost in Starcraft). Lazing the target takes 15 - 20 seconds and allows the orbital to be fired. If a target is not lazed when the strike happens then the orbital is random all over the map (like sporadic artillery) and kills friend and foe alike. |
|
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 23:08:00 -
[71] - Quote
The Black Jackal wrote: You guys do realise there is a non-audible warning? The Large targetting lasers appear ~5 seconds before the strike so 'paying attention' can save you from an Orbital Strike.
It's not 5 secs, it's more like 2, and that's the problem. It's a negligible amount of time. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 23:10:00 -
[72] - Quote
The Black Jackal wrote:Tiel Syysch wrote:Noc Tempre wrote:Tiel Syysch wrote:The Black Jackal wrote: I'm not saying dont have the delay, but have no warning. As to the 'arbitrary' Point value.. is that any different from COD whereby getting a kill streak of a certain number entitles you to an airstrike? or to call in a hellcopter that will continue to get kilsl for you for a time?
Prepare to have your mind blown, but CoD kill streaks aren't instant effects. The stealth bomber, the closest thing to an OB, has a significant delay and you can see it coming if you are paying attention. Yeah, it's also VERY audible. All the airstrikes and stuff show up on the radar before they ever fly over, and the choppers and AC130s and stuff have to fly into the zone before they're within shooting range. There's significantly more of a warning time for CoD kill streaks than there is for the Dust OB. You guys do realise there is a non-audible warning? The Large targetting lasers appear ~5 seconds before the strike so 'paying attention' can save you from an Orbital Strike. Stealth Bombers, airstrikes yes, they aren't instant hit, but they aren't firing from space at super velocity. They are 'flying in' engine sounds. etc. You also 'see them' incoming on your radar because they are there to detect using said radar. DUST OBs don't come across space. I'm sure when they introduce Air-Strikes or something similar from EVE-side (if they do) they will show up on radar before the strike and make noise.
If you are going to play the science card, then you better understand that you would have to fire at .5 c through the atmosphere to arrive in 2 seconds. That would be more devastating than the biggest nuke every built on earth.
|
The Black Jackal
The Southern Legion
302
|
Posted - 2013.02.13 23:11:00 -
[73] - Quote
Tiel Syysch wrote:The Black Jackal wrote: You guys do realise there is a non-audible warning? The Large targetting lasers appear ~5 seconds before the strike so 'paying attention' can save you from an Orbital Strike.
It's not 5 secs, it's more like 2, and that's the problem. It's a negligible amount of time.
It's supposed to be. The Orbital Strike is the pinnacle of Off-Map Support.
Giving people more time to avoid said strike would make it useless... |
The Black Jackal
The Southern Legion
302
|
Posted - 2013.02.13 23:13:00 -
[74] - Quote
I wasn't playing the science card. I was playing this...
Targeting lasers up, gun fires, no other warning... ammunition hits at whatever delay... no huge horn from the sky. |
Kain Spero
Imperfects Negative-Feedback
901
|
Posted - 2013.02.13 23:14:00 -
[75] - Quote
Severus Smith wrote:I think OB's (from the Wabarge) should only be called in when you get enough WP's and have a warning. The lady saying "Enemy Orbital Bombardment imminent" then 3 - 5 seconds later boom. Maybe even a red circle on your HUD / Minimap where it will strike. The warning is generated when the enemy warbarge starts targeting / preparing to fire.
I think OS's (from EVE Players) should be available at any time. To allow for targeting you use an item (equipment, gun, I dunno) to laze the target (Like the Ghost in Starcraft). Lazing the target takes 15 - 20 seconds and allows the orbital to be fired. If a target is not lazed when the strike happens then the orbital is random all over the map (like sporadic artillery) and kills friend and foe alike.
The problem with having Eve strikes available anytime is you end up with whoever calls strikes first wins. I think the Warpoints system should be maintained for Faction Warfare. You need to let the ground game play itself out.
I do think your lazing idea has some merit though. When we get to null though "Lazing the target" sounds very interesting. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 23:15:00 -
[76] - Quote
The Black Jackal wrote: Giving people more time to avoid said strike would make it useless...
And I will again refute with facts: People still managed to kill infantry and vehicles when we had a longer warning for OBs. They weren't useless then, it won't make them useless now. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 23:18:00 -
[77] - Quote
Tiel Syysch wrote:The Black Jackal wrote: Giving people more time to avoid said strike would make it useless...
And I will again refute with facts: People still managed to kill infantry and vehicles when we had a longer warning for OBs. They weren't useless then, it won't make them useless now.
People are equating "requires more skill to get kills" as useless. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.02.13 23:24:00 -
[78] - Quote
Noc Tempre wrote:Tiel Syysch wrote:The Black Jackal wrote: Giving people more time to avoid said strike would make it useless...
And I will again refute with facts: People still managed to kill infantry and vehicles when we had a longer warning for OBs. They weren't useless then, it won't make them useless now. People are equating "requires more skill to get kills" as useless.
That could be said about any nerf though.
Inevitably when something gets nerfed, the skill requirement goes up in order to use it effectively.
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.13 23:30:00 -
[79] - Quote
BobThe843CakeMan wrote:Scheneighnay McBob wrote:Orbitals shouldn't respect friendly fire- problem solved.
A few days ago, by coordinating with bobthe843cakeman, I achieved superoverkill by calling a precision strike on a single sniper. It was necessary. Lol ur to kind i got all those points from blowing up 2 tanks tht could not shoot a heavy jumping in front of their faces charging a forge gun and even having to reload it. and then u got the rest from repping me from those god aweful snipers. he deserved it killing me like 2 times. That was just a stupid day for tanks everywhere. Was I still in a squad with you when the other team called in, and lost, at least 5 HAVs? Whoever the squad's forge gunner was ended up swimming in WP by the end of the battle. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.13 23:38:00 -
[80] - Quote
First off I killed tanks all the time with the old orbital system. I got 5 man kill average with it. It was not hard to use and the old orbital itself was way weaker then the current.
Orbital system should not shine where it is going to hit but there should be 2 types of spoken warnings. First would enemy orbital incoming. Second should be Enemy orbital landing within you area. This will happen if your near a orbital strike position. Each will be 5 seconds before the orbital hits.
Sorry but right now they are no skilled easy kill mechanic.
People defending them just want that easy kill mechanic.
People talking about risk vs reward and how tankers should not bring in there tanks all the time.
I am sorry but assault users can bring in there fully dec proto gear all the time why am I stuck being less then them? |
|
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.02.13 23:43:00 -
[81] - Quote
I can see where this would be an irritant to a tanker.
No different than the tank or foot sniper sitting behind the redline with an "I win button", right? You don't get a warning for that rail smacking you in the face from across the map.
Noc,
You mention the lack of ISK risked for the "I win button", as you call it, but how many suits modules and guns did that squad burn through to get the 2500 WP.
Again, I get where it is frustrating for a tanker but there are a butt load of irritants for infantry including your tank. I do think the tanks were nerf'd a bit much without proper corp battle testing but a 10 second warning for a precision? Really?
Would you be ok with a 10 second warning before you fire a rail? or maybe your tank should play ice cream truck music that can be heard by everyone within 500 meters.
Golden rule of capsuleers should always be applied "Don't fly (in this case drive) what you can't afford to lose. I highly doubt you can't afford to drop a tank whenever the mood strikes you. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.13 23:48:00 -
[82] - Quote
Jaiden Longshot wrote: Again, I get where it is frustrating for a tanker but there are a butt load of irritants for infantry including your tank. I do think the tanks were nerf'd a bit much without proper corp battle testing but a 10 second warning for a precision? Really?
It's not a 10 sec warning. What he proposed is a 5 sec stealth delay that enemies don't see, followed by a 5 sec visible warning they are aware of. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.13 23:58:00 -
[83] - Quote
Scheneighnay McBob wrote:BobThe843CakeMan wrote:Scheneighnay McBob wrote:Orbitals shouldn't respect friendly fire- problem solved.
A few days ago, by coordinating with bobthe843cakeman, I achieved superoverkill by calling a precision strike on a single sniper. It was necessary. Lol ur to kind i got all those points from blowing up 2 tanks tht could not shoot a heavy jumping in front of their faces charging a forge gun and even having to reload it. and then u got the rest from repping me from those god aweful snipers. he deserved it killing me like 2 times. That was just a stupid day for tanks everywhere. Was I still in a squad with you when the other team called in, and lost, at least 5 HAVs? Whoever the squad's forge gunner was ended up swimming in WP by the end of the battle. yea it was me i killed like 5 tanks in one game with my forge or more. i dunno why ppl say tanks are big problems they are easy to kill. Lol. maybe i should post this on my alt i did it as o well. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.14 00:01:00 -
[84] - Quote
My look on this is that orbitals either need a counter as a tank driver without having to be driving a proto tank or make them weaker lke before. a timer could work if it was not noticed and then after the timer the normal warning went out so the person using it just can't go here and it instantly kills the tank. They would acually have to use it smartly. |
Gelan Corbaine
BetaMax.
103
|
Posted - 2013.02.14 00:06:00 -
[85] - Quote
No. Especially not on Eve Player Strikes .. You complain about million dollar tanks . Eve Players are risking at least 10 mill fitted destroyers to make those strikes. Making their job even less rewarding than it already currently is a bad deal. |
GetShotUp
UnReaL.
85
|
Posted - 2013.02.14 00:07:00 -
[86] - Quote
It's not really free kills if it actually takes teamwork to call in an orb, but I definitely agree that they should add at least a 5 second warning. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.02.14 00:09:00 -
[87] - Quote
Tiel Syysch wrote:Jaiden Longshot wrote: Again, I get where it is frustrating for a tanker but there are a butt load of irritants for infantry including your tank. I do think the tanks were nerf'd a bit much without proper corp battle testing but a 10 second warning for a precision? Really?
It's not a 10 sec warning. What he proposed is a 5 sec stealth delay that enemies don't see, followed by a 5 sec visible warning they are aware of.
My bad on actually typing "10 second warning"
It is still an overall 10 second delay from when you call it in....As it is it takes at least 5 seconds (if not more) just to get the menus open and access to targeting.
Now you're talking about 15 seconds at minimum to get a strike in from when you earn it.
You can cap an objective and be half way to the next one in 15 seconds.
I think some kind of visual indicator from the MCC is reasonable but why should you get a 5 second visual or proximity audible warning as to where it's going to land?
A general audible warning for everyone on the map also seems reasonable but I just don't like the idea of telling the player "Hey you have 5 seconds until a strike lands right here. |
Thumb Green
Kang Lo Directorate Gallente Federation
21
|
Posted - 2013.02.14 00:20:00 -
[88] - Quote
I just wish they wouldn't kill me before the first shell (or whatever it is) hits the ground; or is the light supposed to be a weapon too? |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.14 00:29:00 -
[89] - Quote
Gelan Corbaine wrote:No. Especially not on Eve Player Strikes .. You complain about million dollar tanks . Eve Players are risking at least 10 mill fitted destroyers to make those strikes. Making their job even less rewarding than it already currently is a bad deal. we are talking about the ones in pub matches the warbarge strikes. those are not used by anyone as of now. eve strikes sure why not kill me fast they paid good isk for those big gun but pub match warbarges should have some kind of disadvantage compared to an eve strike. Also 2500 wps is not hard to get esspecially with a full squad of cooperation. in fact when go into battle with a full squad i normally get 2 or 3. i even got 2 solo before. you guys make it sound so hard to get these strikes. |
Thumb Green
Kang Lo Directorate Gallente Federation
21
|
Posted - 2013.02.14 00:37:00 -
[90] - Quote
BobThe843CakeMan wrote:[quote=Gelan Corbaine] Also 2500 wps is not hard to get esspecially with a full squad of cooperation..
I can get around half that solo and I'm barely an alright player. |
|
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.14 00:46:00 -
[91] - Quote
Thumb Green wrote:BobThe843CakeMan wrote:[quote=Gelan Corbaine] Also 2500 wps is not hard to get esspecially with a full squad of cooperation.. I can get around half that solo and I'm barely an alright player. exactly my point. and if everyone knew how to use it effectively you would see no tanks on the field because of the power of those things that come from pub matches. it's like saying why can't i get a gun tht can one shot dropsuits for 30 seconds. it would just **** of u infantry l but not tanks. sure ob kill infantry but who uses it on them when theres a tank on the feld and you know u can 1 shot it. |
Tregar Kerrigan
Subdreddit Test Alliance Please Ignore
36
|
Posted - 2013.02.14 00:57:00 -
[92] - Quote
I have no problems with OB being the hand of god. After all, it is the bombardment of the area with weapons far larger than any we see in DUST. |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.14 00:58:00 -
[93] - Quote
Val'herik Dorn wrote:Noc Tempre wrote:Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended. If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN". Except they aren't free especially against you imperfects. 2500 wp to get one is hard against a really good team unless you are also really good. I am average my corpmates much better than me. Instant I win ehhh not so much i have survived them in mlt tanks with a decent fit. They are giant strikes from a ship firing multiple blasts designed to kill giant spaceships. Your in a tiny tank... And right now they are only small turrets firing them... wait till they can be fired from a dread or a titan. The damage is meant to be huge... andnonly going to get big andnonce the maps get bigger? Their damage will seem even less consequential. But if someone drops one on only your tank... they wasted an objectiv clearing weapon on you andnonly you. Feelhonored.
Actually it is incredibly easy to farm 2500 points behind the redline. Since when did getting an OB become hard? |
Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
|
Posted - 2013.02.14 01:00:00 -
[94] - Quote
I survived one that was dropped on my viper, I was in deep armor and on fire so I had to set down and rep, but man, I was giddy. |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.14 01:01:00 -
[95] - Quote
Tregar Kerrigan wrote:I have no problems with OB being the hand of god. After all, it is the bombardment of the area with weapons far larger than any we see in DUST.
But they shouldn't be instant.
It should take time, I mean the ship delivering the ob needs time to lock, then there's firing the thing, then it has to travel to the planet from orbit.
Should take longer then near instant. |
EVEry DUSTOID
United Planetary Soldiers
74
|
Posted - 2013.02.14 01:01:00 -
[96] - Quote
My sources tell me, the OP lost too many of his OP tanks, to the "OP" orbital strike.
The Noc Tempre, is a species in DUST known for it's lack of ability and extremely poor awareness, an off breed of an EVE mineral transporter species, The Noc Tempre is similar to a hermit crab, as the Tanks acts as shell protecting him from danger but also giving this creature the necessary confidence and means to engage in battles that he would typically shy away from with out it. This species possess one of the smallest, if not the smallest brain in the galaxy and without it's shell is rendered completely useless against all other species.
*More on this species as I study it. |
Geth Massredux
ZionTCD Legacy Rising
62
|
Posted - 2013.02.14 01:01:00 -
[97] - Quote
That 5 sec will give you time run away. Nahh
And that 5 sec will give anybody with a tank time to drive way. NAHH
Its good as it is |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 01:07:00 -
[98] - Quote
Its fine as it is. Hardly surprising that tank users are objecting to a "weapon" made specifically for heavy armor. Besides, a moving tank can usually survive an OB, if you stop, well that's on you. |
Disturbingly Bored
Universal Allies Inc.
92
|
Posted - 2013.02.14 01:08:00 -
[99] - Quote
Posting in a "WAAAH IT KILLED ME NERF IT" thread.
Points for not mentioning heavies or AR recoil, though. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.14 01:08:00 -
[100] - Quote
Icy Tiger wrote:Its fine as it is. Hardly surprising that tank users are objecting to a "weapon" made specifically for heavy armor. Besides, a moving tank can usually survive an OB, if you stop, well that's on you. ^This |
|
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 01:10:00 -
[101] - Quote
Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. |
Geth Massredux
ZionTCD Legacy Rising
62
|
Posted - 2013.02.14 01:12:00 -
[102] - Quote
Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. Exactly |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.14 01:13:00 -
[103] - Quote
Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely.
So via corp battles atm when you call in an OB and have an eve player do it,
is it instant?
Just curious haven't tried it myself.
EDIT
Also, is this the plan to keep OB's as are at anytime for the entire future or
eventually have it so you MUST have an eve player to call it in?
if the later it would make more sense, since the eve player is therefore risking isk as well. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.14 01:15:00 -
[104] - Quote
Y0UR NAME HERE wrote:Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. So via corp battles atm when you call in an OB and have an eve player do it, is it instant? Just curious haven't tried it myself. no it's not eve player has to choose the strike and such. but it doesn't warn the enemy til it fires like the warbages do. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 01:18:00 -
[105] - Quote
Y0UR NAME HERE wrote:Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. So via corp battles atm when you call in an OB and have an eve player do it, is it instant? Just curious haven't tried it myself. EDIT Also, is this the plan to keep OB's as are at anytime for the entire future or eventually have it so you MUST have an eve player to call it in? if the later it would make more sense, since the eve player is therefore risking isk as well.
It has a slightly longer delay, about 1-2 seconds, after the EvE player accepts the shot. |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.14 01:18:00 -
[106] - Quote
BobThe843CakeMan wrote:Y0UR NAME HERE wrote:Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. So via corp battles atm when you call in an OB and have an eve player do it, is it instant? Just curious haven't tried it myself. no it's not eve player has to choose the strike and such. but it doesn't warn the enemy til it fires like the warbages do.
now what about my edit I made?
because if there had to be an eve ship in orbit for the OB, then the opposing team would know this and either kill the enemy ship or atleast let us know they have one.
