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Y0UR NAME HERE
Imperfects Negative-Feedback
444
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Posted - 2013.02.25 00:52:00 -
[1] - Quote
There's a few issues with tanks I'd like to have a chat about.
Currently skilled AV can do terrible things to our tanks that will make us corner cry and hide behind the redline or simply die.
It takes only 1 mind you, and AV isn't a hard thing to skill into, the SP requirements are very low compared to tanks.
What I'd like to see is tanks have a double hp buff.
I think it would solve a lot of issues currently,
Some AV things need looked at. AV grenades for 1, we don't even know how much damage they do, but its a lot.
I'd also like to see missile launchers be fixed. At this point they're wasting space in game.
Rails need around a 2.0 meter splash increase.
Shield tanks need collision corrected, you hit one with an LAV or armor tank, and it blows up. Hell you hit a wall and they blow up.
Swarm launchers need either a range reduction or damage decrease. Yes yes people will say they do nothing, that's because your shooting a shield tank, they're made to resist missiles. Armor, not at all. Proto is ridiculous, even advanced your looking at 300 damage per missile times 6 missiles times 4 in a clip.
When one hits you, the others are in the air, combined with range and peek a boo tactics, good luck.
Forge guns are fine. They do exactly what they should.
Shield tanks def need either hp buff or for their hardners to run longer with a shorter cool down.
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard.
The mouse needs to be fixed for tank turrets, its terribly bad.
The Surya and Sagaris need to have a better role definition, add siege mode to them, or give them appropriate slots to set them apapart from standard tanks, give Surya 1 more low and Sagaris 1 more high.
Any other thoughts ideas, disagreements are welcome.
I'd like to see what people say and see if we can come to an agreement.
The player base is 90% AR 1% AV 9% assortment.
So please don't just give some wack answer because you drove a militia tank this one time, or use your starter fits.
I'm looking for comments from skilled AV players and tank drivers alike to see where we went wrong in closed beta on balancing these things.
Thanks for the hate in advance!
[Y0UR NAME HERE] |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 01:30:00 -
[2] - Quote
Vermaak Doe wrote:Either buff tanks or nerf Av, never both.
Why I want either or.
But a lot of the tank stuff needs fixed as well, regardless of buff\nerf. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
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Posted - 2013.02.25 01:49:00 -
[3] - Quote
Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Either buff tanks or nerf Av, never both. Why I want either or. But a lot of the tank stuff needs fixed as well, regardless of buff\nerf. Also marauders (which are battleship like) don't function using siege mode, the advantage from battleships to marauders in eve is their marginally increased utility, which in dust's case would mean adding 2 slots on both, one in low and high. Also the only problems with Av are with Av nades.
Na there's a lot more.
Check discussions as well, this was my suggestion post, we discussing it there a lot more.
Lots of good points ect.
Feedback forum is like dead anymore. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
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Posted - 2013.02.25 05:18:00 -
[4] - Quote
Coleman Gray wrote:Tanks are fine, If people spend the ISK and SP into being an AV character then they should be good at what they do. The problem is the free anti-armour class that provides everyone with more than enough fire power to take out vehicles without any trouble or effort
1 Av spec'd guy shouldn't be able to solo a standard or advanced tank, which they can.
The free class's don't help.
And to spec AV is minimal sp and isk compared to a standard half decent fit tank. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
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Posted - 2013.02.25 05:56:00 -
[5] - Quote
Villanor Aquarius wrote:Swarms are definitely frustrating against both tanks and dropships. The AV nades though are the thing that is too powerful right now. You are absolutely right about shield tanks, they take incredible amounts of damage from hitting anything. If you back into an LAV got help your hitpoints. Also the damage indicators in tanks is awful, it's very difficult to figure out where you got hit from or by what.
Swarm trails need to linger about twice as long and it'd be nice if there was some slight plasma trail thing for forge shots just so you could tell what direction you were hit from. When turrets hit you it is also incredibly difficult to tell where the damage is coming from.
Damn should have put that in my post, damage indicators do suck.
And your turret guys don't see damage indication when the tank is being hit.
Just see the tanks health dropping.
Swarms are fine for vs shield tanks, but they were also balanced to deal with shield tanks.
Shield 85-90% kinetic resistance, armor 20% or less.
So when you balance damage due to the natural tank resist being high for shields,
You break the balance for how armor can deal with it.
Add 30% damage for taking damage to the rear of the tank.......
Vs armor swarms are broke. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
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Posted - 2013.02.25 06:25:00 -
[6] - Quote
Balzich Rotaine wrote:Oh snap! We are doing tanks now! Ok here goes. I think tanks should have a hover ability that automatically kicks on when they are near proximity mines so they don't get blown up. I think tanks should have an emp emitter that jams everyone's radar and cancels out av nades. But for balance it would have cool down period. I think av equip drop suits should show up special on the map like shaped like a tiger or something so you would know how to avoid them. I think tanks need a triple hp buff and need to be immune to orbital strikes. I think tanks need a damage buff for any and all weapons systems. I think anything that can harm a tank other than another tank should be nerfed. I think the ai on turrets should be dumbed down or not work at all because sometimes tankers don't pay attention and start driving directly at an unmanned rail gun and get blown up. I think tanks should have swarm counter missiles. To be fair it's a skill you would have to unlock. I also think tanks should have an increase in turrent turn speed or at least an auto locking feature that automatically chooses the biggest threat to the tank. Oh I've also noticed that sometimes people run up too close to them and they can't shoot them from inside the tank. So, maybe either some kind gas or or flame thrower ports around the tank so you can kill everyone in the tanks blind spots.
Ooooo I like you!
Personally I think tanks should have auto lock anti AV infantry swarm missiles that detect AV and shoot in rapid succession in groups of 6 towards them.
That's just me though.
Btw, +1 for the thought out troll I giggled. |
Y0UR NAME HERE
Imperfects Negative-Feedback
455
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Posted - 2013.02.28 01:21:00 -
[7] - Quote
Korvin Lomont wrote:Thor Thunder Fist wrote:the problem right now is almost all gunnlogi's and madraugers have proto mods on them. and you were trying to kill them with standard tier stuff(ok maybe a little above standard) you SHOULD have trouble takin out a tank with proto mods. I don't think tanks need a buff they good as is it's the mods that could use a buff(they got an incognito nerf a little while ago) more then 1 guy with proto AV= dead tank 1 guy with proto AV will take out everything but a smart proto tank driver. AV people always forget tiers Hmm I rarely see Proto AV in games so you may be right on this one. But you have to consider a Proto AV guy is highly specialized for one thing. He can't take on Infantry and gets murdered even by milita infantry. A good tank on the other hand can be good against infantry and vehicles as well. So this seems to be balanced to some degree.
Except almost all AV can be used away from the range of the tank and his support.
If people only play ambush and not skirmish, do not post in this thread.
I have a discussion thread in discussion section with 180 posts in it.
Read it first.
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