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postmanclark2
Talon Strike Force LTD Sleepless Knights Alliance
4
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Posted - 2013.02.14 06:16:00 -
[1] - Quote
I was watching some of the youtube videos from the training ground on tanks and come up with a few points, that have probably been made before; but I felt like I had to make to CCP.
Even though I am not a tanker, I donGÇÖt believe they are OP; what I do believe, is that there are certain areas that could be tweaked, in order to make the game better balanced.
I think that like the soldiers on the battlefield, vehicles should get limited ammo and have to resupply at the supply depot. I was watching the training ground video, and the tank went the whole game without dying; which isnGÇÖt the problem. However, what was an issue IMO, was that the tank was blanket firing the whole area; meaning there was not much the troopers could do, apart from hide behind cover. How many rounds were expended in the 15 mins that I saw, 10000 at least?
Do you ever see a trooper, blanket firing on an area for the whole game? I mostly use a logistics; but it has happened on more than one occasion, where I have run out of ammo and have had a desperate charge to the supply depot or nanohive, in order to get some ammo (which coincidentally has lead to my whopping 3 melee kills in the game). This kind of thing should be applicable to a tank.
This would also help solve an issue, that I have where tanks blow up supply depots; itGÇÖs a good thing for them to do, as it means no swapping of suits for an AV fit. But if they were to need the supply depots as much as the troops do, then it would be a fair solution. Tanks would have to defend the supply depots to get their ammo, and troopers would need the supply depots to change their suits.
Another area, which I believe is lacking in the fight against vehicles GÇô is that of explosives. The last time I checked the market, there were no statistics for remote explosives or proximity mines, on how much damage they done. This is unlike the rest of the game. I feel that REs and proximity mines should be a viable solution to deal with tanks; let us know how much damage a proximity mine would do, so we feel more compelled to equip them against tanks.
A side issue with the REs is that, they should be able to stick on the tank or surface (whether all of them, or just the better ones); this way, like the introductory video of Dust that I saw at some point, you could stick them on the tank and blow them.
I also feel that the treads on a tank should be more vulnerable, and that the more damage they sustain, the slower the tank gets; until a point is reached where the tank cannot move anymore. This way when targeting a tank, there would be more than one way of stopping it.
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KalOfTheRathi
CowTek
168
|
Posted - 2013.02.14 11:23:00 -
[2] - Quote
First response is a clarification. I have been killed in HAVs with proximity mines. Twice. And I haven't tanked all that much.
They are very difficult to see and, so far, nothing makes them appear on the HUD. One can see them as I have done recently on a few occasions but one I missed and my driver took a sudden right hand turn, I asked what was happening and he saw little rectangles in the road so he didn't drive over the proximity mines. I was front Gunner yet didn't see them. Something more to learn.
I have little doubt that RE would take them out as well. It might just be that the bottom of the tank is not well protected or it is just a Dev decision that they are not telling neither explosive stats so they can simply say, "They kill HAVs". Of course, timing the RE and the HAV would be difficult at best. Which is why my explosive Fit has RE and Prox equipped.
From a lore standpoint the Turret Installations, HAVs, DS and LAVs have much less CPU/PG than one would expect. It might be that a lot of it was used up with the built in Super Hive to keep the insatiable guns filled. |
The legend345
Internal Error. Negative-Feedback
73
|
Posted - 2013.02.14 11:34:00 -
[3] - Quote
postmanclark2 wrote:I was watching some of the youtube videos from the training ground on tanks and come up with a few points, that have probably been made before; but I felt like I had to make to CCP.
Even though I am not a tanker, I donGÇÖt believe they are OP; what I do believe, is that there are certain areas that could be tweaked, in order to make the game better balanced.
I think that like the soldiers on the battlefield, vehicles should get limited ammo and have to resupply at the supply depot. I was watching the training ground video, and the tank went the whole game without dying; which isnGÇÖt the problem. However, what was an issue IMO, was that the tank was blanket firing the whole area; meaning there was not much the troopers could do, apart from hide behind cover. How many rounds were expended in the 15 mins that I saw, 10000 at least?
Do you ever see a trooper, blanket firing on an area for the whole game? I mostly use a logistics; but it has happened on more than one occasion, where I have run out of ammo and have had a desperate charge to the supply depot or nanohive, in order to get some ammo (which coincidentally has lead to my whopping 3 melee kills in the game). This kind of thing should be applicable to a tank.