I just hope warbarge isn't around to stay. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.14 01:23:00 -
[107] - Quote
Y0UR NAME HERE wrote:BobThe843CakeMan wrote:Y0UR NAME HERE wrote:Icy Tiger wrote:Honestly, are you guys for real? 10 seconds before you call it down is pure bullsh*t. No offense, but the idea of an OB is to clear out an area quick, not alert enemies for 5 seconds that it's on its way. By that logic, a person can be up to 50 m away by the time the OB arrives, depending on speed mods. Unless they buff the OB to the Tactical Hybrid levels, I disagree completely. So via corp battles atm when you call in an OB and have an eve player do it, is it instant? Just curious haven't tried it myself. no it's not eve player has to choose the strike and such. but it doesn't warn the enemy til it fires like the warbages do. now what about my edit I made? because if there had to be an eve ship in orbit for the OB, then the opposing team would know this and either kill the enemy ship or atleast let us know they have one. I just hope warbarge isn't around to stay. i don't know about your edit as in i don't know the answer but i do hope they rove them. i would like if i saw it less. it would make so much more epic. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.02.14 01:27:00 -
[108] - Quote
Y0UR NAME HERE wrote:
now what about my edit I made?
because if there had to be an eve ship in orbit for the OB, then the opposing team would know this and either kill the enemy ship or atleast let us know they have one.
I just hope warbarge isn't around to stay.
In the latest interview/podcast with CCP, they mentioned having permanent things in orbit to deliver stuff when EVE ships were not around. So it seems CCP likes the idea of not having to 100% rely on EVE support to do/get stuff for the troops downstairs.
Based on how they responded, I doubt the warbarge is going anywhere anytime soon.
|
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.14 01:30:00 -
[109] - Quote
Icy Tiger wrote:Its fine as it is. Hardly surprising that tank users are objecting to a "weapon" made specifically for heavy armor. Besides, a moving tank can usually survive an OB, if you stop, well that's on you.
A number of us have opposed the practically instant OB ever since it was changed to this. It's ridiculous to have such unstoppable killing power for such little effort. OBs aren't some "special event" that I think CCP has described them as, they're a simple participation reward that people gain access to just from playing in a squad.
Their being problematic is just evident when in the face of HAVs; HAVs being the ultimate price tag risk that are very easily, if not unavoidably, nullified by an OB that is hard to not get by people playing as a squad. For the OB to be such a hard counter vs everything with no counter of its own is pretty absurd.
The argument that "you shouldn't have stopped moving, so it's your own fault it killed you" is absolutely ludicrous. When I have an OB ready and there's a tank on the field, I just sit on the map ready to call it in, following the tank around until it stops. It doesn't require that the tank sit there idle for minutes at a time, just any pause and the OB goes down. Success rate in killing tanks this way so far: 100%. Driving a tank at 100% speed 100% of the time is unreasonable to ask of players in order to keep their assets. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.14 01:38:00 -
[110] - Quote
I should be given a 5-second warning when an opponent is trying to kill me with their Forge gun or Sniper Rifle. They'll OHK me. That's OP. I should be given a warning before they fire.
C'mon, this is just absurd. OB is fine. If ANYTHING, maybe a 1 sec delay. This way, if you're on the outer edge of the blast radius, you might escape... if you're dead smack in the middle... you're dead.
The whole point of the OB, is to be a deadly weapon that requires some "teamwork" to obtain. What you want, is to take the "deadly" out of it. |
|
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.02.14 01:48:00 -
[111] - Quote
I can agree with making the OB requirements harder to get. Increase the total amount of WPs needed to acquire an OB especially if we get larger squad numbers but everything else is fine.
I don't see the reason to give your enemies any type of warning and the amount of time it takes to call one, I don't see a problem with. Why shouldn't it be near instant? And once we get EVE players more involved, I'm all for the human error of calling in strikes.
They should also be FF in any game mode, to call it in on your friends should have some type of negative fallback. |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
|
Posted - 2013.02.14 02:04:00 -
[112] - Quote
Belzeebub Santana wrote:I can agree with making the OB requirements harder to get. Increase the total amount of WPs needed to acquire an OB especially if we get larger squad numbers but everything else is fine.
I don't see the reason to give your enemies any type of warning and the amount of time it takes to call one, I don't see a problem with. Why shouldn't it be near instant? And once we get EVE players more involved, I'm all for the human error of calling in strikes.
They should also be FF in any game mode, to call it in on your friends should have some type of negative fallback.
dude i usually get an OB solo, Playing with my brother we get 2-3 OB's per game.
Just the two of us.
I agree to raise the WP requirements. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 02:13:00 -
[113] - Quote
I think people are seriously misunderstanding the point. Orbitals do everything well at no risk and there is no counter nor reasonable way to stay out of the line of fire. It doesn't have to be a nerf, that was merely one option of many. Another is a capturable structure that prevents orbitals from landing within their radius (think AAA from MAG). A special hardner for tanks that significantly reduces damage from orbitals perhaps? Increasing the delay requires no new code though can can be done now. Why not try it, it is beta after all? |
Disturbingly Bored
Universal Allies Inc.
92
|
Posted - 2013.02.14 02:36:00 -
[114] - Quote
Noc Tempre wrote: It doesn't have to be a nerf, that was merely one option of many. Another is a capturable structure that prevents orbitals from landing within their radius (think AAA from MAG). A special hardner for tanks that significantly reduces damage from orbitals perhaps? Increasing the delay requires no new code though can can be done now.
See, now those are neat ideas. I think the capturable structure will eventually be the "anti-EVE gun", but the module idea would be novel and interesting if it were balanced with, say, uncomfortable fitting requirements.
Quote:Why not try it, it is beta after all?
For all intents and purposes, this game is beta like Google's stuff is beta. It's a finished product with an escape clause for screw ups and a promise for incremental improvement, not dramatic experimentation.
Things that fit the last part are called expansions. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 02:48:00 -
[115] - Quote
I love how a few people say keep your tank moving that is your defense. That is a horrible statement.
First off Tanks are forced to be more of a team support when any decent AV is on the field. And as a team support vehicle it is impossible to keep moving at all times. sorry infantry does not move very fast so you have to stop to work with your squad.
Right now Orbitals involve no risk take no skill and kill everything on the map that they are called on basically. They are the altimate tool. These are MCC oribitals that we are talking about. At least when a Eve player launches it it takes some involvement and risk on there behalf. Yes leave Eve orbitals alone. But this basic MCC orbital is a insta kill weapon that no one can defend against currently. Just pure benefit for playing the game you do not have to do nothing special to earn it you just need to do something and you can achieve one easily as a squad in skirmish.
As for a early earning system I am guessing technologically if is very possible. All it takes is your other MCC aka your MCC to spot the launch of the shots track the path and use a calculation that takes milliseconds to say where it will hit. This probably all happen before the shots even enter orbit then Maybe the transfer of information will happen in milliseconds to the planet warning of the orbital strike.
You do not need to be in the area of damage to be warned that a OB is landing near you. If you widen out side of that then a tank driver could take off and end up driving into the OB instead of away from it like they choose the wrong path and if you tactically place it.
This creates it being more skill involved on both sides allowing the receiving end to try to tatically figure out where they should go with out knowing where the OB is going to hit. They just know one is going to hit in the area. And forces the sender to place it more tactful instead of getting free kills on whatever he wants. |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.02.14 02:49:00 -
[116] - Quote
Keep the damage the same, but reduce the splash, and make it more random. A direct hit from the center of a orbital should blow up anything but indirect hit should have some chance if well tanked..
Maybe more of a warning being suits do have high tech gizmos and a command center looks at everything.
|
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.14 02:55:00 -
[117] - Quote
Tiel Syysch wrote:Icy Tiger wrote:Its fine as it is. Hardly surprising that tank users are objecting to a "weapon" made specifically for heavy armor. Besides, a moving tank can usually survive an OB, if you stop, well that's on you. A number of us have opposed the practically instant OB ever since it was changed to this. It's ridiculous to have such unstoppable killing power for such little effort. OBs aren't some "special event" that I think CCP has described them as, they're a simple participation reward that people gain access to just from playing in a squad. Their being problematic is just evident when in the face of HAVs; HAVs being the ultimate price tag risk that are very easily, if not unavoidably, nullified by an OB that is hard to not get by people playing as a squad. For the OB to be such a hard counter vs everything with no counter of its own is pretty absurd. The argument that "you shouldn't have stopped moving, so it's your own fault it killed you" is absolutely ludicrous. When I have an OB ready and there's a tank on the field, I just sit on the map ready to call it in, following the tank around until it stops. It doesn't require that the tank sit there idle for minutes at a time, just any pause and the OB goes down. Success rate in killing tanks this way so far: 100%. Driving a tank at 100% speed 100% of the time is unreasonable to ask of players in order to keep their assets. Most the people I see objecting are your fellow imperfects... who would agree with you if you said that buildings were pp cause they didnt let your tank roll through them...
OB's aee the mac daddy of aerial support massive cannons being fired at things desinged to withstand a tenth of the punishemnt they put out.
The imps are good and as such have no right imho to whine about dieing. Especially to a weapon they themselves have access to.
The OB has no counters because how in the name of eterne do you ss a measly ground trooper countrr a milti-million isk spaceship blowing you up? The warbarge does in fact fall into this catagory as it is a spaceship.
Obs aee meant to kill you hard not tickle and eve players have to buy the ammo and sit around in space practically useless to deliver their strikes. The warbarge gives jose without eve support a fighting chance against those who do.
Nerfing them becaude they kill something you like is silly I dont cry nerf when a heavy waddles around the corner and mows me down. I htfu and do my best not to let it happen again.
From a team point perspective calling an ob on a tank is a waste especially if its redline camping.
The tutorial vid that played when you first fired up dust warned you that death wss a certainty even for your sexy tank.
Htfu and accept that things more powerful yhan your tank exist and anyone can gain them.
And for your losing 1m+ per tank? Jow many peolle that you kill do you think are runjing more than mlt free gear?
|
ImperfectFan514
IMPSwarm Negative-Feedback
51
|
Posted - 2013.02.14 02:58:00 -
[118] - Quote
The problem is that CCP constantly half asses everything with this game. There need to be more tactical assets besides OB's in which you can spend warpoints on. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.14 03:05:00 -
[119] - Quote
Val'herik Dorn wrote: The imps are good and as such have no right imho to whine about dieing
This is single-handedly one of the dumbest things I have read on this forum. |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.14 03:08:00 -
[120] - Quote
Tiel Syysch wrote:Val'herik Dorn wrote: The imps are good and as such have no right imho to whine about dieing
This is single-handedly one of the dumbest things I have read on this forum.
Really? Thank you!
But in all reality you dont get to go 30-1 and whine because someone hit you with the most powerful weapon in the game in stead of using it to take an objective.
|
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Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.14 03:13:00 -
[121] - Quote
Val'herik Dorn wrote:Tiel Syysch wrote:Val'herik Dorn wrote: The imps are good and as such have no right imho to whine about dieing
This is single-handedly one of the dumbest things I have read on this forum. Really? Thank you! But in all reality you dont get to go 30-1 and whine because someone hit you with the most powerful weapon in the game in stead of using it to take an objective.
It's not about us whining because we died. It's that OBs are an easy to obtain, no skill, no risk, no cost weapon capable of destroying too much ISK, regardless of who is the target. At least one of those qualities about the NPC OBs needs to change.
Feel free to continue to be biased about feedback purely because of who said it, though. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 03:14:00 -
[122] - Quote
Lol, the only redline my tank ever hangs out in is the enemies. So many fail assumptions going around. |
Zekain Kade
BetaMax.
931
|
Posted - 2013.02.14 03:19:00 -
[123] - Quote
Noc Tempre wrote:Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended. If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN". ******* deal with it. Have you already forgotten when OB's WERE LIKE THAT? you couldn't hit anyone, or anything that had 2 extra brain cells during that time. from the 2 1/2 months of that build, I was only ever caught in, and died by one OB even though dozens were dropped on my head. I was able to get away so easily, and be able to watch the light show. I was using a type II assault suit, with absolutely no speed modules added. Which was ******* stupid, I should not have been able to get away from something like that.
Maybe decrease the area of affect, and lower the splash damage by a tad. But other then that, nothing should change.
Teams have to earn them, I think that alone is enough to justify their strength.
Tiel Syysch wrote:
Feel free to continue to be biased about feedback purely because of who said it, though.
Hey, you guys gave your selves the ******* image. |
NightEagle11
Pink Fluffy Bounty Hunterz RISE of LEGION
17
|
Posted - 2013.02.14 03:24:00 -
[124] - Quote
" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up"
Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway.
Maybe you should get gud and dodge the strike.... Ive seen good tankers do it
|
KalOfTheRathi
CowTek
168
|
Posted - 2013.02.14 03:24:00 -
[125] - Quote
Why do you think they are called Orbital Strikes and not Plushy Kittens From Space?
A warning is just plain stupid. I am going to make you send me a postcard the next time you want to shoot me with any weapon, ever!
And ISK? Seriously you do not know what game you are playing. Once Space Rich EVE players can fund DUST Corps properly they will pre-stock several thousand Plushy Kittens with your name embossed on each and everyone. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 03:26:00 -
[126] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Sick of people crying over everything that kills them. IF SOMETHING KILLS YOU ITS NOT OP ITS DOING WHAT ITS MEANT TO In real life when the army is about to bomb the crap out of someone im almost positive they dont call first "Oh hey we are gonna bomb you" "Oh ok give me a sec to gtfo" Also when those guns that are hitting your tank are also used to kill a ship that could carry 100s of your tanks it should 1 hit your tank but if you fit your tank right it will not so calm down besides you have to earn them |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 03:32:00 -
[127] - Quote
There is no counter. It is simply "I win". That is the problem. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 03:34:00 -
[128] - Quote
NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it
How does the ability for everyone to use them act as a counter to one being called in on you? |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.14 03:37:00 -
[129] - Quote
What if any squad that used an OB simply had their winnings for that match reduced? Or maybe just the squad leader since he's the one that calls it in.
I think they're fine as is though, not sure why people want to see everything nerfed. |
Zekain Kade
BetaMax.
931
|
Posted - 2013.02.14 03:40:00 -
[130] - Quote
Noc Tempre wrote:NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it How does the ability for everyone to use them act as a counter to one being called in on you? Maybe CCP will throw in a defense relay that acts like a an umbrella to OB's. The one AND ONLY defense against them.
OB's are balanced because it takes a group effort (most of the time) to just call one down. They're rare to most players, and are also very rewarding because of it. These OB"s are and going to be tiny compared to the other ones we'll be getting. Will you be bitching about the doomsday like OB's in the future? or will you actually be fine with them? because those ones... Those ones probably wont even require you to pick a spot on the map. It'll just carpet bomb everything.
If you lost a tank to one. Then guess what? it's your fault you decided to sit still, and let it hit you. You should have been moving, they aren't hard to dodge with a tank. You were caught with your pants down, and were given A swift kick in the balls from behind. You deserves the death. Now Get off these forums, and go complain to your corp mates that all share your girly little feelings.
Your "balance tweaks" would ruin them to the point of uselessness, just like how they were before. |
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zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 03:42:00 -
[131] - Quote
Noc Tempre wrote:NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it How does the ability for everyone to use them act as a counter to one being called in on you? It doesn't need a counter... It is part of war you die sometimes and there isn't much u can do about it That is why you don't use it if u cant afford to lose it |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.14 03:46:00 -
[132] - Quote
Zekain Kade wrote:
If you lost a tank to one. Then guess what? it's your fault you decided to sit still, and let it hit you. You should have been moving, they aren't hard to dodge with a tank. You were caught with your pants down, and were given A swift kick in the balls from behind. You deserves the death. Now Get off these forums, and go complain to your corp mates that all share your girly little feelings.
Hey, why should OB's be able to destroy tanks that he's brought into the battle so that he could stomp randoms in pubs? I hardly think it's fair for him to lose something that he willfully put on the battlefield. Wait... somethings not right here.
|
Citrutex
The High and Mighty
63
|
Posted - 2013.02.14 03:55:00 -
[133] - Quote
'isk balance' ?
Fine, let me call one it at any time for 100k |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 03:57:00 -
[134] - Quote
Citrutex wrote:'isk balance' ?
Fine, let me call one it at any time for 100k
With a proper cooldown this is still better than the current system. |
Xander Mercy
SVER True Blood Unclaimed.
91
|
Posted - 2013.02.14 03:57:00 -
[135] - Quote
but its the only way to be sure |
Zekain Kade
BetaMax.
931
|
Posted - 2013.02.14 03:59:00 -
[136] - Quote
Noc Tempre wrote:Citrutex wrote:'isk balance' ?
Fine, let me call one it at any time for 100k With a proper cooldown this is still better than the current system. That ont matter when everyone is filthy rich.
"100k? pfft, that wont matter when I have 2.5 billion in my wallet." |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:00:00 -
[137] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it How does the ability for everyone to use them act as a counter to one being called in on you? It doesn't need a counter... It is part of war you die sometimes and there isn't much u can do about it That is why you don't use it if u cant afford to lose it
Tanks are priced to require surviving at least 3 matches to break even. How is a killstreak that you will encounter at least 4 times over those three matches which has a 90% kill rate (I've never failed to kill with them, but apparently you can get lucky) balanced with that cost? The issue is not that OBs are strong. The issue is the cheap kill that smacks of CoD. But even Call of Duty does it better, since you can use perks, equipment, and/or cover to counter, hide, or avoid the killstreaks. Not so in DUST. |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.14 04:01:00 -
[138] - Quote
Noc Tempre wrote:With a proper cooldown this is still better than the current system.
A cool down implies i can't call one in at any time.
I dont care how it happens so long as OB's happen more often. There is no better feeling than wiping the smirk off a tryhard with a militia shotgun or an OB and watching them run to the forums 'muh KD/R!!!'
You die, you lose isk, deal with it. less qq more pew pew. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:01:00 -
[139] - Quote
Zekain Kade wrote:Noc Tempre wrote:Citrutex wrote:'isk balance' ?
