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BulletSnitcheZ
TRUE TEA BAGGERS
19
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Posted - 2013.04.10 20:44:00 -
[1] - Quote
Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the tank when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets. |
Ulysses Knapse
Nuevo Atlas Corporation
220
|
Posted - 2013.04.10 22:34:00 -
[2] - Quote
Better yet, buff Small Turrets. Doing so will both fix the underwhelming firepower of the LAV and Dropship as well as make HAVs want to work with others. |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.10 22:39:00 -
[3] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.10 22:43:00 -
[4] - Quote
Ulysses Knapse wrote:Better yet, buff Small Turrets. Doing so will both fix the underwhelming firepower of the LAV and Dropship as well as make HAVs want to work with others.
I'll add that to the list |
Godin Thekiller
KNIGHTZ OF THE ROUND
36
|
Posted - 2013.04.10 23:00:00 -
[5] - Quote
I like #1, but #2, that's a nerf. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.10 23:02:00 -
[6] - Quote
BOZ MR wrote: No. -1 I do not want to give the job of keeping me alive to random blue dots.
I think #2 could be implemented If CCP allowed us to set our vehicles to "squad only". Maybe they could give us the option to set the responsibilities of each crew member as well.
Switching & activating modules is very tedious for HAV drivers especially when you're fighting against infantry and other tanks. Having someone else do this for you would make your job easier while encouraging teamwork at the same time. |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.10 23:05:00 -
[7] - Quote
BulletSnitcheZ wrote:BOZ MR wrote: No. -1 I do not want to give the job of keeping me alive to random blue dots.
I think #2 could be implemented If CCP allowed us to set our vehicles to "squad only". Maybe they could give us the option to set the responsibilities of each crew member as well. Switching & activating modules is very tedious for HAV drivers especially when you're fighting against infantry and other tanks. Having someone else do this for you would make your job easier while encouraging teamwork at the same time. If you give me option to divide or not to divide than I can say +1 |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
297
|
Posted - 2013.04.10 23:10:00 -
[8] - Quote
BOZ MR wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots.
aww stop taking your tank solo into pub games. That's exactly what you said you were doing.
Tanks are better as team based co-op assets. Let MHACs be solothingies... |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
246
|
Posted - 2013.04.10 23:14:00 -
[9] - Quote
It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.10 23:37:00 -
[10] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. +1 |
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BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.10 23:41:00 -
[11] - Quote
KEROSIINI-TERO wrote:BOZ MR wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots. aww stop taking your tank solo into pub games. That's exactly what you said you were doing. Tanks are better as team based co-op assets. Let MHACs be solothingies...
Awwwwww. No one asked you how should I play my game. I can run everything myself. Let me do my role. Do not suggest anything related to how tanks operate if you are not a Tanker. Tanks got nerfed enough. Some people are even good enough to solo a proto tank |
slypie11
Planetary Response Organisation
135
|
Posted - 2013.04.11 00:29:00 -
[12] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. . . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\. Of course dropsuits can run solo, you can wear a tux without having someone else use the arms for you. Tanks on the other hand, are house sized, multiple heavy weapon toting machines of destruction, so of course you need more than one person using it. I think the OP's idea is awesome. It would encourage strategy and teamwork, instead of just piling on expensive guns and mods and mowing down hapless AV guys. |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.11 02:12:00 -
[13] - Quote
slypie11 wrote:Alan-Ibn-Xuan Al-Alasabe wrote:It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. . . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\. Of course dropsuits can run solo, you can wear a tux without having someone else use the arms for you. Tanks on the other hand, are house sized, multiple heavy weapon toting machines of destruction, so of course you need more than one person using it. I think the OP's idea is awesome. It would encourage strategy and teamwork, instead of just piling on expensive guns and mods and mowing down hapless AV guys. Give me a DS3 or KB/M and watch how I use it by myself.
. . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\.
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
215
|
Posted - 2013.04.11 02:16:00 -
[14] - Quote
Just because you're using a tank solo does not mean that it is a solo weapon. It just means that you're a moron.
But if you want to buff HAVs by giving the gunners some really cool stuff, I'm totally down for that. |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.11 02:21:00 -
[15] - Quote
0 Try Harder wrote:Just because you're using a tank solo does not mean that it is a solo weapon. It just means that you're a moron.
But if you want to buff HAVs by giving the gunners some really cool stuff, I'm totally down for that. You are moron by thinking that I mentioned them as a solo vehicle. They are meant to be runned WITH SQUADS AND NOT BY SQUADS. Although I think you are not, I hope you are capable of understanding the difference. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
152
|
Posted - 2013.04.11 02:22:00 -
[16] - Quote
BOZ MR wrote:KEROSIINI-TERO wrote:BOZ MR wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots. aww stop taking your tank solo into pub games. That's exactly what you said you were doing. Tanks are better as team based co-op assets. Let MHACs be solothingies... Awwwwww. No one asked you how should I play my game. I can run everything myself. Let me do my role. Do not suggest anything related to how tanks operate if you are not a Tanker. Tanks got nerfed enough. Some people are even good enough to solo a proto tank
Tanks have 3 seats and where obviously developed to be used solo. CCP likes to place +2 seats in vehicles because its good luck. (rule of 3s). 3 seats has absolutely nothing to do with 3 people being involved in the vehicles operation. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
152
|
Posted - 2013.04.11 02:23:00 -
[17] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and penalize those that don't. These boosts would require a skill and will only work if everyone is in the same squad.
2. Give HAVs a 4th "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank.
3. Buff small turrets - Small turrets should play an important role in the firepower & survivability of a tank. This means an increase in the damage, range, and/or accuracy of small turrets.
***EDIT***
i changed #2 and replaced it with something better. Keep posting your ideas people, HAV gameplay needs to change.
+1 |
BOZ MR
BurgezzE.T.F Orion Empire
49
|
Posted - 2013.04.11 02:28:00 -
[18] - Quote
Sextus Hardcock wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and penalize those that don't. These boosts would require a skill and will only work if everyone is in the same squad.
2. Give HAVs a 4th "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank.
3. Buff small turrets - Small turrets should play an important role in the firepower & survivability of a tank. This means an increase in the damage, range, and/or accuracy of small turrets.
***EDIT***
i changed #2 and replaced it with something better. Keep posting your ideas people, HAV gameplay needs to change. +1 +1 after change.
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
251
|
Posted - 2013.04.11 02:53:00 -
[19] - Quote
See, here's how I see it.
Sometimes I can't dedicate two or three hours to gaming. In fact, most times I can't do that. This means I can't go into corp chat and find a group of dedicated squaddies to run with. I have twenty minutes, I'm going to play two ambush matches, and then I'm going to get back to work.
For one of you dropsuit guys, this wouldn't be an issue. You can just run around un-mic'd and spam grenades, or bullets, or reps, or whatever your thing is. And you're gonna do just fine. I can usually hit top 3 on my team in a militia logi suit this way.
For vehicle drivers, however, it's just flat out not possible. Especially under systems such as those outlined in the OP. It becomes such that if I want to be a vehicle operator I don't just benefit from being on comms. I have to be on comms with corpmates I'm accustomed to working with, or else I'm going to die. And that just isn't good balance.
Should HAVs be something that works best when used with friendlies? Like everything else in the game, yes. Should they, and all other vehicles, be completely inaccessible to casual players? Hell damn no. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 03:40:00 -
[20] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:See, here's how I see it.
Sometimes I can't dedicate two or three hours to gaming. In fact, most times I can't do that. This means I can't go into corp chat and find a group of dedicated squaddies to run with. I have twenty minutes, I'm going to play two ambush matches, and then I'm going to get back to work.
For one of you dropsuit guys, this wouldn't be an issue. You can just run around un-mic'd and spam grenades, or bullets, or reps, or whatever your thing is. And you're gonna do just fine. I can usually hit top 3 on my team in a militia logi suit this way.
For vehicle drivers, however, it's just flat out not possible. Especially under systems such as those outlined in the OP. It becomes such that if I want to be a vehicle operator I don't just benefit from being on comms. I have to be on comms with corpmates I'm accustomed to working with, or else I'm going to die. And that just isn't good balance.
Should HAVs be something that works best when used with friendlies? Like everything else in the game, yes. Should they, and all other vehicles, be completely inaccessible to casual players? Hell damn no.
Can you explain how the suggestions i made would require you to run with a full squad? If anything, my suggestions greatly reward people that choose to use teamwork rather than going solo.
Tanks have 3 seats and cost 1 - 2 million ISK for a reason. They're not meant to be a one-man vehicle and they shouldn't be used like one. |
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slypie11
Planetary Response Organisation
135
|
Posted - 2013.04.11 03:44:00 -
[21] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:See, here's how I see it.
Sometimes I can't dedicate two or three hours to gaming. In fact, most times I can't do that. This means I can't go into corp chat and find a group of dedicated squaddies to run with. I have twenty minutes, I'm going to play two ambush matches, and then I'm going to get back to work.
For one of you dropsuit guys, this wouldn't be an issue. You can just run around un-mic'd and spam grenades, or bullets, or reps, or whatever your thing is. And you're gonna do just fine. I can usually hit top 3 on my team in a militia logi suit this way.
For vehicle drivers, however, it's just flat out not possible. Especially under systems such as those outlined in the OP. It becomes such that if I want to be a vehicle operator I don't just benefit from being on comms. I have to be on comms with corpmates I'm accustomed to working with, or else I'm going to die. And that just isn't good balance.
Should HAVs be something that works best when used with friendlies? Like everything else in the game, yes. Should they, and all other vehicles, be completely inaccessible to casual players? Hell damn no. It's not forcing you, it's incentivizing teamwork. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
251
|
Posted - 2013.04.11 03:48:00 -
[22] - Quote
Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 04:08:00 -
[23] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term.
The way people are using them right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill my HAV crew that's utilizing tactics and teamwork?
Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay?
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
217
|
Posted - 2013.04.11 05:13:00 -
[24] - Quote
BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay? It's not
---_______---
How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lolfair.
I'm going to bet that you are going to fail miserably. Why? Because HAVs are not solo vehicles. Again, just because people use them as such does not mean that they are. What you are actually doing is:
1) Forcing people to play how you want them to play. 2) Actually making the HAV a four to five person vehicle.
The second part is extremely important. Right now we have 8v8, and soon we will have 16 v 16 or 12 v 12. If you have to take four to five people out of a battle to operate ONE vehicle, it is just not worth it. Especially when one to two proto AV can destroy the HAV.
I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do. HAVs are already weak enough, and making more people operate them is going to make them even worse, unless you do something that will never happen. IE give HAVs a second large turret instead of a small one, or make it so that HAVs can fly. See what is needed to make it actually worth it to take even more people to operate one? |
Eris Ernaga
GamersForChrist
105
|
Posted - 2013.04.11 05:31:00 -
[25] - Quote
Ulysses Knapse wrote:Better yet, buff Small Turrets. Doing so will both fix the underwhelming firepower of the LAV and Dropship as well as make HAVs want to work with others.