This would also help solve an issue, that I have where tanks blow up supply depots; itGÇÖs a good thing for them to do, as it means no swapping of suits for an AV fit. But if they were to need the supply depots as much as the troops do, then it would be a fair solution. Tanks would have to defend the supply depots to get their ammo, and troopers would need the supply depots to change their suits.
Another area, which I believe is lacking in the fight against vehicles GÇô is that of explosives. The last time I checked the market, there were no statistics for remote explosives or proximity mines, on how much damage they done. This is unlike the rest of the game. I feel that REs and proximity mines should be a viable solution to deal with tanks; let us know how much damage a proximity mine would do, so we feel more compelled to equip them against tanks.
A side issue with the REs is that, they should be able to stick on the tank or surface (whether all of them, or just the better ones); this way, like the introductory video of Dust that I saw at some point, you could stick them on the tank and blow them.
I also feel that the treads on a tank should be more vulnerable, and that the more damage they sustain, the slower the tank gets; until a point is reached where the tank cannot move anymore. This way when targeting a tank, there would be more than one way of stopping it.
Theres AV in this game for a reason :/. Trust me the AV is really strong |
Snagman 313
Carbon 7
41
|
Posted - 2013.02.14 11:48:00 -
[4] - Quote
Although I would like to see ammo limits on HAVs I don't feel it's very critical as I can deal with most Militia vehicles myself and anything above can be dealt with in time given enough support. I would say that HAVs are pretty balanced right now but the Missile turret boys need some of their accuracy back I reckon.
All this from a dedicated AV player who feasts on tankers tears!!!
Snag |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
73
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Posted - 2013.02.14 12:15:00 -
[5] - Quote
I totally agree with this suggestion. It will be kinda tricky for dropships though. |
KalOfTheRathi
CowTek
168
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Posted - 2013.02.14 13:54:00 -
[6] - Quote
Upon reviewing the Video mentioned there is some confusion I suspect from what appears to be happening versus what is actually happening.
First the NewB Turret Gunner (the commentator) fires a lot. At nothing. Mostly when he is out of range and cannot do damage. He over heats his blaster and that is the actual limiting solution for all non-Misslie Turrets*.
The pip on NewB Gunner's sight is rarely Orange. That is like any other scoped weapon where white indicates a target that cannot be hit or hit effectively from the current range.
The Large Blaster fires like a Vet yet even he over heats his from time to time. The Large Blaster has a longer range as well as better splash damage yet it will rarely kill any uninjured infantry with a single round nor even a single burst. Previously injured? That sucker is gonna die. Large Rail Gun, well I am pretty good with shooting infantry but a miss is very costly.
Checking the Skills for the various Turrets and the Turret Upgrade Modules reveal that a significant number deal with cooling. That is for a reason. The Blaster and Rail Gun Turrets over heat a lot. The Rail Guns can only fire five rounds before over heat causes a forced cool down. Blasters can fire longer but do significantly less damage. Their time out is still quite lengthy.
Several conclusions might be made based on the numbers at the end of the video. Driver 44/0 and Gunner 7/0 which obviously means the HAV nor their Drop Suits were not lost. But note how little actually was accomplished by the Gunner. They get a lot of Assists and when the Squad Leader supports the tank or is the tank driver it can all add up. However, the most important function for the Gunner was not shown, which is watching out for the safety of the HAV. Scanning 360, keeping infantry off their backsides, announcing incoming swarms and so forth.
The other item I noticed from the game play and verified on the results table. The opposition was almost all from NPC Corps and none accumulated more than 800 WP. Popping a full HAV is worth 300 WP by itself if done by a single person, a rarity, and 450 total when done by two. Vets would have taken them out or at least had a much more concentrated effort at doing it. A single actual Squad would have made the match significantly more dangerous.
A Squad of four only need to average 625 WP to get an Orbital Strike and that Shield HAV would never have survived one.
Now, back to the OP:
Adding Ammo requirements to vehicles might help balance the game play. Squads will balance it faster with no change to the code. That was the actual problem in the video. I never spawn at a Letter when a HAV is next to it. At least of third of the Kills did just that. Nothing but experience will break that habit.
Personally, the two biggest solutions to game play balance issues in DUST are tied to the two biggest problems. Squads and Squads with mics solve 90% of what currently ails DUST game play. Yet, I have no solution for it.
* Missile Turrets are limited by damage, number of missiles and firing times. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.02.14 14:10:00 -
[7] - Quote
Don't forget to take capacitor into account. This is an as-yet unimplemented feature for vehicles in DUST, but it's going to change the way they're balanced drastically.
