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Vermaak Doe
SVER True Blood Unclaimed.
383
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Posted - 2013.02.25 03:11:00 -
[61] - Quote
The answer to that is to raise their overall damage |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 03:16:00 -
[62] - Quote
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. |
fred orpaul
Tritan-Industries Legacy Rising
211
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Posted - 2013.02.25 03:21:00 -
[63] - Quote
tanks are fine although the malitia forge has to be nerfed or gotten rid of entirely |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 03:23:00 -
[64] - Quote
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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Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 03:51:00 -
[65] - Quote
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. |
nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 04:35:00 -
[66] - Quote
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.
i also forgot to mention turrets being able to point down |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 04:39:00 -
[67] - Quote
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. |
nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 04:46:00 -
[68] - Quote
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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 04:48:00 -
[69] - Quote
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 |
nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 04:57:00 -
[70] - Quote
oh.. and an eject button would be great for dumping blueberrys to fight the av |
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Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 05:12:00 -
[71] - Quote
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. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 05:46:00 -
[72] - Quote
Nothing else to say?
We're agreed things need re worked then?
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William HBonney
Imperfects Negative-Feedback
318
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Posted - 2013.02.25 06:07:00 -
[73] - Quote
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. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.25 06:14:00 -
[74] - Quote
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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nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 06:37:00 -
[75] - Quote
Y0UR NAME HERE wrote:Nothing else to say?
We're agreed things need re worked then?
oh yeah agreed |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 06:39:00 -
[76] - Quote
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. |
nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 06:44:00 -
[77] - Quote
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 |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 06:47:00 -
[78] - Quote
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. |
nakaya indigene
ZionTCD Legacy Rising
39
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Posted - 2013.02.25 06:54:00 -
[79] - Quote
Y0UR NAME HERE wrote: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.
yus |
Bald Crusader
Chatelain Rapid Response Gallente Federation
30
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Posted - 2013.02.25 07:12:00 -
[80] - Quote
Interesting discussion.
I presume you all already have the expectation that CCP won't listen, or will fumble it? |
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Rusty Shallows
Creative Killers
11
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Posted - 2013.02.25 07:28:00 -
[81] - Quote
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. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 07:36:00 -
[82] - Quote
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. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 07:38:00 -
[83] - Quote
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. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.25 07:39:00 -
[84] - Quote
Y0UR NAME HERE wrote: 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.
ain't that the truth. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 10:07:00 -
[85] - Quote
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. |
Buzzin Fr0g
KILL-EM-QUICK RISE of LEGION
85
|
Posted - 2013.02.25 10:39:00 -
[86] - Quote
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? |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 10:57:00 -
[87] - 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 too be expected. I've not heard him yet say his tank is "underpowered." How are your experiences so wildly divergent?
This ^^ |
Buzzin Fr0g
KILL-EM-QUICK RISE of LEGION
85
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Posted - 2013.02.25 10:58:00 -
[88] - Quote
This may be a good time to consider some things, including a tank's role on the battlefield. In the 20th and 21st Centuries tanks were certainly behemoths that could stand up to a relatively large amount of punishment from infantry. Dust 514 is not set in the 21st Century. Interstellar travel, compact RAILGUNS being used as sniper rifles, shields that absorb kinetic energy, etc. should indicate the colossal technological advancements made by militaries of New Eden. As such, I don't see a tank fulfilling the same roles that it would in a modern FPS. Their higher susceptibility to man-portable weapon platforms isn't a shock to me. When used more conservatively, I have seen tanks act as nearly insurmountable force multipliers. When run into the fray as if they were wading through infantry outfitted with 20/21st Century arms these tanks are reduced to smoldering chassises. And before someone brings it up, I don't think they would have scaled with AV. Their seems to be, with the technology at hand, more cost effective ways to achieve similar results to what an old tank might have sought. So again, a re-imagining of what a "tank" is is probably in order. |
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 11:12:00 -
[89] - 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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boba's fetta
Thukker Tribe Holdings Inc. Gathering Of Nomadic Explorers
8
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Posted - 2013.02.25 11:12:00 -
[90] - Quote
Y0UR NAME HERE wrote: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.
Same here, the newberry's firing missles at the mcc are a nuisance.
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