Fine, let me call one it at any time for 100k With a proper cooldown this is still better than the current system. That ont matter when everyone is filthy rich. "100k? pfft, that wont matter when I have 2.5 billion in my wallet."
Better =/= good. At least it isn't something arbitrary like WP, which promotes snowballing instead of counterbalance. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:02:00 -
[140] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it How does the ability for everyone to use them act as a counter to one being called in on you? It doesn't need a counter... It is part of war you die sometimes and there isn't much u can do about it That is why you don't use it if u cant afford to lose it Tanks are priced to require surviving at least 3 matches to break even. How is a killstreak that you will encounter at least 4 times over those three matches which has a 90% kill rate (I've never failed to kill with them, but apparently you can get lucky) balanced with that cost? The issue is not that OBs are strong. The issue is the cheap kill that smacks of CoD. But even Call of Duty does it better, since you can use perks, equipment, and/or cover to counter, hide, or avoid the killstreaks. Not so in DUST. Ok then everyone with a few million isk should be able to call in a tank and have that instant win for 3 matches? |
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:05:00 -
[141] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:NightEagle11 wrote:" Boo who I hide in the games most OP armored vehicles all day in pubs and cry when one gets blown up" Stop crying everyone has the ability to use them so if you dont get one thats you or your squads own fault. Honestly you shouldnt be losing that much isk in a pub match anyway. Maybe you should get gud and dodge the strike.... Ive seen good tankers do it How does the ability for everyone to use them act as a counter to one being called in on you? It doesn't need a counter... It is part of war you die sometimes and there isn't much u can do about it That is why you don't use it if u cant afford to lose it Tanks are priced to require surviving at least 3 matches to break even. How is a killstreak that you will encounter at least 4 times over those three matches which has a 90% kill rate (I've never failed to kill with them, but apparently you can get lucky) balanced with that cost? The issue is not that OBs are strong. The issue is the cheap kill that smacks of CoD. But even Call of Duty does it better, since you can use perks, equipment, and/or cover to counter, hide, or avoid the killstreaks. Not so in DUST. Ok then everyone with a few million isk should be able to call in a tank and have that instant win for 3 matches?
The OB consideration is just the thing you can do nothing about. You still have to deal with AV grenades, forges, installations, swarms, collision damage, flux grenades and other vehicles. Keeping a tank alive through 3 skirmishes in a row is a challenge of luck due to OBs. We aren't even touching on the skill of V vs AV. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:13:00 -
[142] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:
How does the ability for everyone to use them act as a counter to one being called in on you?
It doesn't need a counter... It is part of war you die sometimes and there isn't much u can do about it That is why you don't use it if u cant afford to lose it Tanks are priced to require surviving at least 3 matches to break even. How is a killstreak that you will encounter at least 4 times over those three matches which has a 90% kill rate (I've never failed to kill with them, but apparently you can get lucky) balanced with that cost? The issue is not that OBs are strong. The issue is the cheap kill that smacks of CoD. But even Call of Duty does it better, since you can use perks, equipment, and/or cover to counter, hide, or avoid the killstreaks. Not so in DUST. Ok then everyone with a few million isk should be able to call in a tank and have that instant win for 3 matches? The OB consideration is just the thing you can do nothing about. You still have to deal with AV grenades, forges, installations, swarms, collision damage, flux grenades and other vehicles. Keeping a tank alive through 3 skirmishes in a row is a challenge of luck due to OBs. We aren't even touching on the skill of V vs AV. here's an idea DONT USE UR EXPENSIVE TANK IN A PUB MATCH u could reserve it for Corp battles and use something else like I said before don't use it it u cant afford to lose it
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:18:00 -
[143] - Quote
zeek1227 zeek1227 wrote: here's an idea DONT USE UR EXPENSIVE TANK IN A PUB MATCH u could reserve it for Corp battles and use something else like I said before don't use it it u cant afford to lose it
So we should be okay with effectively deleting even more content from the game? Seriously, I'm tired of all you people who can't read beyond a suggestion and parrot HTFU without even paying attention to the problem. Clearly I have enough ISK to run tanks or I wouldn't be losing them. I am just pointing out an imbalance and shocked by how many people go "hur dur it's fine becuz it's not me". |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.14 04:20:00 -
[144] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote: here's an idea DONT USE UR EXPENSIVE TANK IN A PUB MATCH u could reserve it for Corp battles and use something else like I said before don't use it it u cant afford to lose it
So we should be okay with effectively deleting even more content from the game? We should add more content to the game in the form of a siege module to make sure you stay put if you want any dps out of that gun.
But really, "don't fly what you cant afford to lose" is so extremely relevant, it saddens me that you cannot see this. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:21:00 -
[145] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote: here's an idea DONT USE UR EXPENSIVE TANK IN A PUB MATCH u could reserve it for Corp battles and use something else like I said before don't use it it u cant afford to lose it
So we should be okay with effectively deleting even more content from the game? Wtf are u talking about. I didn't say don't use it period but if you are gonna cry because an F***ING NUKE KILLED YOUR TANK then don't use it |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:22:00 -
[146] - Quote
You are trolls of the highest order, there is a difference between being able to afford something and debating if the cost was justified. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:26:00 -
[147] - Quote
Noc Tempre wrote:You are trolls of the highest order, there is a difference between being able to afford something and debating if the cost was justified. If it effects you isk wise to the point where you make a forum post wanting to nerf giant bombs that are supposed to pwn everything then you obviously can not offord it therefore you should not run said item in a pub match where it willow most likely get destroyed. Such items should be saved for fights that matter like Corp battles or if you feel lucky. Not on a match to match basis |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.14 04:27:00 -
[148] - Quote
Trolling? hardly.
Please continue to bring high cost tanks and suits into pub matches.
I'll continue focus OB's on them |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:30:00 -
[149] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:You are trolls of the highest order, there is a difference between being able to afford something and debating if the cost was justified. If it effects you isk wise to the point where you make a forum post wanting to nerf giant bombs that are supposed to pwn everything then you obviously can not offord it therefore you should not run said item in a pub match where it willow most likely get destroyed. Such items should be saved for fights that matter like Corp battles or if you feel lucky. Not on a match to match basis Maybe someday the brinkmanship will end and we can actually discuss the mechanic in question instead of petty mudslinging.
You can not have a free "I win" button with zero counters when assets are permalost. It is poor gameplay design. A nerf is not the only way to correct the imbalance of risk vs reward, but to deny it exists is petty, nieve, or both. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:33:00 -
[150] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:You are trolls of the highest order, there is a difference between being able to afford something and debating if the cost was justified. If it effects you isk wise to the point where you make a forum post wanting to nerf giant bombs that are supposed to pwn everything then you obviously can not offord it therefore you should not run said item in a pub match where it willow most likely get destroyed. Such items should be saved for fights that matter like Corp battles or if you feel lucky. Not on a match to match basis Maybe someday the brinkmanship will end and we can actually discuss the mechanic in question instead of petty mudslinging. You can not have a free "I win" button with zero counters when assets are permalost. It is poor gameplay design. A nerf is not the only way to correct the imbalance of risk vs reward, but to deny it exists is petty, nieve, or both. There is a balance its called fitting ive seen tanks survive 2 obs.Before and drive away just Cuz you cant figure it out doesn't mean its not there |
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Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.14 04:34:00 -
[151] - Quote
Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:37:00 -
[152] - Quote
Sloth9230 wrote:Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know.
It's the same effect, different mechanic and consequences. It still boils down to semi-random destruction of assets in a way no player could prevent. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:40:00 -
[153] - Quote
Noc Tempre wrote:Sloth9230 wrote:Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know. It's the same effect, different mechanic and consequences. It still boils down to semi-random destruction of assets in a way no player could prevent. Risk vs reward can I afford to lose this asset as it may be destroyed in combat random or not You do not spawn an asset if it will possibly make you lose isk in a pub match you are playing the game wrong and asking the Devs to change it to fit your reckless playstyle |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.02.14 05:03:00 -
[154] - Quote
Okay besides making the amount of WP needed to call in an OB higher, another solution to keep OBs at a minimal especially from a well organized group (which in theory sounds dumb) is to make each OB harder to obtain then the previous.
As far as an observation, I would think as a tank driver one would keep track of when an OB can be called in. I know myself when running with a squad it is fairly easy to predict when the other team gets an OB. The use of the player board when pushing up on your D-pad also helps you calculate at a glance if the enemy is close to an OB. If they are a corp. that is squaded up the easier it is to track them, either through the player board or straight from the kill feed. The better they are doing, the sooner you can expect an OB, and get yourself undercover (which not all maps have). |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.14 06:16:00 -
[155] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
I'd like to point out where this comes from for those of you that don't understand what Noc is talking about.
Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned.
But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death.
That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda.
Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike.
So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters.
Good day. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 07:01:00 -
[156] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. I would like this so many times if I could Rofl I knew it
|
Need Some Triage
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.02.14 07:16:00 -
[157] - Quote
ITT: imperfects bitching about the one thing that can **** them up if they let people earn wp off of them.
get out |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.14 07:25:00 -
[158] - Quote
Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill.
as i told noc on irc disagree seen a gunnlogi tank it not once but a 2nd time
Also confirming i tank OBs like a boss
making the delay longer makes it pointless
most of the tanks being called in pubs are **** fit tanks |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.14 12:21:00 -
[159] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Bingo! As many of us have said, OB is fine. However, if we can get gamemodes back where there is an attacker and defender... I'd welcome the game mechanic of having Anti-OB assests that have to be destroyed or captured in order for the attacker to be able to drop a strike. Conversly, some sort of artillery battery that needs to be protected by defendrs in order for them to drop strikes oftheir own. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.02.14 13:01:00 -
[160] - Quote
Not read responses. Disagree ob are very effective hard counter to dug in deffends and tanks. I'm happy WITG how they work. However how they are called in needs to be worked on. Like planning a bacon or laser deg |
|
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 13:32:00 -
[161] - Quote
Mavado V Noriega wrote:Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. as i told noc on irc disagree seen a gunnlogi tank it not once but a 2nd time Also confirming i tank OBs like a boss making the delay longer makes it pointless most of the tanks being called in pubs are **** fit tanks
Of coarse you can tank obs your in a fricken armor tank. You can obtain 12k ehp while having 9k of that repable. Armor tanks tanking abilities are redicoulous compared to shields. You add kb/m to it all armor tanks are insane. Also with the increase flux damage that is thrown off by the flux damage is rediculous against shields.
Sorry mav any gunnlogi that walks out of a ob only has it happen out of pure luck.
I love how people say well this one time i saw another tank live so you must **** fit. Your using one moment the tank got lucky and lived. There is another hundred times you see the orbital blow up the tank. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 13:56:00 -
[162] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day.
Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed.
A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome?
|
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 14:23:00 -
[163] - Quote
If you all want to know how an OB should work just look at MAG. MAG had airstrikes and the striked when called had a big smoke signal showing the general area of the strike. This smoke was there for at least 3-5 seconds before the strike hit. However the strikes were still used effectively and got the leaders tons of kills. Just because there is a warning and then a delay for a couple seconds doesnt mean the strike is useless. It means those who are paying attention have a better chance of surviving than those who arent. OBS should not be the instant hit they currently are. OBs should definitely be deadly but also should not be the instant win button they are. For those who say they are hard to get....I laugh at you then. In skirmish I usually get enough points for an orbital by myself heck yesterday with no tanks or any other booster on the field the team I was playing with was able to get 3 orbitals. Me and DocHolliday had enough WP for an orbital by ourselves and then our teammates both had about 1700 WPs on top of that. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 14:51:00 -
[164] - Quote
Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 15:22:00 -
[165] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying
You make rocks look smart. No one is crying, I'm just ripping apart the people who refuse to discuss an issue just because they perceive it doesn't affect them personally, negatively. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 15:31:00 -
[166] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying You make rocks look smart. No one is crying, I'm just ripping apart the people who refuse to discuss an issue just because they perceive it doesn't affect them personally, negatively. Really how is a orbital changing tactics. With the team i run with we can gain a orbital within the first 2 mins. We do not have to change any tactics to use it. We just drop it and slaughter. There is no tactic changeing. Orbitals giantly contribute to making redlines possible you can completely clear out a obejective and the are around it making the capture so easy it is not even funny. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 15:44:00 -
[167] - Quote
Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 15:52:00 -
[168] - Quote
semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent.
Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 16:07:00 -
[169] - Quote
Caeli SineDeo wrote:semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs.
sorry I must have confused you two. Nevertheless i believe that the OP initial thoughts of a total 10 second delay (with only a 5 second warning for the reds) is just too much. A 5 second visible warning before the strike begins is enough and will still make the strike useful. As stated MAG proved this without a doubt you can have a delay and strike are just as effective just not the I PWN ALL button. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 16:13:00 -
[170] - Quote
I agree with you there. 5 seconds is enough and keeps it from being the pawn button it is now. Wether visual or spoke it does not matter to me. |
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 16:14:00 -
[171] - Quote
semperfi1999 wrote:Caeli SineDeo wrote:semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs. sorry I must have confused you two. Nevertheless i believe that the OP initial thoughts of a total 10 second delay (with only a 5 second warning for the reds) is just too much. A 5 second visible warning before the strike begins is enough and will still make the strike useful. As stated MAG proved this without a doubt you can have a delay and strike are just as effective just not the I PWN ALL button.
It probably is too much. I don't like that the rounds are traveling at relativistic speeds through the atmosphere, but as long as there is counterplay added to the orbital mechanics things have improved. Perhaps there should be different warbarge strikes that have different travel speeds and effects? |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.02.14 16:56:00 -
[172] - Quote
nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
|
Scalesdini
Universal Allies Inc.
58
|
Posted - 2013.02.14 17:05:00 -
[173] - Quote
I never knew Imperfects were such hardcore whiners. Now I know, and knowing is half the battle.
You've effectively just painted a big red target that says "CALL IN YOUR ORBITAL ON ME PLZ" on every tanker in your corp. I'm sure getting attention was 80% of the intent of posting the thread, judging by every other thread you people make, so congrats on that bit.
I took out a Gunloggi with a Soma with a militia blaster and three twinchargers the other day. Speedy tanks are OP, nerf speed mods.
Me and a corp mate took out a Gunloggi with 3 standard flux grenades and a single shot from an assault forge gun last night. Teamwork is OP, nerf teamwork.
In fact, why should anyone not in a tank get any sort of weapons at all? Infantry should spawn in an open field, unable to move, with no weapons, single-file in front of tank turrets. It's not fair that a tank costs so much isk and has to actually drive around or rotate the turret to get kills, right Impotents... I mean Imperfects? Right?
|
ImperfectFan514
IMPSwarm Negative-Feedback
51
|
Posted - 2013.02.14 17:15:00 -
[174] - Quote
This game doesn't have enough tactical assets. CCP needs to add more tactical assets rather than adding in stupid trees for people to hide behind. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 17:18:00 -
[175] - Quote
Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
It's hardly an issue of being stationary. To say nothing is wrong belies your prejudice. Something needs to change, a delay is not the only possible answer. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 17:25:00 -
[176] - Quote
ImperfectFan514 wrote:This game doesn't have enough tactical assets. CCP needs to add more tactical assets rather than adding in stupid trees for people to hide behind.
This game needs counterplay for the assets that already exist before we start adding more mechanics. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 17:30:00 -
[177] - Quote
Scalesdini wrote:I never knew Imperfects were such hardcore whiners. Now I know, and knowing is half the battle. You've effectively just painted a big red target that says "CALL IN YOUR ORBITAL ON ME PLZ" on every tanker in your corp. I'm sure getting attention was 80% of the intent of posting the thread, judging by every other thread you people make, so congrats on that bit. I took out a Gunloggi with a Soma with a militia blaster and three twinchargers the other day. Speedy tanks are OP, nerf speed mods. Me and a corp mate took out a Gunloggi with 3 standard flux grenades and a single shot from an assault forge gun last night. Teamwork is OP, nerf teamwork. In fact, why should anyone not in a tank get any sort of weapons at all? Infantry should spawn in an open field, unable to move, with no weapons, single-file in front of tank turrets. It's not fair that a tank costs so much isk and has to actually drive around or rotate the turret to get kills, right Impotents... I mean Imperfects? Right?
Now your just being dumb. I personally dont care about my corp mates losing their tanks....it happens....and yes perhaps some certain game was the final straw that led to this thread being made. That being said...I have noted in many other posts that there is a problem with OBS. I know OBS are OP in their current state. If you dont want to change them fine but I will tell you we will get the best use out of them since we can pretty easily get 3 OBs in a single match. You guys say they will be useless but thats not true they will simply be more strategic then the "click" I PWN ALL button they currently are. It should take someone with at least half a brain to utilize them correctly. Right now you dont have to be semi intelligent to know how to properly use a OBS.
Your arguement is just one big red herring. Who cares that you can take out tanks yourself....I take out tanks by myself with my packed AV all the time. The true issue in this thread is whether the OBS needs to be adjusted because in its current state is just a I WIN button with no strategy needed to use effectively. You might accuse the imps with tanks as whining fine I dont care but I am not whining on this issue. I dont have a huge ISK loss if I am killed by a strike for every strike you kill me with I will kill you with 3 strikes of my own. My only issue is that its simply a bad set up. I use it sometime to defend an ally taking an objective. THey cant be killed when I have an OBS on top of them while they are taking the objective. I can call an OBS on top of any ally and not worry about a thing. I can call an OBS in an instant if the red dots just kinda group together and kill them all no delay in my selection and their deaths. This is just a little too much in my opinion....its too easy. OBS can easily turn the tide in a game and their are not hard to get. That is my concern if they are a free super powerful strike then there should be some slight negative to its use. IMO the only negative that would be needed is the time delay for the warning and then the strike. If you dont put that negative in there then the only other negative I can think of is for it to actually cost you your warpoints. Basically if you use if you lose that amount of WPs in your squad that can be used towards getting end game ISK or SP. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
77
|
Posted - 2013.02.14 17:33:00 -
[178] - Quote
Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
SMH, really its hard tallking to people with the sense of a rock. Nothing wrong with the OB, nothing wrong with this, i do well in this game so its okay it must be okay why.