I use the highest meta prototype blasters they are most definitely not under powered not to mention when I have my prototype large turret I will have even more firepower. I have enough shield and resistance to take on a small infantry force and take a moderate amount of damage from an instillation or vehicle. Tanks are fine how they are just keep on creating new effective fits and gaining in game experience. Yes tanks are some what of a 1 man show but they also can hold 2 passengers are expected to work with alliied tanks and some times infantry. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
254
|
Posted - 2013.04.11 07:31:00 -
[26] - Quote
BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay? Because they're using bad tactics and teamwork. The small turrets on a HAV are for anti-infantry support. They're like the .50 caliber mounted on an Abrams. That thing plays absolutely no part in tank v tank fights, and neither, really, do the small turrets on HAVs.
Don't get me wrong, there's a lot about HAV balance I'd change (behold!). But completely gimping any HAV that isn't manned by a full squad isn't it. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
106
|
Posted - 2013.04.11 09:04:00 -
[27] - Quote
If battles were 128 v 128, then maybe, but until then, no. |
Takahiro Kashuken
Red Star. EoN.
203
|
Posted - 2013.04.11 10:21:00 -
[28] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and penalize those that don't. These boosts would require a skill and will only work if everyone is in the same squad.
2. Give HAVs a 4th "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank.
3. Buff small turrets - Small turrets should play an important role in the firepower & survivability of a tank. This means an increase in the damage, range, and/or accuracy of small turrets.
***EDIT***
i changed #2 and replaced it with something better. Keep posting your ideas people, HAV gameplay needs to change.
The solo HAV driver can destroy that 3man crew because he most likely has range on them, a 3man crew in any HAV is normally a blaster tank which is for fighting infantry, 2 extra gunners help kill more infanrty and is even better if its friends or corpies in them seats for comms and extra eyes. The solo railgun tanker doesnt need any of that tbh, it just needs to know where that tank is so it can kill it and be done with it
So onto the points
1. How much resist/damage and HP boosts? also what happens if one of the gunners gets out to hack something, does the hp drop? it would have to be a decent boost to the HAV to make it a 3man vehicle but also you complain that a HAV with proto railgun can 2 shot most tanks, if it has a 3man crew and an increase to everything then it may 1 shot most tanks but also have more resistance and HP
2. 4th sounds okay
3. Its a no brainer small turrets are useless majority of the time since they have no range
Really we need pilot suits and the mods which interface with the vehicle and improve it depending on the mods you have on the suit
If you wanted to make it more team orientated the gunners would also be able to wear pilot suits and have mods which enhance the vehicle also, this makes the tank stronger with more ppl in it but also does require more SP into vehicle things so more specialization
Problem is we cannot lock the tanks, blueberrys can jump in if ther is a space and we also cannot eject blueberrys either and until then these 3man HAVs wont work
Until i can lock my tank or boot out randoms out of my tank then no to all ideas |
BulletSnitcheZ
TRUE TEA BAGGERS
19
|
Posted - 2013.04.11 11:53:00 -
[29] - Quote
Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? Why do you think people don't use the damage mods for small turrets when they're using an HAV?
Quote: 1) Forcing people to play how you want them to play.
#1 isn't forcing you to play with a full squad, it's just giving you an incentive for do so. These boosts would help protect the tank against AV and AT fire. Did you know that infantry squad boosters are confirmed and will be introduced into the game in the near future?
Quote:2) Actually making the HAV a four to five person vehicle. Once again, #2 is optional. It isn't forcing you to play with 4 people, it's just giving you incentives and advantages for doing so. You can still use an HAV like a one-man vehicle, but that would be just as stupid as using a dropship all by yourself.
Quote:I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do Every vehicle in the game so far is designed for squad gameplay. Your statement would be valid if the HAV only allowed 1 person to use it, but it doesn't. The best HAVs costs upwards of 2 millions ISK and can get destroyed far too easily by other tanks & AV fire. My proposal would buff tanks while encouraging teamwork & tactics at the same time. People would stop thinking of tanks as a 1-man vehicle, which they clearly aren't. |
KalOfTheRathi
Talon Strike Force LTD
330
|
Posted - 2013.04.11 12:21:00 -
[30] - Quote
No it doesn't have to stop, Kitten. Maybe it can stop when you personally Nerf the Thale Sniper Rifle to be a wiffle bat.
The entire game is built upon better gear and acquisition thereof, specifically Proto and Officer Gear. Skill up and get (and be able to use) the reward. While playing the way you want to play. Not while everyone Else has to play the way You Want them to play
If the mythical blaster tank you refer to can be one-shot killed it has less than 2500 Shields and Armor combined. That is about the maximum that can be dealt with the ~1900 HP Rail and the bonuses necessary to even equip it. That gun requires .3 seconds to spool and 2.2 seconds to fire a second round. When the first one hits the Blaster had better be moving and enabling modules.
By the was, did you add the numbers up regarding the Proto Swarm Launcher? You will find it does more damage than the rail gun in question and can go around corners. Let's make each missile require a crew member.
Blaster Tanks have to keep away from the Sniper Tank's LOS. Or it will die. For that matter most things require not getting into LOS when a Sniper is around, either Merc or Tank.
Finally, unbalanced gear is a fact. If you drop a tank on the battle field you need to be prepared to lose it. If you drop a Soma and a Sagaris arrives, well you had better be a good driver because the odds on you surviving just went down. |
|
BulletSnitcheZ
TRUE TEA BAGGERS
20
|
Posted - 2013.04.11 12:55:00 -
[31] - Quote
KalOfTheRathi wrote:No it doesn't have to stop, Kitten. Maybe it can stop when you personally Nerf the Thale Sniper Rifle to be a wiffle bat. The entire game is built upon better gear and acquisition thereof, specifically Proto and Officer Gear. Skill up and get (and be able to use) the reward. While playing the way you want to play. Not while everyone Else has to play the way You Want them to play If the mythical blaster tank you refer to can be one-shot killed it has less than 2500 Shields and Armor combined. That is about the maximum that can be dealt with the ~1900 HP Rail and the bonuses necessary to even equip it. That gun requires .3 seconds to spool and 2.2 seconds to fire a second round. When the first one hits the Blaster had better be moving and enabling modules. By the was, did you add the numbers up regarding the Proto Swarm Launcher? You will find it does more damage than the rail gun in question and can go around corners. Let's make each missile require a crew member. Blaster Tanks have to keep away from the Sniper Tank's LOS. Or it will die. For that matter most things require not getting into LOS when a Sniper is around, either Merc or Tank. Finally, unbalanced gear is a fact. If you drop a tank on the battle field you need to be prepared to lose it. If you drop a Soma and a Sagaris arrives, well you had better be a good driver because the odds on you surviving just went down.
*Sigh* once again, tanks are not a 1-man vehicle. My suggestions do not force you to use tanks with a team, it rewards teamwork.
Your argument is like me saying "The game is forcing me to squad-up with a Logistics guy because my Heavy dropsuit can't heal its armor or replenish its ammo!" or "This game is forcing me to squad-up with other people because i can't get an orbital strike all by myself!".
If you wanted to play a solo game, why aren't you playing call of duty? Why are you in a corporation and why are you playing a game that's centered around strategy and teamwork? |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
254
|
Posted - 2013.04.11 16:31:00 -
[32] - Quote
Either they would have to nerf HAV HP, thus effectively requiring a full squad to not get one-shot, or leave HAV HP where it is and allow high-end HAVs to have ridiculous amounts of eHP. So there's your options, either you're making a full squad an effective requirement, or you're making a full squad ridiculously powerful. |
Takahiro Kashuken
Red Star. EoN.
204
|
Posted - 2013.04.11 16:49:00 -
[33] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Either they would have to nerf HAV HP, thus effectively requiring a full squad to not get one-shot, or leave HAV HP where it is and allow high-end HAVs to have ridiculous amounts of eHP. So there's your options, either you're making a full squad an effective requirement, or you're making a full squad ridiculously powerful.
But the community will never go for it anyways if it means a full HAV crew makes a tank near indestructable, cries of OP would flood the forums
The majority of vehicle pilots need alot more to get specced out proper, if it requires 2more ppl in that HAV then fine but only if the resistances/hp and damage increases are good enough
If the increases are not good enough then ppl wont bother, its way too much work/SP and time for a vehicle which still can get popped easily either by another vehicle or AV
When pilot suits get added along with mods to enhance the vehicle then it also maybe better, maybe gunners would be allowed to enhance the vehicle also with ther own mods so that increases the teamwork and has a payoff for the amount of SP/ISK and time invested because everyone in the tank has invested something at least to make it better instead of having it just so 3ppl can sit in it and it gets auto better. Specialization also increases along with teamwork, OP may still ring out but at least the drivers and the gunners have worked for it so they are rewarded with a better vehicle
|
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.11 17:29:00 -
[34] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Either they would have to nerf HAV HP, thus effectively requiring a full squad to not get one-shot, or leave HAV HP where it is and allow high-end HAVs to have ridiculous amounts of eHP. So there's your options, either you're making a full squad an effective requirement, or you're making a full squad ridiculously powerful.
Not really. Keep in mind that these buffs would require everyone in your squad to specialize in certain skills. When a solo tanker confronts an organized 3-man tank crew, not only will he be up against the tank driver, he'll also be up against 2 of his squad-mates that have spent a lot of SP and/or time into developing their own HAV.
These buffs don't necessarily have to be extreme or "ridiculous", especially if you had to choose which buffs you prefer on your tank. For example, an HAV driver could decide that he wants a 20% reduction to railgun damage if he's using a vehicle that's more adapted to close-quarters gameplay. Or perhaps he could apply a 10% increase to the HAVs railgun damage and a 5% decrease to spool-up time if his squad prefers to snipe from long-distances. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
221
|
Posted - 2013.04.11 22:08:00 -
[35] - Quote
BulletSnitcheZ wrote:Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? People don't use the damage mods for small turrets when they're using an HAV because small turrets are basically useless.
OK!!!!!!!!!
I accept. When are you on? How much ISK are you willing to put on the line?
Want to do it until 10 tanks are destroyed on one side? If it looks like a 50/50 chance to win, you win the contract. You earn the ISK, and I will make a post about how I was wrong, you are right, and it is a 50/50 chance to win.
If you get your ass beat repeatedly, it means that I win the ISK and you stop what I believe to be delusional posts on forums.
We can do gunnlogi with adv rail, or all out proto if you want. You can choose. I will make a post in war forums too. |
Ops Fox
ZionTCD Legacy Rising
202
|
Posted - 2013.04.11 22:15:00 -
[36] - Quote
Ships in EVE have different high slot layouts i don't see why some types of tanks couldn't have a 1 medium turret instead of 2 small turrets.
