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Jason Pearson
Seraphim Initiative. CRONOS.
865
|
Posted - 2013.04.20 05:17:00 -
[1] - Quote
Once you've unlocked Proto Turrets on a tank, the only other vehicle that compete with you is another Tank with proto Turrets, the damage output is excessive but needed as we're paper. Make Turrets weaker, increase all resistances and HP for Vehicles, Don't get me wrong, I like dealing stupid amounts of damage to everything BUT it's not going to help down the road.
By making us more Tanky (For all vehicles) and lowering large turret damage, we make vehicles fairer to fight against as they won't two shot you, but makes it so a Forge Gun can't 3 shot you (They can at the moment). This also creates more interesting Vehicle fights. |
Ulysses Knapse
Nuevo Atlas Corporation
316
|
Posted - 2013.04.20 05:27:00 -
[2] - Quote
No. Turrets should be powerful, otherwise we should just be allowed to shoot assault rifles out the sides of vehicles. |
Jason Pearson
Seraphim Initiative. CRONOS.
865
|
Posted - 2013.04.20 05:30:00 -
[3] - Quote
Ulysses Knapse wrote:No. Turrets should be powerful, otherwise we should just be allowed to shoot assault rifles out the sides of vehicles.
Because one shotting an installation is okay. lolrail Because three shotting a heavy is even better. lolblaster Two Shotting a 2mil tank is perfectly legit. lolrail
What I'm suggesting is making us stronger in exchange for our excessive damage, which is truly ridiculous. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
28
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Posted - 2013.04.20 05:45:00 -
[4] - Quote
You have to take into account how the game has changed from what was intended to be and what has become. Heavies for example were meant to be AV specialists that could go toe-to-toe with vehicles. That's why they used to have such an insanely high EHP. Now, post nerf bat, they're still a foce to be reckoned with, but require more skill. Depending on what initial roles HAV were designed to fulfill compared to how we use them, adjustments will be made over time for balancing purposes. |
KalOfTheRathi
Talon Strike Force LTD
342
|
Posted - 2013.04.20 06:36:00 -
[5] - Quote
So Jason, exactly what smacked you?
The combination seems fine as it is. Taking out Installations requires enough firepower to do it and it much harder if the turret has an operator.
Militia Tanks are paper. Yep.
It is difficult for me to guess what you want? If you want to turn this into endless tank wars then ... no thanks. If not, then what are you after anyway? |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
232
|
Posted - 2013.04.20 06:37:00 -
[6] - Quote
Are you using damage mods? I've read that tank damage mods give 2x the bonus they should give: the 10% is giving 20% That could be the problem. |
Jason Pearson
Seraphim Initiative. CRONOS.
865
|
Posted - 2013.04.20 07:18:00 -
[7] - Quote
KalOfTheRathi wrote:So Jason, exactly what smacked you?
The combination seems fine as it is. Taking out Installations requires enough firepower to do it and it much harder if the turret has an operator.
Militia Tanks are paper. Yep.
It is difficult for me to guess what you want? If you want to turn this into endless tank wars then ... no thanks. If not, then what are you after anyway?
Smacked me? No no no. This is not me crying because I've been killed, fact is when I'm in a rail tank I only die to enemy rail tanks or an OB.
I one shot Installations, I rolled up next to a sagaris and two shotted that. I two shot any Bolas that flies in. The only thing to offer a challenge is another rail tank.
In a blaster tank, anything that doesn't have an Ion cannon or proto rail dies.
Your comment about the Installations taking enough firepower to kill? If anything they're ridiculous UP in terms of HP, very weak and require no effort. The only worrying thing is a Railgun turret overlooking a good open area, and that's if I'm running a blaster tank.
I'm actually asking for a nerf in exchange for a buff (Very uncommon request I know), I would like to see a lower damage output for the Blaster and Railgun turrets in exchange for a buff to Shield/Armor modules making us less able to go 30/0 in a single game but more capable to survive. In PC Blaster Tanks aren't going to be a good idea, it's going to be all about railguns, anyone can see that. Nerfing the damage output and increasing tanking capability makes us more useful in CQC so we can actually support out team instead of having a single rail tank dominating the vehicle side of the match. |
The dark cloud
Seraphim Initiative. CRONOS.
