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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
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] |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 01:22:00 -
[2] - Quote
Either buff tanks or nerf Av, never both. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 01:30:00 -
[3] - 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. |
Vermaak Doe
SVER True Blood Unclaimed.
385
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Posted - 2013.02.25 01:41:00 -
[4] - Quote
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.
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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 01:49:00 -
[5] - 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. |
Coleman Gray
Coalition Of Goverments
47
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Posted - 2013.02.25 05:11:00 -
[6] - Quote
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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 05:18:00 -
[7] - 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. |
Villanor Aquarius
Shattered Ascension
79
|
Posted - 2013.02.25 05:26:00 -
[8] - Quote
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. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 05:56:00 -
[9] - 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. |
Balzich Rotaine
Rotaine Shipping Inc
17
|
Posted - 2013.02.25 05:57:00 -
[10] - Quote
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. |
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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.25 06:25:00 -
[11] - 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. |
nakaya indigene
ZionTCD Legacy Rising
41
|
Posted - 2013.02.25 06:35:00 -
[12] - Quote
its good to see that you are committed to making sure ccp hears us. I'm sick of all the COD whiners on this forum, saying that tanks (or vehicles for that matter) shouldn't be in the game. its a game coming from eve. a primarily vehicle driven game. Ill say what I said in your last thread. assault forge shoots too fast. missiles (swarms) don't go 80 degrees around corners. and the av grenades require no skill when you can blind throw them and it hits the target anyway.. kill the tracking feature on nades. AND GIVE TANK DRIVERS THE OPTION TO KICK BLUEBERRIES OUT OF TANKS AND DROPSHIPS!!!! |
Yotta Guns
Planetary Response Organisation Test Friends Please Ignore
7
|
Posted - 2013.02.25 08:50:00 -
[13] - Quote
Doubling the HP for Shields/armor would probably make skilling millions sp into tanks and their related fields closer to worth it. I'd be happy with that probably. Other main issues: railgun needs some limit on it's currently endless range. #distant mountainside rail tanks And missle turrets need a much larger splash radius. They can't hit anything anymore. A frag grenade is more effective than the damn missiles now. >( |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2013.02.25 12:13:00 -
[14] - Quote
Not sure really where to begin.
Doubling HP is the wrong way to go, it will make tanks more indestructible and they will be able to sit through an OB and just laugh.
I see a very biased view on AV since I guess you're an armour tanker. You say forge guns are fine but they hurt shield tanks more then armour, they do almost as much to shields as what swarms do to armour. The only thing wrong with swarms is the way they are used to target vehicles. You can lock in no time and fire from behind cover which is wrong.
AV nades are ok the only thing that needs changing really is the same for all nades and that is the restocking issue with supply depots and nanohives. Personally I think you should start with 1 nade and restocking only on death. There could be a skill to get to carry more per level so a maximum of 6 at level 5.
Agree missiles need fixing.
Railguns are fine they don't really need splash it's designed to be AV weapon.
Surya and Sagaris fitting slots are ok we still have BO HAV to come out which should be better. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 12:39:00 -
[15] - Quote
Wait a minute, if tanks shouldn't be able to killed solo shouldn't they have to have good gunners to defend from Av? And if they're not using gunners it would be a 1v1 scenario so if the tank is running solo it should be able to be killed solo.
The only Av problems are missiles that turn corners and Av nade's lock radius |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.02.25 13:29:00 -
[16] - Quote
I agree with most things here. The last AV/Vehicle "balance" was a farce. We got AV buffed and vehicles nerfed so now things are beyond messy.
I don't find AV grenades to be an issue, it's purely the ability to spam all types of grenades that gripes me. This is my personal pet hate of all AV methods. At least the guys with forges and swarms are out maneuvering me, but hiding behind a rock on a nanohive?, lol.
