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Y0UR NAME HERE
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Posted - 2013.02.25 00:59:00 -
[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
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438
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Posted - 2013.02.25 01:04:00 -
[2] - Quote
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 |
Y0UR NAME HERE
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Posted - 2013.02.25 01:11:00 -
[3] - Quote
Elijah Sol' Dzusaki wrote:Y0UR NAME HERE wrote:Because of constant QQ So you are hoping your constant QQing will fix them?
Its a thought. |
Y0UR NAME HERE
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Posted - 2013.02.25 01:12:00 -
[4] - Quote
Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner
Its called, they follow you around the corner. |
Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:15:00 -
[5] - Quote
Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms
This is how it should be.
However 1 skilled AV dedicated player can do this by himself.
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Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:16:00 -
[6] - Quote
SGT NOVA STAR wrote:Allow tanks 80gj turrets to look down lower have some type of collision damage to enemy infantry who even grace moving tank treads ^^^ THIS PLEASE
This would be pretty cool lol.
Beware of moving parts,
Good bumper sticker. |
Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:18:00 -
[7] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS
Once again you haven't driven a tank lol.
The way it works is close to the shooter they're dumb fire basically. Go straight.
When they're within aaah 100 meters or less of the tank, they auto seek.
Within 20 meters they auto turn corners. |
Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:20:00 -
[8] - Quote
crazy space 1 wrote:Nothing is wrong, they just need to have ammo. Laser weapons are suppose to be ammoless not large turrets. What if eve online worked that way.
Battleships and capitals don't use ammo, pppssffttt. Missle tanks should have ammo, then they would be balanced, and couold kill agian. We have ananohives, it'll be a little harder, require more teamwork.
Battleships and capitals use ammo.
Everything uses ammo of some sort.
Missiles need the old launching system back in place for one. |
Y0UR NAME HERE
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Posted - 2013.02.25 01:23:00 -
[9] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it.
Yep which is why in OP I specially stated the shield vs swarm thing.
You shouldn't be using swarms on shield.
You should have a forge gun for that, that is the shields counter.
Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do.
Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor. |
Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:27:00 -
[10] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:quote=Drommy Hood Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner /quote Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS Once again you haven't driven a tank lol. The way it works is close to the shooter they're dumb fire basically. Go straight When they're within aaah 100 meters or less of the tank, they auto seek. Within 20 meters they auto turn corners. Obviously you've never played with swarms :-) Also I had suyra before the wipe, and was pretty leet with it. Reason I quit tanks is there was no fun in stomping over and over again. Only fun I used to have was chasing round other tanks. My dual large reppers on my madruger just tanked damage, reminded me of my hyperion, shame you can't fit cap boosters!! Or have cap for that matter :-p
I think not.
Surya has a very slight difference from mad, why people won't really use them.
Just because you have a Surya makes killing it no different from a mad.
And yes, I kill tanks all day with my 3 complex mod suit with advanced swarms.
Add AV grenades to it.
You sir, are trolling my thread. |
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Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:29:00 -
[11] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. Yep which is why in OP I specially stated the shield vs swarm thing. You shouldn't be using swarms on shield. You should have a forge gun for that, that is the shields counter. Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do. Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor. You might be right, but still if your well tanked either you have a 8k or more buffer, not including resistances. Or you have awesome resistances and reppers. Either way, your not getting solo'd
CBR-7 Swarm with 3 complex can 2 shot my 7k armor with 50% resist running.
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Y0UR NAME HERE
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438
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Posted - 2013.02.25 01:32:00 -
[12] - Quote
Mavado V Noriega wrote: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
+1 thanks for a constructive post.
And I do like your points. |
Y0UR NAME HERE
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Posted - 2013.02.25 01:45:00 -
[13] - 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
1800? Are you crazy? Yes discuss we must lol.
300x6x4 x30%
Is 9360 damage per clip
50% harder is 4680 per clip.
30% more damage if shot in the back of a tank is
6084 damage per clip.
3042 per 2 shots so ya 3 shots will do it.
When first one hits 99% of the time the rest are already in the air.
God forbid you have 1 more swarm guy somewhere.
So in your thoughts, should 1 Av kid be able to do this?
And that's if I have both hardners running and not waiting for one to cool
Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well.
This is the CBR-7 Dark I'm taking damage from memory from |
Y0UR NAME HERE
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Posted - 2013.02.25 01:52:00 -
[14] - Quote
Drommy Hood wrote:Mavado V Noriega wrote: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 Even with 2 proto's, with proto swarms that's 2100ish. Still shouldn't be anywhere near 2 shotting a decently fit tank. Let alone one with 7k at 50% res. and if it is, then again I apologise to the OP and agree, it's broken and the damage needs FIXING not nerfing
They certainly do, but ya know.
I'm fine with swarm damage with the current damage mods.
Their simplicity to use is what's terrible.
I did like one idea in the past that said swarms should be launched then guided by the player to the target, unable to leave scope. If the player did the swarms would just go in random directions. |
Y0UR NAME HERE
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Posted - 2013.02.25 02:06:00 -
[15] - Quote
undeadsoldier90 wrote:Hey im just here to roll.... i say leave tanks the way they are, introduce automatic forge gun, LAV mounted swarm or anti armor blasters. Also knova knives that deal explosive dmg, HMG that shoots explosive rounds, lower the WP needed for an OB to 500 and then name the game call of AV.....
lololol.
You are awesome
+1 for effort lol |
Y0UR NAME HERE
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Posted - 2013.02.25 02:12:00 -
[16] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote: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 1800? Are you crazy? Yes discuss we must lol. 300x6x4 x30% Is 9360 damage per clip 50% harder is 4680 per clip. 30% more damage if shot in the back of a tank is 6084 damage per clip. 3042 per 2 shots so ya 3 shots will do it. When first one hits 99% of the time the rest are already in the air. God forbid you have 1 more swarm guy somewhere. So in your thoughts, should 1 Av kid be able to do this? And that's if I have both hardners running and not waiting for one to cool Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well. This is the CBR-7 Dark I'm taking damage from memory from I guess if they've gone to the extent of 3 proto damage mods and proto launchers, meaning they must be using proto suit? (Maybe not I'm guessing at last bit but I know how hard they are to fit onto stuff) Let's say it takes 5 seconds to lock and fire each shot. That's 15 seconds for 3 volleys to be in the air 414 repaired per large repper without skills per 3second pulse 5 pulses max 2000+ repaired in 15 seconds + 50% hardeners is 3kish ehp So with 7k plus 2k repped plus res = 13500ish ehp without shields 3 vollys of swarms with proto launcher and proto suit packing 3 proto dmg mods(these are what needs fixing) =7000ish ehp lost. Unless they hit u on the weak spot, which I'm not too sure about but if its 30% then ok it's 9100ish. But if someone goes to the trouble of using 150k glass cannon voulnerable to everything on the bf, then yes I think 3 shots should have you running for cover
I agree fully, but most of the time, especially from behind your not going to have reps on.