1261
|
Posted - 2013.04.20 08:29:00 -
[8] - Quote
problem is when you give more tank then they become more effective against infantry and people complain even more why their militia swarms doesnt 1 shot a sagaris. |
Jason Pearson
Seraphim Initiative. CRONOS.
865
|
Posted - 2013.04.20 08:44:00 -
[9] - Quote
The dark cloud wrote:problem is when you give more tank then they become more effective against infantry and people complain even more why their militia swarms doesnt 1 shot a sagaris.
Aye, always going to be like this xD
But if we reduce the effectiveness of our weapons, making us more of a Support Vehicle (Instead of a massive killing machine that we love). So we're still capable killers, we're not as strong but we're good at being a target and Tanking damage |
Arkena Wyrnspire
Turalyon Plus
77
|
Posted - 2013.04.20 09:47:00 -
[10] - Quote
The dark cloud wrote:problem is when you give more tank then they become more effective against infantry and people complain even more why their militia swarms doesnt 1 shot a sagaris.
Someone else suggested reducing tank damage output, AND AV capability + HAV tanking ability. |
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Cat Merc
BetaMax. CRONOS.
517
|
Posted - 2013.04.20 10:39:00 -
[11] - Quote
Show me on this doll where the turret touched you. |
Takahiro Kashuken
Red Star. EoN.
255
|
Posted - 2013.04.20 10:40:00 -
[12] - Quote
You would have to reduce the damage that AV does then
I dont want my rail to go from 2 shot to 6 shot but AV stay at 3shot against a Sagaris and 2 proto swarm volleys against a Surya |
slypie11
Planetary Response Organisation
165
|
Posted - 2013.04.20 13:25:00 -
[13] - Quote
Takahiro Kashuken wrote:You would have to reduce the damage that AV does then
I dont want my rail to go from 2 shot to 6 shot but AV stay at 3shot against a Sagaris and 2 proto swarm volleys against a Surya He said increase tank hp, which does the same thing. |
Takahiro Kashuken
Red Star. EoN.
255
|
Posted - 2013.04.20 13:27:00 -
[14] - Quote
slypie11 wrote:Takahiro Kashuken wrote:You would have to reduce the damage that AV does then
I dont want my rail to go from 2 shot to 6 shot but AV stay at 3shot against a Sagaris and 2 proto swarm volleys against a Surya He said increase tank hp, which does the same thing.
|
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
128
|
Posted - 2013.04.20 14:10:00 -
[15] - 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. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.04.20 14:22:00 -
[16] - Quote
Jason Pearson wrote:Once you've unlocked Proto Turrets on a tank, the only other vehicle that compete with you is another Tank with proto Turrets, the damage output is excessive but needed as we're paper. Make Turrets weaker, increase all resistances and HP for Vehicles, Don't get me wrong, I like dealing stupid amounts of damage to everything BUT it's not going to help down the road.
By making us more Tanky (For all vehicles) and lowering large turret damage, we make vehicles fairer to fight against as they won't two shot you, but makes it so a Forge Gun can't 3 shot you (They can at the moment). This also creates more interesting Vehicle fights.