Also I'm surprised nobody mentioned it, but the top turret needs sorting out once and for all. Sure we can have gunners to cover, but it helps if my turret doesn't in turn move theirs... |
Jathniel
G I A N T
38
|
Posted - 2013.02.25 13:30:00 -
[17] - Quote
Vermaak Doe wrote:Wait a minute, if tanks shouldn't be able to killed solo shouldn't they have to have good gunners to defend from Av? And if they're not using gunners it would be a 1v1 scenario so if the tank is running solo it should be able to be killed solo.
The only Av problems are missiles that turn corners and Av nade's lock radius
This.
Except..........
The only thing for AV, that really needs to be looked at are the nades.
Swarms were adjusted to better get dropships, especially pesky cheap ones. Decent dropships can be fitted with afterburners to get out of range.
I'm spec'd into advanced swarms, and it's still tough to take down a fitted Madrugar solo, almost impossible. He will move behind cover, and I will be totally exposed to enemy infantry. Or my squadmates have to protect me long enough to destroy the tank. OR I would often have to spawn up on my sniper perch to get a safer launch position. Even then I see it take 2 or 3 AV people from different places across the map to take fitted vehicles down.
It's good that a tank can be scared away into the redline fairly quickly, with a coordinated AV effort. A couple builds ago, tanks were absolutely unstoppable... Were you not here for that? Even Sicas were raping face.
If someone is scaring your tank away OP, I can assure you that it was a team effort! |
KalOfTheRathi
CowTek
168
|
Posted - 2013.02.25 14:50:00 -
[18] - Quote
Jathniel wrote:Vermaak Doe wrote:Wait a minute, if tanks shouldn't be able to killed solo shouldn't they have to have good gunners to defend from Av? And if they're not using gunners it would be a 1v1 scenario so if the tank is running solo it should be able to be killed solo. -- snip -- -- snip -- It's good that a tank can be scared away into the redline fairly quickly, with a coordinated AV effort. -- snip -- If someone is scaring your tank away OP, I can assure you that it was a team effort! Interesting OP, I understand the viewpoint but don't want AV nerfed. Buff of several aspects of HAVs make more sense to me, personally as a beginning HAV driver.
My squad popped mid-level HAV a week or so ago. It was work. The second go around I hammered him hard from a roof top with a full clip of my Assault Forge Gun. I just couldn't take him out, but my team mate was waiting around the corner he took to escape from me and popped his 800K HAV. That is what is supposed to happen.
Another Squad mate is Skilling heavy into Swarm Launchers. He loves them. Cheap tanks can be taken solo by him.
Putting the scare into any threat is the goal for the counter of that threat. Make them pull back, to the Red Line or to the safety of their base. Getting them out of the battle is the point. Some maps are going to make that easier than others. Some will make it impossible.
Several of these HAV focused posts have been appearing of late and I think part of the reason is some of the New Berries are losing the New attribute while getting some SP gathered up and are putting it to good use. Unfortunately it can be focused on taking out our HAVs. It is an interesting problem as having an entire squad (or more) chasing one or two HAVs can cost the battle just as easily as HAVs that aren't effective can.
TL;DR My actual suggestion:
I have serious questions about the balance of the slots in the HAVs. Seeing two slots for even the cheap versions is unbelievable to me. The same number as some of the Drop Suits? It just doesn't make sense to me.
More slots that might have to be filled with multiple CPU or PG enhancers or even having to leave some empty slots would be much better. Entice the HAV driver to Skill up All their Skills.
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Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
10
|
Posted - 2013.02.25 15:06:00 -
[19] - Quote
AV nades are way OP, they need a drastic nerf to maybe 60% wat they are now with proto packed AV being as powerful as standard packed AV nades are now.
Swarms need a lock on signal and should be incapable of 180 turns especially with all rockets and a slight increase of lock time of low end quality Swarms (no effect on time of proto) and a reduction of fire rate, damage nerf on militia swarmer.
Flux nades need a nerf aswell i think to keep inline with AV nades.
impact shouldn't do as much damage as it does to tanks shields.
Forge guns should hav sum sort of projectile trail.