Figure 3 seconds to smack on your reps, then 3-4 secs for them to actually activate and began rep.
This is if you survive 3 alpha swarm shots, because by the time you turn your reps on, 2nd volley has hit you, by the time the reps activate you may escape the third but the alpha will probably put you in bleed out mode, another rep pulse, remb they have pulse intervals so there's no true rep per second, the final shot will defenitly get you.
So you may survive if you see them coming and are prepared fully and are starting full retreat.
If not.........your dead.
Also keep in mind this is ONE guy with swarms lol.
All extra damage counts from dozens of other threats on field. |
Y0UR NAME HERE
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Posted - 2013.02.25 02:13:00 -
[17] - Quote
slap26 wrote: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. double would be too much just give the marauders a bit more hp
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. they need to let us know how much damage they do, from previous builds proto does an insane amount of damage from what i remember
I'd also like to see missile launchers be fixed. At this point they're wasting space in game. Missiles are borked right now, and definitely need to be fixed
Rails need around a 2.0 meter splash increase. I'm fine with how rails are atm
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. I think there was a ninja patch for this, My tank seems like it doesn't take as much collision damage
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. Swarms definitely need looking into, they are a skill less weapon
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. I would like to see the hardeners last 30 seconds with a 30 second cool down, shields are ment for dps rather then tank
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard. best way to do this would be to move the acceleration and brake to a button
The mouse needs to be fixed for tank turrets, its terribly bad. agreed, it turns terribly
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. we need siege mode
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] I would also like the ability to fit a tank without secondary turrets
Same here, the fitting requirements are a nuisance. |
Y0UR NAME HERE
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Posted - 2013.02.25 02:27:00 -
[18] - Quote
undeadsoldier90 wrote:Would an extra high or low on the proto tanks help with the AV? The only prob i see with buffing or nerfing is no matter what something will always be unbalanced. I do agree that dmg mods are stupid right now. fix that, and maybe we wont need to have anything nerfed or buffed.
Well an extra tank slot for them would help.
The problem is currently, there is about 1% difference between standard and advanced tanks, not enough difference to spend say 600k on standard or 2 million on advanced.
Some of the AV items though, I mean as we talk about the damage numbers with advanced swarms.
Shouldn't it take 3-4 guys to do that kind of damage to a tank? Tanks should be game changers, they should take team work to destroy and team work to defend.
But 1 solo semi AV spec'd swarm vs armor tank will eat you.
Imagine fully spec'd plus a 3 man team effort, the tank is toast no matter what your team does ect.
Its set up very bad atm. |
Y0UR NAME HERE
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Posted - 2013.02.25 02:29:00 -
[19] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote: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 1800? Are you crazy? Yes discuss we must lol. 300x6x4 x30% Is 9360 damage per clip 50% harder is 4680 per clip. 30% more damage if shot in the back of a tank is 6084 damage per clip. 3042 per 2 shots so ya 3 shots will do it. When first one hits 99% of the time the rest are already in the air. God forbid you have 1 more swarm guy somewhere. So in your thoughts, should 1 Av kid be able to do this? And that's if I have both hardners running and not waiting for one to cool Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well. This is the CBR-7 Dark I'm taking damage from memory from I guess if they've gone to the extent of 3 proto damage mods and proto launchers, meaning they must be using proto suit? (Maybe not I'm guessing at last bit but I know how hard they are to fit onto stuff) Let's say it takes 5 seconds to lock and fire each shot. That's 15 seconds for 3 volleys to be in the air 414 repaired per large repper without skills per 3second pulse 5 pulses max 2000+ repaired in 15 seconds + 50% hardeners is 3kish ehp So with 7k plus 2k repped plus res = 13500ish ehp without shields 3 vollys of swarms with proto launcher and proto suit packing 3 proto dmg mods(these are what needs fixing) =7000ish ehp lost. Unless they hit u on the weak spot, which I'm not too sure about but if its 30% then ok it's 9100ish. But if someone goes to the trouble of using 150k glass cannon voulnerable to everything on the bf, then yes I think 3 shots should have you running for cover I agree fully, but most of the time, especially from behind your not going to have reps on. Figure 3 seconds to smack on your reps, then 3-4 secs for them to actually activate and began rep. This is if you survive 3 alpha swarm shots, because by the time you turn your reps on, 2nd volley has hit you, by the time the reps activate you may escape the third but the alpha will probably put you in bleed out mode, another rep pulse, remb they have pulse intervals so there's no true rep per second, the final shot will defenitly get you. So you may survive if you see them coming and are prepared fully and are starting full retreat. If not.........your dead. Also keep in mind this is ONE guy with swarms lol. All extra damage counts from dozens of other threats on field. I totally get where your coming from, and yeh if there's one proto 150k av guy shooting you and a free militia, and you stick your head out long enough for them to get 3 - 4 shots of each then your dead. I wouldn't have thought you'd meet many full proto av guys though. He'll even when I use the aurum version of proto swarm I use it on a basic suit so I can only fit 1 damage mod, because its to expensive to loose over and over again in pub matches. Trying to get that glass cannon into position for the kill on a tank whizing round the bf is extremely hard. If your fitted with full proto at like 150k and you do that every match, your gonna run outta funds pretty darn quick. Corp matches are when proto av will be mainly used, and at the minute you have 2 squads. So likelihood of 1 team having more than 1 dedicated av player seems low. I'm not saying I think your wrong, I'm just saying there's 2 sides to every argument Boe boes for me now anyways. Look forward to playing with ya's on the bf. hf dude
I see a spec'd Av guy per match now.
My Av fit with damage mods isn't glass though, its an armor suit that is armor tank. |
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Posted - 2013.02.25 02:36:00 -
[20] - Quote
Eris Ernaga wrote:"thanks for the hate in advance" haha love it I like how you covered everything in the area of vehicles and anti vehicles. One thing I know I can definitely agree on is the atv grenades just being way to strong. Swarm launchers and forge guns are suppose to be a primary weapon to hit vehicles with atv grenades are suppose to be a secondary not something players use as a primary and can just spam with nanohives.