I kind of like this idea. instead of having tanks being useless paper weights who when they have pi**** the enemy team of enough will become hunted like a boston bomber ( yeah well only thing i could think about sorry for if stepping on toes ) With a buff to armor/shield (maybe even adding so that the specific HAV skill will increase the passiv resist of the respective tank with 3% per level ?? ) and a decrease to damage output a railgun tank won't be a dominating bastard who will be hated just as much as an obese sniper. This way heavies will also regain some of their purposed job as they won't get one shot when they pop out of cover to shot at a tank. But they're gonna have to pop out more often as the tank is buffer. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
129
|
Posted - 2013.04.20 15:34:00 -
[17] - Quote
so you want a heavy to have 5000 HP or a rail to do 1000dps? please clarify bc you're absolutely ridiculous. if my 2,500,000 isk cannon cant take out a 200,000 isk suit, then this game is pointless and broken. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
129
|
Posted - 2013.04.20 15:37:00 -
[18] - Quote
Takahiro Kashuken wrote:slypie11 wrote:Takahiro Kashuken wrote:You would have to reduce the damage that AV does then
I dont want my rail to go from 2 shot to 6 shot but AV stay at 3shot against a Sagaris and 2 proto swarm volleys against a Surya He said increase tank hp, which does the same thing. Yea but if the FG goes from 2 to 3shot is an improvement but not much of one for the tank
forges should come NOWHERE NEAR rails as far as DPS is concerned. Rails should be the ultimate AV weapon on all fronts. Forges are extremely cheap by comparison and pop proto tanks in 2 hits- proto swarms are no different. |
Aythadis Smith
The Generals EoN.
4
|
Posted - 2013.04.20 16:19:00 -
[19] - Quote
Charlotte O'Dell wrote:Takahiro Kashuken wrote:slypie11 wrote:Takahiro Kashuken wrote:You would have to reduce the damage that AV does then
I dont want my rail to go from 2 shot to 6 shot but AV stay at 3shot against a Sagaris and 2 proto swarm volleys against a Surya He said increase tank hp, which does the same thing. Yea but if the FG goes from 2 to 3shot is an improvement but not much of one for the tank forges should come NOWHERE NEAR rails as far as DPS is concerned. Rails should be the ultimate AV weapon on all fronts. Forges are extremely cheap by comparison and pop proto tanks in 2 hits- proto swarms are no different.
Hate to break it but...noticed.... most of our tank and gear capped at 3rd tier? While every one else gets 5? You need shields at 3 to get the best. Or anything in armor. Once you get 3rd tier, the rest is just a percent bonus. Our tanks stop at 3rd too. No 4th or 5th. Just saying. So.... in a way, it is like a Duv not being able to take out say...A series Assault. Hell, lets up the ante. A Officer Assault ( you guys pick) vs a B series suit. Or again, A series. But...he is only using extended shields. nothing above 3rd tier. The Proto Assault rifle will cut him down. Also, you copy and pasted that same line, about 5 up, in 4 different places. If you honestly need help, I'll group with you tonight and you can ride in my toy. But if you kids keep this up with the nerf wheel, we'll just have another clone of some other game. Personally, I went here because it was different. Half of you want it the same as every one else.
Also, I do feel a forge does out perform a rail. Personal thought. |
Takahiro Kashuken
Red Star. EoN.
256
|
Posted - 2013.04.20 16:27:00 -
[20] - Quote
FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either |
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Ops Fox
ZionTCD
211
|
Posted - 2013.04.20 19:45:00 -
[21] - Quote
Personally I think tanks could use a slight buff to HP and heavies should have their own HP increased by the same percent. If you nerf turrent damage nerf Av damage by the same percent. While i do think tanks seem off and I would rather have something that can take hits and lead a charge I dont think you should change one side with out changing the other.
So buff tank Hp and heavies HP by the same percent.
If you do nerf turret damage nerf AV damage by the same percent,
I would rather higher HP than attack on my tanks rather than what we got now.
We should be looking at the numbers for medium teir tanks and weapons you cant compare the best equipment as the standard you must look at the average equipment your basic and advanced gear not your proto. |
ladwar
Dead Six Initiative
177
|
Posted - 2013.04.20 20:23:00 -
[22] - Quote
Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
313
|
Posted - 2013.04.20 22:55:00 -
[23] - Quote
Tanks are gimped. I almost never use them anymore. People cried and cried about how OP they were and it worked; any merc with half a brain and no extra chromosomes can now single handedly fight off even the best tanks.