However I do think Small turrets should be buffed and I would like HAVs to be able to actually tank damage a little bit, maybe a small bonus to HP for certain types of HAVs. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1302
|
Posted - 2013.04.11 23:06:00 -
[37] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one. Here's what i think CCP could do to fix this: 1. Give resistance, turret, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and discourage those that don't. These boosts would require a skill and will only work if everyone is in the same squad. Pilot Dropsuits would give additional bonuses to the tank as well 2. Give HAVs a "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank. You can also plot courses and set waypoints for the HAV driver. It will be similar to the CITV station for the 3-man tank in Battlefield 33. Replace the 2 small turrets with 1 medium turret - This will make the gunner more useful and valuable in tank vs tank fights and tank vs infantry fights. 4. Rebalance Large Turrets - Large Turrets would need to rebalanced in order to compensate for #1 and #3. Tank vs Tank fights would not last for 5-10 seconds and will not be fully determined by who can stack the most damage modifiers on their Large Turret. ****EDIT**** I made some changes to #2 & #3, there's no longer a 4th seat. Keep posting your feedback & ideas
Forgetting one major thing : Turret Installation being totally useless. You can see HAV roll them out each game without even worrying.
1) turrets should be blue or red when game starts. 2) they should have way more HP so that a HAV going 1vs1 against one would be a risk for him. And to avoid militia forge gun taking them down in 4 shots..... 3) The type of turrets are sometimes odd compared to their positionning. Why would anyone add a blaster turret facing an open area where a railgun or a FG could kill them peacefully from distance. Blaster turrets are close range.
Buffing turret installations would force HAVs to rely oon infantry to move on specific areas. They wouldnt be destroyed that often and actually be a tactical asset teams could fight for. Instead of WP ressource for the tankers. |
Takahiro Kashuken
Red Star. EoN.
206
|
Posted - 2013.04.12 11:37:00 -
[38] - Quote
Laurent Cazaderon wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one. Here's what i think CCP could do to fix this: 1. Give resistance, turret, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and discourage those that don't. These boosts would require a skill and will only work if everyone is in the same squad. Pilot Dropsuits would give additional bonuses to the tank as well 2. Give HAVs a "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank. You can also plot courses and set waypoints for the HAV driver. It will be similar to the CITV station for the 3-man tank in Battlefield 33. Replace the 2 small turrets with 1 medium turret - This will make the gunner more useful and valuable in tank vs tank fights and tank vs infantry fights. 4. Rebalance Large Turrets - Large Turrets would need to rebalanced in order to compensate for #1 and #3. Tank vs Tank fights would not last for 5-10 seconds and will not be fully determined by who can stack the most damage modifiers on their Large Turret. ****EDIT**** I made some changes to #2 & #3, there's no longer a 4th seat. Keep posting your feedback & ideas Forgetting one major thing : Turret Installation being totally useless. You can see HAV roll them out each game without even worrying. 1) turrets should be blue or red when game starts. 2) they should have way more HP so that a HAV going 1vs1 against one would be a risk for him. And to avoid militia forge gun taking them down in 4 shots..... 3) The type of turrets are sometimes odd compared to their positionning. Why would anyone add a blaster turret facing an open area where a railgun or a FG could kill them peacefully from distance. Blaster turrets are close range. Buffing turret installations would force HAVs to rely oon infantry to move on specific areas. They wouldnt be destroyed that often and actually be a tactical asset teams could fight for. Instead of WP ressource for the tankers.
No bad idea from someone who doesnt drive anything
1. Should be hacked not auto hacked, they already can track fast moving LAVs anything else will get hit including infantry and vehicles making them a pain in the arse and losing clones but not due to the other side kicking your arse to a cheap mechanic 2. No way they already have 4k hp as it is and its enough, a turret can take a vehicle apart but thats if the pilot hasnt noticed the turret so they get punished for it 3. Only point i agree with |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.12 22:59:00 -
[39] - Quote
Laurent Cazaderon wrote:
Forgetting one major thing : Turret Installation being totally useless. You can see HAV roll them out each game without even worrying.
1) turrets should be blue or red when game starts. 2) they should have way more HP so that a HAV going 1vs1 against one would be a risk for him. And to avoid militia forge gun taking them down in 4 shots..... 3) The type of turrets are sometimes odd compared to their positionning. Why would anyone add a blaster turret facing an open area where a railgun or a FG could kill them peacefully from distance. Blaster turrets are close range.
Buffing turret installations would force HAVs to rely oon infantry to move on specific areas. They wouldnt be destroyed that often and actually be a tactical asset teams could fight for. Instead of WP ressource for the tankers.
Takahiro Kashuken wrote: No bad idea from someone who doesnt drive anything
1. Should be hacked not auto hacked, they already can track fast moving LAVs anything else will get hit including infantry and vehicles making them a pain in the arse and losing clones but not due to the other side kicking your arse to a cheap mechanic 2. No way they already have 4k hp as it is and its enough, a turret can take a vehicle apart but thats if the pilot hasnt noticed the turret so they get punished for it 3. Only point i agree with
As an HAV driver, I actually agree with him. Turret installations were intended to protect an area from being overrun, but one tanker or one forge gunner can kill them in 2 - 6 seconds. It should at least take 2 people to kill a stationary turret that quickly.
If CCP implemented the "tactical seat" and the "1 medium turret" idea, it would actually take a small amount of teamwork to destroy these things in the same amount of time. |
KalOfTheRathi
Talon Strike Force LTD
334
|
Posted - 2013.04.13 02:04:00 -
[40] - Quote
0 Try Harder wrote:OK!!!!!!!!!
I accept. When are you on? How much ISK are you willing to put on the line?
Want to do it until 10 tanks are destroyed on one side? If it looks like a 50/50 chance to win, you win the contract. You earn the ISK, and I will make a post about how I was wrong, you are right, and it is a 50/50 chance to win.
If you get your ass beat repeatedly, it means that I win the ISK and you stop what I believe to be delusional posts on forums.
We can do gunnlogi with adv rail, or all out proto if you want. You can choose. I will make a post in war forums too. 0, if you need a Gunner. Send me email. |
|
Eris Ernaga
GamersForChrist
119
|
Posted - 2013.04.13 02:08:00 -
[41] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one. Here's what i think CCP could do to fix this: 1. Give resistance, turret, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and discourage those that don't. These boosts would require a skill and will only work if everyone is in the same squad. Pilot Dropsuits could give additional bonuses to the tank as well 2. Give HAVs a "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank. You can also plot courses and set waypoints for the HAV driver. It will be similar to the CITV station for the 3-man tank in Battlefield 33. Replace the 2 small turrets with 1 medium turret - This will make the gunner more useful and valuable in tank vs tank fights and tank vs infantry fights. 4. Rebalance Large Turrets - Large Turrets would need to rebalanced in order to compensate for #1 and #3. Tank vs Tank fights would not last for 5-10 seconds and will not be fully determined by who can stack the most damage modifiers on their Large Turret. ****EDIT**** I made some changes to #2 & #3, there's no longer a 4th seat. Keep posting your feedback & ideas
No because you have to realize how many tankers you are upsetting right now. I suggest you let this idea die because what do you run what if I suggested a complete over haul to it you would be mad obviously. You don't realize this is what you are doing to tankers. Best bet is you open up a new tank called the squad tank based for squad design and not solo operations when others use it in a group as you said it becomes much stronger. This is not rude but the truth leave my tanks alone. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 03:20:00 -
[42] - Quote
Eris Ernaga wrote:
No because you have to realize how many tankers you are upsetting right now. I suggest you let this idea die because what do you run what if I suggested a complete over haul to it you would be mad obviously. You don't realize this is what you are doing to tankers. Best bet is you open up a new tank called the squad tank based for squad design and not solo operations when others use it in a group as you said it becomes much stronger. This is not rude but the truth leave my tanks alone.
It wouldn't be a major overhaul at all actually. All it would do is replace the 2 ineffective small turrets with 1 valuable medium turret. It would rebalance Large turrets so that they can't destroy other tanks quite as easily as they do now, which means no more 2 shot railgun kills. Instead, it would take 1 large railgun and 1 medium railgun to kill another tank in roughly the same amount of time.
The tactical seat would add a whole new dimension of teamwork to tank gameplay. You wouldn't even need voice communication to coordinate and strategize with the HAV driver. People would respect the fact that they got killed by 3 people who are working together rather than 1 guy with a really big gun.
In the end, tanks would still remain a massive threat as a solo vehicle, but as squad vehicle, they'd be even more powerful.
|
Mavado V Noriega
SyNergy Gaming EoN.
2752
|
Posted - 2013.04.13 13:07:00 -
[43] - Quote
BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one. Here's what i think CCP could do to fix this: 1. Give resistance, turret, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and discourage those that don't. These boosts would require a skill and will only work if everyone is in the same squad. Pilot Dropsuits could give additional bonuses to the tank as well 2. Give HAVs a "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank. You can also plot courses and set waypoints for the HAV driver. It will be similar to the CITV station for the 3-man tank in Battlefield 33. Replace the 2 small turrets with 1 medium turret - This will make the gunner more useful and valuable in tank vs tank fights and tank vs infantry fights. 4. Rebalance Large Turrets - Large Turrets would need to rebalanced in order to compensate for #1 and #3. Tank vs Tank fights would not last for 5-10 seconds and will not be fully determined by who can stack the most damage modifiers on their Large Turret. ****EDIT**** I made some changes to #2 & #3, there's no longer a 4th seat. Keep posting your feedback & ideas
No.
we already know why tank fights last so short and no HP and resistance shouldnt be based on the number of bluedots or teammates i got in it because it doesnt make sense that when 1 person jumps out to cap the objective my tank magically becomes weaker |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 13:45:00 -
[44] - Quote
Mavado V Noriega wrote:
No.
we already know why tank fights last so short and no HP and resistance shouldnt be based on the number of bluedots or teammates i got in it because it doesnt make sense that when 1 person jumps out to cap the objective my tank magically becomes weaker
Tanks already become magically weaker nobody's driving it. Your concern could easily be remedied if the these boosts were based on proximity rather than everyone being in the tank. Perhaps the person in the tactical seat could deploy drones that are able to hack certain objectives.
is this the only part of my idea that you didn't like, what about #2, #3, and #4? Please let me know because i plan to make another thread like this that'll appeal to most of the community. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
256
|
Posted - 2013.04.13 13:56:00 -
[45] - Quote
Can't speak for the other guy, but I don't like two. HAVs are supposed to have one purpose: balls out fighting. If HAVs can deploy a drone to hack installations, or have any similar such capabilities, then there's essentially no reason to ever not use them. I like vehicles as much as the next guy. Probably more so. But infantry need to have a role on the field.
I'm not really sure how I feel about number three. I almost think HAVs should only have the one turret. The small turrets are really bad at their anti-infantry role, and they would be fairly game-breaking if they weren't. Infantry are supposed to be the HAV's weakness, the fly that they can't move quickly enough to swat. I rather wish they'd just gone with high/mid/low slots, personally, and would nix the whole "turret slot" thing.