Yes personally with my damage mod'd swarm fit,
I will lie in wait behind a rock waiting for the tank to come my way while sitting on a nanohive.
When the tank comes up the road towards my position I chuck all Av grenades I can until he's past me then, 1 shot him with swarms. |
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Y0UR NAME HERE
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Posted - 2013.02.25 02:44:00 -
[21] - Quote
Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing
Cover is negated by swarms.
Forge gun is the only real working and fully game functioning game mechanic that is working imo. |
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Posted - 2013.02.25 02:53:00 -
[22] - Quote
Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades
Agreed AV grenades are a big issue, and as was put, are used as a main AV weapon instead of its intended purpose as a secondary.
But if you read the numbers above, swarms are just as broke vs armor tank,
Do to the QQ on them, when all along people have used them to counter shield tanks and balanced them so.
When shields have the highest resist towards them, leaving armor helpless, because no one used them as much and still don't. |
Y0UR NAME HERE
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Posted - 2013.02.25 02:55:00 -
[23] - Quote
XXfootnoteXX wrote:Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver. I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf. I think AV grenades need to focus on armor damage just like flux grenades focus on shields.
If the homing was gone, then I'm down for that.
I'd prefer no dps Nerf on swarms, but would like to see a re work.
+1 on post broskie. |
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Posted - 2013.02.25 03:00:00 -
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Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Y0UR NAME HERE wrote:Vermaak Doe wrote:Nobody should ever not have to use some sort of cover, tanks are no exception. The only real Av problem is with the Av nades which have crazy far homing Cover is negated by swarms. Forge gun is the only real working and fully game functioning game mechanic that is working imo. Only a minor issue at best, but not broken like Av nades Agreed AV grenades are a big issue, and as was put, are used as a main AV weapon instead of its intended purpose as a secondary. But if you read the numbers above, swarms are just as broke vs armor tank, Do to the QQ on them, when all along people have used them to counter shield tanks and balanced them so. When shields have the highest resist towards them, leaving armor helpless, because no one used them as much and still don't. I think their damage type should be changed and therefore lowering their damage bonus vs armor
Ya that would honestly solve it.
But that still makes a dps Nerf.
But there isn't a hard shield counter either.....
Let alone a free one.
Ya flux but you know what I mean, I see no em swarms for shields lol. |
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Posted - 2013.02.25 03:06:00 -
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XXfootnoteXX wrote:Y0UR NAME HERE wrote:XXfootnoteXX wrote:Y0UR NAME HERE wrote:
What I'd like to see is tanks have a double hp buff.
The player base is 90% AR 1% AV 9% assortment.
Everything else I either don't have any comment for, or agree with. I am somewhat skilled in AV, nothing heavy. Also somewhat skilled in HAV, defiantly not a name your going to remember as a HAV driver. I think at MOST tanks could use a 1/3 boost in HP. Rockets I don't have experience with. I have heard everyone complain about them though. I wouldn't mind seeing them with shorter range rather than a DPS nerf. I think AV grenades need to focus on armor damage just like flux grenades focus on shields. If the homing was gone, then I'm down for that. I'd prefer no dps Nerf on swarms, but would like to see a re work. +1 on post broskie. If they called it magnetic, rather than homing, and it only had a 1-2 meter pull then I think that would be good.
Ya but now it has a good pull plus max throw range, terrible design, especially with damage amount. |
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Posted - 2013.02.25 03:16:00 -
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Vermaak Doe wrote:The answer to that is to raise their overall damage
But then that would counter balance the resist effect, its only anti armor because armor has no resist to it.
If you raise the resist then raise damage your not making a difference except helping the effectiveness against shields. |
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Posted - 2013.02.25 03:23:00 -
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fred orpaul wrote:tanks are fine although the malitia forge has to be nerfed or gotten rid of entirely
No, forges are fine.
I assume you drive a shield HAV?
Which as stated doesn't have hard counters.
So you wouldn't feel the issue.
Drive armor and see how hard counters feel.
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Posted - 2013.02.25 03:51:00 -
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Y0UR NAME HERE wrote: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 1800? Are you crazy? Yes discuss we must lol. 300x6x4 x30% Is 9360 damage per clip 50% harder is 4680 per clip. 30% more damage if shot in the back of a tank is 6084 damage per clip. 3042 per 2 shots so ya 3 shots will do it. When first one hits 99% of the time the rest are already in the air. God forbid you have 1 more swarm guy somewhere. So in your thoughts, should 1 Av kid be able to do this? And that's if I have both hardners running and not waiting for one to cool Add 2% damage per skill level of swarm pro or advanced logi suit can stack 1 more complex mod on as well. This is the CBR-7 Dark I'm taking damage from memory from
I apologize, I made a miscalculation on how damage mods work. They stack,
So damage isn't x30% its x10%x10%x10%
Total clip
300*6*4*.10*.10*.10= 9583 per clip
50% hardner is 4791
30% more damage to tank back 6228
3114 per 2 shots
Just a small change, sorry again. |
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Posted - 2013.02.25 04:39:00 -
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nakaya indigene wrote:the damage is perfect between all of the av BESIDES the highest prototype forge. The proto forge has more dps than a tank turret. WTF. AV nades are very inbalanced. the automatic tracking and magnet feature is nonesense. swarms are missiles and should not go 80 degrees around a corner. realism fail.
+1 ya proto forge I can deal with though,
He's aiming, he's in the open, he's slow while holding charge, he put enough sp into it, why not be a tank turret.
So many cons, where the others have next to 0 cons, needing limited sp.
However, assault forge or w/e fires way to quick. Its crazy.
I just see forges working fairly well. |
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Posted - 2013.02.25 04:48:00 -
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nakaya indigene wrote:Y0UR NAME HERE wrote:nakaya indigene wrote:the damage is perfect between all of the av BESIDES the highest prototype forge. The proto forge has more dps than a tank turret. WTF. AV nades are very inbalanced. the automatic tracking and magnet feature is nonesense. swarms are missiles and should not go 80 degrees around a corner. realism fail. +1 ya proto forge I can deal with though, He's aiming, he's in the open, he's slow while holding charge, he put enough sp into it, why not be a tank turret. So many cons, where the others have next to 0 cons, needing limited sp. However, assault forge or w/e fires way to quick. Its crazy. I just see forges working fairly well. yeah.. the assult forge.. thats the one.. its rapid fire
That one hurts like hell and when you combine 1 swarm user with it....