I've zero respect for anyone crying about tanks at this point. |
ladwar
Dead Six Initiative
181
|
Posted - 2013.04.20 23:29:00 -
[24] - Quote
Iskandar Zul Karnain wrote:Tanks are gimped. I almost never use them anymore. People cried and cried about how OP they were and it worked; any merc with half a brain and no extra chromosomes can now single handedly fight off even the best tanks.
I've zero respect for anyone crying about tanks at this point. I do agree with you on that point. |
Jason Pearson
Seraphim Initiative. CRONOS.
871
|
Posted - 2013.04.22 17:05:00 -
[25] - Quote
As I said, nerfing the damage so that we are still capable of killing yet being viewed more as support weapons (unless theres a whole column riding up a road, that **** would be scary) and buffing our HP (and resists) so that we take longer to kill creates a balance where it isn't a must to kill the enemy tank, but killing it would be pretty damn beneficial to your team.
Keep AV Weapons where they're at, Forge Guns need to have the same output as Railguns imo. With this buff and nerf, it means we don't have to mess around with AV weapons, all vehicles could actually get a buff tbh, make them stronger so they can survive. |
Takahiro Kashuken
Red Star. EoN.
270
|
Posted - 2013.04.22 19:17:00 -
[26] - Quote
ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype
For the price hike and general tank increase its not proto
Compare to the dropsuit way
milita>basic>advanced>proto
Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either
At best they are advanced |
Texs Red
SVER True Blood Unclaimed.
18
|
Posted - 2013.04.22 21:26:00 -
[27] - Quote
In tank to tank battle a good railgun tank will beat a blaster one every time. In EVE railguns deal less damage in exchange for distance (and are less effective at close range) where blasters have great DPS but crappy range, in Dust railguns have you could want except fire rate. I suggest that railgun damage be toned down with a slightly lower rate of fire but have the ability to shoot more shots before overheating and give blasters a notable increase in damage.
As for AV, I think the forge gun is a little off. If, for no other reason, it deals only slightly less than railgun damage on an infantry platform. I mean if shooting the 80 GJ (which is gigajoules, and I believe that kind of energy could send a projectile from the west coast of the USA to Ireland in under a second) railgun on my several ton tank causes it to sway how is a infantry shooting an slightly weaker hand-held version without it ripping his arms off and flying through the air? |
Sylwester Dziewiecki
BetaMax. CRONOS.
44
|
Posted - 2013.04.22 22:59:00 -
[28] - Quote
Jason Pearson wrote:Once you've unlocked Proto Turrets on a tank, the only other vehicle that compete with you is another Tank with proto Turrets, the damage output is excessive but needed as we're paper. Make Turrets weaker, increase all resistances and HP for Vehicles, Don't get me wrong, I like dealing stupid amounts of damage to everything BUT it's not going to help down the road.
By making us more Tanky (For all vehicles) and lowering large turret damage, we make vehicles fairer to fight against as they won't two shot you, but makes it so a Forge Gun can't 3 shot you (They can at the moment). This also creates more interesting Vehicle fights. I totally agree on that. I don't have proto turrets on my tank yet, and I already think that HAV don't need to deal so much dps. With enthusiasm, I remember my HAV's-beginnings. What I was liked most is that the HAV vs. HAV fight was longer than now. It's because I was dealing much less dps while using standard turrets and without that all skills bonuses. I do not like fact that proto armor tank with best tank in this game is dieing after 3 wave of proto swarms that is hitting his weak spot. They are just too expensive for that(in terms of their value, and time that you need to spend to skill them up).
Boost HAV's tanking ability and lower their dps. Do it to all HAV or just to specific types. I'm tired of having one Madruger per 4-5 matches because it is so expensive that I'm constantly broke. I want to have tank that I can use in every battle, and I don't want to be scare that I gone lose it in seconds.