The whole if it aint broke don't fix it mentality works with clocks not video games.
Im not saying OB's are broken but in game and a forum in which EVERYONE and their MOTHER has stated there is a HARD COUNTER FOR EVERYTHING.
Where is the hard counter for OB's. Let me put it another way, if these were EVE sized OB's would you still say its fine?
You honestly thinking obtaining 2500 WP is a difficult task. What game are you playing. In what world is earning an avg of 625 WP per squad member difficult. Really tell me the difficulty in earning it. Oh i know its my fault i should be pulling up the score screen when i have a suspicion and use a menu to determine if im likely to be facing a strike(meh i generally know when they are coming already that gut instinct is there if you are halfway decent at paying attention).
Point is OB's have no hard counter. There is no ability to block OB's from striking like in MAG. There is no detection alert or warning system, heck there is little more than a sound that penetrate the atmosphere. What the OB doesn't need to warm up its just ready to go?
Look it really is quite simple the warning right now is audio and 1-2seconds later the first strike occurs. Now that may make sense with the regards to atomospheric penetration of an energy based weapon nearing the speed of light but it does little for game play balance and fun.
Im a fan of 3-5 seconds because it is still quick strike but require a bit more preplanning with the strike rather than a set and forget type of call in which means that the SL needs to get to a safe spot to call it in or the squad needs to protect him(you know tactics and the like). Add to this it would be nice to see the sky darken or brighten before an incoming attack after all its a huge massive field of damage dropping down on us how in the world isn't it affecting the atmospheric conditions of the planet?
All of these visual and audio cues take time to code in, a delay and increased notification time from the audio alert can be patched. They did it already CCP added a bit more delay in chromosome but hardly enough to consider it substantial. But the delay and warning on the top right HUD is there now, simply just not long enough to allow for any meaningful reaction even when at the edge of a strike(though rumor has it the best thing is to be in the center and stand completely still).
Anyway point is i dont mean to be condescending but really people need to get over the tags and understand the reason these topics are started by us in not cause of QQ but we play a crapton and test a crapton. We know what we're talking about and aren't going to keep the blinders on and say the game is just fine and it is us who need to adapt. We adapt plenty and accept the things that are the result of our mistakes you're just not around in game to hear us admit it.
So rather than biasing yourself the second you see its an IMP post why dont we all put on our big boy pants and actually discuss the topic rather than just blindly say OB's are fine or at least give me/us a valid counter argument. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 17:43:00 -
[179] - Quote
Keyser Soze VerbalKint wrote:Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
SMH, really its hard tallking to people with the sense of a rock. Nothing wrong with the OB, nothing wrong with this, i do well in this game so its okay it must be okay why. The whole if it aint broke don't fix it mentality works with clocks not video games. Im not saying OB's are broken but in game and a forum in which EVERYONE and their MOTHER has stated there is a HARD COUNTER FOR EVERYTHING. Where is the hard counter for OB's. Let me put it another way, if these were EVE sized OB's would you still say its fine? You honestly thinking obtaining 2500 WP is a difficult task. What game are you playing. In what world is earning an avg of 625 WP per squad member difficult. Really tell me the difficulty in earning it. Oh i know its my fault i should be pulling up the score screen when i have a suspicion and use a menu to determine if im likely to be facing a strike(meh i generally know when they are coming already that gut instinct is there if you are halfway decent at paying attention). Point is OB's have no hard counter. There is no ability to block OB's from striking like in MAG. There is no detection alert or warning system, heck there is little more than a sound that penetrate the atmosphere. What the OB doesn't need to warm up its just ready to go? Look it really is quite simple the warning right now is audio and 1-2seconds later the first strike occurs. Now that may make sense with the regards to atomospheric penetration of an energy based weapon nearing the speed of light but it does little for game play balance and fun. Im a fan of 3-5 seconds because it is still quick strike but require a bit more preplanning with the strike rather than a set and forget type of call in which means that the SL needs to get to a safe spot to call it in or the squad needs to protect him(you know tactics and the like). Add to this it would be nice to see the sky darken or brighten before an incoming attack after all its a huge massive field of damage dropping down on us how in the world isn't it affecting the atmospheric conditions of the planet? All of these visual and audio cues take time to code in, a delay and increased notification time from the audio alert can be patched. They did it already CCP added a bit more delay in chromosome but hardly enough to consider it substantial. But the delay and warning on the top right HUD is there now, simply just not long enough to allow for any meaningful reaction even when at the edge of a strike(though rumor has it the best thing is to be in the center and stand completely still). Anyway point is i dont mean to be condescending but really people need to get over the tags and understand the reason these topics are started by us in not cause of QQ but we play a crapton and test a crapton. We know what we're talking about and aren't going to keep the blinders on and say the game is just fine and it is us who need to adapt. We adapt plenty and accept the things that are the result of our mistakes you're just not around in game to hear us admit it. So rather than biasing yourself the second you see its an IMP post why dont we all put on our big boy pants and actually discuss the topic rather than just blindly say OB's are fine or at least give me/us a valid counter argument.
Expected response:
No OBS arent OP otherwise how would I get my kills i need. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.14 17:44:00 -
[180] - Quote
Let me try my best to encourage everyone to separate this from Imperfects VS community. The stated issue is the OBs need a tweaking. We all agree CCP does not always know how to "tweak" historically. So I understand cold feet.
Please see me as a community player that honestly wants this game to succeed. This game needs numbers to survive...look what happen to MAG.
If I skilled into tanks, the OB presents a specific problem for me. The almost instant heavy damage on a single place I view as broken. As has been mentioned, though not specifically enough, the OB is too simple to achieve. Now you tell me that I can only practice with my miltia or cheap versions of what I skill in to. I say this in the most humble way possible... it may be the reason the IMPs have great success in Corp matches is because we use Corp gear often. I run prototype gear in Pubs with the end game to understand my equipment and improve on it and my game play accordingly. Not to go 30 and 0. Those are meaningless numbers. Some people stroke themselves but not all of us. Then in a Corp match against great teams like the bunnies I know where I have to be to make my insanely specific rolled laser work like the light saber everyone thinks it is. Some bunnies will attest to this. Humbly... we should be able to practice with high end gear. We can afford to lose it and do, but if there is a broke mechanic let us fix it.
In this thread it was stated "Your fault for letting them earn the WP off you". Really... my squad is now assigned to protect all rdm blue dots...to protect and engage all forms of WP farming existing behind and in front of the red line? PLEASE reread your thoughts expressed in digital form.
Community, can you honestly say after my squad attempts many AV attacks on a great tanker a reasonable option is too use WP earned to call a strike to do the job for me? I honestly gain 3 to 4 OB's on accident in a skirmish game when running with a squad of IMPS. If you honest answer is yes then I can not say much more.
Some thoughts on a fix? If you think it needs it. A controlled letter acts as a shield against OBs...safe zone feature that Noc mentioned like AAA in MAG is genius. A warning that we all deem reasonable. A module specific to OB hardening. A higher WP number top earn. Weaker and stronger versions of OB according to WP earned...5000 gives type A,7500 gives type B.
Remember tanks can cost upwards of millions. You bring in your super tank and rock my squad...I run and call multiple OB's and kill it? Seems off to me. Remember WP to OB is currently very easy.
Corp matches do not apply. There you do control all blue dots. If you have been in any you realize OB's are rarely rampant.
|
|
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.02.14 17:45:00 -
[181] - Quote
when your on the battle field, either on foot or in a vehicle, do you give the enemy a warning before you rain death upon them?
The damage output of a HAV compared to troops is comparable to an OB to HAV. why should there be a warning or a damage reduction??
An OB is a valid AV tool and should be used as one.
Most HAV users should be able to survive an OB with a decent fit and move.
btw the whole "Imperfects v the community" is just a load of cr*p, stop making stupid requests and people may listen. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 17:57:00 -
[182] - Quote
If you are wanting to talk R/L then yes usually a good military will have warning before a strike comes from their spotters/radar/friendlies in the air. Are some strikes a suprise...yes but usually there is some warning. However you have to remember this is not R/L. Balance in games > R/L examples so dont try to use them since it is ret@rded to argue that way.
If you honestly think every is good then fine. I hope you dont mind it when I kill you 3-4 times over again with my OBs. Or use my OB to completely nullify your attempt to defend a letter we are taking from you because by some magic my OB does not hurt my teammates. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.14 18:04:00 -
[183] - Quote
lDocHollidayl wrote:Let me try my best to encourage everyone to separate this from Imperfects VS community.
If I skilled into tanks, the OB presents a specific problem for me. The almost instant heavy damage on a single place I view as broken. As has been mentioned, though not specifically enough, the OB is too simple to achieve. Now you tell me that I can only practice with my miltia or cheap versions of what I skill in to. I say this in the most humble way possible... it may be the reason the IMPs have great success in Corp matches is because we use Corp gear often. I run prototype gear in Pubs with the end game to understand my equipment and improve on it and my game play accordingly. Not to go 30 and 0. Those are meaningless numbers. Some people stroke themselves but not all of us. Then in a Corp match against great teams like the bunnies I know where I have to be to make my insanely specific rolled laser work like the light saber everyone thinks it is. Some bunnies will attest to this. Humbly... we should be able to practice with high end gear. We can afford to lose it and do, but if there is a broke mechanic let us fix it. ...
Community, can you honestly say after my squad attempts many AV attacks on a great tanker a reasonable option is too use WP earned to call a strike to do the job for me? I honestly gain 3 to 4 OB's on accident in a skirmish game when running with a squad of IMPS. If you honest answer is yes then I can not say much more.
Some thoughts on a fix? If you think it needs it. A controlled letter acts as a shield against OBs...safe zone feature that Noc mentioned like AAA in MAG is genius. A warning that we all deem reasonable. A module specific to OB hardening. A higher WP number top earn. Weaker and stronger versions of OB according to WP earned...5000 gives type A,7500 gives type B.
Remember tanks can cost upwards of millions. You bring in your super tank and rock my squad...I run and call multiple OB's and kill it? Seems off to me. Remember WP to OB is currently very easy. ...
I'll keep this as succinct as possible. I like the thought of either: 1. a feature like mortar battery/AAA like in MAG. (requiring you to capture/destroy an asset before you can drop strikes) OR 2. adjusting the WP requirement. Perhaps keeping the current WP (2500, if I'm not mistaken) for a "weaker" strike. Still fatal to infantry, but only capable of heavily damaging an HAV and then a "stronger" OB than can kill EVERYTHING. (perhaps requiring 5000WP)
That said, I still think that the tankers are complaining because they don't want to get their HAVs blown up, more so than the guise of "game balance" Look, we all can lose expensive fits in battle. They may seem like "cheap" deaths, or unfair, but they happen to all of us. A good tanker, can go 10 matches without losing a tank (especially in pubs). They may have gone a dozen matches, but they get a "cheap" death by orbital. **** happens.
Expensive infantry fits, cost much less, but happen more often. A really good infantry player, may be accostumed to going 30-2, or 40-3, etc etc. They may have a match where they go 20-6. This would be a "bad" match for them. More costly, because enemy team had 3 HAVs on the map, perhaps the player died because they go for objectives and were RE'd a couple times. Perhaps the were orbitaled. Point is, they will occasionally lose more in a match than they expect.
Same result... **** happens.
I really don't think the OB is much of a "problem" as it is. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 18:08:00 -
[184] - Quote
mikegunnz wrote:lDocHollidayl wrote:Let me try my best to encourage everyone to separate this from Imperfects VS community.
If I skilled into tanks, the OB presents a specific problem for me. The almost instant heavy damage on a single place I view as broken. As has been mentioned, though not specifically enough, the OB is too simple to achieve. Now you tell me that I can only practice with my miltia or cheap versions of what I skill in to. I say this in the most humble way possible... it may be the reason the IMPs have great success in Corp matches is because we use Corp gear often. I run prototype gear in Pubs with the end game to understand my equipment and improve on it and my game play accordingly. Not to go 30 and 0. Those are meaningless numbers. Some people stroke themselves but not all of us. Then in a Corp match against great teams like the bunnies I know where I have to be to make my insanely specific rolled laser work like the light saber everyone thinks it is. Some bunnies will attest to this. Humbly... we should be able to practice with high end gear. We can afford to lose it and do, but if there is a broke mechanic let us fix it. ...
Community, can you honestly say after my squad attempts many AV attacks on a great tanker a reasonable option is too use WP earned to call a strike to do the job for me? I honestly gain 3 to 4 OB's on accident in a skirmish game when running with a squad of IMPS. If you honest answer is yes then I can not say much more.
Some thoughts on a fix? If you think it needs it. A controlled letter acts as a shield against OBs...safe zone feature that Noc mentioned like AAA in MAG is genius. A warning that we all deem reasonable. A module specific to OB hardening. A higher WP number top earn. Weaker and stronger versions of OB according to WP earned...5000 gives type A,7500 gives type B.
Remember tanks can cost upwards of millions. You bring in your super tank and rock my squad...I run and call multiple OB's and kill it? Seems off to me. Remember WP to OB is currently very easy. ...
I'll keep this as succinct as possible. I like the thought of either: 1. a feature like mortar battery/AAA like in MAG. (requiring you to capture/destroy an asset before you can drop strikes) OR 2. adjusting the WP requirement. Perhaps keeping the current WP (2500, if I'm not mistaken) for a "weaker" strike. Still fatal to infantry, but only capable of heavily damaging an HAV and then a "stronger" OB than can kill EVERYTHING. (perhaps requiring 5000WP) That said, I still think that the tankers are complaining because they don't want to get their HAVs blown up, more so than the guise of "game balance" Look, we all can lose expensive fits in battle. They may seem like "cheap" deaths, or unfair, but they happen to all of us. A good tanker, can go 10 matches without losing a tank (especially in pubs). They may have gone a dozen matches, but they get a "cheap" death by orbital. **** happens. Expensive infantry fits, cost much less, but happen more often. A really good infantry player, may be accostumed to going 30-2, or 40-3, etc etc. They may have a match where they go 20-6. This would be a "bad" match for them. More costly, because enemy team had 3 HAVs on the map, perhaps the player died because they go for objectives and were RE'd a couple times. Perhaps the were orbitaled. Point is, they will occasionally lose more in a match than they expect. Same result... **** happens. I really don't think the OB is much of a "problem" as it is.
Find me the tanker than can go an AVERAGE of 10 matches per tank in skirmish. I have a huge stack of money I'd like him to go to Vegas for me with. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.14 18:25:00 -
[185] - Quote
So if you guys are this bent out of shape over the dinky little precision strikes we have now, what are you going to say when Dread's start bombarding entire districts? |
Pombe Geek
Red Star.
44
|
Posted - 2013.02.14 18:41:00 -
[186] - Quote
OB's are fine as is. As has been stated before (multiple times) there's already a warning - it's short, sure, but there - drive like hell and you can survive. What sort of warning do the infantry get for your tank sitting on a hill sniping them? Swarms are pretty useless, AV nades not likely to be effective, forge guns - perhaps, but then you just back off, repair and start over again.
As an aside, how many threads do we see daily about tanks being OP in pubs vs. OB's being OP against tanks? When you can cruise around in your 1M+ tank and go 30-1 and that one death due to a OB, I don't feel bad for you at all. Don't want to lose the isk - don't run that fit in pubs. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 18:41:00 -
[187] - Quote
It really comes down to a question of what an OB is supposed to be.
What is its purpose?
Based on what I've seen from CCP its meant to be "The Hand of God" smashing everything it targets. The EVE strikes will be even more powerful than the WB strikes we now see.
So what purpose does something like that serve in DUST?
Is it meant only to clear out an entrenched position? If so a little more warning won't make much of a difference - unless of course there is cover that most of the enemy force can retreat to.
Is it meant as a swift and unavoidable strike against the biggest threat the team currently faces? If so, you don't want to announce it before it comes down or it becomes less than useful.
It is currently being used as the latter, and a rail tank parked up on the sniping point of Manus Peak is probably going to be the biggest threat because it is very difficult to take out with conventional means due to the difficult terrain and proximity to the red line. We are all well aware of that tactic and nobody should be surprised when an OB comes down on that point once you are half way through a match.
So is an OB supposed to be an unavoidable part of battle, or should absolutely everything have an effective counter? If so, what is considered a reasonable and effective counter?
It's really up to CCP to tell us what OB's are for, if they really sat down to think about it and didn't just put it in as a way to link DUST and EVE and leave it at that.
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 18:42:00 -
[188] - Quote
Himiko Kuronaga wrote:So if you guys are this bent out of shape over the dinky little precision strikes we have now, what are you going to say when Dread's start bombarding entire districts?
Well incase you havent noticed there are two things at play here. First this is a beta and thus we should give feedback on problems that we see. Acting like there are no problems with this game wont help anyone in the long run.
Secondly if you are unaware of this fact.........imperfects are the first ones to as you say HTFU and own everyone despite whatever changes are made to the game. Would we adapt you better believe it because we would constantly put all the other teams we play in their place. Just because we are good and we can HTFU better than the rest doesnt mean that we cant see things that need to be adjusted. If CCP decides this is what they want and refuse to make any changes fine.....Imperfects would not continue to complain about it (notice you hear nothing about the fact that ARs still only have Iron sights that are horrid).