For the uninitiated, the capacitor in EVE is analogous to a mana bar. Capacitor is consumed whenever a module is activated, with certain exceptions. It also regenerates slowly. This means that not only will a HAV that overheats their turret find themselves briefly unable to shoot, but they may run down their capacitor to the point that they can't activate reps or speed boost mods. This will also introduce the availability of cap destabilization attacks. E.G. kill an overtanked HAV by neuting it with a dropship or some manner of cap neut grenades. Maybe we'll even see them on HAVs for taking out other HAVs.
Point is, how they work now, and how you can most effectively deal with them, has almost no bearing on what it's gonna be like in the future. |
OMI43221
Osmon Surveillance Caldari State
15
|
Posted - 2013.02.14 19:56:00 -
[8] - Quote
I want to add one other thing. A lot of the videos out now make it seem like good tanks are almost invincible but then go on about all their SP is into tanking and its only fair. It really doesn't take that much SP to drive around in a tank that brutalizes non AV builds. Most heavies concentrate on non AV combat at first so that there is time where tanks basically have it easy. AV builds really aren't flushed out yet but the tank builds are. So tanks get a few weeks of a sweet spot where they get to mop the floor with people. That is what we are seeing now. Wait a few weeks and you'll see tanks exploding with ease. Once you get heavies with advanced forge guns and properly moduled suits you'll see those 800k+ tanks pop easily and not seem to invincible. From my perspective this how the last build played out as well.
That said HAV dominance is what won corporate matches...if you can keep your HAVs on the field and the other team can't then your team wins. |
charlesnette dalari
Creative Killers
159
|
Posted - 2013.02.14 20:17:00 -
[9] - Quote
KalOfTheRathi wrote:Upon reviewing the Video mentioned there is some confusion I suspect from what appears to be happening versus what is actually happening.
First the NewB Turret Gunner (the commentator) fires a lot. At nothing. Mostly when he is out of range and cannot do damage. He over heats his blaster and that is the actual limiting solution for all non-Misslie Turrets*.
The pip on NewB Gunner's sight is rarely Orange. That is like any other scoped weapon where white indicates a target that cannot be hit or hit effectively from the current range.
The Large Blaster fires like a Vet yet even he over heats his from time to time. The Large Blaster has a longer range as well as better splash damage yet it will rarely kill any uninjured infantry with a single round nor even a single burst. Previously injured? That sucker is gonna die. Large Rail Gun, well I am pretty good with shooting infantry but a miss is very costly.
Checking the Skills for the various Turrets and the Turret Upgrade Modules reveal that a significant number deal with cooling. That is for a reason. The Blaster and Rail Gun Turrets over heat a lot. The Rail Guns can only fire five rounds before over heat causes a forced cool down. Blasters can fire longer but do significantly less damage. Their time out is still quite lengthy.
Several conclusions might be made based on the numbers at the end of the video. Driver 44/0 and Gunner 7/0 which obviously means the HAV nor their Drop Suits were not lost. But note how little actually was accomplished by the Gunner. They get a lot of Assists and when the Squad Leader supports the tank or is the tank driver it can all add up. However, the most important function for the Gunner was not shown, which is watching out for the safety of the HAV. Scanning 360, keeping infantry off their backsides, announcing incoming swarms and so forth.
The other item I noticed from the game play and verified on the results table. The opposition was almost all from NPC Corps and none accumulated more than 800 WP. Popping a full HAV is worth 300 WP by itself if done by a single person, a rarity, and 450 total when done by two. Vets would have taken them out or at least had a much more concentrated effort at doing it. A single actual Squad would have made the match significantly more dangerous.
A Squad of four only need to average 625 WP to get an Orbital Strike and that Shield HAV would never have survived one.
Now, back to the OP:
Adding Ammo requirements to vehicles might help balance the game play. Squads will balance it faster with no change to the code. That was the actual problem in the video. I never spawn at a Letter when a HAV is next to it. At least of third of the Kills did just that. Nothing but experience will break that habit.
Personally, the two biggest solutions to game play balance issues in DUST are tied to the two biggest problems. Squads and Squads with mics solve 90% of what currently ails DUST game play. Yet, I have no solution for it.
* Missile Turrets are limited by damage, number of missiles and firing times.
/\ /\ the voice of reason. absolutely correct squads with mics are the answer to i would go even farther than you and say 99% of the issues people are currently calling balance issues which really are not... luckily from what is being said by Dev's in IRC the next build has some significant overhauls in this area that should help with fielding squads that communicate and coordinate better in pub matches.
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