Nasty |
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Posted - 2013.02.25 05:12:00 -
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nakaya indigene wrote:oh.. and an eject button would be great for dumping blueberrys to fight the av
This function, would be greatly appreciated.
Its my tank, I want the option. |
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Posted - 2013.02.25 05:46:00 -
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Nothing else to say?
We're agreed things need re worked then?
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Posted - 2013.02.25 06:14:00 -
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William HBonney wrote:I disagree. Swarms might be strong when loaded with mods, but every infantry on the bf will tear u up in 1 second. Even at 400 armour ur movement will be nerfed to hell and still be an easy target. AV is a hard counter to tanks and shame on tanks who don't have inf support.
Even from 400 meters? As is the range of swarms.
Why are you putting yourself in an infantry killable position?
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Posted - 2013.02.25 06:39:00 -
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nakaya indigene wrote:Y0UR NAME HERE wrote:Nothing else to say?
We're agreed things need re worked then?
oh yeah agreed
lol +1,
Let the minority be heard.
The minority being people skilled into
AV and HAV.
Not the ones who think they are.
Pfffff militia starter fit dudes these days. |
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Posted - 2013.02.25 06:47:00 -
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nakaya indigene wrote:Y0UR NAME HERE wrote:nakaya indigene wrote:Y0UR NAME HERE wrote:Nothing else to say?
We're agreed things need re worked then?
oh yeah agreed lol +1, Let the minority be heard. The minority being people skilled into AV and HAV. Not the ones who think they are. Pfffff militia starter fit dudes these days. yeah.. true dat.. I only put sp into tanks. got about 3 1/2 mil in it. gotta pretty good feel for hav and av
But both AV and HAV nerfs and buffs have been a direct result of a 90% around there AR community with no real experience or skills in either.
Things that affect the balance of either should be discussed by both.
Not everyone and their mother. |
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Posted - 2013.02.25 07:36:00 -
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Rusty Shallows wrote:Y0UR NAME HERE wrote:nakaya indigene wrote:Y0UR NAME HERE wrote:nakaya indigene wrote:the damage is perfect between all of the av BESIDES the highest prototype forge. The proto forge has more dps than a tank turret. WTF. AV nades are very inbalanced. the automatic tracking and magnet feature is nonesense. swarms are missiles and should not go 80 degrees around a corner. realism fail. +1 ya proto forge I can deal with though, He's aiming, he's in the open, he's slow while holding charge, he put enough sp into it, why not be a tank turret. So many cons, where the others have next to 0 cons, needing limited sp. However, assault forge or w/e fires way to quick. Its crazy. I just see forges working fairly well. yeah.. the assult forge.. thats the one.. its rapid fire That one hurts like hell and when you combine 1 swarm user with it.... Nasty I was pounding an armor tank with an assault forge fit tonight. He Large Blaster-ed me once. Came back, died from a a bad move on my part. Came back again and moved smart this time chasing him out of the urban area... then a swarm launcher stole my kill. Sometimes this game... The weird thing is if he hadn't backed up in some containers and simply drove away he would have lived. It was a well fitted tank that managed the DPS well. There were even two good options for easy escape. He should probably try listening to "The Gambler" by Kenney Rodgers.
Lol ya its more possible to evade a forge, as for the blaster I assume prototype. Along with dps skills.
Actually find it easier to kill heavys then light infantry.
What I've seen be the best for forge gunners, is a high point looking down on slot of the map, makes it very hard for the tank to escape. |
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Posted - 2013.02.25 07:38:00 -
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Bald Crusader wrote:Interesting discussion.
I presume you all already have the expectation that CCP won't listen, or will fumble it?
Pretty much,
As I've said I'd like ccp too,
But I've never seen this ccp actually balancing something or tweaking it without breaking it.
So idk. |
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Posted - 2013.02.25 17:10:00 -
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Mavado V Noriega wrote: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. This ^^
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Posted - 2013.02.25 17:20:00 -
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Sentient Archon wrote:Drommy Hood wrote: 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
LOL. Blown up enough tanks solo to tell you what you are saying applies to only rail tanks. A full squad of 2-3 scouts running packed AV nades can just run up behind any tank within the red lines or outside the red lines and blow it up. Its way to easy blowing up tanks. LMFAO.
+1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest. |
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Posted - 2013.02.25 17:25:00 -
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William HBonney wrote:I have no idea where you are driving your tanks, but a swarm guy cannot get long range locks if he loses LOS due to the tank moving. Being out in the open is your own damnable fault, just like infantry in the open will get snipped. I find it hit and miss whether a swarm will 90 degree around a corner and most of the time one or two missiles hit something on the way, the missiles have a pretty slow travel time and compared to the forge **** poor dps. The forge can also hurt infantry, unless there is a supply depot for easy access, swarms are weak as hell to infantry. I still find it a little BS that a swarm User will get a full clip volley at a tank at 300-400 meters. That is just a bad tank driver and a bad ground team. In Corp battles it will be very hard to be AV, unless your mates are very good slayers.
Most of these maps are open and small.
You can't expect a tank to hide like a children behind the redline all game in skirmish.
By the time one set of swarms hit you, the rest are in the air.
Did you read the above posts? Proto swarms actually do more alpha then a rail tank without damage mods and can't simply be repped through due to pulse cycles and not constant Rep.
I don't play ambush so no idea there.
In skirmish swarm guys are everywhere, around every corner and always at range.
If your a shield tank, they can just be shrugged off. But they were balanced to harm shields more but the armor tanks weren't compensated during the AV buff. |
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Posted - 2013.02.25 17:33:00 -
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Sentient Archon wrote:Y0UR NAME HERE wrote: +1, You know what i like about this thread. Between the spec'd AV and HAV guys, no one can counter argue with us on topics.
Both sides will shoot then down.
Again reinforcing Why AV vs Vehicle balancing should be between the spec'd and not the rest.
Had a 5 mil corp match last night. The enemy got 2 tanks on the field. It didnt even cross their red line. BS! Either tanks are weak or packed AV nades are strong. PS: Waiting for the CCP overnerf SoonGäó!
For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car. |
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Posted - 2013.02.25 17:39:00 -
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Sentient Archon wrote:Y0UR NAME HERE wrote: For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car.
Here is the low down;- Packed AV nades;- 100000 SP Minimum tank requirements (L1);- 450000 SP Its easier to make a tank go boom than build it up. I see a major descrapancy here.