Many people seem to think imperfect whine about alot of things. Well we dont whine but we see things that need to be fixed. Something others agree with us on some in our own corp dont always agree. What we want is for CCP to look into it and if they say deal with it well....I can bet that we will "deal" with it better than any other corp out there. Imperfects test alot of things and we are usually the first to find out if something is OP. Notice before the ARs got their recoil back imperfects were noting that recoil needed to be added back. Guess what people complained about what we said then. Now recoil has been added and then they took away the sights on the AR. Imps noted that this is dumb and horrible change (iron sights part not the recoil part) and should be changed back.....however then people defended CCP and stated that imps never even wanted recoil on the ARs which we had noted MANY TIMES BEFORE that we wanted added.
What this boils down to is really imperfect hate. You hate us so you refuse to agree with us. If we had made a thread about how great and balanced the OBS is we would have tons of posts from mostly the same people claiming that OBS are imbalanced and calling us names because we use them too often to dominate. Like it or not imperfects are here to stay for the time being. So you can either HTFU yourself or leave because you arent about to put a dent in the imperfects. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.14 18:45:00 -
[189] - Quote
I believe losing the expensive tank does play a part in identifying this mechanic. I believe the sniper head glitching and going 20 -0 has the same concern. I believe the super squad moving from letter to letter running all proto gear all lose.
I also believe a miltia fit going 20-0 to have a OB placed on him is a rotten deal.
But all in the name of game play. This is where the risk reward comes in. I agree you can not make the strike worthless. Otherwise why have it. Currently it is just too easy to get it and use it for the failure of a squad to eliminate a threat. Even rdms can easily get an OB in a skirmish. The idea just does not sit with me well.
I also need to say I hate tanks. They kill noobs and rdms in the thousands. I think there should be an option to play tankless games. To put someone with no AV skill or weapons in a match against skilled tanks is damaging to game survival. Perhaps CCP bone throw is the OB.
OBing a camping tank feels great. OBing a killer sniper does too. I actually do not have much success killing tanks with OB...(but I hunt tanks on foot and enjoy it)
I am just saying having the threat of an OB every skirmish match take out a tank with ease and not recovering the money is "off". Maybe the solution is keeping an eye on war points and then hiding under buildings.
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zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 18:49:00 -
[190] - Quote
I'm done arguing with you. But It is pretty obvious that you are just another imperfect crying that they got killed. OBS are not that easy to get. The most I have gotten is 3 with a 4 man squad of my corps best players. They do not have a huge AOE and if you fit your tank correctly you will be able to survive one. We both know if you were an assault drop suit user you would be QQing that tanks were OP or heavies or whatever killed you. Just because you are an imperfect does not mean you shouldnt die. Im out bye bye all |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 19:00:00 -
[191] - Quote
zeek1227 zeek1227 wrote:I'm done arguing with you. But It is pretty obvious that you are just another imperfect crying that they got killed. OBS are not that easy to get. The most I have gotten is 3 with a 4 man squad of my corps best players. They do not have a huge AOE and if you fit your tank correctly you will be able to survive one. We both know if you were an assault drop suit user you would be QQing that tanks were OP or heavies or whatever killed you. Just because you are an imperfect does not mean you shouldnt die. Im out bye bye all
You're a nobody who appears to see nothing beyond a tag out of spite and envy. You can't be done with something you never started. You ranted sure, but nowhere beyond "I don't care since it doesn't hurt me" did you present anything approaching an argument. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2013.02.14 19:10:00 -
[192] - Quote
Pombe Geek wrote:What sort of warning do the infantry get for your tank sitting on a hill sniping them?
Seeing the RDV bring the tank in, being able to see its icon through walls as it's driving around if someone else has eyes on it, being able to see it at all times if I bring up the map, etc etc.
It's rare for me to not know a tank is on the field before it's a threat. Not that hard to look up when you hear an RDV come in and make sure you see what it's carrying. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 19:15:00 -
[193] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:I'm done arguing with you. But It is pretty obvious that you are just another imperfect crying that they got killed. OBS are not that easy to get. The most I have gotten is 3 with a 4 man squad of my corps best players. They do not have a huge AOE and if you fit your tank correctly you will be able to survive one. We both know if you were an assault drop suit user you would be QQing that tanks were OP or heavies or whatever killed you. Just because you are an imperfect does not mean you shouldnt die. Im out bye bye all You're a nobody who appears to see nothing beyond a tag out of spite and envy. You can't be done with something you never started. You ranted sure, but nowhere beyond "I don't care since it doesn't hurt me" did you present anything approaching an argument. god you drew me back... I in no way envy you ROFL the thought is hilarious and I repeatedly told you a way to counter the OB (fit tank properly) which you completely ignored for your ignorant comments about how Its soooo op. Believe me obs do hurt me i have died plenty of times to them. but guess what? i can use them too So cool your **** and think before you speak IMP |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 19:24:00 -
[194] - Quote
The problem is there has not been one good argument made against the arguments made regarding the OBS. All arguments against the topic has been essentially HTFU or "I dont care cause it doesnt cost me much if I die from it". What arguments do you guys have showing that the OBS should stay exactly as they are? Currently they are a free, extremely powerful, easy to obtain, no warning, or indication of incoming (1 second between the light/sound and the first strike is hardly more then a look your screwed light) strike that will basically eliminate virtually everything in its AOE.
Our proposal is that this does not seem right and there should be a time delay between the warning light and the first strike of greater duration then a second. Currently 5 seconds seems like it would be enough time to at least try to get out of the area but still fast enough that if you arent on the ball your dead (even then you might die anyway). If CCP comes back and says actually strikes are working exactly as we wanted them to as we want them to eliminate everything in the area and not be hard to obtain in a match. Well then the argument is over CCP is designing the game they want to see and if that is what they want we cant argue with it other than to as they say HTFU or leave. However until CCP actually says that this is up for debate. Personally I would like someone to put forth a better argument then the red herrings or HTFU arguments that abound on this thread. I am actually very open to others opinions and if you have valid points I could possibly change my mind.........so convince me. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 19:35:00 -
[195] - Quote
semperfi1999 wrote:The problem is there has not been one good argument made against the arguments made regarding the OBS. All arguments against the topic has been essentially HTFU or "I dont care cause it doesnt cost me much if I die from it". What arguments do you guys have showing that the OBS should stay exactly as they are? Currently they are a free, extremely powerful, easy to obtain, no warning, or indication of incoming (1 second between the light/sound and the first strike is hardly more then a look your screwed light) strike that will basically eliminate virtually everything in its AOE.
Our proposal is that this does not seem right and there should be a time delay between the warning light and the first strike of greater duration then a second. Currently 5 seconds seems like it would be enough time to at least try to get out of the area but still fast enough that if you arent on the ball your dead (even then you might die anyway). If CCP comes back and says actually strikes are working exactly as we wanted them to as we want them to eliminate everything in the area and not be hard to obtain in a match. Well then the argument is over CCP is designing the game they want to see and if that is what they want we cant argue with it other than to as they say HTFU or leave. However until CCP actually says that this is up for debate. Personally I would like someone to put forth a better argument then the red herrings or HTFU arguments that abound on this thread. I am actually very open to others opinions and if you have valid points I could possibly change my mind.........so convince me.
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 19:37:00 -
[196] - Quote
semperfi1999 wrote:The problem is there has not been one good argument made against the arguments made regarding the OBS. All arguments against the topic has been essentially HTFU or "I dont care cause it doesnt cost me much if I die from it". What arguments do you guys have showing that the OBS should stay exactly as they are? Currently they are a free, extremely powerful, easy to obtain, no warning, or indication of incoming (1 second between the light/sound and the first strike is hardly more then a look your screwed light) strike that will basically eliminate virtually everything in its AOE.
Our proposal is that this does not seem right and there should be a time delay between the warning light and the first strike of greater duration then a second. Currently 5 seconds seems like it would be enough time to at least try to get out of the area but still fast enough that if you arent on the ball your dead (even then you might die anyway). If CCP comes back and says actually strikes are working exactly as we wanted them to as we want them to eliminate everything in the area and not be hard to obtain in a match. Well then the argument is over CCP is designing the game they want to see and if that is what they want we cant argue with it other than to as they say HTFU or leave. However until CCP actually says that this is up for debate. Personally I would like someone to put forth a better argument then the red herrings or HTFU arguments that abound on this thread. I am actually very open to others opinions and if you have valid points I could possibly change my mind.........so convince me.
Right now there is too small an element of skill to countering an OB. A longer delay is merely one way, and in my opinion the simplest, to add time for the enemy to react. If we want to make this realistic no one would be fighting on the ground in the first place except in areas where calling down OBs is NOT an option. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 19:40:00 -
[197] - Quote
semperfi1999 wrote:The problem is there has not been one good argument made against the arguments made regarding the OBS. All arguments against the topic has been essentially HTFU or "I dont care cause it doesnt cost me much if I die from it". What arguments do you guys have showing that the OBS should stay exactly as they are? Currently they are a free, extremely powerful, easy to obtain, no warning, or indication of incoming (1 second between the light/sound and the first strike is hardly more then a look your screwed light) strike that will basically eliminate virtually everything in its AOE.
Our proposal is that this does not seem right and there should be a time delay between the warning light and the first strike of greater duration then a second. Currently 5 seconds seems like it would be enough time to at least try to get out of the area but still fast enough that if you arent on the ball your dead (even then you might die anyway). If CCP comes back and says actually strikes are working exactly as we wanted them to as we want them to eliminate everything in the area and not be hard to obtain in a match. Well then the argument is over CCP is designing the game they want to see and if that is what they want we cant argue with it other than to as they say HTFU or leave. However until CCP actually says that this is up for debate. Personally I would like someone to put forth a better argument then the red herrings or HTFU arguments that abound on this thread. I am actually very open to others opinions and if you have valid points I could possibly change my mind.........so convince me.
And that gets back to my point:
What mission does CCP see for the OB?
It's a great DUST/EVE connection, and it fulfills that part very well.
But beyond that, what is it supposed to be for? Is it supposed to be "fair" or not? If so, just what constitutes fair? |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 19:42:00 -
[198] - Quote
Skihids wrote:semperfi1999 wrote:The problem is there has not been one good argument made against the arguments made regarding the OBS. All arguments against the topic has been essentially HTFU or "I dont care cause it doesnt cost me much if I die from it". What arguments do you guys have showing that the OBS should stay exactly as they are? Currently they are a free, extremely powerful, easy to obtain, no warning, or indication of incoming (1 second between the light/sound and the first strike is hardly more then a look your screwed light) strike that will basically eliminate virtually everything in its AOE.
Our proposal is that this does not seem right and there should be a time delay between the warning light and the first strike of greater duration then a second. Currently 5 seconds seems like it would be enough time to at least try to get out of the area but still fast enough that if you arent on the ball your dead (even then you might die anyway). If CCP comes back and says actually strikes are working exactly as we wanted them to as we want them to eliminate everything in the area and not be hard to obtain in a match. Well then the argument is over CCP is designing the game they want to see and if that is what they want we cant argue with it other than to as they say HTFU or leave. However until CCP actually says that this is up for debate. Personally I would like someone to put forth a better argument then the red herrings or HTFU arguments that abound on this thread. I am actually very open to others opinions and if you have valid points I could possibly change my mind.........so convince me. And that gets back to my point: What mission does CCP see for the OB? It's a great DUST/EVE connection, and it fulfills that part very well. But beyond that, what is it supposed to be for? Is it supposed to be "fair" or not? If so, just what constitutes fair?
In a game, an element that you have no skill-based way to protect yourself from, is clearly broken. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.14 20:01:00 -
[199] - Quote
First off I think that Leadership roles should have to be skilled into, just like everything else, with OB's being what you recieve at, say, Level 5 Squad Command. That would naturally limit the amount one would say in a game, as not everyone would want to skill into leadership roles. For every Command tier, there should be a corresponding skill to match it.
Secondly the timing of OB's should only be enough that people on the edge AoE should be able to get out of it. The faster moving Suits would have an obvious advantage here, with Scouts being the most likely to survive, IF they're close enough the edge. Anybody caught in the middle is SOL. If that's how it is right now (having only been blasted by a few OB's myself), then leave it alone. If not, then CCP should adjust the timing to make it so.
And lastly,
Skihids wrote: Is it supposed to be "fair" or not? If so, just what constitutes fair?
BALANCE is essential to any game, but leave fairness and equality at the door.
It's not "fair" that a Shotty-Scout OSK's me when I've laid almost an entire SMG mag into him.
It's not "fair" that a Sniper can OSK me from across the map (redline or not).
It's not "fair" when the other team calls in a fully Spec'd out tank and trashes my team
It's not "fair" when an LAV redsmears on the road, and I don't even have the option of diving out of the way.
There are a lot things in this game that aren't "fair", and I for one, love it. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 20:07:00 -
[200] - Quote
Noc Tempre wrote: In a game, an element that you have no skill-based way to protect yourself from, is clearly broken.
I recall discussion many weeks back about tanks and OB's where CCP suggested that there would be ways to pin tanks down for destruction by OB's. That suggests CCP considers the warning to be good enough for tanks to get out from under them if they are paying attention. That would put them in the "fair warning" to run away or get under cover category.
We can debate whether or not that is true, and it probably depends upon just where you parked. I've personally seen a tank escape from Sniper's Peak by driving off the edge and falling down the mountain side, repping all the way down. It then drove around the back and up to continue its reign of terror.
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 20:10:00 -
[201] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:zeek1227 zeek1227 wrote:I'm done arguing with you. But It is pretty obvious that you are just another imperfect crying that they got killed. OBS are not that easy to get. The most I have gotten is 3 with a 4 man squad of my corps best players. They do not have a huge AOE and if you fit your tank correctly you will be able to survive one. We both know if you were an assault drop suit user you would be QQing that tanks were OP or heavies or whatever killed you. Just because you are an imperfect does not mean you shouldnt die. Im out bye bye all You're a nobody who appears to see nothing beyond a tag out of spite and envy. You can't be done with something you never started. You ranted sure, but nowhere beyond "I don't care since it doesn't hurt me" did you present anything approaching an argument. god you drew me back... I in no way envy you ROFL the thought is hilarious and I repeatedly told you a way to counter the OB (fit tank properly) which you completely ignored for your ignorant comments about how Its soooo op. Believe me obs do hurt me i have died plenty of times to them. but guess what? i can use them too So cool your **** and think before you speak IMP
I didn't ignore, I refuted. An OB does over 3000 damage to my tank per pulse (I have seen it do way more, I have rarely seen it do less, but this is the average in my first hand experience). Moving at full speed will still leave you hit anywhere from 2 to 5 times, depending on the pattern in relation to your direction of travel. A good sagaris fit can eek out 10k EHP with an active rep or 15k EHP with a full buffer. Note that is the top of the top end. So an active rep sagaris will die in 3 pulses, which means less than half of the strike has to hit the tank to kill it. The full buffer sagaris will be out of commission for several minutes if it does survive and hide in the redline. Note that the EHP drops to under 8k EHP for 75% of the time while the active hardeners are down. A madruger can easily push 20k EHP for 85% of the time, a surya can soar as high as 30k. So yes, there are tanks that can survive a signal orbital. Armor tanks are more likely to survive, and aren't a lick slower for it with KBM. This doesn't not show any evidence of a counter mechanism. Being survivable by the hardiest tanks a minority of the time under the best conditions is not balanced.
Furthermore, this doesn't just affect tanks, a prototype heavy or logistics will run into the same problem. Or a sniper with an officer weapon. At least they can switch out of those fits though. Returning vehicles when you feel the risk has changed would be another potential solution. But whatever you say, pretending there is no problem shows an utter inability to understand the fundamentals of balance and the phrase . |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 20:12:00 -
[202] - Quote
Skihids wrote:Noc Tempre wrote: In a game, an element that you have no skill-based way to protect yourself from, is clearly broken.
I recall discussion many weeks back about tanks and OB's where CCP suggested that there would be ways to pin tanks down for destruction by OB's. That suggests CCP considers the warning to be good enough for tanks to get out from under them if they are paying attention. That would put them in the "fair warning" to run away or get under cover category. We can debate whether or not that is true, and it probably depends upon just where you parked. I've personally seen a tank escape from Sniper's Peak by driving off the edge and falling down the mountain side, repping all the way down. It then drove around the back and up to continue its reign of terror.
That's a bad example, that mountain messes with the spread of the OB. If you are lucky it will only hit you once. But again we are talking about luck trumping everything which is deeply wrong for a game IMO. |
Gabber Medic
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2013.02.14 20:17:00 -
[203] - Quote
I feel that the OB works as is intended. Adding a longer wait time or a warning would make it less effective. It is supposed to be a game changing weapon that can destroy the opposition holding a particular point wether it is infantry or vehicles.
if your tank is camping one area, just not moving enough, or your driver is too predictable it derserves to be blown to hell.
you have to remember also, that many squads are using their one and only OB that match to destroy your equipment.
so i think it works fine the way it is. there is not enough reason to change it. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 20:20:00 -
[204] - Quote
Noc Tempre wrote:Skihids wrote:Noc Tempre wrote: In a game, an element that you have no skill-based way to protect yourself from, is clearly broken.
I recall discussion many weeks back about tanks and OB's where CCP suggested that there would be ways to pin tanks down for destruction by OB's. That suggests CCP considers the warning to be good enough for tanks to get out from under them if they are paying attention. That would put them in the "fair warning" to run away or get under cover category. We can debate whether or not that is true, and it probably depends upon just where you parked. I've personally seen a tank escape from Sniper's Peak by driving off the edge and falling down the mountain side, repping all the way down. It then drove around the back and up to continue its reign of terror. That's a bad example, that mountain messes with the spread of the OB. If you are lucky it will only hit you once. But again we are talking about luck trumping everything which is deeply wrong for a game IMO.