As for four...*shrug*. There are a lot of things that need fixing about HAVs and turrets. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 15:23:00 -
[46] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Can't speak for the other guy, but I don't like two. HAVs are supposed to have one purpose: balls out fighting. If HAVs can deploy a drone to hack installations, or have any similar such capabilities, then there's essentially no reason to ever not use them. I like vehicles as much as the next guy. Probably more so. But infantry need to have a role on the field.
I'm not really sure how I feel about number three. I almost think HAVs should only have the one turret. The small turrets are really bad at their anti-infantry role, and they would be fairly game-breaking if they weren't. Infantry are supposed to be the HAV's weakness, the fly that they can't move quickly enough to swat. I rather wish they'd just gone with high/mid/low slots, personally, and would nix the whole "turret slot" thing.
As for four...*shrug*. There are a lot of things that need fixing about HAVs and turrets.
Yes, well the drone idea is just speculation anyway. Perhaps the drones could be limited to scouting, attacking and/or Logistics with no hacking capabilities.
Also, #2 doesn't really take anything away from the game. All it does is allow for more tactics while your friend is inside the HAV. Wouldn't it be nice if you had someone giving you a constant stream of intel while you're inside the HAV? The HAV would still be a "balls out fighting" vehicle, but it would also appeal to those that enjoy strategy & tactics as well.
You could still run a tank all by yourself with an active scanner, and you could still get HAV railgun kills in 4-5 shots instead of 2.
I think people would stop saying that "tanks are so OP" and "tanks take no skill" if these vehicles became more squad oriented. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
256
|
Posted - 2013.04.13 17:02:00 -
[47] - Quote
HAVs are super squad oriented. Their performance increases drastically if they run with squad support. I would argue that they are far more team dependent than dropsuits. It's just that that support is almost always better from outside of the HAV. And I don't have a problem with that. |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 18:15:00 -
[48] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:HAVs are super squad oriented. Their performance increases drastically if they run with squad support. I would argue that they are far more team dependent than dropsuits. It's just that that support is almost always better from outside of the HAV. And I don't have a problem with that.
Apparently they're not squad oriented enough, otherwise people would not view them as a 1-man vehicle. When's the last time you said to yourself "wow, that tanker has some great gunners"? The only useful purpose for gunners right now is to farm WP for an orbital strike. This is not a good utilization of the 2 extra seats in an HAV
HAVs do not give you enough bang for your buck. The best tankers with most expensive fits get themselves blown up on a regular basis by methods that take very little skill or tactics.
if CCP implemented some of my ideas, at-least there wouldn't be anymore "peek-a-boo" tactics. People wouldn't be able to just spam 6 tanks in a pub match and expect to run through everybody. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
257
|
Posted - 2013.04.13 18:33:00 -
[49] - Quote
People don't talk about the small turret gunners because they're irrelevant. Ask yourself instead how often people say "I couldn't get within AV grenade range of that HAV, his infantry support is too good!" That is how they're squad oriented.
Now I don't necessarily agree with this method of balance. I don't really like that HAV survival is about running away as soon as you take damage so you can spend 90 seconds repping yourself. That's not a fun way to play. That's why I wrote the post about governing vehicle mod use by capacitor, which I feel will be a lot better. |
Scheneighnay McBob
Bojo's School of the Trades
1209
|
Posted - 2013.04.13 18:56:00 -
[50] - Quote
BOZ MR wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots. Then squad up with people who know what they're doing, dumbass. That's what every other vehicle pilot needs to do to be effective.
I have a feeling HAV drivers will freak out again since someone is trying to make them use teamwork- just like when I suggested that the driver shouldn't control any turrets. I don't give a damn about how technology would make it possible- it's more efficient when the driver can worry about driving and the gunner can worry about gunning. |
|
BulletSnitcheZ
TRUE TEA BAGGERS
24
|
Posted - 2013.04.13 19:10:00 -
[51] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:People don't talk about the small turret gunners because they're irrelevant. Ask yourself instead how often people say "I couldn't get within AV grenade range of that HAV, his infantry support is too good!" That is how they're squad oriented.
Now I don't necessarily agree with this method of balance. I don't really like that HAV survival is about running away as soon as you take damage so you can spend 90 seconds repping yourself. That's not a fun way to play. That's why I wrote the post about governing vehicle mod use by capacitor, which I feel will be a lot better.
But why should the gunners be irrelevant? CCP could find a much better way to utilize those 2 extra seats.
And why should a tank crew have to rely solely on infantry to keep themselves alive and not vice-versa? A tank crew should at-least be given some tools to form strategies on their own.
I like your capacitor idea, but it wouldn't solve the issue of 2-shot railgun kills. People would still be using "peek-a-boo" tactics and people would still be spamming tanks in pub matches. |
Skihids
The Tritan Industries RISE of LEGION
1204
|
Posted - 2013.04.19 14:34:00 -
[52] - Quote
Large vehicles must be multi-crew oriented in order to be balanced.
If one man can run a tank it is essentially a Titan suit. It provides superior mobility, superior defense, and superior offense. It packs a huge punch and never runs out of ammunition. It is a huge pair of scissors that requires a huge rock to provide the counter to balance it out. That counter has to be available to another solo merc just as the heavy suit is vulnerable to a shotgun scout. If one man can run it, one man can take it out.
Wait you ignoramus! How can you say that when my tank costs X times infinity?
I say that because we all know its folly to try to balance power with ISK. You can't buy invincibility with money. If a tank can be run solo it is a huge force multiplier, far more than any proto suit with full proto mods and a proto weapon. Get three guys to drop tanks and the power of that team is so great that the other side has no chance. Each owner/operator runs and guns essentially as if he were in a super powered dropsuit.
I'm in a freaking tank! It should take a team to knock it out!
Yes, if it took a team to operate it, but it doesn't. The rest of your squad is free to mow down the vulnerable enemy AV before it can fire. The game just can't support a Titan suit.
But even the current HAV cost is too high if we allow a single merc to provide a hard counter. Don't field what you can't afford to lose is the rule, and nobody could sustain the losses. Drivers would demand the power to survive multiple matches to recoup their investment, and soon that translates into a basic invincibility.
The only viable solution is to require multiple crew members for the more powerful vehicles. Only then can you rationalize needing multiple enemy units to kill it.
I don't trust random blue dots to run my tank! How could you possibly suggest that?
Neither would I, and I'm not suggesting that. I fly dropships and I know that I need a corp squad to make it work. What I'm suggesting is that you get a corp tank crew together. DUST is teamwork oriented and large vehicles should reflect that mentality. There is a far greater potential for enjoyment with a tight crew than any solo player. Training and learning to coordinate is both more complex and more rewarding. The tank can be far more capable, complex, and nuanced with a crew than it could ever be as a solo Titan suit.
So I'm supposed to buy this tank for my corp mates to run? How is that fair?
It's not. I have to deal with that problem as a dropship pilot and it bites. I shell out 780k ISK so my buddies can shoot things as I fly around, and if I lose it, I'm the one out the cash. With a shared vehicle would come shared expenses. CCP should develop a formal funding method when it introduces crews. Perhaps there might be a special corp account for a crew, or a larger fund for all vehicles that can be drawn on by authorized crew members. Sharing expenses would bind the crew together more as they would all have a monetary stake in survival.
So I have to coordinate my play with a whole crew? I'll never be able to just jump in a match for a little fun!
Yes, if you want to run a behemoth. But vehicle pilots should also have smaller, cheaper, and sustainable alternatives for solo play. Perhaps MTACS or light tanks, would fit the bill. You wouldn't be an invincible force, but you wouldn't go broke replacing it a few times either. It would let you use your core vehicle skills in pub matches without having to get a second job as infantry and train up a sole other skill tree just to play solo. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 17:24:00 -
[53] - Quote
KalOfTheRathi wrote:0, if you need a Gunner. Send me email. LOL I don't think anyone is taking bulletsnit as anything more than a disgruntled n00b. We all know he is 100% wrong, and he clearly does not want to put his money where is fingers are xD
0 Try Harder wrote:BulletSnitcheZ wrote:Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? People don't use the damage mods for small turrets when they're using an HAV because small turrets are basically useless. OK!!!!!!!!! I accept. When are you on? How much ISK are you willing to put on the line? Want to do it until 10 tanks are destroyed on one side? If it looks like a 50/50 chance to win, you win the contract. You earn the ISK, and I will make a post about how I was wrong, you are right, and it is a 50/50 chance to win. If you get your ass beat repeatedly, it means that I win the ISK and you stop what I believe to be delusional posts on forums. We can do gunnlogi with adv rail, or all out proto if you want. You can choose. I will make a post in war forums too. I am. You ready to do this? I'm definitely looking forward to proving you wrong because you don't like to listen to other more knowledgeable HAV drivers on forums.
This is not a troll post or anything like that. I am serious. Your idea will destroy HAVs, and I can show you why. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 17:46:00 -
[54] - Quote
I like HAVs, and I feel like they have been gimped enough. They are fun to drive, and still effective if you use it as a team operated vehicle. You can do anything solo, but it does not make whatever you are doing good.
To be honest, I and many other HAV drivers are skeptical about driving HAVs in the next build. Suggestions like this and many others will completely ruin them. There are many players attempting to make HAVs unusable. Some intentionally, and some not, but I and a few other HAV drivers are worried that CCP will listen to them, and essentially remove them from the game by making them useless.
Some are pretty obvious about their hate for HAVs. For instance, duster's blog is run by ROFL alliance, and that alliance just lost almost all of their HAV operators. I think they now have one or two at most. So what do they do? They go to their blog and make a post asking CCP to make HAVs unplayable. It's nothing new for them - I remember when we were in the alliance, they liked to try to put restrictions for skirmishes. The restrictions were always on something that they did not have. No lasers or mass drivers available? Try to make a rule that lasers and mass drivers cannot be used in corp battles. Only four proto suit players on? Try to make a rule that only four proto suits are allowed in corp battles.
So yah, we'll see what CCP does to HAVs and other things like them. I am hopeful that CCP won't kill them, but who knows. |
Skihids
The Tritan Industries RISE of LEGION
1205
|
Posted - 2013.04.19 18:36:00 -
[55] - Quote
It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members.
It's basically forcing tight squad coordination.