On top of that, AV Nades are supposed to be secondary AV weapons, yet they deal more damage then any primary AV main weapon in game. |
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Posted - 2013.02.25 17:46:00 -
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Scoot Medic wrote:There are some things you're right about.
Collision damage needs to be reduced.
Railgun Splash Radius needs to be increased.
But Missiles following you around a corner is an over exaggeration. I've hopped in a friend's Hybrid HAV multiple times before and I've never experience that with Missiles, once I got around a corner I was safe. I was probably hit once or twice and if they can hit you anymore times than that before you turn a corner, you probably dont deserve to drive that HAV. I was a victim to the ridicilous collision damage though, backed up and was 1-hit killed by a wall while I was at half shields and full armour.
I also have an AV Fitting, lvl 3 Swarm Operation with AV grenades, I have not once experienced Swarm turning a corner.
You're just over exaggerating on that bit, Swarmers and AV grenades do what they were made to do, destroy vehicles.
It's a well known fact that swarms turn corners. Since build one. They actually used to be even worse.
It's in the Dev feedback I do believe.
Also getting into a tank that one time and being a shield tank driver gives you no experience with armor tank vs swarms. |
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Posted - 2013.02.25 17:49:00 -
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Baal Omniscient wrote: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] You want to double the HP of a tank? Fine, remove all damage reduction mods and reduce the repair speed of all tank HP. Remove all resistance mods and half the HP recovery of all tank types, shield AND armor, and I'll agree everything else you mention in this post. How's that for coming to an agreement?
Repairs come in pulses.
If you read through the thread you will find that one advanced swarm dude can actually deal more alpha then what an armor tank can Rep through. Due to Rep being pulse and not a constant Rep.
That's with 50% hardners running with large and small Rep.
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Posted - 2013.02.25 17:58:00 -
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Scoot Medic wrote:Yes armour fittings are underpowered.
But you've got to ask yourself in the first place, why are you building armour fittings if you know they're underpowered?
Glad we're now in agreement.
1 armor tanks will killed shield tanks hands down 2 you totally just stated armor is at a disadvantage ty. 3 I prefer missiles but blasters are the only thing functioning in the tank world currently. I'd rather skill into something where your race turret damage skills actually apply 4 amarr tanks will be coming, armor needs fixed. Minmatar tanks are coming, usually they can fit armor or shield. 5 the tank world needs diversity instead of showing one side is underpowered in the AV world so eventually we abandon the armor tanks. |
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Posted - 2013.02.25 18:04:00 -
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Beren Hurin wrote:I think the blaster tank should still be pretty vulnerable to AV grenades as it is THE infantry tank. Maybe the railgun tanks should get a nerf to putting blaster/missile turrets on them, but get a bigger resistance to AV as they wouldn't be working on infantry much any way.
What would be a nice stat from CCP.
isk destroyed by tanks vs. tanks destroyed...
If it is much more than an order of magnitude in favor of the tanks I'd say there ABSOLUTELY is no need to nerf AV. If it is in favor of AV destroying tanks, thats probably another story.
But my guess is that all of the pubstomping with tanks means that the curve is just broken for you tankers who want to eat AND have your cake.
Pub stomping means nothing. You are going against RANDOMS and alot of new guys who don't have AV skilled.
As my AV voice from redstar has agreed with most things. That's Why I want responses from skilled AV players and skilled HAV players. Not randoms who went against that tank once and watches them stomp pub matches. |
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Posted - 2013.02.25 18:06:00 -
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Scoot Medic wrote:I never said armour tanks were fine as is, dont know where you got that impression from.
Diversity? Its very careless spending if you feel the need to invest into armour tanks just to keep the 'Diversity' of tanks alive.
If no one does it, then no one will know where the problems are.
Why would Ccp add these items and tanking styles if they're made not to work?
someone has to bite the bullet and deal, so it can be worked on. Not just tossed on the side. |
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Posted - 2013.02.25 18:10:00 -
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Sentient Archon wrote:Y0UR NAME HERE wrote:That's Why I want responses from skilled AV players and skilled HAV players. Best of luck with that! All you are gonna get is "Boo hoo hoo! that big bad Soma with 600 shield and 2000 armor kept killing me in my Enforcer suit. I fired at him and but didnt do a thing. I went 0-17 and he went 52 -1! Nerf that tank!"
lololol this has been the problem for ever now.
People need to skill things and learn before speaking.
I love how several spec'd AV and tank dudes have taken the time to respond to this thread and all have great input.
Then others with no skills come in and spout random stuff out |
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Posted - 2013.02.25 18:17:00 -
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Baal Omniscient wrote:Y0UR NAME HERE wrote:Sentient Archon wrote:Y0UR NAME HERE wrote: For the sp isk and roles, tanks a terrible atm.
Yet people think we should run around the map and hide like LAV's lol Im not a car.
Here is the low down;- Packed AV nades;- 100000 SP Minimum tank requirements (L1);- 450000 SP Its easier to make a tank go boom than build it up. I see a major descrapancy here. On top of that, AV Nades are supposed to be secondary AV weapons, yet they deal more damage then any primary AV main weapon in game. First: If you are able to get within throwing distance of an infantry slaughtering blaster turret with 2 small turrets attached watching all around the main, then you deserve some boosted damage. Swarms and forge guns can be used from FAR away, so since AV grenades put you in more danger than other AV weapons, they SHOULD yield more damage. And let's not get into the big talk about nade spamming, we've gone over it SO much. If you are willing to run your tank into an area that hasn't been cleared by your team first, then you deserve any AV spamming you get, no matter how strong it is. Oh, but it's a pub match? Don't trust your blue dots? Don't run your tank solo then. Anyway, not getting into that, just addressing points. Second: Tank MINIMUM requirements- 0 SP. I have a tank. I have invested 0 SP into it. And it still holds up well to packed AV grenades. I spec Methana LAV's, so I have lvl 1 basic armor adaptation, so that also gives me a bonus I guess. Ok, so how much was that? 30,000 ish for lvl 1? Ok, so I have a militia tank with 5500 ish armor, 11% passive armor damage reduction mod, 25% active armor damage reduction mod, 9% damage control unit, and a heavy repair mod. It cost me 30,000 ish SP and takes both swarms and basic/packed AV nades like a champ. But I get your point, however tier 1 gear is supposed to be able to take out tier 1 vehicles. That's just the way it goes. If you don't like AV grenades, read the first part of this post labeled "First", it'll give you some pointers on how to avoid them. Lastly: AV grenades are low SP vs tanks. However you are giving up a slot in your setup in the HOPES that a vehicle will pass nearby. If one doesn't, you've lost your ability to use real grenades to flush out enemies or to drop the shields of that B-Series that's coming around the corner while you are still recovering from the last fire fight. Blaster turrets have a longer range than any player can throw a grenade (unless they are on top of a mountain or something). If you let yourself get within their range, it's not their fault, it's yours. And if they are able to sneak up on you, that's them being good at sneaking, not AV grenades being OP.