It's a starting point in a discussion with CCP. If they want it to be fair warning then you start asking how much is required to get out of a reasonable situation. You then have to define a reasonable situation, and that gets into how much of an out you need leave yourself. From there it's a matter of calculating acceleration and velocity to determine how much time you require. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 20:24:00 -
[205] - Quote
Gabber Medic wrote:I feel that the OB works as is intended. Adding a longer wait time or a warning would make it less effective. It is supposed to be a game changing weapon that can destroy the opposition holding a particular point wether it is infantry or vehicles.
if your tank is camping one area, just not moving enough, or your driver is too predictable it derserves to be blown to hell.
you have to remember also, that many squads are using their one and only OB that match to destroy your equipment.
so i think it works fine the way it is. there is not enough reason to change it.
Adding a longer delay still clears the objective. Right now the time is 2 seconds. Tanks on the move are still susceptible.
I have to laugh that you are comparing a squad using their "only" orbital that they get for free every match is balanced against the ability to instantly destroy several matches worth of assets. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 20:26:00 -
[206] - Quote
Skihids wrote:Noc Tempre wrote:Skihids wrote:Noc Tempre wrote: In a game, an element that you have no skill-based way to protect yourself from, is clearly broken.
I recall discussion many weeks back about tanks and OB's where CCP suggested that there would be ways to pin tanks down for destruction by OB's. That suggests CCP considers the warning to be good enough for tanks to get out from under them if they are paying attention. That would put them in the "fair warning" to run away or get under cover category. We can debate whether or not that is true, and it probably depends upon just where you parked. I've personally seen a tank escape from Sniper's Peak by driving off the edge and falling down the mountain side, repping all the way down. It then drove around the back and up to continue its reign of terror. That's a bad example, that mountain messes with the spread of the OB. If you are lucky it will only hit you once. But again we are talking about luck trumping everything which is deeply wrong for a game IMO. It's a starting point in a discussion with CCP. If they want it to be fair warning then you start asking how much is required to get out of a reasonable situation. You then have to define a reasonable situation, and that gets into how much of an out you need leave yourself. From there it's a matter of calculating acceleration and velocity to determine how much time you require.
The mountain in question is an extreme exception, and the only one as of right now. Also, in regards to that old discussion, it is clear that CCP did not want them to reach out and kill indiscriminately on the map. That is how they operate now. You do not need eyes on a target, you do not need a "tackle", you just point and kill. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 20:49:00 -
[207] - Quote
Noc Tempre wrote:Skihids wrote:Noc Tempre wrote:Skihids wrote:Noc Tempre wrote: In a game, an element that you have no skill-based way to protect yourself from, is clearly broken.
I recall discussion many weeks back about tanks and OB's where CCP suggested that there would be ways to pin tanks down for destruction by OB's. That suggests CCP considers the warning to be good enough for tanks to get out from under them if they are paying attention. That would put them in the "fair warning" to run away or get under cover category. We can debate whether or not that is true, and it probably depends upon just where you parked. I've personally seen a tank escape from Sniper's Peak by driving off the edge and falling down the mountain side, repping all the way down. It then drove around the back and up to continue its reign of terror. That's a bad example, that mountain messes with the spread of the OB. If you are lucky it will only hit you once. But again we are talking about luck trumping everything which is deeply wrong for a game IMO. It's a starting point in a discussion with CCP. If they want it to be fair warning then you start asking how much is required to get out of a reasonable situation. You then have to define a reasonable situation, and that gets into how much of an out you need leave yourself. From there it's a matter of calculating acceleration and velocity to determine how much time you require. The mountain in question is an extreme exception, and the only one as of right now. Also, in regards to that old discussion, it is clear that CCP did not want them to reach out and kill indiscriminately on the map. That is how they operate now. You do not need eyes on a target, you do not need a "tackle", you just point and kill.
I'm talking about the generic situation. How much time would it take to exit the strike area if you were caught in the middle of it if you are in a HAV, a scout suit, a heavy suit, etc. Are you expected to run torque mods if you are an armor tank? Are you expected to have fast access to a LAV if you are a heavy? If so how close by does it have to be?
Once you start to evaluate the idea of fair warning you find that it gets complicated. What's fair for one person isn't nearly enough time for the next. A fully decked out proto-heavy runs up to half a million ISK from what I'm told. Is there any way at all to make it fair to them without nerfing the OB to the point it may as well be taken out of the game?
Has any of this been considered before they were deployed into the game?
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SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2013.02.14 20:51:00 -
[208] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. NO! Bad Noc!
Long warnings would makes them useless. It is good that they lowered the wait time to what it is. Before it did not take much longer and yet people where able to scatter and avoid getting hit.
You guys in the Imperfects are a group of solid players. Do not lessen public opinion about yourselves by always asking for the game to be made easier for you guys. Too often it seems that if it kills an imperfect, you guys consider it OP. I know you guys do not need that. You don't need it to be easier. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 21:03:00 -
[209] - Quote
SILENTSAM 69 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. NO! Bad Noc! Long warnings would makes them useless. It is good that they lowered the wait time to what it is. Before it did not take much longer and yet people where able to scatter and avoid getting hit. You guys in the Imperfects are a group of solid players. Do not lessen public opinion about yourselves by always asking for the game to be made easier for you guys. Too often it seems that if it kills an imperfect, you guys consider it OP. I know you guys do not need that. You don't need it to be easier.
I dont understand how you think we are trying to make the game easier for us. Personally I know when the imperfects run together we get 3-4 OBS with each garnering at least 4-5 kills.......that is a potential loss of 20 kills (or more) for the leader. The fact is we arent wanting this to be looked at because he dont want to ever die. We want it looked at because currently its an I WIN button that everyone gets if you even mildly decent at the game. It just seems extreme. Like I said if CCP decided that they dont want to change it at all and they want it to be this massive instant strike that kills basically everything in its AOE then i would stop my argument until then there still has yet to be any argument for the OBS other than you imperfects just dont want to die argument. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2013.02.14 21:11:00 -
[210] - Quote
I think that the only planned changes are to make more types of strikes, and bigger strikes. I do not think they want to make these strikes get less kills. Remember that half of the fun in these strikes will be had by EVE players who want to kill things on the ground. Taking away their kills, and kill mails will not be something that they like.
If someone wants to use a strike to take down a vehicle, they should be able to. That is not something that should be limited. If anything it is still rather easy for a tank to avoid unless it was not moving when the strike starts. Hmm, easy may not be the best word, but it does happen.
Yes, some of us do get a lot of strikes to call down. lol |
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Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.14 21:11:00 -
[211] - Quote
The way that OBs are being talked about, you'd think that you win right when you get one.... |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2013.02.14 21:15:00 -
[212] - Quote
Polish Hammer wrote:The way that OBs are being talked about, you'd think that you win right when you get one.... It is rather funny. Considering the WP you need to get a strike, it would seem that the team getting a lot of strikes was already winning. Maybe that is were some of the confusion is coming from. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 21:16:00 -
[213] - Quote
The more that I think about this issue the more I believe that CCP wants the OB to be a "You die" button.
If tanks have a tough time getting out then unmounted infantry doesn't stand a chance. I've been caught many a time fairly close to cover but never made it there in my Logi suit.
CCP has been watching this occur for months now and they haven't touched it after making sure it could catch a tank.
That would suggest that you don't want to be on the top of the enemy's hit list in an expensive fit of any kind once they get enough WP's for an OB. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
77
|
Posted - 2013.02.14 21:17:00 -
[214] - Quote
Sir Meode wrote:when your on the battle field, either on foot or in a vehicle, do you give the enemy a warning before you rain death upon them?
The damage output of a HAV compared to troops is comparable to an OB to HAV. why should there be a warning or a damage reduction??
An OB is a valid AV tool and should be used as one.
Most HAV users should be able to survive an OB with a decent fit and move.
btw the whole "Imperfects v the community" is just a load of cr*p, stop making stupid requests and people may listen.
I can hear footsteps and enemy fire and dodge or anticipate and defend myself.
CCP increased the sounds of vehicles so they are more audible in the battlefield.
So please don't use analogies if you don't know what you're talking about. All you do is create FALSE EQUIVALENCIES.
Most ARMOR HAV's can survive with decent fit and movement.
Stop making stupid comments and ill actually respond to you like a peer. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.14 21:18:00 -
[215] - Quote
SILENTSAM 69 wrote:Polish Hammer wrote:The way that OBs are being talked about, you'd think that you win right when you get one.... It is rather funny. Considering the WP you need to get a strike, it would seem that the team getting a lot of strikes was already winning. Maybe that is were some of the confusion is coming from. And I think that you would be safe in assuming that. There's always exceptions though. A four man squad can only do so much and get their respective WPs though. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 21:28:00 -
[216] - Quote
Noc, I see where you're coming from, but tanks with the rewards they get are pretty cheap. You're a good tanker. One of the best. Most games, you (along with a squad) can redline halfway or earlier through the game.
Lets say your tank costs you 1.5 mil. We're talking high-end tank here (and remember, don't use what you can't afford to lose).
Per match with a tank, you make around 300 k easily in a good match.
5 matches, you have a good tank fit ready there. In those 5 matches, you've done tons of damage. Maybe around 5 mil in dropsuits/equipment alone and that's a minimum.
If a squad manages to get an OB, they have 2 choices. Kill you and your tank, which is pretty destructive. Or leave your tank, kill about 5-10 other people, and probably take an objective or two.
I think it's safe to say that it's pretty fair how the OB is right now. And if people are saying "I get 2-3 OB's solo" it's bullsh**, unless they're rolling in a tank, with a good squad either way. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 21:31:00 -
[217] - Quote
I usually only get 1 OB when I am solo sometime two if I am in a squad with randoms as I will get one and they will get one. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 21:31:00 -
[218] - Quote
Sir Meode wrote:when your on the battle field, either on foot or in a vehicle, do you give the enemy a warning before you rain death upon them?
The damage output of a HAV compared to troops is comparable to an OB to HAV. why should there be a warning or a damage reduction??
An OB is a valid AV tool and should be used as one.
Most HAV users should be able to survive an OB with a decent fit and move.
btw the whole "Imperfects v the community" is just a load of cr*p, stop making stupid requests and people may listen.
Why? So about 700 k should be able to net you a tank that can last through a whole orbital strike? In a tank, rewards are increased substantially. Most tankers can grab a new tank in 2-3 games. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 21:47:00 -
[219] - Quote
Ok noc so you say that the OB is insta win. In my opinion tanks are insta wins because if you know what you are doing you can pretty much make it impossible to kill with av and tank snipers in the red zone (not saying you do this) are nearly impossible to kill without the OB Tanks unlike OBs can only be accessed by those who chose to skill into them. So I make this possible solution to your problem What if OBs needed to be skilled into in order to use? It would stop some people from using them but not nerf them to the point where the tank driver can just drive on out without taking damage. Sorry for the raging earlier on I was very tired (hadnt slept in 2 days) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 22:33:00 -
[220] - Quote
zeek1227 zeek1227 wrote:Ok noc so you say that the OB is insta win. In my opinion tanks are insta wins because if you know what you are doing you can pretty much make it impossible to kill with av and tank snipers in the red zone (not saying you do this) are nearly impossible to kill without the OB Tanks unlike OBs can only be accessed by those who chose to skill into them. So I make this possible solution to your problem What if OBs needed to be skilled into in order to use? It would stop some people from using them but not nerf them to the point where the tank driver can just drive on out without taking damage. Sorry for the raging earlier on I was very tired (hadnt slept in 2 days)
I'm 100% on board with alternative solutions. On the idea of making them skill based - perhaps you have to aim the 7 shots individually from the warbarge somehow. As in you aim the cannon and pull the trigger? Sure it's an idea straight out of CoD, but CoD actually has evolved to give great balance to their kill streaks so I don't think that is a negative at all. |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.14 22:40:00 -
[221] - Quote
To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 22:44:00 -
[222] - Quote
Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 22:46:00 -
[223] - Quote
Skihids wrote:To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield.
There are about 3 pieces of working cover between all the maps we have. Adding cover, either deployable or natural, would be a positive change. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 22:48:00 -
[224] - Quote
Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer.
Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 22:55:00 -
[225] - Quote
Noc Tempre wrote:Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. No this would be abused as uber rich players could just split into single person squads and carpet bomb the map. If we would do an isk cost it would still need wp to avoid this |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 23:00:00 -
[226] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. No this would be abused as uber rich players could just split into single person squads and carpet bomb the map. If we would do an isk cost it would still need wp to avoid this
It could be abused, which is why I think this is not enough. Instead of WPs, perhaps there should be non-null point objectives that can be captured to allow locking on to the district. Personally, I think the MCC should be providing the close support and there should be NO warbarge strikes.
There needs to be a balanced way to call for support when you need it both with and without EVE support, as well as counterplay either through cover, special structures, or hard counters.
Definitely glad everyone has cooled down for some serious discussion. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.14 23:01:00 -
[227] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. No this would be abused as uber rich players could just split into single person squads and carpet bomb the map. If we would do an isk cost it would still need wp to avoid this
Nice point. +1 |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 23:03:00 -
[228] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. No this would be abused as uber rich players could just split into single person squads and carpet bomb the map. If we would do an isk cost it would still need wp to avoid this It could be abused, which is why I think this is not enough. Instead of WPs, perhaps there should be non-null point objectives that can be captured to allow locking on to the district. Personally, I think the MCC should be providing the close support and there should be NO warbarge strikes. There needs to be a balanced way to call for support when you need it both with and without EVE support, as well as counterplay either through cover, special structures, or hard counters. Definitely glad everyone has cooled down for some serious discussion. Not sure if this is what you mean but warbarge isn't eve ship its npc Atm and correct me if I'm wrong but firing one of those cannons in atmosphere would be very not good for everyone |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.14 23:11:00 -
[229] - Quote
Noc, I like your idea of having to control a point of access for locking onto districts, but in pub matches i'm not sure that it would be fair to the random nubberries. I do like it though. I think it'd be a nice conflict point on Corp matches and future fights over districts. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 23:16:00 -
[230] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:Icy Tiger wrote:Ok I have one alternative solution. You must buy OB ammo, 1 mil ISK each OB, however, the OB is buffed to a bit less than Tactical Hybrid from a destroyer. Pay ISK to destroy ISK. In the correct direction for balance. I would remove the WP requirement then and add a cooldown timer. No this would be abused as uber rich players could just split into single person squads and carpet bomb the map. If we would do an isk cost it would still need wp to avoid this It could be abused, which is why I think this is not enough. Instead of WPs, perhaps there should be non-null point objectives that can be captured to allow locking on to the district. Personally, I think the MCC should be providing the close support and there should be NO warbarge strikes. There needs to be a balanced way to call for support when you need it both with and without EVE support, as well as counterplay either through cover, special structures, or hard counters. Definitely glad everyone has cooled down for some serious discussion. Not sure if this is what you mean but warbarge isn't eve ship its npc Atm and correct me if I'm wrong but firing one of those cannons in atmosphere would be very not good for everyone
I'm just saying the close support could come from the MCC in the form of null cannons firing from the ship. This neatly gives them a range limit but also makes them available for countering pushes against the redline whenever. Orbitals truly need need their call in mechanic reworked from the ground up. There needs to be some sort of limit to avoid spamming everything to the stone age, but they also should be available when needed, not when awarded like a killstreak.
What if, instead of the warbarge dropping an orbital at 2500 WP, it drops a small turret with a targeting module (small turrets like the skirmish 1.0 blasters)? Then you have to operate the turret and people can see where you could call in the strike to, as well as counter it with snipers or hackers. It could have a "heat bar" so it can only coordinate a strike once per minute until destroyed. |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 23:20:00 -
[231] - Quote
Polish Hammer wrote:Noc, I like your idea of having to control a point of access for locking onto districts, but in pub matches i'm not sure that it would be fair to the random nubberries. I do like it though. I think it'd be a nice conflict point on Corp matches and future fights over districts.
I gave a suggestion for a 2-stage call down I posted at the same time as this |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 23:26:00 -
[232] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:
It could be abused, which is why I think this is not enough. Instead of WPs, perhaps there should be non-null point objectives that can be captured to allow locking on to the district. Personally, I think the MCC should be providing the close support and there should be NO warbarge strikes.
There needs to be a balanced way to call for support when you need it both with and without EVE support, as well as counterplay either through cover, special structures, or hard counters.
Definitely glad everyone has cooled down for some serious discussion.
Not sure if this is what you mean but warbarge isn't eve ship its npc Atm and correct me if I'm wrong but firing one of those cannons in atmosphere would be very not good for everyone I'm just saying the close support could come from the MCC in the form of null cannons firing from the ship. This neatly gives them a range limit but also makes them available for countering pushes against the redline whenever. Orbitals truly need need their call in mechanic reworked from the ground up. There needs to be some sort of limit to avoid spamming everything to the stone age, but they also should be available when needed, not when awarded like a killstreak. What if, instead of the warbarge dropping an orbital at 2500 WP, it drops a small turret with a targeting module (small turrets like the skirmish 1.0 blasters)? Then you have to operate the turret and people can see where you could call in the strike to, as well as counter it with snipers or hackers. It could have a "heat bar" so it can only coordinate a strike once per minute until destroyed. That would be very good I think once the maps get bigger but I honestly thinkeither no one would ever ge or there would be too many it as the maps stand. It would take so long to call in then get to it that by the time you got it all set up for one Some body with uber explosives would just blow the crap forget multiple from the same turret. Also as the maps stand it would need to cost alot more wp to get or every squad would get one and they would be littered all over the map. For now I think they should just stick with the regular OB but for the future with huge maps I think that this type of thing would be a must for dust (poet didn't know it) |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.14 23:36:00 -
[233] - Quote
Noc Tempre wrote: What if, instead of the warbarge dropping an orbital at 2500 WP, it drops a small turret with a targeting module (small turrets like the skirmish 1.0 blasters)? Then you have to operate the turret and people can see where you could call in the strike to, as well as counter it with snipers or hackers. It could have a "heat bar" so it can only coordinate a strike once per minute until destroyed.