A new skill system is coming to Dust and as Infantry I gone be a "cannon fodder" in matches when I gone be to broke to buy new HAV. Thats gonna be unfair, Infantry will have starter-dropsuits that cost 0 ISK, and all they skills apply to them, so they gone be much better in that militia stuff than any other vehicle pilot. |
slypie11
Planetary Response Organisation
184
|
Posted - 2013.04.22 23:02:00 -
[29] - Quote
Sylwester Dziewiecki wrote:Jason Pearson wrote:Once you've unlocked Proto Turrets on a tank, the only other vehicle that compete with you is another Tank with proto Turrets, the damage output is excessive but needed as we're paper. Make Turrets weaker, increase all resistances and HP for Vehicles, Don't get me wrong, I like dealing stupid amounts of damage to everything BUT it's not going to help down the road.
By making us more Tanky (For all vehicles) and lowering large turret damage, we make vehicles fairer to fight against as they won't two shot you, but makes it so a Forge Gun can't 3 shot you (They can at the moment). This also creates more interesting Vehicle fights. I totally agree on that. I don't have proto turrets on my tank yet, and I already think that HAV don't need to deal so much dps. With enthusiasm, I remember my HAV's-beginnings. What I was liked most is that the HAV vs. HAV fight was longer than now. It's because I was dealing much less dps while using standard turrets and without that all skills bonuses. I do not like fact that proto armor tank with best tank in this game is dieing after 3 wave of proto swarms that is hitting his weak spot. They are just too expensive for that(in terms of their value, and time that you need to spend to skill them up). Boost HAV's tanking ability and lower their dps. Do it to all HAV or just to specific types. I'm tired of having one Madruger per 4-5 matches because it is so expensive that I'm constantly broke. I want to have tank that I can use in every battle, and I don't want to be scare that I gone lose it in seconds. A new skill system is coming to Dust and as Infantry I gone be a "cannon fodder" in matches when I gone be to broke to buy new HAV. Thats gonna be unfair, Infantry will have starter-dropsuits that cost 0 ISK, and all they skills apply to them, so they gone be much better in that militia stuff than any other vehicle pilot. And lower the dps of blaster turrets outside of optimal range. They're supposed to be short range, so why am I getting killed from so far away. |
ladwar
Dead Six Initiative
201
|
Posted - 2013.04.22 23:06:00 -
[30] - Quote
Takahiro Kashuken wrote:ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype For the price hike and general tank increase its not proto Compare to the dropsuit way milita>basic>advanced>proto Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either At best they are advanced militia>militia tanks basic>PSN tanks advanced> your gunn/mad tanks proto> surya/saragis hm i see it how can't you? |
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Jason Pearson
Seraphim Initiative. CRONOS.
874
|
Posted - 2013.04.23 06:19:00 -
[31] - Quote
ladwar wrote:Takahiro Kashuken wrote:ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype For the price hike and general tank increase its not proto Compare to the dropsuit way milita>basic>advanced>proto Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either At best they are advanced militia>militia tanks basic>PSN tanks advanced> your gunn/mad tanks proto> surya/saragis hm i see it how can't you?
Ridiculous.
Militia and PSN tanks are exactly the same except the PSN ones are p2w in the sense that it has more PG/CPU Madrugar and Gunnlogi is Standard, requiring level 1 in their specific skill Sagaris (One Additional Low Slot) and Surya (One Additional High Slot) requires level 3 in their specific skill. Wheres our level 5 Tank? Wheres our level 5 Extenders? Level 5 Boosters? We have Level 5 turrets, but everything else ends at Level 3, and they're really crap compared to AV. Any tank is bent over by a Prototype Weapon, it's not a "challenge" for both players, it's "If you get hit by a proto weapon, run to the redline and sit there". |
Takahiro Kashuken
Red Star. EoN.
272
|
Posted - 2013.04.23 09:31:00 -
[32] - Quote
ladwar wrote:Takahiro Kashuken wrote:ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype For the price hike and general tank increase its not proto Compare to the dropsuit way milita>basic>advanced>proto Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either At best they are advanced militia>militia tanks basic>PSN tanks advanced> your gunn/mad tanks proto> surya/saragis hm i see it how can't you?