Good post. Lot of info,
AV grenades should only be flung from behind cover with a nanohive. Running to the tank means you should feel bad and die.
30K sp is what it takes for level 1 of hardners and doesn't include prerequisites. You blaster will be garbage at militia level, good luck keeping infantry off of you.
I think somas are trash and won't survive a whole game with a blaster. I also think they should require skills to use. But without investing core tank skills, they are pointless and death traps. |
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Posted - 2013.02.25 18:19:00 -
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Sentient Archon wrote:Y0UR NAME HERE wrote: lololol this has been the problem for ever now.
People need to skill things and learn before speaking.
I love how several spec'd AV and tank dudes have taken the time to respond to this thread and all have great input.
Then others with no skills come in and spout random stuff out
Now hopefully CCP can spend some time and scrim through all these nice posts out here and put a balance in place. But betcha $20.00 the overnerf hammer is coming
I won't take that bet, because I'll lose my money lol.
Might as well give you $20. |
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Posted - 2013.02.25 18:26:00 -
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Morathi III wrote:Tank are fine, blaster a bit op but generally fine
So where is your points to support your comment?
or did you just feel like stopping by and saying hello? |
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Posted - 2013.02.25 19:18:00 -
[52] - Quote
Beren Hurin wrote:Y0UR NAME HERE wrote: Pub stomping means nothing. You are going against RANDOMS and alot of new guys who don't have AV skilled.
As my AV voice from redstar has agreed with most things. That's Why I want responses from skilled AV players and skilled HAV players. Not randoms who went against that tank once and watches them stomp pub matches.
Define 'skilled AV' please, because I don't think it has been yet. Is this someone who dedicates all of their SP to walking around and killing vehicles, because that sounds like a miserable dedication. If anything 1/3 of SP in AV seems a little more reasonable. And as such I would consider myself that. 1) I'm at demolitions V, grenadier 3, Assault Launcher Operation II, and weaponry V, and I'm a logibro. This means I have a lot that I can carry around when I want to nail a HAV, but I'm also annoyingly slow, and if infantry jump me I am super vulnerable. I also have significant dampening and detection skills letting me be pretty stealthy as I get into a good position. I have a few options for taking out HAVs, and it is much more doable in skirmish matches rather than ambush. I typically cannot grenade spam the good drivers and finish them off, especially if they have turret gunners. I find my most successful times are when I lead in with AV grenades and then use the SL. Starting with the SL gives away my position too soon normally. And even then, the lock time of a lot of the SLs means that if I'm in blaster range I will not survive more than 1 hit from out of cover. 2) The other aspect that you guys aren't really discussing either is the damage that is done before the AV even makes it to the HAV. Assuming that the HAV gets into its ideal scenarios, and its camping a CRU or objective, that is one location that the AV cannot spawn. This means that it must spawn (often when redlined) in a location that will put it nearly maximum distance from the HAV. The whole time the AVs team is then losing time/HP/clones due to the tank's superiority. 3) Why didn't you flipping address my initial point about damage done from either class? You know that tanks do 10x more damage in isk than they suffer over the long term. 4) Not to mention that their victories on the battlefield are strategic as well. They can hold down multiple points making every objective that they control for a minute give the rest of the team that much more freedom to roam. FYI in order to be victorious you need to kill 2 clones per minute for every minute that the enemy has an objective. If a tank holds down a CRU and objective for 3-4 minutes, and gets 15-20 kills, that's as good as getting +12 more kills due to the advantage. An AV player does not have that ability. Assuming the average suit in a decent match is 20k isk. 20 kills is 400k isk, plus the advantage of holding down those objectives can be another 200,000+. 5) Additionally, it is the tank drivers who want to be the most aggressive that I find are the easiest ones to kill with my AV. If you want 30-40 kills you are putting yourself in at least 30-40 scenarios where you are in danger. I trapped a madruger in the mountain the other day between two stacks of proximity mines that he couldn't see or aim at with his turret. Then I proceeded to nail him with SL and AV grenades. He was helpless. It was his stupidity that lead him up the mountain all by himself, and my earned skill that let me win the battle in my favor. If you believe that you deserve to park where there are 4-5 red dots all around you all the time, think again. You guys are involved in this rediculous Metagame already, knowing that when the purse strings open and Eve corps flood your big corps' wallets you will just buy your games with the HAVs that pwn. Guerrilla AV tactics will be the bread and butter to counter your guys' strategy and you are afraid that you won't be able to just buy your profit. Props to the propoganda that has already started, but it should be exposed for what it is. Also: before people take a look at this thread and surmise that "the Community is up in arms about tank/AV balance..." 52 of the 130 posts at this point are from YOUR NAME HERE, and about another 50-60 are from just 2 or 3 others.
Your still going on about pub matches. Of course tanks will be op.
Yes I do many you dedicated every bit of sp into AV, like kain spero.
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Posted - 2013.02.25 19:38:00 -
[53] - Quote
Beren Hurin wrote:Y0UR NAME HERE wrote:Beren Hurin wrote:Y0UR NAME HERE wrote: Pub stomping means nothing. You are going against RANDOMS and alot of new guys who don't have AV skilled.
As my AV voice from redstar has agreed with most things. That's Why I want responses from skilled AV players and skilled HAV players. Not randoms who went against that tank once and watches them stomp pub matches.