I guess on the same token of OB's being available for use whenever and not earned like a killstreak, it sort of sounds like this would be killstreak-ish. When I first read it, I immediately thought of Chopper Gunner from MW2
I like where your going with it though. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
77
|
Posted - 2013.02.14 23:50:00 -
[234] - Quote
Skihids wrote:To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield.
Well technically i can since OB's stack and i can just wait to call in all 3 that i get on avg in a match and call them in one after the next.
|
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.02.15 00:21:00 -
[235] - Quote
Im sorry all i see in this thread is tears from players wanting to not die from OB's |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 15:25:00 -
[236] - Quote
All these new thoughts are interesting but I dont think they are really viable options. I dont think the current strike mechanism is broken (well other than the fact that the strike will sometimes go through a tall building and hit the bottom floor only). I think the main issue is that there is just nothing a player can do if a strike is called down. If you are already in the strikes radius then you die period....unless you have the incredible luck to be already under or right next to someplace where you have a roof or you were already at the outskirts of the strike and by continuing forward you simply got out of the range of the strike. I personally feel that when the only defense against a strike that LOLPWNS everything is simply the luck of already being under cover or not having the strike called on you just does not seem right. I agree that it should be devastating but should it be so devastating with virtually no warning?
Like I said MAG had roughly a 5 second delay between calling a strike and the strike commencing. There was a HUGE SMOKE PLUME where the strikes target area was. Did this mean that strikes were rarely effective? Not at all they were huge killers of the enemy troops. Why??? Well some of it was because of not paying attention and other was that if you were caught in the middle you probably still couldnt run out in that amount of time. Sometimes you survived but it was rare if you were in the middle when the strike was called. You accepted it as fair that you had a chance to try to get out and you were just in the worst position possible when the strike was first called. I could accept this. Whats hard for me to accept is being close to the outskirts of the strike immediately running away the moment I see/hear the warning and STILL not being able to even get close to making it out....heck half of the time I see the light and then my guy falls over dead before I even see the visual for the first strike hitting the ground (yes it said I died from the strike). I simply have issues with a free easy to obtain weapon that is so instantaneous that the moment you hear the sound all you can say is IM Screwed.
regarding what Sir Meode said..........its obvious then you want the current strike to stay exactly the same. I expect it might have something to do with a change causing the number of kills you can get with this to go down. Personally I know I will probably lose kills I would otherwise get in my 3-4 strikes I usually get per match but I am willing to give use those kills to balance a system that currently is so simplistic that the only thing that could be called "strategy" in using it is simply waiting until the reddots groups together too much or are all forced to spawn in one main area so you can wipe them out. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.15 15:54:00 -
[237] - Quote
Keyser Soze VerbalKint wrote:Skihids wrote:To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield. Well technically i can since OB's stack and i can just wait to call in all 3 that i get on avg in a match and call them in one after the next.
All you are doing is delaying the effect of your first two strikes until you earn the third.
The point is that you can't spend the entire match throwing these things around. You only get very few to use and each one kills in a very limited area of even our currently small maps. It is a very strategic asset. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.02.15 15:58:00 -
[238] - Quote
I don't need OB's to get kills and it's very rare I'm squad leader to even use them. There is plenty of strategy using an OB, would you choose 10 kills or 1 kill for a tank that is dominating your team?
Giving a warning to an OB will be enough time for people to escape so what's the point? HAV already dominate the battle field and an OB is a guaranteed kill. Giving a warning will just make it even easier to survive.
you wouldn't warn the enemy you are going to shoot them so why is this any different?
and I don't know why so many people want to make this game more like MAG. This isn't MAG, if you want MAG go play it. Dust is trying to be something individual not just another clone FPS. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 16:02:00 -
[239] - Quote
Skihids wrote:Keyser Soze VerbalKint wrote:Skihids wrote:To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield. Well technically i can since OB's stack and i can just wait to call in all 3 that i get on avg in a match and call them in one after the next. All you are doing is delaying the effect of your first two strikes until you earn the third. The point is that you can't spend the entire match throwing these things around. You only get very few to use and each one kills in a very limited area of even our currently small maps. It is a very strategic asset.
I agree its a strategic asset.....but with no strategy to use really. The only strategy is...do I wait till I have several or until I see the red dots grouped up or do I use it right away. Thats hardly much strategy. I would rather see more strategic options for its use then it currently has and making a delay of the first strike being 5 seconds after it is called would allow for more strategic play then simply Oh look red dots....click...profit. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 16:10:00 -
[240] - Quote
Sir Meode wrote:I don't need OB's to get kills and it's very rare I'm squad leader to even use them. There is plenty of strategy using an OB, would you choose 10 kills or 1 kill for a tank that is dominating your team?
Giving a warning to an OB will be enough time for people to escape so what's the point? HAV already dominate the battle field and an OB is a guaranteed kill. Giving a warning will just make it even easier to survive.
you wouldn't warn the enemy you are going to shoot them so why is this any different?
and I don't know why so many people want to make this game more like MAG. This isn't MAG, if you want MAG go play it. Dust is trying to be something individual not just another clone FPS.
I am guessing you never played mag. In MAG there was a strike that killed vehicles that the defenders used. It had a 5 second time delay from its call to when it hit the vehicle. Were these useless? Hardly in fact in all my times being squad leader I only ever had a few of them miss the target I was going for. Anyone who played MAG can tell you how devastating the air attacks or mortar strikes were even with the warning time delay they gave. Heck I would be willing to even give some on the warning and say that there should be no audible warning until the first strike hits....make the only warning the targeting light that shines down....if you miss it and you dont get out then you die. You could set up a strike on a tank sitting still and put it right behind the tank and if the tanker doesnt see the light they wont know they are targeted until the first one hits his tank. There are ways to make these strikes more strategic and less of an I win button while still keeping their usefulness.
Like i said if strikes never change then I will just shrug and accept that but you better not complain about my 3-4 orbitals I call on you in the game. (not really speaking to you personally but the more general you) |
|
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.15 16:39:00 -
[241] - Quote
semperfi1999 wrote:Skihids wrote:Keyser Soze VerbalKint wrote:Skihids wrote:To be more precise, the OB is not an "I win" button as much as it is a "This time you die" button.
Unlike a HAV it is a one shot weapon with a substantial "cool-down". You can't go on a rampage with it. You can't call them in one after the other and decimate the other side. You first need to make significant progress in the match before you get one. You can't win with just OBs because you need to do a bunch of stuff to get one.
The OB is the occasional completely unfair hammer strike from the heavens that will remove all uncovered enemy assets from a small part of the map.
The only way to balance it is to introduce some sort of deployable shield. Well technically i can since OB's stack and i can just wait to call in all 3 that i get on avg in a match and call them in one after the next. All you are doing is delaying the effect of your first two strikes until you earn the third. The point is that you can't spend the entire match throwing these things around. You only get very few to use and each one kills in a very limited area of even our currently small maps. It is a very strategic asset. I agree its a strategic asset.....but with no strategy to use really. The only strategy is...do I wait till I have several or until I see the red dots grouped up or do I use it right away. Thats hardly much strategy. I would rather see more strategic options for its use then it currently has and making a delay of the first strike being 5 seconds after it is called would allow for more strategic play then simply Oh look red dots....click...profit.
Exactly.
It is a strategic asset in a game with next to no strategy required to win. Therefore it is used rather casually to kill a sniper or a handfull of red dots rather than to kill a tank or clear an objective prior to a push.
I'm hoping that there will be much more thought put into it once we get large district battles. Then there will be clusters of anti-air assets or a tank column, or other key asset that needs to be taken out with an OB to make your advance. It will cause the commander to consider OBs in his deployment of all his assets. For example it would be a bad idea to crowd a bunch of large turret installations close together covering a choke point as it would just invite a single OB to clear it out.
Basically the OB is a trump card that lets you take a trick. It doesn't matter if the enemy has an Ace, you have the trump card and you win that small engagement.
It's something you can accept in a large battle. It's a constraint to keep you from massing too much force in one small area that can't be taken out by conventional means. Do that and you will probably lose it all in one strike.
The thing is, it doesn't serve that purpose in pub matches because there is no strategic decision to make. So it devolves into a simple question of "What's the biggest pain at this moment?" Frequently that will be a tank up on Snipers Point or one wandering around decimating your side. When that happens it isn't a corp taking the hit, it's a single player so the ISK pain is more acute.
That makes it a losing proposition to deploy a high cost asset into an environment where you know you will be public enemy number one. If you do that you have to take pains to be under cover when an OB is earned by the opposing team. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 16:55:00 -
[242] - Quote
I like what you note there but the thing is regarding your strategic situations you notes having a strike that had a 5 second warning then it hit wouldnt make a difference it would still be just as effective of a strike. The only difference it is wouldnt be instantaneous. |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.15 17:36:00 -
[243] - Quote
Sir Meode wrote:Im sorry all i see in this thread is tears from players wanting to not die from OB's QFT
Dust players should know CCP has stated in the past they'd like capsuleer's to be able to just 'nuke everything', and leave behind a barren wasteland as a last resort that could be preferable to leaving any sort of infrastructure behind to capture. I can't wait for the tear threads. "But we were WINNING and the big meanie came and lessened the value of our win!"
Orbital bombardment is THE cornerstone of dust, without it, there would be no point to any sort of eve-dust link.
Less qq more pew pew. Encourage more capsuleer involvement by buffing orbital bombardment by making them more frequent, Increase effectiveness of AV weapons, open up the eve-dust ISK link so losing a tank isn't so much of a financial burden. Allow dust players to shoot back. Segregate the pubbie horde from the capsuleer-sponsored corps.
Right now dust is an isk faucet. Granted, it's a slow drip, but the potential for a massive isk sink that eve so desperately needs is right in front of us.
tl;dr New eden is better place when everything and everyone explodes. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.15 17:59:00 -
[244] - Quote
Right now EVE pays for nothing, not even a little drip.
Once EVE starts paying for battles we can get "materials plus" contracts and losing a single HAV will mean nothing. Losing a dozen installations will mean nothing to the corp fighting cost wise, and nothing much in reputation as long as they win.
OB's are trump cards, and the bigger the OB, the bigger the trump. The more I think about it the more apt the analogy. When you lay your trump card your opponent doesn't get to pull his Ace back to use another time. Nope. You use up your trump card and he loses his Ace. There is no warning other than the fact you haven't used your trump yet up to that point. Once it comes out it's too late.
The "Nuke Everything" OB is the Jack of Spades - beats everything. And so what if the opposition nukes the battlefield rather than lose the ground? They still lose what they had even if you didn't get to take it. Your employer is the one footing the bill, so you aren't out any money.
The way to prevent that is to have EVE pilots of your own who can kill or drive off the ship that can nuke you. That would really tie the two games together. Or build a space cannon that will keep the big ships from coming close lest they get taken out. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 18:59:00 -
[245] - Quote
So I want to be sure I am understanding you correctly. The OBS mechanic is there so that if a team is losing they can call a strike that will completely destroy the entire facility that is being fought over. Effectively forcing the team that was winning to suffer a loss or possibly draw. Am I understanding that correctly?
I can understand if the OBS was used to destroy the facility the Eve players who paid for the attack would get no facility in their attack thus diminishing the value of the target. However that Eve player would still have to pay the Dust mercs price and the mercs who forced the enemy into this drastic action still achieved a victory over their opponent.
However if this works as I stated in my first paragraph where the attacking team loses or gets a draw in a game they were winning because the other team decides to annihilate the battle and leave nothing standing......well then I can tell you right now this game wont last. Very few FPS players will continue to play a game where the other team can be losing and force a draw or loss to occurr simply because they can call in a bombardment from space. But if this works as I note in my second example then I can see this game being something that will last a while and FPS players could get used to.....for a merc who cares if the facility is destroyed as long as we get paid and dont get a loss or draw on our record simply because there is a game mechanic that can automatically force this. |
James-5955
Pink Fluffy Bounty Hunterz RISE of LEGION
151
|
Posted - 2013.02.15 19:14:00 -
[246] - Quote
semperfi1999 wrote:So I want to be sure I am understanding you correctly. The OBS mechanic is there so that if a team is losing they can call a strike that will completely destroy the entire facility that is being fought over. Effectively forcing the team that was winning to suffer a loss or possibly draw. Am I understanding that correctly?
I can understand if the OBS was used to destroy the facility the Eve players who paid for the attack would get no facility in their attack thus diminishing the value of the target. However that Eve player would still have to pay the Dust mercs price and the mercs who forced the enemy into this drastic action still achieved a victory over their opponent.
However if this works as I stated in my first paragraph where the attacking team loses or gets a draw in a game they were winning because the other team decides to annihilate the battle and leave nothing standing......well then I can tell you right now this game wont last. Very few FPS players will continue to play a game where the other team can be losing and force a draw or loss to occurr simply because they can call in a bombardment from space. But if this works as I note in my second example then I can see this game being something that will last a while and FPS players could get used to.....for a merc who cares if the facility is destroyed as long as we get paid and dont get a loss or draw on our record simply because there is a game mechanic that can automatically force this.
You don't have to worry about that lol.
An orbital strike isn't like a nuke in COD, it isn't like you get it and it's "i win". To act like it is makes me laugh a bit, they kill you, you can respawn in what, 10 or less seconds? Hell you can even call in your tank again and be back at it in no time. PLUS you're in the imperfects, do randoms really challenge you guys enough to get multiple orbital strikes per match? I doubt it.. I wouldn't doubt one or two orbitals, but that's hardly "i win" worthy. Clearing out an area of enemies with an orbital is a temporary fix to it, if a team was winning before the orbital struck then they'll most likely continue to win after they respawn and get back to the action.
The only time it's an "i win" button, is if it wipes out the enemies remaining clones.. and even then, it's not like the OB alone won the match.
I can understand being irritated by it because in the current state of this game there aren't much for matches where you can drop a 1 mil isk tank, lose it and come out positive in isk. But.. at the same time, that's the risk you take when you spec directly into vehicles (and I understand how it's necessary, esp w/ being active in corp battles early on).
I've seen good tankers get out of orbitals before, the ones that stay still (like the guys sniping on hills in their tanks) deserve to be bombed and killed, imho. What else is going to get rid of you when you're on a hill like that, realistically? Swarms? You can see those from so far away, forges? Eh, not at this point in the game, most people aren't spec'd far enough to have bothered with much AV.
& honestly, would you rather they spend their orbital to take out your tank and cause you one death, or wipe out your team around an objective so they can run up and hack it? I personally only bother to use an orbital on the tank if it's causing entirely too much damage to my team or if there's two next to each other and both staying still (love it when that happens).
On a more general note, I hardly think that a small amount of isk is enough to make a difference. Many of us know that there are many in EVE that have billions of isk, like making a OB cost 100k is going to change anything.. Could play EVE for one hour and get enough isk to afford hunderds of orbitals at that rate. I'm more for having people do stuff in matches to earn it like it is now than having it so that they can just pay it off.
In competitive matches you won't see guys getting orbitals on their own, not unless it's a very even match and it's action packed.. even then, it's not like you're going to see it spammed. This is a problem in pubs and only for people who don't understand the golden rule of not bringing an asset that you can't afford to lose into battle. Sorry that the game isn't far enough along for isk payouts to be worth it but I have a hard time feeling bad for people who drop uber tanks in pub matches against already bad randoms.
You want to talk about an "i win" button, watch Zitro drop his tank in ambush against no organized team of decent size or people spec'd far enough into AV to deal with it. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 19:29:00 -
[247] - Quote
James-5955 wrote:semperfi1999 wrote:So I want to be sure I am understanding you correctly. The OBS mechanic is there so that if a team is losing they can call a strike that will completely destroy the entire facility that is being fought over. Effectively forcing the team that was winning to suffer a loss or possibly draw. Am I understanding that correctly?
I can understand if the OBS was used to destroy the facility the Eve players who paid for the attack would get no facility in their attack thus diminishing the value of the target. However that Eve player would still have to pay the Dust mercs price and the mercs who forced the enemy into this drastic action still achieved a victory over their opponent.
However if this works as I stated in my first paragraph where the attacking team loses or gets a draw in a game they were winning because the other team decides to annihilate the battle and leave nothing standing......well then I can tell you right now this game wont last. Very few FPS players will continue to play a game where the other team can be losing and force a draw or loss to occurr simply because they can call in a bombardment from space. But if this works as I note in my second example then I can see this game being something that will last a while and FPS players could get used to.....for a merc who cares if the facility is destroyed as long as we get paid and dont get a loss or draw on our record simply because there is a game mechanic that can automatically force this. You don't have to worry about that lol. An orbital strike isn't like a nuke in COD, it isn't like you get it and it's "i win". To act like it is makes me laugh a bit, they kill you, you can respawn in what, 10 or less seconds? Hell you can even call in your tank again and be back at it in no time. PLUS you're in the imperfects, do randoms really challenge you guys enough to get multiple orbital strikes per match? I doubt it.. I wouldn't doubt one or two orbitals, but that's hardly "i win" worthy. Clearing out an area of enemies with an orbital is a temporary fix to it, if a team was winning before the orbital struck then they'll most likely continue to win after they respawn and get back to the action. The only time it's an "i win" button, is if it wipes out the enemies remaining clones.. and even then, it's not like the OB alone won the match. I can understand being irritated by it because in the current state of this game there aren't much for matches where you can drop a 1 mil isk tank, lose it and come out positive in isk. But.. at the same time, that's the risk you take when you spec directly into vehicles (and I understand how it's necessary, esp w/ being active in corp battles early on). I've seen good tankers get out of orbitals before, the ones that stay still (like the guys sniping on hills in their tanks) deserve to be bombed and killed, imho. What else is going to get rid of you when you're on a hill like that, realistically? Swarms? You can see those from so far away, forges? Eh, not at this point in the game, most people aren't spec'd far enough to have bothered with much AV. & honestly, would you rather they spend their orbital to take out your tank and cause you one death, or wipe out your team around an objective so they can run up and hack it? I personally only bother to use an orbital on the tank if it's causing entirely too much damage to my team or if there's two next to each other and both staying still (love it when that happens).