I imagine the enemy quaking in their boots when one of those are dropped. |
BulletSnitcheZ
TRUE TEA BAGGERS
29
|
Posted - 2013.04.19 18:48:00 -
[56] - Quote
0 Try Harder wrote:KalOfTheRathi wrote:0, if you need a Gunner. Send me email. LOL I don't think anyone is taking bulletsnit as anything more than a disgruntled n00b. We all know he is 100% wrong, and he clearly does not want to put his money where is fingers are xD 0 Try Harder wrote:BulletSnitcheZ wrote:Quote:How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lol fair. It wouldn't matter at all actually, especially if both of us are using Large Railgun Turrets. The fight will just come down to who gets hit with the first shot because small turrets barely do any damage to tanks. My prototype small railgun turrets needs 4 - 6 shots to kill an LAV and you're telling me those things are supposed to be useful in a tank fight? People don't use the damage mods for small turrets when they're using an HAV because small turrets are basically useless. OK!!!!!!!!! I accept. When are you on? How much ISK are you willing to put on the line? Want to do it until 10 tanks are destroyed on one side? If it looks like a 50/50 chance to win, you win the contract. You earn the ISK, and I will make a post about how I was wrong, you are right, and it is a 50/50 chance to win. If you get your ass beat repeatedly, it means that I win the ISK and you stop what I believe to be delusional posts on forums. We can do gunnlogi with adv rail, or all out proto if you want. You can choose. I will make a post in war forums too. My offer is still available. You ready to do this? I'm definitely looking forward to proving you wrong because you don't like to listen to other more knowledgeable HAV drivers on forums. Even though your intentions are probably good, you're really just hurting one way groupsof people like to play the game. This is not a troll post or anything like that. I am serious. Your idea will destroy HAVs, and I can show you why.
I have over 7 million SP invested into shield tanks, and everyone that plays with me always says that i'm a great tank driver, even my enemies sometimes ask me what fits & tactics i use.
I've solo killed some of the best tankers in the game simply by sneaking up behind them or hitting them with my proto railgun. I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either.
Why don't you create your own idea on how to fix tanks since you seem to know so much better than i do?
|
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 19:11:00 -
[57] - Quote
BulletSnitcheZ wrote:I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either. If you're that confident and are right about the 50/50 chance, I'll pay you for the tanks that you lose. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 19:14:00 -
[58] - Quote
Skihids wrote:It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members. It might be more powerful if it can soak up ten forge shots, two orbitals and repair all of that damage every thirty seconds, but I have a feeling that you would not consider that "balanced".
If you're making a HAV driver a 6 or 7 man crew, it better be worth it. If you're not using at least a three man team, you're just doing it wrong. |
Skihids
The Tritan Industries RISE of LEGION
1206
|
Posted - 2013.04.19 19:40:00 -
[59] - Quote
0 Try Harder wrote:Skihids wrote:It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members. It might be more powerful if it can soak up ten forge shots, two orbitals and repair all of that damage every thirty seconds, but I have a feeling that you would not consider that "balanced". If you're making a HAV driver a 6 or 7 man crew, it better be worth it. If you're not using at least a three man team, you're just doing it wrong.
I'm thinking about more than simple DPS. Tanks today are treated exactly like dropsuits, eHP and DPS with the latter taking precedence.
I'm proposing it take eWar combined with DPS to take down a multi-crew vehicle, and not just a simple "I turn on my eWar weapon and then shoot". No, that would then be potentially countered by eWar in the tank, which would require another response from the enemy.
The resulting strategy would be thus more complex and exciting than "I hit you first with the biggest club". |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 19:40:00 -
[60] - Quote
0 Try Harder wrote:I like HAVs, and I feel like they have been gimped enough. They are fun to drive, and still effective if you use it as a team operated vehicle. You can do anything solo, but it does not make whatever you are doing good.
To be honest, I and many other HAV drivers are skeptical about driving HAVs in the next build. Suggestions like this and many others will completely ruin them. There are many players attempting to make HAVs unusable. Some intentionally, and some not, but I and a few other HAV drivers are worried that CCP will listen to them, and essentially remove them from the game by making them useless.
Some are pretty obvious about their hate for HAVs. For instance, duster's blog is run by ROFL alliance, and that alliance just lost almost all of their HAV operators. I think they now have one or two at most. So what do they do? They go to their blog and make a post asking CCP to make HAVs unplayable. It's nothing new for them - I remember when we were in the alliance, they liked to try to put restrictions for skirmishes. The restrictions were always on something that they did not have. No lasers or mass drivers available? Try to make a rule that lasers and mass drivers cannot be used in corp battles. Only four proto suit players on? Try to make a rule that only four proto suits are allowed in corp battles.
So yah, we'll see what CCP does to HAVs and other things like them. I am hopeful that CCP won't kill them, but who knows.
So you'd rather tanks remain exactly as they are now?
if CCP doesn't make tanks more "multi crew oriented", they would seriously limit the tactical potential of these vehicles. 1 tank operator can't do everything by himself. Having multiple tank operators, responsible for different roles in the tank, would buff HAVs while balancing gameplay at the same time. One tank operator should not be able to decimate an entire team by himself. A solo tank driver should not be able to kill a 3-man tank crew quite as easily as they do right now.
In games like Battlefield 3, tanks & choppers are balanced and very fun to play with as a multi crew oriented vehicle, and i'd expect the same if vehicles were like that in DUST 514. |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 20:39:00 -
[61] - Quote
BulletSnitcheZ wrote:So you'd rather tanks remain exactly as they are now?
if CCP doesn't make tanks more "multi crew oriented", they would seriously limit the tactical potential of these vehicles. Again, they are "multi crew oriented" already. You're asking them to require multiple squads to operate one.
BulletSnitcheZ wrote: In games like Battlefield 3 Maybe that is where we disagree. I'd rather not have DUST514 to become Battlefield 4.
0 Try Harder wrote:BulletSnitcheZ wrote:I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either. If you're that confident and are right about the 50/50 chance, I'll pay you for the tanks that you lose. edit: but you better be willing to pay me a fair amount if I win ^.^ If it's first to ten, we can start by making the contract enough to pay for five tanks. You can choose gunnlogi w/adv rail or all out sagaris battle. Just in case you missed it. If you do not think that tanks need a team to run, you can prove it. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 21:34:00 -
[62] - Quote
0 Try Harder wrote: You're asking them to require multiple squads to operate one. Wrong. The tank model i suggested would be similar to the one used in BF3. In BF3, you can operate a tank or a chopper all by yourself, but you'd put yourself at a big disadvantage due to the benefits you get from working with a full crew, such as target painting and scanning. I'm simply applying a similar concept in my idea.
Quote:Maybe that is where we disagree. I'd rather not have DUST514 to become Battlefield 4.
DUST 514 doesn't have to become Battlefield 3, but it can certainly apply similar concepts that made BF3 successful. Why? Because the team-oriented vehicle mechanics in Battlefield allow for much greater tactics and coordination when compared to DUST 514.
Like i said before, why don't you make your own idea on how to fix tanks since you know so much more than me? Also, there's a 0% chance that i'm going to waste ISK on your dumb challenge so you can shut up about it already. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.19 21:46:00 -
[63] - Quote
0 Try Harder wrote:Skihids wrote:It's not a nerf, it's a balancing.
Done properly, a multi-crew tank would be far more powerful and harder to kill than today's tanks. It would require more enemy coordination to neutralize or destroy, yet it would still be balanced because it requires the attention of multiple team members. It might be more powerful if it can soak up ten forge shots, two orbitals and repair all of that damage every thirty seconds, but I have a feeling that you would not consider that "balanced". If you're making a HAV driver a 6 or 7 man crew, it better be worth it. If you're not using at least a three man team, you're just doing it wrong.
Where did i say that tanks would become that powerful as a result of this change? Where did i say HAVs would become a 7 man vehicle?
Don't reply to this thread if you don't have anything constructive to add to the conversation. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
256
|
Posted - 2013.04.19 22:44:00 -
[64] - Quote
BulletSnitcheZ wrote:Don't reply to this thread if you don't have anything constructive to add to the conversation. I am being constructive. Now stop dodging.
0 Try Harder wrote:BulletSnitcheZ wrote:I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either. If you're that confident and are right about the 50/50 chance, I'll pay you for the tanks that you lose. edit: but you better be willing to pay me a fair amount if I win ^.^ If it's first to ten, we can start by making the contract enough to pay for five tanks. You can choose gunnlogi w/adv rail or all out sagaris battle. If you win I'll completely agree with you, but there is no way that HAVs are a one man vehicle. There are plenty of people who are just trying to nerf HAVs, show me that I am wrong.
This is the last time I'll post this. I am 99% sure you're just trying to troll HAV drivers because you dislike HAVs and would like to see them nerfed.
I don't understand why you would refuse this offer if you believe that you are right. I am offering to pay for your HAVs and extra if you prove me wrong. I'll even agree with you and concede that I was completely wrong and mistaken. You don't have to post anything. If it is 50/50, there's a good chance that we'll both lose at least 8 to 9 tanks.
That's a lot of ISK I could lose, and you can earn a significant amount. I'm comfortable putting up that much money because I am not only confident that what I am saying is accurate, but I am also willing to back it up with ISK. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.20 00:57:00 -
[65] - Quote
0 Try Harder wrote:BulletSnitcheZ wrote:Don't reply to this thread if you don't have anything constructive to add to the conversation. I am being constructive. Now stop dodging. 0 Try Harder wrote:BulletSnitcheZ wrote:I know EXACTLY what i'm talking about & i don't have to waste millions of ISK on your stupid challenge to prove you wrong either. If you're that confident and are right about the 50/50 chance, I'll pay you for the tanks that you lose. edit: but you better be willing to pay me a fair amount if I win ^.^ If it's first to ten, we can start by making the contract enough to pay for five tanks. You can choose gunnlogi w/adv rail or all out sagaris battle. If you win I'll completely agree with you, but there is no way that HAVs are a one man vehicle. There are plenty of people who are just trying to nerf HAVs, show me that I am wrong. This is the last time I'll post this. I am 99% sure you're just trying to troll HAV drivers because you dislike HAVs and would like to see them nerfed. I don't understand why you would refuse this offer if you believe that you are right. I am offering to pay for your HAVs and extra if you prove me wrong. I'll even agree with you and concede that I was completely wrong and mistaken. You don't have to post anything. If it is 50/50, there's a good chance that we'll both lose at least 8 to 9 tanks. That's a lot of ISK I could lose, and you can earn a significant amount. I'm comfortable putting up that much money because I am not only confident that what I am saying is accurate, but I am also willing to back it up with ISK.
Your Challenge is stupid and a waste of ISK because it doesn't even simulate what happens in an ACUTAL MATCH.
Example 1: A full HAV crew is using a prototype armor tank in a skirmish match. While they're busy killing infantry, i call in my Sica equipped with a compressed railgun and kill them in 2 shots.
Example 2: A full HAV crew is using a STD shield tank in an ambush match. I respond by putting as many damage modifiers as i can on my Large blaster turret. While they're busy killing infantry, i sneak up behind them and kill them in 5 seconds.
Example 3: I'm using a Gunnlogi with a full tank crew in an ambush match. The enemy team spams 3 solo tanks and they chase us around the map until we die.