HP increase of 15-20% for standard and marauder class tanks.
a extra slot on marauder class tanks that allow either a low end or high end mod (this slot will allow any type od mod) to allow greater levels of specialisation or generalisation of marauder class tanks
these changes should result in slight tank buff as well as forcing a more focused role of AV |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 15:38:00 -
[20] - Quote
I suggest buffing base hp by 50% but keeping Av EXACTLY where it's at, I think CCP should try that method out. And while we're on vehicle discussion hull hp should be added |
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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.02.25 15:40:00 -
[21] - Quote
Tanks are fine |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.02.25 15:53:00 -
[22] - Quote
Paran Tadec wrote:Tanks are fine
Agreed, if you keep getting taken out, get infantry support. If you don't have a team supporting the tank. It shouldn't be buffed up to take on anything by itself. When my team is full of vehicles and we take on a team without vehicles, they force the other team to switch to the basic AV class, which in turn gets the opposing team destroyed by both armor and infantry and stalls their progress turning the battle in our favor. When I'm on the other side my AV weapons give us a fighting chance and keep the game fun, even if we're getting our butts kicked. I know the tank is expensive, but the investment is worth it if you can use it properly. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.02.25 16:36:00 -
[23] - Quote
AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
|
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 16:38:00 -
[24] - Quote
Takahiro Kashuken wrote:AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
You obviously fail at tanking |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.02.25 17:04:00 -
[25] - Quote
Vermaak Doe wrote:Takahiro Kashuken wrote:AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
You obviously fail at tanking
I rarely get hit by these things because i gtfo quick
But if you need AV nades to home in because you cannot hit the tank then you are bad at the game
Milita AV is easy street, i do it all the time
AV mines are not used
Flux nades are easy street and way too powerful
|
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 17:26:00 -
[26] - Quote
Takahiro Kashuken wrote:Vermaak Doe wrote:Takahiro Kashuken wrote:AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
You obviously fail at tanking I rarely get hit by these things because i gtfo quick But if you need AV nades to home in because you cannot hit the tank then you are bad at the game Milita AV is easy street, i do it all the time AV mines are not used Flux nades are easy street and way too powerful
Read the thread genius, but i guess that's too hard for an idiot such as you. I argued against the only REAL Av problems which are the homing DISTANCE of av nades amd swarm lainchers turning corners on a dime. I gathered this from being in a militia tank.
Noob |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.02.25 17:45:00 -
[27] - Quote
Vermaak Doe wrote:Takahiro Kashuken wrote:Vermaak Doe wrote:Takahiro Kashuken wrote:AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
You obviously fail at tanking I rarely get hit by these things because i gtfo quick But if you need AV nades to home in because you cannot hit the tank then you are bad at the game Milita AV is easy street, i do it all the time AV mines are not used Flux nades are easy street and way too powerful Read the thread genius, but i guess that's too hard for an idiot such as you. I argued against the only REAL Av problems which are the homing DISTANCE of av nades amd swarm lainchers turning corners on a dime. I gathered this from being in a militia tank. Noob
STB calling me noob when they need to drop in 3 tanks into an ambush
Looks like he needs his crutches this one does |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.25 19:15:00 -
[28] - Quote
I could see a swarm missile/direction warning as part of a threat detection package for tanks as well as dropships.
It wouldn't be able to detect lock-on unless it uses an active system (perhaps passive lock-on could be differentiation of advanced or proto swarms), but it should certainly be able to spot a launch and paint the source on the radar.
It wouldn't likely set a tank avoid that first strike, but it would let the driver know what direction the threat was and allow him to seek appropriate cover. Something like this would add to the skill requirement of driving where a simple nerf to missile damage would not.