Define 'skilled AV' please, because I don't think it has been yet. Is this someone who dedicates all of their SP to walking around and killing vehicles, because that sounds like a miserable dedication. If anything 1/3 of SP in AV seems a little more reasonable. And as such I would consider myself that. 1) I'm at demolitions V, grenadier 3, Assault Launcher Operation II, and weaponry V, and I'm a logibro. This means I have a lot that I can carry around when I want to nail a HAV, but I'm also annoyingly slow, and if infantry jump me I am super vulnerable. I also have significant dampening and detection skills letting me be pretty stealthy as I get into a good position. I have a few options for taking out HAVs, and it is much more doable in skirmish matches rather than ambush. I typically cannot grenade spam the good drivers and finish them off, especially if they have turret gunners. I find my most successful times are when I lead in with AV grenades and then use the SL. Starting with the SL gives away my position too soon normally. And even then, the lock time of a lot of the SLs means that if I'm in blaster range I will not survive more than 1 hit from out of cover. 2) The other aspect that you guys aren't really discussing either is the damage that is done before the AV even makes it to the HAV. Assuming that the HAV gets into its ideal scenarios, and its camping a CRU or objective, that is one location that the AV cannot spawn. This means that it must spawn (often when redlined) in a location that will put it nearly maximum distance from the HAV. The whole time the AVs team is then losing time/HP/clones due to the tank's superiority. 3) Why didn't you flipping address my initial point about damage done from either class? You know that tanks do 10x more damage in isk than they suffer over the long term. 4) Not to mention that their victories on the battlefield are strategic as well. They can hold down multiple points making every objective that they control for a minute give the rest of the team that much more freedom to roam. FYI in order to be victorious you need to kill 2 clones per minute for every minute that the enemy has an objective. If a tank holds down a CRU and objective for 3-4 minutes, and gets 15-20 kills, that's as good as getting +12 more kills due to the advantage. An AV player does not have that ability. Assuming the average suit in a decent match is 20k isk. 20 kills is 400k isk, plus the advantage of holding down those objectives can be another 200,000+. 5) Additionally, it is the tank drivers who want to be the most aggressive that I find are the easiest ones to kill with my AV. If you want 30-40 kills you are putting yourself in at least 30-40 scenarios where you are in danger. I trapped a madruger in the mountain the other day between two stacks of proximity mines that he couldn't see or aim at with his turret. Then I proceeded to nail him with SL and AV grenades. He was helpless. It was his stupidity that lead him up the mountain all by himself, and my earned skill that let me win the battle in my favor. If you believe that you deserve to park where there are 4-5 red dots all around you all the time, think again. You guys are involved in this rediculous Metagame already, knowing that when the purse strings open and Eve corps flood your big corps' wallets you will just buy your games with the HAVs that pwn. Guerrilla AV tactics will be the bread and butter to counter your guys' strategy and you are afraid that you won't be able to just buy your profit. Props to the propoganda that has already started, but it should be exposed for what it is. Also: before people take a look at this thread and surmise that "the Community is up in arms about tank/AV balance..." 52 of the 130 posts at this point are from YOUR NAME HERE, and about another 50-60 are from just 2 or 3 others. Your still going on about pub matches. Of course tanks will be op. Yes I do many you dedicated every bit of sp into AV, like kain spero. Where do I go on about pub matches? CRU stomping? That is a factor that should be discussed, but isn't central to my argument. I like how you engage me constructively though...but not really.
Point 3 was IMO your reference to pub matches with no AV skills.
I'm at work so when I go on break again, I will be more constructive. |
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Posted - 2013.02.25 19:43:00 -
[54] - Quote
Pretty much suggestions on the either or here.
I'm not saying change then all, but I do want to discuss them all.
Again on my cell at work so sorry if I'm being short and not elaborate like usual. |
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Posted - 2013.02.25 19:45:00 -
[55] - Quote
Beren Hurin wrote:Y0UR NAME HERE wrote:
Point 3 was IMO your reference to pub matches with no AV skills.
I'm at work so when I go on break again, I will be more constructive.
That's fine, but I still think it applies. If we'd see that stats about what tanks destroy in corp matches vs. how often they are destroyed it wouldn't be a whole lot different. They are used differently in corp matches I assume, anyway. They are probably seen as more expendable, and their loss is probably less grieved, and likely insured by the corp anyway. If you are pulling 1 mill isk tanks for a 2 mill bounty match, though...props to you...but that still seems foolish.
We'd also need stats on AV usage in battle.
Ccp can see this all through logs. What hit what, damage done and weapon types.
I doubt we'll see it though. |
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Posted - 2013.02.25 20:12:00 -
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Bhor Derri wrote:Thread was long but a good read.
My opinions Armor overall needs a major fix (come on CCP this needs to happen EVE side too) Shields needs some improvement on collision damage (though should take a bit more damage than armor) Shield counters needs to be in place
Millitia AV options needs to be either nerfed or removed entirely (*free swarms* *nom nom armor*) Also saying that there are militia tanks that are cheap both ISK and SP wise so we should have some way of countering them is stupid that's like saying "you can have a militia dropsuit so why can't we have a militia OP launcher?" They are hulls people not turrets.
Ty for reading through it all lol. Most people just post about things that have already been discussed elsewhere in thread.
It has become a long read since last night. |
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Posted - 2013.02.25 20:47:00 -
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Baal Omniscient wrote:It is a great thread with a lot of ideas, and YOUR NAME HERE is a great person to discuss things in a mature manner with. Hat's off to you for that sir.
o/
+1 and ty,
It's an Eve trait lol. If you know you will be trolled, troll better with reasoning to see results.
lulz. |
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Posted - 2013.02.25 21:14:00 -
[58] - Quote
I'm going to do one more logical post here while I still have phone battery at work.
Currently there are alot of complaints about tanks in ambush. This has a direct tie to my thread.
The reason for so many In regular ambush is because with a squad of slayers we can survive.
Close quarters means any AV has become pointless because the slayers will eat them.
In skirmish, tanks can't really survive. Because AV weapons are now capable of using their intended distance and tactics.
This changes the ball game when it comes to AV vs Vehicle.
One can't judge ambush matches and skirmish the same and judge how the two affect eachother in a close combat situation with random spawns and small maps. |
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Posted - 2013.02.25 22:13:00 -
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what? lol.
smg?
Smurf?
What ya trying to say? |
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Posted - 2013.02.25 22:22:00 -
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Morathi III wrote:Baal Omniscient wrote:It is a great thread with a lot of ideas, and YOUR NAME HERE is a great person to discuss things in a mature manner with. Hat's off to you for that sir.
o/ Even if im not always agree with him, his post are constructive and always make debate +1
I'm sure GM Vegas would disagree somewhat lol.
I'm kind of a little nightmare to deal with on the forums |
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Posted - 2013.02.27 00:59:00 -
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Baal Omniscient wrote:Iron Wolf Saber wrote:Bhor Derri wrote:Thread was long but a good read.