If some of my ideas were implemented, these situations would be much less likely to occur. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
168
|
Posted - 2013.04.20 04:45:00 -
[66] - Quote
then make it where AV can't 1v1 me. like seriously. i don't want to have this squad of ppl just to protect me from ppl who can 1v1 me. what a waste of my team. don't even lie u know tanks can be 1v1'd. So either nerf AV to where they have to be teamed up or buff tanks to where they can live in a 1v1 fight and need help if more ppl come. |
Dagger-Two
Villore Joint Task Force
2
|
Posted - 2013.04.20 05:23:00 -
[67] - Quote
You want to balance out tanks, make them more of a powerful. teamwork-based, game-changing asset, which is less frequently used to rack up kills in ambush matches against pubbies and more used to help your team win major battles?
Make gunner and driver seperate. Easy as that.
And before the QQ starts about it being 'my tank' and not wanting to rely on blueberries, there are lots of ways you could get around those issues (squad-only vehicle, for example). Drover focuses on driving and modules, gunner focuses on shooting. They share points for kills.
You solve the problem of one man HAV's and the over-use of HAV's in one swoop. You make tanks a more valuable asset to your team because they will be used less often, and you give DUST a teamwork mechanic that isn't found in most shooters.
And before you start bitching, I read people saying themselves they didn't want DUST to be like BF3. Well, here you go. Thiis is nothing like BF3. AFAIK, you'll only find this mechanic in ARMA and Project Reality, and as someone who plays both, I can assure you that you don't have to drive and gun to have a shitload of fun in a tank, and get your heart pumping. There's also no better feeling than coordinating with your driver to get a sweet shoot-and-scoot kill, or as a driver using your optics to mark targets for the gunner.
You can all ***** at this idea now. |
Aythadis Smith
The Generals EoN.
2
|
Posted - 2013.04.20 09:47:00 -
[68] - Quote
Crap, I'd take Zero on his challenge but I personally know the out come. I'd shed QQ tears for a few and learn from it.
Though I do agree FG shots hurt and can be down right brutal. Given a high enough out cropping and me not paying attention sure enough, my tank transforms into scrap metal.
Now lets give this squad tank into account. He just got a 4 kill. SWEET. Maybe I should become a FG gunner next build.
The idea has it's hit and misses. Biggest miss, you are messing with what we have already. If you brought this "new tank" out. It is yet again, iffy. I mean, on the logical side, in essence, 4 tankers are in one tank. 4 people. When you take the "rock paper scissors " approach of this game where AV gets smoked by AI, and AI vehicles are smoked by AV and AV vehicles. Maybe I am wrong, but, this super tank with a squad of tankers inside could just as easily be replaced by ...*gasp* 4 tanks. Which does fall into tank spam. This is where YOUR...repeat.... YOUR squad needs some AV fits. So in a way the games pushes specialization & cross specing. How would this tank idea play in the game when the MCC follows its name. Mobile ....Command...Center.
Meaning our eyes in the sky. A fraggo dude. Target painter. Showing us open routes and stuff. So, now two guys are out there doing the same roll. Negative Ghost rider. Pattern is full.
Also... you taking the big gun away from the driver is kinda painful. Most tanks can be 1v1, and my only defense is offence. Or....a better squad. Crap, infantry should be doing its job. Or better yet, I shouldn't out run my squad for extended periods of time. Which I might add, is WHERE I LOSE MOST OF MY TANKS.
So tl;dr. I don't feel this is much of an addition. It is an idea, but I feel its place isn't here. |
Aythadis Smith
The Generals EoN.
2
|
Posted - 2013.04.20 09:49:00 -
[69] - Quote
To 0 Try Harder, I am kinda mental. Maybe insane. I might sacrifice a few tanks to you. Even if it is to become a better driver. As for proto turrets. Id say no to that for really is just, who has the bigger gun. Plus the fight wont last too long. I don't want you to get bored. |
BulletSnitcheZ
TRUE TEA BAGGERS
30
|
Posted - 2013.04.20 14:09:00 -
[70] - Quote
Aythadis Smith wrote:
you are messing with what we have already
My idea is intended to rebalance tank gameplay by making them more tactical and team oriented. The keyword there is rebalance, which means solo tanks would not be as effective as they are right now, damage wise and HP wise. Would you rather have 4 tanks on the field in an ambush/skirmish match or 16? Would you rather a solo tank decimate your entire team or a full HAV crew that's working in coordination? And yes, AV equipment would still be very effective against a full HAV crew, i feel like i shouldn't have to explain this..
Quote:How would this tank idea play in the game when the MCC follows its name. Mobile ....Command...Center.
while I agree that the MCC commander should still remain the backbone of the overall tactics of your team, you can't expect him to coordinate EVERYTHING on the battlefield right? Infantry and vehicle personnel should still be given the tools necessary to form their own tactics on the fly.
My "tactical seat" idea would actually work even better if used in conjunction with the MCC commander. It would allow the MCC commander to see exactly where a tank crew is moving and what they're targeting without the need for voice communication.
|
|
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
128
|
Posted - 2013.04.20 14:11:00 -
[71] - Quote
http://www.reddit.com/r/dust514/comments/1ckz34/dust_514_developer_ama/c9j2cax
Tanks are completely broken- Yesterday, to create a tank that could survive more than 3 minutes in open combat, without retreating to the red line to snipe, I had to lay down 3 azeotropic shield extenders, 2 heavy azeotropic shield extenders, and 3 local PG upgrades, coming out to a total just under 10,000. I am NO scrub tanker, and I was still getting wrecked on the basis that I had to give up and ability to damage other tanks, regen, or move fast (Yes, I use a keyboard). A tank shouldnt have to give up everything to be a true tank. People complain about railgun snipers, but then ask to buff AV/nerf tanks, more. I, and the rest of the truly skilled tanking community, have found that railgun sniping is the only way to make a profit with tanks in pub matches, without pulling Suryas and Sagarises, which give anyone without Ishukones and Gastun's a chance in hell of getting a single kill, and if we lose one of those, we're set back about a week for ISK. AV needs a serious nerf, or ALL vehicles need a huge buff because as of now, only proto tanks running a full tanked fit can survive more than 5 seconds (bc assault forge charge time is 2.5) in the open. Vehicles will be the main players draining the money from Eve because every other type of merc (except, maybe, the heavy), is able to support themselves running proto in every match. Face it, CCP: you're making tanks obsolete. |
Aythadis Smith
The Generals EoN.
2
|
Posted - 2013.04.20 15:02:00 -
[72] - Quote
Real talk. my tank. My MAIN tank is a Gunn and it only has ...get this.... Just over 5k shields. Yes it is an azi...I wont even try to spell it. You know what, I have no problem keeping it alive. I've taking out multiply tanks with it. Ranging from training wheels to professional. Some times though, I get a little froggy and rush, and usually get popped or at least reminded my place in life.
As for your tank, honestly, it should be its own class. Don't mess with what we like. Besides, outside of Proto, killing other tanks isn't all that hard. That is Skirmish. On OMS, by now, if you don't have dual spec'd into human targets and armored, I don't know what to say. I personally have pushed other tanks back to red line in tier 2 crap. Sure I've popped a few as ambush/ guerrilla warfare on them. Find a route most traveled ( like roads behind C on the ABC Skirm, or the OMS equal, with the city. He passes by there once in a while, just set up camp. Oh, and personal opinion, with how advanced and cheap AV tech really is, with a small map that OMS is, you are either confident or an idiot if you drop artillery there. Kids are running in there ( I my self am no child, just mentally)
Ehem. Kids are running in there to play this like a team death match. And look, you are the douche dropping artillery in there. And in all honestly, you kinda are. Unless you are hunting vehicles or giving your team a line to push, you really are just asking your tank to get popped.
For me, my Gunn. I don't over push my team, I work as an asset, not some murdering fortress. Maybe it is my game play, but I do get some decent kills. What I really do get is the assists and am a taxi, and something to push enemies out of the wood work. I try not to be this murdering fortress because I know, there is always a better AV then I am as a pilot. A driver. Sure I got 2 months as one, but, AV needs about 2 weeks to a month. For Proto and officer, I guess I can safely say the same time.
The debate isn't how awesome your tank is, how good/bad of a driver I am, point is the topics rewrite of a tank. If all tanks are going that route, no. Negative. I feel glassy as is. I am not a guerrilla fighter. I actually feel my tank is much like a scout suit. Engage and disengage at will. And if things get too froggy, run for that redline with boosters and hardeners on full.
If you made said new class of tank. Say, a side step. I got this Gunnlogi. I could go Marauder class or...say this Spec ops tank. More passengers, the stronger it gets, 2 turrets but, say each passenger can donate a ...I dont know, a module or something to add to it. But then, we heard it before. Nerf that, buff that, and internal spinning wheel. Best bet, leave crap alone.
Is the game fun? Is it entertaining? Do you play this then other game? If so, you enjoy it and let the DEVs do their vision, cuz if they try to make us all happy, we will just get another games clone and no one will be happy. What do you want, another Battlefield, CoD? Hell, how about MAG. Hey, lets play with the lighting and add demons and get Doom 3.....
Overal, your idea isn't bad if it where a new class. |
Aythadis Smith
The Generals EoN.
2
|
Posted - 2013.04.20 15:10:00 -
[73] - Quote
As for tanks being total crap, you never faced a strong team with that tank. It isnt the tank that is the menace, it is the people around it and in it willing to give your life hell. For armor, awesome. For shield tanks, it is the snipers that pin Forge gunners, the tank pinning the ground, while the guys running on top to drop them and hopping off to get in the tank and book it. You havent seen people as you circular strafe a missile tank and they have AV's while you are popping it, taking it out on its first volley.
Don't call a tank a one man army, because it isn't just me that is keeping that tank alive, it is my whole squad and extending to blueberries.
As for your 10k shield Sag, try a hardener. How about play hit and run. Think of it as a scout suit. Hit and run. Play outside the objective. Look in the hills. Camp red line for a sec, go on the map and look for the little salt and pepper shakes on it. Always have an entrance and multiple exit. Be prepared for LAV hit and run, and ambushes set up for you. Also, you ...YOU as the driver are the biggest threat to your equipment.
Ps, the Gatsun FG hurts like hell. You need ointment after. Maybe a shower.... |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
259
|
Posted - 2013.04.21 01:51:00 -
[74] - Quote
Aythadis Smith wrote:To 0 Try Harder, I am kinda mental. Maybe insane. I might sacrifice a few tanks to you. Even if it is to become a better driver. Sounds good ^.^ Sadly, I'm definitely not anywhere near as good as some other players. I did two games against Slap26 and lost 7 sagaris and a few gunnlogi. But it did help with my tanking a lot, and I finally killed him once! When he is not working or playing DUST, he's playing World of Tanks.
BTW you definitely do not want to take me up on that, "I get two guys helping me and you are all alone" deal. We can discuss in game if you're serious about it. I'm not sure if your corp has multiple HAV drivers, but I have wanted to do a 3v3 or 5v5 HAV battle for a long time now.