Let the more skilled drivers survive and avoid making tanks the easy button they once were. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.25 21:12:00 -
[29] - Quote
Takahiro Kashuken wrote:Vermaak Doe wrote:Takahiro Kashuken wrote:Vermaak Doe wrote:Takahiro Kashuken wrote:AV nades need to lose ther homing ability, its a cheap way for bad players to get hits on a vehicle because the game makes up for ther bad positioning - Instead the nade should blow up when it hits the vehicle this means the player would actually have to get into a good position and actually throw the nades at the vehicle and not over it or wide knowing that it would it it anyways
All milita AV weapons should have the damage chopped in half, so milita FG does 1200 it would be knocked down to 600 this would at least mean that they have to skill upto basic AV stuff
AV mines need to be more useful, i dont see anyone using them prob becauses AV nades are better
Flux nades need a nerf basic flux do 1200 shield damage
You obviously fail at tanking I rarely get hit by these things because i gtfo quick But if you need AV nades to home in because you cannot hit the tank then you are bad at the game Milita AV is easy street, i do it all the time AV mines are not used Flux nades are easy street and way too powerful Read the thread genius, but i guess that's too hard for an idiot such as you. I argued against the only REAL Av problems which are the homing DISTANCE of av nades amd swarm lainchers turning corners on a dime. I gathered this from being in a militia tank. Noob STB calling me noob when they need to drop in 3 tanks into an ambush Looks like he needs his crutches this one does
Why don't you use tge so called Op Av starter fits while you're getting steamrolled in that case? |
Thor Thunder Fist
Better Hide R Die
79
|
Posted - 2013.02.26 01:24:00 -
[30] - Quote
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 |
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Mavado V Noriega
SyNergy Gaming
2286
|
Posted - 2013.02.26 12:22:00 -
[31] - Quote
Posting my same comment in this thread incase the devs didnt see/read the same general discussion thread on this topic
Mavado V Noriega wrote:
1. Double HP? lolno , a bigger buff to marauders yes but not double HP thats dumb
2. AV nades dmg is fine, the range u can toss those things at needs reducing
3. Decrease Missile dmg a bit so they wont 1 shot armor tanks like before, increase splash radius , make em shoot straighter, problem solved
4. Rails are fine as is
5. Collision dmg in general needs to be fixed, cant be hittin small bumps and losing a bunch of shields an ****
6. Swarms need a drastic range reduction or have to maintain a lockon to reach that far. This would diminish the bs, lockon behind cover peek a boo bs along with firing swarms all the ******* way from deployment to ******* C on the construction map.
7. FGs fine. agreed.
8. Shield Hardeners buffed to 15-20 secs, cooldown is fine. Shield tanks arent meant to sit in a hotzone sponging too much dmg.
9. Agreed on kb/m being faster than controller bs needs to be fixed
10. Never played with mouse but here the turrets move slow with it.
11. Marauders need seige modules ASAP to set it apart from standard tanks. Atm its just a beefed up standard tank but not by that much.
Also side note, there is also alot of bs that gives bonus dmg to armor tanks but atm no shield specific infantry AV weapon (no the plasma launcher is not shield oriented its a Hybrid weapon so equal dmg)
I dont know how good LRs are at AV vs proper fitted tanks but i doubt it could be that useful
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Korvin Lomont
United Pwnage Service RISE of LEGION
4
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Posted - 2013.02.26 13:23:00 -
[32] - Quote
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. |
Hexen Trickster
The Southern Legion
12
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Posted - 2013.02.26 14:06:00 -
[33] - Quote
My opinion as both a tank driver and a av heavy
Av grenades are to powerful and to easy to use atm 2 options are 1) remove the homing and make it a regular grenade 2) reduce the damage it does In a buffer fit armor tank 3 packed av grenades will take me out and in the time it takes for a merc to throw them i cant move away from there homing ability since they have no sort of delay
Swarm launchers atm are fine if anything i say reduce there range a little
Forge guns, fine
Tanks themselfs, as an armor tank user its just way to slow off the line granted its buffer fit with 2 plates Fix for this only needs to be little, just a 10% mass reduction would be fine |
Sir Meode
Seraphim Initiative. CRONOS.