Because you have to buy them for money
The dropsuits all have ISK varients and the difference in dropsuits from milita to proto is massive where as in HAVs is not that much espc for the price and SP needed to reach there |
Godin Thekiller
KNIGHTZ OF THE ROUND
41
|
Posted - 2013.04.23 10:41:00 -
[33] - Quote
ladwar wrote:Takahiro Kashuken wrote:ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype For the price hike and general tank increase its not proto Compare to the dropsuit way milita>basic>advanced>proto Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either At best they are advanced militia>militia tanks basic>PSN tanks advanced> your gunn/mad tanks proto> surya/saragis hm i see it how can't you?
Your both wrong, because vehicles are not set up for levels like dropsuits. Similar, but not the same. Let me show you what I mean and you'll understand:
Std. HAV's: These consist of the MLT and the lvl 1 HAV's.
Adv. Combat HAV's: These will consist of the Enforcer HAV's that are coming in Uprising.
Adv. Logistics HAV's: We do not know what CCP's plans for these are yet. So, SOONtm for these
PROTO Combat HAV's: These are the Maraudars we have now.
PROTO Logistics HAV's: These will consist of the Black Ops HAV's we used to have, but CCP took them out tempoarily because they were broken (they had a reverse CRU on them that could spawn people instantly, but did not work. Same for the Logistic LAV's broken dropsuit repper. I'm still wondering why they didn't take those out....). They will come back SOONtm.
That how the order goes. PSN HAV's go with the STD bacause all they are are slightly enhanced lvl 1 HAV's with no benefit that the Adv. and PROTO ones get.
Peace, godin |
pegasis prime
The Shadow Cavalry Mercenaries
142
|
Posted - 2013.04.23 11:17:00 -
[34] - Quote
Jason Pearson wrote:ladwar wrote:Takahiro Kashuken wrote:ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype For the price hike and general tank increase its not proto Compare to the dropsuit way milita>basic>advanced>proto Tanks dont have the last link and AUR and PSN store tanks do not fill that gap either At best they are advanced militia>militia tanks basic>PSN tanks advanced> your gunn/mad tanks proto> surya/saragis hm i see it how can't you? Ridiculous. Militia and PSN tanks are exactly the same except the PSN ones are p2w in the sense that it has more PG/CPU Madrugar and Gunnlogi is Standard, requiring level 1 in their specific skill Sagaris (One Additional Low Slot) and Surya (One Additional High Slot) requires level 3 in their specific skill. Wheres our level 5 Tank? Wheres our level 5 Extenders? Level 5 Boosters? We have Level 5 turrets, but everything else ends at Level 3, and they're really crap compared to AV. Any tank is bent over by a Prototype Weapon, it's not a "challenge" for both players, it's "If you get hit by a proto weapon, run to the redline and sit there".
Hehehe not allways a good tactic if im hunting you , but in line with the point of this thread I totally agree with a dsmage nerf in exchange for a defence buff thats my opinion as a tanker and a proto forger it stopped being as much fun when I can 3 shot a sagi with my forge and or rail tank.
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Jason Pearson
Seraphim Initiative. CRONOS.
945
|
Posted - 2013.05.03 13:12:00 -
[35] - Quote
BUMP |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
7
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Posted - 2013.05.03 13:24:00 -
[36] - Quote
ladwar wrote:Takahiro Kashuken wrote:FG do out damage railguns at base value which shouldnt happen
Plus we dont have proto tanks either actually we do... look at surya/sagaris in combat-PRO as in prototype Sorry but are you referring to those PRO tanks that are NOT !! in the uprising build ?? The only thing tankers can get now are a glorified sniper tank that dies if you cough in the near vicinity of it. Hopefully all the great tankers out there ( will be pissed and angry ) stay with tanking as i hope CCP will put the B-ops and PRO tanks back and hopefully buff tanks ( and heavies ) to a point where spamming av nades isn't gonna be enough. |
trollsroyce
Seraphim Initiative. CRONOS.