So I said I wasn't going to post here again, but I read some of the dev stuff, and they apparently checked out this thread and talked about it here.
I have to go over a few (I thought obvious) strategies, so I'll wait until tomorrow's corp battle. I want to wait because 200mil of our $ is at stake on DUST side and a few bil on EVE, plus winning is cool. I want to post whatever I write on our forums first so that I can get some feedback on what I should say and what I should not. The couple of things I'd like to mention are not too groundbreaking, but loose lips do sink ships ;)
I hope that the devs will balance HAVs and AV around corp battles, and not pub games. With 16v16 coming out soon, my corp has done a fair amount of testing in an attempt to figure out how the dynamics will change, what 8v8 strategies might work, which ones will not, and numerous other things. What is cool is that there are multiple things that we have wanted to do in 8v8, but we could not in such a restrictive format. I see 16v16 as an opportunity to add variation to the game, and I want to encourage that instead of restricting it. Many players have spent the past month or so gearing up for 16v16 corp battles. I cannot wait!
Sure, I did not need to post this now and could have just posted everything tomorrow, but I figure a bit of publicity for this corp battle cannot hurt. I want this to happen, no corp can back out! ^.^ |
Garrett Blacknova
Codex Troopers
2567
|
Posted - 2013.04.21 10:47:00 -
[75] - Quote
This gives me an idea.
Drivers/pilots should be re-designated as "vehicle commanders".
Anyone in any seat in the vehicle should be able to bring up the module wheel with R2, not just the commander. The vehicle commander will have the ability to select modules and assign them to another player in the vehicle. This way, if you're running with a squad and you trust your gunners to look after you, they can be handed control of things, but if you're running solo and a random jumps into your tank, they won't hijack important things which you really shouldn't trust a blueberry with.
Also, while I like the idea of a "command centre" vehicle, I think they should have "command" variants for certain vehicle types, rather than making it a "this is what tanks do" role. |
slypie11
Planetary Response Organisation
172
|
Posted - 2013.04.21 15:56:00 -
[76] - Quote
Well guys, the dev just stated in the updates thread that eventually, they will be making HAVs more tactical and squad oriented. Don't know how, but it will be happening. |
Draco Cerberus
Hellstorm Inc League of Infamy
25
|
Posted - 2013.04.21 17:08:00 -
[77] - Quote
+1 to Op for his first post. It seems like a good workable tank model and I would love to see a target painter in this game. Missile turrets may be more useful with these changes.
I don't like the idea that a tanker could scan down the fit of my dropsuit, I know that after 1-10 shells by their main turret should kill me anyways. Why make it that powerful? As for detecting enemy units through the ability to turn on secondary modules like a scanner, I approve of this.
The tanker being in control of reps and driving while still being able to turn all modules on is a solo idea. I suggest that allowing the passengers the ability to also turn on the secondary functions of the tank would allow for a more squad oriented tank. Sometimes you need a mechanic fixing things as you are fleeing and if the driver is occupied by avoiding the lamp posts and such, this is more difficult to do. |
Charlotte O'Dell
Faabulous
133
|
Posted - 2013.04.22 22:52:00 -
[78] - Quote
Only if it's optional would I +1. If i have a good crew then yes but i don't want blueberries in my tank |
BulletSnitcheZ
TRUE TEA BAGGERS Orion Empire
30
|
Posted - 2013.04.23 02:51:00 -
[79] - Quote
Garrett Blacknova wrote:This gives me an idea.
Drivers/pilots should be re-designated as "vehicle commanders".
Anyone in any seat in the vehicle should be able to bring up the module wheel with R2, not just the commander. The vehicle commander will have the ability to select modules and assign them to another player in the vehicle. This way, if you're running with a squad and you trust your gunners to look after you, they can be handed control of things, but if you're running solo and a random jumps into your tank, they won't hijack important things which you really shouldn't trust a blueberry with.
Also, while I like the idea of a "command centre" vehicle, I think they should have "command" variants for certain vehicle types, rather than making it a "this is what tanks do" role.
That's a good idea. Switching modules in the heat of battle is kinda difficult and having someone else do it for you would definitely help.
|
Flawless Mirage
Valhalla Gardains
0
|
Posted - 2013.07.12 11:18:00 -
[80] - Quote
Just what the ****!-? -1
Here we go again; nerfing the ********* tanks again because you ********* think the H.A.V.s are still OP when one ******* prototype, hell, advance AV Grenade so much as glances it you can kiss good-*******-bye to your +2mil ISK H.A.V.
What you all are suggesting is basically making random mother****ing blueberries dictate whether or not you live. You're making it so that having +2 gunners/passengers is a ****ing requirement otherwise the ****ed H.A.V.s are next to ****ing useless; after all, if you add that on top of the H.A.V.s existing stats; these ****ers will scream "OP! OP! OP! nerf!" and you all goddamned know it just look at the multitude of other threads requesting OPs on everything ("Godlock", Assault Rifles, "Murder Taxis", H.A.V.s, "Logis" and A.V. Grenades, to name a few); And if it isn't implemented with the existing stats it will force you to depend on ****ing random blueberries. You'll probably say we should get corp-mates right; guess what? some of us have ****ing lives.... ya know, work, relationships, problems, school, and other responsibilities that prevent you from being a hard-core player and really investing time into this game and joining a corporation; and eventhen, if you have, they might not want to squad with you to do that, they might already be in a squad; said members might not be on or, you might just not have enough.
The idea in which you have no ****ed control over your H.A.V.s turret?! madness!; blueberries are unreliable at best; what about your own stats/scores?
In other words... would you be happy only earning kill assist, because you sure as ****ing hell can't run them over reliably at all?. What about the people who like running solo, do you want to screw them over?
There is enough damn teamwork with your team; If you're lucky they'll even keep the A.V. users away from you... although, I wouldn't count on the blueberries to even do that.
Let us vehicle users at least keep the ****ing glass cannons the way they are; after all, you are nerfing everything else. We've spent a great deal of time getting the skills for these **** ****** *** H.A.V.s that we currently have, no need to make 'em even ******** ya think?
The small turrets are largely useless, yes, what'd you expect?
This game is still ****ing ****** as **** no matter what way you look at it. Its free-to-play.
You see H.A.V.s killing everything in a match because of not only the driver's skill but, his/her team (Teamwork, no?); well, that and the fact that people on the other team only have the starter A.V. outfitting that aren't to effective against anything better than STD at best.
The only reliable way to get a good amount of kills without risking your H.A.V. being destroyed with one A.V. weapon is rail-gun sniping...
I'll admit, this is a rant. You people wanting to intentionally or not nerf H.A.V.s some more hass pissed me off.
Remember; every choice you make, has consequences! be they positive, negative, foreseen, unseen, intended, or unintended.
I just don't want everything to be ****ing nerfed over and over again...
When will you all just stop crying for the next good thing to be nerfed before turning back to the best, now nerfed weapon, and wanting it to be nerfed (Or completely removed) some more?
Want examples?[/url
More ^_^
[url]http://dustsearch.com/thread/73748/page/2
|
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
252
|
Posted - 2013.07.12 11:26:00 -
[81] - Quote
This is never going to happen. Why hasn't someone locked this yet? |
Void Echo
Internal Error. League of Infamy
528
|
Posted - 2013.07.12 11:34:00 -
[82] - Quote
Sextus Hardcock wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP boosts to the HAV when more people are using it - This would reward tankers that utilize teamwork and penalize those that don't. These boosts would require a skill and will only work if everyone is in the same squad.
2. Give HAVs a 4th "Tactical" seat - This seat would be responsible for logistics (Scanning, Spotting). It gives you an enhanced view of the map, allowing you to view the fittings of any scanned target you select. It also allows you to request orbital strikes and installations, all from the safety of the tank.
3. Buff small turrets - Small turrets should play an important role in the firepower & survivability of a tank. This means an increase in the damage, range, and/or accuracy of small turrets.
***EDIT***
i changed #2 and replaced it with something better. Keep posting your ideas people, HAV gameplay needs to change. +1
HAVs have been hanged enough already. but at least your not trying to FORCE teamwork down our throats this time so I can sympathize, however don't expect every tank driver to suddenly start using teams just because these things, some of us prefer to go solo and are pretty damn good at it. |
Void Echo
Internal Error. League of Infamy
528
|
Posted - 2013.07.12 11:35:00 -
[83] - Quote
BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay?
call of duty IS tactics and team work. this game is built around the mercenary life. |
Void Echo
Internal Error. League of Infamy
528
|
Posted - 2013.07.12 11:37:00 -
[84] - Quote
0 Try Harder wrote:BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay? It's not ---_______--- How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lolfair. I'm going to bet that you are going to fail miserably. Why? Because HAVs are not solo vehicles. Again, just because people use them as such does not mean that they are. What you are actually doing is: 1) Forcing people to play how you want them to play. 2) Actually making the HAV a four to five person vehicle. The second part is extremely important. Right now we have 8v8, and soon we will have 16 v 16 or 12 v 12. If you have to take four to five people out of a battle to operate ONE vehicle, it is just not worth it. Especially when one to two proto AV can destroy the HAV. I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do. HAVs are already weak enough, and making more people operate them is going to make them even worse, unless you do something that will never happen. IE give HAVs a second large turret instead of a small one, or make it so that HAVs can fly. See what is needed to make it actually worth it to take even more people to operate one?
il take your challenge because I can use the hav solo and kill any tank, you would need a 2nd tank just to distract me. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
252
|
Posted - 2013.07.12 11:45:00 -
[85] - Quote
Void Echo wrote:0 Try Harder wrote:BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay? It's not ---_______--- How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lolfair. I'm going to bet that you are going to fail miserably. Why? Because HAVs are not solo vehicles. Again, just because people use them as such does not mean that they are. What you are actually doing is: 1) Forcing people to play how you want them to play. 2) Actually making the HAV a four to five person vehicle. The second part is extremely important. Right now we have 8v8, and soon we will have 16 v 16 or 12 v 12. If you have to take four to five people out of a battle to operate ONE vehicle, it is just not worth it. Especially when one to two proto AV can destroy the HAV. I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do. HAVs are already weak enough, and making more people operate them is going to make them even worse, unless you do something that will never happen. IE give HAVs a second large turret instead of a small one, or make it so that HAVs can fly. See what is needed to make it actually worth it to take even more people to operate one? il take your challenge because I can use the hav solo and kill any tank, you would need a 2nd tank just to distract me.
Our fight score right now is 5:4. |
Void Echo
Internal Error. League of Infamy
529
|
Posted - 2013.07.12 11:50:00 -
[86] - Quote
Scheneighnay McBob wrote:BOZ MR wrote:BulletSnitcheZ wrote:Right now, tanks are basically a one-man vehicle. A solo HAV driver with a prototype railgun can destroy an organized 3-man HAV crew in about 1 - 2 shots. This needs to stop. Tanks are supposed to be a squad vehicle, not a solo one.