My opinions Armor overall needs a major fix (come on CCP this needs to happen EVE side too) Shields needs some improvement on collision damage (though should take a bit more damage than armor) Shield counters needs to be in place
Millitia AV options needs to be either nerfed or removed entirely (*free swarms* *nom nom armor*) Also saying that there are militia tanks that are cheap both ISK and SP wise so we should have some way of countering them is stupid that's like saying "you can have a militia dropsuit so why can't we have a militia OP launcher?" They are hulls people not turrets. poster does not know there is no blueprints on any AV weapons outside that crappy milita starter fit launcher. No.... but there is the Dire Sentinel starter fit which has a permanent militia forge gun. Either way, no AV needs to be nerfed unless they include even better weapon unlocks for skilling into that weapons proficiency skill. In that case, sure, nerf the lower level forge guns and swarms, but give us even MORE powerful weapons than we have now once proficiency is maxed.
I'd go for that. |
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Posted - 2013.02.27 01:01:00 -
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Thor Thunder Fist wrote:As I've said in a couple threads now the problem is people were crying nerf tanks while only having militia and standard tier stuff. As we all know from pub matches standard AV does not do much against a proto tank (proto mod fitted tanks) but will take them down if there is a full squad of them . The problrms start when the proto gear starts bein brought out in corp matches (not many people will use proto AV in a pub) I'd be more inclined to nerf AV as to help out dropship brothers a bit as they get 1 shoted or 2 shoted by proto AV at their top level. If we are not nerfing the AV I would call for a rebalance on all vehicle modules people seem to forgot tanks are not the only things being shot by AV.
This ^^ all the way through closed beta |
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Posted - 2013.02.27 23:23:00 -
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Thor Thunder Fist wrote:Y0UR NAME HERE wrote:This ^^ all the way through closed beta yeah pretty much I remember the build where we had free militia tanks and dropships. oh boy did my clan despise me for my choice of driving tanks (had actually chosen to drive tanks in build before E3) yes they were probably a little too strong after the AV nerf that build but before that it was fine. anyways as much as I'd hate to suggest it (can't have 2 good ideas in one day can I) maybe we should make a new thread and discuss limiting pub matches to adv and below gear as most of the population are not equipped to handle proto tanks and it wouldn't be fair to allow other proto stuff without allowing proto tanks. yes this would limit modules aswell no complex damage mods no complex armor plates no vk.0's(also proto level aur gear). I am aware about the single shard thing of EVE but isn't it also true that some of the biggest ships in EVE cannot go into high sec (in my view pubs are high sec). this would show how weak tanks are to the same tier AV and would also help the newberries. maybe we should wait until there is more then just pubs and corp matches to limit gear tiers in pubs though. this suggestion would not fix tanks but it would do wonders for stoping the pub stomping (which lets face it is boring for both sides)
Ya, pub matches suck for balancing.
You have people not skilled into tanks or HAV's then balancing these things off of militia items.
That's why I made this thread was to get feedback from people who dedicated their sp into HAV or AV.
Because let's face it, those that have, understand the imbalance and have clearly stated it throughout this thread.
The amount things have been nerfed, its more like the community doesn't want vehicles in the game. |
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Posted - 2013.02.28 00:33:00 -
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Knight SoIaire wrote:After playing the role of tanker for a day, I've come up with the conclusion that they're not OP, it just requires brains and teamwork to take one out.
I had MLT on the opposing team trying to kill my with their ARs, just because you get a hitmarker doesn't mean its doing anything, a smart player almost ripped me apart with his Forge Gun (Half my shield gone, thats a lot for a Shield fitting)
The most damage that was done to me was through collision, a teammate rammed right into the back of my tank and took me down to armour, 3000 Shield HP gone in a split second.
I also played the role of AV and my team managed to take out one of the Imp's Standard tanks and got a SVTB tank down to its last bit of HP.
If a HAV is killing you over and over again, its because you're giving it the chance.
Dont run across open ground when there is a HAV about.
Dont try take me out with ARs or other weapons that use bullets, for obvious reasons.
Dont stand in front of me trying to get a lock-on with your swarmer, chances are I'd have killed you before you got a lock.
Do use your brain, attack tanks from a blindspot, Swarmers are homing missiles, you can shoot at a tank from inside cover.
Do make some effective HAV fits, Forge Gun with Complex Heavy Damage mods, Packed AV Grenades, just be prepared for a battle against a tank. The MLT anti-AV fitting is not enough.
Don't give them ideas lol!!!!! Skilled AV can rip us tanks apart with 3 hits, with a great fitted tank and 4 mill sp.
+1 for giving tanks a try, just think, the forge that hit you was prob militia.
The further up the tiers you get, the more powerful they are, but we still only have STANDARD tanks, it could be why we die to advanced and proto AV all the time.
No sagaris and Surya don't count, only get a lil' more dps and NO extra tank like people assume, well
You get 500 more armor. 1/4 a swarm shot. |
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Posted - 2013.03.02 04:04:00 -
[65] - Quote
Thor Thunder Fist wrote:whats with all these new tank threads why can't we all just post in some that all have good info in them
I started this one, then the other followed suit -_- |
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Posted - 2013.03.02 04:09:00 -
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undeadsoldier90 wrote:Y0UR NAME HERE wrote:Thor Thunder Fist wrote:whats with all these new tank threads why can't we all just post in some that all have good info in them I started this one, then the other followed suit -_- Tanks are OP +1
Tank threads are OP lol
However, mine is reworking the tank, from tankers perspective.
Most tank threads want them nerfed or removed. |
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Posted - 2013.03.02 04:19:00 -
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undeadsoldier90 wrote:Y0UR NAME HERE wrote:undeadsoldier90 wrote:Y0UR NAME HERE wrote:Thor Thunder Fist wrote:whats with all these new tank threads why can't we all just post in some that all have good info in them I started this one, then the other followed suit -_- Tanks are OP +1 Tank threads are OP lol However, mine is reworking the tank, from tankers perspective. Most tank threads want them nerfed or removed. Tanks are still OP!!!!!! What we need is a forge swarm launcher.. Or a single shot forge that takes 15min to charge and lock on to a tank, it does 100, 000 dmg. Or av grenades that can fly. Oh and boost all tank highs/lows slots by 3 on lvl 3 tanks to make it even. I have restored balance to dust.
Lol, what we need is a titan class tank.
Drop it on back spawn, its bigger then mcc,
Has 12.9 mill ehp.
Has 100 turrets for long siege periods, super judgment death ray for Amarr class, that will do a 500m area wipe of vehicles and infantry every 10 minutes.
Also its mobile. |
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