331
|
Posted - 2013.05.03 14:56:00 -
[37] - Quote
Proto rails are glitches to receive twice the boost from damage mods. Fixing damage mods on rails should make a big difference. -10% overall damage due removal of passive skills will matter as its not stack penalized like gardeners.
Kitten this auto correction.
The biggest impact of downgrading temporarily to gunnlogi and madrugar is: there will be less need for ship precision strikes, as normal orbitals have a good chance of killing them. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
137
|
Posted - 2013.05.03 17:43:00 -
[38] - Quote
Iam no tanker so i may be a bit biased in what i say. but i agree tanks should take a beating a sever one.
The main balance issue is see is large blasters is a anti infantry weapon and is very very effective at it i know this is most likely the scissors calling the rock op but hear me out if the large blaster is so good at killing infantry then what is the propose of small blasters on tanks do deal with infantry no?
My answer all main guns on tanks should be suppression or support based against infantry blasters should have far less rate of fire but have a decent splash area of effect to harass infantry but the primary method of killing them should be either other infantry or the small turrets on the tank or other vehicles. This would make small turrets useful and a good position to have filled.
Tanks should be very effective against light and medium vehicles but should take a good amount of effort to kill another tank. The before mentioned light and medium vehicles should be faster and much better at anti infantry than a tank, a good example of a medium vehicle that could excel at anti infantry but be weak against tanks is APCs, IFVs, Mtac or something like the lighting tank from planet side 2 a fast nimble tank with a medium turret on board.
As far as tanks and hp it has yes more would be good but tanks should also be heavy with very slow acceleration it can still go at same speed but cant just get up and go when it feel like its going down running away should be difficult to do. how many hits of AV weapons should a well fit standard tank take iam not sure iam thinking somewhere in the 6 to 8 region that's killable for a good AV team of 3 or 4,
Tank on tank battles should last at least 3 to 4 shots form the main turret assuming a fire rate similar to a shot from a rail gun perhaps a bit slower.
One of the better balances ive seen on the forums was make the driver have access to the front mounted small turret and the large turret be passenger controlled this would mean for a tank to be fielded effectively it would need at least a 2 man crew which balances against the av crew that would need to kill it, people can say isk balance all they want but currently its player per match that is main resource that needs to balance equipment.
One of the main issues i can see that stand in the way of properly having definite answer to whats wrong is we dont have alot of other vehicles or AV to see what effect they have on tanks or what effect tanks have on them so we can only balance what we got now which may hurt the something in some un seen way for example the only natural prey of tanks we have right now is LAV and i hope there will be more than that ov
Id like to know what the views of a tanker are on my suggestions as i said at the beginning i could be a bit biased.
Ranger |
Charlotte O'Dell
Faabulous
255
|
Posted - 2013.05.04 12:28:00 -
[39] - Quote
CCP: "Your suggestion has been noted so u get a sniper tank." |
Jason Pearson
Seraphim Initiative. CRONOS.
986
|
Posted - 2013.05.04 12:32:00 -
[40] - Quote
Charlotte O'Dell wrote:CCP: "Your suggestion has been noted so u get a sniper tank."
:( |
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Vyzion Eyri
The Southern Legion RISE of LEGION
642
|
Posted - 2013.05.04 12:57:00 -
[41] - Quote
Let's start throwing in numbers.
Goals:
-Increasing the survivability and support capacity of HAVs -Decreasing the incredible damage output of large turrets
My suggestions:
-Per meta level, increase both resistances of shield and armour for HAVs by 1% -Increase base HP of either shields or armour (or both, depending on race) by 100%. (DOUBLE the amount of base HP.) -Give armour tanks a passive bonus to armor plating modules, perhaps 5-10% more effectiveness. This bonus would be higher (8-13%) for shield extenders on shield tanks. -Increase shield hardener active times to 20 seconds, decrease cooldowns to 10 seconds. -Increase movement speed penalty of armour plates by 3-5%, increase their HP bonus by 5-10%. -Decrease HP bonus of shield extenders by 10-20%, but make the extenders give a passive 15% damage resistance, to further boost the effectiveness of shield recharge.