On a more general note, I hardly think that a small amount of isk is enough to make a difference. Many of us know that there are many in EVE that have billions of isk, like making a OB cost 100k is going to change anything.. Could play EVE for one hour and get enough isk to afford hunderds of orbitals at that rate. I'm more for having people do stuff in matches to earn it like it is now than having it so that they can just pay it off. In competitive matches you won't see guys getting orbitals on their own, not unless it's a very even match and it's action packed.. even then, it's not like you're going to see it spammed. This is a problem in pubs and only for people who don't understand the golden rule of not bringing an asset that you can't afford to lose into battle. Sorry that the game isn't far enough along for isk payouts to be worth it but I have a hard time feeling bad for people who drop uber tanks in pub matches against already bad randoms. You want to talk about an "i win" button, watch Zitro drop his tank in ambush against no organized team of decent size or people spec'd far enough into AV to deal with it.
I am sorry i probably caused some confusion here....I was responding to the persons who made a post a couple of posts above mine. He mentioned something that indicated that the OBS was designed to be the "nuclear option" that "lessens the value of the win by destroying the facility" and from what he indicated almost sounded like it would force a loss. (this being in the contract based fights not the battlefinder we currently have). THat is what I was questioning. As far as my thought on current OBS you can read my prior posts to see those.
BTW you should see our corp chat after Zitro plays and there is an imperfect on the other side that destroyed 1 or even 2 of his tanks in a single match. Its pretty epic stuff. We have more fun killing eachother than killing randoms. My concern isnt for the tanks.....its actually just the timeframe and as I said previously. If CCP comes back and says no we want this to be an instant hit I will go on with my dust life and not mention it again. I know you played MAG and you saw how effective the strikes were even with the 5ish second delay time for the strikes. I would like to see what you thoughts are on that topic specifically. |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.02.15 19:32:00 -
[248] - Quote
Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended.
Edit: after rereading your post. No if internet spaceship shoots your internet tank, internet spaceship wins their guns much much bigger than your tank.
So no they should kill your tank sorry.
+1 If your tank gets orbied and u aint got it great enough it should be toast. |
Chinduko
KILL-EM-QUICK RISE of LEGION
19
|
Posted - 2013.02.15 19:34:00 -
[249] - Quote
Orbitals generally seem to help the stronger team more anyway so I think no delay is needed. If the weaker team is lucky enough to be able to get an orbital strike, they need to be able to take out as many hostiles as possible and a longer delay would hinder that. |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.15 19:45:00 -
[250] - Quote
semperfi1999 wrote:the OBS was designed to be the "nuclear option" that "lessens the value of the win by destroying the facility" and from what he indicated almost sounded like it would force a loss.
It should/would be functionally not much different than shooting wrecks in eve. Doing this is not a risk free thing, you have to keep assets on a losing battefield, just as it should be in dust/eve OB's with the skyfire battery or whatever mechanic comes into play. The ability to lessen the value of a win can be an awesome thing, and opens up opportunities for more meta gaming
semperfi1999 wrote:So I want to be sure I am understanding you correctly. The OBS mechanic is there so that if a team is losing they can call a strike that will completely destroy the entire facility that is being fought over. Effectively forcing the team that was winning to suffer a loss or possibly draw. Am I understanding that correctly?
I can understand if the OBS was used to destroy the facility the Eve players who paid for the attack would get no facility in their attack thus diminishing the value of the target. However that Eve player would still have to pay the Dust mercs price and the mercs who forced the enemy into this drastic action still achieved a victory over their opponent.
It would not be a 'loss' to the attackers, if the 'facility' is destroyed, the defenders would still 'lose their sovereignty'; Same end result, dust troops did their job. it would lessen the win for the capsuleers, and maybe destroy a few expensive assets the attacking dusters were using as some icing on the cake.
It should/would be up to the eve contractor to provide orbital defense, they can fly their spaceships and do something about the nuclear option. More fights, more explosions = good. Taking contracts from capsuleers shouldn't just be who is the highest bidder, a reputation for orbital defense/offense should be part of that equation.
"Help isn't coming, At all." |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.15 20:17:00 -
[251] - Quote
I have to believe that CCP won't set the rules such that every loser just glasses the battlefield.
That will probably be a rare occurrence due to either game mechanics (not having the option) or ISK cost. Yeah, you lose the facility, but it's still there and you can try to take it back. That would beat having to rebuild which might be many times the cost and take far longer. Maybe if you have a reputation for killing your own people it gets more difficult or expensive to hire more. There are many ways that CCP can keep it interesting for everyone and limit the use of the nuclear option.
Edit: By "your own people" I mean all the mortals who staff your facility. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.15 20:30:00 -
[252] - Quote
Reducing the timer on OB from the original 4(?) seconds to the current was a bad decision.
Used to take some skill to get people with the OB, now its lowskill freekills.
Will get worse with larger and higher power OB.
I like the idea of having a visual warning in the environment versus the noise. More skill to figure out its incoming... |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 20:34:00 -
[253] - Quote
That being the case I could understand being able to destroy the facility and making the winner not gain quite as many valuable assets for the win. I will accept that. But i guess the same questions really applies what difference does it make if we put a 5 second warning - strike on the OBS? Is the only argument really....well that means that I can get those kills by just calling it right away instead I would have to think and consider the implication of where I put the strike to do the most dmg knowing that an alert enemy can possibly avoid taking heavy losses. (obviously glassing the district would kill everyone ane everything just going back to the OBS now that is common). |
Citrutex
The High and Mighty
63
|
Posted - 2013.02.15 21:07:00 -
[254] - Quote
When there are more options and more frequent ob's, i would completely agree that the warbarge strike should be toned down a little bit. Until then, there really aren't very many ways of handling a high skilled/cost tank short of multiple people becoming way less effective vs troops for a significant period of time. Tank is a massive force multiplier, there are just simply not enough options to deal with them. Tracking disruptors, webs, neuts, ecm.... anything other than 'apply dps' would be a good thing
A lot of people seem to think when sp mature's there will be more AV available. I would to disagree with that method, a low sp player should always have the ability to do something about it. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
|
Posted - 2013.02.15 21:22:00 -
[255] - Quote
First, after reading this thread, I agree that the OBS system could be improved. In short, I believe that adding an objective that can counter a strike could add to the tactfulness of DUST. However this is a distillation of the ideas of this thread. There are many ideas I disagreed with: namely the idea of OBS counter play and GÇ£ISK risk and reward GÇ£
My first issue comes from Noc:
GÇ£Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's
See the imbalance yet?GÇ¥
I agree that Dust requires a balance between risk and reward. But in my opinion, this statement says, GÇ£The loss of a single ISK to a skill-less mechanic is wrong on principleGÇ¥
However, militia gear meets these criteria. I can create a fitting that costs me no money at all while still destroying millions of ISK worth of equipment. If my assumption of your statement is correct, militia gear would also be intrinsically bad because it violates this principle. Although militia gear canGÇÖt cause damage on the scale as an orbital, it is still a mechanic that destroys gear without any repercussions.
However, I donGÇÖt think that is the message you are trying to send Noc. I donGÇÖt believe that you want to eliminate militia gear from Dust. I hope that you see militia gear as I do - a mechanic that allows a very low safety net while allowing new players to experiment. The difference between using militia gear and using orbitals is that there is a definite counter to a player using all militia gear - using higher tiered gear with SP invested nullifies that tactic. There is no GÇ£higher tieredGÇ¥ option to counter OBs. After some thought, I can see that there is a problem.
Secondly, the option of GÇ£adding a delayGÇ¥ to orbital strikes doesnGÇÖt sit well with me. That treats a symptom of the issue without addressing the actual problem. Adding a delay to the orbital doesnGÇÖt change the fact that gear will still cause gear to be lost. The delay doesnGÇÖt add any counter play to the orbitals - It only lowers the degree of destruction due to orbital strike. This is not a fix. It is just an arbitrary speed of destruction GÇô equally as arbitrary as the current system.
I think that adding a secondary objective GÇô shield generators that encases the battlefield GÇô would be a better solution. The shield generated would block most of the GÇ£pulsesGÇ¥ of an orbital strike called while all three generators were active, and block fewer and fewer pulses if more generators were deactivated. Once captured, the team that holds them would have the option to turn them on or off to modify the strength of the orbital on the battlefield. These generators would block both friendly and hostile orbitals.
I believe that this creates the counter play Noc Is looking for. Players could attempt to destroy the shield by calling in multiple orbitals, causing the generators to explode, or turning off shield generators momentarily to strengthen their strike before reactivating them. Alternatively, opposing teams could attempt to protect themselves by activating shield generators, increasing the odds of survival.
Of course, none of these solutions would be viable with instantaneous strike. Although I said previously that changing the length of the strike, I believe that is a poor solution by itself. However, I do like the idea of a warning. If the air within the strike radius began to ionize, or a playerGÇÖs shield values started to subtly change, getting more and more dramatic as the strike was inbound it would give the attentive player a head start while still being GÇ£fairGÇ¥. Alternatively, if this shield system is in place, being able to look into the sky and see the strike inbound would not only look cool as the pulses crashed against the shield, but also give someone more time to react without taking away from the GÇ£These bombs are coming for youGÇ¥ feeling.
I think by adding mechanics like these, orbitals can still have all of the power that they having an actual counter.
On a more unrelated note -This discrimination against the Imperfects purely because of their tags has to stop. Of all of the reasons to ignore, disregard, or troll someone, this is the most petty and disrespectful. If anything, the Imperfects deserve the most respect as a corporation GÇô independent of the individuals that make up the corporation.
There are members in the Imperfects that I truly like. There are members who I canGÇÖt stand. But regardless of my opinions of their components, the Imperfects have achieved the goal that every corporation in Dust wants to achieve. They have possibly become one of the strongest corps and definitely the most well known in the game. If anyoneGÇÖs feedback should be valued, it should be the feedback from the corporation who has taken all of DustGÇÖs game mechanics and used them the best.
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.15 21:30:00 -
[256] - Quote
I kinda like that idea...instead of a visual warning your warning is that you start to see your sheild slowly decrease for a few seconds and if you were to look up you could see a darkening sky and know something bigs coming...and if you arent out in time your dead. you can make it slow at first but build up with every second until the strike actually hits. if you see your shield drop 20 HP then another 25 then another 30 you should be booking it to try to escape the impending doom. I really do like this idea alot. |
Kain Spero
Imperfects Negative-Feedback
901
|
Posted - 2013.02.15 21:41:00 -
[257] - Quote
Piercing Serenity wrote: On a more unrelated note -This discrimination against the Imperfects purely because of their tags has to stop. Of all of the reasons to ignore, disregard, or troll someone, this is the most petty and disrespectful. If anything, the Imperfects deserve the most respect as a corporation GÇô independent of the individuals that make up the corporation.
There are members in the Imperfects that I truly like. There are members who I canGÇÖt stand. But regardless of my opinions of their components, the Imperfects have achieved the goal that every corporation in Dust wants to achieve. They have possibly become one of the strongest corps and definitely the most well known in the game. If anyoneGÇÖs feedback should be valued, it should be the feedback from the corporation who has taken all of DustGÇÖs game mechanics and used them the best.
I wish more people could open their eyes and realize that we are individuals in addition to being a corp and an alliance.
At the end of the day what most of us want is for all of the time and effort we've put into this game to be fruitful in that our feedback and suggestions help to shape a game that is fun, deep, and is successful on a scale beyond our wildest dreams.
I've always wanted a game like what Eve and Dust are becoming to exist. To see it happening and be part of the process that shapes the universe of New Eden is something that has always inspired me to do whatever I can to draw people into this universe. Both through Eve and Dust.
These games must stand on their own but their relationship and interaction is what will make both truly special in the end. Right now that interaction starts with OBs. Let's make it something awesome and work well in both games and then move on to the next interaction. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
|
Posted - 2013.02.15 21:52:00 -
[258] - Quote
semperfi1999 wrote:I kinda like that idea...instead of a visual warning your warning is that you start to see your sheild slowly decrease for a few seconds and if you were to look up you could see a darkening sky and know something bigs coming...and if you arent out in time your dead. you can make it slow at first but build up with every second until the strike actually hits. if you see your shield drop 20 HP then another 25 then another 30 you should be booking it to try to escape the impending doom. I really do like this idea alot.
I was thinking that the numbers would change without dealing damage. I don't like the idea of orbitals dealing passive damage on top of the damage the deal actively. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.15 21:58:00 -
[259] - Quote
Piercing Serenity wrote:semperfi1999 wrote:I kinda like that idea...instead of a visual warning your warning is that you start to see your sheild slowly decrease for a few seconds and if you were to look up you could see a darkening sky and know something bigs coming...and if you arent out in time your dead. you can make it slow at first but build up with every second until the strike actually hits. if you see your shield drop 20 HP then another 25 then another 30 you should be booking it to try to escape the impending doom. I really do like this idea alot. I was thinking that the numbers would change without dealing damage. I don't like the idea of orbitals dealing passive damage on top of the damage the deal actively.
If its only a few points of damage you'd see something subtle that took some skill to notice but it wouldn't have much effect on the fighting.
I like the idea though, its like some massive pressure wave incoming is picked up by your shielding.
Perhaps some minor static electricity like effects as well. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
|
Posted - 2013.02.15 22:59:00 -
[260] - Quote
Telcontar Dunedain wrote:Piercing Serenity wrote:semperfi1999 wrote:I kinda like that idea...instead of a visual warning your warning is that you start to see your sheild slowly decrease for a few seconds and if you were to look up you could see a darkening sky and know something bigs coming...and if you arent out in time your dead. you can make it slow at first but build up with every second until the strike actually hits. if you see your shield drop 20 HP then another 25 then another 30 you should be booking it to try to escape the impending doom. I really do like this idea alot. I was thinking that the numbers would change without dealing damage. I don't like the idea of orbitals dealing passive damage on top of the damage the deal actively. If its only a few points of damage you'd see something subtle that took some skill to notice but it wouldn't have much effect on the fighting. I like the idea though, its like some massive pressure wave incoming is picked up by your shielding. Perhaps some minor static electricity like effects as well.
^this |
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.16 16:21:00 -
[261] - Quote
Piercing Serenity wrote:Telcontar Dunedain wrote:Piercing Serenity wrote:semperfi1999 wrote:I kinda like that idea...instead of a visual warning your warning is that you start to see your sheild slowly decrease for a few seconds and if you were to look up you could see a darkening sky and know something bigs coming...and if you arent out in time your dead. you can make it slow at first but build up with every second until the strike actually hits. if you see your shield drop 20 HP then another 25 then another 30 you should be booking it to try to escape the impending doom. I really do like this idea alot. I was thinking that the numbers would change without dealing damage. I don't like the idea of orbitals dealing passive damage on top of the damage the deal actively. If its only a few points of damage you'd see something subtle that took some skill to notice but it wouldn't have much effect on the fighting. I like the idea though, its like some massive pressure wave incoming is picked up by your shielding. Perhaps some minor static electricity like effects as well. ^this
I am liking this idea more and more extremely slight dmg to sheilding maybe - talking 1-2 point decrease and then then a slowly building status discharge effects that is picked up by shielding/armor............making so only the most battle aware would realize whats coming and try to move out of the way. It would also be seemingly realistic I mean there is a huge bombardment making its way through the atmosphere to hit the ground have a pressure wave and static discharge would be epic.
CCP READ THIS POST Serenity WROTE and Telc EXPOUNDED ON. The question is can this be done because if it can this would be amazing. You could easily implement the 5 second delay to the first strike while making the warning for the strike visual cues only....and not the huge light beacon but instead a slowly building static discharge visual cue. |
Veritas Vitae
Pink Fluffy Bounty Hunterz RISE of LEGION
34
|
Posted - 2013.02.16 16:45:00 -
[262] - Quote
Kain Spero wrote:Piercing Serenity wrote: On a more unrelated note -This discrimination against the Imperfects purely because of their tags has to stop. Of all of the reasons to ignore, disregard, or troll someone, this is the most petty and disrespectful. If anything, the Imperfects deserve the most respect as a corporation GÇô independent of the individuals that make up the corporation.
There are members in the Imperfects that I truly like. There are members who I canGÇÖt stand. But regardless of my opinions of their components, the Imperfects have achieved the goal that every corporation in Dust wants to achieve. They have possibly become one of the strongest corps and definitely the most well known in the game. If anyoneGÇÖs feedback should be valued, it should be the feedback from the corporation who has taken all of DustGÇÖs game mechanics and used them the best.
I wish more people could open their eyes and realize that we are individuals in addition to being a corp and an alliance. At the end of the day what most of us want is for all of the time and effort we've put into this game to be fruitful in that our feedback and suggestions help to shape a game that is fun, deep, and is successful on a scale beyond our wildest dreams. I've always wanted a game like what Eve and Dust are becoming to exist. To see it happening and be part of the process that shapes the universe of New Eden is something that has always inspired me to do whatever I can to draw people into this universe. Both through Eve and Dust. These games must stand on their own but their relationship and interaction is what will make both truly special in the end. Right now that interaction starts with OBs. Let's make it something awesome and work well in both games and then move on to the next interaction.
No, you are all nameless beings, and since you wear Imperfect tags, you are a mindless troll, who deserves to be berated and QQ'd at. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.16 21:34:00 -
[263] - Quote
Even as simple as the radar/map fuzzing in and out...means get outta Dodge City. |
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