319
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Posted - 2013.02.26 14:44:00 -
[34] - Quote
Hexen Trickster wrote:My opinion as both a tank driver and a av heavy
Av grenades are to powerful and to easy to use atm 2 options are 1) remove the homing and make it a regular grenade 2) reduce the damage it does In a buffer fit armor tank 3 packed av grenades will take me out and in the time it takes for a merc to throw them i cant move away from there homing ability since they have no sort of delay
Swarm launchers atm are fine if anything i say reduce there range a little
Forge guns, fine
Tanks themselfs, as an armor tank user its just way to slow off the line granted its buffer fit with 2 plates Fix for this only needs to be little, just a 10% mass reduction would be fine
Agree about nades and to some extent swarms but forge guns are not fine, they maybe ok against armour but they r*pe shields. With 6k shields and 30% hardeners forge guns can 3 shot a shield tank. And that's not even proto forge gun.
And armour tanks are slow off the mark that's the way there supposed to be. If you want to reduce the massive the right module (nanofibre) |
Lillica Skysweeper
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.02.26 15:24:00 -
[35] - Quote
I am a Caldari Missile tank commander. Currently, I run a Gunnlogi. To begin, I think the AV people do exactly what they should. Forge guns are fine, and if you see a brave soul running at you instead of away you can guess it means AV grenades. By ducking into cover in time, swarms can be avoided.
However I do agree with you on fixing missile tanks. I think they might have the worst range out of all other tanks. Worse yet, skilling into them only gives you access to the small missile turrets from the IV small missile turret operation prerequisite. Small missile turrets are awful to aim when the tank is moving or turning its Large turret. Skilling into hybrid turrets on the other hand grants access to both small railgun and blaster turrets. The small blaster turrets have no problems with aim while moving. Additionally, I want to address the missile range. Large Missile Turret descriptions claim state of the art guidance and tracking systems on every missile. Unfortunately this isn't reflected in the small missile turrets, and neither small nor large can go very far. What gets to me is that large missile installations have near infinite range, but after mounting the same technology on a tank it decreases drastically. Moreover, handheld swarm launchers have greater range and lock on than a large missile turret mounted on a tank. If the missile turrets on a tank can't be improved, I would at least like to see some consistency within the missile technology.
Thus concludes your friendly neighborhood missile tank commander's opinion. |
Thor Thunder Fist
Better Hide R Die
79
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Posted - 2013.02.26 15:29:00 -
[36] - Quote
there are two things wrong with that. 1. forge guns are an effective anti infantry weapon. 2. you seem to be forgetting how powerful the side arms are sure they are no AR but even the militia pistol can OHK the militia starter fits with a headshot. |
BOZ MR
BurgezzE.T.F Orion Empire
15
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Posted - 2013.02.26 18:55:00 -
[37] - Quote
I do accept that swarms are ridiculous. GÇóThey can pretty much go across the map , (nerf the distance) GÇóThey can turn the corner, making turns greater than 130 degree, GÇóThey are ok againt shield tanks but I can say that even the militia ones can pose a great threat to my 800K "decent" armor tank. GÇóThey can lock on under a second behind cover and shoot without going out the cover. (Not going to teach you how.) Av Nades GÇóIt requires no effort to throw them, GÇóThey deal ridiculous amount of damage if you take homing ability into consideration, GÇóThey can be spammed behind a cover with a nanohive, GÇóNow their one and most annoying common feature is GÇó!*^ Those freakin things require almost no skill points invested compared to my tank which has already eaten out more than 3M skill points. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
2
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Posted - 2013.02.27 22:18:00 -
[38] - Quote
#1 Give tank missile turrets the same range as their stationery cousins.
#2 Reduce AV grenade damage bc right now, one little grenade is better than four missles.
#3 Keep everything else the way it is.
#4 Rails have range, blasters have RPM, and missiles NEED a greater blast radius. |
Alex Bradshaw
NEW AGE EMPIRE
3
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Posted - 2013.02.28 01:09:00 -
[39] - Quote
Y0UR NAME HERE wrote: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]
Can you confirm you have invested at least 3 million skill points in your tank, & you have upgraded the large turret? If you have not, then you have not invested enough in tanks, and should not be asking for changes to the game.
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Y0UR NAME HERE
Imperfects Negative-Feedback
455
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Posted - 2013.02.28 01:21:00 -
[40] - 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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