-Make large blaster turrets have HALF the current rate of fire, and increase their prices by around 20%. -Increase spool time for railguns (10-20%) and make them respool after every shot. (like forge guns) -Increase splash damage for railguns by 15% -Increase turret rotation speeds for large railguns by 20%, decrease blaster rotation speed by 10%. -Decrease turret elevation angle by 10%
-Increase passenger space in HAVs by 1 slot. (cannot do anything in this slot, but completely protected)
INDIRECT CHANGES (optional): -Reduce forge gun damage by 30%, increase splash radius by 20% -Allow forge guns to fire without spooling after a first shot. (can be a variant) -Increase damage of AV grenades (WAIT FOR IT) by 20% except for proto av nades, and remove homing mechanic. -Have AV grenades continue to explode on contact with vehicles. -If an AV grenade is not contacted by a vehicle for 3 seconds, it deactivates. -Give Prototype AV grenades the homing ability.
Now if we can build on this, that's something, right? |
Little Angus
CowTek IT Infotech
2
|
Posted - 2013.05.08 19:12:00 -
[42] - Quote
Ranger SnakeBlood wrote:Iam no tanker so i may be a bit biased in what i say. but i agree tanks should take a beating a sever one.
The main balance issue is see is large blasters is a anti infantry weapon and is very very effective at it i know this is most likely the scissors calling the rock op but hear me out if the large blaster is so good at killing infantry then what is the propose of small blasters on tanks do deal with infantry no?
My answer all main guns on tanks should be suppression or support based against infantry blasters should have far less rate of fire but have a decent splash area of effect to harass infantry but the primary method of killing them should be either other infantry or the small turrets on the tank or other vehicles. This would make small turrets useful and a good position to have filled.
Tanks should be very effective against light and medium vehicles but should take a good amount of effort to kill another tank. The before mentioned light and medium vehicles should be faster and much better at anti infantry than a tank, a good example of a medium vehicle that could excel at anti infantry but be weak against tanks is APCs, IFVs, Mtac or something like the lighting tank from planet side 2 a fast nimble tank with a medium turret on board.
As far as tanks and hp it has yes more would be good but tanks should also be heavy with very slow acceleration it can still go at same speed but cant just get up and go when it feel like its going down running away should be difficult to do. how many hits of AV weapons should a well fit standard tank take iam not sure iam thinking somewhere in the 6 to 8 region that's killable for a good AV team of 3 or 4,
Tank on tank battles should last at least 3 to 4 shots form the main turret assuming a fire rate similar to a shot from a rail gun perhaps a bit slower.
One of the better balances ive seen on the forums was make the driver have access to the front mounted small turret and the large turret be passenger controlled this would mean for a tank to be fielded effectively it would need at least a 2 man crew which balances against the av crew that would need to kill it, people can say isk balance all they want but currently its player per match that is main resource that needs to balance equipment.
One of the main issues i can see that stand in the way of properly having definite answer to whats wrong is we dont have alot of other vehicles or AV to see what effect they have on tanks or what effect tanks have on them so we can only balance what we got now which may hurt the something in some un seen way for example the only natural prey of tanks we have right now is LAV and i hope there will be more than that ov
Id like to know what the views of a tanker are on my suggestions as i said at the beginning i could be a bit biased.
Edit:Oh and last note they need to have a ammo bay that needs to be restocked by returning to base for example or by supply chains via vehicles supply depots, of specialised logis?
Ranger
I am someone who uses tanks only, and I think those ideas of yours is a bunch of garbage. That's my views on your big suggestions. My response is harsh, yes, but try using tanks only for a month, and see if you begin to think differently. Pay out lots of isk, then re-think the idea of having your passengers control the large turret of the tank you paid for. Think about your frustration when the passenger has the large turret and starts shooting at rocks, the ground, the MCC, etc. Not a good 'balance' in my opinion, just tipping the scales to FAIL.
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