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Mavado V Noriega
SyNergy Gaming
2281
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Posted - 2013.02.25 01:29:00 -
[1] - 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]
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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Mavado V Noriega
SyNergy Gaming
2281
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Posted - 2013.02.25 01:43:00 -
[2] - Quote
Drommy Hood wrote:You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense
because loldmg mods are severely B R O K E N |
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 11:12:00 -
[3] - Quote
Drommy Hood wrote:If stacking was fixed on damage mods, and tanks didn't have a weak spot, or you kept your nose into the battle then the overall damage would be vastly reduced. If we're saying that damage mods add 30% damage and all your calculations are using the weak spot at an extra 30%.
1800 + 3*10% damage mods would give more like 2000-2100 with stacking penalty
Even if they keep the week spot in 2900-3000 from a full proto suit running full proto gear, hitting you in this week spot, that he cant aim at with swarms you have to present that spot for them, and swarms generally go in higher than the grill anyway. I personally am all for them removing weak spots, it's not the new Eden way.
After sleeping on it, I really think swarms aren't the issue here. It's damage mods, and maybe the weak spot
In summery ehp of 13000 armour, max damage of 2100ish would take 7 direct hits from proto swarms which would take 1 player roughly 30 seconds. Not including any shields (shields given base res maybe 9?)
And 7 or 9 shots to kill a tank is no where near overpowered. Even with 3 man squad that would be hard to pull off unless you just sat in the open murdering new berries
That's how to fix the issues I believe
Nerfing damage on account of broken dmg mods and including the weak point in damage calculations is just doomsaying.
Swarms are still a BIG issue it takes Z E R O skill for its ease of use. Fire and forget at incredible range is bs, like i said deployment on construction map all the ******* way to C and back u can get locked onto and HIT W T F.
i wont have a problem with that sort of range IF the user had to put himself at risk like a forge user and expose themselves by having to maintain a lockon.
https://forums.dust514.com/default.aspx?g=posts&t=44430&find=unread
CCP this is how u fix swarms dammit
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Mavado V Noriega
SyNergy Gaming
2281
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Posted - 2013.02.25 11:15:00 -
[4] - Quote
Buzzin Fr0g wrote:Y0UR NAME HERE wrote:Elijah Sol' Dzusaki wrote:Why are you always complaining about your incompetence with HAVs?
Stack Hardeners and you can become invisible. Have you driven one? Lol, I'm fine in HAV. They're broken. Why? Because of constant QQ My corpmate seems to routinely go 50-60+ and 0 per pub match. Corp battles are different, but that's to be expected. I've not heard him yet say his tank is "underpowered." How are your experiences so wildly divergent?
i run armor and tbh i dont lose my tank that much in a pub either but bs is bs, i can run around with the Breach AR and still rack up kills that dont mean the gun is not ****** i heavily invested most of my SP into my tank ofc i wont melt like butter with the bs militia and standard AV ppl bring for me
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Mavado V Noriega
SyNergy Gaming
2281
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Posted - 2013.02.25 11:41:00 -
[5] - Quote
Drommy Hood wrote:Mavado V Noriega wrote:Drommy Hood wrote:If stacking was fixed on damage mods, and tanks didn't have a weak spot, or you kept your nose into the battle then the overall damage would be vastly reduced. If we're saying that damage mods add 30% damage and all your calculations are using the weak spot at an extra 30%.
1800 + 3*10% damage mods would give more like 2000-2100 with stacking penalty
Even if they keep the week spot in 2900-3000 from a full proto suit running full proto gear, hitting you in this week spot, that he cant aim at with swarms you have to present that spot for them, and swarms generally go in higher than the grill anyway. I personally am all for them removing weak spots, it's not the new Eden way.
After sleeping on it, I really think swarms aren't the issue here. It's damage mods, and maybe the weak spot
In summery ehp of 13000 armour, max damage of 2100ish would take 7 direct hits from proto swarms which would take 1 player roughly 30 seconds. Not including any shields (shields given base res maybe 9?)
And 7 or 9 shots to kill a tank is no where near overpowered. Even with 3 man squad that would be hard to pull off unless you just sat in the open murdering new berries
That's how to fix the issues I believe
Nerfing damage on account of broken dmg mods and including the weak point in damage calculations is just doomsaying. Swarms are still a BIG issue it takes Z E R O skill for its ease of use. Fire and forget at incredible range is bs, like i said deployment on construction map all the ******* way to C and back u can get locked onto and HIT W T F. i wont have a problem with that sort of range IF the user had to put himself at risk like a forge user and expose themselves by having to maintain a lockon. https://forums.dust514.com/default.aspx?g=posts&t=44430&find=unreadCCP this is how u fix swarms dammit They risk a lot more than the tanks that snipe from the tips of hills and slink round the corner soon as they see the swarms coming. The av units can't hide from the infantry quite as easilly
1. u can thank the community for forcing most tankers to sit back and hill snipe. Blaster tanks cant do that
2.swarms still bend around corners and seeing as swarms do bonus dmg to the SLOWER tank its harder to get away from them even when they lock onto u from across the map
3. tanks can even hide? pretty sure u can OB a tank thats sitting hiding still.
Try again with a better counter argument. |
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