Here's what i think CCP could do to fix this:
1. Give resistance, damage, and HP bonuses to the HAV when 3 people are using it - This would reward tankers that utilize teamwork and penalize those that don't.
2. Give everyone in the HAV a specified role - Perhaps 1 person in the tank could be responsible for logistics (Shield Repairing, Shield Hardening, Scanning) while the other 2 could be responsible for killing targets.
I'll be expanding this list soon. Please post your feedback and ideas people because HAV gameplay needs a serious overhaul. No. -1 I do not want to give the job of keeping me alive to random blue dots. Then squad up with people who know what they're doing, dumbass. That's what every other vehicle pilot needs to do to be effective. I have a feeling HAV drivers will freak out again since someone is trying to make them use teamwork- just like when I suggested that the driver shouldn't control any turrets. I don't give a damn about how technology would make it possible- it's more efficient when the driver can worry about driving and the gunner can worry about gunning.
the main issue of your suggestion to separate the driver seat from the cannon seat is finding anyone actually willing to skill into only driving it. not gona happen |
Void Echo
Internal Error. League of Infamy
529
|
Posted - 2013.07.12 11:50:00 -
[87] - Quote
Godin Thekiller wrote:Void Echo wrote:0 Try Harder wrote:BulletSnitcheZ wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Sure, I guess, in much the same way a mugger "incentivizes" you to give them your wallet. "Do it or you'll die" is technically an incentive. Just...not really in keeping with the way people normally use the term. The way people are using tanks right now isn't how they're meant to be used. Why should a solo tanker be able to 2-shot kill an HAV crew that's utilizing tactics and teamwork? Dust 514 isn't call of duty, this game is built around tactics and teamwork. Why should solo-gameplay be on equal terms with team-oriented gameplay? It's not ---_______--- How about this. We do a 1v3 battle. You get a solo tank, I get two gunners. They will not use AV or anything like it on your HAV to keep it lolfair. I'm going to bet that you are going to fail miserably. Why? Because HAVs are not solo vehicles. Again, just because people use them as such does not mean that they are. What you are actually doing is: 1) Forcing people to play how you want them to play. 2) Actually making the HAV a four to five person vehicle. The second part is extremely important. Right now we have 8v8, and soon we will have 16 v 16 or 12 v 12. If you have to take four to five people out of a battle to operate ONE vehicle, it is just not worth it. Especially when one to two proto AV can destroy the HAV. I do not want HAVs to go the way of LAVs and dropships, and that's exactly what adding more people is going to do. HAVs are already weak enough, and making more people operate them is going to make them even worse, unless you do something that will never happen. IE give HAVs a second large turret instead of a small one, or make it so that HAVs can fly. See what is needed to make it actually worth it to take even more people to operate one? il take your challenge because I can use the hav solo and kill any tank, you would need a 2nd tank just to distract me. Our fight score right now is 5:4.
name the time and il have a friend of mine set up the match. |
Void Echo
Internal Error. League of Infamy
529
|
Posted - 2013.07.12 11:58:00 -
[88] - Quote
Dagger-Two wrote:You want to balance out tanks, make them more of a powerful. teamwork-based, game-changing asset, which is less frequently used to rack up kills in ambush matches against pubbies and more used to help your team win major battles?
Make gunner and driver seperate. Easy as that.
And before the QQ starts about it being 'my tank' and not wanting to rely on blueberries, there are lots of ways you could get around those issues (squad-only vehicle, for example). Drover focuses on driving and modules, gunner focuses on shooting. They share points for kills.
You solve the problem of one man HAV's and the over-use of HAV's in one swoop. You make tanks a more valuable asset to your team because they will be used less often, and you give DUST a teamwork mechanic that isn't found in most shooters.
And before you start bitching, I read people saying themselves they didn't want DUST to be like BF3. Well, here you go. Thiis is nothing like BF3. AFAIK, you'll only find this mechanic in ARMA and Project Reality, and as someone who plays both, I can assure you that you don't have to drive and gun to have a shitload of fun in a tank, and get your heart pumping. There's also no better feeling than coordinating with your driver to get a sweet shoot-and-scoot kill, or as a driver using your optics to mark targets for the gunner.
You can all ***** at this idea now.
that would cause HAVs to disappear. why would I skill into driving the damn thing if all I can do is drive? |
Void Echo
Internal Error. League of Infamy
529
|
Posted - 2013.07.12 12:12:00 -
[89] - Quote
slypie11 wrote:Well guys, the dev just stated in the updates thread that eventually, they will be making HAVs more tactical and squad oriented. Don't know how, but it will be happening.
wheres the link? |
Harpyja
DUST University Ivy League
245
|
Posted - 2013.07.12 14:20:00 -
[90] - Quote
Haven't we been nerfed enough already? |
|
Void Echo
Internal Error. League of Infamy
563
|
Posted - 2013.07.12 22:30:00 -
[91] - Quote
Harpyja wrote:Haven't we been nerfed enough already?
apparently not |
RINON114
B.S.A.A. General Tso's Alliance
278
|
Posted - 2013.07.13 00:36:00 -
[92] - Quote
slypie11 wrote:Alan-Ibn-Xuan Al-Alasabe wrote:It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. . . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\. Of course dropsuits can run solo, you can wear a tux without having someone else use the arms for you. Tanks on the other hand, are house sized, multiple heavy weapon toting machines of destruction, so of course you need more than one person using it. I think the OP's idea is awesome. It would encourage strategy and teamwork, instead of just piling on expensive guns and mods and mowing down hapless AV guys. This so much. I think HAV's should not be useless or unusable solo, but the rewards for running as a squad should be significant. You could have three pilots with different abilities, for example:
Pilot 1 - Driver - The driver drives the tank. Obvious really. They are capable of quickly looking around the tank in all directions.
Pilot 2 - Gunner - The gunner is responsible for the main gun as well as the tpp mounted turret. This suit could wear modules to reduce heat build up or damage modifications.
Pilot 3 - Logistics - Logistics controls all of the modules of the tanks, damage control and sensors. Has pilot suit bonuses that add to resistance or cooldowns.
In my honest opinion, this change to HAV's will bring them to an incredible new level. HAV pilots will be incredibly skilled players that will bring back the death dealing that was present in Chromosone, the major cost being the expense of the HAV (which should go up with this implementation) and the cost of the pilot's suits as well as their lives. Driving a HAV in this fashion should also give one more penalty: You can't just hop out when there's danger. It should take a good 5 or 6 seconds to un-integrate yourself from the systems.
Current HAV's should be made into the MAV's and allow for only two pilots. |
Void Echo
Internal Error. League of Infamy
570
|
Posted - 2013.07.13 03:04:00 -
[93] - Quote
RINON114 wrote:slypie11 wrote:Alan-Ibn-Xuan Al-Alasabe wrote:It's funny how no one has a problem with dropsuits being perfectly viable to use solo, but if you expect a HAV to be viable solo you're a horrible person who just wants an insta-win button. . . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\. Of course dropsuits can run solo, you can wear a tux without having someone else use the arms for you. Tanks on the other hand, are house sized, multiple heavy weapon toting machines of destruction, so of course you need more than one person using it. I think the OP's idea is awesome. It would encourage strategy and teamwork, instead of just piling on expensive guns and mods and mowing down hapless AV guys. This so much. I think HAV's should not be useless or unusable solo, but the rewards for running as a squad should be significant. You could have three pilots with different abilities, for example: Pilot 1 - Driver - The driver drives the tank. Obvious really. They are capable of quickly looking around the tank in all directions. Also the most useless seat of my design because nobody would ever skill into only driving them.
Pilot 2 - Gunner - The gunner is responsible for the main gun as well as the tpp mounted turret. This suit could wear modules to reduce heat build up or damage modifications. the 2nd most useless seat of my design because then even bluetard could get in and fucke everything up as usual
Pilot 3 - Logistics - Logistics controls all of the modules of the tanks, damage control and sensors. Has pilot suit bonuses that add to resistance or cooldowns. really bad option because people could randomly activate the modules when they are not needed and essentialy make the cool down when your in the middle of a fight and thus, you die
In my honest opinion, this change to HAV's will bring them to an incredible new level. HAV pilots will be incredibly skilled players that will bring back the death dealing that was present in Chromosone, the major cost being the expense of the HAV (which should go up with this implementation) and the cost of the pilot's suits as well as their lives. Driving a HAV in this fashion should also give one more penalty: You can't just hop out when there's danger. It should take a good 5 or 6 seconds to un-integrate yourself from the systems. Current HAV's should be made into the MAV's and allow for only two pilots.
fixed it for you.
and btw, this would make tanks the biggest liability on the battle and most useless of the vehicles, even dropships have a use, these wouldn't.
how about you make it an OPTIONAL HAV VERSION and see how many people skill into these and buy them. |
CharCharOdell
Shining Flame Amarr Empire
472
|
Posted - 2013.07.13 14:26:00 -
[94] - Quote
If the driver and gunner are seperate, then you will end up with all the good tankers in one corp so that we always have someone good to play with us. I do not like this idea. I'd rather just have better tanks. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
269
|
Posted - 2013.07.13 14:34:00 -
[95] - Quote
Maybe the Gunners should get a separate bonus than the pilot that'll help the vehicle out. |
Void Echo
Internal Error. League of Infamy
582
|
Posted - 2013.07.13 16:46:00 -
[96] - Quote
Godin Thekiller wrote:Maybe the Gunners should get a separate bonus than the pilot that'll help the vehicle out.
not helping |
Flawless Mirage
Valhalla Gardains
2
|
Posted - 2013.07.13 17:10:00 -
[97] - Quote
"CCP Cmdr Wang" wrote: We do have plans on making HAV more tactical in the future.
Hopefully they don't screw H.A.V. drivers over.... |
Void Echo
Internal Error. League of Infamy
583
|
Posted - 2013.07.13 17:27:00 -
[98] - Quote
Flawless Mirage wrote:"CCP Cmdr Wang" wrote: We do have plans on making HAV more tactical in the future. Hopefully they don't screw H.A.V. drivers over....
infantry players' dream, so itl happen since CCP is their ***** |
Harpyja
DUST University Ivy League
248
|
Posted - 2013.07.13 18:30:00 -
[99] - Quote
Godin Thekiller wrote:Maybe the Gunners should get a separate bonus than the pilot that'll help the vehicle out. Don't their own turret operation skills already stack with the driver's turret operation skills on the small turrets? Hehe |
Void Echo
Internal Error. Negative-Feedback
845
|
Posted - 2013.07.26 15:26:00 -
[100] - Quote
Harpyja wrote:Godin Thekiller wrote:Maybe the Gunners should get a separate bonus than the pilot that'll help the vehicle out. Don't their own turret operation skills already stack with the driver's turret operation skills on the small turrets? Hehe
no |
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